<?xml version="1.0"?>
<rss version="2.0"><channel><title>All Activity</title><link>https://deadlystream.com/discover/</link><description>Deadly Stream - All Activity</description><language>en</language><item><title>KotOR II Model editing in Blender</title><link><![CDATA[https://deadlystream.com/topic/12185-kotor-ii-model-editing-in-blender/?do=findComment&comment=100787]]></link><description>Here.
 


	First two pics show how the original UV on modified mesh behaves in Blender and in the game. Don't mind the colors - they are for demonstration purposes only. 
 


	Secpnd two - how the colors are supposed to display on the model with custom UV unwrapping. Granted, I might've botched the whole unwrapping business, but it is the same with smart uv unwrap, so I doubt it is a skill issue. 
 


	I only edited the body - torso and legs - so the arms show in bots scenarios. 
 


	 
 




	 
 


	 
 




	 
 


	 
 




	 
 


	 
 




	 
 


	pfbam NEW UV.mdl pfbam NEW UV.mdx pfbam NEW UV.blend</description><enclosure url="https://deadlystream.com/uploads/monthly_2026_04/OGUVBlender.jpg.76d1c730f7bf04994e98b81a13a4e825.jpg" length="247910" type="image/jpeg"/><pubDate>Thu, 16 Apr 2026 13:35:19 +0000</pubDate></item><item><title>KotOR II Model editing in Blender</title><link><![CDATA[https://deadlystream.com/topic/12185-kotor-ii-model-editing-in-blender/?do=findComment&comment=100786]]></link><description>This is an issue with the model itself, not the UVs. Attach your exported MDL/MDX and source blend file.</description><pubDate>Thu, 16 Apr 2026 00:00:27 +0000</pubDate></item><item><title>KotOR II Model editing in Blender</title><link><![CDATA[https://deadlystream.com/topic/12185-kotor-ii-model-editing-in-blender/?do=findComment&comment=100783]]></link><description>Hey there y'all!
 


	Been playing KotOR since it's release, great games that don't get old. 
 


	Trying to get into modding TSL. Have little to no modelling experience, thus not going to attempt anything complex yet, but a sinple model adjustment seems to be over my head right now. 
 


	I'm resmeshing and retexturing an existing body model in Blender using Kotor tool, it goes pretty well until I get to texturing. I just can't get new UV map to work when exporting .mdl and .mdx. It seems that my custom UV unwrap overwrites any existing UV map, but does not save the new one. The model in game is transparent, like non-existent, just the head floating.
 


	What am I doing wrong? How do I get the new UV map ant texture to work?</description><pubDate>Wed, 15 Apr 2026 16:44:38 +0000</pubDate></item><item><title>Looking for alternate version of Scrapyard Games modules</title><link><![CDATA[https://deadlystream.com/topic/12181-looking-for-alternate-version-of-scrapyard-games-modules/?do=findComment&comment=100780]]></link><description>I remember seeing the previews for the Nar Shaddaa street modules and thought they looked really cool, glad to hear that they might get patched up and released here as a modders resource soon. They have great potential for a Nar Shaddaa expansion or other ideas.</description><pubDate>Wed, 15 Apr 2026 14:20:46 +0000</pubDate></item><item><title>Cathalan Improvement Project</title><link><![CDATA[https://deadlystream.com/files/file/2570-cathalan-improvement-project/?do=findComment&comment=15363&tab=comments]]></link><description>Oh I have Partyswap as well, maybe that is my above mentioned conflict I can't figure out?</description><pubDate>Wed, 15 Apr 2026 03:11:57 +0000</pubDate></item><item><title>MOD:Component Chemical Shop</title><link><![CDATA[https://deadlystream.com/topic/12184-modcomponent-chemical-shop/?do=findComment&comment=100778]]></link><description><![CDATA[View File
			
		
		

			Component Chemical Shop
			
			
			
				
	This mod spawns a 'Shady Duros' NPC in the Telos Cantina that gives you 1 component or chemical for one credit in bundles of 10, 50, 100, 500, 1000, 5000, 10000, or 15000. Pairs well with Call Cousin Vinny (aka Higher Stakes Pazaak mod).
 


	Incompatibilities:  Incompatible with anything that modifies k_207tel_enter.ncs
 


	Should be compatible with TSLCRM (especially since TSLCRM takes out the Handmaiden robe exploit)
 


	Acknowledgements
 


	Darth Parametric for help with scripting. 
	Fred Tetra for Kotor Tool 
	Fair Strides for DLG Editor 
	Blue for KOTOR Scripting Tool 
	Numerous Deadlystream and Lucasforum tutorials 
	Chainz.2da for his game saves.
 


	 
	Deadlystream and Nexusmods are the oily sites I authorize to host this mod.  I do not authorize Steam Workshop to host this mod.
 

			
			
			
				
					
						Submitter
					
					
						


RLG
					
				
				
					
						Submitted
					
					
						04/14/2026
					
				
				
					
						Category
					
					
						Mods
					
				
				
					
						
							TSLRCM Compatible
						
						
							Yes
						
					
				
			

		
	


&nbsp;]]></description><pubDate>Wed, 15 Apr 2026 01:10:49 +0000</pubDate></item><item><title>MOD:Children</title><link><![CDATA[https://deadlystream.com/topic/12183-modchildren/?do=findComment&comment=100777]]></link><description>View File
			
		
		

			Children
			
			
			
				
	This mod will replace and update the children texture files.
 


	 
 




	
		To Install
	 

	
		1. Download: Children.rar
	 

	
		2. Copy all files to the Knights of the Old republic's Override folder.
	 

	
		ple location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
	 

	
		3. When/if prompted to overwrite files, press okay.
	 

	
		you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
	 



	Edited March 14 by Dark Hope
 

			
			
			
				
					
						Submitter
					
					
						


Dark Hope
					
				
				
					
						Submitted
					
					
						04/14/2026
					
				
				
					
						Category
					
					
						Mods
					
				
				
					
						
							K1R Compatible
						
						
							Yes</description><pubDate>Wed, 15 Apr 2026 01:10:20 +0000</pubDate></item><item><title>Cathalan Improvement Project</title><link><![CDATA[https://deadlystream.com/files/file/2570-cathalan-improvement-project/?do=findComment&comment=15362&tab=comments]]></link><description>Hello,
 


	I would like to use this mod, but it conflicts with PartySwap - both override k_sup_galaxymap.ncs. PartySwap comes with .nss file, so I thought about merging them manually, but for whatever reason yours is not decompiled properly. I will try rebuilding DeNCS later and trying again, maybe something went wrong there, but I thought maybe you can share raw k_sup_galaxymap.nss (M4-78EP and Coruscanr Jedi Temple compatibility version), please? And respective version of k_inc_hawk.nss, if there are any non-obvious changes. Thanks.</description><pubDate>Wed, 15 Apr 2026 00:46:47 +0000</pubDate></item><item><title>Looking for alternate version of Scrapyard Games modules</title><link><![CDATA[https://deadlystream.com/topic/12181-looking-for-alternate-version-of-scrapyard-games-modules/?do=findComment&comment=100776]]></link><description>So had I! @Sith Holocron reminded me.</description><pubDate>Tue, 14 Apr 2026 23:12:13 +0000</pubDate></item><item><title>Looking for alternate version of Scrapyard Games modules</title><link><![CDATA[https://deadlystream.com/topic/12181-looking-for-alternate-version-of-scrapyard-games-modules/?do=findComment&comment=100775]]></link><description>I have already upscaled most of the textures for the hangar. I'll have to upscale the rest a little later once the specific textures being used are narrowed down. I would need the PSD and DDS files converted to TGA for that to happen though. Once the textures needed are identified, any volunteers for conversion would be appreciated. And yes, I can convert the upscaled TGA textures (and TXI files) to TPC if there's a demand for it.
 


	Will the voices I had made for @Quanon be included in the collection?</description><pubDate>Tue, 14 Apr 2026 22:39:27 +0000</pubDate></item><item><title>Component Chemical Shop</title><link>https://deadlystream.com/files/file/2946-component-chemical-shop/</link><description>This mod spawns a 'Shady Duros' NPC in the Telos Cantina that gives you 1 component or chemical for one credit in bundles of 10, 50, 100, 500, 1000, 5000, 10000, or 15000. Pairs well with Call Cousin Vinny (aka Higher Stakes Pazaak mod).
 


	Incompatibilities:  Incompatible with anything that modifies k_207tel_enter.ncs
 


	Should be compatible with TSLCRM (especially since TSLCRM takes out the Handmaiden robe exploit)
 


	Acknowledgements
 


	Darth Parametric for help with scripting. 
	Fred Tetra for Kotor Tool 
	Fair Strides for DLG Editor 
	Blue for KOTOR Scripting Tool 
	Numerous Deadlystream and Lucasforum tutorials 
	Chainz.2da for his game saves.
 


	 
	Deadlystream and Nexusmods are the oily sites I authorize to host this mod.  I do not authorize Steam Workshop to host this mod.</description><enclosure url="https://deadlystream.com/downloads/screens/monthly_2026_04/Screenshot(3).png.8daa652f66f0b08094b0bcd4aed93c19.png" length="2223846" type="image/png"/><pubDate>Tue, 14 Apr 2026 22:23:07 +0000</pubDate></item><item><title>Children</title><link>https://deadlystream.com/files/file/2945-children/</link><description>This mod will replace and update the children texture files.
 


	 
 




	
		To Install
	 

	
		1. Download: Children.rar
	 

	
		2. Copy all files to the Knights of the Old republic's Override folder.
	 

	
		ple location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override)
	 

	
		3. When/if prompted to overwrite files, press okay.
	 

	
		you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love
	 



	Edited March 14 by Dark Hope</description><enclosure url="https://deadlystream.com/downloads/screens/monthly_2026_04/swkotor2026-04-1500-47-51.png.58d7c4e1001d49265807c29989949b21.png" length="1676283" type="image/png"/><pubDate>Tue, 14 Apr 2026 21:00:14 +0000</pubDate></item><item><title>Dark Hope WIP</title><link><![CDATA[https://deadlystream.com/topic/10826-dark-hope-wip/?do=findComment&comment=100774]]></link><description/><enclosure url="https://deadlystream.com/uploads/monthly_2026_04/image.png.97ced192c5d65b87313b17f492ebaa37.png" length="1891708" type="image/png"/><pubDate>Tue, 14 Apr 2026 20:10:30 +0000</pubDate></item><item><title>Looking for alternate version of Scrapyard Games modules</title><link><![CDATA[https://deadlystream.com/topic/12181-looking-for-alternate-version-of-scrapyard-games-modules/?do=findComment&comment=100773]]></link><description>Oh, that's not necessary. You're doing the hard work of cleaning up my messy bunch of folders. 
	I already received a lot of praise and thanks, not to mention help, from the community. 
 


	Feel free to release this under your own name. 
	Though after reading InSidious post, do mention all the other kind folks that worked on this stuff.
 


	@InSidious Man, my sincere apologies! I forgot you and Stoney also worked on this. Feel so ashamed :-o</description><pubDate>Tue, 14 Apr 2026 18:26:30 +0000</pubDate></item><item><title>Fair Strides' Script Shack</title><link><![CDATA[https://deadlystream.com/topic/4808-fair-strides-script-shack/?do=findComment&comment=100772]]></link><description><![CDATA[Like any other global item, you can check the UTIs in BIFs -&gt; Templates.bif  using something like Holocron Toolset or KTool.
 


	Components have the ResRef: 
 

compont_00001


	Similarly, chemicals have the ResRef:
 

chem_00001]]></description><pubDate>Tue, 14 Apr 2026 02:56:09 +0000</pubDate></item><item><title>Fair Strides' Script Shack</title><link><![CDATA[https://deadlystream.com/topic/4808-fair-strides-script-shack/?do=findComment&comment=100771]]></link><description>I was wondering if anyone knew the Res Ref for 'components' (that is, components as an item in the invetory
 


	 
 


	Basically I'm writing a mod that gives components and chemicals in return for credits [accomplished by adding the item directly into the inventory TakeGoldFromCreature() function rather than making a store].
 


	 
 


	I already have the CreateObject function,  I just need the res ref for components.</description><pubDate>Tue, 14 Apr 2026 01:46:10 +0000</pubDate></item><item><title>Zaalbar on the Leviathan</title><link><![CDATA[https://deadlystream.com/topic/12182-zaalbar-on-the-leviathan/?do=findComment&comment=100770]]></link><description>Not particularly difficult for the most part, if you know what you're doing, but not the ideal first mod for someone who has no experience. This would require multiple script edits, dialogue creation, cutscene creation, and the ever-thorny issue of dealing with adding/replacing vanilla companion/NPC dialogue.</description><pubDate>Mon, 13 Apr 2026 23:34:40 +0000</pubDate></item><item><title>Looking for alternate version of Scrapyard Games modules</title><link><![CDATA[https://deadlystream.com/topic/12181-looking-for-alternate-version-of-scrapyard-games-modules/?do=findComment&comment=100769]]></link><description>Nice to see there's still interest in finishing this mod. As far as I know (and recall), after Q and GM, the mod passed to @Stoney, who shared it with me. I did some work on it (in early 2011, according to my old DMs from LucasForums). So far as I remember (and the files say), I wrote some descriptions for the masks (and probably corrected typos etc in the rest), and Stoney and I set up the merchant to work. Stoney, I think, added SG to the Galaxy Map (I remember experimenting with this, too, and with adding an item to Goto's Yacht to allow access). I also worked on the Scrapyard Skirmish scripting, though I don't think we ever sorted it out. Eventually we passed the files on to @Fair Strides.
 


	This is the archive I shared with FS in early 2012-ish, which, amazingly, is still there: https://www.box.com/s/c6mxh8h5epzp6jwaeh74
 


	The model files are almost certainly out of date, and the scripts are likely a mess, but if they're of interest, they're here.
 


	Stoney and I also talked about potentially adding some gameplay where you took control of a droid to fight, and gradually got access to upgrades and equipment to improve your droid as you went on, but we never got further than vaguely talking about it. Life got in the way, as it does.</description><pubDate>Mon, 13 Apr 2026 22:45:51 +0000</pubDate></item><item><title>Zaalbar on the Leviathan</title><link><![CDATA[https://deadlystream.com/topic/12182-zaalbar-on-the-leviathan/?do=findComment&comment=100768]]></link><description>Despite being one of my favorites, something that's always bugged me about the "Party rescue section" when you enter the Leviathan is how Zaalbar gets singled out as the only character you can't pick to save everyone, hell the game outright just calls you out for thinking to use it by saying it's dumb.
 


	Been on a recent playthrough and just wondered, how hard would it be to actually make a mod that allows you to actually select Zaalbar? I don't have any experience making mods for KOTOR but it does sound at least theoretically possible to me since the whole event is already made to accommodate so many different characters and I've seen mods like "Leviathan Differentiated Dialogue" give you unique character options for the Rodian prisoner depending on who you play and "Sleheyron- Story Mode" claims it's new party member can do it as well although haven't checked that mod out yet. As said tho I have no clue about modding KOTOR, but I am interested in trying a mod like that sometime later but in the meantime just curious if I'm thinking way too big here.
 


	And for fun I guess, the basic story beats of a theoretical Zaalbar rescue 
	- Zaalbar's plan is to play into Sith's stereotypical perception of a Wookie, pretending to be a mad animal and lashing out at the Sith during the capture 
	- Due to all of that, he would either be thrown into the medical ward to be sedated (where he would just break out of), or more uniquely, be throw into the prisoner cell with the mad rodians, who you now have to first fight before your escape (Could say that the forcefield gets damaged during the fight) 
	- The Imprisoned Rodian wouldn't know the Wookie's language, so he would give a talk similar to the one he gives T3 rather then a full on talk</description><pubDate>Mon, 13 Apr 2026 21:27:52 +0000</pubDate></item><item><title>Looking for alternate version of Scrapyard Games modules</title><link><![CDATA[https://deadlystream.com/topic/12181-looking-for-alternate-version-of-scrapyard-games-modules/?do=findComment&comment=100767]]></link><description>Quanon, you have nothing to be sorry for, you have fully proven yourself a legend.
 


	At last, we have the alternative hangar. The files are dated August 2020, two years after Sith Holocron's video, and it's evident in the fact that the module looks even better than it did in that video. I had a feeling that this version of the hangar wasn't older like Fair Strides said, and my feeling was clearly correct. This module is absolutely beautiful, and I'm so glad to finally have it in my collection.
 


	I haven't fully looked through everything in the new downloads, and I imagine there's some very cool stuff in there that I'm yet to find, but I did take a look at the Nar Shaddaa folder. I was not expecting there to be three whole modules! The street module is gonna take some extra work on my part to get in game (there's no .lyt file), but I was able to get the two club modules to load and they also look amazing.
 


	I'm very much going to enjoy cracking open everything in here for the rest of today, I just wanted to get a quick post out to thank you for coming in clutch to such an insane degree. I know you said you don't care about being credited for all this, but I fully believe you deserve recognition for the work that you put into this game that is incredible by today's standards and absolutely mind boggling to think about almost two decades ago for some of these files.
 


	When I was talking to Fair Strides about all this, she was of the mind that when I do release the polished up versions of all these that the upload here on Deadlystream should show up under your username, and I am fully willing to agree to that if you do decide you want primary credit for all this. Again, your "old stuff" is at the forefront of a new era of ambitious modding and you more than deserve to see some recognition when these modules get used in expansions and total conversions and such.
 


	I can't thank you enough for going through the effort to dig up all this stuff despite your apparent retirement from KOTOR modding. Now, I'm gonna go see what hidden treasures are in these new folders, I may make a separate thread showcasing the cool stuff I find / progress on fixing broken stuff.</description><enclosure url="https://deadlystream.com/uploads/monthly_2026_04/K2_00000.png.50d0d751233519d046dda9e9a1d1e5b7.png" length="1818123" type="image/png"/><pubDate>Mon, 13 Apr 2026 06:15:12 +0000</pubDate></item><item><title>Looking for alternate version of Scrapyard Games modules</title><link><![CDATA[https://deadlystream.com/topic/12181-looking-for-alternate-version-of-scrapyard-games-modules/?do=findComment&comment=100766]]></link><description>Hello,
 


	Nice to see to interest on my old stuff; but I'm not sure if I still have all of this on one of my older hard drives... 
	I haven't done anything on Kotor in ages.
 


	And, yes, many of these models where compiled with an older tool. 
	Plus I always worked in 3Ds Max, not certain if this makes things worse or not.
 


	Also, as I've mentioned before, anyone can use my stuff. No need to ask. 
	Kotor is ancient, it's beyond ludicrous to still have the demand for permission.
 


	Giving a line in the credits is nice, but also... Not needed really. 
	Fun to see people still care about this old stuff  
 


	So, I've packed up a big WIP folder I still had for Scrapyard games:
 


	https://www.mediafire.com/file/ar29fe99qxrjrlg/WIP_ScrapYard.zip/file
 


	Mind, it might have lots of stuff in it you already have from my other uploads. 
	It's a horrible mess... And I don't remember much...  Sorry about that.
 


	Added a few more zips to the mediafire Sellout Folder, I found floating about in an old WIP folder.
 


	https://www.mediafire.com/folder/eveve4fybr24n/Q_SellOut
 

 


	A new uploaded zip named NarShadda, should have the models and modules you're looking for. 
	Most of these where also compiled with Kaurora Editor. I still have this tool and some of its versions. 
	 
	Would that help?</description><pubDate>Sun, 12 Apr 2026 18:52:09 +0000</pubDate></item><item><title>Looking for alternate version of Scrapyard Games modules</title><link><![CDATA[https://deadlystream.com/topic/12181-looking-for-alternate-version-of-scrapyard-games-modules/?do=findComment&comment=100765]]></link><description>I will be keeping an eye on this and if need be, I am here to provide thoughts and support, etc.</description><pubDate>Sun, 12 Apr 2026 17:27:06 +0000</pubDate></item><item><title>Dark Hope WIP</title><link><![CDATA[https://deadlystream.com/topic/10826-dark-hope-wip/?do=findComment&comment=100764]]></link><description>It would be cool if I could work with models. Unfortunately, that's not my area of expertise. But if someone took it on, I'd redo the texture.
 


	File updated.</description><enclosure url="https://deadlystream.com/uploads/monthly_2026_04/swkotor2026-04-1222-06-21.png.fae83213d633c34b9646ac54a4bbf7fb.png" length="5926081" type="image/png"/><pubDate>Sun, 12 Apr 2026 16:35:24 +0000</pubDate></item><item><title>Yavin Station Hangar</title><link><![CDATA[https://deadlystream.com/files/file/2068-yavin-station-hangar/?do=findComment&comment=15361&tab=comments]]></link><description>Sorry for the delay in seeing this.  Would you mind providing a few more details?
 


	
		Which doors gave you problems, the new airlock doors or the original Yavin doors?
	
	
		Did they just not do anything when you clicked on the control terminal, or was the problem something else?
	
	
		What other mods do you have installed?  Anything which also edits Yavin Station?</description><pubDate>Sun, 12 Apr 2026 16:15:18 +0000</pubDate></item><item><title>Looking for alternate version of Scrapyard Games modules</title><link><![CDATA[https://deadlystream.com/topic/12181-looking-for-alternate-version-of-scrapyard-games-modules/?do=findComment&comment=100763]]></link><description>He appears to be active on NexusMods: https://www.nexusmods.com/profile/Quanon</description><pubDate>Sun, 12 Apr 2026 15:02:32 +0000</pubDate></item></channel></rss>
