811 files
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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
256 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.
40 downloads
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
100 downloads
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Kotor 2 Unofficial Patch TSLRCM Malachor V Port
Description:
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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:
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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:
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If there is a bug or some other issue with this mod, feel free to message me at deadlystream.com at Username nonameperson66
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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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.
26 downloads
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.
274 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
121 downloads
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
- 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/kotormods/tree/main/C3-FD_patcher
1,000 downloads
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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:
217 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
111 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
187 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
129 downloads
0 comments
Updated
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Effixian's PMHC04 Player Character from K1 - Bearded
By Effix
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Knights of the Old Republic - The Sith Lords
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TITLE: Effixian's PMHC04 Player Character from K1 - Bearded
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 PMHC04 from K1 - Bearded".
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DESCRIPTION
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This mod adds the PMHHC04 player character from K1, also known as "Mullet man". It also changes the textures to include a beard.
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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)
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.
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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
------
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.
133 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.
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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.
54 downloads
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!
134 downloads
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.
239 downloads
0 comments
Submitted
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Revenge of Revan
By Logan23
Revenge of Revan Episode 1
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DESCRIPTION
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Revenge of Revan is sequel to The Knights of the Old Republic 2 (Sith Lords).
The game takes place 8 years after kotor2 where you will find the Jedi Order starting to rebuild as they find their place in the Republic that has been absent from the Jedi Order for some years.
An event on Corellia will set events in motion as you try to unravel this mystery before it's too late.
RoR is a stand alone original story that allows you, the player, to continue your saga with whatever choices you made in kotor1 and kotor2 whether you use the canon setup or your own personal version. The mod is a bridge between kotor2 and SWTOR. You will see cameos and interact with some former characters from kotor1 and kotor2, depending on your choice setup.
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Revenge of Revan Supported Kotor 2 Versions
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We support these kotor 2 versions as of right now.
Steam
Steam LegacyPC
Disc 1.0b patch
GoG
Legacy GoG
Amazon
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Features
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New original story
Well over 50 PC heads including aliens with the ability to wear headgear.
Species optional based attributes setup.
Around 3 hours of gameplay
Some New original music tracks
Dialogue options based on your Jedi Class
Characters will at times react to your species choice
Limited VO for low level human NPCs
Choosing Revan and Jedi Exile’s Alignment and Gender will impact RoR
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Installation
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First download a new kotor 2 game.
For Steam users you must make sure you unsubscribe to the Steam workshop mods since Steam will try to update your new install with these workshop mods.
Download the Revenge of Revan mod.
Use your choice of program to unzip/extract the RoR Installer folder to somewhere on your computer. Do not place it in the kotor 2 game folder.
Now open the RoR Installer folder, next Click the HoloPatcher-x64 or HoloPatcher-x86. Newer computers should use the x64.
Once clicked this will give you the Installer window.
Make sure you choose the right version of the RoR mod. Then select the location from the drop down or select a location for the mod to install to.
A pop up will ask if you want to replace TSL with RoR and simply click yes.
You have successfully installed RoR and it's ready to play.
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Uninstall
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You will uninstall kotor 2 and then simply delete the kotor folder or simply select the left over folders and delete them. We are hoping to have a functional uninstaller exe soon, so you don't have to do it this way.
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FAQ
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Q - What is Revenge of Revan (RoR)?
A - RoR is a large story mod that uses the kotor2 game and creates a sequel by moddifying the game and creating new features and physical assets for it.
Q - Does Revenge of Revan replace the main storyline/game?
A - yes the game replaces the original main storyline but there is a quick easy way to switch between the kotor2 and RoR games; described in the install section and also the install video.
Q - What are the requirements?
A - A legal copy of Star Wars Knights of the Old Republic 2 The Sith Lords.
Q - What does 'Canon' and 'Non-Canon' mean in ROR?
A - The Canon option sets the mod to adhere to the events of the Revan novel which sets up the TOR MMO whilst the Non-Canon option sets the mod to adhere to an alternative scenario. The endings in the mod may be different depending on what option you chose.
Q - Will my choices in kotor1 and kotor2 carry over to RoR?
A - Yes, the player will be able to decide the gender and alignment of Revan and Jedi Exile (through in-game conversation prompts), along with other choices made during that game which are given to the player as you play through the game.
Q - Will you be including the kotor2 Cut Content events/choices from TSLRCM?
A - Yes, though they will be vague to allow players to form their own head canon. If an NPC mentions how the Exile and her companions went to Malachor, you can interpret whether that means TSLRCM is canon, if they're referring to Mira's presence in the base game, or something that happened offscreen.
Q - What if I want to play canon?
A - The player will be given in the first dialogue with Master Drayen a chance to define the Revan/Jedi Exile gender/alignment for canon or noncanon.
Q - How long is Episode 1?
A - Episode 1 is about 3 hours long.
Q - Are there new Features?
A - Yes, there are new features included into the mod as we release new episodes.
Q - When will the next episode be released?
A - When it's ready.
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RoR Team
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Project Director
Logan23
Writer
N-DReW25
Design Team
Logan23
N-DRew25
RedRob41
Zac
Art Team
Malkior
N-DReW25
RedReb41
Thor110
Scripting
Logan23
N-DReW25
Thor110
Music Composer
Paige Lehnert
Movies
DarthValeria
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Beta Testers
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Basil Bonehead
DarthValeria
Malkior
Petro
Thor110
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SPECIAL THANKS
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Lord of Hunger - Hand of Silence
JediExile
Vordyn_Kael
SimonKTemplar
VarsityPuppet
JoeWJ
Darthstoney
Bead-V
Fair Strides
Wizard
Darth Varkor
Sith Holocron
Cortisol
Lachjames
Kyvios/Divide and Conquer
Canderis
Doc Valentine
Quanon
Holtyl-5
Kateel
Michael DeJesus
JuniorModder
Zhaboka
SilverEdge9
Sithspecter
Jonathan7
Qui-Don Jorn
Fred Tetra - Kotor tool
Tk102 K-GFF GFF Editor/DLGEditor
Stoffe - ERF Editor/TSLPatcher
Cchargin/JDNoa - MDLOps
JDNoa - Lipsynch Editor
Cortisol/Wizard - Holocron Toolset
Lachjames - kotor unity editor
Seedhartha - Reone
Bead-v - MdlEdit
ElevenLabs
SCi-Fi 3D.com
-Tobias Schmidt (Zorbi)..................."Coruscant 3" image
-Top (Original)................................."Coruscant"
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PERMISSIONS
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- Permission granted from Deathdisco to allow the use of the Coruscant module.
- Permission granted from Doc Valentine to use images of the Coruscant skybox.
- Permission granted from Darth Darkus to allow the use of Armored Jedi Robes mod.
- Permission granted from DarthParametric to allow the use of one of his lightsabers.
- Permission granted from TriggerGod to allow the use of one of his lightsabers.
- Permission granted from Kuai-Donn Jorn to allow the use of the HOTOR Mod.
- Permission granted from SilverEdge9 as per their post on Deadlystream to allow the use of the Brotherhood of Shadow: Solomon's Revenge (assets).
- Permission granted from Ecce as per their readme to allow the use of the PC Recolor Clothes(CorSec Commando body skins/
the Soldier texture).
- Permission granted from Bead-v to allow the use of the armband for cameras.
- Permission granted from 90SK's to allow the use of the K1 Robes for TSL.
- Permission granted from Sith Holocron to allow the use of the Upscale hammerhead texture.
- Permission granted from Thor110 to allow the use of the RoR gui and color.
- Permission granted from Seedhartha to allow the use of the Edits to the Corellia module.
- Permission granted from 90SK's to allow the use of the Texture Photosourcing.
- Permission granted from Jonathan7 to allow the use of the Force Fashion II.
- Permission granted from Qui-don Jorn to allow the use of the lightsabers-HOTOR Mod.
- Permission granted from Fair Strides to allow the use of the NPC Auto-Leveller.
- Permission granted from Dak Drexl as per the Dak's Endar Spire Retexture 1.0.0 mod's download page to allow modders to use assets from his other mods - we used assets from Dak's Big Skin Pack mod.
- Permission granted from Thor110 to allow the use of the Expanded Galaxy resources.
- Permission granted from TSLRCM Team to allow the use of the TSLRCM Content.
- Permission granted from SpaceAlex as per their readme to allow the use of the SpaceAlex's K1 Enhancement Pack.
- Permission granted from Ignatz to allow the use of the Stardrifter - Highdock.
- Permission granted from Jinger as per their readme to allow the use of the Admiralty Mod.
- Permission granted from JC as per their readme to allow the use of the JC's Heads for K2 (a Modding Resource).
- Permission granted from Kexikus HQ Skyboxes for Coruscant.
- Permission granted from SilverEdge9 as per their readme to allow the use of the Dark Side Jolee Head Reskin mod.
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\'bb DISTRIBUTION AND USAGE NOTES
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This mod, or any of its individual components, may not be modified or distributed without the explicit permission of the author(s) unless restricted to your own personal usage.
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\'bb LEGAL\
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THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
2,211 downloads
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K2 - Less Alignment Penalty
By GearHead
Less force point cost penalty for using opposite alignment powers, but you still get the full force point cost reduction if you use force powers that correspond with your alignment. Aka you can Force Lightning with a full lightside character without runing out of forcepoints.
95 downloads
0 comments
Submitted
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Stutter Fix and Force Cage Update
By J
There's a few reports of people having low framerate when looking in the direction of a force cage. I was able to reproduce this just by running in fullscreen. The fix is simple. Just had to remove "proceduretype water" from the texture. I figured I'd release something more than just a simple fix so here's an updated model with upscaled and tweaked textures. If you don't want the changes then just grab "plc_frcdist01.txi" for the lag fix.
Install:
Extract files to override directory
For the stutter fix only - download the single txi file and place in override directory
226 downloads
0 comments
Updated
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Consistent Bastila Recognition
By Leilukin
=Consistent Bastila Recognition=
A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION
AUTHOR: Leilukin
FILE NAME: Consistent Bastila Recognition.7z
LATEST VERSION: 1.0
CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream
1. DESCRIPTION:
In KotOR II: TSL, entering the secret tomb on Korriban will reveal that the player character, the Exile, knew Bastila. However, if Bastila appears as a hologram in T3-M4's holo-recording, provided Revan is male, none of the dialogue options for the Exile when they talk to T3 allow them to mention Bastila by name. Instead, the Exile merely refers to Bastila with generic terms such as "the person in the hologram", presumedly because the hologram could be either Bastila or Carth depending on Revan's gender.
This mod aims to correct the inconsistency of the Exile not recognizing Bastila in the hologram, by making the Exile refer to Bastila by name when talking to T3 about the holo-recording.
2. INSTALLATION:
First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed, since TSLRCM is REQUIRED for this mod to work.
Extract the Consistent Bastila Recognition.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory.
Run Install.exe. Select either "Default Installation" or "M4-78EP Compatible Installation", depending on if you have installed M4-78 Enhancemnet Project (M4-78EP) or not. You should choose ONLY ONE of these two options to install the main part of the mod.
Once you have chosen the installation option you want, and select your KotOR 2 game folder as your KotOR 2 directory path, click the “Install” button and let the installer do its job.
If you have also installed WildKarrde's TSL Expanded Ending, run Install.exe again, select the "TSL Expanded Ending Compatibility" installation option, then select your KotOR 2 directory path, and click the “Install” button.
***IMPORTANT NOTE FOR STEAM USERS:***
I DO NOT recommend using the Steam Workshop if you want to use this mod. Steam Workshop is frankly a mod compatibility nightmare, and I recommend reading this post on why Steam Workshop is NOT recommended for modding KotOR 2.
3. UNINSTALLATION:
Run Install.exe and select your KotOR 2 directory where you installed this mod. From the “Tools” drop-down menu, select “Uninstall Mod / Restore Backup”, then confirm to uninstall the mod.
4. KNOWN ISSUES:
None currently known. If you find any bugs or problems, please let me know.
5. MOD COMPATIBILITY:
Apart from The Sith Lords Restored Content Mod (TSLRCM), which is required for this mod to work, any other mods that modify T3-M4's main dialogue file, t3m4.dlg, may conflict with this mod.
I have set up the installer to install this mod by patching the t3m4.dlg file to improve compatibility with other mods that modify t3m4.dlg as much as possible, but it is still not guaranteed to be compatible with every other mods that modify the same file.
This mod is not compatible with my Alternate Revan Romances REDUX. Note that Alternate Revan Romances REDUX has implemented similar changes by making the player character refer to Bastila by name during T3’s conversation, so if you use Alternate Revan Romances REDUX, you do not need Consistent Bastila Recognition.
6. PERMISSION:
You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission.
I do not use nor support Steam Workshop, so I do not want any of my mods to be uploaded to Steam Workshop.
7. CREDITS:
Snigaroo for suggesting the idea of this mod in his KotOR 2 mod build request thread on Deadly Stream
WildKarrde for giving me the permission to make this mod compatible with TSL Expanded Ending
Cortisol for Holocron Toolset
tk102 for DLG Editor
Cortisol and th3w1zard1 for HoloPatcher
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
222 downloads
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Fallen Jedi Floating Sabers
By J
Modified Krea's floating lightsabers to match those of fallen Jedi. Gave each saber matching feats from Thematic Jedi Masters and altered their walking speeds. Sabers are also immune to stun, fear and paralysis.
3 Versions:
- Original saber owners colors (green, blue,purple)
- 3 purple sabers
- 3 red sabers
(all have the same speed and feat changes)
116 downloads
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Crash Fix for Disable Vertex Buffer Objects
By J
Using Disable Vertex Buffer Objects=1 (yes with the spaces) on the Aspyr version of the game causes crashes in certain modules. This mod disables normal/bumpmaps in all world models that had them enabled. World bumpmaps seem to not even be working in the Aspyr update, so there should be no visual difference. This was the biggest problem on G0T0's Yacht, which had constant crashing.
163 downloads
0 comments
Updated
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quest mod Telos: Citadel Station Medical Unit Droid
By Doodmane444
Install TSLRCM before installing this mod, as it relies on content from the docks.
Enhance your Citadel Station experience with this Medical Unit Quest Mod, which adds a specialized medical droid to the Citadel Station Medical Unit, along with a brand new questline.
Mod Features:
New NPC: Medical Droid: Adds a unique medical droid to the Medical Unit on Citadel Station. The droid serves as a central point for the mod's new questline. New Questline: Introduces a branching questline centered around the Medical Unit. Offers distinct light and dark side choices, impacting the quest's outcome. Explores and adds lore to the Medical Unit, Czerka Corporation, and Citadel Station. NPC Appearance Changes: Adds new visual appearances for commoner NPCs around the different areas of the Station. This will try to add a more unique feel to each area. Enhanced NPC Dialogue: Implements new dialogue options for commoner and Ithorian NPCs throughout Citadel Station. These new dialogue lines attempt to add more ambient information and world building to the station. Dialogue's may also reflect the players actions.
About This Mod:
The goal of this mod is to make the Medical Unit on Citadel Station feel a little less empty than it originally does. It attempts to tie in some lore to the Medical Unit, Czerka, and Citadel Station. The quest also features both light and dark side endings.
This mod also changes up some of the NPC's on Citadel Station by giving them more varied appearances and dialogue options, attempting to remove some of the cloning effect found in the original game. It adds a few alien commoners around the station with new dialogue, and also changes the appearances of a few of the human commoners. In addition, some of Ithorians in the compound have been changed so that they're not all blue. There is also new lines of dialogue given to each of the Ithorian's, so that all five of them don't repeat the same three lines.
Disclaimer:
Please only use the latest version, 0.98e.
There is still some dialogue that needs to be added and changed/fixed. Also, there are skill checks that don't work for some dialogue options in the quest, and they will just automatically succeed each time. I will try to fix the code/scripts relating to these skill checks if possible.
I apologize for any issues and or conflicts with other mods. This is my first time creating a mod for this game.
For future reference, I plan to add these characters later into the game at some point. If I can get voice acting to work in game, I plan to add new lines of dialogue to the human commoners as well.
Installation: Just use TSLpatcher and then put the files from the override folder, into the games override folder. Requires TSLRCM to be installed first, since it relies on content from the docks. You must start a new game for the mod to work.
I also highly recommend using this mod below, if you want to get rid of some of the cloning effect even further in other areas of the game. Use it in conjunction with this mod if you want even more NPC variety on the station.
334 downloads
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Better Jekk'Jekk Tarr Thugs
By SuperChameau
Mod Description
This mod aims to give weapons to the Patrons of the Jekk'Jekk Tarr who attack you with their bare hands - mostly gands and rhodians (a very sensible choice against an armed jedi).
Also don't you find it weird how every patron of this bar are relaxing, but with their weapons out? This mod also makes it that they only draw their weapons once they become hostile and not by default.
Ossluk stats have also been slightly increased as part of this mod, and his gauntlets are dropped once you kill him.
Installation
Prerequesite: TSLRCM needs to be installed - and not through the Workshop for Steam users - for this mod to apply correctly
1. Run the HoloPatcher.exe and point your game directory when requested,
2. Click 'Ok' and let the patcher do its magic,
3. You're done ! Unless an error message appears the mod should be installed correctly.
Compatibility
This mod should be compatible with any mod that does not replace the utc files for the bar patrons in the Jekk'Jekk Tarr or edit the script that turns them hostile.
Special Thanks to
Snigaroo for the idea of this mod
TSLRCM team for the amazing work on the game
Blue for the Kotor Scripting Tool
Cortisol for the Holocron Toolset
th3w1zard1 for the HoloPatcher
157 downloads
0 comments
Submitted
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Stretching Model Bug Fixes
By J
Fixes a few bugged models that stretch across the sky when Vertex Buffer Objects are disabled in the .ini. This seems to only be a bug in the Aspyr updated version.
Currently Fixed:
- Valley of the Dark Lords
- Khoonda Plains
- Refugee Sector Girl
- Bastila's Head
- Khoonda Plains 2
- Khoonda Secret Room
202 downloads
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TSL Expanded Ending
By WildKarrde
Knights of the Old Republic 2 infamously has a rather abrupt ending: The player fights the final boss, there is some final dialog with said boss, and the game ends. The Sith Lords Restored Content Mod (TSLRCM) restores a couple of short scenes which provide some closure, but it arguably still feels like there are some gaps. This mod attempts to make the ending a bit more complete with the following changes:
A restored dialog option allows the player to choose to stay on Malachor and train other Force users. After the final dialog, the player contacts Bao-Dur's remote and chooses whether or not to destroy Malachor, which may be chosen regardless of player alignment. (If G0-T0 succeeded in disabling the remote, this conversation will not occur, and the player cannot choose to destroy Malachor.) If the player decides to destroy Malachor, all subsequent dialog takes place on the Ebon Hawk. If Malachor is not destroyed, the remaining party members rejoin the player in the Trayus Core. The player has a short conversation with T3-M4 and reiterates what they intend to do next. Atton, Visas, and/or the Handmaiden express their desire to accompany the player, as in the scenes previously restored by TSLRCM. The Visas/Handmaiden conversation is now available even if Malachor is destroyed, as long as the player freed the party from the academy's prison. Atton's dialogs will now only occur if the player has medium to high influence with him, loosely inspired by the "Unoffical TSLRCM Tweak Pack" by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). Note that since these scenes all refer to the player leaving, they will not occur if the player decides to stay on Malachor. Thank you for downloading, and I hope you enjoy this mod!
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ASPYR (STEAM/GOG) COMPATIBILITY NOTES
When using this mod with the Aspyr version of the game from Steam or GOG, some of the background sound effects will be almost inaudible, making the destruction of Malachor feel strangely quiet. This seems to be due to a “feature” added by Aspyr which reduces the volume of the music (and, apparently, some sound effects) during cutscenes. I strongly recommend using the 3C-FD patcher by Jiiprah (https://deadlystream.com/files/file/2734-fog-fix-more-3c-fd-patcher/), which returns the volume to its pre-Aspyr behavior and also fixes some graphical issues.
I have not tested this mod with the achievements system, and it is possible that it might interfere with achievements related to the ending of the game. Use at your own risk.
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INSTALLATION
Run "INSTALL.exe" and follow the prompts. When asked, select the "MAIN INSTALL" option which matches your display's aspect ratio, 4:3 or 16:9. It is normal to see a warning that modulesave.2da already exists and has been skipped. If you are using The Sith Lords Restored Content Mod (TSLRCM) from the Steam Workshop, see this guide for how to combine installer-based mods with the Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=488641307
If you are using an aspect ratio other than 4:3 or 16:9, try the 16:9 option. The camera differences between the two versions are fairly minor, so ultimately you may use whichever one looks better to you. To switch between the two versions after the mod has already been installed, run "INSTALL.exe" and select "Convert to 16:9" or "Convert to 4:3".
For best results, I recommend using a saved game from before arriving on Malachor. However, using a save from after reaching Malachor will only result in a few missing sound effects, and the majority of the mod will still work.
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TRANSPARENT COCKPIT WINDOWS
Options are available to make the Ebon Hawk's cockpit visible through the front window during the new ending sequence, as in my mod "Transparent Cockpit Windows for TSL" (https://deadlystream.com/files/file/2355-transparent-cockpit-windows-for-tsl/). To use them, run "INSTALL.exe" again after the main installation is complete, and select one of the following options:
"OPTION - Transparent Cockpit Windows, Enhanced Reflections" - Adds an area-specific reflection to the Ebon Hawk's exterior. Not recommended if you use any mods that reskin/upscale the Ebon Hawk exterior. "OPTION - Transparent Cockpit Windows, Reskin Friendly" - More readily compatibility with reskins of the Ebon Hawk exterior. Does not include the new reflection. "Transparent Cockpit Windows" does not need to be installed to use these options.
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COMPATIBILITY
This mod requires The Sith Lords Restored Content Mod (TSLRCM) (https://deadlystream.com/files/file/578-tsl-restored-content-mod/). It has not been tested without TSLRCM installed. It is also compatible with the KotOR 2 Community Patch (K2CP) (https://deadlystream.com/files/file/1280-kotor-2-community-patch/). For best results, install this mod after TSLRCM, K2CP, and any other mods which make significant changes to the Trayus Core module.
This mod is incompatible with other mods which edit the ending sequence, including "Unofficial TSLRCM Tweak Pack" component 4 ("Atton's Ending Dialogue") by Pavijan357 (https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/). It is also incompatible with any other mods which edit the Trayus Core area layout.
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CREDITS
KotorBlender by seedhartha
MDLedit by bead-v
tpcview and tga2tpc by ndix UR
NWNSSCOMP by Torlack and tk102
K-GFF by tk102
DLGEditor by tk102
TSL Patcher by stoffe and Fair Strides
ERFEdit by stoffe and Fair Strides
Kotor Tool by Fred Tetra
Holocron Toolset by Cortisol and th3w1zard1
SithCodec by JCarter426
2DA Editor by VarsityPuppet
AniCam by JdNoa
Lipsynch Editor by JdNoa
TSL Loadscreen Template by JCarter426
Edited vanilla and TSLRCM scripts are based on the K2CP team's repository of unaltered, decompiled vanilla scripts, which may be found at https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source.
Thank you to the TSLRCM team for doing so much to expand and complete the original game and for restoring the original concluding scenes. The final scenes with Atton on Malachor still follow their staging, as I couldn't think of much I could do to improve upon them.
Thank you to Pavijan357 for pointing out in his "Unofficial TSLRCM Tweak Pack" that Atton's ending dialog makes less sense if the player has low influence with him.
The modified Ebon Hawk room models incorporate fixes developed by PapaZinos. Thank you to him for allowing me to use his fixes in my work.
This mod includes material ported from Star Wars: Knights of the Old Republic by Bioware.
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VERSION HISTORY
1.0 - Initial Release
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DISCLAIMER AND PERMISSIONS
This modification is provided as-is and is not supported by Disney, Lucasarts, or Obsidian. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod.
This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
898 downloads