Mods
841 files
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TSL Restored Content Mod
By zbyl2
Authors: Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet
Contact: PM us at Deadlystream
Name: The Sith Lords Restored Content Mod (TSLRCM) 1.8.6
1. Description:
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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:
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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
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* 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
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* 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
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* 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
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* 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
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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
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(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
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* 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:
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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
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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
335,685 downloads
-
M4-78 Enhancement Project
By zbyl2
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.
66,835 downloads
-
Cathalan Improvement Project
By OzilsEyes
Cathalan Improvement Project
By OzilsEyes
What started out as a learning tool for myself, actually turned into quite a fun project... CATHALAN! Orange returns (Sorry!).
I was really eager to brush up on my TSL modding skills, I'm fairly new to modding in general. I'd downloaded Cathalan and tried it years back, realising I could never complete it & it was just a buggy mess. When I started working on it, I couldn't believe my eyes (not because of the brightness of the orange either!). It needed a LOT of TLC. It really had the potential when Jaevyn first released it, it was a new planet, new quests, new characters, new items... but, it was let down by the amount of bugs and to an extent, incompletable content.
I think I've now got it to a state, where it's actually a viable mod to add to your playthrough, If you've never actually completed the story, please take the time to do so, it's actually got quite a cool ending, which I enjoyed the first time I played through it after finally fixing half the quests. I firmly believe the community is driven by great ideas & great mods, the original creator, once had a great idea & tried to make it work. I don't know the history of Jaevyn or Cathalan, I know it's had it's rough patches, example: copyrighted music.
In this post, I'll run through all the changes I have made, there may be spoilers to please, read at your own discretion.
Now compatible with:
TSLRCM
M4-78EP
Coruscant: Jedi Temple Mod
Expanded Galaxy Mod
Compatibility install with TSLRCM, M4-78EP & Coruscant will update the galaxy map to include 'Cathalan'. As the game restraints are 16 planet slots, this is not possible with the Expanded Galaxy Mod. To get around this, I have added an additional NPC who spawns on the Ebon Hawk, he has a shop (different items based on main story progression), medical table, some lore & fun dialogs. SM-K1 (Definitely not named like this because it looks like an abbreviation of my dogs name: Smokey)
On the expanded galaxy compatibility install, go to the security computer on the ebon hawk, choose 'Device Memory', a cutscene will occur where SM-K1's hologram will appear:
He will give you a list of uncharted planets, one being Cathalan which you will be able to travel to.
Installation:
Please note: You do not need to have the original Cathalan installed to play this mod, if you do have it installed do not worry just run the installation as normal.
Download the package, unzip & run the holopatcher.exe
Options:
1. Install Cathalan Improvement Project - Compatibility with the base game + TSLRCM + M4-78EP
2. Install Compatibility with Coruscant: Jedi Temple Mod - Compatible with use with Coruscant: Jedi Temple Mod
3. Install Compatibility with Expanded Galaxy Project - Compatible with Expanded Galaxy Project
Choose your preferred option, then let the installer run. Start up your game.
It's advised to start a new game BUT it should be compatible with existing saves.
Uninstallation:
Holopatcher will back up your files when installing, you can use the installation / backup folder to re-place your old files.
Fixes, changes & additions
General Improvements:
Quests:
Level specific improvements:
451CAT - Keralt High Level
452CAT - Keralt Middle Level
453CAT - Entertainment Promenade
454CAT - Keralt Lower Level
455CAT - Warrior Base
456CAT - Wyvern Base
457CAT - Eastern Dark Lands
458CAT - Matterson District
459CAT - Western Dark Lands
460CAT - Outsiders Enclave
461CAT - The Crypts
462CAT - Keralt Sector 51
New load screens:
All the old load screens were (terrible) not great, so as part of the release I'd created new upscaled versions, they're all 2048x2048, relevant to the area & look a lot better.
Please note: These are subject to change, I've updated a few already since release.
Overall, working on the project was very fun, it gave me a good insight into modding KOTOR TSL, which is what it was intended to do. I decided to share the project as it's actually quite a fun playthrough, it gives you the benefit of a few extra levels, some credits, items etc. There is so much more I would have loved to do with this but I didn't want to change it too much other than fix the bugs and add a few things.
Please, if you do like the changes I've made or the work that has gone into the project, drop me a comment/message. React to this mod / show appreciation
Most of all, use it! Have fun!
Legal Disclaimer
=================
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
Tools used:
825 downloads
- tsl
- improvement project
- (and 1 more)
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Component Chemical Shop
By RLG
This mod spawns a 'Shady Duros' NPC in the Telos Cantina that gives you 1 component or chemical for one credit in bundles of 10, 50, 100, 500, 1000, 5000, 10000, or 15000. Pairs well with Call Cousin Vinny (aka Higher Stakes Pazaak mod).
Incompatibilities: Incompatible with anything that modifies k_207tel_enter.ncs
Should be compatible with TSLCRM (especially since TSLCRM takes out the Handmaiden robe exploit)
Acknowledgements
Darth Parametric for help with scripting.
Fred Tetra for Kotor Tool
Fair Strides for DLG Editor
Blue for KOTOR Scripting Tool
Numerous Deadlystream and Lucasforum tutorials
Chainz.2da for his game saves.
Deadlystream and Nexusmods are the oily sites I authorize to host this mod. I do not authorize Steam Workshop to host this mod.
1 download
(0 reviews)0 comments
Submitted
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Kirin's Armor
By Kirin
This mod is the one that I'm the most proud of so enjoy !!!!!!!!!
The male armor is a combination between DeadMan "Modders Resource: TFU-style Darth Sion model" and Darth Bandon Armor. And for the female armor is a modified reskin of Bastila Armor by Seikan.
-----------------
Video Showcase here:
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When you equipe the male armor you will be taller then normal.
The female version is not an exact copy of the male but looks similar
This mod replaces Reven/Starforge model so any other mod that does this will not be compatible.
If you equipe Atton with this armor the game will crash.
-----------------
INSTALATION:
1. Add the files from the folder "1-Main Files" in your game override folder.
NOTE: If you want the model without the sholder pad add the files in the optional folder after you installed the main files
HOW TO GET THEM:
- Method 1: Add the items in the inventory with the Savegame editor
- Method 2: Cheat Codes:
giveitem a_robe_67
giveitem a_robe_68
giveitem a_robe_69
-----------------
Uninstall:
Remove the files you added to your game override folder.
-----------------
Donations:
If you want to support my work you can here:
buymeacoffee.com/kirin117
-----------------
Aknoladegemnet:
- Effix: Thank you for allowing me to use the structure of the files.
- DeadMan Thank you for "Modders Resource: TFU-style Darth Sion model"
https://deadlystream.com/files/file/172-modders-resource-tfu-style-darth-sion-model/
- Thank you for allowing me to use Seikan's Armors of the Old Republic 2.2
https://deadlystream.com/files/file/902-seikans-armors-of-the-old-republic/
- Thanks to those who took the time and effort to create the tools required to mod KOTOR. Without those, none of this would have been possible.
93 downloads
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Vanilla Loading Screens HD
By Saul0097
This mod upscales all vanilla loading screens in KOTOR 2
All textures were upscaled 4x using Topaz Gigapixel AI, then resized and optimized for in game use.
The goal is to keep the original look while improving clarity and sharpness.
Main Features
4x AI upscaled using Topaz Gigapixel Improved clarity and detail Preserves the original art style Optimized for in-game use No redesigns or stylistic changes Files:
2K optimized version Balanced quality and performance Installation
Manual Install
Extract the contents of the zip file, open the folder and place "override" into your Knights of the Old Republic II directory. Click replace if prompted.
19 downloads
(0 reviews)0 comments
Updated
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kotor2 Default Hilt Replacement Mod 2025
By Kaidon Jorn
Default Hilt Replacement Mod 2025
----------------------
Author Kaidon Jorn, December-March 2025/2026
DHRM 2025 Changes:
----------------------------------
Blade models and planes are set to the correct Z position. New blue double-bladed model made from original blue single bladed model. New (old) models for red single and double bladed. Green single bladed made into new green double bladed. Yellow single and double model textures touched up. Purple models reskinned. New orange single bladed made from orange double bladed. New viridian single bladed made from viridian double bladed. New silver single and double bladed models made from (very old) yellow double bladed model. New cyan double bladed model made from cyan single bladed model. Bronze models textures touched up. Otherwise no change. Short saber model remapped and reskinned. Made new icons for all models. Purple blade is now violet instead of amethyst. This mod will replace all of the default game's lightsaber hilt models and adds new 3D blade models and textures - courtesy of Crazy34 and his crazy awesome modder's resource.
I have, of course, tweaked his blade textures again to my own preferences and increased the ambient lighting glows by 0.2 on all single and double bladed lightsabers (short stayed the same).
In this version I've removed most of my old hilt models and replaced them with ones that may have never been released before, but if I didn't replace the entire model then I remapped and reskinned that previously existing model. All saber icons have been remade to be consistent with my SLM2024 icon backgrounds (I know I said I wouldn't, but to heck with that).
Much thanks to Crazy34 for use of his new 3D blade models and textures and thank you to Deadly Stream for hosting all my mods.
To install run the .exe and choose the location of the game (not the override itself).
To uninstall take them all back out.
172 downloads
- lightsaber mod
- lightsaber models
- (and 1 more)
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JC's Supermodel Fix for K2
By JCarter426
This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game.
First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that.
Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1.
Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models.
I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix.
If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list.
42,507 downloads
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Unique Exile robes
This is a trio of specially named robes that only the player can wear, that use the player's name. The first set can be found on the Harbinger, alongside the armband, while the second and third can be crafted at level 15 and level 20 respectively. Neither have a skill requirement, so long as you have components and are the right level, you can craft them. As you can see, they're based on Jedi, Jedi Knight, and Jedi Master robes, but have a grey colour palette instead. They provide a slightly greater defence bonus than you'd get from typical robes, and also come with minor health and later Force regen as a little bonus. I wanted something useful but not overpowered.
To install, extract the folder contained in the .zip, and run the TSLPatcher.
509 downloads
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C.H.O.R.D. A Comprehensive, Holistic, Overhauled, Realistic, Difficulty Mod
By Aviat3d
######## SUMMARY ########
CHORD: Is a Comprehensive, Holistic, Overhauled, Realistic, Difficulty mod that provides a thorough, interconnected enhancement to the game, making it more immersive, challenging, and engaging.
Unlike other difficulty mods that only make small config changes or just add small tweaks, this mod seeks to provide a complete overhaul to all the existing items, creatures, and configuration settings that affect the game.
In addition, this mod wants the settings to be flexible, fair, but challenging. Giving a Darksouls-like, modern-day experience.
######## REQUIREMENTS ########
This mod requires the following mods:
- TSL Restored Content Mod 1.8.6
- High-Level Force Powers (v2 & v2.1)
- Content Pack- Feats and Powers
######## INCOMPATIBLE MODS ########
Any mods that edits 2da files, the .utc creature files, or the .uti item files affected in this mod will be incompatible with this mod.
For mods that add new armor or shield items altogether, for now they probably won't be compatible. But comment or message me and let me know which mod you're wanting to combine with this, and I will add a patch (I play with a ton of mods, new item mods included, so there's a good chance I already have made a patch for my local version).
Mods that would be redundant or clash with this and aren't needed are:
- Formidable Sith Lords
- Unstoppable Lightsaber Damage
- Ultimate Balancing Mod
Incompatible mods:
Anything that adds new content like M4-78 where it edits existing items, monsters, and adds new ones will need to have a patch made. Someone is welcomed to do this if they really care enough, personally I am not a fan of M4-78 so that is why this mod doesn't have built in compatibility.
These mods won't ruin this mod or cause any crashes, etc. But it will break the very tight system that is carefully put together and planned out for this mod. So, if you start seeing less than ideal balance and integration, you know why!
######## HIGHLY RECOMMENDED MODS ########
- Improved AI 2.2 (I might add my own custom AI that integrates better and adds more depth, but this is a great mod / solution for now)
- Lonna Vash Mod for TSLRCM (Imho a much better mod than something like m4-78, also makes it so that a gray force user can enter the force cave / tomb where you have the "apathy is death" line. In the default game you need max / very high dark side or light side alignment to enter. So, this mod in combination with mine actually makes a gray force user character a rewarding and viable option)
- v2.0 Ultimate Workbench (TSL Crafting System)
- KOTOR2-Loot-Overhaul (just copy files in tslpatcher folder to override to install)
######## IINSTALLATION ########
Just drag and override all .uti, .utc, and . 2da files in your override folder. For the dialog.tlk and changes.ini file I recommend you add my changes by hand (tedious I know, but I am planning to add a patcher to hopefully solve this in a future update).
######## CHANGES OVERVIEW ########
- This mod changes all the original games armor, robes, armored robes, armor upgrade items, and human shields, as well as some belts, masks, and implants.
- It also modifies all creatures / npcs so they are more challenging. For a good number of common creatures / npcs and unique monsters, bosses, and sub-bosses they have been carefully customized to have unique stats, skills, custom gear and inventory items, and power and feat setups for added challenge.
- Finally, this mod modifies a large amount of 2da configuration files as well.
######## ARMOR, ROBES and ARMORED ROBES LOGIC SUMMARY ########
In KOTOR 2 the Defense stat has nothing to do with damage reduction, it only determines if an enemies attack hit or misses using a d20 DnD system. For source see: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Combat
Because DEF basically is evasion, it makes no sense that heavy armor makes you essentially move like a gazelle and make you hard to hit. Whereas robes make it to where you basically have little to no dodge-ability and are basically a tank but without the damage reduce that realistically being a tank should provide you.
So, a massive change needs to happen here to fix this problem within the KOTOR 2 game system.
I made it so that robes give you very high dodge-ability as you would come to expect based on logic and what we see in the movies. Whereas with armor you now have damage immunity properties attached to all armor, and their DEF bonuses and DEX bonuses heavily reduced and rebalanced. This rebalancing applies to not just light, medium, and heavy armor, but also the sub-tiers within those categories.
For instance:
Light Armor includes:
- class / tier 4 armor
- class / tier 5 armor
Medium Armor includes:
- class / tier 6 armor
- class / tier 7 armor
Heavy Armor includes:
- class / tier 8 armor
- class / tier 9 armor
So, the rebalancing even takes into consideration the subcategory ligher and heavier light/medium/heavy armors in these breakdowns so that logically and realistically it makes more sense and gives a more thorough level of customization.
Jedi Armored Robes and Robes also receive their own custom rebalancing that follows a logic trend. In essence, robes provide high dodging, generous bonuses, and increase force/lightsaber damage output, but no damage reduction whatsoever (which can be bad depending on the areas, bosses, and difficulty settings). Robes don't cap the +1 defense bonus you get for every 2 points of DEX, so with this setup you are having to rely on dodging, shields, and brains to avoid taking hits.
Jedi Armored Robes provide damage reduction, but less than what you'd see in even the lightest traditional light armor. That said, you will get bonuses, damage reduction, and some decent dodge-ability.
Here's a rundown of how the logic plays out in general for armor, robes, etc. (note for special named items there's some intentional variance here, also, depending on the item name and description there might be some custom flavorings added intentionally).
Armor Mod Logic:
Heavy = 65%-70% damage immunity resistance, Def = -11 to -12 (negative def modifier and MAX DEX DEF bonus = 0, usually will result in lowering DEF from this modifier, heavy armor by default gives 8-9 DEF, so this fixes that)
Medium = 57.5%-60% damage immunity resistance, Def = - 6 to -7 (0 or 1, if no custom DEF bonuses and MAX DEX DEF bonus = 0 to 1)
Light = 45%-50% damage immunity resistance, Def = - 2-3 (should only be 2 if no custom item bonuses and MAX DEX DEF bonus = 2 unless other bonuses)
Robes / Clothes = 0% damage immunity resistance, DEF 13-15, lots of other bonuses (especially attribute bonuses, more force damage/power, and more force recovery)
Jedi Armor = DEF + 7-9, and 35% to 40% damage immunity resistance + other bonuses (but less than what robes would provide, unless it's a rare armored robe and you're comparing to like a Padawan robe)
Droid Armor (generally follows a similar system as the light to heavy armors above, with some realism tweaks like being more resilient to fire and elemental damage like cold and sonic, but more vulnerable to elements like ion and electrical damage). In general, droids aren't really supposed to move like gazelles, and heavy and assault armor will provide better results with party members like HK-47.
######## OTHER CHANGES ########
- shields now are 1.5x stronger across the board and have 10 charges instead of 5, feats and give an addition 1.6x strength boost.
- Force alignment breakdown:
from forceadjust.2da file:
row ---------goodcost --evilcost
0 -----------2.25 ------- 1 // max evil, 1 to 1 cost or base cost of a given dark/neutral power, 2.25x means over double FP cost for good
1 -----------2.00 ------- 1
2 -----------1.75 ------- 1
3 -----------1.50 ------- 1
4 -----------1.25 ------- 1
5 -----------0.85 ------- 0.85 //neutral alignment, since no attribute bonuses, these characters given a 15% FP reduction for all powers.
6 -----------1 ---------- 1.25
7 -----------1 ---------- 1.50
8 -----------1 ---------- 1.75
9 -----------1 ---------- 2.00
10 ----------1 ---------- 2.25. // max good, 1 to 1 cost or base cost of a given good/neutral power, 2.25x FP cost for dark powers
- All force powers are easily 2x to 4x times more costly. the more broken the power, the more the cost. That said, cost is reasonable and calculated, but you won't be spamming all force powers willy nilly unless youre a neutral, gray force user. In general, you will get to spam a high level ability about 4-5 times if using someone like Kreia with a ton of Wisdom
- all companions now gain 90% of the xp you gain, instead of 80% like base game
- all level xp requirements are cut in half. So you can reach level 50 without cheats.
- Autobalance.2da is modified to be slightly more balanaced here's the new updated version:
Row ----------name ------------vpmult ------------tohitmult ------------armormult ------------damagemult ------------savemult ------------crmod ------------levelmult
0 ----------No_Auto_Balance 0.0--------------------0.0---------------------0.0 ------------------------0.0-------------------------- 0.0 ---------------------0 -------------------0
1------------Set_1------------------- 0.80-----------------1.3----------------------1.3----------------------- 0.100------------------------1.3----------------------1--------------------1.00
2------------Set_2------------------- 0.90-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------1.5-----------------1.00
3------------Set_3--------------------1.00-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------2--------------------1.00
4------------Set_4--------------------1.10-----------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------3--------------------1.00
5------------Set_5--------------------1.2-------------------1.3----------------------1.3------------------------0.100------------------------1.3----------------------4--------------------1.00
Before in version 1.0.0 damagemult was 1.000 for all 5 sets of enemies, which was leading to massive damage with armor, so now I reverted it to 0.100 which is very close to the default settings for this value in the original, default autobalance.2da settings.
For more info on autobalance.2da see source: https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Autobalance
Note, these values are pretty balanced so far and had a lot of thought put into them. enemies lack armor, so having slightly more health than normal, better chances / attack to hit (requiring higher DEF to evade), having more base DEF from armormult by 1.3x and having better saving throws 1.3x all works really well. For levelmult in the base default settings enemies are never 1 to 1 as you, there level mainly effects their health and their chance to resist / save against force powers like insanity.
That said, even with all of these slight buffs, my Kreia with 25 wisdom can beat their save throws atleast 4/5 times, and I can hit them with my STR build character with 25 STR about 3.5/5 times per each attack roll.
crmod does nothing to affect difficulty, it only determines the amount of xp given by enemies.
damagemult is very close to the base game's configuration for these enemy sets, I just made it more uniform for ease of calculation.
- difficultyopt.2da has been modified to the following: (these are the gameplay difficulty settings you can manually set in the options scr
desc ------------damage multiplier
Effortless-------------0.00
Very Easy-------------0.25
Easy-------------------- 0.5
Normal-----------------1.0
Tough-------------------2.0
Challenging-----------2.5
Difficult-----------------3.0
Very Difficulty--------3.5
Overpowering--------4.0
Insanity-----------------4.5
Suicide------------------5.0
Default------------------1.0
- diffsettings.2da: (ths can add an additional damage multiplier, previously was 100, 125, 150, 175, 200) not sure how this works (the general consensus is still out on what this does exactly and how it behaves. So I set everything to 100 so that there is no damage reduction or modifier here to simplify balancing enemy damge:
name
MaxNPCDamagePercent dmeasy easy---normal---hardcore----dmplayers
--------------------------------------25----------100 ---100--------100-----------100
######## DIFFICULTY SETTING OPTIONS RECOMMENDATION ########
Personally, I recommend you play this with a difficulty level between Difficult (3x enemy damage modifier), Very Difficult (3.5x enemy damage modifier), and Overpowering (4x enemy damage modifier).
I personally like Very Difficult to Overpowering, the balance there feels just about right in most cases.
If you choose to play on Insanity (4.5x enemy damage modifier) or Suicide (5x enemy damage modifier) and you manage to beat the game without cheats, then you will have all bragging rights, and I will be personally impressed.
######## FUTURE UPDATES ########
I plan to add custom patches for other armor mods, as well as continue to refine the creature and item updates, so stay tuned and consider following this mod!
######## PERMISSIONS ########
This mod can be freely used and shared for non-commercial purposes; all I ask is that I am properly credited. So, feel free to make your own patches and mods on top of this one.
######## SUPPORT ########
I poured my heart and soul into this mod. Hundreds of individual files were edited using the KOTOR TOOL. As well as hours thinking about the new, balanced armor system that allowed for rewarding gameplay without making you unstoppable and breaking the immersion this mod seeks to establish. I spent a long time on this, so I hope it brings you enjoyment in your KOTOR 2 game.
All I ask is that if you enjoy this mod that you like it, endorse it, rate it, and tell your friends about it! If you're feeling generous then please star the Github repo for this mod and consider following me on GitHub.
If you'd like to help me on this modding journey than feel free to reach out. The ultimate goal of this mod is the make the best mod possible and I am happy to share the spotlight. If we can greatly increase KOTOR 2's replayability and make it way more fun than this mod will have accomplished what it set out to do.
NOW GO OUT THERE AND HAVE SOME FUN! And remember... Apathy is death!
259 downloads
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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.
3,080 downloads
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Call Cousin Vinny (aka Higher Stakes Pazaak)
By RLG
This mod adds an NPC called Cousin Vinny to the Telos Cantina. He accepts pazaak wagers up to 750000 credits, and runs a pazaak card store.
Incompatibilities: This mod is incompatible with any mod that modifies the script k_207tel_enter. It should be compatible with TSLCRM.
Thanks:
Fred tetra for Kotor Tool
Fair Strides for DLG Editor
Blue for KOTOR Scripting Tool
Numerous Deadlystream and Lucasforum tutorials
JCCarter, Darth Parametric, and QuiGon Glenn for answering my scripting questions
Chainz.2da for his game saves.
Deadlystream and Nexusmods are the only sites I authorize to host this mod. I do not authorize Steam Workshop to host this mod.
21 downloads
(0 reviews)0 comments
Submitted
-
Bao-Dur Can Wear Heavy Armor
By Effix
------------------------------------------------------------------------
Knights of the Old Republic - The Sith Lords
------------------------------------------------------------------------
TITLE: Bao-Dur Can Wear Heavy Armor
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
-------------------------
INSTALLATION
-------------------------
Unzip, run "Bao-Dur_Can_Wear_Heavy_Armor.exe" from the subfolder.
------------------------
DESCRIPTION
------------------------
Normally "Armor proficiency: Heavy" is not available to Bao-Dur's base class (Tech Specialist) when you level him up. This mod changes that and it adds the needed models to actually make wearing heavy armor work for him.
This mod is made possible by models created by DarthParametric, see the credits below for links to these resources.
Things should work with existing savegames.
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BUGS
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None known.
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UNINSTALLING
-------------------------
1. Remove the following files from your override folder:
- DP_BaoDurBG.mdl
- DP_BaoDurBG.mdx
- DP_BaoDurBH.mdl
- DP_BaoDurBH.mdx
- P_BaoDurH.mdl
- P_BaoDurH.mdx
2. If you haven't installed any mods after this mod then you can get appearance.2da and feat.2da from the mod's backup folder and put them back in your override folder.
Doing this when you did add another mod might break the later mod.
-------------------------------------
DISTRIBUTION NOTES
-------------------------------------
- You can use DarthParametric's models if you credit him, they are all Modder's Resources.
- You can use my small part of this mod in your own mod if you simply credit me.
---------------
THANKS
---------------
Many thanks to DarthParametric for his work and for sharing it.
- Bao-Dur Head Model Neck Fix: http://deadlystream.com/forum/files/file/1100-bao-dur-head-model-neck-fix
- Bao-Dur Armour and Robes: https://deadlystream.com/topic/8484-bao-durs-armor-fix-idea/?tab=comments#comment-80850
Thanks to Stoffe and Fred Tetra for the needed tools and tutorials.
-----------------
Donations
-----------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
-----------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
13,207 downloads
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Darth Malak's Jawpiece for KOTOR & TSL (1.1)
By inyriforge
Original Review on Filefront:
"Inyri Forge has brought us an updated version of Darth Malak�s jaw piece. As I stated in my previous review of this mod (just in case you don�t feel like clicking the outdated one to read about this), Darth Malak lost his mouth in a lightsaber duel. The rumor was it was Master Kavar that did the deed. Just a reminder if that it is only a rumor, nothing is factual about this rumor. The rumor started when you read the dialogue exchange between the Exile and Kavar in the Iziz cantina and it was based off of Mandalore�s comments that the speculation it was Master Kavar who chopped off Darth Malak�s jaw.
What is different about this updated version is that the mesh of the model has been modified to help avoid ear clipping. This works best with Don Kain�s playable Malak�s head (link to this mod in the readme). The textures have been modified to increase blending to it. The model name has been modified to avoid conflicts with the author�s Mabari Armorweave mod. This mask is meant for male characters, however you can put them on females, just don�t except breath taking results.
To get this jaw piece of Malak, you will have to use the KSE or the cheats to get it. The name file is different from the original release. To give it, type... giveitem malakmask
This mod is meant for both Knights of the Old Republic, and Knights of the Old Republic II: The Sith Lords. The TSL version has a story behind it that if was taken after Malak�s death in KOTOR. The author said you�ll have to make up your own story for the K1 version. This item is restricted to the dark side of the Force. Also check out the bonus stats you'll get in the readme. The stats from the original release have upped a little to give your PC a little more of a boost. Enjoy it!
Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.
-Shem"
828 downloads
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Effixian's K1 to K2 Heads
By Effix
********************************************
Knights of the Old Republic - The Sith Lords
********************************************
TITLE: Effixian's K1 to K2 Heads
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
************
DESCRIPTION
************
This mod adds player heads:
- PFHC01 from KotOR 1, as requested by shadongo.
- PMHA05 from KotOR 1, as requested by Fallen Guardian.
*************
INSTALLATION
*************
PFHC01 from K1 to K2:
Unzip somewhere and run the file "TSLPatcher_Effixians_PFHC01_from_K1_to_K2.exe".
PMHA05 from K1 to K2
Unzip somewhere and run the file "TSLPatcher_Effixians_PMHA05_from_K1_to_K2.exe".
Steam's TSLRCM: Point the patcher to TSLRCM workshop folder, location is something like [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937
*****
BUGS
*****
None known.
*************
UNINSTALLING
*************
1. Remove the following files from your Override folder:
For PFHC01 from K1 to K2:
- pfhx01.mdl
- pfhx01.mdx
- PFHX01.tga
- PFHX01A.tga
- PFHX01AD1.tga
- PFHX01AD2.tga
- po_PFHX01.tga
- po_PFHX01d1.tga
- po_PFHX01d2.tga
For PMHA05 from K1 to K2:
- pmhx05.mdl
- pmhx05.mdx
- PMHX05.tga
- PMHX05.txi
- PMHX05D1.tga
- PMHX05D1.txi
- PMHX05D2.tga
- PMHX05D2.txi
- po_PMHX05.tga
- po_PMHX05d1.tga
- po_PMHX05d2.tga
2. Get the following files from the mod's backup folder and put them back in your Override folder:
appearance.2da
heads.2da
portraits.2da
*******************
DISTRIBUTION NOTES
*******************
You may not: Use the material from this mod in your own mod without giving me credit, implying it was your creation.
You might: Use the material from this mod in your own mod if you simply ask me.
*********
THANKS TO
*********
- Fred Tetra's Kotor Tool
- bead-v's MDLedit
- stoffe's TSLPatcher
- The people at Deadly Stream
-------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
1,287 downloads
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Repair Your Airspeeder... Again!
By PapaZinos
Spoiler-Free Description:
Nobody likes to see a group project go to waste! This mod allows you to repair your speeder once and for all upon completing the Nar Shaddaa main story, and restores some of Obsidian's original game dialogue along the way. Rather than being told that the speeder has been sabotaged beyond your ability to repair, you will be told specifically which part that you installed needs to be replaced, and given an opportunity to find it at a location made available towards the end of the Nar Shaddaa main story (for the exact location, see step #8 of the full walkthrough provided below or attached images).
This mod restores original dialogue for certain party members, and the opportunity to gain/lose influence with them as you see fit.
You should install TSLRCM prior to installing this mod. For an existing game, use a save file made before visiting Nar Shaddaa for the first time (this mod won't affect any areas of the game you have already been to).
Full Description (Contains Spoilers):
Installation:
Download the 7z file and extract to somewhere on your computer that is easy to find. 7z files can be extracted with Archive Utility on macOS, or with free programs like PeaZip on Windows and Linux. For full compatibility and your own personal convenience, this mod comes with an installer which comes highly recommended. Simply run the installer, and direct it to your TSLRCM installation. For Steam installations, direct the installer to "Steam\steamapps\workshop\content\208580\485537937", and not the main game folder with the executable. The installer is an executable file that can be run natively on Windows or with free programs like Wine on other platforms. If for whatever reason you have trouble with the installer, open the "Manual Installation" folder and follow the instructions of the ReadMe file inside.
Uninstallation:
Follow the instructions within the ReadMe pertaining to your installation method.
Compatibility:
Users should expect full compatibility with any other mods, so long as they make no modifications to any airspeeder-related files or affect the new airspeeder cameras for other purposes (automatic installation) or replace the included files installed manually. Requires TSLRCM 1.8.3 or higher.
Modifications (Automatic Installation):
Modifications (Manual Installation):
Full Walkthrough (Contains Spoilers):
Acknowledgments:
Big thanks to Fred Tetra for KotORTool and Cortisol for the Holocron Toolset for making file extraction, module editing, and .mod file building easy, Fair Strides for the DLG Editor, JdNoa and Dashus for simple script decompiling with DeNCS, Blue for the KotOR Script Editor, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and for making inter-mod compatibility infinitely more feasible with TSLPatcher. It really does take a village to make one speeder fly.
Have a bug to report? Visit this mod's "Get Support" page and let me know!
This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.
1,626 downloads
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Create all Mira's Rockets
====Create all Mira's Rockets v1.1 by Hassat Hunter====
This modification will modify the workbench to allow all of Mira's rockets to be creatable.
In the original TSL only 5 could be created, and dropped by the random loot system. While type 7 and 9 did appear in fixed drops on Nar Shaddaa, once you used them there was no replenishing them at all.
TSLRCM 1.8 will fix the rockets in the random loot system, but this small mod is to add them to the workbench.
Since the values aren't found anywhere I basically just made them up, not so much restoration. Hence this seperate mod that most likely will not be included in 1.8.
In order to compensate for the additional rockets each rocket doesn't take +5 repair skill like in vanilla, but +3 repair skill, for 33 total for the final 11th.
This mod is incompatible with other mods that modify what the workbench creates. Those who merely modify it's dialogue are compatible!
==(Un)Install Instructions==
* Drop "itemcreatemira.2da" in the override folder. If it already exists, cancel, you have a conflicting mod!
Simply remove it to return to the existing system anytime.
==Version History==
1.1 Fixes issue with Bonded Plates Mark IV as noticed by TTlan on the forums.
==Known Issues==
None known.
==Distributing This Mod==
This mod may not be modified or distributed without the explicit permission of the author.
==Contact Info==
Find me at the deadlystream forums (http://www.deadlystream.com/forum).
==Thanks To==
* The TSLRCM Staff for making TSLRCM and getting me into modding for TSL. Although nothing has been done here but extracting .
* Obsidian for KOTOR2:TSL.
==Legal Stuff==
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY LUCASARTS, OBSIDIAN ENTERTAINMENT, THE TSLRCM CREW OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MOD.
2,355 downloads
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Thematic KOTOR 2 Companions
By JCarter426
This mod adjusts the statistics and starting equipment of the companions in Star Wars: Knights of the Old Republic II - The Sith Lords, addressing some issues with game balance and consistency in theme. See the attached document or view online for a full list of changes and the rationale for each change.
Installation
You must start a new game to experience the full effects of this mod.
Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install. Click "Install Mod" and select your game directory (default name SWKotOR2). Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
Restore or delete all .utc files affected by this mod. Copy each .utc file from the backup folder to replace the one in your game's Override folder if a backup was created, otherwise delete the .utc file from your game's Override folder. Compatibility
This mod requires TSLRCM.
Credits
Design—Sniggles
Implementation—JCarter426
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
xoreos tools—xoreos team https://xoreos.org/
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
5,292 downloads
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MOBILE Restored Content Mod (MTSLRCM)
By zbyl2
Experience famous restored content mod on your mobile device.
Install instructions:
Both iOS and Android place all files in a folder called ‘mods_english’ (or ‘mods_italian’, etc.) within a folder called ‘dlc’. So /dlc/mods_english/[all files]/.
1. Unzip mtslrcm.zip
2. dlc folder contains five subfolders, for each language version; feel free to delete ones you don't use.
3. Paste it in the install location:
iOS:
On iOS, they are placed in iTunes > Apps > Documents, in the same spot that the ‘saves’ folder goes.
ANDROID:
On Android the files should be placed in /Home/Android/data/com.aspyr.swkotor2/files/
As long as you’ve closed the game from the app switcher before launching with the mod, everything should work as normal."
154,639 downloads
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N-DReW's Bug Fix Collection for TSL
By N-DReW25
N-DReW's Bug Fix Collection for TSL
A Mod for Star Wars Knights of The Old Republic 2
Author: N-DReW25
1.6.0 Release Date: 23.09.2025
Installation:
Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions.
It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional.
This mod is divided into two parts, the TSLPatcher component and the Override Component.
To install Override Component features, simply open their folders and copy their mod files to the Kotor 2 Override folder.
To install TSLPatcher Component features, simply click on the HoloPatcher.exe, click install, and sit back and watch the installer do its magic.
WARNING: It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.
Description:
My Bug Fix Collection is another bug fix mod, though unlike most bug fix mods that have been made for the Kotor games this mod is for Kotor 2 in particular. The popular TSLRCM and K2CP mods are two excellent mods that bug fix hundreds of bugs throughout the game... though they haven't fixed all the bugs. Since TSLRCM development is essentially finished and the K2CP dev team are focused on the K1CP mod, I made my own bug fix mods to squash the rest I could.
Contents:
Known Bugs:
This mod shouldn't have bugs but if there is Just PM me on Deadlystream.
Incompatibilities:
Please report any incompatibilities!
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Thanks:
Bioware: For such an amazing game!
Obsidian: For such an amazing sequel!
Fred Tetra: For Kotor Tool!
th3w1zard1: For both the HoloPatcher and for helping me debug this mod's HoloPatcher during the development of version 1.4!
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.
3,702 downloads
- mod pack
- compilation
- (and 4 more)
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Movement Animation Fix for both KOTOR and TSL
By ZimmMaster
**************************************
Knights of the Old Republic I & II
**************************************
TITLE: Movement Animation Fix for both KOTOR and TSL
AUTHOR: ZimmMaster
FILENAME: zm_fixes.7z
FILESIZE: 1.59 MB when unzipped
--------------------------
INSTALLATION INSTRUCTIONS
--------------------------
To start the install run the TSLPatcher, choose an install option and follow the on-screen instructions.
To uninstall, remove the files copied to the Override folder by the TSLPatcher and then move the files from the backup folder that was created by the TSLPatcher to the Override folder.
------------
DESCRIPTION
------------
This mod fixes the movement animations for the KotOR games. What it does is alter a couple key collumn values in the appearance.2da file to remove that waddle-like walk that came with the patches to a more neutral walk. It has four different install options when the patcher is run. One is the walking animation fix for KOTOR and the other three are for TSL allowing you to install the walking, running, or both animation fixes. The changes in the KOTOR version fixes a few things I did not notice before in the previous version of this mod. The changes include; changing the values from 2.70 ---> 2.60 as the walk ended up being too slow, removed unnecessary coding in the changes.ini file, and some fixed spelling errors in the setup. The running animation fix for TSL was a bit more complicated but I eventually changed the values in the rundist and driveanimrun_pc collumns that Obsidian used to the ones BioWare used in the first game and it turned out all right.
Enjoy!
-----
BUGS
-----
None that I’m aware of. However if you find any, you can contact me via PM at lucasforums.
-------------------
DISTRIBUTION NOTES
-------------------
This mod may not be altered without express consent of the author. This mod may not be re-distributed on any site without express consent of the author.
--------
CREDITS
--------
Fred Tetra- For creating his awesome KOTOR Tool that makes us modders job alot easier.
stoffe- for making the TSLPatcher and ChangeEdit programs and helping me with a few problems I was having in the development of the mod.
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
28,190 downloads
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AxC's Skip Twin Suns' Fight
By AxConsortium
During the Nar Shaddaa questline, Atton is forced to face the Twin Suns alone. Depending on various factors (especially if Nar Shaddaa is your first planet) this short segment can be notoriously difficult. This mod presents you with a choice to skip the battle without losing any content or to complete it the intended way. The decision remains yours.
Additionally, this mod includes a minor restoration not present in the TSLRCM:
It correctly implements Atton’s low-influence dialogue in the scene immediately following the battle. If your influence with Atton is below 40, his reason for returning to the Ebon Hawk will reflect his more self-interested nature.
Compatibility:
Easier Twin Suns' Fight - Fully compatible! You can use both mods and have the option to either skip the fight entirely or play through an easier (but not easy) version of it.
TSLRCM - Fully compatible. This mod's restoration is a separate, additive fix.
Credits:
John Doom, for Easier Twin Suns' Fight
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
56 downloads
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Effixian's Zeison Sha & Jal Shey Alternative 2021
By Effix
-----------------------------------------------------------------------
Knights of the Old Republic - The Sith Lords
-----------------------------------------------------------------------
TITLE: TSL Effixian's Zeison Sha & Jal Shey Alternative 2021
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
-----------------------
DESCRIPTION
-----------------------
This mod replaces all Zeison Sha and Jal Shey armors and adds a few variations that you can only cheat in*.
I've tried to keep them in line with each other, but there's quite a few differences between the female and male versions.
The female version uses the Atris 3D robe model (provided by DarthParametric) and the male uses the Disciple's model.
* Apart from that, without TSLRCM and without cheating it's practically impossible to acquire some of these robes.
https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Robes#Armor
Armored Jedi Robe (item: a_robe_06)
Replaces: Zeison Sha Initiate Armor
• Dantooine (Enclave Courtyard) - Purchased from Daraala
Files: PFBM02, PMBM02 & ia_ClassZS_002
Cost: 350-490
Cannot Equip: Bao-Dur
Defense Bonus: 4
Max Dexterity Bonus: +4
Saves: Fortitude +1
Does not restrict use of force powers.
Polar Historian Robe (item: a_robe_07)
Replaces: Jal Shey Neophyte Armor
• Onderon (Merchant Quarter) - Purchased from Gegorran
• Nar Shaddaa (Refugee Landing Pad) - Purchased from Geeda after opening up trade routes
Files: PFBM03, PMBM03 & ia_ClassZS_03
Cost: 570-840
Cannot Equip: Bao-Dur
Defense Bonus: 3
Max Dexterity Bonus: +4
Charisma: +1
Skills: Persuade +1
Does not restrict use of force powers.
Ansata Librarian Robe (item: a_robe_11)
Replaces: Jal Shey Advisor Armor *
• This item is either very common or randomly placed throughout the game.
Files: PFBM07, PMBM07 & ia_ClassZS_07
Cost: 1300
Cannot Equip: Bao-Dur
Defense Bonus: 3
Max Dexterity Bonus: +4
Skills: Persuade +1
Charisma: +2
Wisdom: +1
Does not restrict use of force powers.
Robe of the Living Force (item: a_robe_16)
Replaces: Zeison Sha Warrior Armor
• This item is either very common or randomly placed throughout the game.
Files: PFBM01, PMBM01 & ia_ClassZS_001
Cost: 5000
Cannot Equip: Bao-Dur
Defense Bonus: 5
Max Dexterity Bonus: +4
Saves: Fortitude +1
Does not restrict use of force powers.
Ancient Master Robe (item: a_robe_20)
Replaces: Jal Shey Mentor Armor
• This item cannot be obtained through any conventional means.
Files: PFBM06, PMBM06 & ia_ClassZS_006
Cost: 11500
Cannot Equip: Bao-Dur
Defense Bonus: 4
Max Dexterity Bonus: +4
Skills: Persuade +1
Charisma: +4
Wisdom: +1
Does not restrict use of force powers.
Sith Lord Robe (item: a_robe_26)
Replaces: Darth Malak's Armor
TSLRCM only, this item is not random loot in the vanilla game.
Files: PFBM05, PMBM05 & ia_ClassZS_005
Cost: 25000
Cannot Equip: Bao-Dur
Defense Bonus: 7
Max Dexterity Bonus: +4
Restricted to: Dark Side
Strength: +1
Regeneration: 2
Does not restrict use of force powers.
Armored Dark Jedi Robe (item: a_robe_37)
• This item can only be obtained through cheats (giveitem a_robe_27).
Files: PFBM08, PMBM08 & ia_ClassZS_008
Cost: 350
Cannot Equip: Bao-Dur
Defense Bonus: 5
Max Dexterity Bonus: +4
Strength: +1
Saves: Fortitude +1
Does not restrict use of force powers.
Sith Inquisitor Robe (item: a_robe_38)
• This item can only be obtained through cheats (giveitem a_robe_28).
Files: PFBM09, PMBM09 & ia_ClassZS_009
Cost: 350
Cannot Equip: Bao-Dur
Defense Bonus: 4
Max Dexterity Bonus: +4
Skills: Persuade +1
Charisma: +4
Wisdom: +2
Does not restrict use of force powers.
-------------------------
INSTALLATION
-------------------------
Extract the zip somewhere, copy the files to your override folder.
You don't need to start a new game, but Zeison Sha and Jal Shey armors that you have acquired will keep their original item name.
You can choose to only take parts of this mod, for example leave out the changed item names, male or female updates, icons. Feel free to contact me for help with that.
* Note: Similar to my Zeison Sha & Jal Shey Reskin 2020 mod:
In the vanilla game the Jal Shey Neophyte Armor (a_robe_07) and the Jal Shey Advisor Armor (a_robe_11) use the same texture and icon. I've changed that in this mod. However it won't change a Jal Shey Advisor Armor (=Ansata Librarian Robe) item that you've already acquired in a save. That said, you don't need to start a new game if you want to use this mod, if you do already have the Jal Shey Advisor Armor (=Ansata Librarian Robe) then it will simply look the same as the Jal Shey Neophyte Armor (=Polar Historian Robe).
----------------------------
COMPATABILITY
----------------------------
This mod will conflict with other mods that change the Zeison Sha and Jal Shey armors. This includes a couple of my own mods.
-------------------------
UNINSTALLING
-------------------------
Remove from your override:
a_robe_06.uti
a_robe_07.uti
a_robe_11.uti
a_robe_16.uti
a_robe_20.uti
a_robe_26.uti
a_robe_37.uti
a_robe_38.uti
ia_ClassZS_001.tga
ia_ClassZS_002.tga
ia_ClassZS_003.tga
ia_ClassZS_005.tga
ia_ClassZS_006.tga
ia_ClassZS_007.tga
ia_ClassZS_008.tga
ia_ClassZS_009.tga
PFBM01.tga
PFBM01.txi
PFBM02.tga
PFBM03.tga
PFBM05.tga
PFBM06.tga
PFBM07.tga
PFBM08.tga
PFBM09.tga
pfbmm.mdl
pfbmm.mdx
PMBM01.tga
PMBM01.txi
PMBM02.tga
PMBM03.tga
PMBM05.tga
PMBM06.tga
PMBM07.tga
PMBM08.tga
PMBM09.tga
pmbmm.mdl
pmbmm.mdx
------------------------------------
DISTRIBUTION NOTES
------------------------------------
You may NOT use the material from this mod in your own mod without giving me credit, implying it was your own creation.
You will likely get permission to reuse material from this mod in your own mods if you simply ask me.
--------------------
THANKS TO
--------------------
DarthParametric for providing me with a headless Atris robe model
With the above in mind, I'd like to also thank those that did a similar mod: mjpb3 and Oldflash
Stoffe and Fred Tetra for the needed tools and tutorials
waifu2x.udp.jp for offering free AI upscaling
-----------------
Donations
-----------------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
-------------------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
1,555 downloads
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Prime's Republic Clone Trooper Mod
By JumpStationZ
Part of the...
TSL Republic Clone Trooper Mod
==================================
Modder:
--------
PRIME
Email: [see read-me for contact information]
Website: [link no longer functional]
Credits:
Porting the mod to TSL. Skinned each armour texture and helmet texture.
Jointly skinned the DC-15 rifle. Edited the creation files for the armour,
helmet, and blaster rifle. Created the icons for the armour and helmets in the
inventory.
Additional KOTOR Modders:
BNEEZY
Email: [see read-me for contact information]
Credits:
Imported the clone and pilot helmets created by the Jedi Academy AOTC/TC
team. Made the helmets wearable by the PC and party NPCs. Created new
heads to replace those for the Republic troopers.
XAVIER2
Email: [see read-me for contact information]
Credits:
Jointly skinned the DC-15 blaster rifle and created the icon. Edited the
appropriate files to replace the republic troopers and Carth with clone troopers.
Created the textures for the clone replacement of Carth as well as new clothes.
[STGN]LOCUTUS
Email:
Credits:
Modeled the DC-15 baster rifle.
Description:
------------
This mod adds Republic Clone Troopers to The Sith Lords. It is essentially a port of the KOTOR
clone trooper mod. There are multiple armours and helmets that reflect those seen in Attack
of the Clones. These variants are:
Standard Trooper - White
Sergeant - Green
Lieutenant - Blue
Captain - Red
Commander - Yellow
Pilot - Yellow with unique helmet
The clone trooper armour that is wearable by players and party NPCs. The mod
includes both body armour suits and helmets, and they can be equipped independently
of each other. Along with altering the characters appearance, the clone trooper armour
provides the following bonuses to the player characters:
Body Armour:
Defense +14
Max Dexterity Bonus +0
Limited environmental protection
Helmet:
Awareness +4
Immunity to poison
The mod also includes the DC-15 blaster rifle which is fully upgradable.
Installation:
-------------
The clone trooper gear can be installed in by the following steps:
1. Extract all the files into the Override folder in the The Sith Lords directory. The
files will be placed inside their own directory in there. This allows the armours and blaster
to be created during the course of the game.
Note: a high enough experience level and repair skill are required to create the items.
2. Using the "giveitem" cheat command (Optional!)
This method will add the armour and helmet to the player character's inventory.
To enable cheats, in your game directory edit swkotor.ini and under [Game Options]
add EnableCheats=1. Start the game then when playing press ' to bring down the console
prompt, which is not visible. At the console prompt, type "giveitem <item name>" to add
the item to the inventory.
The item names are:
Soldier: soldier_armour, soldier_helmet
Sergeant: sergeant_armour, sergeant_helmet
Lieutenant: lieut_armour, lieut_helmet
Captain: captain_armour, captain_helmet
Commander: commander_armour, commander_helmet
Pilot: pilot_armour, pilot_helmet
Rifle: g_w_hvrptbltr097
These can then be equipped by the player with the appropriate feats from the inventory screen.
Uninstall
---------
Simply remove all the files from the Override directory.
Modding Information:
--------------------
Several configuration files have been altered from the original game. The following is
information that can be used to combine this mod with others that affect the same files.
You will require the kotor_tool to merge these files.
itemcreate.2da
- added lines 209-221
itemcreatemira.2da
- added lines 214-226
Known Issues:
-------------
If you encounter issues, please report them to Prime's email address specified
above. I will do what we can to correct them.
NOTE: if you already have a modified itemcreate.2da or itemcreatemira.2da file in your Override
directory, DO NOT replace those with the versions included in this mod. This will
have undesirable effects on the other mods. You will have to choose which mod you
want to use.
Acknowledgements:
-----------------
Thanks to the AOTC/TC for allowing us to use his awesome Jedi Academy clone trooper
helmets. Thanks to all the original KOTOR members of the team for coming together and
working on this mod.
Thanks to Fred Tetra for creating the truly fantastic kotor editing tool. Also
a appreciative shout out to the many friendly folks at the Lucasforums' Holowan
Laboratories board who have provided guidance and insight as well as answering
numerous questions.
Finally, thanks to Bioware for making a truly kick ass game...
Conditions:
-----------
This mod is not supported in any way by Lucasarts or Bioware.
You may alter or modify these files for your own personal use.
If you wish to use any or all of these files for you own public mod, please
contact PRIME for permission at the email addresses at the beginning of this file. If
we grant permission, please give us credit and include this readme file with your mod.
If you wish to use the clone trooper helmets in a mod, you will also have to get permission
from the models' creators, the AOTC/TC team (http://www.aotctc.com/).
330 downloads
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KotOR2 - Improved AI
By GearHead
Improves the AI of KotOR 2.
Changes:
- Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have any)
- Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely)
- Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...)
- NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target
- Enemys reactivate shields after 200s
- Some minor bug fixes
- Jedi Support AI reworked
- NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack
- NPCs use the highest level of feats and force powers available to them
- Bao-Dur now uses his Shield Breaker during combat
- The AI now uses feats granted by items
- Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete
- T3-M4 now automatically uses his Shock Arm and Renewable Shield
- Companions now heal every team member properly not just the one controlled by the player (injury check fix)
- Companions now use all types of force buffs (Jedi Support AI: uses buffs that apply to the whole team, Other AI styles: use powers that only buff the caster)
- plugin support
- Grenade target selection fix
List of supported plugins:
- all of darthbdaman's mods
- add_feat plugin (more enemies will have active feats like Critical Strike, Power Attack ect...)
- add_shield plugin (enemies will more often use energy shields)
2,683 downloads
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File Reviews
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th3w1zard1 47
The best KotOR mod of all time hands down. A MUST have. BEYOND OUTSTANDING work you guys!!
PS: LINUX/MAC players who cannot run an exe may use these .zip archives that zbyl2 gave me permission to upload
https://drive.google.com/drive/folders/156EqzmEESrxksm1f0cPl2tMUf-AOUt8Y?usp=sharing
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As of the date of posting this, the .toml file for the full build seems to be out of date and does not function with Modsync.
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very good.... well made. I like it. However, is this compatible with fullscreen art loading screens?
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Just Great! I have been trying to port over the Mission head for TSL for a while now, but the textures were always garbled on top of her head. Don't know what you did, but it worked! Thanks so much for alleviating my frustration! Good work!! Thank you!!!!!!🌟
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StellarExile 80
Awesome 👏🏼
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StellarExile 80
Much better.
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StellarExile 80
Amazing! Can’t believe it works with JC’s mod.
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Peardon 1
Excellent Work!
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1
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Que mod horrível, ele simplesmente tirou toda a interface do jogo. Nada funciona. Os botões desapareceram e o mouse parou de funcionar.
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mko 1
This is a must have for android users thanks.
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mko 1
That would be great if you could made both to be used,cause both are cool,sometimes dress her with black sometimes white suits better,so to not keeping overwriting would be great if there was to clothes to chose inside the game.
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This one's a lifesaver for those moments you don't realize you hit the wrong button or sold the wrong item. It also proves helpful when encountering certain bugs or glitches. Using it is rather simple and has come in clutch for my runs on multiple occasions (I make silly mistakes from time to time).
Sidenote: I recommend utilizing the updated version on Github found below.
Edited by Lyssomanes -
Not much to say about this mod, as its reputation proceeds it. Installing this hallmark of fan dedication is the only way to play KotOR2 off the OG Xbox. Just follow the readme and enjoy!
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Anyone looking to spice up their next playthrough should give this mod a shot. It provides an in-depth expansion of the vanilla Player crystal that returning players should definitely consider adding to their build(s). The quality-of-life improvements in-and-of themselves are worth the download.
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Jeff1742 1
Fun mod - adds a bit of spice the stairway assault.
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