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PartySwap
By Leilukin
=PartySwap=
A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION
ORIGINAL AUTHOR: DarthTyren (darthtyren@gmail.com)
CURRENT MAINTAINER: Leilukin
LATEST VERSION: 1.4.2
FILE NAME: PartySwap 1.4.2.7z
CONTACT: E-mail to Leilukin at contact@leilukin.com, or message to Leilukin on Deadly Stream
1. DESCRIPTION:
This mod allows the player to recruit both Handmaiden and Disciple in the same playthrough regardless of the player character's gender.
After Disciple joins your party on Dantooine, a usable item named PartySwap will be added to your inventory, and will appear in the shield item slot of the quick bar. You can use this PartySwap item to add or remove Handmaiden from your current party, including replacing any member of your current party with Handmaiden, as long as you are able to choose your party at that point of the game. This item is created to work around the limitations of not being able to select Handmaiden from the party selection screen after Disciple joins your party and takes Handmaiden’s slot in the party selection screen. However, Handmaiden remains part of the Ebon Hawk crew, and you can still talk to Handmaiden.
This mod also modifies certain parts of the game where potentially both Handmaiden and Disciple can become involved in the cut scenes. In addition, this mod prevents Handmaiden and Disciple from referring to the player character with the wrong pronouns by editing dialog and splicing voiceovers.
For this mod to take effect, you must install this mod before you leave the secret academy on Telos, where Handmaiden joins your party. The PartySwap item only works if Handmaiden has already joined your party.
NOTE: Since July 2023, the original mod author DarthTyren has officially handed over the management and development of this mod to Leilukin, due to DarthTyren's departure from the KotOR modding scene. Therefore, if you have questions about or encountered any issues with this mod, Leilukin is the one to contact for.
2. INSTALLATION:
First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed, since TSLRCM is REQUIRED for this mod to work.
After downloading this mod, extract the mod’s 7z file to anywhere you like, as long as it is not within the KotOR 2 directory.
Run PartySwap Installer.exe located inside the extracted folder. You will see two installation options. You may only choose ONE of these options:
Default Installation: Choose this option if you use TSLRCM without M4-78EP. M4-78EP Installation: Choose this option if you use M4-78 Enhancement Project (M4-78EP) in addition to TSLRCM. You must install M4-78EP first before running this installation option. FOR REGULAR TSLRCM USERS:
Choose the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job.
FOR STEAM WORKSHOP USERS:
If you have subscribed to The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, for your KotOR directory path, you must choose TSLRCM's Steam Workshop folder, NOT the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937, while the directory of the TSLRCM + M4-78EP combined Steam Workshop mod is \Steam\SteamApps\Workshop\content\208580\1402798020.
Note that PartySwap will NOT be added to the Steam Workshop. Reading this on why it is NOT recommended to use the Steam Workshop for modding the KotOR games:
When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod.
This mod also provides a compatibility patch for deathdisco’s Coruscant Jedi Temple and danil-ch's Kreia's Fall Cutscene (In-Game).Go to the “Compatibility Patches” folder from this mod, read the READ ME files within the sub-folders and follow the instructions to make PartySwap compatible with these mods. Go to the “Coruscant Jedi Temple Compatibility Patch” folder from this mod, read the READ ME files within the subfolder and follow the instructions to make PartySwap compatible with Coruscant Jedi Temple.
Note: The "Source" folder includes the source of the script used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod.
3. UNINSTALLATION:
Run PartySwap Installer.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. You can also choose to delete the backup after uninstalling the mod.
4. KNOWN ISSUES:
None currently known. If you find any bugs or issues, please report them by posting on PartySwap’s download page or support thread on the Deadly Stream forums, or contact Leilukin directly.
5. MOD COMPATIBILITY:
Apart from The Sith Lords Restored Content Mod (TSLRCM), which is required for this mod to work, any mod that edits Kreia's endgame dialog (904kreia.dlg) or Zuka's dialog on Dxun (zuka.dlg) is incompatible with this mod, unless they merge in installation. In that case, you must install PartySwap first.
This mod is not compatible with any other mod that involves putting the holorec.dlg file in the Override folder. If you want to use this mod, make sure you DO NOT have holorec.dlg in your Override folder, or Handmaiden will not be able to join your party when you play a female character!
This mod provides compatibility patches for deathdisco’s Coruscant Jedi Temple and danil-ch's Kreia's Fall Cutscene (In-Game).
This mod is compatible with KOTOR 2 Community Patch.
This mod is compatible with JC2's Train the Handmaiden.
This mod is compatible with all Leilukin’s mods for KotOR 2, including the romance mods, as long as you follow the instructions from Leilukin’s mod.
If you want to use danil-ch and Darth Hayze’s Extended Enclave, downloading and installing a separate compatibility patch is required to make PartySwap compatible with Extended Enclave. If you use Leilukin’s Handmaiden and Female Exile – Disciple and Male Exile Romance, you need to use the patch included in that mod. Otherwise, go to this page for a standalone compatibility patch: https://deadlystream.com/files/file/1304-partyswap-and-extended-enclave-compatibility-patch/
This mod is compatible with WildKarrde’s TSL Expanded Ending, as long as you install PartySwap first before installing TSL Expanded Ending.
6. PERMISSION:
You may modify this mod for personal use or show this mod in screenshots. However, please do not redistribute or re-host this mod. Do not release your mods containing assets from this mod without permission.
7. CREDITS:
Fair Strides — Can almost take credit for half the mod getting done, by helping with scripts, understanding Waypoints and TSLPatcher, etc. Thank you!
Thanks to the wonderful modding community at Holowan Labs/DeadlyStream for helping with the problems faced with the development of this mod.
Special thanks to VarsityPuppet, for teaching about #include scripts and how this mod does not need to bother with them.
Sith Holocron — Thanks for the aid with VO splicing!
Snigaroo — For testing and reporting bugs, including the game breaking bug surrounding Disciple's endgame dialog, suggesting improvements to the mechanics of the PartySwap item, as well as transferring the ownership of this mod file to Leilukin on Deadly Stream.
Cortisol and th3w1zard1 — For developing HoloPatcher as a better alternative to TSLPatcher to make installing and uninstalling this mod faster.
danil-ch — For giving permission to create compatibility patch for Kreia’s Fall Cutscene (in-game)
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
38,887 downloads
- handmaiden
- party
- (and 2 more)
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Crash Fix for Disable Vertex Buffer Objects
By Jiiprah
Using Disable Vertex Buffer Objects=1 (yes with the spaces) on the Aspyr version of the game causes crashes in certain modules. This mod disables normal/bumpmaps in all world models that had them enabled. World bumpmaps seem to not even be working in the Aspyr update, so there should be no visual difference. This was the biggest problem on G0T0's Yacht, which had constant crashing.
67 downloads
0 comments
Updated
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Better Jekk'Jekk Tarr Thugs
By SuperChameau
Mod Description
This mod aims to give weapons to the Patrons of the Jekk'Jekk Tarr who attack you with their bare hands - mostly gands and rhodians (a very sensible choice against an armed jedi).
Also don't you find it weird how every patron of this bar are relaxing, but with their weapons out? This mod also makes it that they only draw their weapons once they become hostile and not by default.
Ossluk stats have also been slightly increased as part of this mod, and his gauntlets are dropped once you kill him.
Installation
Prerequesite: TSLRCM needs to be installed - and not through the Workshop for Steam users - for this mod to apply correctly
1. Run the HoloPatcher.exe and point your game directory when requested,
2. Click 'Ok' and let the patcher do its magic,
3. You're done ! Unless an error message appears the mod should be installed correctly.
Compatibility
This mod should be compatible with any mod that does not replace the utc files for the bar patrons in the Jekk'Jekk Tarr or edit the script that turns them hostile.
Special Thanks to
Snigaroo for the idea of this mod
TSLRCM team for the amazing work on the game
Blue for the Kotor Scripting Tool
Cortisol for the Holocron Toolset
th3w1zard1 for the HoloPatcher
70 downloads
0 comments
Submitted
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TSL Expanded Ending
By WildKarrde
Knights of the Old Republic 2 infamously has a rather abrupt ending: The player fights the final boss, there is some final dialog with said boss, and the game ends. The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps. This mod attempts to make the ending a bit more complete with the following changes:
A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment. (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk. If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM. The Visas/Handmaiden conversation is now available even if Malachor is destroyed, as long as the player freed the party from the academy's prison. Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod!
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INSTALLATION
Run "INSTALL.exe" and follow the prompts. When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9. It is normal to see a warning that modulesave.2da already exists and has been skipped. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307
If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option. The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you. To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3".
For best results, I recommend using a saved game from before arriving on Malachor. However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work.
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TRANSPARENT COCKPIT WINDOWS
Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options:
"OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior. Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior. Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options.
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COMPATIBILITY
This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module.
This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). It is also incompatible with any other mods which edit the Trayus Core area layout.
This mod has not been tested with the Steam version of the game, and it is possible that it might interfere with Steam achievements related to the ending of the game. Use at your own risk.
-------------------------------------------------------------------
CREDITS
KotorBlender by seedhartha
MDLedit by bead-v
tpcview and tga2tpc by ndix UR
NWNSSCOMP by Torlack and tk102
K-GFF by tk102
DLGEditor by tk102
TSL Patcher by stoffe and Fair Strides
ERFEdit by stoffe and Fair Strides
Kotor Tool by Fred Tetra
Holocron Toolset by Cortisol and th3w1zard1
SithCodec by JCarter426
2DA Editor by VarsityPuppet
AniCam by JdNoa
Lipsynch Editor by JdNoa
TSL Loadscreen Template by JCarter426
Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source.
Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes. The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them.
Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him.
The modified Ebon Hawk room models incorporate fixes developed by PapaZinos. Thank you to him for allowing me to use his fixes in my work.
This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware.
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VERSION HISTORY
1.0 - Initial Release
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DISCLAIMER AND PERMISSIONS
This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
327 downloads
-
K2 Effixian's PFHC03 Brunette Reskin
By Effix
--------------------------------------------
Knights of the Old Republic - The Sith Lords
--------------------------------------------
TITLE: Effixian's PFHC03 Brunette Reskin
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam
-----------
DESCRIPTION
-----------
A reskin of the PFHC03 player character, which my PFHC03 Restoration mod unlocks.
Requested by Omnigonial.
------------
INSTALLATION
------------
Install my mod "Effixian's PFHC03 Restoration":
https://deadlystream.com/files/file/2003-effixians-pfhc03-restoration
Unzip, copy the files from the subfolder to your override folder, overwrite existing files.
------------
UNINSTALLING
------------
Follow the uninstall instructions from the PFHC03 Restoration mod.
------------------
DISTRIBUTION NOTES
------------------
You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
---------
Thanks to
---------
- Stoffe and Fred Tetra for the needed tools and tutorials
- Omnigonial for the request
--------------------------------------------------------------------------------------------------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
--------------------------------------------------------------------------------------------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
43 downloads
0 comments
Updated
-
K2 Effixian's PMHC04 Reddish Reskin
By Effix
--------------------------------------------
Knights of the Old Republic - The Sith Lords
--------------------------------------------
TITLE: Effixian's PMHC04 Reddish Reskin
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam
-----------
DESCRIPTION
-----------
A reskin of the PMHC04 player character.
Requested by Omnigonial.
------------
INSTALLATION
------------
Unzip, copy the files from the subfolder to your Override folder.
------------
UNINSTALLING
------------
Remove the following files from your override folder:
PMHC04A.tga
PMHC04AD1.tga
PMHC04AD2.tga
po_PMHC04.tga
po_PMHC04d1.tga
po_PMHC04d2.tga
------------------
DISTRIBUTION NOTES
------------------
You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
---------
Thanks to
---------
- Stoffe and Fred Tetra for the needed tools and tutorials
- Omnigonial for the request
--------------------------------------------------------------------------------------------------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
--------------------------------------------------------------------------------------------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
34 downloads
0 comments
Submitted
-
K2 Effixian's PMHC04 Gray Reskin
By Effix
--------------------------------------------
Knights of the Old Republic - The Sith Lords
--------------------------------------------
TITLE: Effixian's PMHC04 Gray Reskin
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam
-----------
DESCRIPTION
-----------
A reskin of the PMHC04 player character.
Requested by Omnigonial.
------------
INSTALLATION
------------
Unzip, copy the files from the subfolder to your Override folder.
------------
UNINSTALLING
------------
Remove the following files from your override folder:
PMHC04A.tga
PMHC04AD1.tga
PMHC04AD2.tga
po_PMHC04.tga
po_PMHC04d1.tga
po_PMHC04d2.tga
------------------
DISTRIBUTION NOTES
------------------
You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
---------
Thanks to
---------
- Stoffe and Fred Tetra for the needed tools and tutorials
- Omnigonial for the request
--------------------------------------------------------------------------------------------------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
--------------------------------------------------------------------------------------------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
22 downloads
0 comments
Submitted
-
K2 Effixian's PFHC06 Inspired PFHC03 Reskin
By Effix
--------------------------------------------
Knights of the Old Republic - The Sith Lords
--------------------------------------------
TITLE: Effixian's PFHC06 Inspired PFHC03 Reskin
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam
-----------
DESCRIPTION
-----------
A reskin of the PFHC03 player character (which my PFHC03 Restoration mod unlocks) that's based on PFHC06.
Requested by Omnigonial.
------------
INSTALLATION
------------
Install my mod "Effixian's PFHC03 Restoration":
https://deadlystream.com/files/file/2003-effixians-pfhc03-restoration
Unzip, copy the files from the subfolder to your override folder, overwrite existing files.
------------
UNINSTALLING
------------
Follow the uninstall instructions from the PFHC03 Restoration mod.
------------------
DISTRIBUTION NOTES
------------------
You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
---------
Thanks to
---------
- Stoffe and Fred Tetra for the needed tools and tutorials
- Omnigonial for the request
--------------------------------------------------------------------------------------------------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
--------------------------------------------------------------------------------------------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
23 downloads
0 comments
Submitted
-
vibrocutter Vibrocutter changes
By Lewok2007
Description:
The vibrocutter is a restored item in TSL after installing TSLRCM. Originally in the base game pre-tslrcm, you would obtain a vibroblade instead. They can be found in a corpse outside the medbay after bashing open the door with a plasma torch. These items are useful making the first 4 mining droids you fight very easy, but what if you didn't want it the easy way, getting nothing instead? Or what if you want to get the vibroblade back? What if you want a medpac to account for the challenge? What if you want the vibrocutter later in the administration level? Well, this mod makes those changes for you, breaking it up into those 4 choices. NOTE: You can only choose one between the medpac, nothing, or vibroblade.
Installation:
First, extract the .zip and launch the Holopatcher.exe. Then, choose ONE of these 3 installation options:
"Medpac Replacement" (Replaces the vibrocutter with a medpac)
"Vibroblade replacement" (Replaces the vibrocutter with the vibroblade, like it is in the vanilla game pre-tslrcm) [Recommend to only install if you have TSLRCM installed before this mod.]
"Corpse has Nothing" (The corpse will have no items.)
NOTE: Installing another one of those after installing one already will overwrite the changes made. (i.e. installing medpac after nothing will undo the nothing and contain a medpac.)
Optionally, you can install the location change so the vibrocutter will be found in the security room. (You can also install this without any of the other installs so you'll get 2 vibrocutters on peragus.)
Tools used:
Holopatcher - Cortisol
Holocron Toolset - Cortisol and th3w1zard1
Permissions:
DO NOT reupload this mod to the steam workshop and DO NOT reupload this mod to any other site. If I want it somewhere, I'll put it there. You can use the files in this mod for your own as long as it isn't a direct reupload.
8 downloads
0 comments
Updated
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Mira's Vanilla Escape for TSLRCM
By WildKarrde
WARNING: Moderate spoilers below for the Nar Shaddaa plotline of KotOR 2.
One of the many scenes restored by The Sith Lords Restored Content Mod (TSLRCM) involves Atton rescuing Mira at the end of the sequence in Visquis' base after she is recaptured and locked up. In the process, it replaces a vanilla scene where Mira, not having been recaptured, has a brief encounter with a mysterious figure with an oddly familiar mustache. (This vanilla scene also parallels a similar scene which occurs if Hanharr joins the party, albeit with a less violent outcome in Mira's case.) This mod removes the TSLRCM rescue scene and returns the vanilla scene to its original place. To keep as much of the cut dialog as possible, I have also included an optional additional scene where Mira intercepts Atton on his way to rescue the Exile, which reuses most of the lines from the restored rescue scene.
I have also included some minor fixes and enhancements to the dialogs before and after this scene (the followings section contains a full list). If you would like these fixes but not the rest of this mod, I have provided an option which installs only those fixes but leaves the TSLRCM rescue scene as-is.
Thank you for downloading, and I hope you enjoy this mod!
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LIST OF MINOR FIXES/ENHANCEMENTS
The Exile's lightsaber remains activated once it is turned on when confronting Visquis, rather than repeatedly activating and deactivating. The Exile no longer freezes while objecting (or not) to Visquis' death. The Ubese guard remains in ready position on the Exile's dialog after flourishing his sword (may not be visible depending on the camera angle). Visquis groans in pain after being stabbed. If Hanharr joins the party, there are no longer duplicate Ubese corpses during the Kreia/Hanharr cutscene. Hanharr swipes at Kreia rather than slashing at her with invisible swords. Mira's animations during her conversation with Atton now properly activate. The Mira/Atton dialog before the warehouse sequence fades out as part of the end of the dialog, rather than after the dialog ends. -------------------------------------------------------------------
INSTALLATION
Run "INSTALL.exe" and follow the prompts. Select one of the following options:
"Vanilla Sequence (No Added Scene) - Strictly follows the vanilla scene sequence without the additional Mira/Atton scene. "With Additional Scene" - Includes an additional scene where Mira intercepts Atton at the docks. "Minor Fixes Only" - Leaves the TSLRCM sequence in place and installs only the minor fixes to the surrounding dialogs. The "Additional Scene" version requires a save from before arriving on Nar Shaddaa (specifically before entering the Docks area for the first time). If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307
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COMPATIBILITY
This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/).
For best results, install this mod after any mods which make hard overwrites to 305alarm.dlg, 305kreia.dlg, visquis.dlg, miraapt.dlg, or 303nar.git. This mod is not compatible with mods which edit the same scripts as this one.
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CREDITS
NWNSSCOMP by Torlack and tk102
K-GFF by tk102
DLGEditor by tk102
TSL Patcher by stoffe and Fair Strides
Kotor Tool by Fred Tetra
Holocron Toolset by Cortisol and th3w1zard1
Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source.
Thank you to the TSLRCM team for doing so much to expand and complete the original game.
This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware.
-------------------------------------------------------------------
VERSION HISTORY
1.0 - Initial Release
-------------------------------------------------------------------
DISCLAIMER AND PERMISSIONS
This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
87 downloads
- mira
- nar shaddaa
- (and 2 more)
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Repair Affects Stun Droid [TSL]
Causes the Repair skill to modify damage inflicted by Stun/Disable/Destroy Droid.
SUMMARY
Knowing how to fix something usually means you know how to break it too. This mod makes it so the damage dealt by Stun Droid and higher tier powers depends on the Force user’s Repair skill. Users with high Repair may deal significantly more damage than vanilla, while damage dealt by users with cross-class Repair will be limited. A way to make your tech enthusiast Jedi stand out in combat.
DETAILS
In vanilla, Stun/Disable/Destory Droid inflict damage equal/proportional to your character level. This mod changes the flat damage value to incorporate the Repair skill:
damage = (level + 1.5*Repair)/2
With a Repair of 0, you deal half the vanilla damage. With a Repair equal to your character level, you inflict 25% more damage than vanilla. At double your level, you deal double damage.
INSTALLATION
To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
UNINSTALLATION
To uninstall, remove k_fp_stundr1rep.ncs, k_fp_stundr2rep.ncs, k_fp_stundr3rep.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If a spells.2da was created inside the backup folder, move it to override.
COMPATIBILITY
Should be compatible with any mod that doesn’t affect the scripts for Stun Droid, Disable Droid, or Destroy Droid. As long as it’s installed after, this mod will override changes to those powers’ scripts only.
PERMISSIONS
You may incorporate these changes into your own mod if you give credit.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Screenshot uses Pramod Marlon's AI upscaled icons.
809 downloads
- stun droid
- damage
- (and 4 more)
-
KotOR2 Combat Rebalance
By GearHead
This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning.
1.2.1 Changes:
- Destroy Droid now does 1-8 damage instead of 1-6 per every second level.
1.2.0 Changes:
- Installer tweaks.
1.1.9 Changes:
- Grenade scrip tweaks.
1.1.8 Changes:
- Non party member NPCs no longer require a high Demolitions skill to do a lot of damage with grenades, instead they do more damage the higher their level is.
1.1.7 Changes:
- Force Push now cost 15 FP.
1.1.6 Changes:
- Force cost adjustments.
1.1.5 Changes:
- Force Immunity nerf.
- Master Environmental Resistance grants poison immunity too now.
1.1.4 Changes:
- Force Fury series now benefits from force duration lengthening effects.
- Force Wave now benefits from force duration lengthening effects.
- Duel feats now also grant extra Force Power duration.
- Energy Resistance renamed to Environmental Resistance.
1.1.3 Changes:
- Force Push now stuns the target for 3s as intended.
- New installer option (without force point cost changes).
1.1.2 Changes:
- Slow, Affliction and Plague force point cost reduction.
1.1.1 Changes:
- Force Heal and Improved Force Heal are nerfed.
- Force Aura, Force Shield and Force Armor now lasts 30s.
- Force Valor, Knight Valor and Master Valor are no longer grant saving throw bonuses or immunity to poison, but they last 30s now.
- Force Resistance and Force Immunity are nerfed. They are also light side powers now.
- The Energy Resistance series no longer resist energy damage, but it is a light side power now.
- Force Barrier series is nerfed.
- The Battle Meditation series lasts 30s now.
- Shien lightsaber form description fix.
- Niman lightsaber form description fix.
- Stun Droid, Disable Droid and Destroy Droid are universal powers now.
- Force Affliction is DC25 now instead of DC20.
- Force cost adjustments.
- Force Crush and Force Scream series cast animation fix.
1.1.0 Changes:
- Higher level Force Powers now cost more to cast.
1.0.9 Changes:
- Duel now also grants 10% damage bonus with force powers, on top of it’s normal effects.
- Improved Duel now also grants 20% damage bonus with force powers, on top of it’s normal effects.
- Master Duel now also grants 30% damage bonus with force powers, on top of it’s normal effects.
1.0.8 Changes:
- Simplified item descriptions.
- Master Heal is changed back to pre v1.0.4 because the Treat Injury bonus was too OP.
1.0.7 Changes:
- Droid devices such as flame throwers and ion beams now scale with level.
- Kyber Darts now do 25 damage by default not 26.
1.0.6 Changes:
- Rockets and darts are repriced to match their performance in combat.
1.0.5 Changes:
- Grenades and rockets now have a minimum guaranteed damage (their original damage).
- Harmful event signal fix for grenades.
1.0.4 Changes:
- Master Heal now benefits from skill points invested into Treat Injury.
1.0.3 Changes:
- Description fix for grenades and rockets.
1.0.2 Changes:
- Removed the blurry air wave effect of Force Wave.
- Minor changes to autobalance.2da.
- Saving throws are reworked, every class gains 1 of each saving throw type every time they level up.
- Most grenades and rockets now benefit from Demolitions skill.
- Poison grenades and poison rockets scale with user level.
- Darts now also scale with user level.
1.0.1 Changes:
- Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy.
- Master Heal is nerfed, heals a bit less.
1.0.0 Changes:
- Force Channel Form description fix.
- Added Force Power Area of Effect: +50% to Force Affinity Form.
- Force Affliction fix.
- Force Plague fix.
- Force Aura buffed to +4 defense and s.t. bonus from +2.
- Force Shield buffed to +6 defense and s.t. bonus from +4.
- Force Armor buffed to +8 defense and s.t. bonus from +6.
- Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment.
- No more blur effect when using Force Speed (all 3 levels).
- Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus.
- Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus.
- Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus.
- Fury/Wookiee Rage now also gives +2 attack rolls.
- Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack.
- Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack.
- No more blur effect when using Fury/Wookiee Rage (all 3 levels).
- Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it.
- Destroy Droid now does 50% less damage.
- Kill now does about 33% of enemy hit points in damage instead of 50%.
- Shock, Force Lightning and Force Storm now does 50% less damage.
- Drain Life and Death Field are now 50% less effective.
- Removed the level 10 cap from Drain Life and Death Field.
- Force Crush now does 50% less damage.
- Force Crush plays no animation on a successful save.
- Force Suppression and Force Breach now removes all listed force powers.
482 downloads
-
Thematic Obscured Mausoleum Burial
By JCarter426
This mod fixes some bugs with and makes other adjustments to the Secret Tomb area for mechanical and lore consistency. See the attached document for a full list of changes and the rationale for each change.
Installation
You must start a new game to experience the full effects of this mod.
Extract files from the downloaded archive. Run INSTALL.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one. Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Restore or delete all all .2da files affected by this mod. For each, copy the corresponding .2da file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .2da file from your game's Override folder. Delete all other files installed by this mod from your game's Override folder. Compatibility
This mod makes several changes in the Secret Tomb module and may be incompatible with other mods which affect that area.
This mod edits the script k_oei_userdef.ncs because the party AI has some Secret Tomb-specific code living there. This mod will not be compatible with other mods which edit that script without a compatibility patch.
This mod adds the texture pmbj02.tpc for a light-sided Revan's robes. This has the same filename as the Star Forge Robes in KOTOR 1, so mods which edit the Star Forge Robes may be used in place of the texture provided by this mod. Copy the file to your KOTOR 2 Override folder, overwriting the file when prompted.
Credits
Design—Sniggles
Implementation—JCarter426
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
DeNCS—JdNoa & Dashus
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
NWNSSCOMP—Torlack, stoffe, & tk102tk102
TalkEd—stoffe
tga2tpc—ndix UR
xoreos tools—xoreos team https://xoreos.org/
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
634 downloads
-
K2 Effixian's Miranda Lawson Reskin of PFHC05
By Effix
--------------------------------------------
Knights of the Old Republic - The Sith Lords
--------------------------------------------
TITLE: Effixian's Miranda Lawson Reskin of PFHC05
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
-----------
DESCRIPTION
-----------
Miranda Lawson (Mass Effect) inspired reskin of the PFHC05 head.
Idea/request by Omnigonial.
------------
INSTALLATION
------------
Copy the files from the zip to your Override folder.
------------
UNINSTALLING
------------
Remove the following files from your Override folder:
PFHC05.tga
PFHC05d1.tga
PFHC05d2.tga
po_PFHC05.tga
po_PFHC05d1.tga
po_PFHC05d2.tga
------------------
DISTRIBUTION NOTES
------------------
You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
---------
Thanks to
---------
- Stoffe and Fred Tetra for the needed tools and tutorials
- Omnigonial for the idea
--------------------------------------------------------------------------------------------------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
--------------------------------------------------------------------------------------------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
52 downloads
0 comments
Updated
-
K2 Effixian's PFHC06 Reskin
By Effix
--------------------------------------------
Knights of the Old Republic - The Sith Lords
--------------------------------------------
TITLE: Effixian's PFHC06 Reskin
AUTHOR: Effix
CONTACT: PM me on the forums or find me on Steam
-----------
DESCRIPTION
-----------
A reskin of the PFHC06 player character.
Requested by Omnigonial.
------------
INSTALLATION
------------
Copy the files from the zip to your override folder.
------------
UNINSTALLING
------------
Remove the following files from your override folder:
PFHC06.tga
PFHC06.txi
PFHC06D1.tga
PFHC06D2.tga
po_PFHC06.tga
po_PFHC06d1.tga
po_PFHC06d2.tga
------------------
DISTRIBUTION NOTES
------------------
You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
---------
Thanks to
---------
- Stoffe and Fred Tetra for the needed tools and tutorials
- Omnigonial for the request
--------------------------------------------------------------------------------------------------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
--------------------------------------------------------------------------------------------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
12 downloads
0 comments
Updated
-
Darth Sapiens Presents: HD Darth Nihilus
Hey guys!
It's been a while since I released something, I haven't been able to mod nearly as much as i'd like to lately, but hopefully you all can forgive me this is a Darth Nihilus skin I did while making a video tutorial series, which i didn't end up getting ready for a release yet, that would go through all of the techniques I used to do it (I know what you are thinking... I am frustrated with myself for not finishing what I start too! lol)
33,481 downloads
-
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: December 10, 2022
Current Version: v1.6.0
Release Date: February 17, 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.
66,516 downloads
- unofficial
- patch
- (and 3 more)
-
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
CURRENT UPDATED RELEASE: 16 FEB 2025
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 helped take 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.
This mod now contains alternate skyboxes for those that use Kexikus’ skyboxes for M4-78 EP.
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.
If you wish to use the alternate loading screens that feature Kexikus’ skyboxes, grab the TGA files from the “Alternate loading screens for Kexikus' M4-78 skyboxes” folder. As before, allow the new TGAs to override what’s 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. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
@ndix UR and/or @newbiemodder have permission to include the Korriban Expansion loading screens in their mod if they wish – and if it is ever updated. . 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?)
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.
1,120 downloads
-
For Mandalore!
Command a squad of Mandalorian allies as Mandalore, and unlock new forces as you advance through his personal quest.
SUMMARY
Mandalore has a personal sidequest which involves helping him reunite the Mandalorian clans by recruiting groups of Mandalorians you find on different planets. There is not really a reward or impact of this quest except for influence which unlocks some new dialogue and backstory.
This mod adds incentive and impact to this quest in the form of a new ability which allows Mandalore to call soldiers from his growing army into battle.
Mandalore will be given the item "Emergency Comlink" which allows him to call from a list of allies by allocating points and spending a small sum of credits. Points reflect the galactic strength of the Mandalorians, and determine the quantity and power of forces you can summon. This will grow as you advance through his quest.
This mod also beefs up and arms Esok, the Mandalorian leader on Dantooine, who normally is unarmed and puts up a pretty underwhelming fight.
Note about balance: Having a squad of Mandalorians at your side will obviously make fights easier. This mod is made for fun, but I have tried to keep balance in mind. Allies are scaled similarly to enemy NPCs, minus their damage bonus, so they will not be powerful enough to take on most groups of enemies alone. The credit cost, while modest, will hopefully encourage careful use of the ability.
This mod should be installed prior to Mandalore joining your party for the comlink to be in his inventory. If not, he will get the item upon recruiting the first group of Mandalorians. Otherwise you can get the item using the cheat "giveitem mandradio".
DETAILS
Allies & Points
To summon an ally, you need to pay credits and allocate points for the area you are in. You will start with 1 point to spend and 1 ally to choose from. As you advance through the quest and help Mandalore recruit more Mandalorians, he will gain additional points and unlock new, more powerful allies to choose from. See list of available allies below:
-----------------------------------
Mandalorian Scout
Cost: 1 point + 200 credits
A recon unit, not built for direct combat but provides solid support and has strength in numbers.
Mandalorian Elite
Cost: 2 points + 300 credits
Unlocked after first Mandalorian group recruited
A battle-hardened warrior with upgraded weaponry, stats, and feats.
Mandalorian Infiltrator
Cost: 2 points + 400 credits
Unlocked after second Mandalorian group recruited
A specialist in stealth and melee combat. Automatically enters stealth when enemies are nearby and can deliver sneak attacks. Lower health pool but has good defense and can deal a lot of damage.
Mandalorian Heavy
Cost: 3 points + 400 credits
Unlocked after second Mandalorian group recruited
A tank with firepower. Armed with a Mandalorian Heavy Repeater and Mandalorian Heavy Armor.
-----------------------------------
By recruiting both Mandalorian groups you will get 4 points in total to spend on reinforcements. When using only 2 party members (main character and Mandalore), you will get 2 extra points to spend. So with the quest finished and without a third party member, Mandalore can allocate 6 points at a time to an area.
Allies will remain in the area they were called to until dismissed or until new forces are called to a different area. They can’t follow between modules.
The comlink will work on Dantooine, Nar Shadaa, Dxun, Onderon, and the Ravager. It will not work on Telos, Korriban, Malachor, or Goto's Yacht.
Commands
Mandalore can issue the following commands:
1. Follow - Default behavior. Mandalorian allies follow Mandalore.
2. Wait - Allies will stay wherever they are.
3. Search and Destroy - Allies will search out nearby enemies and engage them. If no enemies are found, they will revert to Follow behavior.
Search & Destroy behavior can be a little wonky indoors, where NPCs sometimes have trouble pathfinding long distances. They may teleport or disappear temporarily. Switch them back to Follow if you lose them.
INSTALLATION
To install, run TSLPatcher.exe and select the install option corresponding to whether you have TSLRCM or not. Make sure to pick the correct option.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION
1. Remove the following files from override:
- appearance.2da
- baseitems.2da
- autobalance.2da
- spells.2da
- p_mand.utc
- henchmand1.utc
- henchmand2.utc
- henchmand3.utc
- henchmand4.utc
- mandradio.uti
- mandradio.dlg
- radio_relay.uti
- m_act_mandclans.ncs
- m_act_manddismis.ncs
- m_act_mandsummon.ncs
- m_cnd_goodmodule.ncs
- m_cnd_mandcheck.ncs
- m_cnd_mandpoints.ncs
- m_cnd_mandquest.ncs
- m_cnd_partycount.ncs
- m_def_henchmand.ncs
- m_def_radiorelay.ncs
- m_end_radiorelay.ncs
- m_htb_henchmand.ncs
- m_imp_mandradio.ncs
- m_spn_henchmand.ncs
- ii_otgmbnds_002.tga
- henchmand3.tga
- henchmand4.tga
2. Remove 303NAR.mod and 605DAN.mod from the Modules folder.
3. Move any .mod files from the backup folder into the Modules folder.
4. If any other files were created inside the backup folder, move them to override.
COMPATIBILITY & OTHER NOTES
Compatible with TSLRCM as long as this mod is installed after and the TSLRCM compatible install option is selected.
Please report any bugs or general weirdness.
I welcome feedback on balance or features of the mod.
PERMISSIONS
Do not reupload this mod or any contained files without my expressed permission.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher - stoffe, Fair Strides
Holocron Toolset - Cortisol
Screenshots use High Quality Blasters.
66 downloads
0 comments
Updated
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Treat Injury Affects Force Healing [TSL]
This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers.
SUMMARY
The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit.
Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits.
Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others.
DETAILS
In vanilla, the number of vitality points you receive from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier with a combination of your level and Treat Injury skill.
Here’s a breakdown of each power’s VP gain:
Heal
VANILLA: VP = WIS + CHA + level + 5
NEW: VP = WIS + CHA + 1/2*level + 3/4*(Treat Injury) + 5
Improved Heal
VANILLA: VP = WIS + CHA + level + 15
NEW: VP = WIS + CHA + 1/2*level + 3/4*(Treat Injury) + 15
Master Heal
VANILLA: VP = WIS + CHA + 2*level + 15
NEW: VP = WIS + CHA + level + 3/2*(Treat Injury) + 15
With this mod, you’ll need a Treat Injury rank equal to 2/3 of your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla.
INSTALLATION
To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
UNINSTALLATION
To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override.
COMPATIBILITY
Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers.
PERMISSIONS
Please don’t reupload this mod without my permission. However, feel free to incorporate these or similar changes in your own mod. Credit is appreciated.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Screenshot uses Pramod Marlon's AI upscaled icons.
1,050 downloads
- healing
- force powers
- (and 3 more)
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M4-78 EP Upscaled Maps
M4-78 EP Upscaled Maps
Created by: Sith Holocron
Game: Knights of the Old Republic II
Version 1.0 Uploaded: 08 FEB 2025
This mod was designed to upscale and/or enhance the map textures seen in the M4-78 Enhancement Project mod. It is not an extensive mod pack. It’s just the maps. The pictures should illustrate things pretty clearly.
This mod will not drastically change your play through of the M4-78 EP. Please any complaints about the quality of that mod elsewhere.
Installation:
Requirement: Though I’m probably stating the obvious here, you’ll need the M4-78 Enhancement Project installed first. Then allow the TGA files in my mod pack to override the files in the Override folder.
Thanks / Credits:
Thanks to Fair Strides for feedback while making this mod.
Note:
I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever.
I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
50 downloads
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Onderon news make sense
By SuperChameau
Mod Description
Onderonian Senior Scientists do not seem to be very aware of the challenges Telos is facing with its Citadel Station, as one of them mentions Peragus Station needing fuel according to the news in Iziz Spaceport. This mod aims to correct this tiny oversight and was done by splicing a voice sample of the same reporter.
Installation
Prerequesite: TSLRCM needs to be installed - and not through the Workshop for Steam users - for this mod to apply correctly
1. Run the TSLPatcher.exe and point your game directory when requested,
2. Click 'Ok' and let the patcher do its magic,
3. You're done ! Unless an error message appears the mod should be installed correctly
Compatibility
This mod should be compatible with any mod that does not replace reporter.dlg in the game files
Special Thanks to
Snigaroo for the idea of this mod
TSLRCM team for the amazing work on the game
JC Carter426 for his SithCodec toolset
Cortisol for the Holocron Toolset
stoffe and Fair Strides for the TSLPatcher
74 downloads
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4x Upscale+ Character Textures & Model Fixes (TSL)
By redrob41
================================================================
IF YOU ARE EVER IN ANY DOUBT ABOUT INSTALLING ANY MODS, PLEASE REMEMBER TO ALWAYS BACKUP YOUR FILES BEFORE INSTALLATION, JUST IN CASE.
================================================================
Description:
This mod is more than just a simple process of running all the character textures through an A.I. upscaling program. The purpose is to increase the size and fidelity of the character textures while maintaining the painterly style of the original game artists. This mod does not attempt to create photo realistic textures or add extra detail (like zippers, clothing stitches, fabric patterns, skin pores, etc) that are not already part of the existing style. This mod also fixes many of the UVW mapping errors, lighting errors, and some XYZ errors that the original model .mdl & .mdx files may have had.
The process followed is generally:
run texture files through A.I. upscaling program multiple times using different settings. Some settings result in "crunchy" textures (high contrast, sharp edges). Some result in "soft" textures (smooth gradients, lower contrast, blurry edges). Some result in better straight/parallel lines. Early tests used Vance AI; Deep Image; ImageUpscaler; or Let's Enhance. Eventually Topaz Labs' Gigapixel AI was chosen and used on the majority of textures. combine textures in multi layered Photoshop file, using layer masks to isolate the best parts of each upscaled image. This allows for some portions to be smooth (like skin, glass, metal or tubing), others to be sharp (like burlap, skin folds, hair, scratches, etc). touch up by manually painting away errors (such as jaggies due to original low resolution jpeg compression). manually recolor areas that the original artists missed (like commoner clothes where the pants seat do not match the pant leg; or player armors where pouches are inconsistent between male & female; etc). strategically add painted detail (such as highlights and shadows along the shoulders and neck of K1 Player Character soldier's underwear; adding glove details to armors F, G, H, I, J; etc). painting personal choices (like changing K1 P_BastilaBA02 to have different pants and remove wrist & neck restraints than P_BastilaBAS01 slave outfit). recreating entire textures (such as K1 Player Character male scoundrel dark side underwear PMBASD01). fix the models' UVW maps to reduce some texture stretching (like collar of TSL robes I); adjust areas that are poorly mapped to the wrong locations or too large/small (such as Bao Dur's armor C & D chest is mirrored); fix edge seams from one area to another; close gaps (like Mission's arms). manually fix texture seams by copying small areas of the image from one area to another; stretching and scaling them. This should result in model seams that are hidden or difficult to notice. sometimes the Alpha 1 channel is upscaled, but usually it is recreated directly from the final HD color texture. personal choice to add punchthrough transparency to the Alpha 1 channels of some female head models' eyelashes (like P_BastilaH04, P_MiraH, P_HandmaidenH & P_AtrisH01). recreate the Normal map (for bumpyshiny effects) from the final HD color texture. These work best when saved as .tpc format
For most models, they only needed to be manipulated in 3DS Max, exported, and then run through Taina's replacer. This is usually sufficient to fix any XYZ and/or UVW coordinates. I prefer Taina's replacer method so that the model retains its smoothing groups data. For some models (like C_RancorS or C_Terantanak), Taina's won't work, so for those files, I had to resort to manually hex editing the binary .mdl & .mdx files. This is a much more labourious process, but in the end I got them to work.
Some models (like P_Kreia1hBB, PFBNM, Twilek_F, N_TwiAssH01) had problems with their self generated lighting: ambient & diffuse were not set to 1 1 1 like most models. This causes the model to appear too dark or off color in-game. To fix this it required hex editing.
A few models (such as P_KreiaBB) required fixing the model weights of individual verticies. This was done to reduce portions of the model clipping through other parts in different animations. Again, this was done by manually hex editing.
For many head models, the UVW coordinates for the tongue and inside of mouth may be moved significantly, especially for the KotOR heads. This is because the originals often map the tongue to a single pixel located in the lips area, which results in almost no detail. By moving the UVW to a free area of the texture, there may be room for painting a detailed tongue.
For the party members that have specific underwear textures and basic clothing textures, there has been an effort to make any skin areas (like hands & arms) match between them. Usually the hand area from the underwear texture is copied to the hand area of the clothes texture. This creates more consistency of the party characters' appearance.
For low resolution versions of models (like C_Gammorean_Low, C_Protocol_Low, N_Swoopgang_low) or placeables (such as PLC_EndPlA, PLC_RakatCrp, PLC_HK50, Stunt_WarDrd01) the original textures were not simply upscaled. Instead, the new versions were actually taken from similar high resolution versions and scaled down. Sometimes the textures were rebuilt from parts of other higher resolution images, with some touch up painting.
Several characters lost their baremetal shine in TSL (like the Mandalorians or SwoopGang). This is due to their model's default bitmap being set to "NULL" instead of their default texture's name. I was not able to repair the file to its K1 state, so a workaround was used instead. The word "NULL" was replaced with a shortened name, then a .txi file was created with the short name (for example "N_Ma" instead of "N_Mandalorian02"; or "N_Sw" instead of "N_Swoopgang01"). This allows for the envmaptexture CM_Baremetal to be used without the need to edit the appearance.2da file.
Included is a spreadsheet labelled "KotOR upscale completed list v0_52.xlsx" which has more detailed information as to what files were changed, and in what ways. As of this update, 52.71% of the texture files that I intend to upscale have been completed. As such, this mod should be considered a beta test. The percentage is calculated for both games together, however the mod is released with files separated for K1 & TSL. The spreadsheet was created with Google Sheets and exported as .xlsx, so hopefully the formatting remains correct. I have also attached a copy of the spreadsheet to this mod thread.
There will be three versions of this mod to choose to download:
4x .tga version. Highest resolution, the typical texture is now 2048x2048 pixels which = 16MB. This version is a total 7GB, hopefully it isn't too large or cause problems for some PCs. This version is also the best choice to use as a modder's resource. 4x .tpc version. CCreated by running full size .tgas through tga2tpc program which compresses a 2048x2048 pixel file to 5.5MB. This version is a total of 2.4GB, so it should be easier on PC systems, with no noticeable loss of visual fidelity. 2x .tpc version. Created by reducing full size .tgas by half in Photoshop, then running them through tga2tpc which further compresses them to 1.4MB. This version is a total of 700MB, which should be much easier on PC systems. All versions include the same .mdl & .mdx files.
I have tested the .tga version exclusively, but have not tested the .tpc versions in-game. Please let me know if there are any issues. My computer doesn't seem to render some of the CM shader effects properly (especially the bumpyshinytexture CM_SpecMap always seems too strong on my computer). I would appreciate any in-game screen shots that you take of characters like Hutts, Rakghouls, Rakata, or Selkath so that I can compare how other computers render their shader.
================================================================
Compatiblity:
For best results, the model and texture files included with this mod should be used together. In most cases, the models can be mixed and matched with textures from other mods, but results will vary. For instance, the other textures won't be as perfect along the seams. Some other photo realistic HD texture mods may have been created using the original model's UVW layout, which will not perfectly line up with this mod's corrected UVW maps.
Conflicts may also occur if there is another mod uses a .tpc file with the same name as one of this mod's .tga files (or vice versa if you install one of the .tpc versions).
I would suggest installing other large mods (such as "TSL Restored Content Mod") first, then this one.
================================================================
Installation:
Copy and paste the desired model and texture files into TSL's Override folder. You may need to over write any existing files, so always have a backup. An effort was made that these textures and models require no 2da editing.
The folder marked "Reference Normal Map" is not required to be copied to the Override forlder. These .tga files are simply a modders' resource. The normal maps seem to work best if they are saved in .tpc format. The "Copy contents to Override" folder should already have .tpc files in it for the normal maps.
The folder marked "Optional Kreia model" includes models that change the diffuse & ambient lighting settings. More info in the additional read-me file.
================================================================
Uninstall:
Delete unwanted files from the game's Override folder.
================================================================
Thanks for modding tools:
KOTOR Tool – Fred Tetra
mdlops (used version 7a2) - cchargin, JdNoa
NWMax – Joco
Replacer - Taina
tga2tpc - ndix UR
KotOR/KotOR2 Savegame Editor v3.3.2 - tk102, Fair Strides
Hex-editor XVI32 2.55 - Christian Maas
================================================================
Permission:
Consider this as a modder's resource. I give permission to any modder to use these files as a base for their own creations; as long as their creation remains free to use (not for profit); and credit is given to me as the source of any modded files. Please include a statement that specifies this mod's title and version.
The original credit of course goes to the talented artists who worked on the original games for BioWare and Obsidian. Without their work, none of this would have been possible. I have tried my best to maintain the artistic style that they created long ago.
This mod may NOT be uploaded or redistributed, in whole or in part, to any mod hosting site without my explicit permission.
As always, this mod is free for your non-commercial/personal use. There should never be a requirement to pay for it. If you like the work I do, and would like to encourage me to create more, you can always donate to my tip jar at https://buymeacoffee.com/redrob416 where the funds collected will be used towards additional graphics tools and software.
================================================================
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE CORP/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE AFOREMENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE AFOREMENTIONED COMPANIES OR THE AUTHORS ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
KotOR upscale completed list v0_52.xlsx
218 downloads
- upscale
- party members
- (and 4 more)
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AxC's Kreia's Canonical Lightsaber
By AxConsortium
Although it’s not possible in the unmodded game, The Complete Star Wars Encyclopedia states that Kreia wielded a double-bladed lightsaber during her travels with the Exile, and the Star Wars Miniatures model of Kreia also depicts her using one. From the moment I learned this, it felt odd that the game didn’t reflect it. It’s just one of many canonical elements that remain out of reach in the base game. So, I decided to create this mod to bring Kreia’s canonical weapon to The Sith Lords.
Kreia will receive her double-bladed lightsaber aboard the Harbinger during her confrontation with Darth Sion. This weapon comes with improved stats but cannot be upgraded, and it can be used by Kreia even after the loss of her hand.
However, if you're already past Peragus (specifically, the point of no return when you board the Ebon Hawk), you can still add the lightsabers using cheats:
w_kreia_dblsbr: Kreia's canonical green double-bladed lightsaber, usable only by her.
w_traya_dblsbr: A red-crystalled version of the lightsaber, typically unobtainable, but usable by anyone.
Credits:
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
bead-v, for their mod "Kreia's Lightsaber / Long sword", which inspired me and allowed me to edit and include 2 of his scripts in my mod (the mod has open permissions)
132 downloads
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plasmatorch Viable Plasma Torches
By Lewok2007
Description:
This mod makes the Plasma Torch be it's own unique type of weapon. This allows the player to dual wield the Plasma Torch, or use it alongside another weapon. (the exception being blasters and stun batons.) Additionally, the animations played in combat will be the melee animations instead of the little "jabby" animation that plays for every type of attack. I haven't tested all animations, but so far the basic Critical Strike animation is the only one that looks off, in my opinion.
Installation:
Extract the "viable_plasma_torches.zip" archive to your desktop. Run the TSLPatcher within the folders, press install and locate your TSL Directory. (The folder with the game executable, not the override.)
Uninstallation:
Take the files from the "backup" folder, copy them to the override folder in your game and overwrite when prompted.
Compatbility:
Not everything has been tested with this mod and I am uncertain of any other items in game using the "Torch" column in baseitems.2da. Let me know of any incompatibilites with any other mods if you find any or if any items look off. (i.e. able to use a non weapon item as a weapon)
-> Is at least compatible with TSLRCM.
Tools used:
Holocron Toolset by Cortisol
TSLPatcher by Stoffe
Permissions:
Use this mod however you like as long as it isn't a direct reupload somewhere and credit is given.
DO NOT upload this mod to the Steam Workshop.
Bugs:
Not Necessarily a "bug," but the plasmatorch will have a 20-20 x1 crit multipler. From my testing, this doesn't effect much.
30 downloads
0 comments
Submitted