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Mobile Coruscant Jedi Temple
By Thor110
WARNING : This is still being tested, but initial tests are promising. Feel free to message me with any issues you might encounter.
Original mod and permissions provided by @deathdisco
https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/
This version is setup specifically for use alongside MTSLRCM and MM478EP.
https://deadlystream.com/files/file/1801-mobile-restored-content-mod-mtslrcm/
https://deadlystream.com/files/file/2552-mobile-m4-78-enhancement-project/
Files are included if you wish to install it just for MTSLRCM or even without it.
The only real changes I have made are a fix to "952cor.vis" and correcting a file name mismatch for "PLC_lft1.mdl"
Installation
Unpack the .zip archive and transfer the files from "mtslrcm and mm478ep" to their proper location.
iOS:
On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes.
ANDROID:
On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/
As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal."
Patches
the "mtslrcm only" folder contains the relevant files if you do not wish to install Mobile M478EP
the "no mods" folder contains the required files for not using any other mods.
I used the Application ZArchiver to unpack the files and Total Commander to transfer the files to the relevant location, but I believe they can be transferred using the regular file browser application, however I have been testing it on the Bluestacks emulator and not on actual hardware for the moment.
Thor110
40 downloads
0 comments
Updated
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K2 Alternative Voice Overs
By N-DReW25
A Mod for Star Wars Knights of The Old Republic 2
Author: N-DReW25
1.0.0 Release Date: 23.10.2024
Installation:
Each and every voice has to be installed ONE AT A TIME, for now there is no way to install all the voice options at once. All voices are OPTIONAL, if you don't like the new voice of a certain character you don't have to install that specific voice.
The "Voices" folder contains the modded VO, the "Listenable" contains the vanilla VO in .MP3 format so you can listen to the vanilla lines, and the "Backup" folder contains the vanilla VO and their folders just in-case you wish to uninstall this mod.
Batono Mercenary- To install the Batono Mercenary's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\203" and delete the folder named "mercbat". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "mercbat" folder and copy that to the 203 folder where the vanilla "mercbat" folder used to be.
Odis- To install Odis's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\302" and delete the folder named "ODIS". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "ODIS" folder and copy that to the 302 folder where the vanilla "ODIS" folder used to be.
Saedhe- To install Saedhe's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\601" and delete the folder named "saedhe". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "saedhe" folder and copy that to the 601 folder where the vanilla "saedhe" folder used to be.
You might be wondering the following question, why do I need to delete game files to install this?
That is because this mod uses the .MP3 audio format instead of the .WAV format Kotor 2 uses. Whilst it would be logical to make my modded audio files .WAV and simply make an installer to overwrite the vanilla .WAV files, the Steam version of Kotor 2 is known to ignore modded .WAV files thus breaking any mod that uses them... and since I use the Steam version it's very likely that replacing the vanilla .WAV files with modded .WAV files would simply break the audio files I was intending to replace.
It is also possible to rename all of my modded audio files to something new and use a TSLPatcher to edit the dialogue files to refer to my new audio names instead of the vanilla audio. However, that could pose the risk to compatibility with other mods, especially if they just dump dialogue files into the Override or if I make a mistake in my own TSLPatcher and the installer assigns the wrong audio to the wrong lines.
By deleting the folders that contain all of the vanilla audio and replacing those folders with identical folders containing replacement audio, the game will detect the modded .MP3s and will use the modded audio for all of the lines spoken by said NPC.
Description:
The two Kotor games are home to some of the best voice acting in video game history. There are some actors and actresses who voice only one character for their game and absolutely nail the performance, like Sara Kestelman who voiced Kreia. There are other actors and actresses who voice multiple characters, and even though it's the same actor voicing all these characters you would never realize that G0-T0, Captain Bostuco, Corrun Falt, Ponlar, Xarga, the Peragus Security Officer, and the Harbinger Captain were all voiced by Daran Norris.
But... then there are instances where an actor or actress voices more than one character and when you compare these characters you swear these characters share the exact same voice.
This mod intends to fix that phenomenon by replacing the voice of some characters who sound like they're the long lost twin of another character. This is NOT to say that the actors who voiced the characters affected by this mod did a bad job, not at all, and this mod does not aim to completely remove the voice of certain actors by removing every character they voiced for Kotor 2.
For example, if a voice actor voiced "Character X" and "Darth Vader" and Character X sounds like Darth Vader then the voice of Character X would be replaced in this mod whilst the voice of Darth Vader would remain untouched. Now replace "Character X" and "Darth Vader" with the Kotor 2 characters mentioned down below and you'll understand what I'm doing.
How does this mod replace already existing VO? It uses the "Voice Changer" feature of the ElevenLabs website to replace the "voice" of Kotor 2 VO with default generic AI voice samples provided by the Site. This means the exact same pace, tone, pronunciations, and accent from the original VO is preserved with only the audio sound of the voice being changed. The in-game result is a character whose voice is unique to that character.
Voices affected in the mod and video previews are found in this spoiler below:
Known Bugs:
This mod shouldn't have bugs but if there is Just PM me on Deadlystream.
If you use the "Verify integrity of game files" feature on Steam, then Steam might try to redownload the vanilla .WAV files you deleted to install this mod. If it does so, the game will use the .WAV files in-game instead of the .MP3 files thus disabling the modded VO. You'll need to reinstall the mod if you've done this.
Incompatibilities:
Please report any incompatibilities!
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Thanks:
Obsidian: For such an amazing sequel!
ElevenLabs Website: For the custom AI VO service!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
20 downloads
0 comments
Updated
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K2 Switch Override Files
By Thor110
This is the contents of the Override folder on the Switch version of the game.
99% of this is absolute garbage, but I wanted to get a closer look to see if there was anything special that would need to be reworked for any of my mod projects, such as button prompts or .gui files and thought I would release it for anyone else seeking to do the same.
Taken from v1.0.0 of the game.
I just realised there is a v1.0.3 update for the game while uploading this, I will have to compare the override folders for differences and add them here.
Thor110
2 downloads
0 comments
Updated
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K2 Better Clothes
By GearHead
Clothes are no longer useless, with this mod installed they give you +1 Charisma and +2 Persuade. (Requires a new game.)
14 downloads
0 comments
Submitted
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Blasters Reloaded
By Malkior
=__- Blasters Reloaded: -_=
Ranged Weapon Feats Overhaul for KotOR 2
By:Malkior
Description:
Many of my mods span back several years,
but this one is a bit more recent. Essentially at its core,
this is a realism mod focused on changing all of the blaster
feats to be tied to each individual item rather than being learnable on the Level Up screen.
This in turn means that you will need to purchase a blaster with the Rapid Fire,
Power Blast, or Sniper Shot feat in order to use those abilities.
-Every single weapon UTI that I could find has been altered to add these feats when it is equipped, so each blaster should carry its own cost and benefit. Blaster Pistols have fewer feats but are generally more exotic, while Blaster Rifles offer more feats as well as advanced and master versions of them. A few unique blasters, like Luxa's Disruptor have their own share of surprises. Each weapon also follows a formula it "logically" would, such as heavy blasters carrying the Rapid Fire feat, and shotguns having the Power Blast. This should change up the general way to play, so experimenting on which weapon to choose may be necessary.
I designed this mod after noticing how in the later game,
all blasters except for very specific ones become pointless as the
Master versions of the blaster feats make up for any insufficiencies they have.
From a realism perspective, this made no sense, as you can't "learn"
how to fire any gun you find on full-auto; (or any other ranged feat spells)
and from a practical perspective, it removed the need to use anything other than
the gun you prefer for the entire playthrough, thus making purchasing weapons
a futile affair.
This mod is aimed to remedy that situation.
Installation:
I have designed this mod to use the TSLPatcher for the
benefit of mod compatibility.
To install, hit the "Install Mod" button to proceed with the TSLPatcher
installation, ensuring there aren't any errors in the changelog.
Uninstallation:
To uninstall, copy-paste the .uti files and feat.2da in your Override folder
with the files from the "Backup" folder that the TSLPatcher created
(Should be inside the same folder as the installer .exe).
NOTE: This will effectively put your game files back to the point before you installed the mod, but you will still have to use a new savegame to fully remove this mod's changes.
Unfortunately, this is just the way the game files work.
Compatibility:
Please let me know if there are any mods that conflict with mine,
and I will work to make them compatible.
Permissions:
Please inform me and credit me if you would like to add my mod to your own.
Credits:
This would not have been possible without the many people on DeadlyStream who have helped immeasurably including:
LiliArch for coming up with the mod idea in the IRC chat;
Rece of RealRece Youtube fame for his work in drafting up the weapon feats for all 60 weapons;
Fair Strides for walking me through the intricacies of setting up a TSLPatcher Install and helping with this very Readme;
The rest of DS for their constant support and feedback;
Fred Tetra for his Kotortool with which the UTI edits would have been much harder;
Stoffe for the TSLPatcher;
Bioware for making Kotor 1; Obsidian for making Kotor 2;
Lucasarts for allowing that to happen; and George Lucas for creating the first Star Wars which started it all...
1,226 downloads
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KotOR2 T3-M4 Voice Reversion Module
Testing a theory . . .
Here's a new KotOR2 mod of mine. You’ll probably hate it!
[TSL] T3-M4 Voice Reversion Module (version 1.0)
MOD AUTHOR: Sith Holocron
ORIGINAL RELEASE: 28 MAY 2023
FOR WHAT GAME: Star Wars Knights of the Old Republic 2: The Sith Lords
Description:
----------------
T3—M4 will sound a little more like his KotOR1 incarnation with this mod. Not the command/combat barks - just the conversations.
Installation:
1) Follow this path in your KotOR2 install and trace the route of the following….
SWKotOR2 > SteamVoice > AVO
2) In that AVO folder, find the following folders and move them to your desktop (which will enable you to reinstall the original sounds if you don’t like what’s in this mod): _T3M4AN, _T3M4CMN, _T3M4GRE, _T3M4HAP, _T3M4LAF, _T3M4MOC, _T3M4QUE, _T3M4SA, _T3M4SCA, _T3M4SCR, _T3M4WOU.
3) Place the folders in my mod package that have the same names in step 2, into the AVO folder
To Uninstall:
Take the folders that you put in step 2 of the install out again. Return the folders of the same name that you placed on your desktop back into the AVO folder
Known Bugs:
None known at this time.
Special Thanks:
To JCarter426: For pointing out exactly where I could find the original sound files that were replaced with my mod.
To Leilukin: For walking me through SithCodec (let’s hope I got it right!) and for pre-release reviews.
To Sithspecter: For pre-release reviews.
To Snigaroo: For pre-release reviews.
To Arson Hole: For pre-release reviews.
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 the mod author. (That's me!)
This mod is not to be distributed for profit, either. If you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me.
323 downloads
0 comments
Updated
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Korriban Sith Academy TSL Model Fixes
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
These are a few model fixes I have made for the Sith Academy on Korriban in TSL.
While they are far from perfect, I feel it's better than having holes in the wall where I have added geometry.
odds noticed that I haven't done anything about yet
702KOR2e & 702KOR2f
contain spotlights meant to be in
702KORe & 702KORf
Model Fix Details
702KOR2c geometry added and extra face in the floor removed
702KOR2d geometry added
702KOR2e geometry added
702KORr model added ( spotlight on the Library Door Frame )
Visibility Fix Details
702kor.vis entries added to many rooms
Texture Fix Details
701KORe KOR_trim02 replaced with KOR_trim01 ( Higher Resolution, Same Texture )
701KORc KOR_trim02 replaced with KOR_trim01 ( Higher Resolution, Same Texture )
Installation
Drop files in override folder
Thor110
25 downloads
0 comments
Updated
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Expanded Galaxy v0.4.0 [MODDERS RESOURCE]
By Thor110
This is the release of the modders resource and overall expanded galaxy project, for the time being this mod does break most of the main game, so make sure to make a seperate modules and override folder for this mod and swap between them if you wish to have various versions of the game installed at once.
Please do not re-distribute these files without permission, if you use them to create your own modules please strip them down to bear essentials for the modules in your project and do not re-distribute the templates without modification.
Thor110
There is a separate working release that does not require this on the Work In Progress topic for the Expanded Galaxy Project on page 4.
343 downloads
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Sith Academy Missing Rooms
By Thor110
NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version.
This is intended for anyone that wishes to add the Library & Teachers Quarters rooms from TSL to the first game, the rubble has been removed and an empty level is included that just contains the assets that are present in the second game so they can be used as reference.
I added the missing beds to the teachers quarters and the spotlights under the doors to both rooms and made a number of small edits to the models.
There are a few small changes, such as the computers not being broken and each placeable now uses a string from the first games dialog.tlk ( Bag, Computer, Door, Footlocker ) as does the map note waypoint.
I have also used the .pth file from 702kor for this version of the level.
The .are & .ifo file are identical to those within korr_m35aa
The .git file contains just the doors, placeables, sounds and a single waypoint for the Library.
There is an expanded and a light .vis file, the expanded .vis file more closely resembles the TSL version and enables you to see lights from distant rooms and the light version more closely resembles the K1 version the expanded version is in the override by default.
------------------------------------------------------------------------------------------------
Installation:
Copy Modules & Override folder to the game directory.
Warp to m35aa to look around the level.
There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough.
------------------------------------------------------------------------------------------------
Thanks to DarthParametric for fixing the walkmesh in the Teachers Quarters.
Thanks to PapaZinos for fixing the UV and lightmap issues with the added geometry. ( I am waiting for these updates and will update this file when they are ready )
Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this.
19 downloads
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Mobile Override Files
By Thor110
NOTE : I extracted these for the Expanded Galaxy Project.
These are the files from the Android OBB contained within the Override folder.
Not intended for use with anything, just meant as a modders resource for anyone that wishes to alter or recolour the UI for the mobile version of the game.
Includes iPhone and Android specific textures.
Screenshot shows a blue version of the interface I am working on just to showcase it.
Thor110
14 downloads
0 comments
Updated
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Blue Kotor-Like GUI Mobile Version
By Thor110
NOTE : I made this for the Expanded Galaxy Port but decided to release it as a stand alone mod as well.
place override contents at /Android/data/com.aspyr.swkotorii/files/override
This should also work with iPhone/iOS but I am not familiar with the method to transfer it
Thor110
25 downloads
0 comments
Updated
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Visibility File Fixes
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
It was suggested to me that I release some of the fixes I have made separate from my main project, so here is my first set of fixes for two levels on Nar Shaddaa and two levels on Dantooine.
The preview images show what happens before applying these fixes.
Let me know if you find anywhere else in the game that this occurs and I will look into fixing it.
Thor110
2,342 downloads
0 comments
Updated
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Deny Carth an Audience
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This is another edit for my main project that I decided to package separately.
It adds a very simple dialog option allowing the player to deny Carth an Audience on Telos.
Thor110
121 downloads
0 comments
Updated
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M478EP Level Fixes
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
WARNING : I believe this is bugged and breaks the game, will update when I discover the cause of the issue.
It was suggested to me that I release some of the fixes I have made separate from my main project, so here are the changes I made to M478.
I combined the level that is usually split into three chunks into one and added some new doors to separate the areas, I also edited the positions of a lot of computer panels that were previously at odd rotations of positions and generally looked out of place on a droid planet, I also adjusted a few of the doors that were slightly out of line with the scenery.
Let me know if you have any suggestions for changes worth making to M478.
Thor110
1,210 downloads
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Missing Door - Jekk Jekk Tarr Tunnels
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This adds in a missing door from the Jekk Jekk Tarr Tunnels that is either absent from TSLRCM or was never there in the first place, though I believe it was there in my un-modded playthrough but it was some time ago.
Thor110
937 downloads
0 comments
Updated
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Academy Cleanup
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This mod literally just removes the holographic planet present in the Polar Academy, it is not there in the original game but was added in TSLRCM, so I decided to remove it as I think it looks out of place.
Thor110
628 downloads
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HK Factory Cleanup
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This mod lines up the HK-50 and HK-51 droids at the HK Factory on Telos.
I felt they looked out of place all slightly out of line so I lined them up with one another.
All of these small changes are included with the Expanded Galaxy Project but somebody suggested that I package them separately so here they are.
I am also looking for suggestions for things to fix throughout the course of the main game, so if you know of anything feel free to message me.
Thor110
748 downloads
0 comments
Updated
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Turret Placement
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This mod literally just lines up the two turrets shown in the preview image, somebody suggested that I release all fixes / changes that are not specific to my main project separately so I have even included this.
Thor110
677 downloads
0 comments
Updated
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Alternate Galaxy Map
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This changes the positions of Korriban and Dantooine to where they were in the first game.
The screenshot shows the new positions and I have edited out the new planets from my main project.
I haven't tested this but it will work with TSLRCM and M478EP, in future I will provide an alternate file to accommodate the Coruscant mod.
235 downloads
0 comments
Updated
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Czerka Site Cleanup
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
It was suggested to me that I release some of my fixes separately from my main project.
This happens to me every time I play the game and while playing again for testing purposes this annoyed me so I changed it.
This mod just moves a mercenary at the Czerka Site which almost always causes one of the companions
to go running off after a battle, I find it incredibly annoying, especially after fighting your way
through the minefields, turrets, droids and mercenaries.
Thor110
299 downloads
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Free Roam
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This is another edit for my main project that I decided to package separately.
It adds the ability to manually travel to Malachor V and to Free Roam after completing the game.
Note : made using TSLRCM module files, so TSLRCM required as opposed to compatible. ( though I think it would work without my guess is there might be dialog file differences )
Thor110
1,714 downloads
0 comments
Updated
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Coruscant Patch
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This makes the Coruscant Mod compatible with TSLRCM & M478EP.
After Installing TSLRCM 1.8.5, M478EP 1.5.1 and the Coruscant mod, drop the files included into the Override folder for the game.
If you encounter any issues feel free to let me know.
Thor110
Edit : It seems this patch is already available and widely tested, for those that requested it you might want to check that out, for those that requested it on Steam Workshop, I suggest not using the Steam Workshop. At all.
1,734 downloads
0 comments
Updated
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Gammorean Shadow Fix
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
So I noticed this once before somewhere but never came across it again until testing some things recently.
The shadow stretches across the screen for this model.
It was a simple fix, just recompiling the model from the first game for the second game. ( thanks or DarthParametric for the suggestion on how to achieve this quickly )
Very noticeable, but I don't think it's visible in the main game due to always being in close proximity to the Gammoreans on Nar Shaddaa.
Installation : Unzip and drop the four files into the override folder.
Uninstallation : Delete the following files from the override folder.
c_gammorean.mdl
c_gammorean.mdx
c_gammoreanp.mdl
c_gammoreanp.mdx
Thor110
190 downloads
0 comments
Updated
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Sentry Droid Animation Fix
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
So I noticed this once in the Sith Temple on Dxun, which I believe is the only place in the main game where the droid actually appears.
Two sets of animations happening on one model resulting in two sets of what appear to be engine pods glitching around inside one another.
It was a simple fix, just deleting one set of the animations, it looked as if perhaps the original modeler or animator was trialing two different versions of the animation and then left them both there in the end.
Hardly noticeable really but it bothered me so I got around to fixing it eventually.
Installation : Unzip and drop the two files into the override folder.
Uninstallation : Delete the following files from the override folder.
c_drdsentry.mdl
c_drdsentry.mdx
Thor110
266 downloads
0 comments
Updated
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No Mines On Malachor, Only Gas!
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
Another request by @Snigaroo that I thought was worth taking on because it is something that has always bothered me too.
This mod removes the appearance of mines on Malachor by adding a new trap type to the game that uses a new model that doesn't contain a mine.
Compatibility
This mod should be compatible with any and all other mods, unless they happen to change the mines on these levels ( 901MAL & 902MAL ) or replace k_trp_generic.ncs
Installation : HoloPatcher
Use HoloPatcher to install the mod.
Uninstallation : HoloPatcher
HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself.
Thor110
Please do not redistribute or release anywhere without my express permission.
Tools used that helped make this possible.
Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra
KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue
HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz
HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol
100 downloads
0 comments
Updated