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  1. Glitched Lightsaber Hilt Fix - TSL Aspyr

    In the latest Aspry patch, the textures on lightsaber hilts are bugged. It seems theres an extra shader applied to them and maybe texture math breaks at certain angles. Aspyr compatible models are provided with working hilt textures.
    INSTALL:
    For Crazy34's New Lightsaber Blade Models: Install the original mod first then extract this Aspyr compatible patch to the override folder.
    For Vanillas saber models: Exact to override folder. TSLRCM should be installed first.

    FOR MOD DEVELOPERS:
    You can use these models. The latest fix was to move the hilt mesh to a separate model and reference it in the blade model. The blade model type is lightsaber and the hilt type is character. These changes were made using KOTOR Blender.

    588 downloads

       (3 reviews)

    23 comments

    Updated

  2. HQ Vibro Weapons + Effects - TSL

    Vibro Weapons with vibration effects.
    All vanilla vibroswords, vibroblades, and vibro double-blades updated.
     
    Toasty Fresh vibro models were used as a base and each texture was color matched to the vanilla style. Vibrocutter and Ludo Kressh's War Sword now have their own unique textures and icons. Vibration and motion blur effects were added to the blades.
    4 Vibroblades
    Vibrocutter - vibrocutter
    Vibroblade -  w_melee_05
    Zabrak Vibroblade - w_melee_10
    Tehk'la Blade - w_melee_27
        
    3 Vibroswords
    Vibrosword - w_melee_06
    Echani Vibrosword - w_melee_21
    Sith Tremor Sword - w_melee_22
    5 Vibro Double- Blades
    Sith War Sword - w_melee_12
    Vibro Double-Blade - w_melee_15
    Trandoshan Double-Blade - w_melee_20
    Zhaboka - w_melee_28
    Ludo Kressh's War Sword - w_melee_x12

    Credit:
    KoTOR Weapon Model Overhaul by Toasty Fresh - 3 models/textures were used as base
    KOTOR Blender

    119 downloads

       (1 review)

    3 comments

    Updated

  3. Foggy Telos Plateau

    Description:
    The Plateau in the polar region of Telos always felt like you were meant to be kind of lost and blind finding the entrance to the Polar Academy. I think the fog helps with that, even though you know the area from playing before. I've also done a loading screen and edited the map so it seems like the crashed shuttle and Academy entrance are your landmarks. 

    Installation:
    If you're playing with the Aspyr Patch, I'd recommend using J's 3C-FD Patcher to fix fog for TSL. 

    Just drop the files after extracting the .zip archive into your override folder. The .are is necessary for the fog, but lbl_map261tel.tga and load_261tel.tga aren't required for the fog to function. Delete/overwrite any files with the same name.

    Credits:
    Holocron Toolset by Cortisol
    JC's Loadscreen template modders resource
    GIMP 

    40 downloads

       (0 reviews)

    0 comments

    Submitted

  4. JC's Republic Soldier Fix for K2

    This mod improves the models used for Republic soldier and TSF officer armor. Texture mapping errors on the male model are corrected, and the female model is replaced with a higher-quality one based on the male model.
    Installation
    Copy all files from the Override folder to your game's Override folder. If you do not already have an Override folder, make one. Uninstallation
    Remove all installed files. Compatibility
    This mod changes the texture mapping of the female Republic and TSF armor model to be the same as the male model. That means this mod will not be compatible with mods which edit the female textures, N_RepSold_F01 and N_TSFOff_F01, but it will be compatible with mods which edit the male textures, N_RepSold01 and N_TSFOff01, and those can be applied to all Republic and TSF armors regardless of gender. Replace this mod's N_RepSold_F01.tpc and N_TSFOff_F01.tpc files with copies of the other mod's N_RepSold01 and N_TSFOff01 textures, respectively.
     
    Credits
    KOTOR Tool—Fred Tetra
    NWMax—Joco
    KOTORmax & MDLedit—bead-v
    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.

    6,360 downloads

       (2 reviews)

    5 comments

    Updated

  5. Jedi robe stat increase

    TSL Mod
    -------
    Mod Name: Jedi Robe Stat Boost
    -------
    Description: This mod changes the stats of the Jedi Robe (Dark and Light), Jedi Knight Robe (Dark and Light), and the Jedi master Robe (Dark and Light).
    I also added the Handmaiden Robe for fun.
    The Jedi robes can be found in the the security office locker.
    You can use the KSE to get these robes if you don't want to wait for them ingame.
    Install Info: Just take the files in the folder and place them in the Override folder in your SWKotor2 directory. If you don't have an override, make one. 
    Uninstall Info: Remove the files from the override folder.
    Bugs: None known at this time.
    Permission: You can use the files in this mod in your own mod as long as you give me proper credit.

    83 downloads

       (0 reviews)

    2 comments

    Submitted

  6. AxC's Skip Twin Suns' Fight

    During the Nar Shaddaa questline, Atton is forced to face the Twin Suns alone. Depending on various factors (especially if Nar Shaddaa is your first planet) this short segment can be notoriously difficult. This mod presents you with a choice to skip the battle without losing any content or to complete it the intended way. The decision remains yours.
    Additionally, this mod includes a minor restoration not present in the TSLRCM:
    It correctly implements Atton’s low-influence dialogue in the scene immediately following the battle. If your influence with Atton is below 40, his reason for returning to the Ebon Hawk will reflect his more self-interested nature.
    Compatibility:
    Easier Twin Suns' Fight - Fully compatible! You can use both mods and have the option to either skip the fight entirely or play through an easier (but not easy) version of it.
    TSLRCM - Fully compatible. This mod's restoration is a separate, additive fix.

    Credits:
    John Doom, for Easier Twin Suns' Fight
    Fred Tetra, for KOTOR Tool
    TK102, for DLGEditor
    Torlack, stoffe & TK102, for NWNSSCOMP
    JdNoa & Dashus, for DeNCS
    Cortisol, for Holocron Toolset

    45 downloads

       (0 reviews)

    3 comments

    Updated

  7. AxC's Resonance Shard

    This mod introduces a unique item: the Resonance Shard, a slived fragment of the Exile's personal crystal. This shard can be discovered in the same crystal formation within the Dantooine Crystal Cave where the original crystal is found.

    The shard is designed to be used as an implant (requiring Wisdom 14+) by any organic companion. When equipped, it forges a powerful Force bond, allowing the chosen companion to join and share the existing Force Chain between the Exile and Kreia (when she is in the party).

    Once bonded, most beneficial Force powers used on the Exile, Kreia, or the chosen companion will automatically resonate through the connection, extending their positive influence to all others within the chain.

    Note:
    Due to how the game works, the shard will only appear if this is your first time entering the Crystal Cave. If you have already visited the cave, you can add the item with the following console command:

    giveitem e_imp1_axc01


    Credits:

    Fred Tetra, for KOTOR Tool
    TK102, for DLGEditor
    Torlack, stoffe & TK102, for NWNSSCOMP
    JdNoa & Dashus, for DeNCS
    Cortisol, for Holocron Toolset

    105 downloads

       (0 reviews)

    3 comments

    Updated

  8. Aligned Revan Hologram for TSLRCM

    Changes the appearance of the Revan hologram in TSLRCM to reflect your dialogue choices at the beginning of the game.
    SUMMARY
    TSLRCM restores a cutscene featuring a hologram recording of Revan. The scene is slightly different depending on your dialogue choices at the start of the game. However, no matter what you choose, Revan still appears in their Sith Lord getup.
    With this mod, if you chose the LS option at the beginning of the game, Revan will now appear in masked Star Forge robes.
    This mod also adjusts the orientation of some of the characters to make the scene look a little more natural.
    TSLRCM is required to use this mod.
    INSTALLATION
    Make sure TSLRCM is installed. Run HoloPatcher.exe to install the mod.
    Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe.
    UNINSTALLATION
    Remove appearance.2da, a_t3_candrec.ncs, revanholo_light.utc, and jedirevanholo.tga from override. If any files were created inside the backup folder, move them to override.
    COMPATIBILITY
    Compatible with and dependent on TSLRCM. Should be compatible with any other mods as long they don’t modify the affected cutscene, specifically the script a_t3_candrec.ncs.
    PERMISSIONS
    Feel free to use this mod however you want as long as the credits listed below are included.
    CREDITS
    offthegridmorty
    L0ki194 - base for Star Forge Robes texture (Star Forge Robes Texture Enhancement)
    zbyl2, DarthStoney, Hassat Hunter, VarsityPuppet - TSLRCM and original a_t3_candrec script
    HoloPatcher - Cortisol, th3w1zard1
    TSLPatcher - stoffe, Fair Strides
    KOTOR Tool - Fred Tetra
    K-GFF - tk102

    143 downloads

       (0 reviews)

    0 comments

    Updated

  9. High-poly Mines - TSL

    Smoother mine effect edges. Nice and simple.
    Install:
    1) Choose either Regular Version or For Mines Overhaul Version
    2) Extract to override
    Regular version is for vanilla game
    Mines Overhaul [TSL] mod required for the Mines Overhaul version.
    Credit:
    offthegridmorty - Mines Overhaul [TSL] - models from this mod were used to make a compatible version

    168 downloads

       (1 review)

    2 comments

    Updated

  10. Simply Snow - TSL

    Adds snow to Dantooine, Duxn, Telos. Grass got a haircut.
     
     

    68 downloads

       (0 reviews)

    3 comments

    Updated

  11. HD Plasma Torch

    Higher poly model for the plasma torch, with ambient light effects. Also adds HD texture with reflective metal material.

    83 downloads

       (0 reviews)

    0 comments

    Submitted

  12. Floors - TSL

    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.

    119 downloads

       (1 review)

    0 comments

    Updated

  13. 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.

    978 downloads

       (2 reviews)

    7 comments

    Updated

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

    --------------------------------------------
    Knights of the Old Republic - The Sith Lords
    --------------------------------------------
    TITLE: Effixian's Brunette Reskin for PFHC01 from K1 to K2
    AUTHOR: Effix(ian)
    CONTACT: PM me on the forums or Discord
    ------------
    INSTALLATION
    ------------
    1. If you haven't already then install "PFHC01 from K1 to K2":
    https://deadlystream.com/files/file/1392-effixians-k1-to-k2-heads
    2. Unzip, copy the files from the subfolder to your Override folder.
    Optional: If you prefer you can add the files from the ExtraDark_Variant folder.
    P.S. This doesn't alter the neutral/light side state, only the 2 dark side transitions after that.
    -----------
    DESCRIPTION
    -----------
    This is a reskin of the PFHC01 player character from K1, for my "PFHC01 from K1 to K2".
    There's an optional extra dark variant, it changes the last two dark side transitions for a darker zombie look.
    Inspired by Emma Watson, as requested by tff500.
    ------------
    UNINSTALLING
    ------------
    Follow the uninstall instructions from "PFHC01 from K1 to K2".
    ------------------
    DISTRIBUTION NOTES
    ------------------
    You can use the files from this mod in your own mod if you simply credit me.
    Please do not reupload to other sites.
    ---------
    Thanks to
    ---------
    Stoffe and Fred Tetra for the needed tools and tutorials
    --------------------------------------------------------------------------------------------------------
    My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
    --------------------------------------------------------------------------------------------------------
    THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.

    125 downloads

       (0 reviews)

    0 comments

    Updated

  15. Minimal Headgear - TSL

    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

    198 downloads

       (0 reviews)

    0 comments

    Updated

  16. AxC's TSL Ebon Hawk K1 Camera & Unlocked Map

    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

    62 downloads

       (0 reviews)

    0 comments

    Updated

  17. PFHB01 Adjustment

    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.

    14 downloads

       (0 reviews)

    0 comments

    Submitted

  18. Water Restoration

    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

    2,473 downloads

       (1 review)

    8 comments

    Updated

  19. Handmaiden and Female Exile - Disciple and Male Exile Romance

    =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.

    11,458 downloads

       (8 reviews)

    92 comments

    Updated

  20. Schematic Lightsaber Mod 2024

    Schematic Lightsaber Mod 2024
    (SLM 2024)
    ===============================================================================================================
    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.
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    *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.
     

    974 downloads

       (0 reviews)

    55 comments

    Updated

  21. 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

    1,236 downloads

       (0 reviews)

    4 comments

    Updated

  22. Relighting TSL

    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

    4,720 downloads

       (1 review)

    10 comments

    Updated

  23. Crash Fix for Disable Vertex Buffer Objects

    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.

    236 downloads

       (0 reviews)

    0 comments

    Updated

  24. Stretching Model Bug Fixes

    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

    287 downloads

       (0 reviews)

    6 comments

    Updated

  25. 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. 

    168 downloads

       (1 review)

    8 comments

    Updated