690 files

  1. TSL Restored Content Mod

    Authors: Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet
    Contact: PM us at Deadlystream
    Name: The Sith Lords Restored Content Mod (TSLRCM) 1.8.6
     
    1. Description:
    ----------
    Welcome.
    Thank you for downloading and installing TSLRCM 1.8.6.
    This mod's intention is to restore much of the content cut from The Sith Lords, that was lost to the main game due to a rush to release the game. This rush also left the game with a plethora of bugs (some of which also blocked out content, so not everything restored was really "cut"; for example the quest 'Corrun Falt'), so this mod should seriously decrease the buginess that plagued TSL.
    Overall, our goal is to make the KotOR 2: TSL experience as close as possible for us (as modders can do) as what Obsidian originally intended it to be...
     
    Be sure to check our website (or ModDB page) for potential upgrades, patches and compatible mods for TSLRCM. Our site will always have the most recent version of TSLRCM, something we cannot, sadly enough, promise from other sources.
    http://deadlystream.com/forum/
    http://www.moddb.com/mods/the-sith-lords-restored-content-mod-tslrcm
     
    Also, if you have issues, questions, or feedback, please post it on the official forums, as otherwise it will be read much later, or not at all. After all, we can't monitor the entire internet.
    http://deadlystream.com/forum/forum/4-tslrcm/
     
    2. Installation:
    ----------
    1. If you're using an older version of TSLRCM (1.8.2 or lower), a game re-install is required before applying 1.8.6.
    (Steam and GOG users, skip to point 4)
    2. After re-installing it's advised to apply the official patch (1.0b). Non-US versions require you to install 1.0a first, then 1.0b, US versions can install 1.0b right away. Make sure to apply the patch that fits your version. Also, after installing 1.8.5, the official patch can no longer be installed!
    3. If desired, apply the high quality music and/or movie patches
    4. Install 1.8.5. Steam users are advised to use the Steam Workshop download - but ONLY IF YOU DON'T PLAN ON USING ANY OTHER MODS. Steam Workshop mods CANNOT guarantee compatibility, and installing multiple workshop mods will likely lead to issues.
    CHECK YOUR INSTALLATION DIRECTORY.
    DO NOT INSTALL INTO THE OVERRIDE FOLDER OR YOUR GAME WILL CRASH!
    We've had several users on Vista mention that instead of Program files (x86) it would point to Program Files/Program Files, causing the installation to fail. Make sure the installer points to the proper location of your KOTOR2 installation.
    Default (32-bit windows); C:\Program Files\LucasArts\SWKotOR2\
    Default (64-bit windows); C:\Program Files (x86)\LucasArts\SWKotOR2\
    GOG default: C:\GOG Games\Star Wars - KotOR2
    5. To check if the installation has succeeded, try launching KOTOR2:TSL. If at the main menu it says "Restored Content Modification 1.8.5" on the screen the installation has been successful.
    PLEASE CHECK OUR OFFICIAL WEBSITE OR MODDB FOR ANY POTENTIAL UPDATES
    6. While we try our best to make this mod as bug-free as possible, with the many options of KOTOR2 and our small testing team bugs, critical ones, sometimes make it through. We will fix them, so check our site for any potential updates and patches. We would rather not have people play unpatched and then experience issues like the black screen (1.7) or red eclipse (1.6)!
    7. Install any TSLRCM-compatible mods you desire now. If you're unsure if a mod you want is compatible, check our list at our forums, or section 6 - Mod compatibility in this readme.
    ULTIMATE SABER MOD (USM) IS NOT TSLRCM-COMPATIBLE. MOST REPORTED ISSUES ABOUT TSLRCM ARE FROM USERS STILL USING IT. DON'T!
     
    * You cannot use savegames made with vanilla Sith Lords or TSLRCM 1.8.2 or lower. Saves from 1.8.3 and above can savely be used, although some fixes may not take effect.
    A fresh new game is always the best option for the least amount of issues.
     
    3.0 Changelist 1.8.5 Updated - 1.8.6
    ----------
    * Soundset of Coorta and Thugs changed from Mira to Commoner Male
    * Fixed always failing persuasion check for the Ithorian coming in when stealing the prototype shield
    * Fixed skipped line in 203TEL
    * Wrong VO used for aliens on Nar Shaddaa
    * Added fix for the "friendly Twin Suns" gamebreaking issue.
    * Added alternative female Revan line on Goto's Yacht.
    * One revan good/dark convo check was swapped in Disciple conversation
    * Fixed issue where one could get stuck if entering the enclave with Kreia and a third party member and was controlling the third member.
    * Fixed "good react" suddenly branching to Dark Side dialogue with certain options in Kreia's global dialog.
    * Visas: "Is her kind rare" and "What's a Miraluka" response from Atton was swapped.
    * Kreia's first good path no longer decreases -INF after selecting "Perhaps you are right", canceling out the loss and gain like the first dark side path.
    * Fixed Sith Assassin and Jedi Watchmaster losing ability to select Dual Strike.
    * Fixed 232hk50006 not playing on steam
    * Fixed NPC rotation when talking to Hanharr
    * Fixed a missing script for female players on Onderon.
    * Fixed Disciple conversation abrubly ending
    * Added a female version of a line to Tobin's dialog
    * Fixed typos in dialog.tlk
     
    3.1 Changelist 1.8.4 Updated - 1.8.5
    ----------
    * Added persuasion animation (Thanks to danil_ch for noticing and providing a semi-complete list of locations of all force persuasions)
    * Resolved some AR_Error generation with easter egg background and robes.
    * Fixed T3 skipped dialogue fix getting broken when fixing Steam dialogue being skipped.
    * Removed excess dlg's and stuff from 307NAR (only used for Zhug scenes), drastically reducing it's size.
    * (English version) Fixed Revan disrepency in HK-47 dialogue (Thanks to danil_ch for noticing and the VO splices)
    * Pre-Malachor: Resolved Handmaiden being present even if she left with Kreia to Malachor. Resolved silent Mandalore line.
    * Visas sparring: Fixed Weapon Focus: Lightsaber being skipped during reward section. For the english version it now shows what Feat you've gained (if any).
    * Fixed graphical glitches in cutscenes using widescreen resolutions.
    * Atris/Kreia convo intro improved as per gameplay developer comments
    * Telos Academy: Fixed some minor issues with a cutscene (Thanks to danil_ch)
    * Activated dormant placeable in the Telos Academy. (Thanks to JCarter426 for finding the inactive placeable)
    * HK Factory: You can no longer trigger HK-50 cutscenes by loading a savegame. Removed dead HK-50 to avoid confusion.
    * Force Persuading Terlyn will no longer require persuasion skill to succeed.
    * Onderon Wall: Restored missing Bostuco line, made Royalist single line bark rather than cutscene, fixed minor lipsync issues with Vaklu in palace cutscene.
    * Trying to (Force) persuade the thug after killing Riiken will now net a dark side gain regardless of success or failure.
    * Restored Patto line, removed HK part from Akkare store since storespawn was fixed and was already generating a part, leading to him having 2 instead of the intended 1.
    * Ralon: If you have Kreia and Handmaiden/Disciple they can now both comment on the fabled holocron line.
    * Malachor Core: Fixed Kreia repeated line by actually intended line.
    * Touched up Visquis call cutscene. (thanks to Danil_ch)
    * Fixed several missing awareness and persuasion checks.
    * Fixed broken T3 interaction with the "meet and greet" droids on Dantooine.
     
    3.2 Changelist 1.8.3B - 1.8.4
    ----------
    * Restored Remote's SFX that was removed by the official 1.0b patch. After 10+ years; it's back! Poor guy!
    * Restored original dialogue to prologue, except for 'easter egg mode' users who get the spoken dialogue
    * Slightly modified pre-Malachor cutscene
    * Fixed reverted instances knowing about Goto in first Bao-Dur/Remote cutscene
    * First Bao-Dur/Remote cutscene now requires G0-T0 *or* HK-47, not both. This also means you can get the 3rd cutscene and following cutscenes (including the important one about G0-T0 and Remote) without building HK-47
    * Fixed Remote "complaining" sound sticking around when it should not
    * Fixed 2 civilians who were lacking their animations in the Telos Cantina
    * Benoks goons will now always properly leave the cantina
    * Various fixes for the Telos Academy:
    ** Fixed some unskippable lines during intro-dialogue
    ** Fixed inproper fadeout during intro that showed character jump
    ** Modified Atris entrance
    ** Fixed a few issues with handmaidens removing PC
    ** Modified Atris exit
    * Fixed small issue with door's windows not being see-through in the Coruscant sequence, hiding the PC and Masters until it was opened (Thanks to JCarter426 for the fix!)
    * Modified JJT Tunnel sequences if Mira joins the party
    * Fixed issue with leftover enemy in arena during ending cutscenes
    * Various fixes with the Mandalorian Battle Ring:
    ** You will now hear what your violation was before being banned from the Battle Ring for cheating twice
    ** Fixed auto-win against Kex due to victory flag not resetting after the Davrel battle
    ** Fixed "no item" rule being in effect for the Bralor fight for male PC's. Battle functioned properly already for females
    * Added 2 missing Sith to Vaklu palace sequence who triggered a small cutscene
    * Leaving Dantooine at the endgame cutscenes did not run for male players. Made them skippable in all cases
    * Added missing animation at start of Disciple cutscene (to match Visas scene)
    * Slightly improved Disciple warning Admiral cutscene
    * Added missing "lipsync" (eye flashing) for HK-Factory
    * Slightly improved 903MAL intro, fixed incorrect camera point for females, and the Elite Sith Assassin will now attack the Exile rather than ignore him/her
    * Moved DS hit for Slavery from Cahmakt to getting your payment in the cantina. This to prevent the rare issue of this hit triggering the Nihilus intro and getting the player stuck.
    * Fixed crashing issue if you try to enter the Telos Surface Shuttle with Atton or Kreia.
    * Fixed Peragus Medical Officer speaking the station warning using the Workshop download.
    * Added missing installer files: Heads.2da, Movies.2da and Musictable.2da
    * Fixed "double Sion" bug by undoing changes to .ncs (this is the vanilla file). Moved "Elite Sith" further back so it wont ignore you. Fixed Sion lipsyncing Kreia.
    * Corrected Suulru having the vanilla dialogue attached to him rather than the 1.8.4 version.
    * Corrected red X missing texture being visible in Tobin call pre-Freedon Nadd's tomb.
    * Resized TSLRCM logo and hyperspace texture. This should fix several (framerate) issues certain configurations had with them.
    * Added eye-flashing of HK's to all HK-50 encounters.
    * Fixed infinite lightside and Atton influence exploit in the Telos Academy.
    * Fixed an issue where some subtitles wouldn't appear in Peragus holograms for non-English version of the game.
     
    Additional fixes thanks to Danil-ch;
    * Wrong Atton animation fix post-Peragus cutscene
    * Fixed too fast walking Sion on Peragus and Malachor
    * Improved Handmaiden vs. sisters intro-cutscene
    * Fixed animation issue with Atris using Force Lightning on Handmaiden
     
    3.3 Changelist 1.8.3 - 1.8.3B
    ----------
    * Additional restored lines for Kreia-Atris cutscene.
    * Modified Mebla slightly; you can play again after 'asking questions' but you can no longer ask questions after getting her tie breaker.
    * Telos Swoopracing;
    Traininglap persuasioncheck no longer automatically succeeds.
    Fixed trainingrun-dialogue not being properly triggered.
    Fixed several issues with 'improved' or 'deproved' time recognition.
    * Fixed Lupo not giving credits properly after teammates comment on your Force Persuasion use (my bad).
    * HK-50's will no longer appear and then fade away if HK-47 is in your party when going to Goto's Yacht (Thanks Markus Ramikin)
    * Losing to Bralor, then winning he would still incorrectly comment you can fight again (Thanks Markus Ramikin)
    * Persuading Qimtiq once does no longer guarantee 500 bonus credits per win permanently, you need to re-convince him before each race.
    * Missing VO addded to installer.
    * Fixed the "forfeit" Swooprace-bug.
    * Added proper camerapoints to modified tutorial dialogues.
    * Improved Azkul-Merc conversation after invading Khoonda (Merc side) (by danil-ch)
    * You will now start with Force Breath active upon learning it in the JJT/fixed flourish animation (by danil-ch)
    * Savegames made during the Atton vs. Sion confrontation on Malachor will no longer crash on loading.
    * Added missing lightsaber equipped fix (by danil-ch) that made the game also check the off-hand for a lightsaber and detect it.
    * Modified Mira technique teaching slightly.
     
    3.4 Changelist 1.8.2 - 1.8.3
    ----------
    Not all fixes are listed here (for size and many misc. small changes were made). Check here;
    http://deadlystream.com/forum/topic/2146-183-preview/?p=25588
    for more (but not all) fixes from 1.8.2 to 1.8.3.
     
    General - Ebon Hawk;
    * Several more typo fixes in the dialog.tlk
    * Updated launcher (for the 4CD-version users) (thanks Pra_Viilon)
    * Made some lines during the prologue (and Nadaa on Nar Shaddaa) "cutscenes" to prevent questupdates breaking the heard line. Added missing update on getting medpacks. First hatch used outside will no longer be removed.
    * Fixed 'Lost Shadows' not closing proper on a certain ending (both TSLRCM and M4-78EP).
    * Restored addition HK-47 lines.
    * Loot fixes; Missing merchants of 1.8 updated, gloves_03 is missing, if it's rolled it will return gloves_02 now instead of no item at all. Fixed rounding issue allowing low-level drops to something not spawn anything (Peragus).
    * Added a few additional lines to the Korriban introduction. A few more for non-M4-78EP users (they will be taken out upon installing M4-78EP) as those were already in use on that planet's intro.
    * Added Atton pazaak scene.
    * Modified Atton vs Handmaiden, Atton confesses love of Exile to Bao-Dur and G0-T0 modifies Remote cutscenes and adjusted a few odd camera standpoints during 2 disciple cutscenes (all made by danil-ch)
    * Extra camera points post-Peragus cutscene.
    * Fixes teammates turning upon click during Visas fight, Bao-Dur line's unconscious line was voiced.
    * The weapon(s) HK was wearing when the HK vs T3 cutscene started are no longer destroyed, but properly unequipped now.
    * Added a missing Mandalore VO.
    * Improved quality Kaevee VO. (thanks to danil-ch)
    * Restored PMHA03 Male face option for PC. (thanks to Kainzorus Prime)
    * Fixed issue with Rubat crystals dissapearing from lightsabers.
    * Fixed Crush sound effect.
    * You can now train Beast Control after gaining Beast Trick on Dxun. Beast Trick will appear on the upgrade screen once you gain a prestige class, but it cannot be trained, only given.
    * "The Polar Cap", "Telos Under Attack" and "Trayus Academy" now appear in the music table.
    * 1B, Akkere and Kodin will generate one of 4 HK parts randomly now, instead of basing it on the players' possessed items (which could generate the pacifist package if all 4 were in the PC's inventory).
    * Kreia skill-lesson; Automatic completion if awareness was highest skill, unable to complete skill-lesson if awareness was lowest skill. Fixed now.
    * PC now shows form just learned from the Jedi Master. During mid-battle Masters actually use form instead of flourish (addition by Danil-ch).
    * Visas' lightsaber will no longer be sometimes invisible during training.
    * If Bao-Dur is set for Dark Side training but the PC is lightsided, the convo will no longer break without having any more chance to train him.
     
    Peragus - Telos:
    * Fixed droids not skittering properly in 102PER
    * Fixed same droids when passive allowing disabling option if lower than 0 demolition and higher than 0 demolition, but not when having exactly 0 demolition. It's now possible for them too.
    * Fixed Harbinger missing if reloading a save after it docked.
    * Fixed protocol droid with quest update being repaired during and after convo.
    * Fixed utility droids re-activating if talked to and reloading a savegame.
    * Wounded Onderon military will only give teammate influence if you kill him yourself, not if he gets killed by Sith.
    * Fixed black screen if talking to a Handmaiden and goading them to fighting if you won the 5 sister battle.
    * In attempt to prevent the teammate corruption (which I could not reproduce) the fade-to-black will now last longer, until the sisters turns actually hostile.
    * Handmaiden will lower her hood when loading the module from a savegame.
    * Handmaiden will no longer always be send with male PC's. Depending on your choices in Atris dialogue she will now be send or crawl on your plane, with slight variations in a few cutscenes as result.
    * Aesthetical fixes to cutscene where Atris sends Handmaiden with the exile.
    * Modified pre-Malachor Carth sequence per developer commentary (thank danil-ch for noticing them)
    * Some aestetical improvements to the cutscenes in the endgame of the Academy.
    * Fixed quest update from Lorso about luring Batono in a trap being set too early. It will only appear now if the actual global is also set to allow this option.
    * Corrected missing "Exchange" quest update in 3 different instances.
    * Bumani Corp Gammorean use proper dialogue line now.
    * Hidden academy camera changes to show force field.
    * TSF will no longer assist you in killing the Sullustan.
     
    Nar Shaddaa:
    * Swoop Droid no longer sounds like Kinrath.
    * Extended attack of the Serroco.
    * Saquesh; Allows you to "[intimidate] Stop pressuring the Refugees" if Serroco attacked them and intimidation option for Adana will no longer automatically fail.
    * Fixed killing Geriel possibly reopening Refugee Woes. It now no longer updates the quests, since the proper updates are already set talking to Saquesh instead, and as stated, was buggy.
    * Docks scene with Mira; Hanharr no longer takes 9 seconds (sometimes leaving a pause) but the duration of the VO-line.
    * During Mira or Hanharr's escape an actual alarm now sounds.
    * Reinforcements at the JJT are no longer deleted after the cutscene deploying them.
    * JJT Map back popup dialogue fixed.
    * You can no longer dance for the Twi'lek domo during the run to the JJT (after visquis call). This to prevent the player from missing key triggers.
    * Zhug Cutscene: Added another global set to the .dlg on an unskippable line as precaution, hopefully fixing the issue some people had with it not being set.
    * If you turn over shield from secondary to primary AFTER shutting down primary the zhugs will actually spawn now.
    * If the player overloads the droids now after the bounty hunters spawn, the droids will properly reset to hostile if made friendly, as per the description.
    * Once the speeder was rebuild, entering the docks or main area would spawn a new one every single time (on top of the old version, causing great performance issues after a while). This has been corrected, and they will only spawn once.
    * Turning Lootra over to the Exchange will wield a lightsaber now too (like all other quest-resolutions), and will no longer be seen as a "light side" action by your team members.
    * If you lied to Sasquesh and he sold Adanna fast, then killed him, "Sold to the Hutts" would re-open with no way of finishing it anymore. This has been fixed.
    * Goto's Yacht console; fixed issue with count's 8 and 9 on consoles being broken and disallowing interaction with the console ever again.
    * Kreia Premonition cutscene added (thanks to Danil-ch)
     
    Dxun and Onderon:
    * Slight improvements to Kreia's dialogue post-Onderon if Bao-Dur was Dxun Tomb leader.
    * Remote is now present if Bao-Dur is the leader of the Dxun Tomb group (thanks JCarter426).
    * Covered up some missing area geometry on Onderon (thanks to JCarter426's way too good eyes )
    * During the LS conversation with Kavar, asking about Telos no longer locks "I saw the holorecording of my trial." It will instead lock if you ask that.
    * Dxun camp: The Gate Guard and Patrol guard will now keep patrolling after being talked to, rather than permanently stop at that point.
    * Onderon Western Merchant Quarters: Fixed error with citizen dialogue not looping properly.
     
    Dantooine:
    * When the Handmaiden apprehends Kreia, she should have her hood down. It wasn't working however, since the animation was set for the Handmaidens event instead of the Handmaiden one.
    * Zherron will now take the will and bodies out of the player's hands when receiving an unmodified will, instead of having you drag them through the entire game (fake will worked fine).
    * Fixed issue with restored Vrook line not turning him hostile properly in the cave.
    * Fixed infinite Kinrath crystal spawn bug.
    * Fixed HK's infront of the academy not updating questlog if 3rd group (display issue, the cutscene would have still triggered on the Hawk).
    * During the jedi academy reveil, added clairvoyance effect if Kreia was not in party, and it no longer loops the animated camera (thanks danil-ch).
    * During rebuild enclave, removed 3rd party member if entering with Kreia, as (s)he was getting in their pathing's way.
    * Mandalore can no longer run away from his solo-fight.
     
    Ravager and Malachor:
    * Modified broken soundsets.
    * Set hyperspace as EH background when leaving, so it's used during the pre-Malachor cutscene.
    * Modified Mandalore-takedown.
    * You can no longer start the battle with Nihilus without him draining you (since that's the ingame way to tell why the exile can defeat Nihilus when no-one else can).
    * Made the fade-in node unskippable since you could, and never make the fade-in.
    * Expanded the kneel and get drained a bit, instead of it instantly leading to combat.
    * There's no long pause after killing Visas.
    * Visas Suicide; Users where the animation fails (no saber, no clothing, etc) will no longer be stuck on a blackscreen.
    * Visas Suicide; Users where the animation works will no longer see Visas falling to the ground twice before dying.
    * Changed Mira camera angle during her lift.
    * Fixed issue with team turning off their lightsabers if Mira was not in the party during Malachor.
    * Light side players will no longer throw the endboss down the core of Malachor.
     
    3.5 Changelist 1.8.1 - 1.8.2
    ----------
    (all included mods are used with permission!)
    * Includes 301NAR Txi fix by JCarter426
    ** Fixes window near Tienn not being see-through. Now you can see Tienn from the docks.
    * Includes Zez-Kai Ell Revan Overlook fix by danil-ch
    ** Because, apparently, we overlooked one. Splicing was done well too.
     
    * Main screen logo updated to 1.8.2, and it no longer inverts suddenly sometimes (thanks Darth_Sapiens). For the best effect remove the kotor2logo.txi 1.8.1 had if you patched up to version 1.8.2 from 1.8.1.
    * A few addition grammar fixes.
    * Bao-Dur can now use cyan and bronze crystals to create your first saber. Also fixes the issue where you'd get stuck if you only had a cyan crystal and no other. Vanilla issue, only became apparent now since a no-longer broken since 1.8 store on Telos has a fixed Cyan crystal.
    * Fixes issues when you leave Adana in her cell, then talk to her again and tell her to run not updating the quest properly, potentially getting it stuck. (Thanks plyinglemon for getting said situation to our attention by suffering from it)
    * The workbench will now use the skill of the user, instead of the PC when dismantling items for components.
    * Updated modulesave.2da.
    * Fixed broken questupdate with the sabotaged protocol droid on the Harbinger (thanks Josh D for finding this).
    * Telos, thugs infront of the door to the Exchange compoud; Removed automatic Ithorian journal update, need to actually ask for Loppak and be refused for the journal to update.
    * Nar Shaddaa, Pazaak Den; Fixed potential convo-break for males with Dahnis.
    * The Security Spike Tunneler now uses the correct skin (it used to look just like the Security Spike, even if it had an unique icon).
    * Onderon; Removed the "A Matter of Leadership" mission from your questlog if you leave the planet without finishing it.
    * Several improvements to the Rebuild Jedi Enclave cutscene on Dantooine.
    * Telos surface; Added lipsync to one of Atton's line since it was missing.
    * Updated Vash bodies' lightsaber drop.
    *** The following 2 fixes modify feat.2da. Be aware if you use mods overwriting this it will undo those fixes;
    * The Jedi Weapon Master and Sith Maurader may purchase the Condition (+saving throw) line of feats.
    * Restored the Mobility feat. The mobility feat gives a 10% increase in movement rate.
    (thanks to BarnzyBobble for his assistance in testing if it worked properly)
     
    3.6 Changelist 1.8 - 1.8.1
    ----------
    * Modified KOTOR main screen texture (used in the main menu and on loading screens) to make it easier for Steam and KOTOR-compilation users to notice if TSLRCM is properly installed, considering they do not have a launcher, and "how do I notice it's installed properly" was becoming a very popular question.
    NOTE: When using the patch it's only an indication that the patch installed properly, not 1.8 as a whole. If in doubt, please re-install TSLRCM 1.8.1 using the full installer. If the main screen is updated then it indicates the entire mod is updated properly.
     
    * Includese Inverted Droid Feat Gain by Hassat Hunter.
    ** Fixes the feat gain progression of T3 and Goto being swapped around with the feat gain of HK-47. It's correct now, with HK-47 gaining more feats than them rather than less.
     
    * Fixed convo break with Nar Shaddaa arrival scene for male players, and fixed requirement check in convo scanning for handmaiden instead of Visas, leaving Disicple's convo options untriggerable.
    * Fixed breaking Nar Shaddaa questline by talking to Ratrin before Cahhmakt. This is no longer possible.
    * Fixed bug where talking to Cahhmakt with an NPC instead of the player would leave that NPC "locked", unable to join your party.
    * Fixed issue on Ebon Hawk with post-Peragus dialogue with Atton not proceeding properly to the Lightsaber dialogue if certain dialogue options were selected.
    * Fixed bronze saber turning other saber also bronze when loading a savegame if dual-wielding. (thank Fair Shade for the fix!)
    * Fixed Handmaiden's armor not being properly returned to the inventory when dueling on the Ebon Hawk.
    * Corrected small issues with Malachor loading screen story hints, like the first being completely blank.
    * Included updated k_003ebo_enter.nss and a_next_scene.nss to 003EBO.mod for modmakers, the version included with 1.8 was outdated.
    * Fixed Vrook's lightsaber not activating properly in the rebuild enclave. (Thanks Qui Don Jorn)
     
    English version;
    * Fixed subtitle error; HK when talking about "his whiny allies" subtitles "her whiny allies".
    * Fixed Zhug brother mentioning "him" for female PC's on Goto's Yacht.
    * On Dantooine right outside the Ebon Hawk, when asking the "Battered Protocol Droid" what it knows specifically of your character, it says "You are on the register as one of the Jedi who left the Enclave to fight in the Mandolorian Wars. Should be spelt "Mandalorian."
    * Fixed map note in the HK factory missing it's description.
    * Fixed minor typo when clicking on the locked door for the reserved section in the Jekk Jekk Tarr.
     
    4. Mod Compatibility:
    ----------
    The following mods are known to have specific install instructions to work properly with TSLRCM 1.8.5
     
    * Game Balance Mod by Achilles - ONLY use Autobalance.2da, don't use any of the other files with the mod!!!
    * Improved AI by Stoffe (AKA RevanAnt) - While this mod mostly works, it cause some problems with one scene on Nar Shaddaa (you might be unable to select a third teammember during a cutscene and then have to weather some hard battles with just Bao-Dur and Atton).
    * Enchanced Merchants by Shem - We've modified many of the merchants, for the modified loot drops and other fixes, which will most likely be undone by using this mod. So be aware of that!
    *Kamaitachis Epic Armours - Read the full description to see how to make it properly work with TSLRCM!
     
    Mods requiring compatibility patches (check deadlystream for comp patches):
    * Handmaiden Choice for Females by Stoffe (AKA RevanAnt)
    * Admirality Mod by Jinger (AKA Kreia)
    * M4-78 by Stoney - Use M4-78EP instead!
    * Slender Female Bodies
     
    The following mods are INCOMPATIBLE! Do NOT use these when using TSLRCM 1.8.5!
    This is by no means a full list. Mods not listed here can still be incompatible. If you're in doubt, check or ask in our forums! The currently most known list is located at http://deadlystream.com/forum/topic/393-mod-compatibility-list-for-tslrcm-183. You can post questions at http://deadlystream.com/forum/topic/2795-inquiries-on-mod-compatibility-list-for-tslrcm-183/.
     
    * Ultimate Saber Mod by ChAiNz, D333, Sep, Svosh, T7
    * TSL Un-Restored Content (TSL:URC) by Zbyl2
    * Ravager Rewrite 2.0 by Zbyl2
    * Peragus-Harbringer-Prologue Correction Mod by Ulic
    * Trayus Academy Clothing Fix by SithRevan
    * Dark Apprentice Holowan Consortium
    * Lonna Vash Mod by Sikon
    * Force Fashion II by jonathan7, Marius Fett and Ender Wiggin
    * Nar Shaddaa Hidden Complex by FrantFire
    * Get your lightsaber back from Atris by Lit Ridl
    * Darth Sion vs Master Vash by zbyl2
    * Khoonda Lost rooms by Darth_Tartarus
    * 90SK's SUPER Content Mod
    * Telos Shuttle Crash Movie Fix by Zbyl2 & DarthParametric
    * Telos Polar Sidequest
    * GenoHaradan 0.9 beta by Exile007
    * Knights of the Old Republic III : The Jedi Masters 2.0 (beta) by Trex
    * HOTOR 1.6 by Qui Don Jorn
    * Kreia's Assorted Robe Collection
    * Trailer Force Crush Sound by Don Kain
    * Kolto Tank on Ebon Hawk by Lit Ridl (overrides critical TSL files!!!)
     
    5. FAQ / KNOWN ISSUES
    ---------
    Q. I am having technical issues with The Sith Lords!
    A. Try the Steam forums. Even if you do not possess the game it does contain many threads about issues and their sollutions, a quick search might just find you the answer you need.
     
    Q. How do I know TSLRCM is installed? The main screen is unchanged.
    A. If the mainscreen is unchanged, TSLRCM isn't installed. Mostly this is related to people installing to the wrong location. Double-check yours (see install instruction #4).
     
    Q. Crash when loading a savegame. The loading screen is corrupted by strange lights all over it.
    A. Issue with modern Nvidia graphic drivers. NOT caused by TSLRCM. To fix;
    In the Nvidia control panel put Threaded Optimization to "OFF" and uncheck the "read-only" property of your KotOR II directory.
     
    Q. There are no Handmaidens at the academy/Stuck infront of the Hawk after the Academy.
    A. You have overwritten our appearance.2da with an incompatible version of another mod, missing certain key entries needed for TSLRCM to work properly. If you still have the original TSLRCM appearance.2da replace it, otherwise a full re-install of TSLRCM is required.
    In both cases a save is needed from before entering the academy.
     
    Q. I lost my team at the academy/black screen when entering Ebon Hawk after academy/Atton, Kreia or Bao-Dur don't talk to me when I click them.
    A. Sadly, this is a vanilla bug we cannot fix, since the files cannot be de-compiled. It's related to fighting the Handmaiden sisters on the battle mat and "cheating" before they become hostile, giving an error in the script to return your team members. You will have to load a save from before this fight.
     
    Q. The screen becomes black when loading the Jedi Masters scene in the Rebuild Enclave
    A. This is due to the module using a custom Kreia with special animations for the cutscenes. If any Kreia-altering skins or mods override this, the result is this black screen. Uninstall your Kreia-skin altering mods for the duration of this module...
     
    Q. After changing the Ebon Hawk's transponder codes, the Duros scene repeats itself and Goto's Yacht doesn't load.
    A. In some rare instances the new globals TSLRCM added aren't added to savegames. This is why we suggest playing a new game. In this case the global for the Duros hasn't been increased by 1, leaving the same cutscene. Enabling the cheatmode in the .ini, then using (without quotes) "warp 351nar" will let you continue on without further issues
     
    Q. I cannot spar with the Handmaiden!
    A. Due to a bug, sparring with Handmaiden while in outer space (directly after leaving the Telos Academy) made the fight unwinnable. So for TSLRCM you will have to travel to another planet, exit and re-enter for the option to appear, giving a glitch-free sparring. It's not gone, no worries!
     
    Q. When the HK Factory loads, I am spawned on Telos as the Exile, instead of as HK-47 / I get a black screen when arriving on Malachor. I use USM.
    A. TSLRCM 1.8.5 is not USM compatbile.
     
    Q. The game crashes when the Nihilus/Visas or Nihilus/Tobin cutscene loads.
    A. Delete n_darthnihilu001.ntc from your override.
     
    Q. While in Visquis' lair, when Kreia revives Hanharr, it suddenly turns back to Atton.
    A. Delete p_kreia001.utc from your override.
     
    Q. Double Atrises during final confrontation/No dialogue after sisters are defeated.
    A. Delete the following files from your override, and load a save from before starting the confrontation:
    a_atrend2.ncs
    a_atrend3.ncs
    a_kreatris.ncs
    a_sisend.ncs
    n_darthtraya001.utc
     
    Q. No HK-Torture scene/Missing restored EH-scenes/Get stuck in Ebon Hawk on my way to Malachor.
    A. Delete k_003ebo_enter.ncs from your override.
     
    Q. Dialogue fast-forwards/cutscenes without sound.
    A. Engine issue. Not caused by TSLRCM. Unfortunately, we cannot fix this. May this happen, do a full reboot of the game, and it should work properly again.
     
    Q. I have issues with the grass on Dxun/Rebuild Enclave.
    A. This appears to be an issue with ATI-videocards. Try using the textures found here;
    http://www.lucasforums.com/showpost.php?p=2824280&postcount=14
     
    Q. Why haven't you fished the issue on Peragus where you need to lower the difficulty to proceed as T3?
    A. This is no issue. Playing on hard you need another way through the door rather than the mine, deleting some goodies in the process. It's not required to lower your difficulty.
     
    Q. Does the mod include [x]?
    A. Please check our semi-complete inclusion list at:
    http://deadlystream.com/forum/topic/139-whats-restored-in-tslrcm/
     
    Q. Why did you fix [x], that wasn't a bug, that was a feature.
    A. We have a pretty good indication from developer nodes and scripts what is intended and what not. It's very likely that the bug was infact a bug, and never intended. Developers rarely intend to add bugs and exploits to their game...
     
    Q. My question is not answered here!
    A. Feel free to ask us at our official forum;
    http://deadlystream.com/forum/
    You can also ask at moddb, but I visit that site less frequent...
     
    6. UNINSTALLATION
    ----------
    Run uninstall program created in your game's main directory. On the Steam Workshop unsubscribe.
     
    7. CREDITS:
    ----------
    Major Contributers:
    * Jinger/Kreia - the Rebuilt enclave and Handmaidens
    * MonoGiganto - T3’s fixed dialog and ZezKiel’s fixed dialog on NarShadaa
    * Savvy30039 - the new animations
    * SWfan28 - scripting genius of a lot of areas
    * Pra_Viilon - launcher
    * Danil-ch - Various fixes and cutscenes
    * HK-47 & Sith Holocron - VO splicing
     
    Includes mods by:
    Jinger/Kreia - Battle for Telos
    Mrmarb - Weapon finesse icon fix
    DrGhent - Lightsaber parts icon fix
    Darth_shan - Bao-Dur shader fix
    Darth Insidious and Jcarter426 - Telos Shuttle Modder Resource
    Darth Insidious - Goto's Yacht Window Fix
    Danil-ch - Female Revan overlook fix
    Jcarter426 - TXI-fix
    Kainzorus Prime - PMHA03 Restoration
     
    Voice Acting:
    * Usagi - Kaevee
    * Zhaboka - Taris Traveler
     
    Beta Testing:
    * Lord of Hunger
    * TriggerGod
    * Pra_Viilon
    * Garfield
    * JoewJ
    * DarthDac
     
    Translations:
    * Melkor, MrPhil, TTLan, RevanStar11, Leoneros - French
    * Alec, Salk, Cair - Italian
    * Rodro Lliv, Januszka, Serpol, Dashrendar - Spanish
    * Pestilenz, Lex, Ero, Hib – German
    * Drazgar, Allard – Russian
     
    Special thanks to:
    * Sith Holocron - for his all-time support and VO splicing
    * Ulic - his inspirational Peragus modification
    * Markus Ramikin – for some other minor fixes
    * Tyvokka and The Doctor – for hosting this mod and forums on Deadly Stream
    * Darth_Sapiens - Main menu logo
     
    8. DISTRIBUTION NOTES
    ----------
    Thanks to DeadlyStream for giving us space on his forums and all the people of the TSL community that helped with bug finding in the beta.
    Thanks to tk102 for the dlg editor.
    Thank you to the members of Team Gizka for finding out about the missing HK factory modules and all the content that was cut from KotorTSL and making sense of it all, because without all their previous efforts and hard work none of this would be possible.
    Thanks to Jdnoa and Dashus for the tools they created for which none of this would be possible without them.
    A special thanks to Ulic for his original Peragus mod; while none of his work or files were used in our fixing of Peragus, a lot of his ideas and “how” things were changed were the inspiration for how we tackled them. His list of fixed stuff in the readme helped too!
     
    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.
     
    2014

    246,972 downloads

       (72 reviews)

    111 comments

    Updated

  2. M4-78 Enhancement Project

    THE SITH LORDS RESTORED CONTENT MOD ADD-ON:
    M4-78 Enhancement Project 1.5
    1. Description:
    ----------
    This mod adds the planet of M4-78 to the game, where you can find Master Vash alive. The planet is only available after finishing Korriban. You will find a clue on how to get to M4-78 in Korriban's Sith Academy.
    Features:
    * Brand new planet consisting of seven new, unique locations!
    * Over two hours of additional game play!
    * Explore the mysterious Droid's Planet in a dialog-heavy adventure, with over 1000 lines of voiced dialogs!
    * Your actions on M4-78 have impact on other planets, making it feel like a legitimate part of the game!
    * Restored previously unavailable unique droid items for your party members!
    Please note that for now, M4-78 Enhancement Project is ONLY COMPATIBLE WITH THE ENGLISH VERSION OF THE SITH LORDS!
    2. Installation:
    ----------
    1. First, you will need to get the most up-to-date version of TSL Restored Content Mod (TSLRCM 1.8.5). It's available for download here: http://deadlystream.com/forum/files/file/578-tsl-restored-content-mod/
    Please note that M4-78EP will NOT work AT ALL without TSLRCM.
    2. Follow TSLRCM's installation instructions.
    3. Once TSLRCM is successfully installed, run M4-78EP.exe (or on Steam run the Workshop installation). Installer will ask you where you want to install the mod - it should figure out where TSLRCM is installed by itself, so you probably won't need to change that. If, for some reason, the installer shows an incorrect folder, make sure you change it to directory where KotOR 2 is installed (where swkotor2.exe is located, NOT any of subfolders), same as TSLRCM.
     4. While we try our best to make this mod as bug-free as possible, with the many options of KOTOR2 and our small testing team it can happen that bugs, including critical ones, pass through. We will fix them, so check our site for any potential updates and patches.
     5. Install any compatible mods you desire now.
    3.1 1.5 Major Changes:
    ----------
    * New ending
    * New intro (less spliced party members lines)
    * Reduced amount of walking
    * Fast travel in droid quest - no more running trough the planet multiple times
    * You can now do Environmental Zone first and gain Kaak's help, allowing you to skip a large part of the Industrial Zone
    * Better filters on VOs so your ears won't bleed (at least not as much)
    * Other stuff

    3.2 1.3 Update fix list:
    ----------
    ! Replaced Voice-Overs (CS-36, Industrial Rogue Droid and more)
    ! New Voice-Overs
    ! Gonk droids, courtesy of newbiemodder!!!
    General Fixes and changes:
    * You will no longer receive a droid army on Telos if M4-78 has been ordered to make Environmental Droids instead.
    * All side quests now have "Bonus Mission" behind their name to differentiate them from required missions.
    * Complete pass over journal-text and conversation options to make doubly sure it's impossible to get lost.
    Central Zone:
    * You will no longer magically know about CS-28 if you recover his lost part before talking to him, journal entry will be vague in that occurrence. Also fixed some issues where you could show CS-28 the part without owning it and talking about finding it before asking him what he's looking for.
    * Changed footstep sound of repair droids.
    Industrial Zone:
    * IS-07 renamed to Loading Droid as he has no role in the mod at all.
    * Fixed camera issue using the test console.
    * Fixed camera issue when talking to Designer droid for the "Recent History" side quest.
    * Fixed infinite spawn of combat droids in the droid segment if re-entering the Zone.
    * Slightly improved frame rate (if you still have issues turning off shadows is recommended).
    * Fixed repaired cleaner droid cut scene running twice.
    * IS-43 now moves back to his position after the cleaner droids gets fixed.
    * Added a new journal quest for the mission to get into the cleaning droid trash containers.
    * Improved consistency between droid segment and exile segment.
    Environmental Zone:
    * Boss Droid now drops various random droid items (2-6) as additional reward.
    * Added clairvoyance effect to the reveal of the Boss.
    * Corrected screen that was clipping through a wall.
    * Moved back some turrets so it's unlikely they will target you through the wall.
    * Renamed ES-44 to Environmental Droid and gave it a unique line.
    * Removed trigger that made it difficult to talk to the escort droid that brings you across the minefields.
    * Fixed issue where minefield escort cut scene didn't trigger upon certain dialogue choices.
    M4-78 Core:
    * You can now target the force field control terminal with a controller.
    Rapid Transport System:
    * Industrial Escort now shows in-module jump without having used the door yet (of course you can't use it until the door is opened).
    * You can now use the escort droid to go to IS-24 after unlocking access.
    * Industrial droids can no longer escort you to themselves.
    * The escort droids in the Central Zone and Industrial Zone now have a map note.
    Thanks to geordyjones:
    * Made tweaks to the Industrial Zone door cut scenes to make it much clearer why you're looking for cleaner droid access.
    * No longer displays party selection at start of the planet (having to convert to droids anyway).
    * During T3's side quest fixed all mentions of "construction droid" to "repair droid" as they're properly called.
    * Renamed Fight Witness to "Fight Witness" to make it more apparent it's not a generic central zone droid.
    * Modified duration on many lines around the planet.
    * Fixed unintentional conversation breaks with IS-58.
    * Fixed missing line on IS-63.
    3.2 1.2 Update fix list:
    ----------
    * Fixed issue with Industrial Zone maintenance droid that allowed infinite experience.
    * Fixed main quest breaking glitch involving T3's solo quest.
    * Fixed being able to supply fuel by both Vogga and M4-78, rather than making the intended choice.
    * Fixed journal being updated when you didn't find a part inside the cleaning droids rather than if you found a part.
    * Removed many of the boxes near droid testing, allowed access to the loot of the remaining ones, updated loot tables of several 'containers' in that module to match TSLRCM's fixed loot script.
    3.3 1.1B Update fix list:
    ----------
    * Fixed issue where "Data Transfer" could not be completed if acquired after meeting Kaah, but before visiting M4-78EP, or if you triggered the 'hidden' ending.
    * After starting the 'Thrash' goal with IS-43 you can ask him again what you’re supposed to do now, in case one might forget.
    * Corrected wrong class-check in Black Market Droid conversation that could break the conversation.
    * Improved Telos Droid Assistance cut scene.
    * Added VO that was missing from the installer.
    3.4 Patch fix list:
    ----------
    ! Fixed "stuttering droid" bug.
    ! Additional content!
    ! Added 2 Easter Eggs. Go find them
    ! Modified end game sequences.
    ! Telos Attack and the Rebuild Academy are now properly updated like they should, as they were accidentally left out of the original installation.
    ! Various spelling and grammatical fixes throughout the mod.
    ! Updated several quest entries for added clarity.
    ! Changed learning "Niman" to "Juyo" for Sentinels, Assassins and Jedi Watchmen.
    General:
    * New side quests "Elimination Required", "Global Infiltration" or "A Droid Too Many" will run together with the droid's solo quest to remove the radiation, and should provide some distraction from the walking. Finishing one of these quests will give the droid you control a small permanent boosts to their functionality.
    * Several droids throughout the colony have more to say. And some brand new ones appeared!
    * Killing Vash will no longer incorrectly increment 000_Jedi_Killed, which could lead to various issues.
    * Fixed Vash appearing on M4-78 too soon when talking to T3 about the Jedi Masters.
    * Fixed Vash appearing injured if it stated M4-78 and not dead when talking to T3.
    * Changed hyperspace to look a little more like vanilla hopefully.
    * The M4-78 landing and leaving movies now appear in the movies screen once seen in game.
    * M4-78's music can now be listened at from the 'music' tab after game completion.
    * Changed learning "Niman" to "Juyo" for Sentinels, Assassins and Watchmasters, since Vash teaches Niman, and this could lead to game breaking issues if Vash wasn't the last Jedi Master the PC met using these classes.
    * Grenn will acknowledge possessing M4-78 fuel during the Telos under Attack sequence.
    Korriban:
    * Fixed Lost Jedi not updating sometimes. (T3 hint)
    * Fixed conversation break and no quest update with Disciple. (No Atton)
    * Fixed Disciple vo/st mismatch.
    M4-78 Landing Pad:
    * Fixed exile appearing shortly before the interlude cut-scene.
    M4-78 Central Zone:
    * Changed mechanics of the M4-78 door opening, preventing the door to open but an invisible wall still blocking you entrance in certain cases. We also fixed the door still being visibly floating above the building when open.
    * Modified broken droid dialogue to make it slightly more obvious where to get the droid legs.
    * If you kill Vash you will now also get a proper introduction to M4-78.
    * The force field can no longer be bashed by a lightsaber (if so, why was Vash still there?)
    * Fixed "hidden ending."
    * Modified core-quest update script. It would return 'have 1' if you had 5 or more. Now it will always return you have enough (4) if that's the case.
    * Fixed the maintenance droid not giving you 2 cores if you used a certain conversation options and then aborted the conversation.
    M4-78 Environmental Zone:
    * Fixed HK not being re-added after HK-50 fight (missing file).
    * Reduced hit points of boss droid
    * Kaah's meeting will now give you a lightsaber (part) whether he remains alive or dies.
    M4-78 Industrial Zone:
    * Fixed missing quest update from retrieving memory core from living astromech droids.
    * Fixed all astromech droids once broken being able to give the part, not just the one who should have got it.
    * Fixed IS-56 sometimes not talking about I0-01, blocking progress.
    * Some Droid Designers were sent back to work, and will now use the computer animation instead of standing around doing nothing.
    * Fixed medical vendor showing all stims twice in his inventory.
    * You can now finish "Data Transfer" if you acquire the quest after completing the planet's storyline.
    M4-78 Core:
    * Fixed Kaah not properly appearing when leaving the mainframe in some cases.
    * Kaah will no longer drop a lightsaber upon being killed.
    * "M4-78: Recent History" will now close with a failure quest description if you enter the M4-78 core while it being rendered unable to be completed.
    * Reduced hit points of Vash
    M4-78 radiation flooded sections:
    * IS-43 will now look the same during and after the radiation flood.
    4. Uninstall
    ----------
    Run uninstall program created in your game's main directory.
    5. FAQ / Known Issues
    ---------
    Q. How do I know if the game successfully installed?
    A. There are two ways to note. Check when installing that you didn't have any errors.  Also when loading the game, did the legal screen get replaced with a full page legal screen that said "M4-78 Enhancement Project"
    Q. Conversation breaks with error in the Korriban Academy.
    A. M4-78EP is only for the English version of The Sith Lords. Other versions will not be able to start and complete the planet properly, sorry.
    Q. M4-78 does not appear on the galaxy map.
    A. Finish Korriban, and follow your quest instructions. Alternatively, another mod may conflict, please check our forums if this is the case.
    Q. Slow performance in the Industrial Zone.
    A. If you experience this, try turning down graphics for the duration of this map. Especially turning off (soft) shadows has noted a great increase in performance. Also make sure the Disable Vertex Buffer Objects=1 fix is in your swkotor2.ini under [Graphics Options]!
    Q. I can't finish "Recent history: M4-78"!
    A. This quest requires you to very specifically interrogate droids and events around the world. It's intended to be only completable for the very thorough. Try to finish it if you can!
    With the patch it will automatically fail if you don't, so it won't remain in your quest log for the entire game may you fail to do so.
    Q. I am missing droids.
    A. Make sure you have no incompatible mods running along M4-78EP.
    Q. I can't find all 4 power cores for the puzzle
    A. There are more than 4 cores to be found, so there are several options where you missed one or several. Check with every droid, and make sure to loot everything to find the ones you missed!
    Q. My question is not answered here!
    A. Feel free to ask us at our official forum;
    http://deadlystream.com/forum/
    6. Credits:
    --------------------------------------------------
    » Project Leaders
    --------------------------------------------------
    - Zbyl2 - Project Leader, scripting, storyline/dialog writing & editing, voice over auditions, texture editing and more
    - Stoney - Former project leader, scripting, storyline/dialog writing & editing, texture editing, modeling and more
    - Hassat Hunter - dialog correction, scripting, bug fixing, patch lead
    --------------------------------------------------
    » Storyline
    --------------------------------------------------
    - Sharen Thrawn - former lead writer
    - Lord of Hunger - storyline ideas
    - JCarter426 - storyline writing/ideas for the Industrial Zone
    - Sith Holocron - input on storyline and planet's past
    --------------------------------------------------
    » Modeling / Texturing
    --------------------------------------------------
    - Stoney                Many new or edited placeable objects
    - Quanon                Archon models
    - Khrizby                New animations and fixed models
    - Redrob41                Droid re-skins
    - 90SK                    A LOT OF droid re-skins
    - Sith Holocron                Animated screen textures
    --------------------------------------------------
    » Beta Testing
    --------------------------------------------------
    - Stoney
    - Hassat Hunter
    - Qui-Gon Glenn
    - Atton Rand
    - Nsinger998
    - LDR
    - Zhaboka
    - drunklol
    - arekushu
    - twdarkeh
    - dashrendar
    - Sith Holocron
    --------------------------------------------------
    Voice Acting
    --------------------------------------------------
    Kaah Ohtok                        Zhaboka
    CS-36 (Central Zone Official Information Unit)        Danule
    M4-78's Main AI                        Sith Holocron
    ES-05 (Environmental Archon)                Louise du Cray
    IS-24 (Industrial Zone Archon)                90SK
    IS-02 (Maintenance Unit}                Nolan Tashijan
    IS-56/Researcher Droid/KL-92                Edwyn Tiong
    LS-44 (Greeter Droid)                    Ripulesyou
    IS-84 (Droid Designer Lead)                Runawayjam
    Random Design Droids                    Drew Mochak
    War Droids/Central Zone's Maintenance Unit/
    Force Field Operator/Escort Droids            Caleb Woodard
    Force Field Operator                    Trayusstudent
    Sith Soldier                        Mrcharlton
    CS-45 (Central Zone Original Information Unit)        James Beagon
    Accused Environmental Droid in Central Zone        Jerry C
    CS-28 (Central Zone Maintenance Droid Assistant)    Dylan
    Medical Units                        ABagOfVicodin
    Additional Construction Droid/
    Landing Arm Supervisor                    Sonbiru "Dr. Son"
    IS-43 (Supervisor of Cleaner Droids)            Daniel Conner
    Fight Witness                        Adam Brennecke
    I1-02 (Re-programmed Maintenance Unit)        Connaugh
    The Inquisitive Droid at the end of Industrial Zone    Thomo93
    Cleaning Droid Warning System                ReddHorrocks
    Main Manufacturing Unit                    Kevin Smets
    Additional Industrial Zone Droids                ThisIsSnaik
    Additional Environmental Units                 Tuomas "Iterator" Kuosmanen
    Droid with Missing Legs                    Dr. John Faller
    Black Market Droid                    CommissarBRO
    --------------------------------------------------
    Voice Splicing
    --------------------------------------------------
    - Sith Holocron
    - HK-47
    --------------------------------------------------
    Special Thanks
    --------------------------------------------------
    Geordyjones - For his excellent TSLRCM and M4-78EP run, which was entertaining and very useful as base to see what potential issues were still in the game, as seeing one actually play and react immediately generally was more of an aid than sometimes vague after-playthrough impressions. Many of the fixes in M4-78EP 1.3 were done due to this run.
    JCarter426 – voiceovers in previous versions and the new end credit movie
    Revan411 – voiceovers in previous versions
    Jaedar – voiceovers in previous versions
    Ghostlyhamburger – voiceovers in previous versions
    L0ki194 – voiceovers in previous versions
    Yceman (aka Darthycey) – For our original end credit movie
    Danule’s services can be contracted on Fiverr.com. (https://www.fiverr.com/danule/)
    Reddhorrocks’ services can be contracted on Fiverr.com. (https://www.fiverr.com/reddhorrocks/)
    Connaugh’s services can be contracted on Fiverr.com. (https://www.fiverr.com/connaugh)
    JCarter426’s services can be contracted on Fiverr.com. (https://www.fiverr.com/jcarter426)
    7. Distribution Notes
    ----------
    Thanks to Doctor (previous site owner of deadlystream.com, formerly known as DeadlyStream) and Tyvokka (current owner of deadlystream.com) for giving us space on the forums and all the people of the TSL community that helped with bug finding in the original release.
    Thanks to tk102 for the dlg editor
    Thanks to Jdnoa and Dashus for the tools they created for which none of this would be possible without them.
    This mod may not be modified or distributed without the explicit permission of the 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.

    53,127 downloads

       (15 reviews)

    57 comments

    Updated

  3. Holowan Duplisaber Beta

    Making lightsabers is incredibly easy!
     
    1. Go to the Workbench and select "Use Saber Console"
     
    2. Choose "Create a hilt", choose a model and a color
     
    3. The hilts are like a lightsaber crystal. Just equip it into the crystal spot and voila!
     
    It comes with its own installer, but I assure you it's not malicious.
     
    If you run into incorrect colors, simply switch out the crystal at a workbench and rebuild the lightsaber.
     
    HOLOWAN DUPLISABER v.215b
     

    Chainz.2da


    Darth Deadman Evasto Inyri Forge OldFlash Qui-Don Jorn Quanon Seprithro Svosh T7Nowhere TriggerGod VarsityPuppet
     
    This mod expands the current lightsaber selection to include 59 different hilts, 13 different colors and long-bladed lightsabers.
    There are 59 total saber hilts to choose from, and they are available in 13 different colors, making for 767 possibilities.
    Future versions will integrate the saber hilts into the game as prizes and earnable or collectible items.
     
    Installation:
    Just click "Install" and wait for the progress bar to finish. If the installer closes early, the installation was not successful.
     
    Using the mod:
    Once in game, go to any workbench and you should have the option to open up the Saber Console. From the Saber Console, you can choose any hilt and the color of that hilt. This will give you a "hilt" item that you can use at a workbench to create a lightsaber. Simply switch out the color crystal for the desired hilt and it will change your lightsaber. Due to the nature of the game engine, you can even change the type of the weapon based on the hilt you choose. Changing from short to long to single to double is as easy as switching out a hilt.
    Disclaimer: This mod was built to be compatible with all mods (TSLRCM and M4-78 included). Any errors you encounter either come from a conflict caused by another mod or are a result of an installation error.
    DO NOT MESS WITH THE FILE FOLDERS. DOING SO WILL RUIN THE INSTALLATION.
     
    Credits:
    This mod was made from saber mods for which I asked for permission to use or were already open for free use. Each lightsaber is marked in-game with its original designer in its description.
     
    Thanks to:
    Bioware - Documentation on GFF and 2da formats.
    Designers -Chainz.2da Darth Deadman Evasto Inyri Forge OldFlash Qui-Don Jorn Quanon Seprithro Svosh T7Nowhere TriggerGod
    Fair Strides - For integrating the mdlops replacer into my dev version of the project.

    17,839 downloads

       (20 reviews)

    135 comments

    Updated

  4. PartySwap

    =PartySwap=
    A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION
    ORIGINAL AUTHOR: DarthTyren (darthtyren@gmail.com)
    CURRENT MANAGER: Leilukin
    LATEST VERSION: 1.4
    FILE NAME: PartySwap 1.4.7z
    CONTACT: E-mail to Leilukin at leilukin@outlook.com, or message to Leilukin on Deadly Stream
     
    1. DESCRIPTION:
    This mod allows the player to recruit both Handmaiden and Disciple in the same playthrough regardless of the player character's gender.
    After Disciple joins your party on Dantooine, a usable adrenal item named PartySwap will be added to your inventory. You can use this PartySwap item to replace any member of the current party with Handmaiden, as long as you are able to choose your party at that point of the game. This item is created to work around the limitations of not being able to select Handmaiden from the party selection screen after Disciple joins your party and takes Handmaiden’s slot in the party selection screen. However, Handmaiden remains still one of your party members, and you can still talk to Handmaiden.
    This mod also modifies certain parts of the game where potentially both Handmaiden and Disciple can become involved in the cut scenes. In addition, this mod prevents Handmaiden and Disciple from referring to the player character with the wrong pronouns by editing dialog and splicing voiceovers.
    For this mod to take effect, you must install this mod before you leave the secret academy on Telos, where Handmaiden joins your party. The PartySwap item only works if Handmaiden has already joined your party.
    NOTE: Since July 2023, the original mod author DarthTyren has officially handed over the management and development of this mod to Leilukin, due to DarthTyren's departure from the KotOR modding scene. Therefore, if you have questions about or encountered any issues with this mod, Leilukin is the one to contact for.
     
    2. INSTALLATION:
    First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed, since TSLRCM is REQUIRED for this mod to work.
    After downloading this mod, extract the mod’s 7z file to anywhere you like, as long as it is not within the KotOR 2 directory.
    Run PartySwap Installer.exe located inside the extracted folder. You will see two installation options. You may only choose ONE of these options:
    Default Installation: Choose this option if you use TSLRCM without M4-78EP. M4-78EP Installation: Choose this option if you use M4-78 Enhancement Project (M4-78EP) in addition to TSLRCM. You must install M4-78EP first before running this installation option. FOR REGULAR TSLRCM USERS:
    Choose the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job.
    FOR STEAM WORKSHOP USERS:
    If you have subscribed to The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, for your KotOR directory path, you must choose TSLRCM's Steam Workshop folder, NOT the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937, while the directory of the TSLRCM + M4-78EP combined Steam Workshop mod is \Steam\SteamApps\Workshop\content\208580\1402798020.
     
    When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod.
    This mod also provides a compatibility patch for deathdisco’s Coruscant Jedi Temple mod. Go to the “Coruscant Jedi Temple Compatibility Patch” folder from this mod, read the READ ME files within the subfolder and follow the instructions to make PartySwap compatible with Coruscant Jedi Temple.
    Note: The "Source" folder includes the source of the script used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod.
     
    3. UNINSTALLATION:
    Open PartySwap Installer.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” dropdown menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. You can also choose to delete the backup after uninstalling the mod.
     
    4. KNOWN ISSUES:
    None currently known. If you find any bugs or issues, please report them by posting on PartySwap’s download page or support thread on the Deadly Stream forums, or contact Leilukin directly.
     
    5. MOD COMPATIBILITY:
    Apart from The Sith Lords Restored Content Mod (TSLRCM), which is required for this mod to work, any mod that edits Kreia's endgame dialog (904kreia.dlg) or Zuka's dialog on Dxun (zuka.dlg) is incompatible with this mod, unless they merge in installation. In that case, you must install PartySwap first.
    This mod is not compatible with any other mod that involves putting the holorec.dlg file in the Override folder. If you want to use this mod, make sure you DO NOT have holorec.dlg in your Override folder, or Handmaiden will not be able to join your party when you play a female character!
    This mod provides a compatibility patch for deathdisco’s Coruscant Jedi Temple.
    This mod is compatible with KOTOR 2 Community Patch.
    This mod is compatible with JC2's Train the Handmaiden.
    This mod is compatible with all Leilukin’s mods for KotOR 2, including the romance mods, as long as you follow the instructions from Leilukin’s mod.
    If you want to use danil-ch and Darth Hayze’s Extended Enclave, downloading and installing a separate compatibility patch is required to make PartySwap compatible with Extended Enclave. If you use Leilukin’s Handmaiden and Female Exile – Disciple and Male Exile Romance, you need to use the patch included in that mod. Otherwise, go to this page for a standalone compatibility patch: https://deadlystream.com/files/file/1304-partyswap-and-extended-enclave-compatibility-patch/
     
    6. PERMISSION:
    You may modify this mod for personal use or show this mod in screenshots. However, please do not redistribute or re-host this mod. Do not release your mods containing assets from this mod without permission.
     
    7. CREDITS:
    Fair Strides — Can almost take credit for half the mod getting done, by helping with scripts, understanding Waypoints and TSLPatcher, etc. Thank you!
    Thanks to the wonderful modding community at Holowan Labs/DeadlyStream for helping with the problems faced with the development of this mod.
    Special thanks to VarsityPuppet, for teaching about #include scripts and how this mod does not need to bother with them.
    Sith Holocron — Thanks for the aid with VO splicing!
    Snigaroo — For testing and reporting bugs, including the game breaking bug surrounding Disciple's endgame dialog, as well as transferring the ownership of this mod file to Leilukin on Deadly Stream.
    Cortisol and th3w1zard1 — For developing HoloPatcher as a better alternative to TSLPatcher to make installing and uninstalling this mod faster.
     
     
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    30,749 downloads

       (11 reviews)

    121 comments

    Updated

  5. Schematic Lightsaber Mod [SLM]

    SLM 2.0
    -------------
    for TSLRCM 1.8.4/M4-78EP 1.2
     
    For mod compatibilty with TSLRCM and M4-78EP using the STEAM VERSION of the game, you will need to install this mod into the directory of the base game, just as you would with TSLRCM. Do not use the workshop version of TSLRCM!!
    C:/Program Files(x86)/Steam/SteamApps/common/Knights Of The Old Republic II
    IMPORTANT: Upon installation of this mod you must also open the file called "swkotor.ini" found in the main swkotor folder and under graphics options, you must edit the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Options=1", simply putting spaces between words. If this is not done you will see lightsaber hilt textures disappear depending on camera angle. 

    Author: Kaidon Jorn (formerly Qui-Don Jorn)
    Date: Summer 2015
     
    This is a large scale lightsaber mod which was designed to work with TSLRCM 1.8.4 with the option for M4-78EP compatibilty (1.2). This lightsaber mod will not work properly without the latest version of TSLRCM (1.8.4) installed.
    In this mod, each party member that is trainable as Jedi will have a lightsaber to build on the workbench through new dialog options after they have become a Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have the crystals. These lightsabers can be used by anyone.
    In version 2.0, lightsaber schematics have been redesigned so that they are usable items that you click on to learn. They are destroyed upon use and will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic.
    There are now NINE additional lightsabers rewarded as 'boss loot' drops depending on the planet you are on, and perhaps multiple ones on the same planet. These lightsabers have very small bonus stats tied to them and most have unique TOR inspired blade colors.
    The training sabers from the TOR Saber Mod I did have been integrated and are buildable on the workbench and come in three types for three models - ion, electrical and energy damage. There are minor skill checks to create them.
    With the M4-78 compatibilty files installed, Master Vash and Kaah Otohk will brandish thier own unique lightsabers which are not available in normal SLM gameplay.
    This is the final lightsaber mod I will make and it uses lightsaber models from different mods I've made over the last several years, though most come from what was going to be HotOR 1.7 before that mod was abandoned.
     
    Install by running the .exe file called "SLM 2.0"
    If also using M4-78EP, apply the compatibilty patch.
    Removal:
    1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite.
    2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite.
    3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite.
    4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .mdl's, .mdx's, uti's, and also Zez.utc)
     
    Notes:
    *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255).
    *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Apostle's) or vice versa because it will crash your game.
    *Kaah's lightsaber will be the standard yellow, not "gold" as originally planned. Although yellow blades look a little more "gold" now.
    *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibilty patch installed.
    *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to pathfind.
    *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight.
    *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask.
    *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back.
    * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the one you want to disassemble on). No clue why this happens but it will crash the game.
    * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg)
     
    Credits:
    Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed.
    Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years.
    Thanks to Deadman for making the training sabers power on and off.
    Thanks to DeadlyStream for hosting my mods.
     
    Permissions: This mod and all my mods here on Deadlystream are all now up for grabs. Change them, fix them, do what you want. You do not need my permission nor consent and you may rerelease it whereever/however you like. I do however, expect to be credited as the original author in the 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 THESE FILES.

    6,810 downloads

       (15 reviews)

    91 comments

    Updated

  6. Fixed Hologram Models and Admiralty Redux for TSLRCM

    This mod attempts to address some of the issues with holograms in TSL. In the vanilla game, the majority of holograms have things like eyeballs and teeth being visible through the head. This is caused by the way the game handles transparency, in conjunction with the order in which it renders the individual meshes that a model is comprised of. By changing the hierarchy of the meshes within these models, certain elements can be occluded, resulting in less cases of “bug-eyed” holograms. This is not a perfect solution however. Because meshes do not self-occlude, visual glitches still remain during certain animations and camera angles, but this is likely the best that can be done without being able to make alterations the game engine itself.
    Additionally, because their interactions are primarily via hologram, this mod includes a revised version of Jinger/Kreia’s Admiralty Mod, which changes the appearance of Admirals Cede and Onasi to give them outfits more fitting of their rank. And while I was at it, I also revised certain appearances with head swaps and custom model merges (hair, etc.) to try and reduce overuse of the same heads and make NPCs a little more distinct.
    N.B.: TSLRCM is a requirement for this mod. It is not compatible with the vanilla version of the game.
    Specific Changes:
    Ebon Hawk: Bastila hologram (Light Side male Revan) Ebon Hawk: Bastila hologram (Dark Side male Revan) Ebon Hawk: Carth hologram (Dark Side female Revan) Ebon Hawk: Carth (Admiral Onasi) hologram (Light Side female Revan) Ebon Hawk: Canderous hologram Ebon Hawk: Jedi Master Atris hologram Ebon Hawk: Jedi Master Kavar hologram Ebon Hawk: Jedi Master Vash hologram Ebon Hawk: Jedi Master Vrook hologram Ebon Hawk: Jedi Master Zez-Kai Ell hologram Peragus: Administration Officer hologram Peragus: Dock Officer hologram Peragus: Maintenance Officer hologram Peragus: Medical Officer hologram Peragus: Security Officer hologram Peragus: Coorta hologram Peragus: Coorta thug #1 hologram Peragus: Coorta thug #2 hologram Harbinger: Republic Captain hologram Harbinger: Republic Navigation Officer hologram Harbinger: Republic Doctor/Med Officer hologram Harbinger: Republic Soldier hologram (partial) Harbinger: Admiral Cede hologram Harbinger: Admiral Onasi hologram Telos: Admiral Cede hologram Telos: Admiral Onasi hologram Telos: Admiral Onasi physical appearance Dantooine: Jedi Master Vandar hologram Dantooine: Jedi Master Vrook hologram Dantooine: Admiral Cede hologram Dantooine: Admiral Onasi hologram Nar Shaddaa (Goto's Yacht): Goto hologram/projector VFX Korriban: Bastila hologram (Dark Side male Revan) Korriban: Jedi Master Vash hologram (M4-78) Korriban: Jedi Kaah hologram (M4-78) Malachor V: Bao-Dur hologram Known Issues:
    There are still visual artefacts from overlapping sections of individual meshes, particularly noticeable in the case of the neck being visible through the jaw which occurs with certain animations and/or camera angles. This is not addressable by model edits. The problem is the way in which the engine renders overlapping transparency within a single mesh. The Republic soldier on the Harbinger has been replaced as of v1.3, however the helmet is still somewhat problematic. I'm not sure that is addressable without completely remodelling it, and perhaps not even then given its shape. Hair planes with alpha transparency don't function as intended as holograms, so typically look pretty terrible (e.g. Peragus Maintenance Officer). There's not much that can be done about those, other than completely remodelling the hair to rely on geometry rather than texture transparency. Dangly meshes used for hair bangs tend to look conspicuous due the requirement of placing them under the head mesh in the hierarchy. Particularly egregious examples may warrant having these elements being turned into skinned meshes in a future update. No doubt there are still a few holograms that need attention that I have missed. If anyone can provide a list of such cases, I may address it in a future update. Note that some holograms look fine in their vanilla state. I am only interested in hearing about ones with issues like those already addressed in this mod ("bug eyes", etc.). Compatibility:
    I've edited UTCs to point to custom appearance.2da entries, so the mod should be compatible with any other mod that only edits the vanilla 2DA entries. However, it will not be compatible with any mod that forcibly overwrites the module files this mod edits, that outright replaces the UTCs in question, or that also edits the UTC appearance values. Install any such mods first, then this mod afterwards. To make it clear, do not use this in conjunction with Jinger/Kreia’s Admiralty Mod or Darth Hayze's TSLRCM Compatibility Patch for said mod. They are superseded by this mod. A separate patch is provided for M4-78 to handle its version of the Korriban academy module. After installing the main content of the mod, run the installer a second time and select the "Additional Patch" option from the drop down menu. An optional patch has been added to give the robe-wearing holograms unique named textures for use with robe mods that use the same filenames as vanilla robe textures. This will prevent texture issues (but note that they will still be wearing the vanilla-style robes). Acknowledgements:
    Thanks to Fair Strides for creating a customised version of TSLPatcher to handle filename clashes, which made this mod practical. Thanks to Jinger/Kreia for permission to release a revised version of the Admiralty mod's content, the textures from which (with modification) are used in this mod. Thanks to zbyl2 for permission to redistribute TSLRCM's module files to ensure compatibility for Steam Workshop users Thanks to JCarter426 for permission to use the female Republic soldier body model from "JC's Republic Soldier Fix for K2" and his adjusted N_CommM04 texture from "JC's Minor Fixes for K2". Thanks to bead-v for KOTORMax and MDLEdit, and ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to ndix UR for TGA2TPC Thanks to Malkior for providing the impetus for the mod via this thread. Thanks to L0ki194 for offering input on the case of the Harbinger's "Doctor" vs "Medical Officer".

    29,440 downloads

       (18 reviews)

    85 comments

    Updated

  7. Handmaiden and Female Exile - Disciple and Male Exile Romance

    =Handmaiden and Female Exile - Disciple and Male Exile Romance=
    A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION
     
    AUTHOR: Leilukin
    FILE NAME: Hand_Disc_SameGenderRomances.7z
    LATEST VERSION: 1.6
    CONTACT: E-mail to leilukin@outlook.com, or message to Leilukin on Deadly Stream
     
    PLEASE READ THROUGH THE MOD INFO ON THIS PAGE AND THE FAQ ARTICLE FOR MY KOTOR SAME-GENDER ROMANCE MODS BEFORE ASKING QUESTIONS!
     
    1. DESCRIPTION:
    As much as I love KotOR II: TSL, I have always been disappointed by the lack of same-gender romance options with any of the party members. Granted, TSL never had any fully developed romance arc to begin with, but given KotOR 1 at least has Juhani as a lesbian romance option even though her romance has less content (and is much easier to miss due to bugs) compared to Bastila's or Carth's, the lack of same-gender romance options in TSL is disappointing, in my opinion.
    My Visas Marr and Female Exile Romance as well as Atton Rand and Male Exile Romance mods had been made and released as part of my same-gender romance mod project for TSL, now I present to you the next and the biggest part of my project: Handmaiden Handmaiden and Female Exile - Disciple and Male Exile Romance mod!
    This mod makes the Handmaiden a romance option for female Exiles, and the Disciple a romance option for male Exiles. Players do not need to worry about any possible pronouns mix-up either because this mod will make the Handmaiden refer to a female Exile by "she/her" and the Disciple refer to a male Exile by "he/him".
    If a female Exile has much higher influence with Visas than the Handmaiden, the Handmaiden vs. Visas jealousy/rivalry cutscenes will be triggered (however, be warned that this will also make the Handmaiden refuse to speak to the player for the rest of the game, unless you installed my No Jealousy Lock in Handmaiden Dialogue mod). Similarly, if a male Exile has much higher influence with the Disciple than Atton, Atton vs. the Disciple jealousy/rivalry cutscenes will be triggered.
    It is worth noting that this mod also enables the romantic subtext between a female Exile and Atris, due to the fact that said romantic subtext are only available if you recruit Handmaiden as a party member.
    Please note that this mod is ONLY COMPATIBLE WITH THE ENGLISH LOCALIZATION OF TSL AND TSLRCM. I do not provide support for non-English localizations of TSL and TSLRCM.
     
    2. IMPORTANT NOTE TO MAKE THIS MOD WORK:
    In order for the Handmaiden/Disciple content from this mod to take effect, you must use a save before Handmaiden/Disciple joins your party.
    In Handmaiden's case, you must load a save before leaving the secret Academy on Telos. In Disciple's case, you must load a save before meeting him in the Enclave Sublevel on Dantooine. There is NO other way to add Handmaiden/Disciple in your party if you have played past the point where Handmaiden/Disciple is supposed to join your party.
     
    3. INSTALLATION:
    ***** Due to the fact that this mod will make considerable amount of changes to the game's content, please read my instructions carefully and check out the "MOD COMPATIBILITY" section below before installing this mod! *****
    First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed since TSLRCM is REQUIRED for this mod to work.
    !! ATTENTION!! STEAM USERS: If you play KotOR 2 on Steam, DO NOT USE THE STEAM WORKSHOP VERSION OF TSLRCM if you want to use this mod! Instead, use the installer (.exe) version of TSLRCM, which can be downloaded from Deadly Stream here.
    I recommend reading this Deadly Stream post on why Steam Workshop is NOT recommended for modding KotOR 2.
    After installing TSLRCM, extract the Hand_Disc_SGRomances.7z you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory.
    Before you install, make sure that your KotOR 2 main game directory and all subfolders are NOT set as read-only, otherwise you may get an error message that says along the lines of "[ERROR] Unhandled exception: Access violation at address...". Right-click your KotOR 2 folder and subfolders, go to Properties and uncheck the "Read-only".
    Run Install.exe. You will notice that this mod provides two installation options. You may only choose ONE of these options:
    Default Installation: This option will make the Handmaiden join a female Exile and the Disciple to join a male Exile automatically. Players will not need to do any extra actions for it to happen. However, this option does not allow players to recruit both the Handmaiden and the Disciple in a single playthough. WARNING: If you choose this installation option, male Exiles will not be able to recruit the Handmaiden. Similarly, female Exiles will not be able to recruit the Disciple. PartySwap Compatible Installation: This option is for players who have installed DarthTyren's PartySwap mod, which allows players to recruit both the Handmaiden and the Disciple in a single playthrough regardless of the Exile's gender. Make sure you have installed PartySwap first BEFORE choosing this installation option! Once you have chosen the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job.
    This mod also provides compatibility patches for players who also have installed any of the following mods:
    M4-78 Enhancement Project Coruscant Jedi Temple by deathdisco Extended Enclave by danil-ch and Darth Hayze Extended Enclave Patch by N-DReW25 Kreia's Fall Cutscene (In-Game) by danil-ch Go to the “Compatibility Patches” folder from this mod, read the READ ME files within the subfolders and follow the instructions to make these mods work together with mine.
    When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod.
    The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod.
     
    4. UNINSTALLATION:
    Open Install.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” dropdown menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod. You can also choose to delete the backup after uninstalling the mod.
    Please note that if you have installed PartySwap and you want to uninstall it, you need to follow the instructions from the PartySwap mod.

    5. KNOWN ISSUES:
    None currently known. If you find any other bugs or problems, please let me know.
     
    6. MOD COMPATIBILITY:
    Other mods that modifies any of the following comtent will likely conflict with this mod:
    disciple.dlg, Disciple's main dialogue file kreia.dlg, Kreia's main dialogue file mira.dlg, Mira's main dialogue file Dialogue of the Rebuilt Jedi Enclave sequence k_003ebo_enter.ncs and a_next_scene.ncs, script used for entering the Ebon Hawk and party member cutscenes on the Ebon Hawk I have set up the installer to install this mod by patching the relevant dialogue files to improve compatibility with other content mods as much as possible, but it is still not guaranteed to be compatible with every other mods that modify the same files.
    If you use any of the below mods, I have provided compatibility patches, as noted in the "INSTALLATION" section above:
    M4-78 Enhancement Project Coruscant Jedi Temple by deathdisco Extended Enclave by danil-ch and Darth Hayze Extended Enclave Patch by N-DReW25 Kreia's Fall Cutscene (In-Game) by danil-ch This mod is not compatible with any other mod that involves putting the holorec.dlg file in the Override folder. If you want to use this mod, make sure you DO NOT have holorec.dlg in your Override folder, or Handmaiden will not be able to join your female Exile's party.
    This mod is compatible with KOTOR 2 Community Patch.
    If you want to use my Atton Rand and Male Exile Romance, install this mod first, then install Atton Rand and Male Exile Romance and the compatibility patch included in the Atton romance mod.
    This mod is compatible with JC2's Train the Handmaiden.
    If you want to use JediArchivist’s Mira Romance Mod, you must install my mod after Mira Romance mod.
    This mod also makes the Visas romance scene trigger for female Exiles, while Disciple will replace Visas in said scene if you play a male Exile, so unless you want the Visas romance scene available for both male and female Exiles, if you install this mod, you will not need to install the “Visas Romance Scene” component of my Visas Marr and Female Exile Romance mod. This mod is compatible with the “Kreia’s Reference to Visas Romance” component of the Visas Marr and Female Exile Romance mod.
    If you're uncertain if a mod is compatible with this mod or not, feel free to ask me.
     
    7. PERMISSION:
    You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission.
    You may use the k_003ebo_enter and a_next_scene scripts from this mod to make compatibility patches with your mod, but do not claim these modifications as your own.
    I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop.
     
    8. CREDITS:
    DarthTyren for giving me permission to make a compatibility patch for PartySwap
    danil-ch for giving me permission to make a compatibility patch for Extended Enclave and Kreia's Fall Cutscene (In-Game)
    N-DreW25 for giving me permission to make a compatibility patch for Extended Enclave Patch
    Sith Holocron for helping with VO splicing
    Fred Tetra for the KotOR Tool
    Cortisol for Holocron Toolset
    bead-v for Workbox
    KobaltBlu for Kotor Scripting Tool
    tk102 for DLG Editor
    JdNoa for DeNCS KotOR Script Decompiler
    Cortisol and th3w1zard1 for HoloPatcher
    Stoffe for TSLPatcher, ERFEdit and TalkEd; Fair Strides for the updated versions
     
     
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    7,189 downloads

       (6 reviews)

    74 comments

    Updated

  8. Extended Enclave (TSLRCM add-on)

    ========================================================
    A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
    Extended Enclave 2.5.2 (TSLRCM 1.8.6. Add-On)
    ========================================================
    Authors: danil-ch & Darth Hayze
    1. Description:
    ----------
    This is an extended version of the Rebuilt Enclave sequence. We went through the dialogs as modified by TSLRCM and compared them to the original versions and made changes and restored additional dialog based on developer notes, etc...
    The following scenes have been modified:
    1. "Did you not go to join him?"
    Brianna approaches Kreia before the dialog with the Masters starts, and Kreia has additional lines.
    2. "It is not as it was..."
    The sequence with the Jedi Masters has been extended with additional dialog from the masters themselves, and when reading the minds of your party, all but Hanharr/Mira are now represented. Depending on whether you learned how to read the character’s minds, or spoke to Atton about playing Pazaak, lines may change.
    3. "You have failed me. Completely, and utterly."
    Kreia's confrontation with the Exile now includes several minutes of new dialog. Some of the additional dialog is dependent on your influence level with Kreia, i.e. the scene will have different lines at the end if you have high, low, or 'neutral' influence with Kreia.
    4. "The exile is dead. We have lost - it is over."
    After Kreia tells the Handmaiden(s) that the Exile is no more, they board the hawk, Brianna/Sisters informs the crew of the Exile's passing, Kreia tells them the one who waits in the darkness will now be revealed, and then leaves for Atris.
    5. "I know you can hear me."
    The scene with the Exile reading the party's minds has been extended with dialog from Atton, Bao-Dur and Canderous.
    6. "If you don't warn them"
    The scene with Kreia and Mical has been placed back in the original location as an extension of one of the Kreia/Mical scenes on the Hawk.
    7. "I have never needed you."
    Sion now receives word of the Exile's fate on Dantooine and decides to confront an old friend.
    8. Numerous bug fixes and tweaks to this scene to make it run smoothly. In addition, there is now a shot of Nihilus' ship before the scene with him and Tobin.
     
    2. Install:
    ----------
    (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) As this is an add-on for TSLRCM, TSLRCM 1.8.6 is REQUIRED.
    This is an add-on for TSLRCM, it will not work otherwise. So have that installed.
    First, if you do not have M4-78 installed at this time, you only need to follow TSLRCM Step 1 below. If you do have M4-78 installed, or at any later date you install it, you will need to follow M4 Step 2 below.
    TSLRCM Step 1:
    To install, extract the Extended Enclave folder to anywhere you like, as long as it is not the SWKotOR2 folder. When you run the installer, it will present you with two options, for TSLRCM only, select Standalone option and run it.
    M4-78 Step 2:
    If you DO have the M4-78 installed, after running the TSLRCM Standalone installer, run the M4-78 Compatibility patch and follow the instructions presented to you.
     
    3. Uninstall:
    ----------
    There has been a backup made of the modified files, within a folder titled 'backup' in the 'Main Patch" folder. Simply copy 650DAN.mod, 003EBO.mod, 907MAL.mod, and 904MAL.mod into your Modules folder and delete 020EBO.mod, and 856NIH.mod, and you will have reverted to TSLRCM 1.8.6.
     
    4. Bugs:
    ----------
    This has been tested several times to make sure nothing weird happens. If you find anything, let us know.
     
    5. Distribution Notes:
    ----------
    This mod may not be modified or distributed without the explicit permission of the authors.
     
    6. Thanks:
    ----------
    Thanks go the entire TSLRCM team; your work has been outstanding.
     
    7. Credits:
    ----------
    AUTHORS:
    danil-ch and Darth Hayze: Pretty much most stuff, this included lots of scripting, vo splicing, picking up slack when one of us disappeared, etc...
     
    CONTRIBUTORS:
    Hassat Hunter and zbyl2 - for help with getting it ready for TSLRCM 1.8.2/1.8.3
    Sith Holocron - for suggesting a mod collaboration and the cool logo
    Exile007 - for contributing his early work on the Sion scenes
     
    TESTERS:
    Loki147
    Malkior
     
    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.
    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.

    44,368 downloads

       (23 reviews)

    64 comments

    Updated

  9. GenoHaradan Legacy

    THE SITH LORDS RESTORED CONTENT MOD ADD-ON:
    GenoHaradan Legacy 1.0.1
     
     
    1. Description:
    ----------
    This mod adds the GenoHaradan from the first Star Wars Knights of the Old Republic to its sequel. The GenoHaradan is an ancient secretive guild of assassins who work in the shadows operating to keep the Republic intact, however, following the Jedi Civil War something has changed the GenoHaradan, they no longer seek to kill the enemies of the Republic, instead they have focused all their energies into eliminating the once glorious Jedi Order who have stood as the guardians of peace and justice in the Republic for thousands of years for unknown reasons.
     
    While this version is complete, it is far from final. Similar to M4-78, at some point, the GenoHaradan Legacy will be improved with an improved story as an “Enhancement Project” as M4-78 did.
     
    Expect possible updates and patches to come.
     
    This mod also includes optional fixes for a few bugs and other problems not fixed by the Restored Content mod here and there but there won’t be too many of them.
     
    2. Installation:
    ----------
    1. First, you will need to get the most up-to-date version of TSL Restored Content Mod (TSLRCM 1.8.5). It's available for download here: http://deadlystream.com/forum/files/file/578-tsl-restored-content-mod/
    Please note that GenoHaradan Legacy will NOT work AT ALL without TSLRCM.
    2. Follow TSLRCM's installation instructions.
    3. Once TSLRCM is successfully installed, run the GenoHaradan Legacy Double TSLPatcher.exe. A menu will pop asking you which installation you want to install. To install the GenoHaradan Legacy, click on the ‘MAIN’ option and click install. If you wish to install the optional fixes be sure to rerun the TSLPatcher.exe and install whichever fix you like (You may need to do this several times to install all fixes)
    4. While I try my best to make this mod as bug-free as possible, with the many options of KOTOR2 and my, at the moment, one man testing team it can happen that bugs, including critical ones, pass through. Please feel free to report any bugs and I will fix them.
    5. Install any compatible mods you desire now.
     
     
    3. FAQ / Known Issues
    ---------
     
    Q: When will GenoHaradan Legacy EP be released
    A: Not for a long time.
    "Release dates are for those that don't care about quality in mods"- Sith Holocron
     
    Q: Will your mod work on existing saves:
    A: A new game or a save before Citadel Station with the TSLRCM mod should work but I'm not too sure about Citadel Station saves and I'm sure Nar Shadda saves won't work.
     
     
    Q: Will your mod work on my Linux or Mac?:
    A: I see no reason why it shouldn't work on those OS. If you manage to either use or find an alternative to the TSLPatcher and manage to install the mod then it should work.
     
    Q: Will you upload the full mod to the Steam Workshop?
    A: For now, the answer is no because I'm not sure how the workshop works and if it can even support a mod like mine. In the far future, if this mod becomes popular enough, I might see if a TSLRCM+M4-78+GenoHaradan Legacy EP bundle would be possible

    Q: Will you update this mod again/Will you add...
    A: Most likely yes! This version will probably not be the last. If you find a bug please be sure to report it and leave feedback!
     
    Q: Will your mod work on my Xbox?:
    A: No
     
    Q: Can I play this mod in Vanilla:
    A: No! This mod requires TSLRCM to work
     
    Q: What makes your mod different from previous TSL GenoHaradan mods such as the unreleased The Sith Lords Restoration Project by Team Gizka and The GenoHaradan Beta by Exile007
    A: The Dessicus boss fight in Exile007’s mod was inspired by the TSLRP boss fight but improved upon to make it less confusing, in my mod, I further improve upon Exile007’s work and made his work compatible with The Sith Lords Restored Content Mod
     
    4. Credits:
    --------------------------------------------------
    » Project Leaders
    --------------------------------------------------
    - N-DReW25 - Project Leader, storyline/dialog writing, scripting & editing and more
     
    --------------------------------------------------
    » Storyline
    --------------------------------------------------
    - Exile007 (Original “The GenoHaradan” mod)
    - N-DReW25
     
    --------------------------------------------------
    » Modeling / Texturing
    --------------------------------------------------
    -Effix
    -VarsityPuppet
     
    --------------------------------------------------
    » Beta Testing
    --------------------------------------------------
    N/A
     
    --------------------------------------------------
    Voice Acting
    --------------------------------------------------
    N/A
     
    --------------------------------------------------
    Voice Splicing
    --------------------------------------------------
    -danil-ch
    -N-DReW25
     
    --------------------------------------------------
    5. Special Thanks
    --------------------------------------------------
    Dashus – Project Lead of The Sith Lords Resotration Project (TSLRP), the original restored content mod which intended to restore the GenoHaradan, despite the TSLRP never being finished, its leaked betas which contained GenoHaradan content helped me understand the GenoHaradan plot in TSL a bit more.
     
    Lord of Hunger- Project Lead of the “GenoHaradan Revisioning” mod, his mod was never shown to the public thus makes his mod more of an inspiration.
     
    Exile007- Project Lead for “The GenoHaradan”, his mod was released to the public as a Beta file which was not compatible with TSLRCM. His mod and his work served as a major inspiration to the GenoHaradan Legacy mod and was used as a base for the first versions of the mod.
     
    Zybl2, Stoney, Hassat Hunter and VarsityPuppet- The main four developers of The Sith Lords Restored Content Mod (TSLRCM), the successor to the previously mentioned TSLRP. Despite not restoring the GenoHaradan, their efforts paved the way to more restoration mods such as the GenoHaradan Legacy.
     
    Danil-ch- Working on and Contribution of the Batu Rem and Goto scenes as seen in the GenoHaradan Legacy
     
    VarsityPuppet- The original creator of the “Layne Stanley PC Head” which was used for the unique GenoHaradan Assassin
     
     
    Effix- The original creator of the head texture for Dessicus
     
    Obsidian Entertainment- Making development on the GenoHaradan in TSL and leaving some trace of their existing for we modders to follow
     
    Bioware- For implementing the GenoHaradan into K1
     
    Fred Tetra- Creator of Kotor Tool
     
    Stoffee- Creator of the TSLPatcher

    George Lucas- Creator of the beloved Star Wars Franchise
     
    6. Distribution Notes
    ----------
    This mod may not be modified or distributed without the explicit permission of the authors.
     
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    4,171 downloads

       (7 reviews)

    58 comments

    Updated

  10. Movie-style Jedi Master robes

    Like most of K2 fans I never liked the look of Jedi Master style robes. Padawan robes looked much more movie-like to me. But I also didn't liked the idea of replacement master style robes with padawan models and new textures. IMO, they MUST have different models. So, I've started this MOD.
    I have remade both male and female master robe models to look more like in the movies. Models were inspired by the robe which Obi-Wan had in episode III.
    New textures for all master style ingame robes are included, and new icons aswell.
     
    At this poind the mod is compatible with following mods (just be sure to install this mod after others):
    - TSLRCM (I tested with v1.7)
    - The Prestige Item Pack by RedHawke & maverick187
    - Movie Jedi Robes and High General Obi Wan Kenobi Robe by Don Kain
    - Tomb of Azgath N'Dul by Darth InSidious
    - Any mod, which don't add master-style robes
     
    If you have installed ANY OTHER MOD which adds new Jedi Master style robes - it won't work. Modified textures, which were made for original ingame model will look awfull with my models. Sorry, I can't track all incoming mods, so it's up to mod authors to redraw textures to fit new UVW map.
     
    Credits:
    - HapSlash - for awesome ep3 Obi-Wan and Anakin models which he made for Jedi Academy.
    - Spanki - for some great textures which are partially used in this mod
    - Don Kain - for allowing me to include his Movie Jedi Robes
     
    Permissions:
    Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP.
    Anything else - be my guest, use like you want, just give credit to me.

    26,079 downloads

       (29 reviews)

    57 comments

    Updated

  11. [TSL] NPC Overhaul Mod

    Author:
    Kainzorus Prime
     
    Mod Name:
    NPC Overhaul Mod
     
    *************************
    Under NO circumstances is this, or any of my other,
    mod(s) to be posted on ANY site other than by myself.
    *************************
     
    1. Info
    ===========
    This mod attempts to fix the ‘clone effect’ which TSL is notorious for, across multiple locations.
    It differentiates the NPCs in an attempt to eliminate several of them looking identical in one location, due to the way it was set up by Obsidian.
     
    It also provides a different clothing for each starting Jedi class, rather than conform to a single texture across all of them.
     
    Several shaders across multiple characters are also restored, such as the Mandalorians, Hutts, droids, etc.
     
    2. Installation:
    =========
    Run the patcher for each listed location and let it do its magic. I apologize for the need to run it several times, but it’s the only viable way.
     
    3. Credits:
    ===========
    Special thanks to:
     
    Holowan Laboratories - For all the great resources.
     
    4. DISCLAIMER:
    ===============
    This Mod is not supported by LucasArts, Bioware or Obsidian.
    Please do not contact them for support of this mod.
     
    Copyright:
    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 are trademarks of Obsidian Entertainment.
     
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.
     
    More Screenshots:
     
     

    23,383 downloads

       (27 reviews)

    57 comments

    Updated

  12. Schematic Lightsaber Mod 2021

    Schematic Lightsaber Mod 2021
    (SLM 2021)
    ===============================================================================================================
    for TSLRCM 1.8.5/1.8.6
    Author: Kaidon Jorn 
    Date: Autumn 2020-Summer 2021
      This is a large scale lightsaber mod which was built using TSLRCM 1.8.5. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.5 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION).  
    IMPORTANT: Upon installation of this mod you must also open the file called "swkotor.ini" found in the main swkotor folder and under graphics options, you must edit the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Options=1", simply putting spaces between words. If this is not done you will see lightsaber hilt textures disappear depending on camera angle. 

      In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Huge thanks to Fair Strides for his wonderful scripting help.
       In version 2021, lightsaber schematics have been redesigned so that you must equip it on your forearm and activate it like a forearm shield. They are destroyed once you are able to use them (they have a one minute cooldown), but will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. 
      Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. There are also two new quests to find the parts of two different lightsabers which you can then build on the workbench, one begins in the Telos military base and the other somewhere on Dxun. 
     
    2.0 ----------> 2021 Changes List
    ================================================================================================================
    All SLM Lightsaber's now use Crazy34's New Lightsaber Blade Models with ambient lighting! Thanks very much to him. All lightsaber schematics are now forearm equippable items that have a one minute cooldown before you can attempt to learn another schematic.  The Workbench dialog file has been expanded bigly to be able to deconstruct all SLM and vanilla game sabers. Sion's Pain and the Infernal Warrior's Lightsaber now use SithSpecter's Unstable Blade Textures with ambient lighting. The tank droid boss in the military base on Telos no longer drops the Telos Defender's Crystal. It now drops the first part that starts a quest to build that lightsaber model on the workbench. The saber itself is now called "Honorable Duelist Lightsaber", and has a gold blade and glow. A new (old) lightsaber model has returned and uses SithSpecter's Unstable Blade Textures. "Acheron's Frost" can now be aquired through a new quest that starts somewhere in the first visit of Dxun. Now compatible with Markus Ramiken's Workbench Crystal Attunement Mod. <<Only drop the .ncs script file into your Override folder, the workbench dialog file is already compatible.>> Training Sabers are now fully upgradeable and come with a 1-8 damage by themselves. Mandalorian War Leader's Lightsaber has been removed permanently and replaced by Redeemed Revan's Lightsaber. The schematic now drops in the tomb on Korriban. All of the looted lightsabers have been touched up in the texture department, giving them a weathered and/or worn look, and gave them all various stats. Eloquence now has a silvery blue blade and glow. Upgraded stats. All party member lightsaber building dialogs have all been rebuilt with excitingly new and fancy scripts from FairStrides of DeadlyStream fame and glory. They will all meditate on their crystals after building their lightsabers. Visas Marr now builds an old RandomSabers model I named "Miralukan Seer's Lightsaber". The Omen is held by her on the first meeting in the Ebon Hawk. Freedon Nadd's Lightsaber is now fully upgradeable standard blade saber. Bao-Dur's Liberator no longer uses the "chrome1" texture. Alderaanian Battle Saber had a model switch and now uses the old RandomSabers "Quillian" hilt. Master Vash's Redemption had a model switch, and now uses the old RandomSabers "Schism" hilt.  The Solace sabers now have a "pale gold" blade and glow. Freedon Nadd now has a seperate standard bladed hilt that you can find in the Sith tomb on Dxun. The crystal cave on Dantooine has extra crystals to aquire, it is tied to the "Weapon of the Jedi" questline. Compatibilty for M4-78 has not yet happened, but I will get to it eventually. (I hope...) Many other improvements I don't remember since I began rebuilding the mod back in October of 2020.         
    Install by running the .exe file called "SLM 2021"

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

    Notes:
    *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255).
    *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game.
    *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed.
    *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find.
    *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's.
    *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask.
    *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back.
    * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game.
    * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine)))
     
    Credits:
    Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models.
    Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed.
    Thanks to SithSpecter for use of his unstable blade textures.
    Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years.
    Thanks to Deadman for making the training sabers power on and off and providing the textures.
    Thanks to DeadlyStream for hosting my mods.

    1.0 - 2.0 changes list
    ==================================================================================================================
    Redesigned lightsaber schematics into usable items that you "learn". Learning the schematic sets the boolean to "true" so it is memorized in the workbench dialog file, and the schematics are no longer cluttering up your inventory. It is no longer possible for Disciple to get stuck on the MedBay wall inside the Ebon Hawk since I made him jump to the workbench like Atton does. He will still walk back to the MedBay. Further developed party member saber building dialogs of all party members so alignment will matter. Added new scenes so that Kreia and Visas will now meditate on their crystals. Adjusted hit points or stats on some of the added bosses. Updated the dialog for Atris' Telos Academy schematic crate. Integrated Apostle Saber Addon patch and renamed them to "Solace", gave them unique blade color, made a new encounter for them in Dantooine Enclave sub-level. Returned them to the original chrome texture (baremetal didn't look right). Updated icons. Integrated Training Sabers from my TOR Sabers Mod. Credit to Darth Deadman for adding the energy fields that power on and off like a lightsaber on those. Added new double-bladed saber "Elite Assassin's Saberstaff".  Made assassins in Sith Academy on Korriban wield double-bladed lightsabers. Remade alot of lightsaber icons. Updated textures on several saber hilts. Cut down on the use of chrome hilts alot. Reshaded most of the ones that still use it. Eloquence now has a cerulean blade. The cyan core/blue one from 1.0 was not up to par with the rest so I got rid of it. Master Vash now has an entirely new model from the archives, she now wields the 'Aggressor'. Updated all necessary files. Renamed Vrook's saber to 'Vigilance'. Updated all necessary files. Fixed Saquesh not giving the Alderaanian Battle Saber schematic as he should have been if you help the Exchange. Fixed Kreia taking the long way around to the workbench. Finally retired my beautiful 4900 poly Acheron Saber and gave Sion an old RandomSabers model ("the Banshee") with a "scratched up" texture, a much larger scaling and a deeper red blade/pinker core. Added new powerup and powerdown sounds for sabers. Renamed the old 'Warrior's Lightsaber' found in the Korriban Tomb to 'Fury'. Rewrote and rescripted the dialog for the Sith Ghost encounter in the Korriban Tomb. Added 'Infernal Warrior's Lightsaber' with a dark orange blade and a new boss in the late game Citadel Station to beat you over the head with it.  Rescaled and reskinned Revan's TOR saber. Made a new saber mod (Revan's Canonical TOR Sabers) as a seperate add-on that is compatible with this one as the way to get that saber model - *though it will replace 'Mandalorian War Leader's'*. Readjusted stats on a few of the dropped sabers. Wrote descriptions for Master's sabers. Buffed Darth Traya (Atris) for Telos Academy fight and Darth Nihilus just a little.  
    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.
     

    2,521 downloads

       (0 reviews)

    52 comments

    Updated

  13. Revenge of Revan (Demo)

    Revenge of Revan Demo (Beta)
     
    The mod is a sequel to The Knights of the Old Republic 2 (Sith Lords).
     
    The game takes place 8 years after kotor2 where you will find the Jedi Order starting to rebuild as they find their place in the Republic that has been absent of the Jedi Order for some years.
    An event on Corellia will set events in motion as you try to unravel this mystery before its too late.
     
    RoR is a stand alone original story that allows you, the player, to continue your saga with whatever choices you made in kotor1 and kotor2 whether you use the canon setup or your own personal version.
    The mod is a bridge between kotor2 and TOR. You will see cameos and interact with some former characters from kotor1 and kotor2, depending on your choice setup.
     
     
    New Features:
     
     
    Well over 50 PC heads including aliens with the ability to wear head gear.
     
    Species optional based attributes setup.
     
    Around 2 hours of gameplay
     
    There is a new Lightsaber Creation system as well as the old looting/inventory system will be tweaked and allow more crafting. Also within the Lightsaber Creation System is a Progressive lightsaber/hilt system which will allow you to follow certain progression trees as you advance in levels and hilt design. This system will be user friendly and allow the player to switch from one progression tree to another with out a penalty.
     
    A New Trust System which will be connected to the existing Influence system for kotor2. You will have moments to gain and lose Trust with party members. If you gain enough Trust then you will be able to Influence their alignment as seen in kotor2.
     
    Dialogues will not be simple black and white in the area of receiving Dark Side and Light Side points. With the newly added motive feature the player can actually do something that is considered nice to manipulate a NPC and gain Dark Side points. The player will have a ( ) similar to when a player can show they are going to lie but in RoR you will have options in the ( ) for example: Diplomatic, Aggressive, Empower them/encourage, Manipulate/control. These will lead to dialogue that match your motive during the conversation.
     
    With these new features and RoR's new NPCs, modeled and skinned by Redrob41, which not only include Party members but even mid to high level NPCs.
     
     
    In the Demo some of these features are only introduced and not fully active based on story and game play layout. The next installment will see all of these functioning and being used through out the game on a larger scale.
     
    --------------------------------------
    Note:
     
    This is a work in progress so not all the human VOs are in the game, there will be a VO patch released later.

    12,455 downloads

       (10 reviews)

    49 comments

    Updated

  14. Ultimate Balancing Mod

    1. MOD OBJECTIVE:
    To make Star Wars: The Sith Lords a whole new and challenging epic adventure from the beginning until the end.
     
    2. WHAT IS THIS MOD?
    This mod basically changes all classes (mostly non-jedis) to be a little tougher and balanced.
    It also increases the difficult of the game, your enemies have higher lvl (more XP), to hit, damage, etc.
    There are many changes in this mod based upon the Star Wars Saga (the latest D20 system Pen&Paper RPG);
    Mira is now a true Bounty Hunter.
     
    Classes 2da: I've reworked all recommended stats for most classes, clicking it while creating your character will give you a little boost. Also, reworked your allies starting stats related to the changes.
    All non-jedi classes: have 2/4 extra VP, base jedi classes (JS/JG/JC): have the same VP gain (10), FP gain (3), feat gain, power gain and skills. In SW Saga, it's only one class with little differences.
    Reduced the FP gain for each other force user class, but now they all have the force sensitive feat (40 extra FP).
     
    featgain.2da: all base jedi classes now gain feats as a Jedi Guardian and i gave 1, 2 or 3 extra feats to every non-jedi class.
     
    acbonus.2da: scout and tech specialist gained armor bonus per level; +16 ac by lvl 50.
     
    k_sp1_generic.ncs: most BUFF force powers have a extended duration (60 seconds); to compensate the lower FP each class has.
    The Whole speed and fury tree of powers doesn't give extra atacks/armor anymore, rebalanced force valor/force shield related powers (weaker, but they full stack now).
     
    Baseitems.2da/ItemCreate.2da: Improved all blasters (they are REAL blasters now) and some swords damage, tweaked saber-staff damage to be the same as normal lightsaber, i.e. rebalanced everything to look like Sw Saga.
    Tweaked skill requirements and upgrade bonus for lightsabers, a small compensation to the lost of damage/extra atacks.
     
    Saving Throws: Jedi Master/Sith Lord have the same progression as Jedi Consular, increased droid classes ST.
    Scoundrel and Soldier now have a better progression, Stronger Fortitude+Reflex.
     
    DifficultyOption.2da/diffsettings.2da: I recommend you to remove the difficultyoption.2da because it may make enemies 1-shot you, it was making all the balancing harder to accomplish.
     
    ClassPowerGain.2da: I gave a progression of 2 powers at lvl 1, more 1 per level, except in lvls multiple of 3 (+1).
    This is a very slow progression compared to the default ones, but you wont end the game with ALL powers in the list (also you will need to think better before choosing)
     
    forceadjust.2da: increased overall Force Power cost for LS/DS characters; the objective is to reduce force power spam and give some benefits to neutral characters.
     
    Autobalance.2da: increases your enemies level, hit points, armor, to-hit, SThrows and damage.
     
    Skills.2da: All classes (except Prestige Jedi classes) have more class skills, droid combatent have more skill points
    and base jedi classes have the following class skills: persuade and awareness, 2 SP per level (the Exile starts with Security & Repair as extra skills).
     
    Spells.2da: Normal version; increases the FP cost of Force Crush, and other abusive force powers. HLFP version: same as before but also increases all high level powers cost, spamming these powers makes the game pretty easy, specially on bosses. I hope this will fix it.
     
    Feat.2da: All jedi's can have weapon specialization.
    Droid expert have way more avaiable feats, reworked skill-related feats for everyone (so it matches its new skills).
    I am recovering the old implants feats from kotor 1, since everyone have a increased feat gain and you level up faster, no need to waste points in constitution anymore.
     
    ForceShields.2da: merely cosmetic, all shields but the droids doesn't have animations anymore; in the last version all shields have been nerfed.
     
    ChemicalCreate.2da: Now you can build all implants if you have the required skill.
     
    3. HOW DO I USE IT?
    Just dump everything in your Override folder.
    I recommend doing so after you have installed HLFP 2.1 (or not) and before any other mod that uses the TSL patcher.exe.
     
    4. MOD COMPATIBILITY:
    This mod is fully compatible with TSLRCM and ImprovedAI/High level F. Powers by stoffe (2.1 version).
    It can be fully compatible with any mods that dont mess with the same files.
    There's a english dialog.tlk file which must be placed in the game folder before any mod that mess with this file, in order to see the ingame changes (make backups).
     
    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 max_mms@hotmail.com if its not a problem to you.
     
    7. CREDITS:
    Created by HaVoKeR.
    You may use this mod at will, i just ask that my name stick with it. =)
    Inspiration and sources (script related): Beancounter, Stoffe, Achilles and Envida.

    7,798 downloads

       (7 reviews)

    46 comments

    Updated

  15. Movie Mandalorians

    I've never liked the KotOR Mandalorians. I wished them to look like Jango and Boba Fett. I mean, I wished them to have Fett-style armors and helmets.
    So, I've tried to make such mod. It is not perfect, but I hope you'll like it. It will change the appearance of all Mandalorians in the game, including Mandalore (he transformed into Jango).
     
    Features:
    - Changed appearance of ALL Mandalorians in game. Now they use completely new armors and helmets, which are made in style of Jango and Boba Fett.
    - Mandalore transformed into Jango Fett. Available two versions of his armor - with jetpack and without it. You may use any, because now you can unequip his armor (and see Canderous).
    - Bralor transformed into Boba Fett. I've also made him more dangerous opponent in the Battle Circle (since you may use anything when you fight him he was too easy to beat. And they call him a champion?!)
    - Kelborn now have unique armor.
    - New Mandalorian armors for your PC and party members. At this point, they are available for male characters only.
    - Mandalore comes equipped with 2 Westar Blaster pistols and special Mandalorian flamethrower. For those of you who like Boba I also provided EE-3 Blaster rifle. All this items are quite powerfull, but IMO that will not break game's balance ('cause ranged weapons are NOT effective in TSL).
     
    Credits:
    - NeoMarz1 - for creating awesome Mandalorian model for Jedi Academy. I've used this model in this version of MOD.
    - Don Kain - I've used some texture parts (symbol on Kelborn's armor) from his JA mandalorian skinpack.
    - Creator of original textures for Westar blaster pistol (sorry, I don't know your name)
    - Orsan - I used&altered 2 textures he made for KotOR1 (Boba and Jango armors on the upgrade screen).
    - Lit Ridl - for allowing me to modify his flamethrower script.
     
    Permissions:
    Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP.
    Anything else - be my guest, use like you want, just give credit to me.

    7,661 downloads

       (12 reviews)

    46 comments

    Updated

  16. 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).
     

    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...

    1,183 downloads

       (3 reviews)

    46 comments

    Submitted

  17. Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords

    THE UPDATE IS FOR STEAM USERS, PLAYING THE ASPYR VERSION IN 2K.
    --------------------------------------------------
    Title: Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords
    --------------------------------------------------
    Special Thanks to the following individuals:
    Alien - For the original version of the 16x9 mod, without which none of this would have happened.
    tk102 - Since GFFEditor broke stuff and KGFF saved the day, teekay deserves some recognition for his awesome (TSL-friendly) tool.
    --------------------------------------------------
    Original mod info (including link to download and screenshots) can be found here:
    http://steamcommunity.com/app/208580/discussions/0/864975632546978851/
    As you can see, Alien's work is remarkable. Unfortunately, v.1 has some issues with the Actions UI in the lower left (mines and force form are borked, and the action description hovers over the menus rather than displaying above, making the arrows a pain to use).
    After some digging around, I was able to fix these issues and am releasing the fix with Alien's permission.
    *CD/DVD/GOG/Steam (Non-Aspyr) Installation Instructions*
    Download the GOG version Extract the download Select either the 16x9 or 16x10 version (not both) Copy the folder to Override To uninstall, remove the installed files.
    *Steam (Aspyr version) Installation Instructions*
    [Optional, but recommended] Find equip_p.gui in the game's install directory and make a backup Delete equip_p.gui from the install directory Extract the contents of the download to Override. To uninstall, remove the installed files.

    120,094 downloads

       (17 reviews)

    45 comments

    Updated

  18. TSL Default Replacement Hilt Megapack

    DEFAULT REPLACEMENT HILTS MEGAPACK 8.1
    --------------------------------------------------------------------------
    by Kaidon Jorn
     

    This mod will replace the default lightsaber hilt models in KotOR 2:The Sith Lords.
    Should be compatible with TSLRCM 1.8.4 and beyond.
    This version omits the animated blade textures from the main mod but they are still offered as an option (copy and pate tga's and txi's into Override and let overwrite if necessary).
    It also comes with a new(er) model for the cyan double-bladed hilt, and alot of the icons have been remade. Other than that, I changed every hilt texture's name and hex edited them into the original models. Also, this mod is now set to replace file on every installation. This should be the last one I need to do, but you never know.
     
    -KJ
     
    Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent.

    13,727 downloads

       (18 reviews)

    43 comments

    Updated

  19. Coruscant Jedi Temple by deathdisco

    Uploaded by permission of the author.
     
    "Ten years ago in 1997, we first saw the planet of Coruscant in the Special Edition of Return of the Jedi. It was only a brief appearance. In 1999, The Phantom Menace came out and we really got a good look at Coruscant and especially the Jedi Temple and the Senate Chambers. It was a city planet and the capital planet of the Republic in Star Wars. Then in the sequel of 2003�s game of the year, Knights of the Old Republic II: The Sith Lords, we saw a brief appearance of Coruscant when your PC, the Jedi Exile, watches a video of his/her trial and exile from the Jedi Order that happened ten years earlier. We only got to see the Jedi Council chambers and a brief look outside the windows. Over the last two plus years since TSL came out, people wished that the KOTOR had already included Coruscant in one of their releases, or will include it if there is to be a KOTOR III.
     
    DeathDisco makes his FileFront debut bringing us that wish and he does it for TSL. The author is a veteran KOTOR modder at Holowan Labs who has made his way to putting up his first and his newest KOTOR mod here at FileFront. Hopefully he�ll send in his older mods to us in the future for some new KOTOR gamers to enjoy!
     
    This mod will definitely be a welcome addition because of the hard work and detail put into it. Since your character is a Jedi, the author has you go to the Jedi Temple on Coruscant. There you can receive extra Jedi training, Force Forms, Lightsaber Forms, and practice your blaster bolt deflection skills. There are also new items for you to collect only on Coruscant. Lots of features and surprises the author wants you to figure out by playing the mod.
     
    This mod uses the TSL Patcher for easy installation and possible .2da file merging depending on what mods you have in your personal override folder. You should notice the new planet on the galaxy map on the Ebon Hawk. There is a screenshot showing a visual of that if you need it. Enjoy the mod.
    -Shem"
    (Original KotORFiles mod review)
     
    This mod adds a new planet to the galaxy map. The Jedi Temple on Coruscant.
     
    Features
     
    his mods create three new areas re-using exiting modules.
     
    1.The Jedi Temple Landing pad.
    2.The Jedi Temple itself.
    3.The Jedi Council chambers.
     
    You can learn a handful of Jedi power. (Depends on skill/attribute checks)
    Learn a bonus Lightsaber form. (Prestige class required)
    Learn a bonus Force form. (Prestige class required, excluding Jedi Master/Sith Lord)
    Practice your blaster bolt deflection skills.
     
    Acquire high level Jedi related items/upgrades.
    Dark Side items also available.
     
    I've added a couple of items I created for previous mods.
    I created some new Jedi/Sith items for this mod.
    I re-created some K1 items (.uti's only) not available for TSL for this mod.
     
    Some surprises.
     
    Uninstallation
     
    Extract the contents of tsljeditemple.rar.
    Run the installer and select your game directory. IE: e:\Program Files\Lucasarts\SWKotOR2
    The installer will create backups of files it modified. Save these for un-installation.
     
    Notes
     
    This mod is not currently compatible with any other mods that edit the galaxy map.
    This mod adds a lighsaber hilt reskin using model w_lghtsbr_151, which
    is compatible with USM and The Masters of the Force Hilt pack.
    All source files included in the NSS folder.
     
    Author Contact
     
    I can be reached at Lucas Forums:
    http://www.lucasforums.com/forumdisplay.php?f=321

    15,916 downloads

       (13 reviews)

    43 comments

    Updated

  20. JC's Player Soundset Restoration for K2

    Summary
    In Star Wars: Knights of the Old Republic, the player, like all party members, would occasionally say things during combat and when performing other actions.
    In the second game, however, the player is mute.
    This mod restores the player soundset for Star Wars: Knights of the Old Republic II - The Sith Lords.
    The critical files needed for the original player soundset to function were actually always there, but they were in various states of disuse. This mod fixes them up and restores the player's voice. There are different soundsets for male and female players and they are the same ones as in the first game.
     
    Installation
    Run Player_Soundset_Restoration.exe.  
    Uninstallation
    Remove the installed files.  
    Compatibility
    This mod must be installed before any mods that patch soundset.2da. This mod does not use TSLPatcher to patch soundset.2da; it uses a hard 2DA install because the exact line numbers are necessary for the player soundset to work. It feels dirty, but I have to do it.
     
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe, with updates by Fair Strides
    SSF Editor– stoffe
     
    Permissions
    Mod
    JC's Player Soundset Restoration for K2
    Mod Author
    JCarter426
    Game
    Star Wars: Knights of the Old Republic II - The Sith Lords
    Attribution Preference
    "Player Soundset Restoration by JCarter426" or "uses JC's Player Soundset Restoration" or some other reasonable phrasing.
     
    This mod is released under the following licenses:
    Attribution Only License  
    Attribution Only License (AOL)
    * You've got mods! *
    The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed.
    The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents.
    (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.
    (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion.  
    Disclaimers
    WHOEVER STEPS ON THIS WILL GET A NASTY SHOCK. THAT HURT, I BET! I'M THE LAST THING YOU'LL EVER SEE. SILENT AND DEADLY.
     
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    2,072 downloads

       (2 reviews)

    42 comments

    Updated

  21. L0ki's Jedi Armor Mod + Extra Suits Add-on

    L0ki's Jedi Armor Mod v0.6
     
     
    Stealth Suits & Pirate War Armor Add-on
     

    10,579 downloads

       (12 reviews)

    38 comments

    Updated

  22. Unofficial TSLRCM Tweak Pack

    UNOFFICIAL TSLRCM (THE SITH LORDS RESTORATION MODIFICATION) TWEAK PACK
    version 1.3

    Author: Pavijan357

    1. Description:
    ---------------------

    As you all know, SW-KOTOR 2 : The Sith Lords is a brilliant game. Unfortunately, at the time of release, it was definitely a flawed game, because it was published in unfinished state.
    Then came the people behind TSLRCM project and did what seemed impossible. After years hard work by all people involved in it, final result is here: TSLRCM 1.8.5 . KOTOR 2 is closer to its finished state and Obsidian's vision than ever before.
    So, what is this than actually for? Well, the way I see it, instead of the broken, dirty gem TSL was before, now with TSLRCM, it's the large shinning diamond, just a little rough on the few edges. This is made to polish it around a little...
    It's seems to me that in their vision to restore as much cut content, TSLRCM crew got a little carried away and restored even things that seem that weren't left out because of short development time, but actually CUT from game, because authors had some other and better ideas, or simple they didn't thought that those fit in the game in general way.
    Now, I don't claim to know what was Obsidian's original vision better than anybody else, especially TSLRCM guys, but there are some things that bothered me during the playthrough and which seamed jarring and out of place to me, so I have made this Tweak Pack for my personal usage, and also for everyone else who feels the same way about those particular things.
    Of course, this is ultimately thing of personal preference, so I have made this pack modular so you can install only things that you want and leave others as they are (modular parts are installed with TSL Patcher), but have also provided all-in-one setup for those that want it all.
     
    2. Component list:
    ---------------------
    This pack consists of five main components and three small extras:

    Component 1 - Jorran the extortionist instead of Kaeve the thief
    As you probably know, TSLRCM returned cut character of padawan Kaeve, whose laigreks stole the farming equipment from farmer Suulru on Dantoine, instead of scavenger Jorran who insisted that Suulru should give him extra money for his vaporator, which was the case in the published version of the game.
    I like the general idea behind Kaeve, and voice-over done for her by Usagi was fine, but the main problem with her is that her dialogue seams, well... not well written in the first place, it feels incomplete and not well thought through. It seems to me that she was abandoned in earlier part of production and wholly discarded as an idea, and that's why Obsidian eventually recorded voice-over for Jorran's and Suulru's new lines instead of making some for Keave. Don't get me wrong, TSLRCM crew did a good job of restoring what was in the files, but it seems that there wasn't a lot of quality material to restore in the first place...
    So this component returns whole Jorran/Suulru situation to what it was in published version of TSL and removes Keave from game altogether. This also returns lightsaber part to Jorran which he had originally, instead of Keave as in TSLRCM.

    Component 2 - Saedhe's original head
    If you played the game, you would remember Seadhe, Khoonda Militia investigator in Khoonda plains, Dantooine. In TSLRCM he is given cut unique head which was planned for him earlier, but my opinion, based on his voice in game, is that unique head was intentionally scrapped and in the published version he got that of an old black guy to fit better with that voice.
    So install this component if you would like to see his originally assigned head again.

    Component 3 - No Mandalore falling on Ravager bridge
    In old TSLRCM versions, after you defeat Darth Nihilus and your party is leaving Ravager's command bridge, Mandalore inexplicably stood on some invisible mine and fell on the ground. This has been done to make excuse for starting Mandalore/Visas conversation. Version 1.8.3 replaced mine with much more sensible Dark Side backslash from the disappearing corpse of Nihilus, which actually looks fitting to a point, and could satisfy some people, but in case that you still want that whole part removed, like I do - this component is here.
    There is also spliced part on first Mandalore/Visas conversation upon boarding Ravager ("I know what it meant for you to accompany me here...") that should also, like the post-fight conversation between them, be left for some other mod which restores Ravager part to its original concept (Mandalore and Visas go to Ravager alone, Exile joins them later) like Zbyl2's excellent "Ravager Rewrite" mod, which will, I hope, be eventually updated for TSLRCM compatibility if he finds time and still has some desire for modding after his work on M4-78EP.
    So, this component removes spliced part on first Mandalore/Visas conversation and whole bridge collapse/second conversation situation after Nihilus fight, so you can wait nicely until some future version "Ravager Rewrite", or some other mod, restores those lines more fittingly.

    Component 4 - Atton’s ending dialogue
    After you defeat final boss, in TSLRCM you (depending on your choices) get a few final conversations with some of your crew mates. Atton is one of them, and his conversations (in both possible versions) are great and emotionally satisfying. But they seem written only for light-side character and don't fit at all for the cold-blooded bastard that you may have turned your Exile into!
    Because of that, this component inserts extra requirements for this dialogs to happen: Exile must be light-side, neutral, or mildly dark-side with high influence with Atton (high requirement for influence is only for slightly dark-side chars to reflect the situation when player is not entirely insensitive to suffering of those close to him and he got along with Atton nicely). So if your Exile matches any of those requirements you will get the dialogue as it has been until now, and if he/she doesn't - you will not be bothered with it.

    Component 5 - Kreia-Atris dialogue tweak
    During Kreia's visit to Atis on Telos, dialogue between those two is one of the more important ones in the whole game because it gives lots of exposition on Kreia's motivation. TSLRCM added a few restored lines of dialogue to that scene that do not seem to fit the story in it's final form.
    Those are the lines that reference that Kreia was there during Exile's trial, and more important, that she was the one who asked for her/him to be exiled. Which doesn't fit at all, because she was presumed dead since Mandalorian Wars by the Jedi Order at that time, and because of that she couldn't have asked that of the Jedi Council when (as we see in dialogue between them near the end) they weren't even aware that she survived! This seems to be a remnant of some old plot version that was abandoned during the production.
    Thus, this component removes that group of added lines from that dialogue (but keeps other ones that are not related to this issue).
    Thanks to Markus Ramikin who has noticed this issue and informed me of it.

    Component 6 - Tweak for Exile-Mandalore dialogue in Trayus academy
    From the first time I saw it, I was not fond at all of the Player responses in the Exile-Mandalore conversation that happens in the Trays academy if you save your party. They consist of pairs of almost identical responses with just several words changed and do not seem like anything that would normally be found anywhere in the game and therefore they really stick out as "modded content".
    This component of TSLRCM Tweak Pack will alter the player responses to something that (at least in my opinion) fits better with the rest of the dialogue found in the game. Mandalore's lines are not altered.

    Extra components:

    These small tweaks are separated as extras because they are not based on restorations or anything other than some thoughts of mine, or are probably insignificant to majority of players and made mostly for extra nit-picky crazies like myself.

    Extra 1 - Trayus Sith Lords unified
    This takes care of the small thing that caught my eye - that Sith Lords in the left part of Trayus Academy have their masks on, but those in the right part don't. This was probably done intentionally, possibly to provide more diversity, but what bothered me is that those without masks share the same head with Sith apprentices which are at few places found at the very same room (Yes, it bothers me,  I'm that kind of guy [:p] ).
    So, this only gives those few Sith Lords in Trays Ac. the same masks that their "colleagues" in the other part have. Simply as that.

    Extra 2 - Lower Awareness requirement for "Gand Warrior" quest
    This lowers required Awareness skill level for solving the quest given by Suulustan in Jekk Jekk Tarr cantina, on Nar Shadaa, to 4 instead of 16. Why so low? Because I think that 16 is really too much for such a trivial quest, and by making it as low as 4 it can be solved even by players who didn't focus on developing their Exile's Awareness, simply by equipping a few of skill boosting items, and maybe also casting Valor if needed.
     
    3. Installation:
    ---------------------
    To install this Tweak Pack, TSLRCM 1.8.3 or newer version, MUST be installed. It is made for TSLRCM and without it, it has no point.
    1) If you're planning to install the complete installer version, just run its URCMTP.exe and follow instructions. It's advisable to do it IMMEDIATELY after TSLRCM installation. In that case if you plan to install some other mods after TSLRCM they won't be overwritten, and maximum compatibility is assured.
    2) If you're planning to install any of modular parts just run U_TSLRCM_TP_IND.exe and follow instructions. You need to run U_TSLRCM_TP_IND.exe once for each component you have to install.
    For Component 1 (Kaeve removal) BOTH parts must be installed for it to work properly.
    Any component can be installed any time after TSLRCM installation.
     
    4. Uninstallation
    ---------------------
    Copy appropriate files from the "backup" folder to their original places.
     
    5. Mod Compatibility:
    ---------------------
    Any mod that is compatible with TSLRCM is compatible with this Tweak Pack.
    For full compatibility with "Fixed Hologram Models and Admiralty Redux for TSLRCM" by DarthParametric and M4-78EP, use the the Individual component installer for this pack, and install it AFTER those mods.

    ---------------------

    Thanks to Fair Strides for creating and updating the TSL Patcher version of the installer.
    Special thanks to Zbyl2, DarthStoney, VarsityPuppet, Hassat Hunter, and everybody else who was involved with TSLCRM during its long years of making, for all that they have given us...
    ---------------------

    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.
     

    39,748 downloads

       (21 reviews)

    35 comments

    Updated

  23. PartySwap and Extended Enclave Compatibility Patch

    =PartySwap and Extended Enclave Compatibility Patch=
    A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION

    AUTHOR: Leilukin
    FILE NAME: PartySwap_EEnclave_ComPatch.zip
    LATEST VERSION: 1.8
    CONTACT: E-mail to leilukin@outlook.com, or message to Leilukin on Deadly Stream
     
    1. DESCRIPTION:
    This patch will make DarthTyren’s PartySwap mod compatible with danil-ch and Darth Hayze’s Extended Enclave mod.
    If you also want to use N-DReW25's Extended Enclave Patch, I have provided an additional installation option in my patch to make PartySwap compatible with both Extended Enclave and Extended Enclave Patch.
    You can find and download the mods here:
    PartySwap: https://deadlystream.com/files/file/544-partyswap/
    Extended Enclave: https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/
    Extended Enclave Patch: https://deadlystream.com/files/file/1842-extended-enclave-patch/
     
    NOTE:
    This patch may NOT be compatible with non-English localizations of KotOR 2 and The Sith Lords Restored Content Mod (TSLRCM). You do NOT need to install this patch if you want to use my Handmaiden and Female Exile - Disciple and Male Exile Romance mod, because my mod already includes compatibility patches that will allow my mod to work together with both PartySwap and Extended Enclave.  
    2. INSTALLATION:
    STEP 1: Download and install The Sith Lords Restored Content Mod (TSLRCM), since TSLRCM is REQUIRED for both PartySwap and Extended Enclave to work. I recommend using the installer version of TSLRCM (https://deadlystream.com/files/file/578-tsl-restored-content-mod/) instead of the Steam Workshop version even if you play KotOR 2 on Steam.
    STEP 2: Download and install PartySwap: https://deadlystream.com/files/file/544-partyswap/
    STEP 3: Download and install Extended Enclave: https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/
    (You must install Extended Enclave AFTER PartySwap)
    OPTIONAL STEP: If you want to use it, download and install N-DReW25's Extended Enclave Patch: https://deadlystream.com/files/file/1842-extended-enclave-patch/
    STEP 4: Download my compatibility patch for PartySwp and Extended Enclave, extract PartySwap_EEnclave_ComPatch.zip to anywhere you like, as long as it is not within the KoOR 2 directory.
    STEP 5: Run the PS EE Comp Patch Installer.exe from my compatibility patch. You will see there are three installation options, and you may only install ONE of these three options:
    No M4-78EP Installed: Choose this installation option if you do NOT have M4-78 Enhancement Project installed. DO NOT choose this option if you have installed N-DReW25's Extended Enclave Patch. M4-78EP Installed: Choose this installation option if you DO have M4-78 Enhancement Project installed. DO NOT choose this option if you have installed N-DReW25's Extended Enclave Patch. Extended Enclave Patch Installed: Choose this installation option if you have installed N-DReW25's Extended Enclave Patch, regardless if you have installed M4-78 Enhancement Project or not. Once you have selected an installation option, point the installer to your KotOR 2 directory, where the swkotor2.exe file is located, and let the installer do its job.
     
    3. KNOWN ISSUES:
    None currently known. If you find any other bugs or problems, please let me know.
     
    4. CREDITS:
    DarthTyren, danil-ch and N-DReW25 for giving me permission to make this compatibility patch for their mods
    bead-v for Workbox
    Fred Tetra for the KotOR Tool
    tk102 for DLG Editor
    Stoffe for TSLPatcher
     
     
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    12,358 downloads

       (1 review)

    33 comments

    Updated

  24. Dustil Restoration

    In KotOR 2, you would originally stumble upon the body of a Jedi named Nebelish while investigating the tomb of an ancient Sith Lord on Korriban. However, this "Nebelish" actually looked a lot like Dustil Onasi. Turns out, Obsidian originally planned to have Dustil in the tomb but they ended up cutting the content. Now when TSLRCM came along they never restored this because Jason Mardsen, Dustil's voice actor, never recorded any lines for the part. Now I thought it a shame that Dustil couldn't have been restored, so I set about restoring him. And, thanks to some voice overs done by Zhaboka, I have finished my task.
     
    So essentially, this mod restores Dustil to KotOR II.
     
     
    TSLRCM Compatible: Yes
     
    Please go to the Nexus Mods link to see further screenshots.
     
    ModDB Link: DOWNLOAD
    Nexus Files: DOWNLOAD
    Deadly Stream Link: DOWNLOAD

    5,766 downloads

       (7 reviews)

    31 comments

    Updated

  25. MOBILE Restored Content Mod (MTSLRCM)

    Experience famous restored content mod on your mobile device.
    Install instructions:
    Both iOS and Android place all files in a folder called ‘mods_english’ (or ‘mods_italian’, etc.) within a folder called ‘dlc’. So /dlc/mods_english/[all files]/.
    1. Unzip mtslrcm.zip
    2. dlc folder contains five subfolders, for each language version; feel free to delete ones you don't use.
    3. Paste it in the install location:
    iOS:
    On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes.
    ANDROID:
    On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/
    As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal."

    117,078 downloads

       (5 reviews)

    31 comments

    Updated