745 files

  1. Unstoppable Lightsaber Damage

    Changes the base lightsaber damage type from 'Energy' to 'Unstoppable'.

    150 downloads

       (0 reviews)

    0 comments

    Updated

  2. Streamlined Peragus

    The opening act of The Sith Lords gets a bad rap. It's actually very atmospheric and gives a great introduction to the themes of the game (especially if you install a skin like A Darker Peragus). It only has one real problem: it's too long and repetitive. Especially since TSL rewards replaying to try different paths, it can be a chore to get through at the beginning of a new game.
    This cuts out about a quarter of the length without sacrificing any plot points, by removing a large section that doesn't reveal anything new, and changing some frustrating level design decisions that add delays and backtracking without adding meaningful choices. This should give new players a better opening experience to the game, as well as letting experienced players get through the first segment faster. The full list of changes is below, if you want spoilers:
    I recommend also installing my Harbinger Arrival: Free Cam mod, which speeds up a long unskippable animation sequence. It's separate so that it can be installed on its own for people who don't want the more drastic changes in Streamlined Peragus.
    Compatibility
    Requires TSLRCM. Tested with the Full Mod Build and the Spoiler-Free Mod Build. Install this after them. Also compatible with my Harbinger Arrival Tweaks. Install them in any order. Modifies the map of 103PER (Fuel Depot), so this will conflict with any other mod that replaces 103per.lyt or 103per.vis. Known Bugs (spoilers)
    Links
    KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Harbinger Arrival Tweaks: https://deadlystream.com/files/file/2518-harbinger-arrival-tweaks Formerly packaged separately at https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam and https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie.

    261 downloads

       (2 reviews)

    6 comments

    Updated

  3. No Alignment Shift Effects

    This removes the visual “cloud” around your character and the musical sting that occur whenever you gain dark/light side points. This patches visualeffects.2da to remove the visual effect and guisounds.2da to point to a new silent audio file. I wasn't sure if just leaving the reference to an audio file empty was a good idea, so I went with an empty sound file. This should preserve any other instances of the light/dark side music stings playing, since it removes just the GUI sound associated with point gain.
    Why
    Because having this play as a cloud of red death manifests around you just because you told some overconfident thug that their skull is overdue for a date with the pavement is ridiculous.
    Likewise, having this play accompanied by blue air freshener mist because you chose the only dialogue option that makes you sound even remotely like a human being devalues what "light side" is.
    This doesn't fix the core issue of light/dark side points being handed out in dollops for the slightest actions, but at least this makes the game guilt-trip and gaslight you slightly less.
    Installation
    Unzip, read the ReadMe.txt, open Install.exe, follow the instructions.
    Uninstallation
    Instructions are in the ReadMe.txt
    Compatibility
    Should be compatible with everything, including other mods that change visualeffects.2da and guisounds.2da.
    Known Issues
    None. 
    However, as I have not yet finished the game, if VFX_IMP_DARKSIDE and VFX_IMP_LIGHTSIDE are referenced as an effect anywhere outside of creating the cloud around the player character, those instances will be made invisible as well.
    Tools used
    Holocron Toolset
    TSLPatcher

    57 downloads

       (1 review)

    0 comments

    Updated

  4. Xbox Blue GUI

    While working on my KotOR1 Port I have been preparing the files for the Xbox GUI and thought I would post it as a stand-alone mod just as I did with the PC version.
     
    Warning : This is experimental! Backup your .xbe file just in-case, or don't use the one included. ( Dialog Text & some other elements will remain a TSL Green without it )
     
    I couldn't get everything quite perfect unfortunately due to the way it works, I also had to edit hard coded values in the .xbe file in order to remove any traces of the TSL Green, details on how I did this are available in my KotOR Modding Tutorial Series #24 - [ADVANCED] - Hard Coded GUI Elements.
     
    Installation
    If you have the game on your hard drive, FTP the files over to the games directory.
    Alternatively, you can unpack the disc image and remake it using c-xbox tool as I have done for testing with Xemu.
     
    Thor110

    21 downloads

       (0 reviews)

    0 comments

    Updated

  5. No Mines On Malachor, Only Gas!

    NOTE : This is included with the Expanded Galaxy Project already.
    Another request by @Snigaroo that I thought was worth taking on because it is something that has always bothered me too.
    This mod removes the appearance of mines on Malachor by adding a new trap type to the game that uses a new model that doesn't contain a mine.
     
    Compatibility
    This mod should be compatible with any and all other mods, unless they happen to change the mines on these levels ( 901MAL & 902MAL ) or replace k_trp_generic.ncs
     
    Installation : HoloPatcher
    Use HoloPatcher to install the mod.
     
    Uninstallation : HoloPatcher
    HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself.
     
    Thor110
    Please do not redistribute or release anywhere without my express permission.
     
    Tools used that helped make this possible.
    Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra
    KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue
    HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz
    HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol

    110 downloads

       (0 reviews)

    0 comments

    Updated

  6. Dantooine & Coruscant Model Fix

    NOTE : This is included with the Expanded Galaxy Project already.
    Just fixed these models for my project and decided that I would post them as well for anyone that might care about the small holes in the level geometry at the far end of the Enclave catacombs or Coruscant temple. 610DAN & 952COR
    Installation
    Add the files in the 7zip archive to your override folder.
    Note : If you are not using the Coruscant mod, don't copy the following files.
    952cor_19.mdl
    952cor_19.mdx
    952cor_19.wok
    952cor_32.mdl
    952cor_32.mdx
    952cor_32.wok
    Uninstallation
    Delete the following files from your override folder.
    610dan_19.mdl
    610dan_19.mdx
    610dan_19.wok
    610dan_19_lm2.tga
    610dan_32.mdl
    610dan_32.mdx
    610dan_32.wok
    610dan_32_lm4.tga
    952cor_19.mdl
    952cor_19.mdx
    952cor_19.wok
    952cor_32.mdl
    952cor_32.mdx
    952cor_32.wok
    Fixing this took longer than it should have!
    Thor110

    141 downloads

       (1 review)

    0 comments

    Updated

  7. The Sith Lords Restored Content Modification - LOTO's Xbox Version

    It's finally here!
    At last, The Sith Lords Restored Content Modification 1.8.6 has been successfully ported to the original Xbox. The game is now able to be fully completed from beginning to end with zero major issues. This upload is in the form of patched files that must be added on top of an existing installation of the mod.
     
    Requirements
    -An original Xbox capable of launching homebrew (soft or hardmodded)
    -Some method to transfer files between your Xbox and PC (FTP is recommended)
    -At least 5GB of space on your Xbox's HDD
    -A physical copy of Knights of the Old Republic II for the Xbox
     
    Installation
    1. IMPORTANT! If you have previously dumped the first Knights of the Old Republic game to your Xbox, ensure that you change the folder it's located in from
    its default ("StarWars") to any other name. If you do not do this, both games will end up dumped into the same folder, ruining both installations
    2. Use UnleashX to dump your game disc to your Xbox's HDD. Other methods of dumping the game may be possible, but I can only promise it works using UnelashX
    3. FTP the entire game folder to your PC, and create an additional backup of it on your PC in the event you need to restart the installation
    4. Run the official TSLRCM 1.8.6 installer .exe, which you can find here: https://deadlystream.com/files/file/578-tsl-restored-content-mod/
    5. Specify the Xbox dump of the game as the folder to which the mod should be installed. (i.e. D:\Games\SWKotOR2\). When in doubt, it's the folder with "default.xbe"
    located inside it
    6. Delete the following files from the newly created Override folder: 235TEL.lyt, 235TEL.vis, 235TELA.mdl, 235TELA.mdx, and 235TELA.wok,
    7. Delete every .tga file from Override
    8. [IF YOUR XBOX DOES NOT HAVE THE 128MB RAM UPGRADE] Delete 601DAN.mod from Modules
    9. Extract the contents of the Clean Install Package into the root game folder, overwriting any files if asked
    10. Delete the original, unmodified rip of KotOR II on your Xbox's HDD
    11. FTP the modified KotOR II back to your console in a location of your choosing
    12. Verify your install. In semi-rare cases, files may become corrupt during the transfer process. Compare the amount of bytes the game folder takes up on both your Xbox
    and your PC. If there is a mismatch, either repeat the transfer and compare again or simply narrow down which folders on the Xbox don't match the PC equivalent
    To update from 1.0 or 1.1 to 1.2:
    1) Delete any file that starts with "003ebo..." from Override
    2) Extract the "Update from 1.0 or 1.1" install package into the game directory, overwriting any files if asked
     
    Known Issues
    -The Battle of Khoonda currently does function on stock consoles and requires a 128MB RAM upgrade to work properly. The restored version of this sequence spawns so many NPCs that it causes the stock Xbox to choke to death on its own assets within seconds of the battle starting, so step 8 of the installation instructions remove the module file that adds the battle. If you would like to see this happen (not recommended) or have an upgraded Xbox, simply don't delete 601DAN.mod from the Modules folder.
    -On very rare occasions, a significant performance drop may occur during combat that passes after a few seconds. This may or may not be an issue with the Xbox version and may or may not be related to Jedi Guardian characters not currently controlled by the player initiating a Force Jump, but it's so uncommon that diagnosing it is difficult.
     
    If you would like to contribute to fixing the last few remaining issues, feel free to DM me and I will be happy to implement your fixes in a future update.
     
    Frequently Asked Questions:
    Will this work on Xbox 360/Xemu/Xbone/Xbox Series S/X?
    The short answer is that I don't know. I don't have any of that gear to test with, but anything that's capable of launching a game rip shouldn't have any issues. I make no promises, though.
    Why does the installation require deleting so many files? Is there content missing from the mod?
    The only content from TSLRCM that hasn't made it into this port for stock Xboxes is the battle of Khoonda (contained in 601DAN.mod) since it spawns more NPCs than the Xbox can handle. If your Xbox has a 128MB RAM upgrade, this content is available and fully functional (Thanks to Hellraiser988 and iroiry)
    Every other removed file is redundant. The .tga files have all been converted to .txb and resized to work on Xbox, and the 235TEL files in Override have been consolidated into their own .rim files in the rimsxbox folder and no longer need to be present in Override.
    Do I have to use UnleashX to rip the game?
    Not necessarily. However, some methods of dumping Xbox games purposefully leave out some files to conserve HDD space and that could pose an issue. I used UnleashX to dump my own copy and that's what I used to port the mod, so I can guarantee it works. Use other methods of acquiring a dump of the game at your own risk.
    Will you be porting [insert mod here] to the Xbox?
    Maybe. It's a decent workload and some mods require a lot more tinkering than others, so it just comes down to what (if any) I'm interested in. Fortunately, if you've managed to dump your copy of KotOR II to your Xbox, you have exactly as much modding experience as I had when I started this project; so feel free to take matters into your own hands.
    Is there a widescreen patch for the Xbox? Will you make one?
    As far as I'm aware there is not a widescreen patch for the Xbox version of the game and I have less than zero interest in making one. Play the game in 4:3. It's better that way.
    I'm experiencing the dialogue skipping bug and/or frequent mysterious game crashes. What do I do?
    Some files probably got corrupted during the FTP process. It happens sometimes and there's nothing I can do about it. Repeat step 12 of the installation instructions. If your game folder on the Xbox's HDD is exactly the amount of bytes it is on your PC, contact me either via DM on Deadly Stream or Discord (_LOTO_)
     
    Special Thanks
    Though this is my release of the port, and I have been the one to do all of the labour in putting it together, this would not have been possible without assistance from various members of the KotOR community including, but not limited to:
    -Alvar007, for advising on various fixes, both major and minor, and contributing to the s_male02.mdl/.mdx fix
    -Jacqyl Frost, for offering to playtest the mod
    -JCarter426, for technical support, bugfixes, and creating SithCodec
    -Thor110, for technical support
    -armado548, for pioneering much of the early steps of the process and leaving enough of a paper trail for me to pickup on
    -bead-v, creator of MDLEdit
    -Fair Strides, creator of ERFEdit and DLG Editor
    -Darth_Sapiens, creator of KOTOR TOOL
    -Blue, for creating KotOR Scripting Tool
    -Monochrome Jones, for creating the "LOTO's Xbox Version" text in the logo
    -The original TSLRCM team, for creating the mod in the first place
    -Sith Holocron, for creating and implementing the in-game logos for the mod
    -Jacd28, for contributing to the s_male02.mdl/.mdx fix
    -darthbdaman, for providing the Visas lightsaber training fix
    -Hellraiser988 and iroiry, for verifying that the Battle of Khoonda works with a RAM upgraded Xbox
    If you don't see your name here and feel as though you contributed to the project, I apologize! Please DM me and I will add your name here without delay.

    178 downloads

       (1 review)

    27 comments

    Updated

  8. Canderous Ordo port to TSL

    This mod ports the only character from K1 that no one has transferred yet. It is very useful for those who want to make a standard Canderus out of a Mandalore

    30 downloads

       (0 reviews)

    0 comments

    Submitted

  9. KotOR2 HK-47 Power Blast Fix

    When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired.

    130 downloads

       (0 reviews)

    0 comments

    Submitted

  10. Harbinger Arrival: Free Cam

    NOTE: this is now packaged together with my other Harbinger Arrival mod as Harbinger Arrival Tweaks.
    Unlocks the camera during the Harbinger arrival animation, so you can have the eerie experience of walking alongside the huge ship as it pulls closer. I think it's more ominous this way (and as a bonus, if you're replaying and don't want to watch again, you can rush through without waiting for the whole animation.)
    Compatibility
    Tested with Vanilla KOTOR2, TSLRCM and the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too.
    Install this after TSLRCM and anything else that modifies the Harbinger arrival sequence, such as the Harbinger Arrival Performance Enhancement (which is included in the mod build).
    Also compatible with my Harbinger Arrival: Restore Movie mod. Install them in either order.
    Links
    KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: Restore Movie: https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie

    151 downloads

       (1 review)

    0 comments

    Updated

  11. Harbinger Arrival: Restore Movie

    NOTE: this is now packaged together with my other Harbinger Arrival mod as Harbinger Arrival Tweaks.
    TSLRCM replaces the single movie when the Harbinger arrives at Paragus with a 3-step sequence: a movie, an in-engine cut scene, then another movie. This puts the original movie back while keeping all the other TSLRCM changes.
    Why do that?
    The main reason to prefer the in-engine cut scene is that the original movie looks awful - space shots of the ship arriving can get away with a fuzzy low resolution, since they're so different from the gameplay, but the middle section really suffers by comparison. But, Naelavok's Remastered (Upscaled) Cutscenes improve the movie quality enough to compete with the rendering.
    PapaZinos' Harbinger Arrival Performance Enhancement mod does a lot of great work to make the cut scene smoother and fixes a lot of glitches, but on my machine (with the upscaled movies) there's still a loading delay when switching from a movie, to an in-engine rendering, back to a movie. The single movie has smooth fades, so it has better pacing for this important scene. I still recommend the Performance Enhancement mod, though, because it fixes a lot of other glitches in the sequence, and it greatly improves another brief cut scene after the Harbinger arrives. To make sure PapaZinos' hard work on the in-engine rendering doesn't go to waste, I used it to add a little improvement to that cutscene as well...
    Compatibility
    Not needed with vanilla TSL. Works with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Tested with the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too.
    Install this after TSLRCM and Harbinger Arrival Performance Enhancement.
    Also compatible with my Harbinger Arrival: Free Cam mod. Install them in either order.
    Links
    Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: FreeCam: https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam

    196 downloads

       (0 reviews)

    0 comments

    Updated

  12. KotOR2 Droid Claw Fix

    This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type.

    88 downloads

       (0 reviews)

    0 comments

    Submitted

  13. Jekk'Jekk Tarr all bar patrons armed

    By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will pull them once the combat starts.

    134 downloads

       (0 reviews)

    0 comments

    Updated

  14. KotOR2 Blaster Pistol Rebalance

    A pair of fully upgraded blaster pistols render blaster rifles redundant in KotOR2, so i changed the upgradable pistols to only take scopes.

    53 downloads

       (0 reviews)

    4 comments

    Updated

  15. KotOR2 Crafting Rebalance

    Crafting in KotOR2 is OP, so i nerfed it a little bit. You can still craft basic upgrades, but the better ones you have to loot or buy.

    38 downloads

       (0 reviews)

    0 comments

    Updated

  16. Repair Affects Stun Droid [TSL]

    Causes the Repair skill to modify damage inflicted by Stun/Disable/Destroy Droid.
    SUMMARY
    Knowing how to fix something usually means you know how to break it too. This mod makes it so the damage dealt by Stun Droid and higher tier powers depends on the Force user’s Repair skill. Users with high Repair may deal significantly more damage than vanilla, while damage dealt by users with cross-class Repair will be limited. A way to make your tech enthusiast Jedi stand out in combat.
    DETAILS
    In vanilla, Stun/Disable/Destory Droid inflict damage equal/proportional to your character level. This mod changes the flat damage value to incorporate the Repair skill:
    damage = (level + 1.5*Repair)/2
    With a Repair of 0, you deal half the vanilla damage. With a Repair equal to your character level, you inflict 25% more damage than vanilla. At double your level, you deal double damage.
    INSTALLATION
    To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
    UNINSTALLATION
    To uninstall, remove k_fp_stundr1rep.ncs, k_fp_stundr2rep.ncs, k_fp_stundr3rep.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If a spells.2da was created inside the backup folder, move it to override.
    COMPATIBILITY
    Should be compatible with any mod that doesn’t affect the scripts for Stun Droid, Disable Droid, or Destroy Droid. As long as it’s installed after, this mod will override changes to those powers’ scripts only.
    PERMISSIONS
    Please do not reupload this mod.
    CREDITS
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Screenshot uses Pramod Marlon's AI upscaled icons.

    186 downloads

       (0 reviews)

    2 comments

    Updated

  17. Silent Sion Restoration

    Silent Sion Restoration
     
    Author: Emperor Devon
    Version: 1.00
    File Name: Silent Sion Restoration.zip
    Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome.  
     
    1. DESCRIPTION
     
    This mod removes the added TSLRCM dialogue lines where Sion tells the Exile, "I have come to warn you, Jedi. You know not the path you walk," (if female) or "I have come for the Jedi," (if male) during their first meeting on the Harbinger.
    I think the scene is stronger without those lines for several reasons.
    #1: Sion is scarier when he doesn't speak. All you've seen him do, previously, is murder and terrify. He's basically a horror movie monster. He doesn't need to speak. #2: The male line is redundant. We already know he's here for the Exile. He even says so over the Harbinger holologs. He doesn't need to say so again. #3: The female line undermines Sion's character. His stated intention of "warning" the Exile casts him as an ambiguous figure who potentially means the Exile well. This further reduces his sense of menace. #4: The female line doesn't fit the Sion (quasi-)romance. Sion warning the Exile implies he already has feelings for her. But this is their first meeting. They haven't even spoken. Sion showing no concern for the Exile when they meet, in contrast, implies that his feelings develop over the course of their interactions (primarily on Korriban), which I find more believable.   #5: The female line makes no sense. Sion is on Peragus to kill the Exile, not warn the Exile. He has no reason to lie about this. Not all of KotOR II's cut content was cut because of time constraints. Some was cut because the developers thought the game was better without it. IMO, this is one of those instances.
    So, I've removed the two lines. Sion won't speak a word when he encounters a male or female PC. He will just advance down the hall in menacing silence.

    2. COMPATIBILITY
    This mod requires the TSLRCM. It is compatible with all other mods.

    3. INSTALLATION
    Copy the file to your override folder.

    4. UNINSTALLATION
    Delete the file from your override folder.

    5. USAGE AND PERMISSIONS
    You have my blessing to do whatever you want with this file. If you use it in another mod, or upload it to another website, please give me attribution for my work.

    6. CREDITS
        • Cortisol for developing the Holocron Toolset
        • Deadly Stream for providing a continued home for KotOR modding
        • tk102 for his dialogue editor
        • The TSLRCM team for restoring so much of the game's cut content
        • Wine's developers for letting me run Windows tools over Ubuntu
        • Wizard for continuing to maintain the Holocron Toolset
        • BioWare and Obsidian for making great games that people still play 20+ years later.
     
    7. 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.

    196 downloads

       (1 review)

    0 comments

    Updated

  18. Ravager Rapid Transit

    Ravager Rapid Transit

    Author: Emperor Devon
    Version: 1.00
    File Name: Ravager Rapid Transit.zip
    Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome. 


    1. DESCRIPTION
     
    This mod lets your PC immediately leave the Ravager after killing Nihilus and placing the last proton core.

    There is no longer any long walk back to your shuttle. The cutscene of the Ravager exploding simply loads once your PC says it's time to leave.

    If you kill Nihilus after placing the last proton core, you will leave the Ravager following the conversation between Visas and Mandalore (if you spare Visas) or Visas' final words (if you sacrifice her).

    If you place the last proton core after killing Nihilus, you will leave the Ravager after doing so.

    Why make this mod? Because running through the gigantic empty ship back to the docking area was tedious. Plus, TSL's endgame has you run through more than enough empty or combat-filled areas with minimal dialogue. The less of that, the better.


    2. COMPATIBILITY

    This mod is designed for use alongside the TSLRCM.

    If you don't have the TSLRCM, installing this mod won't break your game, but you will only instantly leave the Ravager if you place the last proton core after killing Nihilus. (Since the dialogue files which trigger that script come from the TSLRCM.)

    This mod is compatible with all other mods.


    3. INSTALLATION

    Copy the files to your override folder.


    4. UNINSTALLATION

    Delete the files from your override folder.

    5. USAGE AND PERMISSIONS
    You have my blessing to do whatever you want with these files. If you use them in another mod, or upload them to another website, please give me attribution for my work.

    6. CREDITS
        • Cortisol for developing the Holocron Toolset
        • Deadly Stream for providing a continued home to KotOR modding
        • tk102 for his dialogue editor
        • The TSLRCM team for restoring so much of the game's cut content
        • Wine's developers for letting me run Windows tools over Ubuntu
        • Wizard for continuing to maintain the Holocron Toolset
        • BioWare and Obsidian for making great games that people still play 20+ years later.
     
    7. 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.

    86 downloads

       (0 reviews)

    0 comments

    Updated

  19. Czerka Docks Dialogue Enhancement

    Czerka Docks Dialogue Enhancement
    Author: Emperor Devon
    Version: 1.00
    File Name: Czerka Docks Dialogue Enhancement.zip
    Contact: Emperor Devon (Deadly Stream), emperor.devon9@gmail.com (email), false_epiphany (Discord). Bug reports, feedback, and suggestions are all welcome.  

    1. DESCRIPTION
     
    This mod alters the conversations with the Czerka guard and docking bay master on Citadel Station.
    The Docking Bay Master
    Your PC may now use [Force Persuade] to make him cooperate over the false Batu. It bugged me that Kreia could do this but a PC with Affect/Dominate Mind could not. Your PC may now use [Force Persuade] to make him share his information for free. Again, classic use of the Force upon the weak-minded. Your PC may now use [Persuade] to haggle down his price from 25 credits to 10 credits. The difficulty is slighter higher than the initial [Persuade] check to make him admit he can help. Changed his response to Kreia's "You will help us find..." from "But I see no harm..." to "I will you help find..." Mind tricked people are supposed to parrot back the Jedi's words. Changed a couple PC lines to better reflect the docking bay master's prior responses. For example, if you threaten him and he doesn't budge, your PC will say a surlier "Fine, I'm going," instead of "I'll be going." Added several PC responses to other lines of his. Mostly cosmetic things (e.g., "Very good" after he says your shuttle is prepped for departure) to make the conversation feel more real. Fixed a developer misspelling. "Discrete" should have been "discreet". Fixed a developer grammatical error. "I must protest to your language!" is now "I must protest your language!" The Twi'Lek Guard
    Your PC may now use [Force Persuade] to make him open up about the wanted criminals. Previously, the only option was to threaten him for dark side points. Your PC may now use [Persuade] to offer him a 20 credit bribe towards the same end. Changed the PC's "I'll be doing" line to a more fitting "All right, I'm going" after the guard asks him/her to leave. Added two PC minor responses to the information he gives: "That's all I needed" and "That's not much." As with the duros, these are intended to make the conversation feel more real. Minor alterations, but it bothered me that haggling and Jedi mind tricks weren't options in those conversations when they are in most others.

    2. COMPATIBILITY
    This mod should be compatible with all other mods. I know of none that alter the dialogue files for these NPCs.

    3. INSTALLATION
    Copy the files to your override folder.

    4. UNINSTALLATION
    Delete the files from your override folder.

    5. USAGE AND PERMISSIONS
    You have my blessing to do whatever you want with these files. If you use them in another mod, or upload them to another website, please give me attribution for my work.

    6. CREDITS
    Cortisol for developing the Holocron Toolset Deadly Stream for providing a continued home for KotOR modding tk102 for his dialogue editor Wine's developers for letting me run Windows tools over Ubuntu Wizard for continuing to work on the Holocron Toolset
      BioWare and Obsidian for making great games that people still play 20+ years later.
      7. 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.

    253 downloads

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  20. KotOR2 - Improved AI

    Improves the AI of KotOR 2.
    I know there are other Improved AI mods out there, but here is my version. Hope you guys are gonna like it.
    Changes:
    - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have one)
    - Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely)
    - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...)
    - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target
    - Enemys reactivate shields after 200s
    - Some minor bug fixes
    - Jedi Support AI reworked
    - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack
    - NPCs use the highest level of feats and force powers available to them
    - Bao-Dur now uses his Shield Breaker during combat
    - The AI now uses feats granted by items
    - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete
    - T3-M4 now automatically uses his Shock Arm and Renewable Shield
    - Companions now heal every team member properly not just the one controlled by the player (injury check fix)

    684 downloads

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  21. KotOR2 Stronger Sith Lords

    This mod makes Darth Nihilus, Darth Sion and Darth Traya stronger. I also replaced the 3 purple lightsabers that Darth Traya summons with Sith Assassins, in my opinion they make more sense.
    Warning:
    This mod is made to be compatible with TSLRCM 1.8.6. If you install this mod without TSLRCM 1.8.6, the install process will result in error messages, but the mod will still work.

    112 downloads

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  22. TSL Additional Portraits

    Gives the following characters new portraits with dark side variations.
    T3-M4 HK-47 G0-T0 Mandalore Hanharr Installation: Drag the files into the override folder.
    Uninstallation: Remove the files from the override folder.

    55 downloads

       (1 review)

    0 comments

    Submitted

  23. KotOR2 Combat Rebalance

    This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning.
    1.2.0 Changes:
    - Installer tweaks.
    1.1.9 Changes:
    - Grenade scrip tweaks.
    1.1.8 Changes:
    - Non party member NPCs no longer require a high Demolitions skill to do a lot of damage with grenades, instead they do more damage the higher their level is.
    1.1.7 Changes:
    - Force Push now cost 15 FP.
    1.1.6 Changes:
    - Force cost adjustments.
    1.1.5 Changes:
    - Force Immunity nerf.
    - Master Environmental Resistance grants poison immunity too now.
    1.1.4 Changes:
    - Force Fury series now benefits from force duration lengthening effects.
    - Force Wave now benefits from force duration lengthening effects.
    - Duel feats now also grant extra Force Power duration.
    - Energy Resistance renamed to Environmental Resistance.
    1.1.3 Changes:
    - Force Push now stuns the target for 3s as intended.
    - New installer option (without force point cost changes).
    1.1.2 Changes:
    - Slow, Affliction and Plague force point cost reduction.
    1.1.1 Changes:
    - Force Heal and Improved Force Heal are nerfed.
    - Force Aura, Force Shield and Force Armor now lasts 30s.
    - Force Valor, Knight Valor and Master Valor are no longer grant saving throw bonuses or immunity to poison, but they last 30s now.
    - Force Resistance and Force Immunity are nerfed. They are also light side powers now.
    - The Energy Resistance series no longer resist energy damage, but it is a light side power now.
    - Force Barrier series is nerfed.
    - The Battle Meditation series lasts 30s now.
    - Shien lightsaber form description fix.
    - Niman lightsaber form description fix.
    - Stun Droid, Disable Droid and Destroy Droid are universal powers now.
    - Force Affliction is DC25 now instead of DC20.
    - Force cost adjustments.
    - Force Crush and Force Scream series cast animation fix.
    1.1.0 Changes:
    - Higher level Force Powers now cost more to cast.
    1.0.9 Changes:
    - Duel now also grants 10% damage bonus with force powers, on top of it’s normal effects.
    - Improved Duel now also grants 20% damage bonus with force powers, on top of it’s normal effects.
    - Master Duel now also grants 30% damage bonus with force powers, on top of it’s normal effects.
    1.0.8 Changes:
    - Simplified item descriptions.
    - Master Heal is changed back to pre v1.0.4 because the Treat Injury bonus was too OP.
    1.0.7 Changes:
    - Droid devices such as flame throwers and ion beams now scale with level.
    - Kyber Darts now do 25 damage by default not 26.
    1.0.6 Changes:
    - Rockets and darts are repriced to match their performance in combat.
    1.0.5 Changes:
    - Grenades and rockets now have a minimum guaranteed damage (their original damage).
    - Harmful event signal fix for grenades.
    1.0.4 Changes:
    - Master Heal now benefits from skill points invested into Treat Injury.
    1.0.3 Changes:
    - Description fix for grenades and rockets.
    1.0.2 Changes:
    - Removed the blurry air wave effect of Force Wave.
    - Minor changes to autobalance.2da.
    - Saving throws are reworked, every class gains 1 of each saving throw type every time they level up.
    - Most grenades and rockets now benefit from Demolitions skill.
    - Poison grenades and poison rockets scale with user level.
    - Darts now also scale with user level.
    1.0.1 Changes:
    - Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy.
    - Master Heal is nerfed, heals a bit less.
    1.0.0 Changes:
    - Force Channel Form description fix.
    - Added Force Power Area of Effect: +50% to Force Affinity Form.
    - Force Affliction fix.
    - Force Plague fix.
    - Force Aura buffed to +4 defense and s.t. bonus from +2.
    - Force Shield buffed to +6 defense and s.t. bonus from +4.
    - Force Armor buffed to +8 defense and s.t. bonus from +6.
    - Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment.
    - No more blur effect when using Force Speed (all 3 levels).
    - Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus.
    - Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus.
    - Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus.
    - Fury/Wookiee Rage now also gives +2 attack rolls.
    - Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack.
    - Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack.
    - No more blur effect when using Fury/Wookiee Rage (all 3 levels).
    - Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it.
    - Destroy Droid now does 50% less damage.
    - Kill now does about 33% of enemy hit points in damage instead of 50%.
    - Shock, Force Lightning and Force Storm now does 50% less damage.
    - Drain Life and Death Field are now 50% less effective.
    - Removed the level 10 cap from Drain Life and Death Field.
    - Force Crush now does 50% less damage.
    - Force Crush plays no animation on a successful save.
    - Force Suppression and Force Breach now removes all listed force powers.

    390 downloads

       (2 reviews)

    3 comments

    Updated

  24. Treat Injury Affects Force Healing [TSL]

    This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers.
    SUMMARY
    The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit.
    Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits.
    Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others.
    This mod may make the game slightly more challenging on average, since a Treat Injury lower than your character level will lead to less VP healed compared to vanilla. See details below.
    DETAILS
    In vanilla, the number of vitality points you gain from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier by the average of your level and Treat Injury skill.
    Here’s a breakdown of each power’s VP gain:
    Heal
    VANILLA:    VP = WIS + CHA + level + 5
    NEW:           VP = WIS + CHA + (level + Treat Injury)/2 + 5
    Improved Heal
    VANILLA:    VP = WIS + CHA + level + 15
    NEW:           VP = WIS + CHA + (level + Treat Injury)/2 + 15
    Master Heal
    VANILLA:    VP = WIS + CHA + 2*level + 15
    NEW:           VP = WIS + CHA + level + Treat Injury + 15
    With this mod, you’ll need a Treat Injury equal to your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla.
    INSTALLATION
    To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
    UNINSTALLATION
    To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override.
    COMPATIBILITY
    Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers.
    PERMISSIONS
    Please don’t reupload without my permission.
    CREDITS
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Screenshot uses Pramod Marlon's AI upscaled icons.

    381 downloads

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    Updated

  25. KotOR2 Companion Fix

    This mod corrects companion stats.
     
    WARNING:
    This mod is made to be compatible with as many mods a possible. This means sometimes during the installation process you get error messages dou to the way the installer handles thing. Don't panic, this is normal, the mod will work just fine.
    If the companion already joined your party the changes will not apply. You need to start a new game or load an earlier save.
    List of changes:
    Class changes:
    - Soldiers no longer gain defense bonuses leveling up, only Mandalore, but he is a separate class now.
    - Swapped Combat Droid and Expert Droid feat gain tables. (more feats for HK-47, less for T3-M4 and G0-T0)
    - Fixed Sith Marauder defense bonuses.
    - Fixed Sith Lord defense bonuses.
    Bao-Dur:
    - He wears clothes now. (He looks the same with and without clothes, so this change is kind of pointless.)
    - He had 48 force points by default even though he is not a Jedi at the beginning, this was changed to 0.
    Disciple:
    - Stealth Skill 5 -> 0
    - Awareness Skill 8 -> 5
    - Treat Injury Skill 8 -> 4
    - He no longer has an invisible 'Superior Weapon Focus: Lightsaber II' feat.
    - He had 24 force points by default even though he is not a Jedi at the beginning, this was changed to 0.
    Handmaiden:
    - Stealth Skill 5 -> 0
    - Awareness Skill 8 -> 5
    - Treat Injury Skill 8 -> 4
    - She had 24 force points by default even though she is not a Jedi at the beginning, this was changed to 0.
    Hanharr:
    - Hit Points 52 -> 60 (This bug goes away if you level him up, but i fixed it anyway.)
    - He no longer has the 'Close Combat' feat.
    - He has the correct version of the 'Precise Shot I' feat now.
    HK-47:
    - Hit Points 72 -> 78
    - Demolitions Skill 5 -> 9
    - Awareness Skill 5 -> 9
    - Repair Skill 6 -> 9
    - He has Improved Power Blast now to match the number of feats Combat Droids gain on their first 6 levels.
    - Swapped Combat Droid and Expert Droid feat gain tables. (more feats for HK-47, less for T3-M4 and G0-T0)
    - Fixed his dual wield power blast. He fires both blasters now, previously he only fired the right hand one.
    - His 'Logic Upgrade: Tactician' feat was removed, since this feat is no longer in use.
    Kreia:
    - Hit Points 36 -> 27
    - Force Points 49 -> 73
    - She has the 'Unarmed Specialist I' feat now, same as every other jedi.
    Mandalore:
    - Awareness Skill 5 -> 4
    - Persuade Skill 2 -> 0
    - Treat Injury Skill 9 -> 8
    - He no longer belongs to the 'Soldier' class.
      I made him a new class called 'Mandalorian'.
      This way he can retain his defense bonuses provided by the 'Mandalorian Courage' feat.
      (No other changes compared to the 'Soldier' class.)
    Mira:
    - Computer Use Skill 8 -> 9
    - Demolitions Skill 8 -> 9
    - Awareness Skill 8 -> 9
    - Repair Skill 8 -> 9
    - She has the 'Armor Proficiency: Medium' feat by default now.
    - Her 'Critikal Strike' feat was swapped out to 'Flurry'.
    Visas:
    - Hit Points 30 -> 54
    - Force Points 24 -> 42

    507 downloads

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    2 comments

    Updated