771 files

  1. Thematic Jedi Masters

    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.

    468 downloads

       (0 reviews)

    0 comments

    Updated

  2. Sith Disruptor Fix

    This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable.

    32 downloads

       (0 reviews)

    0 comments

    Submitted

  3. Sith Assassins With Lightsabers

    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.

    447 downloads

       (1 review)

    4 comments

    Updated

  4. JC's Spice of Life for K2

    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.

    35 downloads

       (0 reviews)

    1 comment

    Updated

  5. 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)

    114 downloads

       (0 reviews)

    0 comments

    Updated

  6. Cherry Blossoms on Dantooine

    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.

    28 downloads

       (1 review)

    0 comments

    Submitted

  7. Brown Hair for PMHC04

    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.

    24 downloads

       (0 reviews)

    0 comments

    Submitted

  8. 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

    280 downloads

       (0 reviews)

    0 comments

    Updated

  9. Default Hilt Replacement Mod 2024

    Default Hilt Replacement Mod 2024
    ----------------------
    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.

    331 downloads

       (1 review)

    2 comments

    Submitted

  10. AxC's Kreia's Canonical Lightsaber

    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)

    106 downloads

       (0 reviews)

    3 comments

    Updated

  11. TSL Jekk'Jekk Tarr Tunnel model fix

    ===========================================================================
       TSL Nar Shaddaa - Jekk'Jekk Tarr Tunnel Model Fix
    ===========================================================================
     
    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:
     

    58 downloads

       (0 reviews)

    0 comments

    Submitted

  12. Sith Head

    --------------------------------------------
    Knights of the Old Republic - The Sith Lords
    --------------------------------------------
    TITLE: Sith Head
    AUTHOR: Blackrock
    ------------
    INSTALLATION
    ------------
    Unzip and move all files to Override folder.
    -----------
    DESCRIPTION
    -----------
    This mod is a replacement head for pmhh01 with portraits.
    Enjoy
    ------------
    UNINSTALLING
    ------------
    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.
     

    59 downloads

       (0 reviews)

    0 comments

    Updated

  13. Sith robes

    --------------------------------------------
    Knights of the Old Republic - The Sith Lords
    --------------------------------------------
    TITLE: Sith Robes
    AUTHOR: Blackrock
    ------------
    INSTALLATION
    ------------
    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.
    -----------
    DESCRIPTION
    -----------
    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.
    ------------
    UNINSTALLING
    ------------
    Remove from the Override folder
    a_sith.uti
    ia_revan_051.tpc
    PFBJ51.tpc
    pfbjm.mdl
    pfbjm.mdx
    PMBJ51.tpc
    pmbjm.mdl
    pmbjm.mdx
    ---------
    THANKS TO
    ---------
    Effix for the guide.

    73 downloads

       (0 reviews)

    0 comments

    Updated

  14. Rizouge and Effix Present: The Red and Blue Lightsaber

    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!

    30 downloads

       (0 reviews)

    0 comments

    Submitted

  15. 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.

    150 downloads

       (1 review)

    1 comment

    Updated

  16. TSL Telos - Czerka Site Door Reskin / Model Fix

    ===========================================================================
       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:
     

    82 downloads

       (0 reviews)

    0 comments

    Updated

  17. TSL Khoonda Expansion Mod

    ============================================
    Khoonda Expansion Mod
    ============================================
     
     
    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:

    243 downloads

       (1 review)

    4 comments

    Updated

  18. TSL Collectables

    ============================================
    Collectables: Holocrons
    ============================================
     
    Install 14 ‘Collectable’ Holocrons across the game, each holocron will give you different temporary boosts to stats, different items and a little bit of XP which differs. This is a mini 'easter egg hunt' which you can partake in through your play throughs. Just a bit of fun.

    Here is a short video, showcasing what the mod provides:
    EDIT: After reviewing, I've changed the dialog to differ slightly from the video as 'You reach out and feel a pulling power' sounds stupid.

    Key points:
    Each Holocron discovered gives a different reward. Each Holocron discovered gives an interesting fact / short story about the area it was discovered in. There are 14 to collect throughout the game (This is set to increase to include planets such as: M4-78, Coruscant & Cathalan). One of every planet & almost every level. Short animations / some cutscenes included for immersion. 3-4 locations that are not usually accessible now opened up. Compatible with TSLRCM, M4-78EP, Expanded Galaxy Project, Coruscant, Cathalan (Expansions incoming).  
    Compatibility wise, I packaged up with holopatcher, there should be no compatibility issues unless you've put placeables on the exact spots the Holocrons are OR have changed inaccessible door files.
    The idea behind this was to use some of the unused / inaccessible rooms across the game, though I ended up placing a few of the Holocrons in some very accessible places.
     
    This may not be to everybody's taste as you wouldn't expect to find a Holocron in some of the locations; however, I may change the model / naming / rewards to something more relevant in a future update.
     
    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:
     
     

    203 downloads

       (1 review)

    5 comments

    Updated

  19. Party Stealth Mode [TSL]

    Adds the ability to enter your whole party into stealth without activating solo mode.
    SUMMARY
    Why do Sith assassins get to sneak around in groups? Don't they have to turn on solo mode?
    Now your party can move through the shadows together too. This mod introduces party stealth mode, allowing all eligible party members to simultaneously enter stealth without turning on solo mode.
    Party stealth mode is activated through an armband which turns on stealth for all party members that are equipped with a stealth unit or otherwise able to use stealth (Force Camouflage, G0-T0). Solo mode will be turned off and your party members will follow you like they normally do. Activating the armband while this mode is on will remove everyone from stealth. See additional notes below.
    Only the main character can activate this ability and must be able to use stealth.
    You will get the armband as soon as Kreia joins your party on Peragus. Because of this you'll need a save from before she joins your party for the mod to work properly. However if you're mid-game and want to install this, you can get the armband with the giveitem code "partystealth".
    INSTALLATION
    To install, run TSLPatcher.exe.
    Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe.
    UNINSTALLATION
    1. Remove the following files from override:
    - spells.2da
    - baseitem.2da
    - partystealth.uti
    - m_imp_prtysneak.ncs
    - a_addkreia.ncs
    - ii_ootgmbnds_001.tga
    2. If any files were created in the backup folder, move them to override.
    COMPATIBILITY
    Should be compatible with most mods assuming they use TSLPatcher or this mod is installed after.
    OTHER NOTES
    Party stealth mode is defined by the following conditions:
    1. All eligible party members are in stealth mode.
    2. Solo mode is turned off.
    If any of the above conditions are not fulfilled, activating the armband will apply them. If all of the conditions are fulfilled, activating the armband will remove stealth from all party members.
    You won't be able to toggle stealth for individual party members without turning on solo mode. If you press the normal stealth toggle it will turn on solo mode regardless of whether a character is in stealth or not. Also occasionally characters may exit stealth on their own to perform an action for whatever reason. If any of these things happen, just activate the armband again to reinitialize party stealth.
    Computer-controlled characters with the Sneak Attack feat will usually perform sneak attacks if you enter combat from this mode. However sometimes they might do another action which breaks stealth first.
    When changing modules like entering the Ebon Hawk with party stealth on, characters may remain in stealth mode until they perform an action which breaks stealth, such as entering a conversation. I don't expect this to cause major issues but it's probably best to remove party stealth before leaving an area.
    Bear in mind the developers had reasons for enforcing solo mode, whether for balance or technical issues. I haven't encountered any serious issues but haven't tested every situation. Please let me know of any bugs or weirdness and I'll try to fix it.
    PERMISSIONS
    Feel free to use the source code for your own mod as long as you give credit.
    CREDITS
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides

    91 downloads

       (0 reviews)

    0 comments

    Updated

  20. Improved LS Enlightenment & DS Corruption Feats

    Changes the Jedi Master/Sith Lord unique feats to also increase influence changes.
    SUMMARY:
    The unique feats Light Side Enlightenment and Dark Side Corruption granted to Jedi Masters and Sith Lords cause your influence to have a greater effect on party members' alignment. Unfortunately, party members don't get stat bonuses from LS or DS mastery, making these feats have little practical use. This is one of the factors that make JM/SL cool for role-playing but without much extra to offer in functionality.
    This mod aims to make the feats a little more useful by having them also amplify changes to companion influence. Now, Jedi Masters and Sith Lords will gain 50% more influence with party members. However, influence lost will also be increased by 50%. Low influence is the same as high influence in terms of unlocking dialogue so I don't want to bias one strategy over the other. Still you will be able to gain or lose influence faster. For example, with these feats, 3 influence gains and 1 loss will net the equivalent to 3 regular gains.
    INSTALLATION:
    Copy the contents of "to override" to your game's override folder.
    UNINSTALLATION:
    Remove the following files from override:
    - a_influence_dec.ncs
    - a_influence_inc.ncs
    COMPATIBILITY:
    Not compatible with Modified Influence System by Hassat Hunter.
    CREDITS:
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Holocron Toolset - Cortisol
     

    141 downloads

       (1 review)

    0 comments

    Submitted

  21. Fixed / Better Czerka Salvager

    ============================================
    Better / Fixed Czerka Salvager – OzilsEyes
    ============================================
    We all know how annoying the Czerka Salvager can be on our lightside play throughs. He sometimes decides to just stop dead until you run back, sometimes just gets stuck walking around objects or through doorways....
    This patch will better / fix the Czerka Salvager in the Telos underground. Currently he gets stuck on objects, you have to run back sometimes – it’s not ideal.
    Now he will follow your party, if he does fall behind or get stuck for whatever reason, will warp towards your party. The leaving script has also been fixed to accommodate my new script, it has been cleaned up & now has a check for combat before initiating too.
    He now walks towards the door and fades out instead of sprinting in the same spot for 5 seconds before disappearing.

    Install:
    =================
    Run the tslpatcher.exe, choose your root installation folder (NOT override).
    Let it run -> Play the game
    Please note: This will only take effect on a save where you haven't already been to the Telos Underground Base.
    Alternatively, if you want to run this mod without tslpatcher, it will work in override.
     
    Uninstall:
    =================
    A backup of your original 232TEL.mod file, replace that if you need to uninstall.
     
    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 involved parties in this release.

    Credits:
    OzilsEyes – Deadlystream 

    Tools used:
    tslpatcher
    Holocron Toolset
    KOTOR Scripting Tool
    Special thanks to all creators / developers of these tools
     

    203 downloads

       (0 reviews)

    2 comments

    Updated

  22. Hk 51 skin for Hk 47

    This mod is for Kotor 2
    Hk51 skin for Hk 47, actually i used original hk 51 skin from the game but for portrait i recolored it's original icon.
    enjoy.

    11 downloads

       (0 reviews)

    0 comments

    Submitted

  23. Visas Marr: Sith Assassin

    Makes Visas a Sith Assassin.
    SUMMARY:
    This mod switches Visas' class from Jedi Sentinel to Sith Assassin. It's a fitting class story-wise given that she is an assassin sent by the Sith when you meet her. This is purely for fun, not balance. Sentinels and Assassins both have their advantages, so it doesn't necessarily make her better or worse, just more stealth-oriented. Her attributes and skills are untouched.
    The main changes going from Sentinel to Assassin are:
    - Better defense per level
    - +2 Force points per level
    - Lower Fortitude & Will saves
    - Demolitions class skill instead of Treat Injury
    - Granted Sneak Attack
    - Granted Force Camouflage
    - Granted Weapon Focus: Lightsaber
    - Slower feat progression
    - No Force Immunity feats
    - Can't learn Close Combat, Dual Strike, or Regenerate Vitality feats
    NOTE: This mod will only work on saves made prior to meeting Visas.
    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:
    To uninstall, remove p_visas.utc and visascut.utc from your override folder. If any files were created inside the backup folder, move them to override.
    COMPATIBILITY:
    Will conflict with mods that edit Visas' class, obviously. May conflict with mods that edit Visas' starting powers, feats, or stats. Should be compatible with mods that edit Visas appearance, models/textures. Compatibility is assuming other mods use TSLPatcher or this mod is installed after. To be safe I recommend installing this mod after others that edit Visas.
    CREDITS:
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Holocron Toolset - Cortisol
     

    155 downloads

       (0 reviews)

    0 comments

    Updated

  24. Sith lightsaber

    This mod is for Kotor 2
    Edited dark jedi lightsaber to sith lightsaber with new description and value.
    How to install: just add g_w_drkjdisbr001.uti to override folder.
    How to get this item? type g_w_drkjdisbr001 on cheat code.
    enjoy.

    32 downloads

       (0 reviews)

    0 comments

    Updated

  25. Hk 50 skin for Hk 47

    This mod is for Kotor 2
    Hk50 skin for Hk 47, actually i used original hk 50 skin from the game but for portrait i recolored it's original icon.
    enjoy.

    29 downloads

       (0 reviews)

    0 comments

    Updated