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  1. Peragus Medical Bay Enhancement

    This mod makes some improvements to the Peragus medical bay and the opening cutscene where the player wakes up:
    - The player now wears a breathing mask inside the kolto tank, similar to the dead miners in the other tanks.
    - The hose on the breathing mask has been replaced with a higher polygon version.  It also now runs behind the user's neck
      (primarily so that it works with the player's "waking up" animations).
    - The kolto tank bubbles have been adjusted slightly based on the parameters for the bubbles on the diving suit in KotOR 1.
    - A water column mesh has been added inside each kolto tank.  The water level in the player's tank drops as the player slumps down in
      the opening cutscene, as described in developer notes in the original DLG.  After the opening cutscene, the kolto tank
      remains empty with no fluid.
    - The dead miners have been replaced with placeable models which bob up and down slightly in the water and use higher-resolution head
      textures ported from KotOR 1.  Upscaled textures, courtesy of Sith Holocron, are also available as an option for the miner heads and
      the vanilla-style uniform.
    - The leftmost miner, which was originally identical to one of the others, has been replaced with a new female miner based on a
      ported KotOR 1 player head and DarthParametric's "Female Czerka Officer's Uniform" modder's resource.
    - A few clothing options are available for the dead miners:
        a) Vanilla-Style Uniforms:  The same uniforms which they wear in vanilla, which are slightly different than the ones later worn by the
           player and the miners in the holologs
        b) Player-Style Uniforms:  Uniforms based on the combat suit model, which match the ones worn by the player and shown in the holologs
        c) Underwear:  Underwear similar to the wounded soldiers on Taris in KotOR 1
        d) Kainzorus Prime's Mining Gear:  Mining gear matching "Peragus Mining Gear" by Kainzorus Prime
           (https://deadlystream.com/files/file/401-peragus-mining-gear/).  Requires "Peragus Mining Gear" to be installed.
    - Also available are alternative head and underwear textures with burned skin, based on textures by DarthParametric.  Note that if you
      use them with options (a), (b), or (d), only the heads will be burned, and the uniforms will remain undamaged.
    If you would also like the miners in the holologs to wear the type (a) uniform, you may be interested in the mod "Beta Peragus Miner Pack" by N-DReW25 (https://deadlystream.com/files/file/2018-beta-peragus-miner-pack/)
    Thank you for downloading, and I hope you enjoy this mod!
    Opening Cutscene:

    Med Bay Enhancement - Opening Cutscene.mp4 -------------------------------------------------------------------
    INSTALLATION
    Run "INSTALL.exe" and follow the prompts.  When asked, select your preferred option for the dead miners' clothing.  If you are using the option for Kainzorus Prime's "Peragus Mining Gear", you must install that mod first.  It is normal to see warnings that 101per.mod and placeables.2da already exist and have been skipped.
    To use the burned skin textures, copy the files from the folder "OPTION - Burned Skin Textures" into your game's Override folder after the main installation is complete.  To use the upscaled head and uniform textures, copy the files from "OPTION - Upscaled Textures" into Override.  Upscaled versions of the burned heads are in "OPTION - Burned Skin Textures\Upscaled".
    This mod requires a new playthrough and is not compatible with existing saves.  If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307
    -------------------------------------------------------------------
    COMPATIBILITY
    This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/).  It has not been tested without TSLRCM installed.  It is also known to be compatible with the following mods:
    - The KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/)
    - Peragus Tweak by VarsityPuppet (https://deadlystream.com/files/file/8-peragus-tweak/)
    - Ultimate Peragus Models Repair by PapaZinos (https://deadlystream.com/files/file/2010-ultimate-peragus-models-repair/)
    - Peragus Medical Monitors and Computer Panel by Sith Holocron (https://deadlystream.com/files/file/
      1375-peragus-medical-monitors-and-computer-panel/)
    - Peragus Mining Gear by Kainzorus Prime (https://deadlystream.com/files/file/401-peragus-mining-gear/)
    This mod is compatible with texture-only reskin mods.  It is incompatible with any other mods which edit 101per2a.mdl/mdx or use mask/helmet variation 43.  For best results, install this mod after any of the mods listed above and any other mods which make significant changes to Peragus.
    -------------------------------------------------------------------
    CREDITS
    KotorBlender by seedhartha
    tpcview and tga2tpc by ndix UR
    NWNSSCOMP by Torlack and tk102
    K-GFF by tk102
    DLGEditor by tk102
    TSL Patcher by stoffe and Fair Strides
    ERFEdit by stoffe and Fair Strides
    Kotor Tool by Fred Tetra
    Holocron Toolset by Cortisol and th3w1zard1
    The vanilla-style female miner uniform is based on the "Female Czerka Officer's Uniform" modder's resource by DarthParametric (https://deadlystream.com/files/file/1955-female-czerka-officers-uniform-modders-resource/).  It is used here in accordance with the permissions stated on its download page.
    Thank you to DarthParametric for suggesting that the moving water column could be made with a placeable, which sidestepped some visibility issues I was having with moving emitters in the area model.  Thank you also to him for suggesting that I use his burned head/underwear textures and for providing his original Photoshop files as a resource.
    Thank you to Dark Hope and DarthParametric for identifying that KotOR 1's kolto tank bubbles look better with the settings from the diving suit bubbles, which prompted me to do the same here.  (See https://deadlystream.com/topic/10826-dark-hope-wip/page/4/)
    Thank you to Sith Holocron for providing the upscaled textures for the miner heads and vanilla uniform.
    Thanks to N-DReW25 for pointing out in his "Beta Peragus Miner Pack" mod that the original Peragus uniform was based on the Czerka uniform and for demonstrating that DarthParametric's female Czerka uniform resource could be handily used for the same purpose.  Thank you also for suggesting that I create an option for Kainzorus Prime's "Peragus Mining Gear" mod and that I offer both the original and upscaled versions of the textures as options.
    This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware.
    -------------------------------------------------------------------
    VERSION HISTORY
    1.0 - Initial Release
    1.1 - Added burned skin textures, suggested by DarthParametric.
    1.2 - Added upscaled head and vanilla uniform textures, provided by Sith Holocron.
        - Adjusted texture mapping of the right arm on the female vanilla-style miner
        - Added script source code to the download package
    1.2.1 - Made additional adjustments to the texture mapping for the vanilla-style female miner
          - Adjusted the leftmost miner's head position to be more similar to vanilla
    1.3 - Added option for Kainzorus Prime's "Peragus Mining Gear", suggested by N-DReW25
        - Moved the upscaled textures into a separate option, suggested by N-DReW25
    -------------------------------------------------------------------
    DISCLAIMER AND PERMISSIONS
    This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian.  Use at your own risk.  The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
    This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.  Assets from this mod shall not be redistributed in other modifications without the author's permission.
    "Miners, not minors!"
    "...You lost me."

    761 downloads

       (0 reviews)

    16 comments

    Updated

  2. Brown Hair for Disciple

    This mod gives the Disciple brown hair.
     
    To install, extract the files and place them in the override folder of your KotOR2 directory. To uninstall, remove the files from the override folder.

    11 downloads

       (0 reviews)

    0 comments

    Updated

  3. JC's Spice of Life for K2

    This mod adds spice, a class of narcotic found in the Star Wars galaxy, as a new consumable item type to the game Star Wars: Knights of the Old Republic II - the Sith Lords.
    Spice may be consumed by any non-droid member of the party, activated as a medical item. Each variety of spice has different effects. Similar to stimulants, the effects of spice do not stack, so only one dose of spice may be used at a time; however, a dose of spice may be used in addition to stimulants and other effects. The effects of spice last for 120 seconds per dose. Use of certain spice leads to withdrawal, which lasts for 30 seconds after the dose wears out. A high Constitution score will reduce the length of withdrawal.
    Spice item drops have been placed throughout the game where thematically appropriate. Spice may also be crafted at any lab station.
    Installation
    You must start a new game to experience the full effects of this mod.
    Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). TSLPatcher may warn that .mod files already existed and were skipped during installation. This is normal and means that this mod's installer patched the files you already had from another mod rather than installing a new one.
    This mod only supports the English language version of the game at this time.
    Uninstallation
    During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
    Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one. Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in to your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Delete all other files installed by this mod from your game's Override folder. Compatibility
    This mod uses combat shot item variations 101 through 112.
    Known Issues
    Some effects of spice will stop functioning after you transition areas. It did not seem possible to resolve this without editing the party AI, which would introduce the possibility of compatibility issues with other mods.
    While testing, I had an occasional issue with hallucinations being visible after they were supposed to disappear. They will disappear properly after loading the area again. Consider this a symptom of psychosis.
    Credits
    KOTOR Tool—Fred Tetra
    TSLPatcher—stoffe & Fair Strides
    ERFEdit—stoffe & Fair Strides
    K-GFF—tk102
    NWNSSCOMP—Torlack, stoffe, & tk102
    xoreos tools—xoreos team https://xoreos.org/
    License
    This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.

    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.

    46 downloads

       (0 reviews)

    1 comment

    Updated

  4. Czerka Site Cleanup

    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

    345 downloads

       (1 review)

    1 comment

    Updated

  5. Red floating lightsabers

    This mod changes Kreia's floating lightsabers from violet to red and makes them immune to fear, paralysis, and stun. Since they're, you know, lightsabers instead of people, I figure they shouldn't be susceptible to those effects.

    To install, drag the .utc files from the attached .zip and place them into your override. Remove to uninstall. Ezpz.
    Thanks to Fred Tetra for creating the Kotor Tool, which was used to add the immunity feats.

    405 downloads

       (0 reviews)

    0 comments

    Updated

  6. Malachor is Toxic!

    NOTE : This is included with the Expanded Galaxy Project already.
    Another request by @Snigaroo
    This mod makes it so that the atmosphere of Malachor is toxic to the player character, except in sheltered areas, it also adjusts the spawn location to be on top of the Ebon Hawk and adds a tutorial popup window to warn the player about the atmospheric effects.
     
    Compatibility
    This mod should be compatible with any and all other mods, unless they happen to change tutorial.2da or any of the following scripts or files.
    In 901MAL
    k_901mal_enter.ncs
    tr_mira_han.ncs
    a_mira_cs.ncs
    In 902MAL
    tr_london_bridge.ncs
    flank.dlg
    In Override
    Replace0=lbl_icn_msg.tga
     
    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
    TSLPatcher & ChangeEdit
    HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol

    22 downloads

       (0 reviews)

    2 comments

    Updated

  7. KotOR2 Random Panels

    AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 15 NOV 2024
    UPDATE RLEASE: 21 NOV 2024
    GAME: Star Wars Knights of the Old Republic 2: The Sith Lords
    Description:
     
    While recuperating after open heart surgery, I needed a small project to keep me occupied. Something relatively stress-free so I could go about the work without getting to frustrated.
    I landed on redoing some of the panels for the various planets that *mostly* tend to look the same with minor difference in coloring. I settled on the panels included here.
    There are separate downloads for each game but some of the textures appear in both as Obsidian did reuse some of the textures.
    Update to release: I have added the following textures to this mod package.
    dxn_SPn01, HAR_Pn02, PER_Tek1, PLC_WtrLvl

    Answer to Possible Question:
     
    Where is the texture for the panel on Peragus?  It is included in this separate download: https://deadlystream.com/files/file/1375-peragus-medical-monitors-and-computer-panel/

    Installation:
     
    Drop the TGA files and TXI files into your Override.  My textures have been labeled with their names on the download page so if there's one that you don't particularly care for, don't drop that one into your Override folder.
    If using another texture pack that includes identically named textures (whether they are TGA, TGA with TXI, or a TPC file), remove those from your Override before putting mine in.

    Uninstallation:
     
    Take the files you put in, 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.. 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.
    Thieves need not apply. (You know who you are.)

    Credits:
    Jorak Uln: For frame created used in NIH_tk02 texture.
    ScrierOne: For one of the buttons they designed and I used in the Onderon texture (OND_tk01).
    ConansHair: For overlay on the Onderon texture (OND_tk01), and for feedback on textures before release.
    Fair Strides and LordMerek: For feedback on textures before release.
     

    591 downloads

       (0 reviews)

    5 comments

    Updated

  8. Thematic Jedi Masters

    Thematic Jedi Masters
     
    Premise
    A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary.
    When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are.
    Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation.
    Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people.
    For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download.
     
    Why Use Thematic Jedi Masters?
    As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight how they would actually fight. If you want pure difficulty, other mods might be for you. If you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Jedi Masters is likely for you.
    Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility.
     
    Difficulty, Balance & Testing Methodology
    Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest.
    This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing.
     
    Compatibility
    This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits.
     
    Installation
    1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar.
    2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. Done!
     
    Permissions & Thanks
    As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me.
    Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help.
    Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.

    734 downloads

       (0 reviews)

    0 comments

    Updated

  9. Thematic Sith Lords

    Thematic Sith Lords
    Premise
    Anyone who’s played TSL knows that the eponymous Sith Lords are pretty disappointing. The most hyped fight of the entire game, against Nihilus, is almost always trivial. Sion has the potential to be dangerous but rarely is, and Kreia’s floating lightsabers are almost always more of a threat than the woman herself.
    Thematic Sith Lords’s purpose is not to directly address these issues, but to push back against some of the underlying problems with these fights that results in them being so boring. While examining the .utc files for Sion, Kreia and Nihilus associated with their respective fights, I found that there was surprisingly little differentiation between them, especially in class & attributes, with very little specialization per Lord. Worse still, many feats and powers which the Lords should realistically have had were also missing: Sion, for example, lacked Ignore Pain despite his ability to fight through and even utilize his constant pain being the core of his character!
    Thematic Sith Lords, as you may have gathered, is not a difficulty mod as such. Rather, it’s a realism mod the goal of which is to increase the overall difficulty of the Lord fights as a natural result of restructuring the stats, feats and powers of the Lords to more accurately fit their physical and mental conditions, as well as their experiences and training, without making every fight harder for all characters. The goal is to make each fight with a Lord feel different, with each Lord having their own specialties, strengths and weaknesses, such that some character builds will do better against some Lords and struggle against others.
    For example, in Thematic Sith Lords, Sion has extreme STR and CON, but poor WIS and INT, and abysmal DEX and CHA. His archetype is as a bruiser, who trades taking hits for being able to dish out extremely powerful strikes with no fear of his close-range style resulting in his death—because Sion doesn’t need to worry about dying in a fight, and his combat style should reflect that. This overconfidence results in him being somewhat vulnerable to Force abilities, however, and a Consular might run circles around him where a Guardian struggles to bring him down.
    The goal is that the opposite will also be true—Consulars who had no trouble with Sion might find themselves in a pickle when their abilities bounce off Nihilus, who now has even higher WIS and Will saves than he did before, and the DEX to frequently dodge the lightsabers of most Jedi not built explicitly for melee combat.
    Additionally, for the 2.0 release of this mod the entire mod was reworked from the ground up with even more comprehensive alterations, as well as including the Visas ambush fight in the list of edits. The 2.0 changes were extensively tested for realism, balance & difficulty, and a full list of all the alterations made to each Lord is included in the file download for those who would like to see exactly what I did, as well as a brief explanation for why.
     
    Why use Thematic Sith Lords?
    As noted above, Thematic Sith Lords isn’t a difficulty mod, as most rebalances of the Lords are. The goal is to make each Lord’s attributes, stats, feats and powers a realistic reflection of their condition, and how they would actually fight. If you want pure difficulty, other mods might be for you; if you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Sith Lords is likely for you.
    Thematic Sith Lords also has three features which other difficulty mods for the Lords often don’t: it makes adjustment to Visas’s ambush of the party on the Ebon Hawk; it modifies the Sion fight on Korriban as well as Sion's fight with Atton on Malachor (both of which are frequently left out of other mods); and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility.
     
    Difficulty, Balance & Testing Methodology
    Users who have tried other mods which make serious alterations to boss enemies, or who used the 1.0 version of Thematic Sith Lords, may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest.
    This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing.
    I will note as an aside that there is one fight that is abnormally difficult: Atton vs. Sion. But I view this as being realistic, and designed it this way purposefully: Atton is an above-average Jedi at best going against a Sith Lord, and there should be a real chance of him losing there. It should be a major triumph if you can evade Sion.
     
    Compatibility
    This mod requires TSLRCM to be installed first, and NOT to be installed via the Steam Workshop, in order to install properly & function. The Workshop is very poor for mod compatibility, so if you have it installed via the Workshop, it’s best you install it via the installer version anyway.
    This mod should be compatible with anything and everything else that doesn’t edit the Lords’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Sith Lords’s module-based edits.
     
    Installation
    1. Ensure TSLRCM is downloaded and installed, NOT through the Steam Workshop!
    2. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar.
    3. Run the TSLPatcher .exe and, when prompted, choose which of the two main modules you would like: Standard (base changes only) or No Force Rating (removes the saving throw bonuses to DS characters in the Korriban Sith Academy, which can make the Sion fight there more difficult). Once you have chosen your preferred module, select your game directory (the one with the .exe file in it), click “install mod” and you’re done!
    4. Optionally, if you would like Visas to appear as a Sith Assassin during her ambush, re-run the installer after installing your chosen base module and select the “Sith Assassin Visas (Optional)” install option, then install that module also.
     
    Permissions & Thanks
    As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me.
    Special thanks to @DarthParametric for his help with putting the 1.0 release together--it was my first time making significant edits with KOTORTool and creating a TSLPatcher install, and this mod quite probably wouldn’t exist without his help.
    Thanks to @Pavijan357 for identifying the missing changes to Sion in 906MAL.mod, and @DarthTyren for cleaning up my changes.ini and applying the changes properly.
    Credit to @offthegridmorty for his “Visas Marr: Sith Assassin” mod, which inspired this mod’s optional module to change Visas’s class to Sith Assassin during her ambush on the Ebon Hawk.
    Premier thanks goes as usual to @JCarter426, who rebuilt this entire mod at my request for the 2.0 release, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. As of the 2.0 release, this mod is much more his than my own and I am tremendously grateful for his help.
    Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.

    16,749 downloads

       (3 reviews)

    7 comments

    Updated

  10. Sith Disruptor Fix

    This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable.

    37 downloads

       (0 reviews)

    0 comments

    Submitted

  11. Fixed / Better Czerka Salvager

    ============================================
    Better / Fixed Czerka Salvager – OzilsEyes
    ============================================
    We all know how annoying the Czerka Salvager can be on our lightside play throughs. He sometimes decides to just stop dead until you run back, sometimes just gets stuck walking around objects or through doorways....
    This patch will better / fix the Czerka Salvager in the Telos underground. Currently he gets stuck on objects, you have to run back sometimes – it’s not ideal.
    Now he will follow your party, if he does fall behind or get stuck for whatever reason, will warp towards your party. The leaving script has also been fixed to accommodate my new script, it has been cleaned up & now has a check for combat before initiating too.
    He now walks towards the door and fades out instead of sprinting in the same spot for 5 seconds before disappearing.

    Install:
    =================
    Run the tslpatcher.exe, choose your root installation folder (NOT override).
    Let it run -> Play the game
    Please note: This will only take effect on a save where you haven't already been to the Telos Underground Base.
    Alternatively, if you want to run this mod without tslpatcher, it will work in override.
     
    Uninstall:
    =================
    A backup of your original 232TEL.mod file, replace that if you need to uninstall.
     
    Legal Disclaimer
    =================
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all involved parties in this release.

    Credits:
    OzilsEyes – Deadlystream 

    Tools used:
    tslpatcher
    Holocron Toolset
    KOTOR Scripting Tool
    Special thanks to all creators / developers of these tools
     

    232 downloads

       (0 reviews)

    2 comments

    Updated

  12. More Ebon Hawk Scaffolding

    Description:
    This is a quick little retexture I made that replaces some of the textures on the Ebon Hawk to look mildy repaired. It has the damaged "Wiring/Broken" texture from the damaged Ebon Hawk with the scaffolding seen in the fixed ship put over top. I'd like to imagine that the Peragus miner's and mining droids didn't have the right parts to 100% keep the inside of the Ebon Hawk looking clean and properly fixed up, and they only had the scaffolding/spare parts to fix up the ship to the point where it won't fall apart. It also gives the perspective of the ship being more scrapped and damaged, the exile and her party making do with the mildy intact ship.

    Note: The textures can look a bit wonky in a few areas, but that's due to how the texture's are laid out originally on the model. Won't do much to fix all that, since I just wanted a simple retexture. Sometimes you won't notice unless you pay attention to it.

    Additional:
    An Ebon Hawk retexture can be seen in the screenshots. This is NOT apart of my mod, but it is from Laast's "Ebon Hawk Revisited" mod here: https://deadlystream.com/files/file/2338-ebon-hawk-revisited/
     
    Installation:
    Extract the .zip and copy the .tga files in the folder to the Override folder in your TSL directory. Delete any files with the same name that end in .tpc or .dds.

    Credits:
    Obsidian/Bioware for the original textures
    GIMP
    Holocron Toolset for file extraction

    You can use these retextures in your own mod as long as I am credited and they are repurposed.
     

    34 downloads

       (0 reviews)

    0 comments

    Submitted

  13. K2 Loading Screen Rescaled

    Separated the upscaled loading screen and the alt version from my K2 Cutscene Rescaled mod.
    Disclaimer
    This mod only includes the enhanced legal screens. Adjusting your game to the preferred resolution is necessary.
    Installation
    - Download your the zip for your resolution.
    - Extract the preferred legal screen file (legal.tga) into the "override" folder in your game installation directory.
    Alts
    - Features an alternative legalscreen option. (or even 2 versions when using the 3440x1440 resolution)

    141 downloads

       (0 reviews)

    0 comments

    Updated

  14. K2 Cutscenes Rescaled

    This mod modernizes all K2 cutscenes by upscaling, slight compositing, and remaking text elements. This in 3440x1440, 3840x2160,  2560x1440 and 1920x1080 resolutions at the original framerate (and soon interpolated to a 60fps version).
    Disclaimer
    This mod only includes enhanced cutscenes/legal screens. Adjusting your game to the preferred resolution is necessary.
    Information
    - Cutscenes have been upscaled using a combination of AI models in Topaz Video AI 5, then re-composited and exported back to bink files at a high bitrrate.
    - Remade the subtitles for videos KreMov01 and ScnMov01
    - Remade legal screen (alt screens featuring art by Francis Hsu)
    - Remade credits crawl in MalMov12, MalMov14 and Credits
    - Remade title crawl in PerMov01
    - Includes additional downloadable archives for some mods that add or alter videos (TSLRCM, Enclave and M4-78). Downloadable as an extra archive per resolution.
    Installation
    - Download preferred resolution and a mod archive when using any of the supported mods.
    - Extract the downloaded .bik files into the  "movies" folder in your game installation directory. Remember to make a backup of the original folder first if you want to restore them at some point.
    - Extract the prefered legal screen from the "tex" folder to the "override" folder in your game installation directory.
    - Overwrite with any preferred alt versions and used mods.
    Alts
    - "legal" an alternative legalscreen option. (or even 2 versions when using the 3440x1440 resolution)
    - "nosubs" removes subtitles from videos KreMov01 and ScnMov01
    - "whitesubs" adds white instead of green subtitles to videos KreMov01 and ScnMov01

    Let me know if  you run into any issues or have any thoughts. This is by no means perfect since the upscaling process still introduces a lot of artifacts but I'm hoping to revisit and improve this project whenever there's a significant update in available upscaling video tech. K2 also features videos with way more anti-aliasing and interlacing issues than K1 for some reason.

    628 downloads

       (1 review)

    1 comment

    Updated

  15. Jekk'Jekk Tarr all bar patrons armed

    By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will draw them once the combat starts.

    172 downloads

       (0 reviews)

    0 comments

    Updated

  16. Cherry Blossoms on Dantooine

    This simple re-texture makes the trees on Dantooine look like cherry blossoms.
     
    To install, extract the files and place them in the override folder of your KotOR2 directory.
    To uninstall, remove the files from the override folder.

    31 downloads

       (1 review)

    0 comments

    Submitted

  17. Brown Hair for PMHC04

    This mod gives the PMHC04 portrait brown hair.
    To install, extract the files and place them in the override folder of your KotOR2 directory.
    To uninstall, remove the files from the override folder.

    28 downloads

       (0 reviews)

    0 comments

    Submitted

  18. Commoner's texture pack v1.0

    This mod is a modder's ressource, nothing will be introduced in game.
    Hello there ! As i am working on NPC diversity with the Kotor Expansion Pack, i am providing my ressources. In this pack there is around 70 new textures for commoners, it is overkill but at least you can choose from a variety of things.
    TSL had a specific texture for both male and female commoner that was exclusive to this game, however there was only 1 color for each gender (light blue and dark blue). I brought a lot of color variations for female, and some for males.
    I also provided some sleeveless variants, among them is the female czerka uniform with the signature czerka bars on the arms.
    The textures have been reworked from ShiningRedHD upscaled texture, so everything is in high quality. 
    You can use anything from this pack as long as you credit myself and ShiningRedHD.

    47 downloads

       (1 review)

    1 comment

    Updated

  19. Better Disciple Meditation

    Makes it so meditating with Disciple grants a temporary bonus to Wisdom.
    SUMMARY:
    In the vanilla game you can meditate with Disciple if no enemies are around to fully restore your Force points. It's a cool mechanic but FP regenerates fast enough outside of combat that I've never really used it except for role-playing.
    This mod aims to make meditation more useful by also granting both the PC and Disciple a +2 bonus to Wisdom for 5 minutes. Nothing huge but it's free and lasts a long time, so it might get you to bring Disciple along more often or check in to meditate before heading out.
    INSTALLATION:
    To install, run TSLPatcher.exe.
    If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe.
    UNINSTALLATION:
    1. Remove the following files from override:
    - spells.2da
    - effecticon.2da
    - dscplmed_caster.utp
    - a_forcepointheal.ncs
    - m_imp_dscplmed.ncs
    - m_dscmed_plc_htb.ncs
    - disciplemed.tga
    2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder.
    3. Move any remaining files in the backup folder to override.
    COMPATIBILITY:
    Not compatible with mods that edit the script a_forcepointheal.ncs. Otherwise should be compatible as long as the mod uses a patcher or this mod is installed after. Compatible with Party Swap.
    PERMISSIONS:
    Please do not reupload this mod or any contained files without my permission.
    CREDITS:
    offthegridmorty
    TSLPatcher, TalkEd - stoffe, Fair Strides
    KOTOR Tool - Fred Tetra
    Holocron Toolset - Cortisol
    KGFF - TK102

    489 downloads

       (0 reviews)

    0 comments

    Updated

  20. NPC Collection

    This mod adds an armband to the game that allows you to spawn NPCs and control them.
    If you start a new game you will find the new item on Peragus - Administration Level after you leave the Medical Bay in the Medical Lab & Lab Station area in the very first lootable container. In existing playthroughs you need to use the console to add the item to your inventory, type "giveitem npc_collection" in the console. I still need to add more NPCs to the mod but it is in usable condition.

    307 downloads

       (0 reviews)

    3 comments

    Updated

  21. TSL Melee Texture Enhancement

    Description:
    The swords, axes, and stun batons in Vanilla TSL aren't the most prettiest things you could look at in the game. I have decided to
    make a texture enhancement for the swords since Snigaroo put a request for a skin to do something like this on the mod build request
    thread for TSL. I also wanted to make this eventually, so why not do it now? The vanilla TSL swords have been upscaled to 2048 x 2048
    from 64 x 64. I then used KotorBlender and GIMP to make the swords look better. Likewise for the axes and the stun batons.
    Person-who-wouldn't-wish-to-be-credited also provided an alternate stun baton texture for the 004 stun baton in a discussion with him, and button textures I 
    used on the stun batons and swords. The alternate stun baton texture has a wood and leather appearance.
    I haven't changed the animated "zappy" texture on the stun batons, nor have I changed the third stun baton texture, since none of 
    the stun batons in the game use it.
    Screenshots are provided in the "Screeshots" folder.
    Installation:
    1. Extract the .zip
    2. Copy all of the .tpc files from "override"
    3. Paste them into the override folder in the TSL directory
    4. *Optionally* Copy w_Stunbaton_004.tpc from Alternate 4th Stun Baton folder and copy that into the override folder in your TSL
    directory, overwrite when prompted. 
    Credits:
    Person-who-wouldn't-wish-to-be-credited for the button and Alternate 4th Stun Baton Texture
    GIMP
    Kotor Tool
    KotorBlender
    Use of Mod:
    Do not upload to any other file hosting sites without my permission (like NexusMods, GameBanana, Steam Workshop. etc.)
    You can re-use one of these textures in your own mod, as long as you have my permission. 

    894 downloads

       (1 review)

    0 comments

    Updated

  22. Mobile M4-78 Enhancement Project

    WARNING : This is still being tested, but initial tests are promising. Feel free to message me with any issues you might encounter.
     
    Original mod and permissions provided by @zbyl2
    https://deadlystream.com/files/file/277-m4-78-enhancement-project/
     
    Installation
    Mobile TSLRCM required.
    https://deadlystream.com/files/file/1801-mobile-restored-content-mod-mtslrcm/
     
    Unpack the .zip archive and transfer the files to their proper location.
    Both iOS and Android place all files in a folder called ‘mods_english’ (or ‘mods_russian’, etc.) within a folder called ‘dlc’. So /dlc/mods_english/[all files]/.
    1. Unrar M478EPMobile
    2. dlc folder contains two subfolders, for each language version; feel free to delete ones you don't use.
    3. Paste it in the install location:
     
    iOS:
    On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes.
    ANDROID:
    On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/
    As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal.
     
    I used the Application ZArchiver to unpack the files and Total Commander to transfer the files to the relevant location, but I believe they can be transferred using the regular file browser application, however I have been testing it on the Bluestacks emulator and not on actual hardware for the moment.
     
    based on latest M478ep.exe Updated on DeadlyStream @ January 9, 2022
    https://deadlystream.com/files/file/277-m4-78-enhancement-project/
     
    All I really did was correct some file name mismatches on models and prepare the package.
    movie files not included and don't work
     
    Prepared for mobile by Thor110

    383 downloads

       (1 review)

    2 comments

    Updated

  23. Modder's Resource - Weapon Icon Background Templates

    Modder's Resource 
    Weapon Icon Backgrounds
    Kaidon Jorn - Dec 2024
     
    These were the backgrounds for lightsaber icons that I used to use for my old HotOR, SLM, and DHRM mods. They are in .tga form on transparent backgrounds at 600x600 IIRC.
    Not sure if anyone would want to use them but here they are if you do.
    -KJ
     

    10 downloads

       (0 reviews)

    0 comments

    Updated

  24. Sith Head

    --------------------------------------------
    Knights of the Old Republic - The Sith Lords
    --------------------------------------------
    TITLE: Sith Head
    AUTHOR: Blackrock
    ------------
    INSTALLATION
    ------------
    Unzip and move all files to Override folder.
    -----------
    DESCRIPTION
    -----------
    This mod is a replacement head for pmhh01 with portraits.
    Enjoy
    ------------
    UNINSTALLING
    ------------
    Remove from the Override folder
    pmhh01.mdl, pmhh01.mdx, PMHH01.tpc, PMHH01d1.tpc, PMHH01d2.tpc, PO_PMHH01.tpc, po_PMHH01d1.tpc and po_PMHH01d2.tpc.
     

    68 downloads

       (0 reviews)

    0 comments

    Updated

  25. Default Hilt Replacement Mod 2024

    Default Hilt Replacement Mod 2024
    ----------------------
    Kaidon Jorn - November 2024
    This mod will replace all of the default game's lightsaber hilt models and adds new 3D blade models and textures - courtesy of Crazy34 and his crazy awesome modder's resource.
    I have, of course, tweaked his blade textures again to my own preferences and increased the ambient lighting glows by 0.2 on all single and double bladed lightsabers (short stayed the same). 
    In this version I've removed most of my old hilt models and replaced them with ones that may have never been released before, but if I didn't replace the entire model then I remapped and reskinned that previously existing model. All saber icons have been remade to be consistent with my SLM2024 icon backgrounds (I know I said I wouldn't, but to heck with that).
     
    Much thanks to Crazy34 for use of his new 3D blade models and textures and thank you to Deadly Stream for hosting all my mods.
    To install run the .exe and choose the location of the game (not the override itself).
    To uninstall take them all back out.

    395 downloads

       (1 review)

    4 comments

    Submitted