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  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

    360,142 downloads

       (79 reviews)

    123 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.

    70,648 downloads

       (18 reviews)

    60 comments

    Updated

  3. Goto's Yacht Model Fixes

    Goto's yacht has numerous model issues, including holes open to space, doors which visibly clip through walls, and rooms that disappear when you walk too far away.  This pack fixes many of these issues, bringing the yacht to a quality level suitable for a wealthy Exchange boss.
    Thank you for downloading, and I hope you enjoy this mod!
    -------------------------------------------------------------------
    INSTALLATION
    If you are using The Sith Lords Restored Content Mod (TSLRCM), install it first.  Run "INSTALL.exe" for this mod, and follow the prompts.  It is normal to see a warning that 351nar.mod already exists and has been skipped.  If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307.
    -------------------------------------------------------------------
    COMPATIBILITY
    This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/) and the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/).  It is also compatible with "TSL Backdrop Improvements" by Kexikus (https://deadlystream.com/files/file/949-tsl-backdrop-improvements/) as well as mods that reskin the yacht.  It is not compatible with mods which edit the same area models.  For best results, this mod requires a save from before boarding the yacht.
    -------------------------------------------------------------------
    CREDITS
    KotorBlender by seedhartha
    tpcview and tga2tpc by ndix UR
    K-GFF by tk102
    TSL Patcher by stoffe and Fair Strides
    ERFEdit by stoffe and Fair Strides
    Kotor Tool by Fred Tetra
    Holocron Toolset by Cortisol and th3w1zard1
    Thanks to Snigaroo for requesting a fix for the holes in the yacht's bridge, which kicked off this whole exercise.
    -------------------------------------------------------------------
    VERSION HISTORY
    1.0 - Initial Release
    -------------------------------------------------------------------
    DISCLAIMER AND PERMISSIONS
    This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian.  Use at your own risk.  The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
    Material from this mod may be used as the basis for mods which make additional edits to the same area models as long as appropriate credit is given to this mod's author.  Other uses require the author's permission.  This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.

    23 downloads

       (0 reviews)

    1 comment

    Submitted

  4. [TSL] Lily's Jedi Robe Fixes

    =====================================================
    [TSL] Lily's Jedi Robe Fixes
    =====================================================
    Mod for Knights of the Old Republic II - The Sith Lords
    Author: Lily
    File Name: Lilys_Jedi_Robe_Fixes.zip
    Latest Version: 1.0
    ---
    1. DESCRIPTION:
    This mod fixes several visual issues with the Jedi robe body models.
    Padawan Robes:
    - Added color to the neckpiece, which was solid black by default
    - Fixed incorrect UV mapping on fingers
    - Fixed a gap/hole in the back of the female robe
    - Fixed robe clipping through the legs during run animations
    - Fixed a black spot appearing on the back of the torso
    The Padawan Robes are based on PapaZinos's "Robes With Shadows For TSL" and includes all of the fixes from that mod.
    Master Robes:
    - Adjusted boot and leg proportions
    The Master Robes option uses models based on DeadMan's "Movie-style Jedi Master robes" mod. You need the textures from that mod (or another mod that provides textures for it) installed before using this option - the textures will be mapped incorrectly with default textures.
    ---
    2. INSTALLATION:
    Run Install.exe and select your KotOR 2 game directory.
    There are two installation options:
    - Padawan Robes: Fixes models for the Padawan robe. These are based on PapaZinos's "Robes With Shadows For TSL" and include all of the fixes from that mod. Any texture files will work.
    - Master Robes: Fixes models for the Master robe. These are based on DeadMan's "Movie-style Jedi Master robes" models, so you must have the textures from that mod (or another mod that provides textures for it) installed first.
    You can install one or both options. Run the installer once per option.
    A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later.
    ---
    3. UNINSTALLATION:
    Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod.
    ---
    4. KNOWN ISSUES:
    None.
    If you find any bugs or problems, please report them.
    ---
    5. MOD COMPATIBILITY:
    This mod installs model files to your Override folder:
    Padawan option: PFBIM.mdl, PFBIM.mdx, PMBIM.mdl, PMBIM.mdx
    Master option: PFBNM.mdl, PFBNM.mdx, PMBNM.mdl, PMBNM.mdx
    No 2DA files, scripts, or other game files are modified. Any mod that also replaces these model files will conflict with this one.
    If you use the Master Robes option, install DeadMan's "Movie-style Jedi Master robes" (or a compatible texture mod) first.
    Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues.
    ---
    6. SUPPORT:
    My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee!
    ---
    7. PERMISSIONS:
    Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it!
    Do not directly reupload this mod anywhere else.
    ---
    8. THANKS:
    - PapaZinos - Robes With Shadows For TSL
    - DeadMan - Movie-style Jedi Master robes
    - bead-v - MDLEdit
    - Cortisol - Holocron Toolset & HoloPatcher
    - Fair Strides - TSLPatcher
    - seedhartha - KotOR Blender
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.
     

    12 downloads

       (0 reviews)

    0 comments

    Submitted

  5. TSL Miscellaneous Model Fixes

    This mod contains fixes to various models from throughout the game.  There is no particular theme to these fixes, which cover elements from nearly every planet.  Please see below for a full list.
    Separate from the model fixes, I have also provided an additional option adds scripting to open the roof of the Telos underground base's hangar before departing.  This is not strictly a fix because the game already included scripting to open the roof...but it happened as the player boarded the shuttle to leave, so even with the fixed animation, there was no opportunity to see the result.  This option changes the timing so that the roof opens when the player unlocks the doors with the hangar console.
    Thank you for downloading, and I hope you enjoy this mod!
    -------------------------------------------------------------------
    LIST OF FIXES
    GENERAL
    - plc_jnkswpb1, plc_jnkswpb2 - Corrected the crashed swoops' windscreen texture to match the non-crashed swoops.
    PERAGUS
    - dor_per02 - Corrected mirrored texture coordinates on one side of one door panel.
    TELOS
    - 202tel12, 202tel13, 222tel12 - Corrected typos in the hierarchy which caused overlapping windows to flicker.
    - 232tel14 - Fixed a broken animation for the hangar roof to open.  Note that the "Telos Hangar Roof Change" option is also required to showcase the result in-game.
    EBON HAWK
    - 950cori - Filled a blank doorway during the post-Telos cutscene.
    NAR SHADDAA
    - 301narm - Assigned the correct Ebon Hawk textures during Kreia's telepathy cutscenes.
    - 304nar13 - Filled a missing Ebon Hawk corridor while Kreia teaches the player Force Breath.
    - 306nare - Filled a gap between the entry corridor's floor and wall.
    KORRIBAN
    - 701kore - Filled a gap in the face of one of the tombs which was visible as the camera panned across the Valley of the Dark Lords.
    DANTOOINE
    - 650dan_03 - Filled a hole in the tree stump in the enclave's central courtyard.
    HK FACTORY
    - 298telp, 299teld, 299telm, 299teln - Resolved overlapping geometry in a console which appears in multiple locations.
    - 299telh - Filled a gap in the front of the elevated control platform.  Also fixed a gap and overlapping geometry at the central door's frame.
    - 299telq - Resolved overlapping geometry and walls misaligned with the edge of a platform at the back of the factory space.
    MALACHOR V
    - 902malc, 902malj - Grounded some floating rocks.
    -------------------------------------------------------------------
    INSTALLATION
    If you are using The Sith Lords Restored Content Mod (TSLRCM), install it first.  Copy all files in the "MAIN INSTALLATION" folder to your game's Override folder.  If asked, confirm to overwrite 299telq.mdl.
    If you would like to use the option to open the Telos hangar's roof before you leave, open the folder "OPTION - Telos Hangar Roof Change" and run "INSTALL.exe".  It is normal to see a warning that 232tel.mod already exists and has been skipped.
    -------------------------------------------------------------------
    UNINSTALLATION
    Delete the files from the Override folder.  The "Telos Hangar Roof Change" option cannot be easily uninstalled, but deleting 232tel14.mdl/mdx will effectively disable the roof animation.
    -------------------------------------------------------------------
    COMPATIBILITY
    This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/) and the KOTOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/).  It is compatible with texture reskin mods.
    Several of these fixes are already included in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/).  If you are using that mod, install it after these fixes, and allow it to overwrite the conflicting files.  This mod is incompatible with any other mods that edit the same area files.
    -------------------------------------------------------------------
    CREDITS
    KotorBlender by seedhartha
    tpcview by ndix UR
    NWNSSCOMP by Torlack and tk102
    TSL Patcher by stoffe and Fair Strides
    ERFEdit by stoffe and Fair Strides
    Kotor Tool by Fred Tetra
    Holocron Toolset by Cortisol and th3w1zard1
    299telq.mdl includes edits made by the TSLRCM team.
    Thanks to DarthParametric for identifying the broken animation in 232tel14 and how to fix it.
    Thanks to Snigaroo for identifying the gap in 306nare.
    -------------------------------------------------------------------
    VERSION HISTORY
    1.0 - Initial Release
    -------------------------------------------------------------------
    DISCLAIMER AND PERMISSIONS
    This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian.  Use at your own risk.  The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
    These models may be used as a basis for mods which make additional edits to the same models as long as appropriate credit is given to this mod's author.  Other uses require the author's permission.  This mod shall not be reposted on any sites other than Deadly Stream without permission.

    22 downloads

       (0 reviews)

    0 comments

    Submitted

  6. AxC's Kreia's Canonical Lightsaber

    Although it’s not possible in the unmodded game, The Complete Star Wars Encyclopedia states that Kreia wielded a double-bladed lightsaber during her travels with the Exile, and the Star Wars Miniatures model of Kreia also depicts her using one. From the moment I learned this, it felt odd that the game didn’t reflect it. It’s just one of many canonical elements that remain out of reach in the base game. So, I decided to create this mod to bring Kreia’s canonical weapon to The Sith Lords.

    Kreia will receive her double-bladed lightsaber aboard the Harbinger during her confrontation with Darth Sion. This weapon comes with improved stats but cannot be upgraded, and it can be used by Kreia even after the loss of her hand.

    However, if you're already past Peragus (specifically, the point of no return when you board the Ebon Hawk), you can still add the lightsabers using cheats:

    w_kreia_dblsbr: Kreia's canonical green double-bladed lightsaber, usable only by her.
    w_traya_dblsbr: A red-crystalled version of the lightsaber, typically unobtainable, but usable by anyone.


    Credits:

    Fred Tetra, for KOTOR Tool
    TK102, for DLGEditor
    Torlack, stoffe & TK102, for NWNSSCOMP
    JdNoa & Dashus, for DeNCS
    Cortisol, for Holocron Toolset
    bead-v, for their mod "Kreia's Lightsaber / Long sword", which inspired me and allowed me to edit and include 2 of his scripts in my mod (the mod has open permissions)

    448 downloads

       (0 reviews)

    9 comments

    Updated

  7. Red floating lightsabers

    This mod changes Kreia's floating lightsabers from violet to red and makes them immune to fear, paralysis, and stun. Since they're, you know, lightsabers instead of people, I figure they shouldn't be susceptible to those effects.

    To install, drag the .utc files from the attached .zip and place them into your override. Remove to uninstall. Ezpz.
    Thanks to Fred Tetra for creating the Kotor Tool, which was used to add the immunity feats.

    4,558 downloads

       (0 reviews)

    6 comments

    Updated

  8. Expanded Jedi Training for TSLRCM

    Expands the mechanics of training your Jedi companions in TSLRCM.
    SUMMARY
    TSLRCM adds the ability to teach your Jedi party members a select few powers, feats, and forms. It’s a cool concept that adds to the feeling of training your companions, but it was never very fleshed out. As is, there’s a very limited pool of abilities to teach, no real player choice in what to teach, and no depiction of the training aside from a fade to black. This isn’t a fault of the TSLRCM team, there just wasn’t much to restore. 
    The mod aims to expand the whole training mechanic to make it more interesting and immersive.
    Summary of the main changes of this mod:
    - You can now choose which abilities to teach your companions.
    - The pool of teachable powers, feats and forms has been significantly expanded.
    - Every teachable ability now includes a brief cutscene depicting the training.
    - Party members can learn 1 power or feat and 1 form at a time and must level up before learning more.
    - Different prestige classes can teach different abilities. JM/SL can teach a wider selection of powers, JWM/SM can teach more combat feats, and JW/SA can teach a mix of both.
    - Handmaiden and Disciple can now be trained like other Jedi companions.
    DETAILS
    INSTALLATION
    TSLRCM required. Ensure TSLRCM is installed first before installing this mod.
    To install, run HoloPatcher.exe. Select the main install option and run. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe.
    If you have PartySwap installed, run the included compatibility patch. Ensure both PartySwap and the main mod have been installed first before installing this patch.
    UNINSTALLATION
    Remove the following files from override:
    If any files were created inside the backup folder, move them to override.
    COMPATIBILITY
    Incompatible with any mods that hard overwrite the dlg files for Atton, Bao-Dur, Disciple, Handmaiden, Mira, or Visas.
    Compatible with PartySwap by Darth Tyren & Leilukin using the included compatibility patch.
    Compatible with Visas Marr and Female Exile Romance by Leilukin.
    The following mods appear compatible but have not been extensively tested:
    Handmaiden and Female Exile - Disciple and Male Exile Romance by Leilukin
    Atton Rand and Male Exile Romance by Leilukin
    Not compatible with Mira Romance Mod by JediArchivist.
    Soft conflict with Train the Handmaiden by jc2 as this mod also allows training Handmaiden.
    BUGS
    Minor bug where Handmaiden doesn’t restart her idle animation after learning Burst of Speed, for some reason. Talking to her fixes it.
    No other bugs that I’m aware of. Please report any.
    PERMISSIONS
    You are free to use and edit this mod’s dlg files if needed to make a compatibility patch for another mod. However, please ask permission before reuploading or modifying the files for any other reason. Do not reupload any files from the PartySwap patch without permission from the author.
    CREDITS
    offthegridmorty
    zbyl2, DarthStoney, Hassat Hunter, VarsityPuppet & contributors - TSLRCM dlg files
    DarthTyren, Leilukin - PartySwap dlg files
    HoloPatcher - Cortisol, th3w1zard1
    TSLPatcher - stoffe, Fair Strides
    KOTOR Tool - Fred Tetra
    K-GFF - tk102
    AniCam - JdNoa
    Reone Toolkit Lip Composer - seedhartha
    Holocron Toolset - Cortisol, th3w1zard1

    308 downloads

       (0 reviews)

    9 comments

    Updated

  9. Red Floating Lightsabers but Instead of Red They're Purple Again

    One day in 2025, @Crimson Knight, famed creator of Ixgil the Bith, rocked the KOTOR community when he released a mod changing the color of Darth Traya's floating lightsabers to red, and also doing some other stuff to them.
    Today, I similarly rock the community by changing them back to purple, and doing even more stuff to them.
    *technically speaking I used the vanilla .utc files as a base, so they were never purple to begin with. It was all a dream
     
    What Crimson Knight did:
    Gave all three lightsabers immunity to fear, paralysis and stun
    Changed all three lightsaber colors to red
     
    What I did:
    Gave all three lightsabers immunity to fear, paralysis and stun
    Gave all three lightsabers Force Jump before Crimson Knight got the chance to (haha i'm faster)
    Removed redundant feats for armor and weapons that the lightsabers don't use
    Looked at the purple lightsabers and thought "yeah that seems about right"
     
    What could still be done to these damn lightsabers:
    At first, I wanted to do a little bit more to the lightsabers than just add Force Jump, but missing animations screwed me over. Force Jump is technically missing its animations, but I think it looks good enough to ship. The other two things I wanted to do was, first, give one of each lightsaber master level Power Attack, Flurry, and Critical Strike, but the animations don't exist for them on the floating lightsabers. Similarly, I wanted to make a variant where instead of three purple lightsabers, its the three council members' lightsabers, but the floating lightsaber NPCs also don't have animations for dual wielding or saberstaff. If those issues could be ameliorated, then I think we'd finally be able to put this floating lightsaber saga behind us. I'm not doing that though lmao
     
    Installation:
    slam dunk the provided utc files into your override folder
     
    Credits:
    If it wasn't clear enough already, credit goes to Crimson Knight for being the first to give the lightsabers their immunities in Red Floating Lightsabers.
    Credit goes to @Snigaroo for suggesting to give the lightsabers Force Jump.
    Special thanks to @SAO1138 for pushing me to actually get into modding, even if this first one is tiny and derivative.

    5 downloads

       (0 reviews)

    0 comments

    Submitted

  10. KOTOR High FPS Fixes

    KOTOR High FPS Fixes
    Fixes several problems in Knights of the Old Republic 1 & 2 that appear when playing above 60 FPS.
    Included fixes:
    Dialogue letterbox timing
    Post-combat movement freeze
    Free-look mouse sensitivity
    Animated textures such as rivers, waterfalls, and flashing mines
    Lightsaber trails
    Tree leaves and similar moving effects
    Water ripples and force fields
    Should make the animations and timings feel as close as possible to their speed when played at 60fps.  No longer do you need to lock your frame rate to enjoy either game.
    Tested up to 240 FPS.
    But should work at even higher fps though let me know if any issues arise.
    Requirements:
    Kotor Patch Manager 0.6.3 or newer
    KOTOR 1: 1.03
    KOTOR 2: Aspyr GOG or Steam
    This kpatch works with both K1 and K2 no need for separate kpatches.
    Latest KPM version 0.7.0 now has the ability to work with modified exe's but if there are any issues still you can try my adapter here. The adapter is only for K1 for now and hopefully will be obsolete in the future.
    Do not install the standalone versions of these fixes alongside this combined version, such as J's post combat fix or my individual fixes on my GitHub or previous deadlystream post.  Source code and alt download available below. 
    Links:
    Alternative Download - GitHub Releases
    Source Code - GitHub
     

    279 downloads

       (1 review)

    3 comments

    Updated

  11. Thematic Sith Lords

    Thematic Sith Lords
    Premise
    Anyone who’s played TSL knows that the eponymous Sith Lords are pretty disappointing. The most hyped fight of the entire game, against Nihilus, is almost always trivial. Sion has the potential to be dangerous but rarely is, and Kreia’s floating lightsabers are almost always more of a threat than the woman herself.
    Thematic Sith Lords’s purpose is not to directly address these issues, but to push back against some of the underlying problems with these fights that results in them being so boring. While examining the .utc files for Sion, Kreia and Nihilus associated with their respective fights, I found that there was surprisingly little differentiation between them, especially in class & attributes, with very little specialization per Lord. Worse still, many feats and powers which the Lords should realistically have had were also missing: Sion, for example, lacked Ignore Pain despite his ability to fight through and even utilize his constant pain being the core of his character!
    Thematic Sith Lords, as you may have gathered, is not a difficulty mod as such. Rather, it’s a realism mod the goal of which is to increase the overall difficulty of the Lord fights as a natural result of restructuring the stats, feats and powers of the Lords to more accurately fit their physical and mental conditions, as well as their experiences and training, without making every fight harder for all characters. The goal is to make each fight with a Lord feel different, with each Lord having their own specialties, strengths and weaknesses, such that some character builds will do better against some Lords and struggle against others.
    For example, in Thematic Sith Lords, Sion has extreme STR and CON, but poor WIS and INT, and abysmal DEX and CHA. His archetype is as a bruiser, who trades taking hits for being able to dish out extremely powerful strikes with no fear of his close-range style resulting in his death—because Sion doesn’t need to worry about dying in a fight, and his combat style should reflect that. This overconfidence results in him being somewhat vulnerable to Force abilities, however, and a Consular might run circles around him where a Guardian struggles to bring him down.
    The goal is that the opposite will also be true—Consulars who had no trouble with Sion might find themselves in a pickle when their abilities bounce off Nihilus, who now has even higher WIS and Will saves than he did before, and the DEX to frequently dodge the lightsabers of most Jedi not built explicitly for melee combat.
    Additionally, for the 2.0 release of this mod the entire mod was reworked from the ground up with even more comprehensive alterations, as well as including the Visas ambush fight in the list of edits. The 2.0 changes were extensively tested for realism, balance & difficulty, and a full list of all the alterations made to each Lord is included in the file download for those who would like to see exactly what I did, as well as a brief explanation for why.
     
    Why use Thematic Sith Lords?
    As noted above, Thematic Sith Lords isn’t a difficulty mod, as most rebalances of the Lords are. The goal is to make each Lord’s attributes, stats, feats and powers a realistic reflection of their condition, and how they would actually fight. If you want pure difficulty, other mods might be for you; if you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Sith Lords is likely for you.
    Thematic Sith Lords also has three features which other difficulty mods for the Lords often don’t: it makes adjustment to Visas’s ambush of the party on the Ebon Hawk; it modifies the Sion fight on Korriban as well as Sion's fight with Atton on Malachor (both of which are frequently left out of other mods); and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility.
     
    Difficulty, Balance & Testing Methodology
    Users who have tried other mods which make serious alterations to boss enemies, or who used the 1.0 version of Thematic Sith Lords, may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest.
    This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing.
    I will note as an aside that there is one fight that is abnormally difficult: Atton vs. Sion. But I view this as being realistic, and designed it this way purposefully: Atton is an above-average Jedi at best going against a Sith Lord, and there should be a real chance of him losing there. It should be a major triumph if you can evade Sion.
     
    Compatibility
    This mod requires TSLRCM to be installed first, and NOT to be installed via the Steam Workshop, in order to install properly & function. The Workshop is very poor for mod compatibility, so if you have it installed via the Workshop, it’s best you install it via the installer version anyway.
    This mod should be compatible with anything and everything else that doesn’t edit the Lords’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Sith Lords’s module-based edits.
     
    Installation
    1. Ensure TSLRCM is downloaded and installed, NOT through the Steam Workshop!
    2. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar.
    3. Run the TSLPatcher .exe and, when prompted, choose which of the two main modules you would like: Standard (base changes only) or No Force Rating (removes the saving throw bonuses to DS characters in the Korriban Sith Academy, which can make the Sion fight there more difficult). Once you have chosen your preferred module, select your game directory (the one with the .exe file in it), click “install mod” and you’re done!
    4. Optionally, if you would like Visas to appear as a Sith Assassin during her ambush, re-run the installer after installing your chosen base module and select the “Sith Assassin Visas (Optional)” install option, then install that module also.
     
    Permissions & Thanks
    As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me.
    Special thanks to @DarthParametric for his help with putting the 1.0 release together--it was my first time making significant edits with KOTORTool and creating a TSLPatcher install, and this mod quite probably wouldn’t exist without his help.
    Thanks to @Pavijan357 for identifying the missing changes to Sion in 906MAL.mod, and @DarthTyren for cleaning up my changes.ini and applying the changes properly.
    Credit to @offthegridmorty for his “Visas Marr: Sith Assassin” mod, which inspired this mod’s optional module to change Visas’s class to Sith Assassin during her ambush on the Ebon Hawk.
    Premier thanks goes as usual to @JCarter426, who rebuilt this entire mod at my request for the 2.0 release, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. As of the 2.0 release, this mod is much more his than my own and I am tremendously grateful for his help.
    Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.

    22,442 downloads

       (3 reviews)

    8 comments

    Updated

  12. [TSL] Lily's NPC Overhaul - HD Models & Added Diversity

    =====================================================
    [TSL] Lily's NPC Overhaul - HD Models & Added Diversity
    =====================================================
    Mod for Knights of the Old Republic II - The Sith Lords
    Author: Lily
    File Name: NPC_Overhaul.zip
    Latest Version: 1.0
    ---
    1. DESCRIPTION:
    Tired of nearly every basic human NPC looking the same?
    This mod overhauls the human NPC (commoner) appearances in KotOR II.   
    Heads:
    - Tweaks several of the models to adjust hair and fix some UV mapping.
    - 39 head textures are included, 35 reworked and 4 extra ones. They look much more distinct than the vanilla ones.
    - The heads are more evenly distributed across characters so, for example, 75% of white male heads were previously "white male 1" and now it should evenly by spread across all of the white male heads.  
    - Ralon on Dantooine is given his unique appearance that I guess they made and forgot to give him...
    Clothing:
    - 11 updated clothing texture sets for the standard male and female commoner outfits.
    ---
    2. INSTALLATION:
    Run Install.exe and select your KotOR 2 game directory.
    There are 2 installation options.
    - Heads: includes 39 updated heads with unique looks and gives human NPCs more unique appearances.
    - Clothing: includes 11 updated clothing textures for both male and female NPCs.
    These two options are independent and can be installed in either order, or separately.
    A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later.
    ---
    3. UNINSTALLATION:
    Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod.
    ---
    4. KNOWN ISSUES:
    If you have already visited Dantooine, Ralon may not have his updated appearance. You should use a save from before arriving.
    If you find any bugs or problems, please report them.
    ---
    5. MOD COMPATIBILITY:
    Should be compatible with all mods other than ones that also attempt to change commoner NPC appearances.
    Compatible with TSLRCM.
    Do not use the Steam Workshop for KotOR. It will almost certainly end with compatibility issues.
    ---
    6. SUPPORT:
    My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee!
    ---
    7. PERMISSIONS:
    Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it!
    Do not directly reupload this mod anywhere else.
    ---
    8. THANKS:
    - Dark Hope - Uses assets from her various commoner head mods. MOST of the clothing uses Dark Hope's textures. Pretty much all credit for the clothing portion of this mod goes to her other than swapping her alternate textures into the additional slots that KotOR II uses! Thank you!
    https://deadlystream.com/profile/16561-dark-hope/content/?type=downloads_file&change_section=1
    https://deadlystream.com/files/file/2516-npc-clothing-m/
    https://deadlystream.com/files/file/2515-npc-clothing-f/
    - Vurt - Some of the clothing textures
    - redrob41 - Original model fixes
    - Fred Tetra - KotOR Tool
    - Cortisol - Holocron Toolset & HoloPatcher
    - Fair Strides - TSLPatcher
    - seedhartha - KotOR Blender
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.
     

    226 downloads

       (0 reviews)

    11 comments

    Updated

  13. No Mines On Malachor, Only Gas!

    NOTE : This is included with the Expanded Galaxy Project already.
    Another request by @Snigaroo that I thought was worth taking on because it is something that has always bothered me too.
    This mod removes the appearance of mines on Malachor by adding a new trap type to the game that uses a new model that doesn't contain a mine.
     
    Compatibility
    This mod should be compatible with any and all other mods, unless they happen to change the mines on these levels ( 901MAL & 902MAL ) or replace k_trp_generic.ncs
     
    Installation : HoloPatcher
    Use HoloPatcher to install the mod.
     
    Uninstallation : HoloPatcher
    HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself.
     
    Thor110
    Please do not redistribute or release anywhere without my express permission.
     
    Tools used that helped make this possible.
    Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra
    KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue
    HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz
    HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol

    1,971 downloads

       (0 reviews)

    1 comment

    Updated

  14. PLC_HvrSled.mdl texture correction - TSL

    Hello everyone!
    This mod assigns the unused texture of the same name to the hover sled model (PLC_HvrSled), instead of the Swoop Engine texture (PLC_Swpengin) used by default.

    10 downloads

       (0 reviews)

    0 comments

    Submitted

  15. Gamorrean Axe Model and Texture Improvement - TSL Version

    Hello everyone!
    This mod gives the Gamorreans a separate axe model with its own texture, instead of using UVs spread across a tiny area of the creature like the default version.
     
    Credits: "4x Upscale+ Character Textures & Model Fixes (TSL)" - The C_Drdwar model in this mod or rather, the way the "rifle texture bug" was fixed gave me insight into the "reference" model node method.

    17 downloads

       (0 reviews)

    0 comments

    Updated

  16. AxC's Shape Your Padawans

    Shape Your Padawans allows you to take full control over your Force-sensitive companions' Jedi training in KOTOR 2. Unlike the original game, where each companion's Jedi class is pre-determined, this mod grants you the power to choose their path. Normally, Padawans select their own path, but these are unusual times, and as their mentor, you can guide them to become a Jedi Guardian, Sentinel, or Consular.
    With this mod, your companions are truly your Padawans, and their destiny lies in your hands.

     
    Key Features:
    Choose the Jedi class for each Force-sensitive companion as they become your Padawans. Tailor their growth to complement your party's needs, roleplay your vision of their Jedi path, or just experiment with different builds. See which Jedi class each companion would have originally become before making your choice.  
     
    Credits:
    Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset  
    Mods on Screenshots:
    Canonical Jedi Exile, by michaelfung2000 The Exile's Robe, by Ellimar  

    606 downloads

       (0 reviews)

    6 comments

    Updated

  17. Equip Party for Malachor

    After the Dantooine Enclave sequence, there are very few opportunities to change your party's equipment before arriving on Malachor V.  If you are like me and regularly unequip your party's gear to keep it available, you may then find that your companions unwisely attempt to fight Darth Traya armed with nothing but their fists.  This mod makes it so that you return to the Ebon Hawk after finishing the Ravager sequence, giving you the opportunity to select your party's gear for the Malachor cutscenes.  It also modifies the "traveling to Malachor" cutscene so that Atton does not appear if he has left with Kreia because of jealousy over the Disciple.
    This mod comes in two versions which affect how the galaxy map behaves when you travel to Malachor:
    - OPTION A (Limited Galaxy Map): Displays the full galaxy map, including Malachor.  All planets are visible, but you will only be allowed to select Malachor as a valid destination.
    - OPTION B (No Galaxy Map): Does not display the full map and instead offers a dialog option confirming whether you are ready to go to Malachor.  Malachor's appearance is therefore not revealed until the Ebon Hawk arrives there, as in the vanilla game.
    Thank you for downloading, and I hope you enjoy this mod!
    -------------------------------------------------------------------
    INSTALLATION
    If you are using any of the mods noted in the "Compatibility" section below, install them first.  Afterwards, navigate to the folder for either Option A or B, run "INSTALL.exe", and select the Typical Installation option.  After the installation is complete, if you are using "Coruscant Jedi Temple" by deathdisco and/or M4-78 Enhancement Project, rerun "INSTALL.exe", and select the appropriate compatibility patch.  If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307.
    -------------------------------------------------------------------
    COMPATIBILITY
    This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/).  It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/).
    If you are using any of the following mods, they must be installed prior to this mod:
    - TSLRCM
    - PartySwap by DarthTyren and Leilukin (https://deadlystream.com/files/file/544-partyswap/)
    - M4-78 Enhancement Project by zbyl2, DarthStoney, and Hassat Hunter (https://deadlystream.com/files/file/277-m4-78-enhancement-project/)
    - Coruscant Jedi Temple by deathdisco (https://deadlystream.com/files/file/585-coruscant-jedi-temple-by-deathdisco/)
    - Jedi Temple Expansion by HK42 (https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/jedi-temple-expansion)
    - Coruscant - Jedi Temple Compatibility by Hassat Hunter (https://deadlystream.com/files/file/394-coruscant-jedi-temple-compatibility/)
    This mod is not compatible with any mods which add new planets to the galaxy map other than those listed above.  It is compatible with mods which only edit the locations of the planets on the map.
    This mod is incompatible with mods other than those mentioned above which edit the following files:
    - a_901jump.ncs
    - a_escape_851.ncs
    - tr_leave_ehawk.ncs
    - a_galaxymap.ncs
    - k_sup_galaxymap.ncs
    It is incompatible with mods which overwrite pcdead2.dlg in 003ebo.mod.  It may be compatible with mods which edit pcdead2.dlg in place if this mod is installed first.  It is compatible with Extended Enclave (https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/), which edits a file called pcdead2.dlg in a different module which does not conflict.
    -------------------------------------------------------------------
    CREDITS
    KotorBlender by seedhartha
    tpcview and tga2tpc by ndix UR
    NWNSSCOMP by Torlack and tk102
    K-GFF by tk102
    DLGEditor by tk102
    TSL Patcher by stoffe and Fair Strides
    ERFEdit by stoffe and Fair Strides
    Kotor Tool by Fred Tetra
    Holocron Toolset by Cortisol and th3w1zard1
    2DA Editor by VarsityPuppet
    TalkEd by stoffe
    Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source.
    Thanks to Snigaroo for inspiring this by requesting a mod to allow the player to equip the party before the endgame
    Thanks to deathdisco and Leilukin for granting permission to include modified versions of scripts from their mods for compatibility.
    -------------------------------------------------------------------
    VERSION HISTORY
    1.0 - Initial Release
    -------------------------------------------------------------------
    DISCLAIMER AND PERMISSIONS
    This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian.  Use at your own risk.  The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
    This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.  Scripts from this mod may be modified and redistributed for the purpose of compatibility with this mod as long as credit is given to this mod's author.  Otherwise, assets from this mod shall not be redistributed in other modifications without the author's permission.  Assets containing work by other authors also require the permission of those authors.

    32 downloads

       (0 reviews)

    4 comments

    Submitted

  18. Bao-Dur's Sacrifice

    A Mod for Star Wars Knights of The Old Republic II
    Author: N-DReW25
    1.0.0 Release Date: 05.10.2025

    Installation:
    It is strongly advised that you install the Bao-Dur's Departure mod beforehand.

    Simply click on the HoloPatcher.exe, click install, and sit back and watch the HoloPatcher do its magic.

    Description:
    This mod is an unofficial addon for the mod Bao-Dur's Departure by WildKarrde. In the Bao-Dur's Departure mod, Bao-Dur goes with HK-47 down to the Telos Underground Facility but instead of sacrificing himself so that HK-47 can deal with the Factory Bao-Dur instead stays inside the Telos Underground Facility and spends his time preparing the Remote for the mission to re-activate the Mass Shadow Generator.
    That mod ends just before travelling to Malachor V where you can see Bao-Dur observing the Ebon Hawk just before the Exile leaves Telos before going to Malachor, thus confirming that he survived the events of Kotor II.
    This mod, however, is a very basic mod which restores the line "make my sacrifice matter". In this mod, once the Remote has re-activated the Mass Shadow Generator the hologram of Bao-Dur will conclude with the line "make my sacrifice matter". The idea is that the line has been recontextualized from 'Bao-Dur dies in a heroic sacrifice' to 'Bao-Dur's first detonation of the Mass Shadow Generator was the sacrifice' and that the Remote re-activating it to defeat the Sith is what makes the sacrifice ultimately matter.
    I have discussed this privately with other modders and some of them did disagree with my reinterpretation, the sacrifice in this new context could refer to the sacrifice of countless Republic Soldiers and Jedi during the first activation of the Mass Shadow Generator, the sacrifice referring to Bao-Dur metaphorically as in his PTSD and/or guilt he got after that battle etc.
    Either way, unless someone makes a 'real' Bao-Dur's sacrifice where he actually dies onscreen this mod is the best we have to offer which restores the line.
    The original line was infamous for having music playing through it, the line in this mod is the original that was edited with AI to remove that music and it has an audio filter through it so that it fits in with the other hologram lines.

    Known Bugs:
    This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com.

    Incompatibilities:
    Incompatible with mods that touch "901bao.dlg" and "sensorfi.dlg"

    Permissions:
    Do NOT claim credit for this mod and do not use assets from this mod without my permission.

    Thanks:
    Sith Holocron: For providing the filter on the audio lines.
    WildKarrde: For making the Bao-Dur's Departure mod!
    ElevenLabs Website: For the custom AI VO service!
    Obsidian: For such an amazing sequel
    Fred Tetra: For Kotor Tool
    th3w1zard1: For HoloPatcher!
    Everyone who downloads the mod!

    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    38 downloads

       (0 reviews)

    2 comments

    Submitted

  19. Custom Starting Feats

    A basic mod to allow you to choose starting feats at character creation.
    All classes keep the following starting feats:
    Armor Proficiency: Light Weapon Proficiency: Melee Weapons Jedi Defence Jedi Sense Each class will also start with their class feat and x number of feats to allocate, where x is the number of starting feats removed.
    Guardian: Force Jump + 11 Feats Sentinel: Force Immunity: Fear + 10 Feats Consular: Force Focus + 10 Feats Installation: Drag files to your Override folder.

    5,448 downloads

       (2 reviews)

    12 comments

    Updated

  20. Bao-Dur's Departure

    One of the many threads left hanging by KOTOR 2's incomplete ending is that Bao-Dur mysteriously disappears just before the Battle of Telos with very little indication of what might have happened to him.  This mod attempts to fill the narrative gap with a pair of cutscenes showing Bao-Dur accompanying HK-47 to the Telos underground base and retrieving data from the Republic's database while HK-47 continues alone to the HK factory.  It also adds a brief cutscene after the battle showing him staying behind on Citadel Station as the player departs.  If the player does not rebuild HK-47 or if the HK factory is not located, essentially the same scenes occur but without HK-47.  I have taken some general inspiration from KOTOR 2 writer Chris Avellone's comments on Bao-Dur's intended fate, but I have chosen to go in a different direction with much of it.
    Thank you for downloading, and I hope you enjoy this mod!
    -------------------------------------------------------------------
    INSTALLATION
    If you are using any of the mods noted in the "Compatibility" section below, install them first.  Afterwards, run "INSTALL.exe", and select the Main Installation option.  After the installation is complete, if you are using my mod "Equip Party for Malachor, rerun "INSTALL.exe", and select the option for the compatibility patch.  If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307.
    -------------------------------------------------------------------
    COMPATIBILITY
    This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/).  It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/).
    If you are using any of the following mods, they must be installed prior to this mod:
    - TSLRCM
    - PartySwap by DarthTyren and Leilukin (https://deadlystream.com/files/file/544-partyswap/)
    - Equip Party for Malachor by me (https://deadlystream.com/files/file/3128-equip-party-for-malachor/)
    - Any other mods which overwrite pcdead2.dlg in the module 003ebo.mod.(*)
    This mod is incompatible with mods other than those mentioned above which edit the following files:
    - a_221load.ncs
    - a_901jump.ncs
    - a_escape_851.ncs
    - a_hand_pc_end.ncs
    (*)This mod may be incompatible with mods which alter pcdead2.dlg significantly compared to the TSLRCM version.
    -------------------------------------------------------------------
    CREDITS
    KotorBlender by seedhartha
    tpcview and tga2tpc by ndix UR
    NWNSSCOMP by Torlack and tk102
    K-GFF by tk102
    DLGEditor by tk102
    TSL Patcher by stoffe and Fair Strides
    ERFEdit by stoffe and Fair Strides
    Kotor Tool by Fred Tetra
    Holocron Toolset by Cortisol and th3w1zard1
    2DA Editor by VarsityPuppet
    SithCodec by JCarter426
    Reone Toolkit by seedhartha
    Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source.
    Thanks to N-DReW25 for suggesting that I might try addressing Bao-Dur's fate in some fashion.
    Thanks to Leilukin for granting permission to include modified versions of scripts from PartySwap for compatibility.
    -------------------------------------------------------------------
    VERSION HISTORY
    1.0 - Initial Release
    -------------------------------------------------------------------
    DISCLAIMER AND PERMISSIONS
    This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian.  Use at your own risk.  The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
    This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.  Scripts from this mod may be modified and redistributed for the purpose of compatibility with this mod as long as credit is given to this mod's author.  Otherwise, assets from this mod shall not be redistributed in other modifications without the author's permission.  Assets containing work by other authors also require the permission of those authors.

    85 downloads

       (0 reviews)

    7 comments

    Submitted

  21. Peragus Medical Bay Enhancement

    This mod makes some improvements to the Peragus medical bay and the opening cutscene where the player wakes up:
    - The player now wears a breathing mask inside the kolto tank, similar to the dead miners in the other tanks.
    - The hose on the breathing mask has been replaced with a higher polygon version.  It also now runs behind the user's neck
      (primarily so that it works with the player's "waking up" animations).
    - The kolto tank bubbles have been adjusted slightly based on the parameters for the bubbles on the diving suit in KotOR 1.
    - A water column mesh has been added inside each kolto tank.  The water level in the player's tank drops as the player slumps down in
      the opening cutscene, as described in developer notes in the original DLG.  After the opening cutscene, the kolto tank
      remains empty with no fluid.
    - The dead miners have been replaced with placeable models which bob up and down slightly in the water and use higher-resolution head
      textures ported from KotOR 1.  Upscaled textures, courtesy of Sith Holocron, are also available as an option for the miner heads and
      the vanilla-style uniform.
    - The leftmost miner, which was originally identical to one of the others, has been replaced with a new female miner based on a
      ported KotOR 1 player head and DarthParametric's "Female Czerka Officer's Uniform" modder's resource.
    - A few clothing options are available for the dead miners:
        a) Vanilla-Style Uniforms:  The same uniforms which they wear in vanilla, which are slightly different than the ones later worn by the
           player and the miners in the holologs
        b) Player-Style Uniforms:  Uniforms based on the combat suit model, which match the ones worn by the player and shown in the holologs
        c) Underwear:  Underwear similar to the wounded soldiers on Taris in KotOR 1
        d) Kainzorus Prime's Mining Gear:  Mining gear matching "Peragus Mining Gear" by Kainzorus Prime
           (https://deadlystream.com/files/file/401-peragus-mining-gear/).  Requires "Peragus Mining Gear" to be installed.
    - Also available are alternative head and underwear textures with burned skin, based on textures by DarthParametric.  Note that if you
      use them with options (a), (b), or (d), only the heads will be burned, and the uniforms will remain undamaged.
    If you would also like the miners in the holologs to wear the type (a) uniform, you may be interested in the mod "Beta Peragus Miner Pack" by N-DReW25 (https://deadlystream.com/files/file/2018-beta-peragus-miner-pack/)
    Thank you for downloading, and I hope you enjoy this mod!
    Opening Cutscene:

    Med Bay Enhancement - Opening Cutscene.mp4 -------------------------------------------------------------------
    INSTALLATION
    Run "INSTALL.exe" and follow the prompts.  When asked, select your preferred option for the dead miners' clothing.  If you are using the option for Kainzorus Prime's "Peragus Mining Gear", you must install that mod first.  It is normal to see warnings that 101per.mod and placeables.2da already exist and have been skipped.
    To use the burned skin textures, copy the files from the folder "OPTION - Burned Skin Textures" into your game's Override folder after the main installation is complete.  To use the upscaled head and uniform textures, copy the files from "OPTION - Upscaled Textures" into Override.  Upscaled versions of the burned heads are in "OPTION - Burned Skin Textures\Upscaled".
    This mod requires a new playthrough and is not compatible with existing saves.  If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307
    -------------------------------------------------------------------
    COMPATIBILITY
    This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/).  It has not been tested without TSLRCM installed.  It is also known to be compatible with the following mods:
    - The KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/)
    - Peragus Tweak by VarsityPuppet (https://deadlystream.com/files/file/8-peragus-tweak/)
    - Ultimate Peragus Models Repair by PapaZinos (https://deadlystream.com/files/file/2010-ultimate-peragus-models-repair/)
    - Peragus Medical Monitors and Computer Panel by Sith Holocron (https://deadlystream.com/files/file/
      1375-peragus-medical-monitors-and-computer-panel/)
    - Peragus Mining Gear by Kainzorus Prime (https://deadlystream.com/files/file/401-peragus-mining-gear/)
    This mod is compatible with texture-only reskin mods.  It is incompatible with any other mods which edit 101per2a.mdl/mdx or use mask/helmet variation 43.  For best results, install this mod after any of the mods listed above and any other mods which make significant changes to Peragus.
    -------------------------------------------------------------------
    CREDITS
    KotorBlender by seedhartha
    tpcview and tga2tpc by ndix UR
    NWNSSCOMP by Torlack and tk102
    K-GFF by tk102
    DLGEditor by tk102
    TSL Patcher by stoffe and Fair Strides
    ERFEdit by stoffe and Fair Strides
    Kotor Tool by Fred Tetra
    Holocron Toolset by Cortisol and th3w1zard1
    The vanilla-style female miner uniform is based on the "Female Czerka Officer's Uniform" modder's resource by DarthParametric (https://deadlystream.com/files/file/1955-female-czerka-officers-uniform-modders-resource/).  It is used here in accordance with the permissions stated on its download page.
    Thank you to DarthParametric for suggesting that the moving water column could be made with a placeable, which sidestepped some visibility issues I was having with moving emitters in the area model.  Thank you also to him for suggesting that I use his burned head/underwear textures and for providing his original Photoshop files as a resource.
    Thank you to Dark Hope and DarthParametric for identifying that KotOR 1's kolto tank bubbles look better with the settings from the diving suit bubbles, which prompted me to do the same here.  (See https://deadlystream.com/topic/10826-dark-hope-wip/page/4/)
    Thank you to Sith Holocron for providing the upscaled textures for the miner heads and vanilla uniform.
    Thanks to N-DReW25 for pointing out in his "Beta Peragus Miner Pack" mod that the original Peragus uniform was based on the Czerka uniform and for demonstrating that DarthParametric's female Czerka uniform resource could be handily used for the same purpose.  Thank you also for suggesting that I create an option for Kainzorus Prime's "Peragus Mining Gear" mod and that I offer both the original and upscaled versions of the textures as options.
    This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware.
    -------------------------------------------------------------------
    VERSION HISTORY
    1.0 - Initial Release
    1.1 - Added burned skin textures, suggested by DarthParametric.
    1.2 - Added upscaled head and vanilla uniform textures, provided by Sith Holocron.
        - Adjusted texture mapping of the right arm on the female vanilla-style miner
        - Added script source code to the download package
    1.2.1 - Made additional adjustments to the texture mapping for the vanilla-style female miner
          - Adjusted the leftmost miner's head position to be more similar to vanilla
    1.3 - Added option for Kainzorus Prime's "Peragus Mining Gear", suggested by N-DReW25
        - Moved the upscaled textures into a separate option, suggested by N-DReW25
    -------------------------------------------------------------------
    DISCLAIMER AND PERMISSIONS
    This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian.  Use at your own risk.  The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
    This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.  Assets from this mod shall not be redistributed in other modifications without the author's permission.
    "Miners, not minors!"
    "...You lost me."

    6,187 downloads

       (0 reviews)

    17 comments

    Updated

  22. Vanilla Planets HD

    VANILLA PLANETS HD

    A VANILLA-FAITHFUL ENVIRONMENTAL TEXTURE OVERHAUL

    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

     



    OVERVIEW
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    Vanilla Planets HD is an environmental texture upscale for Star Wars: Knights of the Old Republic II — The Sith Lords.

    The mod upscales the game’s planet, area, environmental, screen, display, and panel textures using Topaz Gigapixel at up to four times their original resolution.

    The goal is to keep KOTOR II as close to its original visual style as possible while making the textures cleaner, sharper, and more detailed.

    I created this mod because I wanted an HD environmental overhaul that preserved the original materials without making surfaces excessively reflective or glossy.

    There are no ReShade presets, lighting edits, shader changes, or major visual redesigns.


    FEATURES
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    • Planet and area textures upscaled at up to 4x resolution

    • All major environments included

    • Screens, displays, monitors, and panels included

    • Ebon Hawk interior and exterior included

    • Optimized TPC textures

    • Vanilla-faithful appearance

    • Separate add-ons for TSLRCM and the KOTOR 2 Community Patch


     




    INCLUDED AREAS
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    Peragus and the Harbinger

    Telos

    Ebon Hawk Interior and Exterior

    Dantooine

    Dxun

    Onderon

    Nar Shaddaa

    Korriban

    Malachor V

    Shared planet and environmental textures

    Screens, displays, monitors, and panels


    DOWNLOADS
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    There are three files total.


    MAIN FILE

    The complete Vanilla Planets HD texture overhaul.

    This file is required for all users.


    TSLRCM ADD-ON

    Additional textures for users of The Sith Lords Restored Content Mod.

    Requires the Vanilla Planets HD main file and TSLRCM.


    KOTOR 2 COMMUNITY PATCH ADD-ON

    Additional textures for users of the KOTOR 2 Community Patch.

    Requires the Vanilla Planets HD main file and the KOTOR 2 Community Patch.

     



    INSTALLATION
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    UPDATING FROM A PREVIOUS VERSION

    If you are updating from a previous version of Vanilla Planets HD, delete the following files from your override folder if they are present:

    DAN_blst03.tpc
    DAN_fall.tpc
    DAN_gobo1.tpc
    DAN_gobo2.tpc
    DAN_LBms.tpc
    DAN_leaf02.tpc
    DANfx_mots.tpc
    KOR_lightbeams.tpc
    DXN_treeline2.tpc
    PLC_Water01b.tpc

    After removing these files, install the new version normally using the instructions below.

    MAIN FILE

    1. Download and extract the Vanilla Planets HD main file.
    2. Copy the included override folder into your main KOTOR II installation directory.
    3. replace files if prompted.

    ADD-ONS

    If you use TSLRCM or the KOTOR 2 Community Patch, install the corresponding Vanilla Planets HD add-on after installing the main file.

    If you use both TSLRCM and the KOTOR 2 Community Patch, install the TSLRCM add-on first, followed by the KOTOR 2 Community Patch add-on.

    Replace files when prompted.

    Highly Recommended After Installation

    After installation, download and install Remove Duplicate TGA-TPC. Run the included .bat file and delete any duplicate TGA files.
     


    SKYBOXES AND BACKDROPS
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    Vanilla Planets HD does not replace the game’s major skyboxes, distant backdrops, or cockpit window views. These assets were intentionally left untouched because Kexikus has already created excellent high-resolution skybox and backdrop mods, while tjsase has created a dedicated mod for the cockpit views.

    The following mods are highly recommended:

    High Quailty Skyboxes II

    TSL Backdrop Improvements

    TSL HD Cockpit Skyboxes

     


    COMPATIBILITY
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    Vanilla Planets HD is compatible with most gameplay, character, interface, bug-fix, and audio mods.

    Conflicts may occur with other planet or environmental texture overhauls that replace the same files.

    When two mods contain textures with the same filename, the files installed last will take priority.


    CREDITS
    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    Obsidian Entertainment and BioWare — Original KOTOR II textures and assets

     

    ━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━

    VANILLA PLANETS HD

    The original worlds of KOTOR II in higher definition.

    1,162 downloads

       (0 reviews)

    1 comment

    Updated

  23. Basilisk War Droid

    AI DISCLOSURE & FEEDBACK
    I use AI often in my workflows to assist with creating my mods, including handling monotonous and repetitive tasks. You should assume that anything I post has had AI assistance in some way.
    As I stated in my Dathomir WIP post, I expect discussion of my projects to remain professional and focused on the actual artwork, performance, and gameplay. Constructive criticism that helps improve the art or gameplay is welcome. Derogatory statements about AI will be ignored. I am here to improve the finished product, and I will not change my workflow to accommodate personal objections to AI.
    Bring a new Basilisk to the invasion of Onderon. Watch it wake in the Dxun hangar, storm Iziz in a replacement cinematic, and join the landing-zone battle as an allied war droid.
    FEATURES
    • Custom Basilisk model with an animated hangar reveal and boarding ramp.
    • Replacement invasion cinematic covering space approach, atmospheric entry, anti-aircraft fire and a heavy landing.
    • An allied Basilisk that fights alongside the player in Iziz.
    • Shoulder turbolasers, heavy claw attacks, a shockwave slam and an airborne rapid-fire nose-gun barrage.
    • Custom combat effects and sound.
    • One replacement Basilisk loading screen.
    REQUIREMENTS AND COMPATIBILITY
    Requires Windows x64 and a supported Steam Aspyr version of KOTOR II. Run the included compatibility check before installing. Other storefronts and executable versions are not currently supported.
    Tested on clean Steam game data and an installation of the KOTOR II Full Build:
    https://kotor.neocities.org/modding/mod_builds/k2/full
    Install after your chosen mod build. Compatibility does not cover every optional mod selection. The English Queen Talia invasion route is tested; the Vaklu route has not been qualified.
    The installer merges shared tables and story resources, preserves native party selection, and leaves saves and Steam Cloud settings unchanged. It replaces OndMov07.bik and the load_510OND/load_511OND loading screens.
    See COMPATIBILITY.md for supported executable hashes, conflicts and testing limitations.
    INSTALLATION
    1. Close KOTOR II.
    2. Extract the entire archive into a folder outside your game directory. Keep all included folders together.
    3. Run Install Basilisk.exe and select the folder containing swkotor2.exe.
    4. Click Check compatibility, review the result, then Install Basilisk.
    5. Keep Steam running and launch the game using BasiliskLauncher.exe in your game folder.
    6. Load a save from before Zuka’s invasion reveal and before first entering the Iziz invasion module.
    Required runtime components are bundled. No separate Python or .NET installation or manual patch download is needed.
    This package uses its own merge installer. Do not copy the payload into Override or install it through TSLPatcher.
    UNINSTALL
    Close the game, run Install Basilisk.exe, select the same game folder and choose Restore pre-install files.
    Keep the BasiliskInstaller backup folder. Restoration will stop if another mod has subsequently changed a file, protecting those later changes. Return to a save made before installation.
    CREDITS
    ShaolinGhost — project, direction, playtesting and release.
    Lane — KotOR Patch Manager.
    PyKotor contributors — resource tooling.
    Obsidian Entertainment, LucasArts and Aspyr — KOTOR II and original game resources.
    The Force Unleashed Wii Basilisk encounter — design and animation reference.
    Full third-party notices and installer/runtime sources are included.
    This is an unofficial, free fan modification. Screenshots may show unrelated character, environment and interface mods that are not included.

    68 downloads

       (0 reviews)

    2 comments

    Updated

  24. [TSL] HD Female Twi'leks + NPC Diversity + Playable Female Twi'leks

    =====================================================
    [TSL] HD Female Twi'leks + NPC Diversity + Playable Female Twi'leks
    =====================================================
    Mod for Knights of the Old Republic II - The Sith Lords
    Author: Lily
    File Name: TSL_HD_Female_Twilek_Diversity_and_PCs_v3.zip
    Latest Version: 1.3.0
    ---
    1. DESCRIPTION:
    This mod overhauls the female Twi'lek NPCs in KotOR 2 and adds 26 new playable female Twi'lek heads.
    NPC Overhaul:
    - Upscaled and updated dancer outfits.
    - Body skin tones all match head skin tones.
    - Added specular highlights to body textures.
    - Added specular highlights with a bump map to the heads, giving female lekku the same light-reactive shine male Twi'leks have. Eyes and lips also get a subtle shine.
    - NPCs now use different lekku positioning per head, so they no longer all look like pure reskins.
    - The mercenary droidmaster on Telos Surface and Borna Lys on Nar Shaddaa now each have a unique head texture pulled from the new playable set, plus a backup head, so their default appearance doesn't clone the player.
    - Includes a patch for Leilukin's "Dahnis Unique Look" mod, giving their textures an HD look.
    Playable Heads:
    - 26 playable female Twi'lek models, including every female Twi'lek NPC.
    - A number of completely new heads.
    - Dark side transitions. 
    - Every playable head comes with a Handmaiden-style underwear model, a dancer outfit model, and an assassin-style clothing model, all with matching skin tones.
    Find the KotOR 1 version here!
    ---
    2. INSTALLATION:
    Run Install.exe and select your KotOR 2 game directory.
    There are 4 installation options.
    - Default Installation: Includes playable Twi'lek models and replacements for NPC Twi'leks. You probably want this one.
    - Playable Twi'leks ONLY: Includes only models for the player character, NPC Twi'leks will remain unchanged
    - NPC replacement ONLY: Replaces models for NPC Twi'leks, does not add any playable characters
    - Dahnis Patch: Updates the look for Dahnis based on Leilukin's Dahnis Unique Look mod. Install that mod first!
    If you use the default installation, you DO NOT need to install NPC replacement ONLY or Playable Twi'leks ONLY.
    The Dahnis patch NEEDS to be installed separately - it is NOT included in any other option.
    You should be safe to reinstall this mod on top of itself without any problems.
    A "backup" folder is created by the installer in the same directory. Don't delete it if you plan to uninstall later.
    ---
    3. UNINSTALLATION:
    Run Install.exe, select your KotOR 2 directory, and use the "Tools > uninstall/restore backup" option to revert all changes made by this mod.
    ---
    4. KNOWN ISSUES:
    If you decide to install only PCs and then later decide to add the NPCs, you should use the default installation option the second time.  Installing PCs ONLY and then NPCs ONLY will prevent the backup head from working properly.  If you do this, just run the default installation and it should work.
    If you have already visited Nar Shaddaa, Borna will not have her updated appearance.  You should use a save from before arriving.
    If you find any bugs or problems, please report them.
    ---
    5. MOD COMPATIBILITY:
    Should be compatible with all other mods, including TSLRCM. 
    This mod only touches female Twi'lek head/body models, textures, and appearance-related files - no dialogue, scripting, or module changes.
    If you have any other mods that have changed the female Twi'lek appearances, this mod will obviously stop the old appearances from showing.  All files should have unique names, so this should not overwrite other mods, and it would just take Appearance.2da changes (or an uninstallation) to revert. 
    If you use Leilukin's "Dahnis Unique Look" mod, install that mod first, then run this mod's Dahnis Patch.
    Do not use the Steam Workshop for KotOR.  It will almost certainly end with compatibility issues.
    ---
    6. SUPPORT:
    My mods are free to use. You do not need to pay for them, but if you would like to say thanks, you can buy me a coffee!
    ---
    7. PERMISSIONS:
    Please let me know if you plan on using any of the files in my mod for your own mod. The answer is "yes you may", but I would like to know what you are doing with it!
    Do not directly reupload this mod anywhere else.
    ---
    8. THANKS:
    - Dark Hope - HD Twilek base textures
    - Leilukin & SpaceAlex - Dahnis Unique Look
    - Effixian - Red Twi'lek head
    - DarthParametric - Twi'lek high boots model
    - redrob41 - Original Twi'lek head/body model fixes
    - Fred Tetra - KotOR Tool
    - Cortisol - Holocron Toolset & HoloPatcher
    - Fair Strides - TSLPatcher
    - ??? - A couple playable heads are originally from a decade-old modpack with no credits. If you are or know the author, let me know and I can credit the author/remove them.
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSORS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK.

    274 downloads

       (2 reviews)

    13 comments

    Updated

  25. Powers of the Triumvirate

    3 new Force powers inspired by the powers of the Sith Triumvirate.
    SUMMARY
    This mod adds 3 new high level Force powers to KOTOR 2 which represent the defining abilities of the Sith Triumvirate.
    Hunger - Passively drain the Force and vitality of everyone around you over time.
    Pain - Restore up to 120% of your maximum vitality and get a bonus to Will, both of which increase the lower your current vitality is.
    Betrayal - Turn groups of enemies against each other. When confusion expires, targets become horrified, or worse.
    These are intended to be strong late game powers but hopefully not too OP, with stringent class, level, and Force power prerequisites and high FP costs to limit spamming. The effects become stronger the closer you get to the Dark Side. The powers also include their own unique VFX made by reskinning some vanilla VFX.
    The mod includes an optional add-on to give Nihilus the Hunger power. It will be constantly active, healing Nihilus and dealing AOE damage. There is only one way to remove it. If you’ve found the difficulty of that fight lacking in the past, you might try this option.
    See below for detailed descriptions of the power effects and prerequisites.
    DETAILS
    The powers become available at character level 24 and are each restricted to one of the 3 Sith prestige classes. They first require mastery of two separate Force power trees before learning and each carry a substantial Force point cost. While the base FP costs appear very large, keep in mind the alignment adjusted cost is decreased by up to 50% at DS mastery, which you’re likely to be pretty close to if you’re using these powers in the first place. Plus at level 24 you’ll have more than enough FPs to spend.
    Hunger
    Pain
    Betrayal
    INSTALLATION
    To install, run TSLPatcher.exe and select the “Main Install” option.
    (Optional) After installing the main mod, you can install the “Nihilus Has Hunger” add-on, which gives Nihilus the Hunger power. Select the TSLRCM version only if you have TSLRCM installed, otherwise, select the non-TSLRCM option.
    Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
    UNINSTALLATION
    1. Remove the following files from override:
    2. (Nihilus Has Hunger only) Remove 852NIH.mod from the Modules folder. If 852NIH.mod was created inside the backup folder, move it to override.
    3. Move dialog.tlk from the backup folder to the main game folder (outside override).
    4. If any other files were created inside the backup folder, move them to override.
    COMPATIBILITY
    Compatible with TSLRCM. Includes a TSLRCM-compatible option for the Nihilus Has Hunger add-on.
    This mod edits the s_female02 supermodel and will conflict with other mods that do so. Thanks to his permission, this mod includes the relevant edits from JC’s Supermodel Fixes, therefore it is compatible as long as my mod is installed last.
    This mod uses the unused animations.2da line c3f2 and will conflict with other mods that do so, though I am not aware of any.
    Nihilus Has Hunger add-on makes hard edits to 852nih.dlg and will conflict with other mods that do so (excluding TSLRCM).
    Should be compatible with most other mods. 
    PERMISSIONS
    Do not reupload this mod or any contained files without my permission. This mod includes edits from JC’s Supermodel Fixes with permission.
    CREDITS
    offthegridmorty
    Thanks to JC for help with scripting and animations, and for permission to include his supermodel fixes.
    KOTOR Tool - Fred Tetra
    TSLPatcher, TLKed - stoffe, Fair Strides

    521 downloads

       (1 review)

    7 comments

    Updated

  • File Reviews

      • This mod sorta works. Except that the model is very transparent. Especially on the metal/darker details of her outfit/model. Kind of unusable imo. Just makes me feel like I'm playing the ghost of Talon.

      • Fantastic work!!! Quick question to any who read this: I'm a total rookie with modding, and in my most recent playthrough, when the camera executed the flyby when the HK-50s shot you down over the polar region(when they start speaking "Egotistical Boast") I saw the mod author's logo. Again, since I;m new to this, I likely made a mistake when I added them, so how can I correct it so I don't see the logo?

         

      • does what it says on the tin and i like it

        • Like 1
      • Awesome mod! Some necessary powers filling out the pool, especially with Revitalize. 

        I don't know if this is cool, if not I will absolutely delete it... But I had AI upscale your icons so that they would work properly at high resolution (the images look basically identical, they're just 64x64 instead of 32x32).

        K2_Force_Powers_for_K1_HiRes_Icons_64x64_Addon.zip

      • Nice job ! 
        ou plutôt dans ce cas Beau travail !

      • This Mod fixes all of the problems that I have when I got back to play this game on newer systems.

        The dev behind this mod was quick to answer any questions I had since I was a Linux user of this mod.

        Great quality mod, that fixes issues I was having in Ultrawide such as the dialogue windows not working on the first step of a new conversation (Typical on Ultrawide) as well as improving general stability of the game.

        Would recommend for anyone playing the game.

      • Ok, I hope this helps perfect it because it's a good idea on paper. I'll keep it as "matter-of-factly" as possible.

        My experience with this mod: My setup already had TSLRCM+M478PE+PartySwap as a foundation already running. I installed this mod, created a fresh, new character to test it out, made it to the Telos Citadel Station, and after the "house arrest" sequence wrapped up and I was free to move, the quest triggers, unknown to me, were compromised. For example: The ambush on Dock Module 126? The 5 thugs that attack you spawned, I fought them and beat them, but the dialogue script failed to recognize the instance, leaving the TSF NPC in an infinite "text box loop" saying "don't let them hurt the droid; the instance didn't close properly and, naturally, the journal quest didn't update. I reloaded a save file just prior to that beat and it played out correctly a second time. When I showed the "modified holdout blaster" to Lt. Grenn to pick up the "suspicious goods" quest? that dialogue with Grenn played normally, however the journal didn't log the "suspicious goods" quest at all. So, the masked thug that's supposed to ambush you in the Entertainment Module immediately after that dialogue didn't spawn. Another tell-tale sign that something was wrong is that the Dobo Brothers' Merchant Room was completely inaccessible: The door would not open, full stop. Also, one of the doors to the cantina turned into a "one-way" exit. You could exit out of the cantina through it but not go back in. The other door worked fine. And for some reason, some NPCs appeared with no head whatsoever, (though I'm uncertain of this last bit is related.) To solve these problems on my setup, I purged my game's Override, performed a Steam Integrity Check, and re-installed all my mods in the proper order, except this one. I hope this helps you perfect it. 

         

        EDIT: To be clear, I don't use the Steam Workshop for anything whatsoever; I only use Steam to launch the game. All my mods were installed through their respective standalone TSLPatcher executable. 

        Edited by jmorenobothwell
      • Perfect companion mod to go along with KMRP

      • You are the pillar of this community

      • The Atton no guyliner with mid scruff is absolutely perfect! Love this!

      • This wonderful black magic fuckery has enabled me to play my favorite game of all time at 240fps without any issues and I am very happy about it. Thank you!

        Edited by gilless429
        • Thanks 1
      • Excellent addition! Everything worked great, and I love the different logs and the story they tell!

        • Like 1
      • These look great! Now I know what you meant about not being able to get portrait images out of your head :)


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