753 files
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Dustil Restoration
In KotOR 2, you would originally stumble upon the body of a Jedi named Nebelish while investigating the tomb of an ancient Sith Lord on Korriban. However, this "Nebelish" actually looked a lot like Dustil Onasi. Turns out, Obsidian originally planned to have Dustil in the tomb but they ended up cutting the content. Now when TSLRCM came along they never restored this because Jason Mardsen, Dustil's voice actor, never recorded any lines for the part. Now I thought it a shame that Dustil couldn't have been restored, so I set about restoring him. And, thanks to some voice overs done by Zhaboka, I have finished my task.
So essentially, this mod restores Dustil to KotOR II.
TSLRCM Compatible: Yes
Please go to the Nexus Mods link to see further screenshots.
ModDB Link: DOWNLOAD
Nexus Files: DOWNLOAD
Deadly Stream Link: DOWNLOAD
5,982 downloads
- korriban
- knights of the old republic 2
- (and 8 more)
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Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords
By Achilles
THE UPDATE IS FOR STEAM USERS, PLAYING THE ASPYR VERSION IN 2K.
--------------------------------------------------
Title: Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords
--------------------------------------------------
Special Thanks to the following individuals:
Alien - For the original version of the 16x9 mod, without which none of this would have happened.
tk102 - Since GFFEditor broke stuff and KGFF saved the day, teekay deserves some recognition for his awesome (TSL-friendly) tool.
--------------------------------------------------
Original mod info (including link to download and screenshots) can be found here:
http://steamcommunity.com/app/208580/discussions/0/864975632546978851/
As you can see, Alien's work is remarkable. Unfortunately, v.1 has some issues with the Actions UI in the lower left (mines and force form are borked, and the action description hovers over the menus rather than displaying above, making the arrows a pain to use).
After some digging around, I was able to fix these issues and am releasing the fix with Alien's permission.
*CD/DVD/GOG/Steam (Non-Aspyr) Installation Instructions*
Download the GOG version Extract the download Select either the 16x9 or 16x10 version (not both) Copy the folder to Override To uninstall, remove the installed files.
*Steam (Aspyr version) Installation Instructions*
[Optional, but recommended] Find equip_p.gui in the game's install directory and make a backup Delete equip_p.gui from the install directory Extract the contents of the download to Override. To uninstall, remove the installed files.
124,949 downloads
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Trailer Force Crush Sound
Author:
Kainzorus Prime
Mod Name:
Trailer Force Crush sound
*************************
Under NO circumstances is this, or any of my other,
mod(s) to be posted on ANY site other than by myself.
*************************
1. Info
This mod replaces the bland common force casting sound that was used for Force Crush, with the sequence from the KotOR 2 trailer. The sound begins with usual cast sound, then shifts to choking an opponent, and ends with a forceful bone shattering. The sound is synchronized perfectly with player's casting animation, the choking playing when enemy is lifted of the ground, and crush itself when PC clenches their fist.
2. Installation:
=========
Run the TSL Patcher and sit back, the installer will handle everything, including compatibility with other mods.
3. Usage
=========
Get Force Crush power by any means you see fit, and listen to the lovely sound of your opponent groaning before their bones pleasantly shatter before your ears.
4. Credits:
===========
Special thanks to:
Holowan Laboratories - For all the great resources.
5. DISCLAIMER:
===============
This Mod is not supported by LucasArts, Bioware or Obsidian.
Please do not contact them for support of this mod.
Copyright:
Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
and copyrights owned by their respective trademark and copyright holders.
Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
trademarks and copyrights owned by their respective trademark and copyright holders.
Bioware and the Odyssey Engine are trademarks of Bioware Corp.
Obsidian are trademarks of Obsidian Entertainment.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
1,569 downloads
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Gameplay Rework
By InSidious
The short version: this mod changes gameplay in TSL by changing the level cap to 20 and thinning out the force and skill points that each class gets. It also alters primary abilities, hit die, force die, and attack bonuses for each class (which used to all be the same). Health regen is switched off, and FP regen starts from a lower base (0.6 instead of 1.0). Details below:
classes.2da:
Skill points readjusted:
Soldiers get 1 base Skill Point
Scouts get 2
Scoundrels get 2
Guardians get 1
Consulars get 1
Sentinels get 2
Combat droids get 1
Expert droids get 3
Minions get 1
Tech Specialists get 4
Weapon Masters get 1
Jedi Masters get 1
Jedi Watchmen get 2
Sith Marauders get 1
Sith Lords get 1
Sith Assassins get 2
Class hit die readjusted:
Soldier: 9
Scout: 6
Scoundrel: 4
Guardian: 10
Consular: 5
Sentinel: 7
Combat Droid: 10
Expert Droid: 6
Minion: 6
Tech Specialist: 4
Weapon-master: 12
Master: 6
Watchman: 8
Marauder: 12
Sith Lord: 6
Sith Assassin: 8
Force Die readjusted:
Guardian: 4
Consular: 8
Sentinel: 5
Weapon-Master: 5
Master: 10
Watchman: 7
Sith Marauder: 5
Sith Lord: 10
Sith Assassin: 7
Primary Abilities altered:
Soldier: Strength
Scout: Dexterity
Scoundrel: Intelligence
Guardian: STR
Consular: WIS
Sentinel: INT
Combat Droid: CON
Expert Droid: INT
Minion: STR
Tech Specialist: INT
Weapon-master: STR
Master: WIS
Watchman: INT
Marauder: STR
Lord: WIS
Assassin: DEX
Class attack bonus tables adjusted:
Soldier: Attack bonus table 1
Scout: Attack bonus table 2
Scoundrel: Attack bonus table 3
Guardian: Attack bonus table 1
Consular: Attack bonus table 3
Sentinel: Attack bonus table 2
Combat Droid: Attack bonus table 1
Expert Droid: Attack bonus table 2
Minion: Attack bonus table 2
Tech Specialist: Attack bonus table 3
Weapon-master: Attack bonus table 1
Master: Attack bonus table 3
Watchman: Attack bonus table 2
Sith Marauder: Attack bonus table 1
Sith Lord: Attack bonus table 3
Sith Assassin: Attack bonus table 2
classpowergain.2da
Only Consulars, Sith Lords and Jedi Masters get 2 starting Force Powers;
Guardians get no new force powers every third level;
exptable.2da
Capped level gain at 20; smoothed out XP gain to compensate, so that player may only just hit 20 before game end.
baseitems.2da
Lightsaber power reduced: die-to-roll reduced to 8 for Lightsabers, 10 for Double-sabers, 6 for Short lightsabers.
351 downloads
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HK-47's responce
By Purify
Description:This is something that not all may have noticed.When you ask HK-47 to stop asking you if he want's to kill someone and then stop conversation,in your next conversation he won't ask you that but there will be an option to revert back to his old asking.If you choose that you prefer him the way you changed him,then this option is not available any longer.This mod changes that.You can now make him change his tone every time you wish.After all he IS a droid.Lol.As a plus this mod is compatable with TSLRCM and M4-78 aswell!Have fun!
Instalation:Well you NEED M4-78EP ATLEAST so you should have a hk47.dlg file.Just replace it with mine and you're done.
Bugs:How the hell should i know?!I just made the file!...but yeah,i tested it. XD
648 downloads
0 comments
Updated
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Remove the Menu Beeps from KotOR and TSL
READ ME FIRST!
Here's my fifth small mod!
Remove the Menu Beeps from KotOR and TSL
=================================
MOD AUTHOR: Sith Holocron
ORIGINAL RELEASE: 11 MAY 2013
FOR WHICH GAMES: For both Star Wars Knights of the Old Republic & Star Wars Knights of the Old Republic 2: The Sith Lords
Description:
----------------
When using the various menu functions in either KotOR game, there are many annoying beeps. This extremely simple mod removes those by replace them with a blank sound file. Though this will probably have limited usage for the general public, it is invaluable for those creating “machinima” videos from either of the game.
Installation:
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Drop WAV files in your game's’ Override folder
To Uninstall:
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Take them out again.
Known Bugs:
-----------------
None known at this time.
Legal Disclaimer:
-------------------
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it however you like, but if you're going to post it up somewhere, or make a derivative mod, or use it in another mod, please put a line in the readme, mentioning me. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop - with the exception of Hassat Hunter who has my permission to do so.
1,112 downloads
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Playable Mission Vao
By Ferc Kast
This mod will make Mission Vao a selectable head at the game's start. Included in this version is the ability to wear masks, use the default TSL clothes (unlike the previous release) and use the default dancer's outfit.
1,231 downloads
- mission vao
- kasts-echo
- (and 1 more)
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K2TSLR - The Sith Lords Remastered
FYI: To discuss this mod and to post bug reports, please use this
forum WIP thread, thanks. This is a teaser release of what will be a much larger mod to replace all the textures of Knights of the Old Republic: The Sith Lords. This initial release focuses on Telos as a WIP teaser.
You will either have to start from the start again and work your way up to Telos to see all the textures changed, or, use an old save game to replay the areas once more.
You have a number of folders here to install, some are optional.
FOLDER "TELOS_TEX"
These are all the current environment textures that have been made available for Telos:
Telos Citadel Station, Restoration Zone and Secret Base. FYI: some are not only for Telos in that some of the textures are from other sets, such as Dantooine.
To install the files just copy into your override folder. FYI: you may wish to backup your override folder first .
FOLDER "HK_TEX"
These are the HK series -- 47, 50 and 51 -- of droid textures.
FYI: there are background droids in the HK facility on Telos that I have not updated the look of yet.
Again, copy to your override folder.
FOLDER "Items_UTI"
These have been removed for the a1-1 update due to a report problem with them; the below text is there if the earlier version of the mod is being used:
USAGE
Pretty simple, my texture and model edits along with new creations, are mine to redistribute and modify. If you want to use any of my stuff, you need to get my permission to do so, even if it is a modification of an existing texture or model from the game or of someone else's -- in that case, you will need to get their permission too.
If I find that my work has been used without my permission within another mod, depending upon what it is and the extent of it, I will have the site admins remove it along with pursuing other actions available to me via the site.
7,146 downloads
- remastered
- high resolution
- (and 3 more)
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Hanharr's Jedi Training
This mod provides darkside players with a means of training Hanharr as a dark jedi guardian, it branches off of the part where you "break" him. it also includes a new skin, portrait, and if it works correctly, when you train him his appearance should change.
The read me says it requires TSLRCM 1.8.1 but anything newer should work too.
2,868 downloads
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Unofficial TSLRCM Tweak Pack
By Pavijan357
UNOFFICIAL TSLRCM (THE SITH LORDS RESTORATION MODIFICATION) TWEAK PACK
version 1.3
Author: Pavijan357
1. Description:
---------------------
As you all know, SW-KOTOR 2 : The Sith Lords is a brilliant game. Unfortunately, at the time of release, it was definitely a flawed game, because it was published in unfinished state.
Then came the people behind TSLRCM project and did what seemed impossible. After years hard work by all people involved in it, final result is here: TSLRCM 1.8.5 . KOTOR 2 is closer to its finished state and Obsidian's vision than ever before.
So, what is this than actually for? Well, the way I see it, instead of the broken, dirty gem TSL was before, now with TSLRCM, it's the large shinning diamond, just a little rough on the few edges. This is made to polish it around a little...
It's seems to me that in their vision to restore as much cut content, TSLRCM crew got a little carried away and restored even things that seem that weren't left out because of short development time, but actually CUT from game, because authors had some other and better ideas, or simple they didn't thought that those fit in the game in general way.
Now, I don't claim to know what was Obsidian's original vision better than anybody else, especially TSLRCM guys, but there are some things that bothered me during the playthrough and which seamed jarring and out of place to me, so I have made this Tweak Pack for my personal usage, and also for everyone else who feels the same way about those particular things.
Of course, this is ultimately thing of personal preference, so I have made this pack modular so you can install only things that you want and leave others as they are (modular parts are installed with TSL Patcher), but have also provided all-in-one setup for those that want it all.
2. Component list:
---------------------
This pack consists of five main components and three small extras:
Component 1 - Jorran the extortionist instead of Kaeve the thief
As you probably know, TSLRCM returned cut character of padawan Kaeve, whose laigreks stole the farming equipment from farmer Suulru on Dantoine, instead of scavenger Jorran who insisted that Suulru should give him extra money for his vaporator, which was the case in the published version of the game.
I like the general idea behind Kaeve, and voice-over done for her by Usagi was fine, but the main problem with her is that her dialogue seams, well... not well written in the first place, it feels incomplete and not well thought through. It seems to me that she was abandoned in earlier part of production and wholly discarded as an idea, and that's why Obsidian eventually recorded voice-over for Jorran's and Suulru's new lines instead of making some for Keave. Don't get me wrong, TSLRCM crew did a good job of restoring what was in the files, but it seems that there wasn't a lot of quality material to restore in the first place...
So this component returns whole Jorran/Suulru situation to what it was in published version of TSL and removes Keave from game altogether. This also returns lightsaber part to Jorran which he had originally, instead of Keave as in TSLRCM.
Component 2 - Saedhe's original head
If you played the game, you would remember Seadhe, Khoonda Militia investigator in Khoonda plains, Dantooine. In TSLRCM he is given cut unique head which was planned for him earlier, but my opinion, based on his voice in game, is that unique head was intentionally scrapped and in the published version he got that of an old black guy to fit better with that voice.
So install this component if you would like to see his originally assigned head again.
Component 3 - No Mandalore falling on Ravager bridge
In old TSLRCM versions, after you defeat Darth Nihilus and your party is leaving Ravager's command bridge, Mandalore inexplicably stood on some invisible mine and fell on the ground. This has been done to make excuse for starting Mandalore/Visas conversation. Version 1.8.3 replaced mine with much more sensible Dark Side backslash from the disappearing corpse of Nihilus, which actually looks fitting to a point, and could satisfy some people, but in case that you still want that whole part removed, like I do - this component is here.
There is also spliced part on first Mandalore/Visas conversation upon boarding Ravager ("I know what it meant for you to accompany me here...") that should also, like the post-fight conversation between them, be left for some other mod which restores Ravager part to its original concept (Mandalore and Visas go to Ravager alone, Exile joins them later) like Zbyl2's excellent "Ravager Rewrite" mod, which will, I hope, be eventually updated for TSLRCM compatibility if he finds time and still has some desire for modding after his work on M4-78EP.
So, this component removes spliced part on first Mandalore/Visas conversation and whole bridge collapse/second conversation situation after Nihilus fight, so you can wait nicely until some future version "Ravager Rewrite", or some other mod, restores those lines more fittingly.
Component 4 - Atton’s ending dialogue
After you defeat final boss, in TSLRCM you (depending on your choices) get a few final conversations with some of your crew mates. Atton is one of them, and his conversations (in both possible versions) are great and emotionally satisfying. But they seem written only for light-side character and don't fit at all for the cold-blooded bastard that you may have turned your Exile into!
Because of that, this component inserts extra requirements for this dialogs to happen: Exile must be light-side, neutral, or mildly dark-side with high influence with Atton (high requirement for influence is only for slightly dark-side chars to reflect the situation when player is not entirely insensitive to suffering of those close to him and he got along with Atton nicely). So if your Exile matches any of those requirements you will get the dialogue as it has been until now, and if he/she doesn't - you will not be bothered with it.
Component 5 - Kreia-Atris dialogue tweak
During Kreia's visit to Atis on Telos, dialogue between those two is one of the more important ones in the whole game because it gives lots of exposition on Kreia's motivation. TSLRCM added a few restored lines of dialogue to that scene that do not seem to fit the story in it's final form.
Those are the lines that reference that Kreia was there during Exile's trial, and more important, that she was the one who asked for her/him to be exiled. Which doesn't fit at all, because she was presumed dead since Mandalorian Wars by the Jedi Order at that time, and because of that she couldn't have asked that of the Jedi Council when (as we see in dialogue between them near the end) they weren't even aware that she survived! This seems to be a remnant of some old plot version that was abandoned during the production.
Thus, this component removes that group of added lines from that dialogue (but keeps other ones that are not related to this issue).
Thanks to Markus Ramikin who has noticed this issue and informed me of it.
Component 6 - Tweak for Exile-Mandalore dialogue in Trayus academy
From the first time I saw it, I was not fond at all of the Player responses in the Exile-Mandalore conversation that happens in the Trays academy if you save your party. They consist of pairs of almost identical responses with just several words changed and do not seem like anything that would normally be found anywhere in the game and therefore they really stick out as "modded content".
This component of TSLRCM Tweak Pack will alter the player responses to something that (at least in my opinion) fits better with the rest of the dialogue found in the game. Mandalore's lines are not altered.
Extra components:
These small tweaks are separated as extras because they are not based on restorations or anything other than some thoughts of mine, or are probably insignificant to majority of players and made mostly for extra nit-picky crazies like myself.
Extra 1 - Trayus Sith Lords unified
This takes care of the small thing that caught my eye - that Sith Lords in the left part of Trayus Academy have their masks on, but those in the right part don't. This was probably done intentionally, possibly to provide more diversity, but what bothered me is that those without masks share the same head with Sith apprentices which are at few places found at the very same room (Yes, it bothers me, I'm that kind of guy [:p] ).
So, this only gives those few Sith Lords in Trays Ac. the same masks that their "colleagues" in the other part have. Simply as that.
Extra 2 - Lower Awareness requirement for "Gand Warrior" quest
This lowers required Awareness skill level for solving the quest given by Suulustan in Jekk Jekk Tarr cantina, on Nar Shadaa, to 4 instead of 16. Why so low? Because I think that 16 is really too much for such a trivial quest, and by making it as low as 4 it can be solved even by players who didn't focus on developing their Exile's Awareness, simply by equipping a few of skill boosting items, and maybe also casting Valor if needed.
3. Installation:
---------------------
To install this Tweak Pack, TSLRCM 1.8.3 or newer version, MUST be installed. It is made for TSLRCM and without it, it has no point.
1) If you're planning to install the complete installer version, just run its URCMTP.exe and follow instructions. It's advisable to do it IMMEDIATELY after TSLRCM installation. In that case if you plan to install some other mods after TSLRCM they won't be overwritten, and maximum compatibility is assured.
2) If you're planning to install any of modular parts just run U_TSLRCM_TP_IND.exe and follow instructions. You need to run U_TSLRCM_TP_IND.exe once for each component you have to install.
For Component 1 (Kaeve removal) BOTH parts must be installed for it to work properly.
Any component can be installed any time after TSLRCM installation.
4. Uninstallation
---------------------
Copy appropriate files from the "backup" folder to their original places.
5. Mod Compatibility:
---------------------
Any mod that is compatible with TSLRCM is compatible with this Tweak Pack.
For full compatibility with "Fixed Hologram Models and Admiralty Redux for TSLRCM" by DarthParametric and M4-78EP, use the the Individual component installer for this pack, and install it AFTER those mods.
---------------------
Thanks to Fair Strides for creating and updating the TSL Patcher version of the installer.
Special thanks to Zbyl2, DarthStoney, VarsityPuppet, Hassat Hunter, and everybody else who was involved with TSLCRM during its long years of making, for all that they have given us...
---------------------
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.
46,245 downloads
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Shem's Ultimate Sound Mod for TSL and KotOR
By kyrie
This is Shem's Ultimate sound mod I TSLPatcherized both versions for compatibility
6,336 downloads
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Improved Disciple (Mirialan Mical)
By xavier1985
My Modified Disciple mod, i would recommend a new game due to the class change but i wouldn't say it would be mandatory.
Enjoy!
From the Readme:
570 downloads
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Slenderbodied Females Comp. Patch
By kyrie
Compatibility Patch for Slender body females by Kyrie
Adds TSL patcher info for slender body for females by Taina.
V2.0 added tlk entry for Ara Oufit
Just put all the files from the original mod into the folder named tslpatchdata.
Then run tslpatcher. I have included a fixed appearance.2da file.
Just a reminder this is just a compatibility patch you will need to get the
original mod by Taina. Here is the address for it.
Slenderbodied Females
2,727 downloads
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Choose Your Party - Malachor V
By I_Jedi
--------------------------------------
-----Choose your party mod------------
--------------------------------------
by I_Jedi
---------------------
----Purpose----------
---------------------
After playing through the TSLRCM version of Malachor V, I was bothered that I was forced to tell Mandalore to take the surviving party members away.
Therefore, I decided to create two responses to allow you to choose two party members to assist you after you save them.
Note: This *IS* a TSLRCM mod; this mod will have no effect in vanilla.
You will be able to choose from all the Jedi characters except Kreia and Bao-Dur. Mandalore can be chosen.
---------------------
---Installation------
---------------------
1. Install KOTOR 2 and any official patches.
2. Install TSLRCM 1.8. (Or any TSLRCM version that has a rescue scene in Malachor where you speak to Mandalore.)
3. You will find one .dlg file and 13 ncs files in this archive. Place them in the Override folder. The Source folder holds source files for modders; you do not need to put these in override.
4. The Fixed_Party folder has dlg files that allow you to talk to the party members beyond a one line sentence about a force cage.
These should work without problems, so overwrite the TSLRCM versions in the override folder with these. Backup the dlg files in case they don't work properly.
5. Play! Changes should take effect automatically.
--------------------
----Bugs------------
--------------------
I have not tested all combinations. If you find a bug with this mod, tell me about it and when it occured in the convo.
----------------------
----Acknowledgements--
----------------------
The TSLRCM team, for restoring K2.
The people who made all the editors making this mod possible.
1,175 downloads
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M-478EP 1.0 -tslrcm 1.8.2 fading logo
this is a logo i made for m4-78 ep, zbyl didnt see it before he released the mod but what this does is creates a fading logo for the main menu that fades between m4-78 and tslrcm, i like it personally,
one small note, older machines might experience a tiny bit of lag before a loadscreen and when booting up the game. its barely noticible on my netbook though.
the usual disclaimers apply,
if you like it let me know! ill make one for the next release too.
444 downloads
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Nar Shaddaa Hidden Complex: Improved!
A remake of FrantFire's Nar Shaddaa Hidden Complex. It's been on KotorFiles a while, but I'm only getting around to uploading it here. ^^;
IMPORTANT: TSLRCM INFO
It SHOULD work with TSLRCM, but I make no promises.
It also will not work with any GenoHaradan mods.
Readme:
*****************************************************************
KNIGHTS OF THE OLD REPUBLIC II THE SITH LORDS
*****************************************************************
NAR SHADDAA hidden complex mod v3.1
Author: FrantFire
Date released: 18/6/08
Time spent: 36 hours or so, I'm not much a scripter...
Contact: jorgeagost@hotmail.com; jolamg@yahoo.com, or
GeorgNihilus at www.lucasforums.com
You can also contact Darth_Tartarus at redherochildboss@gmail.com .
Updated to 1.5 by: Darth_Tartarus.
1.5 released: 9/10/2010
Patch 1.5b made by: Darth_Tartatus.
1.5 released: 09/27/2010
Updated to 2.0 by: Darth_Tartarus.
2.0 released: 10/17/2010
Updated to 2.5 by: Darth_Tartarus
2.5 released: 3/3/2012
Updated to 2.6 by: Darth_Tartarus.
Updated to 2.6b by: Darth_Tartatus on 12/15/12.
Update to 3.0 started on 1/27/2013 by: Darth_Tartarus.
Update to 3.1 on 5/17/2017 by Darth_Tartarus (though I normally go by DarthVitrial now)
1. Idea
=======
One day I used Force Sight to the door next to Fassa in Nar Shaddaa docks area and when I opened it I found an interesting
unused complex (I think it was supposed to be used for the GenoHaradan? -Darth_Tartarus), then I decided to use this area, somehow...
2. Info
=======
This mod does the following:
1) Allows you to open one of two doors near Fassa (the Twi'lek in Nar Shaddaa docks). You will only be able to open one of these two
sealed doors, and also access 2 closed doors at the Refugee landing pad area (I always wondered what was behind those
doors); there you will find some sort of abandoned cantina.
2) It will spawn (add) a Twi'lek female in the Nar Shaddaa docks flophouse area, up to you find where, as well as some pretty
nasty thugs somewhere.
3) It will make the alien Gran thug guarding Vogga's enclave entry door hostile, but only if you decide to kill the Bith guard near him.
(I did this to give more realism to this easy fight, no sense having the Bith fighting you and the Gran thug by him just
standing there). The Bith will be a little more challenging, too. So you will have a realistic fight with Vogga's guards now.
This has nothing to do with the Complex mod itself but I included it anyway in this pack. (Only if you install the full version of this mod, not the Lite version)
4) (Optional): Improved and modified Vogga.dlg (he will realize you have killled his enclave door guards), plus reduced many long texts
for short streamvoices, same problem fixed in Vogga's Bith dialog. (again, not with the Lite version.)
5) Two journal entries have been added for this mod.
3. How to play
============
You will need a saved game before arriving at Nar Shaddaa for the first time, if you do not have one and you have a saved
game at the Refugee Landing Pad or the Promenade -and you have not entered the Docks area before- you can still open the
doors near Vossk (the Trandoshan) at the landing pad by other means (you cheater), by using something along the lines of the WhereamI
Armband. This way you can still initiate the mod.
ONLY READ THIS IF YOU WANT TO KNOW exactly what to do, I personally suggest playing to figure out what to do. If you want
to know how to open the docks doors you will need a special key, available in a lost pad inside the abandoned cantina in the Nar Shaddaa
Refugee Landing Pad (this cantina was also unavailable in original game, by the way) and it is placed just behind Vossk. There may be some errors
with TSLRCM because of the addition of the cantina.
Without the key, the doors next to Fassa in the docking area will remain closed -showing as "Sealed door" in case you want to know- or
if you do not find the key. Once opened the door, just enter and see...
There is also a hard-to-open footlocker in the cantina.
A Twi'lek woman has also been spawned in one of the flophouse's rooms, hiding for some reason. She will be behind a separating
panel in the room next to Lasavvou (the Ithorian). Talk to her to find out why she's hiding, and to get a quest.
Finally, to reach the Bith's dialog option to kill him, while talking to him about Vogga's fuel contracts take the branch "It's not safe to
compete with me". Vogga won't be happy about you killing them, though...
4. Installation/Uninstallation
=====================
To install: Simply run the TSLPatcher and choose an option. Those of you with TSLRCM should choose the no-Vogga version, for compatibility reasons.
To uninstall; delete the following files from your Override folder (it's not necessary to delete the .lip files, they can be used later):
n_compleadr.utc (the merc leader .utc)
n_compthug2.utc
n_compthug.utc
n_compthug3.utc
n_compthug5w.utc
n_compthu4w.utc
n_voggathu.utc
n_voggathu3.utc
n_voggathu4.utc
n_voggathu5.utc
n_voggadro2.utc
n_voggadro6.utc
twi_common.utc
vogga_sullustan.utc
c_pcfemundie.ncs (checks if a female PC is in her undies... hmm...)
pc_perceived.ncs
2hostthugs.ncs
c_act_exitaread.ncs
c_act_exitareat.ncs
give_compkey2.ncs
spawnkey2.ncs
spawn_hidden.ncs
spawnthugs.ncs
spawnthugs2.ncs
spawnkey.ncs
a_journalend.ncs
give_compkey2.ncs
c_bithdead.ncs
a_bithdead.ncs
a_mercsdead.ncs
c_mercsdead.ncs
a_destroyvt.ncs
a_someoneund.ncs
c_someoneund.ncs
ff_nar_locker.ncs
ff_nar_blood.ncs
ff_nar_bag.ncs
k_enter_301ff.ncs
a_thugsdone.ncs
c_thugsdone.ncs
voggas_fade.ncs
sealeddoor.utd
doors_key.uti
door_narshad015.utd
ff_nar_bag.utp
ff_nar_blood.utp
ff_nar_locker.utp
plc_doorskey2.utp
ff_nar_datapad.uti
203merclead010.lip
402om_sc2005.lip
303lootra056.lip
402om_sc2005.lip
and so on ...
ev_crys_04.uti (don't delete if you have Envida's Khoonda Lost Loom mod or my updated version of the Lost Room mod)
ev_crys_03.uti (item)
iw_sbrcrstl_203.tga (don't delete if you have Envida's Khoonda Lost Loom mod or my updated version of the Lost Room mod)
iw_sbrcrstl_204.tga (item)
compledr.dlg
droidwar_l.dlg
humanvog_l.dlg
attontwi.dlg
trandos_l.dlg
twicommon.dlg
vogsull.dlg
quello.dlg (in this file only added a script that spawns items in the line "What's with you, letting that piece...", named k_enter_301ff.ncs)
5. Recommended
==============
Recommended level to access the docks door/s, 14, with 3 party members, nevertheless you can survive with
upgraded gear, equipments, grenades or mines in your inventory, or simply running away from these mercenaries just
in case you get there before those levels...
Many people certainly download overpowered mods, I have seen a lot of them, armors and lightsabers specially. If you have
installed this sort of mods you will have good chances of killing the mercenaries before level 14, as you can see I like to edit
.uti's to reduce slightly weapons-armors stats for challenging fights.
6. New items or equipment
=====================
Two lightsaber crystals only, actually not new items, just slightly reduced by me, powerful enough but only for 100% darkside
or 100% lightside aligned Jedi, and you will be able to collect a few pre-existing game items from the corpses, if you succeed.
7. Credits:
=========
Very special thanks to:
Stoffe - for an On Notice script I used in the Complex area, being a guide many times at the Holowan labs.
Darth Xander - for allowing me (all of us) to see this lost cantina -or whatever it is- through his original Nar Shaddaa lost cantina mod.
Envida - for allowing me use and modify some files from Envida Khoonda Lost Room mod 1.3.
And anyone else at the Holowan Laboratories - For all the great resources!
And all the tool makers of course, those genius people
Thanks from Darth_Tartarus: FrantFire-For letting me update this mod.
8. Compatibility
==============
Since this uses TSLPatcher, it should work with most everything.
As of 3.0 beta, it SHOULD work with TLSRCM. No promises though. And it does NOT work with any GenoHaradan mods.
9. Experience won
==============
If you are not a fan of gathering too many experience points (XP) through all the mods you install, then you might like to know that you
will only gain 1500 XP points or so with this mod after dealing with the mercenaries, if you kill all of them, plus Vogga's Gran thug.
(1250+250 the Gran thug). You can subtract some XP through KSE (KotOR/KotOR2 Savegame Editor) if you want.
10. Bugs
=========
Using something like the WhereamI Armband to enter the Complex through both doors triggers the Complex Leader attack twice.
Beating him twice also allows you to claim the prize from the Twi'lek twice. So, kinda a useful bug!
11. Permissions
============
You can use freely this mod files, just give me the correspondent credits in case you use or modify some of these files.
12. DISCLAIMER:
==============
This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod.
Copyright:
Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks
and copyrights owned by their respective trademark and copyright holders.
Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are
trademarks and copyrights owned by their respective trademark and copyright holders.
Bioware and the Odyssey Engine are trademarks of Bioware Corp.
Obsidian is a trademark of Obsidian Entertainment.
All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.
1,467 downloads
- Nar Shaddaa
- Added Content
- (and 1 more)
-
MODDER'S RESOURCE - Ebon Hawk obj
this as a modders resource. i dont need any credit for this.
i fealt it best it not include textures, please extract them yourself or download a nice version here.
this is just the ebonhawk model converted to obj as to be used in other programs than autodesk produced ones (I.E: blender).
the usual disclaimers apply.
857 downloads
-
The GenoHaradan
By Exile007
This mod restores the GenoHaradan to The Sith Lords. Do not use with TSLCRM, it's not compatible. Frankly, I wouldn't chance it with many content mods, but feel free to try. Enjoy!
617 downloads
-
New Bounty Hunters on Onderon
By 90SK
New Bounty Hunters on Onderon
by 90SK
---
Adds bounty hunters to the exit sequence of Onderon.
These NPCs are a fairly high difficulty fight and are placed at the end of the Onderon level. They have credits, weapons, and a new armor as rewards for defeating them. This new encounter is completely TSLRCM compatible.
Those of you who have played my SUPER content mod may recognize this sequence.
This is a TSLRCM compatible addon to the main Onderon quest, complete with credits and a new custom heavy armor reward.
---
Copy Override folder from mod archive to your SWKotOR2 program directory to install.
Please contact the original author for additional use and please use for personal use only.
Contact 90SK via private message on deadlystream.com for any questions.
---
Update 3/7 -- Fixed everything with the encounter, added the armored flight suit disguise reward with custom icon.
Update 5/20 -- Added HD quality to the flight suit skin
---
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BIOWARE/ OBSIDIAN ENTERTAINMENT OR LUCASARTSOR 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.
3,239 downloads
-
New Onderon Merchant
By 90SK
New Onderon Merchant
by 90 SK
Adds a wealthy merchant to the main square of the Onderon module with the police tower and the news hologram. He will spawn after Vaklu and Tobin confer about the Exile being on Onderon. He is fully voiced by me.
Have fun!
(Update 11/12/12: Fixed merchant spawn glitch)
2,613 downloads
-
Fixed changes.ini for DI's Tomb of Azgath
By kyrie
This will add the journal entries to global.jrl instead of replacing the global.jrl. I also fixed a typo for ia_class8_049.tga, in the original it was typed as ia_class8_042.tga. Just replace the changes.ini in the tslpatchdata folder in DI's mod with this file. DI's mod is required it can be downloaded here: My link
6,281 downloads
-
Extended Korriban Arrival
By danil-ch
========================================================
A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
Extended Korriban Arrival 1.2
========================================================
Author: danil-ch
Contact: danil-ch can be reached via pm at deadlystream.
Name: Extended Korriban Arrival
Filename: Extended Korriban Arrival.rar
Original Release Date: 01/22/14
1. Description:
----------
This is an extended version of the Korriban Arrival sequence. Restored additional dialogs.
This is very important. This mod is not recommended to be used with the M4-78 EP mod because lines that were restored here are used elsewhere in that mod.
----------
2. Install:
----------
(It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) TSLRCM 1.8.2 Required
This is a mod for TSLRCM, it will not work otherwise. So have that installed.
To install, extract the Main Patch folder to anywhere you like, as long as it is not the SWKotOR2 folder. Simply run 'install.exe' from within the "Main Patch" folder.
3. Uninstall:
----------
There has been a backup made of the modified files, within a folder titled 'backup' in the 'Main Patch" folder. Simply copy the 003EBO.mod into your Modules folder and 003EBO_loc.mod into your Lips folder and you will have reverted to TSLRCM 1.8.2
4. Bugs:
----------
This has been tested several times to make sure nothing weird happens. If you find anything, let me know.
5. Thanks:
----------
Thanks go the entire TSLRCM team, your work has been outstanding.
6. Credit:
----------
The TSLRCM team for all the hard work.
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.
20,020 downloads
-
Warper Bands
By Fair Strides
Teleportation?by Fair Strides
Contact info:
Fair Strides at deadlystream.com
Fair Strides 2 at Lucasforums.com
tristongoucher@gmail.com
Introduction:
Hello guys! How ya been? Everything okay on the forums? Glad to hear it, because this is the only way I can contact you guys.
This mod is highly experimental, with a lot taken from NWNLexicon. If it works, I'll try the other idea that failed miserably. So far this only works if you don't leave the module, but if my other idea works, this won't be so. With this mod, you can set up a position, teleport back to it, and the teleport back to where you were in the first place. I can see it being useful if you're tired of walking all the way across the module, or if you're getting slaughtered in combat...
EDIT: I finally ironed out the issues that I was having, so now it will actually work. I thought that might be a little important.
Thanks for reading and enjoy the mod, guys!
EDIT(as of 10/27/2012):This is version 2.0, complete with fixes. You should now use the Portal Band for moving around in a module, and the Mod Warper Band for moving between modules, though it's a little buggy.
cheats:
giveitem modwarper
giveitem portalband
Installation:
Just run the .exe to install the mod.
Bugs:
Read the 'Issue.txt' file. I did manage to fix the issues of wrong warp placement, and the probably-unnoticed glitch up when a dead party member was involved.
Credits:
My patience for doing such an endeavor solo, since I can't get on the boards to ask you guys for help. Many headaches with this one.
Permissions:
You have the given right to modify these files any way you wish, for personal or public use, but if for public use please contact me to let me know ahead of time and to see what's been changed. Disregard this requirement after 4/30/2060.
If I am unreachable on the forums, then either email me(and put the mod name in the subject line, please), or contact one of the older modders, like cHaInZ.2DA, Hassat Hunter, or Bead-v. I would trust their judgement as to whether or not the changes to my mod are good. You might ask Malkior, as well. However, before asking them, email me, as I can get on my email in the mornings at school, so I'll probably answer you. Can't send files, though; the internet has a pretty good filter, and I don't want to risk trouble...
518 downloads
-
Global Boolean Tracker
By Fair Strides
You want some globals?by Fair Strides
Contact info:
Fair Strides at deadlystream.com
Fair Strides 2 at Lucasforums.com
tristongoucher@gmail.com
Introduction:
Hello guys! How ya been? Everything okay on the forums? Glad to hear it, because this is the only way I can contact you guys. This mod was an idea I got after I had issues with my games screwing up, and perusing the NWNLexicon until I stumbled upon Custom Tokens. The idea was to give the player a way to keep track of their globals, so that they could backtrack if they screwed up while editing globals, or so people could make skip mods faster, if they had a mind to do so.
At present, the mod just shows you the global booleans, given the immense amount of typing I've had to do. Numbers will come, I promise.
To get the item in-game, just talk to Bao Dur's remote, and select the option for getting a copy of the globals. Now you have a datapad with a list of the global booleans. However, it will never update unless you have the adrenaline item, which you can get through codes with the following:
'giveitem global updater'
without the quotes. If you can't get it to appear, make sure you have cheats on by going to your game's root directory[just hit "Find Target..." from the properties menu of the shortcut to the game] and open the file named swkotor2.ini and add the following line under the heading [Game Options]:
EnableCheats=1
save the file, and enjoy! Note: to enter cheats, after you have them enabled, just hit the tilde( ` ) key.
EDIT: Now you should be able to acquire the global updater by 'giveitem global updater'. If not, and I would hate it if it were so, have a moderator look at it and try to fix it.
Installation:
Just run the .exe to install the mod.
Bugs:
None.
Credits:
My patience for doing such an endeavour solo, since I can't get on the boards to ask you guys for help. This was NOT a fun task. I was so thankful to whoever invented the idea of copy-and-paste.
Permissions:
You have the given right to modify these files any way you wish, for personal or public use, but if for public use please contct me to let me know ahead of time and to see what's been changed. Disreagard this requirement after 4/30/2060.
If I am unreachable on the forums, then either email me(and put the mod name in the subject line, please), or contact one of the older modders, like cHaInS.2DA, Hassat Hunter, and Bead-v. I would trust their judgement as to whether or not the changes to my mod are good. You might ask Malkior, as well. However, before asking them, email me, as I can get on my email in the mornings at school, so I'll probably answer you. Can't send files, though; the internet has a pretty good filter, and I don't want to risk trouble...
244 downloads
-
Extended Enclave Jedi dialogue
By danil-ch
File Name: Extended Enclave Jedi dialogue(Unofficial TSLRCM PATCH)
File Submitter: Danil-ch
File Submitted: 11 Oct 2012
File Updated: 11 Oct 2012
File Category: Mods
TSLRCM Compatible: Yes
========================================================
A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
========================================================
Author: Danil-ch
Name: Extended Enclave Jedi dialoge(Unofficial TSLRCM PATCH)
Filename: 650jedi.rar
1. Description:
----------
This is an extended version of the Conversation with masters in the Jedi Enclave, including lines not restored by the TSLRCM.
2. Install:
----------
This is a patch for TSLRCM, it will not work otherwise. So have that installed.
To install drop 650jedi.dlg in the Override folder and enjoy.
3. Uninstall:
----------
Remove 650jedi.dlg from your Override.
4. Bugs:
----------
Unaware. Please let me know if you encounter any.
5. Thanks:
----------
My thanks to the modders for such a great modification.
1,975 downloads