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  1. 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

  2. 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

    1,745 downloads

       (1 review)

    0 comments

    Updated

  3. 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.

    1,782 downloads

       (0 reviews)

    0 comments

    Updated

  4. 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

    210 downloads

       (0 reviews)

    0 comments

    Updated

  5. 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

    300 downloads

       (0 reviews)

    0 comments

    Updated

  6. 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

    118 downloads

       (0 reviews)

    0 comments

    Updated

  7. 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

    163 downloads

       (1 review)

    0 comments

    Updated

  8. 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.
     

    11 downloads

       (0 reviews)

    0 comments

    Updated

  9. 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  

    113 downloads

       (0 reviews)

    3 comments

    Updated

  10. 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

    2,257 downloads

       (3 reviews)

    5 comments

    Updated

  11. 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 

    1,023 downloads

       (0 reviews)

    5 comments

    Updated

  12. 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.

    47 downloads

       (0 reviews)

    0 comments

    Updated

  13. 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

  14. 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.

    178 downloads

       (1 review)

    0 comments

    Updated

  15. 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

    537 downloads

       (0 reviews)

    5 comments

    Updated

  16. 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

    35 downloads

       (0 reviews)

    0 comments

    Submitted

  17. 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)

    753 downloads

       (0 reviews)

    0 comments

    Updated

  18. Emitter Rebalance

    All disrupting and phobium emitters now slow the target lowering their defense, reflex saves and attack rolls by 2. It is also much harder to resist their effects.

    50 downloads

       (0 reviews)

    0 comments

    Updated

  19. Schematic Lightsaber Mod 2024

    Schematic Lightsaber Mod 2024
    (SLM 2024)
    ===============================================================================================================
    for TSLRCM 1.8.6
    Author: Kaidon Jorn 
    Date: Summer 2024
      This is a large scale lightsaber mod which was built using TSLRCM 1.8.6. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.6 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION). 
      
      In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. 
    In this version I went back to the schematics being simple datapads that you must keep in your inventory to be able to build the lightsaber on the workbench. You won't be able to destroy these datapads since they are quest items that will show up in the quest items inventory. 
    All saber hilt textures and their icons have been remade. There is also one quest to find the parts of a lightsaber with a uniquely colored blade which you can then build on the workbench. It begins in the Telos military base and ends in the Refugee Sector on Nar Shaddaa. The quest for the Acheron lightsaber has been removed.
    The rancor on Dantooine has been removed and the Eloquence saber has been moved to Dxun and you can fight Bralor in the Mandalorian Battle Circle for it. 
    Huge thanks to Fair Strides and Darth Parametric for all their scripting help.
    Also thanks to Sith Holocron for providing all brand new crystal icons.
            
    Install by running the .exe file called "SLM 2024"

    Removal: 
    1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 
    2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite.
    3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite.
    4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's)

    Notes: Version 2024
    *Some older hilt models have been replaced with some different ones.
    *All saber hilt textures have been redone to look a bit more realistic. 
    *All blade textures have been remade into thick core blades with slightly colored cores for a more movie/tv show look.
    *All saber icons have been remade from scratch.
    *All new crystal icons have been provided by Sith Holocron - huge thanks!
    *Greatly expanded workbench dialog to include the breaking down of vanilla game lightsabers and retrieving their crystals.
    ------------------------------------------------------------------------------------------------------------------------------------------------------------------------
    *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255).
    *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game.
    *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed.
    *For companions like Visas, Mira, and Kreia, it's probably a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find.
    *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's.
    *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask.
    *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back.
    * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game.
    * At time of release, there may be a small bug in 903MAL where Sion doesn't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine)))
    Credits:
    Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models.
    Special thanks to SithSpecter for use of his unstable blade textures.
    Thanks to Darth Parametric, Varsity Puppet and Fair Strides (and all the Holowan Labs modders) for coding and general modding help over the years.
    Thanks to Deadman for making the training sabers power on and off and providing the textures.
    Thanks to DeadlyStream for hosting my mods.

    Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my undeniably expressed consent.

    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.
     

    297 downloads

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    20 comments

    Updated

  20. KotorDiff

    A simple CLI to easily compare KOTOR file formats.
    This is a very simple CLI to PyKotor. If you find TSLPatcher isn't patching the resulting files in the way you want, you can use this tool to compare your manual changes to the resulting TSLPatcher result. You can also use it to compare entire installations, directories, or single files.
    Why KotorDiff?
    It is (or should be) common knowledge that Kotor Tool is not safe to use for anything besides extraction. But have you ever wondered why that is?
    Let's take a look at a .utc file extracted directly from the BIFs (the OG vanilla p_bastilla.utc). Extract it with KTool and name it p_bastilla_ktool.utc. Now open the same file in ktool's UTC character editor, change a single field (literally anything, hp, strength, whatever you fancy), and save it as p_bastilla_ktool_edited.utc.
    KotorDiff's output:
    Using --path1='C:\Users\nodoxxxpls\Downloads\p_bastilla_ktool_edited.utc' Using --path2='C:\Users\nodoxxxpls\Downloads\p_bastilla_ktool.utc' Using --ignore-rims=False Using --ignore-tlk=False Using --ignore-lips=False Using --compare-hashes=True Using --use-profiler=False GFFStruct: number of fields have changed at 'p_bastilla_ktool_edited.utc': '72' --> '69' Field 'Int16' is different at 'p_bastilla_ktool_edited.utc\HitPoints': --- (old)HitPoints +++ (new)HitPoints @@ -1 +1 @@ -18 +24 Field 'LocalizedString' is different at 'p_bastilla_ktool_edited.utc\FirstName': --- (old)FirstName +++ (new)FirstName @@ -1 +1 @@ -Bastila +31360 Field 'Int16' is different at 'p_bastilla_ktool_edited.utc\CurrentHitPoints': --- (old)CurrentHitPoints +++ (new)CurrentHitPoints @@ -1 +1 @@ -20 +24 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\0\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -3 +94 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\2\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -39 +98 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\3\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -43 +55 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\4\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -44 +107 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\5\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -55 +3 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\6\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -94 +39 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\7\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -98 +43 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\8\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -107 +44 Field 'LocalizedString' is different at 'p_bastilla_ktool_edited.utc\Description': --- (old)Description +++ (new)Description @@ -0,0 +1 @@ +-1 Field 'String' is different at 'p_bastilla_ktool_edited.utc\Subrace': --- (old)Subrace +++ (new)Subrace @@ -1 +0,0 @@ -0 ^ 'p_bastilla_ktool_edited.utc': GFF is different ^ --------------------------------------------------- 'p_bastilla_ktool_edited.utc' DOES NOT MATCH 'p_bastilla_ktool.utc' Sheesh! I bet you can't even guess which field I modified! Again I changed a singular field! What is all this nonsense that KTool did to my character sheet?
    Moral: Don't use KTool to modify files. It seems to have the incorrect field types defined internally and doesn't respect the original file when saving a new one.
    But KotorDiff saved the day here and outputted exactly what happened on save.
    How to use:
    Simply run the executable. It'll ask you for 3 paths:
    PATH1                Path to the first K1/TSL install, file, or directory to diff.
    PATH2                Path to the second K1/TSL install, file, or directory to diff.
    OUTPUT_LOG   File name/path of the desired output logfile (defaults to log_install_differ.log in the current directory)
    If you point PATH1 and PATH2 to two KOTOR installs, it will ONLY compare the Override folder, the Modules folder, the Lips folder, the rims folder (if exists), the StreamWaves/StreamVoices folder, and the dialog.tlk file. This was a design choice to improve how long the differ takes to finish. This includes any subfolders within the aforementioned folder names.
    Supported filetypes/formats:
    TalkTable files (TLK) Any GFF file (DLG, UTC, GUI, UTP, UTD, GIT, IFO, etc) Any capsule (ERF, MOD, RIM, SAV, etc) Not supported: NCS, NSS, ITP
    Any file format that's not supported will have its SHA256 hash compared instead.
    CLI Support:
    This is a very flexible tool. You can send it command line arguments if you would like to use it in a 3rd party tool. Run `kotordiff.exe --help` to get a full syntax. If there's an error, the exit code will be 3 (if err is known by my code) or 1 (some sys error loading the tool). If the two paths match, the exit code will be 0. If the two paths don't match, exit code will be 2. You can utilize these error codes to utilize KotorDiff in a customized 3rd party script, or add-on to WinMerge/WinDirStat, possibilities are endless.

    FAQ:
    I am struggling to read the diff output, why is it saying +/-/@38924 and what does it mean?
    A: GIT Diff is a standardized output format that has been widely adopted and used since probably the 80s/90s. https://stackoverflow.com/a/2530012/4414190 is by far the best explanation i've seen, but honestly ask ChatGPT to explain it further if needed, or send me a pm if something doesn't make sense!
    Couldn't I just open my two files with Holocron Toolset/ERFEdit/K-GFF etc?
    You could, but for me it became tedious to manually compare them side by side, expanding every node etc. Leave alone completely multiple files. This tool allows you to simply input two paths and have the full differences outputted and logged.
    A main benefit is it'll show you the exact GFF paths that differ. Output such as `Missing struct: "EntryList\5\RepliesList\3" {contents of the struct}` has been very useful.
    Why is my antivirus is flagging this?
    This is a false-positive and there's nothing I can do. Python source scripts are compiled to executables using PyInstaller, but unfortunately some antivirus's have been known to flag anything compiled with PyInstaller this way. The problem is similar to why your browser may warn you about downloading any files with the .EXE extension.
    This whole tool is open source, feel free to run directly from the source script: https://github.com/NickHugi/PyKotor/blob/master/Tools/KotorDiff/src/kotordiff/__main__.py
    There's a well-written article explaining why the false positives happen on their issue template: https://github.com/pyinstaller/pyinstaller/blob/develop/.github/ISSUE_TEMPLATE/antivirus.md
    TLDR: PyInstaller is an amazing tool, but antiviruses may flag it. This is not the fault of PyInstaller or my tool, but rather the fault of how some scummy users have chosen to use PyInstaller in the past. Please report any false positives you encounter to your antivirus's website, as reports not only improve the accuracy of everybody's AV experience overall, but also indirectly supports the PyInstaller project.
     
    Source code:
    https://github.com/NickHugi/PyKotor/blob/master/Tools/KotorDiff/
     
    Credit:
    @Cortisol for creating the PyKotor library (i.e., 90% of the code for this tool)
     

    42 downloads

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    2 comments

    Updated

  21. Kotor 2 720p Xbox Mod (Hardmod required)

    THIS MOD REQUIRES THE 128mb RAM UPGRADE HARDWARE MOD!!!!!
    https://consolemods.org/wiki/Xbox:RAM_Upgrade
    CLARIFICATION: The Xbox has double the usual ram in its dev units. Meanwhile, the retail consoles use the same boards as the dev units.
    STATEMENT: Therefore, there are empty spaces to add extra RAM to your console internally. You NEED to add this ram to play Kotor at 720p.
    ---------------------------------------
    Introduction:
    This mod converts your Xbox Kotor 2 game folder into a 720p version of the game. You must have soldered additional ram into your console or you will get a black screen, as additional ram is expected.
    The original Xbox natively supports 720p output and many games officially take advantage of this feature. It has long been possible to hex edit additional Xbox games to unofficially force 720p mode, but this causes several issues that make Kotor 2 unplayable. The goal of this mod is to combine a 720p hacked .xbe with a variety of fixes so that Kotor 2 can be fully enjoyed at 720p on the original Xbox. This mod is a fully tested and recommendable way to enjoy the game.
    ---------------------------------------
    How to install:
    Put the mod into the root of your Xbox's Kotor 2 game folder. You will overwrite several files, and as a result, your game folder will permanently become a 720p version of Kotor 2. For this reason, I recommend making a copy of your original folder, so that you can easily play at 480p again if desired.
    Note: This mod is fully tested, compatible, and stable with The Sith Lords Restored Content Modification - LOTO's Xbox Version! I recommend installing that mod, testing it on your Xbox, and then installing this one on top of it.
    Another Note: A 720p AI upscaled cutscenes mod should work fine on Xbox if you prefer that over the vanilla upscaled movies. I have only tested the movies that I upscaled without AI for Xbox. If you want to try this, choose a 720p option. Also look at the Issues section below and consider keeping a few of my movie files!
    ---------------------------------------
    Changelog:
    1.0
    Implements edited 720p versions of all original Xbox .gui in game.
    Increases the size of the minimap and zooms it out to take advantage of the resolution.
    Replaces the original default.xbe with one modified for 720p by OgXHD software.
    Replaces bugged security camera effect with a blue overlay.
    Disables motion blur effect function calls in all swoop race minigame modules.
    Disables motion blur effect on jedi force runs.
    Reduces visual effect of Force Wave as it is bugged and would make it hard to see.
    Disables first person droid view effects as they were bugged.
    Replaces all movies with 720p upscaled Xbox versions (to eliminate significant black space and fill the screen.)
    Issues:
    -Three movies (only 1 in vanilla game) stutter on Xbox when displayed at 720p. To eliminate this, I reduced them to 18fps. They're all very short exterior ship shots and I think this is a decent fix. Effected movies are NarMov03, permov08, and permov09.
    -The Xbox struggles with smoke effects up close. This doesn't really hurt the game but it helps to understand why the title screens is a little laggy.
    -Atton's intercom cutscenes on Peragus and the Coruscant trial scene don't have special camera effects as a side effect of fixing security cameras.
    -Many distortion effects display incorrectly at 720p. But it's not really that bad.
    -The map on the map screen is stuck at its original size on Xbox.
    -Some feats and powers gui elements seem to be hardcoded to a degree unlike the first game. This isn't really an issue and this stuff turned out well, but it's not ideal.
    -There's a minor gui element on the main interface that seems to be entirely hardcoded. It's the text bubble that pops up when you pick a fighting behavior script for a character on the toolbar, or when you go in stealth. This is stuck at its original position, which luckily is out of the way and in a decent spot!
    ---------------------------------------
    Credits:
    Sorry if I forget anything. This project was made entirely possible due to tools and discoveries created by many people. You don't need to ask me permission to use things from this mod for your own projects.
    Hellraiser988
    Came in at the end and helped a bit with testing and debug. Provided test feedback on the character screen, a stuttering movie, and the pazaak game screen. He probably would have helped me make the whole mod if we had gotten together earlier! There aren't a lot of people who care to make dedicated mods for Xbox Kotor, so shoutout to this guy. 
    Jay's Xbox REPO by Jay
    Fantastic compiled resource for learning about hex editing Xbox games to support alternative video modes.
    ogXHD by Marvelous Mirth Studios
    A tool for automatic find and replace hex editing of Xbox games for 720p patching purposes.
    Console Mods Wiki
    Thorough information about Xbox mods.
    Lightweight GUI Patcher 0.4 by th3w1zard1
    Made editing the UI so much easier. Really gave this entire project a starting point. I used this program to bulk convert the old Xbox .guis to 720p.
    Kotor-gui-editor by amcolash
    This tool was used to edit and shape the gui into something polished and in accordance with the changed aspect ratio of the game.
    Holocron Toolset by Cortisol
    KotOR Tool by Fred Tetra
    Kotor Scripting Tool by Blue
    All great tools for digging through the game files and extracting things. Important for reading and manipulating information to solve problems.
    tpcview by ndix UR
    tga2tpc by ndix UR
    paint.net
    All the software needed to fix minor texture issues with the gui.
    ERFEdit 0.5 by Stoffe with fixes by Fair Strides
    This was used to replace game script files in various .mod modules to make scripting changes within the scope of the swoop race minigames.
    ffmpeg
    Rocky's xmv converter by Rocky5
    A script used for converting to Xbox's video format (.xmv) which is required by kotor 1.
    DaVinci Resolve
    Video editing software used to make the movies display correctly at 720p.
    Kotor and Deadlystream Discord
    JC, Thor110
    It was very nice to have places and people to discuss Kotor modding with.
    Loto
    Ported the Kotor 2 Restoration Mod to Xbox, which inspired me to explore modding Xbox Kotor.
     

    21 downloads

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    1 comment

    Updated

  22. K2 - Animation Fix

    This mod fixes Force Power related animation bugs.
    Changes:
    - Force Fury animation fix
    - Force Scream animation fix
    - Force Crush animation fix
    - Monster Sonic Howl animation fix (used by Storm Beasts on Malachor)

    136 downloads

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    Updated

  23. Harbinger Arrival: Restore Movie

    NOTE: this is now packaged together with my other Harbinger Arrival mod as Harbinger Arrival Tweaks.
    TSLRCM replaces the single movie when the Harbinger arrives at Paragus with a 3-step sequence: a movie, an in-engine cut scene, then another movie. This puts the original movie back while keeping all the other TSLRCM changes.
    Why do that?
    The main reason to prefer the in-engine cut scene is that the original movie looks awful - space shots of the ship arriving can get away with a fuzzy low resolution, since they're so different from the gameplay, but the middle section really suffers by comparison. But, Naelavok's Remastered (Upscaled) Cutscenes improve the movie quality enough to compete with the rendering.
    PapaZinos' Harbinger Arrival Performance Enhancement mod does a lot of great work to make the cut scene smoother and fixes a lot of glitches, but on my machine (with the upscaled movies) there's still a loading delay when switching from a movie, to an in-engine rendering, back to a movie. The single movie has smooth fades, so it has better pacing for this important scene. I still recommend the Performance Enhancement mod, though, because it fixes a lot of other glitches in the sequence, and it greatly improves another brief cut scene after the Harbinger arrives. To make sure PapaZinos' hard work on the in-engine rendering doesn't go to waste, I used it to add a little improvement to that cutscene as well...
    Compatibility
    Not needed with vanilla TSL. Works with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Tested with the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too.
    Install this after TSLRCM and Harbinger Arrival Performance Enhancement.
    Also compatible with my Harbinger Arrival: Free Cam mod. Install them in either order.
    Links
    Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: FreeCam: https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam

    209 downloads

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    Updated

  24. Harbinger Arrival: Free Cam

    NOTE: this is now packaged together with my other Harbinger Arrival mod as Harbinger Arrival Tweaks.
    Unlocks the camera during the Harbinger arrival animation, so you can have the eerie experience of walking alongside the huge ship as it pulls closer. I think it's more ominous this way (and as a bonus, if you're replaying and don't want to watch again, you can rush through without waiting for the whole animation.)
    Compatibility
    Tested with Vanilla KOTOR2, TSLRCM and the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too.
    Install this after TSLRCM and anything else that modifies the Harbinger arrival sequence, such as the Harbinger Arrival Performance Enhancement (which is included in the mod build).
    Also compatible with my Harbinger Arrival: Restore Movie mod. Install them in either order.
    Links
    KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: Restore Movie: https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie

    158 downloads

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    Updated

  25. Harbinger Arrival Tweaks

    Contains two changes to the Harbinger docking sequence on Peragus. Install either or both, your choice:
    Harbinger Arrival: Free Cam
    Unlocks the camera during the Harbinger arrival animation, so you can have the eerie experience of walking alongside the huge ship as it pulls closer. I think it's more ominous this way (and as a bonus, if you're replaying and don't want to watch again, you can rush through without waiting for the whole animation.)
    Harbinger Arrival: Restore Movie
     
    TSLRCM replaces the single movie when the Harbinger arrives at Paragus with a 3-step sequence: a movie, an in-engine cut scene, then another movie. This puts the original movie back while keeping all the other TSLRCM changes.
    Why do that?
    The main reason to prefer the in-engine cut scene is that the original movie looks awful - space shots of the ship arriving can get away with a fuzzy low resolution, since they're so different from the gameplay, but the middle section really suffers by comparison. But, Naelavok's Remastered (Upscaled) Cutscenes improve the movie quality enough to compete with the rendering.
    PapaZinos' Harbinger Arrival Performance Enhancement mod does a lot of great work to make the cut scene smoother and fixes a lot of glitches, but on my machine (with the upscaled movies) there's still a loading delay when switching from a movie, to an in-engine rendering, back to a movie. The single movie has smooth fades, so it has better pacing for this important scene. I still recommend the Performance Enhancement mod, though, because it fixes a lot of other glitches in the sequence, and it greatly improves another brief cut scene after the Harbinger arrives. To make sure PapaZinos' hard work on the in-engine rendering doesn't go to waste, I used it to add a little improvement to that cutscene as well...
    Compatibility
    Restore Movie isn't needed with vanilla KOTOR2. Free Cam works with it.  Both work with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Install this after both of those, and anything else that modifies the Harbinger arrival sequence. Tested with the KOTOR2 Spoiler-Free Mod Build (which includes the Performance Enhancement), but it should work with the Full Mod Build too. Other Recommended Mods
    KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Streamlined Peragus: https://deadlystream.com/files/file/2470-streamlined-peragus  

    164 downloads

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    Submitted