743 files

  1. TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch

    N.B.: THIS MOD IS A PATCH FOR THE “FIXED HOLOGRAM MODELS AND ADMIRALTY REDUX FOR TSLRCM” MOD. YOU MUST INSTALL THAT FIRST AS IT IS A PREREQUISITE FOR THIS MOD.
    This mod adds Republic officer uniforms styled after Saul Karath’s appearance in the KOTOR comics, ported from the Old Republic MMO. Admirals Cede and Onasi both get uniforms that match the one used for Admiral Dodonna in the companion mod for K1, while male and female officers get generic uniforms.
    Known Issues:
    Apparently some graphics cards may not render the hologram effect in conjunction with normal maps. I have added an optional patch which removes normal maps from the hologram models. If you experience this issue, download the "NM FIX" and copy the models and texture into your Override folder, overwriting when prompted. 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 Fair Strides for creating a customised version of TSLPatcher to handle filename clashes Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script

    2,612 downloads

       (2 reviews)

    19 comments

    Updated

  2. Visas Marr's Robe fix

    This small modification allows Visas Marr to wear the Jedi's robes, that is, the Jedi's robes will now be fully displayed on it.
    I really did not like that the original Jedi robes (for example, Jedi robes and Jedi Knight robes) do not show up on Visas.  It also made the original Visas clothes unhealthy.  Now, this model can be seen only if you wear ordinary clothes.  I strongly recommend using it with TSL Improved Party Outfits - this will also give the original robe Visas more uniqueness.
     
     

    1,121 downloads

       (0 reviews)

    7 comments

    Updated

  3. JC's VO Fix for K2

    Summary
    This mod fixes two problems with the VO in the game.
    T3-M4 was missing some VO files. This would cause his lines to be skipped when these files were referenced in the original game. The files missing were his short "question" variants. I was able to edit together new ones using his medium and long lines as a source. Some of the Gand entries were misplaced; they were typed on the unused Gotal line rather than the Gand line. In this case, the VO did exist, but it wasn't being referenced properly in the 2DA file. I've adjusted the file to correct that. I don't recall if this presented any problems in the released game, but the affected VO files were the "question" and "sad" variants. I didn't remove them from the Gotal line in case that was actually used for Gand VO in the game.  
    Installation
    Extract files from the downloaded archive.
    Run VO_Fix_K1.exe.
    Click "Install Mod" and select your game directory (default name SWKOTOR2).
     
    Uninstallation
    Remove the installed files. Replace alienvo.2da with backup if necessary.  
    Compatibility
    TSLRCM does address the T3 issue, but it does this by replacing T3's VO with generic utility droid VO, which I really, really didn't like. So if you're using TSLRCM, this mod will revert that change.
     
    Credits
    KOTOR Tool – Fred Tetra
    TSL Patcher – stoffe
     
    Permissions
    Mod
    JC's VO Fix for K2
    Mod Author
    JCarter426
    Game
    Star Wars: Knights of the Old Republic II - The Sith Lords
    Attribution Preference
    "VO Fix by JCarter426" or "uses JC's VO Fix" or some other reasonable phrasing.
     
    This mod is released under the following licenses:
    Attribution Only License Attribution Only License (AOL)
    * You've got mods! *
    The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are followed.
    The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents.
    (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience.
    (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion.  
    Disclaimers
    DEE-DEET?
     
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    952 downloads

       (1 review)

    0 comments

    Updated

  4. Dxun and Onderon Item Restoration Pack

    Dxun and Onderon Item Restoration Pack
    A Mod for Star Wars Knights of The Old Republic II The Sith Lords
    Author: N-DReW25
    Release Date 1.0: 09.08.2018
    Release Date 1.1: 09.08.2018
    Installation:
    Double Click the "TSLPatcher.exe" and select what restored item you want restored and click install. You may have to do this up to five times to install each item.
    If you want better stats for the weak items install the files from the "booster pack" folder into the "Override" folder
    Uninstallation:
    Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder
    Description:
    While digging through the game files I noticed a handful of "unused items" resting in 401DXN. While a few where useless
    the rest I've patched up and placed in-game for you to collect.
    Onderonian Military Gear:
    Consisting of an Armor and Headgear you can find these items on the Onderonian Scouts on Dxun and are dropped by their leader
    Beast Rider Flight Suit:
    Worn by all of the beast riders now, it uses a cut texture and is dropped by Bakkel
    Mandalorian Items:
    A Headgear and a Belt dropped from the Mandalorian Sentry at the start of Dxun and Daveral
    Ancient Sith Gauntlets:
    Found on Freedan Nadd's mummified corpse at the end of Freedan Nadd's tomb
    Mandalore's Mask:
    Restores an item called Mandalore's Mask to the game. It can be removed and given to other party members but it won't affect the appearance of Mandalore or will it change your party member's appearance in any special way as it uses a vanilla texture. Obtained once Mandalore is recruited
    These items stats and name where made by Obsidian, the description and the prices were made by me, please leave any comments you may have on them. A small number of items where rather weak so the "booster pack" contains the items with slightly improved stats. 
    Known Bugs:
    this mod shouldn't have bugs but if there is Just PM me on Deadlystream.
    Incompatibilities:
    None that I know of 
    Permissions:
    Do NOT claim credit for this mod
    Thanks:
    Bioware for the first game
    Obsidian for the second game
    timurD2003 for reporting the broken installer in 1.0
    mrmann for early Beta testing
    Fred Tetra for Kotor Tool and 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.

    1,497 downloads

       (3 reviews)

    0 comments

    Updated

  5. Kotor 1 Texture to Kotor 2 Game Bridge

    A friend suggested that I upload these here since finding these darn things is quite a chore, and because the difference is honestly quite dramatic.
    It really is what it says on the tin. I took a bunch of Kotor 1 files and collected those that were downgraded for Kotor 2 (Obsidian literally saved them at a smaller resolution for no adequately explained reason other than perhaps to save resources for console release or because the engine was lagging) 
    So, it's a quick texture swap. 
     
    I've included a far more in-depth explanation for installing in the readme, but the gist is, you drop these in your override to install them and remove them from your override to uninstall them.
     
    I obviously take no credit for these nor do I claim any rights/give permissions in their usage.
     
     
    If you wish, I can provide a TXT document listing all of the textures for using your own Kotor 1 files instead of these.

    950 downloads

       (2 reviews)

    8 comments

    Submitted

  6. JC's Zhug Attack Fix for TSLRCM

    Summary
    I noticed two issues regarding the Zhug attack in TSLRCM:
    Some of the appearances were wrong, so they were all clones of Azanti Zhug. More importantly, all the Zhugs were spawned as hostile. This would cause the cutscene to break if the AI for one of the party members spotted a Zhug and attacked. This had the unfortunate consequence of removing the choice to add a third party member to team up with Atton and Bao-Dur. This mod fixes both of those things.
    This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested.
    Installation
    Run Zhug_Attack_Fix.exe. Click "Install Mod" and select your game directory (default name SWKOTOR2). Uninstallation
    Remove the installed files. Replace with backups if necessary. Compatibility
    This mod requires TSLRCM version 1.8.5. It may not be compatible with earlier or later versions. Only 1.8.5 has been tested.
    This mod is included in the KOTOR 2 Community Patch. If you use that, you don't need this.
    It may also not be compatible with other mods that alter the Zhug encounter.
    Credits
    KOTOR Tool – Fred Tetra
    TSLPatcher – stoffe
    K-GFF – tk102
    NWNSSCOMP – Torlack, stoffe, & tk102
    Permissions
    To the maintainers of TSLRCM:
    Maybe include this in the next update? If there is one? Maybe?
    To everyone else:
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
    Disclaimers
    I'LL TAKE THE STUPID ONE, WHO DECIDED TO THREATEN US RATHER THAN SHOOT US WHEN HE HAD THE CHANCE.
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    4,064 downloads

       (0 reviews)

    4 comments

    Updated

  7. JC's Fashion Line B: Commoner Clothing for K2

    This mod does several things:
    It makes all texture variations of the commoner clothing available to the  player, with all the items - 11 total outfits - placed in various locations  throughout the game. I've placed them where those outfits seemed to be the most popular, so if you see an NPC wearing an outfit you haven't seen before, the item can probably be found nearby. It changes which clothing item the player receives on Telos, based on class as seen in the character creation menu. Only the first clothing item the player receives will be based on their class; players of all classes will still be able to find the other variants elsewhere in the game. It adds a male variant of the Czerka uniform to match the existing female texture. For whatever reason there wasn't a male variant, so I've cobbled together one from the female variant and the other male textures. It shuffles around some of the textures so the male and female variants match each other more closely, primarily based on color. I've made sure to patch any affected characters to revert their outfits to their original appearances. It adds unique icons and names to all the items, so you can tell them apart. (They were all just called "Clothing" before.) I've named them based on who in the game wears them; for example, two of the outfits popular on Dantooine I've named "Settler Clothing" and "Fringer Clothing". The icons display both the male and female variants of each item, due to the differing appearances. It adds custom icons for Atton's Ribbed Jacket and Mira's Ballistic Mesh Jacket. They originally used the same icon as commoner variant #1, and since I changed that to look like the commoner clothing I saw it fit to give the unique items their own icons as well. It touches up several of the male textures to fix some discoloration and bad seams. I have also included an option to give the commoner clothing some upgrade capabilities. If you choose this option, you'll be able to upgrade the clothing items with some underlays, the same upgrades available to the miner uniform.

    837 downloads

       (1 review)

    6 comments

    Updated

  8. JC's Lightsaber Visual Effects for K2

    Summary
    This mod replaces the lightsaber blade textures. I've made new textures using Saber, a plug-in for After Effects made by visual effect artists who work on the actual films, which they released for free on VideoCopilot.net. The new textures are of higher quality (1024x1024 vs the original 128x128) and should be more accurate to the movie look, given that they were generated with a tool made by movie people.
    I've adjusted some of the blade colors; I mainly used math to choose them, placing them at even distributions along the color spectrum, and sticking with the plug-in's default setting for blue. In more practical terms, this means yellow is a bit yellower, while green and violet are closer to the blue end. Blue itself is much brighter than the original. Orange and cyan are no longer reused copies of the Heart of the Guardian and Mantle of the Force colors from K1. They both look more like standard lightsaber blades. Orange's blade color falls exactly between red and yellow - you know, actually orange. Cyan and viridian are evenly placed between blue and green. Silver uses the same color settings as blue, but at 33% saturation. I've added an alternate optional texture to have the viridian blade more closely resemble the original, if you would prefer.
     
    Video Preview
     
    Installation
    Extract files from the downloaded archive. Copy the files from Override to your own Override folder (if you don't have one, make one). Optionally, copy whatever files you want to use from the Alternate Textures folder to your Override folder, replacing the previously-installed files. If you use the Ultimate Saber Mod, copy the files from the USM New Colors folder to your Override folder. This gives all colors added in USM the same upgrade for visual consistency.  
    Uninstallation
    Remove the installed files.  
    Compatibility
    This mod should be compatible with any mods that add or alter lightsaber hilts, assuming the use the orginal game textures for the blades.
    This mod is not compatible with other mods that alter the lightsaber blade textures, including my own past mods.
     
    Credits
    KOTOR Tool – Fred Tetra
    Saber – Andrew Kramer & VideoCopilot.net
    tga2tpc – ndix UR
     
    Permissions
    I hereby grant nobody except myself permission to upload some or all of this mod anywhere for any reason. For any reason.
    If you would like to include any part of this mod in anything, then please contact me for permission.
     
    Disclaimers
    IT'S SO DENSE, EVERY SINGLE IMAGE HAS SO MANY THINGS GOING ON...
     
    Donations
    If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link.
    For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire.
    I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.

    13,826 downloads

       (3 reviews)

    22 comments

    Updated

  9. 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 script

    1,666 downloads

       (1 review)

    8 comments

    Updated

  10. 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 script

    2,849 downloads

       (1 review)

    7 comments

    Updated

  11. TSL Armored Flight Suit Mod

    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 reviews)

    0 comments

    Updated

  12. PartySwap and Extended Enclave Compatibility Patch

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

    AUTHOR: Leilukin
    FILE NAME: PartySwap_EEnclave_ComPatch.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.

    14,928 downloads

       (2 reviews)

    33 comments

    Updated

  13. 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 script

    2,223 downloads

       (1 review)

    7 comments

    Updated

  14. 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 script

    3,981 downloads

       (1 review)

    25 comments

    Updated

  15. Jolee as PC

    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

       (0 reviews)

    1 comment

    Submitted

  16. [TSL] Vibroweapons replacement pack retexture

    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.

    2,304 downloads

       (0 reviews)

    8 comments

    Submitted

  17. JC's Shader Fixes for K2

    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.

    1,403 downloads

       (1 review)

    0 comments

    Updated

  18. Terentateks in TSL

    ***********************************
    Knights of the Old Republic II
    ***********************************
    TITLE: Terentateks in TSL
    AUTHOR: LDR
    DATE: 6/17/18
    FILENAME: terentatek_tsl
    FILESIZE: 2 MB
    --------------------------
    INSTALLATION INSTRUCTIONS
    --------------------------
    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.
    ------------
    Permissions
    ------------
    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.
    ------------
    DESCRIPTION
    ------------
    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.
    -----
    BUGS
    -----
    None I hope. If you find any please post them in the comments. I will address them as soon as I can.
    -------
    Credits
    -------
    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.
     

    1,149 downloads

       (0 reviews)

    1 comment

    Submitted

  19. 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):
    ----------
    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:
    ----------
    Under Construction

    4. Install:
    ----------
    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:
    ----------
    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:
    ----------
    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:
    ----------
    Due to this mod being a compilation from many different authors, please do not distribute it.
     
    8. Credits:
    ----------
    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.

    60,076 downloads

       (4 reviews)

    31 comments

    Updated

  20. 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 attention

    3,807 downloads

       (2 reviews)

    2 comments

    Updated

  21. JC's Blaster Visual Effects for K2

    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.
     

    26,976 downloads

       (2 reviews)

    8 comments

    Updated

  22. TOR Saber Mod (TSM)

    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.

    1,676 downloads

       (3 reviews)

    10 comments

    Updated

  23. TSL Tactical Combat Mod

    <<<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!

    547 downloads

       (0 reviews)

    2 comments

    Updated

  24. JC's Battle Undergarments for K2

    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

       (1 review)

    0 comments

    Submitted

  25. HD Lightsabers

    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.

    907 downloads

       (0 reviews)

    2 comments

    Submitted