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Unused K1 Tunics for TSL
By 90SK
Unused K1 Tunics as TSL Jedi Robes
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Credits:
90SK
DarthDarkus
Kaidon Jorn
Makers of Knights of the Old Republic 1&2
Description:
This mod replaces the Jedi Robe type robes in Knights Of The Old Republic 2 with unused robes featured in the KOTOR 1 Light Side Ending (Jedi Crowd NPCs).
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Features:
Unused textures from K1 (also unused in TSL)
All Female and additional versions by 90SK
Additional textures by Kaidorn Jorn and Darth Darkus
Bonus item: 'giveitem sith001'
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Installation: Put the files in your SWKotOR2/Override directory.
Uninstall: Remove the files from the Override directory.
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This mod is patchable into the Loot and Immersion Upgrade.
It works great for females and males both. Icons included.
Males use the ceremonial tunics cut from KotOR and TSL. Females use Bastila's robe model.
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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.
2,009 downloads
- robes
- robes replacements
- (and 3 more)
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Unofficial TSLRCM Tweak Pack
By Pavijan357
UNOFFICIAL TSLRCM (THE SITH LORDS RESTORATION MODIFICATION) TWEAK PACK
version 1.3
Author: Pavijan357
1. Description:
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As you all know, SW-KOTOR 2 : The Sith Lords is a brilliant game. Unfortunately, at the time of release, it was definitely a flawed game, because it was published in unfinished state.
Then came the people behind TSLRCM project and did what seemed impossible. After years hard work by all people involved in it, final result is here: TSLRCM 1.8.5 . KOTOR 2 is closer to its finished state and Obsidian's vision than ever before.
So, what is this than actually for? Well, the way I see it, instead of the broken, dirty gem TSL was before, now with TSLRCM, it's the large shinning diamond, just a little rough on the few edges. This is made to polish it around a little...
It's seems to me that in their vision to restore as much cut content, TSLRCM crew got a little carried away and restored even things that seem that weren't left out because of short development time, but actually CUT from game, because authors had some other and better ideas, or simple they didn't thought that those fit in the game in general way.
Now, I don't claim to know what was Obsidian's original vision better than anybody else, especially TSLRCM guys, but there are some things that bothered me during the playthrough and which seamed jarring and out of place to me, so I have made this Tweak Pack for my personal usage, and also for everyone else who feels the same way about those particular things.
Of course, this is ultimately thing of personal preference, so I have made this pack modular so you can install only things that you want and leave others as they are (modular parts are installed with TSL Patcher), but have also provided all-in-one setup for those that want it all.
2. Component list:
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This pack consists of five main components and three small extras:
Component 1 - Jorran the extortionist instead of Kaeve the thief
As you probably know, TSLRCM returned cut character of padawan Kaeve, whose laigreks stole the farming equipment from farmer Suulru on Dantoine, instead of scavenger Jorran who insisted that Suulru should give him extra money for his vaporator, which was the case in the published version of the game.
I like the general idea behind Kaeve, and voice-over done for her by Usagi was fine, but the main problem with her is that her dialogue seams, well... not well written in the first place, it feels incomplete and not well thought through. It seems to me that she was abandoned in earlier part of production and wholly discarded as an idea, and that's why Obsidian eventually recorded voice-over for Jorran's and Suulru's new lines instead of making some for Keave. Don't get me wrong, TSLRCM crew did a good job of restoring what was in the files, but it seems that there wasn't a lot of quality material to restore in the first place...
So this component returns whole Jorran/Suulru situation to what it was in published version of TSL and removes Keave from game altogether. This also returns lightsaber part to Jorran which he had originally, instead of Keave as in TSLRCM.
Component 2 - Saedhe's original head
If you played the game, you would remember Seadhe, Khoonda Militia investigator in Khoonda plains, Dantooine. In TSLRCM he is given cut unique head which was planned for him earlier, but my opinion, based on his voice in game, is that unique head was intentionally scrapped and in the published version he got that of an old black guy to fit better with that voice.
So install this component if you would like to see his originally assigned head again.
Component 3 - No Mandalore falling on Ravager bridge
In old TSLRCM versions, after you defeat Darth Nihilus and your party is leaving Ravager's command bridge, Mandalore inexplicably stood on some invisible mine and fell on the ground. This has been done to make excuse for starting Mandalore/Visas conversation. Version 1.8.3 replaced mine with much more sensible Dark Side backslash from the disappearing corpse of Nihilus, which actually looks fitting to a point, and could satisfy some people, but in case that you still want that whole part removed, like I do - this component is here.
There is also spliced part on first Mandalore/Visas conversation upon boarding Ravager ("I know what it meant for you to accompany me here...") that should also, like the post-fight conversation between them, be left for some other mod which restores Ravager part to its original concept (Mandalore and Visas go to Ravager alone, Exile joins them later) like Zbyl2's excellent "Ravager Rewrite" mod, which will, I hope, be eventually updated for TSLRCM compatibility if he finds time and still has some desire for modding after his work on M4-78EP.
So, this component removes spliced part on first Mandalore/Visas conversation and whole bridge collapse/second conversation situation after Nihilus fight, so you can wait nicely until some future version "Ravager Rewrite", or some other mod, restores those lines more fittingly.
Component 4 - Atton’s ending dialogue
After you defeat final boss, in TSLRCM you (depending on your choices) get a few final conversations with some of your crew mates. Atton is one of them, and his conversations (in both possible versions) are great and emotionally satisfying. But they seem written only for light-side character and don't fit at all for the cold-blooded bastard that you may have turned your Exile into!
Because of that, this component inserts extra requirements for this dialogs to happen: Exile must be light-side, neutral, or mildly dark-side with high influence with Atton (high requirement for influence is only for slightly dark-side chars to reflect the situation when player is not entirely insensitive to suffering of those close to him and he got along with Atton nicely). So if your Exile matches any of those requirements you will get the dialogue as it has been until now, and if he/she doesn't - you will not be bothered with it.
Component 5 - Kreia-Atris dialogue tweak
During Kreia's visit to Atis on Telos, dialogue between those two is one of the more important ones in the whole game because it gives lots of exposition on Kreia's motivation. TSLRCM added a few restored lines of dialogue to that scene that do not seem to fit the story in it's final form.
Those are the lines that reference that Kreia was there during Exile's trial, and more important, that she was the one who asked for her/him to be exiled. Which doesn't fit at all, because she was presumed dead since Mandalorian Wars by the Jedi Order at that time, and because of that she couldn't have asked that of the Jedi Council when (as we see in dialogue between them near the end) they weren't even aware that she survived! This seems to be a remnant of some old plot version that was abandoned during the production.
Thus, this component removes that group of added lines from that dialogue (but keeps other ones that are not related to this issue).
Thanks to Markus Ramikin who has noticed this issue and informed me of it.
Component 6 - Tweak for Exile-Mandalore dialogue in Trayus academy
From the first time I saw it, I was not fond at all of the Player responses in the Exile-Mandalore conversation that happens in the Trays academy if you save your party. They consist of pairs of almost identical responses with just several words changed and do not seem like anything that would normally be found anywhere in the game and therefore they really stick out as "modded content".
This component of TSLRCM Tweak Pack will alter the player responses to something that (at least in my opinion) fits better with the rest of the dialogue found in the game. Mandalore's lines are not altered.
Extra components:
These small tweaks are separated as extras because they are not based on restorations or anything other than some thoughts of mine, or are probably insignificant to majority of players and made mostly for extra nit-picky crazies like myself.
Extra 1 - Trayus Sith Lords unified
This takes care of the small thing that caught my eye - that Sith Lords in the left part of Trayus Academy have their masks on, but those in the right part don't. This was probably done intentionally, possibly to provide more diversity, but what bothered me is that those without masks share the same head with Sith apprentices which are at few places found at the very same room (Yes, it bothers me, I'm that kind of guy [:p] ).
So, this only gives those few Sith Lords in Trays Ac. the same masks that their "colleagues" in the other part have. Simply as that.
Extra 2 - Lower Awareness requirement for "Gand Warrior" quest
This lowers required Awareness skill level for solving the quest given by Suulustan in Jekk Jekk Tarr cantina, on Nar Shadaa, to 4 instead of 16. Why so low? Because I think that 16 is really too much for such a trivial quest, and by making it as low as 4 it can be solved even by players who didn't focus on developing their Exile's Awareness, simply by equipping a few of skill boosting items, and maybe also casting Valor if needed.
3. Installation:
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To install this Tweak Pack, TSLRCM 1.8.3 or newer version, MUST be installed. It is made for TSLRCM and without it, it has no point.
1) If you're planning to install the complete installer version, just run its URCMTP.exe and follow instructions. It's advisable to do it IMMEDIATELY after TSLRCM installation. In that case if you plan to install some other mods after TSLRCM they won't be overwritten, and maximum compatibility is assured.
2) If you're planning to install any of modular parts just run U_TSLRCM_TP_IND.exe and follow instructions. You need to run U_TSLRCM_TP_IND.exe once for each component you have to install.
For Component 1 (Kaeve removal) BOTH parts must be installed for it to work properly.
Any component can be installed any time after TSLRCM installation.
4. Uninstallation
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Copy appropriate files from the "backup" folder to their original places.
5. Mod Compatibility:
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Any mod that is compatible with TSLRCM is compatible with this Tweak Pack.
For full compatibility with "Fixed Hologram Models and Admiralty Redux for TSLRCM" by DarthParametric and M4-78EP, use the the Individual component installer for this pack, and install it AFTER those mods.
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Thanks to Fair Strides for creating and updating the TSL Patcher version of the installer.
Special thanks to Zbyl2, DarthStoney, VarsityPuppet, Hassat Hunter, and everybody else who was involved with TSLCRM during its long years of making, for all that they have given us...
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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.
47,981 downloads
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Balance Tweak Pack
By Pavijan357
BALANCE TWEAK PACK
version 1.1
Author: Pavijan357
1. Description:
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This is just a small compilation of minor fixes to some "Knights Of The Old Republic 2" game balance issues and oversights.
I originally made this for my personal use, but I decided to share it anyway at the end.
All these tweaks/fixes are made to be used with TSLRCM and assume that you have TSLRCM 1.8.6 (or eventual later version) installed.
Usage of these components without TSLRCM is not tested.
2. Component list:
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This pack consists of four main components and one small extra:
Component 1 - Discple and Handmaiden Grant Both Bonuses
Bonus feat that Handmaiden grants to Exile after their sparring match on Ebon Hawk ("Battle Precognition" - adds Wisdom bonus to defense) is much better reward than Disciple’s measly increase of 10 force points to the Exile's maximum amount after their first meditation session, and is just one of the points why some people prefer having first one as a companion that the second.
This mod remedies that by having both of them grant both Battle Precognition and Maximum Force Points increase at those respective dialogue points (I even added a few lines for justifying it, sorry if you don't like them ).
I have also fixed an oversight where if you take the DS path in dialog about meditation with Disciple you don’t get a FP bonus even though in-dialogue info said that you did.
Until someone restores Disciple’s cut Holocron quest (which is highly unlikely) this will serve to bridge that only slight advantage male Exile had in combat over than the female one (not that it really matters because of extremely low general difficulty of the game, but here it is anyway...).
Component 2 - Force Crush Balance
As many of you already know, KOTOR 2 in not a challenging game, but even taking that in account, there is one Force Power that really breaks its every potential for real boss fights for the Dark Side player...
Of course I’m speaking of Force Crush, the ultimate cheese tool.
There were many mods that tried to improve KOTOR 2 boss fights, and for Light Side player they might succeed to increase the challenge, but for Dark Side one, if the boss fights you solo (Nihilus and Sion for example), it ultimately doesn’t doesn’t matter how much you buff the stats of the bosses when you have the power that, as long as you have enough Force Points and FP regeneration, makes you able to get them to helplessly jump and down and take damage without hitting you even once!
What is the root of a problem here?
It is the fact that when opponent fails the save against the power he/she suffers the full damage amount and gets lifted and dropped down on the ground helplessly, which is cool, but even if opponent succeeds on save, he/she suffers the half of damage, but STILL gets lifted and dropped, after which you can simply cast the power again and proceed to repeat the process until the opponent is dead.
If the opponent has more Hit Points fight will only last longer and be more tedious, but not really harder in any way.
My solution for this is simple: keep the effect the same if the save fails, but in the case that save succeeds opponent still suffer the half of the full damage BUT they do not get lifted and dropped, and can therefore continue to attack you, in that round at least, and actually pose some real danger.
Component 3 - Sith Lords Improvements
Yes, I know that there are already several mods that make the Sith lord bosses tougher to beat, but some of them did not hit the right spot for me, and some of them do not even work properly for all bosses, or can create the game breaking bugs when used with TSLRCM or some other mods.
So I created this component to both get them to the challenge level worthy of the true boss status, and make it as compatible with as many other mods that I can.
I play-tested this mod with:
a) unoptimized LS melee character made by fist-time novice player from the save I found on the net – on the "Normal" game difficulty,
b) optimized DS force-focused character of mine – on the "Difficult" game difficulty.
In both cases fights were winnable but were hard and lengthy enough, and required a fair amount of usable items to be spent (stims, medipacks and shields).
Be warned, with this mod installed, you should save those consumables for these boss fights, ESPECIALLY your best shields, since you can easily get one-shotted on higher difficulty without these, but that should not be any problem to accomplish anyway since, because of the general low difficulty of the regular fights, you don't really need to use those at any non-boss fight in the game, so you should always have enough by the time you get to the final 3 bosses.
Component 4 - Disable "Droid Interface" Feat
Combat droid class (only HK-47 of all party members belongs to that class) is able to take "Droid Interface" feat on level-up, which, in both vanilla TSL and TSLRCM, does absolutely nothing.
That was most likely to be used in some cut content out of many that were planned to be at the game but were never completed by the game developers.
All you can do with this feat now is to completely waste one HK-47's feat point by taking this if you are a new player and you do not know what each feat does (or in this case - doesn't).
Because of that, this mod serves to disable this feat, so you will not be offered to take it in on HK-47's level-up screen.
M4-78EP mod, which restores the droid planet to the game, actually uses "Droid Interface" feat at some points, so you should not install this component with along with that mod if you intend to use this feat.
Extra component - Maximum Level Sith AC Bonus Fix
This is just one small bug fix for the oversight in acbonus.2da file where a lvl 50 Sith Lord and lvl 50 Sith Marauder had swapped AC values.
While it is true that no player or non-player character should reach those levels in the unmodded game without cheating, this can happen when some difficulty or experience mods are used. So I'm supplying that fix here.
3. Installation:
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Install components from this patch AFTER TSLRM is installed.
Use TSL Patcher to install each component individually.
4. Uninstallation
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Copy appropriate files from the "backup" folder to their original places.
5. Mod Compatibility:
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Detailed individual compatibility notes are listed in each component's "tslpatchdata/info.rtf" file.
Apart from that, any mod that is compatible with TSLRCM should be compatible with this Tweak Pack.
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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.
10,975 downloads
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High Quality Skyboxes II
By Kexikus
If you update from version 1.0.x to 1.1 make sure to read the special instructions in the read-me!
In order to update to 1.1.1 from any previous version, delete all 306nara.wok, 306narb.wok and 306nard.wok from your Override folder. If you had version 1.1 installed there is no need for anything else, otherwise follow the instructions in the read-me.
ABOUT:
This mod replaces every skybox and every planetary backdrop in the game with a new high resolution version made from scratch.
This includes a replacement of every skybox model to fix all the glaring issues with the original.
There are also some additional minor changes that either fix issues with the vanilla environments or serve to better blend ingame terrain and skybox.
Other than that I recommend you just check out the screenshots as pictures say more than a thousand words or check the video to see the animated skyboxes.
Click the following image to see additional interactive screenshot comparisons:
There are also add-ons with new skyboxes for the following mods:
M4-78 Enhancement Project Coruscant - Jedi Temple If you find any issues or have any other comments, please let me know and I'll see what can be done.
INSTALLATION:
For installation instructions check the read-me files of the individual downloads. You either have to run an installer or just drop files into your Override folder. For the mod to take full effect you need a savegame where you have not yet left Citadel Station.
If you update from version 1.0.x to 1.1 make sure to read the special instructions.
I also highly recommend to install the fog fix if you are using the latest Steam patch.
COMPABILITY:
This mod is not compatible with any mod that edits skyboxes in any way. This includes mods that only edit their models. There might also be rare incompabilities with mods that edit non-skybox area models if those models are also edited by this mod.
PERMISSIONS:
You may NOT redistribute any textures included in this archive without my explicit permission. You may however use all the models as long as you give me credit.
CREDITS:
This mod was created by Kexikus using mainly Terragen 4, Photoshop CS6 and 3ds Max. Additional tools used:
KotOR Tool by Fred Tetra K-GFF by TK102 MDL edit by bead-v MDLOps by ndix UR KOTORmax by bead-v tga2tpc by ndix UR Additional resources by:
Andy Welder: Dantooine tree model Animum: Dxun/Onderon tree model Bioware: Nar Shaddaa traffic models, Coruscant traffic texture, M4-78 buildings creativepack: Additional Nar Shaddaa textures dandelO: grass shader Dantooine and Telos, snow shader Dantooine Flo: Dxun bush model Jorak Uln: Taris window texture Martin Frank: Dxun bush model mhaze: Telos rock/mountain shader Misha Winkler: Grass model Dantooine Obsidian: Telos tree model, Nar Shaddaa textures, Onderon buildings, M4-78 buildings PCWallArt.com: Onderon gold texture proper33: Malachor lightning texture SCIFI3D.com: Coruscant buildings svenniemannie: Additional Coruscant texture Texturify: Additional Nar Shaddaa texture TheBlackHole: M4-78 lava shader Veronica Bush: Dxun bush model VIS-Games: M4-78 excavator model
THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
20,861 downloads
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TSL 221tel Recut
By Spulifan
DESCRIPTION
Moves the HK factory segment a little later and allows the player to skip it. Remote comes to inform the Exile about the departure of Bao-Dur and HK-47 at the Citadel station. There is however no info given what happened to Bao-Dur. Meaning this mod just tells the player that Bao-Dur has disappeared somewhere without telling where and why.
DETAILED EXPLANATION
You no longer go straight to the factory (if located) after dealing with Atris. Instead you skip to the conversation with Grenn in Citadel station. Atton is now healed for this conversation. When Grenn asks about Bao-Dur (moved earlier) and Atton wonders where he and possibly HK-47 went, Remote comes with news about him/them.
After asking Remote some questions, you decide if you want to play the factory section or skip it. If you skip it, the game randomly decides if the droids that G0-T0 summons at Malachor V are HK-50 or HK-51 units. Otherwise you play the factory section like you normally would.
After shutting down the factory, skipping it or if you haven't located it’s location, you resume the conversation with Grenn, when the Sith attack the station. The cutscene showing the Sith assassins was improved. There are no more changes after the conversation with Grenn ends.
INSTALL INSTRUCTIONS
- Extract archive
- Run "TSLPatcher.exe"
- Click "Install Mod"
- Select Install directory
- Done!
UNINSTALL
- Copy files from the backup folder to the game's "Modules" folder
- Overwrite when asked
176 downloads
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Effixian's Black Ebon Hawk Reskins
By Effix
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Knights of the Old Republic - The Sith Lords
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TITLE: TSL Effixian's Black Ebon Hawk Reskins
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
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DESCRIPTION
-----------------------
This is a collection of Ebon Hawk reskins (exterior only), that puts the ebon in Ebon Hawk.
The black parts aren't pitch black, to retain all the details and nuances.
The textures are upscaled. Because of that the total package would be fairly large for those with slower internet speeds, so I split up the downloads.
You will still see the original version on the minimap and of course in the cutscene movies.
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INSTALLATION
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Extract the zip somewhere, copy the files from the folder to your override folder.
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COMPATABILITY
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This mod will only conflict with other mods that change the same textures. You can combine things with a mod that includes the Hawk's interior and exterior, simply install that first and then overwrite its files for the exterior.
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UNINSTALLING
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Remove from your override:
002_EBO_Main1.tga
002_EBO_Main2.tga
002_EBO_Main3.tga
GAL_EbonHawk_2.tga
Gui_ebon_01.tga
KOR_Ehok.tga
MAL_EBO_Main2.tga
NAR_EBOHWK.tga
PER_EH1.tga
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DISTRIBUTION NOTES
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You may NOT use the material from this mod in your own mod without giving me credit, implying it was your own creation.
You will likely get permission to reuse material from this mod in your own mods if you simply ask me.
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THANKS TO
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Stoffe and Fred Tetra for the needed tools and tutorials
waifu2x.booru.pics for the AI assisted upscaling
micheal_199710 (Steam) for requesting a green and black Hawk, Andaros and ASinisterGecko's (Steam) for a black one, D5-αT8 (Steam) for a purple and black one and Jedi Reven and Warrior (Steam) for a blue and black one.
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Donations
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My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
533 downloads
0 comments
Updated
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Effixian's Mandalorian Reskins
By Effix
-----------------------------------------------------------------------
Knights of the Old Republic - The Sith Lords
-----------------------------------------------------------------------
TITLE: TSL Effixian's Mandalorian Reskins
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
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DESCRIPTION
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This mod replaces the Mandalorian's textures. The textures are upscaled, reworked and cleaned up in some places and I've added some shininess. The emblem is that of the Neo-Crusaders.
I've included a colorless version for those who prefer that.
Inspired by a request by darthquell on Steam:
"What about making the Mandalorians, at least some of them, have white armor, maybe somewhat resembling the clone troopers or white Boba concept? Keeping it in-line with the era, though"
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INSTALLATION
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Extract the zip somewhere, copy the files from one of the folders to your override folder.
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COMPATABILITY
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This mod will only conflict with other mods that change the same textures.
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UNINSTALLING
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Remove from your override:
n_mandalorian.mdl
n_mandalorian.mdx
N_Mandalorian01.tga
N_Mandalorian01.txi
N_Mandalorian02.tga
N_Mandalorian03.tga
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DISTRIBUTION NOTES
------------------------------------
You may NOT use the material from this mod in your own mod without giving me credit, implying it was your own creation.
You will likely get permission to reuse material from this mod in your own mods if you simply ask me.
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THANKS TO
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Stoffe and Fred Tetra for the needed tools and tutorials
-----------------
Donations
-----------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
-------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
351 downloads
- mandalorian
- mandalorians
- (and 1 more)
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Request: No Max Dex On Jedi Armour
By TamerBill
Mod by TamerBill, requested by Nodood
Zeison Sha armour and all its derivatives no longer have a maximum dexterity bonus (originally capped at +4).
493 downloads
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Replacement Loading Screens for KotOR2: Original Pack (with or without TSLRCM) - Part 2
Replacement Loading Screens for KotOR2: Original Pack (with or without TSLRCM) – Part 2 ==============================================================================
AUTHOR: Sith Holocron ORIGINAL RELEASE (version 1.0): 17 APR 2018 UPDATED RELEASE (version 1.1): 02 OCT 2018
GAMES: Star Wars Knights of the Old Republic 2
[This mod will not work in Star Wars Knights of the Old Republic 1]
Description: Were you ever dissatisfied with the low-resolution loading screens when the in-game footage looks so much better? What if there was a mod that took care of that for you? Psssst…it’s this mod!
This version of the mod covers the areas in the normal “vanilla” game and the areas added/restored by TSLRCM. If you’re looking for additional loading screens that cover large scale add-on mods, you should seek out the “Replacement Loading Screens for KotOR2 Add-On Pack” which is also available on Deadly Stream. The texture size is 2048 by 2048 so you'll have a large sized picture for each.
List of the areas covered in this mod
Code Area ------ ------------------------------------------------------
301NAR Nar Shaddaa - Refugee Landing Pad 301NARa Nar Shaddaa - Refugee Landing Pad (Alternate)* 302NAR Nar Shaddaa - Refugee Quad 303NAR Nar Shaddaa - Docks 304NAR Nar Shaddaa - Jekk'Jekk Tarr 305NAR Nar Shaddaa - Jekk'Jekk Tarr Tunnels 306NAR Nar Shaddaa - Entertainment Promenade 351NAR Nar Shaddaa - Goto's Yacht 371NAR Nar Shaddaa - Swoop Track
401DXN Dxun - Jungle Landing 402DXN Dxun - Jungle 403DXN Dxun - Mandalorian Ruins 404DXN Dxun - Mandalorian Cache 410DXN Dxun - Jungle Tomb 411DXN Dxun - Sith Tomb 421DXN Dxun - Turret Minigame
501OND Onderon - Iziz Spaceport 502OND Onderon - Iziz Merchant Quarter 503OND Onderon - Iziz Cantina 504OND Onderon - Sky Ramp 505OND Onderon - Turret Minigame 506OND Onderon - Royal Palace 510OND Onderon - Swoop Track 511OND Onderon - Iziz Merchant Quarter Invasion 512OND Onderon - Iziz Western Square
601DAN Dantooine - Khoonda Plains 602DAN Dantooine - Khoonda 603DAN Dantooine - Khoonda Plains Cutscenes 604DAN Dantooine - Crystal Cave 605DAN Dantooine - Enclave Courtyard 610DAN Dantooine - Enclave Sublevel (updated texture!) 650DAN Dantooine - Rebuilt Jedi Enclave
Also included in this latest update are two optional textures to increase the resolution of the columns in the Dantooine Enclave Sublevel.
Installation: ------------- Drop the TGA files and loadscreen.2da into your Override folder.
* The loading screen “load_301NARa.tga” is an alternate version of “load_301NAR.tga”. If you wish to use the alternate version, delete the “a” from the alternate and put that texture into the Override rather than the original texture.
Uninstall: ---------- If for any reason, you don’t like one (or more) of the loading screens, consult the list above so you can determine which you’ll need to remove from your Override folder.
To completely remove the loading screens, delete all the above listed TGA files and the loadscreen.2da.
Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either.
I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me before your use.
Special Thanks: ------------------- Ndix UR for his wonderful Loading Screen Template which enabled me to offer these loading screens in a format resembling the original loading screens for you all.
Thanks to DarthParametric, JCarter426, NDreW-25, and Marius Fett for their input and technical expertise.
And thanks to YOU for giving this monstrosity a whirl! Won’t you leave feedback on the download page? (I would like to see what I’ve done right, you see…)
Note:
Compatible with VarsityPuppet's TOR Style Loading Screens 1.0
15,595 downloads
-
Poison weapons and upgrades
By LoneWanderer
"Poison weapons and upgrades" mod for Star Wars Knights of the Old Republic II: The Sith Lords
VERSION: 1.0
RELEASE DATE: October 11, 2021
AUTHOR: LoneWanderer
---------------------
1.Description
---------------------
Adds 3 poison weapons (2 with new models) and 6 melee upgrades with custom icons.
KOTOR I had several poisoned weapons, which were quite fun to use, but in TSL poison damage type was limited to mostly useless or rarely used grenades, mines and droid special weapons. The goal of this mod is to make gameplay more varied and interesting by adding new obtainable poison weapons and upgrades.
Weapons:
Naga Sadow's Poison Blade - inside Korriban's Academy
Poison Short Sword - can be bought from Samhan Dobo on Telos
Sith Poison Double-Bladed Spear - from Dark Jedi Apprentice inside Freedon Nadd's tomb
Upgrades (can be created using a workbench):
Mild Poisonious Edge - Poison, Mild Damage DC 15 (requres skill: Stealth 6)
Average Poisonious Edge - Poison, Average Damage DC 25 (requres skill: Stealth 14)
Severe Poisonious Edge - Poison, Virulent Damage DC 30 (requres skill: Stealth 22)
Deadly Poisonious Edge - Poison, Deadly Damage DC 50 (requres skill: Stealth 32)
Average Weakening Edge - Poison, Average Weakness DC 20 (requres skill: Awareness 10)
Deadly Weakening Edge - Poison, Deadly Weakness DC 40 (requres skill: Awareness 28)
Since level cap was raised from 20 to 50 in TSL and autobalance system increases the level of enemies to match the level of Main Character, this means that in the latter half of the game most enemies will have very high resistance to poison, which makes it ineffective. To counter this imbalance, 2 additional levels of poison damage were added: Deadly Damage and Deadly Weakness. Also, to increase the chance of poisoning enemies, you can try lowering their Fortitude using, for example, Force Scream.
As a bonus Poison Short Sword and Sith Poison Double-Bladed Spear have new models (see License information in section 6.Credits). The correct shadow models were kindly created by DarthParametric.
CHEATS.
'giveitem poisn_short_01' - Poison Short Sword
'giveitem poisn_spear_01' - Sith Poison Double-Bladed Spear
'giveitem sadow_blade_01' - Naga Sadow's Poison Blade
'giveitem u_m_psn_edge_01' - Mild Poisonious Edge
'giveitem u_m_psn_edge_02' - Average Poisonious Edge
'giveitem u_m_psn_edge_03' - Severe Poisonious Edge
'giveitem u_m_psn_edge_04' - Deadly Poisonious Edge
'giveitem u_m_wkn_edge_01' - Average Weakening Edge
'giveitem u_m_wkn_edge_02' - Deadly Weakening Edge
---------------------
2.Installation
---------------------
Run "TSLPatcher.exe" installer and select your TSL folder.
-------------------------
3.Uninstallation
------------------------
Delete installed files of the mod from Override folder. Copy the files (except dialog.tlk) within the generated "backup" folder and place them in the Override folder, place dialog.tlk in your TSL folder.
If you installed other mods after this one that modify dialog.tlk, iprp_onhitdc.2da, itemcreate.2da, itemcreatemira.2da, poison.2da, upgrade.2da, then you should uninstall those mods first.
-----------------------
4.Compatibilty
-----------------------
This mod is compatible with TSLRCM.
New weapons use model variation 20 of short sword and double-bladed sword. New upgrades use item icon slots ip_pltuseitm_113 - ip_pltuseitm_118. If items from other mods use these model variations or slots, then they will overwrite each other appearance.
-----------------------
5.Permissions
----------------------
This mod may not be modified or distributed without the explicit permission of the author.
This mod can be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months.
--------------
6.Credits
--------------
Poison Short Sword uses model "Modern Sword" (https://skfb.ly/669CC) by Vladimir that is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
Sith Poison Double-Bladed Spear uses model "Spear" (https://skfb.ly/6sWQT) by DafVader that is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
Fred Tetra - KOTOR Tool
TK102 - DLG Editor
Stoffe and Fair Strides - TSLPatcher
Blue - KotOR Scripting Tool
Special Thanks to DarthParametric for creating models used as weapons' shadows
----------------
7.Contact
---------------
PM me on DeadlyStream or Nexus.
Disclaimer
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
190 downloads
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Non-Aligned passage for Sith Tomb
By N-DReW25
A Mod for Star Wars Knights of The Old Republic II The Sith Lords
Author: N-DReW25
Release Date: 03.10.2021
Installation:
Simply copy and paste/drag and drop the file within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder
Uninstallation:
Remove/delete the files from your Star Wars Knights of The Old Republic 2 override folder
Description:
You might be aware of the Sith Tomb found within the Cave on Korriban, and if you are, you might also be aware that only high Light Side and Dark Side players are allowed inside.
In vanilla/TSLRCM, you need to be Level 9 or above whilst your alignment needs to be below 26 (High Dark Side) OR above 74 (High Light Side).
This mod will remove the alignment restrictions replacing it with a higher Level restriction. You now only need to be Level 15 or above to enter the tomb, this requirement doesn't conflict with the lore behind the tomb.
Known Bugs:
This mod shouldn't have bugs, but do keep in mind that the tomb is designed to be easier for Dark Side players and harder for Light Side players... it is unknown what would happen if a neutral player enters the tomb but most likely nothing noticeable would occur.
But if anything does happen feel free to leave a bug report on Deadlystream.
Incompatibilities:
Is incompatible with anything that edits "sec_tomb.dlg".
Permissions:
Do NOT claim credit for this mod
Thanks:
Bioware: For such an amazing first game
Obsidian: For such an amazing sequel
Fred Tetra: For Kotor Tool
Sniggles: For requesting the mod on Discord
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.
885 downloads
- non-aligned
- tomb
- (and 3 more)
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Remove the Menu Beeps from KotOR and TSL
READ ME FIRST!
Here's my fifth small mod!
Remove the Menu Beeps from KotOR and TSL
=================================
MOD AUTHOR: Sith Holocron
ORIGINAL RELEASE: 11 MAY 2013
FOR WHICH GAMES: For both Star Wars Knights of the Old Republic & Star Wars Knights of the Old Republic 2: The Sith Lords
Description:
----------------
When using the various menu functions in either KotOR game, there are many annoying beeps. This extremely simple mod removes those by replace them with a blank sound file. Though this will probably have limited usage for the general public, it is invaluable for those creating “machinima” videos from either of the game.
Installation:
----------------
Drop WAV files in your game's’ Override folder
To Uninstall:
----------------
Take them 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, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the readme, mentioning me. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop - with the exception of Hassat Hunter who has my permission to do so.
1,133 downloads
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K2 Armor Nitpicks
By TK-664
___________________________________________________________
A bundle of my personal nitpicks to the armory of TSL. This compilation aims to rectify duplicates among other miscellaneous stuff. All the new textures are supposed to fit in, look like they belong. Hopefully they're up to standard.
~ M'uhk'gfa uses a new texture. No longer a duplicate.
~ Mandalorian Combat Suit uses a new texture. No longer a duplicate.
~ Heavy Battle Armor uses the unused PBH01 texture. No longer a duplicate and consistent with K1.
~ Echani Shield Suit uses the unused PBD07 texture. No longer a duplicate.
~ New fixed icon for Echani Heavy Armor. Let's just ignore the fact that it's obviously Mandalorian in design.
~ Reinforced Fiber Armor touched up item description. Since I'm not changing the texture, this is the least I can do because this armor most definitely isn't made of tree fibers like in the first game.
~ Jal Shey Neophyte Armor uses the unused PBM04 texture. No longer a duplicate.
~ New icon for Mandalore's Armor.
___________________________________________________________
Bonus restorations/others:
545 downloads
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Effixian's HK Metallic Skins
By Effix
**************************************
Knights of the Old Republic - The Sith Lords
**************************************
TITLE: Effixian's HK Metallic Skins
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam
*************
INSTALLATION
*************
1. Unzip somewhere and run the file "TSLPatcher - Install TSL Effixians HK Metallic Skins.exe". This step is simply to enable the metallic shine.
2. Pick an appearance you like (See the Screenshots folder). Go into the Textures folder and into the subfolder of your liking. Copy the files in there to your override folder.
The override folder is a subfolder in the game's main folder, you need to create it if you've never added a mod before.
***************
STEAM VERSION
***************
You can use this mod with the Steam version of the game, simply point the installer to the location of the game.
If you're using the Steam version of TSLRCM (or the combo with M4-78) then you need to point the installer to its Workshop folder.
This mod is not compatible with my HK-47 Steam mods if you do so, the textures in those mods don't work in combination with the metallic shine.
************
DESCRIPTION
************
This is pretty much a spin-off from my non metallic HK reskins.
This mod enables a metallic shine for the HK droids. Next to that it gives various texture/portrait options to use with that change.
To demonstrate different lighting conditions; the left part of the screenshots is inside the Ebon Hawk, the right side is on Dantooine, next to the Ebon Hawk.
*************
HK-50 & HK-51
*************
Next to HK-47 this mod also makes HK-50 & HK-51 able to get the metallic shine. Like with HK-47, you need to do some manual work for the texture files part. You need to copy-rename-copy-paste texture files.
HK-50's file should be: C_HK50.tga
HK-51's file should be: C_HK51.tga
So you pick a file (P_hk47_01.tga, the other one is a portrait and not needed) from the Textures folder of your choice, make a copy of it, rename it to C_HK50.tga and/or C_HK51.tga and move those file(s) to your override folder.
*****
BUGS
*****
None known.
*************
UNINSTALLING
*************
1. Remove the following files from your override folder:
P_hk47_01.tga
PO_pHK47.tga
2. Optional: Removing the above files will give HK-47 back his original appearance, without metallic shine. If for some reason you also want to undo the changes that were made to appearance.2da, then you can run the Patcher from the Uninstaller folder.
*******************
DISTRIBUTION NOTES
*******************
You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
You might: Use the material from this mod in your own mods if you simply ask me.
********
Thanks to
********
Stoffe and Fred Tetra for the needed tools and tutorials
-------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
---------------------------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
1,044 downloads
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M4-78 Alternate Skybox Pack
By N-DReW25
A Mod for Star Wars Knights of The Old Republic 2
Authors: N-DReW25 and Sith Holocron
1.0.0 Release Date: 18.08.2017
1.1.0 Release Date: 31.08.2021
Description:
If you’ve played M4-78EP before, you might be surprised that the Skybox textures you see in that mod are NOT the intended Skybox that Obsidian sought to use for M4-78.
The original M4-78, as designed by Obsidian Entertainment, used the left-over skyboxes of the cut planet Sleheyron from the 1st game and altered these skyboxes to use be used on M4-78. These original skybox for M4-78, as intended by Obsidian, was briefly seen in Kotor 2's E3 trailer.
In 2008, Quanon created a new skybox for Stoney’s original M4-78 mod. These skyboxes had higher quality buildings, a darker wine-brown sky and visible green radiation.
The Skybox you see in M4-78EP today was created by Stoney himself, these skyboxes have the background of a light orange sky with tall buildings. This is the skybox you see in the most up to date version of M4-78EP.
Installation:
First, make sure you have M4-78EP 1.5 installed for the best playing experience! Follow the instructions on the M4-78EP download page to install M4-78EP.
https://deadlystream.com/files/file/277-m4-78-enhancement-project/
Warning: It is advised that you do NOT use the Steam Workshop version of TSLRCM or M4-78EP due to compatibility issues with other mods. If you do choose to use the Steam Workshop, you will need to install this mod into your Steam Workshop Override folder instead!
If you are using Sith Holocron's "Replacement Loading Screens for KotOR2: Add-On Pack (with or without TSLRCM) 1.3" mod, be sure to install this mod last!
Once you have M4-78EP installed, you will have 3 different skyboxes to choose from (you can only use 1 skybox at a time!).
Option 1:
Stoney's M4-78 Version - by Quanon:
1) Open the “Stoney Version (by Quanon)” folder.
2) Open the “For Override” folder
3) Copy the 10 tga files within the “For Override” folder and paste these files inside your Knights of the Old Republic II Override folder
Option 2:
Obsidian Version - by Obsidian Entertainment:
1) Open the “Obsidian Version” folder.
2) Open the “For Override” folder
3) Copy the 10 tga files within the “For Override” folder and paste these files inside your Knights of the Old Republic II Override folder
Option 3:
Sleheyron Version - by Bioware, roof texture by Sith Holocron:
1) Open the “Sleheyron Version” folder.
2) Open the “For Override” folder
3) Copy the 10 tga files within the “For Override” folder and paste these files inside your Knights of the Old Republic II Override folder
Uninstallation:
To uninstall this version and restore the original M4-78EP skyboxes, simply copy the contents of the BACKUP folder into your Knights of the Old Republic II Override folder.
Warning: If you simply delete the Skybox and Loading Screen files from your Override without copying the BACKUP files you will have no loading screens for M4-78 and the Obsidian Skyboxes by default.
Known Bugs:
The droid testing facility loading screen does not appear, this is a core problem with M4-78EP 1.5 content and not this mod. Once a fix for M4-78EP 1.5 has been made, this bug will be fixed (This is outside of my control though).
If you encounter any bugs, just report to N-DReW25 via PM on Deadlystream.com
Incompatibilities:
This mod is compatible with Kexikus’ High Quality Skybox mod for TSL and any other mod which replaces the skybox for M4-78 EP.
This doesn’t include textures that change the skybox as viewed from inside the Ebon Hawk.
Recommended Mods!:
Permissions:
· Do NOT claim credit for this mod, as that would exceedingly rude.
· Do NOT upload this mod to any other website without the permission of N-DReW25
· If you want to use Stoney’s M4-78 Skybox in your own mod, please contact the original author, Quanon, for permission.
Special Thanks:
· Obsidian for not deleting all of M4-78.
· Bioware for not deleting Sleheyron’s Skybox
· Stoney for making the original M4-78 mod.
· Quanon for making the skyboxes for the original M4-78 mod and for his permission to include them here.
· Zybl2 and Hassat Hunter for their work on M4-78EP.
· Fred Tetra for Kotor Tool
· Sith Holocron for the new loading screens
· Everyone who downloads the mod. (Please leave feedback!)
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 AND/OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
546 downloads
-
T3-M4 Lightsaber Construction Mod
By brents742
Tired of missing a lens? T3-M4 can help! You can have a lightsaber as early as your first trip to the Ebon Hawk in a way that fits in with the story & adds additional dialogue & immersion to the game. You can construct as many lightsabers as you have crystals!
UPDATE: Reconstruct Visas Marr's destroyed ligthsaber via T3-M4 for some added dialogue and influence gain/loss options with Visas when you give it back to her.
T3-M4 Lightsaber Construction Mod v1.2
======================================
By brents742
============
Version Notes
=============
v1.0 - 3/4/2021
- Initial release
v1.1 - 3/7/2021
- Added ability for T3-M4 to rebuild Visas' lightsaber and place in player inventory after Visas joins the party
- Created new dialogue with Visas via existing sound files for returning her lightsaber
- Added new influence gain/loss options with Visas when returning her lightsaber
v1.2 - 8/10/2021
- Updated M4-78 compatibility to properly display T3's dialog options for the planet
- Grammatical errors corrected when returning Visas' lightsaber to her
Requirements
============
TSLRCM 1.8.5 or above
Installation
============
First, it should be noted that using Steam Workshop is NOT recommended as it can cause any number of issues during your playthrough. Especially with TSLRCM.
With that in mind, if you are using Workshop mods, follow the Steam instructions below versus the regular install instructions.
REGULAR TSLRCM INSTALL 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.
TSLRCM + M478 INSTALL USERS:
You will need to go into the download files and copy the t3m4.dlg file from the M4-78 folder within the folder called Compatibility.
Drop this in your respective override folder after regular install of this mod. Failing to do so will cause M4-78 to not be accessible as T3
will lack the dialog options to unlock the planet without this file.
TSLRCM INSTALLED FROM STEAM WORKSHOP 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!!!
Description
===========
-This mod expands upon existing lightsaber construction methods (Bao-Dur) and allows T3-M4 to not only help you
construct your first lightsaber, but further allows him to construct as many lightsabers as you have crystals
available in your inventory (double-bladed, one-handed, short lightsabers, and Visas Marr's lightsaber) - on demand.
-The intention of this mod is to give players the ability to have a lightsaber that fits into the existing lore and story
of the game as early as your first visit to the Ebon Hawk if they choose. I wanted a mod that didn't just magically give
the player lightsabers.
-How T3-M4 is able to help you create lightsabers is explained in as much detail as would be available
to the Exile at this stage in their journey. Speaking to T3-M4 and asking him to help you construct a lightsaber will begin
the series of short steps required that will activate this ability for T3-M4 and give you three crystals of your choosing
for use in construction.
-This mod pays careful attention to ensuring nothing is removed from the base game. If you still want to follow Bao-Dur's
lightsaber construction method and search for parts across the galaxy - you can do that!
-The Crafting a Lightsaber quest is now given directly after regaining your Force powers on Peragus.
-Using T3-M4 to construct a lightsaber will trigger the Crafting a Lightsaber quest as completed just like if you made one
through Bao-Dur. Bao-Dur will not ask you why you do not carry a lightsaber anymore once this occurs.
Likewise, if you have not used T3-M4 to construct a lightsaber before bringing Bao-Dur aboard the Ebon Hawk,
he will speak to you about a lightsaber as normal.
-Lightsaber training with Kreia is CONFIRMED to be working using T3-M4 to construct your lightsaber.
-Looting post Crafting a Lightsaber quest works as it would in the base game. Where you would have found a
lightsaber part, you will now find a lightsaber, just like in the base game.
-This mod was designed to work within the existing format of the game concerning lightsaber construction.
The only difference is the lightsaber quest will trigger early and is able to be completed via T3-M4 versus
only Bao-Dur. There are some additional dialogue options for immersions sake and T3 can construct multiple
lightsabers but everything else works exactly as it should.
-There's a cool story easter egg within the Security System tucked away
Getting Started
===============
This mod works best from a new save to experience all the changes as they were meant to be experienced.
This is not mandatory, however, as the mod is designed to be used at any point in the game.
If Using an Existing Save
=========================
Talk to T3-M4 and he will give you the access codes to the Ebon Hawk.
Ask him about lightsaber construction and he will direct you how to upgrade him.
If using a New Save
===================
Play the game as you normally would through Peragus.
T3-M4 will give you the Ebon Hawk's access codes before leaving Peragus.
Ask him about lightsaber construction and he will direct you how to upgrade him.
Important - Timing
==================
Due to the natural progression of the game, it is best to speak with T3-M4 about lightsaber construction just before or
after your initial conversation with Kreia aboard the Ebon Hawk. If you wait, your next opportunity will be directly after
leaving Telos.
Compatibility
=============
IMPORTANT - This mod relies upon the default crystal files that come with the game. (U_l_colo_01 thru u_l_colo_10)
Any mod that removes some of these files for some reason will cause this mod to not function at 100%. Mods that change
existing u_l_colo files should not be a problem.
Any mod that gives you a lightsaber and then changes how the Crafting a Lightsaber quest works is likely to conflict
with this mod.
A mod that just gives you a lightsaber and messes with nothing else should be okay, if also redundant.
-I have made a somewhat thorough search of existing lightsaber mods to search for any crystal files they may add.
-To my knowledge, no existing mod adds new crystals to the game beyond Prydeless' Pink Lightsaber mod.
-If you are using a mod that adds crystals to the game, then after running TSLPatcher.exe and the installation of
the base mod has completed, open the 'Compatibility' folder inside 'tslpatchdata' and drag and drop the secsys.dlg
from the folder corresponding to the crystal mod you have installed into the override folder located inside the
main directory of your KOTOR II installation. When prompted, override the existing file. I will update this file
as more mods come out / I am made aware of that add new color crystals to the game.
Current compatible crystal mods:
-Prydeless' Pink Lightsaber mod
-Working on adding more!
If you run across a mod that this mod seems to conflict with, or a mod that adds crystals to, the game, please let
me know and I will work to update this mod to address it.
What Specifically does this mod do?
===================================
-000.dlg was modified to give the player the Crafting a Lightsaber quest early (Peragus after regaining Force powers).
-Global.jrl has been updated to reflect a non Bao-Dur specific lightsaber quest through string 128188 that comes
with the base game and a new string appended to dialog.tlk that reads "With your companion's assistance, you have
crafted a new lightsaber."
-103atton.dlg was modified to reflect T3's new abilities and gives the player owner identification codes to the Ebon Hawk.
-T3M4.dlg was modified with a new dialogue option that will begin the steps needed to allow for lightsaber
construction (double-bladed, one-handed, short lightsabers, and Visas Marr's lightsaber)
Will not allow creation without a crystal.
Will properly set boolean 000_Lightsaber_Built that flags the Crafting a Lightsaber quest as completed. This is the same boolean
the game has always used.
T3 can be asked how he learned to help create lightsabers, after a brief explanation of time serving the Jedi, conversation
is routed to existing conversation that can lead to the holorecording with KoTOR 1 characters.
-Modified u_have_any_co_cr.ncs, a script that comes with the base game, so the game properly checks bronze crystals in your inventory
when checking for crystals (This script will continue to be updated to reflect additional lightsaber crystals that new mods add to the game).
-Modified baosaber.dlg so that Bao-Dur's conversation about lightsabers will not trigger if Crafting a Lightsaber quest
is complete. This conversation will occur as normal if it is not complete.
-Modified secsys.dlg with an Access System Commands option.
Added a hidden compartment with three crystals that can be made into any color.
Created the process for upgrading T3-M4 to allow for lightsaber construction.
Placed existing camera recordings within an Access Security Cameras option.
-Modified visasmarr.dlg to allow for dialogue when returning her rebuilt lightsaber as well as influence gain/loss options.
-Created the following Booleans:
KES_CR1 boolean - flags when the compartment crystals are created, preventing crystal creation from repeating.
KES_CR2 boolean - will allow for the secret easter egg to take place.
KES_CR3 boolean - prevents an infinite LS/DS point exploit from forming from repeating the secrete easter egg.
KES_CR4 boolean - flags T3-M4 as having had an update, allowing for lightsaber construction to take place.
KES_CR5 boolean - flags whether the character has received the Ebon Hawk's owner identification codes.
KES_CR6 boolean - flags when T3-M4 has helped rebuild Visas' lightsaber, preventing this option from appearing again in dialogue.
KES_CR7 boolean - prevents repeatedly activating the dialogue of giving Visas her lightsaber back.
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 all of this to begin with.
The entirety of the DeadlyStream modding forums for their inexhaustible 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 am 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.
1,335 downloads
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kotor 2 Default Hilt Replacement Mod
By Kaidon Jorn
DHRM 8.2
----------------------
Kaidon Jorn May 2021
This mod will replace the default vanilla game saber models into new higher poly lightsaber models, each color of blade has it's own unique hilt, with Crazy34's new 3-D lightsaber blade models. This time I removed my old hilt for the yellow bladed saber and changed it to a model I made years ago for SotOR (K1) and made it into a double bladed version as well.
I can't say enough about Crazy34's new blade model and textures (which I tweaked to my own preferences), his work has really changed the game on these and it's something a lot of us have been wanting for many years. Kudos to him for all his hard work, I might not have done all this if it weren't for him. They will be enjoyed for years to come.
To install run the .exe and choose the location of the game (not the override itself).
To uninstall take them all back out.
3,204 downloads
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Bao-Dur's Liberator's/Oppressor's Armor 2021
By Kaidon Jorn
Bao-Dur's Liberator's\Oppressor's Armor 2021
-------------------------------------------------------
Authors: Kaidon Jorn/Effix
Compatible with TSLRCM 1.8.5 - 1.8.6
This mod adds a small quest to have Bao-Dur build his own non-force restrictive armor once he reaches 10th level .
It's important to talk to him as soon as he hits 10th level so you can get the quest parts afterward on Nar Shaddaa, which you will find in both Tien's shop and in the Serroco thugs area.
The quest will have you find some military fatigues and armor plating so that he may build the new Liberator or Oppressor's Armor depending on your alignment.
The armor itself is medium class 7 with a dexterity bonus of +3, and was lovingly reskinned by none other than Effix of DeadlyStream and Steam Workshop notoriety. All credit for the reskinned Jamoah Hogra armor goes to him.
Run the .exe to install
***IMPORTANT***
I strongly advise to install TSLRCM (and SLM) first before this mod.
=====================================================================================================================
Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE
IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
939 downloads
- kotor 2: tsl
- obsidian
- (and 4 more)
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Bao-Dur's Head Reskin
By Kaidon Jorn
Bao-Dur Reskin 1.0
==============
Kaidon Jorn
August 2015
This is a simple reskin of Bao-Dur which isn't all that great, but it works. New portraits are included.
To install drop all files into game's override folder.
To remove take them out again.
Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
394 downloads
0 comments
Updated
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HereSpartan's HK Skins V2
***************************************
Knights of the Old Republic I & II Mod
***************************************
This is my second attempt at making a HK Skin Pack.
*************
Installation
*************
Just place all the TGA files in the override folder
**********
Uninstall
**********
Just remove all associated file for this mod from the override folder
149 downloads
0 comments
Submitted
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Effixian's Bearded PMHA06
By Effix
---------------------------------------------------------------------
Knights of the Old Republic - The Sith Lords
---------------------------------------------------------------------
TITLE: Effixian's Bearded PMHA06
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
------------------------
INSTALLATION
------------------------
Extract the zip, put the contents of the sub folder into your override folder.
----------------------
DESCRIPTION
----------------------
Reskin that adds a beard to the PMHA06 player head.
It also changes the eye color to cyanish.
The darkside transitions are similar to the vanilla ones.
-------------------------
UNINSTALLING
-------------------------
Remove from the override folder:
PMHA06.tga
PMHA06d1.tga
PMHA06d2.tga
po_PMHA06.tga
po_PMHA06d1.tga
po_PMHA06d2.tga
-------------------
THANKS TO
-------------------
Fred Tetra for KotOR Tool
-----------------
Donations
-----------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
-------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS
173 downloads
0 comments
Updated
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Tunics for Jedi Armors
By 90SK
Tunics for ZS Armors:
This will swap the JS/ZS armors into tunics.
There are eight total including the Dark Jedi Armor and Sun Guard Armor, as well as skins for the remainder of defaults.
I have included MVacc224's placement of Darth Malak's Armor in the Korriban Academy There is also a replacement of the Sith Tomb sarcophagus, it will contain a Kaiburr crystal upgrade item, and a Sith Assassin tunic (Dark Jedi Armor). The Dxun Puzzle reward is replaced with a Old Republic Jedi Guard tunic. The skins are for the old items, and they all have female/male skins and new icons.
To Install, copy mod files from archive into Override
There are three archives for each type of way to install the tunics: defaults JS/ZS armors, padawan robes, and the patch for loot and immersion upgrade.
To Uninstall, delete mod files from Override
This is a segment of other mods I have done, it will potentially conflict with my other mods. The replacement for Padawan robes is also available. The Loot-Immersion c.02 patch is based entirely on RGB's short robes mod.
This is not compatible with other JS/ZS mods and must be removed if they are to work.
This is fully compatible with the default game, TSLRCM, and M4-78EP.
If you have questions or comments, PM 90SK here on DeadlyStream
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
2,757 downloads
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Wesley Snipes as Blade Portrait
By NateGrape367
Replaces PHMB09 portrait with Blade, as seen in the Blade series starring Wesley Snipes.
85 downloads
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Ultrawide UI & dialog/letterboxing fix (for UniWS, 21:9)
By Verinen
This mod fixes UI stretching that happens when playing K2 on ultrawide resolutions (21:9). In addition, even after patching the game .exe with UniWS to play in ultrawide, your character's replies are invisible, making the game impossible to play. I provide a method to fix this issue (using Hex editing).
Simply fixing the UI stretching is unsatisfactory, as the game UI is not adapted for ultrawide screens. This results in an elongated, ugly and impractical UI. The text boxes are too large,the buttons too wide and too spread out on the screen. As a result, interacting with the UI is tiresome and requires way too much eye and mouse motion. Therefore I opted to redesign the game UI so that everything is centered on the screen and easier to access. The downside is that many spots are left black, which is not visually pleasing.
I believe the letterboxing fix can be useful to people running 1366x768 and who cannot see dialogs.
Disclaimer:
This mod was only tested with the GoG version of the game (i.e. without the Aspyr patch), upscaled using UniWS to 3440x1440. I do not know how the UI files would look using either Flawless Widescreen or the Aspyr version. I have not tried any other ultrawide resolution.
The UI fix is not fully tested, and some parts of the game may still contain some stretched elements.
Installation instructions - stretched UI:
Simply download and extract ultrawide_ui_fixes.zip, then copy the files from the downloaded override folder into your game override folder.
Installation instructions - letterboxing fix:
Here is the entire procedure to properly patch your game exe so that it runs in ultrawide. We are aiming at doing 3 things:
1. Use UniWS to automatically patch your swkotor2.exe to the right resolution, following this video 2. Manually Hex edit your swkotor2.exe to play movies in your native resolution, following this video. The hidden benefit is that it will speed up your game loading because you will not have to change resolutions to play the logos movie. 3. Manually Hex edit the game to change the letterboxing scaling, restoring your ability to see dialog options in game. In K1, this was done by the excellent KotOR High Resolution Menus, but there seems to be no equivalent for K2. Before doing any of this, backup your game exe !!
1. I will not provide any instruction for step 1 because UniWS is pretty straightforward.
2. Even though step 2 is well explaines in Xuul's video, I will provide here text instructions.
Once you have performed step 1, you need to download and install a hex editor (such as HxD). Open your swkotor2.exe with your hexadecimal editor, and look for the Hex strings:
80 02 00 00 75 15 81 3D E8 C1 80 00 E0 01 80 02 00 00 C7 44 24 10 E0 01 In both these lines, 80 02 and E0 01 are the width (respectively height) at which videos are played, in hexadecimal. You need to change them with your desired width and height.
First, use a hexadecimal converter to convert your desired width and height into hexadecimal. For the hexadecimal values to be read by the game, you need to swap the digits pair-wise for each value (if that is not clear, an example is provided below). Finally, you can replace 80 02 and E 01 by your own values in the lines above.
Example: for 3440x1440. First you convert them to hexadecimal, giving 0D 70 and 05 A0. Then you swap the two pairs of figures, giving 70 0D and A0 05. Then you just need to replace 80 02 by 70 0D, and E0 01 by A0 05. The resulting lines should look like:
70 0D 00 00 75 15 81 3D E8 C1 80 00 A0 05 70 0D 00 00 C7 44 24 10 A0 05 That was step 2. Don't close the hex editor, we still have one step to do.
3. For step 3, we need to locate the letterbox scaling value into the game exe. You need to locate the hex string
5F 70 00 00 B9 6D DB 3E 20 EE 70 00 00 A7 40 00 The value of the letterbox scaling is B9 6D DB 3E. This is too small, making the bottom part of the letterbox -hence your dialog options- invisible on ultrawide. You need to replace it with a higher value ( 4A 92 A4 3E, as suggested for widescreen by K1 HR Menus works fine, but feel free to enter your own value). You need to replace B9 6D DB 3E with 4A 92 A4 3E, giving:
5F 70 00 00 4A 92 A4 3E 20 EE 70 00 00 A7 40 00 Now save and enjoy !
Known issues:
the feat/power selection tree, at character creation or levelling up doesn't look nice and there's too much space between the icons. Unfortunately, it doesn't seem to scale like the rest of the UI, and I don't know how to fix it for now loading screens still look stretched, the solution here is to edit the loading screens directly and not the UI I did not rescale the pazaak screen, as I would also need to rescale the background pazaak texture for it not to be ugly
Incompatibilities:
This mod will not be compatible with any mod that alters the UI. The only I can think of right now is TSL galaxy map fix pack, at least the version which changes the planet position. My mod will put the planet positions to their vanilla spot.
Credits:
Visual KOTOR Gui Editor, an awesome tool for gui editing KOTOR Tool, to extract game files tpcview KotOR High Resolution Menu for finding the letterboxing fix in K1,
1,229 downloads
0 comments
Updated
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Honest Merchant (TSLRCM)
By TK-664
Brothers Dendis and Samhan Dobo decided to set up shop on the Telos citadel station. While Samhan opted to aquire his merchandise from dubious channels, Dendis kept himself, his inventory, and his prices, modest and ethical. This is why after TSLRCM I find it hard to believe that Dendis Dobo runs an honest but struggling business when I check his wares and see top-of-the-line gear and belongings of famous Jedi on sale.
This mod was quickly whipped up to revert his store to it's original state. It goes without saying you should install this only if you're using TSLRCM.
_________________________________________________________________________________________________
KTool..........................................................Fred Tetra
TSLPatcher.....................................................stoffe & Fair Strides
DeNCS..........................................................JdNoa & Dashus
7,822 downloads