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bugfix Fog Fix & More - 3C-FD Patcher
By J
While you sleep in the medical room, 3C-FD is patching your game.
Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Only works on an unmodified swkotor2.exe. WIndows systems only.
Included EXE Patches:
- Fog Fix
- Reflections Fix
- 4GB Patch
- Subtle Color Shift (yellow tint removal)
- Music Volume During Dialogue Fix
- (Experimental) Borderless Window Mode
How to use:
Run the patcher and choose your swkotor2.exe to patch. It will patch your game exe with the fixes listed above.
It will check if you have an unmodified steam or gog version of the latest (Aspyr) patch, otherwise it wont run.
It will also make a backup of your original swkotor2.exe.
How this was made:
- The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color.
- The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix.
Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters.
- The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked.
Bugs:
- This does not work with M478
Special Thanks:
HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist.
JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself.
Source: Open the patcher with 7zip or view it here: https://github.com/J0-o/3C-FD-Patcher
Browser-based Version: https://j0-o.github.io/3C-FD-Patcher-js/
3,160 downloads
- hex-editing
- shaders
- (and 1 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
853 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
3,041 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.
216 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
265 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.
135 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.
278 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.
44 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
110 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
159 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
475 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.
124 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.
52 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)
2,177 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.
80,644 downloads
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Classic Class Attack Bonus
For KotOR1, Bioware designed three separate attack bonuses that classes have, with the best being 1 and the worst being 3. No class actually used 3, but only Guardians and Soldiers have 1. In KotOR2, all classes use 1, meaning they're all equal. This mod restores the class variety that Bioware implemented, with Jedi Weapon Master and Sith Marauder retaining the best attack bonus. This does nerf the non-combat classes, but does make each class stand out a little bit more.
Alternatively, you can download a version that gives Consulars, Jedi Masters, and Sith Lords the unused worse attack bonus.
For a rough explanation:
Guardians: Attack is 1:1 with level. So at level 20 it will be 20. Sentinels: Attack is 0.75:1 with level, rounded down. So at level 20 it will be 15. Consulars: Attack is 0.5:1 with level, rounded down. So at level 20 it will be 10. To install either, just download, extract, and run the TSLPatcher.
Thanks to Fred Tetra for creating the Kotor Tool, which was used to extract and edit the relevant .2da file.
1,024 downloads
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Thematic KOTOR 2 Companions
By JCarter426
This mod adjusts the statistics and starting equipment of the companions in Star Wars: Knights of the Old Republic II - The Sith Lords, addressing some issues with game balance and consistency in theme. See the attached document or view online for a full list of changes and the rationale for each change.
Installation
You must start a new game to experience the full effects of this mod.
Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. Click "Install Mod" and select your game directory (default name SWKotOR2). Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
Restore or delete all .utc files affected by this mod. Copy each .utc file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .utc file from your game's Override folder. Compatibility
This mod requires TSLRCM.
Credits
Design—Sniggles
Implementation—JCarter426
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
xoreos tools—xoreos team https://xoreos.org/
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
4,128 downloads
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Unique Jedi Master Robes
Gives each of the Jedi Masters a unique set of robes.
TSLRCM required.
SUMMARY:
This mod equips each of the Jedi Masters with a new and unique set of robes, giving them each a more distinct look. In vanilla it looks like they all went shopping together without telling Atris.
The robes can all be obtained and worn by the player, each providing a unique set of stat bonuses. They’re strong without being overpowered compared to other high level robes. They have the same defense as Jedi Master Robes and don’t provide large attribute bonuses, but do give various bonuses to FP regen, saving throws, and more, including different advantages against DS opponents. See details below.
Naturally the Masters also get these bonuses in battle. Since their defense and attributes aren’t substantially changed, it shouldn’t have a big effect on balance. They’ll each just gain a slight edge compared to vanilla.
NEW ROBES:
Click below to see the robe stats.
All the robes are restricted to Light Side. If you’re playing Dark Side, you can still sell them for a nice sum or give them to a LS party member.
INSTALLATION:
Make sure TSLRCM is installed first.
Run HoloPatcher.exe and and select either the default or alternate install option. In the default option Vrook’s robes are red while in the alternate option they are blue.
After installing, if you have Lonna Vash Mod for TSLRCM installed, run the compatibility patch.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe.
UNINSTALLATION:
Remove the following files from override:
a_compdlg.ncs, vash.utc, vash_container.utp, a_robe_kavar.uti, a_robe_vrook.uti, a_robe_vash.uti, a_robe_zez.uti, pfbn61.tga through pfbn64.tga, and ia_mastrrobe_061.tga through ia_mastrrobe_064.tga
Move 501ond.mod, 503ond.mod, 506ond.mod, 511ond.mod, 512ond.mod, 601dan.mod, 602dan.mod, 604dan.mod, 650dan.mod, and 950cor.mod from inside backup/Modules to the Modules folder.
Move any files inside backup/Override to the Override folder.
To uninstall the patch for Lonna Vash Mod, remove a_vash_ondeath.ncs, vash.utc, and vash_container.utp from the override folder. Move 711kor.mod from the backup folder to the Modules folder.
Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
COMPATIBILITY:
Requires TSLRCM to be installed first. Should be compatible with most other mods. When in doubt, install this mod last.
Not compatible with mods that change the vanilla robe model (e.g. Movie-Style Jedi Robes).
Likely incompatible with M4-78EP. I haven’t tested them together so I don’t know how severe the conflicts are. At the very least, Vash on M4-78 will not be wearing the robes.
Compatible with Lonna Vash Mod for TSLRCM by Leilukin ONLY if the included patch is used. Make sure both this mod and Lonna Vash Mod for TSLRCM are installed first before installing the patch.
Should be compatible with Thematic Jedi Masters.
Compatible with Extended Enclave but this mod must be installed after EE.
PERMISSIONS:
Please do not reupload this mod’s files without my expressed permission. Redistribution of source files for the compatibility patch is subject to the terms of the original mod.
CREDITS:
offthegridmorty
Sikon, Leilukin - source files for Lonna Vash Mod patch
KOTOR Tool - Fred Tetra
Holopatcher - Cortisol, th3w1zard1
TSLPatcher - stoffe, Fair Strides
K-GFF - tk102
Holocron Toolset - Cortisol
Screenshots use New Lightsaber Blade Model by Crazy34
352 downloads
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N-DReW's Bug Fix Collection for TSL
By N-DReW25
N-DReW's Bug Fix Collection for TSL
A Mod for Star Wars Knights of The Old Republic 2
Author: N-DReW25
1.6.0 Release Date: 23.09.2025
Installation:
Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions.
It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional.
This mod is divided into two parts, the TSLPatcher component and the Override Component.
To install Override Component features, simply open their folders and copy their mod files to the Kotor 2 Override folder.
To install TSLPatcher Component features, simply click on the HoloPatcher.exe, click install, and sit back and watch the installer do its magic.
WARNING: It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.
Description:
My Bug Fix Collection is another bug fix mod, though unlike most bug fix mods that have been made for the Kotor games this mod is for Kotor 2 in particular. The popular TSLRCM and K2CP mods are two excellent mods that bug fix hundreds of bugs throughout the game... though they haven't fixed all the bugs. Since TSLRCM development is essentially finished and the K2CP dev team are focused on the K1CP mod, I made my own bug fix mods to squash the rest I could.
Contents:
Known Bugs:
This mod shouldn't have bugs but if there is Just PM me on Deadlystream.
Incompatibilities:
Please report any incompatibilities!
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Thanks:
Bioware: For such an amazing game!
Obsidian: For such an amazing sequel!
Fred Tetra: For Kotor Tool!
th3w1zard1: For both the HoloPatcher and for helping me debug this mod's HoloPatcher during the development of version 1.4!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
3,201 downloads
- mod pack
- compilation
- (and 4 more)
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For Mandalore!
Gives Mandalore the ability to call a squad of Mandalorian allies to follow and aid in battle, with new allies unlocked as you advance through his personal quest.
SUMMARY
Mandalore has a personal sidequest which involves helping him reunite the Mandalorian clans by recruiting groups of Mandalorians you find on different planets. There is not really a reward or impact of this quest except for influence which unlocks some new dialogue and backstory.
This mod adds incentive and impact to this quest in the form of a new ability which allows Mandalore to call soldiers from his growing army into battle.
Mandalore will be given the item “Mandalorian Comlink" which allows him to call from a list of allies by allocating points and spending a small sum of credits. Points reflect the galactic strength of the Mandalorians and determine the quantity and power of forces you can summon. This will grow as you advance through his quest.
This mod also beefs up and arms Esok, the Mandalorian leader on Dantooine, who is normally unarmed and puts up an underwhelming fight.
If using the default version of the mod, this should be installed prior to Mandalore joining your party for the comlink to be in his inventory. If not, he will get the item upon recruiting the first group of Mandalorians. If using the Snigaroo Cut, install before boarding the Ravager. Otherwise you can get the item using the cheat "giveitem mandradio".
DETAILS
Allies & Points
To summon an ally, you need to pay credits and allocate points for the area you are in. You will start with 1 point to spend and 1 ally to choose from. As you advance through the quest and help Mandalore recruit more Mandalorians, he will gain additional points and unlock new, more powerful allies to choose from. See list of available allies below:
-----------------------------------
-----------------------------------
By recruiting both Mandalorian groups you will have 4 points in total to spend on reinforcements. When using only 2 party members (main character and Mandalore), you will get 2 extra points to spend. That means with the quest finished and without a third party member, Mandalore can allocate 6 points at a time to an area.
Allies will remain in the area they were called to until dismissed or until new forces are called to a different area. They can’t follow between modules.
By default the comlink will work on Dxun, Onderon Part 2, and the Ravager. It will become useable on Dantooine and Nar Shaddaa after recruiting the respective groups on those planets. The comlink will not work on Telos, Korriban, Malachor, Onderon Part 1, or Goto's Yacht.
Commands
Mandalore can issue the following commands:
1. Follow - Default behavior. Mandalorian allies follow Mandalore.
2. Wait - Allies will stay wherever they are.
3. Search and Destroy - Allies will search out nearby enemies and engage them. If no enemies are found, they will revert to Follow behavior.
The Snigaroo Cut
As of 1.2, there is an option to install For Mandalore! - The Snigaroo Cut™, a lite version of the mod which is a more streamlined and vanilla-plus experience, based on testing and design input by Snigaroo. This version has several functional differences to the default version of the mod:
1. The comlink is only available on the Ravager.
2. You start with 0 points, but gain 5 points per Mandalorian group found, allowing for 10 points total to spend.
3. Spent points cannot be regained.
4. Credit cost is removed.
5. Mandalorian allies can follow across the Ravager modules.
I recommend this version if you're concerned about balance or want to keep things more vanilla+. Note this version requires TSLRCM.
INSTALLATION
To install, run HoloPatcher.exe and select an install option. There are three options. If you do not have TSLRCM installed, you can only install the full Non-TSLRCM version. If you have TSLRCM installed, you can choose between either the full TSLRCM-compatible version or the Snigaroo Cut, which requires TSLRCM. Only install one of these options.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe.
UNINSTALLATION
1. Remove the following files from override:
2. Remove 303NAR.mod and 605DAN.mod from the Modules folder.
3. Move any .mod files inside backup/Modules to the Modules folder.
4. Move any files inside backup/Override to the Override folder.
Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
COMPATIBILITY & OTHER NOTES
Compatible with TSLRCM as long as TSLRCM is installed first and either the TSLRCM-compatible or Snigaroo Cut install option is selected.
Note about balance: Having a squad of Mandalorians at your side will obviously make fights easier. This mod is made for fun, but I have tried to keep balance in mind. Allies are scaled similarly to enemy NPCs, minus their damage bonus, so they will not be powerful enough to take on most groups of enemies alone. The credit cost, while modest, hopefully encourages more careful use of the ability. If you are concerned about disruption of balance and want a more slimmed-down version of the mod, install the lite version which limits the use of the ability to one section of the game.
Search & Destroy behavior can be a little wonky indoors, where NPCs sometimes have trouble pathfinding long distances. They may teleport or disappear temporarily. Switch them back to Follow if you lose track of them.
I welcome feedback on balance or features of the mod. Please report any bugs or general weirdness.
PERMISSIONS
Do not reupload this mod or any contained files without my expressed permission.
CREDITS
offthegridmorty
Snigaroo - design, testing, writing on The Snigaroo Cut
KOTOR Tool - Fred Tetra
HoloPatcher - Cortisol
TSLPatcher - stoffe, Fair Strides
Holocron Toolset - Cortisol
Screenshots use High Quality Blasters.
902 downloads
- command
- mandalorians
- (and 5 more)
(0 reviews)0 comments
Updated
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Multifire and Autofire and Superior Feats (TSL)
By darthbdaman
Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty.
Description
In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty.
KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game.
This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off.
These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons.
Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed (or Fury) is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed (or Improved Fury) is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed (or Master Fury) is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active.
One the (many) complaints made about characters options in TSL, is the extreme disparity in feats support for different options. Two-Weapon Fighting and Lightsabers get high level advanced feats on the Weapon Master and Marauder, but no other options are available. This mod corrects that, by adding Superior Weapon Focus feats for Blaster Pistols, Blaster Rifles, and Melee Weapons. It also adds a Superior Dueling line, as well as a Superior Multishot line, to continue the earlier tree introduced by this mod. The Focus feats all add +1 to attack rolls per level, while the Dueling feats add +1-4 to damage, and +1 to attacks rolls and AC per rank. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. The Superior Multishot tree, grants +1, +1, and +2 to attack rolls respectively.
The bug that allows Finesse: Melee Weapons to affect Lightsabers is fixed. The bonus from that feat will be removed if the character has Finesse: Melee Weapons, but not Finesse: Lightsaber. Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this.
All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately.
Install/Uninstall
Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.
During install you can choose to install 4 different versions of the mod. Only install 1 of them at at time. The different options allow you to apply multiple attacks to both Heavy Weapons and Rifles, give only Heavy Weapons 3 attacks or 2 attacks, and to install a version that does not give additional attacks to either, only adding the various feat changes and new feats from this mod. The options that add extra attacks to a weapon type, will reduce that weapons damage to match KotOR 1.
See the docs folder for more information.
Compatibility
This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching.
Fully compatible with TSLRCM. Fully compatible with Sentinel Sneak Attack with Multiclassing. Fully compatible with Improved AI (v1.2.3 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Recommended Mods
TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements
KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors
Nexus ModPub Other Links
Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Superior Feats by darthbdaman is licensed under CC BY-SA 4.0
232 downloads
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Thematic Obscured Mausoleum Burial
By JCarter426
This mod fixes some bugs with and makes other adjustments to the Secret Tomb area for mechanical and lore consistency. See the attached document for a full list of changes and the rationale for each change.
Installation
You must start a new game to experience the full effects of this mod.
Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory. Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one. Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Restore or delete all all .2da files affected by this mod. For each, copy the corresponding .2da file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .2da file from your game's Override folder. Delete all other files installed by this mod from your game's Override folder. Compatibility
This mod makes several changes in the Secret Tomb module and may be incompatible with other mods which affect that area.
This mod edits the script k_oei_userdef.ncs because the party AI has some Secret Tomb-specific code living there. This mod will not be compatible with other mods which edit that script without a compatibility patch.
This mod adds the texture pmbj02.tpc for a light-sided Revan's robes. This has the same filename as the Star Forge Robes in KOTOR 1, so mods which edit the Star Forge Robes may be used in place of the texture provided by this mod. Copy the file to your KOTOR 2 Override folder, overwriting the file when prompted.
Credits
Design—Sniggles
Implementation—JCarter426
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
DeNCS—JdNoa & Dashus
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
NWNSSCOMP—Torlack, stoffe, & tk102tk102
TalkEd—stoffe
tga2tpc—ndix UR
xoreos tools—xoreos team https://xoreos.org/
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
2,797 downloads
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Logical Jekk'Jekk Tarr
By N-DReW25
A Mod for Star Wars Knights of The Old Republic II
Author: N-DReW25
1.0.0 Release Date: 27.07.2025
Installation:
Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions!
It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional.
This mod is divided into two parts, you need to install "Part 1" first followed by "Part 2" to properly install the mod.
Click on the HoloPatcher.exe, select on the "Part 1" install, click install and sit back and watch the HoloPatcher do its magic.
Repeat the process, click on the HoloPatcher.exe, this time select on the "Part 2" install, click install and sit back and watch the HoloPatcher do its magic.
The mod will be installed.
Description:
In both vanilla and with TSLRCM, the Jekk'Jekk Tarr is quite illogical.
It is a mythical bar in which drinks are not served. Instead, you breathe the fumes - and these fumes are toxic to humans. The gas inside the Jekk'Jekk Tarr is so toxic that the gas would kill you if it was absorbed through the skin. This is shown in-game, you collapse to the ground and almost die before you learn the Breath Control ability which grants you immunity to all poison based damage.
The illogical part comes into play before the Visquis mission, you can enter the Jekk'Jekk Tarr with your entire party of humans and... survive? You get poisoned if you are in there, but this is the good ol' Kotor poison which turns your health bar green and SLOWLY withers away at your heatlh over time - a breath mask or an antidote kit can keep you alive indefinitely inside the Jekk'Jekk Tarr.
Okay, so maybe you aren't supposed to enter the Jekk'Jekk Tarr early, right?
Wrong.
Aliens inside the Jekk'Jekk Tarr have dialogue for if you are wearing a space suit (Mira) or if you aren't wearing a space suit (the player), and there are only two times when you can enter the Jekk'Jekk Tarr without a space suit: during the Visquis mission wherein you murder all of these aliens without talking to them, or before the Visquis mission if you enter early.
If any part of Kotor II screams "incomplete" - it's the Jekk'Jekk Tarr. I personally have a feeling the concept of a poisonous cantina for aliens as a plot point was devised after the GenoHaradan got cut and was thrown together at the last minute.
Why do I believe this?
The Devaronian Bartender states that the first chamber is for the Trandoshans and Devaronians (he is the only Devaronian in that room and Twi'leks and Rodians are also in there) whilst the side room is for Twi'leks, Weequay, and the Nikto (Only a single Twi'lek Domo is in there, he never talks about the Rodians, and the Lunar Shadow crew state that Nikto, like humans, would die in the Jekk'Jekk Tarr). The Weequay with proper dialogue will reference piercing your space suit even if you're talking to him before the Visquis mission as the player character and aren't wearing a space suit. Heck, even in TSLRCM, restored dialogue with the Twi'lek Domo suggests that drinks can be served even though the bartender explicitly states that there are no drinks.
This mod aims to fix many of the problems with the Jekk'Jekk Tarr, this mod makes the Jekk'Jekk Tarr "logical" by doing the following:
* The Jekk'Jekk Tarr uses Nagnol gas instead of a mix of Nagnol and Cyanogen Cas. Nagnol gas would instantly kill a human, but the Peragus lore which states the player character has been trained to resist toxins justifies why you don't drop dead instantly. You instead get the poison effect which slowly kills you if you enter the Jekk'Jekk Tarr before the Visquis mission.
* Replaces the Jekk'Jekk Tarr Rodians with Nikto and turns the Lunar Shadow Crew from Nikto into Duros. This is consistent with the Devaronian Bartender who mentions that Nikto can enter the Jekk'Jekk Tarr, and since a major Bounty Hunter Faction is made up of Duros, the Zhug Brothers, it makes sense this way lore wise as to why they would attack your party and not the Jekk'Jekk Tarr.
* Repositioned the Lunar Shadow Crew so that they're less janky.
* The filename for the Twi'leks wearing armor is "aquabar" whilst "aquathug" is an unfinished dialogue that mentions that "aqua" means "Aqualish". The Aqualish have been restored in the same room as the Weequays and are now mentioned by the Devaronian Bartender.
* The Twi'leks wearing armor are now Devaronians as the Devaronian Bartender states that the room they are in are for Trandoshans and Twi'leks.
* Moved the Trandoshans, Twi'lek turned Devaronians, and Rodians turned Nikto into the correct rooms as designated by the Devaronian Bartender.
* The Trandoshan and Aqualish dialogues have been split into two. One set of Trandoshans/Aqualish have barking dialogue whilst the other have small conversations.
* The Weequay with the small conversation dialogue will now only reference your space suit if you are Mira wearing said space suit.
* The cut character Garagesh, a Gamorrean Guard, has been restored outside Visquis' lair.
* Restored Visquis' cut dialogue, dialogue which heavily implies that Loppak Slusk was his brother.
* When Mira is zapped, that scene is unskippable.
* Atton's dialogue after Visquis' conversation has been edited to remove most mentions of Cyanogen and how it targets the skin.
* During the Visquis mission, Visquis' dialogue for when you enter the Jekk'Jekk Tarr without a space suit has been rewritten to specify that Visquis is flooding the door chamber with ten times the lethal level of Cyanogen gas - a gas in this mod is not present in the normal Jekk'Jekk Tarr, this is to explain why you can enter the Jekk'Jekk Tarr before the mission but almost die during the mission.
Known Bugs:
This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream.
Incompatibilities:
To be added!
Permissions:
Do NOT claim credit for this mod and do not use my assets from this mod without my permission.
Thanks to:
Snigaroo: For giving out mod ideas in his Mod Build mod request thread, some of his ideas directly inspired this mod to be made!
Bioware: For such an amazing game!
Cortisol: For the Holocron Toolset!
th3w1zard1: For HoloPatcher!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
836 downloads
- jekkjekk tarr
- nar shadaa
- (and 8 more)
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KotOR2 Random Panels
AUTHOR: Sith Holocron
ORIGINAL RELEASE: 15 NOV 2024
UPDATE RLEASE: 21 NOV 2024
GAME: Star Wars Knights of the Old Republic 2: The Sith Lords
Description:
While recuperating after open heart surgery, I needed a small project to keep me occupied. Something relatively stress-free so I could go about the work without getting to frustrated.
I landed on redoing some of the panels for the various planets that *mostly* tend to look the same with minor difference in coloring. I settled on the panels included here.
There are separate downloads for each game but some of the textures appear in both as Obsidian did reuse some of the textures.
Update to release: I have added the following textures to this mod package.
dxn_SPn01, HAR_Pn02, PER_Tek1, PLC_WtrLvl
Answer to Possible Question:
Where is the texture for the panel on Peragus? It is included in this separate download: https://deadlystream.com/files/file/1375-peragus-medical-monitors-and-computer-panel/
Installation:
Drop the TGA files and TXI files into your Override. My textures have been labeled with their names on the download page so if there's one that you don't particularly care for, don't drop that one into your Override folder.
If using another texture pack that includes identically named textures (whether they are TGA, TGA with TXI, or a TPC file), remove those from your Override before putting mine in.
Uninstallation:
Take the files you put in, out again.
Known Bugs:
None known at this time.
Legal Disclaimer:
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration.. This mod is not to be distributed for profit, either.
I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever.
I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use.
Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
Thieves need not apply. (You know who you are.)
Credits:
Jorak Uln: For frame created used in NIH_tk02 texture.
ScrierOne: For one of the buttons they designed and I used in the Onderon texture (OND_tk01).
ConansHair: For overlay on the Onderon texture (OND_tk01), and for feedback on textures before release.
Fair Strides and LordMerek: For feedback on textures before release.
3,204 downloads
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Peragus Large Monitor Adjustment
READ ME FIRST!
Here's my sixth small mod
Peragus Large Monitor Adjustment (version 1.1)
MOD AUTHOR: Sith Holocron
ORIGINAL RELEASE: 23 JUN 2013
UPDATED RELEASE: 11 MAR 2023
FOR WHAT GAME: Star Wars Knights of the Old Republic 2: The Sith Lords
Description:
Don’t expect this to be as interesting as the Telos Signage mod that I came up with. (LOL)
This small mod collection replaces textures for the large monitor seen on Peragus that overlooks the asteroid field. I wasn’t crazy about the low resolution images in the smaller boxes off to the side so I decided to take a crack at it. I’ve kept to general idea of what were originally shown in those boxes so this difference won’t be too drastic. In addition, that old low resolution asteroid animation just had to go. It has been replaced as well. Finally, that scrolling text box can now be read. Since the original text box was illegible, I decided to make my own. A separate translation Word document is included in case you’re wondering what it says. (I’d appreciate it if you all let folks read it for themselves so please don’t post the translation in reviews.)
As always, constructive criticism is welcome. Reviews are appreciated, even if it’s only a like.
Installation:
For Star Wars Knights of the Old Republic 2 - Extract the TGA files and the TXI file into the SWKotOR2/Override folder if not using the KotOR Reddit Mod Builds.
If you are using the KotOR Reddit Mod Builds, you should instead use the textures in found in the Alternate Textures subfolder. If you find that the portion on the PER_Tk02.tga texture too distracting because it uses a modified version of the Sol System, this is the clear choice for you. A new loading screen using the altered texture has been included for your convenience. (The loading screen using the original texture is already included in my Loading Screen mods.)
To Uninstall:
Take them out again.
Known Bugs:
None known at this time.
Special Thanks:
To Darth_Sapiens: for Assistance with alpha channels for some of the textures and testing.
To Canderis: For pre-release reviews (of the original 1.0 version).
To Snigaroo: For suggestions on the alternate texture
To ConansHair: For adding the “monitor scan lines” to the new Loading Screen variant
Legal Disclaimer:
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod.
I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever.
I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
And here's the new variant loading screen . . .
39,502 downloads
