743 files
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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
6,329 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:
568 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
2,723 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.
1,173 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.
443 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.
1,465 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
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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
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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.
3,231 downloads
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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)
2,607 downloads
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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
6,254 downloads
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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.
19,748 downloads
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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...
515 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.
1,963 downloads
-
G0-T0 Overhaul
READ THIS OR ELSE|V||V|
You must have TSLRCM 1.8.4 installed BEFORE this mod!
You also should use a save from before you go to Nar Shaddaa.
READ THIS OR ELSE|ヘ||ヘ|
========================================================
A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
========================================================
G0-T0 Overhaul V1.2
Author: Darth Sapiens (dr.nordgren@ymail.com)
Name: G0T0 Overhaul
1. Description:
----------
This mod does what it says - overhauls G0-T0 to be more interesting, adding melee capabilities and a brand new model. This mod also includes a few new items, creatable at the workbench (with a high enough repair skill) and also they come with g0-t0.
Hopefully this mod is balanced (it's my first mod, so I'm still learning the ropes).
2. Install:
----------/
(It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.)
Run "Install G0T0 Overhaul.exe".
Note: a new folder named "backup" will be created during the installation within the folder the installer was run from. If you plan on uninstalling this mod, this folder and the files therein must not be deleted as they are used during the uninstall process.
Note from Fair Strides:
Not all of the options need to be done. All of them have descriptions to help you choose.
For a quick bit of info, "required" ones are options 1, 2, 8, and 9. You will also need Option 4 OR Option 6, depending on whether you have the NPC Overhaul mod by Kainzorus Prime installed, so please read those descriptions and pick the right option!
Options 3, 5, and 7 are entirely optional and in keeping with Darth Sapiens's original layout.
3. Uninstall: dont bug me about this, ever XD
----------/
Backups of any files that have been altered were made during installation and placed in a folder called "backup" within the folder the installer was run from.
-1. Replace the modified ones with the originals
-2. Delete the g0t0 folder inside your override
-3. Replace the sound files and delete the .mp3's added
4. Bugs:
----------/
There are no known issues that will develop as a result of installing this mod properly.
Other than a small currently unfixable animation problem...
6. Distribution Notes:
----------/
If i ever disappear, you can (unless specified otherwise) reupload to any site as long as credit is given and the readme is unaltered. If I'm gone try to contact me before you release a new mod based on mine. If you can't get a hold of me, then carry on; just give me and my co-modders credit.
7. Thanks:
----------/
Deadman - model tweaking and rigging
neomarz1 - his work inspired me to mod, and he allowed me to use parts of his work.
Sith Holocron - critiscism (good stuff though)
Fair Strides - 1.2 overhaul and patching
and my beta testers - Jaden Korr and Nsinger998
and my 1.2 beta testers - Fair Strides, djh269, and Malkior!
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.
3,655 downloads
-
Ubese Environment Suit
By 90SK
Ubese Environment Suits
by 90SK
Description: Adds the Ubese Environment Suit as a wearable item, replaces the default item of Ubese Environment Suit.
Codes: a_light_11
Installation: Run TSLPatcher.exe
Ubese Environment Suits.rar - Replaces Jal Shey Armors
Ubese Suits Avaiable.7z - Replaces the Ubese Environment Suit item with Ubese disguise
Legal Disclaimer:
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.
1,045 downloads
0 comments
Updated
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Quarterstaff Replacement Pack
By DeadMan
1. What is this?
Are you tired of awfull look of quarterstaffs? No? Hey, I know you don’t use them, but a lot of NPCs do, so this mod will replace them with better looking models.
I’ve also made some interesting changes to these weapons:
- Handmaiden’s staff is now double-bladed sword with retractable blades (huge thanks to SithSpecter for allowing me to use his awesome Yinchorr Dueling Sword model) and deals a bit more damage (not too much, just enough for you to keep this blade until you train her as Jedi)
- Guidon Beacon, which was restored in TSLRCM will have unique model.
- My favorite, Geonosian Electrostaff. It now looks more like staffs which Magnaguards used in episode 3 (electrical field will turn on and off, and it also have custom sounds)
2. Why should I install it?
To make your game look better, of course!
3. How to install?
Just run TSL Patcher, it will do everything for you.
4. Compatibility.
Compatible with TSLRCM.
Not compatible with other mods which alter ingame quarterstaff models.
5. Credits.
SithSpecter - for allowing me to use his awesome Yinchorr Dueling Sword model.
RevanDark and AshuraDX – I used some texture parts from their JA mods.
Conditions of Use:
You are free to use this models as you like as long as you give proper credit to me, except for the Handmaiden’s staff model. For that one, ask permission from SithSpecter.
One more exception: Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP.
21,930 downloads
- deadman
- quarterstaff
- (and 2 more)
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Workbox
By bead-v
This is a mod for Kotor II: The Sith Lords created by VarsityPuppet and bead-v.
This is a modding tool, designed mainly for module editing and cutscene
creation/editing. It's designed to allow the modder to quickly change
parameters when testing different scenarios.
To obtain it, type "giveitem workbox" into the cheat console with the
cheats enabled. The item will immediately become usable by everyone in
the party as it doesn't need equiping.
The Workbox supports the following features:
- Prints the coordinates of the user's current location to the feedback
screen, as well as its orientation in:
- - degrees (to be used in scripts)
- - radians (to be used in .gits for placeables)
- - X and Y orientation (to be used in .gits for creatures,...)
- - "cos" and "sin" (to be used in .gits for cameras ("cos" is the
top-most box, while "sin" is the bottom-most))
- Prints the tag and coordinates of the nearest object, as well as its
type and distance to it. It also prints the tag and coordinates of the
nearest door, creature, placeable, waypoint and trigger.
- Spawn a dummy: spawns a dummy creature to be used for reference when
collecting coordinates for a cutscene.
- Open/Close nearest door
- Destroy nearest object
- The Warp console
- Camera finder: This feature lets you cycle through the module's cameras.
- Adjust party members' skills, attributes, influence, availabilty
- Adjust PC's skills, attributes, alignment and gender
- Add/remove party members from the party
- Change current player character
- Toggle party switching on/off
- Toggle MinOneHP on/off: basically makes the user invincible.
- WM_custom is a script that is intended to be used when a modder wants to
test something quickly in a script, saving them the dlg editing or
editing existing scripts.
- A GetIsObjectValid option, which requires the tag of the object to be
entered in the dlg.
- Global/Local changing with minimal dlg editing.
In addition to that, we have developed a module editing system:
The module's OnEnter script is modified to fire a dialog named
"pre*MODULE_NAME*" (ie. "pre905mal") under the condition that the
global 000_Debug is set. The placeable that fires the dialog is
"*MODULE_NUMBER*dlghost" (ie. "905dlghost"). This dialog then controls
various condition under which to fire the module, or just fires some
cutscenes directly. Basically you can do anything with it.
The Workbox has an option to fire the module PreDialog directly, and also
controls whether the global 000_Debug is set or not (under "settings").
Whether you use this system or completely ignore it is up to you.
Two features require editing of the workbox.dlg. The first is putting in
the object tag for the GetIsObjectValid feature, to check whether the
object exists. The node where the tag needs to be entered is marked.
The other feature is the editing of globals and locals. What you need to
do is create a new reply in the "Set Globals and Locals" tree, and attach
the "WB_control" script to it with the following parameters:
P1 - always 15
P2 - 1 if boolean, 0 if number
P3 - local ID; if left 0, then this marks a global
String Parameter - if local then this is the object tag (empty means
OBJECT_SELF), if global then this is the global ID. (Like "000_Debug")
P5 - this parameter can optionally mark the instance of the object with the
local boolean or number.
(P4 is not used)
After creating the reply, you need to copy the entry from the other replies.
There are two versions of the entry, based on whether it's a number or a
boolean. Make sure to copy the right one.
Examples:
Darth Nihilus local number 13
15, 0, 13, 0, 0, DarthNihilus
global boolean 000_PLAYER_GENDER
15, 1, 0, 0, 0, 000_PLAYER_GENDER
global number K_CURRENT_PLANET
15, 0, 0, 0, 0, K_CURRENT_PLANET
474 downloads
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Revans Flowing Robe TSL
By Hunters Run
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Knights of the old republic 2 Revans Flowing Robe
-------------------------------------------------
This mod adds animations to revan's cape and belt. As I consider the mod to be a modders resource, I did not include a .uti so you'll have to create your own.
Permissions:
Use as you will in your own mods. You don't even have to credit me. Just don't take credit for this mod.
9,664 downloads
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VP modder's source compilation.
This is my compilation of mods that the public is in high demand for, but I lack the time to properly make an installer for the mods.
Included:
Meetra Surik Canon Head
Revan Canon Head
and more to come!
Please not that NONE of these mods are guaranteed to be compatible with TSLRCM. That is up to you.
3,834 downloads
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Reven and Exile's Ossus Keeper Robe
Description:Well this is my first mod, a simple robe that belonged to reven and somehow the Exile ended up with it. Warning:Makes game very unbalenced(but how many of you actually care?)
It has lots of feats,skills,Enviromental protection (like the enviromental baston armor in K1)and does not restrict force powers.You must use KSE or cheatcodes(a_robe_187) to get it
Bugs:nope, but I put beta becuase I haven't run through the whole game with it, I'd love feedback, oh and only a male PC can use it
It's my first mod so please don't be harsh
765 downloads
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TSLRCM Compatibility Patch for jinger's Admiralty Mod
By Darth Hayze
========================================================
A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
TSLRCM Compatibility Patch for jinger's Admiralty Mod
========================================================
Author: Darth Hayze
PM: Contact me at the Deadly Stream Forums or on MODDB
Name: TSLRCM Compatibility Patch for jinger's Admiralty Mod
Filename: admiralty-patch.rar
Original Release Date: 8/17/2012
ModDB Release Date: 9/21/2012
Update Realease: 1/6/2014
1. Description:
----------
This is simply an edit of the install instructions for jinger's Admiralty mod, nothing has been altered except the patcher will now install the files in a way that works with TSLRCM.
2. Install:
----------
(It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) Also, TLSRCM is needed for the TSLRCM version to work, otherwise it will abort.
Extract jinger's "admiralty" mod, taking care to insure that both the "setup.exe" file and "tslpatchdata" folder are extracted to the same folder, which can be anywhere, as long it isn't the main 'SWKotOR2' folder.
Now extract "TSLRCM Compatibility Patch for jinger's Admiralty Mod" mod to the same folder you extracted "Admiralty" to. You should now have a folder called 'patch files' as well as the previously mentioned "setup.exe" file and "tslpatchdata" folder.
Open "tslpatchdata" and delete the 'changes.ini" file.
Now open "patch files" and copy "admiraltslrcm.ini", "admiralvanilla.ini", "info2.rtf", and "namespaces.ini" to the "tslpatchdata" folder.
Run setup.exe, and you should be given the option of choosing between two versions of the mod, the TSLRCM version and the Vanilla version. Choose one, and install.
Note: a new folder named "backup" will be created during insanitation within the folder the installer was run from. If you plan on uninstalling this mod this folder and the files therein must not be deleted as they are used during the uninstall process.
3. Uninstall:
----------
The files listed below were placed in override during the installation of this mod:
Within "...SWKotOR2\Override"
brfmcon.dlg
n_admrlcede.mdl
n_admrlonasi.mdl
n_admrlcede.mdx
n_admrlonasi.mdx
151spawnholos.ncs
a_spawn_admiral.ncs
N_AdmrlCede01.tga
N_AdmrlOnasi01.tga
N_Dodonna_H2.tga
N_AdmrlCede01.txi
N_AdmrlOnasi01.txi
N_Dodonna_H2.txi
a_createk1cnpcs.ncs
a_t3disc.ncs
201_carth.utc
201_cede.utc
151_carth.utc
151_cede.utc
appearance.2da
The files listed below may have been modified during the installation of this mod:
Within "...SWKotOR2\Modules"
222TEL.mod
205TEL.mod
003EBO.mod
Backups of any file that was altered were made during installation and placed in a folder called "backup" within the folder the installer was run from.
To uninstall;
1) Open the "backup" folder that was created during installation and replace the .mod files listed above and appearance.2da with the files contained within, delete the other files from your override.
4. Changelog:
-------------
Fixed a bug where the wrong file was being installed
Updated the patcher to modify more files in the moules folder instead of override.
Updated the readme.
5. Bugs:
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Let me know if you find any.
6. Distribution Notes:
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This mod may not be modified or distributed without the explicit permission of the author.
7. Thanks:
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My thanks go out to modders everywhere
And to Hunters Run, for catching my mistake in setting up the patcher.
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.
Below is the original readme provided by jinger.
Special thanks to Holowan Laboratories (starwarsknights.com)
Overview
==================
If you found Carth's cameo to be a little weak, and the minute you saw Cede you were thinking "I know that face," or if you expected an Admiral of the Republic to look better than that, you might appreciate this mod. It's a new appearance for both of them, an Admiral's uniform, like the one we saw on Dodonna in Knights of the Old Republic. Carth shows up in the logs of the Harbinger, in a trasmission to Citadel Station, then later in the game, during the battle of Telos. He also appears in a trasmission from Khoonda, if the Disciple does not join your party. Cede only shows up if you select the dark side ending for KotOR during the first conversation with Atton. If you see a medal on Carth's uniform, that's the Cross of Glory. It was given to him by Admiral Dodonna, for his part in the defeat of Darth Malak and the Sith.
Installation
==================
TSLPatcher (by Stoffe) will know what to do. Just run the executable and follow the instructions. The mod consists of a few files that will be installed in the override folder, and one module file. It adds two rows to appearance.2da
Permission
==================
This can be used as long as credit is given.
1,617 downloads
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Kreia to Dxun Tomb & Atton to Onderon
========================================================
A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION
Kreia to Dxun Tomb & Atton to Onderon
========================================================
Author: Hassat Hunter
PM: Contact me at the Deadly Stream Forums
Name: Kreia to Dxun Tomb & Atton to Onderon
Filename: KreiaTombAttonOnderon.rar
Date Released 30 July 2012
1. Description:
----------
** This modification allows you to send Kreia to the Dxun tomb of Freedon Nadd IF you have joined Vaklu's side. You cannot take her along on the Queen's side still.
** This modification moves Atton mentioning the repair of the Hawk from after Onderon is finished to after the Sith Attack, just before going to Onderon, freeing up Atton to go with you to the surface of Onderon, allowing you to hear his lines and get his influence.
2. Install:
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(It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.)
TLSRCM 1.8 IS REQUIRED FOR THIS MOD. 1.7 OR LOWER WILL NOT WORK!
Extract the "Kreia to Dxun Tomb & Atton to Onderon" mod, taking care to insure that both the "TSLPatcher.exe" file and "tslpatchdata" folder are extracted to the same folder (these files can be extracted to any folder on your hard drive EXCEPT those within the SWKotOR2 folder hierarchy). Also note that simply copying the files within "tslpatchdata" to your "Override" folder will not properly install the mod.
Note: a new folder named "backup" will be created during insanitation within the folder the installer was run from. If you plan on uninstalling this mod this folder and the files therein must not be deleted as they are used during the uninstall process.
3. Uninstall:
----------
The files listed below may have been modified during the installation of this mod:
Within "C:\Program Files\LucasArts\SWKotOR2\Modules"
403DXN.Mod
Backups of any file that was altered were made during insanitation and placed in a folder called "backup" within the folder the installer was run from.
To uninstall;
1) Open the "backup" folder that was created during installation and replace the files listed above under each heading with the files contained within.
4. Bugs:
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There are no known issues that will develop as a result of installing this mod properly.
Putting the file from tlspatcher in override will give issues throughout the game.
6. Distribution Notes:
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This mod may not be modified or distributed without the explicit permission of the author. This is just so I know what is being done with it. If you have questions contact me at deadlystream.com/forum/
7. Thanks:
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My thanks go out to:
The TSLRCM team... whom whichout I wouldn't become interested in modding TSL, and thus wasting so much on my time on frivilous mods...
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.
1,501 downloads
0 comments
Updated
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Dance, Dance, Dance!
By Fair Strides
/*I say it is TSLRCM compatible, but it does edit the spells.2da, so if 1.8 does so, you might have to do some work.*/
FreeDancing, Step Right Upby Fair Strides
Contact info:
Fair Strides atdeadlystream.com
Fair Strides 2at Lucasforums.com
Introduction:
This started outas a bad idea, but long story short, after spending five hours hassling mira'sdialogue, trying to make Mira and the PC(who was female) dance together. Itdidn't want to work at all, and I couldn't change the camera angles becauseTK102's dlgeditor couldn't edit the angles(to my knowledge, at least) and Iread that Kotor Tool will ruin TSL dialogue files. The item I am adding to thegame is a stimulant called 'Dancer'. It had to be a stimulant, since I couldn'tmake it a shield and I wasn't sure how to make use of the 'Activate item'property on an armband.
Anyways, sorry for thelong intro. This mod lets you dance anytime you want, so long as you arefemale.(Can someone test this with a male, because I'm unsure if they have thedancer animations). You have the option of which dance animation you want to use,though I see no difference between the two. The animation will go on forever aslong as you don't move, talk, or do any action whatsoever.
Installation:
Just run the.exe to install the mod, and pick which animation you want to use. Touninstall, just copy and paste everything in the tslpatchdata folder into youroverride, and hit 'yes to all', then hit the delete key on your keyboard.
Bugs:
None. I managedto get it so that the item can work on two or more people at a time.
Credits:
My patience for makingme go on, and my self-restraint for not letting me punch through my computerscreen after five hours of dilogue editing that proved useless.
Permissions:
You have thegiven 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 seewhat's been changed. Disreagard this requirement after 4/30/2060.
620 downloads