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  1. M4-78 Enhancement Project

    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.

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  2. TSL Restored Content Mod

    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
    ----------
    * 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
    ----------
    * 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
    ----------
    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
    ----------
    (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
    ----------
    * 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

    298,287 downloads

       (75 reviews)

    113 comments

    Updated

  3. Thematic Obscured Mausoleum Burial

    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.

     

    1,002 downloads

       (0 reviews)

    10 comments

    Updated

  4. Iziz Cantina Sign and Lights (version 1.2)

    Replacement Onderon Cantina Sign (version 1.0)
    ==============================================
    MOD AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 26 AUG 2018
     
    GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords
    Notes:
    ------
    This mod is not recommended for Knights of the Old Republic 1 for what should be obvious reasons.  This probably isn't my best work.
    Description:
    ------------
    This texture replaces the lower resolution Onderon Cantina sign seen in the game.
    Installation:
    -------------
    Drop the texture into your Override folder.
    Uninstall:
    ----------
    Remove the texture from the Override folder.
    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. 
     
    Here's a video because . . . why not?
    Yep.  I was bored today.

    952 downloads

       (0 reviews)

    5 comments

    Updated

  5. No Jealousy Lock in Handmaiden Dialogue

    =No Jealousy Lock in Handmaiden Dialogue=
    A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION

    AUTHOR: Leilukin
    FILE NAME: No Jealousy Lock in Handmaiden Dialogue.7z
    LATEST VERSION: 1.0
    CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream
     
    1. DESCRIPTION:
    In KotOR 2, if you have Handmaiden as a party member, and you have much higher influence with Visas than with Handmaiden, cutscenes of Handmaiden being jealous of Visas will be triggered on the Ebon Hawk. When you try to talk to Handmaiden after triggering these cutscenes, Handmaiden will become upset and refuse to speak to you for the rest of the game.
    This mod allows you to continue to talk to Handmaiden even if you have triggered the cutscenes of Handmaiden being jealous of Visas. Note that this mod does not prevent the jealousy cutscenes from happening. This mod simply prevents a Handmaiden from refusing to speak to you out of her jealousy of Visas.
     
    2. INSTALLATION:
    Extract the No Jealousy Lock in Handmaiden Dialogue.7z you downloaded to anywhere you like, as long as it is not within the KotOR directory.
    FOR REGULAR USERS:
    Run Install.exe, point the installer to your KotOR 2 directory, where swkotor2.exe is located, and let the installer do its job.
    FOR STEAM WORKSHOP USERS:
    If you have subscribed to The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop. Run Install.exe. You must point the installer to theTSLRCM's Steam Workshop folder instead the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM  is \Steam\SteamApps\Workshop\content\208580\485537937.
    When you install this mod, a new folder named "backup" may be created by the installer in the same folder as the installer. Do not delete the folder or the file within the folder if you plan to uninstall this mod.
     
    3. UNINSTALLATION:
    If no backup folder was created when you installed this mod, go to the Override folder in your KotOR 2 directory, and delete handmaiden.dlg.
    If a backup folder was created when you installed this mod, go to the backup folder, cut handmaiden.dlg from the backup folder and paste the file in the Override folder in your KotOR 2 directory.
     
    4. KNOWN ISSUES:
    None currently known. If you find any bugs or problems, please let me know.
     
    5. MOD COMPATIBILITY:
    This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM). Make sure you install this mod after TSLRCM.
    This mod is compatible with any other mod as long as it does not modify the condition to trigger Handmaiden's dialogue that makes her refuse to speak to you.
    This mod is compatible with DarthTyren's PartySwap, my Handmaiden and Female Exile - Disciple and Male Exile Romance, and jc2's Train the Handmaiden.
     
    6. PERMISSION:
    You may use this mod's assets in your own mod. Credit is appreciated, but not necessary.
    Do not upload this mod to the Steam Workshop.
     
    7. CREDITS:
    Cortisol for Holocron Toolset
    tk102 for DLG Editor
    Stoffe for TSLPatcher; Fair Strides for the updated version
     


    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    2,156 downloads

       (1 review)

    3 comments

    Updated

  6. 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: February 17, 2022
    Current Version: v1.6.1
    Release Date: June 7, 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.

    69,571 downloads

       (4 reviews)

    40 comments

    Updated

  7. Relighting TSL - Early Release

    I'm working on fixing/updating a few areas with lighting issues. This first one is the room that you first encounter Atton. The room is way too bright so I reworked the light sources and rebaked the lightmaps, using blender. 
    The goal of this project is not to redo the lighting of the entire game. That would force me to touch every model and be a modding compatibility nightmare. I want to just target areas that stand out or look really bad. Feel free to suggest areas.
     
     

    23 downloads

       (0 reviews)

    2 comments

    Updated

  8. Consistent Bastila Recognition

    =Consistent Bastila Recognition=
    A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION

    AUTHOR: Leilukin
    FILE NAME: Consistent Bastila Recognition.7z
    LATEST VERSION: 1.0
    CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream
     
    1. DESCRIPTION:
    In KotOR II: TSL, entering the secret tomb on Korriban will reveal that the player character, the Exile, knew Bastila. However, if Bastila appears as a hologram in T3-M4's holo-recording, provided Revan is male, none of the dialogue options for the Exile when they talk to T3 allow them to mention Bastila by name. Instead, the Exile merely refers to Bastila with generic terms such as "the person in the hologram", presumedly because the hologram could be either Bastila or Carth depending on Revan's gender.
    This mod aims to correct the inconsistency of the Exile not recognizing Bastila in the hologram, by making the Exile refer to Bastila by name when talking to T3 about the holo-recording.
     
    2. INSTALLATION:
    First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed, since TSLRCM is REQUIRED for this mod to work.
    Extract the Consistent Bastila Recognition.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory.
    Run Install.exe. Select either "Default Installation" or "M4-78EP Compatible Installation", depending on if you have installed M4-78 Enhancemnet Project (M4-78EP) or not. You should choose ONLY ONE of these two options to install the main part of the mod.
    Once you have chosen the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job.
    If you have also installed WildKarrde's TSL Expanded Ending, run Install.exe again, select the "TSL Expanded Ending Compatibility" installation option, then select your KotOR 2 directory path, and click the “Install” button.
    ***IMPORTANT NOTE FOR STEAM USERS:***
    I DO NOT recommend using the Steam Workshop if you want to use this mod. Steam Workshop is frankly a mod compatibility nightmare, and I recommend reading this post on why Steam Workshop is NOT recommended for modding KotOR 2.
     
    3. UNINSTALLATION:
    Run Install.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod.
     
    4. KNOWN ISSUES:
    None currently known. If you find any bugs or problems, please let me know.
     
    5. MOD COMPATIBILITY:
    Apart from The Sith Lords Restored Content Mod (TSLRCM), which is required for this mod to work, any other mods that modify T3-M4's main dialogue file, t3m4.dlg, may conflict with this mod.
    I have set up the installer to install this mod by patching the t3m4.dlg file to improve compatibility with other mods that modify t3m4.dlg as much as possible, but it is still not guaranteed to be compatible with every other mods that modify the same file.
    This mod is not compatible with my Alternate Revan Romances REDUX. Note that Alternate Revan Romances REDUX has implemented similar changes by making the player character refer to Bastila by name during T3’s conversation, so if you use Alternate Revan Romances REDUX, you do not need Consistent Bastila Recognition.
     
    6. PERMISSION:
    You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission.
    I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop.
     
    7. CREDITS:
    Snigaroo for suggesting the idea of this mod in his KotOR 2 mod build request thread on Deadly Stream
    WildKarrde for giving me the permission to make this mod compatible with TSL Expanded Ending
    Cortisol for Holocron Toolset
    tk102 for DLG Editor
    Cortisol and th3w1zard1 for HoloPatcher
     
     
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    100 downloads

       (0 reviews)

    2 comments

    Updated

  9. Force Affinity Form Fix + Overhaul mod

    The mod now uses HoloPatcher as installer.
    1.Description
    The Jedi Consular, Jedi Master and Sith Lord classes learn 3 Force Forms not available to other classes. One of them, Force Affinity, is generally considered useless because it has only one effect: +500% Force Point regeneration in combat. Force Channel Form (available to all classes) gives the same bonus (not mentioned in the description of the Form) in addition to several other effects. So, the real problem here is not that Force Affinity is "useless", but that Force Channel is (unintentionally) overpowered.
    This mod offers 3 solutions: fixing overpowered Force Channel Form or replacing the original Force Affinity Form bonus with new one (recommended). Don't install them both at the same time.
    1) The "Force Channel Fix" option will change the undocumented "+500% FP regeneration in combat" bonus of Force Channel Form to a more balanced +100%, making Force Affinity more viable.
    New bonus of Force Channel:
    FP Regeneration: +50% (non-combat), +100% (in combat)
    Force Power Damage: +3
    Saves vs Force Powers: +2
     
    2) The "Force Amplification" option will replace the FP Regen bonus of Force Affinity with an increased range for mass Force Powers (based on the cut Force Amplification form).
    New Bonus of Force Affinity:
    Force Power Range: +100%
    Opponents' Saves vs Force Powers: +3
     
    Note: the max distance between the caster and the target to cast Force Power won't change, only the radius of the mass Force Power's effect.
    The increased range will be useful for such Powers as MASS STASIS, FORCE WHIRLWIND/FORCE WAVE, FORCE STORM, FORCE SCREAM chain, INSANITY, CRUSH OPPOSITION, HEAL chain, IMPROVED/MASTER FORCE DRAIN, IMPROVED/MASTER BATTLE MEDITATION and some others.
     
    3) "Force Shell" option will allow to use the Force to absorb part of damage received (technically, to automatically restore HP depending on the amount of damage received).
    New Bonus for Force Affinity:
    Restores 50% of HP from damage received at the expense of an equivalent amount of FP
    -------------------------------------------
    2.Installation
    This mod uses HoloPatcher installer. The installer for Windows comes with the mod; installers for Linux and Mac should be downloaded from the HoloPatcher mod page (https://deadlystream.com/files/file/2243-holopatcher). Warning: TSLPatcher won't work because this mod uses specific features of HoloPatcher.
    1.Launch "HoloPatcher.exe".
    2.Choose one of "Force Channel Fix", "Force Amplification", "Force Shell" options from dropdown menu.
    3.Select your game's folder (where "swkotor2.exe" is located) and click Install.
    -------------------------------------------
    3.Uninstallation
    Uninstallation is possible as long as you didn't install other mods after this one, otherwise you must first uninstall those mods.
    Either manually delete the mod files and copy back unaltered files located at the backup/{date} path in the mod folder, or use uninstall Shell (Bash), PowerShell scripts provided by HoloPatcher.
     
    -------------------------------------------
    4.Known issues

    "Force Shell" option: if the player is attacked by several enemies, health recovery may not occur immediately, but after several or all attacks in the current round.
    -------------------------------------------
    5.Compatibilty
    The mod is incompatible with mods that modify "k_hen_heartbt01.ncs" script.
    Additionally, "Force Amplification" option is incompatible with mods that modify "k_sp1_generic.ncs", "k_hen_heartbt01.ncs","k_sup_healing.ncs" and "k_inc_force.nss" (some mods that add and edit Force Powers use them).
    ------------------------------------------
    6.Permissions
    This mod may not be modified or distributed without the explicit permission of the author.
    This mod may be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months.
     
    -------------------------
    7.Credits
    Fred Tetra - KOTOR Tool
    Blue - KotOR Scripting Tool
    Cortisol and th3w1zard1 - For HoloPatcher/PyKotor
    Stoffe and HIGH LEVEL FORCE POWERS MOD V2.1 mod - for inspiration
    TamerBill and Content Pack: Feats and Powers - for inspiration
    Special Thanks to JCarter426
    ---------------------------
    8.Contact
    PM me on DeadlyStream or Nexus.
     
    Disclaimer
    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.

    485 downloads

       (0 reviews)

    3 comments

    Updated

  10. TSL Workbench Lightsaber Creation

    =TSL Workbench Lightsaber Creation=
    A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION

    AUTHOR: Leilukin
    FILE NAME: TSL Workbench Lightsaber Creation.7z
    LATEST VERSION: 1.1
    CONTACT: E-mail contact@leilukin.com, or message to Leilukin on Deadly Stream
     
    1. DESCRIPTION:
    This mod allows you to create lightsabers at a workbench, including double-bladed, one-handed or short lightsabers, with any color focusing crystals available in the game.
    You must complete the "Crafting a Lightsaber" quest to build your first lightsaber to get the option to create lightsabers at a workbench.
    This mod is made for players who want to obtain more lightsabers, especially for their Force user party members, without relying on the loot drop system of the game.
     
    2. INSTALLATION:
    Extract the TSL Workbench Lightsaber Creation.7z you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory.
    Run Install.exe, you will see the installer presents three installation option. You may choose ONLY ONE of these options:
    Default: Default installation option. JC's Crystal Attunement Compatible: Choose this option if you installed any of the Workbench Attunement options of JC's Crystal Attunement for K2 mod. Once you selected the option you want, point the installer to your KotOR 2 directory, where swkotor2.exe is located, and let the installer do its job.
    When you install this mod, a new folder named "backup" may be created by the installer in the same folder as the installer. Do not delete the folder or the file within the folder if you plan to uninstall this mod.
    The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod.
    ***IMPORTANT NOTE FOR STEAM USERS:***
    I DO NOT recommend using the Steam Workshop if you want to use this mod. Steam Workshop is frankly a mod compatibility nightmare, and I recommend reading this post on why Steam Workshop is NOT recommended for modding KotOR 2.
     
    3. UNINSTALLATION:
    If no backup folder was created when you installed this mod, go to the Override folder in your KotOR 2 directory, and delete the following files:
    llk_wblscreate.dlg llk_wblsdlg.ncs workbnch.dlg If a backup folder was created when you installed this mod, go to the backup folder, cut workbnch.dlg from the backup folder and paste the file in the Override folder in your KotOR 2 directory, then delete llk_wblscreate.dlg and llk_wblsdlg.ncs from the Override folder.
     
    4. KNOWN ISSUES:
    None currently known. If you find any bugs or problems, please let me know.
     
    5. MOD COMPATIBILITY:
    This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM). Make sure you install this mod after TSLRCM.
    This mod has an additional installation option to make it compatible with JC's Crystal Attunement for K2. Make sure you install this mod after JC's Crystal Attunement for K2, and follow the installation instructions above.
    This mod is not compatible with VarsityPuppet's Holowan Duplisaber or Kaidon Jorn's Schematic Lightsaber Mod (SLM). No compatibility patch will be made for those mods, as this mod is intended to be a light alternative to the huge lightsaber mods.
    This mod is compatible with any mod that does not modify the workbench dialogue.
     
    6. PERMISSION:
    You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission.
    I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop.
     
    7. CREDITS:
    Cortisol for Holocron Toolset
    tk102 for DLG Editor
    KobaltBlu for KotOR Scripting Tool
    Stoffe for TSLPatcher; Fair Strides for the updated version
     


    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    1,079 downloads

       (0 reviews)

    3 comments

    Updated

  11. Ravager Rapid Transit

    Ravager Rapid Transit

    Author: Emperor Devon
    Version: 1.00
    File Name: Ravager Rapid Transit.zip
    Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 


    1. DESCRIPTION
     
    This mod lets your PC immediately leave the Ravager after killing Nihilus and placing the last proton core.

    There is no longer any long walk back to your shuttle. The cutscene of the Ravager exploding simply loads once your PC says it's time to leave.

    If you kill Nihilus after placing the last proton core, you will leave the Ravager following the conversation between Visas and Mandalore (if you spare Visas) or Visas' final words (if you sacrifice her).

    If you place the last proton core after killing Nihilus, you will leave the Ravager after doing so.

    Why make this mod? Because running through the gigantic empty ship back to the docking area was tedious. Plus, TSL's endgame has you run through more than enough empty or combat-filled areas with minimal dialogue. The less of that, the better.


    2. COMPATIBILITY

    This mod is designed for use alongside the TSLRCM.

    If you don't have the TSLRCM, installing this mod won't break your game, but you will only instantly leave the Ravager if you place the last proton core after killing Nihilus. (Since the dialogue files which trigger that script come from the TSLRCM.)

    This mod is compatible with all other mods.


    3. INSTALLATION

    Copy the files to your override folder.


    4. UNINSTALLATION

    Delete the files from your override folder.

    5. USAGE AND PERMISSIONS
    You have my blessing to do whatever you want with these files. If you use them in another mod, or upload them to another website, please give me attribution for my work.

    6. CREDITS
        • Cortisol for developing the Holocron Toolset
        • Deadly Stream for providing a continued home to KotOR modding
        • tk102 for his dialogue editor
        • The TSLRCM team for restoring so much of the game's cut content
        • Wine's developers for letting me run Windows tools over Ubuntu
        • Wizard for continuing to maintain the Holocron Toolset
        • BioWare and Obsidian for making great games that people still play 20+ years later.
     
    7. LEGAL DISCLAIMER
    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.

    115 downloads

       (0 reviews)

    1 comment

    Updated

  12. Train The Disciple

    Train the Disciple
                                                                                                                                                                       By jc2
     
    Atton can be trained to use the force forms and lightsaber techniques that the PC learns on his/her journey, however, the Disciple cannot. At a loss for why this would not be, jc2 has undertaken an effort to rebalance this issue. Keeping in mind the sister mod, Train the Handmaiden, which set out in 2017, nearly 2 years prior to address the same issue for the Handmaiden, jc2 has come full circle. Therefore, it is the entire effort of this mod to allow the PC to train the Disciple in all 7 of the lightsaber forms, four force forms, and three force techniques.
    Lightsaber techniques: Ataru Form -Juyo Form - Shii Cho Form  - Soresu Form  - Makashi Form  - Niman Form  - Shien Form
    Force forms: Force Potency Form- Force Mastery Form -Force Focus Form - Force Affinity                                                                                                                                                                                                       Force techniques: Breath Control - Beast Trick -- Force Sight
    The PC must have learned these techniques in order to train the Disciple on them.
     
    Incompatibilities: None so far.
    Compatible with Party Swap & any mod that edits disciple.dlg, because Train the Disciple does not edit disciple.dlg in any way.
     
    Files used:  jc2_coms.uti, deadmerc_cont.utp (Dantooine corpses within Enclave next to Statue), jc2_disciple.dlg, spells.2da & globalcat.2da (correctly patched with tslpatcher).
     
    Installation: Run Tslpatcher 
    See Readme for further details and information, before installing. 
     
    Credits:                                                                                                                                                                                                                                                                                                                                                             Sith Holocron for VO splicing
    Deadlystream for hosting & Tyvokka for hosting deadlystream!
    ZYBL2 for quick explanation of lips files
    stoffe for the tslpatcher
    Jesus the Christ
     
    Feedback is always appreciated, regardless of its nature.
    I hope you enjoy!

    2,111 downloads

       (1 review)

    6 comments

    Submitted

  13. TSL Expanded Ending

    Knights of the Old Republic 2 infamously has a rather abrupt ending:  The player fights the final boss, there is some final dialog with said boss, and the game ends.  The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps.  This mod attempts to make the ending a bit more complete with the following changes:
    A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment.  (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk.  If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM.  The Visas/Handmaiden conversation is now available even if Malachor is  destroyed, as long as the player freed the party from the academy's prison.  Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/).  Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod!
    -------------------------------------------------------------------
    INSTALLATION
    Run "INSTALL.exe" and follow the prompts.  When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9.  It is normal to see a warning that modulesave.2da already exists and has been skipped.  If you are using The Sith Lords Restored Content Mod (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
    If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option.  The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you.  To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3".
    For best results, I recommend using a saved game from before arriving on Malachor.  However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work.
    -------------------------------------------------------------------
    TRANSPARENT COCKPIT WINDOWS
    Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/).  To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options:
    "OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior.  Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior.  Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options.
    -------------------------------------------------------------------
    COMPATIBILITY
    This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/).  It has not been tested without TSLRCM installed.  It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/).  For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module.
    This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/).  It is also incompatible with any other mods which edit the Trayus Core area layout.
    This mod has not been tested with the Steam version of the game, and it is possible that it might interfere with Steam achievements related to the ending of the game.  Use at your own risk.
    -------------------------------------------------------------------
    CREDITS
    KotorBlender by seedhartha
    MDLedit by bead-v
    tpcview and tga2tpc by ndix UR
    NWNSSCOMP by Torlack and tk102
    K-GFF by tk102
    DLGEditor by tk102
    TSL Patcher by stoffe and Fair Strides
    ERFEdit by stoffe and Fair Strides
    Kotor Tool by Fred Tetra
    Holocron Toolset by Cortisol and th3w1zard1
    SithCodec by JCarter426
    2DA Editor by VarsityPuppet
    AniCam by JdNoa
    Lipsynch Editor by JdNoa
    TSL Loadscreen Template by JCarter426
    Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source.
    Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes.  The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them.
    Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him.
    The modified Ebon Hawk room models incorporate fixes developed by PapaZinos.  Thank you to him for allowing me to use his fixes in my work.
    This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware.
    -------------------------------------------------------------------
    VERSION HISTORY
    1.0 - Initial Release
    -------------------------------------------------------------------
    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.
    This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.  Assets from this mod shall not be redistributed in other modifications without the author's permission.

    442 downloads

       (0 reviews)

    8 comments

    Updated

  14. Unique Exile robes

    This is a trio of specially named robes that only the player can wear, that use the player's name. The first set can be found on the Harbinger, alongside the armband, while the second and third can be crafted at level 15 and level 20 respectively. Neither have a skill requirement, so long as you have components and are the right level, you can craft them. As you can see, they're based on Jedi, Jedi Knight, and Jedi Master robes, but have a grey colour palette instead. They provide a slightly greater defence bonus than you'd get from typical robes, and also come with minor health and later Force regen as a little bonus. I wanted something useful but not overpowered.

    To install, extract the folder contained in the .zip, and run the TSLPatcher.

    231 downloads

       (1 review)

    2 comments

    Updated

  15. Effixian's PMHC04 Player Character from K1 - Bearded

    --------------------------------------------
    Knights of the Old Republic - The Sith Lords
    --------------------------------------------
    TITLE: Effixian's PMHC04 Player Character from K1 - Bearded
    AUTHORS: Effix(ian)
    CONTACT: PM me on the forums or find me on Steam
    ------------
    INSTALLATION
    ------------
    Unzip somewhere and run the file "TSLPatcher - Install Effixian's PMHC04 from K1 - Bearded".
    -----------
    DESCRIPTION
    -----------
    This mod adds the PMHHC04 player character from K1, also known as "Mullet man". It also changes the textures to include a beard.
    ----
    BUGS
    ----
    None known.
    ------------
    UNINSTALLING
    ------------
    1. Remove the following files from your override folder:
    (not harmful if you leave these, step 2 will make the game ignore them)
    pmhc04BK1.mdl
    pmhc04BK1.mdx
    PMHC04BK1.tga
    PMHC04BK1.txi
    PMHC04BK1d1.tga
    PMHC04BK1d2.tga
    PO_pmhc4BK1.tga
    PO_PMHC4BK1d1.tga
    PO_PMHC4BK1d2.tga
    2. If you haven't installed any mods after this mod you can get the following files from the mod's backup folder and put them back in your override folder:
    appearance.2da
    heads.2da
    portraits.2da
    Doing this when you did add another head mod would result in the later head(s) no longer being available in the game.
    ------------------
    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
    ------
    Stoffe and Fred Tetra for the needed tools and tutorials
    ---------
    Donations
    ---------
    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.

    55 downloads

       (0 reviews)

    1 comment

    Submitted

  16. TSL Widescreen Logos

    A mod for people who like the clean look of the original TSL logo, but also want reasonable clear graphics suited for a widescreen setup.
    This started as a few modifications to the TSL logo for my own use, trying to see what worked best. I started with the high-resolution version of the TSL logo used by DarthParametric for the KOTOR 2 Community Patch (K2CP). I then resized it a few times, recentered and reoriented it a few times, and took screenshots as I went to compare.
    This is *not* a widescreen mod. This is a logo replacer intended for people who are already using a widescreen mod like UniWS. 
    (Check out the subreddit mod build and follow the directions!)
    I am personally using a 1920x1080 widescreen setup with the Steam patch of the game. I cannot guarantee your results will look like mine.

     
    Install Instructions:
    - Download and unzip the mod.
    - Look through the 'screenshots' folder to compare the different options and pick one for yourself.
    - Find your chosen folder, copy the image (KOTOR2logo.tga) file within that folder, and paste it to your Override folder in KOTOR 2.
    If none of the options work for you, I've also included the raw source files so you can easily make your own.
    -------------
    How to Make Your Own:
    - Download and unzip the mod
    - Look through the 'source files' folder and open the raw logo.png file in your preferred photo editor (I use paint.net)
    - Resize the base image as desired.
    - Select the whole image, deselect all 100% transparent pixels, copy
    - Open whatever KOTOR2logo.tga file you wish to use as a reference; create a new layer on that image.
    - Paste the raw logo image onto the new layer, then move it around to the desired location.
    - Delete the original layer and 'Save As' a new logo file (ideally in a new folder)
    - Copy that new KOTOR2logo.tga file to 'Override' and start the game to see how it looks.
    -------------
    Credits:
    My thanks to DarthParametric for making the original K2CP logo image available to me via Discord.

    427 downloads

       (1 review)

    1 comment

    Submitted

  17. Fog Fix & More - C3-FD Patcher

    While you sleep in the medical room, C3-FD is patching your game.

    Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Only works on an unmodified swkotor2.exe. WIndows systems only.

    Included EXE Patches:
    - Fog Fix
    - Reflections Fix
    - 4GB Patch
    - Subtle Color Shift
    - Music Volume During Dialogue Fix
    - (Experimental) Borderless Window Mode

    How to use: 
    Place C3-FD_patcher.exe into your kotor2 game directory and run. It will patch your game exe with the fixes listed above.
    It will check if you have an unmodified steam or gog version of the latest (Aspyr) patch, otherwise it wont run.
    It will also make a backup of your original swkotor2.exe.
    How this was made:
    - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color.
    - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix.
    Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters.
    - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked.

    Bugs:
    - This does not work with M478
    Special Thanks:
    HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist.
     JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself.

    Source: https://github.com/J0-o/kotormods/tree/main/C3-FD_patcher

    174 downloads

       (2 reviews)

    22 comments

    Updated

  18. Kreia's Fall cutscene (in-game)

    ========================================================
    A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
    Kreia's Fall cutscene (in-game)
    ========================================================
    Author: danil-ch
    Contact: danil-ch can be reached via pm at deadlystream.
    Filename: Kreia_Fall_In-game_1.2
     
    1. Description:
    ----------
    This is a Kreia's Fall scene turned from BIK movie into in-game cutscene.
     
     
    2. Install:
    ----------
    This is a mod for TSLRCM 1.8.6, it will not work otherwise. So have that installed.
    To install, extract the mod folder to anywhere you like, as long as it is not the SWKotOR2 folder. Simply run 'install.exe’.
     
    3. Uninstall:
    ----------
    There has been a backup made of the modified files, within a folder titled 'backup' in the mod folder. Simply copy 003EBO.mod into your Modules folder and appearance.2da into your Override folder, and delete baseitems.2da (Override), 910mal.mod (Modules), mus_a_kremov.mp3 (StreamMusic) and you will have reverted to TSLRCM 1.8.6.
     
    4. Bugs:
    ----------
    This has been tested several times to make sure nothing weird happens. If you find anything, let me know.
     
    5. Compatibility:
    ----------
    For this particular scene I’ve created several "new" models:
    1) Lightsaber (no sound)
    baseitems.2da - Added Row_104_Lightsaber_No_Sound
    910.mod - g_w_lghtsbr_cut.uti
    2) Characters (no sound)
    appearance.2da - Added Row_692_Kreia_Evil_Fall_Cutscene_Only
    910.mod - p_kreia_evil001.utc
    appearance.2da - Added Row_ 693_Darth_Sion_Fall_Cutscene_Only
    910.mod - n_darthsion.utc
     
    6. Thanks:
    ----------
    *DarthParametric for his help.
    *TSLRCM team, your work has been outstanding.
    *Moustache Verte for French translation.
     
    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.

    27,429 downloads

       (8 reviews)

    18 comments

    Updated

  19. Darth Darkus' Armored Robes

    Darth Darkus' Armored Robes v 1.3.1
    -Master Jorn Edition-
    ============================================
     
    These robes reskins were done by Darth Darkus around 2010 if I remember correctly.
    He granted me permission to use them in HotOR 1.6, which I did because they look great.
    In 2012, I released v 1.2 on DeadlyStream as close to how I thought he intended them to be originally but also added the icons, uti's and installation with TSL Patcher.
    Now, I am releasing my own version of the mod 5 years later, with my own spins on them.
    These new robes will now replace the default robes and have been made upgradeable.
    Two of his robe reskins have been omitted (red and blue guard robes), and
    my personal reskins of the brown jedi armored robes now use three of the default jedi robe texture slots.
    These robes have been redone to add shine to the obvious metal parts, which also meant that the shredded outer robe on the Inquisitor's and Marauder's had to be "spliced" with full and intact versions.
    In order to make up for the missing shredded robes I went and put some nice textures on them.
     
    Double click the .exe file to install.
     
    Version 1.3.1 adds the missing texture on the Consular's Battle Robe (my bad), adjusts stats on all robes and touches up Inquisitor's Battle Robe, and lowered the vendor prices on a few robes.
     

    Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent.
     
    Original Read Me file as follows..
     
    ***********************************
    ~~~~~~~~STAR WARS:~~~~~~~~~
    KNIGHTS OF THE OLD REPUBLIC:
    THE SITH LORDS MODIFICATION
    ***********************************
    PRIMARY DEVELOPMENT BY DARTH DARKUS, (SECONDARY DEVELOPMENT BY KAIDON JORN)
    ***********************************
    ARMORED ROBES
    ***********************************
     
    ~~~~~~~~~~~~~
    ~DESCRIPTION~
    ~~~~~~~~~~~~~
    I KNOW SOME OF THESE ROBES ARE FAR FROM PERFECT BUT YOU CAN FEEL FREE TO CHANGE THEM AS YOU LIKE
     
    THIS PACKAGE WILL ADD 9 ARMORED ROBES TO KOTOR: TSL...
     
    ~~~~~~~~~~~
    ~NEW ITEMS~
    ~~~~~~~~~~~
    3 ARMORED JEDI ROBES
    3 ARMORED GUARDIAN ROBES
    3 ARMORED SITH ROBES
     
    ~~~~~~
    ~BUGS~
    ~~~~~~
    NONE KNOWN! IF ANY PROBLEMS SHOULD APPEAR YOU CAN PM ME AT LUCASFORUMS
    ~~~~~~~~~
    ~CREDITS~
    ~~~~~~~~~
    DARTH DARKUS- PRIMARY DEVELOPMENT
    ~~~~~~~~
    ~THANKS~
    ~~~~~~~~
    ALL THE PEOPLE WHO MAKE TOOLS, YOU ARE AWSOME. WITHOUT THEM NOTHING WOULD BE POSSIBLE.
    - KOTOR TOOL ..........................Fred Tetra
    - SVÖSH - FOR HIS GREAT COLLAR FIX
    - THE MODDERS ON HOLOWAN, WHO ALWAYS HAVE A HELPING HAND FOR STARTERS.
    ~
    OTHER USAGE
    ~~~~~~~~~~~
    YOU MAY USE AND/OR MODIFY THIS PACKAGE FOR OTHER MODS, BUT DON'T FORGET TO GIVE ME CREDIT. YOU MAY UPLOAD THIS SKIN PACKAGE
    ELSEWHERE WITHOUT MY PERMISSION.
    ~
    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.

    7,363 downloads

       (7 reviews)

    22 comments

    Updated

  20. Mines Overhaul [TSL]

    Makes a number of tweaks, fixes, and improvements to mines. Adds 2 new mine types. Have enemy NPCs use mines in combat.
    SUMMARY:
    This is a general overhaul of mines with the goal to improve their usefulness and importance, fix various issues and bugs, and make using and encountering them overall more interesting.
    Summary of changes made by this mod:
        •    Mines are more deadly. All mines have had their base damage increased by 50%
        •    More “realistic” blast radius. Range of effect has been increased overall but damage now falls off with distance from the mine
        •    Increases the difficulty of detecting mines with Awareness. This makes Awareness more important and mines more of a threat
        •    Mines are now completely invisible until detected. If your character can’t see them, neither should you
        •    Though you still can’t set them off, you can now be damaged by your own mines if within range of a blast, with a reduced DC
        •    Despite their description, in vanilla all tiers of Flash Mines are identical in all but name and cost. This mod fixes this and restores the intended DC difference
        •    Fixes several description errors and inconsistencies
        •    Fixes a bug which would cause incorrect damage to be applied when there are multiple targets of a mine
        •    Integrates the mod No Mines on Malachor by Thor110, which removes the mine models from the gas vents on Malachor
        •    Includes an option to give enemy NPCs the ability to set mines in combat
        •    Includes an option to populate the Dxun jungle with mines, leftover from the Mandalorian Wars
        •    Adds 2 new craftable mines: Shock Mines and CryoBan Mines
    DETAILS:
    Damage & Radius
    All mines have had their base damage increased by 50%. Their credit value has also been increased by 25%.
    The blast radius has been modified in a few ways. First, the range of effect has been increased for all mines, making it more likely to catch multiple enemies. Second, the damage inflicted by mines will decrease the further you are from the blast, instead of being a flat value at all distances within range. For Flash mines and for the DEX effect from Sonic mines, the DC will fall off in a similar way. The radius also increases slightly with mine tier, as one would expect for stronger explosives.
    While mines can deal more damage to enemies, you can now also be damaged your own mines as long as an enemy sets it off nearby. However the difficulty class is reduced so it is easier to resist the effects. This will make it a little more challenging to use them for cheesing melee fights, and you’ll want to be strategic to make sure you’re out of the way before they go off.
    Detection
    In vanilla, detecting mines is very easy, making them a trivial threat. I personally can’t remember the last time I ran into an undetected mine. On normal difficulty, you don’t actually need any points in Awareness to detect Minor, Average, and Strong mines, giving Awareness very little use. This mod increases the difficulty class for detecting mines by 10, meaning that now only Minor mines can be detected without Awareness, while Average mines require a minimum of 5 points, Strong mines require 10 points, and so on. This is modified by +5 on Hard and -5 on Easy.
    To compliment the increased detection difficulty, mines will now be completely invisible until your character detects them. This means you will not see the model of the mine on the floor at all before making a successful Awareness check. It doesn’t make sense for you to see them when your character doesn’t, since you could just walk around to avoid them. If you haven’t memorized the location of every mine in the game, you’ll want to invest some points into Awareness to avoid surprises. 
    This mod also includes an option to add mines throughout the Dxun jungle. I think it makes sense for a former battleground of the Mandalorian Wars to have unexploded mines left over, yet there are no mines in the vanilla Dxun jungle outside of the Mandalorian caches. Currently the mines are added via script.
    Fixes & Inconsistencies
    In vanilla, all tiers of Flash Mines have the exact same effects, despite being named differently and costing different amounts. According to their descriptions they’re supposed to have different difficulty classes that make them harder to resist, when in reality they all have the lowest DC of the Minor Flash mine. This mod restores the intended DC differences. The base DC of Flash Mines has been increased by 5 across the board to balance the radial drop off in DC.
    Vanilla descriptions contained a number of errors and inconsistencies. All descriptions have been updated to reflect the mines’ actual effects.
    Fixes a bug in vanilla where a successful save by one target would also halve the damage of all following targets, compounding if another save was made.
    The Reflex save against the DEX decrease effect of Sonic mines has been changed to a Will save, to be consistent with the Sonic grenade.
    Integrates No Mines on Malachor, Only Gas by Thor110, which removes the mine models from the natural gas vents on Malachor.
    New Mine Types
    New mines have been added to the game which are craftable at the Lab Station and can be found in some locations.
    CryoBan Mine: 
    Based on the CryoBan grenade, deals cold damage and can freeze enemies. Some can be found on Peragus.
    Shock Mine: 
    Deals electrical damage calculated as a base damage + Nd6 roll. It doesn’t fall off with distance and can’t be saved against like other mines. Some can be found on Goto’s Yacht.
    NPCs Use Mines
    This mod includes an option to give enemy NPCs the ability to set mines in combat. This includes some Sith Troopers (Grenadiers, Elites, and Commandos), Peragus Mining Droids which can place Sonic Mines, and Fire Suppression Droids which can place CryoBan Mines. They will place mines when appropriate, taking into account their surroundings and location of enemies.
    INSTALLATION:
    Note: while it’s likely OK to install mid-game, a new game is recommended for the best experience.
    To install, run HoloPatcher.exe and select the Main Installation option.
    (Optional) After installing the main mod, install any of the optional add-ons: “NPCs Use Mines” gives enemy NPCs the ability to use mines, “Mines on Dxun” places mines in the Dxun jungle.
    Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation.
    UNINSTALLATION:
    This mod contains multiple installation parts with separate backup folders. Uninstall in reverse order.
    1. Remove the following files from override:
    2. Remove 351NAR.mod, 901MAL.mod, 902MAL.mod from the Modules folder. If uninstalling NPCs Use Mines, remove 102PER.mod, 103PER.mod, 105PER.mod, 410DXN.mod, 411DXN.mod, 851NIH.mod, 852NIH.mod from the Modules folder. If uninstalling Mines on Dxun, remove 402DXN.mod.
    3. Move any .mod files from backup/Modules to the Modules folder.
    4. Move dialog.tlk from the backup folder to the main game folder (outside override).
    5. Move any files from backup/Override to the override folder.
    Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
    COMPATIBILITY:
    Not compatible with mods that edit k_trap_generic.ncs. Otherwise, should be compatible with most mods.
    PERMISSIONS:
    For the most part, you are free to incorporate this mod’s edits into your own mod as long as credit is provided. This does not include files from No Mines on Malachor which have been included in this mod by Thor110’s permission. Redistribution of the files, assets, or edits of the included mod are subject to the terms of the original author.
    CREDITS:
    offthegridmorty
    Thor110 - No Mines on Malachor, Only Gas
    Thank you to the folks on Discord for scripting help.
    KOTOR Tool - Fred Tetra
    TSLPatcher, TLKed - stoffe, Fair Strides
    HoloPatcher - Cortisol, th3w1zard1
    K-GFF - tk102
    Holocron Toolset - Cortisol
    Screenshots use Fire and Ice HD by Cinder Skye and Hi-Res Beam Effects by InSidious

    21 downloads

       (0 reviews)

    4 comments

    Updated

  21. KOTORModSync

    Please see http://github.com/th3w1zard1/KOTORModSync for the main repo.
    Please report any bugs or problems you encounter. While I test this heavily, it's difficult to find any and all problems when incorporating 200+ mod's instructions across dozens of operating systems and platform combinations. If you happen to notice something odd or out of place, please report them.
     
    KOTORModSync is a multi-mod installer for KOTOR games that makes it easier to install and manage mods.
    I usually install the Reddit mod build every year or so. The process takes about an hour and it's repetitive moving files, running tslpatcher, deleting specific files, and occasionally renaming some files. The last time I installed the modbuild I made a mistake on a single different step, 3 times in a row. Most mistakes require a full restart from the beginning. This is tedious, so I decided to create an installer creator in C# to simplify the process.

    Goals
    Mod creators work really hard on their mods. It's the least we can do to install them and use them, right? However, who wants to reinstall to vanilla and spend several hours reinstalling mods, just to add 1 or 2 extra mods on top of it? Other mod managers I've tried were either too difficult to configure, require significant changes to a hard-to-understand configuration file, or only provided limited functionality for defining new mods. KOTOR mods definitely can have complex dependency relationships with each other in regard to compatibility, due to the nature and age of TSLPatcher.
    Usage
    If you are an end user just wanting to install some mods, simply load up the instruction files provided, choose the mods you want from the left list and any options, and press 'Start main install' Watch Xuul's tutorial video here: Effortless Modding with Kotor Mod Sync: The Ultimate Guide for Star Wars KOTOR Mods (youtube.com)
    If you are a mod developer, this program contains a full-blown instruction editor that'll allow you to quickly create instructions for your mod and define its compatibility with other mods. See Dependencies/Restrictions and InstallBefore/InstallAfter explanation - Pastebin.com for more information. See the video tutorial here: Creating involved instructions for KOTORModSync - YouTube

    Features
    Can install the https://kotor.neocities.org/ mod builds in about 20 minutes from a vanilla install. Supports TSLPatching on mac/linux without wine! Select the individual mods you want for an install - the dependencies and incompatibilities will automatically be chosen and sorted. This means end users don't have to worry about specific instructions regarding other mods in the list. All the compatibility steps are handled internally by KOTORModSync and the default instructions files provided here. An end user simply can select the mods they want to install in the left list, and any customizations if they like, and simply press 'Install All' to have everything installed automatically. This program has a built-in GUI editor and an installer packed into one. Modbuild creators can create instructions with little to no knowledge of the format and easily share them with end users. End users can install everything from the instruction file with a simple click of a button. Edit any instructions and verify the configuration with built-in tools. Some support to dry run an install. A flexible configuration editor and parser utilizing TOML syntax. This is very user-friendly and similar to INI which TSLPatcher already uses and most modders are used to. Create instructions files with complex dependency structures for multiple mods, and have end users install everything exactly according to the instructions created. No more manually copying/deleting files: KOTORModSync handles all of that for your end user. Platforms
    KOTORModSync is a cross-platform 32-bit and 64-bit .NET application. It is compatible with the following operating systems:
    Windows 7 and 8: Compatible if running .NET Framework 4.6.2 or higher. Windows 10 and 11: Fully compatible with any Windows release. Linux and Mac: Fully compatible - choose one of the two that match your operating system. Users do not need to download any additional runtimes: everything is self-contained within the application.
    Linux
    You may need additional X11 libraries. In order to get this working on WSL, for example, I had to install the following packages:
    sudo apt install libsm6 libice6 libx11-dev libfontconfig1 libx11-6 libx11-xcb1 libxau6 libxcb1 libxdmcp6 libxcb-xkb1 libxcb-render0 libxcb-shm0 libxcb-xfixes0 libxcb-util1 libxcb-xinerama0 libxcb-randr0 libxcb-image0 libxcb-keysyms1 libxcb-sync1 libxcb-xtest0 Then you can simply run in a terminal like this:
    ./KOTORModSync If you run into problems with the Linux or Mac builds, please contact me and I'll try to get a fix ready for the next release.

    Credit
    Snigaroo
    This man saved me a countless amount of hours. I'd still be struggling through game glitches and mod-specific instructions I didn't understand. Actually, I'd probably still be on Dantooine trying to determine why I'm getting visual glitches and crashes which he solved with the one-word message 'grass'.
    Cortisol
    Created HoloPatcher and the PyKotor library that KOTORModSync uses to patch mods. These projects are the main reason KOTORModSync can be supported on Mac/Linux. While the PyKotor/HoloPatcher projects have had some issues, this guy was more or less available for comment if I had questions on how I could fix any remaining problems myself.
    JCarter426
    There were so many KOTOR-specific things to learn, without his help I'd still be trying to deserialize encapsulated resource files. His time and patience were incredibly useful to the project and this project would be impossible without him.
    Testers:
    Lewok from r/KOTOR
    Thank you for helping test that obnoxious UAC elevation problem legacy Windows apps like TSLPatcher have.
    Other notable users
    Fair-Strides
    Provided the perl source code of TSLPatcher on GitHub, and generally maintained the TSLPatcher project in Stoffe's absence.
    Stoffe
    Creator of TSLPatcher
    Thank you to the entire KOTOR modding community for what you do.
     
     
    KOTORModSync - Official Documentation.txt
     
     
     
     

    8,795 downloads

       (5 reviews)

    21 comments

    Updated

  22. Red floating lightsabers

    This mod changes Kreia's floating lightsabers from violet to red and makes them immune to fear, paralysis, and stun. Since they're, you know, lightsabers instead of people, I figure they shouldn't be susceptible to those effects.

    To install, drag the .utc files from the attached .zip and place them into your override. Remove to uninstall. Ezpz.
    Thanks to Fred Tetra for creating the Kotor Tool, which was used to add the immunity feats.

    805 downloads

       (0 reviews)

    1 comment

    Updated

  23. Default Hilt Replacement Mod 2024

    Default Hilt Replacement Mod 2024
    ----------------------
    Kaidon Jorn - November 2024
    This mod will replace all of the default game's lightsaber hilt models and adds new 3D blade models and textures - courtesy of Crazy34 and his crazy awesome modder's resource.
    I have, of course, tweaked his blade textures again to my own preferences and increased the ambient lighting glows by 0.2 on all single and double bladed lightsabers (short stayed the same). 
    In this version I've removed most of my old hilt models and replaced them with ones that may have never been released before, but if I didn't replace the entire model then I remapped and reskinned that previously existing model. All saber icons have been remade to be consistent with my SLM2024 icon backgrounds (I know I said I wouldn't, but to heck with that).
     
    Much thanks to Crazy34 for use of his new 3D blade models and textures and thank you to Deadly Stream for hosting all my mods.
    To install run the .exe and choose the location of the game (not the override itself).
    To uninstall take them all back out.

    493 downloads

       (1 review)

    5 comments

    Submitted

  24. Iziz Workbench

    Iziz Workbench by Darth InSidious
    This mod adds a workbench to Iziz on Onderon, which previously didn't have one.
    There are two options for installing the mod:
    Option 1 adds the workbench to the landing bay you arrive in;
    Option 2 addsthe workbench to Dhagon's office.

    Installation
    Run 'Install Iziz Workbench.exe', select an option, hit select, and run the installer.
    Uninstallation
    Take either di_spnwb_501.ncs or di_spnwb_512.ncs out of your Override folder,
    and then copy the backup of either 501OND.mod or 512OND.mod in the 'backup' folder
    that the installer generated when it installed the mod, and copy it into your modules folder.
     

    231 downloads

       (1 review)

    1 comment

    Submitted

  25. Unique Jedi Master Robes

    Gives each of the Jedi Masters a unique set of robes.
    TSLRCM required.
    SUMMARY:
    This mod equips each of the Jedi Masters with a new and unique set of robes, giving them each a more distinct look. In vanilla it looks like they all went shopping together without telling Atris. For example, now Vrook gets a set of red robes inspired by his K1 robes. See screenshots.
    The robes can all be obtained and worn by the player, each providing a unique set of stat bonuses. They’re strong without being overpowered compared to other high level robes. They have the same defense as Jedi Master Robes and don’t provide large attribute bonuses, but do give various bonuses to FP regen, saving throws, and more, including different advantages against DS opponents. See details below.
    Naturally the Masters also get these bonuses in battle. Since their defense and attributes aren’t substantially changed, it shouldn’t have a big effect on balance. They’ll each just gain a slight edge compared to vanilla.
    NEW ROBES:
    Click below to see the robe stats.
    All the robes are restricted to Light Side. If you’re playing Dark Side, you can still sell them for a nice sum or give them to a LS party member.
    INSTALLATION:
    Make sure TSLRCM is installed first.
    Run HoloPatcher.exe and select the main install option.
    After installing, if you have Lonna Vash Mod for TSLRCM installed, run the compatibility patch.
    Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe.
    UNINSTALLATION:
    Remove the following files from override:
    a_compdlg.ncs, vash.utc, vash_container.utp, a_robe_kavar.uti, a_robe_vrook.uti, a_robe_vash.uti, a_robe_zez.uti, pfbn61.tga through pfbn64.tga, and ia_mastrrobe_061.tga through ia_mastrrobe_064.tga
    Move 501ond.mod, 503ond.mod, 506ond.mod, 511ond.mod, 512ond.mod, 601dan.mod, 602dan.mod, 604dan.mod, 650dan.mod, and 950cor.mod from inside backup/Modules to the Modules folder.
    Move any files inside backup/Override to the Override folder.
    To uninstall the patch for Lonna Vash Mod, remove a_vash_ondeath.ncs, vash.utc, and vash_container.utp from the override folder. Move 711kor.mod from the backup folder to the Modules folder.
    Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
    COMPATIBILITY:
    Requires TSLRCM to be installed first. Should be compatible with most other mods. When in doubt, install this mod last.
    Not compatible with mods that change the vanilla robe model (e.g. Movie-Style Jedi Robes).
    Likely incompatible with M4-78EP. I haven’t tested them together so I don’t know how severe the conflicts are. At the very least, Vash on M4-78 will not be wearing the robes.
    Compatible with Lonna Vash Mod for TSLRCM by Leilukin ONLY if the included patch is used. Make sure both this mod and Lonna Vash Mod for TSLRCM are installed first before installing the patch.
    Should be compatible with Thematic Jedi Masters.
    PERMISSIONS:
    Please do not reupload this mod’s files without my expressed permission. Redistribution of source files for the compatibility patch is subject to the terms of the original mod.
    CREDITS:
    offthegridmorty
    Sikon, Leilukin - source files for Lonna Vash Mod patch
    KOTOR Tool - Fred Tetra
    Holopatcher - Cortisol, th3w1zard1
    TSLPatcher - stoffe, Fair Strides
    K-GFF - tk102
    Holocron Toolset - Cortisol
    Screenshots use New Lightsaber Blade Model by Crazy34

    62 downloads

       (1 review)

    2 comments

    Updated