Mods
836 files
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anakinnzz' Party and Player Head Complexion Tweaks
By rumbuggy
Currently on my thousandth playthrough and figured I'd share the stuff I've been making for it so far
Hi! Please visit this mod's Nexus page for better IMAGE DESCRIPTIONS https://www.nexusmods.com/kotor2/mods/1319?tab=images INCLUDES:
Unique, High Quality, Upscaled Complexions and Hair for -
Atton (6 Options, Full Darkside Support, All Portraits Included)
The Handmaiden (2 Options, Full Darkside Support, All Portraits Included)
Female Exile (2 Options, Full Darkside Support, All Portraits Included)
Bao-Dur (2 Options, Full Darkside Support, All Portraits Included)
Visas (3 Options, Full Darkside Support, All Portraits Included)
ALL TEXTURES are upscaled from 512x512 to 2048x2048
Hair, skin details and eyebrows are painted by hand... just throwing that out there
If anyone is interested in lower resolutions (like for mobile or something) just ask NEW in 1.5 Visas Full in-game skintone Support for Alt. Exile
New in 1.2
NO EYELINER ATTON FOR KOTOR SUBREDDIT
Love everyone who was polite. Enjoy.
CHANGES FROM DEFAULT FILE
Closer to Vanilla
Gives Atton back his crows feet, eyebags and smile lines (I'm sorry I stole them in the first place)
A more noticeable darkside progression
Fluffier and lighter brows
And most importantly; no eyeliner
INSTALLATION
Loose-File method, please see README, included in all files, for more info.
THIS MOD WILL CONFLICT WITH THE FOLLOWING FILES and any mod that uses them
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(To ENSURE compatibility, I advise you DELETE these files, if present in your Override folder, before installing this mod. Or, simply don't use this mod)
EXILE
PFHC05.TPC/TGA
PFHC05D1.TPC/TGA
PFHC05D2.TPC/TGA
po_PFHC05.TPC/TGA
po_PFHC05d1.TPC/TGA
po_PFHC05d2.TPC/TGA
ATTON
P_AttnH1.TPC/TGA
P_AttnH1D1.TPC/TGA
P_AttnH1D2.TPC/TGA
po_PAtton.TPC/TGA
po_PAttond1.TPC/TGA
po_PAttond2.TPC/TGA
HANDMAIDEN
P_HandmaidenH.TPC/TGA
P_HandmaidenHD1.TPC/TGA
P_HandmaidenHD2.TPC/TGA
po_PHandM.TPC/TGA
po_PHandMD1.TPC/TGA
po_PHandMD2.TPC/TGA
BAO-DUR
P_Bao_DurH.TPC/TGA
P_Bao_DurHD1.TPC/TGA
P_Bao_DurHD2.TPC/TGA
po_PBaoDur.TPC/TGA
po_PBaoDurd1.TPC/TGA
po_PBaoDurd2.TPC/TGA
VISAS
P_VisasH01.TPC/TGA P_VisasHD01.TPC/TGA P_VisasHD02.TPC/TGA po_PVisas.TPC/TGA po_PVisasd1.TPC/TGA po_PVisasd2.TPC/TGA
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PLANS and FUTURE UPDATES
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Kreia (Current WIP)
Mira (Current WIP)
Visas (Planned) Done, yay
Bao-Dur (Current WIP) Done, yay
Disciple (Planned)
Mandalore (Planned)
figure out tpc T-T
Adding Custom Portraits for the entire cast (Current WIP. Pray for me, I suck at taking screenshots T-T)
RESHADE
(in most screenshots, highly recommended if you want the look in my screenshots)
Tastefully Atmospheric Reshade - MaxYari
THANK YOU
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For reading this far, and if you have any questions I'd be happy to answer them to the best of my abilities
I also encourage you all to upload pics, (as I am horrible at it) because I'd really like to fill the images section with good examples (help)
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Please keep in mind, if you do not like an aspect of these complexions, I would be happy to tweak it for you as long as you are polite and respectful when asking.
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CREDITS
LucasArts
Obsidian Entertainment, Inc.
BioWare
voidceta - HUGE thanks for a specific file present in this mod
DarthParametric - For the Female Exile Clothes base mod and for giving me release permission
TOOLS USED
Kotor Tool
Holocron Toolset
GIMP
upscale.media - PixelBin
Shameless use of Google images and Pinterest627 downloads
- player head
- bao dur
- (and 20 more)
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AxC's TSL Ebon Hawk K1 Camera & Unlocked Map
By AxConsortium
A simple modification that restores the player camera inside the Ebon Hawk in Knights of the Old Republic II: The Sith Lords to the closer, more classic view from the first KOTOR game. Nothing complex, just a straightforward return to the preferred camera.
Additionally, this mod fully unlocks the Ebon Hawk's map from the start, just as it was in KOTOR I, removing the fog of war for a more seamless exploration of your ship.
Installation & Important Notes:
This mod is safe to install at any time. However, for the changes to apply correctly, it is highly recommended to load a save game from any location other than the Ebon Hawk after installation.
Once you enter the Ebon Hawk with the mod active, the new camera and map settings will be baked into your save file. Because of this, uninstalling the mod may not properly revert the changes. Please ensure you have a backup save from before the mod was installed or used, just in case.
Nostalgia is strong with this one.
Credits:
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
64 downloads
(0 reviews)0 comments
Updated
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Simple Reskin - Malachor
By Kaidon Jorn
Simple Reskin - Malachor V
KotOR2: TSL
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Author: Kaidon Jorn
October 2025
This mod is a simple reskin of the planet Malachor V
All done with random textures from the internet. It's the second time I've attempted a planet or area reskin, so please, go easy on me. It may not be my forte, but I enjoyed making it anyway.
Installation:
Extract the .zip file to somewhere on your PC then just copy the subfolder to the game's Override folder.
To uninstall just delete the folder from Override.
Permissions:
For personal use only, do not redistribute the contents herein.
Thanks to the modders at DeadlyStream.com for teaching me how to mod the KotOR games and for hosting my mods.
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.
57 downloads
- kotor 2: tsl
- planet reskin
- (and 3 more)
(0 reviews)0 comments
Updated
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AxC's Hound of Mandalore
By AxConsortium
Give the Mand'alor a companion worthy of his station.
This mod adds a unique Maalraas, named Galaar (Mando'a for "Hawk"), as a permanent and interactive companion for Mandalore.
I've always loved Mandalore as a character but felt he was lacking compared to other party members. This mod helps him stand out by giving him Galaar, a personal Maalraas that will follow him much like Bao-Dur's Remote, and one that will hopefully prove its worth in battle.
But Galaar is more than just a follower; he's a character in his own right. His loyalty isn't given freely, it's earned through your actions and, most importantly, your relationship with Mandalore himself.
To acquire Galaar, you must head to the Western Square on Onderon. There, you will find a Sullustan merchant named Kobbegg standing near a cage containing the beast. Speak to him, but be prepared to spend a considerable amount of credits for such a rare creature... or find another way to negotiate the price. Kobbegg's attitude and your options will change based on a choice you made long ago on Peragus.
Features:
A Deeply Reactive Companion: Galaar is a fully interactive party member. You can speak with him aboard the Ebon Hawk and in the field. His demeanor and dialogue are not static; they are a direct reflection of your Influence with Mandalore, shifting from hostile wariness to absolute devotion.
A Unique Judge of Character: Galaar forms his own opinions! Ask him what he thinks, and he'll give you his instinctual, animal-level read on every member of your crew. This includes everyone from Atton to HK-47, and even recognizes the GONK droid from my other mod, GONK and Loaded!
He Senses Who You Are: Galaar's opinion of you is complex. He will comment on your chosen path, whether you are a Guardian, Sentinel, or Consular, and even recognize your Prestige Class. Furthermore, he intuitively senses your alignment, offering a unique perspective on your journey to the Light Side, Dark Side, or somewhere in between.
Planetary Instincts: Galaar can sense the nature of each world you visit. Ask him how he feels on planets from the jungles of Dxun to the tombs of Korriban, and get a creature's-eye view of the galaxy.
Lore-Friendly & Interactive Acquisition: The quest to get Galaar is a multi-layered conversation with the merchant Kobbegg, featuring persuasion, intimidation, and even Force-based solutions.
Additional Merchant: Kobbegg also operates as a general merchant, selling armor, weapons, and implants.
Seamless Integration: If you have my Customizing Droids mod installed, Kobbegg will also sell Droid Customization Kits.
Notes:
The mod can be installed at any time, but the encounter will only trigger before your first visit to the Western Square.
TSLRCM is not required, but is always recommended.
Credits:
Princess Artemis, for Cati (inspiration)
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
158 downloads
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Powers of the Triumvirate
3 new Force powers inspired by the powers of the Sith Triumvirate.
SUMMARY
This mod adds 3 new high level Force powers to KOTOR 2 which represent the defining abilities of the Sith Triumvirate.
Hunger - Passively drain the Force and vitality of everyone around you over time.
Pain - Restore up to 120% of your maximum vitality and get a bonus to Will, both of which increase the lower your current vitality is.
Betrayal - Turn groups of enemies against each other. When confusion expires, targets become horrified, or worse.
These are intended to be strong late game powers but hopefully not too OP, with stringent class, level, and Force power prerequisites and high FP costs to limit spamming. The effects become stronger the closer you get to the Dark Side. The powers also include their own unique VFX made by reskinning some vanilla VFX.
The mod includes an optional add-on to give Nihilus the Hunger power. It will be constantly active, healing Nihilus and dealing AOE damage. There is only one way to remove it. If you’ve found the difficulty of that fight lacking in the past, you might try this option.
See below for detailed descriptions of the power effects and prerequisites.
DETAILS
The powers become available at character level 24 and are each restricted to one of the 3 Sith prestige classes. They first require mastery of two separate Force power trees before learning and each carry a substantial Force point cost. While the base FP costs appear very large, keep in mind the alignment adjusted cost is decreased by up to 50% at DS mastery, which you’re likely to be pretty close to if you’re using these powers in the first place. Plus at level 24 you’ll have more than enough FPs to spend.
Hunger
Pain
Betrayal
INSTALLATION
To install, run TSLPatcher.exe and select the “Main Install” option.
(Optional) After installing the main mod, you can install the “Nihilus Has Hunger” add-on, which gives Nihilus the Hunger power. Select the TSLRCM version only if you have TSLRCM installed, otherwise, select the non-TSLRCM option.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION
1. Remove the following files from override:
2. (Nihilus Has Hunger only) Remove 852NIH.mod from the Modules folder. If 852NIH.mod was created inside the backup folder, move it to override.
3. Move dialog.tlk from the backup folder to the main game folder (outside override).
4. If any other files were created inside the backup folder, move them to override.
COMPATIBILITY
Compatible with TSLRCM. Includes a TSLRCM-compatible option for the Nihilus Has Hunger add-on.
This mod edits the s_female02 supermodel and will conflict with other mods that do so. Thanks to his permission, this mod includes the relevant edits from JC’s Supermodel Fixes, therefore it is compatible as long as my mod is installed last.
This mod uses the unused animations.2da line c3f2 and will conflict with other mods that do so, though I am not aware of any.
Nihilus Has Hunger add-on makes hard edits to 852nih.dlg and will conflict with other mods that do so (excluding TSLRCM).
Should be compatible with most other mods.
PERMISSIONS
Do not reupload this mod or any contained files without my permission. This mod includes edits from JC’s Supermodel Fixes with permission.
CREDITS
offthegridmorty
Thanks to JC for help with scripting and animations, and for permission to include his supermodel fixes.
KOTOR Tool - Fred Tetra
TSLPatcher, TLKed - stoffe, Fair Strides
242 downloads
- sith marauder
- sith lord
- (and 5 more)
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JC's Korriban: The Works for K2
By JCarter426
This mod places a workbench and lab station in the library of the Sith Academy on Korriban. This gives the player the ability to craft and upgrade items while trapped in the academy during the "Trapped" quest when the Ebon Hawk is inaccessible.
Installation
Extract files from the downloaded archive. Run INSTALL.exe. Select which option you want to install.
• Choose RIM if you are using or plan to use another mod which edits 702KOR.rim in the Modules folder.
• Choose MOD if you won't be using any mods which edit 702KOR.rim in the Modules or if you have 702kor.mod in the Modules folder from another mod. Click "Install Mod" and select your game directory. Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
If you chose the RIM option:
Copy 702KOR.rim from the backup folder to replace the one in your game's Modules folder. If you chose the MOD option:
Copy 702kor.mod from the backup folder to replace the one in your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Credits
TSLPatcher—stoffe & Fair Strides
K-GFF—tk102
xoreos tools—xoreos team https://xoreos.org/
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
83 downloads
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HD Ebon Hawk - TSL
By J
HD damaged Ebon Hawk. The original texture was upscaled then a lot of manual cleanup and detail was added.
I also baked in custom reflections.
This replaces all landing pad ebon hawk textures and the prologue/endgame texture.
The always damaged version is a damaged ebon hawk for the whole game.
Both versions have damaged prologue and end game textures. The clean version has a repaired texture for the rest of the game.
182 downloads
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Expanded Atton Romance Mod
By LenaHills
The Expanded Atton Romance Mod
Author: Lena Hills
Contact: Personal Message at DeadlyStream, Lena-Hills or Expanded-Atton-Romance-Mod on Tumblr
Version 1.1
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1. Description:
The Expanded Atton Romance Mod is a fully-voiced story supplement to TSL, using less common/cut lines from the original game and splicing them together to build a full romance arc for Atton and the Exile in the style of the KOTOR 1 romances.
Depending on character choices, up to twelve new conversations/interactions run from your arrival on Telos through to a final scene just before heading to the Ravager, with new conversations unlocking after each Jedi Master. Four are repeatable [flirt] options (one with reactions from all other companions if they are in your party) so you always have options to interact. Fade-to-blacks are used for kiss scenes to match K1.
For full details see 5 – Gameplay Guide.
2. Installation:
This mod requires TSLRCM to function properly. Make sure TSLRCM is already installed before installing this mod.
Uses TSLPatcher for easy installation, simply unzip and click to install. For new modders, I've made video walkthroughs for Installing on PC and Installing for Mobile.
3. Compatibility (mods/existing saves):
This mod has been tested successfully with PartySwap and Extended Enclave (plus their compatibility patch when used together) with no issues, and should be compatible with most common mods. TSLPatcher will edit instead of replace the globalcat file, and the majority of the mod is contained within the Atton.dlg file and 222mand.dlg files, others can be eliminated if needed for compatibility with other desired mods.
No gender checks are used in this mod and it appears to be fully compatible with Leilukin’s Atton Rand and Male Exile mod for anyone wanting to play the full romance with a male PC - just make sure this mod is downloaded first, then Leilukin’s after (linking with permission from Leilukin). EDIT 10/17/2025, fixed bug that stopped the flirting with male characters in one module.
This mod has been tested with no issues when using existing save files, so can skip Peragus/Telos if preferred. See full game guide to decide where to start.
4. Permissions:
You may screenshot/record clips of the new dialog from this mod as long as you include a link/credit to this mod, but please do not record and post full conversations or repost this mod to other sites. If you are interested in making additional Atton/Exile content building on this/using dialogue/sound files that I created, please reach out to me as I am happy to grant permissions/share files - if anyone skilled in animation/scripting is up for making a tweaks mod for them to interact on-screen rather than use fade-to-blacks that would be especially welcome!
5. Gameplay Guide:
Simple version - If Atton is spoken to at the start of each new planet/just before the rebuilt Enclave, spoken to both on and off the ship once the relationship arc has started to use the [Flirt] options, and allowed to speak to you when he asks near the end of game, all major voiced content will be seen. One additional conversation with Atton unlocks if you both recruit Mira and meditate with Disciple to trigger an existing cutscene between Mira and Atton, and one new optional conversation is available with T3M4 about what he has seen once the romance begins after you find the first Jedi Master.
Full list of voiced content and triggers:
Endings -
6. Credit:
This mod would not have been at all possible without JC's extensive help, from creating the SithCodec so I could modify the existing audio files and re-encode them, all the information and scripts to make lip files, plus constantly answering my frequent questions in the Discord server when I hit problems I couldn't troubleshoot on my own.
Likewise, the KOTOR server and entire DS forums have been hugely helpful with advice/tutorials on seemingly every aspect of modding! Thank you so much!
Tools used: Kotor Tool, DLG Editor, TSLPatcher, Sith Codec, LipSync Editor
Files edited: 101atton.dlg, 222mand.dlg, atton.dlg, fight.dlg, t3m4.dlg, globalcat.2da
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT/LUCASARTS. USE OF THIS FILE IS AT YOUR OWN RISK, AND THE ABOVE-MENTIONED COMPANIES AND/OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FROM THE USAGE OF THIS FILE.
364 downloads
(0 reviews)0 comments
Updated
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Alignment Affects Force Powers [TSL]
Makes it so your alignment affects the potency of Light and Dark Side Force powers.
This is the version for KOTOR 2. The KOTOR 1 version can be found here.
SUMMARY
The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord.
With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod.
All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers.
For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers.
The penalty to powers of opposite alignment can be reduced through your Charisma attribute. Every point in your CHA modifier will reduce the penalty by 5%. This means with Charisma = 20, the penalty will go from -50% to only -25%. With Charisma = 30, there will be no penalty for using powers of opposite alignment.
To balance the penalty to power effects, the existing penalty to FP cost has been reduced from +75% at maximum to +50%.
INSTALLATION
Please read compatibility notes below before installing.
To install, run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required if you want to use both of these mods together.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION
1. Remove the following files from override:
2. If a dialog.tlk was created in the backup folder, move it to the main game folder (outside override).
4. If any other files were created inside the backup folder, move them to override.
COMPATIBILITY
This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine.
Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safest.
Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility.
Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separately. If you already have it installed, it is OK to install the combined option over it.
PERMISSIONS
Do not reupload this mod or any contained files without my expressed permission.
CREDITS
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TLKed - stoffe, Fair Strides
1,562 downloads
- difficulty
- force powers
- (and 5 more)
(0 reviews)0 comments
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Kotor 2 Unofficial Patch New Additions
This is a new version of my patch for the mod 'Kotor 2 unofficial patch 1.2' that requires you to download and install that mod first before applying my patch. I am releasing this in order to not infringe upon the original mod author's distribution rules nor any other mod's distribution rules. Here is the link for the original mod on DeadlyStream:
https://deadlystream.com/files/file/891-kotor-2-unofficial-patch/
This mod works well with the English version of 2.00.424 and 2.10.427 of Kotor 2. Version 2.00.424 is the initial CD release of Kotor 2 in the United States, while 2.10.427 is the final English patch for the original version of Kotor 2. This mod also works with the Aspyr version of Kotor 2, but there are weird graphical glitches and minor issues. This mod is incompatible with TSLRCM, any non-English version of Kotor 2, and with any other mod except for ones that expressly state compatibility with Kotor 2 Unofficial Patch New Additions v1.0 and above. It is required to start a new game for this mod to work properly.
Version 1.0 CHANGES:
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Ported the restored content from Malachor V in The Sith Lords Restored Content Mod(TSLRCM) into this mod.
The only content that I did not restore from Malachor V TSLRCM was the second part of the G0T0, Remote and HK-47 scene.
That scene requires that the HK-47 Telos Military Base be restored.
I choose not to restore that section due to it messing with the pacing of the ending of the game, in my opinion.
Ported the HK-50 droids hunting you down and being able to acquire the HK-47 parts from them,
the HK unit in Peragus, and the HK unit in the Telos Polar Plateau from TSLRCM.
I could not get the HK-50 units to spawn properly in the Citadel Station, so I added three HK-50 units at the beginning of Dxun to compensate.
I removed the alignment requirement for the Korriban Shyrack Cave.
Thank you to N-DReW25 for creating Non-Aligned passage for Sith Tomb, which inspired me to make this change on this mod!
I changed the space suit speed to match that of TSLRCM and made sure the running animation was fixed.
Thank you to KOTOR 2 Community Patch mod creator A Future Pilot for creating the animation fix and inspiring me to make this change for this mod!
Added dialogue options to be able to lie to Samhan during the 'Bonus Mission: Smuggling on Citadel Station' quest so that he can tell you about the three
items that he wants smuggled without siding with him after ending the dialog. This will allow the Exile to tell Grenn about the smuggling operation and
side with Grenn instead of Samhan.
Added a scene that can change the Influence of party members in the Telos Underground Military Base after escorting the Czerka employee out of the base.
Added a dialogue option (I am not going to pay the toll.) for the Exchange toll guards at the beginning of the Refugee Quad in Nar Shaddaa that allows the Exile to kill them without adding Dark Side points to the Exile.
You can now swap out party members in the Iziz Spaceport, Iziz Western Square, and the Iziz Cantina. I could not change this setting for the Iziz Merchant Quarter without breaking the map, sadly.
Fixed a subtitle not matching what Visas was saying during the second Ponlar scene in the Iziz Merchant Quarter.
Disciple gains more Influence points when doing 'Good Actions' such as curing Geriel in the Refugee Quad in Nar Shaddaa.
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135 downloads
(0 reviews)0 comments
Updated
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Peragus Miner Overhaul
By N-DReW25
Peragus Miner Overhaul
A Mod for Star Wars Knights of The Old Republic 2
Author: N-DReW25
1.0.0 Release Date: 02.09.2025
Installation:
Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic.
This mod has four install options, you do NOT need to install four but you must install them in this order.
Proper Peragus Corpses comes first.
Peragus NPC Overhaul comes second.
Tiered Peragus Miners comes third. The Peragus Mining Gear mod is required for this install.
Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses.
The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install.
Description:
Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else.
This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features:
1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins.
2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances.
3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed.
Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal.
The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility.
4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above.
Known Bugs:
This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com.
Incompatibilities:
* This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod.
* This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement.
* This mod is NOT compatible with VarsityPuppet's Peragus Tweak.
* The Tiered Peragus Miners component is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM.
Report any incompatibilities to me on Deadlystream.com.
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Thanks:
DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon!
ebmar: For providing help with the TSLPatcher!
Kainzorus Prime: For making the Peragus Mining Gear mod!
VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod!
Lewok2007: For making the original Vibrocutter Changes mod!
WildKarrde: For making the Peragus Medical Bay Enhancement mod!
Bioware: For such an amazing game!
Obsidian: For such an amazing sequel!
Fred Tetra: For Kotor Tool!
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.
232 downloads
- miner uniform
- npc overhaul
- (and 8 more)
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Classic Class Attack Bonus
For KotOR1, Bioware designed three separate attack bonuses that classes have, with the best being 1 and the worst being 3. No class actually used 3, but only Guardians and Soldiers have 1. In KotOR2, all classes use 1, meaning they're all equal. This mod restores the class variety that Bioware implemented, with Jedi Weapon Master and Sith Marauder retaining the best attack bonus. This does nerf the non-combat classes, but does make each class stand out a little bit more.
Alternatively, you can download a version that gives Consulars, Jedi Masters, and Sith Lords the unused worse attack bonus.
For a rough explanation:
Guardians: Attack is 1:1 with level. So at level 20 it will be 20. Sentinels: Attack is 0.75:1 with level, rounded down. So at level 20 it will be 15. Consulars: Attack is 0.5:1 with level, rounded down. So at level 20 it will be 10. To install either, just download, extract, and run the TSLPatcher.
Thanks to Fred Tetra for creating the Kotor Tool, which was used to extract and edit the relevant .2da file.
1,674 downloads
-
K2 - Shiny Metal Armor for Mandalorians
By GearHead
Makes the armor of Mandalorians shiny again, just like it was in KotOR1.
72 downloads
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AxC's Skip Remote Sequence
By AxConsortium
This simple mod does exactly one thing: it lets you skip the Remote flying sequence on Malachor V without losing any content. Now you don't have to go through this notorious chapter if you don't want to.
How it works:
Adds a skip option when the Remote sequence begins All cutscenes and dialogue play normally like nothing was skipped Works with or without TSLRCM Completely optional every time (play it normally when you want to)
Credits:
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
95 downloads
(0 reviews)0 comments
Submitted
-
Lightsaber Hilt Variety - TSL
By J
30 Vanilla+ lightsaber hilts (10 regular,10 short,10 double)
Working texture for both Aspyr and Legacy
In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same.
The Blade
I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K2 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models.
The Hilt
I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. These are also compatible with the Aspyr version of the game, which had broken hilt textures.
I added a custom hilt for Malak as well.
Install Steps:
- TSLRCM Required
- 3C-FD Patcher is required for Aspyr version
- JC's Lightsaber Visual Effects for K2 is recommended. The glowing light colors were made to match these.
- Extract and copy mod files to override directory
- Alternative texture is also in the downloads, with less gold/bronze
Credits:
- Crazy34's Light saber models for the glowing light effect
- JC's Lightsaber Visual Effects for K2 amazing blade texture, I matched the glowing effect to work with these
2,495 downloads
- bugfix
- lightsaber
- (and 2 more)
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Logical Jekk'Jekk Tarr
By N-DReW25
A Mod for Star Wars Knights of The Old Republic II
Author: N-DReW25
1.0.0 Release Date: 27.07.2025
Installation:
Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions!
It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional.
This mod is divided into two parts, you need to install "Part 1" first followed by "Part 2" to properly install the mod.
Click on the HoloPatcher.exe, select on the "Part 1" install, click install and sit back and watch the HoloPatcher do its magic.
Repeat the process, click on the HoloPatcher.exe, this time select on the "Part 2" install, click install and sit back and watch the HoloPatcher do its magic.
The mod will be installed.
Description:
In both vanilla and with TSLRCM, the Jekk'Jekk Tarr is quite illogical.
It is a mythical bar in which drinks are not served. Instead, you breathe the fumes - and these fumes are toxic to humans. The gas inside the Jekk'Jekk Tarr is so toxic that the gas would kill you if it was absorbed through the skin. This is shown in-game, you collapse to the ground and almost die before you learn the Breath Control ability which grants you immunity to all poison based damage.
The illogical part comes into play before the Visquis mission, you can enter the Jekk'Jekk Tarr with your entire party of humans and... survive? You get poisoned if you are in there, but this is the good ol' Kotor poison which turns your health bar green and SLOWLY withers away at your heatlh over time - a breath mask or an antidote kit can keep you alive indefinitely inside the Jekk'Jekk Tarr.
Okay, so maybe you aren't supposed to enter the Jekk'Jekk Tarr early, right?
Wrong.
Aliens inside the Jekk'Jekk Tarr have dialogue for if you are wearing a space suit (Mira) or if you aren't wearing a space suit (the player), and there are only two times when you can enter the Jekk'Jekk Tarr without a space suit: during the Visquis mission wherein you murder all of these aliens without talking to them, or before the Visquis mission if you enter early.
If any part of Kotor II screams "incomplete" - it's the Jekk'Jekk Tarr. I personally have a feeling the concept of a poisonous cantina for aliens as a plot point was devised after the GenoHaradan got cut and was thrown together at the last minute.
Why do I believe this?
The Devaronian Bartender states that the first chamber is for the Trandoshans and Devaronians (he is the only Devaronian in that room and Twi'leks and Rodians are also in there) whilst the side room is for Twi'leks, Weequay, and the Nikto (Only a single Twi'lek Domo is in there, he never talks about the Rodians, and the Lunar Shadow crew state that Nikto, like humans, would die in the Jekk'Jekk Tarr). The Weequay with proper dialogue will reference piercing your space suit even if you're talking to him before the Visquis mission as the player character and aren't wearing a space suit. Heck, even in TSLRCM, restored dialogue with the Twi'lek Domo suggests that drinks can be served even though the bartender explicitly states that there are no drinks.
This mod aims to fix many of the problems with the Jekk'Jekk Tarr, this mod makes the Jekk'Jekk Tarr "logical" by doing the following:
* The Jekk'Jekk Tarr uses Nagnol gas instead of a mix of Nagnol and Cyanogen Cas. Nagnol gas would instantly kill a human, but the Peragus lore which states the player character has been trained to resist toxins justifies why you don't drop dead instantly. You instead get the poison effect which slowly kills you if you enter the Jekk'Jekk Tarr before the Visquis mission.
* Replaces the Jekk'Jekk Tarr Rodians with Nikto and turns the Lunar Shadow Crew from Nikto into Duros. This is consistent with the Devaronian Bartender who mentions that Nikto can enter the Jekk'Jekk Tarr, and since a major Bounty Hunter Faction is made up of Duros, the Zhug Brothers, it makes sense this way lore wise as to why they would attack your party and not the Jekk'Jekk Tarr.
* Repositioned the Lunar Shadow Crew so that they're less janky.
* The filename for the Twi'leks wearing armor is "aquabar" whilst "aquathug" is an unfinished dialogue that mentions that "aqua" means "Aqualish". The Aqualish have been restored in the same room as the Weequays and are now mentioned by the Devaronian Bartender.
* The Twi'leks wearing armor are now Devaronians as the Devaronian Bartender states that the room they are in are for Trandoshans and Twi'leks.
* Moved the Trandoshans, Twi'lek turned Devaronians, and Rodians turned Nikto into the correct rooms as designated by the Devaronian Bartender.
* The Trandoshan and Aqualish dialogues have been split into two. One set of Trandoshans/Aqualish have barking dialogue whilst the other have small conversations.
* The Weequay with the small conversation dialogue will now only reference your space suit if you are Mira wearing said space suit.
* The cut character Garagesh, a Gamorrean Guard, has been restored outside Visquis' lair.
* Restored Visquis' cut dialogue, dialogue which heavily implies that Loppak Slusk was his brother.
* When Mira is zapped, that scene is unskippable.
* Atton's dialogue after Visquis' conversation has been edited to remove most mentions of Cyanogen and how it targets the skin.
* During the Visquis mission, Visquis' dialogue for when you enter the Jekk'Jekk Tarr without a space suit has been rewritten to specify that Visquis is flooding the door chamber with ten times the lethal level of Cyanogen gas - a gas in this mod is not present in the normal Jekk'Jekk Tarr, this is to explain why you can enter the Jekk'Jekk Tarr before the mission but almost die during the mission.
Known Bugs:
This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream.
Incompatibilities:
To be added!
Permissions:
Do NOT claim credit for this mod and do not use my assets from this mod without my permission.
Thanks to:
Snigaroo: For giving out mod ideas in his Mod Build mod request thread, some of his ideas directly inspired this mod to be made!
Bioware: For such an amazing game!
Cortisol: For the Holocron Toolset!
th3w1zard1: For HoloPatcher!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
1,277 downloads
- jekkjekk tarr
- nar shadaa
- (and 8 more)
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Effixian's Dopak Player Character
By Effix
--------------------------------------------
Knights of the Old Republic - The Sith Lords
--------------------------------------------
TITLE: Effixian's Dopak Player Character
AUTHORS: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
------------
INSTALLATION
------------
Unzip somewhere and run the file "TSLPatcher - Install Effixian's Dopak Player Character".
-----------
DESCRIPTION
-----------
This mod adds a player head that is the same as the mercenary Dopak. There's vanilla dark side transitions, but with Sith eyes instead of zombie eyes.
Orginally requested by rkallday1 on Steam.
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BUGS
----
None known.
------------
UNINSTALLING
------------
1. Remove the following files from your override folder:
(not harmful if you leave these, step 2 will make the game ignore them)
p_dopakh.mdl
p_dopakh.mdx
P_DopakH.tga
P_DopakHd1.tga
P_DopakHd2.tga
po_Dopakh.tga
po_Dopakhd1.tga
po_Dopakhd2.tga
2. If you haven't installed any mods after this mod then you can get the following files from the mod's backup folder and put them back in your override folder:
appearance.2da
heads.2da
portraits.2da
Doing this when you did add another mod would likely result in undoing that later mod.
------------------
DISTRIBUTION NOTES
------------------
You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
------
THANKS
------
Stoffe and Fred Tetra for the needed tools and tutorials
---------
Donations
---------
My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
---------
THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
54 downloads
(0 reviews)0 comments
Submitted
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workbench AxC's Customizing Droids
By AxConsortium
This mod lets you customize the appearance of T3-M4 and HK-47, replacing their default skins with alternate astromech and HK-series droid designs (the vanilla ones). Using any workbench, you’ll find a new option to apply your new droid skin, but you’ll first need a Droid Customization Kit, sold by the following vendors:
Akkere (Dantooine) Tienn Tubb (Nar Shaddaa) Kodin (Nar Shaddaa) Opo Chano (Telos) 1B-8D (Onderon) The skins are purely cosmetic and do not affect stats, gameplay, or dialogue. Once installed, you can freely switch between available designs anytime, whether aboard the Ebon Hawk or at any other workbench, as long as your droids are in the party and you have spare kits.
Note: Due to how the game works, vendor stock is generated the first time you visit a location. If you can't find a Droid Customization Kit at the listed vendors, you can manually add one via the cheat console with:
giveitem d_c_kit 1
Credits:
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
85 downloads
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Nihilus Intro: Restore Movie
Nihilus Intro: Restore Movie
-----------------------------
Description
------------
This mod restores the .bik movie version of the Nihilus introduction scene to TSLRCM. I prefer the line deliveries of Visas
and the lighting of the scene in the movie version, hence why I made this mod.
HoloPatcher Installation
-------------------------
Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer.
Open the extracted folder and then double click the 'Install.exe' file.
Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that.
Manual Installation
--------------------
Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer.
Open the extracted folder, then open up the folder called 'Manual Install'.
Copy and paste all of the files in the 'Manual Install' folder into the 'Override' folder in your Kotor 2 directory,
which is the directory that includes the 'swkotor2.exe' file.
HoloPatcher Uninstallation
---------------------------
Double click on 'Install.exe'.
Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
Click on 'Tools' in the top left of the menu bar.
Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu.
Confirm that you want to uninstall the mod.
Manual Uninstallation
----------------------
Extract the folder named 'Nihilus Intro Restore Movie' located in the .7z file you downloaded to your computer.
Open the extracted folder, then open up the folder called 'Manual Uninstall'.
Copy and paste all of the files in the 'Manual Uninstall' folder into the 'Override' folder in your Kotor 2 directory,
which is the directory that includes the 'swkotor2.exe' file.
Distribution
-------------
As long as you credit the mod author (nonameperson66 @ deadlystream.com) of this mod,
you can modify or distribute this mod in any way you like.
Special Thanks
---------------
Thank you to all the following people that created modding tools for Kotor and Kotor 2:
Fred Tetra for Kotor Tool
NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset
Bugs
------
If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com
152 downloads
(0 reviews)0 comments
Submitted
-
AxC's Prestige Classes for Visas
By AxConsortium
This mod allows you to train Visas Marr in a prestige class, just like the Exile receives one during their journey.
To offer her a prestige class, the following conditions must be met:
Visas must be level 15 or higher. Your character must have a very high (≥75) or very low (≤25) alignment. You must have high Influence with Visas (≥75). Your character must have already chosen a prestige class. You must be aboard the Ebon Hawk.
Once these conditions are met, a new dialogue option will appear, letting you recite Kreia's teachings (with a nod to your own class) to guide Visas toward one of the six prestige classes, based on your alignment.
Like your training under Kreia, you can steer her toward the light or dark—but note that Visas will refuse a class opposed to your alignment (Jedi for Dark Side, Sith for Light Side).
Alternatively, you can let her find her own path—but this will permanently lock the training option.
TSLRCM is required.
Credits:
Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset360 downloads
- visas marr
- visas
- (and 3 more)
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Better Gameplay Balanced Kotor 2 Companions
Better Gameplay Balanced Kotor 2 Companions
--------------------------------------------
Description
------------
This mod changes the starting stats, feats, and powers of the Exile's party members to provide a more fun gameplay experience.
I made sure not to give anyone anymore stats, powers, and feats then they already had in the vanilla game.
The exact changes I made to each of the party members is listed after the uninstallation section.
I HIGHLY RECCOMEND USING 'Bao-Dur Can Wear Heavy Armor' (Link) IN CONJUNCTION WITH THIS MOD!
HoloPatcher Installation
-------------------------
Extract folder 'Better Gameplay Balanced Kotor 2 Companions 1.0' located in the .7z file you downloaded to your computer.
Open the extracted folder and then double click the 'Install.exe' file.
Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that.
Manual Installation
--------------------
Extract folder 'Better Gameplay Balanced Kotor 2 Companions 1.0' located in the .7z file you downloaded to your computer.
Open the extracted folder, then open up the folder called 'Manual Install'.
Copy and paste all of the files in the 'Manual Install' folder into the 'Override' folder in your Kotor 2 directory,
which is the directory that includes the 'swkotor2.exe' file.
HoloPatcher Uninstallation
---------------------------
Double click on 'Install.exe'.
Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file.
Click on 'Tools' in the top left of the menu bar.
Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu.
Confirm that you want to uninstall the mod.
Manual Uninstallation
----------------------
WARNING: MANUAL UNINSTALLATION SHOULD ONLY BE DONE IF YOU ARE USING KOTOR 2 UNOFFICIAL PATCH!
Delete the following files located in the 'Override' folder in your Kotor 2 directory:
- p_atton.utc
- p_baodur.utc
- p_disciple.utc
- p_hanharr.utc
- p_hk47.utc
- p_kreia.utc
- p_mand.utc
- p_mira.utc
- p_visas.utc
Detailed Changes
-----------------
Atton:
Wis 10 -> 12
Bao-Dur:
Int 15 -> 14
Con 14 -> 15
Removed Feats - Critical Strike and Improved Gear Head
Added Feats - Toughness and Improved Toughness
Disciple:
Dex 16 -> 15
Str 14 -> 12
Wis 10 -> 14
Removed Feat - Close Combat
Added Feat - Finesse: Melee
Hanharr:
Changed Feat - Armor Proficiency: Heavy to Armor Proficiency: Light
Removed Feat - Close Combat
Added Feats - Toughness, Two Weapon Fighting, and Improved Two Weapon Fighting
HK-47:
Con 10 -> 15
Str 16 -> 12
Changed Base Vitality Points from 66 to 84
Computer Use 0 -> 3
Demolitions 5 -> 7
Awareness 5 -> 6
Repair 6 -> 8
Security 0 -> 3
Removed Feat - Power Blast
Added Feats - Sniper Shot and Improved Sniper Shot
Mira:
Cha 10 -> 12
Con 12 -> 14
Wis 11 -> 12
Stealth 0 -> 2
Repair 8 -> 6
Visas:
Changed Base Vitality Points from 24 to 54
Changed Base Force Points from 18 to 36
Added Force Power - Slow
Distribution
-------------
As long as you credit the mod author (nonameperson66 @ deadlystream.com) of this mod,
you can modify or distribute this mod in any way you like.
Special Thanks
---------------
Thank you to JCarter426 for creating the 'Thematic KOTOR 2 Companions' mod and inspiring me to create this mod!
Thank you to all the following people that created modding tools for Kotor and Kotor 2:
Fred Tetra for Kotor Tool
tk102 for kgff 1.3.1
NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset
Bugs
------
If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com
124 downloads
(0 reviews)0 comments
Submitted
-
Water Restoration
By J
This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires 3C-FD Patcher for the reflection effect.
The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer.
Included:
- Dantooine water
- Enclave sublevel fountain
- Telos ocean seam fix
- Telos murky water restored
- Jungle Tomb water
- Citadel Station Residential fountain water
- Sith Tomb
Install Instructions:
1) Apply 3C-FD patcher to fix the game's reflections
2) extract water restoration mod contents to override directory
2,647 downloads
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Mines Overhaul [TSL]
Makes a number of tweaks, fixes, and improvements to mines. Adds 2 new mine types. Have enemy NPCs use mines in combat.
SUMMARY:
This is a general overhaul of mines with the goal to improve their usefulness and importance, fix various issues and bugs, and make using and encountering them overall more interesting.
Summary of changes made by this mod:
• Mines are more deadly. All mines have had their base damage increased by 50%
• More “realistic” blast radius. Range of effect has been increased overall but damage now falls off with distance from the mine
• Increases the difficulty of detecting mines with Awareness. This makes Awareness more important and mines more of a threat
• Mines are now completely invisible until detected. If your character can’t see them, neither should you
• Though you still can’t set them off, you can now be damaged by your own mines if within range of a blast, with a reduced DC
• Despite their description, in vanilla all tiers of Flash Mines are identical in all but name and cost. This mod fixes this and restores the intended DC difference
• Fixes several description errors and inconsistencies
• Fixes a bug which would cause incorrect damage to be applied when there are multiple targets of a mine
• Integrates the mod No Mines on Malachor by Thor110, which removes the mine models from the gas vents on Malachor
• Includes an option to give enemy NPCs the ability to set mines in combat
• Includes an option to populate the Dxun jungle with mines, leftover from the Mandalorian Wars
• Adds 2 new craftable mines: Shock Mines and CryoBan Mines
DETAILS:
Damage & Radius
All mines have had their base damage increased by 50%. Their credit value has also been increased by 25%.
The blast radius has been modified in a few ways. First, the range of effect has been increased for all mines, making it more likely to catch multiple enemies. Second, the damage inflicted by mines will decrease the further you are from the blast, instead of being a flat value at all distances within range. For Flash mines and for the DEX effect from Sonic mines, the DC will fall off in a similar way. The radius also increases slightly with mine tier, as one would expect for stronger explosives.
While mines can deal more damage to enemies, you can now also be damaged your own mines as long as an enemy sets it off nearby. However the difficulty class is reduced so it is easier to resist the effects. This will make it a little more challenging to use them for cheesing melee fights, and you’ll want to be strategic to make sure you’re out of the way before they go off.
Detection
In vanilla, detecting mines is very easy, making them a trivial threat. I personally can’t remember the last time I ran into an undetected mine. On normal difficulty, you don’t actually need any points in Awareness to detect Minor, Average, and Strong mines, giving Awareness very little use. This mod increases the difficulty class for detecting mines by 10, meaning that now only Minor mines can be detected without Awareness, while Average mines require a minimum of 5 points, Strong mines require 10 points, and so on. This is modified by +5 on Hard and -5 on Easy.
To compliment the increased detection difficulty, mines will now be completely invisible until your character detects them. This means you will not see the model of the mine on the floor at all before making a successful Awareness check. It doesn’t make sense for you to see them when your character doesn’t, since you could just walk around to avoid them. If you haven’t memorized the location of every mine in the game, you’ll want to invest some points into Awareness to avoid surprises.
This mod also includes an option to add mines throughout the Dxun jungle. I think it makes sense for a former battleground of the Mandalorian Wars to have unexploded mines left over, yet there are no mines in the vanilla Dxun jungle outside of the Mandalorian caches. Currently the mines are added via script.
Fixes & Inconsistencies
In vanilla, all tiers of Flash Mines have the exact same effects, despite being named differently and costing different amounts. According to their descriptions they’re supposed to have different difficulty classes that make them harder to resist, when in reality they all have the lowest DC of the Minor Flash mine. This mod restores the intended DC differences. The base DC of Flash Mines has been increased by 5 across the board to balance the radial drop off in DC.
Vanilla descriptions contained a number of errors and inconsistencies. All descriptions have been updated to reflect the mines’ actual effects.
Fixes a bug in vanilla where a successful save by one target would also halve the damage of all following targets, compounding if another save was made.
The Reflex save against the DEX decrease effect of Sonic mines has been changed to a Will save, to be consistent with the Sonic grenade.
Integrates No Mines on Malachor, Only Gas by Thor110, which removes the mine models from the natural gas vents on Malachor.
New Mine Types
New mines have been added to the game which are craftable at the Lab Station and can be found in some locations.
CryoBan Mine:
Based on the CryoBan grenade, deals cold damage and can freeze enemies. Some can be found on Peragus.
Shock Mine:
Deals electrical damage calculated as a base damage + Nd6 roll. It doesn’t fall off with distance and can’t be saved against like other mines. Some can be found on Goto’s Yacht.
NPCs Use Mines
This mod includes an option to give enemy NPCs the ability to set mines in combat. This includes some Sith Troopers (Grenadiers, Elites, and Commandos), Peragus Mining Droids which can place Sonic Mines, and Fire Suppression Droids which can place CryoBan Mines. They will place mines when appropriate, taking into account their surroundings and location of enemies.
INSTALLATION:
Note: while it’s likely OK to install mid-game, a new game is recommended for the best experience.
To install, run HoloPatcher.exe and select the Main Installation option.
(Optional) After installing the main mod, install any of the optional add-ons: “NPCs Use Mines” gives enemy NPCs the ability to use mines, “Mines on Dxun” places mines in the Dxun jungle.
Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation.
UNINSTALLATION:
This mod contains multiple installation parts with separate backup folders. Uninstall in reverse order.
1. Remove the following files from override:
2. Remove 351NAR.mod, 901MAL.mod, 902MAL.mod from the Modules folder. If uninstalling NPCs Use Mines, remove 102PER.mod, 103PER.mod, 105PER.mod, 410DXN.mod, 411DXN.mod, 851NIH.mod, 852NIH.mod from the Modules folder. If uninstalling Mines on Dxun, remove 402DXN.mod.
3. Move any .mod files from backup/Modules to the Modules folder.
4. Move dialog.tlk from the backup folder to the main game folder (outside override).
5. Move any files from backup/Override to the override folder.
Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
COMPATIBILITY:
Not compatible with mods that edit k_trap_generic.ncs. Otherwise, should be compatible with most mods.
PERMISSIONS:
For the most part, you are free to incorporate this mod’s edits into your own mod as long as credit is provided. This does not include files from No Mines on Malachor which have been included in this mod by Thor110’s permission. Redistribution of the files, assets, or edits of the included mod are subject to the terms of the original author.
CREDITS:
offthegridmorty
Thor110 - No Mines on Malachor, Only Gas
Thank you to the folks on Discord for scripting help.
KOTOR Tool - Fred Tetra
TSLPatcher, TLKed - stoffe, Fair Strides
HoloPatcher - Cortisol, th3w1zard1
K-GFF - tk102
Holocron Toolset - Cortisol
Screenshots use Fire and Ice HD by Cinder Skye and Hi-Res Beam Effects by InSidious
1,302 downloads
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Relighting TSL
By J
I'm working on fixing/updating a few areas with lighting issues. This first one is the Peragus force cage room where encounter Atton. The room is way too bright so I reworked the light sources and rebaked the lightmaps, using blender.
The goal of this project is not to redo the lighting of the entire game. That would force me to touch every model and be a modding compatibility nightmare. I want to just target areas that stand out or look really bad. Feel free to suggest areas.
Current Areas:
- Peragus force cage room
- Ebon Hawk Medical Room
- Peragus Mining Tunnels
- Military Base Sublevel
Install:
Download and extract each to the override directory.
Acknowledgements:
Papazino's Ultimate Ebon Hawk Repairs, which are included in the KOTOR 2 Community Patch. - I applied the same fixes, for the Ebon Hawk Med Bay model, to make it compatible.
KotorBlender
5,020 downloads
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Droid models animation fix
Description:
As i am working on porting some assets from the second game to the first one, i have noticed numerous things with the droid models from both games:
- In K2 TSL, some droids didnt have any animations when you were hitting them in melee with swords. That's why they are completely frozen, this is specifically obvious when you are playing the Peragus sections with the mining droids.
- In both games, some animations were only used once, where it should be use twice to happend everytime. This is the case with the War droid from K1 for instance, that would freeze 50% of the time when hit in melee with a sword.
- In K1, T3-M4 does not have any animation for melee, but in K2 he does.
- In K2 TSL, the beta model for the large mining droids was very broken, with animations not having the proper name and some missing animations aswell.
- In K2 TSL, some models didnt have the footstep sounds while performing the dodge animation.
I did my best to fix all of this, re-using and tweaking some animations where it was needed.
Use this mod, either to fix the animations you need, or as a modder's ressource to introduce the droids as you see fit.
Detailed content:
K1 ONLY
* T3 has a melee animation.
BOTH GAMES
* The War Droid is animated everytime you successfully hit it in melee.
* The construction boss droid is now animated when you both miss and hit it in melee. It now has footsteps sounds when dodging.
* The small and large vanilla mining droids from Peragus are animated when you both hit and miss them in melee. The hit animation from the small mining droid is brand new, adapted from the head turn left.
* The small and large beta mining droids that are not used anywhere in the game to my knowledge are animated when you both hit and miss them in melee. The large droid now is animated correctly when outside of combat. He will now be animated 100% of the time when he fights in melee. The melee animation from the large droid has been tweaked to be more impactful and impressive. The large droid now has footstep sounds when dodging.
* The tank droid will now be animated when both hitting and missing him in melee. The soundstep has been slightly adjusted when it dodges.
Disclaimer :
It seems there is a problem with the large cut droid shadows (reported by N-DreW25). I'll see about fixing this.
The little fix for the War Droid from K1 has been performed on the model from the K1 community patch. The base model i used is not my work, and i simply added the missing row when hit in melee. Do not re-use this asset for your own work without giving proper credit to the K1CP team.
Also i have converted my work from K1 to K2 instead of the opposite, so if there's anything wrong with K2 droids tell me. With the few playtests i did everything seemed fine tho.
Installation :
Drop the desired .mdl and .mdx files to override and you're ready to go.
Credit:
K1CP team for the base war droid model fixes.
Permissions:
Feel free to use my work, just a simple credit. Do not use the war droid asset for your own work without giving proper credit to the K1CP team.
1,446 downloads
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