790 files

  1. Bao-Dur Wears Jedi Robes

    Original Review on Filefront:
     
    Anyone remember the history to do with this? A while ago (well over a year) on Holowan, getting Bao-Dur into Jedi robes was all but impossible - the models simply didn't mesh, and his head always floated above the robes some. Thankfully, Kristy Kistic was able to remedy the issue, but the mod was never released - until now, that is.
     
    Well, it basically does what I said there - fixes Bao-Dur's head, and causes it to no longer float above his head when he wears any robes. A much-needed fix indeed, for those of you who like to train him as a Jedi. Kudos to Shem for bringing this to the public at long last, and Kristy for making it in the first place!
     
    Anyways, to install this thing just run the TSLPatcher - it modifies appearance.2da. And also remember to cheat in one of his robes if you install this mod while having Bao-Dur in your party - the codes are 'baodurjedi' and 'baodursith' for the respective light and dark side-aligned ones.
     
    Note: Please remember to give the author of the mod feedback, as the download count isn't particularly verbose. Written comments tend to be much more useful and encouraging.
     
    -Emperor Devon

    3,784 downloads

       (5 reviews)

    2 comments

    Submitted

  2. Bao-Dur's Charged Armor

    SUMMARY:
    ===========
     
    Considering the fact that TSL doesn't allow Bao-Dur to wear robes as a Jedi, and to add insult to injury, dies fairly quickly in a fight, hehehe... I decided to at least give him something decent to wear. As a Jedi, or a "not-so-great" techy fighter, this armor should at least even the odds...
     
     
    CHARGED ARMOR DESCRIPTION:
    =============================
     
    Knowing Bao was vital to the war effort & a gifted man of science, moreso than battle... General commissioned Bao to construct himself some armor capable of withstanding the heat & pressure of both Malachor V and the atrocities of war itself.
     
    Bao knew in order to fashion armor capable of withstanding heavy attacks it would have to be significantly powered. The problem was, there wasn't readily available, nor renewable, sources of power on the field of battle. It was then he realized a more significant value to his remote.
     
    With ingenuity and a handful of luck, Bao was able to synch one of the remote's power subsytem generators to "transmit" or radiate a small, unique frequency power field.
    Specialized plates on Bao's armor collect this radiation, process it and runs it through microscopic amplifiers arrayed throughout the armor.
    The processed energy is then used to power the armor's functions and generate micro repulsor fields to withstand numerous forms of attack.
    Just one of the many tiny secrets why Bao-Dur is hardly ever seen without his remote close by...
     
    A "bonus" side-effect of the armor's construction is it's ability to "soak" a limited amount of enemy fire & process it much in the same manner as the remote's power field.
     
    It is rumored that Bao-Dur studied the works of another gifted engineer & Jedi, Segan Wyndh. Though unconfirmed, Bao may have implemented some of Segan's designs and "unconventional" methods...
     
    ** This armor will allow the usage of Force Powers & accept "Heavy Armor" upgrades **
     
     
    STATS:
    =========
     
    - Restricted to Bao-Dur
    - Base AC 8
    - +2 Defense, for a total of AC 10
    - Max Dexterity Bonus +8
    - Damage Reduction, +5 Soak 30
    - Damage Resistance, Universal 30/-
    - Improved Saving Throws, All +2
    - Immunity, Critical Hits
    - Accepts Heavy Armor Upgrades
    - Allows usage of Force Powers
     
     
    *- This mod incorporates stoffe -mkb-'s TSL Patcher program, so I assume it's compatible with TSLRCM.

    6,088 downloads

       (7 reviews)

    20 comments

    Submitted

  3. Bao-Dur's Electromesh Armor

    Bao-Dur's ElectroMesh Armor 2.1
    -------------------------------------------------------
     
    Author: Kaidon Jorn
     
    Compatible with TSLRCM 1.8.4
     

    Many moons ago this mod was part of HotOR 1.6, and I thought I had lost the .zip folder for it, but it's now found and I can bring it YOU, the player, in this new updated for TSLRCM 1.8.4 version.
    This mod adds a small quest to have Bao-Dur build his own non-force restrictive armor once he reaches 10th level. The armor itself is a reskin of normal Electromesh Armor I made back in 2012.
    The quest will have you find some shielding components and a mesh suit on Nar Shadaa so that he may turn them into a powered ElectroMesh suit. It is important that you speak to him when he becomes 10th level and pick up the quest so that you don't find the parts beforehand, which is definately a possibilty. Originally the quest started only after he had become a Jedi Guardian, but I changed it to start earlier so you can get better armor for him that will remain viable throughout your play through.
     

    Run the .exe to install
     

    ***IMPORTANT***
    Version 2.1 fixes Bao-Dur's dialog for normal (non-SLM) installation.
    I advise to install SLM first before this mod, then simply open the folder called "SLM Compatibilty" and copy and paste the new dialog file into Override and allow to overwrite.
    (You may want to backup the one in Override first)
     
    Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my 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.

    1,738 downloads

       (5 reviews)

    12 comments

    Updated

  4. Bao-Dur's Fate: A TSLRCM Add-On

    Authors: Zbyl2 & VarsityPuppet
    Contact: PM us at Deadlystream
    Name: Bao-Dur's Fate: A TSLRCM Add-On
     
     
     
    1. Description:
    ----------
    Welcome.
     
    Thank you for your interest in the TSLRCM Add-on: Bao-Dur's fate
    This mod's intention is to close out the story of one of TSL's most tragic characters: Bao-Dur. We won't discuss much further to avoid spoilers.
     

    2. Installation:
    ----------
    Installation is easy, all of the modified files have been contained to one 221tel.mod file. If you're using TSLRCM, you should have no issue playing the mod
     
     
     
    1.1 Changelist
    ----------
    - First releasee
     

    4. Mod Compatibility:
    ----------
    Any mods that modify 221tel.mod are likely to have conflicts, so beware when trying to use those mods in conjunction
     
     
     
    5. FAQ / KNOWN ISSUES
    ---------
    Q: How do I see Bao-Dur's fate?
     
    A: We can't say much, but start up the Battle of Telos module and you'll be ready to go
     

    6. UNINSTALLATION
    ----------
    You shouldn't ever want to uninstall this mod, it finally closes out Bao-Dur's story!
     
     
     
    7. CREDITS:
    ----------
    - VP
    - ZBYL
     
    8. DISTRIBUTION NOTES
    ----------
    Thanks to tk102 for the dlg editor.
     

    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 MODIFICATION IS AT YOUR OWN RISK. THE ABOVE MENTIONED COMPANIES OR THE AUTHOR ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION.
     
     
     
    ThESE modS may not be modified or REdistributed without the explicit permission of the authors.
     
     
     
    Star Wars: Knights of the Old Republic™ , characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders.
     
     
     
    Star Wars: Knights of the Old Republic: The Sith Lords™, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders.
     
     
     
    Bioware™
    and the Odyssey Engine are trademarks of Bioware Corp.
     
     
     
    Obsidian™
    is a trademark of Obsidian Entertainment.
     
     
     
    All trademarks and copyrights contained in this document
    are owned by their respective trademark and copyright holders.
     
     
     
    2018

    3,344 downloads

       (5 reviews)

    19 comments

    Submitted

  5. Bao-Dur's Liberator's/Oppressor's Armor 2021

    Bao-Dur's Liberator's\Oppressor's Armor 2021
    -------------------------------------------------------
    Authors: Kaidon Jorn/Effix
    Compatible with TSLRCM 1.8.5 - 1.8.6
    This mod adds a small quest to have Bao-Dur build his own non-force restrictive armor once he reaches 10th level . 
    It's important to talk to him as soon as he hits 10th level so you can get the quest parts afterward on Nar Shaddaa, which you will find in both Tien's shop and in the Serroco thugs area.
    The quest will have you find some military fatigues and armor plating so that he may build the new Liberator or Oppressor's Armor depending on your alignment.
    The armor itself is medium class 7 with a dexterity bonus of +3, and was lovingly reskinned by none other than Effix of DeadlyStream and Steam Workshop notoriety. All credit for the reskinned Jamoah Hogra armor goes to him.
    Run the .exe to install
    ***IMPORTANT***
    I strongly advise to install TSLRCM (and SLM) first before this mod. 
    =====================================================================================================================

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

    980 downloads

       (1 review)

    18 comments

    Updated

  6. Bastila wearing Twin Suns outfit

    Bastila wearing Twin Suns outfit
    Bastila PC Head
    Contact: indianamods@yahoo.com
    By Miles Edgeworth

    This mod adds Bastila's Head, to the selection of selectable heads. Thanks to Princess Artemis, Bastila has Dark Side Transitions. Please note, she won't reder correctly when you see her in the character creation screen, and her normal clothing will be a bit transparent in parts. 
    File List:
    P_BastillaHD1.tga----------> One of the Textures.
    P_BastillaHD2.tga----------> One of the Textures.
    P_BastillaH.tga----------> One of the Textures.
    P_BastilaBB01.tga----------> One of the Textures.
    P_BastilaBBD01.tga----------> One of the Textures.
    p_bastillah.mdl----------> A Head Model.
    p_bastillah.mdx----------> A Head Model.
    PO_PBastila.tga----------> One of the Portraits.
    PO_PBastilaD1.tga----------> One of the Portraits.
    PO_PBastilaD2.tga----------> One of the Portraits.
    To install you must first install bastila pc and twin sun outfit mods with exes in their folders and then move the .2da files into your override. Then you are done.
    YOU MUST MAKE A NEW CHARACTER FOR THIS TO WORK ONE WITH A BASTILA HEAD.
    Credit goes to shem for the body and head mods, I just merged them and edited the .2da to make it possible.
    ---------
    Thanks to Fred Tetra for Kotor Tool, Jennifer Hale for bringing Bastila to life, stoffe for TSLPatcher, and Obsidian for making an (almost) perfect game.
    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.

    336 downloads

       (2 reviews)

    1 comment

    Updated

  7. Bavakar Implant Fix K2

    Bavakar Implant Fix for K2 by Marauder
    -Description-
    The Bavakar Strength System does not use the icon it logically should. Strength implants normally use a "standard" icon, so this mod fixes that issue by making the Bavakar Strength System do the same. The screenshots show what's changed, with the grey icon being the new one.
    -Install-
    Drop the file from the Override folder into your game Override folder.
    -Compatibility-
    Won't work with anything that modifies this file. You will have to choose which mod you want.
    -Bugs-
    There shouldn't be any. Let me know if there are.
    -Permissions-
    If you want to use this mod as part of your own mod, or distribute it then go ahead. You can also change it however you like and then distribute the resulting mod, and give others whatever permissions you feel appropriate (if any).
    -Credits-
    Made with Fred Tetras Kotor Tool.

    209 downloads

       (0 reviews)

    0 comments

    Updated

  8. Beautified Sabers for TSL

    Beautified Sabers for TSL 
     
    Reskinned Saber blades:
    More pronounced cores for all blades. Sharper appearance for all blades. The silver crystal is now referred to as a "Kaiburr" color crystal. Four new color crystal types with unique blades:
    Indigo Obsidian Pink Rakatan (Neon Yellow)  
    Retextured saber hilts for each type of saber.
    All work done by 90SK
     
    Permissions:
    Please contact me for further use permissions other than personal use. Compatbility:
    This is generally incompatible with all other saber mods, as it overhauls upcrystal.2da.
    Other than that, all mods are compatible.
    I used TSL Workbench Upgrade Screen Camera Tweak by DarthParametric to take the screenshots, it is not included with the mod.
     
    Giveitem Codes:
    u_l_colo_99   :    Obsidian Color Crystal
    g_w_shortsbr99           
    g_w_lghtsbr99
    g_w_dblsbr099

    u_l_colo_98   :    Pink Color Crystal
    g_w_shortsbr98
    g_w_lghtsbr98
    g_w_dblsbr098

    u_l_colo_95   :   Indigo Color Crystal
    g_w_shortsbr95
    g_w_lghtsbr95
    g_w_dblsbr095
    u_l_colo_91   :    Rakatan Color Crystal
    g_w_shortsbr91          
    g_w_lghtsbr91
    g_w_dblsbr091

    If you want easier giveitem codes, after installing the mod:
    Make a copy of u_l_colo_99/98/95/91.UTI in Override and rename it whatever you want the code to be. 
     
     
    TSLRCM Compatibility:
    Unknown. If you install this mod after installing TSLRCM they both should work.

    Special Thanks:
    LucasForums, DeadlyStream, Fred Tetra
    ----
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR ANY LICENSORS/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.

    998 downloads

       (0 reviews)

    1 comment

    Updated

  9. ben.d+Ultimate Balancing Mod

    WHAT IS THIS MOD?
    this mod makes my ben.d rebalence mod comatible with the Ultimate Balancing Mod. so it gives you this mod and the restored bies i had in my mod into one mod e.g. now you can play his mod and have the table top system for enybody who doesent now my mod i will put a discription of it under ben.ds mod.
     
    ben.d mod:
    this will tell you what is in this this mod.
    this rebalances mod rebalances the game to make it more harder and make TSL feel like a game.
    this mod is Unique because it Restores the tabletop Force progression system into KotOR 2.
    Paragon created it in a different mod but did not Restore all off the system.
     
    The SW:RPG tabletop system is being used here, The original system of Force Powers had three. Control, Sense and Alter. Then you had Force effects, which were gained by using these three powers.
    The use of these powers, their icons, etc. are restored content. you get to pick these at levaling up in the force power section. different classes will get different one to pick with e.g. concerlers will get control first.
     
    OTHER CHANGES: this make the game more harder and make the classes seem more Realistic, changes the party members stats to make them more usful.
    also you can create more items in the workbench to help you (after you reach level 16 you can create light sabers) it makes the bosses much more stronger (you will have to use med packs and sheilds).
    the grenades and rockets are more powerful now, mines will now will damage you and your party members.
    also i have restored some of the level difficaltys.
     
    3. HOW DO I USE IT?
    install Ultimate Balancing Mod fist then copy my mod in to the overdrive folder and override his files or you can copy this into his mod and overdride it and then copy his mod in to the overdrive (what ever works for you)
     
    "IMPORTANT!" if you use HLFP 2.1(High level F. Powers by stoffe 2.1 version) install that first and intall his mod and then my mod and copy the 2da.spells file from the "UseThisWith HLFP 2.1mod" folder.
     
    "IMPORTANT!"and also install this before any other mod that uses the TSL patcher.exe exsept High level F. Powers by stoffe (2.1 version).
     
    4. MOD COMPATIBILITY:
    This mod is fully compatible with TSLRCM and ImprovedAI/High level F. Powers by stoffe (2.1 version). some files in ImprovedAI will be the same as some files in this mod but just ImprovedAI work fine with out them.
    It can be fully compatible with any mods that dont mess with the same files.
     
     
    5. UNINSTALL:
    Remove all the files.
     
    6. Bugs & Issues:
    I dont think theres anything wrong here, if you find anything strange, report to me at http://www.deadlystream.com/forum/ or email me bendarby24@hotmail.co.uk if its not a problem to you.

    984 downloads

       (0 reviews)

    1 comment

    Updated

  10. Benok's Alternate Lines Restoration

    Benok's Alternate Lines Restoration
    A Mod for Star Wars Knights of The Old Republic 2
    Author: N-DReW25
    Release Date: 12.08.2017
     
    Installation:
    Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder
     
    Uninstallation:
    Remove or Delete the files from your Star Wars Knights of The Old Republic override folder
     
    Description:
    When searching through the game's voice over folder I discovered a set of Benok lines within 202Tel which is the Entertainment Module 081 a location Benok doesn't appear in.
    While listening to these unused voice overs I discovered they are for his cutscene in 207Tel the Citadel Station Cantina. This mod brings his unused VO back into the game when you
    meet Benok in the Cantina replacing almost all of his lines for his cutscene.
     

     
    Known Bugs:
    this mod shouldn't have bugs but if there is Just PM me on Deadlystream.
     
    Incompatibilities:
    Incompatible with anything that edits "benok.dlg"
     
    Permissions:
    Do NOT claim credit for this mod. If you wish to use it please attempt to let me know in advance.
     
    Thanks:
    Bioware for such an amazing game, Fred Tetra for Kotor Tool and everyone who downloads the mod.
     
    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    806 downloads

       (3 reviews)

    4 comments

    Submitted

  11. Better Disciple Meditation

    Makes it so meditating with Disciple grants a temporary bonus to Wisdom.
    SUMMARY:
    In the vanilla game you can meditate with Disciple if no enemies are around to fully restore your Force points. It's a cool mechanic but FP regenerates fast enough outside of combat that I've never really used it except for role-playing.
    This mod aims to make meditation more useful by also granting both the PC and Disciple a +2 bonus to Wisdom for 5 minutes. Nothing huge but it's free and lasts a long time, so it might get you to bring Disciple along more often or check in to meditate before heading out.
    INSTALLATION:
    To install, run TSLPatcher.exe.
    If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe.
    UNINSTALLATION:
    1. Remove the following files from override:
    - spells.2da
    - effecticon.2da
    - dscplmed_caster.utp
    - a_forcepointheal.ncs
    - m_imp_dscplmed.ncs
    - m_dscmed_plc_htb.ncs
    - disciplemed.tga
    2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder.
    3. Move any remaining files in the backup folder to override.
    COMPATIBILITY:
    Not compatible with mods that edit the script a_forcepointheal.ncs. Otherwise should be compatible as long as the mod uses a patcher or this mod is installed after. Compatible with Party Swap.
    PERMISSIONS:
    Please do not reupload this mod or any contained files without my permission.
    CREDITS:
    offthegridmorty
    TSLPatcher, TalkEd - stoffe, Fair Strides
    KOTOR Tool - Fred Tetra
    Holocron Toolset - Cortisol
    KGFF - TK102

    996 downloads

       (0 reviews)

    0 comments

    Updated

  12. Better Jekk'Jekk Tarr Thugs

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

    86 downloads

       (0 reviews)

    0 comments

    Submitted

  13. Blasters Reloaded

    =__- Blasters Reloaded: -_=
    Ranged Weapon Feats Overhaul for KotOR 2
     
    By:Malkior
     

    Description:
     
    Many of my mods span back several years,
    but this one is a bit more recent. Essentially at its core,
    this is a realism mod focused on changing all of the blaster
    feats to be tied to each individual item rather than being learnable on the Level Up screen.
    This in turn means that you will need to purchase a blaster with the Rapid Fire,
    Power Blast, or Sniper Shot feat in order to use those abilities.
     
    -Every single weapon UTI that I could find has been altered to add these feats when it is equipped, so each blaster should carry its own cost and benefit. Blaster Pistols have fewer feats but are generally more exotic, while Blaster Rifles offer more feats as well as advanced and master versions of them. A few unique blasters, like Luxa's Disruptor have their own share of surprises. Each weapon also follows a formula it "logically" would, such as heavy blasters carrying the Rapid Fire feat, and shotguns having the Power Blast. This should change up the general way to play, so experimenting on which weapon to choose may be necessary.
     
    I designed this mod after noticing how in the later game,
    all blasters except for very specific ones become pointless as the
    Master versions of the blaster feats make up for any insufficiencies they have.
    From a realism perspective, this made no sense, as you can't "learn"
    how to fire any gun you find on full-auto; (or any other ranged feat spells)
    and from a practical perspective, it removed the need to use anything other than
    the gun you prefer for the entire playthrough, thus making purchasing weapons
    a futile affair.
     
    This mod is aimed to remedy that situation.
     

    Installation:
     
    I have designed this mod to use the TSLPatcher for the
    benefit of mod compatibility.
    To install, hit the "Install Mod" button to proceed with the TSLPatcher
    installation, ensuring there aren't any errors in the changelog.
     
    Uninstallation:
     
    To uninstall, copy-paste the .uti files and feat.2da in your Override folder
    with the files from the "Backup" folder that the TSLPatcher created
    (Should be inside the same folder as the installer .exe).
    NOTE: This will effectively put your game files back to the point before you installed the mod, but you will still have to use a new savegame to fully remove this mod's changes.
    Unfortunately, this is just the way the game files work.
     

    Compatibility:
     
    Please let me know if there are any mods that conflict with mine,
    and I will work to make them compatible.
     

    Permissions:
     
    Please inform me and credit me if you would like to add my mod to your own.
     
    Credits:
     
    This would not have been possible without the many people on DeadlyStream who have helped immeasurably including:
    LiliArch for coming up with the mod idea in the IRC chat;
    Rece of RealRece Youtube fame for his work in drafting up the weapon feats for all 60 weapons;
    Fair Strides for walking me through the intricacies of setting up a TSLPatcher Install and helping with this very Readme;
    The rest of DS for their constant support and feedback;
    Fred Tetra for his Kotortool with which the UTI edits would have been much harder;
    Stoffe for the TSLPatcher;
    Bioware for making Kotor 1; Obsidian for making Kotor 2;
    Lucasarts for allowing that to happen; and George Lucas for creating the first Star Wars which started it all...

    1,252 downloads

       (4 reviews)

    50 comments

    Updated

  14. Blue Kotor-Like GUI

    I recently made this GUI with the help of a tool created by another user that should see a release soon, I also automated the colour correction of all of the icons that were not already in the first game.
    Slowly I have been finding every last texture that is involved in the GUI's operation as well as the appropriate colour values in their .gui files.
    They aren't the best / don't match the other icons very well, but I will work on it again in the future as well as release it on it's own.
    Thor110
    This should work for the base game and most variations, if not let me know. The only unnecessary entries that I can think of might be the planets on the galaxy map but they will now show unless scripted to do so, so it should not cause any problems. These .gui files are based on the base game's .gui files so might not contain any changes made in any other mods such as TSLRCM ( I am not sure how much the .gui's are altered )

    543 downloads

       (0 reviews)

    2 comments

    Updated

  15. Blue Kotor-Like GUI Mobile Version

    NOTE : I made this for the Expanded Galaxy Port but decided to release it as a stand alone mod as well.
    place override contents at /Android/data/com.aspyr.swkotorii/files/override
    This should also work with iPhone/iOS but I am not familiar with the method to transfer it
    Thor110

    44 downloads

       (0 reviews)

    0 comments

    Updated

  16. Bodies Stay (TSL)

    AUTHORS: Space Alex and jonathan7
    EMAIL: contact via release thread at www.lucasforums.com- KotOR section
    NAME: [bETA] Bodies Stay
    CREDITS: Fred Tetra - a legend.
    FILENAME: Bodies Stay
    FILE SIZE: Around 1MB Unzipped
    DATE RELEASED: 05/02/2009
     
    DESCRIPTION: This mod stops bodies disappearing when you kill them.
     
    INSTALLATION INSTRUCTIONS: Run the patcher…It is set in patcher format so you will need to already have an appearance.2da in your Override. (Default - C:\Program Files\LucasArts\SWKotOR2\Override ) and you will need to select that appearance.2da
     
    COMMENTS: This is a beta, and you will need a decent PC, if you only scrape playing KotOR requirements, don’t use this. Space Alex deserves most of the credit! He found the setting required to keep bodies!
     
    BUGS: Should be none
     
    PERMISSIONS: Give credit to Space Alex and myself in your readme
     
    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.

    4,179 downloads

       (4 reviews)

    2 comments

    Submitted

  17. Bounty Hunter Starport Visa Fix

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords
    Author: N-DReW25
    Release Date: 13.01.2018
    Release Date 1.1: 02.06.2018

    Installation:
    Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder
    Uninstallation:
    Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder
    Description:
    On Onderon you encounter two bounty hunter ambushes. The first one led by a Rodian provides no reward and is unavoidable while the second
    bounty hunter ambush is led by a Twi'lek who can be persuaded to not attack you if Goto is in the party, this is all well and good until you realize that the Twi'lek carries the Bounty Hunter Starport visa which can be used to make an open Starport visa later on and the only way to obtain his visa is to kill him and his bounty hunters. This mod swaps the visa so the Rodian in the first ambush carries the visa meaning you can still get the Bounty Hunter visa and spare the Twi'lek bounty hunter.
    Known Bugs:
    This mod shouldn't have bugs but if there is Just PM me on Deadlystream.
    Incompatibilities:
    Is incompatible with anything that edits "npc_bhunter1.utc", "pl_bh_visa.uti", "pl_visa_sliced.uti" and "th_lead.utc"
    This mod is compatible with NPC Overhaul but the Twi'lek bounty hunter won't have his NPC Overhaul
    gear instead he will have his Vanilla gear
    Permissions:
    Do NOT claim credit for this mod
    Thanks:
    Bioware for such an amazing game
    A Future Pilot for editing the Visa files
    Fred Tetra for Kotor Tool and everyone who downloads the mod.
    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    5,014 downloads

       (2 reviews)

    4 comments

    Updated

  18. Box's Flamethrower Mod

    This is a very quick and dirty mod. It adds a flamethrower weapon for meatbags. It uses Mira's wrist launcher animation. Some dude on the forums asked for it, then I was bored and decided to just go for it.
     
    To install, you need TSLPatcher, standard procedure. To get the weapon, you need to cheat. Use the console command `giveitem box_flame. It's worth 1000 credits if you want to play fair and deduct that from your inventory. You'll need fuel as well. You can craft fuel at med stations.
     
    There are a few side effects. Whomever equips the flamethrower will be able to shoot rockets, there's nothing I can do about that. Also the flamethrower fuel icons look like rockets, that I could probably fix if anyone cares.
     
    Also, with regard to the screenshots, the mod does not include the funny hat. That was something else I was testing.

    234 downloads

       (0 reviews)

    0 comments

    Submitted

  19. Broken Bottle

    Bludgeoning Damage Bonus +2
    On Hit Attribute Damage Constitution DC10
    Attack Penalty -1
    Attribute Penalty Dexterity -10
    Decreased Skill Modifier Awareness -2
    Reduced Saving Throws Reflex -4
     
    To get in game type "di_bottle1" into the console, without the quotes.
     
    A crude weapon, for a more uncivilised age, the broken bottle has been the prize weapon of drunks throughout the galaxy for millennia.
     
    The preferred weapon of the Pot-Iid Monks, who practice the ancient martial art of Drun-K'fu,
    in the right hands it can be a devastating weapon.

    106 downloads

       (0 reviews)

    2 comments

    Submitted

  20. 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.

    12 downloads

       (0 reviews)

    0 comments

    Updated

  21. 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.

    35 downloads

       (0 reviews)

    0 comments

    Submitted

  22. 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.

    496 downloads

       (4 reviews)

    2 comments

    Submitted

  23. 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!

    123 downloads

       (0 reviews)

    2 comments

    Updated

  24. 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.

    1,393 downloads

       (2 reviews)

    1 comment

    Submitted

  25. 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

    35 downloads

       (0 reviews)

    0 comments

    Submitted