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  1. Brown Darth Nihilus' Robes

    Description:
    This changes Darth Nihilus' Robes to look brown instead of the black Sith robes he has in the original game.

    Installation:
    Put the files in Brown Darth Nihilus' Robes into your Override Folder in the Kotor 2 Directory
    For Steam Users Installation:
    D:\SteamLibrary\steamapps\common\Knights of the Old Republic II\Override
    OR
    C:\Program Files (x86)\Steam\steamapps\common\Knights of the Old Republic II\Override

    Permissions and Credits:
    1. Permission. NO ONE has permission to upload this anywhere else. I will be uploading it to the Steam Workshop for those who want convenience or ease of access.
    2. Credits. Thanks for Fred Tetra for Kotor tool and GIMP for it's easy and free image editing.

    Compatibilities:
    Literally should be compatible with everything besides anything that changed Darth Nihilus' Textures
    (HD Mods for example, although I tried to make my mod a bit HD by upscaling it)

    30 downloads

       (0 reviews)

    0 comments

    Updated

  2. Brown Hair for Disciple

    This mod gives the Disciple brown hair.
     
    To install, extract the files and place them in the override folder of your KotOR2 directory. To uninstall, remove the files from the override folder.

    22 downloads

       (0 reviews)

    0 comments

    Updated

  3. Brown Hair for PMHC04

    This mod gives the PMHC04 portrait brown hair.
    To install, extract the files and place them in the override folder of your KotOR2 directory.
    To uninstall, remove the files from the override folder.

    53 downloads

       (0 reviews)

    0 comments

    Submitted

  4. Brutal Atton

    Atton, but Brutal.
     
    By Thon, Age 20
    Thon69 makes his FileFront debut with a new skin that totally makes Atton look like he went to the dark side.
    I see in his new look, “Don’t mess with me pal.” His eyes are now black, he has red and black tattoos written all over his face,
    and his ears look like he took a paintbrush over them to make them black.
     
    ---
    Installation: Easy like pie. Install to your KOTOR 2 override's directory then shoot her up!
    Uninstallation: You can't uninstall it, will screw your game up.  (But seriously, just remove P_AttnH1.tga, P_AttnH1D1.tga, and P_AttnH1D2.tga from your Override folder.)
     

    64 downloads

       (1 review)

    0 comments

    Updated

  5. Bye Bye Goto

    A little mod I created out of boredom, mainly for consistency reasons. Remember the last part of the game, where you play as Bao-Dur's Remote and your objective is to power up the mass shadow generator in order to destroy Malachor, but then that douchebag G0-T0 appears and prevents you from completing your mission, only for HK-47 to arrive and ultimately decide the fate of Malachor? If you do remember that part, then you also remember that there are 3 alternative ways the particular scene could play out: 1) G0-T0 scrambles HK's systems and tricks him into destroying the Remote, 2) A bunch of HK-51s arrive to assist G0-T0 against 47 OR 3) The 51s assist 47 instead and help their predecessor destroy G0-T0. Now, I don't know about you, but I always get the third ending, since I always reactivate the 51s when I'm raiding the HK factory as 47 (I might be a hardcore light-sided player, but reactivating the 51s instead of shutting them down completely, along with the 50s, that's my guilty dark-sided pleasure ). SO, imagine my confusion when I witness 47 and the 51s destroy G0-T0 but then return to my PC, go to the party selection screen and realise that G0-T0 is still a member of my party, even though he's dead. This is exactly what this mod fixes: if you get the third ending, G0-T0 is automatically removed from your party once he's killed, as indicated in the screenshot found in the "screenshots" folder. I have no idea why anyone would be interested in a screenshot, but since there are many people out there who constantly ask for screenshots of everything, I wasted 5 minutes of my life to make one (not a big loss for me, I was bored anyway ).
    Again, nothing big, but it serves to add a tiny amount of consistency to the game.
    This mod requires TSLRCM 1.8 to work.

    508 downloads

       (4 reviews)

    2 comments

    Submitted

  6. C.H.O.R.D. A Comprehensive, Holistic, Overhauled, Realistic, Difficulty Mod

    ######## 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!

    190 downloads

       (0 reviews)

    3 comments

    Updated

  7. Camera Angle Options

    N.B.: Although uploaded for TSL, this mod may be used for either KotOR or KotOR II: TSL.
     
    This mod alters the default camera angles used by the game so that outside dialogues
    and cutscenes, your character will be viewed more distantly, as is more common in RPGs
    like 'NeverWinter Nights', 'Dungeon Siege' and 'Diablo'.
     
    There are four different options to choose from:
     
    Option I, No Combat - This option gives you a camera angle slightly closer to the
    character than normal which will show the upper half of your
    character from an angle above the player, but does not affect
    the camera angle while in combat.
     
    Option I, Combat - The same as above, but does affect the camera angle while in combat.
     
    Option II, No Combat - The same height, but a greater distance from the character,
    showing the whole of the character. This option does not affect
    the camera angle while in combat.
     
    Option II, Combat - The same as above, but this option does affect the camera angle while in combat.

    1,414 downloads

       (2 reviews)

    1 comment

    Submitted

  8. Canderous Ordo port to TSL

    This mod ports the only character from K1 that no one has transferred yet. It is very useful for those who want to make a standard Canderus out of a Mandalore

    41 downloads

       (0 reviews)

    0 comments

    Submitted

  9. Canonical Jedi Exile

    Like previous version and the version before, this made the head of Jedi Exile as canon as possible.
     
    This time, I changed the eye color to blue based on the latest information of Wookieepedia.
    Also, because my photoshop-skill has improved, I redone those illustrations for better looks.

    40,246 downloads

       (14 reviews)

    11 comments

    Submitted

  10. Canonical Mandalore

    This modification changes the default Mandalore appearance to that of a canonical Mandalore, complete with tribal facemask and Portrait icon. To install, copy the "Mandalore" folder into the Override folder within the SWKotor2 directory. To uninstall, remove the "Mandalore" folder from Override.
     
    Credits: Silveredge9, Quanon, 90SK, VarsityPuppet

    3,908 downloads

       (6 reviews)

    5 comments

    Updated

  11. Casino PAZAAK animated

    Staring at the cold, metallic UI of vanilla Pazaak i always wonder who wants to be in a casino like that?
    In this mod i want to make Pazaak more enjoyable and beside that more up to date looking.
     
    What i tried to achieve is to combine the exclusive, wooden look of modern casino-tables with the tech-look of the Cards.
    Visually i didnt take ANY prisoners, the main UI is slightly animated in the background and comes with a whooping 4k file.
    The Cards highlighter is retextured in a subtle blueish way and the flipcard symbol comes with a 256 pics animation.
    Thanks to todays fast PCs, it shouldnt affect performance.
     
    Compatibility:
     
    This should be compatible with everything. The only conflict could be with mods that change the Pazaak Cards and UI, but i yet havent seen any mod, that does that.
    TSLRCM 100% compatible.
     
     
    Install:
    Download the mod, extract the contents with an archive extraction program such as 7zip or WinRAR, then move the extracted files to your game's override folder.
     
    Enjoy!
     
     
    also watch Xuuls wonderful review (with installation instructions) of my mod:
     
    Update 1.1: it contains new files - just install both (CasinoPazaak.rar and Update1.1.rar) into your Override.
     
    Bugs:
     
    Since its a texture replacer, there shouldnt be any.
     
    Brightness (optional):
     
    for best results visually you may turn brightness bar to exactly 1/2.

    6,460 downloads

       (11 reviews)

    16 comments

    Updated

  12. Cathalan Improvement Project

    Cathalan Improvement Project
    By OzilsEyes
     
    What started out as a learning tool for myself, actually turned into quite a fun project... CATHALAN! Orange returns (Sorry!).
     
    I was really eager to brush up on my TSL modding skills, I'm fairly new to modding in general. I'd downloaded Cathalan and tried it years back, realising I could never complete it & it was just a buggy mess. When I started working on it, I couldn't believe my eyes (not because of the brightness of the orange either!). It needed a LOT of TLC. It really had the potential when Jaevyn first released it, it was a new planet, new quests, new characters, new items... but, it was let down by the amount of bugs and to an extent, incompletable content.
     
    I think I've now got it to a state, where it's actually a viable mod to add to your playthrough, If you've never actually completed the story, please take the time to do so, it's actually got quite a cool ending, which I enjoyed the first time I played through it after finally fixing half the quests. I firmly believe the community is driven by great ideas & great mods, the original creator, once had a great idea & tried to make it work. I don't know the history of Jaevyn or Cathalan, I know it's had it's rough patches, example:  copyrighted music.
     
    In this post, I'll run through all the changes I have made, there may be spoilers to please, read at your own discretion.
     
    Now compatible with:
    TSLRCM
    M4-78EP
    Coruscant: Jedi Temple Mod
    Expanded Galaxy Mod
     
    Compatibility install with TSLRCM, M4-78EP & Coruscant will update the galaxy map to include 'Cathalan'. As the game restraints are 16 planet slots, this is not possible with the Expanded Galaxy Mod. To get around this, I have added an additional NPC who spawns on the Ebon Hawk, he has a shop (different items based on main story progression), medical table, some lore & fun dialogs. SM-K1 (Definitely not named like this because it looks like an abbreviation of my dogs name: Smokey)
     
    On the expanded galaxy compatibility install, go to the security computer on the ebon hawk, choose 'Device Memory', a cutscene will occur where SM-K1's hologram will appear:
    He will give you a list of uncharted planets, one being Cathalan which you will be able to travel to.
     
    Installation:
    Please note: You do not need to have the original Cathalan installed to play this mod, if you do have it installed do not worry just run the installation as normal.
     
    Download the package, unzip & run the holopatcher.exe
     
    Options:
    1.       Install Cathalan Improvement Project - Compatibility with the base game + TSLRCM + M4-78EP
    2.       Install Compatibility with Coruscant: Jedi Temple Mod - Compatible with use with Coruscant: Jedi Temple Mod
    3.       Install Compatibility with Expanded Galaxy Project - Compatible with Expanded Galaxy Project
     
    Choose your preferred option, then let the installer run. Start up your game.
    It's advised to start a new game BUT it should be compatible with existing saves.
     
    Uninstallation:
    Holopatcher will back up your files when installing, you can use the installation / backup folder to re-place your old files.
     
    Fixes, changes & additions
    General Improvements:
     
    Quests:
     
    Level specific improvements:
    451CAT - Keralt High Level
     
    452CAT - Keralt Middle Level
     
    453CAT - Entertainment Promenade
     
    454CAT - Keralt Lower Level
     
    455CAT - Warrior Base
     
     456CAT - Wyvern Base
     
    457CAT - Eastern Dark Lands
     
    458CAT - Matterson District
     
    459CAT - Western Dark Lands
     
    460CAT - Outsiders Enclave
     
    461CAT - The Crypts
     
    462CAT - Keralt Sector 51
     
    New load screens:
    All the old load screens were (terrible) not great, so as part of the release I'd created new upscaled versions, they're all 2048x2048, relevant to the area & look a lot better.
    Please note: These are subject to change, I've updated a few already since release.
      
    Overall, working on the project was very fun, it gave me a good insight into modding KOTOR TSL, which is what it was intended to do. I decided to share the project as it's actually quite a fun playthrough, it gives you the benefit of a few extra levels, some credits, items etc. There is so much more I would have loved to do with this but I didn't want to change it too much other than fix the bugs and add a few things.
     
    Please, if you do like the changes I've made or the work that has gone into the project, drop me a comment/message. React to this mod / show appreciation
    Most of all, use it! Have fun!

    Legal Disclaimer
    =================
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
     
    Credits:
     
    Tools used:
     

    591 downloads

       (1 review)

    20 comments

    Updated

  13. Character Generation - K1 Style

    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit.
     
    This mod is designed to tap into the nostalgia of first creating your character in K1 by changing the feats of the starting Jedi Classes of TSL to mirror those found in K1. The perceived lack of uniqueness between the classes in TSL formed the basis of this project. I also hope it addresses the notion of being granted feats that the player would not necessarily use or be able to master throughout the game depending on class feat progression.
     
    Jedi Guardian = Soldier
    Jedi Sentinel = Scout
    Jedi Consular = Scoundrel
     
    Changes

    1. Protagonist Jedi Guardian is granted Armor Proficiency Light, Medium & Heavy, Power Attack, Power Blast, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Jump, Jedi Sense, Jedi Defense, and War Veteran at Character Generation.
    2. Protagonist Jedi Sentinel is granted Armor Proficiency Light & Medium, Flurry, Rapid Shot, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Immunity Fear, Jedi Sense, Jedi Defense, and War Veteran at Character Generation.
    3. Protagonist Jedi Consular is granted Armor Proficiency Light, Critical Strike, Sniper Shot, Weapon Proficiency Blaster Pistol, Melee Weapons & Lightsaber, Force Focus, Jedi Sense, Jedi Defense, and War Veteran at Character Generation.

    961 downloads

       (3 reviews)

    1 comment

    Updated

  14. Cherry Blossoms on Dantooine

    This simple re-texture makes the trees on Dantooine look like cherry blossoms.
     
    To install, extract the files and place them in the override folder of your KotOR2 directory.
    To uninstall, remove the files from the override folder.

    72 downloads

       (1 review)

    0 comments

    Submitted

  15. Chodo Habat Unique skin

    Peragus, telos are both a pain in the ass to do. But I was wandering why Chodo habat had no unique skin He is quite a unique Ithorian. so I took the texture in the Kotor 2 folder and I made one  unique!

    1,338 downloads

       (1 review)

    0 comments

    Updated

  16. Choose Mira or Hanharr

    ====Choose Mira or Hanharr by Hassat Hunter====
     
    This mod allows the player to choose their teammate, Mira or Hanharr on the critical moment in the Arena.
     
    ==(Un)Install Instructions==
    * Drop "305han2.dlg" in the override folder.
    Simply remove it to uninstall.
     
    ==Known Issues==
    None known.
     
    ==Distributing This Mod==
    This mod may not be modified or distributed without the explicit permission of the author.
     
    ==Contact Info==
    Find me at the deadlystream forums (http://www.deadlystream.com/forum).
     
    ==Thanks To==
    * The TSLRCM Staff for making TSLRCM and getting me into modding for TSL. Although nothing has been done here but extracting .
    * Obsidian for KOTOR2:TSL.
     
    ==Legal Stuff==
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY LUCASARTS, OBSIDIAN ENTERTAINMENT, THE TSLRCM CREW 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 MOD.

    39,301 downloads

       (14 reviews)

    16 comments

    Submitted

  17. Choose Your Party - Malachor V

    --------------------------------------
    -----Choose your party mod------------
    --------------------------------------
     
    by I_Jedi
     
    ---------------------
    ----Purpose----------
    ---------------------
     
    After playing through the TSLRCM version of Malachor V, I was bothered that I was forced to tell Mandalore to take the surviving party members away.
    Therefore, I decided to create two responses to allow you to choose two party members to assist you after you save them.
     
    Note: This *IS* a TSLRCM mod; this mod will have no effect in vanilla.
     
    You will be able to choose from all the Jedi characters except Kreia and Bao-Dur. Mandalore can be chosen.
     
    ---------------------
    ---Installation------
    ---------------------
     
    1. Install KOTOR 2 and any official patches.
     
    2. Install TSLRCM 1.8. (Or any TSLRCM version that has a rescue scene in Malachor where you speak to Mandalore.)
     
    3. You will find one .dlg file and 13 ncs files in this archive. Place them in the Override folder. The Source folder holds source files for modders; you do not need to put these in override.
     
    4. The Fixed_Party folder has dlg files that allow you to talk to the party members beyond a one line sentence about a force cage.
    These should work without problems, so overwrite the TSLRCM versions in the override folder with these. Backup the dlg files in case they don't work properly.
     
    5. Play! Changes should take effect automatically.
     
    --------------------
    ----Bugs------------
    --------------------
     
    I have not tested all combinations. If you find a bug with this mod, tell me about it and when it occured in the convo.
     
    ----------------------
    ----Acknowledgements--
    ----------------------
     
    The TSLRCM team, for restoring K2.
    The people who made all the editors making this mod possible.

    1,216 downloads

       (3 reviews)

    6 comments

    Submitted

  18. Citadel Station Hangars Repair

    Citadel Station is facing more issues than just a lack of fuel. Just getting to your morning shift in bay control can be hazardous -- they forgot to vacuum-seal all the hangars! In each hangar you can find gaps all along the tops of each of the entrance-side walls. Screenshots don't really do it justice. So let's patch it up!
    To Install*:
    Download the 7z file and extract to your override folder. For the Steam version of the game, this can be found at "Steam\steamapps\common\Knights of the Old Republic II\override". You can unzip a 7z file using Archive Utility on macOS or by downloading a free program such as PeaZip for Windows/Linux. 
    *Note: I have since created a mod fixing up models for the entirety of Citadel Station, and included the original hangar fixes available here. I recommend downloading that mod instead for your greatest convenience .
    To Uninstall:
    Simply remove "Citadel_Hangars_Repair" folder from your override folder.
    Included files:
    -201tel01.mdl
    -201tel01.mdx
    -201tel06.mdl
    -201tel06.mdx
    -201tel10.mdl
    -201tel10.mdx
    Compatibility:
    Users should expect full compatibility with any other mods, so long as they do not also affect/replace the above files.
    Acknowledgments:
    Thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender.
    Disclaimer:
    This modification is not supported by Obsidian Eentertainment, 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.

    440 downloads

       (0 reviews)

    2 comments

    Updated

  19. Citadel Station Signage [Expanded Edition]

    MOD AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 28 APR 2013
    UPDATED RELEASE: 13 JUL 2024
    GAME: Star Wars Knights of the Old Republic 2: The Sith Lords (Not for use in Star Wars Knights of the Old Republic 1)
    Description:
    This mod collection replaces textures around many places in the Telos Citadel Station – in this case, the various signage seen around the station. This expanded version includes more signs than the original version and should be considered the definitive edition.  The older version will still be available in case folks wish to use it with a minimum of fuss.
    Back in 2013, one sign in particular seemed very rushed to me – the pink cantina sign with the animated Twi’lek. (File name: TEL_BBrds2.) I’ve redone the sign – using the original colors so everything matches aesthetically to vanilla. Once I started, I knew I had to continue. All textures were doubled in size and had the Aurebesh font reapplied. I thought the resulting appearance was crisper as a result. Feel free to draw your own conclusions. (By the way, all the text on these signs can be translated into English. Consult Google for Aurebesh translation guides.)
    As before, there are two versions of this animated “departure board” in this package. One is for the boards as seen in various places around Citadel Station. I’ve noticed them in the following places: the shuttle areas in the Entertainment module, in the departure area in the Dock Module, and in the mainframe room in Czerka. (They may also be elsewhere.)
    The other texture –with the same name – was originally meant to be used with M4-78. Unfortunately, I haven’t been able to make it work with the M4-78 versions of these screens. However, seeing as I already made the texture anyway, why not offer the “dark side” version of my standard screen to you? I suppose it could be used for the invasion of Citadel Station portions if you wanted to take the time to put it in.
    This expanded edition also includes the numerous number signs seen through the Citadel Station. Please check the pictures attached to the description page for examples.
    When putting together this package, I also noticed that one of the billboard sign textures (TEL_BBrds4) is essentially the same texture seen in my Animated Cantina Sign for KotOR 1 mod.  As that texture was appreciated in Kotor1, I’ve decided to include it in this package as well. (The texture is renamed appropriately, of course.)
    NEW (as of 13 JUL 2024): In the Star Wars universe, there is an alternate set for numerals that appear as dots and dashes.  They appear in some of the Star Wars RPG manuals and also in some (but not all) of the various Aurebesh fonts floating out there.  As it was pretty easy to do, I’ve created an alternate set of textures that replace the numerals that are “Arabic-adjacent.” If you wish to use these, pay close attention to the Installation instructions.
    Constructive criticism/Reviews and likes (or LS points if you’re on Deadly Stream and you prefer it) are welcome.
     
    Here's a video so you can see the mod in action in the game:
     
     
    Installation:
    For standard numeral textures: Extract the TGA files and the TXI file into the Star Wars Knights of the Old Republic/Override folder. 
    For alternate numeral textures: Create a new folder on your desktop. Extract the TGA files and the TXI file into it.  Add all of the textures in the “Dotted Numerals” to your Star Wars Knights of the Old Republic/Override folder.  Only then should you add the following textures from the package:
    TEL_BBrds.tga, TEL_BBrds2.tga, TEL_BBrds2.txi, TEL_BBrds4.tga, TEL_BBrds4.txi, TEL_HSn3.tga, and TEL_Mon1.tga
     
    To Uninstall:
    Take all of the textures from my package out again.
     
    Known Bugs:
    None known at this time. Seeing as this mod has been around since 2013, you should pretty safe about this one.
     
    Legal Disclaimer:
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
    I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever.
    I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.
    Usage in other mods must be requested AND approved by me before your use.
     
    Special Thanks:
    To ConansHair, Malkior, and Fair Strides for their input.
    To EpicStoffer for the game save that enabled to grab some of the screenshots.

    979 downloads

       (2 reviews)

    1 comment

    Updated

  20. Citadel Station Signage [OLD VERSION]

    READ ME FIRST!
     
    Here's my fourth small mod – now updated!
     
    Citadel Station Signage
    ==================
     
    MOD AUTHOR: Sith Holocron
    ORIGINAL RELEASE: 28 APR 2013
    UPDATED RELASE: 05 MAY 2013
     
    FOR WHAT GAME: Star Wars Knights of the Old Republic 2: The Sith Lords
    NOTE: This is the old deprecated version.  Go here instead for the updated version!
    Description:
    ----------------
    This small mod collection replaces textures around many places in the Telos Citadel Station – in this case, the various signage seen around the station.
    One sign in particular seemed very rushed to me – the pink cantina sign with the animated Twi’lek. (File name: TEL_BBrds2.tga) I’ve redone the sign – using the original colors so everything matches. Of course once I started, I knew I had to continue. All textures have been doubled in size and have had the Aurebesh font reapplied. I think the resulting appearance is now crisper. Feel free to draw your own conclusions. (By the way, all the text on these signs can be translated into English. I may very well make a thread explaining what the signs actually say.)
    Update:
    ----------
    My previous mod collection “Citadel Station Signage” left out a texture for what I’ve taken to calling the “departure board.” There are two versions of this animated “board” now in this package. One is for the boards as seen in various places around Citadel Station. I’ve noticed them in the following places: the shuttle areas in the Entertainment module, in the departure area in the Dock Module, and in the mainframe room in Czerka. (They may also be elsewhere.)
     
    The other texture –with the same name – was originally meant to be used with M4-78. Unfortunately, I haven’t been able to make it work with the M4-78 versions of these screens. However, seeing as I already made the texture anyway, why not
    offer the “dark side” version of my standard screen to you? I suppose it could be used for the invasion of Citadel Station portions if you wanted to take the time to put it in.
     
    Constructive criticism is welcome.
     
    Installation:
    ----------------
    For Star Wars Knights of the Old Republic 2 - Extract the TGA files and the TXI file into the Star Wars Knights of the Old Republic/Override folder.
     
    To Uninstall:
    ----------------
    Take them out again.
     
    Known Bugs:
    -----------------
    None known at this time.
     
    Legal Disclaimer:
    -------------------
     
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either.
    I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever.
    I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission.

    5,493 downloads

       (7 reviews)

    17 comments

    Updated

  21. Class Clothes Fix

    This mod fixes the default clothes of the male and female consulars and sentinels to actually be the same clothing they wear in the character creation screen.
     
    Installation: Press "Class Clothes Fix.exe" and follow the instructions.
     
    Removal: Remove the relevant .tga files from the override folder and restore the .2da file stored in the backup folder
     
    _________________________________
    I do not give permission for this mod to be reuploaded to other sites and/or sources without my knowledge.

    1,662 downloads

       (6 reviews)

    1 comment

    Submitted

  22. Classic Class Attack Bonus

    For KotOR1, Bioware designed three separate attack bonuses that classes have, with the best being 1 and the worst being 3. No class actually used 3, but only Guardians and Soldiers have 1. In KotOR2, all classes use 1, meaning they're all equal. This mod restores the class variety that Bioware implemented, with Jedi Weapon Master and Sith Marauder retaining the best attack bonus. This does nerf the non-combat classes, but does make each class stand out a little bit more.
    Alternatively, you can download a version that gives Consulars, Jedi Masters, and Sith Lords the unused worse attack bonus.
    For a rough explanation:
    Guardians: Attack is 1:1 with level. So at level 20 it will be 20. Sentinels: Attack is 0.75:1 with level, rounded down. So at level 20 it will be 15. Consulars: Attack is 0.5:1 with level, rounded down. So at level 20 it will be 10. To install either, just download, extract, and run the TSLPatcher.
    Thanks to Fred Tetra for creating the Kotor Tool, which was used to extract and edit the relevant .2da file.

    48 downloads

       (0 reviews)

    1 comment

    Updated

  23. Classic Jedi Project KOTOR II Original Trilogy Lightsaber Blades (Animated)

    Description:
    Lightsaber blade replacements for KOTOR II, using the Original Trilogy as a source for the replacements, which results in more powerful looking lightsaber blades.

    Known Bugs:
    - None (currently).

    Installation:
    Copy the override folder over to your "Knights of the Old Republic II" game folder.

    1,173 downloads

       (1 review)

    4 comments

    Submitted

  24. Cloaked Heavy Armors for TSL

    Cloaked Heavy Armors for TSL
    ---
    Contributors:
    90SK - Texture collaging, item and material organizing, icons
    VarsityPuppet – 3D model work
    Fred Tetra - For KotOR Tool
     
    This modification for Star Wars KotOR II replaces the Jal Shey armor model with cloaked heavy armor.
     
    There are a couple archives of different iterations of the mod. I have categorized them:
     
     
     
    Installation:
    Download a version and unpack the mod archive Go into its folder Copy mod files to Override Old versions are still available  
    This mod may not be reproduced or rereleased without express permission from the authors.
    ---
    Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material.
    Additional and extra special thanks to VarsityPuppet for his modeling efforts here.
    For best results, use with a new game.
    ---
    Redistribution or reuse of this file in other projects is prohibited without permission from both authors.
    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.
     

    8,455 downloads

       (16 reviews)

    23 comments

    Updated

  25. Cloaked Journeyman Robes

    DESCRIPTION
    Who said only Sith lords get to wear capes?
    In addition to my recent Jedi Journeyman Robes mod, I'm releasing an additional version that includes a cloak. It is fully animated as it relies on Hunter Run's brilliant flowing cape animations for Revan's armor. The cloak only comes for the male model of the robes and I have no intention of working on a female version for the time being.

    You'll find two downloadable files: a standalone and an upgrade version.

    The first contains the new model with the cloak and all other necessary files.

    The upgrade version only contains the new model and textures and is destined to replace the files from my other mod. Only download this if you have my other mod already installed and wish to use this model for the male version.

    The robes come in two main variations:
    1.    Jedi Journeyman Tunic
    2.    Master Jedi Journeyman Tunic
    You'll notice that the skinning on this model (a.k.a. how the model "reacts" to the various animations) isn't perfect. This is due to the fact that the Revan armor model has a cape that is much narrower than this one. I have, however, tried to make it look as good as possible. Certain animations, such as the running one as you can see above, still have some clipping going on mostly around the shoulders. Sadly this is the best I could do, but I hope you'll enjoy the final result nevertheless.

    HOW TO FIND
    The first varation (Jedi Journeyman Tunic) is sold by Dendis Dobo, the honest one of the twin Duros merchants on Telos. The item is added via a script when you ask him to see his wares.
    The second variation (Master Jedi Journeyman Tunic) is sold by Daraala, at the scavenger camp on Dantooine. IMPORTANT: The items are added via a script which only fires up the second time you talk to her.

    COMPATIBILITY
    This mod is compatible with (and was only tested using) TSLRCM which I heavily recommend if you still haven't installed it.
    This mod will be incompatible with any mod that alters the PMBJ and PFBJ models, as well the .DLG files of the conversations with Dendis Dobo (dendis.dlg) and (daraala.dlg)

    IMPORTANT: APPEARANCE.2DA
    This TSLPatcher will modify your appearance.2da to edit the Model J and Tex J columns to solve inconsistensies regarding the textures assignements for the PFBJ and PMBJ models.

    INSTALLATION
    First, you have to download Hunter Run's Flowing Cape mod over here: https://deadlystream.com/files/file/216-revans-flowing-robe-tsl/
    Extract both N_DarthRevan.mdl and N_DarthRevan.mdx and copy them in your Override Folder.
    If you have already installed my other Luke ROTJ Robes mod, only download the upgrade version of this mod. If not, download and proceed to install the standalone version.

    For the standalone version, extract the contents of the "Cloaked Journeyman Robes Standalone.rar" archive somewhere on your computer and execute the TSLPatcher.exe file. Le it do its magic, just give it a hand if it can't find its way into your TSL folder by its own.
    To uninstall, delete all the files that are included in the "tslpatchdata" folder from your Override folder (excepted for changes.ini and info.rtf which you won't find in your Overide folder).
    For the upgrade version, simply extract the contents of the "Cloaked Tunic Mod Replacer.rar" into your Override folder and click yes when prompted about replacing the files.
    IMPORTANT: Wearing this robes while training Bao-Dur will crash your game or cause your character to turn invisible. Please download the "BaoFix.rar" file as well and drop its contents into your override folder to fix this issue.
    CREDITS
    All credits for the original model and textures go to DT85 and Toshi who created it for Jedi Academy.
    All credits for the Master Jedi texture variant go to Circa from JKHub
    SPECIAL THANKS to
    Hunter Run for his flowing cape animations making this mod possible
    The creators of KoTORTool, MDLEdit, KoTORMax, KSE, DLGEditor and Kotor Scripting tool
    PERMISSIONS
    Please DO NOT reupload this anywhere else than Deadlystream without my permission.

    2,612 downloads

       (2 reviews)

    5 comments

    Updated