797 files

  1. M4-78 Enhancement Project

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

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

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    Updated

  2. TSL Restored Content Mod

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

    301,954 downloads

       (75 reviews)

    113 comments

    Updated

  3. [TSL] Clone Wars Armors

    Authors:
    Kainzorus Prime, Darth DeadMan, Fair Strides
     
    Mod Name:
    [TSL] Clone Wars Armor Pack
     
    *************************
    Under NO circumstances is this, or any of my other,
    mod(s) to be posted on ANY site other than by myself.
    *************************
    1. Info
    ===========
    This mod will add variety of clone armors and two variants of DC-15 rifle to your game. You can either get them from the corpse of a Republic Trooper corpse aboard the Harbinger, or use the console commands.
     
    2. Installation:
    =========
    Run the TSL Patcher and sit back, the installer will handle everything, including compatibility with other mods.
     
    3. Usage
    =========
    All armors, ten DC-15A and ten DC-15S rifles can be found on a Republic Trooper corpse aboard the Harbinger, marked “Republic Quartermaster Corpse”, found in the Crew Quarters.
     
    Item codes are as follows:
     
    clone_clean - Clean Episode III Armor
    clone_dirty - Weathered Episode III Armor
    clone_blue - 501st Legion Armor
    clone_red - Shocktrooper Armor
    clone_green - 442nd Siege Battalion Armor
    clone_yellow - 212th Attack Battalion Armor
    clone_grey - 41st Elite Legion Armor
    clone_star - 327th Star Corps Armor
    clone_neyo - 91st Reconnaissance Corps Armor
    clone_shadow - Shadowtrooper Armor
    clone_para - Paratrooper Armor
    clone_marine - Galactic Marine Armor
    clone_gree - Commander Gree’s Armor
    clone_cody - Commander Cody’s Armor
    clone_bacara - Commander Bacara’s Armor
    clone_bly - Commander Bly’s Armor
    clone_deviss - Captain Deviss’s Armor
    clone_commando - Commando Armor
    clone_boss - Delta-38’s Armor
    clone_sev - Delta 07’s Armor
    clone_fixer - Delta 40’s Armor
    clone_scorch - Delta 62’s Armor
    clone_classic - Clean Episode II Armor
    clone_captain - Clone Captain Armor
    clone_commander - Clone Commander Armor
    clone_sergeant - Clone Sergeant Armor
    clone_lieutenant - Clone Lieutenant Armor
    arc_basic - ARC Trooper Armor
    arc_red - ARC Captain Armor
    arc_blue - ARC Lieutenant Armor
    arc_yellow - ARC Commander Armor
    dc_15a - DC-15A Blaster Rifle
    dc_15s - DC-15S Blaster Carbine
     
    4. Credits:
    ===========
    Special thanks to:
     
    MarcusLeCoy - Original 501st Legion texture.
    Dark_Cuillere - Original Commander Cody texture.
    Ruku - Most of original Episode III Clone textures.
    Pahricida - Original DC-15A model and textures.
    SoM3 - Original DC-15s model and textures.
    Holowan Laboratories - For all the great resources.
     
    5. DISCLAIMER:
    ===============
     
    This Mod is not supported by LucasArts, Bioware or Obsidian.
    Please do not contact them for support of this mod.
     
    Copyright:
    Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
    and copyrights owned by their respective trademark and copyright holders.
    Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
    trademarks and copyrights owned by their respective trademark and copyright holders.
     
    Bioware and the Odyssey Engine are trademarks of Bioware Corp.
    Obsidian are trademarks of Obsidian Entertainment.
    All trademarks and copyrights contained in this document are owned by their
    respective trademark and copyright holders.

    4,985 downloads

       (10 reviews)

    18 comments

    Updated

  4. AxC's Prestige Classes for Visas

    This mod allows you to train Visas Marr in a prestige class, just like the Exile receives one during their journey.
    To offer her a prestige class, the following conditions must be met:
     
    Visas must be level 15 or higher. Your character must have a very high (≥75) or very low (≤25) alignment. You must have high Influence with Visas (≥75). Your character must have already chosen a prestige class. You must be aboard the Ebon Hawk.
      Once these conditions are met, a new dialogue option will appear, letting you recite Kreia's teachings (with a nod to your own class) to guide Visas toward one of the six prestige classes, based on your alignment.
    Like your training under Kreia, you can steer her toward the light or dark—but note that Visas will refuse a class opposed to your alignment (Jedi for Dark Side, Sith for Light Side).

    Alternatively, you can let her find her own path—but this will permanently lock the training option.

    TSLRCM is required.
     
    Credits:
    Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset  

    20 downloads

       (1 review)

    2 comments

    Updated

  5. Exile's Armband Force Leap

    Brought one of my favorites over from Nexus mods. 
    Has this ever happened to you? Someone is annoying. You want to stab them. 

    They are so far away, and because you didn't roll Jedi Guardian, you have to either

    A. Throw your saber. Lacks a personal connection.
     
    B. Shoot them. But you wanted to stab them.
     
    C. Walk over to them. Ugh, exhausting.
     
    D. Cry.

    Well, I have heard your prayers, and because I couldn't be bothered to figure out how to add the feat to classes themselves, 
    I have added Force Leap to the named armband you get from your room on the Harbinger.

    I also got rid of +1 Constitution and replaced it with +1 Regeneration. I figured this would be more useful while still not being overpowered.

    This is my first mod. It was super easy to make. Seriously, it took me like 30 minutes from zero mod-making knowledge to right now.

    Installation:
     
    It's just one file. Drop it in your override.

    Uninstallation:
     
    I'll let you guys figure it out.
    Credits: Fire and Sun.
     
    Permissions:
    Go nuts.

    98 downloads

       (0 reviews)

    0 comments

    Submitted

  6. Kotor II Restored Content Plus

    A Mod for Star Wars Knights of The Old Republic II
    Author: N-DReW25
    1.0.0 Release Date: 18.05.2025

    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 HoloPatcher 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 HoloPatcher Component features, simply click on the HoloPatcher.exe, pick your desired restoration, 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.
    Do note that this mod is highly decentralized, whilst this gives you the ability to pick and choose what you'd like it also means you'll have to install each feature individually if you want them all.

    Description:
    The Sith Lords Restored Content Mod (TSLRCM) is the mod that saved Kotor II after its disastrous December 2004 release that saw the game practically unfinished and riddled with annoying bugs. This mod is THE number one go-to mod for Kotor II, it's so popular that Aspyr "tried" to bring the mod to Nintendo Switch via a DLC and when that DLC was cancelled there was an uproar amongst Star Wars fans for having done this.
    Despite the claim that TSLRCM fixed the bugs and restored the cut content, that factually isn't true. There are many bugs that TSLRCM missed and there is cut content still being found in the game files to this very day, though just because these bugs and cut content exist doesn't mean they could/should be fixed/restored.
    Things like M4-78 and the GenoHaradan go beyond the scope of TSLRCM's goals and as such were restored as standalone mods rather than being part of TSLRCM, cut content like Lt. Yima's quest has hardly anything left to restore except for a typo riddled dialogue for Yima and journal entries, and bugs like the Mandalorians on the Ravager having Dark Jedi soundsets are so obscure and easily missable that it hardly justifies a TSLRCM update.
    As is stands, TSLRCM 1.8.6 is seen by many as being 'completed' - that it succeeded in doing what it set out to do.
    Enter stage the Kotor II Restored Content Plus mod, I mod I've thrown together to restore even MORE cut content to Kotor II (more bug fixes can be found in N-DReW's Bug Fix Collection for TSL).
     
    What's Restored in K2RC+:

    Known Bugs:
    This mod shouldn't have any bugs but if there are please report them to me on Deadlystream.
    The "Street Dancer Restoration" is supposed to have music play when you are within their vicinity, though as of right now the music is silent in-game.

    Incompatibilities:
    To be added!

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

    Thanks to:
    Dashus: For kickstarting the Kotor restoration efforts with TSLRP!
    Zbyl2 and the TSLRCM Team: For creating TSLRCM in the first place!
    Bioware: For such an amazing game!
    Obsidian: For such an amazing sequel and for keeping the cut content in the files!
    Fred Tetra: For Kotor Tool!
    th3w1zard1: For maintaining the HoloPatcher!
    Everyone who downloads the mod!

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

    1,500 downloads

       (1 review)

    23 comments

    Updated

  7. TSL Expanded Ending

    Knights of the Old Republic 2 infamously has a rather abrupt ending:  The player fights the final boss, there is some final dialog with said boss, and the game ends.  The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps.  This mod attempts to make the ending a bit more complete with the following changes:
    A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment.  (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk.  If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM.  The Visas/Handmaiden conversation is now available even if Malachor is  destroyed, as long as the player freed the party from the academy's prison.  Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/).  Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod!
    -------------------------------------------------------------------
    INSTALLATION
    Run "INSTALL.exe" and follow the prompts.  When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9.  It is normal to see a warning that modulesave.2da already exists and has been skipped.  If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307
    If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option.  The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you.  To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3".
    For best results, I recommend using a saved game from before arriving on Malachor.  However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work.
    -------------------------------------------------------------------
    TRANSPARENT COCKPIT WINDOWS
    Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/).  To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options:
    "OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior.  Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior.  Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options.
    -------------------------------------------------------------------
    COMPATIBILITY
    This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/).  It has not been tested without TSLRCM installed.  It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/).  For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module.
    This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/).  It is also incompatible with any other mods which edit the Trayus Core area layout.
    This mod has not been tested with the Steam version of the game, and it is possible that it might interfere with Steam achievements related to the ending of the game.  Use at your own risk.
    -------------------------------------------------------------------
    CREDITS
    KotorBlender by seedhartha
    MDLedit by bead-v
    tpcview and tga2tpc by ndix UR
    NWNSSCOMP by Torlack and tk102
    K-GFF by tk102
    DLGEditor by tk102
    TSL Patcher by stoffe and Fair Strides
    ERFEdit by stoffe and Fair Strides
    Kotor Tool by Fred Tetra
    Holocron Toolset by Cortisol and th3w1zard1
    SithCodec by JCarter426
    2DA Editor by VarsityPuppet
    AniCam by JdNoa
    Lipsynch Editor by JdNoa
    TSL Loadscreen Template by JCarter426
    Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source.
    Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes.  The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them.
    Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him.
    The modified Ebon Hawk room models incorporate fixes developed by PapaZinos.  Thank you to him for allowing me to use his fixes in my work.
    This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware.
    -------------------------------------------------------------------
    VERSION HISTORY
    1.0 - Initial Release
    -------------------------------------------------------------------
    DISCLAIMER AND PERMISSIONS
    This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian.  Use at your own risk.  The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
    This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission.  Assets from this mod shall not be redistributed in other modifications without the author's permission.

    535 downloads

       (0 reviews)

    13 comments

    Updated

  8. Relighting TSL - Early Release

    I'm working on fixing/updating a few areas with lighting issues. This first one is the Peragus force cage room where encounter Atton. The room is way too bright so I reworked the light sources and rebaked the lightmaps, using blender. 
    The goal of this project is not to redo the lighting of the entire game. That would force me to touch every model and be a modding compatibility nightmare. I want to just target areas that stand out or look really bad. Feel free to suggest areas.
    Current Areas:
    - Peragus force cage room
    - Ebon Hawk Medical Room

    92 downloads

       (0 reviews)

    5 comments

    Updated

  9. Visually Repair HK-47

    When you first meet HK-47 in KotOR II: TSL, he’s basically junk until you put him back together. I’ve always wanted this evolution from a piece of junk to a high quality assassin droid to be visible on HK-47, so that’s where this mod comes from.
    With this mod, the HK-47 you find in your cargo hold looks like the piece of junk he is but over time you replace his parts with new ones and he returns to his old self we know from the first game.
    This is not a purely cosmetical change however. I restored HK’s upgrades from KotOR 1 and each time you repair/upgrade him, he’ll look better and get a stat bonus.
    The requirements to unlock these upgrades increase with each successful upgrade: For the first one you need to be level 6, have a repair skill of 8 and at least 41 influence with HK-47; for the last one you need level 15, 17 repair and 51 influence.
    Optionally you can also install HD reskins for HK-50 and HK-51.
    All of the new textures are based on Quanon’s excellent HK-47 reskin for KotOR 1.
    See a video demonstration of this mod here:
    Installation:
    Run TSLPatcher.exe and choose the version you want to install. Then simply let TSL Patcher do its magic. When asked to select the folder where TSL is installed, choose the folder that includes swkotor2.exe or if you have TSLRCM from the Steam Workshop, choose its folder. Do NOT delete the backup folder that is created during the installation, you'll need it if you ever want to uninstall this mod.
    For modders: I included the source scripts in the download in case you're interested. Ignore them if you only want to install and play the mod.
    Uninstallation:
    Take all the files from this mod’s tslpatchdata folder and delete those from your Override folder (except for the .nss and .mp3 files). Also delete hk_repair.ncs from your Override and the .mp3 files from streamvoice/GBL/HK47. Then copy all files from the backup folder created during the installation of this mod into your Override.
    Compabilitiy:
    This mod is NOT compatible with ANY mods that alter HK-47’s appearance in any way. The HK-50/HK-51 reskin option is also not compatible with mods that alter the appearance of HK-50 and HK-51 either. Most other mods however should be compatible.
    Changelog:
    1.0 Initial release
    1.1 Fixed HKs appearance not changing permanently when repairing him on the Ebon Hawk (thanks to JC for the fix)
           Fixed HKs repaired appearance not applying in his confrontation with G0-T0 (TSLRCM only)
     
    Credits:
    Mod by Kexikus
    HK-47 texture by Quanon (modified by Kexikus)
    Script fixes in version 1.1 by JC
    Testing of fixes in version 1.1 by Snigaroo
    TSL Patcher by stoffe
    THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
     

    17,972 downloads

       (2 reviews)

    22 comments

    Updated

  10. Thematic KOTOR 2 Companions

    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.

     

    1,820 downloads

       (0 reviews)

    1 comment

    Updated

  11. N-DReW's Bug Fix Collection for TSL

    N-DReW's Bug Fix Collection for TSL
    A Mod for Star Wars Knights of The Old Republic 2
    Author: N-DReW25
    1.5.0 Release Date: 13.06.2025

    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.

    2,063 downloads

       (1 review)

    9 comments

    Updated

  12. Ultimate Balancing Mod

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

    8,140 downloads

       (7 reviews)

    48 comments

    Updated

  13. Water Restoration

    This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires C3-FD Patcher for the reflection effect.
    The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer.

    Included:
    - Dantooine water
    - Enclave sublevel fountain
    - Telos ocean seam fix
    - Telos murky water restored
    - Jungle Tomb water
    - Citadel Station Residential fountain water
    Install Instructions:
    1) Apply C3-FD patcher to fix the game's reflections
    2) extract water restoration mod contents to override directory

    81 downloads

       (0 reviews)

    1 comment

    Updated

  14. Better Gameplay Balanced Kotor 2 Companions

    Better Gameplay Balanced Kotor 2 Companions
    --------------------------------------------
    Description
    ------------
    This mod changes the starting stats, feats, and powers of the Exile's party members to provide a more fun gameplay experience. 
    I made sure not to give anyone anymore stats, powers, and feats then they already had in the vanilla game.
    The exact changes I made to each of the party members is listed after the uninstallation section.
    I HIGHLY RECCOMEND USING 'Bao-Dur Can Wear Heavy Armor' (Link) IN CONJUNCTION WITH THIS MOD!
    HoloPatcher Installation
    -------------------------
    Extract folder 'Better Gameplay Balanced Kotor 2 Companions 1.0' located in the .7z file you downloaded to your computer.
    Open the extracted folder and then double click the 'Install.exe' file.
    Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
    Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that.
    Manual Installation
    --------------------
    Extract folder 'Better Gameplay Balanced Kotor 2 Companions 1.0' located in the .7z file you downloaded to your computer.
    Open the extracted folder, then open up the folder called 'Manual Install'.
    Copy and paste all of the files in the 'Manual Install' folder into the 'Override' folder in your Kotor 2 directory, 
    which is the directory that includes the 'swkotor2.exe' file.
    HoloPatcher Uninstallation
    ---------------------------
    Double click on 'Install.exe'.
    Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
    Click on 'Tools' in the top left of the menu bar.
    Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu.
    Confirm that you want to uninstall the mod.
    Manual Uninstallation
    ----------------------
    WARNING: MANUAL UNINSTALLATION SHOULD ONLY BE DONE IF YOU ARE USING KOTOR 2 UNOFFICIAL PATCH!
    Delete the following files located in the 'Override' folder in your Kotor 2 directory:
    - p_atton.utc
    - p_baodur.utc
    - p_disciple.utc
    - p_hanharr.utc
    - p_hk47.utc
    - p_kreia.utc
    - p_mand.utc
    - p_mira.utc
    - p_visas.utc
    Detailed Changes
    -----------------
    Atton: 
    Wis 10 -> 12
    Bao-Dur:
    Int 15 -> 14
    Con 14 -> 15
    Removed Feats - Critical Strike and Improved Gear Head
    Added Feats - Toughness and Improved Toughness
    Disciple: 
    Dex 16 -> 15
    Str 14 -> 12
    Wis 10 -> 14
    Removed Feat - Close Combat
    Added Feat - Finesse: Melee
    Hanharr:
    Changed Feat - Armor Proficiency: Heavy to Armor Proficiency: Light
    Removed Feat - Close Combat
    Added Feats - Toughness, Two Weapon Fighting, and Improved Two Weapon Fighting
    HK-47:
    Con 10 -> 15
    Str 16 -> 12
    Changed Base Vitality Points from 66 to 84
    Computer Use 0 -> 3
    Demolitions 5 -> 7
    Awareness 5 -> 6
    Repair 6 -> 8
    Security 0 -> 3
    Removed Feat - Power Blast
    Added Feats - Sniper Shot and Improved Sniper Shot
    Mira:
    Cha 10 -> 12
    Con 12 -> 14
    Wis 11 -> 12
    Stealth 0 -> 2
    Repair 8 -> 6
    Visas:
    Changed Base Vitality Points from 24 to 54
    Changed Base Force Points from 18 to 36
    Added Force Power - Slow
    Distribution
    -------------
    As long as you credit the mod author (nonameperson66 @ deadlystream.com) of this mod, 
    you can modify or distribute this mod in any way you like.
    Special Thanks
    ---------------
    Thank you to JCarter426 for creating the 'Thematic KOTOR 2 Companions' mod and inspiring me to create this mod!
    Thank you to all the following people that created modding tools for Kotor and Kotor 2:
    Fred Tetra for Kotor Tool
    tk102 for kgff 1.3.1
    NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset 
    Bugs
    ------
    If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com
     
     

    19 downloads

       (0 reviews)

    0 comments

    Submitted

  15. Train The Disciple

    Train the Disciple
                                                                                                                                                                       By jc2
     
    Atton can be trained to use the force forms and lightsaber techniques that the PC learns on his/her journey, however, the Disciple cannot. At a loss for why this would not be, jc2 has undertaken an effort to rebalance this issue. Keeping in mind the sister mod, Train the Handmaiden, which set out in 2017, nearly 2 years prior to address the same issue for the Handmaiden, jc2 has come full circle. Therefore, it is the entire effort of this mod to allow the PC to train the Disciple in all 7 of the lightsaber forms, four force forms, and three force techniques.
    Lightsaber techniques: Ataru Form -Juyo Form - Shii Cho Form  - Soresu Form  - Makashi Form  - Niman Form  - Shien Form
    Force forms: Force Potency Form- Force Mastery Form -Force Focus Form - Force Affinity                                                                                                                                                                                                       Force techniques: Breath Control - Beast Trick -- Force Sight
    The PC must have learned these techniques in order to train the Disciple on them.
     
    Incompatibilities: None so far.
    Compatible with Party Swap & any mod that edits disciple.dlg, because Train the Disciple does not edit disciple.dlg in any way.
     
    Files used:  jc2_coms.uti, deadmerc_cont.utp (Dantooine corpses within Enclave next to Statue), jc2_disciple.dlg, spells.2da & globalcat.2da (correctly patched with tslpatcher).
     
    Installation: Run Tslpatcher 
    See Readme for further details and information, before installing. 
     
    Credits:                                                                                                                                                                                                                                                                                                                                                             Sith Holocron for VO splicing
    Deadlystream for hosting & Tyvokka for hosting deadlystream!
    ZYBL2 for quick explanation of lips files
    stoffe for the tslpatcher
    Jesus the Christ
     
    Feedback is always appreciated, regardless of its nature.
    I hope you enjoy!

    2,135 downloads

       (1 review)

    7 comments

    Submitted

  16. Fullscreen Art Loading Screens - TSL

    Fullscreen replacement loading screens for TSL.
    All loading screens are included.

    How these were created:
    - Captured in-game screenshots with a low FOV
    - Reshade effects were used for sudo-raytraced lighting and color correction
    - Used GIMP to apply smoothing and anti aliasing
    - Applied and blended 3 different "paint" filters, in GIMP
    - added dark gradient at bottom of screen to make text more readable

    69 downloads

       (0 reviews)

    6 comments

    Updated

  17. Movie Style Replacement Lightsaber Hilts (TSL)

    This mod gives each colour of lightsaber present in the game its own unique hilt based on one from the Star Wars films:
    Blue – Obi-Wan Kenobi (Ep. III)
    Red – Darth Vader (Ep. IV)
    Green – Luke Skywalker (Ep. VI)
    Yellow – Plo Koon
    Purple – Mace Windu
    Orange – Luminara Unduli
    Cyan – Luke Skywalker (Ep. IV)
    Viridian – Qui-Gon Jinn
    Silver – Shaak Ti
    Bronze (TSLRCM) – Darth Sidious
     
    Massive thanks to Plasma, who originally created these hilt models for Jedi Academy and permitted me to release my ported versions for the KotOR community to enjoy too.
    Thanks to Crazy34 for making his lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods.

    450 downloads

       (0 reviews)

    3 comments

    Updated

  18. Thematic Jedi Masters

    Thematic Jedi Masters
     
    Premise
    A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary.
    When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are.
    Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation.
    Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people.
    For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download.
     
    Why Use Thematic Jedi Masters?
    As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight how they would actually fight. If you want pure difficulty, other mods might be for you. If you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Jedi Masters is likely for you.
    Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility.
     
    Difficulty, Balance & Testing Methodology
    Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest.
    This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing.
     
    Compatibility
    This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits.
     
    Installation
    1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar.
    2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. Done!
     
    Permissions & Thanks
    As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me.
    Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help.
    Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.

    1,627 downloads

       (0 reviews)

    2 comments

    Updated

  19. Improved Force Sight

    New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Turn on Force Sight permanently when controlling Visas. Give Kreia Force Sight. 
    SUMMARY:
    In the game Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often.
    This mod aims to improve Force Sight by giving the power new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat.
    In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet.
    After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also lets you apply a portion of your base Awareness skill rank to your Defense.
    My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their innate perception skills. Think of it like an alternative kind of Battle Precognition that you can get from Visas if you don’t have Handmaiden in your party, or fall out of her graces. Visas will come with the Improved Force Sight power.
    This mod also includes an option to make it so that Force Sight is permanently on while controlling Visas. In vanilla, it's only on in first-person view. She won’t permanently have the Defense bonus but can spend FP on the power to gain it temporarily. 
    This mod also includes an option to give Kreia the Force Sight power. This allows her to also learn Improved Force Sight.
    All options including the main mod are independent of each other, so you’re free to pick and choose whichever parts of the mod you want to install.
    In order for changes to Visas or Kreia to take place, the mod must be installed before they first join your party.
    DETAILS:
    In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs.
    Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in your base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs.
    This means with 18 points invested in Awareness you gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus. Bonuses from armor and effects are limited to +10 so that might be more than anyone would need, but if you want to run the high-Awareness naked Jedi Seer build then this mod is a must-have.
    The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank.
    Due to how the mod works, Force Sight will now be visible when leveling up from the start of the game, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher.
    INSTALLATION:
    To install, run HoloPatcher.exe. Select and install any of the included options. They are all independent.
    Improved Force Sight - adds Improved Force Sight power
    Perma Force Sight for Visas - turns Force Sight on permanently while controlling Visas
    Kreia Has Force Sight - gives Kreia the Force Sight power
    Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation.
    UNINSTALLATION:
    This mod contains multiple installation options with separate backup folders. Uninstall in reverse order.
    To uninstall, remove the following files from override:
    If present, move dialog.tlk from the backup folder to the main game folder (outside override).
    Move any files from backup/Override to the override folder.
    Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
    COMPATIBILITY:
    Compatible with Visas Marr: Sith Assassin. May conflict with other mods that edit Visas.
    Compatible with and intended to compliment True Sith Assassins & Awareness Restoration.
    Compatible with Thematic KOTOR 2 Companions.
    Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script. When in doubt, install this mod last.
    PERMISSIONS:
    Please don’t reupload without my permission.
    CREDITS:
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Holocron Toolset - Cortisol

    173 downloads

       (0 reviews)

    8 comments

    Updated

  20. KNIGHTS OF THE OLD REPUBLIC 2 UNOFFICIAL PATCH

    =====================================================
    KNIGHTS OF THE OLD REPUBLIC 2 UNOFFICIAL PATCH v1.3.1
    =====================================================
    VERSION 1.3.1 CHANGES:
    --------
    Added dialogue options to be able to lie to Samhan during the 'Bonus Mission: Smuggling on Citadel Station' quest so that he can tell you about the three
    items that he wants smuggled without siding with him after ending the dialog. This will allow the Exile to tell Grenn about the smuggling operation and
    side with Grenn instead of Samhan.
    -------------------------------------------------
    Description:
    ---------------
    This is a stand alone project and it will work well with the English version of 2.00.424 and 2.10.427 of Knights of the Old Republic II: The Sith Lords.
    Version 2.00.424 is the initial CD release of Kotor 2 in the United States, while 2.10.427 is the final English patch for the original version of Kotor 2. 
    I have played this with the Aspyr version of Kotor 2 and it can run without any game breaking issues, but there are weird graphical glitches and minor issues.
    This mod is incompatible with TSLRCM and with any other mod except for ones that expressly state compatibility with Kotor 2 Unofficial Patch 1.2 and above. 
    (from the original readme of version 1.1 of Kotor 2 Unofficial Patch)
    This mod serves four main purposes:
    1. Fixing quest issues:
    - Fixing Broken quests.
    - Removing available quest-related dialogue lines after quest was finished.
    - Making quest more focused and difficult to break.
    2. Closing game issues like (NOT A FULL LIST JUST EXAMPLES):
    - Unlimited respawn of hssiss creatures in a Sith tomb on Korriban.
    - Unlimited creation of Handmaiden robe on Ebon Hawk.
    - Duplication of Atton ribbed jacket and generic clothing on Citadel Station first arrival.
    - Unlimited spawning of a landspeeder on Nar Shaddaa.
    - Characters, droids, turrets not resuming there animations after player initiated conversation with them.
    - Cycled dialogues (HK50, T3M4, Atris).
    3. Adding some stuff (NOT A FULL LIST JUST EXAMPLES):
    - Missing planet hologram, hyperdrive, and damaged HK-47 in some stunt versions of the Ebon Hawk.
    - Added medical lab table to all Ebon Hawk modules.
    - Restricted mode on Ebon Hawk (no weapons and no head gear).
    - Party members are always healed on the Ebon Hawk.
    - Fights with Red Eclipse captain and mandalorian recruit Davrel are One on One.
    - Visas arrival sequences moved to 005EBO module due to practical reasons ( party members are stunned, Visas uses force sight on a player).
    - Space suit will be equipped before going through the airlock on Peragus.
    - Every time player is learning new force power or feat from party member the text box will appear.
    - TSF officers will now patrol all modules not just Entertainment module 081.
    - Added Some Pazaak players on Citadel Station cantina.
    - Czerka utility droid will now weld instead of just being there.
    - Bao Dur is using his 'shield breaker' animation when breaking force fields.
    - Player will now actually shut down force cages on Peragus and Telos Academy.
    - Speaking on comlink cutscenes changed.
    - Atton and T3 playing pazaak cutscenes available.
    - Visas, Nihilus cuscene is executed on engine now and is triggered by Ebon Hawk galaxy map script.
    - Tobin, Nihilus cutscene is now available.
    - Added Hangar doors to G-wing hangar on Dxun with map note.
    - Added Caged beasts on Onderon.
    - Added Kath hounds on Dantooine.
    - Ratrin Vhek on Ebon Hawk.
    - Opo Chano on Nar Shaddaa;
    - B4D4, T1N1 on Nar Shaddaa;
    - Adana on Nar Shaddaa will appear near her mother after releasing her.
    - Player learns force and lightsaber (if he has a lightsaber(s) equipped) forms from Masters.
    - Crafting lightsaber quest has been changed. Now all lightsaber parts can be created on a workbench.
    4. The last and the main reason is changing in-game cutscenes.
    Installation:
    -----------------
    This mod only works with the English version of Kotor 2. It is required to start a new game for this mod to work properly.
    Extract the folder from the .7z file onto your computer. Open the extracted folder and you should see a file called 'Install.exe' 
    Double click on Install.exe to start installing this mod.
    Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the swkotor2.exe file.
    Click install on the bottom right. HoloPatcher creates backups of the files automatically, so no need to worry about that.
    If you get an error after installation called 'Permission denied', open the 'errorlog.txt' file, located in the same folder 
    as 'Install.exe', look at the top of the file, and look at the end of the directory path to see what file(s) got denied permission.
    Open the 'tslpatchdata' folder, located in the same folder as 'Install.exe', find the file(s) that were denied permission,
    and copy and paste the file(s) into the exact directory path(s) as shown in the 'errorlog.txt' file.
    Uninstallation:
    ---------------
    Double click on Install.exe to uninstall this mod.
    Select the correct Kotor 2 directory path for you, which is the directory that includes the swkotor2.exe file.
    Click on 'Tools' in the top left of the menu bar.
    Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu.
    Confirm that you want to uninstall the mod.
    Bugs:
    ---------
    During the Ebon Hawk scene before you go to Malachor V, the outside texture of the Ebon Hawk is incorrect. I don't know how to change the texture, sorry!
    Otherwise, I didn't notice any other issues, but if you notice any bugs, please contact on Deadlystream or ModDB.
    My username is nonameperson66 on Deadlystream and tronotized on ModDB.
    Distribution:
    ----------------
    As long as you credit me (nonameperson66 on Deadlystream and tronotized on ModDB), you can redistribute and change this mod however you want to.  
    Special Thanks:
    -----------------
    Thank you to LucasArts, BioWare, Obsidian Entertainment and to all the people that took part in creating Knights of the Old Republic II: The Sith Lords!
    Thank you to Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet for creating The Sith Lords Restored Content Mod 1.8.6. Without their hard work this mod wouldn't exist! 
    Thank you to all the following people that created modding tools for Kotor and Kotor 2:
    Fred Tetra for Kotor Tool
    JdNoa and Dashus for DeNCS
    lachjames for ncs2nss
    tk102 for dlgeditor and for kgff 1.3.1
    NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset
    Thank you to N-DReW25 and DarthParametric at deadlystream for answering my forums posts!
    Thank you to DarthParametric for providing me with a manual reconstruction of the a_904sion.nss script!

    31 downloads

       (0 reviews)

    0 comments

    Submitted

  21. Recruit HK-47 Early for Kotor 2 Unofficial Patch

    Recruit HK-47 Early for Kotor 2 Unofficial Patch
    ========================================

    By brents742, modified by nonameperson66
    ========================================

    Version Notes
    =============
    v1.0 - 6/18/2025
         - Initial release
    Requirements
    ============
    Kotor 2 Unofficial Patch 1.3 or above
    Installation
    ============
    Extract the folder 'K2UP RecruitHK47Early' located in the .7z file you downloaded to your computer.
    Open the extracted folder and then double click the 'Install.exe' file.
    Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
    Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that.
    Uninstalling
    ============
    Double click on 'Install.exe'.
    Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
    Click on 'Tools' in the top left of the menu bar.
    Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu.
    Confirm that you want to uninstall the mod.
    Description
    ===========
    -This mod allows for recruiting HK-47 into your party as quick as possible in a way that lines up with the story arc.
    -By scrapping the damaged HK-50 unit inside the Telos Military Base, the player can pick up two additional HK parts (HK Droid Processor and HK Chassis).
     These, in combination with the parts received by the Peragus and Polar Mesa HK-50 encounters, will allow HK-47
     to be rebuilt the moment the player returns to the Ebon Hawk after leaving the Telos Polar Academy.
     
    -Nothing has changed beyond what you are able to do with the damaged HK-50 droid in the Telos Military Base.
     If you want him to follow you and explode near the HK-50 Facotry door as normal, you can still do that.
     
    -This mod simply adds a dialog option for scrapping the damaged HK-50 unit instead of programming it to follow you.
    Background
    ==========
    -I wanted to create a mod that allows you access to HK-47 early but in a way that makes sense. I toyed with giving the player
     every HK part on Peragus but ran into the question of where is HK-47 on Citadel Station? Was he taken with the Ebon Hawk?
     He wouldn't have allowed the Handmaiden to just walk in and steal the ship. If he is abducted, why is he nowhere in the Polar Academy?
     
    -These are all questions I may solve in a different, admittedly much harder to create, mod later on down the road.
     
    -For the meantime, this mod exists to give him to you as early as the story allows.
    -This, like all my mods, takes things that I usually cheat into the game and makes them part of the game.
     One could easily open up the cheat console and give all the hkparts the moment they leave Peragus if they wanted.
     But my vision with every mod I make is to render the cheat console as obsolete as possible.
    Getting Started
    ===============
    This mod works best from a save before entering the Telos Military Base.
    You can use a save from within the Telos Military Base you may need to
    head back to the surface and reenter the Military Base to force the game to load the module again.
    Simply speak to the Damaged HK-50 droid and select the option that reads '[Repair] Scavenge the droid for HK series parts.'
    Important - Timing
    ==================
    You only get one shot to scrap the Damaged HK-50 droid. If you program it to follow you instead of scrapping it, you'll need to load up a different save and try again.
    Compatibility
    =============
    IMPORTANT - This mod relies upon the hk50.dlg file located in the 232tel.mod and 232TEL_dlg.erf files.
    Any mod that changes the hk50.dlg file located within the previously mentioned files will not be compatible with this mod.
    A mod that modifies 232tel.mod and 232TEL_dlg.erf should be compatible so long as the hk50.dlg located within these files is not touched.
    If you run across a mod that this mod seems to conflict with,
    please let me know and I will work to update this mod to address it.
    What Specifically does this mod do?
    ===================================
    -hk50.dlg was modified within 232tel.mod and 232TEL_dlg.erf to give the player the option to scrap the damaged HK50 unit in the Telos Military Base.
     This new dialog option gives the player two HK parts. Specifically, hkpart01 and hkpart02 which are HK Droid Processor and HK Chassis
    -Created the following Booleans:
    KES_HK1 boolean - flags when the damaged HK-50 droid has been scrapped, preventing any further actions with the droid.
    Permissions and Disclaimers
    ===========================
    The original mod author, brents742, reserves the right as author of the original mod for sole permission to upload some or all of this mod
    anywhere for any reason.
    If you would like to include any part of this mod in anything, then please
    contact brents742 for permission.
    The user of the mod is responsible for any damage to their game that may result from using this mod.
    Users are encouraged to make relevant backups and do their research on existing mods they have installed
    to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible
    but ultimate responsibility lies with the end user to check for possible conflicts before installing.

    Special Thanks
    ==============
    Thank you to brents742 for creating the original mod and inspiring me to create a port for K2UP! 
    Fred Tetra - KOTOR Tool
    TK102 - DLG Editor
    Stoffe and Fair Strides - TSLPatcher
    Prydeless for their pink lightsaber mod that inspired me to begin modding to begin with.
    The entirety of the DeadlyStream modding forums for their inexaustible resources and information
    that allows anyone with a computer and an idea to sit down and learn how to make their first mod.
    Lucasarts, Bioware, and Obsidian for making a game I'm still funneling dozens of hours into
    nearly two decades after its initial release.
    Contact
    =======
    PM me on DeadlyStream username nonameperson66 or alternatively post on the mod itself and I will get back to you.

    6 downloads

       (0 reviews)

    0 comments

    Submitted

  22. TSL Twi'lek Male NPC Diversity

    =TSL Twi'lek Male NPC Diversity=
    A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION

    AUTHOR: Leilukin
    FILE NAME: TSL Twi'lek Male NPC Diversity.7z
    LATEST VERSION: 1.1
    CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream
     
    1. DESCRIPTION:
    This mod aim to diversify the appearances of Twi'lek male NPCs in KotOR 2: TSL, by giving the named Twi'lek male NPCs different looks to set them apart.
    Compared to KotOR 1, Twi'lek NPCs in TSL have more variety in appearances, but some Twi'lek NPCs reuse the same looks from KotOR 1. Therefore, this mod intends to make the named Twi'lek male NPCs look unique.
    The Twi'lek male NPCs affected by this mod include:
    Harra, a Czerka officer in the Citadel Station's Residential 082 East module on Telos Ahrnell, a mercenary in the Crystal Cave on Dantooine Lupo Shar, owner of the swoop race gallery on Nar Shaddaa Keh'Vehn, a refugee in the Refugee Quad on Nar Shaddaa The unique appearances of these NPCs are created by utilizing the assets from Ashton Scorpius' Better Twi'lek Male Heads for K1 Enhancement Pack modder's resource, which is based on the Twi'lek NPC assets from SpaceAlex's K1 Enhancement Pack, which has been released as a modder's resource.
    Ashton Scorpius' TSL Better Twi'lek Male Heads mod is not required for this mod to work, but I recommend installing Ashton's mod alongside this mod for visual consistency between the Twi'lek male NPC heads.
    For the best experience with this mod, it is recommended to load a save before visiting Telos for the first time.
     
    2. INSTALLATION:
    Extract the TSL Twi'lek Male NPC Diversity.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. Run Install.exe, point the installer to your KotOR 2 directory, where swkotor2.exe is located, and let the installer do its job.
    I also provide upscaled head textures for the Twi'lek male NPCs as an optional installation. After installing the main part of this mod, go to the "Optional - Upscaled Textures" folder, drop the files into the Override folder in your KotOR 2 directory and overwrite files when prompted.
    If you prefer the Twi'lek men's original "blubber" necks, or you choose to install Option B of Ashton Scorpius' TSL Better Twi'lek Male Heads, after installing the main part of this mod, go to the "Optional - Original Necks" folder, drop the files into the Override folder in your directory and overwrite files when prompted.
    When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod.
    ***IMPORTANT NOTE FOR STEAM USERS:***
    I DO NOT recommend using the Steam Workshop if you want to use this mod. Steam Workshop is frankly a mod compatibility nightmare, and I recommend reading this post on why Steam Workshop is NOT recommended for modding KotOR 2.
     
    3. UNINSTALLATION:
    Run Install.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod.
     
    4. KNOWN ISSUES:
    None currently known. If you find any bugs or problems, please let me know.
     
    5. MOD COMPATIBILITY:
    This mod is not compatible with any other mods that modify or change the heads of the Twi'lek male NPCs affected by this mod (see the Description section above for a full list of the NPCs).
    This mod does not replace any vanilla Twi'lek textures and models, so this mod is compatible with mods that retexture or remodel vanilla Twi'leks.
    This mod is compatible with The Sith Lords Restored Content Mod (TSLRCM). Make sure you install this mod after TSLRCM.
     
    6. PERMISSION:
    Since this mod utilizes assets from Ashton Scorpius' Better Twi'lek Male Heads for K1EP modder's resource, per Ashton's terms in the modder's resource, do not use assets from this mod without receiving Ashton's permission first.
    I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop.
     
    7. CREDITS:
    SpaceAlex for the K1 Enhancement Pack modder's resource
    Ashton Scorpius for creating the Better Twi'lek Male Heads for K1EP modder's resource and giving me the permission to use it
    Cortisol for Holocron Toolset
    bead-v for MDLedit
    ndix UR for tpcview
    Cortisol and th3w1zard1 for HoloPatcher
     
     
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    735 downloads

       (0 reviews)

    3 comments

    Updated

  23. 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.

    249 downloads

       (1 review)

    5 comments

    Updated

  24. Lonna Vash Mod for TSLRCM

    =Lonna Vash Mod for TSLRCM=
    A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION

    AUTHOR: Leilukin
    ORIGINAL MOD AUTHOR: Sikon
    FILE NAME: Lonna Vash Mod for TSLRCM.7z
    LATEST VERSION: 1.2
    CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream
     
    1. DESCRIPTION:
    This mod aims to restore the cut conversation with Jedi Master Lonna Vash by altering the Korriban plot line in KotOR 2. With this mod, the player will see Vash alive in the secret tomb in the shyrack cave after the player confronts Darth Sion in the Sith academy. The player cannot enter the shyrack cave, and by extension, the secret tomb before facing Sion in the Sith Academy. Instead of Vash’s corpse, the player will find the corpse of Kaah Ohtok, Vash’s Twi’lek Padawan, in the Sith Academy. Eventually, Vash will be killed by either Sion or the player in the secret tomb, depending on the player’s choice, so Vash will not appear in the Rebuilt Jedi Enclave on Dantooine, but the player can at least talk to Vash before she dies.
    However, unlike with other Jedi Masters, the player will not learn any lightsaber or Force form from Vash, due to the lack of restorable material for it.
    This mod is an updated version of Sikon’s Lonna Vash Mod, made to be fully compatible with The Sith Lords Restored Content Mod (TSLRCM). This mod is for players who want more Vash content without using any M4-78 mod.
    Aside from the changes made by TSLRCM, I have made further adjustments to the Lonna Vash Mod and fixed various bugs with the original mod in this updated version. Most notably, my mod removes the restriction which only allows a player with strong light side or dark side alignment to enter the secret tomb, so players who do not meet the alignment requirement can meet Vash to complete the game’s main overarching quest to find the Jedi Masters. Instead, now the player needs to be at least level 15 to be able to enter the tomb. This change is inspired by N-DReW25's Non-Aligned Passage for Sith Tomb mod.
    This mod also provides an optional extra component to give Kaah his unique appearance from M4-78 Enhancement Project (M4-78EP), and voice lines done by Zhaboka, Kaah’s voice actor in M4-78EP. Kaah’s head texture in this mod is made by utilizing a recolored HD texture based on ShiningRedHD’s Ultimate Character Overhaul mod.
    For this mod to take effect, you must load a save before visiting Korriban for the first time.
    Please note that this mod is ONLY COMPATIBLE WITH THE ENGLISH LOCALIZATION OF TSL AND TSLRCM.
     
    2. INSTALLATION:
    First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed, since TSLRCM is REQUIRED for this mod to work. You do not need to install the original Lonna Vash mod by Sikon for this mod to work.
    Extract the Lonna Vash Mod for TSLRCM.7z you downloaded to anywhere you like, as long as it is not within the KoOR 2 directory.
    FOR REGULAR TSLRCM USERS:
    Run Install.exe, select “Main Installation”, select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job.
    FOR STEAM WORKSHOP USERS:
    Run Install.exe and select “Main Installation”. You must select TSLRCM’s Steam Workshop folder as your KotOR 2 directory path, then click the “Install” button. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937.
    KAAH’S M4-78EP HEAD AND VOICE COMPONENT:
    If you want to install the optional extra component to give Kaah his unique appearance and voice from M4-78 Enhancement Project, you need to run Install.exe again, select “[Optional] Kaah’s M4-78EP Head and Voice”, and select your KotOR 2 directory, then click the “Install” button. Make sure you have installed the “Main Installation” component of the mod before installing this extra component.
    TSL BETTER MALE TWI’LEK HEADS COMPATIBILITY:
    If you want to use both Ashton Scorpius’ TSL Better Male Twi’lek Heads mod and the “Kaah’s M4-78EP Head and Voice” component of my mod, after installing both, go to the “Better Male Twi'lek Heads Compatibility” folder of my mod, copy and paste N_kaah01.tpc into your Override folder, and overwrite the file when prompted. Note that you do not need to install the files from the “M4-78 EP” folder in Ashton’s mod, since my patch is a HD version of Ashton’s texture for Kaah’s head. You do not need this compatibility patch if you do not want to install the “Kaah’s M4-78EP Head and Voice” component of my mod.
     
    When you install this mod, two new folders named "backup" and “uninstall” will be created by the installer in the same folder as the installer. Do not delete the folders or any of the files within the folder if you are planning on uninstalling this mod.
    The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod.
     
    3. UNINSTALLATION:
    Open Install.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod.
    If you have also installed the “Kaah’s M4-78EP Head and Voice” component, it will uninstall the add-on component first. After uninstalling the add-on, you need to select Yes to delete the most recent backup folder, then select “Uninstall Mod / Restore Backup” from the drop-down menu again to uninstall the main part of the mod.
     
    4. KNOWN ISSUES:
    None currently known. If you find any bugs or problems, please let me know.
     
    5. MOD COMPATIBILITY:
    This mod is not compatible with any M4-78 mod, including M4-78 Enhancement Project, as this mod is intended to be an alternative to M4-78 mods to restore Lonna Vash’s content.
    Other mods that modify Lonna Vash’s content on Korriban will very likely conflict with this mod.
    This mod is compatible with my Darth Sion and Male Exile Mod.
    If you want to use this mod alongside JCarter426’s Thematic Obscured Mausoleum Burial, you must install my mod after Thematic Obscured Mausoleum Burial.
    This mod is compatible with the “Pure Restoration” version of Fallen Guardian’s Dustil Restoration. However, my mod is not compatible with the “Added Content” version of Dustil Restoration, since choosing to take Dustil back to the Ebon Hawk will prevent you from meeting Master Vash and thus lock you out of proceeding the Lost Jedi quest.
    If you want to use Ashton Scorpius’ TSL Better Male Twi'lek Heads alongside the “Kaah’s M4-78EP Head” component of this mod, I have included a compatibility patch in this mod. See the Installation section above for instructions to install this patch.
    This mod is not compatible with Kaidon Jorn's Schematic Lightsaber Mod.
     
    6. PERMISSION:
    As per Sikon’s terms in the original Lonna Vash mod, you can do anything to the main component of this mod, including but not limited to, redistribution and further modification. However, you must credit Sikon as the original creator of the mod, include source code for all scripts (except those extracted "as is" from the original game and not recompiled), and you may not add further restrictions to redistribution terms.
    However, these terms do not apply to the “Kaah’s M4-78EP Head and Voice” component of this mod, as this component utilizes assets made by other modders and was not part of Sikon’s original mod. Permission is not granted for other users to use Kaah’s voice-over files from this mod in any other mod. Kaah’s unique appearance from this component is a combination of assets created by M4-78 Enhancement Project, ShiningRedHD and Sith Holocron, and thus not to be used in any other mod without their permission.
     
    7. CREDITS:
    Sikon for creating the original Lonna Vash Mod
    Zhaboka for voicing Kaah, and giving me the permission to use his voice lines
    Sith Holocron for giving me the permission to use the Kaah voice lines, and recoloring the HD texture for Kaah’s head
    ShiningRedHD for giving me the permission to use a recolored texture from Ultimate Character Overhaul for Kaah’s head
    Ashton Scorpius for giving me the permission to use a HD version of his Kaah head texture from TSL Better Male Twi’lek Heads for compatibility
    zbyl2 for granting the permission to use Kaah’s unique head from M4-78 Enhancement Project
    N-DReW25 for suggesting the idea of giving Kaah his M4-78EP appearance
    Cortisol for Holocron Toolset
    tk102 for DLG Editor and K-GFF GFF Editor
    JdNoa for DeNCS KotOR Script Decompiler and KotOR Lipsynch Editor
    KobaltBlu for KotOR Scripting Tool
    ndix UR for tga2tpc and tpcview
    Stoffe for ERFEdit and TalkEd; Fair Strides for the updated versions
    Cortisol and th3w1zard1 for HoloPatcher
     

    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

    1,217 downloads

       (2 reviews)

    33 comments

    Updated

  25. Dustil Restoration

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

    6,142 downloads

       (7 reviews)

    34 comments

    Updated