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  1. Visas Marr: Sith Assassin

    Makes Visas a Sith Assassin.
    SUMMARY:
    This mod switches Visas' class from Jedi Sentinel to Sith Assassin. It's a fitting class story-wise given that she is an assassin sent by the Sith when you meet her. This is purely for fun, not balance. Sentinels and Assassins both have their advantages, so it doesn't necessarily make her better or worse, just more stealth-oriented. Her attributes and skills are untouched.
    The main changes going from Sentinel to Assassin are:
    - Better defense per level
    - +2 Force points per level
    - Lower Fortitude & Will saves
    - Demolitions class skill instead of Treat Injury
    - Granted Sneak Attack
    - Granted Force Camouflage
    - Granted Weapon Focus: Lightsaber
    - Slower feat progression
    - No Force Immunity feats
    - Can't learn Close Combat, Dual Strike, or Regenerate Vitality feats
    NOTE: This mod will only work on saves made prior to meeting Visas.
    INSTALLATION:
    To install, run TSLPatcher.exe. If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe.
    UNINSTALLATION:
    To uninstall, remove p_visas.utc and visascut.utc from your override folder. If any files were created inside the backup folder, move them to override.
    COMPATIBILITY:
    Will conflict with mods that edit Visas' class, obviously. May conflict with mods that edit Visas' starting powers, feats, or stats. Should be compatible with mods that edit Visas appearance, models/textures. Compatibility is assuming other mods use TSLPatcher or this mod is installed after. To be safe I recommend installing this mod after others that edit Visas.
    If planning to use Thematic KOTOR 2 Companions, there's no need to install this mod. Use the install option included with that mod.
    CREDITS:
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher - stoffe, Fair Strides
    Holocron Toolset - Cortisol
     

    257 downloads

       (0 reviews)

    0 comments

    Updated

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

    N-DReW's Bug Fix Collection for TSL
    A Mod for Star Wars Knights of The Old Republic 2
    Author: N-DReW25
    1.5.0 Release Date: 13.06.2025

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

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

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

    Incompatibilities:
    Please report any incompatibilities!

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

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

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

    2,260 downloads

       (1 review)

    10 comments

    Updated

  3. Mines Overhaul [TSL]

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

    63 downloads

       (0 reviews)

    4 comments

    Updated

  4. KOTOR 2 Community Patch

    KOTOR II: The Sith Lords Community Patch
    Original Mod Development/Inception: A Future Pilot
    Current Editor/Maintainer: @JCarter426
    Contact: PM at deadlystream.com
    Original Release Date: June 14, 2018
    Prior Version Release Date: February 17, 2022
    Current Version: v1.6.1
    Release Date: June 7, 2025
     
    1. Description:
    This mod is a compilation of various bugfix mods put together with the intention of fixing all the known bugs with the last official patch of KOTOR 2. A huge thanks to all of the mod authors who created these mods, and gave me permission to include them in this patch.
     
    2. Install:
    Run INSTALL.exe and navigate to your K2 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files.
     
    3. Uninstall:
    Given the complexity of this mod, a clean install of KOTOR II is recommended. However, you can check through the installation log file if you wish to undo the changes made.
     
    4. List of included mods and fixes (alphabetical by author):
    A Future Pilot:
    Running in outer space makes you look like a squirrel injected with caffeine Ashton Scorpius:
    Malak had some oral hygiene problems: TSL Jedi Malak Mouth Fix 1.1.0 bead-v:
    The Ebon Hawk has a couple panels with bad models: Ebon Hawk Model Fixes 2.0 danil-ch:
    In the prologue there are remote clones instead of sensor droids: Prologue Sensor Droids Fix A number of textures don't use shaders: Textures Improvement Project DarthParametric:
    There are multiple issues with the Harbinger level geometry: Harbinger Hull Fixes 1.1 The Zeison Sha armour for males (PMBMM) is unable to properly perform a two-handed grip during weapon animations: Get a Grip! Zeison Sha Armour Male Model Fix 1.0 There are some minor level geometry issues in the Peragus Administration level: Peragus Administration Level Room Model Fixes 1.0 The head texture for Visas has a poor quality mask for its environment map and incorrectly uses her skin colour for the inside of her mouth The female player head PFHA04 has some clipping issues with the right eyeball and eyelid (reported by Soka) The female player head PFHA05 has incorrect UVs for the upper teeth, causing them to be flesh-coloured (reported by ebmar) The Ebon Hawk's medbay has some bad lightmaps and the camera can clip through its walls (suggested by JCarter426) The Ebon Hawk's interior had various minor additional geometry/lightmap issues not addressed by bead-v's mod The Bumani Exchange Corp. module lacked a skybox/starscape (reported by JCarter426) Mandalore is missing the helmet filter effect on one of his lines (reported by Sniggles) War Droid texture variants didn't properly display the blaster texture (Reported by Sith Holocron) When Kreia first wakes up in the Peragus Administration Level morgue, it's possible to briefly see her body disappear FF97:
    Khoonda’s flag was missing its texture: Khoonda Flag Fix 1.0.0 GearHead:
    Droids were erroneously unable to equip claw weapons: KotOR2 Droid Claw Fix 1.0.0 Droids wielding two blasters fired only one shot when using Power Blast: KotOR2 HK-47 Power Blast Fix 1.0.0 JCarter426:
    Various issues: JC's Minor Fixes for K2 1.5 T3-M4 and the HK units lacked shaders: JC's Shader Fixes for K2 1.1 Various fixes for which feats characters can select: JC's Feat Fixes for K2 1.2 T3-M4 was missing VO and some Gand VO was misplaced: JC's VO Fix for K2 1.2 The Republic soldier body models have been improved: JC’s Republic Soldier Fix for K2 1.1 (with DarthParametric lending a hand) TSLRCM’s Zhug encounter on Nar Shaddaa had a couple issues: JC’s Zhug Attack Fix for TSLRCM 1.1 Strength Gauntlets were missing from random loot. Peragus items have had their stats unified across all areas. They will also now stack in the inventory menu. Party puppets such as Bao-Dur’s remote would erroneously trip the stealth sensor in the jungle tomb mission (reported by Sniggles) Malak's flashback lightsaber has a long blade, matching its appearance in the first game (inspired by Marius Fett's Secret Tomb Lightsaber Fixes) Kainzorus Prime:
    Boma beasts have black between their teeth: Boma Beast Teeth Fix 1.0 The model in the galaxy map for Peragus looks nothing like it: Peragus Galaxy Map Change LiliArch:
    The broken item icon, and Grenn's case icon are incorrect LoneWanderer:
    The damage penalty for mining lasers did not actually apply, so the mining lasers have been implemented as a different item type. LOTO:
    Texture fixes: Female Asian Head 6 Dark Side Texture Fix 1.0.0 Marauder:
    A number of items have wrong descriptions or properties: Marauder Fix Pack 1.0.3 N-DReW25:
    The Serocco guard has a VO that used the wrong actor: Serroco Guard VO Fix 1.0 It's possible to not be able to get a starport visa if you let a bounty hunter go: Bounty Hunter Starport Visa Fix 1.0 ndix UR:
    One of the player heads wasn't able to blink or move his eyes: PMHC06 Fixed for TSL PapaZinos:
    The speeder on Nar Shaddaa clipped through the railing: Don't Let Kreia Fly Your Speeder! 1.0.0 Khoonda’s turrets had the wrong appearance: Khoonda Turrets Model Repair 1.0.0 Model fixes: Nar Shaddaa Docks Repair 1.1.0 Model fixes: Nar Shaddaa Landing Pad Repair Model fixes: Telos Model Repairs 1.0.0 Model fixes: TSL Turrets Model Repair 1.0.0 Model fixes: Ultimate Citadel Station Repairs 1.0.0 Model fixes: Ultimate Ebon Hawk Repairs for TSL 2.0.2
    The full version of the mod at the link of the above includes some alternative animated texture options. Model fixes: Ultimate Harbinger Repairs 2.0.1 Model fixes: Ultimate Peragus Models Repair 1.3.0 Squall Lionheart:
    PMHH01 has some issues: PMHH01 Fixed Thor110:
    Model fixes: Dantooine & Coruscant Model Fix 1.0.0 (Dantooine only) Model fixes: Gamorrean Shadow Fix 1.0.1 Model fixes: Sentry Droid Animation Fix 1.0.0 VarsityPuppet:
    Some doors were oriented wrong: Side Opening Doors on Malachor ZimmMaster:
    The walking and running animations are janky: Movement Animation Fix for Both KOTOR and TSL  
    5. Bugs:
    These are the currently known bugs with KOTOR II or the mod that the K2CP is looking to resolve:
    https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues
    If you find any others, please report them.
     
    6. Permissions:
    Due to this mod being a compilation from many different authors, please do not distribute it.
     
    7. Special Thanks/Acknowledgements:
    ·    All of the mod authors who have helped make this patch a reality - thank you!
    ·    Fred Tetra - For KOTOR Tool
    ·    tk102 - For DLGEditor and K-GFF
    ·    JdNoa/Dashus - For DeNCS
    ·    Stoffe - For TSLPatcher
    ·    bead-v - For MDLEdit and KOTORMax
    ·    ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+
    ·    seedhartha - For KOTORBlender fork for Blender 2.8+
    ·    Fair Strides - For various tools and updates to older tools
    ·    DrMcCoy - For Xoreos Tools
    ·    Snigaroo - For maintaining mod builds on the KOTOR Community Portal
    ·    danil-ch - For the original info.rtf template
     
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION.

    72,408 downloads

       (4 reviews)

    44 comments

    Updated

  5. Iziz Cantina Sign and Lights (version 1.2)

    Replacement Onderon Cantina Sign (version 1.0)
    ==============================================
    MOD AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 26 AUG 2018
     
    GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords
    Notes:
    ------
    This mod is not recommended for Knights of the Old Republic 1 for what should be obvious reasons.  This probably isn't my best work.
    Description:
    ------------
    This texture replaces the lower resolution Onderon Cantina sign seen in the game.
    Installation:
    -------------
    Drop the texture into your Override folder.
    Uninstall:
    ----------
    Remove the texture from the Override folder.
    Legal Disclaimer:
    -------------------
     
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
    as-is without alteration, unless by permission of me.  This mod is not to be distributed for profit, either. 
    I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop.  I may release this on NexusMods at a later date but I don't wish others to do so.  Usage in other mods must be requested and approved by me before your use. 
     
    Here's a video because . . . why not?
    Yep.  I was bored today.

    970 downloads

       (1 review)

    5 comments

    Updated

  6. True Sith Assassins & Awareness Restoration

    Adds sneak attacks and PC Awareness checks to Sith Assassins and Hssiss.
    SUMMARY:
    From the in-game description of the Awareness skill:
    “Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…”
    If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them.
    Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation.
    In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins!
    This mod does the following things:
    - Restores PC Awareness vs Stealth checks on Sith Assassins (and Hssiss)
    - Gives all Sith Assassins the ability to perform sneak attacks
    - Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked)
    This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you!
    This mod also applies to the Hssiss creatures on Korriban which are the other enemies that “use stealth” in the game.
    Note this mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. For balance, all stats and feats are granted based on PC level. A reduced difficulty option is included and recommended if you’re not experienced with the game’s combat.
    DETAILS:
    This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the hardcoded PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results.
    While in line of sight of a stealthed enemy, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned).
    All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5). In the reduced difficulty option, the Stealth skill is reduced by one third and the Sneak Attack progression is slowed to every 3 levels and capped at rank VII (equivalent to Jedi Watchman progression).
    INSTALLATION:
    Please read compatibility notes before installing.
    To install, open HoloPatcher.exe and run “Main Installation”, choosing either the “Default” or “Reduced Difficulty” option.
    (Optional) After installing, if you have Peragus Sith Troops to Sith Assassins by Hassat Hunter or Sith Assassins with Lightsabers by Lewok2007 installed, run the included compatibility patch.
    Unaltered copies of any edited files will be placed in the "backup" folder in the location of HoloPatcher.exe.
    UNINSTALLATION:
    1. Remove the following files from override:
    2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder.
    3. Move any .mod files from backup/Modules to the Modules folder.
    4. Move any files inside backup/Override to the Override folder.
    Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
    COMPATIBILITY & OTHER NOTES:
    Compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter. An optional compatibility patch is included to make the Sith Assassins added by that mod use stealth. Some of the Assassins in the turret minigame will spawn with Stealth vfx.
    Compatible with Sith Assassins -- With Lightsabers by Shem or alternatively Sith Assassins with Lightsabers by Lewok2007. If using the version by Lewok2007, my mod must be installed last. You should also install the “Peragus Sith Troops to Sith Assassins” compatibility patch since that version combines the previous two mods.
    Be aware that this mod increases the damage output of Sith Assassins by giving them sneak attacks. Giving them lightsabers will increase the difficulty further. If you’re not experienced with the game’s combat, consider the reduced difficulty option when using these mods together.
    Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe.
    Partially compatible with Trayus Rank Reform, but my mod must be installed last and will overwrite most of the female Sith Assassins added by that mod.
    The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack.
    CREDITS:
    offthegridmorty
    KOTOR Tool - Fred Tetra
    Holopatcher - Cortisol, th3w1zard1
    TSLPatcher - stoffe, Fair Strides
    Holocron Toolset - Cortisol

    202 downloads

       (0 reviews)

    5 comments

    Updated

  7. Droid models animation fix

    Description:
    As i am working on porting some assets from the second game to the first one, i have noticed numerous things with the droid models from both games: 
    - In K2 TSL, some droids didnt have any animations when you were hitting them in melee with swords. That's why they are completely frozen, this is specifically obvious when you are playing the Peragus sections with the mining droids. 
    - In both games, some animations were only used once, where it should be use twice to happend everytime. This is the case with the War droid from K1 for instance, that would freeze 50% of the time when hit in melee with a sword.
    - In K1, T3-M4 does not have any animation for melee, but in K2 he does.
    - In K2 TSL, the beta model for the large mining droids was very broken, with animations not having the proper name and some missing animations aswell.
    - In K2 TSL, some models didnt have the footstep sounds while performing the dodge animation.
    I did my best to fix all of this, re-using and tweaking some animations where it was needed.
    Use this mod, either to fix the animations you need, or as a modder's ressource to introduce the droids as you see fit.
    Detailed content:
    K1 ONLY
    * T3 has a melee animation.

    BOTH GAMES 
    * The War Droid is animated everytime you successfully hit it in melee.
    * The construction boss droid is now animated when you both miss and hit it in melee. It now has footsteps sounds when dodging.
    * The small and large vanilla mining droids from Peragus are animated when you both hit and miss them in melee. The hit animation from the small mining droid is brand new, adapted from the head turn left.
    * The small and large beta mining droids that are not used anywhere in the game to my knowledge are animated when you both hit and miss them in melee. The large droid now is animated correctly when outside of combat. He will now be animated 100% of the time when he fights in melee. The melee animation from the large droid has been tweaked to be more impactful and impressive. The large droid now has footstep sounds when dodging.
    * The tank droid will now be animated when both hitting and missing him in melee. The soundstep has been slightly adjusted when it dodges.
    Disclaimer :
    It seems there is a problem with the large cut droid shadows (reported by N-DreW25). I'll see about fixing this.
    The little fix for the War Droid from K1 has been performed on the model from the K1 community patch. The base model i used is not my work, and i simply added the missing row when hit in melee. Do not re-use this asset for your own work without giving proper credit to the K1CP team.
    Also i have converted my work from K1 to K2 instead of the opposite, so if there's anything wrong with K2 droids tell me. With the few playtests i did everything seemed fine tho.
    Installation :
    Drop the desired .mdl and .mdx files to override and you're ready to go.
    Credit:
    K1CP team for the base war droid model fixes.
    Permissions:
    Feel free to use my work, just a simple credit. Do not use the war droid asset for your own work without giving proper credit to the K1CP team.

    98 downloads

       (0 reviews)

    0 comments

    Updated

  8. KotOR2 - Improved AI

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

    1,389 downloads

       (0 reviews)

    5 comments

    Updated

  9. AxC's GONK and Loaded

    Ever wanted to bring back that broken GONK droid from the Ebon Hawk prologue? No? Too bad, I did. Because why wouldn’t the Ebon Hawk have a backup power droid?

    This half-joke, half-cheat mod allows you to repair and reactivate the useless GONK droid found in the Ebon Hawk's floor. Once restored, this little power pack becomes an infinite energy source, letting you recharge personal shields, droid shields, and droid utility items for free.
    The mod works only on saves where you did not leave Peragus yet. Once you board the ship, you can find the droid at the same place as during the prologue.

    Requirements:
    None! Modder's Tool: Power/Gonk Droid from newbiemodder is already included withing the mod.


    Bugs:
    The droid is a bit stupid (or is it me), so he does not diffirintiate between your fully and partially charged items. You should have the exact amount of 1 of the item you want to recharge, or the droid will just do its thing on random.

    Credits:
    newbiemodder, for Modder's Tool: Power/Gonk Droid
    zbyl2, for M4-78 Enhancement Project
    Fred Tetra, for KOTOR Tool
    TK102, for DLGEditor
    Torlack, stoffe & TK102, for NWNSSCOMP
    JdNoa & Dashus, for DeNCS
    Cortisol, for Holocron Toolset

    67 downloads

       (0 reviews)

    10 comments

    Updated

  10. Dxun and Onderon Item Restoration Pack

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords
    Author: N-DReW25
    Release Date 1.2: 17.05.2025

    Installation:
    Double Click the "HoloPatcher.exe" and select what restored item you would like and click install. You may have to do this up to five times to install each item.

    Description:
    While digging through the game files I noticed a handful of "unused items" resting in 401DXN. While a few were useless, the rest I've patched up and placed in-game for you to collect.
    Onderonian Military Gear:
    Consisting of an Armor and Headgear, you can find these items on the Onderonian Scouts on Dxun and are dropped by their Lieutenant.
    Beast Rider Items:
    Beast Hide Armor and Beast-Rider Flight Armor flight suits are now worn by Beast Riders on Onderon. The Beast Hide Armor is dropped by Bakkel and the Beast-Rider Flight Armor is found in the Dxun Jungle.
    Mandalorian Items:
    Consisting of Headgear and a Belt combo, you can find these items on the Mandalorian Corpse in the Jungle, on Daveral's remains, and sold by Kex.
    Restored Sith Gloves:
    Found on Freedan Nadd's mummified corpse at the end of Freedan Nadd's tomb.
    Mandalore's Armor Upgrade:
    An item called Mandalore's Mask was also found in 401DXN, however, it was impossible to restrict both Mandalore's body and head slot without restricting all of the slots so restoring this item isn't very practical.
    I've gotten around this by transferring all of the stats from Mandalore's Mask and applied it to Mandalore's Armor so you'll get the same benefits as if you were wearing the mask. 
    There was also an old version of Mandalore's Armor which used the Military Suit model, had +3 Defense and had +4 Regeneration. The Regeneration is now added via Mandalore's Implant Switching feat but since Mandalore's Armor only adds +2 Defense I've also added an additional Defense point.
    The new stats are as follows:
    +12 Defense Bonus.
    Attribute Bonus: +2 Dexterity.
    Attribute Bonus: +2 Strength.
    Immunity: Critical Hits.
    Skill Bonus: +2 Awareness.

    Known Bugs:
    This mod shouldn't have bugs you find any report it to me on Deadlystream.

    Incompatibilities:
    Please report any incompatibilities!

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

    Thanks:
    Bioware: For such an amazing game!
    Obsidian: For such an amazing sequel!
    Fred Tetra: For Kotor Tool!
    th3w1zard1: For both the HoloPatcher and for helping me debug this mod's HoloPatcher
    timurD2003: For reporting the broken installer in 1.0
    mrmann: For early Beta testing
    during the development of version 1.4!
    Everyone who downloads the mod!

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

    1,625 downloads

       (3 reviews)

    0 comments

    Updated

  11. Krayt Dragon Pearl Replacer for Ultima Pearl

    A simple mod that I have requested a few times over the years but eventually took the initiative to  try and make myself.
    What this does is replace the name, item description, and the icon for the Ultima Pearl to make it into the Krayt Dragon Pearl from the first Kotor. Stats have not been altered on the crystal in any way as the Ultima Pearl is identical to the Krayt Dragon Pearl, with the added bonus of the Massive Criticals +1-6.
    Why did I feel this was needed? Well, while I appreciate Obsidian incorporating additional lore from the Expanded Universe in various areas of the sequel title, I always felt like the Krayt Dragon Pearl was a more interesting concept for a Lightsaber upgrade and made for a much better role playing device. Plus, with you being able to find various Solari and Ankarres Sapphires in a playthrough (if you're lucky), perhaps another Krayt Dragon Pearl could make it's way into your inventory without you being the one to slay the beast.
     
    Bugs:
    I've tested this a few times and it seems to work as expected. The one time where this didn't work was due to installing TSLRCM after installing this. As always, make sure that TSLRCM is the first mod you install when putting together an Override folder.
    Special Thanks:
    Due to some issues getting the icon replacement to work, I needed to steal an icon from Pramod Marlon's AI Upscaled Icon Overhaul to get the authentic look in-game. A link to his mod is provided below and is highly recommended. 
     

    28 downloads

       (0 reviews)

    0 comments

    Updated

  12. K2 Loading Screen Rescaled

    Separated the upscaled loading screen and the alt version from my K2 Cutscene Rescaled mod.
    Disclaimer
    This mod only includes the enhanced legal screens. Adjusting your game to the preferred resolution is necessary.
    Installation
    - Download your the zip for your resolution.
    - Extract the preferred legal screen file (legal.tga) into the "override" folder in your game installation directory.
    Mirror
    - A google drive mirror for all of the zipped files is available here: link
    Alts
    - Features an alternative legalscreen option. (or even 2 versions when using the 3440x1440 resolution)

    285 downloads

       (0 reviews)

    1 comment

    Updated

  13. K2 Cutscenes Rescaled

    This mod modernizes all K2 cutscenes by upscaling, slight compositing, and remaking text elements. This in 3440x1440, 3840x2160,  2560x1440 and 1920x1080 resolutions at the original framerate (and soon interpolated to a 60fps version).
    Disclaimer
    This mod only includes enhanced cutscenes/legal screens. Adjusting your game to the preferred resolution is necessary.
    Information
    - Cutscenes have been upscaled using a combination of AI models in Topaz Video AI 5, then re-composited and exported back to bink files at a high bitrrate.
    - Remade the subtitles for videos KreMov01 and ScnMov01
    - Remade legal screen (alt screens featuring art by Francis Hsu)
    - Remade credits crawl in MalMov12, MalMov14 and Credits
    - Remade title crawl in PerMov01
    - Includes additional downloadable archives for some mods that add or alter videos (TSLRCM, Enclave and M4-78). Downloadable as an extra archive per resolution.
    Mirror
    - A google drive mirror for all of the zipped files is available here: link
    Installation
    - Download preferred resolution and a mod archive when using any of the supported mods.
    - Extract the downloaded .bik files into the  "movies" folder in your game installation directory. Remember to make a backup of the original folder first if you want to restore them at some point.
    - Extract the prefered legal screen from the "tex" folder to the "override" folder in your game installation directory.
    - Overwrite with any preferred alt versions and used mods.
    Alts
    - "legal" an alternative legalscreen option. (or even 2 versions when using the 3440x1440 resolution)
    - "nosubs" removes subtitles from videos KreMov01 and ScnMov01
    - "whitesubs" adds white instead of green subtitles to videos KreMov01 and ScnMov01

    Let me know if  you run into any issues or have any thoughts. This is by no means perfect since the upscaling process still introduces a lot of artifacts but I'm hoping to revisit and improve this project whenever there's a significant update in available upscaling video tech. K2 also features videos with way more anti-aliasing and interlacing issues than K1 for some reason.

    1,352 downloads

       (2 reviews)

    3 comments

    Updated

  14. Kotor 2 Unofficial Patch TSLRCM Malachor V Port

    Description:
    ---------------
    This is a mod that ports the additional content related to Malachor V from The Sith Lords Restored Content Modification into the Kotor 2 Unofficial Patch mod.
    I used version 2.00 aka 2.00.424 of Kotor 2 to test this mod on because that is what the mod author of Kotor 2 Unofficial Patch recommends to use. I have been able to use Kotor 2 Unofficial Patch on version 2.100.427 (Legacy PC/patched 4CD version) of Kotor 2 with no major issues, however.

    Installation Instructions:
    -----------------
    The correct game root folder is the folder that contains the file named 'swkotor2.exe'.
    Extract all files to their matching directories in your game root folder (i.e. put all files in the Kotor 2 Unofficial Patch TSLRCM Malachor V Port Modules folder into the Modules folder in your game root folder, ect).
    If your game root folder does not contain an Override folder, then create a folder named 'Override' in your game root folder.
    Extract the 'dialog.tlk' file into your game root folder.
    Do not put the files in the 'Scripts Source' folder into the game root folder. This is a resource for other modders.
    Contact Information:
    -----------------
    If there is a bug or some other issue with this mod, feel free to message me at deadlystream.com at Username nonameperson66
    Distribution:
    ----------------
    As long as you credit the mod author (nonameperson66 @ deadlystream.com) of this mod, you can modify or distribute this mod in any way you like.
    Special Thanks:
    -----------
    Thanks to the Lucas Arts, BioWare, Obsidian Entertainment and to all the people that took part in creating Knights of the Old Republic II: The Sith Lords.
    Thank you to Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet for creating The Sith Lords Restored Content Mod 1.8.6. Without their hard work this mod wouldn't exist! 
    Thanks to all people that created modding tools:
    Fred Tetra for Kotor Tool.
    JdNoa and Dashus for DeNCS.
    lachjames for ncs2nss.
    tk102 for dlgeditor and for kgff 1.3.1.
    Thank you to N-DReW25 and DarthParametric @ deadlystream for answering my forums posts.
    Thank you to DarthParametric for providing me with a manual reconstruction of the a_904sion.nss script.

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  15. Kotor II Restored Content Plus

    A Mod for Star Wars Knights of The Old Republic II
    Author: N-DReW25
    1.0.0 Release Date: 18.05.2025

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

    Description:
    The Sith Lords Restored Content Mod (TSLRCM) is the mod that saved Kotor II after its disastrous December 2004 release that saw the game practically unfinished and riddled with annoying bugs. This mod is THE number one go-to mod for Kotor II, it's so popular that Aspyr "tried" to bring the mod to Nintendo Switch via a DLC and when that DLC was cancelled there was an uproar amongst Star Wars fans for having done this.
    Despite the claim that TSLRCM fixed the bugs and restored the cut content, that factually isn't true. There are many bugs that TSLRCM missed and there is cut content still being found in the game files to this very day, though just because these bugs and cut content exist doesn't mean they could/should be fixed/restored.
    Things like M4-78 and the GenoHaradan go beyond the scope of TSLRCM's goals and as such were restored as standalone mods rather than being part of TSLRCM, cut content like Lt. Yima's quest has hardly anything left to restore except for a typo riddled dialogue for Yima and journal entries, and bugs like the Mandalorians on the Ravager having Dark Jedi soundsets are so obscure and easily missable that it hardly justifies a TSLRCM update.
    As is stands, TSLRCM 1.8.6 is seen by many as being 'completed' - that it succeeded in doing what it set out to do.
    Enter stage the Kotor II Restored Content Plus mod, I mod I've thrown together to restore even MORE cut content to Kotor II (more bug fixes can be found in N-DReW's Bug Fix Collection for TSL).
     
    What's Restored in K2RC+:

    Known Bugs:
    This mod shouldn't have any bugs but if there are please report them to me on Deadlystream.
    The "Street Dancer Restoration" is supposed to have music play when you are within their vicinity, though as of right now the music is silent in-game.

    Incompatibilities:
    To be added!

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

    Thanks to:
    Dashus: For kickstarting the Kotor restoration efforts with TSLRP!
    Zbyl2 and the TSLRCM Team: For creating TSLRCM in the first place!
    Bioware: For such an amazing game!
    Obsidian: For such an amazing sequel and for keeping the cut content in the files!
    Fred Tetra: For Kotor Tool!
    th3w1zard1: For maintaining the HoloPatcher!
    Everyone who downloads the mod!

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

    1,555 downloads

       (1 review)

    26 comments

    Updated

  16. Telos: Citadel Station Medical Unit Droid

    Install TSLRCM before installing this mod, as it relies on content from the docks. 
     
    Enhance your Citadel Station experience with this Medical Unit Quest Mod, which adds a specialized medical droid to the Citadel Station Medical Unit, along with a brand new questline.
     
    Mod Features:
    New NPC: Medical Droid: Adds a unique medical droid to the Medical Unit on Citadel Station. The droid serves as a central point for the mod's new questline. New Questline: Introduces a branching questline centered around the Medical Unit. Offers distinct light and dark side choices, impacting the quest's outcome. Explores and adds lore to the Medical Unit, Czerka Corporation, and Citadel Station. NPC Appearance Changes: Adds new visual appearances for commoner NPCs around the different areas of the Station. This will try to add a more unique feel to each area. Enhanced NPC Dialogue: Implements new dialogue options for commoner and Ithorian NPCs throughout Citadel Station. These new dialogue lines attempt to add more ambient information and world building to the station.   Dialogue's may also reflect the players actions.  
    About This Mod: 
    The goal of this mod is to make the Medical Unit on Citadel Station feel a little less empty than it originally does. It attempts to tie in some lore to the Medical Unit, Czerka, and Citadel Station. The quest also features both light and dark side endings.
     
    This mod also changes up some of the NPC's on Citadel Station by giving them more varied appearances and dialogue options, attempting to remove some of the cloning effect found in the original game. It adds a few alien commoners around the station with new dialogue, and also changes the appearances of a few of the human commoners. In addition, some of Ithorians in the compound have been changed so that they're not all blue. There is also new lines of dialogue given to each of the Ithorian's, so that all five of them don't repeat the same three lines.
     
                                                                                                                                                                                                                                                                                                                                                              
    Disclaimer: 
    Please only use the latest version, 0.98e.
     
    There is still some dialogue that needs to be added and changed/fixed. Also, there are skill checks that don't work for some dialogue options in the quest, and they will just automatically succeed each time. I will try to fix the code/scripts relating to these skill checks if possible.
    I apologize for any issues and or conflicts with other mods. This is my first time creating a mod for this game. 
    For future reference, I plan to add these characters later into the game at some point. If I can get voice acting to work in game, I plan to add new lines of dialogue to the human commoners as well.
     
     
    Installation: Just use TSLpatcher and then put the files from the override folder, into the games override folder. Requires TSLRCM to be installed first, since it relies on content from the docks. You must start a new game for the mod to work. 
     
     
     
    I also highly recommend using this mod below, if you want to get rid of some of the cloning effect even further in other areas of the game. Use it in conjunction with this mod if you want even more NPC variety on the station.  
     
     
     
     
     

    273 downloads

       (2 reviews)

    5 comments

    Updated

  17. Restore dialog with Atton about the astronavigation system

    Restore dialog with Atton about the astronavigation system
    Description
    Enable an additional reply option after you and Atton discuss Kreia:
    This mod also modifies the default dialog line of the reply which don't make much sense in this context:
    by
    This addition allows triggering a new line while talking to T3-M4 after the conversation with Atton. This dialog can unlock later in the story line, but it makes more sense to happen now even tho your influence on T3 is too low.
    Demo video

    How to install
    Recomended
    Use Holopatcher to edit the .dlg file.
    Classic
    Place the .dlg file in override.
    How does it work?
    003atton.dlg
    To enable this dialog, the game checks the following:
    The variables "003EBO_Atton_Talk" and 5 are actually arguments provided by 003atton.dlg to the script c_global_lt.ncs.
    However, when the dialog line 135181 - "{Sitting}" is reached, i.e. when starting the conversation after you spoke to Kreia, "003EBO_Atton_Talk" is set to 5. Then Atton starts speaking:
    This is preventing the dialog line from appearing after Atton says:
    This mod changes the value 5 to 6 so this dialog line appear. The other dialog option also have 6.
    This mod echos an old issue raised by ttlan
     
    Credits
    Xoreos-tools (https://github.com/xoreos/xoreos-tools)
    TSL Patcher (https://deadlystream.com/files/file/1039-tsl-patcher-tlked-and-accessories/)

    License
    This mod is licensed under Creative Commons Attribution 4.0 International. Please give appropriate credit when using or modifying this work.
    Source
    Github: https://github.com/nadrino/kotor2-mod-restore-atton-dialog-lines

    74 downloads

       (0 reviews)

    0 comments

    Updated

  18. For Mandalore!

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

    122 downloads

       (0 reviews)

    0 comments

    Updated

  19. K2 Effixian's Brunette Reskin for PFHC01 from K1 to K2

    --------------------------------------------
    Knights of the Old Republic - The Sith Lords
    --------------------------------------------
    TITLE: Effixian's Brunette Reskin for PFHC01 from K1 to K2
    AUTHOR: Effix(ian)
    CONTACT: PM me on the forums or Discord
    ------------
    INSTALLATION
    ------------
    1. If you haven't already then install "PFHC01 from K1 to K2":
    https://deadlystream.com/files/file/1392-effixians-k1-to-k2-heads
    2. Unzip, copy the files from the subfolder to your Override folder.
    Optional: If you prefer you can add the files from the ExtraDark_Variant folder.
    -----------
    DESCRIPTION
    -----------
    This is a reskin of the PFHC01 player character from K1, for my "PFHC01 from K1 to K2".
    There's an optional extra dark variant, it changes the last two dark side transitions for a darker zombie look.
    Inspired by Emma Watson, as requested by tff500.
    ------------
    UNINSTALLING
    ------------
    Follow the uninstall instructions from "PFHC01 from K1 to K2".
    ------------------
    DISTRIBUTION NOTES
    ------------------
    You can use the files from this mod in your own mod if you simply credit me.
    Please do not reupload to other sites.
    ---------
    Thanks to
    ---------
    Stoffe and Fred Tetra for the needed tools and tutorials
    --------------------------------------------------------------------------------------------------------
    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.

    37 downloads

       (0 reviews)

    0 comments

    Updated

  20. Effixian's K1 to K2 Heads

    ********************************************
    Knights of the Old Republic - The Sith Lords
    ********************************************
    TITLE: Effixian's K1 to K2 Heads
    AUTHOR: Effix(ian)
    CONTACT: PM me on the forums or find me on Steam
    ************
    DESCRIPTION
    ************
    This mod adds player heads:
    - PFHC01 from KotOR 1, as requested by shadongo.
    - PMHA05 from KotOR 1, as requested by Fallen Guardian.
    *************
    INSTALLATION
    *************
    PFHC01 from K1 to K2:
    Unzip somewhere and run the file "TSLPatcher_Effixians_PFHC01_from_K1_to_K2.exe".
    PMHA05 from K1 to K2
    Unzip somewhere and run the file "TSLPatcher_Effixians_PMHA05_from_K1_to_K2.exe".
    Steam's TSLRCM: Point the patcher to TSLRCM workshop folder, location is something like [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937
    *****
    BUGS
    *****
    None known.
    *************
    UNINSTALLING
    *************
    1. Remove the following files from your Override folder:
    For PFHC01 from K1 to K2:
    - pfhx01.mdl
    - pfhx01.mdx
    - PFHX01.tga
    - PFHX01A.tga
    - PFHX01AD1.tga
    - PFHX01AD2.tga
    - po_PFHX01.tga
    - po_PFHX01d1.tga
    - po_PFHX01d2.tga
    For PMHA05 from K1 to K2:
    - pmhx05.mdl
    - pmhx05.mdx
    - PMHX05.tga
    - PMHX05.txi
    - PMHX05D1.tga
    - PMHX05D1.txi
    - PMHX05D2.tga
    - PMHX05D2.txi
    - po_PMHX05.tga
    - po_PMHX05d1.tga
    - po_PMHX05d2.tga
    2. Get the following files from the mod's backup folder and put them back in your Override folder:
    appearance.2da
    heads.2da
    portraits.2da

    *******************
    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 mod if you simply ask me.
    *********
    THANKS TO
    *********
    - Fred Tetra's Kotor Tool
    - bead-v's MDLedit
    - stoffe's TSLPatcher
    - The people at Deadly Stream
    -------------------
    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.

    1,093 downloads

       (2 reviews)

    12 comments

    Updated

  21. Pick a Peragus

    A Mod for Star Wars Knights of The Old Republic
    Author N-DReW25
    1.0.0 Release Date 0905.2025

    Installation
    Pick which Peragus you would like to install, you CANNOT pick both.
    If you want the Realistic Peragus from the Cinematic cutscenes, copy "PER_Plnt01.tga" from the "Realistic Version" folder - doing so will convert the planet Peragus in the Peragus levels into the realistic Peragus as seen in the Prologue.
    If you want the Artistic Peragus from the Concept Art, copy "EBO_Per.tga" from the "Artistic Version" folder - doing so will convert the planet Peragus in the Prologue into the Artistic Peragus as seen in the Peragus levels.

    Description
    There are two Peragus planet textures in the game, one for the Prologue and one for the Peragus Levels, and they're both two different textures that do not match despite being the same planet. The Peragus seen in the Prologue is the same Peragus you see in the Cinematic cutscenes (Harbinger Arrival, Ebon Hawk escape etc) whilst the Peragus seen in the Peragus Levels appears to have been taken from early Concept Art for the game.
    This mod offers you two fixes to this inconsistency, you can either choose the Realistic Peragus to fix the Peragus Levels so that Peragus is consistent with both the Prologue and the Cinematic cutscenes or you can choose to convert the Prologue Peragus into the Artistic Peragus so that it matches the Concept Art Peragus you see in the Peragus Levels.

    Known Bugs
    This mod shouldn't have bugs but if there are just report them to me on Deadlystream.

    Incompatibilities
    Incompatible with ANY textures that alter "PER_Plnt01.tga" or "EBO_Per.tga".

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

    Thanks
    Bioware: For such an amazing game
    Obsidian: For such an amazing sequel and for keeping these textures in the files
    Fred Tetra: For Kotor Tool 
    Everyone who downloads the mod!
    Legal
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWAREOBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERSSPONSORS 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.

    39 downloads

       (0 reviews)

    0 comments

    Updated

  22. Misc Bug Fixes & Restorations

    TSL is a great sequel and has a lot to offer. The TSLRCM team did an outstanding patching up of the game, but there were numerous bugs that still exist in the game (even with the Community Patch). This mod aims to fix those that aren’t fixed as well as to fix consistency issues. While I was at it, I decided to add some restored content as well.
    Bug Fixes:
    Restored Content:
     

    154 downloads

       (0 reviews)

    4 comments

    Updated

  23. Fullscreen Art Loading Screens - TSL

    Fullscreen replacement loading screens for TSL.
    All loading screens are included.

    How these were created:
    - Captured in-game screenshots with a low FOV
    - Reshade effects were used for sudo-raytraced lighting and color correction
    - Used GIMP to apply smoothing and anti aliasing
    - Applied and blended 3 different "paint" filters, in GIMP
    - added dark gradient at bottom of screen to make text more readable

    84 downloads

       (0 reviews)

    6 comments

    Updated

  24. Multifire and Autofire and Superior Feats (TSL)

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

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

    Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.

    See the docs folder for more information.

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

    135 downloads

       (0 reviews)

    3 comments

    Updated

  25. Sentinel Sneak Attack with Multiclassing (TSL)

    Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Watchmen and Assassins from Sentinels to continue increasing their Sneak Attack.

    Description
    The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get...   Other mods have added Sneak Attack to Sentinels before, however, if a Sentinel character became a Jedi Watchman, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Watchman class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Jedi Watchmen or Sith Assassins from Sentinels (as well as Sentinels from Scoundrels for companions) to continue increasing their Sneak Attack.   The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Jedi Watchmen and Sith Assassins have both had their Sneak Attack progression reduced, to avoid Sentinel becoming redundant due to getting all 10 Sneak Attack ranks from one class. Watchmen now gain a new die every 4 levels, starting at level 1 (1,5,9,13,etc.), the same as Sentinels, while Sith Assassin gain a new die every 3 levels, starting at level 1 (1,4,7,10,etc.). Both classes (as well as Sentinels) will also continue gaining ranks above level 20, instead of ceasing progression as Watchmen did in the original game. Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank.   For example, a Level 15 Jedi Sentinel/Level 17 Jedi Watchman would have 4 ranks from Jedi Sentinel, and 5 ranks from Jedi Watchman, giving them a total Sneak Attack level of 9. The maximum possible Sneak Attack rank remains 10, and this cannot be changed.   This mod also includes a workaround for a vanilla bug, where Bao-dur and Handmaiden would stop gaining ranks in Unarmed Specialist when the multiclassed into Jedi, until their Jedi level surpassed their original level. They will now be given their appropriate level of feat, if their character level meets the requirement. This will not be visible on the level up screen, but should be immediately granted, after they finish leveling up.
    Install/Uninstall

    Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.

    See the docs folder for more information.

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

    92 downloads

       (0 reviews)

    0 comments

    Updated