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  1. Visas Marr: Sith Assassin

    Makes Visas a Sith Assassin.
    SUMMARY:
    This mod switches Visas' class from Jedi Sentinel to Sith Assassin. It's a fitting class story-wise given that she is an assassin sent by the Sith when you meet her. This is purely for fun, not balance. Sentinels and Assassins both have their advantages, so it doesn't necessarily make her better or worse, just more stealth-oriented. Her attributes and skills are untouched.
    The main changes going from Sentinel to Assassin are:
    - Better defense per level
    - +2 Force points per level
    - Lower Fortitude & Will saves
    - Demolitions class skill instead of Treat Injury
    - Granted Sneak Attack
    - Granted Force Camouflage
    - Granted Weapon Focus: Lightsaber
    - Slower feat progression
    - No Force Immunity feats
    - Can't learn Close Combat, Dual Strike, or Regenerate Vitality feats
    NOTE: This mod will only work on saves made prior to meeting Visas.
    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:
    To uninstall, remove p_visas.utc and visascut.utc from your override folder. If any files were created inside the backup folder, move them to override.
    COMPATIBILITY:
    Will conflict with mods that edit Visas' class, obviously. May conflict with mods that edit Visas' starting powers, feats, or stats. Should be compatible with mods that edit Visas appearance, models/textures. Compatibility is assuming other mods use TSLPatcher or this mod is installed after. To be safe I recommend installing this mod after others that edit Visas.
    If planning to use Thematic KOTOR 2 Companions, there's no need to install this mod. Use the install option included with that mod.
    CREDITS:
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher - stoffe, Fair Strides
    Holocron Toolset - Cortisol
     

    347 downloads

       (0 reviews)

    0 comments

    Updated

  2. Iziz Cantina Sign and Lights (version 1.2)

    Replacement Onderon Cantina Sign (version 1.0)
    ==============================================
    MOD AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 26 AUG 2018
     
    GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords
    Notes:
    ------
    This mod is not recommended for Knights of the Old Republic 1 for what should be obvious reasons.  This probably isn't my best work.
    Description:
    ------------
    This texture replaces the lower resolution Onderon Cantina sign seen in the game.
    Installation:
    -------------
    Drop the texture into your Override folder.
    Uninstall:
    ----------
    Remove the texture 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. 
     
    Here's a video because . . . why not?
    Yep.  I was bored today.

    1,043 downloads

       (1 review)

    5 comments

    Updated

  3. True Sith Assassins & Awareness Restoration

    Adds sneak attacks and PC Awareness checks to Sith Assassins and Hssiss.
    SUMMARY:
    From the in-game description of the Awareness skill:
    “Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…”
    If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them.
    Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation.
    In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins!
    This mod does the following things:
    - Restores PC Awareness vs Stealth checks on Sith Assassins (and Hssiss)
    - Gives all Sith Assassins the ability to perform sneak attacks
    - Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked)
    This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you!
    This mod also applies to the Hssiss creatures on Korriban which are the other enemies that “use stealth” in the game.
    Note this mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. For balance, all stats and feats are granted based on PC level. A reduced difficulty option is included and recommended if you’re not experienced with the game’s combat.
    DETAILS:
    This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the hardcoded PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results.
    While in line of sight of a stealthed enemy, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned).
    All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5). In the reduced difficulty option, the Stealth skill is reduced by one third and the Sneak Attack progression is slowed to every 3 levels and capped at rank VII (equivalent to Jedi Watchman progression).
    INSTALLATION:
    Please read compatibility notes before installing.
    To install, open HoloPatcher.exe and run “Main Installation”, choosing either the “Default” or “Reduced Difficulty” option.
    (Optional) After installing, if you have Peragus Sith Troops to Sith Assassins by Hassat Hunter or Sith Assassins with Lightsabers by Lewok2007 installed, run the included compatibility patch.
    Unaltered copies of any edited files will be placed in the "backup" folder in the location of HoloPatcher.exe.
    UNINSTALLATION:
    1. Remove the following files from override:
    2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder.
    3. Move any .mod files from backup/Modules to the Modules folder.
    4. Move any files inside backup/Override to the Override folder.
    Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
    COMPATIBILITY & OTHER NOTES:
    Compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter. An optional compatibility patch is included to make the Sith Assassins added by that mod use stealth. Some of the Assassins in the turret minigame will spawn with Stealth vfx.
    Compatible with Sith Assassins -- With Lightsabers by Shem or alternatively Sith Assassins with Lightsabers by Lewok2007. If using the version by Lewok2007, my mod must be installed last. You should also install the “Peragus Sith Troops to Sith Assassins” compatibility patch since that version combines the previous two mods.
    Be aware that this mod increases the damage output of Sith Assassins by giving them sneak attacks. Giving them lightsabers will increase the difficulty further. If you’re not experienced with the game’s combat, consider the reduced difficulty option when using these mods together.
    Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe.
    Partially compatible with Trayus Rank Reform, but my mod must be installed last and will overwrite most of the female Sith Assassins added by that mod.
    The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack.
    CREDITS:
    offthegridmorty
    KOTOR Tool - Fred Tetra
    Holopatcher - Cortisol, th3w1zard1
    TSLPatcher - stoffe, Fair Strides
    Holocron Toolset - Cortisol

    938 downloads

       (2 reviews)

    5 comments

    Updated

  4. Droid models animation fix

    Description:
    As i am working on porting some assets from the second game to the first one, i have noticed numerous things with the droid models from both games: 
    - In K2 TSL, some droids didnt have any animations when you were hitting them in melee with swords. That's why they are completely frozen, this is specifically obvious when you are playing the Peragus sections with the mining droids. 
    - In both games, some animations were only used once, where it should be use twice to happend everytime. This is the case with the War droid from K1 for instance, that would freeze 50% of the time when hit in melee with a sword.
    - In K1, T3-M4 does not have any animation for melee, but in K2 he does.
    - In K2 TSL, the beta model for the large mining droids was very broken, with animations not having the proper name and some missing animations aswell.
    - In K2 TSL, some models didnt have the footstep sounds while performing the dodge animation.
    I did my best to fix all of this, re-using and tweaking some animations where it was needed.
    Use this mod, either to fix the animations you need, or as a modder's ressource to introduce the droids as you see fit.
    Detailed content:
    K1 ONLY
    * T3 has a melee animation.

    BOTH GAMES 
    * The War Droid is animated everytime you successfully hit it in melee.
    * The construction boss droid is now animated when you both miss and hit it in melee. It now has footsteps sounds when dodging.
    * The small and large vanilla mining droids from Peragus are animated when you both hit and miss them in melee. The hit animation from the small mining droid is brand new, adapted from the head turn left.
    * The small and large beta mining droids that are not used anywhere in the game to my knowledge are animated when you both hit and miss them in melee. The large droid now is animated correctly when outside of combat. He will now be animated 100% of the time when he fights in melee. The melee animation from the large droid has been tweaked to be more impactful and impressive. The large droid now has footstep sounds when dodging.
    * The tank droid will now be animated when both hitting and missing him in melee. The soundstep has been slightly adjusted when it dodges.
    Disclaimer :
    It seems there is a problem with the large cut droid shadows (reported by N-DreW25). I'll see about fixing this.
    The little fix for the War Droid from K1 has been performed on the model from the K1 community patch. The base model i used is not my work, and i simply added the missing row when hit in melee. Do not re-use this asset for your own work without giving proper credit to the K1CP team.
    Also i have converted my work from K1 to K2 instead of the opposite, so if there's anything wrong with K2 droids tell me. With the few playtests i did everything seemed fine tho.
    Installation :
    Drop the desired .mdl and .mdx files to override and you're ready to go.
    Credit:
    K1CP team for the base war droid model fixes.
    Permissions:
    Feel free to use my work, just a simple credit. Do not use the war droid asset for your own work without giving proper credit to the K1CP team.

    931 downloads

       (0 reviews)

    0 comments

    Updated

  5. AxC's GONK and Loaded

    Ever wanted to bring back that broken GONK droid from the Ebon Hawk prologue? No? Too bad, I did. Because why wouldn’t the Ebon Hawk have a backup power droid?

    This half-joke, half-cheat mod allows you to repair and reactivate the useless GONK droid found in the Ebon Hawk's floor. Once restored, this little power pack becomes an infinite energy source, letting you recharge personal shields, droid shields, and droid utility items for free.
    The mod works only on saves where you did not leave Peragus yet. Once you board the ship, you can find the droid at the same place as during the prologue.

    Requirements:
    None! Modder's Tool: Power/Gonk Droid from newbiemodder is already included withing the mod.


    Bugs:
    The droid is a bit stupid (or is it me), so he does not diffirintiate between your fully and partially charged items. You should have the exact amount of 1 of the item you want to recharge, or the droid will just do its thing on random.

    Credits:
    newbiemodder, for Modder's Tool: Power/Gonk Droid
    zbyl2, for M4-78 Enhancement Project
    Fred Tetra, for KOTOR Tool
    TK102, for DLGEditor
    Torlack, stoffe & TK102, for NWNSSCOMP
    JdNoa & Dashus, for DeNCS
    Cortisol, for Holocron Toolset

    140 downloads

       (0 reviews)

    10 comments

    Updated

  6. 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 1.2: 17.05.2025

    Installation:
    Double Click the "HoloPatcher.exe" and select what restored item you would like and click install. You may have to do this up to five times to install each item.

    Description:
    While digging through the game files I noticed a handful of "unused items" resting in 401DXN. While a few were 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 Lieutenant.
    Beast Rider Items:
    Beast Hide Armor and Beast-Rider Flight Armor flight suits are now worn by Beast Riders on Onderon. The Beast Hide Armor is dropped by Bakkel and the Beast-Rider Flight Armor is found in the Dxun Jungle.
    Mandalorian Items:
    Consisting of Headgear and a Belt combo, you can find these items on the Mandalorian Corpse in the Jungle, on Daveral's remains, and sold by Kex.
    Restored Sith Gloves:
    Found on Freedan Nadd's mummified corpse at the end of Freedan Nadd's tomb.
    Mandalore's Armor Upgrade:
    An item called Mandalore's Mask was also found in 401DXN, however, it was impossible to restrict both Mandalore's body and head slot without restricting all of the slots so restoring this item isn't very practical.
    I've gotten around this by transferring all of the stats from Mandalore's Mask and applied it to Mandalore's Armor so you'll get the same benefits as if you were wearing the mask. 
    There was also an old version of Mandalore's Armor which used the Military Suit model, had +3 Defense and had +4 Regeneration. The Regeneration is now added via Mandalore's Implant Switching feat but since Mandalore's Armor only adds +2 Defense I've also added an additional Defense point.
    The new stats are as follows:
    +12 Defense Bonus.
    Attribute Bonus: +2 Dexterity.
    Attribute Bonus: +2 Strength.
    Immunity: Critical Hits.
    Skill Bonus: +2 Awareness.

    Known Bugs:
    This mod shouldn't have bugs you find any report it to me on Deadlystream.

    Incompatibilities:
    Please report any incompatibilities!

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

    Thanks:
    Bioware: For such an amazing game!
    Obsidian: For such an amazing sequel!
    Fred Tetra: For Kotor Tool!
    th3w1zard1: For both the HoloPatcher and for helping me debug this mod's HoloPatcher
    timurD2003: For reporting the broken installer in 1.0
    mrmann: For early Beta testing
    during the development of version 1.4!
    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.
     

    1,758 downloads

       (3 reviews)

    0 comments

    Updated

  7. Krayt Dragon Pearl Replacer for Ultima Pearl

    A simple mod that I have requested a few times over the years but eventually took the initiative to  try and make myself.
    What this does is replace the name, item description, and the icon for the Ultima Pearl to make it into the Krayt Dragon Pearl from the first Kotor. Stats have not been altered on the crystal in any way as the Ultima Pearl is identical to the Krayt Dragon Pearl, with the added bonus of the Massive Criticals +1-6.
    Why did I feel this was needed? Well, while I appreciate Obsidian incorporating additional lore from the Expanded Universe in various areas of the sequel title, I always felt like the Krayt Dragon Pearl was a more interesting concept for a Lightsaber upgrade and made for a much better role playing device. Plus, with you being able to find various Solari and Ankarres Sapphires in a playthrough (if you're lucky), perhaps another Krayt Dragon Pearl could make it's way into your inventory without you being the one to slay the beast.
     
    Bugs:
    I've tested this a few times and it seems to work as expected. The one time where this didn't work was due to installing TSLRCM after installing this. As always, make sure that TSLRCM is the first mod you install when putting together an Override folder.
    Special Thanks:
    Due to some issues getting the icon replacement to work, I needed to steal an icon from Pramod Marlon's AI Upscaled Icon Overhaul to get the authentic look in-game. A link to his mod is provided below and is highly recommended. 
     

    63 downloads

       (0 reviews)

    0 comments

    Updated

  8. 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.
    Mirror
    - A google drive mirror for all of the zipped files is available here: link
    Alts
    - Features an alternative legalscreen option. (or even 2 versions when using the 3440x1440 resolution)

    698 downloads

       (0 reviews)

    1 comment

    Updated

  9. 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.
    Mirror
    - A google drive mirror for all of the zipped files is available here: link
    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.

    3,089 downloads

       (2 reviews)

    3 comments

    Updated

  10. Kotor 2 Unofficial Patch TSLRCM Malachor V Port

    Description:
    ---------------
    This is a mod that ports the additional content related to Malachor V from The Sith Lords Restored Content Modification into the Kotor 2 Unofficial Patch mod.
    I used version 2.00 aka 2.00.424 of Kotor 2 to test this mod on because that is what the mod author of Kotor 2 Unofficial Patch recommends to use. I have been able to use Kotor 2 Unofficial Patch on version 2.100.427 (Legacy PC/patched 4CD version) of Kotor 2 with no major issues, however.

    Installation Instructions:
    -----------------
    The correct game root folder is the folder that contains the file named 'swkotor2.exe'.
    Extract all files to their matching directories in your game root folder (i.e. put all files in the Kotor 2 Unofficial Patch TSLRCM Malachor V Port Modules folder into the Modules folder in your game root folder, ect).
    If your game root folder does not contain an Override folder, then create a folder named 'Override' in your game root folder.
    Extract the 'dialog.tlk' file into your game root folder.
    Do not put the files in the 'Scripts Source' folder into the game root folder. This is a resource for other modders.
    Contact Information:
    -----------------
    If there is a bug or some other issue with this mod, feel free to message me at deadlystream.com at Username nonameperson66
    Distribution:
    ----------------
    As long as you credit the mod author (nonameperson66 @ deadlystream.com) of this mod, you can modify or distribute this mod in any way you like.
    Special Thanks:
    -----------
    Thanks to the Lucas Arts, BioWare, Obsidian Entertainment and to all the people that took part in creating Knights of the Old Republic II: The Sith Lords.
    Thank you to Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet for creating The Sith Lords Restored Content Mod 1.8.6. Without their hard work this mod wouldn't exist! 
    Thanks to all people that created modding tools:
    Fred Tetra for Kotor Tool.
    JdNoa and Dashus for DeNCS.
    lachjames for ncs2nss.
    tk102 for dlgeditor and for kgff 1.3.1.
    Thank you to N-DReW25 and DarthParametric @ deadlystream for answering my forums posts.
    Thank you to DarthParametric for providing me with a manual reconstruction of the a_904sion.nss script.

    44 downloads

       (0 reviews)

    0 comments

    Submitted

  11. Telos: Citadel Station Medical Unit Droid

    Install TSLRCM before installing this mod, as it relies on content from the docks. 
     
    Enhance your Citadel Station experience with this Medical Unit Quest Mod, which adds a specialized medical droid to the Citadel Station Medical Unit, along with a brand new questline.
     
    Mod Features:
    New NPC: Medical Droid: Adds a unique medical droid to the Medical Unit on Citadel Station. The droid serves as a central point for the mod's new questline. New Questline: Introduces a branching questline centered around the Medical Unit. Offers distinct light and dark side choices, impacting the quest's outcome. Explores and adds lore to the Medical Unit, Czerka Corporation, and Citadel Station. NPC Appearance Changes: Adds new visual appearances for commoner NPCs around the different areas of the Station. This will try to add a more unique feel to each area. Enhanced NPC Dialogue: Implements new dialogue options for commoner and Ithorian NPCs throughout Citadel Station. These new dialogue lines attempt to add more ambient information and world building to the station.   Dialogue's may also reflect the players actions.  
    About This Mod: 
    The goal of this mod is to make the Medical Unit on Citadel Station feel a little less empty than it originally does. It attempts to tie in some lore to the Medical Unit, Czerka, and Citadel Station. The quest also features both light and dark side endings.
     
    This mod also changes up some of the NPC's on Citadel Station by giving them more varied appearances and dialogue options, attempting to remove some of the cloning effect found in the original game. It adds a few alien commoners around the station with new dialogue, and also changes the appearances of a few of the human commoners. In addition, some of Ithorians in the compound have been changed so that they're not all blue. There is also new lines of dialogue given to each of the Ithorian's, so that all five of them don't repeat the same three lines.
     
                                                                                                                                                                                                                                                                                                                                                              
    Disclaimer: 
    Please only use the latest version, 0.98e.
     
    There is still some dialogue that needs to be added and changed/fixed. Also, there are skill checks that don't work for some dialogue options in the quest, and they will just automatically succeed each time. I will try to fix the code/scripts relating to these skill checks if possible.
    I apologize for any issues and or conflicts with other mods. This is my first time creating a mod for this game. 
    For future reference, I plan to add these characters later into the game at some point. If I can get voice acting to work in game, I plan to add new lines of dialogue to the human commoners as well.
     
     
    Installation: Just use TSLpatcher and then put the files from the override folder, into the games override folder. Requires TSLRCM to be installed first, since it relies on content from the docks. You must start a new game for the mod to work. 
     
     
     
    I also highly recommend using this mod below, if you want to get rid of some of the cloning effect even further in other areas of the game. Use it in conjunction with this mod if you want even more NPC variety on the station.  
     
     
     
     
     

    468 downloads

       (2 reviews)

    5 comments

    Updated

  12. Restore dialog with Atton about the astronavigation system

    Restore dialog with Atton about the astronavigation system
    Description
    Enable an additional reply option after you and Atton discuss Kreia:
    This mod also modifies the default dialog line of the reply which don't make much sense in this context:
    by
    This addition allows triggering a new line while talking to T3-M4 after the conversation with Atton. This dialog can unlock later in the story line, but it makes more sense to happen now even tho your influence on T3 is too low.
    Demo video

    How to install
    Recomended
    Use Holopatcher to edit the .dlg file.
    Classic
    Place the .dlg file in override.
    How does it work?
    003atton.dlg
    To enable this dialog, the game checks the following:
    The variables "003EBO_Atton_Talk" and 5 are actually arguments provided by 003atton.dlg to the script c_global_lt.ncs.
    However, when the dialog line 135181 - "{Sitting}" is reached, i.e. when starting the conversation after you spoke to Kreia, "003EBO_Atton_Talk" is set to 5. Then Atton starts speaking:
    This is preventing the dialog line from appearing after Atton says:
    This mod changes the value 5 to 6 so this dialog line appear. The other dialog option also have 6.
    This mod echos an old issue raised by ttlan
     
    Credits
    Xoreos-tools (https://github.com/xoreos/xoreos-tools)
    TSL Patcher (https://deadlystream.com/files/file/1039-tsl-patcher-tlked-and-accessories/)

    License
    This mod is licensed under Creative Commons Attribution 4.0 International. Please give appropriate credit when using or modifying this work.
    Source
    Github: https://github.com/nadrino/kotor2-mod-restore-atton-dialog-lines

    147 downloads

       (0 reviews)

    0 comments

    Updated

  13. Effixian's K1 to K2 Heads

    ********************************************
    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.

    1,211 downloads

       (2 reviews)

    12 comments

    Updated

  14. Pick a Peragus

    A Mod for Star Wars Knights of The Old Republic
    Author N-DReW25
    1.0.0 Release Date 0905.2025

    Installation
    Pick which Peragus you would like to install, you CANNOT pick both.
    If you want the Realistic Peragus from the Cinematic cutscenes, copy "PER_Plnt01.tga" from the "Realistic Version" folder - doing so will convert the planet Peragus in the Peragus levels into the realistic Peragus as seen in the Prologue.
    If you want the Artistic Peragus from the Concept Art, copy "EBO_Per.tga" from the "Artistic Version" folder - doing so will convert the planet Peragus in the Prologue into the Artistic Peragus as seen in the Peragus levels.

    Description
    There are two Peragus planet textures in the game, one for the Prologue and one for the Peragus Levels, and they're both two different textures that do not match despite being the same planet. The Peragus seen in the Prologue is the same Peragus you see in the Cinematic cutscenes (Harbinger Arrival, Ebon Hawk escape etc) whilst the Peragus seen in the Peragus Levels appears to have been taken from early Concept Art for the game.
    This mod offers you two fixes to this inconsistency, you can either choose the Realistic Peragus to fix the Peragus Levels so that Peragus is consistent with both the Prologue and the Cinematic cutscenes or you can choose to convert the Prologue Peragus into the Artistic Peragus so that it matches the Concept Art Peragus you see in the Peragus Levels.

    Known Bugs
    This mod shouldn't have bugs but if there are just report them to me on Deadlystream.

    Incompatibilities
    Incompatible with ANY textures that alter "PER_Plnt01.tga" or "EBO_Per.tga".

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

    Thanks
    Bioware: For such an amazing game
    Obsidian: For such an amazing sequel and for keeping these textures in the files
    Fred Tetra: For Kotor Tool 
    Everyone who downloads the mod!
    Legal
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWAREOBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERSSPONSORS 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.

    65 downloads

       (0 reviews)

    0 comments

    Updated

  15. Misc Bug Fixes & Restorations

    TSL is a great sequel and has a lot to offer. The TSLRCM team did an outstanding patching up of the game, but there were numerous bugs that still exist in the game (even with the Community Patch). This mod aims to fix those that aren’t fixed as well as to fix consistency issues. While I was at it, I decided to add some restored content as well.
    Bug Fixes:
    Restored Content:
     

    259 downloads

       (0 reviews)

    4 comments

    Updated

  16. Fullscreen Art Loading Screens - TSL

    Fullscreen replacement loading screens for TSL.
    All loading screens are included.

    How these were created:
    - Captured in-game screenshots with a low FOV
    - Reshade effects were used for sudo-raytraced lighting and color correction
    - Used GIMP to apply smoothing and anti aliasing
    - Applied and blended 3 different "paint" filters, in GIMP
    - added dark gradient at bottom of screen to make text more readable

    143 downloads

       (0 reviews)

    6 comments

    Updated

  17. Sentinel Sneak Attack with Multiclassing (TSL)

    Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Watchmen and Assassins from Sentinels to continue increasing their Sneak Attack.

    Description
    The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get...   Other mods have added Sneak Attack to Sentinels before, however, if a Sentinel character became a Jedi Watchman, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Watchman class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Jedi Watchmen or Sith Assassins from Sentinels (as well as Sentinels from Scoundrels for companions) to continue increasing their Sneak Attack.   The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Jedi Watchmen and Sith Assassins have both had their Sneak Attack progression reduced, to avoid Sentinel becoming redundant due to getting all 10 Sneak Attack ranks from one class. Watchmen now gain a new die every 4 levels, starting at level 1 (1,5,9,13,etc.), the same as Sentinels, while Sith Assassin gain a new die every 3 levels, starting at level 1 (1,4,7,10,etc.). Both classes (as well as Sentinels) will also continue gaining ranks above level 20, instead of ceasing progression as Watchmen did in the original game. Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank.   For example, a Level 15 Jedi Sentinel/Level 17 Jedi Watchman would have 4 ranks from Jedi Sentinel, and 5 ranks from Jedi Watchman, giving them a total Sneak Attack level of 9. The maximum possible Sneak Attack rank remains 10, and this cannot be changed.   This mod also includes a workaround for a vanilla bug, where Bao-dur and Handmaiden would stop gaining ranks in Unarmed Specialist when the multiclassed into Jedi, until their Jedi level surpassed their original level. They will now be given their appropriate level of feat, if their character level meets the requirement. This will not be visible on the level up screen, but should be immediately granted, after they finish leveling up.
    Install/Uninstall

    Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.

    See the docs folder for more information.

    Compatibility
    This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with TSLRCM. Fully compatible with Multifire and Autofire and Superior Feats. Fully compatible with Improved AI (v1.2.3 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Recommended Mods
    TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements
    KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors
    Nexus ModPub Other Links
    Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0

    184 downloads

       (0 reviews)

    0 comments

    Updated

  18. Gran reskin from K1

    Gran reskin from K1
    ===============
    By ZobiZob
    ------------------
    Description
    A small mod that edits the Gran TSL texture to make it look like the Gran from K1. K1 model was very low poly, i figured i would try to mimic it using the higher quality model from TSL. Only 2 things are missing: The bracelets and the arm stripes.
    Installation and use
    You can have different uses for this file:
    - Drop it to K2 TSL override to replace the Gran appearance
    - Delete N_Gran.tpc from K1 override and drop my files instead after installing K1CP to replace TSL skin with mine
    - Use it as a modder ressource to make a new gran appearance somewhere
    You have 2 options, 1 is a shirt completely orange, the other one has grey "bracelets" stuff. There is a .jpg to preview.
    Known Bugs and Incompatibilities
    Everything should be fine.
    Permissions
    You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures.
    Acknowledgements
    All materials and copyrights belong to LucasArts, and Bioware.
    Upscaled textures from ShiningRedHD.
    I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either.

    32 downloads

       (0 reviews)

    0 comments

    Submitted

  19. K1 Dantooine Textures Restoration for TSL

    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    Release Date: 27.04.2025
    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 override folder
    Uninstallation:
    Remove or Delete the files from your Star Wars Knights of The Old Republic override folder
    Description:
    Ports the Kotor I Dantooine textures for Kotor II.
    Incompatibilities:
    Is incompatible with anything that changes the Dantooine textures.
    Permissions:
    Do NOT claim credit for this mod and please ask me for permission if you want to use this in your mod.
    Thanks:
    Bioware for such an amazing game, Fred Tetra for Kotor Tool, Obsidian for not deleting the textures 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.

    492 downloads

       (4 reviews)

    2 comments

    Updated

  20. Simple Reskin - The Ravager

    Simple Reskin - The Ravager
    KotOR2: TSL
    ------------------------------------------
    Author: Kaidon Jorn
    March 2025
    This mod is a simple reskin of Nihilus' ship - The Ravager. 
    All done with random textures from the internet. It's the first time I've attempted a planet or area reskin, so please, go easy on me. It may not be my forte, but I enjoyed making it anyway.
    Installation:
    Extract the .zip file to somwhere on your PC then just copy the subfolder to the game's Override folder.
    To uninstall just delete the folder from Override.

    Permissions:
    For personal use only, do not redistribute the contents herein.
    Thanks to the modders at DeadlyStream.com for teaching me how to mod the KotOR games and for hosting my mods.

    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 THESE FILES.

    59 downloads

       (0 reviews)

    2 comments

    Submitted

  21. Effixian's PMHC04 Player Character from K1

    --------------------------------------------
    Knights of the Old Republic - The Sith Lords
    --------------------------------------------
    TITLE: Effixian's PMHC04 Player Character from K1
    AUTHORS: Effix(ian)
    CONTACT: PM me on the forums or find me on Steam
    ------------
    INSTALLATION
    ------------
    Unzip somewhere and run the file "TSLPatcher - Install Effixian's PMHC04 from K1".
    -----------
    DESCRIPTION
    -----------
    This mod adds the PMHHC04 player character from K1, also known as "Mullet man".
    ----
    BUGS
    ----
    None known.
    ------------
    UNINSTALLING
    ------------
    1. Remove the following files from your override folder:
    (not harmful if you leave these, step 2 will make the game ignore them)
    pmhc04K1.mdl
    pmhc04K1.mdx
    PMHC04K1.tga
    PMHC04K1.txi
    PMHC04K1d1.tga
    PMHC04K1d2.tga
    PO_pmhc4K1.tga
    PO_PMHC4K1d1.tga
    PO_PMHC4K1d2.tga
    2. If you haven't installed any mods after this mod you can get the following files from the mod's backup folder and put them back in your override folder:
    appearance.2da
    heads.2da
    portraits.2da
    Doing this when you did add another head mod would result in the later head(s) no longer being available in the game.
    ------------------
    DISTRIBUTION NOTES
    ------------------
    You can use the files from this mod in your own mod if you simply credit me.
    Please do not reupload to other sites.
    ------
    THANKS
    ------
    Stoffe and Fred Tetra for the needed tools and tutorials
    ---------
    Donations
    ---------
    My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
    ---------
    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.

    74 downloads

       (0 reviews)

    0 comments

    Updated

  22. Effixian's PMHC04 Player Character from K1 - Bearded

    --------------------------------------------
    Knights of the Old Republic - The Sith Lords
    --------------------------------------------
    TITLE: Effixian's PMHC04 Player Character from K1 - Bearded
    AUTHORS: Effix(ian)
    CONTACT: PM me on the forums or find me on Steam
    ------------
    INSTALLATION
    ------------
    Unzip somewhere and run the file "TSLPatcher - Install Effixian's PMHC04 from K1 - Bearded".
    -----------
    DESCRIPTION
    -----------
    This mod adds the PMHHC04 player character from K1, also known as "Mullet man". It also changes the textures to include a beard.
    ----
    BUGS
    ----
    None known.
    ------------
    UNINSTALLING
    ------------
    1. Remove the following files from your override folder:
    (not harmful if you leave these, step 2 will make the game ignore them)
    pmhc04BK1.mdl
    pmhc04BK1.mdx
    PMHC04BK1.tga
    PMHC04BK1.txi
    PMHC04BK1d1.tga
    PMHC04BK1d2.tga
    PO_pmhc4BK1.tga
    PO_PMHC4BK1d1.tga
    PO_PMHC4BK1d2.tga
    2. If you haven't installed any mods after this mod you can get the following files from the mod's backup folder and put them back in your override folder:
    appearance.2da
    heads.2da
    portraits.2da
    Doing this when you did add another head mod would result in the later head(s) no longer being available in the game.
    ------------------
    DISTRIBUTION NOTES
    ------------------
    You can use the files from this mod in your own mod if you simply credit me.
    Please do not reupload to other sites.
    ------
    THANKS
    ------
    Stoffe and Fred Tetra for the needed tools and tutorials
    ---------
    Donations
    ---------
    My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
    ---------
    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.

    172 downloads

       (0 reviews)

    3 comments

    Submitted

  23. Atton Rand and Male Exile Romance

    =Atton Rand and Male Exile Romance=
    A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION
     
    AUTHOR: Leilukin
    FILE NAME: Atton Rand and Male Exile Romance.7z
    LATEST VERSION: 1.5.2
    CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream
     
    PLEASE READ THROUGH THE MOD INFO ON THIS PAGE AND THE FAQ ARTICLE FOR MY KOTOR SAME-GENDER ROMANCE MODS BEFORE ASKING QUESTIONS!
     
    1. DESCRIPTION:
    In KotOR II: TSL, certain party members can develop romantic feelings for the Exile, even though none of the romances in TSL were given much development, especially if compared to the first KotOR game.
    Atton Rand is among the potential romance options of TSL, however, in the vanilla game, he flirts with and expresses romantic interests for female Exiles only. What this mod does is to change the gender check of Atton's flirting and romantic dialogue, so he will express interest in male Exiles as well.
    Please note that this mod is ONLY COMPATIBLE WITH THE ENGLISH LOCALIZATION OF TSL AND TSLRCM. I do not provide support for non-English localizations of TSL and TSLRCM.
     
    2. INSTALLATION:
    First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed since TSLRCM is REQUIRED for this mod to work.
    !! ATTENTION!! STEAM USERS: If you play KotOR 2 on Steam, DO NOT USE THE STEAM WORKSHOP VERSION OF TSLRCM if you want to use this mod! Instead, use the installer (.exe) version of TSLRCM, which can be downloaded from Deadly Stream here.
    I recommend reading this Deadly Stream post on why Steam Workshop is NOT recommended for modding KotOR 2.
    Extract the Atton Rand and Male Exile Romance.7z archive you downloaded to anywhere you like, as long as it is not within the KoOR 2 directory. Run Install.exe. You will notice that this mod provides four installation options. You may only choose ONE of these options:
    Version A: This option will make Atton express interest in both male and female Exiles. Version B: This option will make Atton express interest in male Exiles only, and Atton will not flirt with a female Exile Once you have chosen the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job.
    This mod also provides compatibility patches for the following mods:
    My Handmaiden and Female Exile - Disciple and Male Exile Romance mod danil-ch's Kreia's Fall Cutscene (In-Game) If you want to use any of the above mod alongside this mod, go to the "Compatibility Patches" folder, and follow the instructions written on the READ ME file.
    When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod.
    The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod.
     
    3. UNINSTALLATION:
    Open Install.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. You can also choose to delete the backup after uninstalling the mod.
     
    4. KNOWN ISSUES:
    None currently known. If you find any bugs or problems, please let me know.
     
    5. MOD COMPATIBILITY:
    Apart from TSLRCM, which is required for this mod to work, any other mods that modify any of the following content may conflict with this mod:
    Atton's main dialogue (atton.dlg) Atton's dialogue on Peragus (101atton.dlg, 102atton.dlg) Dialogue of the Atton & Bao-Dur cutscene on the Ebon Hawk (baoatt_p.dlg) Atton's endgame dialogue (904atton.dlg) Kreia's endgame dialogue (904kreia.dlg) Script for the party member cutscenes on the Ebon Hawk (k_003ebo_enter.ncs and a_next_scene.ncs from the 003EBO module) I have set up the installer to install this mod by patching the relevant dialogue files to improve compatibility with other content mods as much as possible, but it is still not guaranteed to be compatible with every other mods that modify the same files.
    If you use any of the below mods, I have provided compatibility patches, as noted in the "INSTALLATION" section above:
    My Handmaiden and Female Exile - Disciple and Male Exile Romance mod danil-ch's Kreia's Fall Cutscene (In-Game) This mod is compatible with my Alternate Revan Romances REDUX.
    If you want to use DarthTyren's PartySwap mod alongside this mod, you must install this mod AFTER PartySwap, otherwise you'll miss out certain Atton romance content when you're playing as a male Exile.
    This mod is compatible with JCarter426‘s Thematic Obscured Mausoleum Burial.
    This mod is compatible with the Atton’s ending dialogue component of Pavijan357's Unofficial TSLRCM Tweak Pack.
    If you want to use Kaidon Jorn’s Schematic Lightsaber Mod (SLM), you must install my mod after SLM.
     
    6. PERMISSION:
    You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission.
    You may use the k_003ebo_enter and a_next_scene scripts from this mod to make compatibility patches with your mod, but do not claim these modifications as your own.
    I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop.
     
    7. CREDITS:
    danil-ch for giving me permission to make a compatibility patch for Kreia's Fall Cutscene (In-Game)
    Fred Tetra for the KotOR Tool and nwnnsscomp
    Cortisol for Holocron Toolset
    KobaltBlu for Kotor Scripting Tool
    tk102 for DLG Editor
    Cortisol and th3w1zard1 for HoloPatcher
    Stoffe for TSLPatcher; Fair Strides for the updated version
     
     
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    2,501 downloads

       (4 reviews)

    6 comments

    Updated

  24. Dahnis Unique Look

    =Dahnis Unique Look=
    A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION

    AUTHOR: Leilukin
    FILE NAME: Dahnis Unique Look.7z
    LATEST VERSION: 1.1.1
    CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream
     
    1. DESCRIPTION:
    This mod gives the KotOR 2 NPC Dahnis a unique appearance, so she will look different from other Twi'lek women NPCs. Dahnis is one of the Pazaak players in the Pazaak Den on Nar Shaddaa, and one of the Pazaak players you need to defeat in order to draw out the Pazaak Champ.
    Compared to KotOR 1, Twi'lek NPCs in TSL have more variety in appearances, but some Twi'lek NPCs reuse the same looks from KotOR 1, with Dahnis being one of them, and Nar Shaddaa has at least one another Twi'lek woman NPC with the same appearance as Dahnis. Therefore, this mod is made to make Dahnis unique.
    This unique appearance of Dahnis is created by utilising one of the Twi'lek women textures from SpaceAlex's K1 Enhancement Pack, which has been released as a modder's resource.
    NOTE: In order for this mod to take effect, you must load a save before visiting Nar Shaddaa's Entertainment Promenade for the first time.
     
    2. INSTALLATION:
    Extract the Dahnis Unique Look.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. Run Install.exe, point the installer to your KotOR 2 directory, where swkotor2.exe is located, and let the installer do its job.
    I also provide upscaled versions of the textures as an optional installation. After installing the main part of this mod, go to the "Optional - Upscaled Textures" folder, drop the files into the Override folder in your directory and overwrite files when prompted.
    When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod.
    ***IMPORTANT NOTE FOR STEAM USERS:***
    I DO NOT recommend using the Steam Workshop if you want to use this mod. Steam Workshop is frankly a mod compatibility nightmare, and I recommend reading this post on why Steam Workshop is NOT recommended for modding KotOR 2.
     
    3. UNINSTALLATION:
    Run Install.exe and select your KotOR directory where you installed this mod. From the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod.
     
    4. KNOWN ISSUES:
    None currently known. If you find any bugs or problems, please let me know.
     
    5. MOD COMPATIBILITY:
    This mod is not compatible with any other mods that modify or change Dahnis's head.
    This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM). Make sure you install this mod after TSLRCM.
    This mod is compatible with my Dahnis Flirt Option for Female PC.
     
    6. PERMISSION:
    You may use the assets from this mod as part of your mod, however, SpaceAlex should be credited as the original creator of the texture, which were part of the K1 Enhancement Pack modder's resource. You may credit me for the TPC and upscaled version of the textures from this mod, but it is not necessary.
    I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop.
     
    7. CREDITS:
    SpaceAlex for the K1 Enhancement Pack modder's resource
    Fred Tetra for the KotOR Tool
    Cortisol for Holocron Toolset
    bead-v for MDLedit
    ndix UR for tga2tpc and tpcview
    Cortisol and th3w1zard1 for HoloPatcher
     


    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    1,901 downloads

       (2 reviews)

    0 comments

    Updated

  25. KOTORModSync

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

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

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

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

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