No files in this category yet.

Submit the first file

Files From Subcategories

  1. Water Restoration

    This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires C3-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
    Install Instructions:
    1) Apply C3-FD patcher to fix the game's reflections
    2) extract water restoration mod contents to override directory

    187 downloads

       (0 reviews)

    1 comment

    Updated

  2. Better Gameplay Balanced Kotor 2 Companions

    Better Gameplay Balanced Kotor 2 Companions
    --------------------------------------------
    Description
    ------------
    This mod changes the starting stats, feats, and powers of the Exile's party members to provide a more fun gameplay experience. 
    I made sure not to give anyone anymore stats, powers, and feats then they already had in the vanilla game.
    The exact changes I made to each of the party members is listed after the uninstallation section.
    I HIGHLY RECCOMEND USING 'Bao-Dur Can Wear Heavy Armor' (Link) IN CONJUNCTION WITH THIS MOD!
    HoloPatcher Installation
    -------------------------
    Extract folder 'Better Gameplay Balanced Kotor 2 Companions 1.0' 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
    --------------------
    Extract folder 'Better Gameplay Balanced Kotor 2 Companions 1.0' 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
    ---------------------------
    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
    ----------------------
    WARNING: MANUAL UNINSTALLATION SHOULD ONLY BE DONE IF YOU ARE USING KOTOR 2 UNOFFICIAL PATCH!
    Delete the following files located in the 'Override' folder in your Kotor 2 directory:
    - p_atton.utc
    - p_baodur.utc
    - p_disciple.utc
    - p_hanharr.utc
    - p_hk47.utc
    - p_kreia.utc
    - p_mand.utc
    - p_mira.utc
    - p_visas.utc
    Detailed Changes
    -----------------
    Atton: 
    Wis 10 -> 12
    Bao-Dur:
    Int 15 -> 14
    Con 14 -> 15
    Removed Feats - Critical Strike and Improved Gear Head
    Added Feats - Toughness and Improved Toughness
    Disciple: 
    Dex 16 -> 15
    Str 14 -> 12
    Wis 10 -> 14
    Removed Feat - Close Combat
    Added Feat - Finesse: Melee
    Hanharr:
    Changed Feat - Armor Proficiency: Heavy to Armor Proficiency: Light
    Removed Feat - Close Combat
    Added Feats - Toughness, Two Weapon Fighting, and Improved Two Weapon Fighting
    HK-47:
    Con 10 -> 15
    Str 16 -> 12
    Changed Base Vitality Points from 66 to 84
    Computer Use 0 -> 3
    Demolitions 5 -> 7
    Awareness 5 -> 6
    Repair 6 -> 8
    Security 0 -> 3
    Removed Feat - Power Blast
    Added Feats - Sniper Shot and Improved Sniper Shot
    Mira:
    Cha 10 -> 12
    Con 12 -> 14
    Wis 11 -> 12
    Stealth 0 -> 2
    Repair 8 -> 6
    Visas:
    Changed Base Vitality Points from 24 to 54
    Changed Base Force Points from 18 to 36
    Added Force Power - Slow
    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 JCarter426 for creating the 'Thematic KOTOR 2 Companions' mod and inspiring me to create this mod!
    Thank you to all the following people that created modding tools for Kotor and Kotor 2:
    Fred Tetra for Kotor Tool
    tk102 for kgff 1.3.1
    NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset 
    Bugs
    ------
    If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com
     
     

    49 downloads

       (0 reviews)

    0 comments

    Submitted

  3. Relighting TSL - Early Release

    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

    130 downloads

       (0 reviews)

    5 comments

    Updated

  4. Stutter Fix and Force Cage Update

    There's a few reports of people having low framerate when looking in the direction of a force cage. I was able to reproduce this just by running in fullscreen. The fix is simple. Just had to remove "proceduretype water" from the texture. I figured I'd release something more than just a simple fix so here's an updated model with upscaled and tweaked textures. If you don't want the changes then just grab "plc_frcdist01.txi" for the lag fix.

    Install: 
    Extract files to override directory
    For the stutter fix only - download the single txi file and place in override directory

    183 downloads

       (1 review)

    0 comments

    Updated

  5. KNIGHTS OF THE OLD REPUBLIC 2 UNOFFICIAL PATCH

    =====================================================
    KNIGHTS OF THE OLD REPUBLIC 2 UNOFFICIAL PATCH v1.3.1
    =====================================================
    VERSION 1.3.1 CHANGES:
    --------
    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.
    -------------------------------------------------
    Description:
    ---------------
    This is a stand alone project and it will work well with the English version of 2.00.424 and 2.10.427 of Knights of the Old Republic II: The Sith Lords.
    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. 
    I have played this with the Aspyr version of Kotor 2 and it can run without any game breaking issues, but there are weird graphical glitches and minor issues.
    This mod is incompatible with TSLRCM and with any other mod except for ones that expressly state compatibility with Kotor 2 Unofficial Patch 1.2 and above. 
    (from the original readme of version 1.1 of Kotor 2 Unofficial Patch)
    This mod serves four main purposes:
    1. Fixing quest issues:
    - Fixing Broken quests.
    - Removing available quest-related dialogue lines after quest was finished.
    - Making quest more focused and difficult to break.
    2. Closing game issues like (NOT A FULL LIST JUST EXAMPLES):
    - Unlimited respawn of hssiss creatures in a Sith tomb on Korriban.
    - Unlimited creation of Handmaiden robe on Ebon Hawk.
    - Duplication of Atton ribbed jacket and generic clothing on Citadel Station first arrival.
    - Unlimited spawning of a landspeeder on Nar Shaddaa.
    - Characters, droids, turrets not resuming there animations after player initiated conversation with them.
    - Cycled dialogues (HK50, T3M4, Atris).
    3. Adding some stuff (NOT A FULL LIST JUST EXAMPLES):
    - Missing planet hologram, hyperdrive, and damaged HK-47 in some stunt versions of the Ebon Hawk.
    - Added medical lab table to all Ebon Hawk modules.
    - Restricted mode on Ebon Hawk (no weapons and no head gear).
    - Party members are always healed on the Ebon Hawk.
    - Fights with Red Eclipse captain and mandalorian recruit Davrel are One on One.
    - Visas arrival sequences moved to 005EBO module due to practical reasons ( party members are stunned, Visas uses force sight on a player).
    - Space suit will be equipped before going through the airlock on Peragus.
    - Every time player is learning new force power or feat from party member the text box will appear.
    - TSF officers will now patrol all modules not just Entertainment module 081.
    - Added Some Pazaak players on Citadel Station cantina.
    - Czerka utility droid will now weld instead of just being there.
    - Bao Dur is using his 'shield breaker' animation when breaking force fields.
    - Player will now actually shut down force cages on Peragus and Telos Academy.
    - Speaking on comlink cutscenes changed.
    - Atton and T3 playing pazaak cutscenes available.
    - Visas, Nihilus cuscene is executed on engine now and is triggered by Ebon Hawk galaxy map script.
    - Tobin, Nihilus cutscene is now available.
    - Added Hangar doors to G-wing hangar on Dxun with map note.
    - Added Caged beasts on Onderon.
    - Added Kath hounds on Dantooine.
    - Ratrin Vhek on Ebon Hawk.
    - Opo Chano on Nar Shaddaa;
    - B4D4, T1N1 on Nar Shaddaa;
    - Adana on Nar Shaddaa will appear near her mother after releasing her.
    - Player learns force and lightsaber (if he has a lightsaber(s) equipped) forms from Masters.
    - Crafting lightsaber quest has been changed. Now all lightsaber parts can be created on a workbench.
    4. The last and the main reason is changing in-game cutscenes.
    Installation:
    -----------------
    This mod only works with the English version of Kotor 2. It is required to start a new game for this mod to work properly.
    Extract the folder from the .7z file onto your computer. Open the extracted folder and you should see a file called 'Install.exe' 
    Double click on Install.exe to start installing this mod.
    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 files automatically, so no need to worry about that.
    If you get an error after installation called 'Permission denied', open the 'errorlog.txt' file, located in the same folder 
    as 'Install.exe', look at the top of the file, and look at the end of the directory path to see what file(s) got denied permission.
    Open the 'tslpatchdata' folder, located in the same folder as 'Install.exe', find the file(s) that were denied permission,
    and copy and paste the file(s) into the exact directory path(s) as shown in the 'errorlog.txt' file.
    Uninstallation:
    ---------------
    Double click on Install.exe to uninstall this mod.
    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.
    Bugs:
    ---------
    During the Ebon Hawk scene before you go to Malachor V, the outside texture of the Ebon Hawk is incorrect. I don't know how to change the texture, sorry!
    Otherwise, I didn't notice any other issues, but if you notice any bugs, please contact on Deadlystream or ModDB.
    My username is nonameperson66 on Deadlystream and tronotized on ModDB.
    Distribution:
    ----------------
    As long as you credit me (nonameperson66 on Deadlystream and tronotized on ModDB), you can redistribute and change this mod however you want to.  
    Special Thanks:
    -----------------
    Thank you to LucasArts, BioWare, Obsidian Entertainment and to all the people that took part in creating Knights of the Old Republic II: The Sith Lords!
    Thank you to Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet for creating The Sith Lords Restored Content Mod 1.8.6. Without their hard work this mod wouldn't exist! 
    Thank you to all the following people that created modding tools for Kotor and Kotor 2:
    Fred Tetra for Kotor Tool
    JdNoa and Dashus for DeNCS
    lachjames for ncs2nss
    tk102 for dlgeditor and for kgff 1.3.1
    NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset
    Thank you to N-DReW25 and DarthParametric at deadlystream for answering my forums posts!
    Thank you to DarthParametric for providing me with a manual reconstruction of the a_904sion.nss script!

    55 downloads

       (0 reviews)

    0 comments

    Submitted

  6. Recruit HK-47 Early for Kotor 2 Unofficial Patch

    Recruit HK-47 Early for Kotor 2 Unofficial Patch
    ========================================

    By brents742, modified by nonameperson66
    ========================================

    Version Notes
    =============
    v1.0 - 6/18/2025
         - Initial release
    Requirements
    ============
    Kotor 2 Unofficial Patch 1.3 or above
    Installation
    ============
    Extract the folder 'K2UP RecruitHK47Early' 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.
    Uninstalling
    ============
    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.
    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 (HK Droid Processor and HK Chassis).
     These, in combination with the parts received by the Peragus and Polar Mesa 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.
     
    -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.
    -This, like all my mods, takes things that I usually cheat into the game and makes them part of the game.
     One could easily open up the cheat console and give all the hkparts the moment they leave Peragus if they wanted.
     But my vision with every mod I make is to render the cheat console as obsolete as possible.
    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 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 the hk50.dlg located within these files 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 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 which are HK Droid Processor and HK Chassis
    -Created the following Booleans:
    KES_HK1 boolean - flags when the damaged HK-50 droid has been scrapped, preventing any further actions with the droid.
    Permissions and Disclaimers
    ===========================
    The original mod author, brents742, reserves the right as author of the original 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 brents742 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
    ==============
    Thank you to brents742 for creating the original mod and inspiring me to create a port for K2UP! 
    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 DeadlyStream username nonameperson66 or alternatively post on the mod itself and I will get back to you.

    25 downloads

       (0 reviews)

    0 comments

    Submitted

  7. Almost Every Droid Merchant Has All HK-47 Parts For Kotor 2 Unofficial Patch

    This is a mod for Kotor 2 Unofficial Patch that places the HK Vocabulator, HK Protocol Pacifist Package, HK Droid Processor, HK Control Cluster, and HK Chassis in the inventory of Kodin in Nar Shaddaa, Akkere in Dantooine, and 1B-8D in Onderon. I wanted to make this mod because you get HK-47 so late in K2UP that it is really difficult to get influence for HK-47. Just put the utm files into your override folder to install this mod. I hope that you enjoy!

    114 downloads

       (0 reviews)

    0 comments

    Updated

  8. Ebon Hawk Computer Tell Influence

    I loved the idea of Remote Influence Mod, a mod created by tk102 in which Bao-Dur's remote could tell you the influence of each of your party members.
    The issue is that TSLRCM has a modified version of Bao-Dur's remote dialog file in the override folder, creating compatibility issues with the Remote Influence Mod and TSLRCM.
    So I decided to use the security system computer on the Ebon Hawk to display this information instead of the remote, which should make this mod way less prone to compatibility issues.

    188 downloads

       (0 reviews)

    1 comment

    Updated

  9. Improved Force Sight

    New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Turn on Force Sight permanently when controlling Visas. Give Kreia Force Sight. 
    SUMMARY:
    In the game Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often.
    This mod aims to improve Force Sight by giving the power new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat.
    In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet.
    After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also lets you apply a portion of your base Awareness skill rank to your Defense.
    My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their innate perception skills. Think of it like an alternative kind of Battle Precognition that you can get from Visas if you don’t have Handmaiden in your party, or fall out of her graces. Visas will come with the Improved Force Sight power.
    This mod also includes an option to make it so that Force Sight is permanently on while controlling Visas. In vanilla, it's only on in first-person view. She won’t permanently have the Defense bonus but can spend FP on the power to gain it temporarily. 
    This mod also includes an option to give Kreia the Force Sight power. This allows her to also learn Improved Force Sight.
    All options including the main mod are independent of each other, so you’re free to pick and choose whichever parts of the mod you want to install.
    In order for changes to Visas or Kreia to take place, the mod must be installed before they first join your party.
    DETAILS:
    In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs.
    Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in your base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs.
    This means with 18 points invested in Awareness you gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus. Bonuses from armor and effects are limited to +10 so that might be more than anyone would need, but if you want to run the high-Awareness naked Jedi Seer build then this mod is a must-have.
    The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank.
    Due to how the mod works, Force Sight will now be visible when leveling up from the start of the game, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher.
    INSTALLATION:
    To install, run HoloPatcher.exe. Select and install any of the included options. They are all independent.
    Improved Force Sight - adds Improved Force Sight power
    Perma Force Sight for Visas - turns Force Sight on permanently while controlling Visas
    Kreia Has Force Sight - gives Kreia the Force Sight power
    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 options with separate backup folders. Uninstall in reverse order.
    To uninstall, remove the following files from override:
    If present, move dialog.tlk from the backup folder to the main game folder (outside override).
    Move any files from backup/Override to the override folder.
    Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
    COMPATIBILITY:
    Compatible with Visas Marr: Sith Assassin. May conflict with other mods that edit Visas.
    Compatible with and intended to compliment True Sith Assassins & Awareness Restoration.
    Compatible with Thematic KOTOR 2 Companions.
    Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script. When in doubt, install this mod last.
    PERMISSIONS:
    Please don’t reupload without my permission.
    CREDITS:
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Holocron Toolset - Cortisol

    213 downloads

       (0 reviews)

    8 comments

    Updated

  10. Visas Marr: Sith Assassin

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

    265 downloads

       (0 reviews)

    0 comments

    Updated

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

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

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

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

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

    Incompatibilities:
    Please report any incompatibilities!

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

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

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

    2,403 downloads

       (1 review)

    10 comments

    Updated

  12. 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

    78 downloads

       (0 reviews)

    4 comments

    Updated

  13. KOTOR 2 Community Patch

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

    73,512 downloads

       (4 reviews)

    44 comments

    Updated

  14. Iziz Cantina Sign and Lights (version 1.2)

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

    979 downloads

       (1 review)

    5 comments

    Updated

  15. True Sith Assassins & Awareness Restoration

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

    218 downloads

       (0 reviews)

    5 comments

    Updated

  16. Droid models animation fix

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

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

    111 downloads

       (0 reviews)

    0 comments

    Updated

  17. KotOR2 - Improved AI

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

    1,491 downloads

       (0 reviews)

    6 comments

    Updated

  18. AxC's GONK and Loaded

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

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

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


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

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

    77 downloads

       (0 reviews)

    10 comments

    Updated

  19. Dxun and Onderon Item Restoration Pack

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

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

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

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

    Incompatibilities:
    Please report any incompatibilities!

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

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

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

    1,640 downloads

       (3 reviews)

    0 comments

    Updated

  20. Krayt Dragon Pearl Replacer for Ultima Pearl

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

    30 downloads

       (0 reviews)

    0 comments

    Updated

  21. K2 Loading Screen Rescaled

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

    309 downloads

       (0 reviews)

    1 comment

    Updated

  22. K2 Cutscenes Rescaled

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

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

    1,482 downloads

       (2 reviews)

    3 comments

    Updated

  23. Kotor 2 Unofficial Patch TSLRCM Malachor V Port

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

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

    15 downloads

       (0 reviews)

    0 comments

    Submitted

  24. Telos: Citadel Station Medical Unit Droid

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

    279 downloads

       (2 reviews)

    5 comments

    Updated

  25. Restore dialog with Atton about the astronavigation system

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

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

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

    83 downloads

       (0 reviews)

    0 comments

    Updated