821 files
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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.
613 downloads
- jekkjekk tarr
- nar shadaa
- (and 8 more)
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Effixian's Dopak Player Character
By Effix
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Knights of the Old Republic - The Sith Lords
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TITLE: Effixian's Dopak Player Character
AUTHORS: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
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INSTALLATION
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Unzip somewhere and run the file "TSLPatcher - Install Effixian's Dopak Player Character".
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DESCRIPTION
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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
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None known.
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UNINSTALLING
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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.
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
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THANKS
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Stoffe and Fred Tetra for the needed tools and tutorials
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Donations
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My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
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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.
41 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
68 downloads
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Nihilus Intro: Restore Movie
Nihilus Intro: Restore Movie
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Description
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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
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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
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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
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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
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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
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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
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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
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If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com
115 downloads
(0 reviews)0 comments
Submitted
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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 Toolset274 downloads
- visas marr
- visas
- (and 3 more)
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Better Gameplay Balanced Kotor 2 Companions
Better Gameplay Balanced Kotor 2 Companions
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Description
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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
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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
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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
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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
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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
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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
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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
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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
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If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com
93 downloads
(0 reviews)0 comments
Submitted
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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
1,070 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
616 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
1,973 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.
660 downloads
(0 reviews)0 comments
Updated
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Unique Jedi Master Robes
Gives each of the Jedi Masters a unique set of robes.
TSLRCM required.
SUMMARY:
This mod equips each of the Jedi Masters with a new and unique set of robes, giving them each a more distinct look. In vanilla it looks like they all went shopping together without telling Atris.
The robes can all be obtained and worn by the player, each providing a unique set of stat bonuses. They’re strong without being overpowered compared to other high level robes. They have the same defense as Jedi Master Robes and don’t provide large attribute bonuses, but do give various bonuses to FP regen, saving throws, and more, including different advantages against DS opponents. See details below.
Naturally the Masters also get these bonuses in battle. Since their defense and attributes aren’t substantially changed, it shouldn’t have a big effect on balance. They’ll each just gain a slight edge compared to vanilla.
NEW ROBES:
Click below to see the robe stats.
All the robes are restricted to Light Side. If you’re playing Dark Side, you can still sell them for a nice sum or give them to a LS party member.
INSTALLATION:
Make sure TSLRCM is installed first.
Run HoloPatcher.exe and and select either the default or alternate install option. In the default option Vrook’s robes are red while in the alternate option they are blue.
After installing, if you have Lonna Vash Mod for TSLRCM installed, run the compatibility patch.
Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe.
UNINSTALLATION:
Remove the following files from override:
a_compdlg.ncs, vash.utc, vash_container.utp, a_robe_kavar.uti, a_robe_vrook.uti, a_robe_vash.uti, a_robe_zez.uti, pfbn61.tga through pfbn64.tga, and ia_mastrrobe_061.tga through ia_mastrrobe_064.tga
Move 501ond.mod, 503ond.mod, 506ond.mod, 511ond.mod, 512ond.mod, 601dan.mod, 602dan.mod, 604dan.mod, 650dan.mod, and 950cor.mod from inside backup/Modules to the Modules folder.
Move any files inside backup/Override to the Override folder.
To uninstall the patch for Lonna Vash Mod, remove a_vash_ondeath.ncs, vash.utc, and vash_container.utp from the override folder. Move 711kor.mod from the backup folder to the Modules folder.
Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
COMPATIBILITY:
Requires TSLRCM to be installed first. Should be compatible with most other mods. When in doubt, install this mod last.
Not compatible with mods that change the vanilla robe model (e.g. Movie-Style Jedi Robes).
Likely incompatible with M4-78EP. I haven’t tested them together so I don’t know how severe the conflicts are. At the very least, Vash on M4-78 will not be wearing the robes.
Compatible with Lonna Vash Mod for TSLRCM by Leilukin ONLY if the included patch is used. Make sure both this mod and Lonna Vash Mod for TSLRCM are installed first before installing the patch.
Should be compatible with Thematic Jedi Masters.
Compatible with Extended Enclave but this mod must be installed after EE.
PERMISSIONS:
Please do not reupload this mod’s files without my expressed permission. Redistribution of source files for the compatibility patch is subject to the terms of the original mod.
CREDITS:
offthegridmorty
Sikon, Leilukin - source files for Lonna Vash Mod patch
KOTOR Tool - Fred Tetra
Holopatcher - Cortisol, th3w1zard1
TSLPatcher - stoffe, Fair Strides
K-GFF - tk102
Holocron Toolset - Cortisol
Screenshots use New Lightsaber Blade Model by Crazy34
313 downloads
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Krayt Dragon Pearl Replacer for Ultima Pearl
A simple mod that I have requested a few times over the years but eventually took the initiative to try and make myself.
What this does is replace the name, item description, and the icon for the Ultima Pearl to make it into the Krayt Dragon Pearl from the first Kotor. Stats have not been altered on the crystal in any way as the Ultima Pearl is identical to the Krayt Dragon Pearl, with the added bonus of the Massive Criticals +1-6.
Why did I feel this was needed? Well, while I appreciate Obsidian incorporating additional lore from the Expanded Universe in various areas of the sequel title, I always felt like the Krayt Dragon Pearl was a more interesting concept for a Lightsaber upgrade and made for a much better role playing device. Plus, with you being able to find various Solari and Ankarres Sapphires in a playthrough (if you're lucky), perhaps another Krayt Dragon Pearl could make it's way into your inventory without you being the one to slay the beast.
Bugs:
I've tested this a few times and it seems to work as expected. The one time where this didn't work was due to installing TSLRCM after installing this. As always, make sure that TSLRCM is the first mod you install when putting together an Override folder.
Special Thanks:
Due to some issues getting the icon replacement to work, I needed to steal an icon from Pramod Marlon's AI Upscaled Icon Overhaul to get the authentic look in-game. A link to his mod is provided below and is highly recommended.
56 downloads
(0 reviews)0 comments
Updated
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AxC's GONK and Loaded
By AxConsortium
Ever wanted to bring back that broken GONK droid from the Ebon Hawk prologue? No? Too bad, I did. Because why wouldn’t the Ebon Hawk have a backup power droid?
This half-joke, half-cheat mod allows you to repair and reactivate the useless GONK droid found in the Ebon Hawk's floor. Once restored, this little power pack becomes an infinite energy source, letting you recharge personal shields, droid shields, and droid utility items for free.
The mod works only on saves where you did not leave Peragus yet. Once you board the ship, you can find the droid at the same place as during the prologue.
Requirements:
None! Modder's Tool: Power/Gonk Droid from newbiemodder is already included withing the mod.
Bugs:
The droid is a bit stupid (or is it me), so he does not diffirintiate between your fully and partially charged items. You should have the exact amount of 1 of the item you want to recharge, or the droid will just do its thing on random.
Credits:
newbiemodder, for Modder's Tool: Power/Gonk Droid
zbyl2, for M4-78 Enhancement Project
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
130 downloads
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Kotor 2 Unofficial Patch TSLRCM Malachor V Port
Description:
---------------
This is a mod that ports the additional content related to Malachor V from The Sith Lords Restored Content Modification into the Kotor 2 Unofficial Patch mod.
I used version 2.00 aka 2.00.424 of Kotor 2 to test this mod on because that is what the mod author of Kotor 2 Unofficial Patch recommends to use. I have been able to use Kotor 2 Unofficial Patch on version 2.100.427 (Legacy PC/patched 4CD version) of Kotor 2 with no major issues, however.
Installation Instructions:
-----------------
The correct game root folder is the folder that contains the file named 'swkotor2.exe'.
Extract all files to their matching directories in your game root folder (i.e. put all files in the Kotor 2 Unofficial Patch TSLRCM Malachor V Port Modules folder into the Modules folder in your game root folder, ect).
If your game root folder does not contain an Override folder, then create a folder named 'Override' in your game root folder.
Extract the 'dialog.tlk' file into your game root folder.
Do not put the files in the 'Scripts Source' folder into the game root folder. This is a resource for other modders.
Contact Information:
-----------------
If there is a bug or some other issue with this mod, feel free to message me at deadlystream.com at Username nonameperson66
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:
-----------
Thanks to the Lucas Arts, BioWare, Obsidian Entertainment and to all the people that took part in creating Knights of the Old Republic II: The Sith Lords.
Thank you to Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet for creating The Sith Lords Restored Content Mod 1.8.6. Without their hard work this mod wouldn't exist!
Thanks to all people that created modding tools:
Fred Tetra for Kotor Tool.
JdNoa and Dashus for DeNCS.
lachjames for ncs2nss.
tk102 for dlgeditor and for kgff 1.3.1.
Thank you to N-DReW25 and DarthParametric @ deadlystream for answering my forums posts.
Thank you to DarthParametric for providing me with a manual reconstruction of the a_904sion.nss script.
37 downloads
(0 reviews)0 comments
Submitted
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Ebon Hawk Computer Tell Influence
I loved the idea of Remote Influence Mod, a mod created by tk102 in which Bao-Dur's remote could tell you the influence of each of your party members.
The issue is that TSLRCM has a modified version of Bao-Dur's remote dialog file in the override folder, creating compatibility issues with the Remote Influence Mod and TSLRCM.
So I decided to use the security system computer on the Ebon Hawk to display this information instead of the remote, which should make this mod way less prone to compatibility issues.
389 downloads
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Restore dialog with Atton about the astronavigation system
By nadrino
Restore dialog with Atton about the astronavigation system
Description
Enable an additional reply option after you and Atton discuss Kreia:
This mod also modifies the default dialog line of the reply which don't make much sense in this context:
by
This addition allows triggering a new line while talking to T3-M4 after the conversation with Atton. This dialog can unlock later in the story line, but it makes more sense to happen now even tho your influence on T3 is too low.
Demo video
How to install
Recomended
Use Holopatcher to edit the .dlg file.
Classic
Place the .dlg file in override.
How does it work?
003atton.dlg
To enable this dialog, the game checks the following:
The variables "003EBO_Atton_Talk" and 5 are actually arguments provided by 003atton.dlg to the script c_global_lt.ncs.
However, when the dialog line 135181 - "{Sitting}" is reached, i.e. when starting the conversation after you spoke to Kreia, "003EBO_Atton_Talk" is set to 5. Then Atton starts speaking:
This is preventing the dialog line from appearing after Atton says:
This mod changes the value 5 to 6 so this dialog line appear. The other dialog option also have 6.
This mod echos an old issue raised by ttlan
Credits
Xoreos-tools (https://github.com/xoreos/xoreos-tools)
TSL Patcher (https://deadlystream.com/files/file/1039-tsl-patcher-tlked-and-accessories/)
License
This mod is licensed under Creative Commons Attribution 4.0 International. Please give appropriate credit when using or modifying this work.
Source
Github: https://github.com/nadrino/kotor2-mod-restore-atton-dialog-lines
140 downloads
(0 reviews)0 comments
Updated
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bugfix Fog Fix & More - 3C-FD Patcher
By J
While you sleep in the medical room, 3C-FD is patching your game.
Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Only works on an unmodified swkotor2.exe. WIndows systems only.
Included EXE Patches:
- Fog Fix
- Reflections Fix
- 4GB Patch
- Subtle Color Shift (yellow tint removal)
- Music Volume During Dialogue Fix
- (Experimental) Borderless Window Mode
How to use:
Run the patcher and choose your swkotor2.exe to patch. It will patch your game exe with the fixes listed above.
It will check if you have an unmodified steam or gog version of the latest (Aspyr) patch, otherwise it wont run.
It will also make a backup of your original swkotor2.exe.
How this was made:
- The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color.
- The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix.
Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters.
- The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked.
Bugs:
- This does not work with M478
Special Thanks:
HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist.
JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself.
Source: Open the patcher with 7zip or view it here: https://github.com/J0-o/3C-FD-Patcher
Browser-based Version: https://j0-o.github.io/3C-FD-Patcher-js/
2,404 downloads
- hex-editing
- shaders
- (and 1 more)
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Misc Bug Fixes & Restorations
By StellarExile
TSL is a great sequel and has a lot to offer. The TSLRCM team did an outstanding patching up of the game, but there were numerous bugs that still exist in the game (even with the Community Patch). This mod aims to fix those that aren’t fixed as well as to fix consistency issues. While I was at it, I decided to add some restored content as well.
Bug Fixes:
Restored Content:
244 downloads
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loading screens Fullscreen Art Loading Screens - TSL
By J
Fullscreen replacement loading screens for TSL.
All loading screens are included.
How these were created:
- Captured in-game screenshots with a low FOV
- Reshade effects were used for sudo-raytraced lighting and color correction
- Used GIMP to apply smoothing and anti aliasing
- Applied and blended 3 different "paint" filters, in GIMP
- added dark gradient at bottom of screen to make text more readable
138 downloads
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Multifire and Autofire and Superior Feats (TSL)
By darthbdaman
Implements bonus attacks and penalties for using Blaster Rifles and Heavy Weapons. Rifles allow making one extra attack per round, at a -4 attack penalty. Heavy weapons allow making two extra attacks per round, at a -6 attack penalty.
Description
In the original Star Wars d20 roleplaying game that KotOR is very loosely based off of, the Blaster Rifle type and Repeating Blaster types had unique functions that allowed them to make multiple attacks per round, at a penalty.
KotOR was originally going to include a similar function for the Heavy Weapons group, but it is unimplemented, leaving Heavy Weapons as generally equivalent or inferior to Blaster Rifles. There are multiple mods which have attempted to restore this, but they are generally buggy, have awkward interactions with force speed, and only seek to restore the game functionality, and do not attempt to expand into the areas covered by the original roleplaying game.
This mod implements the bonus attacks and penalties for using multifire (Blaster Rifles) and autofire (Heavy Weapons). Multifire allows making one extra attack per round, but all attacks made during the round suffer a -4 attack penalty. Autofire allows making two extra attacks per round, but all attacks made during the round suffer a -6 attack penalty. Unlike in the roleplaying game, these are not optional, and cannot be toggled off.
These penalties can be offset however. Inspired by feats in the roleplaying game, and how KotOR adapted other feats, this mod implements a new Multishot feat tree, which has 3 ranks, which increase attack when using Rifles or Heavy Weapons by +2, +1, and +1 respectively. This tree acts as an equivalent to Two-Weapon Fighting and Dueling for these weapons.
Due to hardcoded limitations with how extra attacks can be granted within the game, Rifles and Heavy Weapons can never make more than 3 attack when using Power Blast or Sniper Shot, or making a regular attack. Rapid Shot can grant a maximum of 4 attacks. If Master Speed (or Fury) is used, these limitations will obviously be a problem. As a solution, this mod will automatically reduce the penalties of multifire and autofire depending on how many attacks the player should have. For example, if Knight Speed (or Improved Fury) is used with a Blaster Rifle, both attacks will stack properly, and will all be made at a -4 penalty, while if Master Speed (or Master Fury) is used with a Heavy Weapon, autofire will be disabled, and 3 attacks will be made without any penalty being suffered. The Multishot feat will continue to increase attack bonus while Speed is active.
One the (many) complaints made about characters options in TSL, is the extreme disparity in feats support for different options. Two-Weapon Fighting and Lightsabers get high level advanced feats on the Weapon Master and Marauder, but no other options are available. This mod corrects that, by adding Superior Weapon Focus feats for Blaster Pistols, Blaster Rifles, and Melee Weapons. It also adds a Superior Dueling line, as well as a Superior Multishot line, to continue the earlier tree introduced by this mod. The Focus feats all add +1 to attack rolls per level, while the Dueling feats add +1-4 to damage, and +1 to attacks rolls and AC per rank. The AC bonus is implemented as a Shield Bonus (i.e. think a magical shield from Neverwinter Nights). This should stack with all other AC bonuses. The Superior Multishot tree, grants +1, +1, and +2 to attack rolls respectively.
The bug that allows Finesse: Melee Weapons to affect Lightsabers is fixed. The bonus from that feat will be removed if the character has Finesse: Melee Weapons, but not Finesse: Lightsaber. Either feat will allow Dexterity modifier to be added to attack rolls for Unarmed attacks as well, as there was previously no way to do this.
All of these changes are implemented in a heartbeat script, that runs every second on the player and companions, and on NPCs during combat events. You will have to close the inventory and reopen it after changing your equipment, to make sure that all of the effects are properly applied. This is the only way of doing changes like this unfortunately.
Install/Uninstall
Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.
During install you can choose to install 4 different versions of the mod. Only install 1 of them at at time. The different options allow you to apply multiple attacks to both Heavy Weapons and Rifles, give only Heavy Weapons 3 attacks or 2 attacks, and to install a version that does not give additional attacks to either, only adding the various feat changes and new feats from this mod. The options that add extra attacks to a weapon type, will reduce that weapons damage to match KotOR 1.
See the docs folder for more information.
Compatibility
This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching.
Fully compatible with TSLRCM. Fully compatible with Sentinel Sneak Attack with Multiclassing. Fully compatible with Improved AI (v1.2.3 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Recommended Mods
TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements
KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors
Nexus ModPub Other Links
Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Multifire and Autofire and Superior Feats by darthbdaman is licensed under CC BY-SA 4.0
220 downloads
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Sentinel Sneak Attack with Multiclassing (TSL)
By darthbdaman
Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Watchmen and Assassins from Sentinels to continue increasing their Sneak Attack.
Description
The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get... Other mods have added Sneak Attack to Sentinels before, however, if a Sentinel character became a Jedi Watchman, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Watchman class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Jedi Watchmen or Sith Assassins from Sentinels (as well as Sentinels from Scoundrels for companions) to continue increasing their Sneak Attack. The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Jedi Watchmen and Sith Assassins have both had their Sneak Attack progression reduced, to avoid Sentinel becoming redundant due to getting all 10 Sneak Attack ranks from one class. Watchmen now gain a new die every 4 levels, starting at level 1 (1,5,9,13,etc.), the same as Sentinels, while Sith Assassin gain a new die every 3 levels, starting at level 1 (1,4,7,10,etc.). Both classes (as well as Sentinels) will also continue gaining ranks above level 20, instead of ceasing progression as Watchmen did in the original game. Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank. For example, a Level 15 Jedi Sentinel/Level 17 Jedi Watchman would have 4 ranks from Jedi Sentinel, and 5 ranks from Jedi Watchman, giving them a total Sneak Attack level of 9. The maximum possible Sneak Attack rank remains 10, and this cannot be changed. This mod also includes a workaround for a vanilla bug, where Bao-dur and Handmaiden would stop gaining ranks in Unarmed Specialist when the multiclassed into Jedi, until their Jedi level surpassed their original level. They will now be given their appropriate level of feat, if their character level meets the requirement. This will not be visible on the level up screen, but should be immediately granted, after they finish leveling up.
Install/Uninstall
Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream.
See the docs folder for more information.
Compatibility
This mod uses a k_ai_master.ncs Heartbeat script to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with TSLRCM. Fully compatible with Multifire and Autofire and Superior Feats. Fully compatible with Improved AI (v1.2.3 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Recommended Mods
TSLRCM is strongly recommended. You can find the KotOR version here. Special Thanks/Acknowledgements
KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Mirrors
Nexus ModPub Other Links
Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0
163 downloads
(0 reviews)0 comments
Updated
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Effixian's PMHC04 Player Character from K1 - Bearded
By Effix
--------------------------------------------
Knights of the Old Republic - The Sith Lords
--------------------------------------------
TITLE: Effixian's PMHC04 Player Character from K1 - Bearded
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 PMHC04 from K1 - Bearded".
-----------
DESCRIPTION
-----------
This mod adds the PMHHC04 player character from K1, also known as "Mullet man". It also changes the textures to include a beard.
----
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)
pmhc04BK1.mdl
pmhc04BK1.mdx
PMHC04BK1.tga
PMHC04BK1.txi
PMHC04BK1d1.tga
PMHC04BK1d2.tga
PO_pmhc4BK1.tga
PO_PMHC4BK1d1.tga
PO_PMHC4BK1d2.tga
2. If you haven't installed any mods after this mod 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 head mod would result in the later head(s) no longer being available in the game.
------------------
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.
159 downloads
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Effixian's PMHC04 Player Character from K1
By Effix
--------------------------------------------
Knights of the Old Republic - The Sith Lords
--------------------------------------------
TITLE: Effixian's PMHC04 Player Character from K1
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 PMHC04 from K1".
-----------
DESCRIPTION
-----------
This mod adds the PMHHC04 player character from K1, also known as "Mullet man".
----
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)
pmhc04K1.mdl
pmhc04K1.mdx
PMHC04K1.tga
PMHC04K1.txi
PMHC04K1d1.tga
PMHC04K1d2.tga
PO_pmhc4K1.tga
PO_PMHC4K1d1.tga
PO_PMHC4K1d2.tga
2. If you haven't installed any mods after this mod 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 head mod would result in the later head(s) no longer being available in the game.
------------------
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.
71 downloads
(0 reviews)0 comments
Updated
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Almost Every Droid Merchant Has All HK-47 Parts For Kotor 2 Unofficial Patch
This is a mod for Kotor 2 Unofficial Patch that places the HK Vocabulator, HK Protocol Pacifist Package, HK Droid Processor, HK Control Cluster, and HK Chassis in the inventory of Kodin in Nar Shaddaa, Akkere in Dantooine, and 1B-8D in Onderon. I wanted to make this mod because you get HK-47 so late in K2UP that it is really difficult to get influence for HK-47. Just put the utm files into your override folder to install this mod. I hope that you enjoy!
178 downloads
(0 reviews)0 comments
Updated
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Keep Prologue Benefits
By nadrino
Summary
A mod for "Star Wars: Knights of the Old Republic II - The Sith Lords" which fixes the inventory and XP loss during the first section of the game.
In the original and TSLRCM version of the game, none of the benefits from the Prologue are kept for the rest of the game which makes not much sense in the story. This mod fixes this anomaly.
In details, this mod does the following:
Save the XP earn by T3-M4 during the prologue The XP is temporarly re-assigned during the Hangar/Fuel section with T3-M4 The total earned XP with T3-M4 is given back when T3 joins the party Properly separating the inventory of T3-M4 (including the Prologue acquisitions) and the Exile. Both inventories are merged when T3-M4 joins the party
How to install?
Put the content of the install/override folder into the override folder of your game.
Compatibility table
| Platform | Running | |-----------------|---------| | PC | ✅️ | | MacOS | ✅ | | Nintendo Switch | ✅ | | iOS | ? | | XBox | ? | Source
Github page: kotor2-mod-prologue-benefits
Permissions
Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP. Anything else - be my guest, use like you want, just give credit to me.
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