Modding resources for aspiring modders.
Missing K1 Party Member Ports for TSL [Modder's Resource]
By LeilukinMODDER'S RESOURCE FOR STAR WARS: KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS
This modder's resource includes models and textures of Jolee, Juhani, Mission and Zaalbar that are ported from KotOR 1 to be usable in KotOR 2: TSL. I have also included character templates (in UTC format) for them, allowing you to spawn them as NPCs in your mod.
This resource is made because Jolee, Juhani, Mission and Zaalbar never make any physical appearance in TSL, thus their textures and models do not exist within TSLs game files. However, both appearance.2da and heads.2da of TSL, including vanilla, still include entries for these characters, so if you want to make them appear as NPCs in TSL, there is no need to create extra entries for them in said 2DA files.
This modder's resource is free to use in any mod you create or release. Credit is appreciated, but not required.
Cortisol for Holocron Toolset bead-v for MDLEdit
Vanilla M4-78 Textures Upscaled Twice
By EffixThe vanilla M4-78 textures upscaled twice with A.I. software waifu2x-caffe.
I've left out the txi files that only had "xbox_downsample 256", those were left overs from the old Xbox version.
DRO_Ehok.tga is the Ebon Hawk exterior, specific for the droid planet. If you prefer another version of the Hawk's exterior then you may want to replace it.
I've included upscaled versions of 2 CM files that some of the txi's call upon.
Requested by some old guy on an obscure website.
Topaz GigaPixel AI Upscales - K2
By Thor110WARNING : THIS IS A MODDERS RESOURCE NOT INTENDED FOR USE WITH THE GAME!
Modder's Resource - Topaz GigaPixel AI Upscales - Source
These are all of the second games textures upscaled by Topaz GigaPixel AI.
While they are intended for use eventually with my overall project, for the time being I have handed them off to a texture artist to clean up beforehand, after which they will also be released for the standalone game as well.
It was also suggested to me that I should upload them here as a Modder's Resource and backup for people to use when repainting any textures for the game.
So here they are.
The images shown aren't from the game, but they are the only reference imagery I have to show the upscaling in action.
All TXI files as well as the few textures that had issues being upscaled in their own packages.
KotOR II Switch Modding Framework
By jacqylfrostI wondered, why wait a few months for Aspyr to release TSLRCM when you could hack it together in a few days for fun? To that end:
Switch KotOR II Modding romFS Dummy Folder 1.0.1
This is a set of files and folders designed to make modding the Switch version of KotOR II easier and more accessible to a novice user.
Read to the end before using.
You will need a hackable, or modchipped Switch to use this, and custom firmware must be installed, I use Atmosphere, but anything that supports romFS should be fine. If you use something other than Atmosphere you'll have to figure out where it goes, but it should be very similar.
This should work just fine with the digital or physical version (when it is released) without issue. I have only tested this on the most up-to-date build at this time, 1.0.1. I will update this when the next patch is released, and hopefully again when TSLRCM is officially released.
Extract the zip file, and install any mods you want to use, pointing TSLPatcher at the \Localized\English\ folder containing the dialog.tlk file. For mods that don't use TSLPatcher, copy files as directed, "romfs" is equivalent to the directory on PC containing the executable.
NOTE: You may need to move files that TSLPatcher is expecting to the folder to be able to patch them. You can access them by dumping your game with nxdumptool, using romfs. Make sure you include updates when doing so. What I included should be more than sufficient for TSLRCM, however.
NOTE: When you are done, move the override folder to the root of the romfs folder, i.e. the directory with the "swplayer.ini" file.
Feel free to comment with what you needed, and what mod it was for, and if there is popular demand, I will add the files to this pack. The easiest way I found, was just to try installing a mod, and then check the log for errors to see what files were missing.
NOTE: Long filenames cause issues with TSLPatcher, this is exacerbated by the length of the filepath for romFS modding. I recommend moving the "romfs" folder to the root of the drive and patching there, moving the folder back afterwards.
Make sure to check your error log, you may manually need to copy .lip files over to override afterwards.
Move textures (.tga, .txi and .tpc) to override/Textures or they won't apply. NOTE: Aspyr included upscaled textures with this version that are not in other releases of the game. As far as I can tell, they are all in the format the original textures were in, by and large, that means they are in .tpc format, which trumps .tga and .txi files of the same name. If you have issues with a mod's textures not applying, try converting them to .tpc with Xoreos-Tools. You can download my texture reversion mods for K1 and K2 on Switch if you want to see what files are in what format.
At this point, copy the atmosphere folder to the root of your SD card, and you should be done. Please feel free to mention any issues you run into, or workarounds you needed, and I'll update this post.
I tested a run of TSLRCM and Leilukin's Gay Handmaiden mod with great success. I have not tested the Male Exile/Disciple part of that mod, but it should work as well.
Mods that involve UI likely won't work. Everything is at your own risk, you may end up with a broken save, etc. Worst case scenario, you can uninstall all mods by deleting the `0100B2C016252000` folder from `/atmosphere/contents/`
Big thanks to JC for a ton of help troubleshooting, and big thanks to Zbyl2 for helping with TSLRCM-related issues.
Just a change to the readme regarding potential texture issues.
Modder's Resource : Mandalorian Mask Texture
By 90SKModder's Resource : Mandalorian Mask
A new mask item that resembles Darth Revan's Mandalorian helmet.
It does not replace the default Force Mask in TSL, it is a new item of its own.
The texture works but the model might still display the orange interior glow. Future versions will fix this.
This code: giveitem revan , will spawn the mask in your inventory.
Based on the Mandalorian mask design of Darth Revan fame.
All texture editing and model edits by 90sK
Pretty good rendition of the Fallen Mandalorian Hero mask that I managed to make.
Extra special thanks to staff of LucasForums and DeadlyStream!
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR 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.
Modder's Resource - HARIII's Coruscant Level Models
By 90SKModder's Resource - HARIII's Coruscant Level Models
These models are thematically of Coruscant, there is documentation of what has been done and they are not fully finished into modules, they need walkmesh, uvmapping for the majority, lightmaps, etc.
The model work for 29 levels has been completed.
This includes in depth the Jedi Temple interior and exterior.
This is a developer's resource for modelers and level designers.
If used, credit HARIII; additional modeling by Darth Tyren and Hunters Run, and the textures in the archive were created by 90SK
Padawan Robe Templates for TSL
By JumpStationZPart of the...
Title: Padawan Robe Templates for SW:KOTORII-TSL
Authors: Achilles, DarthMoeller, Oldflash, & Svösh
Table of Contents:
PART I - Introduction (prt1)
PART II - File Contents (prt2)
PART III - Special Thanks (prt3)
PART I: Introduction (prt1)
In an effort to make robe modding fun and easy for everyone, I have created these template; drawing from some of the best TSL robe mods available. Each template (.psd) is broken down into multiple layers and saturated for quick and easy recoloring, texturizing, etc.
Please feel free to use these for your mods, however you will need to see that DarthMoeller, Oldflash, Svösh & I all get our due credit if you publish a mod using these skins.
PART II: File Contents (prt2)
This modification pack contains:
Female Padawan Robe Template.psd
Male Padawan Robe Template.psd
PART III: Special Thanks (prt3)
A huge thanks goes out to the following contributors:
DarthMoeller for the use of the tabbards from his Movie Style Jedi Robes Mod.
Oldflash for the use of the belts found in his Jedi Robe mod.
Svösh for his remapped Jedi Robes for SWKotORII:TSL.
By JumpStationZPart of the...
Saved in RTF format, Achilles' tutorials cover the following topics: Editing Items using KotOR Tool, Item Properties, Non-Script Method for Adding Player Made Items to Placeables, and a Saber Tutorial/
Achilles' TSL Influence Guide
By JumpStationZPart of the...
Created in 2008, this guide came before the multiple changes introduced in TSLRCM but might still be useful in your play through. YMMV.
M4-78 Uncompressed Movies
By tjsaseSince the cutscenes for the KotOR games are being upscaled, I thought I'd provide my M4-78 EP movies, sans the Bink compression to assist in this.
As a bonus, I've included a brief cutscene I was requested to make a number of years ago, in which a battle-hardened Harbinger approaches the planet and passes over the central zone, just in case anyone finds it useful.
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By MagnetiiczThis contains UI elements that are found so far there are 25 PNG images.
Module Templates for v0.4.0 Full Update
By Thor110These are the files required to recreate the modules in the v0.4.0 Full Update Release of the K2 Expanded Galaxy Project.
Please do not re-distribute these files without permission, if you use them to create your own modules please strip them down to bear essentials for the modules in your project and do not re-distribute the templates without modification.
TSL Removed Mouth Cubes (Modder's Resource)Per request, this is a modder's resource to fix unused models in TSL that had the "mouth cube" problem, AKA tongue tip dummies unintentionally set to render.
I have also included a model for Jedi Malak with his "mouth cube" fixed. Not to be confused with my Malak Mouth Fix mod, the model in this download has no further changes.
Jedi Malak (Full body): n_jedimalek.mdl/mdx
Sith Governor/Apprentice (Head): sith_app.mdl/mdx
Atris (Darth Traya variant) (Full body): n_darthtraya.mdl/mdx
Fred Tetra, Kotor Tool
This modder's resource is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is intended to be used by other members of the KOTOR modding community & intends no copyright infringement.
Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. Feel free to use these files however you want, this is a resource & no permissions are necessary.
Bao-Dur arm texture for his default clothes
By FF97Hello everyone,
This is a modder's resource that is maybe useful for those who want to retexture Bao-Dur's arm and don't want to mess around to get the two seperate textures (P_bao_durA and P_baodur_arm) look the same. Now, the default model of Bao-Dur also uses the P_BaoDur_Arm texture for his arm.
portraits All PC And Party Portraits (Modders Resource) (TGA)All PC and Party member portraits in TGA format. Use as a base for your own portraits or whatever else you need them for.
You don't need to credit me if you use this, but it would be appreciated.
I recommend GIMP or Paint.net for editing TGA's.
KOTOR 2 Editable Executable
By SnigarooThis file is a hex-editable KOTOR 2 executable for use in widescreen patching. The file was originally produced by Squ1zZy, and therefore DeadlyStream offers no technical support for the file or its use.
JC's Loadscreen Template for K2
By JCarter426This is a template for the K2 style loadscreens. Included are a PNG overlay which you can place directly over your loadscreen background, as well as the PSD source. Note that the aspect ratio is 1:1, so the image will be stretched depending the display resolution. That's how the game's original loadscreens are.
Kel Dor Modder's Resource for TSLNOTE TO ENDUSERS – THIS IS NOT INTENDED AS A PLAYABLE MOD!
This pack is a modder’s resource containing a custom Kel Dor head and modified body models with Kel Dor hands. This installer will perform a basic heads.2da and appearance.2da NPC row setup along with simple body variation UTCs for testing purposes. An on-enter script that spawns the UTCs next to the Ebon Hawk on Dantooine is provided in the TEST SCRIPT folder. Simply copy and paste the two NCS files into your Override folder.
Textures are provided with a basic placeholder diffuse for the head and a simple UV map for the hands. Because of the single texture requirement for variants, the hands have to share UV space with the body. This necessitated altering the UV layouts for all body models, compressing them 50% to make use of 1024x512 textures (original 512x512 body texture side-by-side with 512x512 hand texture). As such, the bodies are not compatible with third party textures/reskins. However, all models and textures use unique names, so there should be no conflicts/incompatibilities.
The head model has basic skin weights. The respirator mask has been weighted to the jaw to give it some movement during NPC dialogue, but possibly this may be a bit extreme. You may wish to experiment with your own adjustments to the skin weights, although it should be fine as-is for a player head, as they don't have any major jaw animation.
By Fair Strides~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
» NPC Auto-Leveller 1.0 Read-Me
NAME: NPC Auto-Leveller
TYPE: Modder's Resource
DATE RELEASED: July 2, 2017
A while back, Darth Tyren was asking me about how the KotOR 2 balances the enemies to make them tougher as you go on through the game. We then spent a few hours running some tests and digging through the files, with the end result being that the game seems to just upgrade the enemies' Hit Points and Force Points.
I then theorized that one could use the extra functions Obsidian added for modifying your skills, attributes, feats, and force powers to work up a framework for levelling up the NPCs without actually assigning them levels. This is the result of that work.
The heart of this modder's resource is the "fs_level.nss" #include file, where I've one main function called LevelUp and several support functions that will randomly assign feats, force powers, skill points (including support for cross-class skills), and attribute points at the appropriate times and in the appropriate amounts. I've scoured the various .2da files and the all of the default values and rules that the player has to obey are obeyed by the script as well.
Also, there are 750 .uti files included. There are 50 for each class, and each item handles the defense, saving throw, and attack modifier increases that a given class would get as they level. These items are not accessible or equippable in-game, as they use the hidden creature slots (specifically, slots 14 and 15).
I've shown how to use the #include file in the included "k_ai_master.nss" in the source folder. The compiled form is included in the 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.
You don't have to use the installer if you're just using parts of this or adapting it, but it's an easy way to get it all set up and ready to go.
» KNOWN BUGS
Not exactly a bug, but the two slots I used may very well be used by animals like the Kinrath that have special properties to their attacks.
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/5509-downloadnpc-auto-leveller/ )
2) Reply with as much detail as you can provide, and please list (and preferably link to) all the mods you're using.
» CONTRIBUTORS / CREDITS
Darth Insidious, Malkior, Markus Ramikin, Darth Tyren, and probably many others who were willing to discuss the topic with me over Skype.
Darth Tyren for the initial investigative work and the idea itself.
90SK for some installer help on my Fumble! mod, whose changes.ini file I edited in Notepad for this mod.
This mod may be re-distributed, but may not be re-uploaded. I request that proper credit be given to me for making the mod, even if you use parts of the mod instead of the whole thing.
I would also like to be contacted before you release your mod.
Bao-Dur Head Model Neck FixThis is a modder's resource that adjusts the position of Bao-Dur's neck vertices so that they match the standard position of other heads. Bao-Dur's vanilla head will "float" if attached to standard bodies. This adjustment ensures the base of his neck will seat properly with the collars of standard body models, which is a necessity for potential future mods like Bao-Dur specific robes.
TSL Thigh-High Boots For Female Twi'lek Body (Modder's Resource)Here's another bit of scrap from my junk pile that someone may find a use for. A little while back I made some thigh-high boots for Bastila when Quanon was working on her Taris prisoner outfit. He didn't end up using them, so I tossed them into the abyss with my other rejects. The other day I was looking at the female Twi'lek body models for some reason, and I noticed that (the base version at least) has painted on thigh-high boots. On a whim, I imported my boot mesh and noted that, height-wise, they lined up almost perfectly. Even more interestingly, my UVs were very close in layout to the Twi'lek's legs, so much so that is was fairly trivial to rejig them to fit the existing textures. In practice I'm not sure how much purpose this serves, as from a distance it's basically impossible to tell the difference between painted on boots and my physically modelled boots, at least using vanilla textures, but I figured someone might find some use for it.
Because the vanilla female Twi'lek model has existing animations (dancing), I have provided a hex edited copy of the original which is now used as the supermodel. That way the booted variant is a simple Override drop-in with no 2DA editing required. Also included is a booted version of the Twi'lek assassin body. Additionally, I have also provided a version suitable for use as a player body that uses the regular S_Female03 supermodel.
I've supplied modified versions for those variation textures that don't have existing boot textures. There is also an optional variant of the base green variation which has black boots instead of red. The intent of course, given how terrible the vanilla textures are, is that someone will release a proper high quality retextured version, but the NPC portion is useable out of the box if people so desire.
As a side note for anyone using this directly rather than as a modder's resource, I would highly recommend the use of the optional alternate texture from RedRob41's Luxa Hair Fix mod. What can I say? I like hotpants. Only use the texture, mind, not the meshes.
Upgradeable Swoop Bike (Incomplete mod)
By bead-vfor Star Wars: Knights of the Old Republic II: The Sith Lords
This is an incomplete mod. I have uploaded it for someone to finish it or use its parts and do their own thing with it. This installer will set up what was finished. After installation, you can load a save from before going to Nar Shaddaa, find a Twi'lek there who will sell you a swoop bike, then race with it on Telos and Nar Shaddaa. The swoop bike will appear on your ship, and you can access the the Upgrade Screen. However, upgrades are unobtainable. To acquire them, cheat or mod them into the game.
To stop the Twi'lek from appearing, delete the following file from your override folder:
To completely remove the files installed by this installer, check the tslpatchdata folder and delete all the corresponding files in the override and Modules folders inside your game folder. Then take all the files from backup and put them back where they belong (.mod files go to Modules, everything else to override).
Fred Tetra: Kotor Tool
Stoffe: TSLPatcher, ERF/RIM Editor, TalkEd
JdNoa & Dashus: DeNCS
Chuck Chargin Jr: mdlops
tk102: DLGEditor, K-GFF GFF Editor
You may do whatever you want with these files for your own personal usage. If you repackage or redistribute them, either by themselves or as part of a another mod, please give credit to the author.
Send me a personal message on www.deadlystream.com. My username is bead-v.
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 THESE FILES.
[TSL] Lost Modules Pack
By InSidiousNot really a mod, more of a modding resource. Here I've gathered the 7 most useful
'lost' modules for KotOR 1 - that is, modules that had no .rim files, and were essentially
just room models in the game files. Why do I say 'most useful'? There are a few more -
one of which is a slice of corridor, and several bits of the Unknown World temple-top,
but none of these are much different or much more useful than the already existing modules,
or the ones I have packaged here. Neither are they particularly exemplary.
And so, here they are. I would guess that the modules' functions would be:
In 2006-7, I found a variety of 'lost' modules in KotOR I, which I released as a pack.
This consisted mainly of areas for which area models, walkmesh and lightmaps existed
in the game files, but no module file. I complied these for use.
Shortly aftewards I found around three others for TSL, which I intended to release
around the time of my release of another mod of mine. The mod got delayed, and I
forgot about the lost modules for a long time, until reminded by VarsityPuppet.
Unlike the KotOR I set, these don't appear to have been made for areas which were
then unused, but were probably for test effects, or similar purposes. They are:
000test - Empty, box-shaped room. The camera clips through the walls, like it
does in most custom modules.
000trl - Small, empty area with a foggy floor. Perhaps has something to do with
the main menu, when completed by a character with the Sith Lord prestige
999dia - Very large, flat plane, with walkmesh and lighting. Perhaps a test?
Usage and credit
I make no claim over usage - you may create and upload your own versions of this mod
however and wherever you like - but please credit me appropriately.
Please also do not upload or claim credit for an unmodified version of this mod elsewhere.
It's just rude.
Lethisk Freighter AKA I-Wing Placeable Modder's Resource for TSLThis is a new mesh made from scratch to replicate the I-Wing shuttle/freighter from K1, the model for which was not included in TSL's files. It was made with the intention to replace the GWing shuttle that the Mandalorians use to take you to Onderon, but it could be used in other ways. It currently includes no texture, just a UV map, so you'll need to make your own texture to make much use of it. Includes ASCII and binary model and walkmesh/collision files.
Free for anyone to use and include in their own mod releases, but you must acknowledge the source. The mesh may not be released by itself or otherwise rehosted elsewhere.
Dejarik Table Placeable
By newbiemodder"Let the wookie win."-- C-3PO
Here is a new placeable I created for one of my own mods. I just took a standard table from the game and replaced the table top with a dejarik game top texture. There is a separate model file for the game pieces.
The .zip file contains all the necessary files. Just unpack and follow the ReadMe.
Hope you can use it.
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