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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.
 259 downloads - command
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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
 198 downloads 
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			Thematic Obscured Mausoleum BurialBy 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.
 
 
 2,183 downloads 
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			Logical Jekk'Jekk TarrBy 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.
 219 downloads - jekkjekk tarr
- nar shadaa
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			KotOR2 Random PanelsAUTHOR: 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.
 
 2,458 downloads 
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			Peragus Large Monitor AdjustmentREAD 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 . . .
 
 38,660 downloads 
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			recruitment mods Recruit HK-47 EarlyBy brents742 Recruit HK-47 Early v1.1
 ======================================
 By brents742 (w/ Update 1.1 nonameperson66 assisting)
 ============
 Version Notes
 =============
 v1.0 - 4/9/2021
 - Initial release
 v1.1 - 9/12/2025
 -Updated for compatibility with KOTOR 2 Unofficial Patch. Thanks to nonameperson66 for their work in identifying the compatibility issue.
 -Streamlined the dlg to remove any use of globalcat.2da for Booleans while still ensuring proper dialog branches are shown and or hidden when appropriate given the state of the conversation.
 Requirements
 ============
 No specific requirements. Recommended TSLRCM 1.8.5 or above but not necessary.
 Installation
 ============
 STEAM TSLRCM VERSION USERS:
 When installing with TSLPatcher, you MUST select your Steam workshop TSLRCM directory. Not the main KOTOR 2 directory. When asked by TSLPatcher to browse for a folder, go to your main Steam folder, then steamapps. Then workshop. Then content. Then 208580 (This is KOTOR 2's game code) then find the TSLRCM file. For TSLRCM + M4-78 it will be called 1402798020. For regular TSLRCM it will be called 485537937. Choose which of these folders you have for TSLPatcher to install to and let it work. If you are using other than English TSLRCM your folder code will be a little different.
 !!!IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS AND ARE USING THE STEAM VERSION OF 1.8.5 THE MOD WILL NOT WORK!!!
 NON STEAM TSLRCM VERSION USERS:
 Run TSLPatcher.exe and follow the prompts.
 The patcher will make backups of any existing files you may have that are the same as files this mod uses.
 Keep track of this backup folder - which will be located wherever you have the TSLPatcher.exe running from.
 Uninstalling
 ============
 Copy and paste the original backed up files of 232tel.mod and 232TEL_dlg.erf that
 the TSLPacther made during installation into the Modules folder within your KOTOR II directory.
 Description
 ===========
 -This mod allows for recruiting HK-47 into your party as quick as possible in a way that lines up with the story arc.
 -By scrapping the damaged HK-50 unit inside the Telos Military Base, the player can pick up two additional HK parts.
 These, in combination with the parts received by the Peragus and Polar Academy HK-50 encounters, will allow HK-47
 to be rebuilt the moment the player returns to the Ebon Hawk after leaving the Telos Polar Academy.
 
 -This mod is for players who want HK-47 early but want to avoid having 'Cheats Used' splattered over every save file they make.
 
 -Nothing has changed beyond what you are able to do with the damaged HK-50 droid in the Telos Military Base.
 If you want him to follow you and explode near the HK-50 Facotry door as normal, you can still do that.
 
 -This mod simply adds a dialog option for scrapping the damaged HK-50 unit instead of programming it to follow you.
 Background
 ==========
 -I wanted to create a mod that allows you access to HK-47 early but in a way that makes sense. I toyed with giving the player
 every HK part on Peragus but ran into the question of where is HK-47 on Citadel Station? Was he taken with the Ebon Hawk?
 He wouldn't have allowed the Handmaiden to just walk in and steal the ship. If he is abducted, why is he nowhere in the Polar Academy?
 
 -These are all questions I may solve in a different, admittedly much harder to create, mod later on down the road.
 
 -For the meantime, this mod exists to give him to you as early as the story allows.
 Getting Started
 ===============
 This mod works best from a save before entering the Telos Military Base.
 You can use a save from within the Telos Military Base you may just need to
 head back to the surface and reenter the Military Base to force the game to load the module again.
 Simply speak to the Damaged HK-50 droid and select the option that reads [Repair] Scavenge the droid for HK series parts.
 Important - Timing
 ==================
 You only get one shot to scrap the Damaged HK-50 droid. If you program it to follow you instead of scrapping it, you'll need to load up a different save and try again.
 Compatibility
 =============
 IMPORTANT - This mod relies upon the hk50.dlg file located in the 232tel.mod and 232TEL_dlg.erf files.
 Any mod that changes the hk50.dlg file located within the previously mentioned files will not be compatible with this mod.
 A mod that modifies 232tel.mod and 232TEL_dlg.erf should be compatible so long as hk50.dlg is not touched.
 If you run across a mod that this mod seems to conflict with, please let
 me know and I will work to update this mod to address it.
 What Specifically does this mod do?
 ===================================
 -hk50.dlg (or the Unofficial Patch variant of the same file) was modified within 232tel.mod and 232TEL_dlg.erf to give the player the option to scrap the damaged HK50 unit in the Telos Military Base.
 This new dialog option gives the player two HK parts. Specifically, hkpart01 and hkpart02. If 232tel.mod is flagged by TSLPatcher as not found, that is okay.
 Permissions and Disclaimers
 ===========================
 I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod
 anywhere for any reason.
 If you would like to include any part of this mod in anything, then please
 contact me for permission.
 The user of the mod is responsible for any damage to their game that may result from using this mod.
 Users are encouraged to make relevant backups and do their research on existing mods they have installed
 to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible
 but ultimate responsibility lies with the end user to check for possible conflicts before installing.
 
 Special Thanks
 ==============
 Fred Tetra - KOTOR Tool
 TK102 - DLG Editor
 Stoffe and Fair Strides - TSLPatcher
 Prydeless for their pink lightsaber mod that inspired me to begin modding to begin with.
 The entirety of the DeadlyStream modding forums for their inexaustible resources and information
 that allows anyone with a computer and an idea to sit down and learn how to make their first mod.
 Lucasarts, Bioware, and Obsidian for making a game I'm still funneling dozens of hours into
 nearly two decades after its initial release.
 Contact
 =======
 PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you.
 
 1,176 downloads (1 review)0 comments Updated 
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			Alignment Affects Force Powers [TSL]Makes it so your alignment affects the potency of Light and Dark Side Force powers.
 This is the version for KOTOR 2. The KOTOR 1 version can be found here.
 SUMMARY
 The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord.
 With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod.
 All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers.
 For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers.
 The penalty to powers of opposite alignment can be reduced through your Charisma attribute. Every point in your CHA modifier will reduce the penalty by 5%. This means with Charisma = 20, the penalty will go from -50% to only -25%. With Charisma = 30, there will be no penalty for using powers of opposite alignment.
 To balance the penalty to power effects, the existing penalty to FP cost has been reduced from +75% at maximum to +50%.
 INSTALLATION
 Please read compatibility notes below before installing.
 To install, run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required if you want to use both of these mods together.
 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. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override).
 4. If any other files were created inside the backup folder, move them to override.
 COMPATIBILITY
 This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine.
 Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safest.
 Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility.
 Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separately. If you already have it installed, it is OK to install the combined option over it.
 PERMISSIONS
 Do not reupload this mod or any contained files without my expressed permission.
 CREDITS
 offthegridmorty
 KOTOR Tool - Fred Tetra
 TSLPatcher, TLKed - stoffe, Fair Strides
 140 downloads - difficulty
- force powers
- (and 5 more)
 (0 reviews)0 comments Updated 
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			Kotor 2 Unofficial Patch New AdditionsThis is a new version of my patch for the mod 'Kotor 2 unofficial patch 1.2' that requires you to download and install that mod first before applying my patch. I am releasing this in order to not infringe upon the original mod author's distribution rules nor any other mod's distribution rules. Here is the link for the original mod on DeadlyStream:
 https://deadlystream.com/files/file/891-kotor-2-unofficial-patch/
 This mod works well with the English version of 2.00.424 and 2.10.427 of Kotor 2. Version 2.00.424 is the initial CD release of Kotor 2 in the United States, while 2.10.427 is the final English patch for the original version of Kotor 2. This mod also works with the Aspyr version of Kotor 2, but there are weird graphical glitches and minor issues. This mod is incompatible with TSLRCM, any non-English version of Kotor 2, and with any other mod except for ones that expressly state compatibility with Kotor 2 Unofficial Patch New Additions v1.0 and above. It is required to start a new game for this mod to work properly.
 Version 1.0 CHANGES:
 ---------------------
 Ported the restored content from Malachor V in The Sith Lords Restored Content Mod(TSLRCM) into this mod.
 The only content that I did not restore from Malachor V TSLRCM was the second part of the G0T0, Remote and HK-47 scene.
 That scene requires that the HK-47 Telos Military Base be restored.
 I choose not to restore that section due to it messing with the pacing of the ending of the game, in my opinion.
 Ported the HK-50 droids hunting you down and being able to acquire the HK-47 parts from them,
 the HK unit in Peragus, and the HK unit in the Telos Polar Plateau from TSLRCM.
 I could not get the HK-50 units to spawn properly in the Citadel Station, so I added three HK-50 units at the beginning of Dxun to compensate.
 I removed the alignment requirement for the Korriban Shyrack Cave.
 Thank you to N-DReW25 for creating Non-Aligned passage for Sith Tomb, which inspired me to make this change on this mod!
 I changed the space suit speed to match that of TSLRCM and made sure the running animation was fixed.
 Thank you to KOTOR 2 Community Patch mod creator A Future Pilot for creating the animation fix and inspiring me to make this change for this mod!
 Added dialogue options to be able to lie to Samhan during the 'Bonus Mission: Smuggling on Citadel Station' quest so that he can tell you about the three
 items that he wants smuggled without siding with him after ending the dialog. This will allow the Exile to tell Grenn about the smuggling operation and
 side with Grenn instead of Samhan.
 Added a scene that can change the Influence of party members in the Telos Underground Military Base after escorting the Czerka employee out of the base.
 Added a dialogue option (I am not going to pay the toll.) for the Exchange toll guards at the beginning of the Refugee Quad in Nar Shaddaa that allows the Exile to kill them without adding Dark Side points to the Exile.
 You can now swap out party members in the Iziz Spaceport, Iziz Western Square, and the Iziz Cantina. I could not change this setting for the Iziz Merchant Quarter without breaking the map, sadly.
 Fixed a subtitle not matching what Visas was saying during the second Ponlar scene in the Iziz Merchant Quarter.
 Disciple gains more Influence points when doing 'Good Actions' such as curing Geriel in the Refugee Quad in Nar Shaddaa.
 ---------------------
 56 downloads (0 reviews)0 comments Updated 
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			vibrocutter Vibrocutter changesBy Lewok2007 Description:
 This mod can make different changes to the vibroblade in TSL, such as moving it, removing it,
 or replacing it.
 Installation:
 Note: There are different methods with installing this mod!
 
 First Method. (Quick Install, Mod Build Recommended Method.)
 - Open up Holopatcher.exe
 - Open up the first scroll down menu and select "Location and Medpac"
 - Select your kotor directory where swkotor2.exe is located. (i.e. folder named swkotor2 or Knights of the Old Republic II)
 - Click Install and wait for the mod to finish installing, then close the window when it is complete.
 If you would like to have no medpac on the corpse with the above method:
 - Open Holopatcher.exe
 - Select "Corpse has nothing"
 - select the kotor directory where swkotor2.exe is
 - Click install and wait for the mod to install, then close the window when it is complete.
 ^^^
 Note: This may inflict more difficulty for your playthrough.
 Second Method(s) (More seperate installs, Mod Build compatible although not recommended.)
 Note: Can be used over top the first method but NOT recommended for balancing reasons. (Advisories included in square brackets)
 - Launch Holopatcher.exe and select ONE of these 3 installs in the first drop down menu:
 "Medpac Replacement" (Replaces the vibrocutter with a Medpac) - [Usless with First Method Install, already included]
 "Vibroblade Replacement" (Replaces the vibrocutter with a vibroblade, pre tslrcm.) - [You would have a Vibroblade on the regular corpse over top First Method Install]
 "Corpse has nothing" (The corpse will not contain any items.) - [Already told in First Method install]
 - Select the kotor directory where swkotor2.exe is.
 NOTE: Choosing another one of those 3 after installing another WILL overwrite the changes made by the previous one installed.
 
 - After installing ONE of those options, install "Location Change" IF you want the vibrocutter to appear in the locker in the security room. - [You would get a second vibrocutter over top the First Method Install]
 
 Instructions are DONE
 
 INCOMPATIBILITES:
 - Incompatible with NDrew's Peragus Miner Overhaul, Use the vibrocutter changes install included with his mod if you're using his mod. DO NOT install my mod over NDrew's mod.
 
 Tools used:
 Holopatcher - Cortisol
 Holocron Toolset - Cortisol and th3w1zard1
 
 I ask that my mod is not uploaded anywhere else by other users. I will upload it somewhere if I think it should belong there.
 106 downloads (0 reviews)0 comments Updated 
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			Peragus Miner OverhaulBy N-DReW25 Peragus Miner Overhaul
 A Mod for Star Wars Knights of The Old Republic 2
 Author: N-DReW25
 1.0.0 Release Date: 02.09.2025
 
 Installation:
 Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic.
 This mod has four install options, you do NOT need to install four but you must install them in this order.
 Proper Peragus Corpses comes first.
 Peragus NPC Overhaul comes second.
 Tiered Peragus Miners comes third. The Peragus Mining Gear mod is required for this install.
 Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses.
 The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install.
 
 Description:
 Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else.
 This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features:
 
 1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins.
 2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances.
 3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed.
 Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal.
 The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility.
 
 4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above.
 
 Known Bugs:
 This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com.
 
 Incompatibilities:
 * This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod.
 * This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement.
 * This mod is NOT compatible with VarsityPuppet's Peragus Tweak.
 * The Tiered Peragus Miners component is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM.
 Report any incompatibilities to me on Deadlystream.com.
 
 Permissions:
 Do NOT claim credit for this mod and do not use assets from this mod without my permission.
 
 Thanks:
 DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon!
 ebmar: For providing help with the TSLPatcher!
 Kainzorus Prime: For making the Peragus Mining Gear mod!
 VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod!
 Lewok2007: For making the original Vibrocutter Changes mod!
 WildKarrde: For making the Peragus Medical Bay Enhancement mod!
 Bioware: For such an amazing game!
 Obsidian: For such an amazing sequel!
 Fred Tetra: For Kotor Tool!
 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.
 113 downloads - miner uniform
- npc overhaul
- (and 8 more)
 
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			K2 - Shiny Metal Armor for MandaloriansBy GearHead Makes the armor of Mandalorians shiny again, just like it was in KotOR1.
 24 downloads 
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			Alternate Coruscant Skybox [Day Time]Alternate Coruscant Skybox [Day Time]
 A Mod for Star Wars Knights of The Old Republic II: The Sith Lords
 Author: Sith Holocron
 
 DESCRIPTION:
 I was recently asked by someone about another Coruscant skybox that I recently made for my upscale compilation for The Jedi Masters mod and whether they could use it for their mod. I just released the mod and I’d like for that mod to have a chance to find its audience before being picked over for parts so I made them a compromise: how about if I made you a new Coruscant skybox? This is the result of that and I now offer it to you!
 These skyboxes are for the Coruscant module that has the Jedi Council Chamber. It will not cover the additional Coruscant areas that appears in either Trex’s “The Jedi Masters” mod or Deathdisco’s “Jedi Temple” mod.
 INSTALLATION:
 Place all of the TGA files into your Override folder.
 UNINSTALL:
 Remove those files from your Override.
 PERMISSIONS:
 I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author.
 THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK.
 NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
 43 downloads (0 reviews)0 comments Submitted 
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			AxC's Skip Remote SequenceBy AxConsortium This simple mod does exactly one thing: it lets you skip the Remote flying sequence on Malachor V without losing any content. Now you don't have to go through this notorious chapter if you don't want to.
 
 
 How it works:
 
 Adds a skip option when the Remote sequence begins All cutscenes and dialogue play normally like nothing was skipped Works with or without TSLRCM Completely optional every time (play it normally when you want to)
 
 
 Credits:
 
 Fred Tetra, for KOTOR Tool
 TK102, for DLGEditor
 Torlack, stoffe & TK102, for NWNSSCOMP
 JdNoa & Dashus, for DeNCS
 Cortisol, for Holocron Toolset
 52 downloads (0 reviews)0 comments Submitted 
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			Kotor II Restored Content PlusBy N-DReW25 A Mod for Star Wars Knights of The Old Republic II
 Author: N-DReW25
 1.0.0 Release Date: 18.05.2025
 
 Installation:
 Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions.
 It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional.
 This mod is divided into two parts, the HoloPatcher component and the Override Component.
 To install Override Component features, simply open their folders and copy their mod files to the Kotor 2 Override folder.
 To install HoloPatcher Component features, simply click on the HoloPatcher.exe, pick your desired restoration, click install, and sit back and watch the installer do its magic.
 WARNING: It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.
 Do note that this mod is highly decentralized, whilst this gives you the ability to pick and choose what you'd like it also means you'll have to install each feature individually if you want them all.
 
 Description:
 The Sith Lords Restored Content Mod (TSLRCM) is the mod that saved Kotor II after its disastrous December 2004 release that saw the game practically unfinished and riddled with annoying bugs. This mod is THE number one go-to mod for Kotor II, it's so popular that Aspyr "tried" to bring the mod to Nintendo Switch via a DLC and when that DLC was cancelled there was an uproar amongst Star Wars fans for having done this.
 Despite the claim that TSLRCM fixed the bugs and restored the cut content, that factually isn't true. There are many bugs that TSLRCM missed and there is cut content still being found in the game files to this very day, though just because these bugs and cut content exist doesn't mean they could/should be fixed/restored.
 Things like M4-78 and the GenoHaradan go beyond the scope of TSLRCM's goals and as such were restored as standalone mods rather than being part of TSLRCM, cut content like Lt. Yima's quest has hardly anything left to restore except for a typo riddled dialogue for Yima and journal entries, and bugs like the Mandalorians on the Ravager having Dark Jedi soundsets are so obscure and easily missable that it hardly justifies a TSLRCM update.
 As is stands, TSLRCM 1.8.6 is seen by many as being 'completed' - that it succeeded in doing what it set out to do.
 Enter stage the Kotor II Restored Content Plus mod, I mod I've thrown together to restore even MORE cut content to Kotor II (more bug fixes can be found in N-DReW's Bug Fix Collection for TSL).
 
 What's Restored in K2RC+:
 
 Known Bugs:
 This mod shouldn't have any bugs but if there are please report them to me on Deadlystream.
 The "Street Dancer Restoration" is supposed to have music play when you are within their vicinity, though as of right now the music is silent in-game.
 
 Incompatibilities:
 To be added!
 
 Permissions:
 Do NOT claim credit for this mod and do not use assets from this mod without my permission.
 
 Thanks to:
 Dashus: For kickstarting the Kotor restoration efforts with TSLRP!
 Zbyl2 and the TSLRCM Team: For creating TSLRCM in the first place!
 Bioware: For such an amazing game!
 Obsidian: For such an amazing sequel and for keeping the cut content in the files!
 Fred Tetra: For Kotor Tool!
 th3w1zard1: For maintaining the HoloPatcher!
 Everyone who downloads the mod!
 
 Legal:
 THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
 1,869 downloads - tsl
- restoration
- (and 3 more)
 
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			Lightsabers and Robes on a CorpseBy Lewok2007 Back in 2022, I was asked by a user in a discord server I am in if I could add lightsabers well early into peragus, before fighting any of the mining droids. This mod will you give the equipment of a dark jedi or jedi you could need, as well as some medpacs. 1 Red LS, 2 Yellow LS, 1 Yellow DBLS, 1 Yellow SHRTLS, a Padawan Robe, and a Dark Padawan Robe.
 
 After downloading the .zip file attatched, you will open Holopatcher and find your directory where TSL is located. You will then press install, and the mod will install in ~2 seconds. If you get any errors, send me a PM about the error and with the install log attatched.
 
 Tools Used:
 Change Edit
 Holocron Toolset
 Holopatcher
 
 I ask that my mod is not reuploaded somewhere by other users. If I feel this mod belongs somewhere, I will upload it there.
 
 Should be compatible with most mods. Any mod that makes hard edits to gencrps004.utp should be installed before this mod.
 2,076 downloads - corpse
- lightsabers
- (and 2 more)
 (0 reviews)0 comments Updated 
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			Edge of Darkness: A Textural ReinterpretationCreated by: Sith Holocron (and others listed in the credits section)
 Game: Knights of the Old Republic 2 (using Edge of Darkness mod)
 Version 1.0 Uploaded: 19 JUL 2025
 
 Description:
 The Edge of Darkness Revenge Textural Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. Edge of Darkness 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 Edge of Darkness conventions. (See credits section for the other mods that were sourced.)
 Some of the EoD 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. Some of the textures in Edge of Darkness 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 attempted to remain faithful to the – shall we say unique? - visual style of his mod.
 New upscales were 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.
 
 What’s not included and why:
 I have not upscaled the following categories of textures included with Edge of Darkness.
 Skyboxes (Many of these are custom made and/or already near the self-imposed 2048 x 2048 limit. They would not benefit from upscaling.)
 Inventory Items and their Icons - including clothing and weapons (Outside of the scope of my original plans)
 Action Icons (as I don’t think they’d benefit from upscaling)
 Absolutely ***anything*** by Kaidon Jorn (as I don’t think they’d benefit from upscaling)
 Most of the textures from Quanon (as they are close to my self-imposed size limit as they currently stand)
 
 Credits:
 Some ship textures and one animated computer panel in this collection were sourced from Dark Hope’s releases. Thanks to DH and her generosity in making permissions open for her mod.
 Many of the TSL textures were sourced from “RESOURCE:Topaz GigaPixel AI Upscales – K2” by Thor110. I give my thanks for this convenient modding resource.
 Many of the KOTOR1 textures that Edge of Darkness 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.
 Minor assistance in re-adding transparencies to 5 LKA textures provided by 90sk.
 Moral Support graciously offered by Fair Strides.
 
 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. I may release this on NexusMods at a later date but I don't wish others to do so. Usage of my textures in other mods must be requested and approved by me before your use.
 45 downloads (1 review)0 comments Updated 
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			Effixian's TSL T3-M4 ReskinsBy Effix -----------------------------------------------------------------------
 Knights of the Old Republic - The Sith Lords
 -----------------------------------------------------------------------
 TITLE: Effixian's T3-M4 Reskins
 AUTHOR: Effix(ian)
 CONTACT: PM me on the forums or find me on Steam
 
 -----------------------
 DESCRIPTION
 -----------------------
 These are simple reskins that changes T3-M4's appearance.
 It adds a metallic shine to T3, like in KotOR 1. It also removes the "damaged look" that T3 has at the start of the game.
 It shouldn't cause any conflicts with other mods (except other mods that changes T3's appearance).
 
 - The "T3-M4 to T1-N1" variation changes T3 to T1-N1, but also makes T1-N1 look like T3. So it's swapping the looks of those 2.
 - The "T3M4 to 3C-FD" variation changes T3 to 3C-FD, but also makes 3C-FD look like T3. So it's swapping the looks of those 2.
 
 -------------------------
 INSTALLATION
 -------------------------
 Unzip.
 Pick the folder of your choice, copy the files to your override folder.
 
 ---------
 BUGS
 ---------
 None.
 
 -------------------------
 UNINSTALLING
 -------------------------
 Remove from your override folder:
 P_t3m3_01.tga
 P_t3m3_01.txi
 P_t3m4_01.tga
 P_t3m4_01.txi
 PO_PT3m4.tga
 
 "T3-M4 to T1-N1" version; also remove:
 C_DrdAstro03.tga
 C_DrdAstro03.txi
 
 "T3M4 to 3C-FD" version; also remove:
 C_DrdAstro01.tga
 C_DrdAstro01.txi
 PO_P3CFD.tga
 
 -------------------------------------
 DISTRIBUTION NOTES
 -------------------------------------
 You can use the files from this mod in your own mod if you simply credit me.
 --------------------
 THANKS TO
 --------------------
 Fred Tetra for KotOR Tool
 ----------------
 Donations
 ----------------
 My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
 
 -------------------
 THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
 1,646 downloads 
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			TSL Expanded EndingBy WildKarrde Knights of the Old Republic 2 infamously has a rather abrupt ending: The player fights the final boss, there is some final dialog with said boss, and the game ends. The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps. This mod attempts to make the ending a bit more complete with the following changes:
 A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment. (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk. If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM. The Visas/Handmaiden conversation is now available even if Malachor is destroyed, as long as the player freed the party from the academy's prison. Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod!
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 ASPYR (STEAM/GOG) COMPATIBILITY NOTES
 When using this mod with the Aspyr version of the game from Steam or GOG, some of the background sound effects will be almost inaudible, making the destruction of Malachor feel strangely quiet. This seems to be due to a “feature” added by Aspyr which reduces the volume of the music (and, apparently, some sound effects) during cutscenes. I strongly recommend using the 3C-FD patcher by Jiiprah (https://deadlystream.com/files/file/2734-fog-fix-more-3c-fd-patcher/), which returns the volume to its pre-Aspyr behavior and also fixes some graphical issues.
 I have not tested this mod with the achievements system, and it is possible that it might interfere with achievements related to the ending of the game. Use at your own risk.
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 INSTALLATION
 Run "INSTALL.exe" and follow the prompts. When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9. It is normal to see a warning that modulesave.2da already exists and has been skipped. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307
 If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option. The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you. To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3".
 For best results, I recommend using a saved game from before arriving on Malachor. However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work.
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 TRANSPARENT COCKPIT WINDOWS
 Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options:
 "OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior. Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior. Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options.
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 COMPATIBILITY
 This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module.
 This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). It is also incompatible with any other mods which edit the Trayus Core area layout.
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 CREDITS
 KotorBlender by seedhartha
 MDLedit by bead-v
 tpcview and tga2tpc by ndix UR
 NWNSSCOMP by Torlack and tk102
 K-GFF by tk102
 DLGEditor by tk102
 TSL Patcher by stoffe and Fair Strides
 ERFEdit by stoffe and Fair Strides
 Kotor Tool by Fred Tetra
 Holocron Toolset by Cortisol and th3w1zard1
 SithCodec by JCarter426
 2DA Editor by VarsityPuppet
 AniCam by JdNoa
 Lipsynch Editor by JdNoa
 TSL Loadscreen Template by JCarter426
 Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source.
 Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes. The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them.
 Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him.
 The modified Ebon Hawk room models incorporate fixes developed by PapaZinos. Thank you to him for allowing me to use his fixes in my work.
 This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware.
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 VERSION HISTORY
 1.0 - Initial Release
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 DISCLAIMER AND PERMISSIONS
 This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
 This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
 999 downloads 
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			Effixian's Dopak Player CharacterBy Effix --------------------------------------------
 Knights of the Old Republic - The Sith Lords
 --------------------------------------------
 TITLE: Effixian's Dopak Player Character
 AUTHORS: Effix(ian)
 CONTACT: PM me on the forums or find me on Steam
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 INSTALLATION
 ------------
 Unzip somewhere and run the file "TSLPatcher - Install Effixian's Dopak Player Character".
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 DESCRIPTION
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 This mod adds a player head that is the same as the mercenary Dopak. There's vanilla dark side transitions, but with Sith eyes instead of zombie eyes.
 Orginally requested by rkallday1 on Steam.
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 BUGS
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 None known.
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 UNINSTALLING
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 1. Remove the following files from your override folder:
 (not harmful if you leave these, step 2 will make the game ignore them)
 p_dopakh.mdl
 p_dopakh.mdx
 P_DopakH.tga
 P_DopakHd1.tga
 P_DopakHd2.tga
 po_Dopakh.tga
 po_Dopakhd1.tga
 po_Dopakhd2.tga
 2. If you haven't installed any mods after this mod then you can get the following files from the mod's backup folder and put them back in your override folder:
 appearance.2da
 heads.2da
 portraits.2da
 Doing this when you did add another mod would likely result in undoing that later mod.
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 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.
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 THANKS
 ------
 Stoffe and Fred Tetra for the needed tools and tutorials
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 Donations
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 My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
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 THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
 31 downloads (0 reviews)0 comments Submitted 
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			Glitched Lightsaber Hilt Fix - TSL AspyrBy J In the latest Aspry patch, the textures on lightsaber hilts are bugged. It seems theres an extra shader applied to them and maybe the math gets broken at certain angles.
 The fix is to simply change the supermodel type from 'lightsaber' to 'effect'.
 This does however cause smoke and hazy effects to render on top of the lightsaber blade.
 An alternative fix is being worked on using lightmap as a texture.
 This can be done with Kotor Blender. I have also attached patched models for vanilla and Crazy34's New_Lightsaber_Blade_Model_TSL.
 
 Please make this change when creating your own lightsaber mods, for Aspyr compatibility. If using the files provided here just copy to the override folder. If using Crazy34's lightsabers, install their mod first then copy/overwrite with these patched models.
 
 
 373 downloads 
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			workbench AxC's Customizing DroidsBy AxConsortium This mod lets you customize the appearance of T3-M4 and HK-47, replacing their default skins with alternate astromech and HK-series droid designs (the vanilla ones). Using any workbench, you’ll find a new option to apply your new droid skin, but you’ll first need a Droid Customization Kit, sold by the following vendors:
 
 Akkere (Dantooine) Tienn Tubb (Nar Shaddaa) Kodin (Nar Shaddaa) Opo Chano (Telos) 1B-8D (Onderon) The skins are purely cosmetic and do not affect stats, gameplay, or dialogue. Once installed, you can freely switch between available designs anytime, whether aboard the Ebon Hawk or at any other workbench, as long as your droids are in the party and you have spare kits.
 
 
 Note: Due to how the game works, vendor stock is generated the first time you visit a location. If you can't find a Droid Customization Kit at the listed vendors, you can manually add one via the cheat console with:
 
 giveitem d_c_kit 1
 
 
 Credits:
 
 Fred Tetra, for KOTOR Tool
 TK102, for DLGEditor
 Torlack, stoffe & TK102, for NWNSSCOMP
 JdNoa & Dashus, for DeNCS
 Cortisol, for Holocron Toolset
 56 downloads 
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			No Health RegenerationRemoves the base vitality regeneration in TSL. You can still gain regeneration through items or the Regenerate Vitality feat.
 INSTALLATION
 To install, run TSLPatcher.exe. If regeneration.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe.
 UNINSTALLATION
 To uninstall, remove regeneration.2da from your override folder. If a regeneration.2da was created inside the backup folder, move it to override.
 COMPATIBILITY
 Will only conflict with other mods that edit health regeneration values. Install this mod after to ensure its changes take effect.
 CREDITS
 offthegridmorty
 Thanks to JC for a smart fix to a stupid bug
 TSLPatcher - stoffe, Fair Strides
 Holocron Toolset - Cortisol
 1,859 downloads - difficulty
- health
- (and 4 more)
 (1 review)0 comments Updated 
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			hd HD KavarBy cwacker 1K Upscale of Master Kavar.
 Install it like any other mod; drop it in the override folder.
 38 downloads (0 reviews)0 comments Submitted 
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			Nihilus Intro: Restore MovieNihilus Intro: Restore Movie
 -----------------------------
 Description
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 This mod restores the .bik movie version of the Nihilus introduction scene to TSLRCM. I prefer the line deliveries of Visas
 and the lighting of the scene in the movie version, hence why I made this mod.
 HoloPatcher Installation
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 Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer.
 Open the extracted folder and then double click the 'Install.exe' file.
 Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
 Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that.
 Manual Installation
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 Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer.
 Open the extracted folder, then open up the folder called 'Manual Install'.
 Copy and paste all of the files in the 'Manual Install' folder into the 'Override' folder in your Kotor 2 directory,
 which is the directory that includes the 'swkotor2.exe' file.
 HoloPatcher Uninstallation
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 Double click on 'Install.exe'.
 Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
 Click on 'Tools' in the top left of the menu bar.
 Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu.
 Confirm that you want to uninstall the mod.
 Manual Uninstallation
 ----------------------
 Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer.
 Open the extracted folder, then open up the folder called 'Manual Uninstall'.
 Copy and paste all of the files in the 'Manual Uninstall' folder into the 'Override' folder in your Kotor 2 directory,
 which is the directory that includes the 'swkotor2.exe' file.
 Distribution
 -------------
 As long as you credit the mod author (nonameperson66 @ deadlystream.com) of this mod,
 you can modify or distribute this mod in any way you like.
 Special Thanks
 ---------------
 Thank you to all the following people that created modding tools for Kotor and Kotor 2:
 Fred Tetra for Kotor Tool
 NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset
 Bugs
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 If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com
 
 
 99 downloads (0 reviews)0 comments Submitted 

 
	 
	 
	 
	 
	 
	 
	 
	 
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