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HD Plasma Torch
By J
Higher poly model for the plasma torch, with ambient light effects. Also adds HD texture with reflective metal material.
63 downloads
(0 reviews)0 comments
Submitted
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Floors - TSL
By J
High quality floor textures. The goal was to retain the original look while improving the clarity of the various floor textures.
The Peragus grate texture, was really low resolution and terrible quality so it has been remade. The grate flooring into Atris' room was also low quality and repared using another grate texture. Many others required manual cleaning. Almost all textures are doubled in resolution and with a tiling trick brought to 4x original.
107 downloads
(1 review)0 comments
Updated
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Dark Robes for Atris
There were lots of discussions and disputes about whether Atris should or shouldn't play bigger role in TSL, care the mantle of Lord of Betrayal or not, and if her dark appearance was essential or completely out of place.
In my point of view, the change of her look in the final confrontation would be very symbolic, accentuating her corruption and conscious act of betrayal.
So I've threw together this simple mod for personal use, but decided to share it with those who would be interested in facing Atris as "Darth Traya".
Enjoy
To install:
1. IMPORTANT: make a backup copy of your "262tel.mod" file located in Modules folder of your game (in the case of Steam version - located in Modules folder inside Steam workshop's TSLRCM directory "485537937").
2. Copy "262tel.mod" from mod's Modules folder into game's Modules folder (for Steam version - into TSLRCM workshop folder "485537937") and confirm the replacement..
3. Copy the contents of mod's Override folder into game's Override folder.
To uninstall:
Replace modded file with "262tel.mod" from Backup folder found in mod's directory (or better yet, with the backup you created in step 1).
Requirements:
Restored Content Mod is REQUIRED for this mod to work.
Credits:
- Credit for the base .mod file this mod was based upon goes to creators of TSLRCM.
- Dark Atris' robes are present in the original TSL files, so in certain way It's a restoration, and credit for them goes to TSL developer team.
964 downloads
- tsl
- restoration
- (and 3 more)
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K2 Effixian's Brunette Reskin for PFHC01 from K1 to K2
By Effix
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Knights of the Old Republic - The Sith Lords
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TITLE: Effixian's Brunette Reskin for PFHC01 from K1 to K2
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or Discord
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INSTALLATION
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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.
P.S. This doesn't alter the neutral/light side state, only the 2 dark side transitions after that.
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DESCRIPTION
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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.
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UNINSTALLING
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Follow the uninstall instructions from "PFHC01 from K1 to K2".
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
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Thanks to
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Stoffe and Fred Tetra for the needed tools and tutorials
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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.
112 downloads
(0 reviews)0 comments
Updated
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Minimal Headgear - TSL
By J
Replaces all headgear to be much smaller. The breath mask is the only one that covers the face but it has been slimmed down and made less pointy.
Kotor 2 version
165 downloads
(0 reviews)0 comments
Updated
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AxC's TSL Ebon Hawk K1 Camera & Unlocked Map
By AxConsortium
A simple modification that restores the player camera inside the Ebon Hawk in Knights of the Old Republic II: The Sith Lords to the closer, more classic view from the first KOTOR game. Nothing complex, just a straightforward return to the preferred camera.
Additionally, this mod fully unlocks the Ebon Hawk's map from the start, just as it was in KOTOR I, removing the fog of war for a more seamless exploration of your ship.
Installation & Important Notes:
This mod is safe to install at any time. However, for the changes to apply correctly, it is highly recommended to load a save game from any location other than the Ebon Hawk after installation.
Once you enter the Ebon Hawk with the mod active, the new camera and map settings will be baked into your save file. Because of this, uninstalling the mod may not properly revert the changes. Please ensure you have a backup save from before the mod was installed or used, just in case.
Nostalgia is strong with this one.
Credits:
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
51 downloads
(0 reviews)0 comments
Updated
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reskin PFHB01 Adjustment
By Lewok2007
A couple months ago I started a random TSL game using the PFHB01 head as my player. I really liked her appearance, but felt like it was lacking by a lot too. I started reskinning her head textures, changing details that I felt looked better.
Main overview is:
- It looked like she had some very subtle yellow-ish green eyeshadow on, I changed it to be a brighter green. I think it looks nice.
- Dark Side transitions have yellow sith eyes, instead of the milky low-saturated eye colour.
- Dark Side transitions have a much more smoother vein details and a different gray tone. It looks less like they're about to burst open from all the dark side force energy.
- I felt like the forehead to hair area was very bland and wasn't really smooth, I added in some hair coming down from the hairline, like short and baby hairs are glued on her forehead, which I think fits her hairstyle.
- Her hair ends are no longer a flat stop. I edited the hair to look more jagged, like hair naturally looks.
- I adjusted the lip colours on the dark side textures to be more saturated and pigmented. Like shes wearing lipstick.
- I redid her eyebrows. I felt the vanilla eyebrows looked like she shaved them off and drew on some fake ones, which I think is fine to do, but I don't think it fits her.
- I made her eyelashes on her eye look more like individual strands instead of them being flat.
- I edited her hair, primarily where her scalp is showing through, to look less like shes balding.
- New portraits to fit the head retextures. I think they are a bit tacky, although they were my 4th attempt at making new portraits.
In my personal opinion, I think it makes sense for her makeup to still be applied to the characters face. She may be evil but she'd still have some sort of routines staying after the zombification. I also think this makes sense with some of the dialogue lines you can say to party members about you being fine despite looking like a zombie.
To use the reskin, just download the .zip file download, extract it, and copy the files from "override" into the override folder in the TSL directory. Delete any other file types with the same names as the files from this reskin. Detailed file names are in the readme.txt
I used Holocron Toolset by Cortisol to extract the texture files from TSL and GIMP to edit the textures. I also used various free stock images from the internet to add certain details.
Should be compatible with almost everything except other mods that edit PFHB01 textures. Some model replacements might cause the texture to not apply properly though.
8 downloads
(0 reviews)0 comments
Submitted
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Water Restoration
By J
This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires 3C-FD Patcher for the reflection effect.
The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer.
Included:
- Dantooine water
- Enclave sublevel fountain
- Telos ocean seam fix
- Telos murky water restored
- Jungle Tomb water
- Citadel Station Residential fountain water
- Sith Tomb
Install Instructions:
1) Apply 3C-FD patcher to fix the game's reflections
2) extract water restoration mod contents to override directory
1,991 downloads
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Handmaiden and Female Exile - Disciple and Male Exile Romance
By Leilukin
=Handmaiden and Female Exile - Disciple and Male Exile Romance=
A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION
AUTHOR: Leilukin
FILE NAME: Hand_Disc_SameGenderRomances.7z
LATEST VERSION: 1.6.4
CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream
PLEASE READ THROUGH THE MOD INFO ON THIS PAGE AND THE FAQ ARTICLE FOR MY KOTOR SAME-GENDER ROMANCE MODS BEFORE ASKING QUESTIONS!
1. DESCRIPTION:
As much as I love KotOR II: TSL, I have always been disappointed by the lack of same-gender romance options with any of the party members. Granted, TSL never had any fully developed romance arc to begin with, but given KotOR 1 at least has Juhani as a lesbian romance option even though her romance has less content (and is much easier to miss due to bugs) compared to Bastila's or Carth's, the lack of same-gender romance options in TSL is disappointing, in my opinion.
My Visas Marr and Female Exile Romance as well as Atton Rand and Male Exile Romance mods had been made and released as part of my same-gender romance mod project for TSL, now I present to you the next and the biggest part of my project: Handmaiden Handmaiden and Female Exile - Disciple and Male Exile Romance mod!
This mod makes the Handmaiden a romance option for female Exiles, and the Disciple a romance option for male Exiles. Players do not need to worry about any possible pronouns mix-up either because this mod will make the Handmaiden refer to a female Exile by "she/her" and the Disciple refer to a male Exile by "he/him".
If a female Exile has much higher influence with Visas than the Handmaiden, the Handmaiden vs. Visas jealousy/rivalry cutscenes will be triggered (however, be warned that this will also make the Handmaiden refuse to speak to the player for the rest of the game, unless you installed my No Jealousy Lock in Handmaiden Dialogue mod). Similarly, if a male Exile has much higher influence with the Disciple than Atton, Atton vs. the Disciple jealousy/rivalry cutscenes will be triggered.
It is worth noting that this mod also enables the romantic subtext between a female Exile and Atris, due to the fact that said romantic subtext are only available if you recruit Handmaiden as a party member.
Please note that this mod is ONLY COMPATIBLE WITH THE ENGLISH LOCALIZATION OF TSL AND TSLRCM. I do not provide support for non-English localizations of TSL and TSLRCM.
2. IMPORTANT NOTE TO MAKE THIS MOD WORK:
In order for the Handmaiden/Disciple content from this mod to take effect, you must use a save before Handmaiden/Disciple joins your party.
In Handmaiden's case, you must load a save before leaving the secret Academy on Telos. In Disciple's case, you must load a save before meeting him in the Enclave Sublevel on Dantooine. There is NO other way to add Handmaiden/Disciple in your party if you have played past the point where Handmaiden/Disciple is supposed to join your party.
3. INSTALLATION:
***** Due to the fact that this mod will make considerable amount of changes to the game's content, please read my instructions carefully and check out the "MOD COMPATIBILITY" section below before installing this mod! *****
First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed since TSLRCM is REQUIRED for this mod to work.
!! ATTENTION!! STEAM USERS: If you play KotOR 2 on Steam, DO NOT USE THE STEAM WORKSHOP VERSION OF TSLRCM if you want to use this mod! Instead, use the installer (.exe) version of TSLRCM, which can be downloaded from Deadly Stream here.
I recommend reading this Deadly Stream post on why Steam Workshop is NOT recommended for modding KotOR 2.
After installing TSLRCM, extract the Hand_Disc_SGRomances.7z you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory.
Before you install, make sure that your KotOR 2 main game directory and all subfolders are NOT set as read-only, otherwise you may get an error message that says along the lines of "[ERROR] Unhandled exception: Access violation at address...". Right-click your KotOR 2 folder and subfolders, go to Properties and uncheck the "Read-only".
Run Install.exe. You will notice that this mod provides two installation options. You may only choose ONE of these options:
Default Installation: This option will make the Handmaiden join a female Exile and the Disciple to join a male Exile automatically. Players will not need to do any extra actions for it to happen. However, this option does not allow players to recruit both the Handmaiden and the Disciple in a single playthough. WARNING: If you choose this installation option, male Exiles will not be able to recruit the Handmaiden. Similarly, female Exiles will not be able to recruit the Disciple. PartySwap Compatible Installation: This option is for players who have installed DarthTyren's PartySwap mod, which allows players to recruit both the Handmaiden and the Disciple in a single playthrough regardless of the Exile's gender. Make sure you have installed PartySwap first BEFORE choosing this installation option! Once you have chosen the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job.
This mod also provides compatibility patches for players who also have installed any of the following mods:
M4-78 Enhancement Project Coruscant Jedi Temple by deathdisco Extended Enclave by danil-ch and Darth Hayze Extended Enclave Tweaks by N-DReW25 Kreia's Fall Cutscene (In-Game) by danil-ch Mira Romance Mod by JediArchivist Go to the “Compatibility Patches” folder from this mod, read the READ ME files within the subfolders and follow the instructions to make these mods work together with mine.
When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod.
The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod.
4. UNINSTALLATION:
Open Install.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. You can also choose to delete the backup after uninstalling the mod.
Please note that if you have installed PartySwap and you want to uninstall it, you need to follow the instructions from the PartySwap mod.
5. KNOWN ISSUES:
None currently known. If you find any other bugs or problems, please let me know.
6. MOD COMPATIBILITY:
Other mods that modifies any of the following comtent will likely conflict with this mod:
disciple.dlg, Disciple's main dialogue file kreia.dlg, Kreia's main dialogue file mira.dlg, Mira's main dialogue file Dialogue of the Rebuilt Jedi Enclave sequence k_003ebo_enter.ncs and a_next_scene.ncs, script used for entering the Ebon Hawk and party member cutscenes on the Ebon Hawk I have set up the installer to install this mod by patching the relevant dialogue files to improve compatibility with other content mods as much as possible, but it is still not guaranteed to be compatible with every other mods that modify the same files.
If you use any of the below mods, I have provided compatibility patches, as noted in the "INSTALLATION" section above:
M4-78 Enhancement Project Coruscant Jedi Temple by deathdisco Extended Enclave by danil-ch and Darth Hayze Extended Enclave Tweaks by N-DReW25 Kreia's Fall Cutscene (In-Game) by danil-ch Mira Romance Mod by JediArchivist This mod is not compatible with any other mod that involves putting the holorec.dlg file in the Override folder. If you want to use this mod, make sure you DO NOT have holorec.dlg in your Override folder, or Handmaiden will not be able to join your female Exile's party.
This mod is compatible with KOTOR 2 Community Patch.
If you want to use my Atton Rand and Male Exile Romance, install this mod first, then install Atton Rand and Male Exile Romance and the compatibility patch included in the Atton romance mod.
This mod is compatible with JC2's Train the Handmaiden.
This mod also makes the Visas romance scene trigger for female Exiles, while Disciple will replace Visas in said scene if you play a male Exile, so unless you want the Visas romance scene available for both male and female Exiles, if you install this mod, you will not need to install the “Visas Romance Scene” component of my Visas Marr and Female Exile Romance mod. This mod is compatible with the “Kreia’s Reference to Visas Romance” component of the Visas Marr and Female Exile Romance mod.
If you're uncertain if a mod is compatible with this mod or not, feel free to ask me.
7. PERMISSION:
You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission.
You may use the k_003ebo_enter and a_next_scene scripts from this mod to make compatibility patches with your mod, but do not claim these modifications as your own.
I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop.
8. CREDITS:
DarthTyren for giving me permission to make a compatibility patch for PartySwap
danil-ch for giving me permission to make a compatibility patch for Extended Enclave and Kreia's Fall Cutscene (In-Game)
N-DreW25 for giving me permission to make a compatibility patch for Extended Enclave Tweaks
Sith Holocron for helping with VO splicing
Fred Tetra for the KotOR Tool
Cortisol for Holocron Toolset
bead-v for Workbox
KobaltBlu for Kotor Scripting Tool
tk102 for DLG Editor
JdNoa for DeNCS KotOR Script Decompiler
Cortisol and th3w1zard1 for HoloPatcher
Stoffe for TSLPatcher, ERFEdit and TalkEd; Fair Strides for the updated versions
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
11,294 downloads
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Schematic Lightsaber Mod 2024
By Kaidon Jorn
Schematic Lightsaber Mod 2024
(SLM 2024)
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for TSLRCM 1.8.6
Author: Kaidon Jorn
Date: Summer 2024
This is a large scale lightsaber mod which was built using TSLRCM 1.8.6. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.6 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION).
In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player.
In this version I went back to the schematics being simple datapads that you must keep in your inventory to be able to build the lightsaber on the workbench. You won't be able to destroy these datapads since they are quest items that will show up in the quest items inventory.
All saber hilt textures and their icons have been remade. There is also one quest to find the parts of a lightsaber with a uniquely colored blade which you can then build on the workbench. It begins in the Telos military base and ends in the Refugee Sector on Nar Shaddaa. The quest for the Acheron lightsaber has been removed.
The rancor on Dantooine has been removed and the Eloquence saber has been moved to Dxun and you can fight Bralor in the Mandalorian Battle Circle for it.
Huge thanks to Fair Strides and Darth Parametric for all their scripting help.
Also thanks to Sith Holocron for providing all brand new crystal icons.
Install by running the .exe file called "SLM 2024"
Removal:
1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite.
2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite.
3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite.
4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's)
Notes: Version 2024
*Some older hilt models have been replaced with some different ones.
*All saber hilt textures have been redone to look a bit more realistic.
*All blade textures have been remade into thick core blades with slightly colored cores for a more movie/tv show look.
*All saber icons have been remade from scratch.
*All new crystal icons have been provided by Sith Holocron - huge thanks!
*Greatly expanded workbench dialog to include the breaking down of vanilla game lightsabers and retrieving their crystals.
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*Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255).
*As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game.
*As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed.
*For companions like Visas, Mira, and Kreia, it's probably a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find.
*All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's.
*If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask.
*Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back.
* Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game.
* At time of release, there may be a small bug in 903MAL where Sion doesn't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine)))
Credits:
Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models.
Special thanks to SithSpecter for use of his unstable blade textures.
Thanks to Darth Parametric, Varsity Puppet and Fair Strides (and all the Holowan Labs modders) for coding and general modding help over the years.
Thanks to Deadman for making the training sabers power on and off and providing the textures.
Thanks to DeadlyStream for hosting my mods.
Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my undeniably expressed 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.
929 downloads
- lightsaber crafting mod
- tslrcm 1.8.6
- (and 3 more)
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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
1,068 downloads
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Relighting TSL
By J
I'm working on fixing/updating a few areas with lighting issues. This first one is the Peragus force cage room where encounter Atton. The room is way too bright so I reworked the light sources and rebaked the lightmaps, using blender.
The goal of this project is not to redo the lighting of the entire game. That would force me to touch every model and be a modding compatibility nightmare. I want to just target areas that stand out or look really bad. Feel free to suggest areas.
Current Areas:
- Peragus force cage room
- Ebon Hawk Medical Room
- Peragus Mining Tunnels
- Military Base Sublevel
Install:
Download and extract each to the override directory.
Acknowledgements:
Papazino's Ultimate Ebon Hawk Repairs, which are included in the KOTOR 2 Community Patch. - I applied the same fixes, for the Ebon Hawk Med Bay model, to make it compatible.
KotorBlender
3,924 downloads
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Crash Fix for Disable Vertex Buffer Objects
By J
NOTE: It is generally not recommended to disable Vertex Buffer Objects. This mod was created while testing.
Using Disable Vertex Buffer Objects=1 (yes with the spaces) on the Aspyr version of the game causes crashes in certain modules. This mod disables normal/bumpmaps in all world models that had them enabled. World bumpmaps seem to not even be working in the Aspyr update, so there should be no visual difference. This was the biggest problem on G0T0's Yacht, which had constant crashing.
228 downloads
(0 reviews)0 comments
Updated
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Stretching Model Bug Fixes
By J
NOTE: It is generally not recommended to disable Vertex Buffer Objects. This mod was created while testing.
Fixes a few bugged models that stretch across the sky when Vertex Buffer Objects are disabled in the .ini. This seems to only be a bug in the Aspyr updated version.
Currently Fixed:
- Valley of the Dark Lords
- Khoonda Plains
- Refugee Sector Girl
- Bastila's Head
- Khoonda Plains 2
- Khoonda Secret Room
280 downloads
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KotOR III: The Jedi Masters Textural Reinterpretation Mod
Created by: Sith Holocron (and others listed in the credits section)
Game: Knights of the Old Republic 2 (using Trex’s “The Jedi Masters” mod)
Version 1.0 Uploaded: 07 AUG 2025
Description:
The Kotor III: The Jedi Masters Texture Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod.
For sake of my sanity, I’ll be abbreviating The Jedi Masters to TJM from here on.
It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. TJM uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the TJM conventions. (See credits section for the other mods that were sourced.)
Some of the TJM textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in TJM are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod.
New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x.
As TJM is extensive and I didn’t have access to a beta team for this, please report any textures that I may missed an alpha layer for. I have heard rumbling that they are more than a few in the original TJM mod itself that presented issues in one way or another. Feel free to post pictures of areas over in the Release thread.
In addition to the numerous before and pictures provided on this page, here is a little video showing the end results.
What’s not included and why:
I have not upscaled the following categories of textures included with TJM.
Trex’s Custom Skyboxes: Many of these are already near the self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I have replaced one of Trex’s skyboxes as seen in the outdoor levels of the planet called Etti with a version that uses my own textures rather than uses Trex’s textures (and it’s twice the size). Additionally, I have replaced one of Trex’s Coruscant skybox with one of my own.
Inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these type of mods would a better choice than me for this.
Portraits and Character skins: Like the previous, working on character skins isn’t my forte.
Many of the textures from Quanon were not upscaled (as they are close to my self-imposed size limit as they currently stand). When and where Quanon reused vanilla textures, those have been upscaled.
If you are interested in what this mod doesn’t cover, you can always request other folks to work on it in the Mod Requests section on Deadly Stream. I wish you the best of luck with that.
Installation:
Drop all TGA and TXI files included in this mod into your Override folder.
Credits:
Some ship textures, the Czerka-branded protocol droid texture, and one animated computer panel in this collection were sourced from Dark Hope’s releases. Thanks to DH and his generosity in making permissions open for his mods. See here for a wide selection of his mods.
Many of the TSL textures were sourced from “RESOURCE: Topaz GigaPixel AI Upscales – K2” by Thor110 (https://deadlystream.com/topic/9592-resourcetopaz-gigapixel-ai-upscales-k2/). I give my thanks for this convenient modding resource.
Many of the KOTOR1 textures that TJM uses, I sourced upscales from what was originally called “KOTOR 1 Four Times ver 1.0” on Deadly Stream. It doesn’t appear to be on Deadly Stream now but I have found a version of that mod. It was uploaded to NexusMods as “KOTOR HD Galaxy Mod” - uploaded by SimplyCool988. Thanks to whoever the original unnamed author was for their open permissions, as listed in the read-me file.
Thanks to Sithspecter for permission to use portions of his example pictures from his High Quality Blasters mod page. (https://deadlystream.com/files/file/861-high-quality-blasters/)
Thanks to Lewok for beta testing these textures, adjusting some TXIs and an alpha layer of some textures on the D’Arth Syyth flagship, providing valuable input, and helping troubleshoot problematic textures.
Thanks to Fair Strides for texture feedback and moral support.
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. 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. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use.
145 downloads
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Expanded Atton Romance Mod
By LenaHills
The Expanded Atton Romance Mod
Author: Lena Hills
Contact: Personal Message at DeadlyStream, Lena-Hills or Expanded-Atton-Romance-Mod on Tumblr
Version 1.1
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1. Description:
The Expanded Atton Romance Mod is a fully-voiced story supplement to TSL, using less common/cut lines from the original game and splicing them together to build a full romance arc for Atton and the Exile in the style of the KOTOR 1 romances.
Depending on character choices, up to twelve new conversations/interactions run from your arrival on Telos through to a final scene just before heading to the Ravager, with new conversations unlocking after each Jedi Master. Four are repeatable [flirt] options (one with reactions from all other companions if they are in your party) so you always have options to interact. Fade-to-blacks are used for kiss scenes to match K1.
For full details see 5 – Gameplay Guide.
2. Installation:
This mod requires TSLRCM to function properly. Make sure TSLRCM is already installed before installing this mod.
Uses TSLPatcher for easy installation, simply unzip and click to install. For new modders, I've made video walkthroughs for Installing on PC and Installing for Mobile.
3. Compatibility (mods/existing saves):
This mod has been tested successfully with PartySwap and Extended Enclave (plus their compatibility patch when used together) with no issues, and should be compatible with most common mods. TSLPatcher will edit instead of replace the globalcat file, and the majority of the mod is contained within the Atton.dlg file and 222mand.dlg files, others can be eliminated if needed for compatibility with other desired mods.
No gender checks are used in this mod and it appears to be fully compatible with Leilukin’s Atton Rand and Male Exile mod for anyone wanting to play the full romance with a male PC - just make sure this mod is downloaded first, then Leilukin’s after (linking with permission from Leilukin). EDIT 10/17/2025, fixed bug that stopped the flirting with male characters in one module.
This mod has been tested with no issues when using existing save files, so can skip Peragus/Telos if preferred. See full game guide to decide where to start.
4. Permissions:
You may screenshot/record clips of the new dialog from this mod as long as you include a link/credit to this mod, but please do not record and post full conversations or repost this mod to other sites. If you are interested in making additional Atton/Exile content building on this/using dialogue/sound files that I created, please reach out to me as I am happy to grant permissions/share files - if anyone skilled in animation/scripting is up for making a tweaks mod for them to interact on-screen rather than use fade-to-blacks that would be especially welcome!
5. Gameplay Guide:
Simple version - If Atton is spoken to at the start of each new planet/just before the rebuilt Enclave, spoken to both on and off the ship once the relationship arc has started to use the [Flirt] options, and allowed to speak to you when he asks near the end of game, all major voiced content will be seen. One additional conversation with Atton unlocks if you both recruit Mira and meditate with Disciple to trigger an existing cutscene between Mira and Atton, and one new optional conversation is available with T3M4 about what he has seen once the romance begins after you find the first Jedi Master.
Full list of voiced content and triggers:
Endings -
6. Credit:
This mod would not have been at all possible without JC's extensive help, from creating the SithCodec so I could modify the existing audio files and re-encode them, all the information and scripts to make lip files, plus constantly answering my frequent questions in the Discord server when I hit problems I couldn't troubleshoot on my own.
Likewise, the KOTOR server and entire DS forums have been hugely helpful with advice/tutorials on seemingly every aspect of modding! Thank you so much!
Tools used: Kotor Tool, DLG Editor, TSLPatcher, Sith Codec, LipSync Editor
Files edited: 101atton.dlg, 222mand.dlg, atton.dlg, fight.dlg, t3m4.dlg, globalcat.2da
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT/LUCASARTS. USE OF THIS FILE IS AT YOUR OWN RISK, AND THE ABOVE-MENTIONED COMPANIES AND/OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FROM THE USAGE OF THIS FILE.
319 downloads
(0 reviews)0 comments
Updated
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Simple Reskin - Malachor
By Kaidon Jorn
Simple Reskin - Malachor V
KotOR2: TSL
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Author: Kaidon Jorn
October 2025
This mod is a simple reskin of the planet Malachor V
All done with random textures from the internet. It's the second time I've attempted a planet or area reskin, so please, go easy on me. It may not be my forte, but I enjoyed making it anyway.
Installation:
Extract the .zip file to somewhere on your PC then just copy the subfolder to the game's Override folder.
To uninstall just delete the folder from Override.
Permissions:
For personal use only, do not redistribute the contents herein.
Thanks to the modders at DeadlyStream.com for teaching me how to mod the KotOR games and for hosting my mods.
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.
50 downloads
- kotor 2: tsl
- planet reskin
- (and 3 more)
(0 reviews)0 comments
Updated
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AxC's Hound of Mandalore
By AxConsortium
Give the Mand'alor a companion worthy of his station.
This mod adds a unique Maalraas, named Galaar (Mando'a for "Hawk"), as a permanent and interactive companion for Mandalore.
I've always loved Mandalore as a character but felt he was lacking compared to other party members. This mod helps him stand out by giving him Galaar, a personal Maalraas that will follow him much like Bao-Dur's Remote, and one that will hopefully prove its worth in battle.
But Galaar is more than just a follower; he's a character in his own right. His loyalty isn't given freely, it's earned through your actions and, most importantly, your relationship with Mandalore himself.
To acquire Galaar, you must head to the Western Square on Onderon. There, you will find a Sullustan merchant named Kobbegg standing near a cage containing the beast. Speak to him, but be prepared to spend a considerable amount of credits for such a rare creature... or find another way to negotiate the price. Kobbegg's attitude and your options will change based on a choice you made long ago on Peragus.
Features:
A Deeply Reactive Companion: Galaar is a fully interactive party member. You can speak with him aboard the Ebon Hawk and in the field. His demeanor and dialogue are not static; they are a direct reflection of your Influence with Mandalore, shifting from hostile wariness to absolute devotion.
A Unique Judge of Character: Galaar forms his own opinions! Ask him what he thinks, and he'll give you his instinctual, animal-level read on every member of your crew. This includes everyone from Atton to HK-47, and even recognizes the GONK droid from my other mod, GONK and Loaded!
He Senses Who You Are: Galaar's opinion of you is complex. He will comment on your chosen path, whether you are a Guardian, Sentinel, or Consular, and even recognize your Prestige Class. Furthermore, he intuitively senses your alignment, offering a unique perspective on your journey to the Light Side, Dark Side, or somewhere in between.
Planetary Instincts: Galaar can sense the nature of each world you visit. Ask him how he feels on planets from the jungles of Dxun to the tombs of Korriban, and get a creature's-eye view of the galaxy.
Lore-Friendly & Interactive Acquisition: The quest to get Galaar is a multi-layered conversation with the merchant Kobbegg, featuring persuasion, intimidation, and even Force-based solutions.
Additional Merchant: Kobbegg also operates as a general merchant, selling armor, weapons, and implants.
Seamless Integration: If you have my Customizing Droids mod installed, Kobbegg will also sell Droid Customization Kits.
Notes:
The mod can be installed at any time, but the encounter will only trigger before your first visit to the Western Square.
TSLRCM is not required, but is always recommended.
Credits:
Princess Artemis, for Cati (inspiration)
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
136 downloads
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Powers of the Triumvirate
3 new Force powers inspired by the powers of the Sith Triumvirate.
SUMMARY
This mod adds 3 new high level Force powers to KOTOR 2 which represent the defining abilities of the Sith Triumvirate.
Hunger - Passively drain the Force and vitality of everyone around you over time.
Pain - Restore up to 120% of your maximum vitality and get a bonus to Will, both of which increase the lower your current vitality is.
Betrayal - Turn groups of enemies against each other. When confusion expires, targets become horrified, or worse.
These are intended to be strong late game powers but hopefully not too OP, with stringent class, level, and Force power prerequisites and high FP costs to limit spamming. The effects become stronger the closer you get to the Dark Side. The powers also include their own unique VFX made by reskinning some vanilla VFX.
The mod includes an optional add-on to give Nihilus the Hunger power. It will be constantly active, healing Nihilus and dealing AOE damage. There is only one way to remove it. If you’ve found the difficulty of that fight lacking in the past, you might try this option.
See below for detailed descriptions of the power effects and prerequisites.
DETAILS
The powers become available at character level 24 and are each restricted to one of the 3 Sith prestige classes. They first require mastery of two separate Force power trees before learning and each carry a substantial Force point cost. While the base FP costs appear very large, keep in mind the alignment adjusted cost is decreased by up to 50% at DS mastery, which you’re likely to be pretty close to if you’re using these powers in the first place. Plus at level 24 you’ll have more than enough FPs to spend.
Hunger
Pain
Betrayal
INSTALLATION
To install, run TSLPatcher.exe and select the “Main Install” option.
(Optional) After installing the main mod, you can install the “Nihilus Has Hunger” add-on, which gives Nihilus the Hunger power. Select the TSLRCM version only if you have TSLRCM installed, otherwise, select the non-TSLRCM option.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION
1. Remove the following files from override:
2. (Nihilus Has Hunger only) Remove 852NIH.mod from the Modules folder. If 852NIH.mod was created inside the backup folder, move it to override.
3. Move dialog.tlk from the backup folder to the main game folder (outside override).
4. If any other files were created inside the backup folder, move them to override.
COMPATIBILITY
Compatible with TSLRCM. Includes a TSLRCM-compatible option for the Nihilus Has Hunger add-on.
This mod edits the s_female02 supermodel and will conflict with other mods that do so. Thanks to his permission, this mod includes the relevant edits from JC’s Supermodel Fixes, therefore it is compatible as long as my mod is installed last.
This mod uses the unused animations.2da line c3f2 and will conflict with other mods that do so, though I am not aware of any.
Nihilus Has Hunger add-on makes hard edits to 852nih.dlg and will conflict with other mods that do so (excluding TSLRCM).
Should be compatible with most other mods.
PERMISSIONS
Do not reupload this mod or any contained files without my permission. This mod includes edits from JC’s Supermodel Fixes with permission.
CREDITS
offthegridmorty
Thanks to JC for help with scripting and animations, and for permission to include his supermodel fixes.
KOTOR Tool - Fred Tetra
TSLPatcher, TLKed - stoffe, Fair Strides
202 downloads
- sith marauder
- sith lord
- (and 5 more)
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Optimized and Upscaled Textures - TSL
By J
Version 4 released - should be final
Compressed and optimized, 2x Upscaled Vanilla Textures
This is not a 4k/8k super high-res remaster of the textures. Priorities were optimizing vanilla textures first, while also doubling the resolution. This should act as a base texture upgrade. Then I suggest you still use other texture mods and bug fixes on top of this.
Every texture has been doubled in resolution. GUI and icons are also included.
All textures are packed as compressed TPCs and then bundled in two .erf files.
INSTALL: extract the 2 .erf files to your game directory\TexturePacks (NOT IN THE OVERRIDE DIRECTORY)
This will overwrite the existing vanilla texture files so back them up if you wish.
Refined Add-on Textures: extract to override folder
These are textures that originally looked bad or were very low resolution so I reworked them. They still look vanilla+.
- All circular grates had really low quality textures. Instead of upscaling, they have been tiled twice as dense.
- The ebon hawk scaffolding was low quality and looked bad when upscaled. The scaffolding from Nar Shadda was used and color matched.
- Nar Shadda panels were too uniform, shifted part of the texture to make the tile look more random.
Optimization:
- a lot textures were twice the file size they should have been
- the highest quality compression was used on the new texture, it takes a very long time to convert but avoids bad compression artifacts
Upscale:
- HDCube 4 was used to upscale every texture at 2x
- different model weights used depending on the texture
- alpha channels processed separately, then recombined
525 downloads
- upscaled
- texture pack
- (and 3 more)
(0 reviews)0 comments
Updated
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HD Ebon Hawk - TSL
By J
HD damaged Ebon Hawk. The original texture was upscaled then a lot of manual cleanup and detail was added.
I also baked in custom reflections.
This replaces all landing pad ebon hawk textures and the prologue/endgame texture.
The always damaged version is a damaged ebon hawk for the whole game.
Both versions have damaged prologue and end game textures. The clean version has a repaired texture for the rest of the game.
161 downloads
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JC's Korriban: The Works for K2
By JCarter426
This mod places a workbench and lab station in the library of the Sith Academy on Korriban. This gives the player the ability to craft and upgrade items while trapped in the academy during the "Trapped" quest when the Ebon Hawk is inaccessible.
Installation
Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install.
• Choose RIM if you are using or plan to use another mod which edits 702KOR.rim in the Modules folder.
• Choose MOD if you won't be using any mods which edit 702KOR.rim in the Modules or if you have 702kor.mod in the Modules folder from another mod. Click "Install Mod" and select your game directory. Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
If you chose the RIM option:
Copy 702KOR.rim from the backup folder to replace the one in your game's Modules folder. If you chose the MOD option:
Copy 702kor.mod from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Credits
TSLPatcher—stoffe & Fair Strides
K-GFF—tk102
xoreos tools—xoreos team https://xoreos.org/
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
74 downloads
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KotOR2 - Improved AI
By GearHead
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)
2,294 downloads
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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.
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