No files in this category yet.
Submit the first fileFiles From Subcategories
-
TSL Multi-Stim
By ChAiNz.2da
SUMMARY:
===========
Just a little "play" mod I've done to "speed up" things.
I got tired of constantly having to Stim up before each battle, especially when you're wanting to max out your options. Having to go into your inventory then selecting each stim one by one, applying them, change character, and repeat.... gah! It really took the fun out of the game having to waste so much time just preparing for a particular fight.
Multi-Stim DESCRIPTION:
=======================
What this mod does is create a "Multi-Stim". Each stim has the combined effects of a:
- Hyper Adrenal Alacrity
- Hyper Adrenal Stamina
- Hyper Adrenal Strength
- Echani Battle Stimulant
All in the convenience of one dose!
"Designed for intense situations and necessity of quick access on the battlefield, this specialized stim is enhanced to provide the user with the combined effects of the Hyper Adrenaline Stims in one quick dose.
- Alacrity
- Strength
- Stamina
Plus the added benefits of the Echani Battle Stim."
STATS:
=========
Duration: 120 seconds
+6 Strength
+6 Dexterity
+6 Constitution
Movement +30%
Increased Attack +3
Increased Damage, Universal +3
25 Temporary Hit Points
*- Mod uses TSL Patcher for install. I assume it's compatible with TSLRCM.
921 downloads
-
Bao-Dur's Charged Armor
By ChAiNz.2da
SUMMARY:
===========
Considering the fact that TSL doesn't allow Bao-Dur to wear robes as a Jedi, and to add insult to injury, dies fairly quickly in a fight, hehehe... I decided to at least give him something decent to wear. As a Jedi, or a "not-so-great" techy fighter, this armor should at least even the odds...
CHARGED ARMOR DESCRIPTION:
=============================
Knowing Bao was vital to the war effort & a gifted man of science, moreso than battle... General commissioned Bao to construct himself some armor capable of withstanding the heat & pressure of both Malachor V and the atrocities of war itself.
Bao knew in order to fashion armor capable of withstanding heavy attacks it would have to be significantly powered. The problem was, there wasn't readily available, nor renewable, sources of power on the field of battle. It was then he realized a more significant value to his remote.
With ingenuity and a handful of luck, Bao was able to synch one of the remote's power subsytem generators to "transmit" or radiate a small, unique frequency power field.
Specialized plates on Bao's armor collect this radiation, process it and runs it through microscopic amplifiers arrayed throughout the armor.
The processed energy is then used to power the armor's functions and generate micro repulsor fields to withstand numerous forms of attack.
Just one of the many tiny secrets why Bao-Dur is hardly ever seen without his remote close by...
A "bonus" side-effect of the armor's construction is it's ability to "soak" a limited amount of enemy fire & process it much in the same manner as the remote's power field.
It is rumored that Bao-Dur studied the works of another gifted engineer & Jedi, Segan Wyndh. Though unconfirmed, Bao may have implemented some of Segan's designs and "unconventional" methods...
** This armor will allow the usage of Force Powers & accept "Heavy Armor" upgrades **
STATS:
=========
- Restricted to Bao-Dur
- Base AC 8
- +2 Defense, for a total of AC 10
- Max Dexterity Bonus +8
- Damage Reduction, +5 Soak 30
- Damage Resistance, Universal 30/-
- Improved Saving Throws, All +2
- Immunity, Critical Hits
- Accepts Heavy Armor Upgrades
- Allows usage of Force Powers
*- This mod incorporates stoffe -mkb-'s TSL Patcher program, so I assume it's compatible with TSLRCM.
6,061 downloads
-
ben.d+Ultimate Balancing Mod
By bendarby24
WHAT IS THIS MOD?
this mod makes my ben.d rebalence mod comatible with the Ultimate Balancing Mod. so it gives you this mod and the restored bies i had in my mod into one mod e.g. now you can play his mod and have the table top system for enybody who doesent now my mod i will put a discription of it under ben.ds mod.
ben.d mod:
this will tell you what is in this this mod.
this rebalances mod rebalances the game to make it more harder and make TSL feel like a game.
this mod is Unique because it Restores the tabletop Force progression system into KotOR 2.
Paragon created it in a different mod but did not Restore all off the system.
The SW:RPG tabletop system is being used here, The original system of Force Powers had three. Control, Sense and Alter. Then you had Force effects, which were gained by using these three powers.
The use of these powers, their icons, etc. are restored content. you get to pick these at levaling up in the force power section. different classes will get different one to pick with e.g. concerlers will get control first.
OTHER CHANGES: this make the game more harder and make the classes seem more Realistic, changes the party members stats to make them more usful.
also you can create more items in the workbench to help you (after you reach level 16 you can create light sabers) it makes the bosses much more stronger (you will have to use med packs and sheilds).
the grenades and rockets are more powerful now, mines will now will damage you and your party members.
also i have restored some of the level difficaltys.
3. HOW DO I USE IT?
install Ultimate Balancing Mod fist then copy my mod in to the overdrive folder and override his files or you can copy this into his mod and overdride it and then copy his mod in to the overdrive (what ever works for you)
"IMPORTANT!" if you use HLFP 2.1(High level F. Powers by stoffe 2.1 version) install that first and intall his mod and then my mod and copy the 2da.spells file from the "UseThisWith HLFP 2.1mod" folder.
"IMPORTANT!"and also install this before any other mod that uses the TSL patcher.exe exsept High level F. Powers by stoffe (2.1 version).
4. MOD COMPATIBILITY:
This mod is fully compatible with TSLRCM and ImprovedAI/High level F. Powers by stoffe (2.1 version). some files in ImprovedAI will be the same as some files in this mod but just ImprovedAI work fine with out them.
It can be fully compatible with any mods that dont mess with the same files.
5. UNINSTALL:
Remove all the files.
6. Bugs & Issues:
I dont think theres anything wrong here, if you find anything strange, report to me at http://www.deadlystream.com/forum/ or email me bendarby24@hotmail.co.uk if its not a problem to you.
982 downloads
-
TSL BEN.DS rebalances mod
By bendarby24
intro:
this rebalances mod rebalances the game to make it more harder and make TSL feel like a game. It has some restored content in it. this mod was made from HaVoKeR Ultimate Balancing Mod who so kindly let me have a starting point from that, but this mod is nothing like that now.
this mod is Unique because it Restores the tabletop Force progression system into KotOR 2.
Paragon created it in a different mod but did not Restore all off the system.
The SW:RPG tabletop system is being used here, The original system of Force Powers had three. Control, Sense and Alter. Then you had Force effects, which were gained by using these three powers.
The use of these powers, their icons, etc. are restored content. you get to pick these at levaling up in the force power section. different classes will get different one to pick with e.g. concerlers will get control first.
this mod workes well with heroes of the old rebublic saber mod what only workes with tslrcm mod.
OTHER CHANGES: this make the game more harder and make the classes seem more Realistic, changes the party members stats to make them more usful.
also you can create more items in the workbench to help you (after you reach level 16 you can create light sabers) it makes the bosses much more stronger (you will have to use med packs and sheilds).
the grenades and rockets are more powerful now, mines will now will damage you and your party members.
changes made:
1.1: fixs some bugs and comaptiblitiy issus with tslcrm
2.0:made so new difacalte levels and made the game more rebalenced becaue i made it to hard on easy and median difficalte levels also i have bosted a lot of weapons what effect you and your enemay also Combat will go faster then usall and finaly at level 16 you can make light sabers at the work bench.
1,611 downloads
-
Populate Function
By TimBob12
This script will allow you to easily populate an area using random number generation based on your specifications. It eliminates the need to find countless co-ordinates. You only need to find four co-ordinates to populate an area with as many NPCs as you like. (The engine really hates it if you go over 120). You can also choose whether to set them to walk randomly or not. You can use your own waypoints. I reccommend using this function in an on enter script.
-----------------------------
Installation and use
-----------------------------
You need to place the "populate.nss" script in your K2 Override. (This will probably work with K1 but I cannot confirm that). To use the function add the line
#include "populate"
at the beginning of your script.
Then you will need to lay an imaginary square over the area where you want to spawn in. Then find the co-ordinates of the four corners using D3's Whereami armband. Write down what you get and work out the smallest X value and the largest X Value and then do the same with the Y Co-ordinates. Then include this in the main function of your script.
Populate(0, 0, 0, 0, 0, Tag);
^ ^ ^ ^ ^ ^
Amount xMin xMax yMin yMax Tag
Amount = The number of NPCs of the specified tag to spawn.
xMin = The smallest X value
xMax = The largest X Value
yMin = The smallest Y Value
yMax = The largest Y Value
Tag = The tag of the NPC you want to spawn.
-----------------------------
Use and distribution
-----------------------------
Feel free to use this in any mod at all. If you wish to modify the script then feel free to but LEAVE THE RANDOM NUMBER GENERATION FUNCTION IN TACT. It was not created by me and is essential to the smooth running of the populate function. If you modify the script and want to distribute it then please contact me first through either Holowan Labs or Deadly Stream - TimBob12 or by email - timbothompson@gmail.com. If you do redistribute then you will be required to credit bead-v for the creation of the random number generation script.
-----------------------------
Extra's
-----------------------------
There is an additional random generation script that was created by bead-v and, unlike the in game function, it supports negative numbers making it perfect for location generation.
-----------------------------
Credits
-----------------------------
The populate function and example script were created by me, TimBob12 and the random number generation script was created by bead-v. I'd also like to thank everyone who helped in the creation of this function specifically:
Darth Insidious
Varsity Puppet
Bead-V
-----------------------------
A Final Note
-----------------------------
I hope this eases your Module Creation and you enjoy using this.
760 downloads
-
Kill Disciple Mod by Mandalore
By Mandalore
==========Kill Disciple Mod by Mandalore V2============
A mod for Star Wars Knights of the Old Republic II: The Sith Lords
Description:
This mod allows male Exiles to kill Disciple after he reports your location to Carth in Khoonda. For a hefty sum of Dark Side points, of course...
Installation:
Put the files in the Override folder that came with this mod into the Override folder in your KotOR2 directory. If you use Improved AI mod, then only use the files in the Improved AI sub-folder.
It works with existing saves, so you can use this mod without having to restart.
Uninstallation:
Delete the files from your Override folder.
Compatibility:
This will not work with anything that messes with Disciple for male Exiles after he reports to Carth, I don't think.
Bugs:
I haven't encountered any.
Contact:
PM me (Mandalore) at deadlystream.com
Changelog:
- Made it compatible with Improved AI mod.
Credits:
Thanks to Obsidian for making such a great game, thanks to Fred Tetra for making KotOR Tool, thanks to tk102 for making the DLGEditor, and thanks to the people of Deadly Forums for giving me somewhere to host this, for giving me the incentive to try modding, and all of that stuff.
Oh, and bead-v tested it. I think that should be recognised.
Hassat Hunter tested the Improved AI compatibility.
And ancient46 suggested making this mod.
Legal Stuff:
All materials and copyrights belong to LucasArts, BioWare Corp. and Obsidian Entertainment Inc.
This mod is provided as-is with no guarantees of any kind. The author is not responsible for any harmful effects of using this mod.
You cannot distribute or reproduce this mod without the prior confirmation of the author, and if permission is given give credit where due.
2,145 downloads
-
Powered Battle Armour Reskin by Mandalore
By Mandalore
==========Powered Battle Armour by Mandalore============
A mod for Star Wars Knights of the Old Republic II: The Sith Lords
Description:
This mod changes the colour of the purple areas of the Powered Battle Armour to black, with the darker areas made red.
Installation:
Put the files in the Override folder that came with this mod into the Override folder in your KotOR2 directory.
It works with existing saves, so you can use this mod without having to restart.
Uninstallation:
Delete the files from your Override folder. If this causes any problems, put the files contained in the Backup folder into your Override.
Compatibility:
This should work with all mods as long as they do not modify the Powered Battle Armour textures and icon.
Bugs:
I haven't encountered any.
Contact:
PM me (Mandalore) at deadlystream.com
Credits:
Thanks to Obsidian for making such a great game, thanks to Fred Tetra for making KotOR Tool, thanks to the makers of GIMP for doing such, and thanks to the people of Deadly Forums for giving me somewhere to host this, for giving me the incentive to try modding, and all of that stuff.
Legal Stuff:
All materials and copyrights belong to LucasArts, BioWare Corp. and Obsidian Entertainment Inc.
This mod is provided as-is with no guarantees of any kind. The author is not responsible for any harmful effects of using this mod.
You cannot distribute or reproduce this mod without the prior confirmation of the author, and if permission is given give credit where due.
1,032 downloads
-
Ultimate Personal Items
By HaVoKeR
1. WHAT IS THIS MOD?
This mod adds an extra container close to the footlocker in your Harbinger's room.
It's a good option if you are looking for an excuse to have an early lightsaber without resorting to cheats.
It also has 1000 components, gloves and a belt. The Exile armband has been improved.
You can use this mod with my UBM, since this items can help you a little in the hard beggining.
2. HOW DO I USE IT?
Just dump everything in your Override folder.
3. MOD COMPATIBILITY:
This mod is fully compatible with TSLRCM, UBM...
It can be fully compatible with any mods that dont mess with the same files, i.e. almost any other mod.
4. UNINSTALL:
Remove all the files.
5. Bugs & Issues:
I dont think theres anything wrong here, if you find anything strange, report to me at http://www.deadlystream.com/forum/ or email me max_mms@hotmail.com if its not a problem to you.
6. CREDITS:
Created by HaVoKeR.
You may use this mod at will, i just ask that my name stick with it. =)
Inspiration and sources (script related): Envida (harbinger personal items mod).
6,871 downloads
-
Skip Telos' Surface
By bead-v
Made this for a friend, but if anyone else wants to use this, go ahead.. This mod gives you the option to skip the entire Telos surface, taking the shuttle directly to Atris. You get an approximate amount of items you'd get if you played through the surface, the approximate amount of experience and Bao-Dur gets added to your party. No problems have yet been found, but if you do find any, contact me and I'll see about fixing them. Any other suggestions are also welcome.
For both the PC and Xbox version of the game.
7,418 downloads
-
Ithorian Cantina
By Doctor
Don’t install this mod until after Lt Grenn tells you that you are free to go pending the Republic leading an investigation, if you do you will need to start again with the save from when you first reach Telos.
This mod will change the Ithorian Compound opening a new area beside Chodo Habat's office which is normally inaccessible.
The new area will have a small cantina which has a merchant, a replicator and a few characters, two of which will be used in a new plot.
When you start the side missions for Chodo Habat, first you have to go to Dock Module 106 and return the new Droid Intelligence to the Ithorian Compound, after telling the droid that you'll take him back to the Ihorians, the game automatically takes you back to the compound and starts a conversation with Chodo Habat - at the end of dialog you'll find a new journal entry, or possibly two I'm not sure off hand - anyway one of them will be Ithorian Traitor.
Now all you have to do is follow the journal entries to complete the mission - I don't want to give a step by step guide here as there won't be any point in downloading the mod.
All I'm going to say is you have to speak to a few characters, interact with things inside the cantina, travel around Citadel Station and fight a few people to advance the plot.
You'll get XP for working through the plot and when you fight the bad guys plus at the end Atton will... make a friend. His mate, Tariga will follow him around like Bao-Dur’s Remote – unlike Remote though Tariga will be useful, he’s a Jedi Consular who advances in level/powers with the rest of the party, he’s got a few things to say in a couple of cut scenes and when you talk to him he’ll tell you about the planet you’re on and make you some medpacks, grenades & mines… but don’t ask for too many or he’ll politely tell you were to go.
1,034 downloads