771 files
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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.
7,205 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.
2,889 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.
47,956 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
6,362 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:
579 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
2,739 downloads
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Choose Your Party - Malachor V
By I_Jedi
--------------------------------------
-----Choose your party mod------------
--------------------------------------
by I_Jedi
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----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------
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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.
1,186 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.
1,474 downloads
- Nar Shaddaa
- Added Content
- (and 1 more)
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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.
858 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.
3,252 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)
2,631 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
6,352 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:
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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.
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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.) 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:
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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:
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This has been tested several times to make sure nothing weird happens. If you find anything, let me know.
5. Thanks:
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Thanks go the entire TSLRCM team, your work has been outstanding.
6. Credit:
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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.
20,712 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...
521 downloads
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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...
250 downloads
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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:
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This is an extended version of the Conversation with masters in the Jedi Enclave, including lines not restored by the TSLRCM.
2. Install:
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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:
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Remove 650jedi.dlg from your Override.
4. Bugs:
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Unaware. Please let me know if you encounter any.
5. Thanks:
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My thanks to the modders for such a great modification.
2,004 downloads
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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:
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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:
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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.)
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
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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:
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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:
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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:
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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.
3,717 downloads
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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.
1,058 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.
22,987 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
476 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
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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.
9,751 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.
3,862 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
770 downloads