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  1. Visibility File Fixes

    NOTE : This is included with the Expanded Galaxy Project already.
    It was suggested to me that I release some of the fixes I have made separate from my main project, so here is my first set of fixes for two levels on Nar Shaddaa and two levels on Dantooine.
    The preview images show what happens before applying these fixes.
    Let me know if you find anywhere else in the game that this occurs and I will look into fixing it.
    Thor110

    2,353 downloads

       (1 review)

    0 comments

    Updated

  2. Deny Carth an Audience

    NOTE : This is included with the Expanded Galaxy Project already.
    This is another edit for my main project that I decided to package separately.
    It adds a very simple dialog option allowing the player to deny Carth an Audience on Telos.
    Thor110

    129 downloads

       (1 review)

    0 comments

    Updated

  3. M478EP Level Fixes

    NOTE : This is included with the Expanded Galaxy Project already.
    WARNING : I believe this is bugged and breaks the game, will update when I discover the cause of the issue.
    It was suggested to me that I release some of the fixes I have made separate from my main project, so here are the changes I made to M478.
    I combined the level that is usually split into three chunks into one and added some new doors to separate the areas, I also edited the positions of a lot of computer panels that were previously at odd rotations of positions and generally looked out of place on a droid planet, I also adjusted a few of the doors that were slightly out of line with the scenery.
    Let me know if you have any suggestions for changes worth making to M478.
    Thor110

    1,220 downloads

       (1 review)

    2 comments

    Updated

  4. Missing Door - Jekk Jekk Tarr Tunnels

    NOTE : This is included with the Expanded Galaxy Project already.
    This adds in a missing door from the Jekk Jekk Tarr Tunnels that is either absent from TSLRCM or was never there in the first place, though I believe it was there in my un-modded playthrough but it was some time ago.
    Thor110

    964 downloads

       (1 review)

    0 comments

    Updated

  5. Academy Cleanup

    NOTE : This is included with the Expanded Galaxy Project already.
    This mod literally just removes the holographic planet present in the Polar Academy, it is not there in the original game but was added in TSLRCM, so I decided to remove it as I think it looks out of place.
    Thor110

    639 downloads

       (1 review)

    2 comments

    Updated

  6. HK Factory Cleanup

    NOTE : This is included with the Expanded Galaxy Project already.
    This mod lines up the HK-50 and HK-51 droids at the HK Factory on Telos.
    I felt they looked out of place all slightly out of line so I lined them up with one another.
    All of these small changes are included with the Expanded Galaxy Project but somebody suggested that I package them separately so here they are.
    I am also looking for suggestions for things to fix throughout the course of the main game, so if you know of anything feel free to message me.
    Thor110

    770 downloads

       (1 review)

    0 comments

    Updated

  7. Turret Placement

    NOTE : This is included with the Expanded Galaxy Project already.
    This mod literally just lines up the two turrets shown in the preview image, somebody suggested that I release all fixes / changes that are not specific to my main project separately so I have even included this.
    Thor110

    701 downloads

       (0 reviews)

    0 comments

    Updated

  8. Alternate Galaxy Map

    NOTE : This is included with the Expanded Galaxy Project already.
    This changes the positions of Korriban and Dantooine to where they were in the first game.
    The screenshot shows the new positions and I have edited out the new planets from my main project.
    I haven't tested this but it will work with TSLRCM and M478EP, in future I will provide an alternate file to accommodate the Coruscant mod.

    238 downloads

       (1 review)

    0 comments

    Updated

  9. Free Roam

    NOTE : This is included with the Expanded Galaxy Project already.
    This is another edit for my main project that I decided to package separately.
    It adds the ability to manually travel to Malachor V and to Free Roam after completing the game.
    Note : made using TSLRCM module files, so TSLRCM required as opposed to compatible. ( though I think it would work without my guess is there might be dialog file differences )
    Thor110

    1,730 downloads

       (1 review)

    0 comments

    Updated

  10. Coruscant Patch

    NOTE : This is included with the Expanded Galaxy Project already.
    This makes the Coruscant Mod compatible with TSLRCM & M478EP.
    After Installing TSLRCM 1.8.5, M478EP 1.5.1 and the Coruscant mod, drop the files included into the Override folder for the game.
    If you encounter any issues feel free to let me know.
    Thor110
    Edit : It seems this patch is already available and widely tested, for those that requested it you might want to check that out, for those that requested it on Steam Workshop, I suggest not using the Steam Workshop. At all.

    1,773 downloads

       (0 reviews)

    0 comments

    Updated

  11. Gammorean Shadow Fix

    NOTE : This is included with the Expanded Galaxy Project already.
    So I noticed this once before somewhere but never came across it again until testing some things recently.
    The shadow stretches across the screen for this model.
    It was a simple fix, just recompiling the model from the first game for the second game. ( thanks or DarthParametric for the suggestion on how to achieve this quickly )
    Very noticeable, but I don't think it's visible in the main game due to always being in close proximity to the Gammoreans on Nar Shaddaa.
    Installation : Unzip and drop the four files into the override folder.
    Uninstallation : Delete the following files from the override folder.
    c_gammorean.mdl
    c_gammorean.mdx
    c_gammoreanp.mdl
    c_gammoreanp.mdx
    Thor110

    203 downloads

       (0 reviews)

    0 comments

    Updated

  12. Sentry Droid Animation Fix

    NOTE : This is included with the Expanded Galaxy Project already.
    So I noticed this once in the Sith Temple on Dxun, which I believe is the only place in the main game where the droid actually appears.
    Two sets of animations happening on one model resulting in two sets of what appear to be engine pods glitching around inside one another.
    It was a simple fix, just deleting one set of the animations, it looked as if perhaps the original modeler or animator was trialing two different versions of the animation and then left them both there in the end.
    Hardly noticeable really but it bothered me so I got around to fixing it eventually.
    Installation : Unzip and drop the two files into the override folder.
    Uninstallation : Delete the following files from the override folder.
    c_drdsentry.mdl
    c_drdsentry.mdx
    Thor110

    287 downloads

       (0 reviews)

    0 comments

    Updated

  13. No Mines On Malachor, Only Gas!

    NOTE : This is included with the Expanded Galaxy Project already.
    Another request by @Snigaroo that I thought was worth taking on because it is something that has always bothered me too.
    This mod removes the appearance of mines on Malachor by adding a new trap type to the game that uses a new model that doesn't contain a mine.
     
    Compatibility
    This mod should be compatible with any and all other mods, unless they happen to change the mines on these levels ( 901MAL & 902MAL ) or replace k_trp_generic.ncs
     
    Installation : HoloPatcher
    Use HoloPatcher to install the mod.
     
    Uninstallation : HoloPatcher
    HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself.
     
    Thor110
    Please do not redistribute or release anywhere without my express permission.
     
    Tools used that helped make this possible.
    Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra
    KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue
    HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz
    HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol

    112 downloads

       (0 reviews)

    0 comments

    Updated

  14. Dantooine & Coruscant Model Fix

    NOTE : This is included with the Expanded Galaxy Project already.
    Just fixed these models for my project and decided that I would post them as well for anyone that might care about the small holes in the level geometry at the far end of the Enclave catacombs or Coruscant temple. 610DAN & 952COR
    Installation
    Add the files in the 7zip archive to your override folder.
    Note : If you are not using the Coruscant mod, don't copy the following files.
    952cor_19.mdl
    952cor_19.mdx
    952cor_19.wok
    952cor_32.mdl
    952cor_32.mdx
    952cor_32.wok
    Uninstallation
    Delete the following files from your override folder.
    610dan_19.mdl
    610dan_19.mdx
    610dan_19.wok
    610dan_19_lm2.tga
    610dan_32.mdl
    610dan_32.mdx
    610dan_32.wok
    610dan_32_lm4.tga
    952cor_19.mdl
    952cor_19.mdx
    952cor_19.wok
    952cor_32.mdl
    952cor_32.mdx
    952cor_32.wok
    Fixing this took longer than it should have!
    Thor110

    147 downloads

       (1 review)

    0 comments

    Updated

  15. TSL *Fun* Gand to Jawa (Jekk'Jekk Tarr)

    =========================================================================
    Change Gand in the Jekk’Jekk Tarr to Jawas
    by OzilsEyes
    =========================================================================
     
    About:
    This is a fun mod which changes the Gand in the Jekk’Jekk Tarr on Nar Shadaa to Jawas, this does not edit dialog, sounds or anything other than the model & name.
     
    Requirements:
    N/A
     
    Installation:
    Install the mod using the TSLPatcher, alternatively you may drop the files in the override folder but you will need to change the Alien_Gand_01 line to use the C_Jawa model in your appearances.2da file.
     
    Uninstallation:
    Change ‘C_Jawa’ to ‘N_Gand’ on Row 569 (Alien_Gand_01) in appearances.2da & remove c_jawa.mdl, c_jawa.mdx from your override folder.
     
    Compabilitiy:
    Everything, only changes appearance of Alien_Gand_01
     
    Changelog:
    1.0   Initial release
    2.0   Fix – My noob self didn’t realise how KOTOR 2 worked when I made this, removed the UTC file & using only appearance line now.
     
    Credits:
    Mod by OzilsEyes on DeadlyStream
    TSL Patcher by stoffe
     
    THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
     

    10 downloads

       (0 reviews)

    0 comments

    Updated

  16. AxC's Shape Your Padawans

    Shape Your Padawans allows you to take full control over your Force-sensitive companions' Jedi training in KOTOR 2. Unlike the original game, where each companion's Jedi class is pre-determined, this mod grants you the power to choose their path. Normally, Padawans select their own path, but these are unusual times, and as their mentor, you can guide them to become a Jedi Guardian, Sentinel, or Consular.
    With this mod, your companions are truly your Padawans, and their destiny lies in your hands.

     
    Key Features:
    Choose the Jedi class for each Force-sensitive companion as they become your Padawans. Tailor their growth to complement your party's needs, roleplay your vision of their Jedi path, or just experiment with different builds. See which Jedi class each companion would have originally become before making your choice.  
     
    Credits:
    Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset  
    Mods on Screenshots:
    Canonical Jedi Exile, by michaelfung2000 The Exile's Robe, by Ellimar  

    100 downloads

       (0 reviews)

    0 comments

    Updated

  17. K2 Improved Gameplay

    About This File
    Knights Of The Old Republic II: [THE SITH LORDS] 
    ================================================
    Author: MetaBee
    Name: K2 Improved Gameplay Mod v2.5

    Description: 
    This mod aims to improve the game play, as well as to fix incorrect parameters within certain 2da file rows. For example, the saving throws of all the 
    Prestige Classes are actually incorrect, or either unfinished. This mod will fix that. It also aims to balance out combat, influence - skills ect.  
    This mod makes it possible, to now reach higher LvL's in the game before you finish. Its possible to reach LvL 40 now, and maybe 50,"
    Provided one does all bonus quests as well as take all advantages off XP opportunities. In the OG game, even if you do so, you will only make it to 30 -32 "Without Exploiting".
    Bearing in mind i'm including TSLRCM.
    How does this work ? Simple, you will accumulate more XP from killing hostiles, as well as require less XP to Lvl up. The balance to this, is that your enemies will now be stronger, have more HP, and will be overall better to combat with. 
    Note: Lvl's will appear to be fast, especially in the beginning - however a grand total of 880 000 XP is Required to reach Lvl 50.
    For more details, see ReadMeDetails.txt located in the mod.
    --------------------------------------------------------------------------------------------------------------------------------------------------------
    I highly recommend getting Stoffe's Improved Ai Mod, In conjunction With My Mod.
    --------------------------------------------------------------------------------------------------------------------------------------------------------
    Compatible:
    This Mod, is compatible with TSLRCM 1.8.5
    Incompatible:
    With any files that conflicts with these files.
    -------------------------------------------------------------------------------------------------------------------------------------------------------
    Install:
    Run the Tslpatcher, and point it to your Knights of The Old Republic II  Games Directory.
    Uninstall: 
    Simply delete the files, and copy the backup files to where they were.
    "For specific instructions, please refer to the ReadMeInstall.txt - that comes with the mod"
    -------------------------------------------------------------------------------------------------------------------------------------------------------
    Bugs: None known, let me know if you encounter any.
    Permission: This mod is permitted to be updated by anyone that would like to do so, credit me though.
    Credits:
    *Deadlystream
    *Modders for Tools Needed. 
    *All  Kotor 1 & Tsl Participants

    2,241 downloads

       (3 reviews)

    5 comments

    Updated

  18. More Powerful Sith Lords

    Knights Of The Old Republic II: [THE SITH LORDS] 
    ================================================
    Author: MetaBee
    Name: More Powerful Sith Lords v1.4
    Note: TSLRCM 1.8.5 is Recommended for this Mod! If you want to use this Mod without TSLRCM - Then refer to the
    ReadMeInstall.txt that comes with this mod. 
    Description:
    This Mod is intended to enhance the Sith Lords... Traya, Sion & Nihilus to be tougher opponents. The mod increases their Attributes,
    Feats, Force Powers & Bonuses. It also gives tweaks to their Class & Level - Making them true Sith.  
    Their is Four options available [ Moderate ] [ Hard ] [ Impossible ] [ Doomed ]
    Warning!!: Impossible and Doomed are not for the feint of heart. Seriously its Rough! lol, Good Luck!  
    -------------------------------------------------------------------------------------------------
    Compatible:
    This Mod Is TSLRCM 1.8.5 Compatible. Should be compatible with most Mods. 
    Incompatible: 
    With any mod that alters the same files inside the override folder. Example: n_darthsion_002.utc 
    --------------------------------------------------------------------------------------------------
    Installation:
    Please refer to the ReadMeInstall.txt that comes with this Mod for more information.
    Uninstall: 
    For more information refer to the ReadMeInstall.txt provided in the Mod.
    --------------------------------------------------------------------------------------------------
    Bugs: None that i know of. Let me know if you find something.

    Permission: I give full permission for anyone that wants to update this mod.
    Credits: 
    Deadlystream
    Modders & Tools Needed 

    1,022 downloads

       (0 reviews)

    5 comments

    Updated

  19. TSL Holowan Duplisaber - Obsidian Color and Crystal

    TSL Holowan Duplisaber - Obsidian Color and Crystal
    10/4/2024
    by 90SK
    This replacement mod is for Holowan Duplisaber. Once you install Holowan Duplisaber, copy this Override folder to your preferred Knights Of The Old Republic II Directory. It will replace "Cerulean" with "Obsidian" in the Saber Crystal Surplus. This affects all the icons and the color/name of all the Cerulean sabers. They will all be Obsidian now and with black icons, etc. The color is a thin black beam, with a glowing white outline. This was done with permission from VarsityPuppet. There is no other replacement for Duplisaber that creates a customized obsidian or black color crystal to my liking, and my own attempts at this have resulted in this mod.
     
    Other Black Saber Mods:
    JC's Darksaber for K1
    JC's Darksaber for TSL
    Svosh's Black Core Sabers for K1
    90SK's Black for Silver Saber Color TSL
     
    Installation:
    Copy "Override" from Mod Archive to your preferred Knights Of The Old Republic II Directory. Hit OK to replace all files. The Cerulean color from Holowan Duplisaber will be replaced entirely with the Obsidian color.  
    Known Compatibility:
    This is a patch for Duplisaber, must be used along side that mod.
     
    TSLRCM Compatibility: Same as Duplisaber
     
    Special Thanks: DeadlyStream.com, Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material.

    Legal:
    THIS MODIFICATION IS PROVIDED AS-IS AND 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.

    44 downloads

       (0 reviews)

    0 comments

    Updated

  20. Airtaxi speeders placeables Modder's Resource

    Description:
    This modder's resource contains 6 air taxi speeders (5 from Star Wars: The Old Republic and 1 created by Viktor Trisjin), each with diffuse and normal map textures. It also contains an AI-voiced protocol taxi droid with a simple custom texture (taxi logo added) and an example dialogue file for him.
    If you want to use Airtaxi_lp model in your mod, then you must mention that the model was created by Viktor Trisjin and is licensed under Creative Commons Attribution.
    Acknowledgments:
    Thanks to DarthParametric for his help and advices.
    Airtaxi_lp model was created by Viktor Trisjin (https://skfb.ly/ozoLM) and is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/).
    Disclaimer
    THIS MODIFICATION IS PROVIDED AS-IS AND 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.

    14 downloads

       (2 reviews)

    1 comment

    Submitted

  21. Beta Peragus Miner Pack

    Peragus Miner Pack
    A Mod for Star Wars Knights of The Old Republic 2
    Author: N-DReW25
    1.1.0 Release Date: 18.09.2022

    Installation:
    Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic.
    I isn't recommended to install "Everyone a Beta Miner" and "Some Beta Miners" together as EABM will change ALL the miners thus rendering SBM redundant. 
    It is highly recommended you check out the "Description" section of the readme to ensure you've made an informed decision on what exactly you want to install.

    Description:
    The Peragus Miner NPCs all wear the Miner Uniform item the player gets to wear, but did you know that one point during the development of Kotor 2 this wasn't meant to be?
    In the game files, you can find an unused texture which suggests that the Miner Uniform was originally based on the Czerka Uniform model whereas the current Miner Uniform is based on the Combat Suit model.
    The change from a Czerka Uniform to a Combat Suit texture was most likely to allow the player to wear the Miner Uniform.
    Oddly, the Maintenance Officer's Corpse placeable and the dead Peragus Miners floating in the Kolto Tanks still use the Czerka based Miner Uniform.
    From here on, we shall refer to the Czerka-based  Miner Uniform as the "Beta Miner Uniform".

    This mod has the following mod options:

    OPTION 1: Everyone a Beta Miner
    Everyone a Beta Miner will restore the Beta Uniform to EVERY single Peragus Miner NPC. This will not affect the Player's Miner Uniform.

    OPTION 2: Some Beta Miners
    This option will only restore the Beta Uniform for the Medical Officer, the Administrator, the Dock Officer, the Maintenance Officer and the Security Officer. These Miners will wear the Beta Uniform whereas every other Peragus Miner will wear the vanilla Miner Uniform.

    OPTION 3: No Player Heads
    Did you know notice how some Peragus Miner NPCs (Coorta's Thugs etc.) reuse the Player Heads? This install option will replace the Player Heads with Generic NPC Heads. This option is compatible with options 1 and 2.

    OPTION 4: Mining Gear Plus
    You WILL need to have Kainzorus Prime's Peragus Mining Gear installed beforehand for this option to work. This option will have some Miners use the Beta Uniform, some use the vanilla Miner Uniform and the rest will use Kainzorus Prime's Peragus Mining Gear. With this option, the Plasteel Cylinder you first encounter in the Mining Tunnels will contain vanilla Miner Uniform whilst the Plasteel Cylinder at the Main Ventilation Shaft will contain Kainzorus Prime's Peragus Mining Gear.

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

    Incompatibilities:
    * This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod- https://deadlystream.com/files/file/401-peragus-mining-gear/
    * This mod is compatible with VarsityPuppet's Peragus Tweak- https://deadlystream.com/files/file/8-peragus-tweak/
    * This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement- https://deadlystream.com/files/file/2513-peragus-medical-bay-enhancement/
    * This mod is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM.
    Report any incompatibilities to me on Deadlystream.com.

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

    Thanks:
    DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon.
    ebmar: For providing help with the TSLPatcher
    Bioware: For such an amazing game
    Obsidian: For such an amazing sequel
    Fred Tetra: For Kotor Tool
    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.

    172 downloads

       (1 review)

    0 comments

    Updated

  22. KotOR2 Companion Fix

    This mod corrects companion stats.
     
    WARNING:
    This mod is made to be compatible with as many mods a possible. This means sometimes during the installation process you get error messages dou to the way the installer handles thing. Don't panic, this is normal, the mod will work just fine.
    If the companion already joined your party the changes will not apply. You need to start a new game or load an earlier save.
    List of changes:
    Class changes:
    - Soldiers no longer gain defense bonuses leveling up, only Mandalore, but he is a separate class now.
    - Swapped Combat Droid and Expert Droid feat gain tables. (more feats for HK-47, less for T3-M4 and G0-T0)
    - Fixed Sith Marauder defense bonuses.
    - Fixed Sith Lord defense bonuses.
    Bao-Dur:
    - He wears clothes now. (He looks the same with and without clothes, so this change is kind of pointless.)
    - He had 48 force points by default even though he is not a Jedi at the beginning, this was changed to 0.
    Disciple:
    - Stealth Skill 5 -> 0
    - Awareness Skill 8 -> 5
    - Treat Injury Skill 8 -> 4
    - He no longer has an invisible 'Superior Weapon Focus: Lightsaber II' feat.
    - He had 24 force points by default even though he is not a Jedi at the beginning, this was changed to 0.
    Handmaiden:
    - Stealth Skill 5 -> 0
    - Awareness Skill 8 -> 5
    - Treat Injury Skill 8 -> 4
    - She had 24 force points by default even though she is not a Jedi at the beginning, this was changed to 0.
    Hanharr:
    - Hit Points 52 -> 60 (This bug goes away if you level him up, but i fixed it anyway.)
    - He no longer has the 'Close Combat' feat.
    - He has the correct version of the 'Precise Shot I' feat now.
    HK-47:
    - Hit Points 72 -> 78
    - Demolitions Skill 5 -> 9
    - Awareness Skill 5 -> 9
    - Repair Skill 6 -> 9
    - He has Improved Power Blast now to match the number of feats Combat Droids gain on their first 6 levels.
    - Swapped Combat Droid and Expert Droid feat gain tables. (more feats for HK-47, less for T3-M4 and G0-T0)
    - Fixed his dual wield power blast. He fires both blasters now, previously he only fired the right hand one.
    - His 'Logic Upgrade: Tactician' feat was removed, since this feat is no longer in use.
    Kreia:
    - Hit Points 36 -> 27
    - Force Points 49 -> 73
    - She has the 'Unarmed Specialist I' feat now, same as every other jedi.
    Mandalore:
    - Awareness Skill 5 -> 4
    - Persuade Skill 2 -> 0
    - Treat Injury Skill 9 -> 8
    - He no longer belongs to the 'Soldier' class.
      I made him a new class called 'Mandalorian'.
      This way he can retain his defense bonuses provided by the 'Mandalorian Courage' feat.
      (No other changes compared to the 'Soldier' class.)
    Mira:
    - Computer Use Skill 8 -> 9
    - Demolitions Skill 8 -> 9
    - Awareness Skill 8 -> 9
    - Repair Skill 8 -> 9
    - She has the 'Armor Proficiency: Medium' feat by default now.
    - Her 'Critikal Strike' feat was swapped out to 'Flurry'.
    Visas:
    - Hit Points 30 -> 54
    - Force Points 24 -> 42

    522 downloads

       (0 reviews)

    2 comments

    Updated

  23. No Health Regeneration

    Removes the base vitality regeneration in TSL. You can still gain regeneration through items or the Regenerate Vitality feat.
    INSTALLATION
    To install, run TSLPatcher.exe. If regeneration.2da 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 regeneration.2da from your override folder. If a regeneration.2da was created inside the backup folder, move it to override.
    COMPATIBILITY
    Will only conflict with other mods that edit health regeneration values. Install this mod after to ensure its changes take effect.
    CREDITS
    offthegridmorty
    TSLPatcher - stoffe, Fair Strides
    Holocron Toolset - Cortisol

    23 downloads

       (0 reviews)

    0 comments

    Submitted

  24. KotOR2 - Improved AI

    Improves the AI of KotOR 2.
    I know there are other Improved AI mods out there, but here is my version. Hope you guys are gonna like it.
    Changes:
    - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have one)
    - Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely)
    - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...)
    - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target
    - Enemys reactivate shields after 200s
    - Some minor bug fixes
    - Jedi Support AI reworked
    - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack
    - NPCs use the highest level of feats and force powers available to them
    - Bao-Dur now uses his Shield Breaker during combat
    - The AI now uses feats granted by items
    - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete
    - T3-M4 now automatically uses his Shock Arm and Renewable Shield
    - Companions now heal every team member properly not just the one controlled by the player (injury check fix)

    712 downloads

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    Updated

  25. KotOR2 Combat Rebalance

    This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning.
    1.2.0 Changes:
    - Installer tweaks.
    1.1.9 Changes:
    - Grenade scrip tweaks.
    1.1.8 Changes:
    - Non party member NPCs no longer require a high Demolitions skill to do a lot of damage with grenades, instead they do more damage the higher their level is.
    1.1.7 Changes:
    - Force Push now cost 15 FP.
    1.1.6 Changes:
    - Force cost adjustments.
    1.1.5 Changes:
    - Force Immunity nerf.
    - Master Environmental Resistance grants poison immunity too now.
    1.1.4 Changes:
    - Force Fury series now benefits from force duration lengthening effects.
    - Force Wave now benefits from force duration lengthening effects.
    - Duel feats now also grant extra Force Power duration.
    - Energy Resistance renamed to Environmental Resistance.
    1.1.3 Changes:
    - Force Push now stuns the target for 3s as intended.
    - New installer option (without force point cost changes).
    1.1.2 Changes:
    - Slow, Affliction and Plague force point cost reduction.
    1.1.1 Changes:
    - Force Heal and Improved Force Heal are nerfed.
    - Force Aura, Force Shield and Force Armor now lasts 30s.
    - Force Valor, Knight Valor and Master Valor are no longer grant saving throw bonuses or immunity to poison, but they last 30s now.
    - Force Resistance and Force Immunity are nerfed. They are also light side powers now.
    - The Energy Resistance series no longer resist energy damage, but it is a light side power now.
    - Force Barrier series is nerfed.
    - The Battle Meditation series lasts 30s now.
    - Shien lightsaber form description fix.
    - Niman lightsaber form description fix.
    - Stun Droid, Disable Droid and Destroy Droid are universal powers now.
    - Force Affliction is DC25 now instead of DC20.
    - Force cost adjustments.
    - Force Crush and Force Scream series cast animation fix.
    1.1.0 Changes:
    - Higher level Force Powers now cost more to cast.
    1.0.9 Changes:
    - Duel now also grants 10% damage bonus with force powers, on top of it’s normal effects.
    - Improved Duel now also grants 20% damage bonus with force powers, on top of it’s normal effects.
    - Master Duel now also grants 30% damage bonus with force powers, on top of it’s normal effects.
    1.0.8 Changes:
    - Simplified item descriptions.
    - Master Heal is changed back to pre v1.0.4 because the Treat Injury bonus was too OP.
    1.0.7 Changes:
    - Droid devices such as flame throwers and ion beams now scale with level.
    - Kyber Darts now do 25 damage by default not 26.
    1.0.6 Changes:
    - Rockets and darts are repriced to match their performance in combat.
    1.0.5 Changes:
    - Grenades and rockets now have a minimum guaranteed damage (their original damage).
    - Harmful event signal fix for grenades.
    1.0.4 Changes:
    - Master Heal now benefits from skill points invested into Treat Injury.
    1.0.3 Changes:
    - Description fix for grenades and rockets.
    1.0.2 Changes:
    - Removed the blurry air wave effect of Force Wave.
    - Minor changes to autobalance.2da.
    - Saving throws are reworked, every class gains 1 of each saving throw type every time they level up.
    - Most grenades and rockets now benefit from Demolitions skill.
    - Poison grenades and poison rockets scale with user level.
    - Darts now also scale with user level.
    1.0.1 Changes:
    - Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy.
    - Master Heal is nerfed, heals a bit less.
    1.0.0 Changes:
    - Force Channel Form description fix.
    - Added Force Power Area of Effect: +50% to Force Affinity Form.
    - Force Affliction fix.
    - Force Plague fix.
    - Force Aura buffed to +4 defense and s.t. bonus from +2.
    - Force Shield buffed to +6 defense and s.t. bonus from +4.
    - Force Armor buffed to +8 defense and s.t. bonus from +6.
    - Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment.
    - No more blur effect when using Force Speed (all 3 levels).
    - Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus.
    - Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus.
    - Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus.
    - Fury/Wookiee Rage now also gives +2 attack rolls.
    - Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack.
    - Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack.
    - No more blur effect when using Fury/Wookiee Rage (all 3 levels).
    - Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it.
    - Destroy Droid now does 50% less damage.
    - Kill now does about 33% of enemy hit points in damage instead of 50%.
    - Shock, Force Lightning and Force Storm now does 50% less damage.
    - Drain Life and Death Field are now 50% less effective.
    - Removed the level 10 cap from Drain Life and Death Field.
    - Force Crush now does 50% less damage.
    - Force Crush plays no animation on a successful save.
    - Force Suppression and Force Breach now removes all listed force powers.

    400 downloads

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    3 comments

    Updated