735 files
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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-cam181 downloads
0 comments
Updated
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KotOR2 Droid Claw Fix
By GearHead
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.
80 downloads
0 comments
Submitted
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Jekk'Jekk Tarr all bar patrons armed
By GearHead
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.
123 downloads
0 comments
Updated
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KotOR2 Blaster Pistol Rebalance
By GearHead
A pair of fully upgraded blaster pistols render blaster rifles redundant in KotOR2, so i changed the upgradable pistols to only take scopes.
44 downloads
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KotOR2 Crafting Rebalance
By GearHead
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.
34 downloads
0 comments
Updated
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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.
167 downloads
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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.
186 downloads
0 comments
Updated
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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.
85 downloads
0 comments
Updated
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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.
240 downloads
0 comments
Updated
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KotOR2 - Improved AI
By GearHead
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)
656 downloads
0 comments
Updated
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KotOR2 Stronger Sith Lords
By GearHead
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.
103 downloads
0 comments
Updated
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TSL Additional Portraits
By Revan100
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.
51 downloads
0 comments
Submitted
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KotOR2 Combat Rebalance
By GearHead
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.
374 downloads
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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.
355 downloads
- force powers
- healing
- (and 3 more)
0 comments
Updated
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KotOR2 Companion Fix
By GearHead
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
492 downloads
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Iziz Workbench
By InSidious
Iziz Workbench by Darth InSidious
This mod adds a workbench to Iziz on Onderon, which previously didn't have one.
There are two options for installing the mod:
Option 1 adds the workbench to the landing bay you arrive in;
Option 2 addsthe workbench to Dhagon's office.
Installation
Run 'Install Iziz Workbench.exe', select an option, hit select, and run the installer.
Uninstallation
Take either di_spnwb_501.ncs or di_spnwb_512.ncs out of your Override folder,
and then copy the backup of either 501OND.mod or 512OND.mod in the 'backup' folder
that the installer generated when it installed the mod, and copy it into your modules folder.
172 downloads
0 comments
Submitted
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Mr Defender's Wrist Console [TSL]
By JumpStationZ
Defender's Wrist Console
Modification Version 1.9
Author: Defender
Creation Date: February 4th, 2006
[contact information in read-me)
=========
Installation
=========
- For starters, make sure you have a folder named 'override' in your KotOR 2 directory.
- This modification requires a modified spells.2da file to work, if you have a spells.2da
file please place it in your 'override' folder and not a sub folder.
YES: c:\games\kotor2\override\spells.2da
NO!!: c:\games\kotor2\override\modification\spells.2da
TSL Patcher will then be able to patch your own spells.2da file instead of a new one.
- Once the 2da files are located in your override folder, click "Install" and TSL Patcher will ask you to point it to your Kotor 2 folder before installing.
YES: C:\Games\Kotor2\
NO!!: C:\Games\Kotor2\Override\
- TSL Patcher will now install the modification, and patch the 2da files (if any) if needed. Once this process is done, you will be able to use the wrist console modification in KotOR 2.
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Adding Wrist Console to your inventory
================================
Adding the wrist/droid console to your inventory is rather simple... the first method requires cheats to be enabled.
1) while playing the game, press ~ and type in "giveitem wristconsole" or "giveitem dcc" , this will give you the wrist console or the droid console (respectively)
2) Walk up to any workbench or medical lab and select the new dialogue options relating to this modification. Note, this is the method to use if you're playing on the Microsoft Xbox.
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Giving the Wrist Launcher Proficiency to Everyone
========================================
If you walk up to the medical lab or workbench and select the 'upload schematics for replication’, and choose either the 'run proficiency script' or 'replicate a wrist console' or even 'replicate a droid console', the script will be executed and the proficiency feat will be given to everyone in your party (the ones onboard and offboard of the ebon hawk). There is a similar option located in the wrist console's replicator options under 'replicate wrist consoles' . If a party member joins your quest, simply re-run this script and he/she will acquire this feat.
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Equipping the Wrist Console/Launcher
===============================
Once the wrist console is added to your inventory, and the proficiency script has been executed, you can equip it on any character in either armband slots. Please note, droids do not need the 'wrist launcher proficiency' feat to equip the droid command console (wrist console for droids).
Alternatively, there seems to be an interesting side-effect of making the wrist console a wrist launcher, apparently you can simply replicate 1 and not equip it, making it usable by anyone when it's just sitting in your inventory.... much like Chainz.2da's hak pad.. Not exactly sure how I managed to make that happen, but it is somewhat useful, if you don't want the wrist launcher console, simply leave it in your inventory... however, if you are interested in using the new wrist launcher capabilities, you will need to equip on a character (and, obviously, switch to that character to be able to use this feature)
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes TSLRCM by many years.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to.
69 downloads
0 comments
Updated
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DARTHMOELLER's TSL Exile's Item Pack
By JumpStationZ
DARTHMOELLER's TSL EXILE'S ITEM PACK
Creation date: July 15th, 2005
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Author:
--------------------------------------------------------------------------
DARTHMOELLER
e-mail: [see read-me for e-mail]
NOTE: For optimal viewing, line up the edges to fit the dashes.
Description:
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This mod adds new items to the beginning of the game that are specially made for the exile. The items can be found in a metal crate inside the medical room on Peragus. The items you find include the Exile's armband, shield, belt, gauntlets, and implant. I didn't add any clothes because it wouldn't fit well with Atton's "naked Jedi" lines.
List of Files:
dm_shield.uti - shield properties file
dm_band.uti - armband properties file
dm_belt.uti - belt properties file
dm_gloves.uti - gauntlets properties file
dm_implant.uti - implant properties file
ii_belt_050.tga - belt icon
ii_FrArmBnds_050.tga - armband icon
ii_FrArmBnds_049.tga - shield icon
ii_Gauntlet_050.tga - gauntlets icon
ii_Implant3_050.tga - implant icon
metalbox080.utp - metal crate file
dm_byebox.ncs - script
a_doormor.ncs - script
dm_bmedbox80.ncs - script
NOTE: The source scripts are included in this mod in a folder called "source."
Installation:
--------------------------------------------------------------------------
1.If you haven't done so already, create a folder named "override" (without quotes) in your KotOR II directory.
2. Next, extract the contents of the .rar file into your TSL override folder.
3. Use the giveitem cheat (optional!!)
This way of getting the robes will add the items directly to the player's inventory. To enable cheats, open your swkotor2.ini file, and under GameOptions, enter "EnableCheats=1" without the quotes. Then in game, press the ~ button to open the console, which will be invisible. Type "giveitem <item name>" without the quotes. The item names are below.
NOTE: The items are placed in-game, so there is no reason to use the giveitem cheat.
Cheat Names:
dm_shield - exiles shield
dm_band - exiles armband
dm_belt - exiles belt
dm_gloves - exiles gauntlets
dm_implant - exiles implant
Uninstall:
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Simply remove all files included in this mod from your override directory.
Known Issues:
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There are currently no known issues or problems with this mod. If you do encounter any issues or problems, please alert me via the e-mail above. I will try to fix them the best I can.
Acknowledgements:
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Thanks to Fred Tetra for his amazing Kotor Tool. Without it, none of this would be possible.
http://kotortool.home.comcast.net/
Thanks to Darth333 and RedHawke for all of their scripting help. Without their help, I would still be lost on how to script.
Thanks to all the folks at Holowan labs, for providing guidance and encouragement along the way. You guys rule!
Conditions of Use:
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You are free to use this mod for your own personal use. You may use the source scripts included however you like, even in a public mod. However, I must grant proper permission in order to use anything else from this mod for a public mod. If I do grant permission, make sure to give me proper credit in your readme and include this readme file with your mod.
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes TSLRCM by many years.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to.
217 downloads
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maverick187's Ancient Sword [for TSL]
By JumpStationZ
Ancient Sword (for TSL): modeled and skinned by: maverick187
Creation date: May 27th, 2005
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Intro:
This is simply a new sword model, very katana like, for KotOR: TSL, no special stats other than an Awareness +2 bonus, the sword is upgradeable.
Note: version 1.1 fix: fixed w_Vbroswrd_oo1.mdl as showing the same appearance as the sword in this mod.
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Files:
mav_ktnbld_001.uti - .uti file, item properties etc.
iw_vbroswrd_087.tga - menu icon
mav_swrdktn.tga/.txi - the texture and shader files for the sword
w_vbroswrd_087.mdl/.mdx - the model files for the sword. DON'T TOUCH!!!
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Installation and Uninstallation:
To install place all of the files in the override folder.
to uninstall remove them from the override folder.
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In-Game Placement:
Simple, as there is none. Instead use the cheat code "giveitem mav_ktnbld_001"
or do the following:
1. Extract and/or Open itemcreate.2da and itemcreatemira.2da, using Kotor Tool
2. Scroll down to the bottom of each and type the following in each:
column..-..what you type
(Row Label)..-..next number
label..-..mav_ktnbld_001
skill..-..15
group..-..2
level..-..5
align..-..0
base_skill..-..5
dunno..-..0
overridetag..-..****
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Comments, Complaints, Questions:
[see read me for e-mail]
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Acknowledgements:
Fred Tetra: Heaps of thanks for the ever-helpful Kotor Tool
T7nowhere: Thank you for helping me to start modeling.
svösh: Tons of thanks for helping me figure out my texture warping problem with this model as well as helping me with several other modeling problems of mine
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes both K1CP and K1R.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to.
38 downloads
0 comments
Submitted
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Force Power: FORCE DISARM [for TSL]
By JumpStationZ
Force Power: FORCE DISARM
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by 010_sWitch_010
Creation Date: July 7, 2005
Description:
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This is just a quick new force power I created. Its similar to the force pull powers from the "Jedi Knight" series (damn those games were awesome). When used it should pull any ranged weapons from the targeted NPC's hands, forcing them to engage in melee combat.
In Game:
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The power comes available to all Jedi classes at and over level 5 and can be selected like other powers from the character upgrade screen. It's a hostile force power so will only show up when you have targeted a hostile NPC. It works just like any Stun, Kill, Push or etc. powers. Once used the power will look for and equip the targeted NPC with a melee weapon
Mod Contents:
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fp_disarm.ncs - The force disarm script
if_disarm.tga/.txi - The icon for force pull
k_search.ncs - The melee search script
spells.2da - list of force powers with Force Disarm on the end
source files - I've included the source .nss files for making it compatible
Testing:
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I have currently tested it on the Serocco thugs within Nar Shaddaa. It works on them and equips them with the generic short sword. I also tested on the mercenaries on Dantooine and seems to equip their melee weapons without giving them anything. Also, I didn't make the 'given' short sword to un-droppable. So, a short sword will show up in the remains of any NPC who didn't have a melee weapon and you used the power on.
Installation:
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Unzip the files straight into your Override folder. The files were compressed within the appropriate sub folder.
Compatibility:
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spells.2DA...ARRGGGHH!!!! Compatibility’s Achilles heel. If you don't have any spells.2da files in your Override folder then just extract this straight into it. However, if you do already have one, you can probably just open up the spells.2da file included in this mod and copy the last row in mine over to the last row in your spells.2da file. Then open the source file included and change the row source number to the new row number. Then compiled the edited source file and put into override.
Note:
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I haven't done a new .tlk file entry for this force power, instead I just referred to an empty slot on the original dialog.tlk file. This means that the force power will not have a name and no description. Hopefully the icon should distinguish it. Sorry if this puts people off my mod
Note 2:
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I've included a search for any melee weapons before the end of the power's script. So that any NPC its used on will have a sword. I might release another one where they run around unarmed, it's funny
NOTE FROM JUMPSTATIONZ ARCHIVIST: This mod – like most of the mods in the JumpStationZ Archive - has not been tested recently. (Note the creation date above precedes TSLRCM.) If you download and install this mod, you assume all risk. Additionally, you may note that this mod has no screenshots other than the old JumpStationZ logo and the title of the mod. Feel free to include screenshots with your review if you feel moved to.
113 downloads
0 comments
Updated
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Play as Juhani in TSL (Jedi/Default Outfit and Underwear)
By Algo
Replaces the first black woman player character with Juhani from Kotor 1. This mod replaces the head, portrait, underwear model and underwear textures with Juhani's. In addition, the dancer outfit has been replaced by either a Kotor 1 style Jedi outfit or Juhani's default outfit, depending on the version. Since every female player character uses the same model for underwear and every black woman the same texture, this mod will affect all of those.
The respective dark side textures were also replaced with Juhani's normal textures.
JuhaniTSL_jedi_outfit.zip is the recommended version, which replaces the dancer outfit with her Jedi outfit. JuhaniTSL_default_outfit.zip uses the (still buggy) default outfit instead.
The flap on her default outfit is a bit weird, so I'll try to fix that later. I'll also be fine-tuning whatever details I assuredly missed when messing with this stuff, as this is all still new to me.
This mod was suggested by Bane_Ross, who is welcome to suggest alterations in case I misunderstood something.
112 downloads
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Gammorean Shadow Fix
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
So I noticed this once before somewhere but never came across it again until testing some things recently.
The shadow stretches across the screen for this model.
It was a simple fix, just recompiling the model from the first game for the second game. ( thanks or DarthParametric for the suggestion on how to achieve this quickly )
Very noticeable, but I don't think it's visible in the main game due to always being in close proximity to the Gammoreans on Nar Shaddaa.
Installation : Unzip and drop the four files into the override folder.
Uninstallation : Delete the following files from the override folder.
c_gammorean.mdl
c_gammorean.mdx
c_gammoreanp.mdl
c_gammoreanp.mdx
Thor110
190 downloads
0 comments
Updated
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Sentry Droid Animation Fix
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
So I noticed this once in the Sith Temple on Dxun, which I believe is the only place in the main game where the droid actually appears.
Two sets of animations happening on one model resulting in two sets of what appear to be engine pods glitching around inside one another.
It was a simple fix, just deleting one set of the animations, it looked as if perhaps the original modeler or animator was trialing two different versions of the animation and then left them both there in the end.
Hardly noticeable really but it bothered me so I got around to fixing it eventually.
Installation : Unzip and drop the two files into the override folder.
Uninstallation : Delete the following files from the override folder.
c_drdsentry.mdl
c_drdsentry.mdx
Thor110
266 downloads
0 comments
Updated
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Energy Shields 2 Star Cards
By Lewok2007
Description:
I've been playing EA's Star Wars Battlefront 2 recently and I enjoy the idea of the Star Cards. I decided to work on a mod that makes Energy Shields into Star Cards similar to the ones in Bf2 but in kotor 2.
5 Shields remain the same but they have different icons and different names:
Players Personal Armband > Player's Star Card
Energy Shield > Energy Star Card
Vao Armband > Only Icon changed but it's too sacred to change anything, also never found in game.
Arkanian Shield > Arkanian Star Card
Mandalorian Melee Shield > Melee Star Card
While they aren't exact replica's I've made a few that are Star Cards in bf2 but with a kotor twist (e.g. Bacta Bomb gives 2 regeneration, Bounty Hunter gives bonuses to Throw Saves.)
While they are quite "overpowered," most of them lose the og energy shield function and just give stat boosts instead. On a regular run on normal difficulty and good kotor experience, you probably won't need the original function anyway. (The 3 most commons at the start have stayed the same anyway.)
Installation:
Copy the "Override" folder into your Kotor 2 game directory and overwrite if prompted.
Older Energy Shields won't be affected iirc.
UnInstalling:
Delete the files in your game override folder that are in this mod's override folder.
Compatability:
Compatible with almost everything, as long as this mod is installed after them.
Tools used:
Kotor Tool
Gimp
Permissions:
Use assets from this mod in your own if you'd like, as long as I am credited in the description.
DO NOT directly reupload this mod exactly to other sites without my permission. (Although if I wanted them there, I will upload them myself.)
DO NOT claim this mod as your own if you upload it to other sites without my permission.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT,
LUCASARTS, DISNEY 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.
30 downloads
0 comments
Submitted
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Edge Of Darkness
By 90SK
Bioware: For such an amazing game! Obsidian: For such an amazing sequel!
Feat. ThePal - Song For The Masses (Creative Commons Attribution)
Fractal Flame algorithm used created by Scott "Spot" Draves
Sound Effects by BlueZone Corporation
Opening Crawl made with MakerMoon
Fotor.com AI Reimaging and Editing
tk102: Scripting Knowledge
Stoffe: Scripting Knowledge
Darth333: Whereami Armband & Scripting Knowledge
90SK - Manager/Fixer
N-DReW25 – Setting/Manager
HARIII – Level Prototypes/Manager
Thor110 – Red GUI, Expanded Galaxy Project & Developer Adviser Guru
bead-v – Developer Adviser Guru & K-GFF Research
Fair Strides – Developer & Developer Programs, NPC Auto-Level, ModHex, K-GFF Research
Sithspecter – Sleheyron Model Developer
DarthParametric – Jal Shey Skirtless Model, TOR Sith Pureblood Head Port, Workbench Camera Tweak
VarsityPuppet – Armored Robes Model & Developer Adviser
Bullobrien – Talon/Yimille Original Skin
svösh – Mech Malak Original Texture
Malkior – Foliage Texture Guru
tjsase – M4-78 Movies Uncompressed 1.0.0
newbiemodder – GONK Droid
Darth_Sapiens – G0-T0 Overhaul
RGB – Cloth Texture Guru
NiuHaka – Dread Cyborg Skin
RedHawke – Sith Hood Model
Koolizz – A Closer View Camerastyles.2da
Quanon – Yavin IV Models and Level Modeler
InSidious – K1 Lost Modules Pack
Stoney – Ebon Hawk Placeable
deathdisco – Meditate Script
Imptactular – Yoda Model Animation Fix
Marius Fett - Lightsaber TOR Hilts and Editing
Logan23 – Content Editor and Developer, Plot Editor
Based on Star Wars by George Lucas
IN MEMORY OF LucasArts
This mod replaces Knights Of The Old Republic II: The Sith Lords
It will totally reshape TSL into Knights Of The Old Republic Edge Of Darkness
Enter the console code "warp 091ebo"
Future content including additional side-quests, planets expanded, and party members.
You are welcome to inquire about addons, ideas, and mods for Edge Of Darkness.
Locations include: Thyferra, Raxus Prime, Dromund Kaas, Tatooine, Zeltros, and 6 other planets.
It was inspired by older text-based games
It is meant to be a throwback to 2004 gaming.
It was created over the course of 8 years by 90SK & Holowan Labs
Special Thanks: DeadlyStream.com & LucasForums.com
OPEN ENDING / CLIFFHANGER
Please start a new game to use the mod
IMPORTANT DISCLAIMERS:
This mod cannot be uninstalled.
I recommend you clone your TSL directory to install it, so you can swap back and forth.
V-Sync Setting is Required to be "On" In Edge Of Darkness
You must disable “Frame Buffer Effects” in your TSL Graphics Settings Menu In-Game.
Delete your previous Override out of your Edge Of Darkness directory before updating to most recent
Please know that you will have to reinstall TSL to uninstall Edge Of Darkness.
Run Holopatcher at your preferred processor bit rate.
Select your installation directory and preferred version of EoD to Install.
Click Okay and allow installer to complete.
You must start a new game, and a fresh installation of KOTOR 2 is “required” to install, unless you're updating your version.
Please make a new OVERRIDE and MODULES Folder
Permissions:
Please do NOT claim credit for this mod and do not use assets from this mod!
NOTES:
Please reinstall your TSL if you want to Uninstall Edge Of Darkness.
Known Compatible Mods (Use the following mods for Edge Of Darkness):
TSL Vibro-Weapons HQ High Quality Blasters for TSL by Sithspecter
CHEATS in EDGE OF DARKNESS:
warp 091ebo – Go back to the Ebon Hawk
giveitem killsaber – One Hit Kill Lightsaber
giveitem d3_location – WhereAmI Armband
After that, Copy/Install your downloaded mod archive into the Knights Of The Old Republic 2 directory containing Edge Of Darkness. Please consider this mod a WIP Concept Beta that is being shared for ideas and fun! Contact 90SK on ModDB.com or DeadlyStream.com for Questions/Comments/Ideas
Special thanks to Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material.
Legal:
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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.
720 downloads