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Emitter Rebalance
By GearHead
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.
47 downloads
0 comments
Updated
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Schematic Lightsaber Mod 2024
By Kaidon Jorn
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.
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*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.
259 downloads
- lightsaber crafting mod
- tslrcm 1.8.6
- (and 3 more)
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tool KotorDiff
By th3w1zard1
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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xbox Kotor 2 720p Xbox Mod (Hardmod required)
By bizotry
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.
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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.
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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!
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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!
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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.
18 downloads
- widescreen
- gui
- (and 2 more)
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K2 - Animation Fix
By GearHead
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)
123 downloads
0 comments
Updated
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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-cam202 downloads
0 comments
Updated
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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-movie155 downloads
0 comments
Updated
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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
139 downloads
0 comments
Submitted
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The Sith Lords Restored Content Modification - LOTO's Xbox Version
By LOTO
It's finally here!
At last, The Sith Lords Restored Content Modification 1.8.6 has been successfully ported to the original Xbox. The game is now able to be fully completed from beginning to end with zero major issues. This upload is in the form of patched files that must be added on top of an existing installation of the mod.
Requirements
-An original Xbox capable of launching homebrew (soft or hardmodded)
-Some method to transfer files between your Xbox and PC (FTP is recommended)
-At least 5GB of space on your Xbox's HDD
-A physical copy of Knights of the Old Republic II for the Xbox
Installation
1. IMPORTANT! If you have previously dumped the first Knights of the Old Republic game to your Xbox, ensure that you change the folder it's located in from
its default ("StarWars") to any other name. If you do not do this, both games will end up dumped into the same folder, ruining both installations
2. Use UnleashX to dump your game disc to your Xbox's HDD. Other methods of dumping the game may be possible, but I can only promise it works using UnelashX
3. FTP the entire game folder to your PC, and create an additional backup of it on your PC in the event you need to restart the installation
4. Run the official TSLRCM 1.8.6 installer .exe, which you can find here: https://deadlystream.com/files/file/578-tsl-restored-content-mod/
5. Specify the Xbox dump of the game as the folder to which the mod should be installed. (i.e. D:\Games\SWKotOR2\). When in doubt, it's the folder with "default.xbe"
located inside it
6. Delete the following files from the newly created Override folder: 235TEL.lyt, 235TEL.vis, 235TELA.mdl, 235TELA.mdx, and 235TELA.wok,
7. Delete every .tga file from Override
8. [IF YOUR XBOX DOES NOT HAVE THE 128MB RAM UPGRADE] Delete 601DAN.mod from Modules
9. Extract the contents of the Clean Install Package into the root game folder, overwriting any files if asked
10. Delete the original, unmodified rip of KotOR II on your Xbox's HDD
11. FTP the modified KotOR II back to your console in a location of your choosing
12. Verify your install. In semi-rare cases, files may become corrupt during the transfer process. Compare the amount of bytes the game folder takes up on both your Xbox
and your PC. If there is a mismatch, either repeat the transfer and compare again or simply narrow down which folders on the Xbox don't match the PC equivalent
To update from 1.0 or 1.1 to 1.2:
1) Delete any file that starts with "003ebo..." from Override
2) Extract the "Update from 1.0 or 1.1" install package into the game directory, overwriting any files if asked
Known Issues
-The Battle of Khoonda currently does function on stock consoles and requires a 128MB RAM upgrade to work properly. The restored version of this sequence spawns so many NPCs that it causes the stock Xbox to choke to death on its own assets within seconds of the battle starting, so step 8 of the installation instructions remove the module file that adds the battle. If you would like to see this happen (not recommended) or have an upgraded Xbox, simply don't delete 601DAN.mod from the Modules folder.
-On very rare occasions, a significant performance drop may occur during combat that passes after a few seconds. This may or may not be an issue with the Xbox version and may or may not be related to Jedi Guardian characters not currently controlled by the player initiating a Force Jump, but it's so uncommon that diagnosing it is difficult.
If you would like to contribute to fixing the last few remaining issues, feel free to DM me and I will be happy to implement your fixes in a future update.
Frequently Asked Questions:
Will this work on Xbox 360/Xemu/Xbone/Xbox Series S/X?
The short answer is that I don't know. I don't have any of that gear to test with, but anything that's capable of launching a game rip shouldn't have any issues. I make no promises, though.
Why does the installation require deleting so many files? Is there content missing from the mod?
The only content from TSLRCM that hasn't made it into this port for stock Xboxes is the battle of Khoonda (contained in 601DAN.mod) since it spawns more NPCs than the Xbox can handle. If your Xbox has a 128MB RAM upgrade, this content is available and fully functional (Thanks to Hellraiser988 and iroiry)
Every other removed file is redundant. The .tga files have all been converted to .txb and resized to work on Xbox, and the 235TEL files in Override have been consolidated into their own .rim files in the rimsxbox folder and no longer need to be present in Override.
Do I have to use UnleashX to rip the game?
Not necessarily. However, some methods of dumping Xbox games purposefully leave out some files to conserve HDD space and that could pose an issue. I used UnleashX to dump my own copy and that's what I used to port the mod, so I can guarantee it works. Use other methods of acquiring a dump of the game at your own risk.
Will you be porting [insert mod here] to the Xbox?
Maybe. It's a decent workload and some mods require a lot more tinkering than others, so it just comes down to what (if any) I'm interested in. Fortunately, if you've managed to dump your copy of KotOR II to your Xbox, you have exactly as much modding experience as I had when I started this project; so feel free to take matters into your own hands.
Is there a widescreen patch for the Xbox? Will you make one?
As far as I'm aware there is not a widescreen patch for the Xbox version of the game and I have less than zero interest in making one. Play the game in 4:3. It's better that way.
I'm experiencing the dialogue skipping bug and/or frequent mysterious game crashes. What do I do?
Some files probably got corrupted during the FTP process. It happens sometimes and there's nothing I can do about it. Repeat step 12 of the installation instructions. If your game folder on the Xbox's HDD is exactly the amount of bytes it is on your PC, contact me either via DM on Deadly Stream or Discord (_LOTO_)
Special Thanks
Though this is my release of the port, and I have been the one to do all of the labour in putting it together, this would not have been possible without assistance from various members of the KotOR community including, but not limited to:
-Alvar007, for advising on various fixes, both major and minor, and contributing to the s_male02.mdl/.mdx fix
-Jacqyl Frost, for offering to playtest the mod
-JCarter426, for technical support, bugfixes, and creating SithCodec
-Thor110, for technical support
-armado548, for pioneering much of the early steps of the process and leaving enough of a paper trail for me to pickup on
-bead-v, creator of MDLEdit
-Fair Strides, creator of ERFEdit and DLG Editor
-Darth_Sapiens, creator of KOTOR TOOL
-Blue, for creating KotOR Scripting Tool
-Monochrome Jones, for creating the "LOTO's Xbox Version" text in the logo
-The original TSLRCM team, for creating the mod in the first place
-Sith Holocron, for creating and implementing the in-game logos for the mod
-Jacd28, for contributing to the s_male02.mdl/.mdx fix
-darthbdaman, for providing the Visas lightsaber training fix
-Hellraiser988 and iroiry, for verifying that the Battle of Khoonda works with a RAM upgraded Xbox
If you don't see your name here and feel as though you contributed to the project, I apologize! Please DM me and I will add your name here without delay.
192 downloads
- tslrcm friendly
- tslrcm mod
- (and 4 more)
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C.H.O.R.D. A Comprehensive, Holistic, Overhauled, Realistic, Difficulty Mod
By Aviat3d
######## SUMMARY ########
CHORD: Is a Comprehensive, Holistic, Overhauled, Realistic, Difficulty mod that provides a thorough, interconnected enhancement to the game, making it more immersive, challenging, and engaging.
Unlike other difficulty mods that only make small config changes or just add small tweaks, this mod seeks to provide a complete overhaul to all the existing items, creatures, and configuration settings that affect the game.
In addition, this mod wants the settings to be flexible, fair, but challenging. Giving a Darksouls-like, modern-day experience.
######## REQUIREMENTS ########
This mod requires the following mods:
- TSL Restored Content Mod 1.8.6
- High-Level Force Powers (v2 & v2.1)
- Content Pack- Feats and Powers
######## INCOMPATIBLE MODS ########
Any mods that edits 2da files, the .utc creature files, or the .uti item files affected in this mod will be incompatible with this mod.
For mods that add new armor or shield items altogether, for now they probably won't be compatible. But comment or message me and let me know which mod you're wanting to combine with this, and I will add a patch (I play with a ton of mods, new item mods included, so there's a good chance I already have made a patch for my local version).
Mods that would be redundant or clash with this and aren't needed are:
- Formidable Sith Lords
- Unstoppable Lightsaber Damage
- Ultimate Balancing Mod
Incompatible mods:
Anything that adds new content like M4-78 where it edits existing items, monsters, and adds new ones will need to have a patch made. Someone is welcomed to do this if they really care enough, personally I am not a fan of M4-78 so that is why this mod doesn't have built in compatibility.
These mods won't ruin this mod or cause any crashes, etc. But it will break the very tight system that is carefully put together and planned out for this mod. So, if you start seeing less than ideal balance and integration, you know why!
######## HIGHLY RECOMMENDED MODS ########
- Improved AI 2.2 (I might add my own custom AI that integrates better and adds more depth, but this is a great mod / solution for now)
- Lonna Vash Mod for TSLRCM (Imho a much better mod than something like m4-78, also makes it so that a gray force user can enter the force cave / tomb where you have the "apathy is death" line. In the default game you need max / very high dark side or light side alignment to enter. So, this mod in combination with mine actually makes a gray force user character a rewarding and viable option)
- v2.0 Ultimate Workbench (TSL Crafting System)
- KOTOR2-Loot-Overhaul (just copy files in tslpatcher folder to override to install)
######## IINSTALLATION ########
Just drag and override all .uti, .utc, and . 2da files in your override folder. For the dialog.tlk and changes.ini file I recommend you add my changes by hand (tedious I know, but I am planning to add a patcher to hopefully solve this in a future update).
######## CHANGES OVERVIEW ########
- This mod changes all the original games armor, robes, armored robes, armor upgrade items, and human shields, as well as some belts, masks, and implants.
- It also modifies all creatures / npcs so they are more challenging. For a good number of common creatures / npcs and unique monsters, bosses, and sub-bosses they have been carefully customized to have unique stats, skills, custom gear and inventory items, and power and feat setups for added challenge.
- Finally, this mod modifies a large amount of 2da configuration files as well.
######## ARMOR, ROBES and ARMORED ROBES LOGIC SUMMARY ########
In KOTOR 2 the Defense stat has nothing to do with damage reduction, it only determines if an enemies attack hit or misses using a d20 DnD system. For source see: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Combat
Because DEF basically is evasion, it makes no sense that heavy armor makes you essentially move like a gazelle and make you hard to hit. Whereas robes make it to where you basically have little to no dodge-ability and are basically a tank but without the damage reduce that realistically being a tank should provide you.
So, a massive change needs to happen here to fix this problem within the KOTOR 2 game system.
I made it so that robes give you very high dodge-ability as you would come to expect based on logic and what we see in the movies. Whereas with armor you now have damage immunity properties attached to all armor, and their DEF bonuses and DEX bonuses heavily reduced and rebalanced. This rebalancing applies to not just light, medium, and heavy armor, but also the sub-tiers within those categories.
For instance:
Light Armor includes:
- class / tier 4 armor
- class / tier 5 armor
Medium Armor includes:
- class / tier 6 armor
- class / tier 7 armor
Heavy Armor includes:
- class / tier 8 armor
- class / tier 9 armor
So, the rebalancing even takes into consideration the subcategory ligher and heavier light/medium/heavy armors in these breakdowns so that logically and realistically it makes more sense and gives a more thorough level of customization.
Jedi Armored Robes and Robes also receive their own custom rebalancing that follows a logic trend. In essence, robes provide high dodging, generous bonuses, and increase force/lightsaber damage output, but no damage reduction whatsoever (which can be bad depending on the areas, bosses, and difficulty settings). Robes don't cap the +1 defense bonus you get for every 2 points of DEX, so with this setup you are having to rely on dodging, shields, and brains to avoid taking hits.
Jedi Armored Robes provide damage reduction, but less than what you'd see in even the lightest traditional light armor. That said, you will get bonuses, damage reduction, and some decent dodge-ability.
Here's a rundown of how the logic plays out in general for armor, robes, etc. (note for special named items there's some intentional variance here, also, depending on the item name and description there might be some custom flavorings added intentionally).
Armor Mod Logic:
Heavy = 65%-70% damage immunity resistance, Def = -11 to -12 (negative def modifier and MAX DEX DEF bonus = 0, usually will result in lowering DEF from this modifier, heavy armor by default gives 8-9 DEF, so this fixes that)
Medium = 57.5%-60% damage immunity resistance, Def = - 6 to -7 (0 or 1, if no custom DEF bonuses and MAX DEX DEF bonus = 0 to 1)
Light = 45%-50% damage immunity resistance, Def = - 2-3 (should only be 2 if no custom item bonuses and MAX DEX DEF bonus = 2 unless other bonuses)
Robes / Clothes = 0% damage immunity resistance, DEF 13-15, lots of other bonuses (especially attribute bonuses, more force damage/power, and more force recovery)
Jedi Armor = DEF + 7-9, and 35% to 40% damage immunity resistance + other bonuses (but less than what robes would provide, unless it's a rare armored robe and you're comparing to like a Padawan robe)
Droid Armor (generally follows a similar system as the light to heavy armors above, with some realism tweaks like being more resilient to fire and elemental damage like cold and sonic, but more vulnerable to elements like ion and electrical damage). In general, droids aren't really supposed to move like gazelles, and heavy and assault armor will provide better results with party members like HK-47.
######## OTHER CHANGES ########
- shields now are 1.5x stronger across the board and have 10 charges instead of 5, feats and give an addition 1.6x strength boost.
- Force alignment breakdown:
from forceadjust.2da file:
row ---------goodcost --evilcost
0 -----------2.25 ------- 1 // max evil, 1 to 1 cost or base cost of a given dark/neutral power, 2.25x means over double FP cost for good
1 -----------2.00 ------- 1
2 -----------1.75 ------- 1
3 -----------1.50 ------- 1
4 -----------1.25 ------- 1
5 -----------0.85 ------- 0.85 //neutral alignment, since no attribute bonuses, these characters given a 15% FP reduction for all powers.
6 -----------1 ---------- 1.25
7 -----------1 ---------- 1.50
8 -----------1 ---------- 1.75
9 -----------1 ---------- 2.00
10 ----------1 ---------- 2.25. // max good, 1 to 1 cost or base cost of a given good/neutral power, 2.25x FP cost for dark powers
- All force powers are easily 2x to 4x times more costly. the more broken the power, the more the cost. That said, cost is reasonable and calculated, but you won't be spamming all force powers willy nilly unless youre a neutral, gray force user. In general, you will get to spam a high level ability about 4-5 times if using someone like Kreia with a ton of Wisdom
- all companions now gain 90% of the xp you gain, instead of 80% like base game
- all level xp requirements are cut in half. So you can reach level 50 without cheats.
- Autobalance.2da is modified to be slightly more balanaced here's the new updated version:
Row ----------name ------------vpmult ------------tohitmult ------------armormult ------------damagemult ------------savemult ------------crmod ------------levelmult
0 ----------No_Auto_Balance 0.0--------------------0.0---------------------0.0 ------------------------0.0-------------------------- 0.0 ---------------------0 -------------------0
1------------Set_1------------------- 0.80-----------------1.3----------------------1.3----------------------- 0.100------------------------1.3----------------------1--------------------1.00
2------------Set_2------------------- 0.90-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------1.5-----------------1.00
3------------Set_3--------------------1.00-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------2--------------------1.00
4------------Set_4--------------------1.10-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------3--------------------1.00
5------------Set_5--------------------1.2-------------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------4--------------------1.00
Before in version 1.0.0 damagemult was 1.000 for all 5 sets of enemies, which was leading to massive damage with armor, so now I reverted it to 0.100 which is very close to the default settings for this value in the original, default autobalance.2da settings.
For more info on autobalance.2da see source: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Autobalance
Note, these values are pretty balanced so far and had a lot of thought put into them. enemies lack armor, so having slightly more health than normal, better chances / attack to hit (requiring higher DEF to evade), having more base DEF from armormult by 1.3x and having better saving throws 1.3x all works really well. For levelmult in the base default settings enemies are never 1 to 1 as you, there level mainly effects their health and their chance to resist / save against force powers like insanity.
That said, even with all of these slight buffs, my Kreia with 25 wisdom can beat their save throws atleast 4/5 times, and I can hit them with my STR build character with 25 STR about 3.5/5 times per each attack roll.
crmod does nothing to affect difficulty, it only determines the amount of xp given by enemies.
damagemult is very close to the base game's configuration for these enemy sets, I just made it more uniform for ease of calculation.
- difficultyopt.2da has been modified to the following: (these are the gameplay difficulty settings you can manually set in the options scr
desc ------------damage multiplier
Effortless-------------0.00
Very Easy-------------0.25
Easy-------------------- 0.5
Normal-----------------1.0
Tough-------------------2.0
Challenging-----------2.5
Difficult-----------------3.0
Very Difficulty--------3.5
Overpowering--------4.0
Insanity-----------------4.5
Suicide------------------5.0
Default------------------1.0
- diffsettings.2da: (ths can add an additional damage multiplier, previously was 100, 125, 150, 175, 200) not sure how this works (the general consensus is still out on what this does exactly and how it behaves. So I set everything to 100 so that there is no damage reduction or modifier here to simplify balancing enemy damge:
name
MaxNPCDamagePercent dmeasy easy---normal---hardcore----dmplayers
--------------------------------------25----------100 ---100--------100-----------100
######## DIFFICULTY SETTING OPTIONS RECOMMENDATION ########
Personally, I recommend you play this with a difficulty level between Difficult (3x enemy damage modifier), Very Difficult (3.5x enemy damage modifier), and Overpowering (4x enemy damage modifier).
I personally like Very Difficult to Overpowering, the balance there feels just about right in most cases.
If you choose to play on Insanity (4.5x enemy damage modifier) or Suicide (5x enemy damage modifier) and you manage to beat the game without cheats, then you will have all bragging rights, and I will be personally impressed.
######## FUTURE UPDATES ########
I plan to add custom patches for other armor mods, as well as continue to refine the creature and item updates, so stay tuned and consider following this mod!
######## PERMISSIONS ########
This mod can be freely used and shared for non-commercial purposes; all I ask is that I am properly credited. So, feel free to make your own patches and mods on top of this one.
######## SUPPORT ########
I poured my heart and soul into this mod. Hundreds of individual files were edited using the KOTOR TOOL. As well as hours thinking about the new, balanced armor system that allowed for rewarding gameplay without making you unstoppable and breaking the immersion this mod seeks to establish. I spent a long time on this, so I hope it brings you enjoyment in your KOTOR 2 game.
All I ask is that if you enjoy this mod that you like it, endorse it, rate it, and tell your friends about it! If you're feeling generous then please star the Github repo for this mod and consider following me on GitHub.
If you'd like to help me on this modding journey than feel free to reach out. The ultimate goal of this mod is the make the best mod possible and I am happy to share the spotlight. If we can greatly increase KOTOR 2's replayability and make it way more fun than this mod will have accomplished what it set out to do.
NOW GO OUT THERE AND HAVE SOME FUN! And remember... Apathy is death!
73 downloads
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Traya to Kreia
By Thor110
This was a mod requested by @Snigaroo a little while ago.
As they finally sent me some screenshots, I thought I would upload it for those that want to apply this tiny change to their game.
All the mod does is change the appearance of Darth Traya in the Tomb so that instead she has the appearance of Kreia.
Installation : Use HoloPatcher
Uninstallation : Use HoloPatcher or restore the backup created by HoloPatcher
53 downloads
0 comments
Submitted
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Movie Style Replacement Lightsaber Hilts (TSL)
By Marius Fett
This mod gives each colour of lightsaber present in the game its own unique hilt based on one from the Star Wars films:
Blue – Obi-Wan Kenobi (Ep. III)
Red – Darth Vader (Ep. IV)
Green – Luke Skywalker (Ep. VI)
Yellow – Plo Koon
Purple – Mace Windu
Orange – Luminara Unduli
Cyan – Luke Skywalker (Ep. IV)
Viridian – Qui-Gon Jinn
Silver – Shaak Ti
Bronze (TSLRCM) – Darth Sidious
Massive thanks to Plasma, who originally created these hilt models for Jedi Academy and permitted me to release my ported versions for the KotOR community to enjoy too.
Thanks to Crazy34 for making his lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods.
278 downloads
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Darth Malak's Lightsaber (TSL)
By Marius Fett
This mod gives Darth Malak his own unique lightsaber hilt and also uses Crazy34’s lightsaber blade with ambient lighting.
Darth Malak’s lightsaber was the only one not altered with my Movie Style Lightsaber Hilt Replacement mod, so this mod is intended to be used alongside that for consistency.
Darth Malak’s lightsaber isn’t actually present in the vanilla game, so this mod is intended to be used alongside not only my Movie Style Replacement Lightsaber Hilt Replacement mod, but also my Secret Tomb Lightsaber Adjustments mod, which gives Malak back his longer bladed lightsaber during the encounter in the Secret Tomb on Korriban.
If you don’t wish to use that mod for whatever reason, or if you want to have this lightsaber for your PC to use, you can always use cheats to grant it to yourself using the code ‘giveitem g_w_lghtsbr06’.
98 downloads
0 comments
Submitted
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installer KOTORModSync
By th3w1zard1
Please see http://github.com/th3w1zard1/KOTORModSync for the main repo.
Please report any bugs or problems you encounter. While I test this heavily, it's difficult to find any and all problems when incorporating 200+ mod's instructions across dozens of operating systems and platform combinations. If you happen to notice something odd or out of place, please report them.
KOTORModSync is a multi-mod installer for KOTOR games that makes it easier to install and manage mods.
I usually install the Reddit mod build every year or so. The process takes about an hour and it's repetitive moving files, running tslpatcher, deleting specific files, and occasionally renaming some files. The last time I installed the modbuild I made a mistake on a single different step, 3 times in a row. Most mistakes require a full restart from the beginning. This is tedious, so I decided to create an installer creator in C# to simplify the process.
Goals
Mod creators work really hard on their mods. It's the least we can do to install them and use them, right? However, who wants to reinstall to vanilla and spend several hours reinstalling mods, just to add 1 or 2 extra mods on top of it? Other mod managers I've tried were either too difficult to configure, require significant changes to a hard-to-understand configuration file, or only provided limited functionality for defining new mods. KOTOR mods definitely can have complex dependency relationships with each other in regard to compatibility, due to the nature and age of TSLPatcher.
Usage
If you are an end user just wanting to install some mods, simply load up the instruction files provided, choose the mods you want from the left list and any options, and press 'Start main install' Watch Xuul's tutorial video here: Effortless Modding with Kotor Mod Sync: The Ultimate Guide for Star Wars KOTOR Mods (youtube.com)
If you are a mod developer, this program contains a full-blown instruction editor that'll allow you to quickly create instructions for your mod and define its compatibility with other mods. See Dependencies/Restrictions and InstallBefore/InstallAfter explanation - Pastebin.com for more information. See the video tutorial here: Creating involved instructions for KOTORModSync - YouTube
Features
Can install the https://kotor.neocities.org/ mod builds in about 20 minutes from a vanilla install. Supports TSLPatching on mac/linux without wine! Select the individual mods you want for an install - the dependencies and incompatibilities will automatically be chosen and sorted. This means end users don't have to worry about specific instructions regarding other mods in the list. All the compatibility steps are handled internally by KOTORModSync and the default instructions files provided here. An end user simply can select the mods they want to install in the left list, and any customizations if they like, and simply press 'Install All' to have everything installed automatically. This program has a built-in GUI editor and an installer packed into one. Modbuild creators can create instructions with little to no knowledge of the format and easily share them with end users. End users can install everything from the instruction file with a simple click of a button. Edit any instructions and verify the configuration with built-in tools. Some support to dry run an install. A flexible configuration editor and parser utilizing TOML syntax. This is very user-friendly and similar to INI which TSLPatcher already uses and most modders are used to. Create instructions files with complex dependency structures for multiple mods, and have end users install everything exactly according to the instructions created. No more manually copying/deleting files: KOTORModSync handles all of that for your end user. Platforms
KOTORModSync is a cross-platform 32-bit and 64-bit .NET application. It is compatible with the following operating systems:
Windows 7 and 8: Compatible if running .NET Framework 4.6.2 or higher. Windows 10 and 11: Fully compatible with any Windows release. Linux and Mac: Fully compatible - choose one of the two that match your operating system. Users do not need to download any additional runtimes: everything is self-contained within the application.
Linux
You may need additional X11 libraries. In order to get this working on WSL, for example, I had to install the following packages:
sudo apt install libsm6 libice6 libx11-dev libfontconfig1 libx11-6 libx11-xcb1 libxau6 libxcb1 libxdmcp6 libxcb-xkb1 libxcb-render0 libxcb-shm0 libxcb-xfixes0 libxcb-util1 libxcb-xinerama0 libxcb-randr0 libxcb-image0 libxcb-keysyms1 libxcb-sync1 libxcb-xtest0 Then you can simply run in a terminal like this:
./KOTORModSync If you run into problems with the Linux or Mac builds, please contact me and I'll try to get a fix ready for the next release.
Credit
Snigaroo
This man saved me a countless amount of hours. I'd still be struggling through game glitches and mod-specific instructions I didn't understand. Actually, I'd probably still be on Dantooine trying to determine why I'm getting visual glitches and crashes which he solved with the one-word message 'grass'.
Cortisol
Created HoloPatcher and the PyKotor library that KOTORModSync uses to patch mods. These projects are the main reason KOTORModSync can be supported on Mac/Linux. While the PyKotor/HoloPatcher projects have had some issues, this guy was more or less available for comment if I had questions on how I could fix any remaining problems myself.
JCarter426
There were so many KOTOR-specific things to learn, without his help I'd still be trying to deserialize encapsulated resource files. His time and patience were incredibly useful to the project and this project would be impossible without him.
Testers:
Lewok from r/KOTOR
Thank you for helping test that obnoxious UAC elevation problem legacy Windows apps like TSLPatcher have.
Other notable users
Fair-Strides
Provided the perl source code of TSLPatcher on GitHub, and generally maintained the TSLPatcher project in Stoffe's absence.
Stoffe
Creator of TSLPatcher
Thank you to the entire KOTOR modding community for what you do.
KOTORModSync - Official Documentation.txt
KOTOR1_Full.tomlKOTOR2_Full.toml
KOTOR1_Spoiler_Free.tomlKOTOR2_Spoiler_Free.toml
KOTOR1_Mobile_Full.tomlKOTOR2_Mobile_Full.toml
6,780 downloads
- installing mods
- mods
- (and 8 more)
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Secret Tomb Lightsaber Adjustments
By Marius Fett
This mod corrects what I perceive to be two bugs/errors in the Secret Tomb on Korriban.
Malak will now attack with a longer lightsaber like the one he used in the original KotOR and the Dark Side apparition of Kreia will attack with a red lightsaber instead of the blue one she was given by Obsidian.
142 downloads
0 comments
Updated
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hd texture HD realistic Kreia
By Etienne76
A new retexture of the wonderful character Kreia, also known as Darth Traya. Both iterations, textures of the Light and Dark Side of the Force are presented.
Installation: unpack all files to your Override folder.
173 downloads
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TSL - Create Armor
By 90SK
TSL Create Armor
by
90SK - Quanon - DarthDarkus - Kaidon Jorn
LucasArts - LucasFilm - For Star Wars!
Bioware: For such an amazing game!
Obsidian: For such an amazing sequel!
This covers the entire set of items in TSL. All new and many classic appearance items are now craftable with the create/breakdown screen. High Repair and High Demolitions play an important role in crafting armor. Over 50 new items
Installation:
Copy folders and files into your preferred TSL Directory*
* “C:\Program Files (x86)\Steam\steamapps\common\Knights Of The Old Republc II\Override”
Installation Files:
IA_ icon textures PMB/PFB Item Textures Itemcreate.2da / Itemcreatemira.2da armor_ K01-20 M01-99 J04 sote_ 01 - 99 Compatibility:
Incompatible with TSL Loot Immerison Upgrade or TSL Armor Expansion Project Please experiment with further appearance mods at your own risk. Non appearance mods should work. Head and face mods will still work. Some of the masks clip with head hair.
Author Note:
I believe this is used with appropriate permissions and so forth.
Quanon - 8 New Masks
DarthDarkus & Kaidon Jorn - 01-07 Armored Robes
Screenshots taken with "A Closer View" by Koolizz
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod!
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.
181 downloads
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Period Accurate Kiosk (TSL)
By Marius Fett
This mod makes a small change to the PLC_Kiosk2 model. It replaces the R2 unit-esque head with a T3 unit style head which is more accurate to the time period in which KotOR II is set.
124 downloads
0 comments
Submitted
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HK-47 Disabled Animation Fix
By Marius Fett
This mod corrects an issues with the HK-47 model which caused his eyes to still be illuminated whilst this disabled/powered down animation was playing. This made little sense to me, so I went in and edited the animation to switch off self-illumination for the eye meshes during the disabled animation for a more immersive experience.
88 downloads
0 comments
Submitted
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90SK's Nihilus Mask
By 90SK
90SK's Nihilus Mask
v.1.0.1
Wearable Nihilus mask based on the force visor model. It has been adapted from Nihilus artwork and replaces the nihilus mask item in TSL, with the same description. I believe the stats will be the same, and the code for it is ' giveitem nihilusmask '
Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material.
---
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 THIS FILE.
32 downloads
- dark side
- wearable nihilus mask
- (and 3 more)
0 comments
Updated
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Unstoppable Lightsaber Damage
By GearHead
Changes the base lightsaber damage type from 'Energy' to 'Unstoppable'.
171 downloads
0 comments
Updated
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No Alignment Shift Effects
By Nereithr
This removes the visual “cloud” around your character and the musical sting that occur whenever you gain dark/light side points. This patches visualeffects.2da to remove the visual effect and guisounds.2da to point to a new silent audio file. I wasn't sure if just leaving the reference to an audio file empty was a good idea, so I went with an empty sound file. This should preserve any other instances of the light/dark side music stings playing, since it removes just the GUI sound associated with point gain.
Why
Because having this play as a cloud of red death manifests around you just because you told some overconfident thug that their skull is overdue for a date with the pavement is ridiculous.
Likewise, having this play accompanied by blue air freshener mist because you chose the only dialogue option that makes you sound even remotely like a human being devalues what "light side" is.
This doesn't fix the core issue of light/dark side points being handed out in dollops for the slightest actions, but at least this makes the game guilt-trip and gaslight you slightly less.
Installation
Unzip, read the ReadMe.txt, open Install.exe, follow the instructions.
Uninstallation
Instructions are in the ReadMe.txt
Compatibility
Should be compatible with everything, including other mods that change visualeffects.2da and guisounds.2da.
Known Issues
None.
However, as I have not yet finished the game, if VFX_IMP_DARKSIDE and VFX_IMP_LIGHTSIDE are referenced as an effect anywhere outside of creating the cloud around the player character, those instances will be made invisible as well.
Tools used
Holocron Toolset
TSLPatcher
59 downloads
0 comments
Updated
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Xbox Blue GUI
By Thor110
While working on my KotOR1 Port I have been preparing the files for the Xbox GUI and thought I would post it as a stand-alone mod just as I did with the PC version.
Warning : This is experimental! Backup your .xbe file just in-case, or don't use the one included. ( Dialog Text & some other elements will remain a TSL Green without it )
I couldn't get everything quite perfect unfortunately due to the way it works, I also had to edit hard coded values in the .xbe file in order to remove any traces of the TSL Green, details on how I did this are available in my KotOR Modding Tutorial Series #24 - [ADVANCED] - Hard Coded GUI Elements.
Installation
If you have the game on your hard drive, FTP the files over to the games directory.
Alternatively, you can unpack the disc image and remake it using c-xbox tool as I have done for testing with Xemu.
Thor110
22 downloads
0 comments
Updated
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KotOR2 Stronger Sith Lords
By GearHead
This mod makes Darth Nihilus, Darth Sion and Darth Traya stronger. I also replaced the 3 purple lightsabers that Darth Traya summons with Sith Assassins, in my opinion they make more sense.
Warning:
This mod is made to be compatible with TSLRCM 1.8.6. If you install this mod without TSLRCM 1.8.6, the install process will result in error messages, but the mod will still work.
121 downloads
0 comments
Updated
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Restored Enclave Sublevel
By PapaZinos
This is a modders' resource -- not intended for general use. It includes alternate versions of the four submodules in the enclave sublevel from TSL that had damage baked into their room models, now restored to their pre-bombing condition. That includes removing rubble, replacing flickering/dead lights, and cutting back on vegetative overgrowth. Lightmapping looks good too. I've exported the models in both K1 and TSL formats, default is TSL because I made this for Thor110's Expanded Galaxy Project, but K1 versions are in a subfolder.
I've also included a VIS file for the module which is a merge of Thor110's additions for Visibility File Fixes with new edits of my own, particularly to compensate for the removal of some rubble in the rotunda with the glass dome which at least partially obscured submodules getting unloaded. I would use the exact same VIS even for the vanilla module, though.
Usage:
Just add the included models to your mod project. I did include versions for K1 ports, which you can find in the "K1" subfolder. Don't forget the VIS. You don't need to ask for permission to use these, just give credit in the description/readme.
Included Files:
Acknowledgments:
Thanks to seedhartha for making modeling for these games simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset.
I would also like to thank Thor110 for buffing up the module's vis for his Visibility File Fixes mod, and allowing me to include those edits in this version. I also want to shout-out his Expanded Galaxy Project, the reason I made these in the first place.
This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
47 downloads