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Found 6 results

  1. Version 1.0.0

    34 downloads

    Main idea Has the time it takes to get from one end of Ahto City to the other ever seemed too long ? Has it ever annoyed you ? If so, this mod is exactly what you need. It adds a custom speeder, using LoneWanderer’s modder resource, to every part of the city, allowing you to traverse it in seconds. This mod is more an add-on to Capitaine Spoque’s Taris Rapid Transit System than a standalone one. Thus, to get the best game experience and as I used some of his sound files, you will first have to download his mod. You can find it here : https://www.nexusmods.com/kotor/mods/1666 However, if for some reason you don’t want it, you have 2 options : 1) You won’t have power on and off sounds for the speeder, even though it will still be enjoyable, don’t worry. 2) You download Capitaine Spoque’s mod but you do not install it on your game installation. You will instead go to his tslpatchdata folder, take the In.wav and out.wav files and put them in your streamwaves folder. Then you will have the power on and off sounds. I recommend copying these 2 files somewhere near my mod's location in case you need to reinstall it. After having done that, you can delete the rest of his mod from your computer. See Installation section for when to follow these steps. To give more realism to my mod, and in order to having a better insertion into the game, I added a new line to the security selkath who opens you the door to the city, as well as some directly on the speeders. You will have to load a save before entering Ahto City. Starting a game where you are in the docking bay module (and in which you’ve never been further into the city) should be good. Another important advice : if you haven't already, you should really consider downloading and installing (before mine) these 2 essential mods for Manaan, for it to look like in the screenshots (especially the blue ground that goes so well with the speeders imo) : 1) Manaan Complete Overhaul by Jorak Uln (animated and better textures) : 2) High Quality Skyboxes by Kexikus (better skies for every planet, including Manaan): Installation 1) Make sure you have the required mods, (especially Capitaine Spoque's unless you don't want to use it), installed 2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip) 3) Run the installer and follow the instructions given by it 4) This is where you will do the option 2 steps given in the Main section if you really don’t want to use Capitaine Spoque’s mod. 5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated. To uninstall this mod, you will have to do what HoloPatcher put in the "backup" folder when you downloaded the mod (taking MOD and 2DA backup files, putting them back in your game installation, and removing my mod's files from Override and streamwaves). You can also delete the In and out .wav files from streamwaves if you didn't use Capitaine Spoque's mod. Important NB : If for some reason the Patcher can't find your game installation, you may want to look for it manually. In that case, there are some small steps to follow : - Go in the "tslpatchdata" folder - Look for "changes.ini" and open it (Edit or Edit with Notepad ++ for example) - Search "LookupGameFolder=1" in the first section (Settings) and set it to 0 instead of 1 - Save, close and run the Installer again. Now you'll be able to choose manually your game installation. Compatibility My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It probably won't be compatible with K1R because it adds a row to placeables.2da which has a limit of rows, and from what I've understood K1R uses all of them. Apart from that, it will basically be compatible with everything as long as your placeable.2da has less than 255 rows filled (which should always be the case because apart from K1R, no mod adds as many rows to this file as it would require to reach the limit). furthermore, as I used HoloPatcher to modify the .2da and .mod files directly in your game installation, and also named my files with the most customized names I could, you shouldn’t have any conflict with mods you already have installed. However, if for some reason you encounter any issue, feel free to report to me. Thanks 1) SAO, who generously gave me a base for the mod, that I just had to improve and make compatible with HoloPatcher. 2) Capitaine Spoque for his brilliant Taris Rapid Transit System, as well as the help he brought. Thanks for teaching me how to modify MOD and GIT files, and how to set up the Patcher properly. 3) LoneWanderer for his awesome speeder port from SWTOR 4) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher. 5) The KOTOR and, more precisely, DeadlyStream community (even more precisely, those who download the mod 😁), as the game is still alive thanks to all of you. Permissions If you need to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”.
  2. View File Manaan Fast Travel system Main idea Has the time it takes to get from one end of Ahto City to the other ever seemed too long ? Has it ever annoyed you ? If so, this mod is exactly what you need. It adds a custom speeder, using LoneWanderer’s modder resource, to every part of the city, allowing you to traverse it in seconds. This mod is more an add-on to Capitaine Spoque’s Taris Rapid Transit System than a standalone one. Thus, to get the best game experience and as I used some of his sound files, you will first have to download his mod. You can find it here : https://www.nexusmods.com/kotor/mods/1666 However, if for some reason you don’t want it, you have 2 options : 1) You won’t have power on and off sounds for the speeder, even though it will still be enjoyable, don’t worry. 2) You download Capitaine Spoque’s mod but you do not install it on your game installation. You will instead go to his tslpatchdata folder, take the In.wav and out.wav files and put them in your streamwaves folder. Then you will have the power on and off sounds. I recommend copying these 2 files somewhere near my mod's location in case you need to reinstall it. After having done that, you can delete the rest of his mod from your computer. See Installation section for when to follow these steps. To give more realism to my mod, and in order to having a better insertion into the game, I added a new line to the security selkath who opens you the door to the city, as well as some directly on the speeders. You will have to load a save before entering Ahto City. Starting a game where you are in the docking bay module (and in which you’ve never been further into the city) should be good. Another important advice : if you haven't already, you should really consider downloading and installing (before mine) these 2 essential mods for Manaan, for it to look like in the screenshots (especially the blue ground that goes so well with the speeders imo) : 1) Manaan Complete Overhaul by Jorak Uln (animated and better textures) : 2) High Quality Skyboxes by Kexikus (better skies for every planet, including Manaan): Installation 1) Make sure you have the required mods, (especially Capitaine Spoque's unless you don't want to use it), installed 2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip) 3) Run the installer and follow the instructions given by it 4) This is where you will do the option 2 steps given in the Main section if you really don’t want to use Capitaine Spoque’s mod. 5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated. To uninstall this mod, you will have to do what HoloPatcher put in the "backup" folder when you downloaded the mod (taking MOD and 2DA backup files, putting them back in your game installation, and removing my mod's files from Override and streamwaves). You can also delete the In and out .wav files from streamwaves if you didn't use Capitaine Spoque's mod. Important NB : If for some reason the Patcher can't find your game installation, you may want to look for it manually. In that case, there are some small steps to follow : - Go in the "tslpatchdata" folder - Look for "changes.ini" and open it (Edit or Edit with Notepad ++ for example) - Search "LookupGameFolder=1" in the first section (Settings) and set it to 0 instead of 1 - Save, close and run the Installer again. Now you'll be able to choose manually your game installation. Compatibility My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It probably won't be compatible with K1R because it adds a row to placeables.2da which has a limit of rows, and from what I've understood K1R uses all of them. Apart from that, it will basically be compatible with everything as long as your placeable.2da has less than 255 rows filled (which should always be the case because apart from K1R, no mod adds as many rows to this file as it would require to reach the limit). furthermore, as I used HoloPatcher to modify the .2da and .mod files directly in your game installation, and also named my files with the most customized names I could, you shouldn’t have any conflict with mods you already have installed. However, if for some reason you encounter any issue, feel free to report to me. Thanks 1) SAO, who generously gave me a base for the mod, that I just had to improve and make compatible with HoloPatcher. 2) Capitaine Spoque for his brilliant Taris Rapid Transit System, as well as the help he brought. Thanks for teaching me how to modify MOD and GIT files, and how to set up the Patcher properly. 3) LoneWanderer for his awesome speeder port from SWTOR 4) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher. 5) The KOTOR and, more precisely, DeadlyStream community (even more precisely, those who download the mod 😁), as the game is still alive thanks to all of you. Permissions If you need to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. Submitter The_Chaser_One Submitted 05/09/2025 Category Mods K1R Compatible No
  3. Version 1.0.0

    1,137 downloads

    ------------------------------------------------------------------------------------------------ MANAAN MERC OVERHAUL for Star WarsTM - Knights of the Old Republic by garm343 ------------------------------------------------------------------------------------------------ Version: 1.0.0 completed 9/9/20 Description: This mod makes changes to the appearance of the various mercenaries the player will encounter while on Manaan. It adds armor to the mercenaries who appear unarmored in the vanilla version of the game and changes the armor visible on each merc to one that is appropriate for that merc’s culture. For example, the Mandalorian merc will now wear Mandalorian armor and the Echani mercs will wear Echani armor. This mod also changes the faces and hair of the Echani mercs so that they now look like Echani (white hair, silvery eyes, and pale complexions). The stun baton carried by the Twi’lek merc in the underwater base is replaced with a heavy blaster instead. This mod does not alter the Iridorian merc’s appearance as he is already wearing his armor. Installation: Double-click on the installer icon and when prompted direct it to your game folder (“swkotor”, in most cases). After selecting the folder, the mod will install automatically. Uninstallation: Delete the files in your Override folder that have the same names as the files found in the mod’s tslpatchdata folder. Replace the .2da files in the Override folder with the ones from the mod’s backup folder if you have previously-installed mods you want to keep that altered these .2da files. Compatibility: This mod is compatible with any other mod that does not share the same .utc, .tga, .mdl, and .mdx file names as those found in this mod’s tslpatchdata folder. If any such files are present in your Override folder, this mod will not install properly. Acknowledgements: This mod was made using the following tools: TSL Patcher v. 1.2.10b1 ChangeEdit v. 1.0.5b1 KOTOR Tool v. 1.0.2210.16738 MDLedit v. 1.0.3 GIMP v. 2.10.6 Many thanks to the authors and developers of these programs! Thanks also to deadlystream.com, BioWare and LucasArts. Note: Install this mod at your own risk. Neither the author of this mod, nor the companies and developers listed above assume any responsibility for any damage to the user’s computer. This mod is not supported by either BioWare or LucasArts.
  4. View File Manaan Merc Overhaul ------------------------------------------------------------------------------------------------ MANAAN MERC OVERHAUL for Star WarsTM - Knights of the Old Republic by garm343 ------------------------------------------------------------------------------------------------ Version: 1.0.0 completed 9/9/20 Description: This mod makes changes to the appearance of the various mercenaries the player will encounter while on Manaan. It adds armor to the mercenaries who appear unarmored in the vanilla version of the game and changes the armor visible on each merc to one that is appropriate for that merc’s culture. For example, the Mandalorian merc will now wear Mandalorian armor and the Echani mercs will wear Echani armor. This mod also changes the faces and hair of the Echani mercs so that they now look like Echani (white hair, silvery eyes, and pale complexions). The stun baton carried by the Twi’lek merc in the underwater base is replaced with a heavy blaster instead. This mod does not alter the Iridorian merc’s appearance as he is already wearing his armor. Installation: Double-click on the installer icon and when prompted direct it to your game folder (“swkotor”, in most cases). After selecting the folder, the mod will install automatically. Uninstallation: Delete the files in your Override folder that have the same names as the files found in the mod’s tslpatchdata folder. Replace the .2da files in the Override folder with the ones from the mod’s backup folder if you have previously-installed mods you want to keep that altered these .2da files. Compatibility: This mod is compatible with any other mod that does not share the same .utc, .tga, .mdl, and .mdx file names as those found in this mod’s tslpatchdata folder. If any such files are present in your Override folder, this mod will not install properly. Acknowledgements: This mod was made using the following tools: TSL Patcher v. 1.2.10b1 ChangeEdit v. 1.0.5b1 KOTOR Tool v. 1.0.2210.16738 MDLedit v. 1.0.3 GIMP v. 2.10.6 Many thanks to the authors and developers of these programs! Thanks also to deadlystream.com, BioWare and LucasArts. Note: Install this mod at your own risk. Neither the author of this mod, nor the companies and developers listed above assume any responsibility for any damage to the user’s computer. This mod is not supported by either BioWare or LucasArts. Submitter garm343 Submitted 09/20/2020 Category Mods K1R Compatible Yes  
  5. Greetings, fellow Jedi! Hope y'all doing fine. I need an assistance on guessing what these are: Are they AuroraLight or Lightmap? The area model in discussion is m26aa_14a. The problem is - I have changed every AuroraLight's Color Controllers there to my likings but they don't seem to linked with the glowy area around the yellow marks. So I guess I'm stucked and needing assistance to proceed further. Many thanks for considering this and may the Force be with you!
  6. Greetings, fellow Jedi! Hope y'all doing fine. On Ahto City there's a beautiful cantina with [supposedly] beautiful scenery there. Unfortunately, they're blocked by an arrogant wall of metal, lol. I pick up the area model which is m26aa_11a and delete the vertex which supposed to be the metal-wall so they looked like this: But I'm stuck with a platform/structure on the high seas there. They're positioned above the water levels so they have that redundant part that are shown as seen with the first and third images. The structure's texture in talk supposedly LMA_bboard01. So, what I'm requesting is: Could someone remove the metal-walls similarly like the images above and repositioned the background-structure so the upper part of it rises at the same level as the water. If they want to replace the metal-wall with something like LTS_window that would be greatly appreciated Any further improvement and/or improvisation as they [the author] see them fit also very much welcome. 😛 Many thanks for considering my request - and may the Force be with you! Update: in the end - managed to did it myself, hahah. The relevant model is m26aa_set, and the mesh is Box01z. By using KOTORmax we can lowered the bottom part of the mesh to the same level as the sea; note that I used the grid as an indicator for the ground level. The result is far from perfect but I'm personally pleased with it: