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KotOR2 T3-M4 Voice Reversion Module
Testing a theory . . .
Here's a new KotOR2 mod of mine. You’ll probably hate it!
[TSL] T3-M4 Voice Reversion Module (version 1.0)
MOD AUTHOR: Sith Holocron
ORIGINAL RELEASE: 28 MAY 2023
FOR WHAT GAME: Star Wars Knights of the Old Republic 2: The Sith Lords
Description:
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T3—M4 will sound a little more like his KotOR1 incarnation with this mod. Not the command/combat barks - just the conversations.
Installation:
1) Follow this path in your KotOR2 install and trace the route of the following….
SWKotOR2 > SteamVoice > AVO
2) In that AVO folder, find the following folders and move them to your desktop (which will enable you to reinstall the original sounds if you don’t like what’s in this mod): _T3M4AN, _T3M4CMN, _T3M4GRE, _T3M4HAP, _T3M4LAF, _T3M4MOC, _T3M4QUE, _T3M4SA, _T3M4SCA, _T3M4SCR, _T3M4WOU.
3) Place the folders in my mod package that have the same names in step 2, into the AVO folder
To Uninstall:
Take the folders that you put in step 2 of the install out again. Return the folders of the same name that you placed on your desktop back into the AVO folder
Known Bugs:
None known at this time.
Special Thanks:
To JCarter426: For pointing out exactly where I could find the original sound files that were replaced with my mod.
To Leilukin: For walking me through SithCodec (let’s hope I got it right!) and for pre-release reviews.
To Sithspecter: For pre-release reviews.
To Snigaroo: For pre-release reviews.
To Arson Hole: For pre-release reviews.
Legal Disclaimer:
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod.
It is to be distributed as-is without alteration, unless by permission of the mod author. (That's me!)
This mod is not to be distributed for profit, either. If you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the read-me, mentioning me.
325 downloads
0 comments
Updated
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Korriban Sith Academy TSL Model Fixes
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
These are a few model fixes I have made for the Sith Academy on Korriban in TSL.
While they are far from perfect, I feel it's better than having holes in the wall where I have added geometry.
odds noticed that I haven't done anything about yet
702KOR2e & 702KOR2f
contain spotlights meant to be in
702KORe & 702KORf
Model Fix Details
702KOR2c geometry added and extra face in the floor removed
702KOR2d geometry added
702KOR2e geometry added
702KORr model added ( spotlight on the Library Door Frame )
Visibility Fix Details
702kor.vis entries added to many rooms
Texture Fix Details
701KORe KOR_trim02 replaced with KOR_trim01 ( Higher Resolution, Same Texture )
701KORc KOR_trim02 replaced with KOR_trim01 ( Higher Resolution, Same Texture )
Installation
Drop files in override folder
Thor110
38 downloads
0 comments
Updated
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Expanded Galaxy v0.4.0 [MODDERS RESOURCE]
By Thor110
This is the release of the modders resource and overall expanded galaxy project, for the time being this mod does break most of the main game, so make sure to make a seperate modules and override folder for this mod and swap between them if you wish to have various versions of the game installed at once.
Please do not re-distribute these files without permission, if you use them to create your own modules please strip them down to bear essentials for the modules in your project and do not re-distribute the templates without modification.
Thor110
There is a separate working release that does not require this on the Work In Progress topic for the Expanded Galaxy Project on page 4.
348 downloads
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Sith Academy Missing Rooms
By Thor110
NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version.
This is intended for anyone that wishes to add the Library & Teachers Quarters rooms from TSL to the first game, the rubble has been removed and an empty level is included that just contains the assets that are present in the second game so they can be used as reference.
I added the missing beds to the teachers quarters and the spotlights under the doors to both rooms and made a number of small edits to the models.
There are a few small changes, such as the computers not being broken and each placeable now uses a string from the first games dialog.tlk ( Bag, Computer, Door, Footlocker ) as does the map note waypoint.
I have also used the .pth file from 702kor for this version of the level.
The .are & .ifo file are identical to those within korr_m35aa
The .git file contains just the doors, placeables, sounds and a single waypoint for the Library.
There is an expanded and a light .vis file, the expanded .vis file more closely resembles the TSL version and enables you to see lights from distant rooms and the light version more closely resembles the K1 version the expanded version is in the override by default.
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Installation:
Copy Modules & Override folder to the game directory.
Warp to m35aa to look around the level.
There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough.
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Thanks to DarthParametric for fixing the walkmesh in the Teachers Quarters.
Thanks to PapaZinos for fixing the UV and lightmap issues with the added geometry. ( I am waiting for these updates and will update this file when they are ready )
Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this.
23 downloads
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Mobile Override Files
By Thor110
NOTE : I extracted these for the Expanded Galaxy Project.
These are the files from the Android OBB contained within the Override folder.
Not intended for use with anything, just meant as a modders resource for anyone that wishes to alter or recolour the UI for the mobile version of the game.
Includes iPhone and Android specific textures.
Screenshot shows a blue version of the interface I am working on just to showcase it.
Thor110
14 downloads
0 comments
Updated
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Blue Kotor-Like GUI Mobile Version
By Thor110
NOTE : I made this for the Expanded Galaxy Port but decided to release it as a stand alone mod as well.
place override contents at /Android/data/com.aspyr.swkotorii/files/override
This should also work with iPhone/iOS but I am not familiar with the method to transfer it
Thor110
29 downloads
0 comments
Updated
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Visibility File Fixes
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
It was suggested to me that I release some of the fixes I have made separate from my main project, so here is my first set of fixes for two levels on Nar Shaddaa and two levels on Dantooine.
The preview images show what happens before applying these fixes.
Let me know if you find anywhere else in the game that this occurs and I will look into fixing it.
Thor110
2,347 downloads
0 comments
Updated
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Deny Carth an Audience
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This is another edit for my main project that I decided to package separately.
It adds a very simple dialog option allowing the player to deny Carth an Audience on Telos.
Thor110
128 downloads
0 comments
Updated
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M478EP Level Fixes
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
WARNING : I believe this is bugged and breaks the game, will update when I discover the cause of the issue.
It was suggested to me that I release some of the fixes I have made separate from my main project, so here are the changes I made to M478.
I combined the level that is usually split into three chunks into one and added some new doors to separate the areas, I also edited the positions of a lot of computer panels that were previously at odd rotations of positions and generally looked out of place on a droid planet, I also adjusted a few of the doors that were slightly out of line with the scenery.
Let me know if you have any suggestions for changes worth making to M478.
Thor110
1,216 downloads
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Missing Door - Jekk Jekk Tarr Tunnels
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This adds in a missing door from the Jekk Jekk Tarr Tunnels that is either absent from TSLRCM or was never there in the first place, though I believe it was there in my un-modded playthrough but it was some time ago.
Thor110
955 downloads
0 comments
Updated
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Academy Cleanup
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This mod literally just removes the holographic planet present in the Polar Academy, it is not there in the original game but was added in TSLRCM, so I decided to remove it as I think it looks out of place.
Thor110
635 downloads
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HK Factory Cleanup
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This mod lines up the HK-50 and HK-51 droids at the HK Factory on Telos.
I felt they looked out of place all slightly out of line so I lined them up with one another.
All of these small changes are included with the Expanded Galaxy Project but somebody suggested that I package them separately so here they are.
I am also looking for suggestions for things to fix throughout the course of the main game, so if you know of anything feel free to message me.
Thor110
762 downloads
0 comments
Updated
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Turret Placement
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This mod literally just lines up the two turrets shown in the preview image, somebody suggested that I release all fixes / changes that are not specific to my main project separately so I have even included this.
Thor110
692 downloads
0 comments
Updated
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Alternate Galaxy Map
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This changes the positions of Korriban and Dantooine to where they were in the first game.
The screenshot shows the new positions and I have edited out the new planets from my main project.
I haven't tested this but it will work with TSLRCM and M478EP, in future I will provide an alternate file to accommodate the Coruscant mod.
237 downloads
0 comments
Updated
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Czerka Site Cleanup
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
It was suggested to me that I release some of my fixes separately from my main project.
This happens to me every time I play the game and while playing again for testing purposes this annoyed me so I changed it.
This mod just moves a mercenary at the Czerka Site which almost always causes one of the companions
to go running off after a battle, I find it incredibly annoying, especially after fighting your way
through the minefields, turrets, droids and mercenaries.
Thor110
312 downloads
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Free Roam
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This is another edit for my main project that I decided to package separately.
It adds the ability to manually travel to Malachor V and to Free Roam after completing the game.
Note : made using TSLRCM module files, so TSLRCM required as opposed to compatible. ( though I think it would work without my guess is there might be dialog file differences )
Thor110
1,720 downloads
0 comments
Updated
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Coruscant Patch
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
This makes the Coruscant Mod compatible with TSLRCM & M478EP.
After Installing TSLRCM 1.8.5, M478EP 1.5.1 and the Coruscant mod, drop the files included into the Override folder for the game.
If you encounter any issues feel free to let me know.
Thor110
Edit : It seems this patch is already available and widely tested, for those that requested it you might want to check that out, for those that requested it on Steam Workshop, I suggest not using the Steam Workshop. At all.
1,750 downloads
0 comments
Updated
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Gammorean Shadow Fix
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
So I noticed this once before somewhere but never came across it again until testing some things recently.
The shadow stretches across the screen for this model.
It was a simple fix, just recompiling the model from the first game for the second game. ( thanks or DarthParametric for the suggestion on how to achieve this quickly )
Very noticeable, but I don't think it's visible in the main game due to always being in close proximity to the Gammoreans on Nar Shaddaa.
Installation : Unzip and drop the four files into the override folder.
Uninstallation : Delete the following files from the override folder.
c_gammorean.mdl
c_gammorean.mdx
c_gammoreanp.mdl
c_gammoreanp.mdx
Thor110
198 downloads
0 comments
Updated
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Sentry Droid Animation Fix
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
So I noticed this once in the Sith Temple on Dxun, which I believe is the only place in the main game where the droid actually appears.
Two sets of animations happening on one model resulting in two sets of what appear to be engine pods glitching around inside one another.
It was a simple fix, just deleting one set of the animations, it looked as if perhaps the original modeler or animator was trialing two different versions of the animation and then left them both there in the end.
Hardly noticeable really but it bothered me so I got around to fixing it eventually.
Installation : Unzip and drop the two files into the override folder.
Uninstallation : Delete the following files from the override folder.
c_drdsentry.mdl
c_drdsentry.mdx
Thor110
282 downloads
0 comments
Updated
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No Mines On Malachor, Only Gas!
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
Another request by @Snigaroo that I thought was worth taking on because it is something that has always bothered me too.
This mod removes the appearance of mines on Malachor by adding a new trap type to the game that uses a new model that doesn't contain a mine.
Compatibility
This mod should be compatible with any and all other mods, unless they happen to change the mines on these levels ( 901MAL & 902MAL ) or replace k_trp_generic.ncs
Installation : HoloPatcher
Use HoloPatcher to install the mod.
Uninstallation : HoloPatcher
HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself.
Thor110
Please do not redistribute or release anywhere without my express permission.
Tools used that helped make this possible.
Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra
KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue
HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz
HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol
110 downloads
0 comments
Updated
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Dantooine & Coruscant Model Fix
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
Just fixed these models for my project and decided that I would post them as well for anyone that might care about the small holes in the level geometry at the far end of the Enclave catacombs or Coruscant temple. 610DAN & 952COR
Installation
Add the files in the 7zip archive to your override folder.
Note : If you are not using the Coruscant mod, don't copy the following files.
952cor_19.mdl
952cor_19.mdx
952cor_19.wok
952cor_32.mdl
952cor_32.mdx
952cor_32.wok
Uninstallation
Delete the following files from your override folder.
610dan_19.mdl
610dan_19.mdx
610dan_19.wok
610dan_19_lm2.tga
610dan_32.mdl
610dan_32.mdx
610dan_32.wok
610dan_32_lm4.tga
952cor_19.mdl
952cor_19.mdx
952cor_19.wok
952cor_32.mdl
952cor_32.mdx
952cor_32.wok
Fixing this took longer than it should have!
Thor110
141 downloads
0 comments
Updated
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TSL *Fun* Gand to Jawa (Jekk'Jekk Tarr)
By OzilsEyes
=========================================================================
Change Gand in the Jekk’Jekk Tarr to Jawas
by OzilsEyes
=========================================================================
About:
This is a fun mod which changes the Gand in the Jekk’Jekk Tarr on Nar Shadaa to Jawas, this does not edit dialog, sounds or anything other than the model & name.
Requirements:
N/A
Installation:
Install the mod using the TSLPatcher, alternatively you may drop the files in the override folder but you will need to change the Alien_Gand_01 line to use the C_Jawa model in your appearances.2da file.
Uninstallation:
Change ‘C_Jawa’ to ‘N_Gand’ on Row 569 (Alien_Gand_01) in appearances.2da & remove c_jawa.mdl, c_jawa.mdx from your override folder.
Compabilitiy:
Everything, only changes appearance of Alien_Gand_01
Changelog:
1.0 Initial release
2.0 Fix – My noob self didn’t realise how KOTOR 2 worked when I made this, removed the UTC file & using only appearance line now.
Credits:
Mod by OzilsEyes on DeadlyStream
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.
8 downloads
0 comments
Updated
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AxC's Shape Your Padawans
By AxConsortium
Shape Your Padawans allows you to take full control over your Force-sensitive companions' Jedi training in KOTOR 2. Unlike the original game, where each companion's Jedi class is pre-determined, this mod grants you the power to choose their path. Normally, Padawans select their own path, but these are unusual times, and as their mentor, you can guide them to become a Jedi Guardian, Sentinel, or Consular.
With this mod, your companions are truly your Padawans, and their destiny lies in your hands.
Key Features:
Choose the Jedi class for each Force-sensitive companion as they become your Padawans. Tailor their growth to complement your party's needs, roleplay your vision of their Jedi path, or just experiment with different builds. See which Jedi class each companion would have originally become before making your choice.
Credits:
Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset
Mods on Screenshots:
Canonical Jedi Exile, by michaelfung2000 The Exile's Robe, by Ellimar
82 downloads
0 comments
Updated
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K2 Improved Gameplay
By MetaBee
About This File
Knights Of The Old Republic II: [THE SITH LORDS]
================================================
Author: MetaBee
Name: K2 Improved Gameplay Mod v2.5
Description:
This mod aims to improve the game play, as well as to fix incorrect parameters within certain 2da file rows. For example, the saving throws of all the
Prestige Classes are actually incorrect, or either unfinished. This mod will fix that. It also aims to balance out combat, influence - skills ect.
This mod makes it possible, to now reach higher LvL's in the game before you finish. Its possible to reach LvL 40 now, and maybe 50,"
Provided one does all bonus quests as well as take all advantages off XP opportunities. In the OG game, even if you do so, you will only make it to 30 -32 "Without Exploiting".
Bearing in mind i'm including TSLRCM.
How does this work ? Simple, you will accumulate more XP from killing hostiles, as well as require less XP to Lvl up. The balance to this, is that your enemies will now be stronger, have more HP, and will be overall better to combat with.
Note: Lvl's will appear to be fast, especially in the beginning - however a grand total of 880 000 XP is Required to reach Lvl 50.
For more details, see ReadMeDetails.txt located in the mod.
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I highly recommend getting Stoffe's Improved Ai Mod, In conjunction With My Mod.
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Compatible:
This Mod, is compatible with TSLRCM 1.8.5
Incompatible:
With any files that conflicts with these files.
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Install:
Run the Tslpatcher, and point it to your Knights of The Old Republic II Games Directory.
Uninstall:
Simply delete the files, and copy the backup files to where they were.
"For specific instructions, please refer to the ReadMeInstall.txt - that comes with the mod"
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Bugs: None known, let me know if you encounter any.
Permission: This mod is permitted to be updated by anyone that would like to do so, credit me though.
Credits:
*Deadlystream
*Modders for Tools Needed.
*All Kotor 1 & Tsl Participants
2,215 downloads
- fixing
- improvement
- (and 5 more)
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More Powerful Sith Lords
By MetaBee
Knights Of The Old Republic II: [THE SITH LORDS]
================================================
Author: MetaBee
Name: More Powerful Sith Lords v1.4
Note: TSLRCM 1.8.5 is Recommended for this Mod! If you want to use this Mod without TSLRCM - Then refer to the
ReadMeInstall.txt that comes with this mod.
Description:
This Mod is intended to enhance the Sith Lords... Traya, Sion & Nihilus to be tougher opponents. The mod increases their Attributes,
Feats, Force Powers & Bonuses. It also gives tweaks to their Class & Level - Making them true Sith.
Their is Four options available [ Moderate ] [ Hard ] [ Impossible ] [ Doomed ]
Warning!!: Impossible and Doomed are not for the feint of heart. Seriously its Rough! lol, Good Luck!
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Compatible:
This Mod Is TSLRCM 1.8.5 Compatible. Should be compatible with most Mods.
Incompatible:
With any mod that alters the same files inside the override folder. Example: n_darthsion_002.utc
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Installation:
Please refer to the ReadMeInstall.txt that comes with this Mod for more information.
Uninstall:
For more information refer to the ReadMeInstall.txt provided in the Mod.
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Bugs: None that i know of. Let me know if you find something.
Permission: I give full permission for anyone that wants to update this mod.
Credits:
Deadlystream
Modders & Tools Needed
1,017 downloads