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Replacement Loading Screens for KotOR2: Add-On Pack (with or without TSLRCM)
AUTHOR: Sith Holocron
ORIGINAL RELEASE: 17 APR 2018
UPDATED RELEASE: 23 MAR 2019
UPDATED RELEASE: 27 AUG 2019
GAMES: Star Wars Knights of the Old Republic 2. [This mod will not work in Star Wars Knights of the Old Republic 1.]
Description:
------------------
Were you ever dissatisfied with the low-resolution loading screens when the in-game footage looks so much better? What if there was a mod that took care of that for you? Psssst…it’s this mod!
This version of the mod covers the loading screens for the following mods: Azgath N'Dul's Tomb, Coruscant Jedi Temple, Curse of the Sith, Korriban Expansion, and the M4-78 Enhancement Project. If you’re looking for the loading screens that cover the areas in the normal “vanilla” game and the areas added by TSLRCM, seek out the “Replacement Loading Screens for KotOR2: Original Pack” which is also available on Deadly Stream. The texture size is 2048 by 2048 so you'll have a large sized picture for each.
List of the areas covered in this mod.
Code Area
------------ ------------------------------------------------------
Curse of the Sith
100CDN Curse of the Sith
Azgath N'Dul's Tomb
712KOR Korriban - Azgath N'Dul's Tomb
713KOR Korriban - Tomb Antechamber
M4-78 Enhancement Project
703KOR Korriban cutscene #1 for M4-78 version 1.5
705KOR Korriban cutscene #2 for M4-78 version 1.5
801DRO M4-78 - Landing Pad
802DRO M4-78 - Central Zone
803DRO M4-78 - Environmental Zone
804DRO M4-78 - Industrial Zone
805DRO M4-78 - M4-78 Archon Chamber
806DRO M4-78 - Archon I Chamber (ES-05)
807DRO M4-78 - Archon II Chamber (IS-24)
808DRO M4-78 – Central Zone (irradiated)
809DRO M4-78 - Industrial Zone (irradiated)
810DRO M4-78 - Industrial Zone - Design & Testing
811DRO M4-78 - Industrial Zone - Research & Development
Coruscant Jedi Temple
952COR Coruscant - Jedi Temple
953COR Coruscant - Jedi Temple Council Chambers
954COR Coruscant - Jedi Temple Landing Pad
Korriban Expansion
740KOR Valley Floor
741KOR Poxus Awakens Herrco [Cutscene]
743KOR Tomb of Darth Doom III
745KOR Poxus' Academy
746KOR Poxus' Sanctuary
747KOR Shuttle Area
748KOR Sith Ruins
749KOR Thulsa Gaul’s Outer Sanctum
750KOR Thulsa Gaul’s Inner Sanctum
910DAG Tomb of Ezer Arden
Installation:
----------------
Drop the TGA files and loadscreen.2da into your Override folder. As M4-78 Enhancement Project includes its own TGA files, you’ll have to allow my TGAs to overwrite the TGAs already there in the Override folder.
Uninstall:
-------------
If for any reason, you don’t like one (or more) of the loading screens, consult the list above so you can determine which TGA file/s you will need to remove from your Override folder.
To completely remove the loading screens, delete all the above listed TGA files.
Recommendations for Coruscant TGA’s:
----------------------------------------------------------
This section won’t tell you how to install Coruscant Jedi Temple, or how fix compatibility issues with other mods. However, if you use the Jedi Temple Expansion (3.0) mod by HK-42, please install his mod first - before you put the relevant Coruscant TGAs from my mod in the Override. Allow the following files to overwrite the pre-existing ones: load_952cor.tga, load_953cor.tga, and load_954cor.tga.
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.
@ndix UR and/or @newbiemodder have permission to include the Korriban Expansion loading screens in their mod if they wish. Attribution is requested.
Special Thanks:
-----------------------
@ndix UR for his wonderful Loading Screen Template which enabled me to offer these loading screens in a format resembling the original loading screens for you all.
Thanks to @DarthParametric, @JCarter426, @N-DReW25, and @Marius Fett for their input and technical expertise. If you want to have your War Droid utilize the textures from Sithspecter's High Quality blasters, be sure to use the fix for the model created by @DarthParametric which you can find here.
Thanks to @timurD2003 for testing the 23MAR2019 update to this mod.
And thanks to YOU for giving this mod a chance! Won’t you leave feedback on the download page? (I'd like to see what I’ve done right, you see. That's not too needy, right?)
Note:
Compatible with VarsityPuppet's TOR Style Loading Screens 1.0
Video Preview:
----------------------
If you'd like a preview of all of the loading screens, check out this video below. It does show the screens without the filter and the black bars but it give you an idea what you'll be working with before you download. I recommend watching the video maximized.
1,062 downloads
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PFHC04A female head/face
Used some photoshop skills to Increase the shadows, to the make face have even more of a 3D feel. I also added some wrinkles, subtle line around eyes and eye corners . Also to add some aging I added some laugh lines.
240 downloads
0 comments
Updated
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PFHC01A female head/face
my very first creation you will have to manual drop it in the over ride
340 downloads
0 comments
Submitted
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PMHH01 Fixed
Discription: PMHH01 seems to be a fan favorite with TSL, and I am no exception. The tongue however was not properly modeled, and the users of this head model surely noticed that it clipped through at some points when the head turned. So I decided to try and fix it by editing certain values on the mdx file. Hope you all enjoy no longer seeing the tongue on this head.
Note: This will work with any reskin of the head you may use, such as DarthParametric's reskin to make it into Mullet Man.
Installation: Just drop the mdx and mdl files into your override.
Bugs: In the prologue, the eyes will still look like some of the mesh is cutting through. I have no idea what the values are for that particular area. So you are just going to have to deal with it. Other than that, the head works fine with no clipping whatsoever.
1,177 downloads
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Visas' Dancer Outfit and Dance
By Fair Strides
Visas' Dancer Outfit
By Fair Strides
Description:
This is a small and simple mod that allows Visas Marr to wear the Dancer's Outfit you get on Nar Shaddaa when you dance for Vogga. It will also give you the opportunity to have Visas dance for Vogga just before you will acquire the outfit.
Installation:
Simply unpack the mod and run the TSLPatcher.exe to select an install option. To get Visas to actually dance for Vogga, you will have to run the install three times; once to allow her to wear the outfit, and two more times to install both parts of the dancing for Vogga sequence.
A small warning about making Visas dance for Vogga: this mod is both compatible with TSLRCM and separate from it. In order to make this so, I've added unmodded versions of the levels I edit with this mod, but if you have TSLRCM installed, these unmodded versions won't be installed and they will give off a warning saying that the file already exists. This is harmless and perfectly okay.
Uninstallation:
Each folder inside the tslpatchdata folder has an info.rtf file that has uninstallation instructions for that particular install option.
Permissions:
You have my express permission to re-upload this mod wherever, but only on FOUR conditions:
1. You do not change anything whatsoever about it.
2. You do not upload it to the Steam Workshop. This mod and the way it is done is not designed for Steam Workshop's way of installing mods. Files actually need to be patched for this mod to work.
3. You give credit to me as the author of this mod and must leave the read-me included and intact.
4. You
do not re-use the resources/files involved in compatibility with Varsity Puppet's "Visas Unmasked!" mod. If you wish to do so, you must contact Varsity Puppet at Lucasforums or Deadlystream, and he must say yes for you to use them!
Credits:
-loseryoda from the KotOR Sub-reddit for making the request in the first place, even if I have gone a little bit beyond what he was requesting...
-Varsity Puppet for allowing me to use parts of his Visas Unmasked installer to make the compatibility option.
1,396 downloads
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Holowan Duplisaber Beta
Making lightsabers is incredibly easy!
1. Go to the Workbench and select "Use Saber Console"
2. Choose "Create a hilt", choose a model and a color
3. The hilts are like a lightsaber crystal. Just equip it into the crystal spot and voila!
It comes with its own installer, but I assure you it's not malicious.
If you run into incorrect colors, simply switch out the crystal at a workbench and rebuild the lightsaber.
HOLOWAN DUPLISABER v.215b
Chainz.2da
Darth Deadman Evasto Inyri Forge OldFlash Qui-Don Jorn Quanon Seprithro Svosh T7Nowhere TriggerGod VarsityPuppet
This mod expands the current lightsaber selection to include 59 different hilts, 13 different colors and long-bladed lightsabers.
There are 59 total saber hilts to choose from, and they are available in 13 different colors, making for 767 possibilities.
Future versions will integrate the saber hilts into the game as prizes and earnable or collectible items.
Installation:
Just click "Install" and wait for the progress bar to finish. If the installer closes early, the installation was not successful.
Using the mod:
Once in game, go to any workbench and you should have the option to open up the Saber Console. From the Saber Console, you can choose any hilt and the color of that hilt. This will give you a "hilt" item that you can use at a workbench to create a lightsaber. Simply switch out the color crystal for the desired hilt and it will change your lightsaber. Due to the nature of the game engine, you can even change the type of the weapon based on the hilt you choose. Changing from short to long to single to double is as easy as switching out a hilt.
Disclaimer: This mod was built to be compatible with all mods (TSLRCM and M4-78 included). Any errors you encounter either come from a conflict caused by another mod or are a result of an installation error.
DO NOT MESS WITH THE FILE FOLDERS. DOING SO WILL RUIN THE INSTALLATION.
Credits:
This mod was made from saber mods for which I asked for permission to use or were already open for free use. Each lightsaber is marked in-game with its original designer in its description.
Thanks to:
Bioware - Documentation on GFF and 2da formats.
Designers -Chainz.2da Darth Deadman Evasto Inyri Forge OldFlash Qui-Don Jorn Quanon Seprithro Svosh T7Nowhere TriggerGod
Fair Strides - For integrating the mdlops replacer into my dev version of the project.
18,089 downloads
- Lightsaber
- USM
- (and 1 more)
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M4-78 Droid Modules
By Stoney
These are the droid modules for TSL they have been cleaned up
and all transition points are now working. I have also included
working mini maps. There are a few doors left in places but all
unlocked or very low security.
Only known issue is transition from 803dro to 806dro entrance is
in front of door as close as possible because of walkmesh issue
that at this time cannot be fixed.
To install unpack files to hard drive then copy and paste all files:
in modules folder to your SWkotor2\Modules folder
in override folder to your SWkotor2\Override folder.
Files included in the override folder are
per_door01.tga---This removes the big white door in front of the
central core entrance.
a_galaxymap.ncs---This is for anyone who wants to be able to access
the M478 from the galaxy map,it becomes available
after you finish telos as with all the other planets.
802dro.vis---This file corrects an issue with floors dissapearing
in the central zone
lbl_map801DRO.tga to lbl_map807DRO.tga--these are all the mini maps
Feel free to use these files however you wish in any mods you create.
all I ask is to give me credit where it is due.
941 downloads
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Remove Restrictions for Force Powers by Armors
By MrPhil
This mod modifies spells .2da in order to let you use all force powers with heavy armors and the such. It is designed to be usable with force power mods such as TSLFFM and HLFP 2.0, altough its focus is on permitting vanilla force powers to work with armor, not any others.
20,525 downloads
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Dance, Dance, Dance!
By Fair Strides
/*I say it is TSLRCM compatible, but it does edit the spells.2da, so if 1.8 does so, you might have to do some work.*/
FreeDancing, Step Right Upby Fair Strides
Contact info:
Fair Strides atdeadlystream.com
Fair Strides 2at Lucasforums.com
Introduction:
This started outas a bad idea, but long story short, after spending five hours hassling mira'sdialogue, trying to make Mira and the PC(who was female) dance together. Itdidn't want to work at all, and I couldn't change the camera angles becauseTK102's dlgeditor couldn't edit the angles(to my knowledge, at least) and Iread that Kotor Tool will ruin TSL dialogue files. The item I am adding to thegame is a stimulant called 'Dancer'. It had to be a stimulant, since I couldn'tmake it a shield and I wasn't sure how to make use of the 'Activate item'property on an armband.
Anyways, sorry for thelong intro. This mod lets you dance anytime you want, so long as you arefemale.(Can someone test this with a male, because I'm unsure if they have thedancer animations). You have the option of which dance animation you want to use,though I see no difference between the two. The animation will go on forever aslong as you don't move, talk, or do any action whatsoever.
Installation:
Just run the.exe to install the mod, and pick which animation you want to use. Touninstall, just copy and paste everything in the tslpatchdata folder into youroverride, and hit 'yes to all', then hit the delete key on your keyboard.
Bugs:
None. I managedto get it so that the item can work on two or more people at a time.
Credits:
My patience for makingme go on, and my self-restraint for not letting me punch through my computerscreen after five hours of dilogue editing that proved useless.
Permissions:
You have thegiven right to modify these files any way you wish, for personal or public use,but if for public use please contct me to let me know ahead of time and to seewhat's been changed. Disreagard this requirement after 4/30/2060.
620 downloads
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Global Boolean Tracker
By Fair Strides
You want some globals?by Fair Strides
Contact info:
Fair Strides at deadlystream.com
Fair Strides 2 at Lucasforums.com
tristongoucher@gmail.com
Introduction:
Hello guys! How ya been? Everything okay on the forums? Glad to hear it, because this is the only way I can contact you guys. This mod was an idea I got after I had issues with my games screwing up, and perusing the NWNLexicon until I stumbled upon Custom Tokens. The idea was to give the player a way to keep track of their globals, so that they could backtrack if they screwed up while editing globals, or so people could make skip mods faster, if they had a mind to do so.
At present, the mod just shows you the global booleans, given the immense amount of typing I've had to do. Numbers will come, I promise.
To get the item in-game, just talk to Bao Dur's remote, and select the option for getting a copy of the globals. Now you have a datapad with a list of the global booleans. However, it will never update unless you have the adrenaline item, which you can get through codes with the following:
'giveitem global updater'
without the quotes. If you can't get it to appear, make sure you have cheats on by going to your game's root directory[just hit "Find Target..." from the properties menu of the shortcut to the game] and open the file named swkotor2.ini and add the following line under the heading [Game Options]:
EnableCheats=1
save the file, and enjoy! Note: to enter cheats, after you have them enabled, just hit the tilde( ` ) key.
EDIT: Now you should be able to acquire the global updater by 'giveitem global updater'. If not, and I would hate it if it were so, have a moderator look at it and try to fix it.
Installation:
Just run the .exe to install the mod.
Bugs:
None.
Credits:
My patience for doing such an endeavour solo, since I can't get on the boards to ask you guys for help. This was NOT a fun task. I was so thankful to whoever invented the idea of copy-and-paste.
Permissions:
You have the given right to modify these files any way you wish, for personal or public use, but if for public use please contct me to let me know ahead of time and to see what's been changed. Disreagard this requirement after 4/30/2060.
If I am unreachable on the forums, then either email me(and put the mod name in the subject line, please), or contact one of the older modders, like cHaInS.2DA, Hassat Hunter, and Bead-v. I would trust their judgement as to whether or not the changes to my mod are good. You might ask Malkior, as well. However, before asking them, email me, as I can get on my email in the mornings at school, so I'll probably answer you. Can't send files, though; the internet has a pretty good filter, and I don't want to risk trouble...
244 downloads
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Warper Bands
By Fair Strides
Teleportation?by Fair Strides
Contact info:
Fair Strides at deadlystream.com
Fair Strides 2 at Lucasforums.com
tristongoucher@gmail.com
Introduction:
Hello guys! How ya been? Everything okay on the forums? Glad to hear it, because this is the only way I can contact you guys.
This mod is highly experimental, with a lot taken from NWNLexicon. If it works, I'll try the other idea that failed miserably. So far this only works if you don't leave the module, but if my other idea works, this won't be so. With this mod, you can set up a position, teleport back to it, and the teleport back to where you were in the first place. I can see it being useful if you're tired of walking all the way across the module, or if you're getting slaughtered in combat...
EDIT: I finally ironed out the issues that I was having, so now it will actually work. I thought that might be a little important.
Thanks for reading and enjoy the mod, guys!
EDIT(as of 10/27/2012):This is version 2.0, complete with fixes. You should now use the Portal Band for moving around in a module, and the Mod Warper Band for moving between modules, though it's a little buggy.
cheats:
giveitem modwarper
giveitem portalband
Installation:
Just run the .exe to install the mod.
Bugs:
Read the 'Issue.txt' file. I did manage to fix the issues of wrong warp placement, and the probably-unnoticed glitch up when a dead party member was involved.
Credits:
My patience for doing such an endeavor solo, since I can't get on the boards to ask you guys for help. Many headaches with this one.
Permissions:
You have the given right to modify these files any way you wish, for personal or public use, but if for public use please contact me to let me know ahead of time and to see what's been changed. Disregard this requirement after 4/30/2060.
If I am unreachable on the forums, then either email me(and put the mod name in the subject line, please), or contact one of the older modders, like cHaInZ.2DA, Hassat Hunter, or Bead-v. I would trust their judgement as to whether or not the changes to my mod are good. You might ask Malkior, as well. However, before asking them, email me, as I can get on my email in the mornings at school, so I'll probably answer you. Can't send files, though; the internet has a pretty good filter, and I don't want to risk trouble...
515 downloads
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The Grid - Telos
By Rtas Vadum
A Modification for:
Star Wars: Knights oF The Old Republic II: The Sith Lords
"The Grid - Telos"
Author: Rtas_Vadum
I.Description
II.Installation
III.Compatability
IV.Removal
V.Credits
VI.Permissions
VII.Disclaimer
----------------------------------------------
I.Description
Although one can imagine that, before the devestation of it's surface, Telos might've been a bit less advanced in technology than some other worlds.
However, Citadel Station is likely to be the most recent technology. The Military Base has a similar look, as does the Telosian Academy Interior.
Notes:
-Although it might be advertised as such(for a bit of simplicity), this is not a complete reskin of the Telos modules. As described above, it is only Citadel Station,
The Military Base(which includes the HK Factory), and the Telosian Jedi Academy. None of the surface textures(i.e the rock/grass textures) have been edited.
----------------------------------------------
II.Installation
Extract the tga and txi files from the rar, and add them to TSL's override folder.
Recommendation: For a bit of simplcity, you can create a folder witin the override(naming it as what you wish, but something relating to this mod might be preferable),
and extract the files in this folder. This way, it is easy to remove, instead of having to search though the override.
----------------------------------------------
III.Removal
If you installed in override:
Find all tga and txi files with the TEL_ prefix, and delete them.
If installed in a folder(i.e Override/Telos):
Just delete the folder containing the files for this mod.
----------------------------------------------
IV.Compatability
Most mods(such as TSLRCM) should not cause an issue if this is used. However, if you are already using a similar mod(one that retextures an area or module),
then adding this will override all the files used by the current mod. Adding one when you are already using this, and your new one will override this one.
----------------------------------------------
V.Credits
Most of the work for this mod was done soley by me. However, textures from this mod were used...
Telos Citadel Station Skybox - By Quanon
----------------------------------------------
VI.Permissions
If you wish to use any part of this in your own mod, credit must be given. Contact me either on DeadlyStream, or LucasForums.
----------------------------------------------
VII.Disclaimer
Star Wars Knights of the Old Republic is a property of their respective owners. There is no affiliation between the author of this
modification and either Obsidian Entertainment, or any affiliated companies.
536 downloads
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TSLRCM Loot fix base scripts
-TSLRCM Loot fix base scripts-
------------------------------
Note; These files are for TSLRCM 1.8 and higher ONLY.
- Modders resource, if you're not interested in modding KOTOR2, this download is not for you.
Included in this map you will find the following folders;
* Generic Spawnscripts. These are the scripts used for many (but not all) foes you encounter.
* Modules. These are enemy-specific spawnscripts spread over the various modules. It's important if you recompile these you put them back in the respective module, and NOT override, as other modules may use the same name and it can lead to issues. You can also skip them (if you really want all files in override) but then a large portion of enemies will not use your modified script.
All of these are modified from the vanilla TSL version, as those had the faulty version of the lootscript inside the .nss. These TSLRCM versions instead refer to the lootscript instead of containing it, which allowed just to batch compile if changes were made to the lootscript rather than manually adding them to 50+ files.
* Placables (just compiled) are the base vanilla TSL scripts. TSLRCM hasn't modified them, just re-compiled them with the new lootscript.
* Placeables (unused) are base vanilla TSL scripts. But as mentioned are unused. TSLRCM has recompiled them, if for example modusers did use said placeable scripts, but if you only worry about vanilla you could opt to leave these out without effect.
* Placeables (used, script modified) are scripts TSLRCM has modified before recompiling due to errors in the scripts. They are used in vanilla TSL, so make sure to use these instead of the vanilla ones when re-compiling.
* Base lootscript. The base of it all. DON'T USE THE ONE IN THE OVERRIDE FOLDER!
There are also 3 seperate .nss in the folder, these go in the override. They're also base TSL versions, TSLRCM has just re-compiled them with our new lootscript.
-------------------------------------------------------------------------
A version of the lootscript itself (k_inc_treas_k2.nss) can be found in your override map after installing TSLRCM 1.8 or higher.
DO NOT USE IT!
I just checked it, and it seems it's an older version rather than the final one. *sigh*
So use the version included in this download instead. Hopefully will be fixed in 1.8.3, but just incase keep using this version!
Using the TSLRCM lootscript rather than vanilla as base of your modifications, or when compiling custom spawn or placable scripts will help you fix the following issues;
* Some rounding issues in vanilla TSL could make some items not appear.
* Due to a faulty name droid "headslot" items couldn't drop in vanilla.
* Due to erroneous checks (only meant for other armors) high-level robes could not drop in vanilla.
* Lightsabers and lightsaber crystal's color is now random (with some colors more likely than others) rather than level-based.
* Security Spike tunnelers can drop.
* All Mira's rockets can drop, instead of just number 1.
* Fixed issue where a "rare drop" at higher levels could exceed the maximum item number, and produce no item at all as a result.
542 downloads
0 comments
Updated
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Nihilus Zombie's Death
========================================================
A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
Nihilus Zombie's Death
========================================================
Author: Hassat Hunter
PM: Contact me at the Deadly Stream Forums
Name: Nihilus Zombie's Death
Filename: NihZombieDeath.rar
Date Released: 22 July 2012
Updated: 8 March 2014
1. Description:
----------
Generally in sci-fi or fantasy once the master is defeated his minions die because he can no longer control them, and his fortress crumbles. While doing that with the Ravager is kind of difficult, this mod does sever the link when the master dies with his minions, and all his zombies you see around start dying off.
This mod changes *nothing* about the gameplay, just some little added atmosphere.
2. Install:
----------
(It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.)
YOU NEED TO USE TSLRCM 1.8.3 FOR THIS MOD. OLDER VERSIONS ARE NOT COMPATIBLE!!!
Extract the "Nihilus Zombie's Death" mod, taking care to insure that both the "TSLPatcher.exe" file and "tslpatchdata" folder are extracted to the same folder (these files can be extracted to any folder on your hard drive EXCEPT those within the SWKotOR2 folder hierarchy). Also note that simply copying the files within "tslpatchdata" to your "Override" folder will not properly install the mod.
Note: a new folder named "backup" will be created during insanitation within the folder the installer was run from. If you plan on uninstalling this mod this folder and the files therein must not be deleted as they are used during the uninstall process.
3. Uninstall:
----------
The files listed below may have been modified during the installation of this mod:
Within "C:\Program Files\LucasArts\SWKotOR2\Modules"
852NIH.Mod
Backups of any file that was altered were made during insanitation and placed in a folder called "backup" within the folder the installer was run from.
To uninstall;
1) Open the "backup" folder that was created during installation and replace the files listed above under each heading with the files contained within.
4. Bugs:
----------
There are no known issues that will develop as a result of installing this mod properly.
Putting the file from tlspatcher in override will give issues throughout the game (the name "a_end.ncs" is shared with other modules).
5. Patch notes:
----------
* Updated for TSLRCM 1.8.3.
* Takes slightly longer before the dying effect starts.
* Increased duration between deaths, and now they die 2-by-2 instead of 1-by-1, starting with the closest from Nihilus to the farthest.
6. Distribution Notes:
----------
This mod may not be modified or distributed without the explicit permission of the author. This is just so I know what is being done with it. If you have questions contact me at deadlystream.com/forum/
7. Thanks:
----------
My thanks go out to:
The TSLRCM team... whom whichout I wouldn't become interested in modding TSL, and thus wasting so much on my time on frivilous mods...
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
1,913 downloads
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Extended Kreia Party Scene (Atris VO)
====Extended Kreia Party Scene 1.1 by Hassat Hunter====
This modification adds in the missing lines for Mira and Atton during the Kreia vs. Party scene. Although they are voiced by Atris. This mod is only intended for those who are interested in said dialogue, or want a larger scene, despite the odd off voice. If you are not in either of these groups, stick to TSLRCM itself!
This mod should work with all language versions of TSLRCM.
NOTE: TSLRCM 1.8 is required for this mod to work!
Tweaks;
* Added a check to the Mira/Hanharr convo wheter or not Hanharr lives (gives different lines during the confrontation).
* Added various Mira/Atton lines to the Party vs. Kreia scene.
Patch 1.1;
* 1.8.3 update
==Install Instructions==
* Drop the files from "Override" in the override folder. Source folder is interesting only for other modders, ignore it if you're not.
* You have to load a mod from before Hanharr/Mira convo if you want the conversation to properly reflect the choice made here. Otherwise it automatically assumes Hanharr survived.
* Note you need to HAVE TSLRCM 1.8 installed for this modification to run properly.
==Uninstall==
* Remove the 3 files (902mira.dlg, 907krepart.dlg and a_kreia_part.ncs) from your override folder. This will restore the scene to how it is in vanilla TSLRCM.
==Known Issues==
None known. If you find any contact me at the Deadlystream forums!
==Distributing This Mod==
This mod may not be modified or distributed without the explicit permission of the author.
==Contact Info==
Find me at the deadlystream forums (http://www.deadlystream.com/forum).
==Thanks To==
* The TSLRCM Staff for making 1.8, Stoney and Zbyl2 for providing a_kreia_part.nss, since it couldn't be decompiled.
==Legal Stuff==
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY LUCASARTS, OBSIDIAN ENTERTAINMENT, THE TSLRCM CREW 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 MOD.
1,881 downloads
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Kreia to Dxun Tomb & Atton to Onderon
========================================================
A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
Kreia to Dxun Tomb & Atton to Onderon
========================================================
Author: Hassat Hunter
PM: Contact me at the Deadly Stream Forums
Name: Kreia to Dxun Tomb & Atton to Onderon
Filename: KreiaTombAttonOnderon.rar
Date Released 30 July 2012
1. Description:
----------
** This modification allows you to send Kreia to the Dxun tomb of Freedon Nadd IF you have joined Vaklu's side. You cannot take her along on the Queen's side still.
** This modification moves Atton mentioning the repair of the Hawk from after Onderon is finished to after the Sith Attack, just before going to Onderon, freeing up Atton to go with you to the surface of Onderon, allowing you to hear his lines and get his influence.
2. Install:
----------
(It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.)
TLSRCM 1.8 IS REQUIRED FOR THIS MOD. 1.7 OR LOWER WILL NOT WORK!
Extract the "Kreia to Dxun Tomb & Atton to Onderon" mod, taking care to insure that both the "TSLPatcher.exe" file and "tslpatchdata" folder are extracted to the same folder (these files can be extracted to any folder on your hard drive EXCEPT those within the SWKotOR2 folder hierarchy). Also note that simply copying the files within "tslpatchdata" to your "Override" folder will not properly install the mod.
Note: a new folder named "backup" will be created during insanitation within the folder the installer was run from. If you plan on uninstalling this mod this folder and the files therein must not be deleted as they are used during the uninstall process.
3. Uninstall:
----------
The files listed below may have been modified during the installation of this mod:
Within "C:\Program Files\LucasArts\SWKotOR2\Modules"
403DXN.Mod
Backups of any file that was altered were made during insanitation and placed in a folder called "backup" within the folder the installer was run from.
To uninstall;
1) Open the "backup" folder that was created during installation and replace the files listed above under each heading with the files contained within.
4. Bugs:
----------
There are no known issues that will develop as a result of installing this mod properly.
Putting the file from tlspatcher in override will give issues throughout the game.
6. Distribution Notes:
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This mod may not be modified or distributed without the explicit permission of the author. This is just so I know what is being done with it. If you have questions contact me at deadlystream.com/forum/
7. Thanks:
----------
My thanks go out to:
The TSLRCM team... whom whichout I wouldn't become interested in modding TSL, and thus wasting so much on my time on frivilous mods...
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
1,501 downloads
0 comments
Updated
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No Lightsaber Quest
====No Lightsaber Quest V1.5 by Hassat Hunter====
This modification will remove the Lightsaber Quest mission from the game. The PC will get his first lightsaber (a generic green one-handed) on Telos, and any drops afterwards will be lightsabers (random), not parts. The player never receives the Lightsaber quest.
This mod should work with all language versions of TSLRCM.
Changelist;
0.9-1.0
* Made the modified script actually work (darn typo's). Told you it was untested.
* Made sure the Bao-Dur Ebon Hawk cutscene about your lightsaber no longer runs
1.0-1.1
* Fixed getting a part and the quest in the following instances; Finding Vash, killing Lootra & Opening the hoard of Vogga. They should now properly donate lightsabers.
1.1-1.2
* Fixed getting the quest and a lightsaber part in the following instances; After killing Vrook & When killing a Cannok on Dxun.
* Fixed getting a part instead of a full lightsaber in the following instances; Both above & when killing Lootra.
1.2-1.3
* Fixed Kaevee encounter.
1.3-1.4
* TSLRCM 1.8 Update. Lightsaber scripts now use VarsityPuppet's random Lightsaber color drop function used in 1.8.
1.4-1.5
* Nobody mentioned lightsabers didn't drop anymore due to above update. Shows how popular this mod is :/.
Oh well, fixed. Lightsabers will drop again, as per 1.8's new lootscript.
==Install Instructions==
* Drop the files from "Override" in the override folder (backup "k_death_give_ls.ncs" and "a_give_quest_ls.ncs" if you're using TSLRCM 1.8!). Source folder is interesting only for other modders, ignore it if you're not.
==Uninstall==
* Remove the following 7 files (204habat.dlg, durosdock.dlg, a_give_quest_ls.ncs, a_give_quest_lsc.ncs, a_open_vash_cage.ncs and k_dth_give_ls_lo.ncs, k_dth_givels_rct.ncs) from your override folder. Replace "k_death_give_ls.ncs" and "a_give_quest_ls.ncs" with your backup from TSLRCM 1.8.
==Known Issues==
None known.
==Distributing This Mod==
This mod may not be modified or distributed without the explicit permission of the author.
==Contact Info==
Find me at the deadlystream forums (http://www.deadlystream.com/forum).
==Thanks To==
* The TSLRCM Staff for making TSLRCM and getting me into dialogue modifying for TSL.
==Legal Stuff==
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY LUCASARTS, OBSIDIAN ENTERTAINMENT, THE TSLRCM CREW 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 MOD.
5,242 downloads
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Peragus Mining Gear
Author:
Kainzorus Prime
Mod Name:
Peragus Mining Gear 1.01
*************************
Under NO circumstances is this, or any of my other,
mod(s) to be posted on ANY site other than by myself.
*************************
1. Info
===========
This mod changes the miner uniform found in the Peragus tunnels into gear that both looks fitting for space mining, as well as slightly boosting its stats. However, it also requires proficiency in light armors to be used now.
2. Installation:
=========
Copy the files into the Override folder. Overwrite existing if necessary.
3. Credits:
===========
Special thanks to:
Holowan Laboratories - For all the great resources.
4. DISCLAIMER:
===============
This Mod is not supported by LucasArts, Bioware or Obsidian.
Please do not contact them for support of this mod.
Copyright:
Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
and copyrights owned by their respective trademark and copyright holders.
Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
trademarks and copyrights owned by their respective trademark and copyright holders.
Bioware and the Odyssey Engine are trademarks of Bioware Corp.
Obsidian are trademarks of Obsidian Entertainment.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
4,764 downloads
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Coruscant - Jedi Temple Compatibility
==== Coruscant - Jedi Temple compatibility patch by Hassat Hunter ====
These few files allow you to use the Coruscant - Jedi Temple mod combined with the Handmaiden 4 Females mod, and the M4-78EP mod!
==Install Instructions==
* M4-78EP: Install M4-78EP FIRST(!), then the Coruscant - Jedi Temple mod. Afterwards, drop the 3 files in the M4-78EP folder (a_galaxymap.ncs, tr_leave_ehawk.ncs and galaxymap_p.gui) in your override, overwriting the existing files.
* Handmaiden for females: Install both mods (in either order) then drop the file inside the Handmaiden4Females folder (k_sup_galaxymap.ncs) in your override, overwriting existing file.
* If you want to install the expansion, drop the changes.ini from inside here into tslpatcherdata of that mod before installing. This prevents the planet to be called "Finding The HK Factory"
==Version History==
1.0 release
1.1 Galaxymap_p.gui added. Modified changes.ini added for Expansion mod.
==Known Issues==
None known.
==Distributing This Mod==
This mod may not be modified or distributed without the explicit permission of the author.
==Contact Info==
Find me at the deadlystream forums (http://www.deadlystream.com/forum).
==Thanks To==
* The TSLRCM Staff for making TSLRCM and getting me into modding for TSL. Although nothing has been done here but extracting .
* Obsidian for KOTOR2:TSL.
==Legal Stuff==
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY LUCASARTS, OBSIDIAN ENTERTAINMENT, THE TSLRCM CREW 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 MOD.
12,505 downloads
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Azgath N'Dul's Tomb Patch
By InSidious
Kemar Elim will now appear on Onderon after you arrive back there the second time, enabling
the completion of the sidequest. He's out of the way of the soldiers, so you may have to
search a little to find him. Also, be warned that you can _only_ start the quest the first time you
go to Onderon. If you try to do so the second time, he won't speak to you.
I've also cleaned things up with the holocron in the tomb a bit, so that it's less...messy. Hopefully,
this will eliminate any errors.
3,963 downloads
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Fire and Ice HD, Whee!
By Cinder Skye
Installation is simple: just drag the .tga files you want into your override folder. It is, in fact, compatible with KotOR 1.
Fire Files:
fx_fireball01.tga
fx_flame.tga
Covers the flame effect from flamethrowers and things that reuse this (most custom force powers using fire use this effect).
The fireball is an adaptation of Fire_001 made by Mr. Bubble for RPG Maker games. (http://mrbubblewand.wordpress.com/tag/fire/) I recolored the flames to be a little less red, and also added some tween frames to make the whole thing more puffy. It is approximately four times the original flame's resolution - the original was made of multiple overlapping 51x51 sprites expanded up to consume entire bodies, these are 204x204 with soft blending edges.
The fire stream is an adaptation of Misc Fire Element made by dbszabo for general usage. (http://dbszabo1.deviantart.com/) It was a pretty simple affair.
Ice Files:
fx_crystal01.tga
fx_reflectmap.tga
The ice is an adaptation of Ice Texture made by DudeAlan2001 for general purposes, and is eight times the original resolution, going from 128 to 1024. (http://dudealan2001.deviantart.com/art/Ice-Texture-77076446) I slightly colored the ice and played with the alpha channel, but I didn't really do any hard work on that one. Most of the hard work was actually on the ice's reflect map, reducing the overpowering glow to be a little paler and a little less common. Overall, it looks more like "unnaturally glowing ice and snow" and less like "unnaturally glowing saran wrap."
34,945 downloads
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Ubese Environment Suit
By 90SK
Ubese Environment Suits
by 90SK
Description: Adds the Ubese Environment Suit as a wearable item, replaces the default item of Ubese Environment Suit.
Codes: a_light_11
Installation: Run TSLPatcher.exe
Ubese Environment Suits.rar - Replaces Jal Shey Armors
Ubese Suits Avaiable.7z - Replaces the Ubese Environment Suit item with Ubese disguise
Legal Disclaimer:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
1,045 downloads
0 comments
Updated
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Azgath N'Dul's Tomb
By InSidious
This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul.
You will find it between the tombs of Ajunta Pall and Tulak Hord.
A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, the Sith Lord Robes and the Robes of Azgath N'Dul.
This is because of a model change that mod introduces.
They won't crash your game, but they will look a bit odd.
This mod adds: ten new robes, three new armours, four new weapons, two weapons I've released separately before,
a new belt, a new pair of gloves and a new Force Power, not to mention many other items that can be created by the Force Transmutation Device.
I've tried to keep the stats fairly balanced, but that's by my judgment.
N.B.: Robes included in this mod may not be compatible with robe mods which you have installed.
Please be sure to download kyrie's changes.ini fix before installing this mod (click here), and then the 2.2 patch.
8,589 downloads
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TOR Armored Robes
By Ryuzakipwn
Armored Robes from SWTOR game.
To install, just drop everything into your Override folder.
To uninstall, just delete the files.
Have fun !
3,296 downloads
- star wars
- armored robes
- (and 1 more)
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Halo Energy Sword
By InSidious
The blades of this weapon are generated from charged plasma held together by magnetism. The technology is similar to that underlying the lightsaber, though this weapon is not nearly so powerful.
Originally developed for the Republic for close-quarters combat during the Mandalorian Wars, it was ultimately rejected by the Republic military, on grounds of production cost, and its ineffectiveness against most energy shields.
Since then, a small number of prototypes such as this one have quietly turned up for sale in markets across the galaxy.
This mod adds my version of the energy sword from Halo to the game. It's called the
"Aratech Energy Sword", and does 1d6 Energy damage, 2 electrical damage, and has
+3 attack bonus. It can be found on Nar Shaddaa, in a case at the back of one of the
rooms in the flophouse.
500 downloads
- halo sword
- energy sword
- (and 7 more)
0 comments
Updated