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  1. Train The Handmaiden

    One of the great things about TSLRCM is that the Exile can teach the party all of the forms that they learn from the Jedi masters. You could teach Atton, Mira, Visas, Bao-Dur, and Disciple all the forms and techniques you learn… wait, shouldn’t Handmaiden be on the list? She ought to be in the first place when she becomes a Jedi! However, there wasn’t any scripting or VO available for the Handmaiden to be trained in the games files nor was there ever an alternate solution.
    Well, after some script writing and some VO splicing by jc2, you can now teach Handmaiden all the forms just like you could for your other companions! This mod can be installed easily at any time during your playthrough and will take effect when Handmaiden becomes a Jedi.
    Enjoy!- Mellowtron11
     
    Installation: Run tslpatcher
    **NOTE**  PartySwap by DarthTyren is compatible & Leilukin's Handmaiden Fem Romance & are any other mods that edit handmaiden.dlg 
    Compatible with TSLRCM
    Incompatible with anything that edits "262bdcg.dlg" see readme for workaround if necessary. 
     
    If you receive these 2 errors, nothing is wrong. And the installer will continue to patch these 2das as needed.
    These two errors simply mean that the installer does not need to place these two files in the override folder because they are already there, and will continue patching them correctly. This was put in place in th e unlikely event that your override did not have these two files already within.
    • Warning: A file named globalcat.2da already exists in the override folder. Skipping file...
     • Warning: A file named spells.2da already exists in the override folder. Skipping file...
     
    See readme for details on how to use.
    Any feedback, regardless of its nature, is appreciated!

    8,107 downloads

       (11 reviews)

    24 comments

    Updated

  2. Edge Of Darkness

    Bioware: For such an amazing game! Obsidian: For such an amazing sequel!
    Feat. ThePal - Song For The Masses (Creative Commons Attribution)
    HobbitVFX – Ebon Hawk In-Hyperspace Render (Creative Commons Attribution)
    https://www.youtube.com/@HobbitVFX
    Fractal Flame algorithm used created by Scott "Spot" Draves
    Sound Effects by BlueZone Corporation
    Opening Crawl made with MakerMoon
    Fotor.com AI Reimaging and Editing
    tk102: Scripting Knowledge
    Stoffe: Scripting Knowledge
    Darth333: Whereami Armband & Scripting Knowledge
    90SK - Manager/Fixer
    N-DReW25 – Setting/Manager
    HARIII – Level Prototypes/Manager
    Thor110 – Red GUI, Expanded Galaxy Project & Developer Adviser Guru
    bead-v – Developer Adviser Guru & K-GFF Research
    Fair Strides – Developer & Developer Programs, NPC Auto-Level, ModHex, K-GFF Research
    Sithspecter – Sleheyron Model Developer
    DarthParametric – Jal Shey Capeless Model, TOR Sith Pureblood Head Port, Workbench Camera Tweak
    VarsityPuppet – Armored Robes Model & Developer Adviser
    Bullobrien – Talon/Yimille Original Skin
    svösh – Mech Malak Original Texture
    Malkior – Foliage Texture Guru
    tjsase – M4-78 Movies Uncompressed 1.0.0
    newbiemodder – GONK Droid
    Darth_Sapiens – G0-T0 Overhaul
    RGB – Cloth Texture Guru
    NiuHaka – Dread Cyborg Skin
    RedHawke – Sith Hood Model
    Koolizz – A Closer View Camerastyles.2da
    Quanon – Yavin IV Models and Level Modeler
    Sith Holocron – Edge Of Darkness Logo, Upscaling
    InSidious – K1 Lost Modules Pack
    Stoney – Ebon Hawk Placeable
    deathdisco – Meditate Script
    Imptactular – Yoda Model Animation Fix
    Marius Fett - Lightsaber TOR Hilts and Editing
    Logan23 – Content Editor and Developer, Plot Editor
    Based on Star Wars by George Lucas 
    IN MEMORY OF LucasArts
    This mod replaces Knights Of The Old Republic II: The Sith Lords
    It will totally reshape TSL into Knights Of The Old Republic Edge Of Darkness
     
     
     
    Enter the console code "warp 091ebo"
     
    Future content including additional side-quests, planets expanded, and party members.
    You are welcome to inquire about addons, ideas, and mods for Edge Of Darkness.
    Locations include: Thyferra, Raxus Prime, Dromund Kaas, Tatooine, Zeltros, and 6 other planets.
     
    It was inspired by older text-based games
    It is meant to be a throwback to 2004 gaming.
    It was created over the course of 8 years by 90SK & Holowan Labs
    Special Thanks: DeadlyStream.com & LucasForums.com
    OPEN ENDING / CLIFFHANGER
    Please start a new game to use the mod
     
    IMPORTANT DISCLAIMERS:
    This mod cannot be uninstalled.
    I recommend you clone your TSL directory to install it, so you can swap back and forth.
    V-Sync Setting is Required to be "On" In Edge Of Darkness
    You must disable “Frame Buffer Effects” in your TSL Graphics Settings Menu In-Game.
     
    Delete your previous Override out of your Edge Of Darkness directory before updating to most recent 
    Please know that you will have to reinstall TSL to uninstall Edge Of Darkness.
     
     
    Run Holopatcher at your preferred processor bit rate.
    Select your installation directory and preferred version of EoD to Install.
    Click Okay and allow installer to complete.
     
    You must start a new game, and a fresh installation of KOTOR 2 is “required” to install, unless you're updating your version.
    Please make a new OVERRIDE and MODULES Folder
    Permissions:
    Please do NOT claim credit for this mod and do not use assets from this mod!
    NOTES:
    Please reinstall your TSL if you want to Uninstall Edge Of Darkness.
    Known Compatible Mods (Use the following mods for Edge Of Darkness):
    TSL Vibro-Weapons HQ High Quality Blasters for TSL by Sithspecter  
    CHEATS in EDGE OF DARKNESS:
    warp 091ebo – Go back to the Ebon Hawk
    giveitem killsaber – One Hit Kill Lightsaber
    giveitem d3_location – WhereAmI Armband
    giveitem cdx_co - Bypass Coruscant
     
     
     
     
    After that, Copy/Install your downloaded mod archive into the Knights Of The Old Republic 2 directory containing Edge Of Darkness. Please consider this mod a WIP Concept Beta that is being shared for ideas and fun! Contact 90SK on ModDB.com or DeadlyStream.com for Questions/Comments/Ideas
     
    Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material.
    Legal:
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
     

    2,468 downloads

       (1 review)

    24 comments

    Updated

  3. Fog Fix & More - 3C-FD Patcher

    While you sleep in the medical room, 3C-FD is patching your game.

    Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Only works on an unmodified swkotor2.exe. WIndows systems only.

    Included EXE Patches:
    - Fog Fix
    - Reflections Fix
    - 4GB Patch
    - Subtle Color Shift
    - Music Volume During Dialogue Fix
    - (Experimental) Borderless Window Mode

    How to use: 
    Place 3C-FD_patcher.exe into your kotor2 game directory and run. It will patch your game exe with the fixes listed above.
    It will check if you have an unmodified steam or gog version of the latest (Aspyr) patch, otherwise it wont run.
    It will also make a backup of your original swkotor2.exe.
    How this was made:
    - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color.
    - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix.
    Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters.
    - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked.

    Bugs:
    - This does not work with M478
    Special Thanks:
    HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist.
     JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself.

    Source: https://github.com/J0-o/kotormods/tree/main/C3-FD_patcher

    429 downloads

       (2 reviews)

    24 comments

    Updated

  4. Cloaked Heavy Armors for TSL

    Cloaked Heavy Armors for TSL
    ---
    Contributors:
    90SK - Texture collaging, item and material organizing, icons
    VarsityPuppet – 3D model work
    Fred Tetra - For KotOR Tool
     
    This modification for Star Wars KotOR II replaces the Jal Shey armor model with cloaked heavy armor.
     
    There are a couple archives of different iterations of the mod. I have categorized them:
     
     
     
    Installation:
    Download a version and unpack the mod archive Go into its folder Copy mod files to Override Old versions are still available  
    This mod may not be reproduced or rereleased without express permission from the authors.
    ---
    Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material.
    Additional and extra special thanks to VarsityPuppet for his modeling efforts here.
    For best results, use with a new game.
    ---
    Redistribution or reuse of this file in other projects is prohibited without permission from both authors.
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
     

    8,410 downloads

       (16 reviews)

    23 comments

    Updated

  5. Pre-War Style Silver & Gold Trimmed Jedi Robes

    Adds K1-style Jedi robes with silver and gold trim, styled after the “Silverlined Jedi Robe” mod by Cerasumat, which no longer appears to be available for download.
     
    Use KSE or console command to add items a_robe_47 and a_robe_48 to your inventory.
     
    Note: This uses the K1-style Jedi robes mesh. However, it is not a port. While the original medium sized model was replaced by the new movie-style robe for TSL, Obsidian left in the original K1 large and small models for both males and females, along with the female texture. I have rescaled these models to the same size as the medium model, along with making some UV adjustments for the male model to fix various texture stretching issues.
     
    Warning: In order not to replace the existing Obsidian robe models, I have overriden the J model slot – i.e. Revan/Star Forge robes – with the K1-style Jedi robes model. As a result, this mod is not compatible with any other mod that uses PFBJ/PMBJ models, i.e. any Revan/Star Forge robes in TSL mods, or that replaces the model in the J slot in the same manner.

    931 downloads

       (6 reviews)

    23 comments

    Submitted

  6. Kotor II Restored Content Plus

    A Mod for Star Wars Knights of The Old Republic II
    Author: N-DReW25
    1.0.0 Release Date: 18.05.2025

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

    Description:
    The Sith Lords Restored Content Mod (TSLRCM) is the mod that saved Kotor II after its disastrous December 2004 release that saw the game practically unfinished and riddled with annoying bugs. This mod is THE number one go-to mod for Kotor II, it's so popular that Aspyr "tried" to bring the mod to Nintendo Switch via a DLC and when that DLC was cancelled there was an uproar amongst Star Wars fans for having done this.
    Despite the claim that TSLRCM fixed the bugs and restored the cut content, that factually isn't true. There are many bugs that TSLRCM missed and there is cut content still being found in the game files to this very day, though just because these bugs and cut content exist doesn't mean they could/should be fixed/restored.
    Things like M4-78 and the GenoHaradan go beyond the scope of TSLRCM's goals and as such were restored as standalone mods rather than being part of TSLRCM, cut content like Lt. Yima's quest has hardly anything left to restore except for a typo riddled dialogue for Yima and journal entries, and bugs like the Mandalorians on the Ravager having Dark Jedi soundsets are so obscure and easily missable that it hardly justifies a TSLRCM update.
    As is stands, TSLRCM 1.8.6 is seen by many as being 'completed' - that it succeeded in doing what it set out to do.
    Enter stage the Kotor II Restored Content Plus mod, I mod I've thrown together to restore even MORE cut content to Kotor II (more bug fixes can be found in N-DReW's Bug Fix Collection for TSL).
     
    What's Restored in K2RC+:

    Known Bugs:
    This mod shouldn't have any bugs but if there are please report them to me on Deadlystream.
    The "Street Dancer Restoration" is supposed to have music play when you are within their vicinity, though as of right now the music is silent in-game.

    Incompatibilities:
    To be added!

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

    Thanks to:
    Dashus: For kickstarting the Kotor restoration efforts with TSLRP!
    Zbyl2 and the TSLRCM Team: For creating TSLRCM in the first place!
    Bioware: For such an amazing game!
    Obsidian: For such an amazing sequel and for keeping the cut content in the files!
    Fred Tetra: For Kotor Tool!
    th3w1zard1: For maintaining the HoloPatcher!
    Everyone who downloads the mod!

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

    1,548 downloads

       (1 review)

    23 comments

    Updated

  7. TFU Lightsaber pikes for TSL

    TFU Lightsaber pikes for TSL
     
    Author: DeadMan
     
    Description:
    This mod adds lightsaber pikes which Shadow Guards used in The Force Unleashed.
    You can build them at workbench when your character reaches level 8.
    They deal same damage as doublebladed lightsabers, but not upgradable.
    Also you can optionally install them for sith assassins.
     
    Installation:
    Step 1: Just run the installer.
    Step 2 (optional): If you want sith assassins to use these pikesabers instead of the quarterstaffs, copy files from included "sith_assassins" folder to your override.
     
    Known Issues:
    There are currently no known issues or problems with this mod. If you do encounter any issues or problems, please let me know.
     
    Conditions of Use:
    Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP.
    Anything else - be my guest, use like you want, just give credit to me.
    Special thanks to my brother for providing me a lot of hi-res TFU screenshots.
     
    No pixels were harmed during creation of this MOD... well, maybe one or two... but they were bad pixels anyway!
     
    THIS MOD IS NOT SUPPORTED BY LUCASARTS, BIOWARE OR OBSIDIAN.

    2,877 downloads

       (6 reviews)

    22 comments

    Updated

  8. Darth Darkus' Armored Robes

    Darth Darkus' Armored Robes v 1.3.1
    -Master Jorn Edition-
    ============================================
     
    These robes reskins were done by Darth Darkus around 2010 if I remember correctly.
    He granted me permission to use them in HotOR 1.6, which I did because they look great.
    In 2012, I released v 1.2 on DeadlyStream as close to how I thought he intended them to be originally but also added the icons, uti's and installation with TSL Patcher.
    Now, I am releasing my own version of the mod 5 years later, with my own spins on them.
    These new robes will now replace the default robes and have been made upgradeable.
    Two of his robe reskins have been omitted (red and blue guard robes), and
    my personal reskins of the brown jedi armored robes now use three of the default jedi robe texture slots.
    These robes have been redone to add shine to the obvious metal parts, which also meant that the shredded outer robe on the Inquisitor's and Marauder's had to be "spliced" with full and intact versions.
    In order to make up for the missing shredded robes I went and put some nice textures on them.
     
    Double click the .exe file to install.
     
    Version 1.3.1 adds the missing texture on the Consular's Battle Robe (my bad), adjusts stats on all robes and touches up Inquisitor's Battle Robe, and lowered the vendor prices on a few robes.
     

    Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent.
     
    Original Read Me file as follows..
     
    ***********************************
    ~~~~~~~~STAR WARS:~~~~~~~~~
    KNIGHTS OF THE OLD REPUBLIC:
    THE SITH LORDS MODIFICATION
    ***********************************
    PRIMARY DEVELOPMENT BY DARTH DARKUS, (SECONDARY DEVELOPMENT BY KAIDON JORN)
    ***********************************
    ARMORED ROBES
    ***********************************
     
    ~~~~~~~~~~~~~
    ~DESCRIPTION~
    ~~~~~~~~~~~~~
    I KNOW SOME OF THESE ROBES ARE FAR FROM PERFECT BUT YOU CAN FEEL FREE TO CHANGE THEM AS YOU LIKE
     
    THIS PACKAGE WILL ADD 9 ARMORED ROBES TO KOTOR: TSL...
     
    ~~~~~~~~~~~
    ~NEW ITEMS~
    ~~~~~~~~~~~
    3 ARMORED JEDI ROBES
    3 ARMORED GUARDIAN ROBES
    3 ARMORED SITH ROBES
     
    ~~~~~~
    ~BUGS~
    ~~~~~~
    NONE KNOWN! IF ANY PROBLEMS SHOULD APPEAR YOU CAN PM ME AT LUCASFORUMS
    ~~~~~~~~~
    ~CREDITS~
    ~~~~~~~~~
    DARTH DARKUS- PRIMARY DEVELOPMENT
    ~~~~~~~~
    ~THANKS~
    ~~~~~~~~
    ALL THE PEOPLE WHO MAKE TOOLS, YOU ARE AWSOME. WITHOUT THEM NOTHING WOULD BE POSSIBLE.
    - KOTOR TOOL ..........................Fred Tetra
    - SVÖSH - FOR HIS GREAT COLLAR FIX
    - THE MODDERS ON HOLOWAN, WHO ALWAYS HAVE A HELPING HAND FOR STARTERS.
    ~
    OTHER USAGE
    ~~~~~~~~~~~
    YOU MAY USE AND/OR MODIFY THIS PACKAGE FOR OTHER MODS, BUT DON'T FORGET TO GIVE ME CREDIT. YOU MAY UPLOAD THIS SKIN PACKAGE
    ELSEWHERE WITHOUT MY PERMISSION.
    ~
    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.

    7,425 downloads

       (7 reviews)

    22 comments

    Updated

  9. Extended Ending

    ========================================================
    A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
     
    Extended Ending 1.01
    ========================================================
     
    Author: danil-ch
    Contact: danil-ch can be reached via pm at deadlystream.
    Name: Extended Ending
    Filename: ExtendedEnding_1.01.rar
    Original Release Date: 09/03/15
     
    1. Description:
    ----------
    This is an enhanced version of the Ending sequence. 
    Player can now: 1) remain on Malachor V; 2) follow Revan into the Unknown Regions; 3) return to his/her exile.  Each of these decisions now affect the final scenes of the game.
     
    2. Install:
    ----------
    (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) TSLRCM 1.8.4 Required
    This is a mod for TSLRCM, it will not work otherwise. So have that installed.
    To install, extract the Main Patch folder to anywhere you like, as long as it is not the SWKotOR2 folder. Simply run ‘install.exe’ from within the "Main Patch" folder.
     
    3. Uninstall:
    ----------
    There has been a backup made of the modified files, within a folder titled 'backup' in the 'Main Patch" folder. Simply copy the 904mal.mod into your Modules folder, 904MAL_loc.mod into lips folder, globalcat.2da into Override folder and you will have reverted to TSLRCM 1.8.4
     
    4. Bugs:
    ----------
    This has been tested several times to make sure nothing weird happens. If you find anything, let me know.
     
    5. Thanks:
    ----------
    Thanks go the entire TSLRCM team, your work has been outstanding.
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    4,249 downloads

       (6 reviews)

    22 comments

    Updated

  10. Revan's Hoodless/Maskless Flowing Robes For TSL

    This mod changes the models for the Darth Revan/Star Forge robes to a modified version with the cape and belts seen on the cutscene version of Revan’s robes, but without the raised hood and mask.

    Alternative models with different arrangements of cape/belts/folded hood are available in the mod’s OPTIONAL folder. Once you have finished installing the mod, you may copy and paste the MDL/MDXs from relevant folder to the Override folder, overwriting when prompted.





    This mod relies on Hunters Run’s Revans Flowing Robe TSL mod for the animations. You can download that mod from here:

    http://deadlystream.com/forum/files/file/216-revans-flowing-robe-tsl/

    Extract n_darthrevan.mdl and n_darthrevan.mdx to your Override folder. If you do not have this mod then you will not have any animations for the cloak or belts.

    How to Obtain:
    When Atris captured the Ebon Hawk, amongst the unencrypted data she downloaded from T3's memory core she discovered some interesting information regarding Darth Revan and his robes. She stored this data for later analysis, turning to the more pressing matter of the Exile's arrival on her doorstep.

    While at the hidden academy on Telos, in the room before you get to T3 you can access the robe data via a console and manufacture a set of robes with the fabrication unit in the same room:






    Notes:
    The male version is a straight replacement for the PMBJ model, so it will not be compatible with any other mod that replaces/modifies that model, or changes the values for that column in appearance.2da. Because of the way animations work, the female version must be set up as a disguise, so it uses its own independent models and appearance.2da rows and is unaffected by changes to the PFBJ model or appearance.2da values. Note, however, that this means it is not compatible with custom female head models.

    The Darth Revan robes use the vanilla PMBJ01 texture, and is compatible with texture replacements from other mods. The vanilla texture for the Star Forge robes, PMBJ02, has no provision for the cape or belts, so I have provided a very basic replacement with those sections coloured. I suggest that you replace this with a better quality texture from another mod. I recommend ZM_StarForgeA08 from ZimmMaster's Revan's Jedi Robes mod. Download that mod here:

    http://deadlystream.com/forum/files/file/466-revans-jedi-robes/

    Extract Zimm’s texture from his mod’s tslpatchdata folder, rename it to PMBJ02.tga, and then put it in your Override folder, overwriting when prompted. Make sure you do this after installing the current mod! Additionally, grab the TXI from the OPTIONAL folder and place that in the Override folder as well.

    Known Issues:
    There will be some clipping during certain animations. Some of this is related to the animations, some of it the meshes. If you spot something particularly egregious, then let me know in the comments and I may be able to address it if it is model-related.

    Currently there are no limitations on the generator. You can fabricate either set of robes regardless of alignment, and you can make as many copies as you like (with the caveat of course that once you leave the academy, you permanently lose access to the fabricator). I may change this in future.

    If you are using TSLRCM, or another mod that has added 262tel.mod to your Modules folder, you will get a warning from TSLPatcher that this file already exists and was skipped. This is intended behaviour and not an error.

    Acknowledgements:
    Thanks to Hunters Run for the n_darthrevan flowing robes animations, without which this mod would not be possible.
    Many thanks to Fair Strides and bead-v for looking over my scripts, fixing/checking for errors and streamlining syntax.
    Thanks to DarthTyren for his tutorial on camera placement (although I had to source the quaternion conversion elsewhere)

    3,424 downloads

       (9 reviews)

    22 comments

    Updated

  11. JC's Lightsaber Visual Effects for K2

    Summary
    This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people.
    I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. Orange and cyan are no longer reused copies of the Heart of the Guardian and Mantle of the Force colors from K1. They both look more like standard lightsaber blades. Orange's blade color falls exactly between red and yellow - you know, actually orange. Cyan and viridian are evenly placed between blue and green. Silver uses the same color settings as blue, but at 33% saturation. I've added an alternate optional texture to have the viridian blade more closely resemble the original, if you would prefer.
     
    Video Preview
     
    Installation
    Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files. If you use the Ultimate Saber Mod, copy the files from the USM New Colors folder to your Override folder. This gives all colors added in USM the same upgrade for visual consistency.  
    Uninstallation
    Remove the installed files.  
    Compatibility
    This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades.
    This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods.
     
    Credits
    KOTOR Tool – Fred Tetra
    Saber – Andrew Kramer & VideoCopilot.net
    tga2tpc – ndix UR
     
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
     
    Disclaimers
    IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON...
     
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    14,087 downloads

       (3 reviews)

    22 comments

    Updated

  12. Visually Repair HK-47

    When you first meet HK-47 in KotOR II: TSL, he’s basically junk until you put him back together. I’ve always wanted this evolution from a piece of junk to a high quality assassin droid to be visible on HK-47, so that’s where this mod comes from.
    With this mod, the HK-47 you find in your cargo hold looks like the piece of junk he is but over time you replace his parts with new ones and he returns to his old self we know from the first game.
    This is not a purely cosmetical change however. I restored HK’s upgrades from KotOR 1 and each time you repair/upgrade him, he’ll look better and get a stat bonus.
    The requirements to unlock these upgrades increase with each successful upgrade: For the first one you need to be level 6, have a repair skill of 8 and at least 41 influence with HK-47; for the last one you need level 15, 17 repair and 51 influence.
    Optionally you can also install HD reskins for HK-50 and HK-51.
    All of the new textures are based on Quanon’s excellent HK-47 reskin for KotOR 1.
    See a video demonstration of this mod here:
    Installation:
    Run TSLPatcher.exe and choose the version you want to install. Then simply let TSL Patcher do its magic. When asked to select the folder where TSL is installed, choose the folder that includes swkotor2.exe or if you have TSLRCM from the Steam Workshop, choose its folder. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod.
    For modders: I included the source scripts in the download in case you're interested. Ignore them if you only want to install and play the mod.
    Uninstallation:
    Take all the files from this mod’s tslpatchdata folder and delete those from your Override folder (except for the .nss and .mp3 files). Also delete hk_repair.ncs from your Override and the .mp3 files from streamvoice/GBL/HK47. Then copy all files from the backup folder created during the installation of this mod into your Override.
    Compabilitiy:
    This mod is NOT compatible with ANY mods that alter HK-47’s appearance in any way. The HK-50/HK-51 reskin option is also not compatible with mods that alter the appearance of HK-50 and HK-51 either. Most other mods however should be compatible.
    Changelog:
    1.0 Initial release
    1.1 Fixed HKs appearance not changing permanently when repairing him on the Ebon Hawk (thanks to JC for the fix)
           Fixed HKs repaired appearance not applying in his confrontation with G0-T0 (TSLRCM only)
     
    Credits:
    Mod by Kexikus
    HK-47 texture by Quanon (modified by Kexikus)
    Script fixes in version 1.1 by JC
    Testing of fixes in version 1.1 by Snigaroo
    TSL Patcher by stoffe
    THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
     

    18,171 downloads

       (2 reviews)

    22 comments

    Updated

  13. No Lightsaber Quest

    ====No Lightsaber Quest V1.5 by Hassat Hunter====
     
    This modification will remove the Lightsaber Quest mission from the game. The PC will get his first lightsaber (a generic green one-handed) on Telos, and any drops afterwards will be lightsabers (random), not parts. The player never receives the Lightsaber quest.
    This mod should work with all language versions of TSLRCM.
     
    Changelist;
    0.9-1.0
    * Made the modified script actually work (darn typo's). Told you it was untested.
    * Made sure the Bao-Dur Ebon Hawk cutscene about your lightsaber no longer runs
     
    1.0-1.1
    * Fixed getting a part and the quest in the following instances; Finding Vash, killing Lootra & Opening the hoard of Vogga. They should now properly donate lightsabers.
     
    1.1-1.2
    * Fixed getting the quest and a lightsaber part in the following instances; After killing Vrook & When killing a Cannok on Dxun.
    * Fixed getting a part instead of a full lightsaber in the following instances; Both above & when killing Lootra.
     
    1.2-1.3
    * Fixed Kaevee encounter.
     
    1.3-1.4
    * TSLRCM 1.8 Update. Lightsaber scripts now use VarsityPuppet's random Lightsaber color drop function used in 1.8.
     
    1.4-1.5
    * Nobody mentioned lightsabers didn't drop anymore due to above update. Shows how popular this mod is :/.
    Oh well, fixed. Lightsabers will drop again, as per 1.8's new lootscript.
     
    ==Install Instructions==
    * Drop the files from "Override" in the override folder (backup "k_death_give_ls.ncs" and "a_give_quest_ls.ncs" if you're using TSLRCM 1.8!). Source folder is interesting only for other modders, ignore it if you're not.
     
    ==Uninstall==
    * Remove the following 7 files (204habat.dlg, durosdock.dlg, a_give_quest_ls.ncs, a_give_quest_lsc.ncs, a_open_vash_cage.ncs and k_dth_give_ls_lo.ncs, k_dth_givels_rct.ncs) from your override folder. Replace "k_death_give_ls.ncs" and "a_give_quest_ls.ncs" with your backup from TSLRCM 1.8.
     
    ==Known Issues==
    None known.
     
    ==Distributing This Mod==
    This mod may not be modified or distributed without the explicit permission of the author.
     
    ==Contact Info==
    Find me at the deadlystream forums (http://www.deadlystream.com/forum).
     
    ==Thanks To==
    * The TSLRCM Staff for making TSLRCM and getting me into dialogue modifying for TSL.
     
    ==Legal Stuff==
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY LUCASARTS, OBSIDIAN ENTERTAINMENT, THE TSLRCM CREW OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MOD.

    5,414 downloads

       (13 reviews)

    21 comments

    Updated

  14. TSL Animated Galaxy Map

    It had to be updated eventually . . .
     
    Here's my first very small mod. Updated. Yet again.
     
    AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 13 SEP 2012
    UPDATED RELEASE: 24 DEC 2012
    CATHALAN RELEASE: 28 MAR 2016
    COMBINED RELEASE: 08 APR 2016
     
    GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords
     
    Description:
    ============
     
    The Galaxy Map texture of the Ebon Hawk was originally sized at 128x128. The texture is now sized to 512x512. In addition to the resolution bump, the actual texture is now animated. As the texture file is named the same in both KotOR games, the mod should be usable in both games.
     
    However: I don't suggest using this with Knights of the Old Republic 1, if seeing planets only seen in Knights of the Old Republic 2 causes any measure of distress. (Use the KOTOR version instead found here. (http://deadlystream.com/forum/files/file/724-kotor1-animated-galaxy-map/)
     
    There are now FOUR different versions that you can use!
     
    Version 1: The original planets as laid out in the original un-modded game but animated and at higher resolution.
     
    Version 2: In addition to the original planets, I've added Coruscant and M4-78 to the map.
     
    Version 3: Mostly like Version 2 but with Cathalan added to the planet roster.
     
    Version 4: This is the "April Fool's Version" of the Galaxy Map as described in this post. (http://deadlystream.com/forum/topic/4304-april-fools-an-exciting-mod-to-appear-on-deadly-stream-soon/?do=findComment&comment=44585)
     

    Condensed Description for Version 4 as follows:
    ===============================================
     
    April Fools!
     
    I still think the orange people in the Cathalan mod are ridiculous. My mockery for the Cathalan mod is on full display in this Galaxy Map. (See the News announcement for April 1st, 2016 for screenshots.)
     
    Though [Version 4] is meant for Knights of the Old Republic 2 - as Cathalan was an awful mod made for K2 - this mod can and will work in KotOR1 if the installation instructions below are followed.
     

    Installation:
    =============
     
    First, choose which of the four versions you want to use.
     
    For Star Wars Knights of the Old Republic 2 - Extract the "LEH_scre03.tga" and the "LEH_scre03.txi" files into the SWKotOR2/Override folder.
     
    For Star Wars Knights of the Old Republic 1 - Extract the "LEH_scre03.tga" and the "LEH_scre03.txi" files into the Star Wars Knights of the Old Republic/Override folder.
     

    Uninstallation:
    ===============
     
    Take them out again.
     

    Known Bugs:
    ===========
     
    None known at this time.
     

    Legal Disclaimer:
    =================
     
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
    as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
    I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever.
    I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
     

    Credits:
    -------------
     
    LSaberDuelist and OldFlash (of LucasForums) for their instructive discussion and tutorial at LucasForums.
    (http://www.lucasforums.com/showthread.php?t=153502)

    10,536 downloads

       (9 reviews)

    21 comments

    Updated

  15. New_Lightsaber_Blade_Model_TSL

    ========================================================
    KNIGHTS OF THE OLD REPUBLIC II SOURCE FILE
    ========================================================
    New_Lightsaber_Blade_Model_TSL_v1
    =================================
    Author: Crazy34
    Contact: PM me on Deadlystream
    For: TSL
    Date: 03/02/2021
    =================================
    DESCRIPTION:
    The vanilla lightsaber blades in Kotor and TSL look bad in my opinion. So, I tried to improve them by adding a dynamic ambient light to the blade (environmental lightning), which works quite well. Since this is hard-coded in the model I also optimized the blade plane models to have a different UV layout inspired by Sithspecter's work. I also simplified their geometry and fixed the different brightness bug (different brightness of the blade when viewed from the front compared to the back).
    Additionally, I included 3D models for the core of the blade and the inner glow of the blade, which can now be used to create black core sabers as seen in SWTOR.  The glow - as well as the models - are fully animated to work as the vanilla blades.
     The hilts are updated together with the blades including hilts from Kaidon Jorn's SLM 2.0 mod.
     Summary:
        - All saber hilts are updated with hilts from Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models, textures and icons go fully to him!
        - Ambient light for lightsabers
        - 3D models for blade core and inner glow
        - Symmetric lightsaber blade planes with a modified version of Sithspecter's crossguard saber UV layout. (Compatible with his unstable textures also included with all credits going to Sithspecter.)
        - Black core sabers are possible
        - Homogeneous brightness of the blade (no more “brighter blades when viewed from the front” happening any more)
        - All sabers are fully upgradeable (added black core and unstable crystals as well as crossguard versions of them)
    How to use the new lightsabers:
    Get the black core, unstable and crossguard sabers or crystals by cheating them by using the giveitem command or use KSE to include them in your inventory.
    The item codes are organized as follows:
    Lightsaber and crystal follow the standard naming scheme:
    Black core: 51-60
    Unstable: 21-30
    Crossguard: 101-110
    Crossguard, black core: 111-120
    Crossguard, unstable: 91-100
    For example:  
    giveitem u_l_colo_51   (Blue, Black core crystal)
    giveitem u_l_colo_92   (Red, unstable crossguard crystal)
    giveitem g_w_lghtsbr118    (Viridian, crossguard unstable lightsaber)
    giveitem g_w_dblsbr025    (Purple, unstable double blade lightsaber)
    giveitem g_w_shortsbr53    (Green, black core short lightsaber)
    !!!! Important: If you put a crossguard crystal in either a short lightsaber or double blade lightsaber the crystal will be transformed into its normal non crossguard version!
    I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models. I plan to upload a Modders Resource explaining the blade system in detail.
    CREDITS:
    Kaidon Jorn:
    Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/
    Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them.
    Sithspecter:
    The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/
    Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors.
    ___________________________________________________________
    COMPATIBILITY:
    It should pretty much be compatible with any mod that doesn't use the same crystal and lightsaber model slots. This mod should be compatible with TSLRCM.  However, please notify me in the release thread if any bugs do appear that are not listed below.
    ___________________________________________________________
    INSTALLATION:
    Use the TSLPatcher multiple times. You can choose which lightsabers you want. So, for example say you are only interested in the normal saber update and the related crossguard sabers: Then install the standard saber first and second run the TSLpatcher again and install the crossguard sabers.
    The crossguard sabers require to have their related non-crossguard sabers installed first.
    The TSLPatcher is set up to only install a certain part of the mod and requires multiple runs to install all sabers.
    It should install everything correctly.

    UNINSTALL:
    Navigate to the backup folder and place the contents into the Override folder. Remove all files from the tslpatchdata folder of this mod from your override folder.
    ___________________________________________________________
    BUGS:
    The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.)
    The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.)
     
     

    ___________________________________________________________
    PERMISSIONS:
    You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. If you have any ideas for improvements, or if you want to you can mod them yourselves and include them in the mod. Saves me time and I'll give you credit for what I put in.
    ___________________________________________________________
    THANKS:
    Fred Tetra: All the thanks for KotOR Tool.
    TK102: All the thanks for K-GFF.
    ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models.
    bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code.
    Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much.
    Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place.
    Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod.
    JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation.
    DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models.
    Sith Holocron: For minor proofreading of the mod documents.
    For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar.
    Also, I want to thank all the modders out there whose work I've consistently studied and learned from.
    ___________________________________________________________
    LEGAL:
    THIS MODIFICATION IS PROVIDED AS-IS AND 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. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
     

    18,501 downloads

       (4 reviews)

    21 comments

    Submitted

  16. KOTORModSync

    Please see http://github.com/th3w1zard1/KOTORModSync for the main repo.
    Please report any bugs or problems you encounter. While I test this heavily, it's difficult to find any and all problems when incorporating 200+ mod's instructions across dozens of operating systems and platform combinations. If you happen to notice something odd or out of place, please report them.
     
    KOTORModSync is a multi-mod installer for KOTOR games that makes it easier to install and manage mods.
    I usually install the Reddit mod build every year or so. The process takes about an hour and it's repetitive moving files, running tslpatcher, deleting specific files, and occasionally renaming some files. The last time I installed the modbuild I made a mistake on a single different step, 3 times in a row. Most mistakes require a full restart from the beginning. This is tedious, so I decided to create an installer creator in C# to simplify the process.

    Goals
    Mod creators work really hard on their mods. It's the least we can do to install them and use them, right? However, who wants to reinstall to vanilla and spend several hours reinstalling mods, just to add 1 or 2 extra mods on top of it? Other mod managers I've tried were either too difficult to configure, require significant changes to a hard-to-understand configuration file, or only provided limited functionality for defining new mods. KOTOR mods definitely can have complex dependency relationships with each other in regard to compatibility, due to the nature and age of TSLPatcher.
    Usage
    If you are an end user just wanting to install some mods, simply load up the instruction files provided, choose the mods you want from the left list and any options, and press 'Start main install' Watch Xuul's tutorial video here: Effortless Modding with Kotor Mod Sync: The Ultimate Guide for Star Wars KOTOR Mods (youtube.com)
    If you are a mod developer, this program contains a full-blown instruction editor that'll allow you to quickly create instructions for your mod and define its compatibility with other mods. See Dependencies/Restrictions and InstallBefore/InstallAfter explanation - Pastebin.com for more information. See the video tutorial here: Creating involved instructions for KOTORModSync - YouTube

    Features
    Can install the https://kotor.neocities.org/ mod builds in about 20 minutes from a vanilla install. Supports TSLPatching on mac/linux without wine! Select the individual mods you want for an install - the dependencies and incompatibilities will automatically be chosen and sorted. This means end users don't have to worry about specific instructions regarding other mods in the list. All the compatibility steps are handled internally by KOTORModSync and the default instructions files provided here. An end user simply can select the mods they want to install in the left list, and any customizations if they like, and simply press 'Install All' to have everything installed automatically. This program has a built-in GUI editor and an installer packed into one. Modbuild creators can create instructions with little to no knowledge of the format and easily share them with end users. End users can install everything from the instruction file with a simple click of a button. Edit any instructions and verify the configuration with built-in tools. Some support to dry run an install. A flexible configuration editor and parser utilizing TOML syntax. This is very user-friendly and similar to INI which TSLPatcher already uses and most modders are used to. Create instructions files with complex dependency structures for multiple mods, and have end users install everything exactly according to the instructions created. No more manually copying/deleting files: KOTORModSync handles all of that for your end user. Platforms
    KOTORModSync is a cross-platform 32-bit and 64-bit .NET application. It is compatible with the following operating systems:
    Windows 7 and 8: Compatible if running .NET Framework 4.6.2 or higher. Windows 10 and 11: Fully compatible with any Windows release. Linux and Mac: Fully compatible - choose one of the two that match your operating system. Users do not need to download any additional runtimes: everything is self-contained within the application.
    Linux
    You may need additional X11 libraries. In order to get this working on WSL, for example, I had to install the following packages:
    sudo apt install libsm6 libice6 libx11-dev libfontconfig1 libx11-6 libx11-xcb1 libxau6 libxcb1 libxdmcp6 libxcb-xkb1 libxcb-render0 libxcb-shm0 libxcb-xfixes0 libxcb-util1 libxcb-xinerama0 libxcb-randr0 libxcb-image0 libxcb-keysyms1 libxcb-sync1 libxcb-xtest0 Then you can simply run in a terminal like this:
    ./KOTORModSync If you run into problems with the Linux or Mac builds, please contact me and I'll try to get a fix ready for the next release.

    Credit
    Snigaroo
    This man saved me a countless amount of hours. I'd still be struggling through game glitches and mod-specific instructions I didn't understand. Actually, I'd probably still be on Dantooine trying to determine why I'm getting visual glitches and crashes which he solved with the one-word message 'grass'.
    Cortisol
    Created HoloPatcher and the PyKotor library that KOTORModSync uses to patch mods. These projects are the main reason KOTORModSync can be supported on Mac/Linux. While the PyKotor/HoloPatcher projects have had some issues, this guy was more or less available for comment if I had questions on how I could fix any remaining problems myself.
    JCarter426
    There were so many KOTOR-specific things to learn, without his help I'd still be trying to deserialize encapsulated resource files. His time and patience were incredibly useful to the project and this project would be impossible without him.
    Testers:
    Lewok from r/KOTOR
    Thank you for helping test that obnoxious UAC elevation problem legacy Windows apps like TSLPatcher have.
    Other notable users
    Fair-Strides
    Provided the perl source code of TSLPatcher on GitHub, and generally maintained the TSLPatcher project in Stoffe's absence.
    Stoffe
    Creator of TSLPatcher
    Thank you to the entire KOTOR modding community for what you do.
     
     
    KOTORModSync - Official Documentation.txt
     
     
     
     

    9,128 downloads

       (7 reviews)

    21 comments

    Updated

  17. Remove Restrictions for Force Powers by Armors

    This mod modifies spells .2da in order to let you use all force powers with heavy armors and the such. It is designed to be usable with force power mods such as TSLFFM and HLFP 2.0, altough its focus is on permitting vanilla force powers to work with armor, not any others.

    21,331 downloads

       (14 reviews)

    20 comments

    Updated

  18. Bao-Dur's Charged Armor

    SUMMARY:
    ===========
     
    Considering the fact that TSL doesn't allow Bao-Dur to wear robes as a Jedi, and to add insult to injury, dies fairly quickly in a fight, hehehe... I decided to at least give him something decent to wear. As a Jedi, or a "not-so-great" techy fighter, this armor should at least even the odds...
     
     
    CHARGED ARMOR DESCRIPTION:
    =============================
     
    Knowing Bao was vital to the war effort & a gifted man of science, moreso than battle... General commissioned Bao to construct himself some armor capable of withstanding the heat & pressure of both Malachor V and the atrocities of war itself.
     
    Bao knew in order to fashion armor capable of withstanding heavy attacks it would have to be significantly powered. The problem was, there wasn't readily available, nor renewable, sources of power on the field of battle. It was then he realized a more significant value to his remote.
     
    With ingenuity and a handful of luck, Bao was able to synch one of the remote's power subsytem generators to "transmit" or radiate a small, unique frequency power field.
    Specialized plates on Bao's armor collect this radiation, process it and runs it through microscopic amplifiers arrayed throughout the armor.
    The processed energy is then used to power the armor's functions and generate micro repulsor fields to withstand numerous forms of attack.
    Just one of the many tiny secrets why Bao-Dur is hardly ever seen without his remote close by...
     
    A "bonus" side-effect of the armor's construction is it's ability to "soak" a limited amount of enemy fire & process it much in the same manner as the remote's power field.
     
    It is rumored that Bao-Dur studied the works of another gifted engineer & Jedi, Segan Wyndh. Though unconfirmed, Bao may have implemented some of Segan's designs and "unconventional" methods...
     
    ** This armor will allow the usage of Force Powers & accept "Heavy Armor" upgrades **
     
     
    STATS:
    =========
     
    - Restricted to Bao-Dur
    - Base AC 8
    - +2 Defense, for a total of AC 10
    - Max Dexterity Bonus +8
    - Damage Reduction, +5 Soak 30
    - Damage Resistance, Universal 30/-
    - Improved Saving Throws, All +2
    - Immunity, Critical Hits
    - Accepts Heavy Armor Upgrades
    - Allows usage of Force Powers
     
     
    *- This mod incorporates stoffe -mkb-'s TSL Patcher program, so I assume it's compatible with TSLRCM.

    6,134 downloads

       (7 reviews)

    20 comments

    Submitted

  19. Ep. 3 Anakin Skywalker

    STAR WARS: Knights of the Old Republic II: The Sith Lords MOD
    ==============================================================
    Ep. 3 Anakin Skywalker
    Mod version: ALPHA-2
    Author: DeadMan
     
    ==============================================================
    What is this?
    This mod adds a new head for your character - it's my attempt to make Anakin skin.
     
    Head model and textures still need a lot of tweaking, but people keep asking me to release this as soon as possible, so here you go.
    This skin is still W.I.P. Maybe one day I'll have more free time to finish it... until that time, consider it like a 'modding resourse' of some sort.
     
    ==============================================================
    Installation: just run the installer called setup.exe
     
    When I released it on Filefront I've received a lot of messages that on some PC head skin didn't worked right. In this version I've included hotfix for that.
    Normally, you WILL NOT need to install it, BUT if you get white head without textures in game - manually copy all files from included 'alt_textures' folder to your Override and overwrite exiting files.
     
    ==============================================================
    Conditions of use:
    Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP.
    Anything else - be my guest, use like you want, just give credit to me.

    4,886 downloads

       (1 review)

    20 comments

    Updated

  20. Maintenance Officer Realistic Reskin

    One thing that I found blatantly irritating is that while the dialog for how the Maintenance Officer met his demise on Peragus was both graphic and descriptive, the actual "body" of the aforementioned was absolutely untouched. This really breaks the immersion for me, so I changed the texture for his model and re-skinned the texture to have more "damage".
     
    The screenshots do a pretty good job of showing what it looks like.

    21,879 downloads

       (14 reviews)

    20 comments

    Updated

  21. Saber&Melee Weapon Sound Mod

    Saber&Melee Weapon Sound Mod
     
    Author: DeadMan
     
    1. What is this?
    This mod will change sounds of lightsabers and other melee weapons.
     
    Lightsaber sounds are replaced with more movie-like versions. The mod will not only replace ingame sounds, but also will add some variety.
    For example, all lightsaber types (normal, doublebladed and short) now have unique set of sounds (not only on/off and ‘hum’ sounds, but also swing, parry and hit sounds).
     
    Vibroblades, vibroswords, long swords, doublebladed swords and quarterstaffs also have updated soundsets. Vanilla game had only 2 (!) swing sounds for ALL melee weapons. With my mod it’s 3-4 unique sounds for a weapon type.
     
    2. Why should I install it?
    Why not?
     
    3. How to install?
    Just run TSL Patcher, it will do everything for you.
     
    4. Compatibility.
    The mod is not compatible with other mods which alter saber sounds.
     
    5. Credits.
    Shem – I used some sound files from his Ultimate Sound Mod.
     
    Conditions of Use:
    Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP.
    Anything else - be my guest, use like you want, just give credit to me.

    3,871 downloads

       (9 reviews)

    20 comments

    Updated

  22. Peragus Large Monitor Adjustment

    READ ME FIRST!
     
    Here's my sixth small mod

    Peragus Large Monitor Adjustment (version 1.1)


    MOD AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 23 JUN 2013
    UPDATED RELEASE: 11 MAR 2023
    FOR WHAT GAME: Star Wars Knights of the Old Republic 2: The Sith Lords

    Description:

    Don’t expect this to be as interesting as the Telos Signage mod that I came up with. (LOL)
     
    This small mod collection replaces textures for the large monitor seen on Peragus that overlooks the asteroid field. I wasn’t crazy about the low resolution images in the smaller boxes off to the side so I decided to take a crack at it. I’ve kept to general idea of what were originally shown in those boxes so this difference won’t be too drastic. In addition, that old low resolution asteroid animation just had to go. It has been replaced as well. Finally, that scrolling text box can now be read. Since the original text box was illegible, I decided to make my own. A separate translation Word document is included in case you’re wondering what it says. (I’d appreciate it if you all let folks read it for themselves so please don’t post the translation in reviews.)
     
    As always, constructive criticism is welcome.  Reviews are appreciated, even if it’s only a like. 

    Installation:

    For Star Wars Knights of the Old Republic 2 - Extract the TGA files and the TXI file into the SWKotOR2/Override folder if not using the KotOR Reddit Mod Builds.
     
    If you are using the KotOR Reddit Mod Builds, you should instead use the textures in found in the Alternate Textures subfolder. If you find that the portion on the PER_Tk02.tga texture too distracting because it uses a modified version of the Sol System, this is the clear choice for you. A new loading screen using the altered texture has been included for your convenience. (The loading screen using the original texture is already included in my Loading Screen mods.)

    To Uninstall:

    Take them out again.

    Known Bugs:

    None known at this time.
     
    Special Thanks:
     
    To Darth_Sapiens: for Assistance with alpha channels for some of the textures and testing.
    To Canderis: For pre-release reviews (of the original 1.0 version).
    To Snigaroo: For suggestions on the alternate texture
    To ConansHair: For reading the “monitor scan lines” to the new Loading Screen variant
     
     
    Legal Disclaimer:


    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod.
    I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever.
    I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.

    And here's the new variant loading screen . . .

    37,669 downloads

       (16 reviews)

    20 comments

    Updated

  23. Azgath N'Dul's Tomb

    This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul.
    You will find it between the tombs of Ajunta Pall and Tulak Hord.
    A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, the Sith Lord Robes and the Robes of Azgath N'Dul.
    This is because of a model change that mod introduces.
    They won't crash your game, but they will look a bit odd.
     
    This mod adds: ten new robes, three new armours, four new weapons, two weapons I've released separately before,
    a new belt, a new pair of gloves and a new Force Power, not to mention many other items that can be created by the Force Transmutation Device.
    I've tried to keep the stats fairly balanced, but that's by my judgment.
     
    N.B.: Robes included in this mod may not be compatible with robe mods which you have installed.
     
    Please be sure to download kyrie's changes.ini fix before installing this mod (click here), and then the 2.2 patch.

    9,133 downloads

       (3 reviews)

    20 comments

    Updated

  24. A Darker Peragus REDUX

    Using the techniques pioneered by the great modder Canderis, I have created my own version of the Darker Peragus formula.
     
    However, when working with the darker areas, I noticed that no matter what I did, all of the Plasteel Canisters and Footlockers were much too bright.
     
    And so, with the help of my modding compatriots, I have darkened all of the placeable items in the Peragus, Peragus Spacewalk, and Harbinger portions to match the darker lightmaps.
     

    To Install:
    Choose from either the full REDUX (WIth all of my customized lightmaps), or from the compatibility option (For those using Canderis' A Darker Peragus mod)
     
    (Note: There are two versions available to download. Use the A_Darker_Peragus_REDUX_TSLRCM if you have TSLRCM installed, and A_Darker_Peragus_REDUX_Vanilla if you don't)
     
    To Uninstall:
    1) Replace the .mod files in your Modules folder with the .mod files found in the Backup folder
    created by the TSLPatcher,
    2) Replace the placeables.2DA in your Override with the placeables.2DA from the Backup folder, and
    3) Copy all of the TGA MDX and TXI files from the TSLPatchdata folder to your Override
    (let them overwrite files if they’re already there), and then delete them all from it
     

    Permissions: Please inform me if you would like to use this mod or its assets in your own projects.
     
    Credits: Canderis for his permission in making a compatibility for his mod and for teaching me how to
    edit lightmaps to darken levels with his own mod A Darker Peragus;
    FairStrides for his endless insight, his BGR-RGB Converter,
    and for packaging this mod’s install as well as walking me through the process,
    LiliArch for her research into editing assets within the GIT
    and teaching me what a ColorTweak variable is; Darth Sapiens for his resource Cubemap Pack to make the
    Spacesuit snazzy; The rest of the Deadlystream community for their continued support and enthusiasm;
    TK102’s KGFF for its easy to use interface and raw GIT editing power;
    Fred Tetra for making KOTORTool which is still my favorite modding utility;
    Adobe for their Photoshop; Obsidian for making KOTOR2 in the first place;
    Bioware for starting the KOTOR craze in the first place;
    and George Lucas for starting all of the Star Wars insanity.

    2,693 downloads

       (8 reviews)

    19 comments

    Updated

  25. SEM - Super Enhanced Mod

    Main Mod's Original Review on Filefront:
     
    [spoiler[Let me start out by saying this mod is not for the faint of heart. If you're not an experienced player, and by experienced I mean you're insanely good at the game, you won't want to get this mod. Why? You'll die a miserable death, likely early on in the game.
     
    Now that I've completely scared everyone off, let's get to the nitty gritty bits of this mod. It's got a lot of changes, and veteran players should really enjoy them. I can't go over all of them, because there are too many plus Shem wants to leave you with some surprises (they're good surprises, by the way), so here's an overview:
     
    Lightsabers: The basic premise of a lightsaber is it is a beam of energy that curves back on itself to create a blade. Now how could a blade of pure energy be less powerful than a slab of metal? Shem wondered the same thing. Sabers have been enhanced to do more realistic amounts of damage, plus they will add a +10 modifier to your blaster deflect skill. Base damages for both games are around 40-50. OMG UNBALANCED! No, not at all. As I go along you'll see why it's not unbalanced.
     
    Blasters: How often does a stormtrooper take six blaster bolts before going down? Never! They're down on one shot usually, aren't they? Blaster fire is now beefed up to be deadly. This is a good thing and a bad thing. Bad thing - if you get shot, you're in trouble. Good thing - the same is true vice versa, plus that +10 modifier to blaster deflect will make you a lean mean blaster blocking machine, and if you deflect those bolts back at your enemies they're still beefed up and will make for a quick and easy kill.
     
    Armor: The idea that wearing a heavy set of armor will block you from using the Force is rediculous. The Force extends beyond such silly physical limitations, and Shem agreed with this as well. As a result, armor will not longer restrict you from using the Force, regardless of what it is. Tired of being 'Forced' to wear those Jedi robes when you'd rather be off galavanting across the dune sea in Calo Nord's armor? No problem. Armor also doesn't penalize your dexterity any more, although I'm not quite sure that's more realistic than the way it originally was.
     
    This mod makes several changes to pieces of Shem's older mods, so if you are prompted to overwrite any parts of any of Shem's other mods you may feel free to do so without hesitation. If you're a hardcore player I'd definitely recommend giving this mod a try.
     
    Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.
     
    ~Inyri
     
     
    Also you will need the Ultimate Sound Mod for this to work properly. Make sure that is installed first before you install this mod and let the baseitems.2da file from this mod overwrite the one from the Ultimate Sound Mod. If you're not interested in that mod, you will still need to download it and get the cb_ls_powerup.wav, cb_ls_powerup1.wav, cb_ls_powerup2.wav, cb_ls_powerdown.wav, cb_ls_powerdown1.wav, and cb_ls_powerdown2.wav files. That way the double-bladed and short lightsabers make a on/off sound.
     
    Addon's Original Review on Filefront:
     
     
     
     
    Malkior's Tweak pack (no Filefront review):
     
    An addon approved by Shem that tweaks the grenades, mines and most of the non-humanoid creatures in the game to be up to par with the rest of Shem's work...

    1,294 downloads

       (2 reviews)

    19 comments

    Updated