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  1. 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

    312,997 downloads

       (76 reviews)

    119 comments

    Updated

  2. 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.

    63,573 downloads

       (18 reviews)

    59 comments

    Updated

  3. Edge Of Darkness

    Bioware: For such an amazing game! Obsidian: For such an amazing sequel!
    Feat. ThePal - Song For The Masses (Creative Commons Attribution)
    HobbitVFX – Ebon Hawk In-Hyperspace Render (Creative Commons Attribution)
    https://www.youtube.com/@HobbitVFX
    Fractal Flame algorithm used created by Scott "Spot" Draves
    Sound Effects by BlueZone Corporation
    Opening Crawl made with MakerMoon
    Fotor.com AI Reimaging and Editing
    tk102: Scripting Knowledge
    Stoffe: Scripting Knowledge
    Darth333: Whereami Armband & Scripting Knowledge
    90SK - Manager/Fixer
    N-DReW25 – Setting/Manager
    HARIII – Level Prototypes/Manager
    Thor110 – Red GUI, Expanded Galaxy Project & Developer Adviser Guru
    bead-v – Developer Adviser Guru & K-GFF Research
    Fair Strides – Developer & Developer Programs, NPC Auto-Level, ModHex, K-GFF Research
    Sithspecter – Sleheyron Model Developer
    DarthParametric – Jal Shey Capeless Model, TOR Sith Pureblood Head Port, Workbench Camera Tweak
    VarsityPuppet – Armored Robes Model & Developer Adviser
    Bullobrien – Talon/Yimille Original Skin
    svösh – Mech Malak Original Texture
    Malkior – Foliage Texture Guru
    tjsase – M4-78 Movies Uncompressed 1.0.0
    newbiemodder – GONK Droid
    Darth_Sapiens – G0-T0 Overhaul
    RGB – Cloth Texture Guru
    NiuHaka – Dread Cyborg Skin
    RedHawke – Sith Hood Model
    Koolizz – A Closer View Camerastyles.2da
    Quanon – Yavin IV Models and Level Modeler
    Sith Holocron – Edge Of Darkness Logo, Upscaling
    InSidious – K1 Lost Modules Pack
    Stoney – Ebon Hawk Placeable
    deathdisco – Meditate Script
    Imptactular – Yoda Model Animation Fix
    Marius Fett - Lightsaber TOR Hilts and Editing
    Logan23 – Content Editor and Developer, Plot Editor
    Based on Star Wars by George Lucas 
    IN MEMORY OF LucasArts
    This mod replaces Knights Of The Old Republic II: The Sith Lords
    It will totally reshape TSL into Knights Of The Old Republic Edge Of Darkness
     
    All archives are required, unpack to SWKOTOR2 directory
     
    7z Software is Required for Edge to be unpacked.
     
    Future content including additional side-quests, planets expanded, and party members.
    You are welcome to inquire about addons, ideas, and mods for Edge Of Darkness.
    Locations include: Thyferra, Raxus Prime, Dromund Kaas, Tatooine, Zeltros, and 6 other planets.
     
    It was inspired by older text-based games
    It is meant to be a throwback to 2004 gaming.
    It was created over the course of 8 years by 90SK & Holowan Labs
    Special Thanks: DeadlyStream.com & LucasForums.com
    OPEN ENDING / CLIFFHANGER
    Please start a new game to use the mod
     
    IMPORTANT DISCLAIMERS:
    This mod cannot be uninstalled.
    I recommend you clone your TSL directory to install it, so you can swap back and forth.
    V-Sync Setting is Required to be "On" In Edge Of Darkness
    You must disable “Frame Buffer Effects” in your TSL Graphics Settings Menu In-Game.
     
    You must start a new game, and a fresh installation of KOTOR 2 is “required” to install, unless you're updating your version.
    Permissions:
    Please do NOT claim credit for this mod and do not use assets from this mod!
    NOTES:
    Please reinstall your TSL if you want to Uninstall Edge Of Darkness.
    Known Compatible Mods (Use the following mods for Edge Of Darkness):
    TSL Vibro-Weapons HQ High Quality Blasters for TSL by Sithspecter  
    CHEATS in EDGE OF DARKNESS:
    warp 091ebo – Go back to the Ebon Hawk
    giveitem killsaber – One Hit Kill Lightsaber
    giveitem d3_location – WhereAmI Armband
    giveitem cdx_co - Bypass Coruscant
     
     
     
     
    Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material.
    Legal:
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
     

    2,703 downloads

       (1 review)

    31 comments

    Updated

  4. Powers of the Triumvirate

    3 new Force powers inspired by the powers of the Sith Triumvirate.
    SUMMARY
    This mod adds 3 new high level Force powers to KOTOR 2 which represent the defining abilities of the Sith Triumvirate.
    Hunger - Passively drain the Force and vitality of everyone around you over time.
    Pain - Restore up to 120% of your maximum vitality and get a bonus to Will, both of which increase the lower your current vitality is.
    Betrayal - Turn groups of enemies against each other. When confusion expires, targets become horrified, or worse.
    These are intended to be strong late game powers but hopefully not too OP, with stringent class, level, and Force power prerequisites and high FP costs to limit spamming. The effects become stronger the closer you get to the Dark Side. The powers also include their own unique VFX made by reskinning some vanilla VFX.
    The mod includes an optional add-on to give Nihilus the Hunger power. It will be constantly active, healing Nihilus and dealing AOE damage. There is only one way to remove it. If you’ve found the difficulty of that fight lacking in the past, you might try this option.
    See below for detailed descriptions of the power effects and prerequisites.
    DETAILS
    The powers become available at character level 24 and are each restricted to one of the 3 Sith prestige classes. They first require mastery of two separate Force power trees before learning and each carry a substantial Force point cost. While the base FP costs appear very large, keep in mind the alignment adjusted cost is decreased by up to 50% at DS mastery, which you’re likely to be pretty close to if you’re using these powers in the first place. Plus at level 24 you’ll have more than enough FPs to spend.
    Hunger
    Pain
    Betrayal
    INSTALLATION
    To install, run TSLPatcher.exe and select the “Main Install” option.
    (Optional) After installing the main mod, you can install the “Nihilus Has Hunger” add-on, which gives Nihilus the Hunger power. Select the TSLRCM version only if you have TSLRCM installed, otherwise, select the non-TSLRCM option.
    Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
    UNINSTALLATION
    1. Remove the following files from override:
    2. (Nihilus Has Hunger only) Remove 852NIH.mod from the Modules folder. If 852NIH.mod was created inside the backup folder, move it to override.
    3. Move dialog.tlk from the backup folder to the main game folder (outside override).
    4. If any other files were created inside the backup folder, move them to override.
    COMPATIBILITY
    Compatible with TSLRCM. Includes a TSLRCM-compatible option for the Nihilus Has Hunger add-on.
    This mod edits the s_female02 supermodel and will conflict with other mods that do so. Thanks to his permission, this mod includes the relevant edits from JC’s Supermodel Fixes, therefore it is compatible as long as my mod is installed last.
    This mod uses the unused animations.2da line c3f2 and will conflict with other mods that do so, though I am not aware of any.
    Nihilus Has Hunger add-on makes hard edits to 852nih.dlg and will conflict with other mods that do so (excluding TSLRCM).
    Should be compatible with most other mods. 
    PERMISSIONS
    Do not reupload this mod or any contained files without my permission. This mod includes edits from JC’s Supermodel Fixes with permission.
    CREDITS
    offthegridmorty
    Thanks to JC for help with scripting and animations, and for permission to include his supermodel fixes.
    KOTOR Tool - Fred Tetra
    TSLPatcher, TLKed - stoffe, Fair Strides

    29 downloads

       (0 reviews)

    3 comments

    Updated

  5. Optimized and Upscaled Textures - TSL

    Version 4 released - should be final
    Compressed and optimized, 2x Upscaled Vanilla Textures

    This is not a 4k/8k super high-res remaster of the textures. Priorities were optimizing vanilla textures first, while also doubling the resolution. This should act as a base texture upgrade. Then I suggest you still use other texture mods and bug fixes on top of this.
    Every texture has been doubled in resolution. GUI and icons are also included. 
    All textures are packed as compressed TPCs and then bundled in two .erf files.

    INSTALL: extract the 2 .erf files to your game directory\TexturePacks (NOT IN THE OVERRIDE DIRECTORY)
    This will overwrite the existing vanilla texture files so back them up if you wish.
    Refined Add-on Textures: extract to override folder
    These are textures that originally looked bad or were very low resolution so I reworked them. They still look vanilla+.
    - All circular grates had really low quality textures. Instead of upscaling, they have been tiled twice as dense.
    - The ebon hawk scaffolding was low quality and looked bad when upscaled. The scaffolding from Nar Shadda was used and color matched.
    - Nar Shadda panels were too uniform, shifted part of the texture to make the tile look more random.


    Optimization:
    - a lot textures were twice the file size they should have been
    - the highest quality compression was used on the new texture, it takes a very long time to convert but avoids bad compression artifacts
    Upscale:
    - HDCube 4 was used to upscale every texture at 2x
    - different model weights used depending on the texture
    - alpha channels processed separately, then recombined

    270 downloads

       (0 reviews)

    0 comments

    Updated

  6. HD Ebon Hawk - TSL

    HD damaged Ebon Hawk. The original texture was upscaled then a lot of manual cleanup and detail was added.
    I also baked in custom reflections.
    This replaces all landing pad ebon hawk textures and the prologue/endgame texture.
    The always damaged version is a damaged ebon hawk for the whole game.
    Both versions have damaged prologue and end game textures. The clean version has a repaired texture for the rest of the game.

    36 downloads

       (0 reviews)

    7 comments

    Updated

  7. JC's Korriban: The Works for K2

    This mod places a workbench and lab station in the library of the Sith Academy on Korriban. This gives the player the ability to craft and upgrade items while trapped in the academy during the "Trapped" quest when the Ebon Hawk is inaccessible.
    Installation
    Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install.
    • Choose RIM if you are using or plan to use another mod which edits 702KOR.rim in the Modules folder.
    • Choose MOD if you won't be using any mods which edit 702KOR.rim in the Modules or if you have 702kor.mod in the Modules folder from another mod. Click "Install Mod" and select your game directory. Uninstallation
    During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
    If you chose the RIM option:
    Copy 702KOR.rim from the backup folder to replace the one in your game's Modules folder. If you chose the MOD option:
    Copy 702kor.mod 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. Credits
    TSLPatcher—stoffe & Fair Strides
    K-GFF—tk102
    xoreos tools—xoreos team https://xoreos.org/
    License
    This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  8. KotOR2 - Improved AI

    Improves the AI of KotOR 2.
    Changes:
    - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have any)
    - Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely)
    - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...)
    - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target
    - Enemys reactivate shields after 200s
    - Some minor bug fixes
    - Jedi Support AI reworked
    - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack
    - NPCs use the highest level of feats and force powers available to them
    - Bao-Dur now uses his Shield Breaker during combat
    - The AI now uses feats granted by items
    - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete
    - T3-M4 now automatically uses his Shock Arm and Renewable Shield
    - Companions now heal every team member properly not just the one controlled by the player (injury check fix)
    - Companions now use all types of force buffs (Jedi Support AI: uses buffs that apply to the whole team, Other AI styles: use powers that only buff the caster)
    - Version 1.2.3 and higher supports plugins
    - Grenade target selection fix
    List of supported plugins:
    - all of darthbdaman's mods
    - add_feat plugin (more enemies will have active feats like Critical Strike, Power Attack ect...)
    - add_shield plugin (enemies will more often use energy shields)

    1,792 downloads

       (0 reviews)

    6 comments

    Updated

  9. 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.

    75,902 downloads

       (4 reviews)

    45 comments

    Updated

  10. 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

    129 downloads

       (0 reviews)

    4 comments

    Updated

  11. Classic Class Attack Bonus

    For KotOR1, Bioware designed three separate attack bonuses that classes have, with the best being 1 and the worst being 3. No class actually used 3, but only Guardians and Soldiers have 1. In KotOR2, all classes use 1, meaning they're all equal. This mod restores the class variety that Bioware implemented, with Jedi Weapon Master and Sith Marauder retaining the best attack bonus. This does nerf the non-combat classes, but does make each class stand out a little bit more.
    Alternatively, you can download a version that gives Consulars, Jedi Masters, and Sith Lords the unused worse attack bonus.
    For a rough explanation:
    Guardians: Attack is 1:1 with level. So at level 20 it will be 20. Sentinels: Attack is 0.75:1 with level, rounded down. So at level 20 it will be 15. Consulars: Attack is 0.5:1 with level, rounded down. So at level 20 it will be 10. To install either, just download, extract, and run the TSLPatcher.
    Thanks to Fred Tetra for creating the Kotor Tool, which was used to extract and edit the relevant .2da file.

    30 downloads

       (0 reviews)

    1 comment

    Updated

  12. Thematic KOTOR 2 Companions

    This mod adjusts the statistics and starting equipment of the companions in Star Wars: Knights of the Old Republic II - The Sith Lords, addressing some issues with game balance and consistency in theme. See the attached document or view online for a full list of changes and the rationale for each change.
    Installation
    You must start a new game to experience the full effects of this mod.
    Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. Click "Install Mod" and select your game directory (default name SWKotOR2). Uninstallation
    During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
    Restore or delete all .utc files affected by this mod. Copy each .utc file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .utc file from your game's Override folder. Compatibility
    This mod requires TSLRCM.
    Credits
    Design—Sniggles
    Implementation—JCarter426
    KOTOR Tool—Fred Tetra
    TSLPatcher—stoffe & Fair Strides
    ERFEdit—stoffe & Fair Strides
    K-GFF—tk102
    xoreos tools—xoreos team https://xoreos.org/
    License
    This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

     

    2,977 downloads

       (0 reviews)

    1 comment

    Updated

  13. 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.
    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 and select either the default or alternate install option. In the default option Vrook’s robes are red while in the alternate option they are blue.
    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.
    Compatible with Extended Enclave but this mod must be installed after EE.
    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

    256 downloads

       (1 review)

    2 comments

    Updated

  14. N-DReW's Bug Fix Collection for TSL

    N-DReW's Bug Fix Collection for TSL
    A Mod for Star Wars Knights of The Old Republic 2
    Author: N-DReW25
    1.6.0 Release Date: 23.09.2025

    Installation:
    Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions.
    It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional.
    This mod is divided into two parts, the TSLPatcher component and the Override Component.
    To install Override Component features, simply open their folders and copy their mod files to the Kotor 2 Override folder.
    To install TSLPatcher Component features, simply click on the HoloPatcher.exe, click install, and sit back and watch the installer do its magic.
    WARNING: It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.

    Description:
    My Bug Fix Collection is another bug fix mod, though unlike most bug fix mods that have been made for the Kotor games this mod is for Kotor 2 in particular. The popular TSLRCM and K2CP mods are two excellent mods that bug fix hundreds of bugs throughout the game... though they haven't fixed all the bugs. Since TSLRCM development is essentially finished and the K2CP dev team are focused on the K1CP mod, I made my own bug fix mods to squash the rest I could.
     
    Contents:

    Known Bugs:
    This mod shouldn't have bugs but if there is Just PM me on Deadlystream.

    Incompatibilities:
    Please report any incompatibilities!

    Permissions:
    Do NOT claim credit for this mod and do not use assets from this mod without my permission.

    Thanks:
    Bioware: For such an amazing game!
    Obsidian: For such an amazing sequel!
    Fred Tetra: For Kotor Tool!
    th3w1zard1: For both the HoloPatcher and for helping me debug this mod's HoloPatcher during the development of version 1.4!
    Everyone who downloads the mod!

    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    2,732 downloads

       (1 review)

    12 comments

    Updated

  15. For Mandalore!

    Gives Mandalore the ability to call a squad of Mandalorian allies to follow and aid in battle, with new allies unlocked as you advance through his personal quest.
    SUMMARY
    Mandalore has a personal sidequest which involves helping him reunite the Mandalorian clans by recruiting groups of Mandalorians you find on different planets. There is not really a reward or impact of this quest except for influence which unlocks some new dialogue and backstory.
    This mod adds incentive and impact to this quest in the form of a new ability which allows Mandalore to call soldiers from his growing army into battle.
    Mandalore will be given the item “Mandalorian Comlink" which allows him to call from a list of allies by allocating points and spending a small sum of credits. Points reflect the galactic strength of the Mandalorians and determine the quantity and power of forces you can summon. This will grow as you advance through his quest.
    This mod also beefs up and arms Esok, the Mandalorian leader on Dantooine, who is normally unarmed and puts up an underwhelming fight.
    If using the default version of the mod, this should be installed prior to Mandalore joining your party for the comlink to be in his inventory. If not, he will get the item upon recruiting the first group of Mandalorians. If using the Snigaroo Cut, install before boarding the Ravager. Otherwise you can get the item using the cheat "giveitem mandradio".
    DETAILS
    Allies & Points
    To summon an ally, you need to pay credits and allocate points for the area you are in. You will start with 1 point to spend and 1 ally to choose from. As you advance through the quest and help Mandalore recruit more Mandalorians, he will gain additional points and unlock new, more powerful allies to choose from. See list of available allies below:
    -----------------------------------
    -----------------------------------
    By recruiting both Mandalorian groups you will have 4 points in total to spend on reinforcements. When using only 2 party members (main character and Mandalore), you will get 2 extra points to spend. That means with the quest finished and without a third party member, Mandalore can allocate 6 points at a time to an area.
    Allies will remain in the area they were called to until dismissed or until new forces are called to a different area. They can’t follow between modules.
    By default the comlink will work on Dxun, Onderon Part 2, and the Ravager. It will become useable on Dantooine and Nar Shaddaa after recruiting the respective groups on those planets. The comlink will not work on Telos, Korriban, Malachor, Onderon Part 1, or Goto's Yacht.
    Commands
    Mandalore can issue the following commands:
    1. Follow - Default behavior. Mandalorian allies follow Mandalore.
    2. Wait - Allies will stay wherever they are.
    3. Search and Destroy - Allies will search out nearby enemies and engage them. If no enemies are found, they will revert to Follow behavior.
    The Snigaroo Cut
    As of 1.2, there is an option to install For Mandalore! - The Snigaroo Cut™, a lite version of the mod which is a more streamlined and vanilla-plus experience, based on testing and design input by Snigaroo. This version has several functional differences to the default version of the mod:
    1. The comlink is only available on the Ravager.
    2. You start with 0 points, but gain 5 points per Mandalorian group found, allowing for 10 points total to spend.
    3. Spent points cannot be regained.
    4. Credit cost is removed.
    5. Mandalorian allies can follow across the Ravager modules.
    I recommend this version if you're concerned about balance or want to keep things more vanilla+. Note this version requires TSLRCM.
    INSTALLATION
    To install, run HoloPatcher.exe and select an install option. There are three options. If you do not have TSLRCM installed, you can only install the full Non-TSLRCM version. If you have TSLRCM installed, you can choose between either the full TSLRCM-compatible version or the Snigaroo Cut, which requires TSLRCM. Only install one of these options.
    Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe.
    UNINSTALLATION
    1. Remove the following files from override:
    2. Remove 303NAR.mod and 605DAN.mod from the Modules folder.
    3. Move any .mod files inside backup/Modules to the Modules folder.
    4. Move any files inside backup/Override to the Override folder.
    Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
    COMPATIBILITY & OTHER NOTES
    Compatible with TSLRCM as long as TSLRCM is installed first and either the TSLRCM-compatible or Snigaroo Cut install option is selected.
    Note about balance: Having a squad of Mandalorians at your side will obviously make fights easier. This mod is made for fun, but I have tried to keep balance in mind. Allies are scaled similarly to enemy NPCs, minus their damage bonus, so they will not be powerful enough to take on most groups of enemies alone. The credit cost, while modest, hopefully encourages more careful use of the ability. If you are concerned about disruption of balance and want a more slimmed-down version of the mod, install the lite version which limits the use of the ability to one section of the game.
    Search & Destroy behavior can be a little wonky indoors, where NPCs sometimes have trouble pathfinding long distances. They may teleport or disappear temporarily. Switch them back to Follow if you lose track of them.
    I welcome feedback on balance or features of the mod. Please report any bugs or general weirdness.
    PERMISSIONS
    Do not reupload this mod or any contained files without my expressed permission.
    CREDITS
    offthegridmorty
    Snigaroo - design, testing, writing on The Snigaroo Cut
    KOTOR Tool - Fred Tetra
    HoloPatcher - Cortisol
    TSLPatcher - stoffe, Fair Strides
    Holocron Toolset - Cortisol
    Screenshots use High Quality Blasters.

    170 downloads

       (0 reviews)

    0 comments

    Updated

  16. Expanded Atton Romance Mod

    The Expanded Atton Romance Mod 
    Author: Lena Hills
    Contact: Personal Message at DeadlyStream, Lena-Hills or Expanded-Atton-Romance-Mod on Tumblr
    Version 1.1
    -----------------------------
    1.     Description:
    The Expanded Atton Romance Mod is a fully-voiced story supplement to TSL, using less common/cut lines from the original game and splicing them together to build a full romance arc for Atton and the Exile in the style of the KOTOR 1 romances.
    Depending on character choices, up to twelve new conversations/interactions run from your arrival on Telos through to a final scene just before heading to the Ravager, with new conversations unlocking after each Jedi Master. Four are repeatable [flirt] options (one with reactions from all other companions if they are in your party) so you always have options to interact. Fade-to-blacks are used for kiss scenes to match K1. 
    For full details see 5 – Gameplay Guide.
     
     
    2.     Installation:
    This mod requires TSLRCM to function properly. Make sure TSLRCM is already installed before installing this mod. 
    Uses TSLPatcher for easy installation, simply unzip and click to install.
     
    3.     Compatibility (mods/existing saves):
    This mod has been tested successfully with PartySwap and Extended Enclave (plus their compatibility patch when used together) with no issues, and should be compatible with most common mods. TSLPatcher will edit instead of replace the globalcat file, and the majority of the mod is contained within the Atton.dlg file and 222mand.dlg files, others can be eliminated if needed for compatibility with other desired mods.
    No gender checks are used in this mod and it appears to be fully compatible with Leilukin’s Atton Rand and Male Exile mod for anyone wanting to play the full romance with a male PC - just make sure this mod is downloaded first, then Leilukin’s after (linking with permission from Leilukin).
    This mod has been tested with no issues when using existing save files, so can skip Peragus/Telos if preferred. See full game guide to decide where to start.
     
    4.     Permissions:
    You may screenshot/record clips of the new dialog from this mod as long as you include a link/credit to this mod, but please do not record and post full conversations or repost this mod to other sites. If you are interested in making additional Atton/Exile content building on this/using dialogue/sound files that I created, please reach out to me as I am happy to grant permissions/share files - if anyone skilled in animation/scripting is up for making a tweaks mod for them to interact on-screen rather than use fade-to-blacks that would be especially welcome!
     
    5.     Gameplay Guide:
    Simple version - If Atton is spoken to at the start of each new planet/just before the rebuilt Enclave, spoken to both on and off the ship once the relationship arc has started to use the [Flirt] options, and allowed to speak to you when he asks near the end of game, all major voiced content will be seen. One additional conversation with Atton unlocks if you both recruit Mira and meditate with Disciple to trigger an existing cutscene between Mira and Atton, and one new optional conversation is available with T3M4 about what he has seen once the romance begins after you find the first Jedi Master.
    Full list of voiced content and triggers:
     Endings -
    6.     Credit:
    This mod would not have been at all possible without JC's extensive help, from creating the SithCodec so I could modify the existing audio files and re-encode them, all the information and scripts to make lip files, plus constantly answering my frequent questions in the Discord server when I hit problems I couldn't troubleshoot on my own.
    Likewise, the KOTOR server and entire DS forums have been hugely helpful with advice/tutorials on seemingly every aspect of modding! Thank you so much!
    Tools used: Kotor Tool, DLG Editor, TSLPatcher, Sith Codec, LipSync Editor
     
    Files edited: 101atton.dlg, 222mand.dlg, atton.dlg, fight.dlg, t3m4.dlg, globalcat.2da
     
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT/LUCASARTS. USE OF THIS FILE IS AT YOUR OWN RISK, AND THE ABOVE-MENTIONED COMPANIES AND/OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FROM THE USAGE OF THIS FILE.

    108 downloads

       (0 reviews)

    0 comments

    Updated

  17. Multifire and Autofire and Superior Feats (TSL)

    Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty.

    Description
    In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty.
    KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game.
    This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off.
    These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons.
    Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed (or Fury) is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed (or Improved Fury) is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed (or Master Fury) is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active.
    One the (many) complaints made about characters options in TSL, is the extreme disparity in feats support for different options. Two-Weapon Fighting and Lightsabers get high level advanced feats on the Weapon Master and Marauder, but no other options are available. This mod corrects that, by adding Superior Weapon Focus feats for Blaster Pistols, Blaster Rifles, and Melee Weapons. It also adds a Superior Dueling line, as well as a Superior Multishot line, to continue the earlier tree introduced by this mod. The Focus feats all add +1 to attack rolls per level, while the Dueling feats add +1-4 to damage, and +1 to attacks rolls and AC per rank. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. The Superior Multishot tree, grants +1, +1, and +2 to attack rolls respectively.
    The bug that allows Finesse: Melee Weapons to affect Lightsabers is fixed. The bonus from that feat will be removed if the character has Finesse: Melee Weapons, but not Finesse: Lightsaber. Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this.
    All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately.
    Install/Uninstall

    Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.
    During install you can choose to install 4 different versions of the mod. Only install 1 of them at at time. The different options allow you to apply multiple attacks to both Heavy Weapons and Rifles, give only Heavy Weapons 3 attacks or 2 attacks, and to install a version that does not give additional attacks to either, only adding the various feat changes and new feats from this mod. The options that add extra attacks to a weapon type, will reduce that weapons damage to match KotOR 1.

    See the docs folder for more information.

    Compatibility
    This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching.
    Fully compatible with TSLRCM. Fully compatible with Sentinel Sneak Attack with Multiclassing. Fully compatible with Improved AI (v1.2.3 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Recommended Mods
    TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements
    KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors
    Nexus ModPub Other Links
    Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Superior Feats by darthbdaman is licensed under CC BY-SA 4.0

    187 downloads

       (0 reviews)

    3 comments

    Updated

  18. 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. 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.

     

    2,002 downloads

       (0 reviews)

    10 comments

    Updated

  19. Logical Jekk'Jekk Tarr

    A Mod for Star Wars Knights of The Old Republic II
    Author: N-DReW25
    1.0.0 Release Date: 27.07.2025

    Installation:
    Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions!
    It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional.
    This mod is divided into two parts, you need to install "Part 1" first followed by "Part 2" to properly install the mod.
    Click on the HoloPatcher.exe, select on the "Part 1" install, click install and sit back and watch the HoloPatcher do its magic.
    Repeat the process, click on the HoloPatcher.exe, this time select on the "Part 2" install, click install and sit back and watch the HoloPatcher do its magic.
    The mod will be installed.

    Description:
    In both vanilla and with TSLRCM, the Jekk'Jekk Tarr is quite illogical.
    It is a mythical bar in which drinks are not served. Instead, you breathe the fumes - and these fumes are toxic to humans. The gas inside the Jekk'Jekk Tarr is so toxic that the gas would kill you if it was absorbed through the skin. This is shown in-game, you collapse to the ground and almost die before you learn the Breath Control ability which grants you immunity to all poison based damage.
    The illogical part comes into play before the Visquis mission, you can enter the Jekk'Jekk Tarr with your entire party of humans and... survive? You get poisoned if you are in there, but this is the good ol' Kotor poison which turns your health bar green and SLOWLY withers away at your heatlh over time - a breath mask or an antidote kit can keep you alive indefinitely inside the Jekk'Jekk Tarr.
    Okay, so maybe you aren't supposed to enter the Jekk'Jekk Tarr early, right?
    Wrong.
    Aliens inside the Jekk'Jekk Tarr have dialogue for if you are wearing a space suit (Mira) or if you aren't wearing a space suit (the player), and there are only two times when you can enter the Jekk'Jekk Tarr without a space suit: during the Visquis mission wherein you murder all of these aliens without talking to them, or before the Visquis mission if you enter early.
    If any part of Kotor II screams "incomplete" - it's the Jekk'Jekk Tarr. I personally have a feeling the concept of a poisonous cantina for aliens as a plot point was devised after the GenoHaradan got cut and was thrown together at the last minute.
    Why do I believe this?
    The Devaronian Bartender states that the first chamber is for the Trandoshans and Devaronians (he is the only Devaronian in that room and Twi'leks and Rodians are also in there) whilst the side room is for Twi'leks, Weequay, and the Nikto (Only a single Twi'lek Domo is in there, he never talks about the Rodians, and the Lunar Shadow crew state that Nikto, like humans, would die in the Jekk'Jekk Tarr). The Weequay with proper dialogue will reference piercing your space suit even if you're talking to him before the Visquis mission as the player character and aren't wearing a space suit. Heck, even in TSLRCM, restored dialogue with the Twi'lek Domo suggests that drinks can be served even though the bartender explicitly states that there are no drinks.
    This mod aims to fix many of the problems with the Jekk'Jekk Tarr, this mod makes the Jekk'Jekk Tarr "logical" by doing the following:
    * The Jekk'Jekk Tarr uses Nagnol gas instead of a mix of Nagnol and Cyanogen Cas. Nagnol gas would instantly kill a human, but the Peragus lore which states the player character has been trained to resist toxins justifies why you don't drop dead instantly. You instead get the poison effect which slowly kills you if you enter the Jekk'Jekk Tarr before the Visquis mission.
    * Replaces the Jekk'Jekk Tarr Rodians with Nikto and turns the Lunar Shadow Crew from Nikto into Duros. This is consistent with the Devaronian Bartender who mentions that Nikto can enter the Jekk'Jekk Tarr, and since a major Bounty Hunter Faction is made up of Duros, the Zhug Brothers, it makes sense this way lore wise as to why they would attack your party and not the Jekk'Jekk Tarr.
    * Repositioned the Lunar Shadow Crew so that they're less janky.
    * The filename for the Twi'leks wearing armor is "aquabar" whilst "aquathug" is an unfinished dialogue that mentions that "aqua" means "Aqualish". The Aqualish have been restored in the same room as the Weequays and are now mentioned by the Devaronian Bartender.
    * The Twi'leks wearing armor are now Devaronians as the Devaronian Bartender states that the room they are in are for Trandoshans and Twi'leks.
    * Moved the Trandoshans, Twi'lek turned Devaronians, and Rodians turned Nikto into the correct rooms as designated by the Devaronian Bartender.
    * The Trandoshan and Aqualish dialogues have been split into two. One set of Trandoshans/Aqualish have barking dialogue whilst the other have small conversations.
    * The Weequay with the small conversation dialogue will now only reference your space suit if you are Mira wearing said space suit.
    * The cut character Garagesh, a Gamorrean Guard, has been restored outside Visquis' lair.
    * Restored Visquis' cut dialogue, dialogue which heavily implies that Loppak Slusk was his brother.
    * When Mira is zapped, that scene is unskippable.
    * Atton's dialogue after Visquis' conversation has been edited to remove most mentions of Cyanogen and how it targets the skin.
    * During the Visquis mission, Visquis' dialogue for when you enter the Jekk'Jekk Tarr without a space suit has been rewritten to specify that Visquis is flooding the door chamber with ten times the lethal level of Cyanogen gas - a gas in this mod is not present in the normal Jekk'Jekk Tarr, this is to explain why you can enter the Jekk'Jekk Tarr before the mission but almost die during the mission.
     
    Known Bugs:
    This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream.

    Incompatibilities:
    To be added!

    Permissions:
    Do NOT claim credit for this mod and do not use my assets from this mod without my permission.

    Thanks to:
    Snigaroo: For giving out mod ideas in his Mod Build mod request thread, some of his ideas directly inspired this mod to be made!
    Bioware: For such an amazing game!
    Cortisol: For the Holocron Toolset!
    th3w1zard1: For HoloPatcher!
    Everyone who downloads the mod!

    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    134 downloads

       (0 reviews)

    1 comment

    Updated

  20. KotOR2 Random Panels

    AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 15 NOV 2024
    UPDATE RLEASE: 21 NOV 2024
    GAME: Star Wars Knights of the Old Republic 2: The Sith Lords
    Description:
     
    While recuperating after open heart surgery, I needed a small project to keep me occupied. Something relatively stress-free so I could go about the work without getting to frustrated.
    I landed on redoing some of the panels for the various planets that *mostly* tend to look the same with minor difference in coloring. I settled on the panels included here.
    There are separate downloads for each game but some of the textures appear in both as Obsidian did reuse some of the textures.
    Update to release: I have added the following textures to this mod package.
    dxn_SPn01, HAR_Pn02, PER_Tek1, PLC_WtrLvl

    Answer to Possible Question:
     
    Where is the texture for the panel on Peragus?  It is included in this separate download: https://deadlystream.com/files/file/1375-peragus-medical-monitors-and-computer-panel/

    Installation:
     
    Drop the TGA files and TXI files into your Override.  My textures have been labeled with their names on the download page so if there's one that you don't particularly care for, don't drop that one into your Override folder.
    If using another texture pack that includes identically named textures (whether they are TGA, TGA with TXI, or a TPC file), remove those from your Override before putting mine in.

    Uninstallation:
     
    Take the files you put in, out again.

    Known Bugs:
     
    None known at this time.

    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.. 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. Ever.
    I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use.
    Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
    Thieves need not apply. (You know who you are.)

    Credits:
    Jorak Uln: For frame created used in NIH_tk02 texture.
    ScrierOne: For one of the buttons they designed and I used in the Onderon texture (OND_tk01).
    ConansHair: For overlay on the Onderon texture (OND_tk01), and for feedback on textures before release.
    Fair Strides and LordMerek: For feedback on textures before release.
     

    2,272 downloads

       (0 reviews)

    5 comments

    Updated

  21. Peragus Large Monitor Adjustment

    READ ME FIRST!
     
    Here's my sixth small mod

    Peragus Large Monitor Adjustment (version 1.1)


    MOD AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 23 JUN 2013
    UPDATED RELEASE: 11 MAR 2023
    FOR WHAT GAME: Star Wars Knights of the Old Republic 2: The Sith Lords

    Description:

    Don’t expect this to be as interesting as the Telos Signage mod that I came up with. (LOL)
     
    This small mod collection replaces textures for the large monitor seen on Peragus that overlooks the asteroid field. I wasn’t crazy about the low resolution images in the smaller boxes off to the side so I decided to take a crack at it. I’ve kept to general idea of what were originally shown in those boxes so this difference won’t be too drastic. In addition, that old low resolution asteroid animation just had to go. It has been replaced as well. Finally, that scrolling text box can now be read. Since the original text box was illegible, I decided to make my own. A separate translation Word document is included in case you’re wondering what it says. (I’d appreciate it if you all let folks read it for themselves so please don’t post the translation in reviews.)
     
    As always, constructive criticism is welcome.  Reviews are appreciated, even if it’s only a like. 

    Installation:

    For Star Wars Knights of the Old Republic 2 - Extract the TGA files and the TXI file into the SWKotOR2/Override folder if not using the KotOR Reddit Mod Builds.
     
    If you are using the KotOR Reddit Mod Builds, you should instead use the textures in found in the Alternate Textures subfolder. If you find that the portion on the PER_Tk02.tga texture too distracting because it uses a modified version of the Sol System, this is the clear choice for you. A new loading screen using the altered texture has been included for your convenience. (The loading screen using the original texture is already included in my Loading Screen mods.)

    To Uninstall:

    Take them out again.

    Known Bugs:

    None known at this time.
     
    Special Thanks:
     
    To Darth_Sapiens: for Assistance with alpha channels for some of the textures and testing.
    To Canderis: For pre-release reviews (of the original 1.0 version).
    To Snigaroo: For suggestions on the alternate texture
    To ConansHair: For adding the “monitor scan lines” to the new Loading Screen variant
     
     
    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.
    I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever.
    I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.

    And here's the new variant loading screen . . .

    38,429 downloads

       (17 reviews)

    20 comments

    Updated

  22. Water Restoration

    This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires C3-FD Patcher for the reflection effect.
    The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer.

    Included:
    - Dantooine water
    - Enclave sublevel fountain
    - Telos ocean seam fix
    - Telos murky water restored
    - Jungle Tomb water
    - Citadel Station Residential fountain water
    Install Instructions:
    1) Apply C3-FD patcher to fix the game's reflections
    2) extract water restoration mod contents to override directory

    283 downloads

       (0 reviews)

    1 comment

    Updated

  23. Recruit HK-47 Early

    Recruit HK-47 Early v1.1
    ======================================
    By brents742 (w/ Update 1.1 nonameperson66 assisting)
    ============
    Version Notes
    =============
    v1.0 - 4/9/2021
         - Initial release
    v1.1 - 9/12/2025
        -Updated for compatibility with KOTOR 2 Unofficial Patch. Thanks to nonameperson66 for their work in identifying the compatibility issue.
        -Streamlined the dlg to remove any use of globalcat.2da for Booleans while still ensuring proper dialog branches are shown and or hidden when appropriate given the state of the conversation.
    Requirements
    ============
    No specific requirements. Recommended TSLRCM 1.8.5 or above but not necessary.
    Installation
    ============
    STEAM TSLRCM VERSION USERS:
    When installing with TSLPatcher, you MUST select your Steam workshop TSLRCM directory. Not the main KOTOR 2 directory. When asked by TSLPatcher to browse for a folder, go to your main Steam folder, then steamapps. Then workshop. Then content. Then 208580 (This is KOTOR 2's game code) then find the TSLRCM file. For TSLRCM + M4-78 it will be called 1402798020. For regular TSLRCM it will be called 485537937. Choose which of these folders you have for TSLPatcher to install to and let it work. If you are using other than English TSLRCM your folder code will be a little different.
    !!!IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS AND ARE USING THE STEAM VERSION OF 1.8.5 THE MOD WILL NOT WORK!!!
    NON STEAM TSLRCM VERSION USERS:
    Run TSLPatcher.exe and follow the prompts.
    The patcher will make backups of any existing files you may have that are the same as files this mod uses.
    Keep track of this backup folder - which will be located wherever you have the TSLPatcher.exe running from.
    Uninstalling
    ============
    Copy and paste the original backed up files of 232tel.mod and 232TEL_dlg.erf that
    the TSLPacther made during installation into the Modules folder within your KOTOR II directory.
    Description
    ===========
    -This mod allows for recruiting HK-47 into your party as quick as possible in a way that lines up with the story arc.
    -By scrapping the damaged HK-50 unit inside the Telos Military Base, the player can pick up two additional HK parts.
     These, in combination with the parts received by the Peragus and Polar Academy HK-50 encounters, will allow HK-47
     to be rebuilt the moment the player returns to the Ebon Hawk after leaving the Telos Polar Academy.
     
    -This mod is for players who want HK-47 early but want to avoid having 'Cheats Used' splattered over every save file they make.
     
    -Nothing has changed beyond what you are able to do with the damaged HK-50 droid in the Telos Military Base.
     If you want him to follow you and explode near the HK-50 Facotry door as normal, you can still do that.
     
    -This mod simply adds a dialog option for scrapping the damaged HK-50 unit instead of programming it to follow you.
    Background
    ==========
    -I wanted to create a mod that allows you access to HK-47 early but in a way that makes sense. I toyed with giving the player
     every HK part on Peragus but ran into the question of where is HK-47 on Citadel Station? Was he taken with the Ebon Hawk?
     He wouldn't have allowed the Handmaiden to just walk in and steal the ship. If he is abducted, why is he nowhere in the Polar Academy?
     
    -These are all questions I may solve in a different, admittedly much harder to create, mod later on down the road.
     
    -For the meantime, this mod exists to give him to you as early as the story allows.
    Getting Started
    ===============
    This mod works best from a save before entering the Telos Military Base.
    You can use a save from within the Telos Military Base you may just need to
    head back to the surface and reenter the Military Base to force the game to load the module again.
    Simply speak to the Damaged HK-50 droid and select the option that reads [Repair] Scavenge the droid for HK series parts.
    Important - Timing
    ==================
    You only get one shot to scrap the Damaged HK-50 droid. If you program it to follow you instead of scrapping it, you'll need to load up a different save and try again.
    Compatibility
    =============
    IMPORTANT - This mod relies upon the hk50.dlg file located in the 232tel.mod and 232TEL_dlg.erf files.
    Any mod that changes the hk50.dlg file located within the previously mentioned files will not be compatible with this mod.
    A mod that modifies 232tel.mod and 232TEL_dlg.erf should be compatible so long as hk50.dlg is not touched.
    If you run across a mod that this mod seems to conflict with, please let
    me know and I will work to update this mod to address it.
    What Specifically does this mod do?
    ===================================
    -hk50.dlg (or the Unofficial Patch variant of the same file) was modified within 232tel.mod and 232TEL_dlg.erf to give the player the option to scrap the damaged HK50 unit in the Telos Military Base.
     This new dialog option gives the player two HK parts. Specifically, hkpart01 and hkpart02. If 232tel.mod is flagged by TSLPatcher as not found, that is okay.
    Permissions and Disclaimers
    ===========================
    I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod
    anywhere for any reason.
    If you would like to include any part of this mod in anything, then please
    contact me for permission.
    The user of the mod is responsible for any damage to their game that may result from using this mod.
    Users are encouraged to make relevant backups and do their research on existing mods they have installed
    to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible
    but ultimate responsibility lies with the end user to check for possible conflicts before installing.

    Special Thanks
    ==============
    Fred Tetra - KOTOR Tool
    TK102 - DLG Editor
    Stoffe and Fair Strides - TSLPatcher
    Prydeless for their pink lightsaber mod that inspired me to begin modding to begin with.
    The entirety of the DeadlyStream modding forums for their inexaustible resources and information
    that allows anyone with a computer and an idea to sit down and learn how to make their first mod.
    Lucasarts, Bioware, and Obsidian for making a game I'm still funneling dozens of hours into
    nearly two decades after its initial release.
    Contact
    =======
    PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you.
     

    1,156 downloads

       (1 review)

    0 comments

    Updated

  24. Alignment Affects Force Powers [TSL]

    Makes it so your alignment affects the potency of Light and Dark Side Force powers.
    This is the version for KOTOR 2. The KOTOR 1 version can be found here.
    SUMMARY
    The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord.
    With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod.
    All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers. 
    For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers.
    The penalty to powers of opposite alignment can be reduced through your Charisma attribute. Every point in your CHA modifier will reduce the penalty by 5%. This means with Charisma = 20, the penalty will go from -50% to only -25%. With Charisma = 30, there will be no penalty for using powers of opposite alignment.
    To balance the penalty to power effects, the existing penalty to FP cost has been reduced from +75% at maximum to +50%.
    INSTALLATION
    Please read compatibility notes below before installing.
    To install, run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required if you want to use both of these mods together.
    Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
    UNINSTALLATION
    1. Remove the following files from override:
    2. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override).
    4. If any other files were created inside the backup folder, move them to override.
    COMPATIBILITY
    This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine.
    Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safest.
    Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility.
    Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separately. If you already have it installed, it is OK to install the combined option over it.
    PERMISSIONS
    Do not reupload this mod or any contained files without my expressed permission.
    CREDITS
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TLKed - stoffe, Fair Strides

    54 downloads

       (0 reviews)

    0 comments

    Updated

  25. Kotor 2 Unofficial Patch New Additions

    This is a new version of my patch for the mod 'Kotor 2 unofficial patch 1.2' that requires you to download and install that mod first before applying my patch. I am releasing this in order to not infringe upon the original mod author's distribution rules nor any other mod's distribution rules. Here is the link for the original mod on DeadlyStream:
    https://deadlystream.com/files/file/891-kotor-2-unofficial-patch/
    This mod works well with the English version of 2.00.424 and 2.10.427 of Kotor 2. Version 2.00.424 is the initial CD release of Kotor 2 in the United States, while 2.10.427 is the final English patch for the original version of Kotor 2. This mod also works with the Aspyr version of Kotor 2, but there are weird graphical glitches and minor issues. This mod is incompatible with TSLRCM, any non-English version of Kotor 2, and with any other mod except for ones that expressly state compatibility with Kotor 2 Unofficial Patch New Additions v1.0 and above. It is required to start a new game for this mod to work properly.
    Version 1.0 CHANGES:
    ---------------------
    Ported the restored content from Malachor V in The Sith Lords Restored Content Mod(TSLRCM) into this mod. 
    The only content that I did not restore from Malachor V TSLRCM was the second part of the G0T0, Remote and HK-47 scene.
    That scene requires that the HK-47 Telos Military Base be restored. 
    I choose not to restore that section due to it messing with the pacing of the ending of the game, in my opinion.
    Ported the HK-50 droids hunting you down and being able to acquire the HK-47 parts from them, 
    the HK unit in Peragus, and the HK unit in the Telos Polar Plateau from TSLRCM.
    I could not get the HK-50 units to spawn properly in the Citadel Station, so I added three HK-50 units at the beginning of Dxun to compensate.
    I removed the alignment requirement for the Korriban Shyrack Cave. 
    Thank you to N-DReW25 for creating Non-Aligned passage for Sith Tomb, which inspired me to make this change on this mod!
    I changed the space suit speed to match that of TSLRCM and made sure the running animation was fixed.
    Thank you to KOTOR 2 Community Patch mod creator A Future Pilot for creating the animation fix and inspiring me to make this change for this mod!
    Added dialogue options to be able to lie to Samhan during the 'Bonus Mission: Smuggling on Citadel Station' quest so that he can tell you about the three
    items that he wants smuggled without siding with him after ending the dialog. This will allow the Exile to tell Grenn about the smuggling operation and
    side with Grenn instead of Samhan.
    Added a scene that can change the Influence of party members in the Telos Underground Military Base after escorting the Czerka employee out of the base.
    Added a dialogue option (I am not going to pay the toll.) for the Exchange toll guards at the beginning of the Refugee Quad in Nar Shaddaa that allows the Exile to kill them without adding Dark Side points to the Exile.
    You can now swap out party members in the Iziz Spaceport, Iziz Western Square, and the Iziz Cantina. I could not change this setting for the Iziz Merchant Quarter without breaking the map, sadly.
    Fixed a subtitle not matching what Visas was saying during the second Ponlar scene in the Iziz Merchant Quarter.
    Disciple gains more Influence points when doing 'Good Actions' such as curing Geriel in the Refugee Quad in Nar Shaddaa.
    ---------------------

    31 downloads

       (0 reviews)

    0 comments

    Updated