Search the Community

Showing results for tags 'Kotor'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Kotor Modding
    • Mod Releases
    • General Kotor/TSL Modding
    • Modding Tools
    • Work In Progress
    • Tutorials
    • Game Saves
  • Mod Projects
    • TSLRCM
    • VarsityPuppet's Mods
    • M4-78 Enhancement Project
    • KotOR1 Restoration (K1R)
    • Revenge of Revan
    • KotOR Toolset
  • Jedi Knight Series
    • General Discussion
    • Mod Releases
  • Other Games
    • Other Games
    • Dantooine Theater Company
  • General
    • News
    • Knights of the Old Republic General
    • Star Wars
    • The Old Republic
    • Site Feedback
    • General Discussion

Blogs

There are no results to display.

There are no results to display.

Categories

  • Knights of The Old Republic
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • The Sith Lords
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • Jedi Knight Series
    • Maps
    • Mods
    • Skins
    • Other
  • Game Saves
  • Other Games
  • Modding Tools

Product Groups

  • Premium Membership
  • Modders Account

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 413 results

  1. Version 1.0.7

    908 downloads

    The goal of the Expanded Galaxy Project is to provide as much additional content for both games as possible. NOTE : The current included readme is outdated, so the installation instructions are included below. Installation steps for the project. #0 Install KotOR2. #1 Install Official 1.0b Patch https://deadlystream.com/files/file/812-official-10b-patch/ #2 Install TSLRCM 1.8.6 https://deadlystream.com/files/file/578-tsl-restored-content-mod #3 Install M478EP 1.5.1 https://deadlystream.com/files/file/277-m4-78-enhancement-project/ #4 Install Coruscant Jedi Temple https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/ #5 Install Expanded Galaxy 1.0.4 ( Download included on this page ) This is all required for the project to work properly. Also make sure to download and install the latest patch, I will upload everything in a single package eventually. Thanks to everybody that made this project possible, I will update the read-me and many more things in time. Thor110 Discord : https://discord.gg/g9cnEvr - For Testing & Story Discussion as well as the latest patches. There is also a video that shows the installation process. https://www.youtube.com/watch?v=ChFH5jRksGU&ab_channel=ExpandedGalaxy
  2. Version 1.0.0

    488 downloads

    Author : RedHawke 01/29/05 Version 1.0 ============================================================================ With my new mission to make everyone's PC's spend their hard won, or easily cheated credits, I have a new mod that will help you in this area. This one is a biggie. ;^) This mod alters the Ebon Hawk's workbench to be able to build brand new items and some of the normal game items, now when you click on the Ebon Hawk's workbench it becomes a super handy TSL-esque Construction Bench. Henceforth referred to simply as the CB. This mod does too much to be listed... but, what you can build at the CB will change as your skills are increased, the skills that affect the CB are; (Repair, Demolitions, and Treat_Injury) also some things might require you to be a certain level or a Jedi, if you don't have enough credits, etc. There are a ton of possible combinations. But I'll try to list the highlights there is at least one of each major weapon type that is buildable at the CB, as well as one new of each armor type, including armored clothes. All the buildable weapons and armor have the word "Custom" in their title and most all are fully upgradeable, there are no new skins for these armors and weapons, the armors all use the first texture variation, the weapons use one of the standard games variants, new textures for these items would increase the mods size drastically, but all you people out there can alter the item .uti files to point to whatever textures you wish, I leave that up to you. Along with the above, you can also construct 4 Custom Jedi Robes, 1 in each game color, and 2 new Custom Battle Robes (Revan/Star Forge Skins) stronger than the normal robes, all robes are upgradeable. Like the armor's they use standard game textures. The robe .uti files are easily alterable like the armors. You can also build lightsabers, all 3 styles, single, double, and short, at the CB, only the Standard colors are supported, but here's the bonus the bench gives you, the saber color you get is completely random, and you even have a slim (5% or so) chance to build yourself a HOTG ot MOTF saber with the CB. How cool is that? Also you are able to build, pending your appropriate skill level of course, any of the games Grenades (Even the mighty Thermal Detonator), Mines, Medpacks, Stims, Repair Kits, Parts Packs, Computer Spikes, Armor Upgrades, and Weapon Upgrades. Most of these also have the option for you to build quantites (1, 5, or 10), so you don't need to build these one at a time, unless heavy use of the CB makes you poor of course, if you don't have enough credits the options will not show up as well. Of course everything you build costs you some credits for the building supplies, etc. This is fully compatable with all my other Mods, and just about everyone else's as well... at least I don't remember one that made use of the Ebon Hawk's Workbench??? Installation Instructions: ----------------------------- Unzip all of the files in the .zip, except this readme into your KOTOR override directory at any time, this should immediately take effect with any save game you currently have, or you can always start a new game. Also includes a .KMM file for installation by Cchargins Kotor Mod Manager program, if you have it. Uninstallation Instructions: ----------------------------- Simply delete all these files from your override directory, or deactivate it with KMM. Acknowledgements: ------------------------------------------------ A boatload of thanks to Fred Tetra for creating the awesome and simple to use kotor editing tool. And Thanks to Cchargin for the cool Kotor Mod Manager, KMM Program! Also thanks to Darth333, her script help helped to make this possible. Also a very appreciative thanks to the many friendly and informative people at the Lucasforums Holowan Laboratories board who have shown and or helped me to learn how to do stuff like this.
  3. I have a tendency to collect Lightsabers, both in real life from SaberForge and Ultrasabers, and in my Kotor 2 (and sometimes 1) override folder. I have pretty much all of Jorn's hilts, Holowan designs, etc., but I really love the standalone hilt mods out there like the Valorous Knight's Lightsaber or the Kyle Katarn hilt. So would anyone be willing to drop any Saber Hilt mods in this thread that I might be able to add to my Override for either game? Really it can be anything, so long as it's something you made that you don't mind someone else using in their game. Thank you!
  4. View File KotOR High Resolution Menus Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/ Submitter ndix UR Submitted 10/29/2017 Category Mods K1R Compatible Yes
  5. After finally getting every dialogue sound and gender assignment swapped from male to female twi'lek VOs, I have now noticed that there are some missing mouth animations--i.e. the NPC will have their dialogue and VO playing, but instead of mouthing the words they just stare at you unnervingly. Does anyone with more familiarity with editing dlg files know what I've missed? I'll settle for telepathic Jedi if I must, but I'd prefer consistency. dan13_deesra.dlg dan13_deesra.utc
  6. Thought I'd make this post just as a way to keep track of my future/not-yet-started projects, such as they are. As they move past the concept stage they may get threads of their own. Unique Sidequest Messengers (K1): continuing on from my Mandalorian Jagi mod, this one attempts to do the same for all other side quests. Jolee's old friend who tells him about Sunry should look more like a smuggler. Sunry himself could use some scruff from his prison stay, and maybe a Republic Officer's uniform. The trial's half politics anyway, why not have him look the part. I'm also partial to giving Elora the Old Black Commoner model, but I'm not opposed to the Asian variant since that one doesn't get much use afaik. Xor not only gets a human head to better fit his dialogue, but a unique one at that. Currently thinking about bearding and greying Mullet Man for him, plus adding some scarring--maybe claw scratches since the man likes hunting Cathars so much. Looking into modding his thugs into various human mercenaries also--it always took me out of it if I confronted him on Manaan to have Selkath backing it up. Bastila's mother's friend (the Twi'lek) could use an update. Commoner clothes vs armor is a decision for farther down the line, but I'd definitely give her a scar or something. She's done treasure hunting work after all. Lena should also get an update--maybe have her be a red twi'lek? I'd have to experiment getting the body model the correct color and working, but I feel like she's worth it. Carth's friend Jordo needs at minimum a Czerka uniform and probably a new head to go along with it. Have I exhausted my Asian head editing? Perhaps. I guess we shall see. Freyrr deserves a unique Wookiee skin--I'm thinking take a page out of Itchy's and just greying the Wookiee 1 model. Hulas could be greener and his outfit could be darker. Something that says "I have a proposition for you." Suvam Tan shouldn't be the only Rodian who gets to look significant. Equally, Senni Vek deserves a unique colored head. There is a Twi'lek racist out there conflating every green-skinned nerfherder in the game and I will not let it stand! No More Starring Roles: Endar Spire Jedi and Star Forge Jedi in my opinion should get more diverse appearances than just "not-in-use PC head." Honestly it probably won't be anything fancy either, just tweaking their skin colors to make them Near Human (maybe Mirialin or Zeltron?). Equally, the Taris Sith Governor and that one Sith Apprentice on Lehon are missing a little something. Currently considering giving the Taris boss a light dusting of hair and goatee and calling that a day, but the Sith Apprentice should be either Twi'lek or Mirialin in my opinion. Something eye catching that makes his words actually register. Companion Sidequest items: Scripting might hold me back here, but it seems like a fun way to acknowledge NPC character growth and have a few new toys to play with. This would include the K2 items Bindo's Band and Vao armband, although I'd probably beef their effects a bit. Lightsaber Ranks: Dark Jedi and Sith Apprentices are clearly two separate groups. To that end and inspired slightly by the Inquisitors of new canon, I plan to reassign lightsabers to all of the adversaries so only the bald, armored Sith Apprentices get saber staffs/double bladed lightsabers out of the grunts in the villains. Boss Enhancements: New items for every planet's boss. In practice Jorak Uln gets an armband/Sith Talisman that boosts Wisdom. Yuthura gets an armband complete with icon from her Sleheyron days that works as a boosted version of Brejik's anti-melee equipment. Considering replacing the Jedi Master Robes in Uthar's room with the Darkside equivalent of the Qel-Droma Robes--different stat emphasis but same defense 5. Wookiee Warblades abound, Calo Nord has pistols with increased stats on them. Bandon's thugs probably get their weapons, looks, and difficulty changed up since he already comes with armor and a saber. Sherruk gets a special sniper rifle. Xor gets a belt that boosts all relevant combat attributes but also has a 50% chance of zombie walk and low reflex saves (because overuse of stims is bad for you, kids!). K2 Armor Fix: reassign textures to their correct K1 counterparts, yes. With the new armors, it's important to me that the descriptions and cultures are adhered to when possible. For example, the Mando combat suit seems like it would work better as a reworked version of the reinforced fiber armor, while the Echani Shield Suit should be anything but the Mando armor. The Corellian Powersuit should be a reskinning of the Powered Battle Armor, not yet another reworking of Cinnagar Plate Armor. If I can get the retexture right (which by description should probably be a reskin of regular battle armor and not what should be Verpine armor), ideally this would lead to a side mod where I put M'uhk'gfa into K1--probs on the Elite Gamorreans on Taris and maybe the hapless group on Tatooine.
  7. Basically inspired by @ebmar Three-Tiered Dark Jedi Robes @N-DReW25 "N-DReW's Dark Jedi Robes" and do correct me if anybody's already attempted this. My intentions are to use the brown, red, and blue Jedi robes as the texture basis for the Jedi, Knight, and Master robes respectively. From there you'd have the different color variations under each (brown, red, blue). Nothing fancy, just a bit of color shifting to imitate the original robes where possible. Obviously it's going to vary a bit based on the hues of the base texture--the brown Knight robe is leaning more towards the tan side at the moment--but for those who actually like the vanilla robes I think the opportunity is here to provide another immersive twist (that maybe the game should have had all along, but that's where modding comes in anyway). Let me know your thoughts! I'll update later in the week with my first trial run and see how it looks in practice.
  8. View File Starcrossed: A Unique Shen and Rahasia Mod STARCROSSED: A UNIQUE SHEN AND RAHASIA MOD This mod attempts to combat the clone effect in KotOR by giving our two starcrossed lovers unique heads--or at least heads that haven't been used by 5+ NPCs before you've even set foot on Dantooine. Shen Matale now has a head based on PMHA04, while Rahasia Sandral's takes it's shape from PFHB04. I tried to select the heads based on personality and vibe while keeping the original guidelines. Nurik and Ahlan have been switched to the alternate Old Commoner models of their respective races, and just for some extra spice, they're all color-coded with clothing. Casus's body now uses an edited version of the Chewed Human Noble Corpse--as far as I know it isn't used anywhere else in the game, so this mod straight-up replaces it. If it is, just prepare yourself for a dead skeletal body wearing green instead of red. That's all. Just run the installer. For the changes to fully take effect, it's recommended you load a save prior to landing on Dantooine/completing your Jedi trials. Then presto, Attichitcuk's your father. Submitter PirateofRohan Submitted 07/18/2021 Category Mods K1R Compatible Yes  
  9. HEY ALL!!! Gog is having another sale. Just bought like 6 games (Including KOTOR, TSK, and Jedi Knight Series) for like $20. Think it's only for a limited time...ish. :-)
  10. Version 1.0.0

    38 downloads

    STARCROSSED: A UNIQUE SHEN AND RAHASIA MOD This mod attempts to combat the clone effect in KotOR by giving our two starcrossed lovers unique heads--or at least heads that haven't been used by 5+ NPCs before you've even set foot on Dantooine. Shen Matale now has a head based on PMHA04, while Rahasia Sandral's takes it's shape from PFHB04. I tried to select the heads based on personality and vibe while keeping the original guidelines. Nurik and Ahlan have been switched to the alternate Old Commoner models of their respective races, and just for some extra spice, they're all color-coded with clothing. Casus's body now uses an edited version of the Chewed Human Noble Corpse--as far as I know it isn't used anywhere else in the game, so this mod straight-up replaces it. If it is, just prepare yourself for a dead skeletal body wearing green instead of red. That's all. Just run the installer. For the changes to fully take effect, it's recommended you load a save prior to landing on Dantooine/completing your Jedi trials. Then presto, Attichitcuk's your father.
  11. ZM90

    KotOR 1 Restoration

    Version 1.2

    69,343 downloads

    ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » KotOR 1 Restoration 1.2 Read-Me ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NAME: KotOR 1 Restoration 1.2 TYPE: Restoration VERSION: 1.2 SIZE - Unzipped: 145 Megabytes, Zipped: 47.2 Megabytes DATE RELEASED: May 31, 2016 KOTOR 1 RESTORATION FORUMS: http://deadlystream.com/forum/forum/31-kotor1-restoration-k1r/ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » DESCRIPTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ WARNING: IN ALMOST ALL CASES, IT IS RECOMMENDED TO INSTALL THE K1R RESTORATION BEFORE ANY OTHER MODS!!! THE ONLY EXCEPTION SO FAR IS KAINZORUS PRIME'S NPC OVERHAUL... The KotOR 1 Restoration Mod is an attempt to restore almost all the content that was cut from the game Star Wars: Knights of the Old Republic by BioWare Corp. Of course, these restorations will be within reason and things that were cut because they did not fit with the plot, and cannot be made to fit with the plot, will most definitley NOT be restored. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INTEGRATED MODS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » RESTORED CONTENT ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG FIXES/CHANGE LOG FOR 1.2 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ »» Original game: »» K1R Bugs: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG FIXES/CHANGE LOG FOR 1.1 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There weren't too many bugs in KotOR 1, thus there is such a short list. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ An installation which involves the TSL Patcher has been made ready for your use and is the simplest and easiest way to carry out installation. Alternatively, a secondary installer has been made for convenience. It will not patch the files like the TSL Patcher will, but it should be less of a headache for most users. HOWEVER, IT WILL NEED TO BE INSTALLED BEFORE ANY OTHER MODS!!! Note: The K1R team is not responsible for any incompatibility issues that may arise from the use of this mod in conjunction with other mods. Also, in order to provide the best feedback for us we recommend that you play K1R with NO other mods installed. Note 2: If using the TSL Patcher AND your game is in English, before installing, copy the dialog.tlk file bundled with this package into the KotOR directory. This will give you the grammar and typo fixes to the vanilla text. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ »»»» TSL PATCHER INSTALLATION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 1) Double click K1R_1.2_Installer.exe found in the main directory of the unpacked folder. 2) Click the button labeled Install Mod. 3) Click yes to the box that'll pop up... if you wish to proceed with installation. 4) Watch as all the little file names and progress reports scroll by and wait until the installer is complete. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » BUG REPORTING ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ There are 2 ways to report bugs: 1: Post your issues in the Bug Reporting Thread. 2: PM your issues to Fair Strides at Deadlystream. TO REPORT THROUGH PM 1) Go to DeadlyStream (http://deadlystream.com/) and search for the user Fair Strides ( http://deadlystream.com/forum/user/9107-fair-strides/ ) 2) Send a private message with as much detail as possible of what is occurring in your game. He will likely report back to you within a week. TO REPORT THROUGH THE BUG THREAD: 1) Go to the Bug Thread ( http://deadlystream.com/forum/topic/4457-k1r-12-impressions-and-bug-reports-read-me-first/ ) 2) Reply quoting and answering all of the questions as they apply to your issue. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » VOICE ACTOR ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Pazaak Tournament Mandalorians...Zhaboka Filters for Zaerdra's lines......Zhaboka Filters for sea floor lines......Zhaboka Thanks Zhaboka. You really brought life to the characters, and those parts would be pretty lame without you. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » CONTRIBUTORS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ A BIG thanks to all of you! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » TEAM MEMBERS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ - ZM90, Team Leader - Mandalore, Team Member - Jatku, Team Member - Fallen Guardian, Team Member - LDR, Team Member - Fair Strides, Team Member and main producer of the 1.1 update (and 1.2 update) - Malkior, Beta Tester - LiliArch, Beta Tester (though, putting them on a test is more like setting off a permacrete detonator in an apartment... ) - GrandmasterArcturus, 1.2 Beta-tester and LPer ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » SPECIAL THANKS ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ To the tool creators of the community ~ Kotor Tool.....................A VERY special thanks to Fred Tetra ~ K-GFF GFF Editor/DLGEditor.....tk102 ~ Lipsynch Editor................JDNoa ~ DeNCS Script Decompiler........JDNoa ~ AniCAM.........................JDNoa ~ ERF Editor/TSLPatcher..........stoffe (and later Fair Strides) And a shoutout for SithRevan (RIP) for beginning the restoration crusade for KotOR 1. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » REDISTRIBUTION ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The K1R 1.2 OFFICIAL may NOT be redistributed in any way without the explicit permission of the K1R team and the proper credit given. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ » LEGAL ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  12. Version 1.5

    47,582 downloads

    Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/
  13. Sarna was a Sith officer on Taris when Darth Malak ordered a bombardment. If Calo Nord survived, why not her? I wanted to create a mod in which she survives and will help fight the Sith who nearly killed her. She would get new armor and wait on Tatooine. When Bastila is captured, the soldier would take the place of the Jedi. My modeling skills are not enough to create a unique helmet and suit of armor for her of an earlier style (see picture), which I believe is similar to Sith armor, and I cannot create dialogue trees. I have never had success with the type of scripting for such a mod, and I want a brief interaction with Sarna (player surprise that a Sith officer is on Republic-held Tatooine, Sarna explaining) before she joins the others aboard the Ebon Hawk. I need help with this.
  14. Hello! I officially started on this, so I thought I should post progress in the official WIP channel as opposed to the general help one. This is my first attempt at making a mod, so any advice or callouts would be greatly appreciated. The outline is to bring a version of TSL’s richer companion interactions to K1. I am a big believer that story and gameplay should effect each other as much as possible, in TSL that is fulfilled by lots of real benefits for engaging with party members. The Exile has a huge effect on their companions, which makes sense given the plot. The same should be true for K1...but the features just aren't there. The bones for what we see in TSL exists as the upgrade system for HK-47, so that is the foundation I am building this mod on. The mod would give buffs to party members for finishing their sidequests. It would do this by equipping custom “hide” items to their hidden inventory slot when you finish their relevant quest. The goal is to boost the weaker non-jedi characters, while providing some incentive/satisfaction for pursuing their individual storylines. I have the following basics mapped out: Kotortool + K-GFF Editor - Create new .uti files for the items containing the buffs. Kotortool + Kotor Scripting Tool - Create a script that equips the item in the “hide” slot (or replace an item already there) DLG_Editor - Attach the script to the dialog event associated with completing the relevant quest DLG_Editor - Change/add text to the last dialog entry associated with that quest to explain to players the nature of the boost [ala HK-47’s repair boosts] The relevant characters and quests are: Carth → Finding Dustil Mission → Mission’s brother Canderous → Jagi’s Challenge Zaalbar → Chieftain in Need The boosts would attempt to make each character closer to the utility of jedi in a narrative consistent way (Hidden in case you want to be surprised): Potential Concerns/Questions: I am planning to have the scripts activate on specific dialog entries that only appear when the sidequest is concluding. Would this have compatibility issues with other mods? If so, how can I best avoid that? Are there any limitations to what kind of bonuses work on "hide" items? These don't seem to be limited to just one kind of object, since Juhani just has an Eriadu Stealth Unit in that slot. A property like "Keen" typically only exists on weapons, could a single item give this property to all attacks? Are there any limitations to what feats/bonuses work between classes? As an example, could a non-Jedi wield lightsabers? In testing, just providing the Lightsaber proficiency feat did not 100% work (it unequipped when moving between areas). Progress: After initial testing, I have decided to pivot on one of the characters bonuses. Reasoning below; Details above. [4/29/21] Credits (Will continue to update as I go): Big thanks to @Thor110 for directing me to his video tutorial on Kotor modding! Additional gratitude for @DarthParametric as they talked through the issues I posted in this thread Blue for their Kotor Scripting Tool Fred Tetra for KotOR Tool tk102 for their DLGEditor
  15. View File Larger Text Fonts for KOTOR 1! Have you tried playing KOTOR 1 at any resolution above 1080p? Then you have surely noticed that the text and font do NOT scale with higher resolution! As a result, text can look embarassingly small in the menu, dialogue, and HUD. Fortunately, this mod contains many sorts of font files that the game can use, sorted by size! Now you can play KOTOR in 4k resolution without needing to squint to see important text. These fonts were NOT my creation, they were found and extracted from the Russian version of the game which inexplicably has larger fonts with a variety of sizes (on top of being able to work in English as well). Hopefully everyone who wishes to play KOTOR in high resolution will get to have a more enjoyable experience, and one of the more common problems facing the community can be properly addressed. WARNING: This is NOT compatible with KOTOR 2 TSL. This only exclusively works with K1. As far as I know, there are no compatibility issues with other mods. However if you come across any errors or something that is not working as intended, please let me know here or via my Discord: Xela#6419 Submitter sovietshipgirl Submitted 05/19/2021 Category Knights of The Old Republic  
  16. I have made requests similar to this in the past. My recruit mod, "Recruit Sarna", which provides a soldier to replace Bastila after her capture, is near complete, I believe, and there are many I will give credit to for assistance. Sith Holocron, SithSpecter, Qui-Gon Glenn, TamerBill, Thor110, LoneWanderer, AmanoJyaku, Effix, N-DReW 25. Sarna, at Level 1, has high dexterity, decent intelligence, wisdom 14. She carries a Mandalorian Blaster and has the feat "Dueling" to allow her to use pistols, swords, and blades. With all the help, I will release my mod for anyone to use freely. I need assistance with new textures, possibly a slightly modified model, to create the armor I wanted to give Sarna, though I have a .uti file ready, and I hoped to make my mod a voiced mod. I have some voice files for Sarna that fit the limited dialogue she has, but these work only for two or three lines. If anyone could help with these things, voicing lines or creating new textures, contact me for more detail.
  17. Hiii, Me again, I was wondering if anyone could make clips of the Czerka Protocol Officers dialogue and set them as the player soundset? I've seen similar mods on here. Any help is appreciated. Kayleigh
  18. View File Helpful Items I created this while trying to find a spawn trigger. A metal cylinder in the droid shop on Tatooine can be bashed open (you would otherwise need very high security skill). It has a beam splitter, an improved energy cell, an energy projector, and Jedi Master robes (two blue, two red). This was to help finish upgrading weapons and to give the player more robe options. Further, if you add all .utp files in this to your Override folder, you will find Ulic Qel Droma’s Mesh Suit if you search the corpses in the Shyrack Caves on Korriban. Submitter Neville Submitted 06/12/2021 Category Knights of The Old Republic  
  19. Version 1.0.0

    25 downloads

    I created this while trying to find a spawn trigger. A metal cylinder in the droid shop on Tatooine can be bashed open (you would otherwise need very high security skill). It has a beam splitter, an improved energy cell, an energy projector, and Jedi Master robes (two blue, two red). This was to help finish upgrading weapons and to give the player more robe options. Further, if you add all .utp files in this to your Override folder, you will find Ulic Qel Droma’s Mesh Suit if you search the corpses in the Shyrack Caves on Korriban.
  20. Version 1.0.1

    1,679 downloads

    This mod presents you an overhauled version of Lyn Sekla; a female Twi'lek who wanted desperately to get off Taris. In 3956 BBY, she heard that Bib Surool was stuck on Taris due to the Sith quarantine, and auditioned for him as a dancer. # Background # "But if you're ever traveling the galaxy and you see the Starlight Entertainers performing, stop by and ask for Lyn. I'll see if I can get you some free tickets". Spoiler-alert!: Actually, there's no correlation between the above statement and this texture overhaul, sorry for that lol. This overhaul was started because when surfing through mod's section in DeadlyStream, I saw an amazing Twi'lek's texture by @Dark Hope that leads me to think "Ah, this could be something!", and when I saw the description, DH also seems to wish that the texture could be utilized as a character for a story. So, I made up my mind to use the texture for Lyn Sekla; which I believe she would need a custom-unique appearance upstaging the rest of female Twi'lek's in the planet. The Force works right through me; I have the permission to use the assets from DH, and then the project was started then. # About this Mod # Significant change to the appearance of Lyn Sekla, using the base texture of "Girl with Ritual Tattoos", a high-quality texture mod created by Dark Hope which later I have them edited to fits this concept of the 'Legends' series of Lyn Sekla. [Updated in v1.0.1] # Final Remarks # Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- PM me at deadlystream.com [ebmar] or just write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Run the installer [TSLPatcher.exe]. Uninstallation: Remove n_twilekf001.utc [and the rest of the textures files, if you wish] from the 'Override' folder. Compatibility: Will not compatible with mods that changes the value nor conflicted with n_twilekf001.utc. This mod will be compatible with Dark Hope's "Girl with Ritual Tattoos" as this mod use different variation for the textures and the model that will not conflicted with the said mod. There is an update from @DarthParametric whom has found one other instance of n_twilekf001.utc in the game which potentially can caused multiple appearance of "Lyn Sekla". So, where the other instance is? The good news is, the mod probably in an OK state now. 🤞 Redistribution: Do not redistribute this mod or re-release it on any website at all. As inside this mod, there are base assets which they are not belongs to mine. If you plan on using this mod or only the assets from this mod to a mod you will be developing, I would be thankful if you give credits to Dark Hope as the creator of the base texture. Also, a credits to my name is always a welcome, welcome. Credits: Dark Hope for permission and for the "Girl with Ritual Tattoos" mod. DarthParametric for past-present knowledge, that made it possible for me to create custom NPCs. DarthParametric, again; out of the goodness of his heart looking through every damn module in the game to find one other instance of n_twilekf001.utc which potentially can caused multiple appearance of the texture. BioWare & LucasArts for the 'Game of the 21st Century'. All streamers on DeadlyStream which indirectly involved on this project that I couldn't possibly mentioned one by one. All modders either active or inactive. bead-v and ndix UR for the MDLedit. Fred Tetra for the KotOR Tool. stoffe and Fair Strides for the TSLPatcher setup. DeadlyStream for a place to hangout and to discuss. -eb Preview [Under Development]
  21. Most have likely seen my questions and work regarding creating a new character for recruit. Many mods use the tag and reference of an existing character in the template/.utc file. I thought this would overwrite the existing character. How do I create recruit function script to replace a character removed from the party by the game? The only instance I can find of this in the game is losing Trask Ulgo on the Endar Spire and adding Bastila Shan. Trask and Bastila use the same character slot on the party select screen. I have looked at most script files, but I need help in finding a way to add the character to replace Bastila after she is captured on the Leviathan. I do not understand tutorials on destroying the original NPC, and the scripting tool will not recognize the path to my current version of KotOR. My character, template n_sarna, name Sarna, tag Sarna021, Template ResRef tar02_sarna021, spawns on Tatooine following asking the Customs Officer "What do I get for my 100 credits?". Sarna carries a Mandalorian Blaster, and I have assigned dialogue with some voice refs, with a node assigned script to recruit her, but I cannot compile recruit script to add the party member, template p_sarna, which adds a version of her wearing armor. I am trying to create new armor, but, currently, she wears Republic soldier armor. Following checking other mods, my scripting tool stated it could not compile, then stated it had the path set to Program Files/LucasArts/SWKotOR, and could not initialize NwnStdLdr. This creates difficulty. I do not know how to change path.
  22. Most tutorials related to adding party members have script for another party member to be replaced. As I have been working to add a party member to, following her capture aboard the Leviathan, replace Bastila, I have been looking at game scripts. I cannot determine if Bastila is truly removed from the party. I must know this, as problems occur if a recruit mod removes a party member that has been removed previously. Further, there are script files that have positions and actions for party members on the Ebon Hawk (k_trg_partyinit.nss, k_pebn_pophawk.ncs). Is there a conditional that would allow me to place my character where Bastila was seated?
  23. This thread lists the mods known to be compatible or incompatible with SWKotOR on Android and any accompanying conflicts. Unless otherwise stated, assume all the following are K1R compatible. If you have confirmed that any number of mods are compatible or have a link to an unlincked mod, leave a comment below and this post will be appended. Compatible Brotherhood of Shadow: Solomon's Revenge Canon Galaxy Map for KotOR Crixler's New Lightsaber Crystal Pack Enhanced Merchants Tomb of Exar Kun Kainzorus Prime's NPC Overhaul KotOR 1 Restoration Party on the Leviathan Roleplay Padawan Sunry Murder Enhancement Super Enhanced Mod Weapons of the Old Republic Redhawke's mods XediiXarwarz's mods Incompatible
  24. Version 1.0.1

    226 downloads

    Tired of seeing the same five people everywhere on Taris? Struggling to tell the Vulkars and Beks apart? Want your named quest-givers to stand out in a crowd? Then this is your mod. Uses TSLPatcher to make the following changes: [Main Mod] The serving staff now has a uniform more or less: red for Upper City, green for Javyar's Cantina. (Note: I chose to leave Gerlon in his red clothes with the logic that he's actively trying to blend into the background given that he's, y'know. A scammer.) Kandon Ark is now orange, and his bodyguard is green. Zelkor and Gurney both wear green now. Like unofficial Tarisian scrubs. Davik's Agent uses an alternate Black Commoner model, as does Hudron. Throughout the Lower City: Various modifications to the Vulkars and Beks to a) give them a little more gender/species equality and b) to color-code the gangs/alien stock models. Now when Matrik says you aren't in Hidden Bek colors, it might actually make sense. Beks: Blue/aqua Vulkars: Orange/red (Note: I left Davik's Estate unchanged. Based on Canderous's intro scene, it seems like Davik has an arrangement with the swoop gangs--either officially or on an individual basis. Indentured servitude: the Exchange at its finest.) In the Undercity: Hester now uses the Black Female Dirty Commoner model so she's not identical to both vanilla!Shaleena and one of the rakghoul victims. The Gate Guard Trewin has his name back. Igear is now Asian, while both of the beggars use different Black Commoner models (because we already have Gurney fullfilling almost the same role and that's just unfairly lazy). The Republic Soldier is in uniform. [Unique Heads] Dia now has a unique head based off PFHA02. Matrik has Zhar's head and wears Cinnegar Weave Armor. Holdan now has a unique head based off Dustil's, giving him a scruffy beard as well as a scar from Dia's vibroblade. Unique heads for Ice, Gerlon, and Marl based off PFHC03, PMHC05, and Gendar respectively, and a unique jumpsuit for Twitch colored to match the combat suits of his fellow duelists. Rukil has whiter hair, blue eyes, and a few tattoos/brands marking him as an Outcast and believer in the Promised Land. On the Swoop Track: Phirk gets a teal-colored jumpsuit to make him stand out while still following the Bek color scheme, while Redros has greener skin than his fellow Nikto and Doba has a morph of a regular and lite Rodian. [Undercity Culture] Gives all the Undercity commoners tattoos that say "Outcast" in Aurebesh. They aren't too obvious, but they do exist. [Optional Asian Shaleena] Gives Shaleena a unique Asian head based primarily on PFHA05. [Davik's Gamorrean Guest] Changes Davik's Rodian guest into a Gamorrean. For the lols.
  25. Hi all, I was wondering if anyone could swap head PFHA04 for the head used by the Czerka Corporation protocol officer found on Tatooine? Also, I would appreciate if the default clothing when using this model would be her Czerka Corporation uniform. Please see below for reference photos. Kayleigh