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Found 43 results

  1. This will hopefully be the first of a few mods which I will be developing to enhance the atmosphere, visuals, and overall experience of Korriban. There are already some great mods out there which improve or upscale the appearance of commoners and others throughout the game but one section of the game and its characters always stood out to me as rather "unpolished": the Sith on Korriban. Out of all the planets, I always felt that Korriban was one of the most neglected in both K1 and K2 when it came to visuals in particular. There were even multiple mods which improved the appearance of Czerka employees, including those on Korriban, so it only felt appearance to do the same for the Sith students, teachers, and masters. This mod will port the robes from the Trayus Sith Academy on Malachor V on K2 and many of the Sith will be wearing them according to rank: students will wear "low" robes, teachers (including Yuthura) will wear "mid," and Master Uthar will wear the "high" or "Dark Jedi Master" robe as shown. All of the "Lite" Sith NPCs will also be upscaled and given the same heads as they are given in K1CP which I would highly encourage players to install before installing this mod but it won't be a requirement; similarly all of the Lite NPCs who are switched to "female" based on their file names in K1CP will be given the same treatment here but with the clothing overhaul as mentioned above. There will be two main options for installation: "Clothes Only" which will only change the NPCs' clothes but have them all keep their vanilla heads, and "Clothes & Heads" which will give unique heads (many of which will be ported player or minor character heads from K2) to all of the NPCs whom the player more directly interacts or converses with. Sith who will be out studying or excavating in the Valley will be wearing the "Dark Jedi Padawan" robes which use the player robe model from K2. Most of the textures used will be from a combination of mods by @Effix, @Dark Hope, and @90SKand I would like to thank them for their willingness to allow me to utilize their mods for this project. I should hopefully be able to finally get the project released within a weak or so.
  2. Version 1.1

    5,943 downloads

    In KotOR 2, you would originally stumble upon the body of a Jedi named Nebelish while investigating the tomb of an ancient Sith Lord on Korriban. However, this "Nebelish" actually looked a lot like Dustil Onasi. Turns out, Obsidian originally planned to have Dustil in the tomb but they ended up cutting the content. Now when TSLRCM came along they never restored this because Jason Mardsen, Dustil's voice actor, never recorded any lines for the part. Now I thought it a shame that Dustil couldn't have been restored, so I set about restoring him. And, thanks to some voice overs done by Zhaboka, I have finished my task. So essentially, this mod restores Dustil to KotOR II. TSLRCM Compatible: Yes Please go to the Nexus Mods link to see further screenshots. ModDB Link: DOWNLOAD Nexus Files: DOWNLOAD Deadly Stream Link: DOWNLOAD
  3. Version 1.0.1

    365 downloads

    Czerka employees on Korriban now wear Czerka uniforms instead of Sith ones.
  4. Laast

    Korriban Revisited

    Version 1.1

    531 downloads

    The KOTOR Revisited Collection: Korriban is one of my favorite places from KOTOR, both in terms of visual and storytelling. With this textures pack, I aimed to give to this place a fresh look while respecting and highlighting its eventful past and its dusty, hostile atmosphere. WARNING: if you are a hardcore vanilla supporter, this mod won't be for you (and there are already a lot of vanilla upscaled textures mods available). Not that this mod is not lore-friendly compared to the SW universe (to me at least it is) but it changes most of the vanilla textures by original and home made ones. Click here for a Vanilla VS Revisited comparison My main inspiration when creating these textures was the SWTOR game and The Clone Wars serie. This mod DOES replace textures for: - Architecture - Grounds - Rocks This mod DOES NOT replace textures for: - Skybox (using the great High Quality Skybox II is strongly recommended). - NPCs - Ebon Hawk cockpit view. - Textures are TGA 2048x2048 pixels (based on my experience there's no need to go highter in resolution in this game. 4K textures on old graphics games is just a waste of ressource to me). The total size is 1.17gb on your HDD once installed. - These textures add maximum details with minimum tilling effect. On a low poly game with no normal/bump maps, tilling REALLY IS your enemy. - I used a soft cell shading style because in my opinion photorealistic textures on low poly meshes just look weird and not that great (but again this is my taste). - Hi quality Reflection effects added to metallic objects like walls, floors,... - On a vanilla unmodded game (if such thing still exist): Extract the file and drop the Override folder in your game install folder. That's it. - On an already modded game: there's a high probability that you already have the same files than this mod in your Override folder. These files can be TGA or TPC (or both). So follow these steps: 1/ Extract the file and drop the Override folder in your game install folder. Overwrite existing files when asked. 2/ Download and use the Removes duplicate TGA/TPC tool (easy to use but make sure to read the description). When asked delete the TPC duplicates. By doing this, you make sure there is no conflict with existing modded TPC files in your Override folder so my textures will appear as expected in your game. NOTE: This pack does not cover 100% of Korriban textures so it is recommended to install it over a vanilla overhaul textures pack to get a complete HD experience. Just make sure you are installing a Vanilla overhaul BEFORE installing my pack. - Could you make a TPC version? I've tried to convert the mod in TPC but this format breaks many reflection effects when a texture uses an Alpha channel. As I'm not used to work with this format I don't know how I could fix it and to be honest I don't really care. If a simple solution exists then why not providing a TPC version. - I don't like this or that, could you change it? It is a very personal project from a pre-Disney SW fans so like any old school SW supporter I'm very stubborn and closed-mind. It will be unlikely that I take your idea in consideration, but you may try. - Do you plan "revisiting" others places from KOTOR? I've already done a few planets (see the collection above this page) and more may come in the future. - Kexikus and his High Quality Skybox II mod which I used on my pics. - ShiningRedHD and his Ultimate Korriban High Resolution mod which I used as a template to help me finding correct files/textures in the game. It was also my "vanilla" benchmark used to calibrate my own textures colors and luminosity. - Many other modders for all the files I'm using on my game and can not list here.
  5. View File Czerka on Korriban Czerka employees on Korriban now wear Czerka uniforms instead of Sith ones. Submitter GearHead Submitted 06/27/2023 Category Mods K1R Compatible Yes  
  6. View File Korriban Revisited The KOTOR Revisited Collection: Korriban is one of my favorite places from KOTOR, both in terms of visual and storytelling. With this textures pack, I aimed to give to this place a fresh look while respecting and highlighting its eventful past and its dusty, hostile atmosphere. WARNING: if you are a hardcore vanilla supporter, this mod won't be for you (and there are already a lot of vanilla upscaled textures mods available). Not that this mod is not lore-friendly compared to the SW universe (to me at least it is) but it changes most of the vanilla textures by original and home made ones. Click here for a Vanilla VS Revisited comparison My main inspiration when creating these textures was the SWTOR game and The Clone Wars serie. This mod DOES replace textures for: - Architecture - Grounds - Rocks This mod DOES NOT replace textures for: - Skybox (using the great High Quality Skybox II is strongly recommended). - NPCs - Ebon Hawk cockpit view. - Textures are TGA 2048x2048 pixels (based on my experience there's no need to go highter in resolution in this game. 4K textures on old graphics games is just a waste of ressource to me). The total size is 1.17gb on your HDD once installed. - These textures add maximum details with minimum tilling effect. On a low poly game with no normal/bump maps, tilling REALLY IS your enemy. - I used a soft cell shading style because in my opinion photorealistic textures on low poly meshes just look weird and not that great (but again this is my taste). - Hi quality Reflection effects added to metallic objects like walls, floors,... - On a vanilla unmodded game (if such thing still exist): Extract the file and drop the Override folder in your game install folder. That's it. - On an already modded game: there's a high probability that you already have the same files than this mod in your Override folder. These files can be TGA or TPC (or both). So follow these steps: 1/ Extract the file and drop the Override folder in your game install folder. Overwrite existing files when asked. 2/ Download and use the Removes duplicate TGA/TPC tool (easy to use but make sure to read the description). When asked delete the TPC duplicates. By doing this, you make sure there is no conflict with existing modded TPC files in your Override folder so my textures will appear as expected in your game. NOTE: This pack does not cover 100% of Korriban textures so it is recommended to install it over a vanilla overhaul textures pack to get a complete HD experience. Just make sure you are installing a Vanilla overhaul BEFORE installing my pack. - Could you make a TPC version? I've tried to convert the mod in TPC but this format breaks many reflection effects when a texture uses an Alpha channel. As I'm not used to work with this format I don't know how I could fix it and to be honest I don't really care. If a simple solution exists then why not providing a TPC version. - I don't like this or that, could you change it? It is a very personal project from a pre-Disney SW fans so like any old school SW supporter I'm very stubborn and closed-mind. It will be unlikely that I take your idea in consideration, but you may try. - Do you plan "revisiting" others places from KOTOR? I've already done a few planets (see the collection above this page) and more may come in the future. - Kexikus and his High Quality Skybox II mod which I used on my pics. - ShiningRedHD and his Ultimate Korriban High Resolution mod which I used as a template to help me finding correct files/textures in the game. It was also my "vanilla" benchmark used to calibrate my own textures colors and luminosity. - Many other modders for all the files I'm using on my game and can not list here. Submitter Laast Submitted 06/26/2023 Category Knights of The Old Republic  
  7. Version 1.1

    49,639 downloads

    This is a mod by Silveredge9 which I received permission to reupload due to filefront's collapse. I have marked it as incompatible with K1R, but the truth is I'm not certain whether it is or not. So long as this mod is installed prior to K1R they're likely to work together, but I am not the original author and am unwilling to make a definitive statement to this effect. The contents of this file, and its readme, have not been altered in any way from the original which Silveredge9 uploaded; the unmodified readme follows: ---------------------------------------- Knights of the Old Republic - Ajunta Pall Unique Appearance Mod v1.1 ---------------------------------------- AUTHOR: Silveredge9 EMAIL: silveredge9@hotmail.com NAME: Ajunta Pall Unique Appearance Mod V1.1 DATE RELEASED: 07/9/07 DESCRIPTION: A unique appearence for the spirit of Ajunta Pall to replace the default Dark Jedi one. Includes an option to make Ajunta semi transparent. ---------------------------------------- File Index ---------------------------------------- N_DeadeyeH01d.tga x 4 N_JediMemM08.tga x 2 kor37_freedon.utc kor37_freedonnad.dlg clear_effects.ncs heads.2DA Appearance.2DA ---------------------------------------- Comments ---------------------------------------- I always though the default Ajunta Pall character was a little uninteresting and generic, looking the same as the enemies you fight in the game. So here, at last is an cool appearance to match his cool voice. Firstly, choose if or not you want a solid Ajunta Pall, or a Semi Transparent "Ghost-Like" Ajunta Pall. And open the associated folder, either Non-Transparent, or Transparent. Then are 2 variations of the head to choose from, with ghostly eyes or with sith eyes. To use the Sith Eyes version, copy the file from the Sith Eyes folder into the override folder after the installation. Also the horrible shield effect has been removed. Should you want to retain the shield effect on Ajunta Pall, don't move 'clear_effects.ncs' or 'kor37_freedonnad.dlg' in the Override folder. ---------------------------------------- Version Updates ---------------------------------------- - Transparent Ajunta Pall option added. ---------------------------------------- How to Install This Mod ---------------------------------------- - Choose whether you want Solid or Transparent Ajunta Pall, and move the TGA files into the Override directory. - Unzip all the rest of the Zips contents into your Override directory, located in your LucasArts/SWKotOR folder. ---------------------------------------- How to UnInstall This Mod ---------------------------------------- - Remove all the listed files above from your Override folder. ---------------------------------------- Contact Info ---------------------------------------- - Email all questions or comments to: silveredge9@hotmail.com
  8. In early 2021, the concept of an aggressive and alternate path into the Korriban Academy was conceived. What if you could charge in lightsabers ignited and guns blazing into Korriban? Especially Post Events of the Leviathan (PEL)! CONCEPT QUESTIONS: What if there was a Darkside & Lightside routes of assault to Korriban Temple? Would you subjugate it as a Sith defeating Master Uthar and usurping his authority or would you recruit him as your pawn? This latter option led to the same issues of Shanilia of the PC deciding pre-unknown world (Lehon) which LS or DS path they'd choose, and creates a minor plot hole with Jolee/Juhani/Bastila and other PM who think the PC is saving the galaxy; thus the workaround is prevention of those characters accompanying or requiring the PC to do it solo. Raising the difficulty in terms of gameplay and modding those conditionals. Or would Revan enforce the Rule of Two, or merely adopt the Sith philosophy of testing and destroying the weak amongst them, and wipe out the entire Academy? This raises issues of the famed strategic mindset Revan was accredit for having. On the Lightside, would the PC eradicate all evil in open combat and take on an army? Would you lead a strike team of Jedi to launch a sneak attack and cripple the inflow of new Sith recruits? Would there be any room for repentance? The greatest point would be for the Lightside PC to actually save the fleeing Sith students in the caves. This entire incident would suddenly become a major plot point of the Assault Korriban Temple mod, while still being optional, as most of the vanilla plot would be removed. NARRATIVE CHALLENGES: For all these narrative reasons, the mod's creative direction was hard to settle upon. Eventually, I determine PEL was the only reasonable justification for the mod even existing, otherwise the PC is too weak and power scaling doesn't make sense. Though anyone could argue that this was countered by the vanilla game sending the entire academy at you. How do you accurately represent the Sith within the Temple responding to a Sith PC, it would be initial hostility followed by respect and a conversation with Yuthura/Uthar allowing the PC to subjugate or completely destroy them. Destroy has to be an option for PC expectations of Sith, DS jedi or DS elitist or Rule of Two, etc... Eventually, I settled on that, and the LS version was also PEL followed by an optional but recommended Jedi Strike team that had infiltrated the Dreshdae colony and were about to strike. Therefore, it would be more coincidental that the PC was there (Will of the Force) resulting in the death of all Sith, except fleeing students found in the cave. ENDINGS: The PC would then be able to simply walk into the Starmap module or be escorted by friendly Sith, dramatically shortening the quest list on Korriban and player time on Korriban. TECHNICAL HURDLES: On a technical standpoint, this required massive changes to all Korriban modules, massive changes to dialogue, lack of voice acting and replacement of aliens VOs, doors would have to be unlocked, party member specific scripts, enormous bug testing, compatibility issues for practically any Korriban mod, removing triggers, re-doing sidequests like the Mandalorian prisoner (planned to make him Republic), creating new sidequests like allowing PC to free & save Republic soldiers used as sparring partners. The more I write about this crazy idea, the more I like it! This was simply an idea I had for a mod, it would be awesome to see this or something like this done by anyone. I may in-fact come back to this project in the future. But, alas, I have an even more exciting and original modding project in development that may take me years to complete! Or like this modding project fall to the wayside and become yet another gravepost of the Journal of jc2. May the Force be with you, -jc2
  9. Version 2.0

    30,942 downloads

    A little while ago it struck me - The Dantooine Jedi academy has a workbench, but the Korriban Academy didn't, which can be very inconvenient. In fact, there wasn't one on all Korriban. This mod fixes all that! Now there is a workbench in the little room which leads to the Valley of the Dark Lords. It's just on the left as you come in. The only mod conflict that there might be is if someone else's mod modifies Master Uthar's dialogue.
  10. View File Non-Aligned passage for Sith Tomb A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 03.10.2021 Installation: Simply copy and paste/drag and drop the file within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove/delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: You might be aware of the Sith Tomb found within the Cave on Korriban, and if you are, you might also be aware that only high Light Side and Dark Side players are allowed inside. In vanilla/TSLRCM, you need to be Level 9 or above whilst your alignment needs to be below 26 (High Dark Side) OR above 74 (High Light Side). This mod will remove the alignment restrictions replacing it with a higher Level restriction. You now only need to be Level 15 or above to enter the tomb, this requirement doesn't conflict with the lore behind the tomb. Known Bugs: This mod shouldn't have bugs, but do keep in mind that the tomb is designed to be easier for Dark Side players and harder for Light Side players... it is unknown what would happen if a neutral player enters the tomb but most likely nothing noticeable would occur. But if anything does happen feel free to leave a bug report on Deadlystream. Incompatibilities: Is incompatible with anything that edits "sec_tomb.dlg". Permissions: Do NOT claim credit for this mod Thanks: Bioware: For such an amazing first game Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool Sniggles: For requesting the mod on Discord Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 10/03/2021 Category Mods TSLRCM Compatible Yes  
  11. Version 1.0

    1,260 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 30.01.2018 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: In the Valley of the Dark Lords in K1 most of the Sith Archaeologist are female except for two named males. Discovered by accident, two of the four female Sith have been marked "male" in there character file and an unused dialogue exists with the lines the female Sith Archaeologist say but in a male VO. This mod turns the intended male Sith Archaeologist into males and gives them their intended male dialogue Known Bugs: None but if there is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with things that edits "kor36_sitharcheo.utc" "kor36_sithstudm.utc" Permissions: You are NOT allowed to claim this work to be your own Thanks: Bioware for such an amazing game Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  12. Version 1.0.0

    841 downloads

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 03.10.2021 Installation: Simply copy and paste/drag and drop the file within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove/delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: You might be aware of the Sith Tomb found within the Cave on Korriban, and if you are, you might also be aware that only high Light Side and Dark Side players are allowed inside. In vanilla/TSLRCM, you need to be Level 9 or above whilst your alignment needs to be below 26 (High Dark Side) OR above 74 (High Light Side). This mod will remove the alignment restrictions replacing it with a higher Level restriction. You now only need to be Level 15 or above to enter the tomb, this requirement doesn't conflict with the lore behind the tomb. Known Bugs: This mod shouldn't have bugs, but do keep in mind that the tomb is designed to be easier for Dark Side players and harder for Light Side players... it is unknown what would happen if a neutral player enters the tomb but most likely nothing noticeable would occur. But if anything does happen feel free to leave a bug report on Deadlystream. Incompatibilities: Is incompatible with anything that edits "sec_tomb.dlg". Permissions: Do NOT claim credit for this mod Thanks: Bioware: For such an amazing first game Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool Sniggles: For requesting the mod on Discord Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  13. Version 1.0

    3,566 downloads

    ========================================== A KNIGHTS OF THE OLD REPUBLIC MODIFICATION ========================================== TITLE: Upgradable Sith Lightsaber VERSION: 1.0 AUTHOR: GhostlyBreadbin DESCRIPTION: This is a simple little mod which allows you to upgrade the Sith Lightsaber you find in the Tomb of Naga Sadow on Korriban. It allows you to use each and every blade colour and power crystal that is available in the game. Admittedly, it is little more than a set of UTI edits and some 2DA tinkering to make the upgrade side of things work, but it makes for a more immersive experience when you can change the blade colour without having the description of the item itself change, if that makes sense. Not all Sith use the same colour lightsaber, right? The lightsaber itself can still be found in Naga Sadow's tomb as always, with the red crystal pre-installed. The other colour crystals are inside the statue as well, but you'll have to hunt down all the different power crystals yourself! I may well release a 2.0 version of this mod featuring a new hilt model later on, but i've only just started learning 3D and am not yet sufficiently skilled to create anything worth releasing publically. INSTALLATION: Run the included installer and the TSL Patcher will install the mod automatically. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  14. Version 2.0

    8,547 downloads

    This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul. You will find it between the tombs of Ajunta Pall and Tulak Hord. A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, the Sith Lord Robes and the Robes of Azgath N'Dul. This is because of a model change that mod introduces. They won't crash your game, but they will look a bit odd. This mod adds: ten new robes, three new armours, four new weapons, two weapons I've released separately before, a new belt, a new pair of gloves and a new Force Power, not to mention many other items that can be created by the Force Transmutation Device. I've tried to keep the stats fairly balanced, but that's by my judgment. N.B.: Robes included in this mod may not be compatible with robe mods which you have installed. Please be sure to download kyrie's changes.ini fix before installing this mod (click here), and then the 2.2 patch.
  15. View File Unique Sith Academy Students Changes the heads of named Sith Students to not be clones of every one-off NPC in KotOR. Adrenas and Kel Algwinn now have unique Asian heads based on various PC heads. Tamlen gets a unique Asian head as well as a name. Just in case you want to chat before you explore the tombs. Thalia May has a unique head based off PFHB02, and her fellow rebels are now armed with different weapons from each other. Dak Vesser now has a unique head so that Juhani can truly recognize her former classmate. Tariga has a unique head based off PMHC02 and his old commoner head. Galon gets the Black commoner head he had previously, but I've added a beard and changed his eye color to green-yellow. Also he's tired. Also included is a compatibility patch for my Taris NPC Overhaul to ensure that the slaves on Korriban don't have "Outcast" tattooed on their faces. Submitter PirateofRohan Submitted 05/04/2021 Category Mods K1R Compatible Yes  
  16. Version 1.0.2

    612 downloads

    Changes the heads of named Sith Students to not be clones of every one-off NPC in KotOR. Adrenas and Kel Algwinn now have unique Asian heads based on various PC heads. Tamlen gets a unique Asian head as well as a name. Just in case you want to chat before you explore the tombs. Thalia May has a unique head based off PFHB02, and her fellow rebels are now armed with different weapons from each other. Dak Vesser now has a unique head so that Juhani can truly recognize her former classmate. Tariga has a unique head based off PMHC02 and his old commoner head. Galon gets the Black commoner head he had previously, but I've added a beard and changed his eye color to green-yellow. Also he's tired. Also included is a compatibility patch for my Taris NPC Overhaul to ensure that the slaves on Korriban don't have "Outcast" tattooed on their faces.
  17. Version 1.0.0

    671 downloads

    There are some mods out there that change the uniforms of the Sith on Korriban to robes, but I myself like this incarnation of the Sith being a bit more "modern-looking." But there are some inconsistencies. Mainly, some students wearing uniforms that would only be worn by higher ranked Sith. The same goes for some masters like Uthar and Jorak which are wearing uniforms identical to the students when met even though Uthar later wears much more flashy attire appropriate to his station as head of the academy. My fixes correct certain students wearing uniforms they should not, keeping Yuthura in the unique uniform she wears when first meeting her in the cantina and giving Uthar the same treatment for when you first meet him. I also went ahead and gave Uthar's unique uniform to Jorak, the former head of the academy as he too should not be wearing the common male variant. Minor Spoiler: Both of my files for Yuthura are compatible with the mod "Yuthura Sith Eyes with Light Side Transition" as all that mod does is change the alignment of the Yuthura file for Dantooine so she has non-Sith eyes. My Dantooine Yuthura file has her appear with her unique outfit and also has the alignment modification for the mod compatibility. Just prioritize my "dan13_yuthura.utc" file above the one added by that mod. Credits: Kotor Tool by Fred Tetra
  18. Version 1.0

    8,335 downloads

    Bastila on Korriban - K1R Version By Fair Strides Description: This is an old favorite of many players, and now we've simply made a K1R version that "meshes" better with the game. Though I honestly don't see a difference that broke the old mod with K1R, I did think it could be done in a way that wasn't as jarring. In the old version, Bastila was selectable despite saying that she wouldn't be going. In this version, you can choose to have her available or not. There are only two new player lines and no voice-less Bastila lines. Installation: Simply run the TSLPatcher and direct it to your KotOR 1 folder. Uninstallation: Delete the following files from your Override folder: k_sup_galaxymap.ncs fs_bast_disable.ncs ebo_bast_vision.dlg And replace the dialog.tlk file in your main KotOR folder with the dialog.tlk file in the backup folder made by the TSLPatcher.
  19. View File Dustil Restoration In KotOR 2, you would originally stumble upon the body of a Jedi named Nebelish while investigating the tomb of an ancient Sith Lord on Korriban. However, this "Nebelish" actually looked a lot like Dustil Onasi. Turns out, Obsidian originally planned to have Dustil in the tomb but they ended up cutting the content. Now when TSLRCM came along they never restored this because Jason Mardsen, Dustil's voice actor, never recorded any lines for the part. Now I thought it a shame that Dustil couldn't have been restored, so I set about restoring him. And, thanks to some voice overs done by Zhaboka, I have finished my task. So essentially, this mod restores Dustil to KotOR II. TSLRCM Compatible: Yes Please go to the Nexus Mods link to see further screenshots. ModDB Link: DOWNLOAD Nexus Files: DOWNLOAD Deadly Stream Link: DOWNLOAD Submitter Fallen Guardian Submitted 09/30/2013 Category Mods TSLRCM Compatible Yes  
  20. Version 1.0

    1,511 downloads

    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod was built and tested using TSLRCM 1.8.3, M4-78 EP 1.1, and LiliArch's Savegame Pack LSMGWE 1.0. Changes This mod will add Darth Malak's Armor to be found on the Chewed Twi'lek Corpse inside the Sith Academy on Korriban near the Sealed Door.
  21. File Name: Korriban/Manaan Music Fix File Submitter: Kainzorus Prime File Submitted: 23 Sep 2013 File Category: Mods Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Zbyl2 - Patcher help. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Click here to download this file
  22. View File Bastila on Korriban - K1R Version Bastila on Korriban - K1R Version By Fair Strides Description: This is an old favorite of many players, and now we've simply made a K1R version that "meshes" better with the game. Though I honestly don't see a difference that broke the old mod with K1R, I did think it could be done in a way that wasn't as jarring. In the old version, Bastila was selectable despite saying that she wouldn't be going. In this version, you can choose to have her available or not. There are only two new player lines and no voice-less Bastila lines. Installation: Simply run the TSLPatcher and direct it to your KotOR 1 folder. Uninstallation: Delete the following files from your Override folder: k_sup_galaxymap.ncs fs_bast_disable.ncs ebo_bast_vision.dlg And replace the dialog.tlk file in your main KotOR folder with the dialog.tlk file in the backup folder made by the TSLPatcher. Submitter Fair Strides Submitted 07/01/2015 Category Mods K1R Compatible  
  23. View File Korriban Sith Uniform Fixes There are some mods out there that change the uniforms of the Sith on Korriban to robes, but I myself like this incarnation of the Sith being a bit more "modern-looking." But there are some inconsistencies. Mainly, some students wearing uniforms that would only be worn by higher ranked Sith. The same goes for some masters like Uthar and Jorak which are wearing uniforms identical to the students when met even though Uthar later wears much more flashy attire appropriate to his station as head of the academy. My fixes correct certain students wearing uniforms they should not, keeping Yuthura in the unique uniform she wears when first meeting her in the cantina and giving Uthar the same treatment for when you first meet him. I also went ahead and gave Uthar's unique uniform to Jorak, the former head of the academy as he too should not be wearing the common male variant. Minor Spoiler: Both of my files for Yuthura are compatible with the mod "Yuthura Sith Eyes with Light Side Transition" as all that mod does is change the alignment of the Yuthura file for Dantooine so she has non-Sith eyes. My Dantooine Yuthura file has her appear with her unique outfit and also has the alignment modification for the mod compatibility. Just prioritize my "dan13_yuthura.utc" file above the one added by that mod. Credits: Kotor Tool by Fred Tetra Submitter Pwener Submitted 09/22/2019 Category Mods K1R Compatible No  
  24. Stuck on the quest where you have to try and deal with the Crazy assassin droid that hates sound in the Tomb of Marko Ragnos on Korriban. No matter what i try, when i get to the door that you have to open, it just wont open (citing the message in the topic title). I've dealt with all the droids, equipped the sound dampener belt, removed both companions and made sure i dont have any other types of stealth belts in my inventory. I dont have any files which modify that module (or at least as far as i know) so i just dont know whats going on. I've reloaded my save outside the tomb maybe 6-7 times now and its getting quite frustrating. Im wondering if there are any globals (numerical or boolean) that i can change in KSE to force the door to open or to force a certain outcome of the quest if that failed.