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  1. K2 Effixian's PMHC04 Gray Reskin

    --------------------------------------------
    Knights of the Old Republic - The Sith Lords
    --------------------------------------------
    TITLE: Effixian's PMHC04 Gray Reskin
    AUTHOR: Effix
    CONTACT: PM me on the forums or find me on Steam
    -----------
    DESCRIPTION
    -----------
    A reskin of the PMHC04 player character.
    Requested by Omnigonial.
    ------------
    INSTALLATION
    ------------
    Unzip, copy the files from the subfolder to your Override folder.
    ------------
    UNINSTALLING
    ------------
    Remove the following files from your override folder:
    PMHC04A.tga
    PMHC04AD1.tga
    PMHC04AD2.tga
    po_PMHC04.tga
    po_PMHC04d1.tga
    po_PMHC04d2.tga
    ------------------
    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 to
    ---------
    - Stoffe and Fred Tetra for the needed tools and tutorials
    - Omnigonial for the request
    --------------------------------------------------------------------------------------------------------
    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.

    34 downloads

       (0 reviews)

    0 comments

    Submitted

  2. K2 Effixian's PMHC04 Reddish Reskin

    --------------------------------------------
    Knights of the Old Republic - The Sith Lords
    --------------------------------------------
    TITLE: Effixian's PMHC04 Reddish Reskin
    AUTHOR: Effix
    CONTACT: PM me on the forums or find me on Steam
    -----------
    DESCRIPTION
    -----------
    A reskin of the PMHC04 player character.
    Requested by Omnigonial.
    ------------
    INSTALLATION
    ------------
    Unzip, copy the files from the subfolder to your Override folder.
    ------------
    UNINSTALLING
    ------------
    Remove the following files from your override folder:
    PMHC04A.tga
    PMHC04AD1.tga
    PMHC04AD2.tga
    po_PMHC04.tga
    po_PMHC04d1.tga
    po_PMHC04d2.tga
    ------------------
    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 to
    ---------
    - Stoffe and Fred Tetra for the needed tools and tutorials
    - Omnigonial for the request
    --------------------------------------------------------------------------------------------------------
    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.

    67 downloads

       (0 reviews)

    0 comments

    Submitted

  3. Stretching Model Bug Fixes

    Fixes a few bugged models that stretch across the sky when Vertex Buffer Objects are disabled in the .ini. This seems to only be a bug in the Aspyr updated version.
    Currently Fixed:
    - Valley of the Dark Lords
    - Khoonda Plains
    - Refugee Sector Girl
    - Bastila's Head
    - Khoonda Plains 2
    - Khoonda Secret Room

    168 downloads

       (0 reviews)

    6 comments

    Updated

  4. Better Jekk'Jekk Tarr Thugs

    Mod Description
    This mod aims to give weapons to the Patrons of the Jekk'Jekk Tarr who attack you with their bare hands - mostly gands and rhodians (a very sensible choice against an armed jedi).
    Also don't you find it weird how every patron of this bar are relaxing, but with their weapons out? This mod also makes it that they only draw their weapons once they become hostile and not by default.
    Ossluk stats have also been slightly increased as part of this mod, and his gauntlets are dropped once you kill him.
     
    Installation
    Prerequesite: TSLRCM needs to be installed - and not through the Workshop for Steam users - for this mod to apply correctly
    1. Run the HoloPatcher.exe and point your game directory when requested,
    2. Click 'Ok' and let the patcher do its magic,
    3. You're done ! Unless an error message appears the mod should be installed correctly.
     
    Compatibility
    This mod should be compatible with any mod that does not replace the utc files for the bar patrons in the Jekk'Jekk Tarr or edit the script that turns them hostile.
     
    Special Thanks to
    Snigaroo for the idea of this mod
    TSLRCM team for the amazing work on the game
    Blue for the Kotor Scripting Tool
    Cortisol for the Holocron Toolset
    th3w1zard1 for the HoloPatcher
     

    114 downloads

       (0 reviews)

    0 comments

    Submitted

  5. Crash Fix for Disable Vertex Buffer Objects

    Using Disable Vertex Buffer Objects=1  (yes with the spaces) on the Aspyr version of the game causes crashes in certain modules. This mod disables normal/bumpmaps in all world models that had them enabled. World bumpmaps seem to not even be working in the Aspyr update, so there should be no visual difference. This was the biggest problem on G0T0's Yacht, which had constant crashing.

    125 downloads

       (0 reviews)

    0 comments

    Updated

  6. Fallen Jedi Floating Sabers

    Modified Krea's floating lightsabers to match those of fallen Jedi. Gave each saber matching feats from Thematic Jedi Masters and altered their walking speeds. Sabers are also immune to stun, fear and paralysis.

    3 Versions:
    - Original saber owners colors (green, blue,purple)
    - 3 purple sabers
    - 3 red sabers

    (all have the same speed and feat changes)

    90 downloads

       (0 reviews)

    2 comments

    Updated

  7. 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.

    111 downloads

       (0 reviews)

    0 comments

    Updated

  8. Consistent Bastila Recognition

    =Consistent Bastila Recognition=
    A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION

    AUTHOR: Leilukin
    FILE NAME: Consistent Bastila Recognition.7z
    LATEST VERSION: 1.0
    CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream
     
    1. DESCRIPTION:
    In KotOR II: TSL, entering the secret tomb on Korriban will reveal that the player character, the Exile, knew Bastila. However, if Bastila appears as a hologram in T3-M4's holo-recording, provided Revan is male, none of the dialogue options for the Exile when they talk to T3 allow them to mention Bastila by name. Instead, the Exile merely refers to Bastila with generic terms such as "the person in the hologram", presumedly because the hologram could be either Bastila or Carth depending on Revan's gender.
    This mod aims to correct the inconsistency of the Exile not recognizing Bastila in the hologram, by making the Exile refer to Bastila by name when talking to T3 about the holo-recording.
     
    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.
    Extract the Consistent Bastila Recognition.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory.
    Run Install.exe. Select either "Default Installation" or "M4-78EP Compatible Installation", depending on if you have installed M4-78 Enhancemnet Project (M4-78EP) or not. You should choose ONLY ONE of these two options to install the main part of the mod.
    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.
    If you have also installed WildKarrde's TSL Expanded Ending, run Install.exe again, select the "TSL Expanded Ending Compatibility" installation option, then select your KotOR 2 directory path, and click the “Install” button.
    ***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 2 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:
    Apart from The Sith Lords Restored Content Mod (TSLRCM), which is required for this mod to work, any other mods that modify T3-M4's main dialogue file, t3m4.dlg, may conflict with this mod.
    I have set up the installer to install this mod by patching the t3m4.dlg file to improve compatibility with other mods that modify t3m4.dlg as much as possible, but it is still not guaranteed to be compatible with every other mods that modify the same file.
    This mod is not compatible with my Alternate Revan Romances REDUX. Note that Alternate Revan Romances REDUX has implemented similar changes by making the player character refer to Bastila by name during T3’s conversation, so if you use Alternate Revan Romances REDUX, you do not need Consistent Bastila Recognition.
     
    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.
    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:
    Snigaroo for suggesting the idea of this mod in his KotOR 2 mod build request thread on Deadly Stream
    WildKarrde for giving me the permission to make this mod compatible with TSL Expanded Ending
    Cortisol for Holocron Toolset
    tk102 for DLG Editor
    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.

    161 downloads

       (0 reviews)

    2 comments

    Updated

  9. K2 - Less Alignment Penalty

    Less force point cost penalty for using opposite alignment powers, but you still get the full force point cost reduction if you use force powers that correspond with your alignment. Aka you can Force Lightning with a full lightside character without runing out of forcepoints.

    73 downloads

       (0 reviews)

    0 comments

    Submitted

  10. Almost Every Droid Merchant Has All HK-47 Parts For Kotor 2 Unofficial Patch

    This is a mod for Kotor 2 Unofficial Patch that places the HK Vocabulator, HK Protocol Pacifist Package, HK Droid Processor, HK Control Cluster, and HK Chassis in the inventory of Kodin in Nar Shaddaa, Akkere in Dantooine, and 1B-8D in Onderon. I wanted to make this mod because you get HK-47 so late in K2UP that it is really difficult to get influence for HK-47. Just put the utm files into your override folder to install this mod. I hope that you enjoy!

    113 downloads

       (0 reviews)

    0 comments

    Updated

  11. 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.

    109 downloads

       (0 reviews)

    1 comment

    Submitted

  12. 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

    101 downloads

       (0 reviews)

    0 comments

    Updated

  13. 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.

    31 downloads

       (0 reviews)

    2 comments

    Submitted

  14. Multifire and Autofire and Superior Feats (TSL)

    Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty.

    Description
    In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty.
    KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game.
    This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off.
    These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons.
    Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed (or Fury) is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed (or Improved Fury) is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed (or Master Fury) is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active.
    One the (many) complaints made about characters options in TSL, is the extreme disparity in feats support for different options. Two-Weapon Fighting and Lightsabers get high level advanced feats on the Weapon Master and Marauder, but no other options are available. This mod corrects that, by adding Superior Weapon Focus feats for Blaster Pistols, Blaster Rifles, and Melee Weapons. It also adds a Superior Dueling line, as well as a Superior Multishot line, to continue the earlier tree introduced by this mod. The Focus feats all add +1 to attack rolls per level, while the Dueling feats add +1-4 to damage, and +1 to attacks rolls and AC per rank. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. The Superior Multishot tree, grants +1, +1, and +2 to attack rolls respectively.
    The bug that allows Finesse: Melee Weapons to affect Lightsabers is fixed. The bonus from that feat will be removed if the character has Finesse: Melee Weapons, but not Finesse: Lightsaber. Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this.
    All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately.
    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 Sentinel Sneak Attack with Multiclassing. 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 Multifire and Autofire and Superior Feats by darthbdaman is licensed under CC BY-SA 4.0

    146 downloads

       (0 reviews)

    3 comments

    Updated

  15. 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.

    23 downloads

       (0 reviews)

    0 comments

    Submitted

  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

    94 downloads

       (0 reviews)

    6 comments

    Updated

  17. 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:
     

    164 downloads

       (0 reviews)

    4 comments

    Updated

  18. 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.

    43 downloads

       (0 reviews)

    0 comments

    Updated

  19. K2 Effixian's Brunette Reskin for PFHC01 from K1 to K2

    --------------------------------------------
    Knights of the Old Republic - The Sith Lords
    --------------------------------------------
    TITLE: Effixian's Brunette Reskin for PFHC01 from K1 to K2
    AUTHOR: Effix(ian)
    CONTACT: PM me on the forums or Discord
    ------------
    INSTALLATION
    ------------
    1. If you haven't already then install "PFHC01 from K1 to K2":
    https://deadlystream.com/files/file/1392-effixians-k1-to-k2-heads
    2. Unzip, copy the files from the subfolder to your Override folder.
    Optional: If you prefer you can add the files from the ExtraDark_Variant folder.
    -----------
    DESCRIPTION
    -----------
    This is a reskin of the PFHC01 player character from K1, for my "PFHC01 from K1 to K2".
    There's an optional extra dark variant, it changes the last two dark side transitions for a darker zombie look.
    Inspired by Emma Watson, as requested by tff500.
    ------------
    UNINSTALLING
    ------------
    Follow the uninstall instructions from "PFHC01 from K1 to K2".
    ------------------
    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 to
    ---------
    Stoffe and Fred Tetra for the needed tools and tutorials
    --------------------------------------------------------------------------------------------------------
    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.

    46 downloads

       (0 reviews)

    0 comments

    Updated

  20. Relighting TSL - Early Release

    I'm working on fixing/updating a few areas with lighting issues. This first one is the Peragus force cage room where encounter Atton. The room is way too bright so I reworked the light sources and rebaked the lightmaps, using blender. 
    The goal of this project is not to redo the lighting of the entire game. That would force me to touch every model and be a modding compatibility nightmare. I want to just target areas that stand out or look really bad. Feel free to suggest areas.
    Current Areas:
    - Peragus force cage room
    - Ebon Hawk Medical Room

    129 downloads

       (0 reviews)

    5 comments

    Updated

  21. Mines Overhaul [TSL]

    Makes a number of tweaks, fixes, and improvements to mines. Adds 2 new mine types. Have enemy NPCs use mines in combat.
    SUMMARY:
    This is a general overhaul of mines with the goal to improve their usefulness and importance, fix various issues and bugs, and make using and encountering them overall more interesting.
    Summary of changes made by this mod:
        •    Mines are more deadly. All mines have had their base damage increased by 50%
        •    More “realistic” blast radius. Range of effect has been increased overall but damage now falls off with distance from the mine
        •    Increases the difficulty of detecting mines with Awareness. This makes Awareness more important and mines more of a threat
        •    Mines are now completely invisible until detected. If your character can’t see them, neither should you
        •    Though you still can’t set them off, you can now be damaged by your own mines if within range of a blast, with a reduced DC
        •    Despite their description, in vanilla all tiers of Flash Mines are identical in all but name and cost. This mod fixes this and restores the intended DC difference
        •    Fixes several description errors and inconsistencies
        •    Fixes a bug which would cause incorrect damage to be applied when there are multiple targets of a mine
        •    Integrates the mod No Mines on Malachor by Thor110, which removes the mine models from the gas vents on Malachor
        •    Includes an option to give enemy NPCs the ability to set mines in combat
        •    Includes an option to populate the Dxun jungle with mines, leftover from the Mandalorian Wars
        •    Adds 2 new craftable mines: Shock Mines and CryoBan Mines
    DETAILS:
    Damage & Radius
    All mines have had their base damage increased by 50%. Their credit value has also been increased by 25%.
    The blast radius has been modified in a few ways. First, the range of effect has been increased for all mines, making it more likely to catch multiple enemies. Second, the damage inflicted by mines will decrease the further you are from the blast, instead of being a flat value at all distances within range. For Flash mines and for the DEX effect from Sonic mines, the DC will fall off in a similar way. The radius also increases slightly with mine tier, as one would expect for stronger explosives.
    While mines can deal more damage to enemies, you can now also be damaged your own mines as long as an enemy sets it off nearby. However the difficulty class is reduced so it is easier to resist the effects. This will make it a little more challenging to use them for cheesing melee fights, and you’ll want to be strategic to make sure you’re out of the way before they go off.
    Detection
    In vanilla, detecting mines is very easy, making them a trivial threat. I personally can’t remember the last time I ran into an undetected mine. On normal difficulty, you don’t actually need any points in Awareness to detect Minor, Average, and Strong mines, giving Awareness very little use. This mod increases the difficulty class for detecting mines by 10, meaning that now only Minor mines can be detected without Awareness, while Average mines require a minimum of 5 points, Strong mines require 10 points, and so on. This is modified by +5 on Hard and -5 on Easy.
    To compliment the increased detection difficulty, mines will now be completely invisible until your character detects them. This means you will not see the model of the mine on the floor at all before making a successful Awareness check. It doesn’t make sense for you to see them when your character doesn’t, since you could just walk around to avoid them. If you haven’t memorized the location of every mine in the game, you’ll want to invest some points into Awareness to avoid surprises. 
    This mod also includes an option to add mines throughout the Dxun jungle. I think it makes sense for a former battleground of the Mandalorian Wars to have unexploded mines left over, yet there are no mines in the vanilla Dxun jungle outside of the Mandalorian caches. Currently the mines are added via script.
    Fixes & Inconsistencies
    In vanilla, all tiers of Flash Mines have the exact same effects, despite being named differently and costing different amounts. According to their descriptions they’re supposed to have different difficulty classes that make them harder to resist, when in reality they all have the lowest DC of the Minor Flash mine. This mod restores the intended DC differences. The base DC of Flash Mines has been increased by 5 across the board to balance the radial drop off in DC.
    Vanilla descriptions contained a number of errors and inconsistencies. All descriptions have been updated to reflect the mines’ actual effects.
    Fixes a bug in vanilla where a successful save by one target would also halve the damage of all following targets, compounding if another save was made.
    The Reflex save against the DEX decrease effect of Sonic mines has been changed to a Will save, to be consistent with the Sonic grenade.
    Integrates No Mines on Malachor, Only Gas by Thor110, which removes the mine models from the natural gas vents on Malachor.
    New Mine Types
    New mines have been added to the game which are craftable at the Lab Station and can be found in some locations.
    CryoBan Mine: 
    Based on the CryoBan grenade, deals cold damage and can freeze enemies. Some can be found on Peragus.
    Shock Mine: 
    Deals electrical damage calculated as a base damage + Nd6 roll. It doesn’t fall off with distance and can’t be saved against like other mines. Some can be found on Goto’s Yacht.
    NPCs Use Mines
    This mod includes an option to give enemy NPCs the ability to set mines in combat. This includes some Sith Troopers (Grenadiers, Elites, and Commandos), Peragus Mining Droids which can place Sonic Mines, and Fire Suppression Droids which can place CryoBan Mines. They will place mines when appropriate, taking into account their surroundings and location of enemies.
    INSTALLATION:
    Note: while it’s likely OK to install mid-game, a new game is recommended for the best experience.
    To install, run HoloPatcher.exe and select the Main Installation option.
    (Optional) After installing the main mod, install any of the optional add-ons: “NPCs Use Mines” gives enemy NPCs the ability to use mines, “Mines on Dxun” places mines in the Dxun jungle.
    Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation.
    UNINSTALLATION:
    This mod contains multiple installation parts with separate backup folders. Uninstall in reverse order.
    1. Remove the following files from override:
    2. Remove 351NAR.mod, 901MAL.mod, 902MAL.mod from the Modules folder. If uninstalling NPCs Use Mines, remove 102PER.mod, 103PER.mod, 105PER.mod, 410DXN.mod, 411DXN.mod, 851NIH.mod, 852NIH.mod from the Modules folder. If uninstalling Mines on Dxun, remove 402DXN.mod.
    3. Move any .mod files from backup/Modules to the Modules folder.
    4. Move dialog.tlk from the backup folder to the main game folder (outside override).
    5. Move any files from backup/Override to the override folder.
    Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
    COMPATIBILITY:
    Not compatible with mods that edit k_trap_generic.ncs. Otherwise, should be compatible with most mods.
    PERMISSIONS:
    For the most part, you are free to incorporate this mod’s edits into your own mod as long as credit is provided. This does not include files from No Mines on Malachor which have been included in this mod by Thor110’s permission. Redistribution of the files, assets, or edits of the included mod are subject to the terms of the original author.
    CREDITS:
    offthegridmorty
    Thor110 - No Mines on Malachor, Only Gas
    Thank you to the folks on Discord for scripting help.
    KOTOR Tool - Fred Tetra
    TSLPatcher, TLKed - stoffe, Fair Strides
    HoloPatcher - Cortisol, th3w1zard1
    K-GFF - tk102
    Holocron Toolset - Cortisol
    Screenshots use Fire and Ice HD by Cinder Skye and Hi-Res Beam Effects by InSidious

    76 downloads

       (0 reviews)

    4 comments

    Updated

  22. Recruit HK-47 Early for Kotor 2 Unofficial Patch

    Recruit HK-47 Early for Kotor 2 Unofficial Patch
    ========================================

    By brents742, modified by nonameperson66
    ========================================

    Version Notes
    =============
    v1.0 - 6/18/2025
         - Initial release
    Requirements
    ============
    Kotor 2 Unofficial Patch 1.3 or above
    Installation
    ============
    Extract the folder 'K2UP RecruitHK47Early' located in the .7z file you downloaded to your computer.
    Open the extracted folder and then double click the 'Install.exe' file.
    Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
    Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that.
    Uninstalling
    ============
    Double click on 'Install.exe'.
    Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
    Click on 'Tools' in the top left of the menu bar.
    Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu.
    Confirm that you want to uninstall the mod.
    Description
    ===========
    -This mod allows for recruiting HK-47 into your party as quick as possible in a way that lines up with the story arc.
    -By scrapping the damaged HK-50 unit inside the Telos Military Base, the player can pick up two additional HK parts (HK Droid Processor and HK Chassis).
     These, in combination with the parts received by the Peragus and Polar Mesa HK-50 encounters, will allow HK-47
     to be rebuilt the moment the player returns to the Ebon Hawk after leaving the Telos Polar Academy.
     
    -Nothing has changed beyond what you are able to do with the damaged HK-50 droid in the Telos Military Base.
     If you want him to follow you and explode near the HK-50 Facotry door as normal, you can still do that.
     
    -This mod simply adds a dialog option for scrapping the damaged HK-50 unit instead of programming it to follow you.
    Background
    ==========
    -I wanted to create a mod that allows you access to HK-47 early but in a way that makes sense. I toyed with giving the player
     every HK part on Peragus but ran into the question of where is HK-47 on Citadel Station? Was he taken with the Ebon Hawk?
     He wouldn't have allowed the Handmaiden to just walk in and steal the ship. If he is abducted, why is he nowhere in the Polar Academy?
     
    -These are all questions I may solve in a different, admittedly much harder to create, mod later on down the road.
     
    -For the meantime, this mod exists to give him to you as early as the story allows.
    -This, like all my mods, takes things that I usually cheat into the game and makes them part of the game.
     One could easily open up the cheat console and give all the hkparts the moment they leave Peragus if they wanted.
     But my vision with every mod I make is to render the cheat console as obsolete as possible.
    Getting Started
    ===============
    This mod works best from a save before entering the Telos Military Base.
    You can use a save from within the Telos Military Base you may need to
    head back to the surface and reenter the Military Base to force the game to load the module again.
    Simply speak to the Damaged HK-50 droid and select the option that reads '[Repair] Scavenge the droid for HK series parts.'
    Important - Timing
    ==================
    You only get one shot to scrap the Damaged HK-50 droid. If you program it to follow you instead of scrapping it, you'll need to load up a different save and try again.
    Compatibility
    =============
    IMPORTANT - This mod relies upon the hk50.dlg file located in the 232tel.mod and 232TEL_dlg.erf files.
    Any mod that changes the hk50.dlg file located within the previously mentioned files will not be compatible with this mod.
    A mod that modifies 232tel.mod and 232TEL_dlg.erf should be compatible so long as the hk50.dlg located within these files is not touched.
    If you run across a mod that this mod seems to conflict with,
    please let me know and I will work to update this mod to address it.
    What Specifically does this mod do?
    ===================================
    -hk50.dlg was modified within 232tel.mod and 232TEL_dlg.erf to give the player the option to scrap the damaged HK50 unit in the Telos Military Base.
     This new dialog option gives the player two HK parts. Specifically, hkpart01 and hkpart02 which are HK Droid Processor and HK Chassis
    -Created the following Booleans:
    KES_HK1 boolean - flags when the damaged HK-50 droid has been scrapped, preventing any further actions with the droid.
    Permissions and Disclaimers
    ===========================
    The original mod author, brents742, reserves the right as author of the original mod for sole permission to upload some or all of this mod
    anywhere for any reason.
    If you would like to include any part of this mod in anything, then please
    contact brents742 for permission.
    The user of the mod is responsible for any damage to their game that may result from using this mod.
    Users are encouraged to make relevant backups and do their research on existing mods they have installed
    to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible
    but ultimate responsibility lies with the end user to check for possible conflicts before installing.

    Special Thanks
    ==============
    Thank you to brents742 for creating the original mod and inspiring me to create a port for K2UP! 
    Fred Tetra - KOTOR Tool
    TK102 - DLG Editor
    Stoffe and Fair Strides - TSLPatcher
    Prydeless for their pink lightsaber mod that inspired me to begin modding to begin with.
    The entirety of the DeadlyStream modding forums for their inexaustible resources and information
    that allows anyone with a computer and an idea to sit down and learn how to make their first mod.
    Lucasarts, Bioware, and Obsidian for making a game I'm still funneling dozens of hours into
    nearly two decades after its initial release.
    Contact
    =======
    PM me on DeadlyStream username nonameperson66 or alternatively post on the mod itself and I will get back to you.

    24 downloads

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    Submitted

  23. KNIGHTS OF THE OLD REPUBLIC 2 UNOFFICIAL PATCH

    =====================================================
    KNIGHTS OF THE OLD REPUBLIC 2 UNOFFICIAL PATCH v1.3.1
    =====================================================
    VERSION 1.3.1 CHANGES:
    --------
    Added dialogue options to be able to lie to Samhan during the 'Bonus Mission: Smuggling on Citadel Station' quest so that he can tell you about the three
    items that he wants smuggled without siding with him after ending the dialog. This will allow the Exile to tell Grenn about the smuggling operation and
    side with Grenn instead of Samhan.
    -------------------------------------------------
    Description:
    ---------------
    This is a stand alone project and it will work well with the English version of 2.00.424 and 2.10.427 of Knights of the Old Republic II: The Sith Lords.
    Version 2.00.424 is the initial CD release of Kotor 2 in the United States, while 2.10.427 is the final English patch for the original version of Kotor 2. 
    I have played this with the Aspyr version of Kotor 2 and it can run without any game breaking issues, but there are weird graphical glitches and minor issues.
    This mod is incompatible with TSLRCM and with any other mod except for ones that expressly state compatibility with Kotor 2 Unofficial Patch 1.2 and above. 
    (from the original readme of version 1.1 of Kotor 2 Unofficial Patch)
    This mod serves four main purposes:
    1. Fixing quest issues:
    - Fixing Broken quests.
    - Removing available quest-related dialogue lines after quest was finished.
    - Making quest more focused and difficult to break.
    2. Closing game issues like (NOT A FULL LIST JUST EXAMPLES):
    - Unlimited respawn of hssiss creatures in a Sith tomb on Korriban.
    - Unlimited creation of Handmaiden robe on Ebon Hawk.
    - Duplication of Atton ribbed jacket and generic clothing on Citadel Station first arrival.
    - Unlimited spawning of a landspeeder on Nar Shaddaa.
    - Characters, droids, turrets not resuming there animations after player initiated conversation with them.
    - Cycled dialogues (HK50, T3M4, Atris).
    3. Adding some stuff (NOT A FULL LIST JUST EXAMPLES):
    - Missing planet hologram, hyperdrive, and damaged HK-47 in some stunt versions of the Ebon Hawk.
    - Added medical lab table to all Ebon Hawk modules.
    - Restricted mode on Ebon Hawk (no weapons and no head gear).
    - Party members are always healed on the Ebon Hawk.
    - Fights with Red Eclipse captain and mandalorian recruit Davrel are One on One.
    - Visas arrival sequences moved to 005EBO module due to practical reasons ( party members are stunned, Visas uses force sight on a player).
    - Space suit will be equipped before going through the airlock on Peragus.
    - Every time player is learning new force power or feat from party member the text box will appear.
    - TSF officers will now patrol all modules not just Entertainment module 081.
    - Added Some Pazaak players on Citadel Station cantina.
    - Czerka utility droid will now weld instead of just being there.
    - Bao Dur is using his 'shield breaker' animation when breaking force fields.
    - Player will now actually shut down force cages on Peragus and Telos Academy.
    - Speaking on comlink cutscenes changed.
    - Atton and T3 playing pazaak cutscenes available.
    - Visas, Nihilus cuscene is executed on engine now and is triggered by Ebon Hawk galaxy map script.
    - Tobin, Nihilus cutscene is now available.
    - Added Hangar doors to G-wing hangar on Dxun with map note.
    - Added Caged beasts on Onderon.
    - Added Kath hounds on Dantooine.
    - Ratrin Vhek on Ebon Hawk.
    - Opo Chano on Nar Shaddaa;
    - B4D4, T1N1 on Nar Shaddaa;
    - Adana on Nar Shaddaa will appear near her mother after releasing her.
    - Player learns force and lightsaber (if he has a lightsaber(s) equipped) forms from Masters.
    - Crafting lightsaber quest has been changed. Now all lightsaber parts can be created on a workbench.
    4. The last and the main reason is changing in-game cutscenes.
    Installation:
    -----------------
    This mod only works with the English version of Kotor 2. It is required to start a new game for this mod to work properly.
    Extract the folder from the .7z file onto your computer. Open the extracted folder and you should see a file called 'Install.exe' 
    Double click on Install.exe to start installing this mod.
    Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the swkotor2.exe file.
    Click install on the bottom right. HoloPatcher creates backups of the files automatically, so no need to worry about that.
    If you get an error after installation called 'Permission denied', open the 'errorlog.txt' file, located in the same folder 
    as 'Install.exe', look at the top of the file, and look at the end of the directory path to see what file(s) got denied permission.
    Open the 'tslpatchdata' folder, located in the same folder as 'Install.exe', find the file(s) that were denied permission,
    and copy and paste the file(s) into the exact directory path(s) as shown in the 'errorlog.txt' file.
    Uninstallation:
    ---------------
    Double click on Install.exe to uninstall this mod.
    Select the correct Kotor 2 directory path for you, which is the directory that includes the swkotor2.exe file.
    Click on 'Tools' in the top left of the menu bar.
    Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu.
    Confirm that you want to uninstall the mod.
    Bugs:
    ---------
    During the Ebon Hawk scene before you go to Malachor V, the outside texture of the Ebon Hawk is incorrect. I don't know how to change the texture, sorry!
    Otherwise, I didn't notice any other issues, but if you notice any bugs, please contact on Deadlystream or ModDB.
    My username is nonameperson66 on Deadlystream and tronotized on ModDB.
    Distribution:
    ----------------
    As long as you credit me (nonameperson66 on Deadlystream and tronotized on ModDB), you can redistribute and change this mod however you want to.  
    Special Thanks:
    -----------------
    Thank you to LucasArts, 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! 
    Thank you to all the following people that created modding tools for Kotor and Kotor 2:
    Fred Tetra for Kotor Tool
    JdNoa and Dashus for DeNCS
    lachjames for ncs2nss
    tk102 for dlgeditor and for kgff 1.3.1
    NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset
    Thank you to N-DReW25 and DarthParametric at deadlystream for answering my forums posts!
    Thank you to DarthParametric for providing me with a manual reconstruction of the a_904sion.nss script!

    53 downloads

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    Submitted

  24. Better Gameplay Balanced Kotor 2 Companions

    Better Gameplay Balanced Kotor 2 Companions
    --------------------------------------------
    Description
    ------------
    This mod changes the starting stats, feats, and powers of the Exile's party members to provide a more fun gameplay experience. 
    I made sure not to give anyone anymore stats, powers, and feats then they already had in the vanilla game.
    The exact changes I made to each of the party members is listed after the uninstallation section.
    I HIGHLY RECCOMEND USING 'Bao-Dur Can Wear Heavy Armor' (Link) IN CONJUNCTION WITH THIS MOD!
    HoloPatcher Installation
    -------------------------
    Extract folder 'Better Gameplay Balanced Kotor 2 Companions 1.0' located in the .7z file you downloaded to your computer.
    Open the extracted folder and then double click the 'Install.exe' file.
    Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
    Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that.
    Manual Installation
    --------------------
    Extract folder 'Better Gameplay Balanced Kotor 2 Companions 1.0' located in the .7z file you downloaded to your computer.
    Open the extracted folder, then open up the folder called 'Manual Install'.
    Copy and paste all of the files in the 'Manual Install' folder into the 'Override' folder in your Kotor 2 directory, 
    which is the directory that includes the 'swkotor2.exe' file.
    HoloPatcher Uninstallation
    ---------------------------
    Double click on 'Install.exe'.
    Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
    Click on 'Tools' in the top left of the menu bar.
    Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu.
    Confirm that you want to uninstall the mod.
    Manual Uninstallation
    ----------------------
    WARNING: MANUAL UNINSTALLATION SHOULD ONLY BE DONE IF YOU ARE USING KOTOR 2 UNOFFICIAL PATCH!
    Delete the following files located in the 'Override' folder in your Kotor 2 directory:
    - p_atton.utc
    - p_baodur.utc
    - p_disciple.utc
    - p_hanharr.utc
    - p_hk47.utc
    - p_kreia.utc
    - p_mand.utc
    - p_mira.utc
    - p_visas.utc
    Detailed Changes
    -----------------
    Atton: 
    Wis 10 -> 12
    Bao-Dur:
    Int 15 -> 14
    Con 14 -> 15
    Removed Feats - Critical Strike and Improved Gear Head
    Added Feats - Toughness and Improved Toughness
    Disciple: 
    Dex 16 -> 15
    Str 14 -> 12
    Wis 10 -> 14
    Removed Feat - Close Combat
    Added Feat - Finesse: Melee
    Hanharr:
    Changed Feat - Armor Proficiency: Heavy to Armor Proficiency: Light
    Removed Feat - Close Combat
    Added Feats - Toughness, Two Weapon Fighting, and Improved Two Weapon Fighting
    HK-47:
    Con 10 -> 15
    Str 16 -> 12
    Changed Base Vitality Points from 66 to 84
    Computer Use 0 -> 3
    Demolitions 5 -> 7
    Awareness 5 -> 6
    Repair 6 -> 8
    Security 0 -> 3
    Removed Feat - Power Blast
    Added Feats - Sniper Shot and Improved Sniper Shot
    Mira:
    Cha 10 -> 12
    Con 12 -> 14
    Wis 11 -> 12
    Stealth 0 -> 2
    Repair 8 -> 6
    Visas:
    Changed Base Vitality Points from 24 to 54
    Changed Base Force Points from 18 to 36
    Added Force Power - Slow
    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
    ---------------
    Thank you to JCarter426 for creating the 'Thematic KOTOR 2 Companions' mod and inspiring me to create this mod!
    Thank you to all the following people that created modding tools for Kotor and Kotor 2:
    Fred Tetra for Kotor Tool
    tk102 for kgff 1.3.1
    NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset 
    Bugs
    ------
    If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com
     
     

    48 downloads

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    Submitted

  25. Exile's Armband Force Leap

    🎮 Mod Release:
    Excited to share this great mod with you all—released with permission from the original author. It's a solid addition to the game!
    📄 Details:
    Everything you need to know is in the included readme—features, setup, and usage.
    🙏 Credits:
    Huge thanks to the original author for their hard work and for allowing it to be shared here on deadly stream.
    Credits: Fire and Sun

    187 downloads

       (0 reviews)

    0 comments

    Updated