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  1. Harbinger Arrival: Restore Movie

    NOTE: this is now packaged together with my other Harbinger Arrival mod as Harbinger Arrival Tweaks.
    TSLRCM replaces the single movie when the Harbinger arrives at Paragus with a 3-step sequence: a movie, an in-engine cut scene, then another movie. This puts the original movie back while keeping all the other TSLRCM changes.
    Why do that?
    The main reason to prefer the in-engine cut scene is that the original movie looks awful - space shots of the ship arriving can get away with a fuzzy low resolution, since they're so different from the gameplay, but the middle section really suffers by comparison. But, Naelavok's Remastered (Upscaled) Cutscenes improve the movie quality enough to compete with the rendering.
    PapaZinos' Harbinger Arrival Performance Enhancement mod does a lot of great work to make the cut scene smoother and fixes a lot of glitches, but on my machine (with the upscaled movies) there's still a loading delay when switching from a movie, to an in-engine rendering, back to a movie. The single movie has smooth fades, so it has better pacing for this important scene. I still recommend the Performance Enhancement mod, though, because it fixes a lot of other glitches in the sequence, and it greatly improves another brief cut scene after the Harbinger arrives. To make sure PapaZinos' hard work on the in-engine rendering doesn't go to waste, I used it to add a little improvement to that cutscene as well...
    Compatibility
    Not needed with vanilla TSL. Works with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Tested with the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too.
    Install this after TSLRCM and Harbinger Arrival Performance Enhancement.
    Also compatible with my Harbinger Arrival: Free Cam mod. Install them in either order.
    Links
    Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: FreeCam: https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam

    234 downloads

       (0 reviews)

    0 comments

    Updated

  2. Harbinger Arrival: Free Cam

    NOTE: this is now packaged together with my other Harbinger Arrival mod as Harbinger Arrival Tweaks.
    Unlocks the camera during the Harbinger arrival animation, so you can have the eerie experience of walking alongside the huge ship as it pulls closer. I think it's more ominous this way (and as a bonus, if you're replaying and don't want to watch again, you can rush through without waiting for the whole animation.)
    Compatibility
    Tested with Vanilla KOTOR2, TSLRCM and the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too.
    Install this after TSLRCM and anything else that modifies the Harbinger arrival sequence, such as the Harbinger Arrival Performance Enhancement (which is included in the mod build).
    Also compatible with my Harbinger Arrival: Restore Movie mod. Install them in either order.
    Links
    KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: Restore Movie: https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie

    181 downloads

       (1 review)

    0 comments

    Updated

  3. Harbinger Arrival Tweaks

    Contains two changes to the Harbinger docking sequence on Peragus. Install either or both, your choice:
    Harbinger Arrival: Free Cam
    Unlocks the camera during the Harbinger arrival animation, so you can have the eerie experience of walking alongside the huge ship as it pulls closer. I think it's more ominous this way (and as a bonus, if you're replaying and don't want to watch again, you can rush through without waiting for the whole animation.)
    Harbinger Arrival: Restore Movie
     
    TSLRCM replaces the single movie when the Harbinger arrives at Paragus with a 3-step sequence: a movie, an in-engine cut scene, then another movie. This puts the original movie back while keeping all the other TSLRCM changes.
    Why do that?
    The main reason to prefer the in-engine cut scene is that the original movie looks awful - space shots of the ship arriving can get away with a fuzzy low resolution, since they're so different from the gameplay, but the middle section really suffers by comparison. But, Naelavok's Remastered (Upscaled) Cutscenes improve the movie quality enough to compete with the rendering.
    PapaZinos' Harbinger Arrival Performance Enhancement mod does a lot of great work to make the cut scene smoother and fixes a lot of glitches, but on my machine (with the upscaled movies) there's still a loading delay when switching from a movie, to an in-engine rendering, back to a movie. The single movie has smooth fades, so it has better pacing for this important scene. I still recommend the Performance Enhancement mod, though, because it fixes a lot of other glitches in the sequence, and it greatly improves another brief cut scene after the Harbinger arrives. To make sure PapaZinos' hard work on the in-engine rendering doesn't go to waste, I used it to add a little improvement to that cutscene as well...
    Compatibility
    Restore Movie isn't needed with vanilla KOTOR2. Free Cam works with it.  Both work with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Install this after both of those, and anything else that modifies the Harbinger arrival sequence. Tested with the KOTOR2 Spoiler-Free Mod Build (which includes the Performance Enhancement), but it should work with the Full Mod Build too. Other Recommended Mods
    KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Streamlined Peragus: https://deadlystream.com/files/file/2470-streamlined-peragus  

    248 downloads

       (0 reviews)

    2 comments

    Submitted

  4. The Sith Lords Restored Content Modification - LOTO's Xbox Version

    It's finally here!
    At last, The Sith Lords Restored Content Modification 1.8.6 has been successfully ported to the original Xbox. The game is now able to be fully completed from beginning to end with zero major issues. This upload is in the form of patched files that must be added on top of an existing installation of the mod.
     
    Requirements
    -An original Xbox capable of launching homebrew (soft or hardmodded)
    -Some method to transfer files between your Xbox and PC (FTP is recommended)
    -At least 5GB of space on your Xbox's HDD
    -A physical copy of Knights of the Old Republic II for the Xbox
     
    Installation
    1. IMPORTANT! If you have previously dumped the first Knights of the Old Republic game to your Xbox, ensure that you change the folder it's located in from
    its default ("StarWars") to any other name. If you do not do this, both games will end up dumped into the same folder, ruining both installations
    2. Use UnleashX to dump your game disc to your Xbox's HDD. Other methods of dumping the game may be possible, but I can only promise it works using UnelashX
    3. FTP the entire game folder to your PC, and create an additional backup of it on your PC in the event you need to restart the installation
    4. Run the official TSLRCM 1.8.6 installer .exe, which you can find here: https://deadlystream.com/files/file/578-tsl-restored-content-mod/
    5. Specify the Xbox dump of the game as the folder to which the mod should be installed. (i.e. D:\Games\SWKotOR2\). When in doubt, it's the folder with "default.xbe"
    located inside it
    6. Delete the following files from the newly created Override folder: 235TEL.lyt, 235TEL.vis, 235TELA.mdl, 235TELA.mdx, and 235TELA.wok,
    7. Delete every .tga file from Override
    8. [IF YOUR XBOX DOES NOT HAVE THE 128MB RAM UPGRADE] Delete 601DAN.mod from Modules
    9. Extract the contents of the Clean Install Package into the root game folder, overwriting any files if asked
    10. Delete the original, unmodified rip of KotOR II on your Xbox's HDD
    11. FTP the modified KotOR II back to your console in a location of your choosing
    12. Verify your install. In semi-rare cases, files may become corrupt during the transfer process. Compare the amount of bytes the game folder takes up on both your Xbox
    and your PC. If there is a mismatch, either repeat the transfer and compare again or simply narrow down which folders on the Xbox don't match the PC equivalent
    To update from 1.0 or 1.1 to 1.2:
    1) Delete any file that starts with "003ebo..." from Override
    2) Extract the "Update from 1.0 or 1.1" install package into the game directory, overwriting any files if asked
     
    Known Issues
    -The Battle of Khoonda currently does function on stock consoles and requires a 128MB RAM upgrade to work properly. The restored version of this sequence spawns so many NPCs that it causes the stock Xbox to choke to death on its own assets within seconds of the battle starting, so step 8 of the installation instructions remove the module file that adds the battle. If you would like to see this happen (not recommended) or have an upgraded Xbox, simply don't delete 601DAN.mod from the Modules folder.
    -On very rare occasions, a significant performance drop may occur during combat that passes after a few seconds. This may or may not be an issue with the Xbox version and may or may not be related to Jedi Guardian characters not currently controlled by the player initiating a Force Jump, but it's so uncommon that diagnosing it is difficult.
     
    If you would like to contribute to fixing the last few remaining issues, feel free to DM me and I will be happy to implement your fixes in a future update.
     
    Frequently Asked Questions:
    Will this work on Xbox 360/Xemu/Xbone/Xbox Series S/X?
    The short answer is that I don't know. I don't have any of that gear to test with, but anything that's capable of launching a game rip shouldn't have any issues. I make no promises, though.
    Why does the installation require deleting so many files? Is there content missing from the mod?
    The only content from TSLRCM that hasn't made it into this port for stock Xboxes is the battle of Khoonda (contained in 601DAN.mod) since it spawns more NPCs than the Xbox can handle. If your Xbox has a 128MB RAM upgrade, this content is available and fully functional (Thanks to Hellraiser988 and iroiry)
    Every other removed file is redundant. The .tga files have all been converted to .txb and resized to work on Xbox, and the 235TEL files in Override have been consolidated into their own .rim files in the rimsxbox folder and no longer need to be present in Override.
    Do I have to use UnleashX to rip the game?
    Not necessarily. However, some methods of dumping Xbox games purposefully leave out some files to conserve HDD space and that could pose an issue. I used UnleashX to dump my own copy and that's what I used to port the mod, so I can guarantee it works. Use other methods of acquiring a dump of the game at your own risk.
    Will you be porting [insert mod here] to the Xbox?
    Maybe. It's a decent workload and some mods require a lot more tinkering than others, so it just comes down to what (if any) I'm interested in. Fortunately, if you've managed to dump your copy of KotOR II to your Xbox, you have exactly as much modding experience as I had when I started this project; so feel free to take matters into your own hands.
    Is there a widescreen patch for the Xbox? Will you make one?
    As far as I'm aware there is not a widescreen patch for the Xbox version of the game and I have less than zero interest in making one. Play the game in 4:3. It's better that way.
    I'm experiencing the dialogue skipping bug and/or frequent mysterious game crashes. What do I do?
    Some files probably got corrupted during the FTP process. It happens sometimes and there's nothing I can do about it. Repeat step 12 of the installation instructions. If your game folder on the Xbox's HDD is exactly the amount of bytes it is on your PC, contact me either via DM on Deadly Stream or Discord (_LOTO_)
     
    Special Thanks
    Though this is my release of the port, and I have been the one to do all of the labour in putting it together, this would not have been possible without assistance from various members of the KotOR community including, but not limited to:
    -Alvar007, for advising on various fixes, both major and minor, and contributing to the s_male02.mdl/.mdx fix
    -Jacqyl Frost, for offering to playtest the mod
    -JCarter426, for technical support, bugfixes, and creating SithCodec
    -Thor110, for technical support
    -armado548, for pioneering much of the early steps of the process and leaving enough of a paper trail for me to pickup on
    -bead-v, creator of MDLEdit
    -Fair Strides, creator of ERFEdit and DLG Editor
    -Darth_Sapiens, creator of KOTOR TOOL
    -Blue, for creating KotOR Scripting Tool
    -Monochrome Jones, for creating the "LOTO's Xbox Version" text in the logo
    -The original TSLRCM team, for creating the mod in the first place
    -Sith Holocron, for creating and implementing the in-game logos for the mod
    -Jacd28, for contributing to the s_male02.mdl/.mdx fix
    -darthbdaman, for providing the Visas lightsaber training fix
    -Hellraiser988 and iroiry, for verifying that the Battle of Khoonda works with a RAM upgraded Xbox
    If you don't see your name here and feel as though you contributed to the project, I apologize! Please DM me and I will add your name here without delay.

    374 downloads

       (1 review)

    27 comments

    Updated

  5. C.H.O.R.D. A Comprehensive, Holistic, Overhauled, Realistic, Difficulty Mod

    ######## SUMMARY ########
    CHORD: Is a Comprehensive, Holistic, Overhauled, Realistic, Difficulty mod that provides a thorough, interconnected enhancement to the game, making it more immersive, challenging, and engaging.
     
    Unlike other difficulty mods that only make small config changes or just add small tweaks, this mod seeks to provide a complete overhaul to all the existing items, creatures, and configuration settings that affect the game.
     
    In addition, this mod wants the settings to be flexible, fair, but challenging. Giving a Darksouls-like, modern-day experience. 
     
    ######## REQUIREMENTS ########
    This mod requires the following mods:
    - TSL Restored Content Mod 1.8.6
    - High-Level Force Powers (v2 & v2.1)
    - Content Pack- Feats and Powers
     
    ######## INCOMPATIBLE MODS ########
    Any mods that edits 2da files, the .utc creature files, or the .uti item files affected in this mod will be incompatible with this mod.
     
    For mods that add new armor or shield items altogether, for now they probably won't be compatible. But comment or message me and let me know which mod you're wanting to combine with this, and I will add a patch (I play with a ton of mods, new item mods included, so there's a good chance I already have made a patch for my local version).
     
    Mods that would be redundant or clash with this and aren't needed are:
    - Formidable Sith Lords
    - Unstoppable Lightsaber Damage
    - Ultimate Balancing Mod
     
    Incompatible mods:
    Anything that adds new content like M4-78 where it edits existing items, monsters, and adds new ones will need to have a patch made. Someone is welcomed to do this if they really care enough, personally I am not a fan of M4-78 so that is why this mod doesn't have built in compatibility. 
     
    These mods won't ruin this mod or cause any crashes, etc. But it will break the very tight system that is carefully put together and planned out for this mod. So, if you start seeing less than ideal balance and integration, you know why!
     
    ######## HIGHLY RECOMMENDED MODS ########
    - Improved AI 2.2 (I might add my own custom AI that integrates better and adds more depth, but this is a great mod / solution for now)
    - Lonna Vash Mod for TSLRCM (Imho a much better mod than something like m4-78, also makes it so that a gray force user can enter the force cave / tomb where you have the "apathy is death" line. In the default game you need max / very high dark side or light side alignment to enter. So, this mod in combination with mine actually makes a gray force user character a rewarding and viable option)
    - v2.0 Ultimate Workbench (TSL Crafting System)
    - KOTOR2-Loot-Overhaul (just copy files in tslpatcher folder to override to install)
     
    ######## IINSTALLATION ########
    Just drag and override all .uti, .utc, and . 2da files in your override folder. For the dialog.tlk and changes.ini file I recommend you add my changes by hand (tedious I know, but I am planning to add a patcher to hopefully solve this in a future update).
     
    ######## CHANGES OVERVIEW ########
    - This mod changes all the original games armor, robes, armored robes, armor upgrade items, and human shields, as well as some belts, masks, and implants.
     
    - It also modifies all creatures / npcs so they are more challenging. For a good number of common creatures / npcs and unique monsters, bosses, and sub-bosses they have been carefully customized to have unique stats, skills, custom gear and inventory items, and power and feat setups for added challenge. 
     
    - Finally, this mod modifies a large amount of 2da configuration files as well.
     
    ######## ARMOR, ROBES and ARMORED ROBES LOGIC SUMMARY ########
    In KOTOR 2 the Defense stat has nothing to do with damage reduction, it only determines if an enemies attack hit or misses using a d20 DnD system. For source see: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Combat
     
    Because DEF basically is evasion, it makes no sense that heavy armor makes you essentially move like a gazelle and make you hard to hit. Whereas robes make it to where you basically have little to no dodge-ability and are basically a tank but without the damage reduce that realistically being a tank should provide you.
     
    So, a massive change needs to happen here to fix this problem within the KOTOR 2 game system. 
     
    I made it so that robes give you very high dodge-ability as you would come to expect based on logic and what we see in the movies. Whereas with armor you now have damage immunity properties attached to all armor, and their DEF bonuses and DEX bonuses heavily reduced and rebalanced. This rebalancing applies to not just light, medium, and heavy armor, but also the sub-tiers within those categories.
     
    For instance:
    Light Armor includes: 
    - class / tier 4 armor
    - class / tier 5 armor
     
    Medium Armor includes: 
    - class / tier 6 armor
    - class / tier 7 armor
     
    Heavy Armor includes: 
    - class / tier 8 armor
    - class / tier 9 armor
     
    So, the rebalancing even takes into consideration the subcategory ligher and heavier light/medium/heavy armors in these breakdowns so that logically and realistically it makes more sense and gives a more thorough level of customization.
     
    Jedi Armored Robes and Robes also receive their own custom rebalancing that follows a logic trend. In essence, robes provide high dodging, generous bonuses, and increase force/lightsaber damage output, but no damage reduction whatsoever (which can be bad depending on the areas, bosses, and difficulty settings). Robes don't cap the +1 defense bonus you get for every 2 points of DEX, so with this setup you are having to rely on dodging, shields, and brains to avoid taking hits. 
     
    Jedi Armored Robes provide damage reduction, but less than what you'd see in even the lightest traditional light armor. That said, you will get bonuses, damage reduction, and some decent dodge-ability.
     
    Here's a rundown of how the logic plays out in general for armor, robes, etc. (note for special named items there's some intentional variance here, also, depending on the item name and description there might be some custom flavorings added intentionally). 
     
    Armor Mod Logic:
     
    Heavy = 65%-70% damage immunity resistance, Def = -11 to -12 (negative def modifier and MAX DEX DEF bonus = 0, usually will result in lowering DEF from this modifier, heavy armor by default gives 8-9 DEF, so this fixes that)
     
    Medium = 57.5%-60% damage immunity resistance, Def = - 6 to -7 (0 or 1, if no custom DEF bonuses and MAX DEX DEF bonus = 0 to 1)
     
    Light = 45%-50% damage immunity resistance, Def = - 2-3 (should only be 2 if no custom item bonuses and MAX DEX DEF bonus = 2 unless other bonuses)
     
    Robes / Clothes = 0% damage immunity resistance, DEF 13-15, lots of other bonuses (especially attribute bonuses, more force damage/power, and more force recovery)
     
    Jedi Armor = DEF + 7-9, and 35% to 40% damage immunity resistance + other bonuses (but less than what robes would provide, unless it's a rare armored robe and you're comparing to like a Padawan robe)
     
    Droid Armor (generally follows a similar system as the light to heavy armors above, with some realism tweaks like being more resilient to fire and elemental damage like cold and sonic, but more vulnerable to elements like ion and electrical damage). In general, droids aren't really supposed to move like gazelles, and heavy and assault armor will provide better results with party members like HK-47. 
     
    ######## OTHER CHANGES ########
    - shields now are 1.5x stronger across the board and have 10 charges instead of 5, feats and give an addition 1.6x strength boost.

    - Force alignment breakdown:
    from forceadjust.2da file:

    row ---------goodcost --evilcost
    0 -----------2.25 ------- 1 // max evil, 1 to 1 cost or base cost of a given dark/neutral power, 2.25x means over double FP cost for good
    1 -----------2.00 ------- 1
    2 -----------1.75 ------- 1
    3 -----------1.50 ------- 1
    4 -----------1.25 ------- 1
    5 -----------0.85 ------- 0.85 //neutral alignment, since no attribute bonuses, these characters given a 15% FP reduction for all powers.
    6 -----------1 ---------- 1.25
    7 -----------1 ---------- 1.50
    8 -----------1 ---------- 1.75
    9 -----------1 ---------- 2.00
    10 ----------1 ---------- 2.25. // max good, 1 to 1 cost or base cost of a given good/neutral power, 2.25x FP cost for dark powers


    - All force powers are easily 2x to 4x times more costly. the more broken the power, the more the cost. That said, cost is reasonable and calculated, but you won't be spamming all force powers willy nilly unless youre a neutral, gray force user. In general, you will get to spam a high level ability about 4-5 times if using someone like Kreia with a ton of Wisdom

    - all companions now gain 90% of the xp you gain, instead of 80% like base game

    - all level xp requirements are cut in half. So you can reach level 50 without cheats.

    - Autobalance.2da is modified to be slightly more balanaced here's the new updated version:

    Row  ----------name ------------vpmult  ------------tohitmult ------------armormult ------------damagemult ------------savemult ------------crmod ------------levelmult
    0  ----------No_Auto_Balance  0.0--------------------0.0---------------------0.0 ------------------------0.0-------------------------- 0.0 ---------------------0 -------------------0
    1------------Set_1------------------- 0.80-----------------1.3----------------------1.3----------------------- 0.100------------------------1.3----------------------1--------------------1.00
    2------------Set_2------------------- 0.90-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------1.5-----------------1.00
    3------------Set_3--------------------1.00-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------2--------------------1.00
    4------------Set_4--------------------1.10-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------3--------------------1.00
    5------------Set_5--------------------1.2-------------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------4--------------------1.00

    Before in version 1.0.0 damagemult was 1.000 for all 5 sets of enemies, which was leading to massive damage with armor, so now I reverted it to 0.100 which is very close to the default settings for this value in the original, default autobalance.2da settings.
    For more info on autobalance.2da see source: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Autobalance

    Note, these values are pretty balanced so far and had a lot of thought put into them. enemies lack armor, so having slightly more health than normal, better chances / attack to hit (requiring higher DEF to evade), having more base DEF from armormult by 1.3x and having better saving throws 1.3x all works really well. For levelmult in the base default settings enemies are never 1 to 1 as you, there level mainly effects their health and their chance to resist / save against force powers like insanity.

    That said, even with all of these slight buffs, my Kreia with 25 wisdom can beat their save throws atleast 4/5 times, and I can hit them with my STR build character with 25 STR about 3.5/5 times per each attack roll.

    crmod does nothing to affect difficulty, it only determines the amount of xp given by enemies.

    damagemult is very close to the base game's configuration for these enemy sets, I just made it more uniform for ease of calculation.

    - difficultyopt.2da has been modified to the following: (these are the gameplay difficulty settings you can manually set in the options scr

    desc ------------damage multiplier
    Effortless-------------0.00
    Very Easy-------------0.25
    Easy-------------------- 0.5 
    Normal-----------------1.0 
    Tough-------------------2.0
    Challenging-----------2.5 
    Difficult-----------------3.0
    Very Difficulty--------3.5
    Overpowering--------4.0
    Insanity-----------------4.5
    Suicide------------------5.0
    Default------------------1.0


    - diffsettings.2da: (ths can add an additional damage multiplier, previously was 100, 125, 150, 175, 200) not sure how this works (the general consensus is still out on what this does exactly and how it behaves. So I set everything to 100 so that there is no damage reduction or modifier here to simplify balancing enemy damge:

    name
    MaxNPCDamagePercent dmeasy  easy---normal---hardcore----dmplayers
    --------------------------------------25----------100 ---100--------100-----------100
     
    ######## DIFFICULTY SETTING OPTIONS RECOMMENDATION ########
    Personally, I recommend you play this with a difficulty level between Difficult (3x enemy damage modifier), Very Difficult (3.5x enemy damage modifier), and Overpowering (4x enemy damage modifier).
     
    I personally like Very Difficult to Overpowering, the balance there feels just about right in most cases. 
     
    If you choose to play on Insanity (4.5x enemy damage modifier) or Suicide (5x enemy damage modifier) and you manage to beat the game without cheats, then you will have all bragging rights, and I will be personally impressed.
     
    ######## FUTURE UPDATES ########
    I plan to add custom patches for other armor mods, as well as continue to refine the creature and item updates, so stay tuned and consider following this mod!
     
    ######## PERMISSIONS ########
    This mod can be freely used and shared for non-commercial purposes; all I ask is that I am properly credited. So, feel free to make your own patches and mods on top of this one.
     
    ######## SUPPORT ########
    I poured my heart and soul into this mod. Hundreds of individual files were edited using the KOTOR TOOL. As well as hours thinking about the new, balanced armor system that allowed for rewarding gameplay without making you unstoppable and breaking the immersion this mod seeks to establish. I spent a long time on this, so I hope it brings you enjoyment in your KOTOR 2 game.
     
    All I ask is that if you enjoy this mod that you like it, endorse it, rate it, and tell your friends about it! If you're feeling generous then please star the Github repo for this mod and consider following me on GitHub.
     
    If you'd like to help me on this modding journey than feel free to reach out. The ultimate goal of this mod is the make the best mod possible and I am happy to share the spotlight. If we can greatly increase KOTOR 2's replayability and make it way more fun than this mod will have accomplished what it set out to do.
     
    NOW GO OUT THERE AND HAVE SOME FUN! And remember... Apathy is death!

    146 downloads

       (0 reviews)

    2 comments

    Updated

  6. Traya to Kreia

    This was a mod requested by @Snigaroo a little while ago.
    As they finally sent me some screenshots, I thought I would upload it for those that want to apply this tiny change to their game.
    All the mod does is change the appearance of Darth Traya in the Tomb so that instead she has the appearance of Kreia.
    Installation : Use HoloPatcher
    Uninstallation : Use HoloPatcher or restore the backup created by HoloPatcher

    80 downloads

       (0 reviews)

    0 comments

    Submitted

  7. Movie Style Replacement Lightsaber Hilts (TSL)

    This mod gives each colour of lightsaber present in the game its own unique hilt based on one from the Star Wars films:
    Blue – Obi-Wan Kenobi (Ep. III)
    Red – Darth Vader (Ep. IV)
    Green – Luke Skywalker (Ep. VI)
    Yellow – Plo Koon
    Purple – Mace Windu
    Orange – Luminara Unduli
    Cyan – Luke Skywalker (Ep. IV)
    Viridian – Qui-Gon Jinn
    Silver – Shaak Ti
    Bronze (TSLRCM) – Darth Sidious
     
    Massive thanks to Plasma, who originally created these hilt models for Jedi Academy and permitted me to release my ported versions for the KotOR community to enjoy too.
    Thanks to Crazy34 for making his lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods.

    474 downloads

       (0 reviews)

    3 comments

    Updated

  8. Darth Malak's Lightsaber (TSL)

    This mod gives Darth Malak his own unique lightsaber hilt and also uses Crazy34’s lightsaber blade with ambient lighting.
    Darth Malak’s lightsaber was the only one not altered with my Movie Style Lightsaber Hilt Replacement mod, so this mod is intended to be used alongside that for consistency.
    Darth Malak’s lightsaber isn’t actually present in the vanilla game, so this mod is intended to be used alongside not only my Movie Style Replacement Lightsaber Hilt Replacement mod, but also my Secret Tomb Lightsaber Adjustments mod, which gives Malak back his longer bladed lightsaber during the encounter in the Secret Tomb on Korriban.
    If you don’t wish to use that mod for whatever reason, or if you want to have this lightsaber for your PC to use, you can always use cheats to grant it to yourself using the code ‘giveitem g_w_lghtsbr06’.

    152 downloads

       (0 reviews)

    0 comments

    Submitted

  9. Secret Tomb Lightsaber Adjustments

    This mod corrects what I perceive to be two bugs/errors in the Secret Tomb on Korriban.
    Malak will now attack with a longer lightsaber like the one he used in the original KotOR and the Dark Side apparition of Kreia will attack with a red lightsaber instead of the blue one she was given by Obsidian.

    319 downloads

       (0 reviews)

    0 comments

    Updated

  10. HD realistic Kreia

    A new retexture of the wonderful character Kreia, also known as Darth Traya. Both iterations, textures of the Light and Dark Side of the Force are presented.  
    Installation: unpack all files to your Override folder.
     

    252 downloads

       (0 reviews)

    5 comments

    Updated

  11. Period Accurate Kiosk (TSL)

    This mod makes a small change to the PLC_Kiosk2 model. It replaces the R2 unit-esque head with a T3 unit style head which is more accurate to the time period in which KotOR II is set.

    203 downloads

       (0 reviews)

    0 comments

    Submitted

  12. HK-47 Disabled Animation Fix

    This mod corrects an issues with the HK-47 model which caused his eyes to still be illuminated whilst this disabled/powered down animation was playing. This made little sense to me, so I went in and edited the animation to switch off self-illumination for the eye meshes during the disabled animation for a more immersive experience.

    142 downloads

       (0 reviews)

    0 comments

    Submitted

  13. 90SK's Nihilus Mask

    90SK's Nihilus Mask
    v.1.0.1
    Wearable Nihilus mask based on the force visor model.  It has been adapted from Nihilus artwork and replaces the nihilus mask item in TSL, with the same description. I believe the stats will be the same, and the code for it is ' giveitem nihilusmask '  
     
    Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material.
    ---
    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.

    47 downloads

       (0 reviews)

    0 comments

    Updated

  14. Unstoppable Lightsaber Damage

    Changes the base lightsaber damage type from 'Energy' to 'Unstoppable'.

    277 downloads

       (0 reviews)

    0 comments

    Updated

  15. No Alignment Shift Effects

    This removes the visual “cloud” around your character and the musical sting that occur whenever you gain dark/light side points. This patches visualeffects.2da to remove the visual effect and guisounds.2da to point to a new silent audio file. I wasn't sure if just leaving the reference to an audio file empty was a good idea, so I went with an empty sound file. This should preserve any other instances of the light/dark side music stings playing, since it removes just the GUI sound associated with point gain.
    Why
    Because having this play as a cloud of red death manifests around you just because you told some overconfident thug that their skull is overdue for a date with the pavement is ridiculous.
    Likewise, having this play accompanied by blue air freshener mist because you chose the only dialogue option that makes you sound even remotely like a human being devalues what "light side" is.
    This doesn't fix the core issue of light/dark side points being handed out in dollops for the slightest actions, but at least this makes the game guilt-trip and gaslight you slightly less.
    Installation
    Unzip, read the ReadMe.txt, open Install.exe, follow the instructions.
    Uninstallation
    Instructions are in the ReadMe.txt
    Compatibility
    Should be compatible with everything, including other mods that change visualeffects.2da and guisounds.2da.
    Known Issues
    None. 
    However, as I have not yet finished the game, if VFX_IMP_DARKSIDE and VFX_IMP_LIGHTSIDE are referenced as an effect anywhere outside of creating the cloud around the player character, those instances will be made invisible as well.
    Tools used
    Holocron Toolset
    TSLPatcher

    88 downloads

       (1 review)

    0 comments

    Updated

  16. Xbox Blue GUI

    While working on my KotOR1 Port I have been preparing the files for the Xbox GUI and thought I would post it as a stand-alone mod just as I did with the PC version.
     
    Warning : This is experimental! Backup your .xbe file just in-case, or don't use the one included. ( Dialog Text & some other elements will remain a TSL Green without it )
     
    I couldn't get everything quite perfect unfortunately due to the way it works, I also had to edit hard coded values in the .xbe file in order to remove any traces of the TSL Green, details on how I did this are available in my KotOR Modding Tutorial Series #24 - [ADVANCED] - Hard Coded GUI Elements.
     
    Installation
    If you have the game on your hard drive, FTP the files over to the games directory.
    Alternatively, you can unpack the disc image and remake it using c-xbox tool as I have done for testing with Xemu.
     
    Thor110

    33 downloads

       (0 reviews)

    0 comments

    Updated

  17. KotOR2 Stronger Sith Lords

    This mod makes Darth Nihilus, Darth Sion and Darth Traya stronger. I also replaced the 3 purple lightsabers that Darth Traya summons with Sith Assassins, in my opinion they make more sense.
    Warning:
    This mod is made to be compatible with TSLRCM 1.8.6. If you install this mod without TSLRCM 1.8.6, the install process will result in error messages, but the mod will still work.

    156 downloads

       (0 reviews)

    4 comments

    Updated

  18. Restored Enclave Sublevel

    This is a modders' resource -- not intended for general use. It includes alternate versions of the four submodules in the enclave sublevel from TSL that had damage baked into their room models, now restored to their pre-bombing condition. That includes removing rubble, replacing flickering/dead lights, and cutting back on vegetative overgrowth. Lightmapping looks good too. I've exported the models in both K1 and TSL formats, default is TSL because I made this for Thor110's Expanded Galaxy Project, but K1 versions are in a subfolder.
    I've also included a VIS file for the module which is a merge of Thor110's additions for Visibility File Fixes with new edits of my own, particularly to compensate for the removal of some rubble in the rotunda with the glass dome which at least partially obscured submodules getting unloaded. I would use the exact same VIS even for the vanilla module, though.
    Usage:
    Just add the included models to your mod project. I did include versions for K1 ports, which you can find in the "K1" subfolder. Don't forget the VIS. You don't need to ask for permission to use these, just give credit in the description/readme.
    Included Files:
    Acknowledgments:
    Thanks to seedhartha for making modeling for these games simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset.
    I would also like to thank Thor110 for buffing up the module's vis for his Visibility File Fixes mod, and allowing me to include those edits in this version. I also want to shout-out his Expanded Galaxy Project, the reason I made these in the first place.
    This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
     

    70 downloads

       (1 review)

    1 comment

    Updated

  19. Darth Traya Portraits

    Custom made portraits for Kreia and Atris as Darth Traya.

    51 downloads

       (0 reviews)

    0 comments

    Updated

  20. Robes With Shadows For TSL

    There is nothing more central to a Jedi's life than a cool outfit, except maybe a sweet saber to boot. So why put on robes with missing textures on their backsides when you could be impressing Sith Lords with your nice getup? Why settle for the shadow of a limberjack when a cool silhouette is half the reason you don the cloak? Let's fix up the game's robes!
    This mod will provide you with some fixed up versions of all the game's robe models -- that's both the thicker and thinner variants of the Jedi robe, the Jal Shey armor, Kreia and Visas' robes, and the Handmaiden's hooded robe. All models will have various issues fixed up, as well as fitting shadows. Any outfit that uses one of these models, regardless of texture/color, will be improved for you, and that includes any new robes from any other mods (just make sure they don't replace one of the listed models in the below Included Files). Fans of Movie-style Jedi Master robes by DeadMan or of svösh's Robe Collar should read the Compatibility section below for how to install the included patch that makes these mods work together.
    This mod also fixes the floating shadow head issue when dual-wielding melee weapons, as well as a minor game error caused by a mismatched model name. As of version 1.3, I have also fixed a base game glitch where female robe models had twitching hands -- the animation's clipping fix is still there, just without the twitching issue. 
    And since it's 2024, I figured what the heck: as a bonus, all included models are now higher-poly (slightly). The boots, as well as some spots by the knees and shoulders which looked especially blocky now look smoother and more in tune with the rest of the model. See the above pictures for the difference.
    Installation:
    Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux.
    For those who have the Aspyr patch, once in-game, I recommend turning on soft shadows if you have not already (OPTIONS->GRAPHICS->ADVANCED GRAPHICS->SOFT SHADOWS). Note that this may impact game performance.
    If you have TSLRCM installed, check the Included Files section below for any file listed with an asterisk (*). These files are already in your override after installing TSLRCM, so you should delete those versions in order for the new ones to work. The new versions already include all the changes made in the base TSLRCM version, and I have included a folder labeled "TSLRCM backup" which contains those older versions should you need to back them up. If you installed TSLRCM via Steam, you can find the relevant files to delete in "Steam\steamapps\workshop\485537937\override".
    Uninstallation:
    Place the files included in the "TSLRCM backup" folder into your override if using TSLRCM, and then remove "Ultimate_Robes_Repair_For_TSL" from your override. 
    Included Files:
    Compatibility:
    This mod is fully compatible with any mod which does not replace any of the files listed above. If a mod does include any such models, you will have to pick which version to use, and remove the other from your override. If using TSLRCM, make sure to install that mod first, and make sure that any files listed with an asterisk above are successfully replaced by this mod. See the Installation section for more details.
    This mod is compatible with head mods such as Visas Reduced Model Clipping.
    Any texture mods that add new or alter robe skins are compatible with this mod. However, many robe mods will attempt to replace model files (.mdl/.mdx) as well, rather than just textures (.tga/.tpc), so keep an eye out for what files are included with other mods.
    For fans of Movie-style Jedi Master robes, DeadMan was gracious enough to allow me to create a compatibility patch for anyone who would like to use that mod alongside this one. Simply take the files included in the Compatibility Patch folder out into your override in place of the versions included in the main mod folder. Make sure these versions also replace the ones used in the Movie-style mod and TSLRCM. I have similarly created a patch for svösh's Robe Collar and any mods which use it. The patch merges all of our edits. Installation is the same as for the Movie-style patch. It should work for mods such as Achilles TSL Robe Mod (TSLRCM Edition).
    Compatible mods include Jedi Journeyman Robes by Stormie97, which uses a different model as its basis, and much of Effixian's work, such as Effixian's Lore Keeper's Robes, Strider Robes, and Handmaiden Clothing Reskin.
    Acknowledgments:
    Thanks to seedhartha, NdixUR, Symmetric, and Purifier for making importing to Blender simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. I would also like to thank DeadMan and svösh for allowing me to make use of their models to create a compatibility patch for this mod and their respective ones.
    I would also like to thank muitafruita for pointing out some additional issues with Kreia's robe models that needed fixing, and DarthParametric for being the one to recognize how to fix them.
    This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
     

    14,587 downloads

       (0 reviews)

    4 comments

    Updated

  21. Canderous Ordo port to TSL

    This mod ports the only character from K1 that no one has transferred yet. It is very useful for those who want to make a standard Canderus out of a Mandalore

    38 downloads

       (0 reviews)

    0 comments

    Submitted

  22. KotOR2 HK-47 Power Blast Fix

    When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired.

    177 downloads

       (0 reviews)

    0 comments

    Submitted

  23. TSL Ebon Hawk Downloadable Map

    This mod allows the player to access a full map of the Ebon Hawk in KOTOR II.
    If you're annoyed at blocked off corners within the ship that prevent you from filling the map on your own, then this is the mod for you!
    Installing this will add an option to the ship's security system that allows you do download it in full. I've also added background stars to the Ebon Hawk's interior maps to make them look less bland.
    Installation
    To install this mod, run Installer.exe and proceed with the installation.
    To uninstall this mod, run the installer again and click Tools -> Uninstall Mod / Restore Backup.
    Compatibility & Known Issues
    TSLRCM must be installed prior to installing this mod.
    This mod is compatible with the Reveal Map Armband mod.
    I've tried adding compatibility for versions of the game that aren't in English, but please let me know if this doesn't work!
    Credits
    Fred Tetra, Kotor Tool
    tk102, DLG Editor & K-GFF Editor
    NickHugi, HoloPatcher
    The GIMP Team, GIMP
    Disclaimer
    This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement.
    Questions, etc.?
    Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like.
    If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.

    18,681 downloads

       (1 review)

    7 comments

    Updated

  24. TSL Mira Unpoofed

    In KOTOR 2, Mira is a companion with hair that falls nothing short of a blocky mop. Whether the style's a relic from the early 2000s or due to graphical limitations at the time, this mod aims to tone down her excessive volume. Now, you can make Mira look just the right amount of edgy.
    Installation
    To install this mod, drag the files in 'Override' to the override folder located in your game's directory.
    To uninstall this mod, delete the files listed at the end of readme.rtf from your game's override folder.
    Compatibility & Known Issues
    This mod should be installed after any party portrait replacement mods.
    Credits
    Fred Tetra, Kotor Tool
    bead-v, MDLedit & KOTORmax
    NickHugi, HoloPatcher
    Autodesk, 3ds Max
    The GIMP Team, GIMP
    Thanks to DarthParametric for help troubleshooting.
    Disclaimer
    This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement.
    Questions, etc.?
    Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like.
    If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.

    13,005 downloads

       (2 reviews)

    1 comment

    Updated

  25. TSL Jedi Malak Mouth Fix

    This mod addresses several issues with Jedi Malak's mouth in KOTOR II.
    Fixes include getting rid of the white box in his mouth, correcting the texture used for his tongue, connecting gaps, enlarging upper/lower teeth, & adjusting the placement of all of the above. As pointed out by JCarter426, Jedi Malak's model also used the wrong supermodel, which I've fixed in this mod as well.
    All seriousness aside, my intention with this mod is to ensure that Malak's mouth is only a disaster post-contact with Revan's lightsaber.
    Installation & Uninstallation
    To install this mod, drag the files in "Override" to the override folder in your game's directory.
    To uninstall this mod, delete n_jedimalek.mdl & n_jedimalek.mdx from your game's override folder.
    Compatibility & Known Issues
    When entering the Korriban cave tomb, Malak's tongue will appear half white. This is due to the lighting where he's standing & most likely can't be fixed.
    Credits
    Fred Tetra, Kotor Tool
    bead-v, MDLedit & KOTORmax
    Symmetric, Purifier, & ndix UR; KotOR Blender
    Autodesk, 3ds Max
    Blender Foundation, Blender
    Thanks to JCarter426 for the help/troubleshooting & ebmar for the enthusiasm!
    Disclaimer
    This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement.
    Questions, etc.?
    Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like.
    If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site.

    11,549 downloads

       (0 reviews)

    4 comments

    Updated