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JC's Force Knock for K2
By JCarter426
This mod adds the Force power Knock, which can open locks as if you had used the Security skill on them. You earn the same amount of XP using this power as you would using Security, as well.
It is a universal power and costs 10 Force points to activate. When used, Knock unlocks the nearest door or container, provided there is an eligible lock within 5 meters. It cannot open a lock with a DC greater than 50, or one that requires a special keycard. In other words, it cannot unlock anything you could not otherwise unlock with Security in regular gameplay.
You can acquire Knock whenever you level up a Jedi character. It will then appear with your other friendly Force powers (such as Heal and Speed).
793 downloads
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K1 Heads Port
By Ferc Kast
================================
KNIGHTS OF THE REPUBLIC II Mod
================================
Title: K1 Heads Port
Version: 1.0.1
Author: Ferc Kast
Contact: PM me on DeadlyStream
***********
DESCRIPTION
***********
This mod ports the original player heads from KOTOR I for use as playable heads in KOTOR II. To use reskins for these heads, follow these steps:
1) Move the relevant head and / or portrait tpcs out of your override folder.
2) After extracting the textures from the reskin mod, prefix the head texture filenames with "K1_" or "k1_" (without the quotes).
3) Copy the textures into your override folder.
************
INSTALLATION
************
Unzip the file. Run TSLPatcher, and point the installer to your KOTOR II installation folder. If you are using the Steam copy of TSLRCM, point it to the folder where it is installed.
**************
UNINSTALLATION
**************
Copy the 2das from the backup folder into the Override folder. Remove the following files from the Override folder:
- k1_pfha01.mdl
- k1_pfha01.mdx
- k1_pfha01.tpc
- k1_pfha01d.tpc
- k1_pfha01d1.tpc
- k1_pfha01d2.tpc
- k1_pfha01d3.tpc
- k1_pfha02.mdl
- k1_pfha02.mdx
- k1_pfha02.tpc
- k1_pfha02d.tpc
- k1_pfha02d1.tpc
- k1_pfha02d2.tpc
- k1_pfha02d3.tpc
- k1_pfha03.mdl
- k1_pfha03.mdx
- k1_pfha03.tpc
- k1_pfha03d.tpc
- k1_pfha03d1.tpc
- k1_pfha03d2.tpc
- k1_pfha03d3.tpc
- k1_pfha04.mdl
- k1_pfha04.mdx
- k1_pfha04.tpc
- k1_pfha04d.tpc
- k1_pfha04d1.tpc
- k1_pfha04d2.tpc
- k1_pfha04d3.tpc
- k1_pfha05.mdl
- k1_pfha05.mdx
- k1_pfha05.tpc
- k1_pfha05d.tpc
- k1_pfha05d1.tpc
- k1_pfha05d2.tpc
- k1_pfha05d3.tpc
- k1_pfhb01.mdl
- k1_pfhb01.mdx
- k1_pfhb01.tpc
- k1_pfhb01d.tpc
- k1_pfhb01d1.tpc
- k1_pfhb01d2.tpc
- k1_pfhb01d3.tpc
- k1_pfhb02.mdl
- k1_pfhb02.mdx
- k1_pfhb02.tpc
- k1_pfhb02d.tpc
- k1_pfhb02d1.tpc
- k1_pfhb02d2.tpc
- k1_pfhb02d3.tpc
- k1_pfhb03.mdl
- k1_pfhb03.mdx
- k1_pfhb03.tpc
- k1_pfhb03d.tpc
- k1_pfhb03d1.tpc
- k1_pfhb03d2.tpc
- k1_pfhb03d3.tpc
- k1_pfhb04.mdl
- k1_pfhb04.mdx
- k1_pfhb04.tpc
- k1_pfhb04d.tpc
- k1_pfhb04d1.tpc
- k1_pfhb04d2.tpc
- k1_pfhb04d3.tpc
- k1_pfhb05.mdl
- k1_pfhb05.mdx
- k1_pfhb05.tpc
- k1_pfhb05d.tpc
- k1_pfhb05d1.tpc
- k1_pfhb05d2.tpc
- k1_pfhb05d3.tpc
- k1_pfhc01.mdl
- k1_pfhc01.mdx
- k1_pfhc01.tpc
- k1_pfhc01d.tpc
- k1_pfhc01d1.tpc
- k1_pfhc01d2.tpc
- k1_pfhc01d3.tpc
- k1_pfhc02.mdl
- k1_pfhc02.mdx
- k1_pfhc02.tpc
- k1_pfhc02d.tpc
- k1_pfhc02d1.tpc
- k1_pfhc02d2.tpc
- k1_pfhc02d3.tpc
- k1_pfhc03.mdl
- k1_pfhc03.mdx
- k1_pfhc03.tpc
- k1_pfhc03d.tpc
- k1_pfhc03d1.tpc
- k1_pfhc03d2.tpc
- k1_pfhc03d3.tpc
- k1_pfhc04.mdl
- k1_pfhc04.mdx
- k1_pfhc04.tpc
- k1_pfhc04d.tpc
- k1_pfhc04d1.tpc
- k1_pfhc04d2.tpc
- k1_pfhc04d3.tpc
- k1_pfhc05.mdl
- k1_pfhc05.mdx
- k1_pfhc05.tpc
- k1_pfhc05d.tpc
- k1_pfhc05d1.tpc
- k1_pfhc05d2.tpc
- k1_pfhc05d3.tpc
- k1_pmha01.mdl
- k1_pmha01.mdx
- k1_pmha01.tpc
- k1_pmha01d.tpc
- k1_pmha01d1.tpc
- k1_pmha01d2.tpc
- k1_pmha01d3.tpc
- k1_pmha02.mdl
- k1_pmha02.mdx
- k1_pmha02.tpc
- k1_pmha02d.tpc
- k1_pmha02d1.tpc
- k1_pmha02d2.tpc
- k1_pmha02d3.tpc
- k1_pmha03.mdl
- k1_pmha03.mdx
- k1_pmha03.tpc
- k1_pmha03d.tpc
- k1_pmha03d1.tpc
- k1_pmha03d2.tpc
- k1_pmha03d3.tpc
- k1_pmha04.mdl
- k1_pmha04.mdx
- k1_pmha04.tpc
- k1_pmha04d.tpc
- k1_pmha04d1.tpc
- k1_pmha04d2.tpc
- k1_pmha04d3.tpc
- k1_pmha05.mdl
- k1_pmha05.mdx
- k1_pmha05.tpc
- k1_pmha05d.tpc
- k1_pmha05d1.tpc
- k1_pmha05d2.tpc
- k1_pmha05d3.tpc
- k1_pmhb01.mdl
- k1_pmhb01.mdx
- k1_pmhb01.tpc
- k1_pmhb01d.tpc
- k1_pmhb01d1.tpc
- k1_pmhb01d2.tpc
- k1_pmhb01d3.tpc
- k1_pmhb02.mdl
- k1_pmhb02.mdx
- k1_pmhb02.tpc
- k1_pmhb02d.tpc
- k1_pmhb02d1.tpc
- k1_pmhb02d2.tpc
- k1_pmhb02d3.tpc
- k1_pmhb03.mdl
- k1_pmhb03.mdx
- k1_pmhb03.tpc
- k1_pmhb03d.tpc
- k1_pmhb03d1.tpc
- k1_pmhb03d2.tpc
- k1_pmhb03d3.tpc
- k1_pmhb04.mdl
- k1_pmhb04.mdx
- k1_pmhb04.tpc
- k1_pmhb04d.tpc
- k1_pmhb04d1.tpc
- k1_pmhb04d2.tpc
- k1_pmhb04d3.tpc
- k1_pmhb05.mdl
- k1_pmhb05.mdx
- k1_pmhb05.tpc
- k1_pmhb05d.tpc
- k1_pmhb05d1.tpc
- k1_pmhb05d2.tpc
- k1_pmhb05d3.tpc
- k1_pmhc01.mdl
- k1_pmhc01.mdx
- k1_pmhc01.tpc
- k1_pmhc01d.tpc
- k1_pmhc01d1.tpc
- k1_pmhc01d2.tpc
- k1_pmhc01d3.tpc
- k1_pmhc02.mdl
- k1_pmhc02.mdx
- k1_pmhc02.tpc
- k1_pmhc02d.tpc
- k1_pmhc02d1.tpc
- k1_pmhc02d2.tpc
- k1_pmhc02d3.tpc
- k1_pmhc03.mdl
- k1_pmhc03.mdx
- k1_pmhc03.tpc
- k1_pmhc03d.tpc
- k1_pmhc03d1.tpc
- k1_pmhc03d2.tpc
- k1_pmhc03d3.tpc
- k1_pmhc04.mdl
- k1_pmhc04.mdx
- k1_pmhc04.tpc
- k1_pmhc04d.tpc
- k1_pmhc04d1.tpc
- k1_pmhc04d2.tpc
- k1_pmhc04d3.tpc
- k1_pmhc05.mdl
- k1_pmhc05.mdx
- k1_pmhc05.tpc
- k1_pmhc05d.tpc
- k1_pmhc05d1.tpc
- k1_pmhc05d2.tpc
- k1_pmhc05d3.tpc
- pmha05hair.tpc
- po_pfha1.tpc
- po_pfha1d.tpc
- po_pfha1d1.tpc
- po_pfha1d2.tpc
- po_pfha1d3.tpc
- po_pfha2.tpc
- po_pfha2d.tpc
- po_pfha2d1.tpc
- po_pfha2d2.tpc
- po_pfha2d3.tpc
- po_pfha3.tpc
- po_pfha3d.tpc
- po_pfha3d1.tpc
- po_pfha3d2.tpc
- po_pfha3d3.tpc
- po_pfha4.tpc
- po_pfha4d.tpc
- po_pfha4d1.tpc
- po_pfha4d2.tpc
- po_pfha4d3.tpc
- po_pfha5.tpc
- po_pfha5d.tpc
- po_pfha5d1.tpc
- po_pfha5d2.tpc
- po_pfha5d3.tpc
- po_pfhb1.tpc
- po_pfhb1d.tpc
- po_pfhb1d1.tpc
- po_pfhb1d2.tpc
- po_pfhb1d3.tpc
- po_pfhb2.tpc
- po_pfhb2d.tpc
- po_pfhb2d1.tpc
- po_pfhb2d2.tpc
- po_pfhb2d3.tpc
- po_pfhb3.tpc
- po_pfhb3d.tpc
- po_pfhb3d1.tpc
- po_pfhb3d2.tpc
- po_pfhb3d3.tpc
- po_pfhb4.tpc
- po_pfhb4d.tpc
- po_pfhb4d1.tpc
- po_pfhb4d2.tpc
- po_pfhb4d3.tpc
- po_pfhb5.tpc
- po_pfhb5d.tpc
- po_pfhb5d1.tpc
- po_pfhb5d2.tpc
- po_pfhb5d3.tpc
- po_pfhc1.tpc
- po_pfhc1d.tpc
- po_pfhc1d1.tpc
- po_pfhc1d2.tpc
- po_pfhc1d3.tpc
- po_pfhc2.tpc
- po_pfhc2d.tpc
- po_pfhc2d1.tpc
- po_pfhc2d2.tpc
- po_pfhc2d3.tpc
- po_pfhc3.tpc
- po_pfhc3d.tpc
- po_pfhc3d1.tpc
- po_pfhc3d2.tpc
- po_pfhc3d3.tpc
- po_pfhc4.tpc
- po_pfhc4d.tpc
- po_pfhc4d1.tpc
- po_pfhc4d2.tpc
- po_pfhc4d3.tpc
- po_pfhc5.tpc
- po_pfhc5d.tpc
- po_pfhc5d1.tpc
- po_pfhc5d2.tpc
- po_pfhc5d3.tpc
- po_pmha1.tpc
- po_pmha1d.tpc
- po_pmha1d1.tpc
- po_pmha1d2.tpc
- po_pmha1d3.tpc
- po_pmha2.tpc
- po_pmha2d.tpc
- po_pmha2d1.tpc
- po_pmha2d2.tpc
- po_pmha2d3.tpc
- po_pmha3.tpc
- po_pmha3d.tpc
- po_pmha3d1.tpc
- po_pmha3d2.tpc
- po_pmha3d3.tpc
- po_pmha4.tpc
- po_pmha4d.tpc
- po_pmha4d1.tpc
- po_pmha4d2.tpc
- po_pmha4d3.tpc
- po_pmha5.tpc
- po_pmha5d.tpc
- po_pmha5d1.tpc
- po_pmha5d2.tpc
- po_pmha5d3.tpc
- po_pmhb1.tpc
- po_pmhb1d.tpc
- po_pmhb1d1.tpc
- po_pmhb1d2.tpc
- po_pmhb1d3.tpc
- po_pmhb2.tpc
- po_pmhb2d.tpc
- po_pmhb2d1.tpc
- po_pmhb2d2.tpc
- po_pmhb2d3.tpc
- po_pmhb3.tpc
- po_pmhb3d.tpc
- po_pmhb3d1.tpc
- po_pmhb3d2.tpc
- po_pmhb3d3.tpc
- po_pmhb4.tpc
- po_pmhb4d.tpc
- po_pmhb4d1.tpc
- po_pmhb4d2.tpc
- po_pmhb4d3.tpc
- po_pmhb5.tpc
- po_pmhb5d.tpc
- po_pmhb5d1.tpc
- po_pmhb5d2.tpc
- po_pmhb5d3.tpc
- po_pmhc1.tpc
- po_pmhc1d.tpc
- po_pmhc1d1.tpc
- po_pmhc1d2.tpc
- po_pmhc1d3.tpc
- po_pmhc2.tpc
- po_pmhc2d.tpc
- po_pmhc2d1.tpc
- po_pmhc2d2.tpc
- po_pmhc2d3.tpc
- po_pmhc3.tpc
- po_pmhc3d.tpc
- po_pmhc3d1.tpc
- po_pmhc3d2.tpc
- po_pmhc3d3.tpc
- po_pmhc4.tpc
- po_pmhc4d.tpc
- po_pmhc4d1.tpc
- po_pmhc4d2.tpc
- po_pmhc4d3.tpc
- po_pmhc5.tpc
- po_pmhc5d.tpc
- po_pmhc5d1.tpc
- po_pmhc5d2.tpc
- po_pmhc5d3.tpc
****
BUGS
****
Some of the male lips clip slightly on the character creation screen, but they are fine during the rest of the game. Let me know if you find any others.
*******
CREDITS
*******
- Fred Tetra, for developing the KOTOR Tool
- Stoffe, for developing TSLPatcher
*********
CHANGELOG
*********
1.0.1 - Updated Readme for clearer instructions on using reskins with this mod.
1.0 - Initial Release
***********
PERMISSIONS
***********
You may not redistribute this mod on other sites without my permission. You may use this mod in your own if you ask me.
**********
DISCLAIMER
**********
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
1,877 downloads
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Sith Soldier armor retexture
By FF97
This mod changes the armor of the Sith soldiers and also restores the unused bumpmap. The shiny silver armor now has a dark gray, greenish / bluish finish, similar to the gray of the Wehrmacht or General Veers' armor. The paint of the red armor is now a bit more orange and a little more saturated. For both armor, small details such as scratches on the metal or fabric on the black suit underneath were added and the gloss effects were greatly reduced.
The mod is compatible with Kotor and TSL.
463 downloads
0 comments
Submitted
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Effixian's K1 to K2 Heads
By Effix
********************************************
Knights of the Old Republic - The Sith Lords
********************************************
TITLE: Effixian's K1 to K2 Heads
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
************
DESCRIPTION
************
This mod adds player heads:
- PFHC01 from KotOR 1, as requested by shadongo.
- PMHA05 from KotOR 1, as requested by Fallen Guardian.
*************
INSTALLATION
*************
PFHC01 from K1 to K2:
Unzip somewhere and run the file "TSLPatcher_Effixians_PFHC01_from_K1_to_K2.exe".
PMHA05 from K1 to K2
Unzip somewhere and run the file "TSLPatcher_Effixians_PMHA05_from_K1_to_K2.exe".
Steam's TSLRCM: Point the patcher to TSLRCM workshop folder, location is something like [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937
*****
BUGS
*****
None known.
*************
UNINSTALLING
*************
1. Remove the following files from your Override folder:
For PFHC01 from K1 to K2:
- pfhx01.mdl
- pfhx01.mdx
- PFHX01.tga
- PFHX01A.tga
- PFHX01AD1.tga
- PFHX01AD2.tga
- po_PFHX01.tga
- po_PFHX01d1.tga
- po_PFHX01d2.tga
For PMHA05 from K1 to K2:
- pmhx05.mdl
- pmhx05.mdx
- PMHX05.tga
- PMHX05.txi
- PMHX05D1.tga
- PMHX05D1.txi
- PMHX05D2.tga
- PMHX05D2.txi
- po_PMHX05.tga
- po_PMHX05d1.tga
- po_PMHX05d2.tga
2. Get the following files from the mod's backup folder and put them back in your Override folder:
appearance.2da
heads.2da
portraits.2da
*******************
DISTRIBUTION NOTES
*******************
You may not: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
You might: Use the material from this mod in your own mod if you simply ask me.
*********
THANKS TO
*********
- Fred Tetra's Kotor Tool
- bead-v's MDLedit
- stoffe's TSLPatcher
- The people at Deadly Stream
-------------------
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.
1,030 downloads
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JC's Handmaiden Sisters
By JCarter426
This is a restoration of the original Handmaiden sister appearance. In the original release of the game, the Handmaiden and her sisters all look alike, even even though they comment on her difference in appearance. The developers actually made a unique head for the sisters, but it was left out of the final release of the game. I took that head and merged with the body model used for the Handmaiden sisters in the game, thus restoring their intended appearance.
26,442 downloads
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Peragus Tweak
Even though I walk through the valley of the shadow of death, I fear no evil, for You are with me.
Your rod and Your staff, they comfort me.
You prepare a table before me in the presence of my enemies;
You have anointed my head with oil
My cup overflows
Psalm 23: 4-5
Peragus Tweak 1.4
DESCRIPTION:
I was playing through Peragus and wondering why so many people want to skip through it and forget it. It's really a nice place, and it's too bad that some consider it to be quite a chore. I set out to make a mod that would remedy this problem. I don't know if I've succeeded quite yet at this point, but I think ultimately this is a good start
This mod adds a bit of content to the collection of modules you currently know as Peragus. The changes are
as follows:
- Random tan corpses have been replaced with actual dead miners.
+ Non important characters have randomized appearances.
+ Security, Administrator, Med, Dock officers have individual corpses.
+ Coorta and thugs have individual corpses
+ Miners in the dormitories now match their appearances in the holorecords.
INSTALLATION:
Use the TSLPatcher. I'm sorry for the awkward installation procedure, but it's the best way I could figure out to make it work without... you know, redoing EVERYTHING. That will come for the next version of course. As it turns out, it'd just be easier to patch the .git... sigh.
UNINSTALLATION:
navigate to the backup folder and place the contents into the Modules folder. This should overwrite the modded .rims with the originals
CREDITS:
- Bead-V and ndix-ur for their work on mdledit/mdlops
- Fred Tetra + KOTOR TOOL
- Obsidian, Bioware and the Odyssey Engine
- The DeadlyStream Community who has been around all of these years
- Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved.
11,623 downloads
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Khoonda Militia Resistance Armor / Azkul Equanimity Armor - TSL
By todevuch
Instruction:
Move all the files from the archive to the override folder. Note: in future versions, the installation will be done through the installer.
Description:
This modification gives you a new look at the Khoonda Militia and equipment commanders of mercenaries. New types of Khoonda Militia armor and mercenaries are added, and the inventory of some NPCs is updated.
* Version 1.2.0 *
Added Echani. Now some commanders of mercenaries will be representatives of this race.
The first meeting will take place at Telos, where Bao-Dur meets us, and the second meeting will be in the cave of crystals in the mercenary camp, where enemies are held captive by a Jedi master Vrook Lamar.
Now these commanders correspond to their heavy armor Echani.
I displayed everything in the screenshots.
In the future, it is possible to add additional heads to different NPCs.
I removed all restrictions, now the mod is free to use, more about this in the credits.
* Version 1.1.0 *
1. Added installer;
2. Fixed Berun and Zherron files;
3. Added modified files for Zherron and Azkul;
4. Changed the armor commanders of mercenaries:
4.1. in the crystal cave on Dantooine;
4.2. in the recovery zone on Telos 4, armor can be removed from some mercenaries;
5. Added armor to one of the wanted TSF hired assassins. In his inventory is combat armor and 200 credits, as well as 200 credits in the inventory of his criminal counterpart.
6. Screenshots are updated in accordance with the changes.
Features:
1. Khoonda Militia Armor:
1) Old armor, which will periodically appear on the NPC. She is equipped with: Saedhe, Suulru and Jorran, if the last two people, of course, join the militia;
2) New heavy armor, in which all Khoonda militia, including Dillan, will be equipped, the following type of armor is provided for officers;
3) Khoonda Militia Resistance Armor. The armor is worn by Berun, Zherron, and with Zherron it can be removed if the player chooses to join Azkul;
2. In addition, I added armor for Azkul. Now he is equipped in it and, accordingly, his indicators are increased.
3. I also added a thousand credits to his inventory. After all, he is the commander of mercenaries on the planet, and why, I wonder, he walks without money? It is not clear, now it is fixed.
4. In fact, you can get all three Khoonda Militia armor by being on either side of the force. They are sold at Adum at the lowest prices, as he himself says. The price is shown in the screenshots.
5. The properties of all the armor are shown in the screenshots. Armor is available for both male and female characters.
6. I replaced the equipment for Dopak, now he is wearing heavy armor, which is equipped with the commanders of mercenaries. The armor of the mercenary commander, who attacks Chodo Habat to make it look even more dangerous, has also been modified, I always liked this particular type of armor.
7. The mod is compatible with all mods; with a modification of 90SK's SUPER Content Mod - partially compatible.
Credits:
90SK texture and icon of Khoonda Militia Heavy Armor;
Silveredge9 texture and icon Azkul armor;
redrob41: Echani heads.
The modification can be implemented on other sites, but in this case you should indicate me as the author, as well as indicate the persons indicated in the credits and special thanks section.
Depending on what element you borrow, ask permission, if not provided otherwise, from the creator of a particular material, if you use my materials, permission is not required, my material of this modification can be used when creating your modifications, however you should specify in the future me in the credits section or special thanks.
Special Thanks
1. 90SK for providing materials for the modification, which served the creation of Khoonda Militia Resistance Armor;
2. TK102 for the K-GFF GFF Editor;
3. Fair Strides for the KotOR SaveGame Editor.
Screenshots:
A shop selling armor; old armor; Berun:
Khoonda Militia Heavy Armor:
Khoonda Militia Resistance Armor:
Equanimity Armor:
Zherron:
Azkul:
Mercenary Commanders:
Hired assassins:
Echani:
504 downloads
- khoonda militia
- armor
- (and 1 more)
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Handmaiden with Long Hair
This mod is a head edit for the Handmaiden that gives her shoulder-length hair. It started life as part of experiments in aid of this request thread - http://deadlystream.com/forum/topic/4335-handmaiden-appearance/
The hair mesh is a transplant from Kreia, with the braids chopped off. In order to accommodate DS transitions, which requires the face and hair to share a single texture, the UVs for both meshes were compressed 50% horizontally to fit side-by-side within 0 to 1 UV space. The Handmaiden and Kreia textures were then combined into a single 1024x512 texture. The versions bundled with the installer are DDS, but I have provided the TGA sources as an additional download for those that may wish to undertake retextures.
Additionally, the clothes models for Handmaiden’s hooded outfit have been modified. The vanilla bodies include the head mesh as part of the model (i.e. functionally speaking it is basically a disguise). Based on my experiments with removing the head and setting it up like a normal body model, it seems that there is an animation synchronisation issue that crops up between the head and the hood, which may be why Obsidian went the full body route. This mod changes the hood outfit models to use the new long haired head mesh. The hood has been enlarged to fit the Handmaiden's new larger hair mesh. Hopefully I've cured the most prominent clipping issues, but possibly in some extreme combat animations some might still occur.
This mod doesn't alter the portraits, so should be compatible with any custom portrait mods. It uses custom model and texture names, so it should be unaffected by simple overrides, like retextures. However, it won't be compatible with any mods that alter the Handmaiden's appearance.2da or heads.2da entries.
1,585 downloads
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Telos Polar Academy Hangar Skybox
This mod removes what is intended to be snow covering the forcefield in the Telos Academy's hangar and adds a skybox for the now visible exterior.
Installation:
Simply copy the model files across to your Override folder Acknowledgements:
Thanks to @bead-v for KOTORMax and MDLEdit8,221 downloads
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Khoonda flag fix
By FF97
Hello everyone!
Has anyone noticed the black flag on Khoonda? That's because there is no actual texture applied to the flag, so I made this mod which renames the placeholder texture to use the Dantooine/Khoonda flag instead. Btw, you don't even need that mod. Just make a copy of the texture DAN_Flag2 and rename it to DantFlag.
11,045 downloads
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Czerka Sign and Desk Enhancement
CZERKA SIGN AND DESK ENHANCEMENT (version 1.2)
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MOD AUTHOR: Sith Holocron
ORIGINAL RELEASE: 13 MAY 2017
UPDATED RELEASE 1.1: 25 MAR 2017 (added desk and loading screen)
UPDATED RELEASE 1.2: 16 OCT 2018 (adds new version of desk and removes the loading screen)
GAMES: Star Wars Knights of the Old Republic 1 and Star Wars Knights of the Old Republic 2: The Sith Lords.
Description:
This texture replaces all instances of the low resolution Czerka sign seen in the game. In addition, the desk seen in the Czerka office (and many other places throughout the game) has been cleaned up and even has an animated screen!
Notes:
A small update: I've made some minor updates to the green buttons on the desk texture. If you'd rather use the original ones instead, they are still available in the package. (See Installation instructions.)
The loading screen has been removed from the package as it's now included in my "Replacement Loading Screens for KotOR2: Original Pack (with or without TSLRCM) - Part 1" mod. Why have multiple identical versions. right?
Installation:
If using TSL: Choose whether you wish to use the original or new versions of the textures. Grab all files from one of those folders and put them in your Override folder.
If using KotOR1: Choose whether you wish to use the original or new versions of the textures. Grab all files from one of those folders and put them in your Override folder.
Uninstall:
Remove the textures from the Override folder.
Legal Disclaimer:
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either.
I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me before your use.
Pictures:
Before and after of the Czerka sign.
Note the animation of the desk monitor. This GIF is a bit janky looking. I assure you that the animation runs much smoother in the actual game.
From Update 1.2
Before
After
Special Thanks:
To JCarter426 for his wonderful Loadscreen Template for K2 (1.1) - which enabled me to include this loadscreen for you all. Even though I now have removed the loading screen from this mod package, he still deserves the credit.
8,573 downloads
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Wookiee Warblade and Hanharr fix for TSL
By todevuch
Instruction:
Copy the g_w_warblade001.uti file and select the files:
p_hanharr.utc
p_hanharr001.utc
p_hanharr002.utc
from the proposed options
in the override folder.
Description:
This modification returns the Wookieblade blade from the first part of the game. In the original, it is rather weak, and besides it cannot be modified. I corrected this by increasing the parameters of the blade and added the possibility of modifying it, after which the blade will become a terrible weapon.
To get it is simple: for supporters of the light side, you must kill Hanharr and pick up his inventory.
I also added the following to his inventory:
1. 3000 credits. Did it seem to you that this Wookiee is too poor for a bounty hunter? After all, killing enemies for free, even if you are such a crazy Wookie, who only needs to kill, looks very implausible. We remember that Hanharr works for Vogga Hatt, who generously pays for the work, and it’s unreasonable to refuse to take money before such a boss. Now Mira will have the motivation to eliminate this Wookiee.
2. War sword wookiee.
3. Sword of Freyyr. It is not clear how Wookiee got it. But the developers put this original sword for a reason, it makes sense. Now it can be found much faster. For those who pass Nar Shaddaa first this sword and the rest of the Hanharr inventory will be a good gift. If Bao-Dur is not yet a Jedi or a Sith or he does not have lightsaber, then this sword will be useful to him in battle.
4. Ryyk blade. It is not clear where these swords disappear after the murder of Wookiee, because if we take him as a friend we will have them in our inventory. Now it is fixed.
5.Bowcaster. What kind of Wookiee travels without this rifle? That's right, just crazy. And yet this is not the end. Now Wookiee will own his native weapon.
6.D-Package. It is strange why it is not available to us, because if we are on the dark side, then we get it.
For supporters of the dark side, it’s enough to take Hanharr as companions. He will have the same inventory as if he were killed, not only mines and 3000 credits.
I added two options for carrying a Hanharr weapon -
1. NOT EQUIPPED, is in inventory. Wookiee will be equipped in standard blades, and the Wookiee sword will be in his inventory.
2. Equipped with a Wookiee sword (blades in inventory). Hanharr will immediately carry the Wookie's sword, and the standard blades will lie in his inventory.
The characteristics of a Wookiee sword are average compared to other weapons. Characteristic is in the screenshots. But if you upgrade it, you can turn this sword into a formidable weapon!
Credits:
Do not use this modification in any form without my permission.
340 downloads
0 comments
Updated
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Restored equipment for HK-47 / GO-TO - TSL
By todevuch
Instruction:
Move all the files from the archive to the override folder.
Description:
This updated version of the modification: Restored equipment for HK-47 - TSL has been converted to Restored equipment for HK-47 / GO-TO - TSL.
Old content:
This modification returns the HK-47 stuff to the game. Can be found in the first droid assassin on Peragus. I put the armor on the droid assassin in the polar zone of Telos. The Narodi can be found on the Naro of the Vogga Hatt when meeting with the droid assassin.
What's new:
1. Deleted unnecessary files;
2. Added the ability to get the rest of the droid GO-TO;
3. You can buy three pieces from Tienn and Kodin, as they are merchants of parts of droids (Tienn trades indirectly);
4. The cost of one of the parts was reduced from 6,000 to 4,000 credits, since it is foolish to buy two parts for the same price, the second of which is much more powerful;
5. I increased the price of individual parts for T3-M4 and 1000 credits.
Characteristics of the parts of the droids are presented in the screenshots.
The screenshots are not visible, but the HK rifle will fall from each of the three droids. This way, you can fully pay back one of the parts from Tienn. It depends on you only how rich you are or from personal desire.
The modification does not include parts for T3-M4, since even in the game we can find all three of them: the first part is built into our droid; the second falls from the HK-50, the third part (shield) is given to us for the successful completion of the mission to buy (or if you are a dark Jedi, the threat of punishment) the droid from Kodin. Thus, on Nar Shaddaa you will become the owner of all the parts for your droids, unless of course you have missed some of them.
Credits:
Do not use this modification in any form without my permission.
999 downloads
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Ordo's Repeating Blaster for kotor TSL
By todevuch
This modification returns Ordo's Repeating Blaster for Canderous. It is unclear why this blaster was lost to them. Now Canderous will again be its owner. Blaster by default will be equipped in Mandalore.
The idea of this modification belongs to RevanFanMan, thank you for it!
Information about weapons. It is slightly weaker than the Mandalorian repeating blaster.
Required skills: blaster rifle
Damage, energy 3-17
Small Arms 38m
Critical threat: 20-20, x2
Properties:
Modifiable, small arms.
The language of the modification is the same as that of your kotor TSL
591 downloads
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Harbinger Hull Fixes
The Harbinger is apparently the Swiss cheese of spacecraft. It has more holes in it than a damn sieve. This mod is a combination and extension of my previous separate mods fixing various geometry and model issues with the Harbinger. Geometry has been tweaked or added, UVs adjusted, model hierarchies re-ordered, etc. where appropriate to remove gaps, fix incorrect lightmaps, or address other problems.
The previous individual mods rolled into this mod:
Harbinger Escape Pod Room Hole Fix Harbinger Broom Closet Wall Lights Fix Harbinger Command Deck Corridor Wall Gaps Fix Those mods are now considered deprecated and have been removed from the site.
N.B. I recommend the use of @Kexikus' TSL Backdrop Improvements mod for an enhanced view out of the Harbinger's windows.
Specific Changes:
151HAR (Harbinger Command Deck) - Plugged a large gap in the wall of the escape pod room (151HAR09) 151HAR (Harbinger Command Deck) - Closes some small gaps in the exit airlock and inaccessible cutscene room that are visible during the hologram cutscenes (151HAR14, 151HAR17) 151HAR (Harbinger Command Deck) - Replaces the asteroid exterior visible through the windows with the more detailed version used during the space suit sequence (151HARSB) and tweaks its lightmap to fix a couple of visible shading errors (104pera_lm0) 152HAR (Harbinger Crew Deck) - Fixes the non-functional wall lights in the storage room (152HAR33) 152HAR (Harbinger Crew Deck) - Repositions an offset panel in one of the doorways outside the medbay (152HAR30) Compatibility:
Should be compatible with just about everything, but it won't be compatible with any mod that replaces the same room models, listed above Acknowledgements:
Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition Thanks to @ndix UR for bringing the "broom closet" light issue to my attention Thanks to @Deltm for bringing the hologram cutscene room issues to my attention Thanks to @DarthRaindrops for bringing the medbay corridor issue to my attention Thanks to @134340Goat for bringing the asteroid exterior issue to my attention1,551 downloads
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Dxun and Onderon Item Restoration Pack
By N-DReW25
Dxun and Onderon Item Restoration Pack
A Mod for Star Wars Knights of The Old Republic II The Sith Lords
Author: N-DReW25
Release Date 1.0: 09.08.2018
Release Date 1.1: 09.08.2018
Installation:
Double Click the "TSLPatcher.exe" and select what restored item you want restored and click install. You may have to do this up to five times to install each item.
If you want better stats for the weak items install the files from the "booster pack" folder into the "Override" folder
Uninstallation:
Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder
Description:
While digging through the game files I noticed a handful of "unused items" resting in 401DXN. While a few where useless
the rest I've patched up and placed in-game for you to collect.
Onderonian Military Gear:
Consisting of an Armor and Headgear you can find these items on the Onderonian Scouts on Dxun and are dropped by their leader
Beast Rider Flight Suit:
Worn by all of the beast riders now, it uses a cut texture and is dropped by Bakkel
Mandalorian Items:
A Headgear and a Belt dropped from the Mandalorian Sentry at the start of Dxun and Daveral
Ancient Sith Gauntlets:
Found on Freedan Nadd's mummified corpse at the end of Freedan Nadd's tomb
Mandalore's Mask:
Restores an item called Mandalore's Mask to the game. It can be removed and given to other party members but it won't affect the appearance of Mandalore or will it change your party member's appearance in any special way as it uses a vanilla texture. Obtained once Mandalore is recruited
These items stats and name where made by Obsidian, the description and the prices were made by me, please leave any comments you may have on them. A small number of items where rather weak so the "booster pack" contains the items with slightly improved stats.
Known Bugs:
this mod shouldn't have bugs but if there is Just PM me on Deadlystream.
Incompatibilities:
None that I know of
Permissions:
Do NOT claim credit for this mod
Thanks:
Bioware for the first game
Obsidian for the second game
timurD2003 for reporting the broken installer in 1.0
mrmann for early Beta testing
Fred Tetra for Kotor Tool and 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.
1,533 downloads
0 comments
Updated
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Arca Jeth's Original Robe Stats
By N-DReW25
A Mod for Star Wars Knights of The Old Republic II The Sith Lords
Author: N-DReW25
Release Date 1.0: 01.10.2018
Installation:
Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder
Uninstallation:
Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder
Description:
In 401DXN there are a handful of cut items resting in the files. Whilst I have restored those other items in a separate mod among these items was an old version of Arca Jeth's Robes with different stats. What this mod does is "restores" the original stats of Arca Jeth's Robes while still retaining the original robe textures and price seen in the vanilla/TSLRCM game.
Vanilla/TSLRCM Stats:
Defense Bonus 2
Wisdom 2
Regenerate Force Bonus 3
Restricted to Light Side
Arca Jeth's Original Robe Stats:
Defense Bonus 3
Strength 4
Wisdom 2
Restricted to Light Side
Known Bugs:
This mod shouldn't have bugs but if there is Just PM me on Deadlystream.
Incompatibilities:
Is incompatible with anything that edits "a_robe_23.uti"
Permissions:
Do NOT claim credit for this mod
Thanks:
Bioware for the first game
Obsidian for the second game
Fred Tetra for Kotor Tool and 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.
298 downloads
- arca jeth
- arca jeths robes
- (and 5 more)
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Harbinger white lights
I've never liked the ugly orange lights on the Harbinger. It seems that Obsidian agreed with me at some point, as some lightmaps clearly point to them using white(r) light textures at one point.
This small texture mod changes the ship's lighting from orange to the white seen on the Endar Spire in K1 (But a dim white, to keep the aesthetic Obsidian was going for). I personally think it looks much, much better.
Notes:
Lightmaps in a few places needed to be edited. This included a few lightmaps of 151HAR and almost the entirety of 153HAR (the lightning in most of it was this ugly shade of yellow/brown) Curiously, 153HAR had a few placeables which seemed to have neutral lighting, which meant they stood out from the yellow-ish lightmaps. With my mod, they fit in MUCH better. Why yes, it does come with loading screens. Installation:
Simply copy the files across to your Override folder261 downloads
0 comments
Updated
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Improved Dantooine Skybox
I've always thought the Dantooine Skybox was rather low quality. These new textures are 1K resolution and fit in with the existing color palette and fog.
Notes:
Fog in 2 modules has been tweaked to better blend in with the skybox fog. Installation:
Simply copy the files across to your Override folder6,796 downloads
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Party Leveler TSL
By jc2
Requested by LucyTheAlien.
JC2 Presents:
The Party Leveler TSL.
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About: Identical in concept to it's k1 counterpart, the PC can now fully upgrade their party members from level 1, once they join the party.
Benefits: Potentially, you could have Atton as a level 2 Jedi Sentinel, or simply have more customization of feats/skills/powers than usual.
Installation: Unzip and run the tslpatcher, should be compatible with every mod out there.
Installation order should be whatever mod that may have the same files, then my mod letting the tslpatcher patch the files for compatibility.
As always, I hope you enjoy!
Feedback is always appreciated, regardless of its nature.
-JC2
Special thanks to LucyTheAlien for reminding me about the TSLpatcher.
1,442 downloads
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Mandalorian HK-47
By Elwood288
As requested by Oaks, this gives HK a new coat of paint to make him match with the mandalorian neocrusaders.
Options for normal or white eyes and a neocrusader logo on his chest, head, both or neither.
Just a reskin so it shouldn't cause any problems except with other mods that reskin HK.
98 downloads
0 comments
Submitted
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Get a Grip! Zeison Sha Armour Male Model Fix
This mod addresses an issue with the vanilla Zeison Sha armour model for males (PMBMM). It appears something happened during its creation by Obsidian that results in the left hand being unable to reach far enough across the body to properly perform a two-handed grip during weapon animations. The model was also undersized compared to the other male models.
Fixes:
Scaled the model 102% to bring it in line with the height/size of other medium male models Adjusted some hand and wrist skin weights to minimise bad deformation Swapped to the PMBNM rig to alleviate left arm position/rotation issues Known Issues:
It seems like swapping to the PMBNM rig may have traded one set of issues for another. There appear to be some deformation problems with the right hand that aren't present when using the original rig. I may swap to a third rig at some point to see if I can find a better solution. The dual melee wielding animations still suffer from the vanilla bug of the off-hand clipping through the hilt. Download @JCarter426's Supermodel Fix for K2. Installation:
Simply copy the model files across to your Override folder Acknowledgements:
Thanks to @JCarter426 for pointing out the issue and testing the various fixes Thanks to @bead-v for KOTORMax and MDLEdit1,126 downloads
0 comments
Updated
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New Saber Blades
By DeadMan
MOD FOR STAR WARS: Knights of the Old Republic and STAR WARS: Knights of the Old Republic II: The Sith Lords
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New Saber Blades, v3.2
Author: DeadMan
What is this?
I've never liked original KotOR sabers. Their blades looked so ugly, so I was wondering if developers have seen SW movies at all...
And then, Shem released his "Prequel Sabers 2.0" MOD. He made blades look almost like in the movies, but something was wrong. Sabers are not flicking like ones in movies! It's not Shem's fault, but developers...
And I decided to fix it. This MOD will make sabers flicking.
This mod is compatible with both K1 and TSL.
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Installation: drop all files to your Override directory.
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Credits:
Shem - I used his "Prequel Sabers 2.0" MOD as texture base for this work.
Special thanks to Shaggoth, he knows for what.
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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.
4,652 downloads
- deadman
- lightsaber
- (and 1 more)
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Ep. 3 Anakin Skywalker
By DeadMan
STAR WARS: Knights of the Old Republic II: The Sith Lords MOD
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Ep. 3 Anakin Skywalker
Mod version: ALPHA-2
Author: DeadMan
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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.
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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.
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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.
4,760 downloads
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Vibrosword replacement pack
By DeadMan
I've got tired of standart ingame vibroswords and was looking for mods which will replace them with high(er) quality models.
While looking for KotOR models I've found an intresting mod for Jedi Academy made by RevanDark which added tons of new weapons. I especially liked the look of 'Cyber Ninja' swords and I thought it will be great to have such swords in KotOR...
So, this mod will replace standart vibroswords with cool "Cyber Ninja" swords. I've managed to convert models and re-create glowing effect for the blades.
Mod will not change stats of weapons.
Credit goes to RevanDark for creating original JA models.
Permissions:
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.
6,400 downloads