779 files
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plasmatorch Viable Plasma Torches
By Lewok2007
Description:
This mod makes the Plasma Torch be it's own unique type of weapon. This allows the player to dual wield the Plasma Torch, or use it alongside another weapon. (the exception being blasters and stun batons.) Additionally, the animations played in combat will be the melee animations instead of the little "jabby" animation that plays for every type of attack. I haven't tested all animations, but so far the basic Critical Strike animation is the only one that looks off, in my opinion.
Installation:
Extract the "viable_plasma_torches.zip" archive to your desktop. Run the TSLPatcher within the folders, press install and locate your TSL Directory. (The folder with the game executable, not the override.)
Uninstallation:
Take the files from the "backup" folder, copy them to the override folder in your game and overwrite when prompted.
Compatbility:
Not everything has been tested with this mod and I am uncertain of any other items in game using the "Torch" column in baseitems.2da. Let me know of any incompatibilites with any other mods if you find any or if any items look off. (i.e. able to use a non weapon item as a weapon)
-> Is at least compatible with TSLRCM.
Tools used:
Holocron Toolset by Cortisol
TSLPatcher by Stoffe
Permissions:
Use this mod however you like as long as it isn't a direct reupload somewhere and credit is given.
DO NOT upload this mod to the Steam Workshop.
Bugs:
Not Necessarily a "bug," but the plasmatorch will have a 20-20 x1 crit multipler. From my testing, this doesn't effect much.
28 downloads
0 comments
Submitted
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Improved Force Sight
New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Also turns Force Sight on permanently when controlling Visas.
SUMMARY:
In the game, Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often.
This mod aims to improve Force Sight by giving it new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat. In the spirit of my "skills affect Force Power" mods, the effects of Force Sight are linked to your Awareness skill. High awareness Jedi Seer build?
In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet.
After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also boosts your Defense depending on your base Awareness rank.
My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their inherent skill in perceiving the world. Think of it like an alternative, temporary kind of Battle Precognition that you can get through Visas if you don't have Handmaiden (or fall out of her graces).
This mod will also make it so that Force Sight is on permanently while controlling Visas. In vanilla, it's only turned on in first-person view. She will come with the Improved Force Sight power and can spend FP to temporarily get the stat bonuses.
In order for the changes to Visas to take place, this mod must be installed before your first encounter with her.
DETAILS:
In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs.
Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in the base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs.
This means that with 18 points in Awareness, you'll gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus.
The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank.
Due to how the mod works, Force Sight will be visible when leveling up, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher.
INSTALLATION:
To install, run TSLPatcher.exe. If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
UNINSTALLATION:
To uninstall, remove the following files from override:
- spells.2da
- effecticon.2da
- p_visas.utc
- m_imp_forcesight.ncs
- m_spn_visas.ncs
- ip_forcesight2.tga
Replace dialog.tlk in the main game folder (outside override) with the unaltered versiion in the backup folder.
If any other files were created inside the backup folder, move them to override.
COMPATIBILITY:
Compatible with Visas Marr: Sith Assassin. May conflict with mods that edit Visas.
Compatible with and intended to compliment True Sith Assassins & Awareness Restoration.
Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script.
PERMISSIONS:
Please don’t reupload without my permission.
CREDITS:
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher, TalkEd - stoffe, Fair Strides
Holocron Toolset - Cortisol
111 downloads
- force sight
- skills
- (and 2 more)
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True Sith Assassins & Awareness Restoration
Adds sneak attacks and PC Awareness checks to Sith Assassins.
SUMMARY:
From the in-game description of the Awareness skill:
“Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…”
If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them.
Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation.
In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins!
This mod does the following things:
- Restores PC Awareness vs Stealth checks on Sith Assassins
- Gives all Sith Assassins the ability to perform sneak attacks
- Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked)
This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you!
This mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. All stats and feats are granted based on PC level so it should be fairly balanced, but I welcome any feedback.
DETAILS:
This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the engine-level PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results.
While in line of sight of a stealthed Sith Assassin, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned).
All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5).
INSTALLATION:
Please read compatibility notes before installing.
To install, run TSLPatcher.exe.
Unaltered copies of any edited files will be placed in the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION:
1. Remove the following files from override:
- sith_ass.utc
- sith_ass_403.utc
- sith_ass_404.utc
- sith_ass_405.utc
- sith_ass_406.utc
- sithassassin.utc
- m_dmg_sithass.ncs
- m_htb_sithass.ncs
- m_spn_sithass.ncs
- m_spn_sithass2.ncs
- m_spn_sithass3.ncs
- m_spn_sithass4.ncs
- m_sithspwn_152.ncs
- m_sith_user.ncs
2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder.
3. Move any .mod files from the backup folder into the Modules folder.
4. If any other files were created inside the backup folder, move them to override.
COMPATIBILITY & OTHER NOTES:
Technically compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter, but the Sith Assassins added by that mod will not be affected by my mod. Might make a patch in the future.
Fully compatible with Sith Assassins -- With Lightsabers by Shem. However, my mod must be installed AFTER Sith Assassins with Lightsabers by Lewok2007, which combines the previous two mods.
Be aware that this mod already increases the damage output of Sith Assassins by giving them sneak attacks, so giving them lightsabers on top of it might make for a tough time. Up to you.
Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe.
Partially compatible with Trayus Rank Reform, but my mod must be installed after and will overwrite most of the female Sith Assassins added by that mod.
The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack.
CREDITS:
offthegridmorty
KOTOR Tool - Fred Tetra
TSLPatcher - stoffe, Fair Strides
Holocron Toolset - Cortisol
113 downloads
- skills
- sith assassins
- (and 5 more)
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Effixian's Lonna Vash Player Character Reskin
By Effix
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Knights of the Old Republic - The Sith Lords
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TITLE: Effixian's Lonna Vash Player Character Reskin
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
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DESCRIPTION
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This mods adds a reskinned Lonna Vash player character.
There's an optional purple reskin of the Norris robe.
This combination was requested by Omnigonial.
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INSTALLATION
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Unzip, run "TSLPatcher - Install Effixian's Lonna Vash PC Reskin.exe" from the "Effixians_Lonna_Vash_PC_Reskin" folder.
Purple robe: copy the files from the "Effixians_Purple_Norris_Robe" folder to your override folder.
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UNINSTALLING
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1. Remove the following files from your override folder:
p_lonnavashh.mdl
p_lonnavashh.mdx
P_LonnaVashH.tga
P_LonnaVashHD1.tga
P_LonnaVashHD2.tga
po_LonnaVash.tga
po_LonnaVashD1.tga
po_LonnaVashD2.tga
2. If you haven't installed any mods after this mod then you can get appearance.2da, heads.2da and portraits.2da from the mod's backup folder and put them back in your override folder.
Doing this when you did add another mod might break 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 to
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- Stoffe and Fred Tetra for the needed tools and tutorials
- Omnigonial for the idea
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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.
27 downloads
0 comments
Submitted
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Unarmed Atton
By BillyYank
INSTALLATION
Have TSLRCM 1.8.6 installed Unzip folder, copy-paste files into \Knights of the Old Republic II\Override\ and overwrite when asked COMPATIBILITY
Any mod that does not edit atton.dlg or 262atton.dlg Description
In the base game, you can ask Atton where he got Echani training. This mod makes it so that whenever you get him to respond positively - "I was just asking - no harm meant." or "I'm not accusing you, I just want to know..." - he will gain Unarmed Specialist 1 and Complex Unarmed Animations (the latter of which is a hidden feat).
Additionally, if he tells you how he killed Jedi with a 70+ influence check, he will gain levels in Unarmed Specialist at the same rate as Jedi, Bao-Dur, and the Handmaiden. He will also be "caught up", meaning that he will not lag behind other party members with his hand-to-hand skills, since he's revealing his skills.
Limitations/roadmap
There isn't a notification for him learning Unarmed Specialist - This is next on the roadmap. The script I use to make Atton gain Unarmed Specialist as he levels is dirty; It's not bugged or problematic outright, but it is certainly a jury-rig. Once I've got this project in a more complete state, I'll make it into a TSLPatcher install with improved compatibility.42 downloads
0 comments
Updated
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Brown Hair for Disciple
By Xandii
This mod gives the Disciple brown hair.
To install, extract the files and place them in the override folder of your KotOR2 directory. To uninstall, remove the files from the override folder.
11 downloads
0 comments
Updated
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Red floating lightsabers
This mod changes Kreia's floating lightsabers from violet to red and makes them immune to fear, paralysis, and stun. Since they're, you know, lightsabers instead of people, I figure they shouldn't be susceptible to those effects.
To install, drag the .utc files from the attached .zip and place them into your override. Remove to uninstall. Ezpz.
Thanks to Fred Tetra for creating the Kotor Tool, which was used to add the immunity feats.
399 downloads
0 comments
Updated
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Malachor is Toxic!
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
Another request by @Snigaroo
This mod makes it so that the atmosphere of Malachor is toxic to the player character, except in sheltered areas, it also adjusts the spawn location to be on top of the Ebon Hawk and adds a tutorial popup window to warn the player about the atmospheric effects.
Compatibility
This mod should be compatible with any and all other mods, unless they happen to change tutorial.2da or any of the following scripts or files.
In 901MAL
k_901mal_enter.ncs
tr_mira_han.ncs
a_mira_cs.ncs
In 902MAL
tr_london_bridge.ncs
flank.dlg
In Override
Replace0=lbl_icn_msg.tga
Installation : HoloPatcher
Use HoloPatcher to install the mod.
Uninstallation : HoloPatcher
HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself.
Thor110
Please do not redistribute or release anywhere without my express permission.
Tools used that helped make this possible.
Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra
KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue
HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz
TSLPatcher & ChangeEdit
HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol
21 downloads
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Thematic Jedi Masters
By Snigaroo
Thematic Jedi Masters
Premise
A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary.
When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are.
Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation.
Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people.
For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download.
Why Use Thematic Jedi Masters?
As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight how they would actually fight. If you want pure difficulty, other mods might be for you. If you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Jedi Masters is likely for you.
Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility.
Difficulty, Balance & Testing Methodology
Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest.
This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing.
Compatibility
This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits.
Installation
1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar.
2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. Done!
Permissions & Thanks
As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me.
Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help.
Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.
725 downloads
0 comments
Updated
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Sith Disruptor Fix
By GearHead
This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable.
37 downloads
0 comments
Submitted
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Sith Assassins With Lightsabers
By Lewok2007
Description:
2 mods were released a long time ago, doing some part of what this mod does. These 2 mods being Shem's Sith Assassin's with Lightsabers and Hassat Hunter's Sith troops to Sith Assassins. Although these 2 mods are fine, there were a few issues/complications. Both of these mods are listed to install on the TSL Community Mod Build, but having both installed leads to some consistency issues. The changed assassins on the Ebon Hawk won't have lightsabers like Shem's mod does to them on the Harbinger. Additionally, Shem's mod had some of the Lightsabers drop premature to the player getting their own lightsaber, allowing you to get multiple of them for you and your party. While that's not despicable, it is a bit annoying for players who want to have a consistent and story accurate playthrough. This mod combine's the features of the 2 mentioned mods, while making it consistent.
Installation:
This mod is split up into 2 mandatory install parts and 1 optional install. First, extract the .zip download. Run the Holopatcher.exe and select the first part install option, installing to your TSL directory. Once that is completed (rename "Backup" to "backup1", in case you want to uninstall the mod.) Go to the drop down menu where the first part install option is and select the second part, and run the Holopatcher again. Once that one is completed, you have the mod installed. Optionally, if you want the Assassins to be debuffed for the Ebon Hawk Raid. (rename the current "backup" folder to "backup2" in case you want to uninstall alter.) select the Optional third install in the drop down menu and install that. Boom, now you're done.
Note: You can install the first part alone and the mod will be fine, but the second part installs for the turret sequence on peragus. If you'd like the immersion and consistency, install both parts.
Uninstall:
Open up "backup1" and copy the .mod file to the modules folder, overwriting it when prompted. Delete all the .utc filed in the game's override folder that match the .utc files in the backup2 folder.
Open up "backup2" and copy the .mod file into there to the modules folder, overwriting when prompted.
Open "backup" if you installed the optional third install, and copy the .mod to the modules folder, overwriting.
Compatibility:
Don't worry if you have Shem's and Hassat's mods installed first, this mod will overwrite what they do.
Credits:
Holocron Toolset - Cortisol
Holopatcher - Cortisol
TSLPatcher - Stoffe (used in the previous versions)
Snigaroo for testing help.
Shem and Hassat for making the original mods, that this mod replicates.
Permissions:
You can use parts of the mods in your own, as long as there is proper credit. Don't re-upload this mod anywhere without any changes done, if I want somewhere, I'll put it there. DO NOT reupload to the steam workshop.
Bugs:
None known at the time. Report if any are encountered.
674 downloads
- mods
- sith assassins
- (and 1 more)
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JC's Spice of Life for K2
By JCarter426
This mod adds spice, a class of narcotic found in the Star Wars galaxy, as a new consumable item type to the game Star Wars: Knights of the Old Republic II - the Sith Lords.
Spice may be consumed by any non-droid member of the party, activated as a medical item. Each variety of spice has different effects. Similar to stimulants, the effects of spice do not stack, so only one dose of spice may be used at a time; however, a dose of spice may be used in addition to stimulants and other effects. The effects of spice last for 120 seconds per dose. Use of certain spice leads to withdrawal, which lasts for 30 seconds after the dose wears out. A high Constitution score will reduce the length of withdrawal.
Spice item drops have been placed throughout the game where thematically appropriate. Spice may also be crafted at any lab station.
Installation
You must start a new game to experience the full effects of this mod.
Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). TSLPatcher may warn that .mod files already existed and were skipped during installation. This is normal and means that this mod's installer patched the files you already had from another mod rather than installing a new one.
This mod only supports the English language version of the game at this time.
Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one. Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in to your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Delete all other files installed by this mod from your game's Override folder. Compatibility
This mod uses combat shot item variations 101 through 112.
Known Issues
Some effects of spice will stop functioning after you transition areas. It did not seem possible to resolve this without editing the party AI, which would introduce the possibility of compatibility issues with other mods.
While testing, I had an occasional issue with hallucinations being visible after they were supposed to disappear. They will disappear properly after loading the area again. Consider this a symptom of psychosis.
Credits
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
NWNSSCOMP—Torlack, stoffe, & tk102
xoreos tools—xoreos team https://xoreos.org/
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
46 downloads
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K2 Loading Screen Rescaled
Separated the upscaled loading screen and the alt version from my K2 Cutscene Rescaled mod.
Disclaimer
This mod only includes the enhanced legal screens. Adjusting your game to the preferred resolution is necessary.
Installation
- Download your the zip for your resolution.
- Extract the preferred legal screen file (legal.tga) into the "override" folder in your game installation directory.
Alts
- Features an alternative legalscreen option. (or even 2 versions when using the 3440x1440 resolution)
141 downloads
0 comments
Updated
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Cherry Blossoms on Dantooine
By Xandii
This simple re-texture makes the trees on Dantooine look like cherry blossoms.
To install, extract the files and place them in the override folder of your KotOR2 directory.
To uninstall, remove the files from the override folder.
31 downloads
0 comments
Submitted
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Brown Hair for PMHC04
By Xandii
This mod gives the PMHC04 portrait brown hair.
To install, extract the files and place them in the override folder of your KotOR2 directory.
To uninstall, remove the files from the override folder.
28 downloads
0 comments
Submitted
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Better Disciple Meditation
Makes it so meditating with Disciple grants a temporary bonus to Wisdom.
SUMMARY:
In the vanilla game you can meditate with Disciple if no enemies are around to fully restore your Force points. It's a cool mechanic but FP regenerates fast enough outside of combat that I've never really used it except for role-playing.
This mod aims to make meditation more useful by also granting both the PC and Disciple a +2 bonus to Wisdom for 5 minutes. Nothing huge but it's free and lasts a long time, so it might get you to bring Disciple along more often or check in to meditate before heading out.
INSTALLATION:
To install, run TSLPatcher.exe.
If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION:
1. Remove the following files from override:
- spells.2da
- effecticon.2da
- dscplmed_caster.utp
- a_forcepointheal.ncs
- m_imp_dscplmed.ncs
- m_dscmed_plc_htb.ncs
- disciplemed.tga
2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder.
3. Move any remaining files in the backup folder to override.
COMPATIBILITY:
Not compatible with mods that edit the script a_forcepointheal.ncs. Otherwise should be compatible as long as the mod uses a patcher or this mod is installed after. Compatible with Party Swap.
PERMISSIONS:
Please do not reupload this mod or any contained files without my permission.
CREDITS:
offthegridmorty
TSLPatcher, TalkEd - stoffe, Fair Strides
KOTOR Tool - Fred Tetra
Holocron Toolset - Cortisol
KGFF - TK102
482 downloads
- disciple
- meditation
- (and 2 more)
0 comments
Updated
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Default Hilt Replacement Mod 2024
By Kaidon Jorn
Default Hilt Replacement Mod 2024
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Kaidon Jorn - November 2024
This mod will replace all of the default game's lightsaber hilt models and adds new 3D blade models and textures - courtesy of Crazy34 and his crazy awesome modder's resource.
I have, of course, tweaked his blade textures again to my own preferences and increased the ambient lighting glows by 0.2 on all single and double bladed lightsabers (short stayed the same).
In this version I've removed most of my old hilt models and replaced them with ones that may have never been released before, but if I didn't replace the entire model then I remapped and reskinned that previously existing model. All saber icons have been remade to be consistent with my SLM2024 icon backgrounds (I know I said I wouldn't, but to heck with that).
Much thanks to Crazy34 for use of his new 3D blade models and textures and thank you to Deadly Stream for hosting all my mods.
To install run the .exe and choose the location of the game (not the override itself).
To uninstall take them all back out.
394 downloads
- lightsaber mod
- kotor 2 saber mod
- (and 3 more)
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AxC's Kreia's Canonical Lightsaber
By AxConsortium
Although it’s not possible in the unmodded game, The Complete Star Wars Encyclopedia states that Kreia wielded a double-bladed lightsaber during her travels with the Exile, and the Star Wars Miniatures model of Kreia also depicts her using one. From the moment I learned this, it felt odd that the game didn’t reflect it. It’s just one of many canonical elements that remain out of reach in the base game. So, I decided to create this mod to bring Kreia’s canonical weapon to The Sith Lords.
Kreia will receive her double-bladed lightsaber aboard the Harbinger during her confrontation with Darth Sion. This weapon comes with improved stats but cannot be upgraded, and it can be used by Kreia even after the loss of her hand.
However, if you're already past Peragus (specifically, the point of no return when you board the Ebon Hawk), you can still add the lightsabers using cheats:
w_kreia_dblsbr: Kreia's canonical green double-bladed lightsaber, usable only by her.
w_traya_dblsbr: A red-crystalled version of the lightsaber, typically unobtainable, but usable by anyone.
Credits:
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
bead-v, for their mod "Kreia's Lightsaber / Long sword", which inspired me and allowed me to edit and include 2 of his scripts in my mod (the mod has open permissions)
124 downloads
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TSL Jekk'Jekk Tarr Tunnel model fix
By OzilsEyes
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TSL Nar Shaddaa - Jekk'Jekk Tarr Tunnel Model Fix
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Description:
In the Jekk'Jekk Tarr Tunnels, there is a doorframe with a large gap between itself and the wall, so I've fixed the model.
Includes:
Fixed model with the gap closed up to the doorframe.
Screenshots:
Installation:
Copy the files into your override folder.
Uninstall:
Remove the following files from your override folder:
305nar_55.mdl 305nar_55.mdx
Legal Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this.
Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
(Kotor Modding) Tools Used:
67 downloads
0 comments
Submitted
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Sith Head
By Blackrock
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Knights of the Old Republic - The Sith Lords
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TITLE: Sith Head
AUTHOR: Blackrock
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INSTALLATION
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Unzip and move all files to Override folder.
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DESCRIPTION
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This mod is a replacement head for pmhh01 with portraits.
Enjoy
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UNINSTALLING
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Remove from the Override folder
pmhh01.mdl, pmhh01.mdx, PMHH01.tpc, PMHH01d1.tpc, PMHH01d2.tpc, PO_PMHH01.tpc, po_PMHH01d1.tpc and po_PMHH01d2.tpc.
68 downloads
0 comments
Updated
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Sith robes
By Blackrock
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Knights of the Old Republic - The Sith Lords
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TITLE: Sith Robes
AUTHOR: Blackrock
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INSTALLATION
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A note before installing: This mod uses the Revan/Star Forge model slot. Only one mod can do that, make sure you're not already using a mod that takes that approach, you can only use one option.
Unzip and copy and paste all files to Override folder.
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DESCRIPTION
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This mod adds 1 robe. It's original sith robe that sith apprentice and dark jedi use in game.
To get this item write a_sith on cheat codes.
Only player can wear it.
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UNINSTALLING
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Remove from the Override folder
a_sith.uti
ia_revan_051.tpc
PFBJ51.tpc
pfbjm.mdl
pfbjm.mdx
PMBJ51.tpc
pmbjm.mdl
pmbjm.mdx
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THANKS TO
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Effix for the guide.
86 downloads
0 comments
Updated
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Rizouge and Effix Present: The Red and Blue Lightsaber
By ChilledTwo
I had so much assistance from Effix on this mod, it's crazy! Thanks bud! This is a two color lightsaber mod that I originally released for KotOR 1 here on deadlystream under the username "TheFrozenOne". I'm here to upload the now final update to this mod, but for KotOR II this time! All cheat stats have been removed by Effix (Thank ya) so it's not an OP weapon anymore.
(Note to the moderators here: I locked myself outta my original account shortly after enabling the authenticator for it. Rizouge is also the username I'm known for everywhere else)
I really hope you guys find this cool! Maybe if I can get KotOR Tool working, I can finally show you guys how to make your own!! I've been wanting to do a tutorial on this for years lol.
Enjoy!
37 downloads
0 comments
Submitted
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Unique Exile robes
This is a trio of specially named robes that only the player can wear, that use the player's name. The first set can be found on the Harbinger, alongside the armband, while the second and third can be crafted at level 15 and level 20 respectively. Neither have a skill requirement, so long as you have components and are the right level, you can craft them. As you can see, they're based on Jedi, Jedi Knight, and Jedi Master robes, but have a grey colour palette instead. They provide a slightly greater defence bonus than you'd get from typical robes, and also come with minor health and later Force regen as a little bonus. I wanted something useful but not overpowered.
To install, extract the folder contained in the .zip, and run the TSLPatcher.
178 downloads
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TSL Telos - Czerka Site Door Reskin / Model Fix
By OzilsEyes
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TSL Telos - Czerka Site Door Reskin / Model Fix
===========================================================================
Description:
The doors in the Czerka Site have always thrown me off, they're reusing the Peragus door - which is fine... however; the UV map for each model object was atrocious, none of them matched & one was put in for whatever reason?
This mod reskins the doors on the Telos Czerka Site in the restoration zone, it also fixes a hole in the floor in the model & removes a pointless plate with a texture of a door on, to match the rest of the environment.
Includes:
New door skin for 2 of the doors, removed the third on the bunker to match the other bunker. Resized objects on the level to make it match. Fixed a hole in the floor near the ramp, I was not aware of the hole in the floor until I came across a thread (here) by PapaZinos, when I was searching for '233telg' to check compatibility. Instead of using PapaZinos' fix, I decided to fix it myself to make this release compatible with his but will still credit him as he's already released a fix.
Screenshots:
Installation:
Copy the files into your override folder.
Uninstall:
Remove the following files from your override folder:
233telg.mdl 233telg.mdx CAT_d03.tga
Legal Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this.
Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
(Kotor Modding) Tools Used:
87 downloads
0 comments
Updated
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TSL Khoonda Expansion Mod
By OzilsEyes
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Khoonda Expansion Mod
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Features:
This mod unlocks 4 rooms within Khoonda, feature list below: Additional XP available to be gained Additional ‘Bonus Mission’ Training facilities Doors previously locked can now be accessed, 3 via Khoonda key, 1 via quest. New Quest Droids join the battle of Khoonda if they're activated
New rooms:
South Droid Defence Workshop Kaloopo's Quarters Training Room Additional Room left empty but accessible, it is used as part of the 'TSL Collectables' mod
New Characters:
3M-BR - Astro Utility Droid Wounded Militia Kaloopo Wounded Kinrath
Installation:
Extract the files from the download, run the Holopatcher.exe installer.
Uninstall:
Holopatcher creates an uninstall / backup folder, please use this.
Legal Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this.
Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
Tools used:
280 downloads