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TSL Restored Content Mod
By zbyl2
Authors: Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet
Contact: PM us at Deadlystream
Name: The Sith Lords Restored Content Mod (TSLRCM) 1.8.6
1. Description:
----------
Welcome.
Thank you for downloading and installing TSLRCM 1.8.6.
This mod's intention is to restore much of the content cut from The Sith Lords, that was lost to the main game due to a rush to release the game. This rush also left the game with a plethora of bugs (some of which also blocked out content, so not everything restored was really "cut"; for example the quest 'Corrun Falt'), so this mod should seriously decrease the buginess that plagued TSL.
Overall, our goal is to make the KotOR 2: TSL experience as close as possible for us (as modders can do) as what Obsidian originally intended it to be...
Be sure to check our website (or ModDB page) for potential upgrades, patches and compatible mods for TSLRCM. Our site will always have the most recent version of TSLRCM, something we cannot, sadly enough, promise from other sources.
http://deadlystream.com/forum/
http://www.moddb.com/mods/the-sith-lords-restored-content-mod-tslrcm
Also, if you have issues, questions, or feedback, please post it on the official forums, as otherwise it will be read much later, or not at all. After all, we can't monitor the entire internet.
http://deadlystream.com/forum/forum/4-tslrcm/
2. Installation:
----------
1. If you're using an older version of TSLRCM (1.8.2 or lower), a game re-install is required before applying 1.8.6.
(Steam and GOG users, skip to point 4)
2. After re-installing it's advised to apply the official patch (1.0b). Non-US versions require you to install 1.0a first, then 1.0b, US versions can install 1.0b right away. Make sure to apply the patch that fits your version. Also, after installing 1.8.5, the official patch can no longer be installed!
3. If desired, apply the high quality music and/or movie patches
4. Install 1.8.5. Steam users are advised to use the Steam Workshop download - but ONLY IF YOU DON'T PLAN ON USING ANY OTHER MODS. Steam Workshop mods CANNOT guarantee compatibility, and installing multiple workshop mods will likely lead to issues.
CHECK YOUR INSTALLATION DIRECTORY.
DO NOT INSTALL INTO THE OVERRIDE FOLDER OR YOUR GAME WILL CRASH!
We've had several users on Vista mention that instead of Program files (x86) it would point to Program Files/Program Files, causing the installation to fail. Make sure the installer points to the proper location of your KOTOR2 installation.
Default (32-bit windows); C:\Program Files\LucasArts\SWKotOR2\
Default (64-bit windows); C:\Program Files (x86)\LucasArts\SWKotOR2\
GOG default: C:\GOG Games\Star Wars - KotOR2
5. To check if the installation has succeeded, try launching KOTOR2:TSL. If at the main menu it says "Restored Content Modification 1.8.5" on the screen the installation has been successful.
PLEASE CHECK OUR OFFICIAL WEBSITE OR MODDB FOR ANY POTENTIAL UPDATES
6. While we try our best to make this mod as bug-free as possible, with the many options of KOTOR2 and our small testing team bugs, critical ones, sometimes make it through. We will fix them, so check our site for any potential updates and patches. We would rather not have people play unpatched and then experience issues like the black screen (1.7) or red eclipse (1.6)!
7. Install any TSLRCM-compatible mods you desire now. If you're unsure if a mod you want is compatible, check our list at our forums, or section 6 - Mod compatibility in this readme.
ULTIMATE SABER MOD (USM) IS NOT TSLRCM-COMPATIBLE. MOST REPORTED ISSUES ABOUT TSLRCM ARE FROM USERS STILL USING IT. DON'T!
* You cannot use savegames made with vanilla Sith Lords or TSLRCM 1.8.2 or lower. Saves from 1.8.3 and above can savely be used, although some fixes may not take effect.
A fresh new game is always the best option for the least amount of issues.
3.0 Changelist 1.8.5 Updated - 1.8.6
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* Soundset of Coorta and Thugs changed from Mira to Commoner Male
* Fixed always failing persuasion check for the Ithorian coming in when stealing the prototype shield
* Fixed skipped line in 203TEL
* Wrong VO used for aliens on Nar Shaddaa
* Added fix for the "friendly Twin Suns" gamebreaking issue.
* Added alternative female Revan line on Goto's Yacht.
* One revan good/dark convo check was swapped in Disciple conversation
* Fixed issue where one could get stuck if entering the enclave with Kreia and a third party member and was controlling the third member.
* Fixed "good react" suddenly branching to Dark Side dialogue with certain options in Kreia's global dialog.
* Visas: "Is her kind rare" and "What's a Miraluka" response from Atton was swapped.
* Kreia's first good path no longer decreases -INF after selecting "Perhaps you are right", canceling out the loss and gain like the first dark side path.
* Fixed Sith Assassin and Jedi Watchmaster losing ability to select Dual Strike.
* Fixed 232hk50006 not playing on steam
* Fixed NPC rotation when talking to Hanharr
* Fixed a missing script for female players on Onderon.
* Fixed Disciple conversation abrubly ending
* Added a female version of a line to Tobin's dialog
* Fixed typos in dialog.tlk
3.1 Changelist 1.8.4 Updated - 1.8.5
----------
* Added persuasion animation (Thanks to danil_ch for noticing and providing a semi-complete list of locations of all force persuasions)
* Resolved some AR_Error generation with easter egg background and robes.
* Fixed T3 skipped dialogue fix getting broken when fixing Steam dialogue being skipped.
* Removed excess dlg's and stuff from 307NAR (only used for Zhug scenes), drastically reducing it's size.
* (English version) Fixed Revan disrepency in HK-47 dialogue (Thanks to danil_ch for noticing and the VO splices)
* Pre-Malachor: Resolved Handmaiden being present even if she left with Kreia to Malachor. Resolved silent Mandalore line.
* Visas sparring: Fixed Weapon Focus: Lightsaber being skipped during reward section. For the english version it now shows what Feat you've gained (if any).
* Fixed graphical glitches in cutscenes using widescreen resolutions.
* Atris/Kreia convo intro improved as per gameplay developer comments
* Telos Academy: Fixed some minor issues with a cutscene (Thanks to danil_ch)
* Activated dormant placeable in the Telos Academy. (Thanks to JCarter426 for finding the inactive placeable)
* HK Factory: You can no longer trigger HK-50 cutscenes by loading a savegame. Removed dead HK-50 to avoid confusion.
* Force Persuading Terlyn will no longer require persuasion skill to succeed.
* Onderon Wall: Restored missing Bostuco line, made Royalist single line bark rather than cutscene, fixed minor lipsync issues with Vaklu in palace cutscene.
* Trying to (Force) persuade the thug after killing Riiken will now net a dark side gain regardless of success or failure.
* Restored Patto line, removed HK part from Akkare store since storespawn was fixed and was already generating a part, leading to him having 2 instead of the intended 1.
* Ralon: If you have Kreia and Handmaiden/Disciple they can now both comment on the fabled holocron line.
* Malachor Core: Fixed Kreia repeated line by actually intended line.
* Touched up Visquis call cutscene. (thanks to Danil_ch)
* Fixed several missing awareness and persuasion checks.
* Fixed broken T3 interaction with the "meet and greet" droids on Dantooine.
3.2 Changelist 1.8.3B - 1.8.4
----------
* Restored Remote's SFX that was removed by the official 1.0b patch. After 10+ years; it's back! Poor guy!
* Restored original dialogue to prologue, except for 'easter egg mode' users who get the spoken dialogue
* Slightly modified pre-Malachor cutscene
* Fixed reverted instances knowing about Goto in first Bao-Dur/Remote cutscene
* First Bao-Dur/Remote cutscene now requires G0-T0 *or* HK-47, not both. This also means you can get the 3rd cutscene and following cutscenes (including the important one about G0-T0 and Remote) without building HK-47
* Fixed Remote "complaining" sound sticking around when it should not
* Fixed 2 civilians who were lacking their animations in the Telos Cantina
* Benoks goons will now always properly leave the cantina
* Various fixes for the Telos Academy:
** Fixed some unskippable lines during intro-dialogue
** Fixed inproper fadeout during intro that showed character jump
** Modified Atris entrance
** Fixed a few issues with handmaidens removing PC
** Modified Atris exit
* Fixed small issue with door's windows not being see-through in the Coruscant sequence, hiding the PC and Masters until it was opened (Thanks to JCarter426 for the fix!)
* Modified JJT Tunnel sequences if Mira joins the party
* Fixed issue with leftover enemy in arena during ending cutscenes
* Various fixes with the Mandalorian Battle Ring:
** You will now hear what your violation was before being banned from the Battle Ring for cheating twice
** Fixed auto-win against Kex due to victory flag not resetting after the Davrel battle
** Fixed "no item" rule being in effect for the Bralor fight for male PC's. Battle functioned properly already for females
* Added 2 missing Sith to Vaklu palace sequence who triggered a small cutscene
* Leaving Dantooine at the endgame cutscenes did not run for male players. Made them skippable in all cases
* Added missing animation at start of Disciple cutscene (to match Visas scene)
* Slightly improved Disciple warning Admiral cutscene
* Added missing "lipsync" (eye flashing) for HK-Factory
* Slightly improved 903MAL intro, fixed incorrect camera point for females, and the Elite Sith Assassin will now attack the Exile rather than ignore him/her
* Moved DS hit for Slavery from Cahmakt to getting your payment in the cantina. This to prevent the rare issue of this hit triggering the Nihilus intro and getting the player stuck.
* Fixed crashing issue if you try to enter the Telos Surface Shuttle with Atton or Kreia.
* Fixed Peragus Medical Officer speaking the station warning using the Workshop download.
* Added missing installer files: Heads.2da, Movies.2da and Musictable.2da
* Fixed "double Sion" bug by undoing changes to .ncs (this is the vanilla file). Moved "Elite Sith" further back so it wont ignore you. Fixed Sion lipsyncing Kreia.
* Corrected Suulru having the vanilla dialogue attached to him rather than the 1.8.4 version.
* Corrected red X missing texture being visible in Tobin call pre-Freedon Nadd's tomb.
* Resized TSLRCM logo and hyperspace texture. This should fix several (framerate) issues certain configurations had with them.
* Added eye-flashing of HK's to all HK-50 encounters.
* Fixed infinite lightside and Atton influence exploit in the Telos Academy.
* Fixed an issue where some subtitles wouldn't appear in Peragus holograms for non-English version of the game.
Additional fixes thanks to Danil-ch;
* Wrong Atton animation fix post-Peragus cutscene
* Fixed too fast walking Sion on Peragus and Malachor
* Improved Handmaiden vs. sisters intro-cutscene
* Fixed animation issue with Atris using Force Lightning on Handmaiden
3.3 Changelist 1.8.3 - 1.8.3B
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* Additional restored lines for Kreia-Atris cutscene.
* Modified Mebla slightly; you can play again after 'asking questions' but you can no longer ask questions after getting her tie breaker.
* Telos Swoopracing;
Traininglap persuasioncheck no longer automatically succeeds.
Fixed trainingrun-dialogue not being properly triggered.
Fixed several issues with 'improved' or 'deproved' time recognition.
* Fixed Lupo not giving credits properly after teammates comment on your Force Persuasion use (my bad).
* HK-50's will no longer appear and then fade away if HK-47 is in your party when going to Goto's Yacht (Thanks Markus Ramikin)
* Losing to Bralor, then winning he would still incorrectly comment you can fight again (Thanks Markus Ramikin)
* Persuading Qimtiq once does no longer guarantee 500 bonus credits per win permanently, you need to re-convince him before each race.
* Missing VO addded to installer.
* Fixed the "forfeit" Swooprace-bug.
* Added proper camerapoints to modified tutorial dialogues.
* Improved Azkul-Merc conversation after invading Khoonda (Merc side) (by danil-ch)
* You will now start with Force Breath active upon learning it in the JJT/fixed flourish animation (by danil-ch)
* Savegames made during the Atton vs. Sion confrontation on Malachor will no longer crash on loading.
* Added missing lightsaber equipped fix (by danil-ch) that made the game also check the off-hand for a lightsaber and detect it.
* Modified Mira technique teaching slightly.
3.4 Changelist 1.8.2 - 1.8.3
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Not all fixes are listed here (for size and many misc. small changes were made). Check here;
http://deadlystream.com/forum/topic/2146-183-preview/?p=25588
for more (but not all) fixes from 1.8.2 to 1.8.3.
General - Ebon Hawk;
* Several more typo fixes in the dialog.tlk
* Updated launcher (for the 4CD-version users) (thanks Pra_Viilon)
* Made some lines during the prologue (and Nadaa on Nar Shaddaa) "cutscenes" to prevent questupdates breaking the heard line. Added missing update on getting medpacks. First hatch used outside will no longer be removed.
* Fixed 'Lost Shadows' not closing proper on a certain ending (both TSLRCM and M4-78EP).
* Restored addition HK-47 lines.
* Loot fixes; Missing merchants of 1.8 updated, gloves_03 is missing, if it's rolled it will return gloves_02 now instead of no item at all. Fixed rounding issue allowing low-level drops to something not spawn anything (Peragus).
* Added a few additional lines to the Korriban introduction. A few more for non-M4-78EP users (they will be taken out upon installing M4-78EP) as those were already in use on that planet's intro.
* Added Atton pazaak scene.
* Modified Atton vs Handmaiden, Atton confesses love of Exile to Bao-Dur and G0-T0 modifies Remote cutscenes and adjusted a few odd camera standpoints during 2 disciple cutscenes (all made by danil-ch)
* Extra camera points post-Peragus cutscene.
* Fixes teammates turning upon click during Visas fight, Bao-Dur line's unconscious line was voiced.
* The weapon(s) HK was wearing when the HK vs T3 cutscene started are no longer destroyed, but properly unequipped now.
* Added a missing Mandalore VO.
* Improved quality Kaevee VO. (thanks to danil-ch)
* Restored PMHA03 Male face option for PC. (thanks to Kainzorus Prime)
* Fixed issue with Rubat crystals dissapearing from lightsabers.
* Fixed Crush sound effect.
* You can now train Beast Control after gaining Beast Trick on Dxun. Beast Trick will appear on the upgrade screen once you gain a prestige class, but it cannot be trained, only given.
* "The Polar Cap", "Telos Under Attack" and "Trayus Academy" now appear in the music table.
* 1B, Akkere and Kodin will generate one of 4 HK parts randomly now, instead of basing it on the players' possessed items (which could generate the pacifist package if all 4 were in the PC's inventory).
* Kreia skill-lesson; Automatic completion if awareness was highest skill, unable to complete skill-lesson if awareness was lowest skill. Fixed now.
* PC now shows form just learned from the Jedi Master. During mid-battle Masters actually use form instead of flourish (addition by Danil-ch).
* Visas' lightsaber will no longer be sometimes invisible during training.
* If Bao-Dur is set for Dark Side training but the PC is lightsided, the convo will no longer break without having any more chance to train him.
Peragus - Telos:
* Fixed droids not skittering properly in 102PER
* Fixed same droids when passive allowing disabling option if lower than 0 demolition and higher than 0 demolition, but not when having exactly 0 demolition. It's now possible for them too.
* Fixed Harbinger missing if reloading a save after it docked.
* Fixed protocol droid with quest update being repaired during and after convo.
* Fixed utility droids re-activating if talked to and reloading a savegame.
* Wounded Onderon military will only give teammate influence if you kill him yourself, not if he gets killed by Sith.
* Fixed black screen if talking to a Handmaiden and goading them to fighting if you won the 5 sister battle.
* In attempt to prevent the teammate corruption (which I could not reproduce) the fade-to-black will now last longer, until the sisters turns actually hostile.
* Handmaiden will lower her hood when loading the module from a savegame.
* Handmaiden will no longer always be send with male PC's. Depending on your choices in Atris dialogue she will now be send or crawl on your plane, with slight variations in a few cutscenes as result.
* Aesthetical fixes to cutscene where Atris sends Handmaiden with the exile.
* Modified pre-Malachor Carth sequence per developer commentary (thank danil-ch for noticing them)
* Some aestetical improvements to the cutscenes in the endgame of the Academy.
* Fixed quest update from Lorso about luring Batono in a trap being set too early. It will only appear now if the actual global is also set to allow this option.
* Corrected missing "Exchange" quest update in 3 different instances.
* Bumani Corp Gammorean use proper dialogue line now.
* Hidden academy camera changes to show force field.
* TSF will no longer assist you in killing the Sullustan.
Nar Shaddaa:
* Swoop Droid no longer sounds like Kinrath.
* Extended attack of the Serroco.
* Saquesh; Allows you to "[intimidate] Stop pressuring the Refugees" if Serroco attacked them and intimidation option for Adana will no longer automatically fail.
* Fixed killing Geriel possibly reopening Refugee Woes. It now no longer updates the quests, since the proper updates are already set talking to Saquesh instead, and as stated, was buggy.
* Docks scene with Mira; Hanharr no longer takes 9 seconds (sometimes leaving a pause) but the duration of the VO-line.
* During Mira or Hanharr's escape an actual alarm now sounds.
* Reinforcements at the JJT are no longer deleted after the cutscene deploying them.
* JJT Map back popup dialogue fixed.
* You can no longer dance for the Twi'lek domo during the run to the JJT (after visquis call). This to prevent the player from missing key triggers.
* Zhug Cutscene: Added another global set to the .dlg on an unskippable line as precaution, hopefully fixing the issue some people had with it not being set.
* If you turn over shield from secondary to primary AFTER shutting down primary the zhugs will actually spawn now.
* If the player overloads the droids now after the bounty hunters spawn, the droids will properly reset to hostile if made friendly, as per the description.
* Once the speeder was rebuild, entering the docks or main area would spawn a new one every single time (on top of the old version, causing great performance issues after a while). This has been corrected, and they will only spawn once.
* Turning Lootra over to the Exchange will wield a lightsaber now too (like all other quest-resolutions), and will no longer be seen as a "light side" action by your team members.
* If you lied to Sasquesh and he sold Adanna fast, then killed him, "Sold to the Hutts" would re-open with no way of finishing it anymore. This has been fixed.
* Goto's Yacht console; fixed issue with count's 8 and 9 on consoles being broken and disallowing interaction with the console ever again.
* Kreia Premonition cutscene added (thanks to Danil-ch)
Dxun and Onderon:
* Slight improvements to Kreia's dialogue post-Onderon if Bao-Dur was Dxun Tomb leader.
* Remote is now present if Bao-Dur is the leader of the Dxun Tomb group (thanks JCarter426).
* Covered up some missing area geometry on Onderon (thanks to JCarter426's way too good eyes )
* During the LS conversation with Kavar, asking about Telos no longer locks "I saw the holorecording of my trial." It will instead lock if you ask that.
* Dxun camp: The Gate Guard and Patrol guard will now keep patrolling after being talked to, rather than permanently stop at that point.
* Onderon Western Merchant Quarters: Fixed error with citizen dialogue not looping properly.
Dantooine:
* When the Handmaiden apprehends Kreia, she should have her hood down. It wasn't working however, since the animation was set for the Handmaidens event instead of the Handmaiden one.
* Zherron will now take the will and bodies out of the player's hands when receiving an unmodified will, instead of having you drag them through the entire game (fake will worked fine).
* Fixed issue with restored Vrook line not turning him hostile properly in the cave.
* Fixed infinite Kinrath crystal spawn bug.
* Fixed HK's infront of the academy not updating questlog if 3rd group (display issue, the cutscene would have still triggered on the Hawk).
* During the jedi academy reveil, added clairvoyance effect if Kreia was not in party, and it no longer loops the animated camera (thanks danil-ch).
* During rebuild enclave, removed 3rd party member if entering with Kreia, as (s)he was getting in their pathing's way.
* Mandalore can no longer run away from his solo-fight.
Ravager and Malachor:
* Modified broken soundsets.
* Set hyperspace as EH background when leaving, so it's used during the pre-Malachor cutscene.
* Modified Mandalore-takedown.
* You can no longer start the battle with Nihilus without him draining you (since that's the ingame way to tell why the exile can defeat Nihilus when no-one else can).
* Made the fade-in node unskippable since you could, and never make the fade-in.
* Expanded the kneel and get drained a bit, instead of it instantly leading to combat.
* There's no long pause after killing Visas.
* Visas Suicide; Users where the animation fails (no saber, no clothing, etc) will no longer be stuck on a blackscreen.
* Visas Suicide; Users where the animation works will no longer see Visas falling to the ground twice before dying.
* Changed Mira camera angle during her lift.
* Fixed issue with team turning off their lightsabers if Mira was not in the party during Malachor.
* Light side players will no longer throw the endboss down the core of Malachor.
3.5 Changelist 1.8.1 - 1.8.2
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(all included mods are used with permission!)
* Includes 301NAR Txi fix by JCarter426
** Fixes window near Tienn not being see-through. Now you can see Tienn from the docks.
* Includes Zez-Kai Ell Revan Overlook fix by danil-ch
** Because, apparently, we overlooked one. Splicing was done well too.
* Main screen logo updated to 1.8.2, and it no longer inverts suddenly sometimes (thanks Darth_Sapiens). For the best effect remove the kotor2logo.txi 1.8.1 had if you patched up to version 1.8.2 from 1.8.1.
* A few addition grammar fixes.
* Bao-Dur can now use cyan and bronze crystals to create your first saber. Also fixes the issue where you'd get stuck if you only had a cyan crystal and no other. Vanilla issue, only became apparent now since a no-longer broken since 1.8 store on Telos has a fixed Cyan crystal.
* Fixes issues when you leave Adana in her cell, then talk to her again and tell her to run not updating the quest properly, potentially getting it stuck. (Thanks plyinglemon for getting said situation to our attention by suffering from it)
* The workbench will now use the skill of the user, instead of the PC when dismantling items for components.
* Updated modulesave.2da.
* Fixed broken questupdate with the sabotaged protocol droid on the Harbinger (thanks Josh D for finding this).
* Telos, thugs infront of the door to the Exchange compoud; Removed automatic Ithorian journal update, need to actually ask for Loppak and be refused for the journal to update.
* Nar Shaddaa, Pazaak Den; Fixed potential convo-break for males with Dahnis.
* The Security Spike Tunneler now uses the correct skin (it used to look just like the Security Spike, even if it had an unique icon).
* Onderon; Removed the "A Matter of Leadership" mission from your questlog if you leave the planet without finishing it.
* Several improvements to the Rebuild Jedi Enclave cutscene on Dantooine.
* Telos surface; Added lipsync to one of Atton's line since it was missing.
* Updated Vash bodies' lightsaber drop.
*** The following 2 fixes modify feat.2da. Be aware if you use mods overwriting this it will undo those fixes;
* The Jedi Weapon Master and Sith Maurader may purchase the Condition (+saving throw) line of feats.
* Restored the Mobility feat. The mobility feat gives a 10% increase in movement rate.
(thanks to BarnzyBobble for his assistance in testing if it worked properly)
3.6 Changelist 1.8 - 1.8.1
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* Modified KOTOR main screen texture (used in the main menu and on loading screens) to make it easier for Steam and KOTOR-compilation users to notice if TSLRCM is properly installed, considering they do not have a launcher, and "how do I notice it's installed properly" was becoming a very popular question.
NOTE: When using the patch it's only an indication that the patch installed properly, not 1.8 as a whole. If in doubt, please re-install TSLRCM 1.8.1 using the full installer. If the main screen is updated then it indicates the entire mod is updated properly.
* Includese Inverted Droid Feat Gain by Hassat Hunter.
** Fixes the feat gain progression of T3 and Goto being swapped around with the feat gain of HK-47. It's correct now, with HK-47 gaining more feats than them rather than less.
* Fixed convo break with Nar Shaddaa arrival scene for male players, and fixed requirement check in convo scanning for handmaiden instead of Visas, leaving Disicple's convo options untriggerable.
* Fixed breaking Nar Shaddaa questline by talking to Ratrin before Cahhmakt. This is no longer possible.
* Fixed bug where talking to Cahhmakt with an NPC instead of the player would leave that NPC "locked", unable to join your party.
* Fixed issue on Ebon Hawk with post-Peragus dialogue with Atton not proceeding properly to the Lightsaber dialogue if certain dialogue options were selected.
* Fixed bronze saber turning other saber also bronze when loading a savegame if dual-wielding. (thank Fair Shade for the fix!)
* Fixed Handmaiden's armor not being properly returned to the inventory when dueling on the Ebon Hawk.
* Corrected small issues with Malachor loading screen story hints, like the first being completely blank.
* Included updated k_003ebo_enter.nss and a_next_scene.nss to 003EBO.mod for modmakers, the version included with 1.8 was outdated.
* Fixed Vrook's lightsaber not activating properly in the rebuild enclave. (Thanks Qui Don Jorn)
English version;
* Fixed subtitle error; HK when talking about "his whiny allies" subtitles "her whiny allies".
* Fixed Zhug brother mentioning "him" for female PC's on Goto's Yacht.
* On Dantooine right outside the Ebon Hawk, when asking the "Battered Protocol Droid" what it knows specifically of your character, it says "You are on the register as one of the Jedi who left the Enclave to fight in the Mandolorian Wars. Should be spelt "Mandalorian."
* Fixed map note in the HK factory missing it's description.
* Fixed minor typo when clicking on the locked door for the reserved section in the Jekk Jekk Tarr.
4. Mod Compatibility:
----------
The following mods are known to have specific install instructions to work properly with TSLRCM 1.8.5
* Game Balance Mod by Achilles - ONLY use Autobalance.2da, don't use any of the other files with the mod!!!
* Improved AI by Stoffe (AKA RevanAnt) - While this mod mostly works, it cause some problems with one scene on Nar Shaddaa (you might be unable to select a third teammember during a cutscene and then have to weather some hard battles with just Bao-Dur and Atton).
* Enchanced Merchants by Shem - We've modified many of the merchants, for the modified loot drops and other fixes, which will most likely be undone by using this mod. So be aware of that!
*Kamaitachis Epic Armours - Read the full description to see how to make it properly work with TSLRCM!
Mods requiring compatibility patches (check deadlystream for comp patches):
* Handmaiden Choice for Females by Stoffe (AKA RevanAnt)
* Admirality Mod by Jinger (AKA Kreia)
* M4-78 by Stoney - Use M4-78EP instead!
* Slender Female Bodies
The following mods are INCOMPATIBLE! Do NOT use these when using TSLRCM 1.8.5!
This is by no means a full list. Mods not listed here can still be incompatible. If you're in doubt, check or ask in our forums! The currently most known list is located at http://deadlystream.com/forum/topic/393-mod-compatibility-list-for-tslrcm-183. You can post questions at http://deadlystream.com/forum/topic/2795-inquiries-on-mod-compatibility-list-for-tslrcm-183/.
* Ultimate Saber Mod by ChAiNz, D333, Sep, Svosh, T7
* TSL Un-Restored Content (TSL:URC) by Zbyl2
* Ravager Rewrite 2.0 by Zbyl2
* Peragus-Harbringer-Prologue Correction Mod by Ulic
* Trayus Academy Clothing Fix by SithRevan
* Dark Apprentice Holowan Consortium
* Lonna Vash Mod by Sikon
* Force Fashion II by jonathan7, Marius Fett and Ender Wiggin
* Nar Shaddaa Hidden Complex by FrantFire
* Get your lightsaber back from Atris by Lit Ridl
* Darth Sion vs Master Vash by zbyl2
* Khoonda Lost rooms by Darth_Tartarus
* 90SK's SUPER Content Mod
* Telos Shuttle Crash Movie Fix by Zbyl2 & DarthParametric
* Telos Polar Sidequest
* GenoHaradan 0.9 beta by Exile007
* Knights of the Old Republic III : The Jedi Masters 2.0 (beta) by Trex
* HOTOR 1.6 by Qui Don Jorn
* Kreia's Assorted Robe Collection
* Trailer Force Crush Sound by Don Kain
* Kolto Tank on Ebon Hawk by Lit Ridl (overrides critical TSL files!!!)
5. FAQ / KNOWN ISSUES
---------
Q. I am having technical issues with The Sith Lords!
A. Try the Steam forums. Even if you do not possess the game it does contain many threads about issues and their sollutions, a quick search might just find you the answer you need.
Q. How do I know TSLRCM is installed? The main screen is unchanged.
A. If the mainscreen is unchanged, TSLRCM isn't installed. Mostly this is related to people installing to the wrong location. Double-check yours (see install instruction #4).
Q. Crash when loading a savegame. The loading screen is corrupted by strange lights all over it.
A. Issue with modern Nvidia graphic drivers. NOT caused by TSLRCM. To fix;
In the Nvidia control panel put Threaded Optimization to "OFF" and uncheck the "read-only" property of your KotOR II directory.
Q. There are no Handmaidens at the academy/Stuck infront of the Hawk after the Academy.
A. You have overwritten our appearance.2da with an incompatible version of another mod, missing certain key entries needed for TSLRCM to work properly. If you still have the original TSLRCM appearance.2da replace it, otherwise a full re-install of TSLRCM is required.
In both cases a save is needed from before entering the academy.
Q. I lost my team at the academy/black screen when entering Ebon Hawk after academy/Atton, Kreia or Bao-Dur don't talk to me when I click them.
A. Sadly, this is a vanilla bug we cannot fix, since the files cannot be de-compiled. It's related to fighting the Handmaiden sisters on the battle mat and "cheating" before they become hostile, giving an error in the script to return your team members. You will have to load a save from before this fight.
Q. The screen becomes black when loading the Jedi Masters scene in the Rebuild Enclave
A. This is due to the module using a custom Kreia with special animations for the cutscenes. If any Kreia-altering skins or mods override this, the result is this black screen. Uninstall your Kreia-skin altering mods for the duration of this module...
Q. After changing the Ebon Hawk's transponder codes, the Duros scene repeats itself and Goto's Yacht doesn't load.
A. In some rare instances the new globals TSLRCM added aren't added to savegames. This is why we suggest playing a new game. In this case the global for the Duros hasn't been increased by 1, leaving the same cutscene. Enabling the cheatmode in the .ini, then using (without quotes) "warp 351nar" will let you continue on without further issues
Q. I cannot spar with the Handmaiden!
A. Due to a bug, sparring with Handmaiden while in outer space (directly after leaving the Telos Academy) made the fight unwinnable. So for TSLRCM you will have to travel to another planet, exit and re-enter for the option to appear, giving a glitch-free sparring. It's not gone, no worries!
Q. When the HK Factory loads, I am spawned on Telos as the Exile, instead of as HK-47 / I get a black screen when arriving on Malachor. I use USM.
A. TSLRCM 1.8.5 is not USM compatbile.
Q. The game crashes when the Nihilus/Visas or Nihilus/Tobin cutscene loads.
A. Delete n_darthnihilu001.ntc from your override.
Q. While in Visquis' lair, when Kreia revives Hanharr, it suddenly turns back to Atton.
A. Delete p_kreia001.utc from your override.
Q. Double Atrises during final confrontation/No dialogue after sisters are defeated.
A. Delete the following files from your override, and load a save from before starting the confrontation:
a_atrend2.ncs
a_atrend3.ncs
a_kreatris.ncs
a_sisend.ncs
n_darthtraya001.utc
Q. No HK-Torture scene/Missing restored EH-scenes/Get stuck in Ebon Hawk on my way to Malachor.
A. Delete k_003ebo_enter.ncs from your override.
Q. Dialogue fast-forwards/cutscenes without sound.
A. Engine issue. Not caused by TSLRCM. Unfortunately, we cannot fix this. May this happen, do a full reboot of the game, and it should work properly again.
Q. I have issues with the grass on Dxun/Rebuild Enclave.
A. This appears to be an issue with ATI-videocards. Try using the textures found here;
http://www.lucasforums.com/showpost.php?p=2824280&postcount=14
Q. Why haven't you fished the issue on Peragus where you need to lower the difficulty to proceed as T3?
A. This is no issue. Playing on hard you need another way through the door rather than the mine, deleting some goodies in the process. It's not required to lower your difficulty.
Q. Does the mod include [x]?
A. Please check our semi-complete inclusion list at:
http://deadlystream.com/forum/topic/139-whats-restored-in-tslrcm/
Q. Why did you fix [x], that wasn't a bug, that was a feature.
A. We have a pretty good indication from developer nodes and scripts what is intended and what not. It's very likely that the bug was infact a bug, and never intended. Developers rarely intend to add bugs and exploits to their game...
Q. My question is not answered here!
A. Feel free to ask us at our official forum;
http://deadlystream.com/forum/
You can also ask at moddb, but I visit that site less frequent...
6. UNINSTALLATION
----------
Run uninstall program created in your game's main directory. On the Steam Workshop unsubscribe.
7. CREDITS:
----------
Major Contributers:
* Jinger/Kreia - the Rebuilt enclave and Handmaidens
* MonoGiganto - T3’s fixed dialog and ZezKiel’s fixed dialog on NarShadaa
* Savvy30039 - the new animations
* SWfan28 - scripting genius of a lot of areas
* Pra_Viilon - launcher
* Danil-ch - Various fixes and cutscenes
* HK-47 & Sith Holocron - VO splicing
Includes mods by:
Jinger/Kreia - Battle for Telos
Mrmarb - Weapon finesse icon fix
DrGhent - Lightsaber parts icon fix
Darth_shan - Bao-Dur shader fix
Darth Insidious and Jcarter426 - Telos Shuttle Modder Resource
Darth Insidious - Goto's Yacht Window Fix
Danil-ch - Female Revan overlook fix
Jcarter426 - TXI-fix
Kainzorus Prime - PMHA03 Restoration
Voice Acting:
* Usagi - Kaevee
* Zhaboka - Taris Traveler
Beta Testing:
* Lord of Hunger
* TriggerGod
* Pra_Viilon
* Garfield
* JoewJ
* DarthDac
Translations:
* Melkor, MrPhil, TTLan, RevanStar11, Leoneros - French
* Alec, Salk, Cair - Italian
* Rodro Lliv, Januszka, Serpol, Dashrendar - Spanish
* Pestilenz, Lex, Ero, Hib – German
* Drazgar, Allard – Russian
Special thanks to:
* Sith Holocron - for his all-time support and VO splicing
* Ulic - his inspirational Peragus modification
* Markus Ramikin – for some other minor fixes
* Tyvokka and The Doctor – for hosting this mod and forums on Deadly Stream
* Darth_Sapiens - Main menu logo
8. DISTRIBUTION NOTES
----------
Thanks to DeadlyStream for giving us space on his forums and all the people of the TSL community that helped with bug finding in the beta.
Thanks to tk102 for the dlg editor.
Thank you to the members of Team Gizka for finding out about the missing HK factory modules and all the content that was cut from KotorTSL and making sense of it all, because without all their previous efforts and hard work none of this would be possible.
Thanks to Jdnoa and Dashus for the tools they created for which none of this would be possible without them.
A special thanks to Ulic for his original Peragus mod; while none of his work or files were used in our fixing of Peragus, a lot of his ideas and “how” things were changed were the inspiration for how we tackled them. His list of fixed stuff in the readme helped too!
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 MODIFICATION IS AT YOUR OWN RISK. THE ABOVE MENTIONED COMPANIES OR THE AUTHOR ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION.
ThESE modS may not be modified or REdistributed without the explicit permission of the authors.
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™
is a trademark of Obsidian Entertainment.
All trademarks and copyrights contained in this document
are owned by their respective trademark and copyright holders.
2014
283,184 downloads
-
M4-78 Enhancement Project
By zbyl2
THE SITH LORDS RESTORED CONTENT MOD ADD-ON:
M4-78 Enhancement Project 1.5
1. Description:
----------
This mod adds the planet of M4-78 to the game, where you can find Master Vash alive. The planet is only available after finishing Korriban. You will find a clue on how to get to M4-78 in Korriban's Sith Academy.
Features:
* Brand new planet consisting of seven new, unique locations!
* Over two hours of additional game play!
* Explore the mysterious Droid's Planet in a dialog-heavy adventure, with over 1000 lines of voiced dialogs!
* Your actions on M4-78 have impact on other planets, making it feel like a legitimate part of the game!
* Restored previously unavailable unique droid items for your party members!
Please note that for now, M4-78 Enhancement Project is ONLY COMPATIBLE WITH THE ENGLISH VERSION OF THE SITH LORDS!
2. Installation:
----------
1. First, you will need to get the most up-to-date version of TSL Restored Content Mod (TSLRCM 1.8.5). It's available for download here: http://deadlystream.com/forum/files/file/578-tsl-restored-content-mod/
Please note that M4-78EP will NOT work AT ALL without TSLRCM.
2. Follow TSLRCM's installation instructions.
3. Once TSLRCM is successfully installed, run M4-78EP.exe (or on Steam run the Workshop installation). Installer will ask you where you want to install the mod - it should figure out where TSLRCM is installed by itself, so you probably won't need to change that. If, for some reason, the installer shows an incorrect folder, make sure you change it to directory where KotOR 2 is installed (where swkotor2.exe is located, NOT any of subfolders), same as TSLRCM.
4. While we try our best to make this mod as bug-free as possible, with the many options of KOTOR2 and our small testing team it can happen that bugs, including critical ones, pass through. We will fix them, so check our site for any potential updates and patches.
5. Install any compatible mods you desire now.
3.1 1.5 Major Changes:
----------
* New ending
* New intro (less spliced party members lines)
* Reduced amount of walking
* Fast travel in droid quest - no more running trough the planet multiple times
* You can now do Environmental Zone first and gain Kaak's help, allowing you to skip a large part of the Industrial Zone
* Better filters on VOs so your ears won't bleed (at least not as much)
* Other stuff
3.2 1.3 Update fix list:
----------
! Replaced Voice-Overs (CS-36, Industrial Rogue Droid and more)
! New Voice-Overs
! Gonk droids, courtesy of newbiemodder!!!
General Fixes and changes:
* You will no longer receive a droid army on Telos if M4-78 has been ordered to make Environmental Droids instead.
* All side quests now have "Bonus Mission" behind their name to differentiate them from required missions.
* Complete pass over journal-text and conversation options to make doubly sure it's impossible to get lost.
Central Zone:
* You will no longer magically know about CS-28 if you recover his lost part before talking to him, journal entry will be vague in that occurrence. Also fixed some issues where you could show CS-28 the part without owning it and talking about finding it before asking him what he's looking for.
* Changed footstep sound of repair droids.
Industrial Zone:
* IS-07 renamed to Loading Droid as he has no role in the mod at all.
* Fixed camera issue using the test console.
* Fixed camera issue when talking to Designer droid for the "Recent History" side quest.
* Fixed infinite spawn of combat droids in the droid segment if re-entering the Zone.
* Slightly improved frame rate (if you still have issues turning off shadows is recommended).
* Fixed repaired cleaner droid cut scene running twice.
* IS-43 now moves back to his position after the cleaner droids gets fixed.
* Added a new journal quest for the mission to get into the cleaning droid trash containers.
* Improved consistency between droid segment and exile segment.
Environmental Zone:
* Boss Droid now drops various random droid items (2-6) as additional reward.
* Added clairvoyance effect to the reveal of the Boss.
* Corrected screen that was clipping through a wall.
* Moved back some turrets so it's unlikely they will target you through the wall.
* Renamed ES-44 to Environmental Droid and gave it a unique line.
* Removed trigger that made it difficult to talk to the escort droid that brings you across the minefields.
* Fixed issue where minefield escort cut scene didn't trigger upon certain dialogue choices.
M4-78 Core:
* You can now target the force field control terminal with a controller.
Rapid Transport System:
* Industrial Escort now shows in-module jump without having used the door yet (of course you can't use it until the door is opened).
* You can now use the escort droid to go to IS-24 after unlocking access.
* Industrial droids can no longer escort you to themselves.
* The escort droids in the Central Zone and Industrial Zone now have a map note.
Thanks to geordyjones:
* Made tweaks to the Industrial Zone door cut scenes to make it much clearer why you're looking for cleaner droid access.
* No longer displays party selection at start of the planet (having to convert to droids anyway).
* During T3's side quest fixed all mentions of "construction droid" to "repair droid" as they're properly called.
* Renamed Fight Witness to "Fight Witness" to make it more apparent it's not a generic central zone droid.
* Modified duration on many lines around the planet.
* Fixed unintentional conversation breaks with IS-58.
* Fixed missing line on IS-63.
3.2 1.2 Update fix list:
----------
* Fixed issue with Industrial Zone maintenance droid that allowed infinite experience.
* Fixed main quest breaking glitch involving T3's solo quest.
* Fixed being able to supply fuel by both Vogga and M4-78, rather than making the intended choice.
* Fixed journal being updated when you didn't find a part inside the cleaning droids rather than if you found a part.
* Removed many of the boxes near droid testing, allowed access to the loot of the remaining ones, updated loot tables of several 'containers' in that module to match TSLRCM's fixed loot script.
3.3 1.1B Update fix list:
----------
* Fixed issue where "Data Transfer" could not be completed if acquired after meeting Kaah, but before visiting M4-78EP, or if you triggered the 'hidden' ending.
* After starting the 'Thrash' goal with IS-43 you can ask him again what you’re supposed to do now, in case one might forget.
* Corrected wrong class-check in Black Market Droid conversation that could break the conversation.
* Improved Telos Droid Assistance cut scene.
* Added VO that was missing from the installer.
3.4 Patch fix list:
----------
! Fixed "stuttering droid" bug.
! Additional content!
! Added 2 Easter Eggs. Go find them
! Modified end game sequences.
! Telos Attack and the Rebuild Academy are now properly updated like they should, as they were accidentally left out of the original installation.
! Various spelling and grammatical fixes throughout the mod.
! Updated several quest entries for added clarity.
! Changed learning "Niman" to "Juyo" for Sentinels, Assassins and Jedi Watchmen.
General:
* New side quests "Elimination Required", "Global Infiltration" or "A Droid Too Many" will run together with the droid's solo quest to remove the radiation, and should provide some distraction from the walking. Finishing one of these quests will give the droid you control a small permanent boosts to their functionality.
* Several droids throughout the colony have more to say. And some brand new ones appeared!
* Killing Vash will no longer incorrectly increment 000_Jedi_Killed, which could lead to various issues.
* Fixed Vash appearing on M4-78 too soon when talking to T3 about the Jedi Masters.
* Fixed Vash appearing injured if it stated M4-78 and not dead when talking to T3.
* Changed hyperspace to look a little more like vanilla hopefully.
* The M4-78 landing and leaving movies now appear in the movies screen once seen in game.
* M4-78's music can now be listened at from the 'music' tab after game completion.
* Changed learning "Niman" to "Juyo" for Sentinels, Assassins and Watchmasters, since Vash teaches Niman, and this could lead to game breaking issues if Vash wasn't the last Jedi Master the PC met using these classes.
* Grenn will acknowledge possessing M4-78 fuel during the Telos under Attack sequence.
Korriban:
* Fixed Lost Jedi not updating sometimes. (T3 hint)
* Fixed conversation break and no quest update with Disciple. (No Atton)
* Fixed Disciple vo/st mismatch.
M4-78 Landing Pad:
* Fixed exile appearing shortly before the interlude cut-scene.
M4-78 Central Zone:
* Changed mechanics of the M4-78 door opening, preventing the door to open but an invisible wall still blocking you entrance in certain cases. We also fixed the door still being visibly floating above the building when open.
* Modified broken droid dialogue to make it slightly more obvious where to get the droid legs.
* If you kill Vash you will now also get a proper introduction to M4-78.
* The force field can no longer be bashed by a lightsaber (if so, why was Vash still there?)
* Fixed "hidden ending."
* Modified core-quest update script. It would return 'have 1' if you had 5 or more. Now it will always return you have enough (4) if that's the case.
* Fixed the maintenance droid not giving you 2 cores if you used a certain conversation options and then aborted the conversation.
M4-78 Environmental Zone:
* Fixed HK not being re-added after HK-50 fight (missing file).
* Reduced hit points of boss droid
* Kaah's meeting will now give you a lightsaber (part) whether he remains alive or dies.
M4-78 Industrial Zone:
* Fixed missing quest update from retrieving memory core from living astromech droids.
* Fixed all astromech droids once broken being able to give the part, not just the one who should have got it.
* Fixed IS-56 sometimes not talking about I0-01, blocking progress.
* Some Droid Designers were sent back to work, and will now use the computer animation instead of standing around doing nothing.
* Fixed medical vendor showing all stims twice in his inventory.
* You can now finish "Data Transfer" if you acquire the quest after completing the planet's storyline.
M4-78 Core:
* Fixed Kaah not properly appearing when leaving the mainframe in some cases.
* Kaah will no longer drop a lightsaber upon being killed.
* "M4-78: Recent History" will now close with a failure quest description if you enter the M4-78 core while it being rendered unable to be completed.
* Reduced hit points of Vash
M4-78 radiation flooded sections:
* IS-43 will now look the same during and after the radiation flood.
4. Uninstall
----------
Run uninstall program created in your game's main directory.
5. FAQ / Known Issues
---------
Q. How do I know if the game successfully installed?
A. There are two ways to note. Check when installing that you didn't have any errors. Also when loading the game, did the legal screen get replaced with a full page legal screen that said "M4-78 Enhancement Project"
Q. Conversation breaks with error in the Korriban Academy.
A. M4-78EP is only for the English version of The Sith Lords. Other versions will not be able to start and complete the planet properly, sorry.
Q. M4-78 does not appear on the galaxy map.
A. Finish Korriban, and follow your quest instructions. Alternatively, another mod may conflict, please check our forums if this is the case.
Q. Slow performance in the Industrial Zone.
A. If you experience this, try turning down graphics for the duration of this map. Especially turning off (soft) shadows has noted a great increase in performance. Also make sure the Disable Vertex Buffer Objects=1 fix is in your swkotor2.ini under [Graphics Options]!
Q. I can't finish "Recent history: M4-78"!
A. This quest requires you to very specifically interrogate droids and events around the world. It's intended to be only completable for the very thorough. Try to finish it if you can!
With the patch it will automatically fail if you don't, so it won't remain in your quest log for the entire game may you fail to do so.
Q. I am missing droids.
A. Make sure you have no incompatible mods running along M4-78EP.
Q. I can't find all 4 power cores for the puzzle
A. There are more than 4 cores to be found, so there are several options where you missed one or several. Check with every droid, and make sure to loot everything to find the ones you missed!
Q. My question is not answered here!
A. Feel free to ask us at our official forum;
http://deadlystream.com/forum/
6. Credits:
--------------------------------------------------
» Project Leaders
--------------------------------------------------
- Zbyl2 - Project Leader, scripting, storyline/dialog writing & editing, voice over auditions, texture editing and more
- Stoney - Former project leader, scripting, storyline/dialog writing & editing, texture editing, modeling and more
- Hassat Hunter - dialog correction, scripting, bug fixing, patch lead
--------------------------------------------------
» Storyline
--------------------------------------------------
- Sharen Thrawn - former lead writer
- Lord of Hunger - storyline ideas
- JCarter426 - storyline writing/ideas for the Industrial Zone
- Sith Holocron - input on storyline and planet's past
--------------------------------------------------
» Modeling / Texturing
--------------------------------------------------
- Stoney Many new or edited placeable objects
- Quanon Archon models
- Khrizby New animations and fixed models
- Redrob41 Droid re-skins
- 90SK A LOT OF droid re-skins
- Sith Holocron Animated screen textures
--------------------------------------------------
» Beta Testing
--------------------------------------------------
- Stoney
- Hassat Hunter
- Qui-Gon Glenn
- Atton Rand
- Nsinger998
- LDR
- Zhaboka
- drunklol
- arekushu
- twdarkeh
- dashrendar
- Sith Holocron
--------------------------------------------------
Voice Acting
--------------------------------------------------
Kaah Ohtok Zhaboka
CS-36 (Central Zone Official Information Unit) Danule
M4-78's Main AI Sith Holocron
ES-05 (Environmental Archon) Louise du Cray
IS-24 (Industrial Zone Archon) 90SK
IS-02 (Maintenance Unit} Nolan Tashijan
IS-56/Researcher Droid/KL-92 Edwyn Tiong
LS-44 (Greeter Droid) Ripulesyou
IS-84 (Droid Designer Lead) Runawayjam
Random Design Droids Drew Mochak
War Droids/Central Zone's Maintenance Unit/
Force Field Operator/Escort Droids Caleb Woodard
Force Field Operator Trayusstudent
Sith Soldier Mrcharlton
CS-45 (Central Zone Original Information Unit) James Beagon
Accused Environmental Droid in Central Zone Jerry C
CS-28 (Central Zone Maintenance Droid Assistant) Dylan
Medical Units ABagOfVicodin
Additional Construction Droid/
Landing Arm Supervisor Sonbiru "Dr. Son"
IS-43 (Supervisor of Cleaner Droids) Daniel Conner
Fight Witness Adam Brennecke
I1-02 (Re-programmed Maintenance Unit) Connaugh
The Inquisitive Droid at the end of Industrial Zone Thomo93
Cleaning Droid Warning System ReddHorrocks
Main Manufacturing Unit Kevin Smets
Additional Industrial Zone Droids ThisIsSnaik
Additional Environmental Units Tuomas "Iterator" Kuosmanen
Droid with Missing Legs Dr. John Faller
Black Market Droid CommissarBRO
--------------------------------------------------
Voice Splicing
--------------------------------------------------
- Sith Holocron
- HK-47
--------------------------------------------------
Special Thanks
--------------------------------------------------
Geordyjones - For his excellent TSLRCM and M4-78EP run, which was entertaining and very useful as base to see what potential issues were still in the game, as seeing one actually play and react immediately generally was more of an aid than sometimes vague after-playthrough impressions. Many of the fixes in M4-78EP 1.3 were done due to this run.
JCarter426 – voiceovers in previous versions and the new end credit movie
Revan411 – voiceovers in previous versions
Jaedar – voiceovers in previous versions
Ghostlyhamburger – voiceovers in previous versions
L0ki194 – voiceovers in previous versions
Yceman (aka Darthycey) – For our original end credit movie
Danule’s services can be contracted on Fiverr.com. (https://www.fiverr.com/danule/)
Reddhorrocks’ services can be contracted on Fiverr.com. (https://www.fiverr.com/reddhorrocks/)
Connaugh’s services can be contracted on Fiverr.com. (https://www.fiverr.com/connaugh)
JCarter426’s services can be contracted on Fiverr.com. (https://www.fiverr.com/jcarter426)
7. Distribution Notes
----------
Thanks to Doctor (previous site owner of deadlystream.com, formerly known as DeadlyStream) and Tyvokka (current owner of deadlystream.com) for giving us space on the forums and all the people of the TSL community that helped with bug finding in the original release.
Thanks to tk102 for the dlg editor
Thanks to Jdnoa and Dashus for the tools they created for which none of this would be possible without them.
This mod may not be modified or distributed without the explicit permission of the authors.
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.
59,030 downloads
-
KotOR2 Combat Rebalance
By GearHead
This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning.
1.2.1 Changes:
- Destroy Droid now does 1-8 damage instead of 1-6 per every second level.
1.2.0 Changes:
- Installer tweaks.
1.1.9 Changes:
- Grenade scrip tweaks.
1.1.8 Changes:
- Non party member NPCs no longer require a high Demolitions skill to do a lot of damage with grenades, instead they do more damage the higher their level is.
1.1.7 Changes:
- Force Push now cost 15 FP.
1.1.6 Changes:
- Force cost adjustments.
1.1.5 Changes:
- Force Immunity nerf.
- Master Environmental Resistance grants poison immunity too now.
1.1.4 Changes:
- Force Fury series now benefits from force duration lengthening effects.
- Force Wave now benefits from force duration lengthening effects.
- Duel feats now also grant extra Force Power duration.
- Energy Resistance renamed to Environmental Resistance.
1.1.3 Changes:
- Force Push now stuns the target for 3s as intended.
- New installer option (without force point cost changes).
1.1.2 Changes:
- Slow, Affliction and Plague force point cost reduction.
1.1.1 Changes:
- Force Heal and Improved Force Heal are nerfed.
- Force Aura, Force Shield and Force Armor now lasts 30s.
- Force Valor, Knight Valor and Master Valor are no longer grant saving throw bonuses or immunity to poison, but they last 30s now.
- Force Resistance and Force Immunity are nerfed. They are also light side powers now.
- The Energy Resistance series no longer resist energy damage, but it is a light side power now.
- Force Barrier series is nerfed.
- The Battle Meditation series lasts 30s now.
- Shien lightsaber form description fix.
- Niman lightsaber form description fix.
- Stun Droid, Disable Droid and Destroy Droid are universal powers now.
- Force Affliction is DC25 now instead of DC20.
- Force cost adjustments.
- Force Crush and Force Scream series cast animation fix.
1.1.0 Changes:
- Higher level Force Powers now cost more to cast.
1.0.9 Changes:
- Duel now also grants 10% damage bonus with force powers, on top of it’s normal effects.
- Improved Duel now also grants 20% damage bonus with force powers, on top of it’s normal effects.
- Master Duel now also grants 30% damage bonus with force powers, on top of it’s normal effects.
1.0.8 Changes:
- Simplified item descriptions.
- Master Heal is changed back to pre v1.0.4 because the Treat Injury bonus was too OP.
1.0.7 Changes:
- Droid devices such as flame throwers and ion beams now scale with level.
- Kyber Darts now do 25 damage by default not 26.
1.0.6 Changes:
- Rockets and darts are repriced to match their performance in combat.
1.0.5 Changes:
- Grenades and rockets now have a minimum guaranteed damage (their original damage).
- Harmful event signal fix for grenades.
1.0.4 Changes:
- Master Heal now benefits from skill points invested into Treat Injury.
1.0.3 Changes:
- Description fix for grenades and rockets.
1.0.2 Changes:
- Removed the blurry air wave effect of Force Wave.
- Minor changes to autobalance.2da.
- Saving throws are reworked, every class gains 1 of each saving throw type every time they level up.
- Most grenades and rockets now benefit from Demolitions skill.
- Poison grenades and poison rockets scale with user level.
- Darts now also scale with user level.
1.0.1 Changes:
- Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy.
- Master Heal is nerfed, heals a bit less.
1.0.0 Changes:
- Force Channel Form description fix.
- Added Force Power Area of Effect: +50% to Force Affinity Form.
- Force Affliction fix.
- Force Plague fix.
- Force Aura buffed to +4 defense and s.t. bonus from +2.
- Force Shield buffed to +6 defense and s.t. bonus from +4.
- Force Armor buffed to +8 defense and s.t. bonus from +6.
- Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment.
- No more blur effect when using Force Speed (all 3 levels).
- Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus.
- Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus.
- Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus.
- Fury/Wookiee Rage now also gives +2 attack rolls.
- Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack.
- Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack.
- No more blur effect when using Fury/Wookiee Rage (all 3 levels).
- Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it.
- Destroy Droid now does 50% less damage.
- Kill now does about 33% of enemy hit points in damage instead of 50%.
- Shock, Force Lightning and Force Storm now does 50% less damage.
- Drain Life and Death Field are now 50% less effective.
- Removed the level 10 cap from Drain Life and Death Field.
- Force Crush now does 50% less damage.
- Force Crush plays no animation on a successful save.
- Force Suppression and Force Breach now removes all listed force powers.
420 downloads
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Edge Of Darkness
By 90SK
Bioware: For such an amazing game! Obsidian: For such an amazing sequel!
Feat. ThePal - Song For The Masses (Creative Commons Attribution)
Fractal Flame algorithm used created by Scott "Spot" Draves
Sound Effects by BlueZone Corporation
Opening Crawl made with MakerMoon
Fotor.com AI Reimaging and Editing
tk102: Scripting Knowledge
Stoffe: Scripting Knowledge
Darth333: Whereami Armband & Scripting Knowledge
90SK - Manager/Fixer
N-DReW25 – Setting/Manager
HARIII – Level Prototypes/Manager
Thor110 – Red GUI, Expanded Galaxy Project & Developer Adviser Guru
bead-v – Developer Adviser Guru & K-GFF Research
Fair Strides – Developer & Developer Programs, NPC Auto-Level, ModHex, K-GFF Research
Sithspecter – Sleheyron Model Developer
DarthParametric – Jal Shey Skirtless Model, TOR Sith Pureblood Head Port, Workbench Camera Tweak
VarsityPuppet – Armored Robes Model & Developer Adviser
Bullobrien – Talon/Yimille Original Skin
svösh – Mech Malak Original Texture
Malkior – Foliage Texture Guru
tjsase – M4-78 Movies Uncompressed 1.0.0
newbiemodder – GONK Droid
Darth_Sapiens – G0-T0 Overhaul
RGB – Cloth Texture Guru
NiuHaka – Dread Cyborg Skin
RedHawke – Sith Hood Model
Koolizz – A Closer View Camerastyles.2da
Quanon – Yavin IV Models and Level Modeler
Sith Holocron – Edge Of Darkness Logo
InSidious – K1 Lost Modules Pack
Stoney – Ebon Hawk Placeable
deathdisco – Meditate Script
Imptactular – Yoda Model Animation Fix
Marius Fett - Lightsaber TOR Hilts and Editing
Logan23 – Content Editor and Developer, Plot Editor
Based on Star Wars by George Lucas
IN MEMORY OF LucasArts
This mod replaces Knights Of The Old Republic II: The Sith Lords
It will totally reshape TSL into Knights Of The Old Republic Edge Of Darkness
Enter the console code "warp 091ebo"
Future content including additional side-quests, planets expanded, and party members.
You are welcome to inquire about addons, ideas, and mods for Edge Of Darkness.
Locations include: Thyferra, Raxus Prime, Dromund Kaas, Tatooine, Zeltros, and 6 other planets.
It was inspired by older text-based games
It is meant to be a throwback to 2004 gaming.
It was created over the course of 8 years by 90SK & Holowan Labs
Special Thanks: DeadlyStream.com & LucasForums.com
OPEN ENDING / CLIFFHANGER
Please start a new game to use the mod
IMPORTANT DISCLAIMERS:
This mod cannot be uninstalled.
I recommend you clone your TSL directory to install it, so you can swap back and forth.
V-Sync Setting is Required to be "On" In Edge Of Darkness
You must disable “Frame Buffer Effects” in your TSL Graphics Settings Menu In-Game.
Delete your previous Override out of your Edge Of Darkness directory before updating to most recent
Please know that you will have to reinstall TSL to uninstall Edge Of Darkness.
Run Holopatcher at your preferred processor bit rate.
Select your installation directory and preferred version of EoD to Install.
Click Okay and allow installer to complete.
You must start a new game, and a fresh installation of KOTOR 2 is “required” to install, unless you're updating your version.
Please make a new OVERRIDE and MODULES Folder
Permissions:
Please do NOT claim credit for this mod and do not use assets from this mod!
NOTES:
Please reinstall your TSL if you want to Uninstall Edge Of Darkness.
Known Compatible Mods (Use the following mods for Edge Of Darkness):
TSL Vibro-Weapons HQ High Quality Blasters for TSL by Sithspecter
CHEATS in EDGE OF DARKNESS:
warp 091ebo – Go back to the Ebon Hawk
giveitem killsaber – One Hit Kill Lightsaber
giveitem d3_location – WhereAmI Armband
After that, Copy/Install your downloaded mod archive into the Knights Of The Old Republic 2 directory containing Edge Of Darkness. Please consider this mod a WIP Concept Beta that is being shared for ideas and fun! Contact 90SK on ModDB.com or DeadlyStream.com for Questions/Comments/Ideas
Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND 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.
2,242 downloads
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Thematic Obscured Mausoleum Burial
By JCarter426
This mod fixes some bugs with and makes other adjustments to the Secret Tomb area for mechanical and lore consistency. See the attached document for a full list of changes and the rationale for each change.
Installation
You must start a new game to experience the full effects of this mod.
Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one. Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Restore or delete all all .2da files affected by this mod. For each, copy the corresponding .2da file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .2da file from your game's Override folder. Delete all other files installed by this mod from your game's Override folder. Compatibility
This mod makes several changes in the Secret Tomb module and may be incompatible with other mods which affect that area.
This mod edits the script k_oei_userdef.ncs because the party AI has some Secret Tomb-specific code living there. This mod will not be compatible with other mods which edit that script without a compatibility patch.
This mod adds the texture pmbj02.tpc for a light-sided Revan's robes. This has the same filename as the Star Forge Robes in KOTOR 1, so mods which edit the Star Forge Robes may be used in place of the texture provided by this mod. Copy the file to your KOTOR 2 Override folder, overwriting the file when prompted.
Credits
Design—Sniggles
Implementation—JCarter426
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
DeNCS—JdNoa & Dashus
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
NWNSSCOMP—Torlack, stoffe, & tk102tk102
TalkEd—stoffe
tga2tpc—ndix UR
xoreos tools—xoreos team https://xoreos.org/
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
49 downloads
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K2 Effixian's Miranda Lawson Reskin of PFHC05
By Effix
--------------------------------------------
Knights of the Old Republic - The Sith Lords
--------------------------------------------
TITLE: Effixian's Miranda Lawson Reskin of PFHC05
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
-----------
DESCRIPTION
-----------
Miranda Lawson (Mass Effect) inspired reskin of the PFHC05 head.
Idea/request by Omnigonial.
------------
INSTALLATION
------------
Copy the files from the zip to your Override folder.
------------
UNINSTALLING
------------
Remove the following files from your Override folder:
PFHC05.tga
PFHC05d1.tga
PFHC05d2.tga
po_PFHC05.tga
po_PFHC05d1.tga
po_PFHC05d2.tga
------------------
DISTRIBUTION NOTES
------------------
You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
---------
Thanks to
---------
- Stoffe and Fred Tetra for the needed tools and tutorials
- Omnigonial for the idea
--------------------------------------------------------------------------------------------------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
--------------------------------------------------------------------------------------------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
23 downloads
0 comments
Updated
-
Darth Sapiens Presents: HD Darth Nihilus
Hey guys!
It's been a while since I released something, I haven't been able to mod nearly as much as i'd like to lately, but hopefully you all can forgive me this is a Darth Nihilus skin I did while making a video tutorial series, which i didn't end up getting ready for a release yet, that would go through all of the techniques I used to do it (I know what you are thinking... I am frustrated with myself for not finishing what I start too! lol)
32,648 downloads
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KOTOR 2 Community Patch
KOTOR II: The Sith Lords Community Patch
Original Mod Development/Inception: A Future Pilot
Current Editor/Maintainer: @JCarter426
Contact: PM at deadlystream.com
Original Release Date: June 14, 2018
Prior Version Release Date: December 10, 2022
Current Version: v1.6.0
Release Date: February 17, 2025
1. Description:
This mod is a compilation of various bugfix mods put together with the intention of fixing all the known bugs with the last official patch of KOTOR 2. A huge thanks to all of the mod authors who created these mods, and gave me permission to include them in this patch.
2. Install:
Run INSTALL.exe and navigate to your K2 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files.
3. Uninstall:
Given the complexity of this mod, a clean install of KOTOR II is recommended. However, you can check through the installation log file if you wish to undo the changes made.
4. List of included mods and fixes (alphabetical by author):
A Future Pilot:
Running in outer space makes you look like a squirrel injected with caffeine Ashton Scorpius:
Malak had some oral hygiene problems: TSL Jedi Malak Mouth Fix 1.1.0 bead-v:
The Ebon Hawk has a couple panels with bad models: Ebon Hawk Model Fixes 2.0 danil-ch:
In the prologue there are remote clones instead of sensor droids: Prologue Sensor Droids Fix A number of textures don't use shaders: Textures Improvement Project DarthParametric:
There are multiple issues with the Harbinger level geometry: Harbinger Hull Fixes 1.1 The Zeison Sha armour for males (PMBMM) is unable to properly perform a two-handed grip during weapon animations: Get a Grip! Zeison Sha Armour Male Model Fix 1.0 There are some minor level geometry issues in the Peragus Administration level: Peragus Administration Level Room Model Fixes 1.0 The head texture for Visas has a poor quality mask for its environment map and incorrectly uses her skin colour for the inside of her mouth The female player head PFHA04 has some clipping issues with the right eyeball and eyelid (reported by Soka) The female player head PFHA05 has incorrect UVs for the upper teeth, causing them to be flesh-coloured (reported by ebmar) The Ebon Hawk's medbay has some bad lightmaps and the camera can clip through its walls (suggested by JCarter426) The Ebon Hawk's interior had various minor additional geometry/lightmap issues not addressed by bead-v's mod The Bumani Exchange Corp. module lacked a skybox/starscape (reported by JCarter426) Mandalore is missing the helmet filter effect on one of his lines (reported by Sniggles) War Droid texture variants didn't properly display the blaster texture (Reported by Sith Holocron) When Kreia first wakes up in the Peragus Administration Level morgue, it's possible to briefly see her body disappear FF97:
Khoonda’s flag was missing its texture: Khoonda Flag Fix 1.0.0 GearHead:
Droids were erroneously unable to equip claw weapons: KotOR2 Droid Claw Fix 1.0.0 Droids wielding two blasters fired only one shot when using Power Blast: KotOR2 HK-47 Power Blast Fix 1.0.0 JCarter426:
Various issues: JC's Minor Fixes for K2 1.5 T3-M4 and the HK units lacked shaders: JC's Shader Fixes for K2 1.1 Various fixes for which feats characters can select: JC's Feat Fixes for K2 1.2 T3-M4 was missing VO and some Gand VO was misplaced: JC's VO Fix for K2 1.2 The Republic soldier body models have been improved: JC’s Republic Soldier Fix for K2 1.1 (with DarthParametric lending a hand) TSLRCM’s Zhug encounter on Nar Shaddaa had a couple issues: JC’s Zhug Attack Fix for TSLRCM 1.1 Strength Gauntlets were missing from random loot. Peragus items have had their stats unified across all areas. They will also now stack in the inventory menu. Party puppets such as Bao-Dur’s remote would erroneously trip the stealth sensor in the jungle tomb mission (reported by Sniggles) Malak's flashback lightsaber has a long blade, matching its appearance in the first game (inspired by Marius Fett's Secret Tomb Lightsaber Fixes) Kainzorus Prime:
Boma beasts have black between their teeth: Boma Beast Teeth Fix 1.0 The model in the galaxy map for Peragus looks nothing like it: Peragus Galaxy Map Change LiliArch:
The broken item icon, and Grenn's case icon are incorrect LoneWanderer:
The damage penalty for mining lasers did not actually apply, so the mining lasers have been implemented as a different item type. LOTO:
Texture fixes: Female Asian Head 6 Dark Side Texture Fix 1.0.0 Marauder:
A number of items have wrong descriptions or properties: Marauder Fix Pack 1.0.3 N-DReW25:
The Serocco guard has a VO that used the wrong actor: Serroco Guard VO Fix 1.0 It's possible to not be able to get a starport visa if you let a bounty hunter go: Bounty Hunter Starport Visa Fix 1.0 ndix UR:
One of the player heads wasn't able to blink or move his eyes: PMHC06 Fixed for TSL PapaZinos:
The speeder on Nar Shaddaa clipped through the railing: Don't Let Kreia Fly Your Speeder! 1.0.0 Khoonda’s turrets had the wrong appearance: Khoonda Turrets Model Repair 1.0.0 Model fixes: Nar Shaddaa Docks Repair 1.1.0 Model fixes: Nar Shaddaa Landing Pad Repair Model fixes: Telos Model Repairs 1.0.0 Model fixes: TSL Turrets Model Repair 1.0.0 Model fixes: Ultimate Citadel Station Repairs 1.0.0 Model fixes: Ultimate Ebon Hawk Repairs for TSL 2.0.2
The full version of the mod at the link of the above includes some alternative animated texture options. Model fixes: Ultimate Harbinger Repairs 2.0.1 Model fixes: Ultimate Peragus Models Repair 1.3.0 Squall Lionheart:
PMHH01 has some issues: PMHH01 Fixed Thor110:
Model fixes: Dantooine & Coruscant Model Fix 1.0.0 (Dantooine only) Model fixes: Gamorrean Shadow Fix 1.0.1 Model fixes: Sentry Droid Animation Fix 1.0.0 VarsityPuppet:
Some doors were oriented wrong: Side Opening Doors on Malachor ZimmMaster:
The walking and running animations are janky: Movement Animation Fix for Both KOTOR and TSL
5. Bugs:
These are the currently known bugs with KOTOR II or the mod that the K2CP is looking to resolve:
https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues
If you find any others, please report them.
6. Permissions:
Due to this mod being a compilation from many different authors, please do not distribute it.
7. Special Thanks/Acknowledgements:
· All of the mod authors who have helped make this patch a reality - thank you!
· Fred Tetra - For KOTOR Tool
· tk102 - For DLGEditor and K-GFF
· JdNoa/Dashus - For DeNCS
· Stoffe - For TSLPatcher
· bead-v - For MDLEdit and KOTORMax
· ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+
· seedhartha - For KOTORBlender fork for Blender 2.8+
· Fair Strides - For various tools and updates to older tools
· DrMcCoy - For Xoreos Tools
· Snigaroo - For maintaining mod builds on the KOTOR Community Portal
· danil-ch - For the original info.rtf template
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 MODIFICATION 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 MODIFICATION.
62,432 downloads
- unofficial
- patch
- (and 3 more)
-
Replacement Loading Screens for KotOR2: Add-On Pack (with or without TSLRCM)
AUTHOR: Sith Holocron
ORIGINAL RELEASE: 17 APR 2018
UPDATED RELEASE: 23 MAR 2019
UPDATED RELEASE: 27 AUG 2019
CURRENT UPDATED RELEASE: 16 FEB 2025
GAMES: Star Wars Knights of the Old Republic 2 [This mod will not work in Star Wars Knights of the Old Republic 1]
Description:
Were you ever dissatisfied with the low-resolution loading screens when the in-game footage looks so much better? What if there was a mod that helped take care of that for you? Psssst…it’s this mod!
This version of the mod covers the loading screens for the following mods: Azgath N'Dul's Tomb, Coruscant Jedi Temple, Curse of the Sith, Korriban Expansion, and the M4-78 Enhancement Project. If you’re looking for the loading screens that cover the areas in the normal “vanilla” game and the areas added by TSLRCM, seek out the “Replacement Loading Screens for KotOR2: Original Pack” which is also available on Deadly Stream. The texture size is 2048 by 2048 so you'll have a large sized picture for each.
This mod now contains alternate skyboxes for those that use Kexikus’ skyboxes for M4-78 EP.
List of the areas covered in this mod.
Code Area
------------ ------------------------------------------------------
Curse of the Sith
100CDN Curse of the Sith
Azgath N'Dul's Tomb
712KOR Korriban - Azgath N'Dul's Tomb
713KOR Korriban - Tomb Antechamber
M4-78 Enhancement Project
703KOR Korriban cutscene #1 for M4-78 version 1.5
705KOR Korriban cutscene #2 for M4-78 version 1.5
801DRO M4-78 - Landing Pad
802DRO M4-78 - Central Zone
803DRO M4-78 - Environmental Zone
804DRO M4-78 - Industrial Zone
805DRO M4-78 - M4-78 Archon Chamber
806DRO M4-78 - Archon I Chamber (ES-05)
807DRO M4-78 - Archon II Chamber (IS-24)
808DRO M4-78 – Central Zone (irradiated)
809DRO M4-78 - Industrial Zone (irradiated)
810DRO M4-78 - Industrial Zone - Design & Testing
811DRO M4-78 - Industrial Zone - Research & Development
Coruscant Jedi Temple
952COR Coruscant - Jedi Temple
953COR Coruscant - Jedi Temple Council Chambers
954COR Coruscant - Jedi Temple Landing Pad
Korriban Expansion
740KOR Valley Floor
741KOR Poxus Awakens Herrco [Cutscene]
743KOR Tomb of Darth Doom III
745KOR Poxus' Academy
746KOR Poxus' Sanctuary
747KOR Shuttle Area
748KOR Sith Ruins
749KOR Thulsa Gaul’s Outer Sanctum
750KOR Thulsa Gaul’s Inner Sanctum
910DAG Tomb of Ezer Arden
Installation:
Drop the TGA files and loadscreen.2da into your Override folder. As M4-78 Enhancement Project includes its own TGA files, you’ll have to allow my TGAs to overwrite the TGAs already there in the Override folder.
If you wish to use the alternate loading screens that feature Kexikus’ skyboxes, grab the TGA files from the “Alternate loading screens for Kexikus' M4-78 skyboxes” folder. As before, allow the new TGAs to override what’s in the Override folder.
Uninstall:
If for any reason, you don’t like one (or more) of the loading screens, consult the list above so you can determine which TGA file/s you will need to remove from your Override folder.
To completely remove the loading screens, delete all the above listed TGA files.
Recommendations for Coruscant TGA’s:
This section won’t tell you how to install Coruscant Jedi Temple, or how fix compatibility issues with other mods. However, if you use the Jedi Temple Expansion (3.0) mod by HK-42, please install his mod first - before you put the relevant Coruscant TGAs from my mod in the Override. Allow the following files to overwrite the pre-existing ones: load_952cor.tga, load_953cor.tga, and load_954cor.tga.
Legal Disclaimer:
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either.
I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
@ndix UR and/or @newbiemodder have permission to include the Korriban Expansion loading screens in their mod if they wish – and if it is ever updated. . Attribution is requested.
Special Thanks:
-----------------------
@ndix UR for his wonderful Loading Screen Template which enabled me to offer these loading screens in a format resembling the original loading screens for you all.
Thanks to @DarthParametric, @JCarter426, @N-DReW25, and @Marius Fett for their input and technical expertise. If you want to have your War Droid utilize the textures from Sithspecter's High Quality blasters, be sure to use the fix for the model created by @DarthParametric which you can find here.
Thanks to @timurD2003 for testing the 23MAR2019 update to this mod.
And thanks to YOU for giving this mod a chance! Won’t you leave feedback on the download page? (I'd like to see what I’ve done right, you see. That's not too needy, right?)
Video Preview:
----------------------
If you'd like a preview of all of the loading screens, check out this video below. It does show the screens without the filter and the black bars but it give you an idea what you'll be working with before you download. I recommend watching the video maximized.
1,075 downloads
-
Treat Injury Affects Force Healing [TSL]
This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers.
SUMMARY
The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit.
Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits.
Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others.
DETAILS
In vanilla, the number of vitality points you receive from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier with a combination of your level and Treat Injury skill.
Here’s a breakdown of each power’s VP gain:
Heal
VANILLA: VP = WIS + CHA + level + 5
NEW: VP = WIS + CHA + 1/2*level + 3/4*(Treat Injury) + 5
Improved Heal
VANILLA: VP = WIS + CHA + level + 15
NEW: VP = WIS + CHA + 1/2*level + 3/4*(Treat Injury) + 15
Master Heal
VANILLA: VP = WIS + CHA + 2*level + 15
NEW: VP = WIS + CHA + level + 3/2*(Treat Injury) + 15
With this mod, you’ll need a Treat Injury rank equal to 2/3 of your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla.
INSTALLATION
To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
UNINSTALLATION
To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override.
COMPATIBILITY
Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers.
PERMISSIONS
Please don’t reupload this mod without my permission. However, feel free to incorporate these or similar changes in your own mod. Credit is appreciated.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Screenshot uses Pramod Marlon's AI upscaled icons.
433 downloads
- healing
- force powers
- (and 3 more)
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Thematic KOTOR 2 Companions
By JCarter426
This mod adjusts the statistics and starting equipment of the companions in Star Wars: Knights of the Old Republic II - The Sith Lords, addressing some issues with game balance and consistency in theme. See the attached document for a full list of changes and the rationale for each change.
Installation
You must start a new game to experience the full effects of this mod.
Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. Click "Install Mod" and select your game directory (default name SWKotOR2). Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
Restore or delete all .utc files affected by this mod. Copy each .utc file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .utc file from your game's Override folder. Compatibility
This mod requires TSLRCM.
Credits
Design—Sniggles
Implementation—JCarter426
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
xoreos tools—xoreos team https://xoreos.org/
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
49 downloads
0 comments
Updated
-
Transparent Cockpit Windows for TSL
By WildKarrde
This mod edits the various landing pad areas so that you can see the through the Ebon Hawk's and Telos shuttles' cockpit windows, which should be a bit more interesting than the blacked-out windows in the vanilla game. It also adds more detail to the room which is visible through the hole in the side of the ship in the prologue.
This mod includes some model fixes to the Telos hangars and Telos shuttle crash site developed by PapaZinos, which are included here with permission. I have also made the following area model improvements:
- Added proper lightmaps and missing geometry to the Ebon Hawk on Malachor V (i.e. landing gear hatches, the exit ramp, and the entire port side). Also patched the chunk missing from the starboard side for better consistency with the prerendered cutscenes.
- Fixed the flickering windows at the Citadel Station Entertainment Module's shuttle terminals.
- Changed the texture for the base of the crane in the Telos Academy to one that doesn't look like concrete.
- Added unique environment map reflections for the Ebon Hawk similar to KOTOR 1 ("Enhanced Reflections" version only).
- Replaced the 512x512 vanilla Ebon Hawk texture with the 1024x1024 version from KOTOR 1 ("Enhanced Reflections" version only).
Because mods that edit the same area models are incompatible by nature, I have included optional compatibility patches for use with other notable mods. Please see the "Compatibility" section below for further information.
**IMPORTANT**: There are two versions of this mod:
- Enhanced Reflections - Adds new area-specific reflections to the Ebon Hawk's exterior. Recommended if you do not use any mods that reskin/upscale the Ebon Hawk exterior (or if you do and are willing to do some extra work to make them compatible)
- Reskin Friendly - More readily compatibility with reskins of the Ebon Hawk exterior. Does not include the new reflections.
Thank you for downloading, and I hope you enjoy this mod!
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INSTALLATION
If you are using one or more of the mods listed in the "Compatibility" section below, install them first. Run "INSTALL.exe" and follow the prompts. It is normal to see warnings that 202tel.mod and 222tel.mod already exist and have been skipped. When installation is complete, copy the files from any required compatibility patches into your game's Override folder, overwriting when asked. If you are using TSLRCM from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307
For best results, I recommend using a save from before visiting the Citadel Station Entertainment Module for the first time. However, this is not required. If you continue from a later save, all you will miss are a couple of pilots for the Entertainment Module shuttles.
-------------------------------------------------------------------
COMPATIBILITY
This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM). For best results, install this mod after TSLRCM, any of the mods listed below, or any other mods which make significant edits to the Telos Entertainment Module.
Except as noted below, this mod is incompatible with any other mods that edit the same files. The main installation is compatible with following mods:
- Ultimate Citadel Station Repairs by PapaZinos (https://deadlystream.com/files/file/2059-ultimate-citadel-station-repairs/)
- Telos Model Repairs by PapaZinos (https://deadlystream.com/files/file/2059-ultimate-citadel-station-repairs/)
I have also included compatibility patches for the following mods:
- KOTOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/)
- M4-78 Enhancement Project (https://deadlystream.com/files/file/277-m4-78-enhancement-project/)
- High Quality Skyboxes II for TSL by Kexikus (https://deadlystream.com/files/file/1793-high-quality-skyboxes-ii/)
- Realistic Nar Shaddaa Skybox by Sharen Thrawn (https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/realistic-nar-shaddaa-skybox)
- Telos Polar Academy Hangar Skybox by DarthParametric (https://deadlystream.com/files/file/1389-telos-polar-academy-hangar-skybox/)
- Coruscant Jedi Temple by deathdisco (https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/)
- Nar Shaddaa Landing Pad Repair by PapaZinos (https://deadlystream.com/files/file/2004-nar-shaddaa-landing-pad-repair/)
- Spark Effect - Ebon Hawk by PapaZinos (https://deadlystream.com/files/file/2314-spark-effect-ebon-hawk/)
This mod is compatible with most reskins and texture mods. If you use the "Enhanced Reflections" install package with a mod that reskins the exterior of the Ebon Hawk, the Telos military base, and/or the Telos polar academy, follow the steps below.
USING RESKIN MODS WITH ENHANCED REFLECTIONS
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If you are using an Ebon Hawk reskin with the "Enhanced Reflections" version, perform the following steps:
1. Make a copy of PER_EH1.tga/txi for each row in the table below, named to match the Texture Name column.
2. Open each of the resulting TXI files in a text editor and change the envmaptexture or bumpyshinytexture parameter to the corresponding "EnvMap" in the table.
3. Delete each corresponding TPC file from this mod, as well as kor_ehok.tpc.
Texture Name EnvMap Notes:
------------- ------------- -------------
wk_dan_eh1 WK_CM_DanPad
wk_dxn_eh1 WK_CM_DxnHawk
wk_nar_eh1 WK_CM_NarPad
wk_per_eh1 WK_CM_PerHang
wk_telac_eh1 WK_CM_TelAcad
wk_telcit_eh1 WK_CM_TelHang
wk_cor_eh1 WK_CM_CorPad Only needed if using with Coruscant Jedi Temple by deathdisco
wk_m478_eh1 WK_CM_M478Pad Only needed if using with M4-78
If the reskin includes any of the following files, open their TXIs and change the "envmaptexture" or "bumpyshinytexture" as follows. Also delete the conflicting TPC file from this mod.
Texture Name EnvMap
------------- -------------
002_ebo_main1 WK_CM_PerSpace
002_ebo_main3 WK_CM_PerSpace
mal_ebo_main2 WK_CM_MalHawk
If you are using a reskin mod for the Telos military base and/or polar academy with the "Enhanced Reflections" version, I recommend doing the following:
1. Make extra copies of tel_tr07.tga/txi and rename them to wk_telacadmtl.tga/txi.
2. Open wk_telacadmtl.txi with a text editor and change the envmaptexture to WK_CM_TelAcad.
3. Delete the version of wk_telacadmtl.tpc from this mod.
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CREDITS
KotorBlender by seedhartha
MDLedit and KOTORmax by bead-v
tpcview and tga2tpc by ndix UR
NWNSSCOMP by Torlack and tk102
K-GFF by tk102
TSL Patcher by stoffe
ERFEdit by stoffe and Fair Strides
Kotor Tool by Fred Tetra
Thanks to Kexikus, deathdisco, and DarthParametric for granting permission to include modified files from their mods for compatibility.
Thanks to PapaZinos for also granting permission to include some of his model fixes as part of the standard installation.
Thanks to Sharen Thrawn for creating the original Nar Shaddaa Realistic Skybox mod.
Thanks to Thor110 for reporting a render order issue with the placeable Telos shuttle.
The Telos shuttles' interiors are based on "Modder's Resource: Shuttle" by Darth InSidious and JCarter426 and are used in accordance with the permissions in its Readme file. Thanks to both of them for putting that together. The original resource may be downloaded here: https://deadlystream.com/files/file/381-modders-resource-shuttle/.
This mod includes material ported from Knights of the Old Republic 1 by Bioware.
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VERSION HISTORY
1.0 - Initial Release
1.1 - Corrected an issue where the placeable shuttle did not render properly behind the forcefield doors in the Telos military base
- Patched a small vanilla hole by the statue over Ajunta Pall's tomb on Korriban
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DISCLAIMER AND PERMISSIONS
This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
The cockpit interior elements may be treated as a modders resource and used in other mods as long as appropriate credit is given to this mod's author. The new environment maps may also be used in other mods with appropriate credit. Use of any assets which are based on or incorporate material from other authors also requires permission from those authors. Other uses not described here of assets from this mod require the author's permission. This mod shall not be reposted on any sites other than Deadly Stream without permission.
466 downloads
0 comments
Updated
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M4-78 EP Upscaled Maps
M4-78 EP Upscaled Maps
Created by: Sith Holocron
Game: Knights of the Old Republic II
Version 1.0 Uploaded: 08 FEB 2025
This mod was designed to upscale and/or enhance the map textures seen in the M4-78 Enhancement Project mod. It is not an extensive mod pack. It’s just the maps. The pictures should illustrate things pretty clearly.
This mod will not drastically change your play through of the M4-78 EP. Please any complaints about the quality of that mod elsewhere.
Installation:
Requirement: Though I’m probably stating the obvious here, you’ll need the M4-78 Enhancement Project installed first. Then allow the TGA files in my mod pack to override the files in the Override folder.
Thanks / Credits:
Thanks to Fair Strides for feedback while making this mod.
Note:
I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever.
I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
21 downloads
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Onderon news make sense
By SuperChameau
Mod Description
Onderonian Senior Scientists do not seem to be very aware of the challenges Telos is facing with its Citadel Station, as one of them mentions Peragus Station needing fuel according to the news in Iziz Spaceport. This mod aims to correct this tiny oversight and was done by splicing a voice sample of the same reporter.
Installation
Prerequesite: TSLRCM needs to be installed - and not through the Workshop for Steam users - for this mod to apply correctly
1. Run the TSLPatcher.exe and point your game directory when requested,
2. Click 'Ok' and let the patcher do its magic,
3. You're done ! Unless an error message appears the mod should be installed correctly
Compatibility
This mod should be compatible with any mod that does not replace reporter.dlg in the game files
Special Thanks to
Snigaroo for the idea of this mod
TSLRCM team for the amazing work on the game
JC Carter426 for his SithCodec toolset
Cortisol for the Holocron Toolset
stoffe and Fair Strides for the TSLPatcher
32 downloads
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Vaklu Short Term Memory Fix
By SuperChameau
Mod Description
When meeting Vaklu on Iziz Marketplace during the civil war (assuming you made an alliance with him and not with Queen Talia), he will make a display of his very poor short term memory by repeating himself, saying the same sentence twice in a row during your conversation.
This simple mod attemps to fix this issue (and give the general more credibility) by removing one of the occurences of the sentence.
Installation
Prerequesite: TSLRCM needs to be installed - and not through the Workshop for Steam users - for this mod to apply correctly
1. Run the TSLPatcher.exe and point your game directory when requested,
2. Click 'Ok' and let the patcher do its magic,
3. You're done ! Unless an error message appears the mod should be installed correctly
Compatibility
This mod should be compatible with any mod that does not replace tobin.dlg in the game files
Special Thanks to
Snigaroo for the idea of this mod
TSLRCM team for the amazing work on the game
JC Carter426 for his SithCodec toolset
Cortisol for the Holocron Toolset
stoffe and Fair Strides for the TSLPatcher
Permissions
Please do not reupload this mod and its files without my written permission.
30 downloads
0 comments
Updated
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4x Upscale+ Character Textures & Model Fixes (TSL)
By redrob41
================================================================
IF YOU ARE EVER IN ANY DOUBT ABOUT INSTALLING ANY MODS, PLEASE REMEMBER TO ALWAYS BACKUP YOUR FILES BEFORE INSTALLATION, JUST IN CASE.
================================================================
Description:
This mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. This mod does not attempt to create photo realistic textures or add extra detail (like zippers, clothing stitches, fabric patterns, skin pores, etc) that are not already part of the existing style. This mod also fixes many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had.
The process followed is generally:
run texture files through A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures. combine textures in multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc). touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression). manually recolor areas that the original artists missed (like commoner clothes where the pants seat do not match the pant leg; or player armors where pouches are inconsistent between male & female; etc). strategically add painted detail (such as highlights and shadows along the shoulders and neck of K1 Player Character soldier's underwear; adding glove details to armors F, G, H, I, J; etc). painting personal choices (like changing K1 P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit). recreating entire textures (such as K1 Player Character male scoundrel dark side underwear PMBASD01). fix the models' UVW maps to reduce some texture stretching (like collar of TSL robes I); adjust areas that are poorly mapped to the wrong locations or too large/small (such as Bao Dur's armor C & D chest is mirrored); fix edge seams from one area to another; close gaps (like Mission's arms). manually fix texture seams by copying small areas of the image from one area to another; stretching and scaling them. This should result in model seams that are hidden or difficult to notice. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. personal choice to add punchthrough transparency to the Alpha 1 channels of some female head models' eyelashes (like P_BastilaH04, P_MiraH, P_HandmaidenH & P_AtrisH01). recreate the Normal map (for bumpyshiny effects) from the final HD color texture. These work best when saved as .tpc format
For most models, they only needed to be manipulated in 3DS Max, exported, and then run through Taina's replacer. This is usually sufficient to fix any XYZ and/or UVW coordinates. I prefer Taina's replacer method so that the model retains its smoothing groups data. For some models (like C_RancorS or C_Terantanak), Taina's won't work, so for those files, I had to resort to manually hex editing the binary .mdl & .mdx files. This is a much more labourious process, but in the end I got them to work.
Some models (like P_Kreia1hBB, PFBNM, Twilek_F, N_TwiAssH01) had problems with their self generated lighting: ambient & diffuse were not set to 1 1 1 like most models. This causes the model to appear too dark or off color in-game. To fix this it required hex editing.
A few models (such as P_KreiaBB) required fixing the model weights of individual verticies. This was done to reduce portions of the model clipping through other parts in different animations. Again, this was done by manually hex editing.
For many head models, the UVW coordinates for the tongue and inside of mouth may be moved significantly, especially for the KotOR heads. This is because the originals often map the tongue to a single pixel located in the lips area, which results in almost no detail. By moving the UVW to a free area of the texture, there may be room for painting a detailed tongue.
For the party members that have specific underwear textures and basic clothing textures, there has been an effort to make any skin areas (like hands & arms) match between them. Usually the hand area from the underwear texture is copied to the hand area of the clothes texture. This creates more consistency of the party characters' appearance.
For low resolution versions of models (like C_Gammorean_Low, C_Protocol_Low, N_Swoopgang_low) or placeables (such as PLC_EndPlA, PLC_RakatCrp, PLC_HK50, Stunt_WarDrd01) the original textures were not simply upscaled. Instead, the new versions were actually taken from similar high resolution versions and scaled down. Sometimes the textures were rebuilt from parts of other higher resolution images, with some touch up painting.
Several characters lost their baremetal shine in TSL (like the Mandalorians or SwoopGang). This is due to their model's default bitmap being set to "NULL" instead of their default texture's name. I was not able to repair the file to its K1 state, so a workaround was used instead. The word "NULL" was replaced with a shortened name, then a .txi file was created with the short name (for example "N_Ma" instead of "N_Mandalorian02"; or "N_Sw" instead of "N_Swoopgang01"). This allows for the envmaptexture CM_Baremetal to be used without the need to edit the appearance.2da file.
Included is a spreadsheet labelled "KotOR upscale completed list v0_52.xlsx" which has more detailed information as to what files were changed, and in what ways. As of this update, 52.71% of the texture files that I intend to upscale have been completed. As such, this mod should be considered a beta test. The percentage is calculated for both games together, however the mod is released with files separated for K1 & TSL. The spreadsheet was created with Google Sheets and exported as .xlsx, so hopefully the formatting remains correct. I have also attached a copy of the spreadsheet to this mod thread.
There will be three versions of this mod to choose to download:
4x .tga version. Highest resolution, the typical texture is now 2048x2048 pixels which = 16MB. This version is a total 7GB, hopefully it isn't too large or cause problems for some PCs. This version is also the best choice to use as a modder's resource. 4x .tpc version. CCreated by running full size .tgas through tga2tpc program which compresses a 2048x2048 pixel file to 5.5MB. This version is a total of 2.4GB, so it should be easier on PC systems, with no noticeable loss of visual fidelity. 2x .tpc version. Created by reducing full size .tgas by half in Photoshop, then running them through tga2tpc which further compresses them to 1.4MB. This version is a total of 700MB, which should be much easier on PC systems. All versions include the same .mdl & .mdx files.
I have tested the .tga version exclusively, but have not tested the .tpc versions in-game. Please let me know if there are any issues. My computer doesn't seem to render some of the CM shader effects properly (especially the bumpyshinytexture CM_SpecMap always seems too strong on my computer). I would appreciate any in-game screen shots that you take of characters like Hutts, Rakghouls, Rakata, or Selkath so that I can compare how other computers render their shader.
================================================================
Compatiblity:
For best results, the model and texture files included with this mod should be used together. In most cases, the models can be mixed and matched with textures from other mods, but results will vary. For instance, the other textures won't be as perfect along the seams. Some other photo realistic HD texture mods may have been created using the original model's UVW layout, which will not perfectly line up with this mod's corrected UVW maps.
Conflicts may also occur if there is another mod uses a .tpc file with the same name as one of this mod's .tga files (or vice versa if you install one of the .tpc versions).
I would suggest installing other large mods (such as "TSL Restored Content Mod") first, then this one.
================================================================
Installation:
Copy and paste the desired model and texture files into TSL's Override folder. You may need to over write any existing files, so always have a backup. An effort was made that these textures and models require no 2da editing.
The folder marked "Reference Normal Map" is not required to be copied to the Override forlder. These .tga files are simply a modders' resource. The normal maps seem to work best if they are saved in .tpc format. The "Copy contents to Override" folder should already have .tpc files in it for the normal maps.
The folder marked "Optional Kreia model" includes models that change the diffuse & ambient lighting settings. More info in the additional read-me file.
================================================================
Uninstall:
Delete unwanted files from the game's Override folder.
================================================================
Thanks for modding tools:
KOTOR Tool – Fred Tetra
mdlops (used version 7a2) - cchargin, JdNoa
NWMax – Joco
Replacer - Taina
tga2tpc - ndix UR
KotOR/KotOR2 Savegame Editor v3.3.2 - tk102, Fair Strides
Hex-editor XVI32 2.55 - Christian Maas
================================================================
Permission:
Consider this as a modder's resource. I give permission to any modder to use these files as a base for their own creations; as long as their creation remains free to use (not for profit); and credit is given to me as the source of any modded files. Please include a statement that specifies this mod's title and version.
The original credit of course goes to the talented artists who worked on the original games for BioWare and Obsidian. Without their work, none of this would have been possible. I have tried my best to maintain the artistic style that they created long ago.
This mod may NOT be uploaded or redistributed, in whole or in part, to any mod hosting site without my explicit permission.
As always, this mod is free for your non-commercial/personal use. There should never be a requirement to pay for it. If you like the work I do, and would like to encourage me to create more, you can always donate to my tip jar at https://buymeacoffee.com/redrob416 where the funds collected will be used towards additional graphics tools and software.
================================================================
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
KotOR upscale completed list v0_52.xlsx
88 downloads
- upscale
- party members
- (and 4 more)
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AxC's Kreia's Canonical Lightsaber
By AxConsortium
Although it’s not possible in the unmodded game, The Complete Star Wars Encyclopedia states that Kreia wielded a double-bladed lightsaber during her travels with the Exile, and the Star Wars Miniatures model of Kreia also depicts her using one. From the moment I learned this, it felt odd that the game didn’t reflect it. It’s just one of many canonical elements that remain out of reach in the base game. So, I decided to create this mod to bring Kreia’s canonical weapon to The Sith Lords.
Kreia will receive her double-bladed lightsaber aboard the Harbinger during her confrontation with Darth Sion. This weapon comes with improved stats but cannot be upgraded, and it can be used by Kreia even after the loss of her hand.
However, if you're already past Peragus (specifically, the point of no return when you board the Ebon Hawk), you can still add the lightsabers using cheats:
w_kreia_dblsbr: Kreia's canonical green double-bladed lightsaber, usable only by her.
w_traya_dblsbr: A red-crystalled version of the lightsaber, typically unobtainable, but usable by anyone.
Credits:
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
bead-v, for their mod "Kreia's Lightsaber / Long sword", which inspired me and allowed me to edit and include 2 of his scripts in my mod (the mod has open permissions)
80 downloads
-
plasmatorch Viable Plasma Torches
By Lewok2007
Description:
This mod makes the Plasma Torch be it's own unique type of weapon. This allows the player to dual wield the Plasma Torch, or use it alongside another weapon. (the exception being blasters and stun batons.) Additionally, the animations played in combat will be the melee animations instead of the little "jabby" animation that plays for every type of attack. I haven't tested all animations, but so far the basic Critical Strike animation is the only one that looks off, in my opinion.
Installation:
Extract the "viable_plasma_torches.zip" archive to your desktop. Run the TSLPatcher within the folders, press install and locate your TSL Directory. (The folder with the game executable, not the override.)
Uninstallation:
Take the files from the "backup" folder, copy them to the override folder in your game and overwrite when prompted.
Compatbility:
Not everything has been tested with this mod and I am uncertain of any other items in game using the "Torch" column in baseitems.2da. Let me know of any incompatibilites with any other mods if you find any or if any items look off. (i.e. able to use a non weapon item as a weapon)
-> Is at least compatible with TSLRCM.
Tools used:
Holocron Toolset by Cortisol
TSLPatcher by Stoffe
Permissions:
Use this mod however you like as long as it isn't a direct reupload somewhere and credit is given.
DO NOT upload this mod to the Steam Workshop.
Bugs:
Not Necessarily a "bug," but the plasmatorch will have a 20-20 x1 crit multipler. From my testing, this doesn't effect much.
10 downloads
0 comments
Submitted
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True Sith Assassins & Awareness Restoration
Adds sneak attacks and PC Awareness checks to Sith Assassins.
SUMMARY:
From the in-game description of the Awareness skill:
“Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…”
If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them.
Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation.
In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins!
This mod does the following things:
- Restores PC Awareness vs Stealth checks on Sith Assassins
- Gives all Sith Assassins the ability to perform sneak attacks
- Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked)
This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you!
This mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. All stats and feats are granted based on PC level so it should be fairly balanced, but I welcome any feedback.
DETAILS:
This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the engine-level PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results.
While in line of sight of a stealthed Sith Assassin, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned).
All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5).
INSTALLATION:
Please read compatibility notes before installing.
To install, run TSLPatcher.exe.
Unaltered copies of any edited files will be placed in the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION:
1. Remove the following files from override:
- sith_ass.utc
- sith_ass_403.utc
- sith_ass_404.utc
- sith_ass_405.utc
- sith_ass_406.utc
- sithassassin.utc
- m_dmg_sithass.ncs
- m_htb_sithass.ncs
- m_spn_sithass.ncs
- m_spn_sithass2.ncs
- m_spn_sithass3.ncs
- m_spn_sithass4.ncs
- m_sithspwn_152.ncs
- m_sith_user.ncs
2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder.
3. Move any .mod files from the backup folder into the Modules folder.
4. If any other files were created inside the backup folder, move them to override.
COMPATIBILITY & OTHER NOTES:
Technically compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter, but the Sith Assassins added by that mod will not be affected by my mod. Might make a patch in the future.
Fully compatible with Sith Assassins -- With Lightsabers by Shem. However, my mod must be installed AFTER Sith Assassins with Lightsabers by Lewok2007, which combines the previous two mods.
Be aware that this mod already increases the damage output of Sith Assassins by giving them sneak attacks, so giving them lightsabers on top of it might make for a tough time. Up to you.
Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe.
Partially compatible with Trayus Rank Reform, but my mod must be installed after and will overwrite most of the female Sith Assassins added by that mod.
The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack.
CREDITS:
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher - stoffe, Fair Strides
Holocron Toolset - Cortisol
35 downloads
- skills
- sith assassins
- (and 5 more)
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Improved Force Sight
New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Also turns Force Sight on permanently when controlling Visas.
SUMMARY:
In the game, Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often.
This mod aims to improve Force Sight by giving it new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat. In the spirit of my "skills affect Force Power" mods, the effects of Force Sight are linked to your Awareness skill. High awareness Jedi Seer build?
In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet.
After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also boosts your Defense depending on your base Awareness rank.
My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their inherent skill in perceiving the world. Think of it like an alternative, temporary kind of Battle Precognition that you can get through Visas if you don't have Handmaiden (or fall out of her graces).
This mod will also make it so that Force Sight is on permanently while controlling Visas. In vanilla, it's only turned on in first-person view. She will come with the Improved Force Sight power and can spend FP to temporarily get the stat bonuses.
In order for the changes to Visas to take place, this mod must be installed before your first encounter with her.
DETAILS:
In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs.
Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in the base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs.
This means that with 18 points in Awareness, you'll gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus.
The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank.
Due to how the mod works, Force Sight will be visible when leveling up, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher.
INSTALLATION:
To install, run TSLPatcher.exe. If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
UNINSTALLATION:
To uninstall, remove the following files from override:
- spells.2da
- effecticon.2da
- p_visas.utc
- m_imp_forcesight.ncs
- m_spn_visas.ncs
- ip_forcesight2.tga
Replace dialog.tlk in the main game folder (outside override) with the unaltered versiion in the backup folder.
If any other files were created inside the backup folder, move them to override.
COMPATIBILITY:
Compatible with Visas Marr: Sith Assassin. May conflict with mods that edit Visas.
Compatible with and intended to compliment True Sith Assassins & Awareness Restoration.
Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script.
PERMISSIONS:
Please don’t reupload without my permission.
CREDITS:
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Holocron Toolset - Cortisol
37 downloads
- force sight
- skills
- (and 2 more)
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Sith Assassins With Lightsabers
By Lewok2007
Description:
2 mods were released a long time ago, doing some part of what this mod does. These 2 mods being Shem's Sith Assassin's with Lightsabers and Hassat Hunter's Sith troops to Sith Assassins. Although these 2 mods are fine, there were a few issues/complications. Both of these mods are listed to install on the TSL Community Mod Build, but having both installed leads to some consistency issues. The changed assassins on the Ebon Hawk won't have lightsabers like Shem's mod does to them on the Harbinger. Additionally, Shem's mod had some of the Lightsabers drop premature to the player getting their own lightsaber, allowing you to get multiple of them for you and your party. While that's not despicable, it is a bit annoying for players who want to have a consistent and story accurate playthrough. This mod combine's the features of the 2 mentioned mods, while making it consistent.
Installation:
This mod is split up into 2 install parts. First, extract the .zip download. Run the INSTALL.exe and select the first part install option, installing to your TSL directory. Once that is completed (make a copy of tthe backup folder and rename it to "backup2", in case you want to uninstall the mod.) exit and run the INSTALL.exe again and install the second part to your TSL directory. Once the second is completed, the mod is installed.
Note: You can install the first part alone and the mod will be fine, but the second part installs for the turret sequence on peragus. If you'd like the immersion and consistency, install both parts.
Uninstall:
Open up "backup2" and copy the .mod file to the modules folder, overwriting it when prompted. Delete all the .utc filed in the game's override folder that match the .utc files in the backup2 folder.
Open up "backup" and copy the .mod file into there to the modules folder, overwriting when prompted.
Compatibility:
Don't worry if you have Shem's and Hassat's mods installed first, this mod will overwrite what they do.
Credits:
Holocron Toolset - Cortisol
TSLPatcher - Stoffe
Snigaroo for testing help.
Shem and Hassat for making the original mods, that this mod replicates.
Permissions:
You can use parts of the mods in your own, as long as there is proper credit. Don't re-upload this mod anywhere without any changes done, if I want somewhere, I'll put it there.
Bugs:
None known at the time. Report if any are encountered.
119 downloads
- mods
- sith assassins
- (and 1 more)
0 comments
Updated
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Unarmed Atton
By BillyYank
INSTALLATION
Have TSLRCM 1.8.6 installed Unzip folder, copy-paste files into \Knights of the Old Republic II\Override\ and overwrite when asked COMPATIBILITY
Any mod that does not edit atton.dlg or 262atton.dlg Description
In the base game, you can ask Atton where he got Echani training. This mod makes it so that whenever you get him to respond positively - "I was just asking - no harm meant." or "I'm not accusing you, I just want to know..." - he will gain Unarmed Specialist 1 and Complex Unarmed Animations (the latter of which is a hidden feat).
Additionally, if he tells you how he killed Jedi with a 70+ influence check, he will gain levels in Unarmed Specialist at the same rate as Jedi, Bao-Dur, and the Handmaiden. He will also be "caught up", meaning that he will not lag behind other party members with his hand-to-hand skills, since he's revealing his skills.
Limitations/roadmap
There isn't a notification for him learning Unarmed Specialist - This is next on the roadmap. The script I use to make Atton gain Unarmed Specialist as he levels is dirty; It's not bugged or problematic outright, but it is certainly a jury-rig. Once I've got this project in a more complete state, I'll make it into a TSLPatcher install with improved compatibility.24 downloads
0 comments
Updated
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Effixian's Lonna Vash Player Character Reskin
By Effix
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Knights of the Old Republic - The Sith Lords
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TITLE: Effixian's Lonna Vash Player Character Reskin
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
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DESCRIPTION
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This mods adds a reskinned Lonna Vash player character.
There's an optional purple reskin of the Norris robe.
This combination was requested by Omnigonial.
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INSTALLATION
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Unzip, run "TSLPatcher - Install Effixian's Lonna Vash PC Reskin.exe" from the "Effixians_Lonna_Vash_PC_Reskin" folder.
Purple robe: copy the files from the "Effixians_Purple_Norris_Robe" folder to your override folder.
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UNINSTALLING
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1. Remove the following files from your override folder:
p_lonnavashh.mdl
p_lonnavashh.mdx
P_LonnaVashH.tga
P_LonnaVashHD1.tga
P_LonnaVashHD2.tga
po_LonnaVash.tga
po_LonnaVashD1.tga
po_LonnaVashD2.tga
2. If you haven't installed any mods after this mod then you can get appearance.2da, heads.2da and portraits.2da from the mod's backup folder and put them back in your override folder.
Doing this when you did add another mod might break that later mod.
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
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Thanks to
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- Stoffe and Fred Tetra for the needed tools and tutorials
- Omnigonial for the idea
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My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
13 downloads
0 comments
Submitted
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Visually Repair HK-47
By Kexikus
When you first meet HK-47 in KotOR II: TSL, he’s basically junk until you put him back together. I’ve always wanted this evolution from a piece of junk to a high quality assassin droid to be visible on HK-47, so that’s where this mod comes from.
With this mod, the HK-47 you find in your cargo hold looks like the piece of junk he is but over time you replace his parts with new ones and he returns to his old self we know from the first game.
This is not a purely cosmetical change however. I restored HK’s upgrades from KotOR 1 and each time you repair/upgrade him, he’ll look better and get a stat bonus.
The requirements to unlock these upgrades increase with each successful upgrade: For the first one you need to be level 6, have a repair skill of 8 and at least 41 influence with HK-47; for the last one you need level 15, 17 repair and 51 influence.
Optionally you can also install HD reskins for HK-50 and HK-51.
All of the new textures are based on Quanon’s excellent HK-47 reskin for KotOR 1.
See a video demonstration of this mod here:
Installation:
Run TSLPatcher.exe and choose the version you want to install. Then simply let TSL Patcher do its magic. When asked to select the folder where TSL is installed, choose the folder that includes swkotor2.exe or if you have TSLRCM from the Steam Workshop, choose its folder. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod.
For modders: I included the source scripts in the download in case you're interested. Ignore them if you only want to install and play the mod.
Uninstallation:
Take all the files from this mod’s tslpatchdata folder and delete those from your Override folder (except for the .nss and .mp3 files). Also delete hk_repair.ncs from your Override and the .mp3 files from streamvoice/GBL/HK47. Then copy all files from the backup folder created during the installation of this mod into your Override.
Compabilitiy:
This mod is NOT compatible with ANY mods that alter HK-47’s appearance in any way. The HK-50/HK-51 reskin option is also not compatible with mods that alter the appearance of HK-50 and HK-51 either. Most other mods however should be compatible.
Changelog:
1.0 Initial release
1.1 Fixed HKs appearance not changing permanently when repairing him on the Ebon Hawk (thanks to JC for the fix)
Fixed HKs repaired appearance not applying in his confrontation with G0-T0 (TSLRCM only)
Credits:
Mod by Kexikus
HK-47 texture by Quanon (modified by Kexikus)
Script fixes in version 1.1 by JC
Testing of fixes in version 1.1 by Snigaroo
TSL Patcher by stoffe
THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
16,402 downloads
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Replacement Texture for Lightning on Malachor V
Replacement Texture for Lightning on Malachor V 1.2
READ ME FIRST!
Here's my third small mod.
MOD AUTHOR: Sith Holocron
ORIGINAL RELEASE: 14 MAR 2013
UPDATED RELEASE: 29 FEB 2016
GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords
Description:
Did the low resolution lighting ever irritate you when walking along Malachor V's surface? Me too!
Once again, I've decided to do something about it.
The new texture uses captures from a real lighting strike.
Constructive criticism is welcome.
About The Update:
When the mod was originally released, Darth Sapiens requested a version that has a flare on the cloud the lightning would be emanating from. I made him a version like that as a thank you for his helping the original version. I think it should be available to everyone – so now’s your turn to try it out.
PERSONAL NOTE (18 JAN 2025)
I decided to make a video today that would show the difference between the "vanilla" lightning in game to the two versions in my mod. That's when I noticed a different version that was in my own Override folder which is a part of Kexikus' HQ Skyboxes II mod. In the spirit of fairness, I thought I should include Kexikus' version as well. My conclusion? Kexikus' version is the superior lightning and I recommend their version over mine. Hopefully, you've seen this personal note before downloading mine.
Anyway, here's that video:
Installation:
There are two versions of the lightning now: the original version and the publicly-unreleased-until-now “flare” version. Both versions have their own folder. Choose your version's folder and put the 2 files inside it into your Override folder. The "Original" version has a choice of DDS or TGA. In that particular case, choose either one you wish.
Uninstall:
Take them out again.
Known Bugs:
None known at this time.
Thank You Section:
Zbyl2: For the original testing of this mod.
Darth_Sapiens: For creating an alpha channel that made the black background transparent.
Kexikus: For pointing out transparency issues in the "Original Version"
Darth Parametric: For adding in the missing alpha for the "Original Version", correcting dimensions to power of 4 (2048x2048), and including a DDS version for optimal compression!
Legal Disclaimer:
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop - with the exception of Hassat Hunter who has my permission to do so.
4,935 downloads