735 files
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TOR Ports: Pureblood Sith Male Player Head for TSL
This mod adds the head model of a Pureblood Sith from The Old Republic MMO as a selectable player head for male characters.
A few notes:
While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. A unique underwear model is included, but the join line between the body and head is very apparent. I gather TOR is doing something to blend the join seamlessly, but I’m not able to replicate it. Installation:
If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder.
Acknowledgements:
Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script1,653 downloads
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TOR Ports: Jaesa Willsaam Female Player Head for TSL
This mod adds the head model of Sith Warrior companion Jaesa Willsaam from The Old Republic MMO as a selectable player head for female characters.
A few notes:
While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair mesh is currently using skin weights and is fairly rigid. Possibly I may add a danglymesh version in a future update. The underside of the hair at the back of the neck is fairly bare. I may add some additional hair elements in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Installation:
If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder.
Acknowledgements:
Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script2,827 downloads
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TSL Armored Flight Suit Mod
By 90SK
TSL Armored Flight Suit Mod
by
90SK
---
Description:
Adds a new TSL themed armored flight suit item, a new encounter, and a new merchant and inventory on Onderon.
The item is found as a reward for completeing Onderon.
This mod will replace Gegorran with a new merchant, and add to the Onderon end sequence.
This mod replaces Gegorran, and the HK-50s from TSLRCM at the end of Onderon.
The characters also appear in loot&immersion upgrade and are an addon to Iziz.
---
Installation:
Copy files to the Override folder in your SWKotOR2 directory
To Uninstall, remove mod files from Override
---
Legal:
Do not redistribute this mod or release on a website at all.
Any use other than personal use please contact the original authors for permissions.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR 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.
171 downloads
0 comments
Updated
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PartySwap and Extended Enclave Compatibility Patch
By Leilukin
=PartySwap and Extended Enclave Compatibility Patch=
A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION
AUTHOR: Leilukin
FILE NAME: PartySwap_EEnclave_ComPatch.7z
LATEST VERSION: 1.8.2
CONTACT: E-mail to leilukin@outlook.com, or message to Leilukin on Deadly Stream
1. DESCRIPTION:
This patch will make DarthTyren’s PartySwap mod compatible with danil-ch and Darth Hayze’s Extended Enclave mod.
If you also want to use N-DReW25's Extended Enclave Patch, I have provided an additional installation option in my patch to make PartySwap compatible with both Extended Enclave and Extended Enclave Patch.
You can find and download the mods here:
PartySwap: https://deadlystream.com/files/file/544-partyswap/
Extended Enclave: https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/
Extended Enclave Patch: https://deadlystream.com/files/file/1842-extended-enclave-patch/
NOTE:
This patch may NOT be compatible with non-English localizations of KotOR 2 and The Sith Lords Restored Content Mod (TSLRCM). You do NOT need to install this patch if you want to use my Handmaiden and Female Exile - Disciple and Male Exile Romance mod, because my mod already includes compatibility patches that will allow my mod to work together with both PartySwap and Extended Enclave.
2. INSTALLATION:
STEP 1: Download and install The Sith Lords Restored Content Mod (TSLRCM), since TSLRCM is REQUIRED for both PartySwap and Extended Enclave to work. I recommend using the installer version of TSLRCM (https://deadlystream.com/files/file/578-tsl-restored-content-mod/) instead of the Steam Workshop version, even if you play KotOR 2 on Steam.
STEP 2: Download and install PartySwap: https://deadlystream.com/files/file/544-partyswap/
STEP 3: Download and install Extended Enclave: https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/
(You must install Extended Enclave AFTER PartySwap)
OPTIONAL STEP: If you want to use it, download and install N-DReW25's Extended Enclave Patch: https://deadlystream.com/files/file/1842-extended-enclave-patch/
STEP 4: Download my compatibility patch for PartySwp and Extended Enclave, extract PartySwap_EEnclave_ComPatch.7z to anywhere you like, as long as it is not within the KoOR 2 directory.
STEP 5: Run the PS EE Comp Patch Installer.exe from my compatibility patch. You will see there are three installation options, and you may only install ONE of these three options:
No M4-78EP Installed: Choose this installation option if you do NOT have M4-78 Enhancement Project installed. DO NOT choose this option if you have installed N-DReW25's Extended Enclave Patch. M4-78EP Installed: Choose this installation option if you DO have M4-78 Enhancement Project installed. DO NOT choose this option if you have installed N-DReW25's Extended Enclave Patch. Extended Enclave Patch Installed: Choose this installation option if you have installed N-DReW25's Extended Enclave Patch, regardless if you have installed M4-78 Enhancement Project or not. Once you have selected an installation option, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job.
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:
Run PS EE Comp Patch Installer.exe. From the “Tools” dropdown menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the patch. You can also choose to delete the backup after uninstalling the patch.
Note that this action only uninstalls my compatibility patch, and not PartySwap, Extended Enclave and Extended Enclave Patch.
4. KNOWN ISSUES:
None currently known. If you find any other bugs or problems, please let me know.
5. CREDITS:
DarthTyren, danil-ch and N-DReW25 for giving me permission to make this compatibility patch for their mods
bead-v for Workbox
Cortisol for Holocron Toolset
Fred Tetra for the KotOR Tool
tk102 for DLG Editor
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.
14,644 downloads
- extended enclave
- compatibility patch
- (and 1 more)
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TOR Ports: Kira Carsen Female Player Head for TSL
This mod adds the head model of the Jedi Knight companion Kira Carsen from The Old Republic MMO, ported to TSL as a selectable player head for female characters. TOR uses the same base head mesh for Kira and Meetra Surik, so this was basically a two-for-one deal since the most difficult part is reskinning the face.
A few notes:
While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Installation
If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder.
Acknowledgements:
Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script2,204 downloads
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TOR Ports: Meetra Surik AKA Jedi Exile Female Player Head for TSL
This mod adds the head model of the “Jedi Entity” AKA the Jedi Exile AKA Meetra Surik from The Old Republic MMO, ported to TSL as a selectable player head for female characters.
A few notes:
While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. The hair meshes are currently completely rigid. Possibly I may add a danglymesh version in a future update. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. Installation:
If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder.
Acknowledgements:
Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script3,960 downloads
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Jolee as PC
By FF97
This mod will add Jolee from Kotor as a playable character in Kotor 2 TSL. The head replaces the black, bearded bald guy.
Note: The animations differ a little from the default heads in Kotor 2. Jolee seems to be much less calm and always looking around. This is not a bug, but his unique animation from Kotor.
133 downloads
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[TSL] Vibroweapons replacement pack retexture
By IRobert
Knights of the Old Republic 2: The Sith Lords mod
[TSL] Vibroweapons replacement pack retexture
A replacement of all vibroweapons. This mod is just a conversion of my mod for KotOR to work
with KotOR 2: TSL.
Original ReadMe from KotOR mod:
======================================================
Original models of vibroswords for KotOR by: DeadMan
Original models of vibroblades and double vibro-blades for KotOR by: Seph6
Original models for Jedi Academy by: RevanDark
Author: IRobert
Contact: PM me on the forums
***********
Description
***********
This is a retexture/recolor for DeadMan's [K1] Vibroswords replacement pack
and Seph6 [K1] Vibroblades and Vibro double-blades replacement pack.
It will replace the standard vibroswords, vibroblades and vibro double-blades with new models.
The "new" textures looks similar to original game weapons. Colors match to those made by BioWare (mostly).
Every blade looks like it was vibrating and there are more color options than in original mods.
New icons clearly shows color of blade and hilt.
***********
Instalation
***********
Place the content of Override folder in your SW KotOR Override folder.
All models and textures are inculded.
****
Bugs
****
I did not notice any, but if You do, please contact me.
*********
Thanks to
*********
DeadMan for giving me permission to use his mod.
Seph6 for giving me permission to use his mod.
RevanDark for making original models for Jedi Academy
*********
Permissions
*********
You can freely use, change or modify this mod as long as you credit ME, DEADMAN, SEPH6 and REVANDARK.
You can't upload this mod anywhere, never.
If you have questions just pm me on forums.
Enjoy
----------------------------------------------------------------------
THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN
USE THIS FILE AT YOUR OWN RISK.
THE AUTHOR OF THIS MOD IS NOT RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
---------
Thanks to 90sk for contact, help and advice with making this conversion.
2,278 downloads
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JC's Shader Fixes for K2
By JCarter426
When they made K2, Obsidian removed several shaders from characters that had them in K1. I suspect this was part of a systematic effort to improve performance on the Xbox. There's no such technical limitation on modern computers, however. But the perplexing thing about it is the shaders weren't just removed, but for some characters you can't even give them shaders in the conventional way that would always work in K1. There is another way, oen that other mods have used already, but I think it's a bit of a hack method. Even though I've used it myself for years, I never released my work as a mod because the installation process is less than ideal. Recent insights, however, have allowed me to finally understand why the heck this happens and come up with an alternative solution that doesn't require mucking around in appearance.2da.
This mod alters the appearance of certain characters in the game, giving them shaders, making them nice and shiny. The affected characters are Mandalorians, T3-M4, and all the HK units (HK-47, the 50s, and the 51s).
For the Mandalorians, I can safely say their shaders are just straight up missing. They're shiny in K1 and not in K2. In K1 they only ever appear in small numbers, but in K2 there's a whole camp of them on Dxun - I think that was the problem for the poor little Xbox. I've made them shiny again, though I didn't just copy the alpha channel from K1 as I didn't particularly care for it. It looked like there was too much contrast to me, with some parts having no shader and then parts right next to them were totally shiny. I tried to make mine subtler so all the metal pieces have a mild shine, with none on the body glove.
I've also fixed some other issues present on the Mandalorian model. One of the finger bones was visible and there were some smoothing and weighting errors. The HK-51s aren't even in the original release of the game. But HK-47 is quite shiny in K1 and I think the later models ought to be as well. While the 51s don't appear and the 50s only appear in small numbers, there was supposed to be an entire factory of them late in the game, so - I think they had their shininess removed for the same reason as the Mandalorians.
For the HK-51s, I've also fixed some texture issues around the photoreceptors.
HK-47 himself is not shiny in K2 because he's worn down and rusted all over. I don't think a technical reason was responsible for the lack of shaders here; he probably looks as the designers intended. But I thought he could do with a little bit, a hint of his former glory. T3's situation was similar. For both of them, I tried to apply shiny to the parts that look like they're still working, with the amount on all the rust and banged up bits reduced to almost nothing.
I've separated them into different folders in case you only want to use some of them.
1,391 downloads
0 comments
Updated
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Terentateks in TSL
By LDR
***********************************
Knights of the Old Republic II
***********************************
TITLE: Terentateks in TSL
AUTHOR: LDR
DATE: 6/17/18
FILENAME: terentatek_tsl
FILESIZE: 2 MB
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INSTALLATION INSTRUCTIONS
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Simply put the all the files in the override folder into the Override folder in your KOTOR II directory.
To uninstall, remove the files from the KOTOR II directory.
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Permissions
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As I intend for this to be used as a modder's resource, all material included can be used in your own mods without asking for permission beforehand. Just mention me in your readme.
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DESCRIPTION
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Of all the things Obsidian chose to keep in the KOTOR II game files, leaving out terentateks was just a travesty. This mod brings them back, with one on Korriban and one on Dxun. On Korriban, just make sure to loot the half-eaten corpse in the beginning of the shyrack cave module.
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BUGS
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None I hope. If you find any please post them in the comments. I will address them as soon as I can.
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Credits
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Fred Tetra for his very useful KotOR Tool.
JCarter426 for compiling my scripts for me.
The DeadlyStream staff and community. The staff for allowing porting between games, and the community for still making KOTOR relevant after 15+ years. I love and appreciate you all.
1,143 downloads
- tsl
- terentatek
- (and 3 more)
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KOTOR 2 Community Patch
========================================================
KOTOR 2 Community Patch
========================================================
Maintainer: A Future Pilot
Contact: afuturepilotis@gmail.com or PM at deadlystream.com
Original Release Date: 06/14/2018
1. Description:
----------
This mod is a compilation of various bugfix mods put together with the intention of fixing all the known bugs with the last official patch of KOTOR 2. A huge thanks to all of the mod authors who created these mods, and gave me permission to include them in this patch.
2. List of included mods and fixes (alphabetical by author):
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A Future Pilot:
The space suit running animation looks like a squirrel that's been injected with caffeine Ashton Scorpius:
Malak had some oral hygiene problems: TSL Jedi Malak Mouth Fix 1.1.0 bead-v:
The Ebon Hawk has a couple panels with bad models: Ebon Hawk Model Fixes 2.0 danil-ch:
In the prologue there are remote clones instead of sensor droids: Prologue Sensor Droids Fix A number of textures don't use shaders: Textures Improvement Project DarthParametric:
There are multiple issues with the Harbinger level geometry: Harbinger Hull Fixes 1.1 The Zeison Sha armour for males (PMBMM) is unable to properly perform a two-handed grip during weapon animations: Get a Grip! Zeison Sha Armour Male Model Fix 1.0 There are some minor level geometry issues in the Peragus Administration Level: Peragus Administration Level Room Model Fixes 1.0 The head texture for Visas has a poor quality mask for its environment map and incorrectly uses her skin colour for the inside of her mouth The female player head PFHA04 has some clipping issues with the right eyeball and eyelid (reported by Soka) The female player head PFHA05 has incorrect UVs for the upper teeth, causing them to be flesh-coloured (reported by ebmar) The Ebon Hawk's medbay has some bad lightmaps and the camera can clip through its walls (suggested by JCarter426) The Bumani Exchange Corp. module lacked a skybox/starscape (reported by JCarter426) Mandalore is missing the helmet filter effect on one of his lines (reported by Sniggles) War Droid texture variants didn't properly display the blaster texture (Reported by Sith Holocron) When Kreia first wakes up in the Peragus Administration Level morgue, it's possible to briefly see her body disappear FF97:
Khoonda's flag was missing its texture: Khoonda Flag Fix 1.0.0 JCarter426:
Various issues: JC's Minor Fixes for K2 1.5 The HKs and T3M4 droids don't have shaders: JC's Shader Fixes for K2 1.1 Various fixes for which feats characters can select: JC's Feat Fixes for K2 1.2 T3-M4 was missing VO and some Gand VO was misplaced: JC's VO Fix for K2 1.2 The Republic soldier body models have been improved: JC’s Republic Soldier Fix for K2 1.1 (with DarthParametric lending a hand) TSLRCM’s Zhug encounter on Nar Shaddaa had a couple issues: JC's Zhug Attack Fix for TSLRCM 1.1 Strength Gauntlets were missing from random loot. Peragus items have had their stats unified across all areas. They will also now stack in the inventory menu. Party puppets such as Bao-Dur’s remote would erroneously trip the stealth sensor in the jungle tomb mission (reported by Sniggles) Kainzorus Prime:
Boma beasts have black between their teeth: Boma Beast Teeth Fix 1.0 The model in the galaxy map for Paragus looks nothing like it: Peragus Galaxy Map Change LiliArch:
The broken item icon, and Grenn's case icon are incorrect Marauder:
A number of items have wrong descriptions or properties: Marauder Fix Pack 1.0.3 N-DReW25:
The Serocco guard has a VO that used the wrong actor: Serroco Guard VO Fix 1.0 It's possible to not be able to get a starport visa if you let a bounty hunter go: Bounty Hunter Starport Visa Fix 1.0 ndix UR:
One of the player heads wasn't able to blink or move his eyes: PMHC06 Fixed for TSL PapaZinos:
The speeder on Nar Shaddaa clipped through the railing: Don't Let Kreia Fly Your Speeder! 1.0.0 Khoonda’s turrets had the wrong appearance: Khoonda Turrets Model Repair 1.0.0 Model fixes: Nar Shaddaa Docks Repair 1.1.0 Model fixes: Nar Shaddaa Landing Pad Repair Model fixes: Telos Model Repairs 1.0.0 Model fixes: TSL Turrets Model Repair 1.0.0 Model fixes: Ultimate Citadel Station Repairs 1.0.0 Model fixes: Ultimate Ebon Hawk Repairs for TSL 2.0.2 (The full version of the mod includes some alternative animated texture options) Model fixes: Ultimate Harbinger Repairs 2.0.1 Model fixes: Ultimate Peragus Models Repair 1.2.0 Squall Lionheart:
PMHH01 has some issues: PMHH01 Fixed The Sith Lords Restored Content Mod (TSLRCM) Team:
The male Jedi Master robes (PMBNM) had an incorrect OdysseyBase name ZimmMaster:
The walking and running animations are janky: Movement Animation Fix for Both KOTOR and TSL
3. Other Recommended Mods:
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Under Construction
4. Install:
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Prior to installation, ensure that a copy of The Sith Lords Restored Content Mod (TSLRCM) is installed over your game, as TSLRCM's changes are required for the KOTOR 2 Community Patch to function. From there, to install, just download the mod, unpackage it, and run Install.exe
5. Uninstall:
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Given the complexity of this mod, a clean install of KOTOR 2 is recommended. However, you can check through the installation log file if you wish to undo the changes made.
6. Bugs:
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If you are aware of any bugs that need to be fixed, let me know here: https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues
7. Permissions:
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Due to this mod being a compilation from many different authors, please do not distribute it.
8. Credits:
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All of the mod authors who have helped make this patch a reality. I can't say it enough - Thank you!
Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier.
Snigaroo - For maintaining awesome mod lists on the /r/kotor subreddit, and for putting up with my many recommendations
danil-ch - For this info.rtf template
Fair Strides - For bundling up his tools and making them available
DarthParametric - For his numerous additions and fixes
JCarter426 - For his many contributions and inclusions
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 AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION.
59,039 downloads
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Peragus Administration Level Room Model Fixes
This mod addresses some minor geometry issues in the Peragus Administration level. It plugs two gaps in the ceiling that allow the player to see into space, and it also adjusts one of the animated panels on the large screen in the communications blister so that it aligns better. The panel and one of the ceiling fixes are for the exterior version of the level that you see from the maintenance walkway.
Installation:
Simply copy and paste the included model files into your Override folder Compatibility:
Should be compatible with just about everything, but it won't be compatible with any mod that replaces room models 101PERI.mdl/mdx, 104PERA.mdl/mdx, or 104PERF.mdl/mdx Acknowledgements:
Thanks to bead-v for KOTORMax and MDLEdit Thanks to Snigaroo for bringing the two ceiling gap issues to my attention3,796 downloads
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JC's Blaster Visual Effects for K2
By JCarter426
This mod changes the visual effects for all the laser blasts in the game. Energy blasters, ion blasters, disruptors, bowcasters - I've replaced them all. Except sonic, because really, sonic?
In general, I've added more detail and made them match what's depicted on film as best as I could, when there was a visual reference. I took screenshots of the movies and got out my eyedropper tool and everything. The cores of the lasers are brighter so they look more like lasers, instead of having the whole thing as one flat color. I also messed around with light objects so each laser will illuminate surrounding objects in the appropriate color.
For disruptors, I've included three color options: white, green, and yellow. The default install is white, like the original, and the other two are included as optional things.
26,609 downloads
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lightsaber mod TOR Saber Mod (TSM)
By Kaidon Jorn
Authors: Kaidon Jorn & (Darth) Deadman
This Version: April 2012
===================================
This saber mod now consists of 18 hilts - each in 10 colors, all of which are buildable on the workbench. The first set of 6 hilt styles are available to build as you are building your first saber with the vanilla saber quest. Then, once you've leveled up with an Advanced Class, there will be 12 more hilt style options. Some of these hilt models are leftovers from the HotOR Lightsaber mod, which fell upon hard times and was unable and unwilling to continue - but alas! A new lightsaber mod has risen from it's ashes, and most of the hilts were modeled based on TOR sabers.
The vanilla game dialogs about Bao-Dur helping you build your saber have been removed, since you build it yourself on the workbench using any default game crystal. As well, the vanilla game's Lightsaber Quest journal entries have been modified to go with this saber quest better.
Once you have built a new lightsaber, the crystal will change into the specific crystal for that lightsaber, so once you commit to a new lightsaber style, it's crystal is bound to that saber hilt. Also, the training sabers now do 1-10 damage, still with their +3/+4 energy field damages, to try and make them more worthwhile to use. Two new models have been included for the purple and yellow training sabers.
You must run the TSL Patcher to fully install (aside from the lightsabers, copying files to Override folder will *not* work).
Compatible with TSLRCM 1.7/1.8.
Compatible with everything that dosen't use the same lightsaber model numbers. *This excludes HotOR and USM from being compatible.
Compatible with Default Replacement MegaPack 4.1 or better.
Compatible with Workbench Crystal Attunement Mod.
Compatible with RandomSabers 6 Pack.
Credits: -Darth_Deadman, for finishing off the training sabers and making them powered items that turn on and off like a lightsaber. Thanks Deadman!
Thanks to Markus Ramikin, Varsity Puppet, Hassat Hunter for the Workbench Crystal Attunement mod.
Bugs: None that I know of, if you get one then report it and I will see what I can do.
PERMISSIONS: You may not use my intellectual property, work or materials for your own mod without asking me or collaborating with me. You may not upload my mods to other sites PERIOD. END OF STORY.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
1,669 downloads
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TSL Tactical Combat Mod
By Frykas
<<<TSL Tactical Combat Mod>>>
by Frykas
<<About>>
If you ever felt that after lvl 15 in KotOR 2, your PC and team got all powerful (Fredon's Nadd tomb being the exception) and
pazaak with Atton on (Republic Senat's rules) was more fun than slaying couple more thugs or beasts than this mod is for you.
After playing a lot of Pillars of Eternity, I realized that TSL had nearly the same potential for tactical fights but after less
than half the game you had to be counter productive to have a fight that lasts more than 4 seconds. Honestly most times I didn't
have time to use more than two force buffs because everyone was already dead. Difficulty changes only enemy damage output so it
makes things harder but enemies still drop like flies. This mod aims (and will aim, definitely not finished) to correct that.
<<Changes>>
Files changed are classes.2da, autobalance.2da and k_sp1_force.ncs; autobalance has significantly increased NPC's health, slightly buffed
saving throws, set NPC's level to be equal to PC. Classes.2da doubled gained health (on lvlup) by PC and team and raised
force point gain (on lvlup) by 50%. !!!Because of game mechanics, increased health points and force poins gain doesnt work
retroactively, meaning you'll have to start a new game (as even KSE cannot change your vitality poins directly), this will
probably NOT be "fixed" in future releases. Enemy HP and other changes will apply once you enter new area after installing.
<<Compatibility>>
This mod works with TSLRCM and is being tested and developed to work with it. If you don't have TSLRCM instaled changes might
not be appropriate for your playthrough. This mod should work with any other mod that doesn't change those files:
Classes.2da, Autobalance.2da, k_sp1_force.ncs
ADITIONAL FILE: dialog.tlk included in this download goes to the main folder and not override.
It should be comatible with the TSl RCM game but any mod that changes dialog.tlk might not be compatible and will require testing.
My file includes modified force powers descriptions to account for extended duration.
<<Install>>
Drop files to Override (who doesn't like that? )
Dialog.tlk goes to main install folder and make sure to back it up lest you have to reinstall main game and mods.
<<Uninstall>>
Well, this is going to be difficult...
(remove Classes.2da, Autobalance.2da and k_sp1_force.ncs from Override folder, replace dialog.tlk with backed up version if you used it)
<<Future changes>>
-A lot more testing and figuring out the perfect balance
-If you have an idea for more changes or would like to help with this leave a comment or PM me.
All the best!
546 downloads
- tsl
- tslrcm compatible
- (and 4 more)
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JC's Battle Undergarments for K2
By JCarter426
By popular* demand!
This mod will add a new item that has the appearance of underwear but grants a defense bonus when equipped (+4).
The mod does not integrate the item in the game at all; you will have to cheat it into the game in some manner. The item is "jc_under01".
*For populaces totaling one or more individuals on Deadly Stream.
150 downloads
0 comments
Submitted
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HD Lightsabers
By FF97
Hello everyone! This mod replaces the existing (and hopelessly outdated) lightsaber models with better new versions. In addition, the blade textures are replaced with flickering textures that are more similar to the original trilogy.
NOTE: The models were created by ROOXON for Jedi Academy. I converted them to work in Kotor 2. ROOXON has given me permission to convert the models.
893 downloads
- lightsaber
- model
- (and 2 more)
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Additional Power Crystals for TSL
By TK-664
This modification adds extra power crystals to KotOR 2 with new icons and descriptions that follow the style of the KotOR games. Some crystals are taken from the EU and others are my own creation, so if you know your star wars lore well you will probably recognize some names while others will be novelty to you.
As of version 1.3 there are +15 crystals plus some vanilla crystal description fixes: Color Bronze; Hurrikaine Crystal; Barab Ore Ingot.
The Luxum crystal also made a return from K1, it's stats have been modified so it's no longer a lesser version of Firkrann.
_____________________________
I did not implement the crystals at any point in the game and as such they're only obtainable through the console. Check the readme for all the codes. Elwood288 took the liberty of placing them if you're interested https://deadlystream.com/files/file/1721-additional-power-crystals-for-tsl-distributed/
2,546 downloads
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Bao-Dur's Fate: A TSLRCM Add-On
Authors: Zbyl2 & VarsityPuppet
Contact: PM us at Deadlystream
Name: Bao-Dur's Fate: A TSLRCM Add-On
1. Description:
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Welcome.
Thank you for your interest in the TSLRCM Add-on: Bao-Dur's fate
This mod's intention is to close out the story of one of TSL's most tragic characters: Bao-Dur. We won't discuss much further to avoid spoilers.
2. Installation:
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Installation is easy, all of the modified files have been contained to one 221tel.mod file. If you're using TSLRCM, you should have no issue playing the mod
1.1 Changelist
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- First releasee
4. Mod Compatibility:
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Any mods that modify 221tel.mod are likely to have conflicts, so beware when trying to use those mods in conjunction
5. FAQ / KNOWN ISSUES
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Q: How do I see Bao-Dur's fate?
A: We can't say much, but start up the Battle of Telos module and you'll be ready to go
6. UNINSTALLATION
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You shouldn't ever want to uninstall this mod, it finally closes out Bao-Dur's story!
7. CREDITS:
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- VP
- ZBYL
8. DISTRIBUTION NOTES
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Thanks to tk102 for the dlg editor.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES.
USE OF THIS MODIFICATION IS AT YOUR OWN RISK. THE ABOVE MENTIONED COMPANIES OR THE AUTHOR ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION.
ThESE modS may not be modified or REdistributed without the explicit permission of the authors.
Star Wars: Knights of the Old Republic™ , characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders.
Star Wars: Knights of the Old Republic: The Sith Lords™, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders.
Bioware™
and the Odyssey Engine are trademarks of Bioware Corp.
Obsidian™
is a trademark of Obsidian Entertainment.
All trademarks and copyrights contained in this document
are owned by their respective trademark and copyright holders.
2018
3,229 downloads
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Pazaak Wizard
By nadrino
Hi everyone,
I'm introducing myself into the modding commiunity by sharing a very simple mod I made.
############################
# DESCRIPTION
############################
The "Pazaak Wizard" mod replaces all pazaak card deck of other
players by -1. This mod has been made for KotOR 2 : TSL.
############################
# REQUIREMENTS
############################
- Kotor2 installed (Retail/Gog/Steam version)
############################
# COMPATIBILITY
############################
- Successfully tested with TSLRCM.
############################
# HOW TO INSTALL
############################
Copy the content of the override folder in the override/ folder
of Kotor2.
Feel free to leave a comment/question/request bellow.
Cheers,
aazlm
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
3,922 downloads
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Female Exile Head ("Canon")
By bagthesnoot
This is just a simple PC portrait mod, it replaces PFHC07 with a new head (which is a modified version of PFHC05). The new head is supposed to look like http://vignette3.wik...=20091003183103, which is what Wookiepedia has as the Legends "canon" Exile.
I did not make this mod—I requested it in the appropriate thread and a few other users put it together:
- Schizo did the main bulk of the modeling work
- Effix changed the hair color (I know that according the the Revan novel the Exile has light brown hair, but I prefer blonde because of Aimo's KOTOR comics on Deviantart. So I guess this isn't really "canon" after all)
- DarthParametric fixed the model with Taina's Replacer
- I actually did do one thing: I replaced the party portrait with that hand-drawn pic
To install: unzip the files and copy them to your override folder
To uninstall: take 'em out again
2,989 downloads
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Kreia's Fall cutscene (in-game)
By danil-ch
========================================================
A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
Kreia's Fall cutscene (in-game)
========================================================
Author: danil-ch
Contact: danil-ch can be reached via pm at deadlystream.
Filename: Kreia_Fall_In-game_1.2
1. Description:
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This is a Kreia's Fall scene turned from BIK movie into in-game cutscene.
2. Install:
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This is a mod for TSLRCM 1.8.6, it will not work otherwise. So have that installed.
To install, extract the mod folder to anywhere you like, as long as it is not the SWKotOR2 folder. Simply run 'install.exe’.
3. Uninstall:
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There has been a backup made of the modified files, within a folder titled 'backup' in the mod folder. Simply copy 003EBO.mod into your Modules folder and appearance.2da into your Override folder, and delete baseitems.2da (Override), 910mal.mod (Modules), mus_a_kremov.mp3 (StreamMusic) and you will have reverted to TSLRCM 1.8.6.
4. Bugs:
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This has been tested several times to make sure nothing weird happens. If you find anything, let me know.
5. Compatibility:
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For this particular scene I’ve created several "new" models:
1) Lightsaber (no sound)
baseitems.2da - Added Row_104_Lightsaber_No_Sound
910.mod - g_w_lghtsbr_cut.uti
2) Characters (no sound)
appearance.2da - Added Row_692_Kreia_Evil_Fall_Cutscene_Only
910.mod - p_kreia_evil001.utc
appearance.2da - Added Row_ 693_Darth_Sion_Fall_Cutscene_Only
910.mod - n_darthsion.utc
6. Thanks:
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*DarthParametric for his help.
*TSLRCM team, your work has been outstanding.
*Moustache Verte for French translation.
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.
24,481 downloads
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alternate Peragus mining Droids
By FF97
The mod will replace the default Peragus mining Droids with their early versions, seen in some pre-release screenshots and improve their textures.
Each version will have it's own texture (red version, blue version, grey/silver version).
677 downloads
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JC's Darksaber for K2
By JCarter426
This mod adds the Darksaber, a unique lightsaber seen in the Clone Wars and Rebels TV shows, to Star Wars: Knights of the Old Republic II - The Sith Lords.
The Darksaber comes with a custom hilt and blade effect.
The Darksaber's stats are better than the standard lightsaber's (+2 Charisma and +1d10 Universal damage) but the item cannot be upgraded.
I have integrated the item into the game, but I'll keep the how a surprise. One hint: You must search through the possessions of a certain Mandalorian.
If you want to get it through playing the game, you'll have to start a new game. Otherwise, you can cheat it in. The item is "jc_darksaber".
4,479 downloads
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JC's Citadel Station Backdrop
By JCarter426
This mod replaces the Citadel Station backdrop. I've made a new one using high
resolution renders of the Citadel models with 3ds Max. New texture resolution is
4096x4096.
7,645 downloads