743 files

  1. Populate Function

    This script will allow you to easily populate an area using random number generation based on your specifications. It eliminates the need to find countless co-ordinates. You only need to find four co-ordinates to populate an area with as many NPCs as you like. (The engine really hates it if you go over 120). You can also choose whether to set them to walk randomly or not. You can use your own waypoints. I reccommend using this function in an on enter script.
     
    -----------------------------
    Installation and use
    -----------------------------
     
    You need to place the "populate.nss" script in your K2 Override. (This will probably work with K1 but I cannot confirm that). To use the function add the line
     
    #include "populate"
     
    at the beginning of your script.
     
    Then you will need to lay an imaginary square over the area where you want to spawn in. Then find the co-ordinates of the four corners using D3's Whereami armband. Write down what you get and work out the smallest X value and the largest X Value and then do the same with the Y Co-ordinates. Then include this in the main function of your script.
     
    Populate(0, 0, 0, 0, 0, Tag);
    ^ ^ ^ ^ ^ ^
    Amount xMin xMax yMin yMax Tag
     
    Amount = The number of NPCs of the specified tag to spawn.
    xMin = The smallest X value
    xMax = The largest X Value
    yMin = The smallest Y Value
    yMax = The largest Y Value
    Tag = The tag of the NPC you want to spawn.
     
     
    -----------------------------
    Use and distribution
    -----------------------------
     
    Feel free to use this in any mod at all. If you wish to modify the script then feel free to but LEAVE THE RANDOM NUMBER GENERATION FUNCTION IN TACT. It was not created by me and is essential to the smooth running of the populate function. If you modify the script and want to distribute it then please contact me first through either Holowan Labs or Deadly Stream - TimBob12 or by email - timbothompson@gmail.com. If you do redistribute then you will be required to credit bead-v for the creation of the random number generation script.
     
    -----------------------------
    Extra's
    -----------------------------
     
    There is an additional random generation script that was created by bead-v and, unlike the in game function, it supports negative numbers making it perfect for location generation.
     
    -----------------------------
    Credits
    -----------------------------
     
    The populate function and example script were created by me, TimBob12 and the random number generation script was created by bead-v. I'd also like to thank everyone who helped in the creation of this function specifically:
     
    Darth Insidious
    Varsity Puppet
    Bead-V
     
    -----------------------------
    A Final Note
    -----------------------------
     
    I hope this eases your Module Creation and you enjoy using this.

    753 downloads

       (3 reviews)

    6 comments

    Updated

  2. Handsister Fix

    ========================================================
    KNIGHTS OF THE OLD REPUBLIC II
    ========================================================
     
    Handmaiden Sister fix
     
    =================================
     
    Author: Varsity Puppet/VPcombat
    For: KotOR II
    Date: 03/22/2011
    =================================
    THIS WILL INSTALL THE FILES FOR TSLRCM.
     
    DESCRIPTION:
     
    This mod gives the Handmaiden sisters their 'intended' heads, according to TSL's cut resources. This will
     
    only change the Handmaiden sisters appearance, but the main Handmaiden will still look the same. This way,
     
    her face will finally physically look different instead of other mods which reskin her clothes.
     
    Apparently there was a compatibility issue with TSLRCM when I released the last one, so this is my attempt
     
    to fix that. I took the brute force method of just making a completely separate Handsister model instead of
     
    using the Handsis head with a bunch of script tricks and whatnot. No scripts or tgas this time, just scripts
     
    and a few utcs that aren't modified by TSLRCM.
     
    I included a Vanilla install just for the hell of it, but I don't know who's really going to use that one,
     

     
     
     
    COMPATIBILITY:
     
    Should be compatible
    ___________________________________________________________
     
    INSTALL:
     
    Use the TSLPatcher and it will self-install into your Override folder. Keep the installog.rtf generated by
     
    the installation.
     
     
    UNINSTALL:
     
    Replace the files in your override with the backup folder produced by the TSLPatcher. Use the installog.rtf
     
    as a reference and don't forget to check the backup folder.
     
    ___________________________________________________________
     
     
    VERSIONS:
     
    1.1- Remade the models so that they are full body models.
     
    1.0-
     
     
     
     
    BUGS:
     
    None I know of
     
    ___________________________________________________________
     
     
    PERMISSION:
     
    You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However,
     
    do please give credit where it's due, and DO NOT release it with any of your mods without my permission.
     
    Thanks.
     
     
    THANKS:
    Fred Tetra's KotorTool
    Obsidian for making a game to love and hate
    All of you modders out there who I've consistently studied and slowly learned from.
     
     
    All materials and copyrights belong to LucasArts, BioWare Corp. and Obsidian Entertainment Inc.

    5,772 downloads

       (5 reviews)

    15 comments

    Updated

  3. VP's Hi Poly Tin Cans

    Having this mod installed with TSLCRM 1.8 causes a CTD about 4/5 the way in the Visus-Nihilus cutscene (and Nihilus-Tobin custscene). Please do not use the Nihilus saber, or take it out of override for the duration of this scene, and the Tobin one.
     
    ========================================================
    KNIGHTS OF THE OLD REPUBLIC II
    ========================================================
     
    Hi Poly Tin Cans
     
    =================================
     
    Author: Varsity Puppet/VPcombat
    For: KotOR II
    Date: 03.16.2011
    =================================
     

    DESCRIPTION:
     
    I've always wanted to make a lightsaber hilt mod, but I never liked how most people would use hilts from the movies. Or if it's not that, there has to be a fancy hilt for every single different color. Well what I did here is fairly simple and should intrigue even the most skeptical of saber mod downloaders.
     
    I remade the standard game hilts so that they look like higher definition versions of the old ones. A lot of people complained how they looked like tin cans - they still are, but with higher polygon counts. I've also included a Darth Nihilus lightsaber which is fairly close to canon apparently.
     
    There are several subfolders which you can install -
     
    Saber Models - This folder contains the higher polygon version hilts only. No other modifications made.
     
    Darth Nihilus Saber - Contains the files used for adding Darth Nihilus' saber to the game. Override's Malak's Lightsaber model since it doesn't have much of a use in this game.
     
    Fixed Icons and colors - Fixes the colors in the weapon icons for the cyan and bronze/orange lightsabers. It also restores the unused bronze lightsaber crystal and distinguishes between the orange and bronze lightsaber colors (previously, they both used the same Heart of the Guardian saber color)
     
    Fixed Loot scripts - These loot scripts will allow the orange, bronze, silver and cyan crystals to appear more often. Previously, the bronze crystal wouldn't appear at all, and apparently neither would the cyan crystal. This should be fixed now.
     
     
     
    COMPATIBILITY:
     
    This is obviously not going to be compatible with any other saber mods.
    ___________________________________________________________
     
    INSTALL:
    Put all of the files you wish to install into your override.
     

    UNINSTALL:
     
    Delete them from the override.
     
    ___________________________________________________________
     

    VERSIONS:
     

    1.0-
     
     
     

    BUGS:
     
    None that I know of. There may be a bug where some sabers display the wrong color. If that happens, let me know and I'll fix it.
     
    ___________________________________________________________
     

    PERMISSION:
     
    You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. Thanks.
     

    THANKS:
    DStoney
    Fred Tetra's KotorTool
    Obsidian for making a game to love and hate
    All of you modders out there who I've consistently studied and slowly learned from.
     

    All materials and copyrights belong to LucasArts, BioWare Corp. and Obsidian Entertainment Inc.

    7,683 downloads

       (6 reviews)

    18 comments

    Updated

  4. Kill Disciple Mod by Mandalore

    ==========Kill Disciple Mod by Mandalore V2============
    A mod for Star Wars Knights of the Old Republic II: The Sith Lords
     
    Description:
    This mod allows male Exiles to kill Disciple after he reports your location to Carth in Khoonda. For a hefty sum of Dark Side points, of course...
     
    Installation:
    Put the files in the Override folder that came with this mod into the Override folder in your KotOR2 directory. If you use Improved AI mod, then only use the files in the Improved AI sub-folder.
    It works with existing saves, so you can use this mod without having to restart.
     
    Uninstallation:
    Delete the files from your Override folder.
     
    Compatibility:
    This will not work with anything that messes with Disciple for male Exiles after he reports to Carth, I don't think.
     
    Bugs:
    I haven't encountered any.
     
    Contact:
    PM me (Mandalore) at deadlystream.com
     
    Changelog:
    - Made it compatible with Improved AI mod.
     
    Credits:
    Thanks to Obsidian for making such a great game, thanks to Fred Tetra for making KotOR Tool, thanks to tk102 for making the DLGEditor, and thanks to the people of Deadly Forums for giving me somewhere to host this, for giving me the incentive to try modding, and all of that stuff.
    Oh, and bead-v tested it. I think that should be recognised.
    Hassat Hunter tested the Improved AI compatibility.
    And ancient46 suggested making this mod.
     
    Legal Stuff:
    All materials and copyrights belong to LucasArts, BioWare Corp. and Obsidian Entertainment Inc.
    This mod is provided as-is with no guarantees of any kind. The author is not responsible for any harmful effects of using this mod.
    You cannot distribute or reproduce this mod without the prior confirmation of the author, and if permission is given give credit where due.

    2,129 downloads

       (1 review)

    14 comments

    Updated

  5. ...A Darker Peragus

    This mod was created to work along side of a mod by my good friend, VarsityPuppet (or VPCombat). Please download his mod too to get the full peragus enhancement.
    http://knightsoftheoldrepublic.filefront.com/file/VP_Modules_Tweak_Pack_1;108867
     
    This mod basically darkens peragus to make it as i saw it to be. A potential for a scare. But how can you get scared in the daylight? It�s a little hard to do in a video game. This hopes to fix it.

    4,256 downloads

       (12 reviews)

    11 comments

    Updated

  6. No Lightsaber Quest

    ====No Lightsaber Quest V1.5 by Hassat Hunter====
     
    This modification will remove the Lightsaber Quest mission from the game. The PC will get his first lightsaber (a generic green one-handed) on Telos, and any drops afterwards will be lightsabers (random), not parts. The player never receives the Lightsaber quest.
    This mod should work with all language versions of TSLRCM.
     
    Changelist;
    0.9-1.0
    * Made the modified script actually work (darn typo's). Told you it was untested.
    * Made sure the Bao-Dur Ebon Hawk cutscene about your lightsaber no longer runs
     
    1.0-1.1
    * Fixed getting a part and the quest in the following instances; Finding Vash, killing Lootra & Opening the hoard of Vogga. They should now properly donate lightsabers.
     
    1.1-1.2
    * Fixed getting the quest and a lightsaber part in the following instances; After killing Vrook & When killing a Cannok on Dxun.
    * Fixed getting a part instead of a full lightsaber in the following instances; Both above & when killing Lootra.
     
    1.2-1.3
    * Fixed Kaevee encounter.
     
    1.3-1.4
    * TSLRCM 1.8 Update. Lightsaber scripts now use VarsityPuppet's random Lightsaber color drop function used in 1.8.
     
    1.4-1.5
    * Nobody mentioned lightsabers didn't drop anymore due to above update. Shows how popular this mod is :/.
    Oh well, fixed. Lightsabers will drop again, as per 1.8's new lootscript.
     
    ==Install Instructions==
    * Drop the files from "Override" in the override folder (backup "k_death_give_ls.ncs" and "a_give_quest_ls.ncs" if you're using TSLRCM 1.8!). Source folder is interesting only for other modders, ignore it if you're not.
     
    ==Uninstall==
    * Remove the following 7 files (204habat.dlg, durosdock.dlg, a_give_quest_ls.ncs, a_give_quest_lsc.ncs, a_open_vash_cage.ncs and k_dth_give_ls_lo.ncs, k_dth_givels_rct.ncs) from your override folder. Replace "k_death_give_ls.ncs" and "a_give_quest_ls.ncs" with your backup from TSLRCM 1.8.
     
    ==Known Issues==
    None known.
     
    ==Distributing This Mod==
    This mod may not be modified or distributed without the explicit permission of the author.
     
    ==Contact Info==
    Find me at the deadlystream forums (http://www.deadlystream.com/forum).
     
    ==Thanks To==
    * The TSLRCM Staff for making TSLRCM and getting me into dialogue modifying for TSL.
     
    ==Legal Stuff==
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY LUCASARTS, OBSIDIAN ENTERTAINMENT, THE TSLRCM CREW 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 MOD.

    5,242 downloads

       (13 reviews)

    21 comments

    Updated

  7. Ultimate Personal Items

    1. WHAT IS THIS MOD?
    This mod adds an extra container close to the footlocker in your Harbinger's room.
    It's a good option if you are looking for an excuse to have an early lightsaber without resorting to cheats.
    It also has 1000 components, gloves and a belt. The Exile armband has been improved.
    You can use this mod with my UBM, since this items can help you a little in the hard beggining.
     
    2. HOW DO I USE IT?
    Just dump everything in your Override folder.
     
    3. MOD COMPATIBILITY:
    This mod is fully compatible with TSLRCM, UBM...
    It can be fully compatible with any mods that dont mess with the same files, i.e. almost any other mod.
     
    4. UNINSTALL:
    Remove all the files.
     
    5. Bugs & Issues:
    I dont think theres anything wrong here, if you find anything strange, report to me at http://www.deadlystream.com/forum/ or email me max_mms@hotmail.com if its not a problem to you.
     
    6. CREDITS:
    Created by HaVoKeR.
    You may use this mod at will, i just ask that my name stick with it. =)
    Inspiration and sources (script related): Envida (harbinger personal items mod).

    6,693 downloads

       (7 reviews)

    7 comments

    Updated

  8. Skip Telos' Surface

    Made this for a friend, but if anyone else wants to use this, go ahead.. This mod gives you the option to skip the entire Telos surface, taking the shuttle directly to Atris. You get an approximate amount of items you'd get if you played through the surface, the approximate amount of experience and Bao-Dur gets added to your party. No problems have yet been found, but if you do find any, contact me and I'll see about fixing them. Any other suggestions are also welcome.
     
    For both the PC and Xbox version of the game.

    7,287 downloads

       (4 reviews)

    12 comments

    Submitted

  9. TSL Galaxy Map Fix

    This mod changes the positions of the planets in the galaxy map to roughly their canonical position. A con is that the planets aren't evenly spread out, which some people might not like.
     
    This mod is for the PC version of TSL only.

    9,064 downloads

       (5 reviews)

    12 comments

    Updated

  10. Extended Kreia Party Scene (Atris VO)

    ====Extended Kreia Party Scene 1.1 by Hassat Hunter====
     
    This modification adds in the missing lines for Mira and Atton during the Kreia vs. Party scene. Although they are voiced by Atris. This mod is only intended for those who are interested in said dialogue, or want a larger scene, despite the odd off voice. If you are not in either of these groups, stick to TSLRCM itself!
    This mod should work with all language versions of TSLRCM.
    NOTE: TSLRCM 1.8 is required for this mod to work!
     
    Tweaks;
    * Added a check to the Mira/Hanharr convo wheter or not Hanharr lives (gives different lines during the confrontation).
    * Added various Mira/Atton lines to the Party vs. Kreia scene.
     
    Patch 1.1;
    * 1.8.3 update
     
    ==Install Instructions==
    * Drop the files from "Override" in the override folder. Source folder is interesting only for other modders, ignore it if you're not.
    * You have to load a mod from before Hanharr/Mira convo if you want the conversation to properly reflect the choice made here. Otherwise it automatically assumes Hanharr survived.
    * Note you need to HAVE TSLRCM 1.8 installed for this modification to run properly.
     
    ==Uninstall==
    * Remove the 3 files (902mira.dlg, 907krepart.dlg and a_kreia_part.ncs) from your override folder. This will restore the scene to how it is in vanilla TSLRCM.
     
    ==Known Issues==
    None known. If you find any contact me at the Deadlystream forums!
     
    ==Distributing This Mod==
    This mod may not be modified or distributed without the explicit permission of the author.
     
    ==Contact Info==
    Find me at the deadlystream forums (http://www.deadlystream.com/forum).
     
    ==Thanks To==
    * The TSLRCM Staff for making 1.8, Stoney and Zbyl2 for providing a_kreia_part.nss, since it couldn't be decompiled.
     
    ==Legal Stuff==
    THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY LUCASARTS, OBSIDIAN ENTERTAINMENT, THE TSLRCM CREW 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 MOD.

    1,880 downloads

       (6 reviews)

    2 comments

    Updated

  11. Ultimate Balancing Mod

    1. MOD OBJECTIVE:
    To make Star Wars: The Sith Lords a whole new and challenging epic adventure from the beginning until the end.
     
    2. WHAT IS THIS MOD?
    This mod basically changes all classes (mostly non-jedis) to be a little tougher and balanced.
    It also increases the difficult of the game, your enemies have higher lvl (more XP), to hit, damage, etc.
    There are many changes in this mod based upon the Star Wars Saga (the latest D20 system Pen&Paper RPG);
    Mira is now a true Bounty Hunter.
     
    Classes 2da: I've reworked all recommended stats for most classes, clicking it while creating your character will give you a little boost. Also, reworked your allies starting stats related to the changes.
    All non-jedi classes: have 2/4 extra VP, base jedi classes (JS/JG/JC): have the same VP gain (10), FP gain (3), feat gain, power gain and skills. In SW Saga, it's only one class with little differences.
    Reduced the FP gain for each other force user class, but now they all have the force sensitive feat (40 extra FP).
     
    featgain.2da: all base jedi classes now gain feats as a Jedi Guardian and i gave 1, 2 or 3 extra feats to every non-jedi class.
     
    acbonus.2da: scout and tech specialist gained armor bonus per level; +16 ac by lvl 50.
     
    k_sp1_generic.ncs: most BUFF force powers have a extended duration (60 seconds); to compensate the lower FP each class has.
    The Whole speed and fury tree of powers doesn't give extra atacks/armor anymore, rebalanced force valor/force shield related powers (weaker, but they full stack now).
     
    Baseitems.2da/ItemCreate.2da: Improved all blasters (they are REAL blasters now) and some swords damage, tweaked saber-staff damage to be the same as normal lightsaber, i.e. rebalanced everything to look like Sw Saga.
    Tweaked skill requirements and upgrade bonus for lightsabers, a small compensation to the lost of damage/extra atacks.
     
    Saving Throws: Jedi Master/Sith Lord have the same progression as Jedi Consular, increased droid classes ST.
    Scoundrel and Soldier now have a better progression, Stronger Fortitude+Reflex.
     
    DifficultyOption.2da/diffsettings.2da: I recommend you to remove the difficultyoption.2da because it may make enemies 1-shot you, it was making all the balancing harder to accomplish.
     
    ClassPowerGain.2da: I gave a progression of 2 powers at lvl 1, more 1 per level, except in lvls multiple of 3 (+1).
    This is a very slow progression compared to the default ones, but you wont end the game with ALL powers in the list (also you will need to think better before choosing)
     
    forceadjust.2da: increased overall Force Power cost for LS/DS characters; the objective is to reduce force power spam and give some benefits to neutral characters.
     
    Autobalance.2da: increases your enemies level, hit points, armor, to-hit, SThrows and damage.
     
    Skills.2da: All classes (except Prestige Jedi classes) have more class skills, droid combatent have more skill points
    and base jedi classes have the following class skills: persuade and awareness, 2 SP per level (the Exile starts with Security & Repair as extra skills).
     
    Spells.2da: Normal version; increases the FP cost of Force Crush, and other abusive force powers. HLFP version: same as before but also increases all high level powers cost, spamming these powers makes the game pretty easy, specially on bosses. I hope this will fix it.
     
    Feat.2da: All jedi's can have weapon specialization.
    Droid expert have way more avaiable feats, reworked skill-related feats for everyone (so it matches its new skills).
    I am recovering the old implants feats from kotor 1, since everyone have a increased feat gain and you level up faster, no need to waste points in constitution anymore.
     
    ForceShields.2da: merely cosmetic, all shields but the droids doesn't have animations anymore; in the last version all shields have been nerfed.
     
    ChemicalCreate.2da: Now you can build all implants if you have the required skill.
     
    3. HOW DO I USE IT?
    Just dump everything in your Override folder.
    I recommend doing so after you have installed HLFP 2.1 (or not) and before any other mod that uses the TSL patcher.exe.
     
    4. MOD COMPATIBILITY:
    This mod is fully compatible with TSLRCM and ImprovedAI/High level F. Powers by stoffe (2.1 version).
    It can be fully compatible with any mods that dont mess with the same files.
    There's a english dialog.tlk file which must be placed in the game folder before any mod that mess with this file, in order to see the ingame changes (make backups).
     
    5. UNINSTALL:
    Remove all the files.
     
    6. Bugs & Issues:
    I dont think theres anything wrong here, if you find anything strange, report to me at http://www.deadlystream.com/forum/ or email me max_mms@hotmail.com if its not a problem to you.
     
    7. CREDITS:
    Created by HaVoKeR.
    You may use this mod at will, i just ask that my name stick with it. =)
    Inspiration and sources (script related): Beancounter, Stoffe, Achilles and Envida.

    7,996 downloads

       (7 reviews)

    46 comments

    Updated

  12. Ithorian Cantina

    Don’t install this mod until after Lt Grenn tells you that you are free to go pending the Republic leading an investigation, if you do you will need to start again with the save from when you first reach Telos.
     
    This mod will change the Ithorian Compound opening a new area beside Chodo Habat's office which is normally inaccessible.
     
    The new area will have a small cantina which has a merchant, a replicator and a few characters, two of which will be used in a new plot.
     
    When you start the side missions for Chodo Habat, first you have to go to Dock Module 106 and return the new Droid Intelligence to the Ithorian Compound, after telling the droid that you'll take him back to the Ihorians, the game automatically takes you back to the compound and starts a conversation with Chodo Habat - at the end of dialog you'll find a new journal entry, or possibly two I'm not sure off hand - anyway one of them will be Ithorian Traitor.
     
    Now all you have to do is follow the journal entries to complete the mission - I don't want to give a step by step guide here as there won't be any point in downloading the mod.
     
    All I'm going to say is you have to speak to a few characters, interact with things inside the cantina, travel around Citadel Station and fight a few people to advance the plot.
     
    You'll get XP for working through the plot and when you fight the bad guys plus at the end Atton will... make a friend. His mate, Tariga will follow him around like Bao-Dur’s Remote – unlike Remote though Tariga will be useful, he’s a Jedi Consular who advances in level/powers with the rest of the party, he’s got a few things to say in a couple of cut scenes and when you talk to him he’ll tell you about the planet you’re on and make you some medpacks, grenades & mines… but don’t ask for too many or he’ll politely tell you were to go.

    1,016 downloads

       (0 reviews)

    4 comments

    Submitted

  13. Workbench Crystal Attunement

    This mod allows you to upgrade the personal crystal independently of Kreia. That way you can do that even after Kreia becomes unavailable.
     
    The idea behind this mod is that if this crystal you get on Dantooine is so unusually responsive to you, why do you need someone else to keep it attuned? As I see it, the reason is Kreia's being the manipulator and control freak that she is. Most likely she wanted to seem even more indispensable to the Exile. Each time he runs to her with the crystal, it's a subtle reminder that he gains power, but through her.
     
    However, what if our Exile was perceptive enough to pick up on the procedure himself?
     
    Therefore, with this mod, you can attune the crystal at a workbench, without Kreia's help. However, you must have enough Wisdom (16 or more). That stands for the Exile having sufficient understanding of the Force and of his own connection to the crystal.
     
    Hint: if you're playing a combat-oriented character with low Wisdom, you can still meet the Wisdom check with some Wisdom-increasing items and/or Force Valor.

    32,442 downloads

       (5 reviews)

    13 comments

    Updated

  14. M4-78 Droid Modules

    These are the droid modules for TSL they have been cleaned up
    and all transition points are now working. I have also included
    working mini maps. There are a few doors left in places but all
    unlocked or very low security.
     
    Only known issue is transition from 803dro to 806dro entrance is
    in front of door as close as possible because of walkmesh issue
    that at this time cannot be fixed.
     
    To install unpack files to hard drive then copy and paste all files:
     
    in modules folder to your SWkotor2\Modules folder
     
    in override folder to your SWkotor2\Override folder.
     
     
    Files included in the override folder are
     
    per_door01.tga---This removes the big white door in front of the
    central core entrance.
     
    a_galaxymap.ncs---This is for anyone who wants to be able to access
    the M478 from the galaxy map,it becomes available
    after you finish telos as with all the other planets.
     
    802dro.vis---This file corrects an issue with floors dissapearing
    in the central zone
     
    lbl_map801DRO.tga to lbl_map807DRO.tga--these are all the mini maps
     
    Feel free to use these files however you wish in any mods you create.
    all I ask is to give me credit where it is due.

    941 downloads

       (2 reviews)

    2 comments

    Updated

  15. Trayus Rank Reform

    This here is a mod that will change the appearances of the Sith at the Trayus Academy. The original purpose of this mod was to make a Trayus Clothing Fix mod that was compatible with TSLRCM... and it still is. It also has a number of cool features such as randomizing enemy appearances and saber weapons, slightly more difficult enemies, female Sith Assassins, Sith Marauder Armor and some other stuff.
    =======================================================================================
    The Lord is my shepherd;
    I shall not want.
    He makes me to lie down in green pastures;
    He leads me beside the still waters.
    He restores my soul;
    He leads me in the paths of righteousness
    For His name’s sake.
    Though I walk through the valley of the shadow of death,
    I will fear no evil;
    For You are with me;
    Your rod and Your staff, they comfort me.
    You prepare a table before me in the presence of my enemies;
    You anoint my head with oil;
    My cup runs over.
    Surely goodness and mercy shall follow me
    All the days of my life;
    And I will dwell in the house of the Lord forever.
    Psalm 23
    =======================================================================================
    TRAYUS RANK REFORM 1.2
    DESCRIPTION:
    This mod changes the appearances of the various Sith enemies in the Trayus Academy.
    -Characters won't show up with the same heads anymore. Occasionally, you'll get clones but not everyone enemy will look the same
    -Sith Marauders dual-wield red sabers. They have now have their own custom armor, a reskinned Sith Apprentice Armor
    -Sith Lords once again wear the Trayus High Robes.
    -Sith Apprentices carry around single red blades and wear the Trayus Mid Robes.
    -Dark Jedi and Dark Jedi Apprentices will spawn with Dark Jedi Robes and either Single, double or double bladed sabers.
    -The Elite Sith Assassin underwent another makeover. He now wields a red lightsaber.
    -All above stated characters have been given more Force Powers and Force Points.
    - Dark Jedi and Dark Jedi Apprentices will be equipped with red sabers and have either single, double-bladed or two blades.
    - There will now be Female Sith Assassins. They will generally spawn throughout the entire game.
     
    INSTALLATION:
    - Use the TSLPatcher to install
     
    UNINSTALLATION:
    - There's never been a real good way to uninstall TSLPatcher

    CREDITS:
    - Bead-V and ndix-ur for their work on mdledit/mdlops
    - Fred Tetra + KOTOR TOOL
    - Obsidian, Bioware and the Odyssey Engine
    - The DeadlyStream Community who has been around all of these years
    - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved.

    5,736 downloads

       (6 reviews)

    14 comments

    Updated

  16. Kill The Ithorian

    1. Description
     
    This is an updated version of the Kill the Ithorian Mod. Posted with Doctor's permission.
     
    On Telos, there is a caged Ithorian in the Exchange office, mistreated and unfed. Originally, after dealing with the local crimeboss, you could free the prisoner, or leave him in the cage. This had no impact on anything, such as your Light/Dark alignment, and there was no XP reward.
     
    This mod gives you an Experience + Lightside Points reward if you free him.
     
    Moreover, it offers an option to overload the cage and kill the flatworm, for Experience + Darkside Points.
     
    Version 1.1 is essentially the same, but with bugs fixed:
    - the infinite rewards exploit
    - the computer skill check not working.
     
    2. Installation
     
    To install: copy the two files into your game's Override folder: Deadly_Cage.ncs, term_slusk.dlg.
     
    To uninstall: delete these files from the Override folder.
     
    This mod works fine with TSLRCM 1.7.
     
    3. Compatibility.
     
    Works with TSLRCM, but it does overwrite term_slusk.dlg. This causes no problems.
     
    4. Credits
     
    Original author: Doctor (Stream)
    Version 1.1: Markus Ramikin
    Concept: Murdrax
     
    5. Disclaimers
     
    The usual stuff applies. The mod is provided as-is; by installing it, you accept all liability for any game instability or damage caused.
     
    Distribute freely, as long as you give due credit.

    28,773 downloads

       (12 reviews)

    5 comments

    Updated

  17. Remove Restrictions for Force Powers by Armors

    This mod modifies spells .2da in order to let you use all force powers with heavy armors and the such. It is designed to be usable with force power mods such as TSLFFM and HLFP 2.0, altough its focus is on permitting vanilla force powers to work with armor, not any others.

    20,522 downloads

       (13 reviews)

    19 comments

    Updated

  18. Peragus Tweak

    Even though I walk through the valley of the shadow of death, I fear no evil, for You are with me.
    Your rod and Your staff, they comfort me.
    You prepare a table before me in the presence of my enemies;
    You have anointed my head with oil
    My cup overflows
     
    Psalm 23: 4-5
     
    Peragus Tweak 1.4
     
    DESCRIPTION:
    I was playing through Peragus and wondering why so many people want to skip through it and forget it. It's really a nice place, and it's too bad that some consider it to be quite a chore. I set out to make a mod that would remedy this problem. I don't know if I've succeeded quite yet at this point, but I think ultimately this is a good start
     
    This mod adds a bit of content to the collection of modules you currently know as Peragus. The changes are
    as follows:
     
    - Random tan corpses have been replaced with actual dead miners.
       + Non important characters have randomized appearances.
       + Security, Administrator, Med, Dock officers have individual corpses.
       + Coorta and thugs have individual corpses
       + Miners in the dormitories now match their appearances in the holorecords.
     
    INSTALLATION:
    Use the TSLPatcher. I'm sorry for the awkward installation procedure, but it's the best way I could figure out to make it work without... you know, redoing EVERYTHING. That will come for the next version of course. As it turns out, it'd just be easier to patch the .git... sigh.
     
    UNINSTALLATION:
    navigate to the backup folder and place the contents into the Modules folder. This should overwrite the modded .rims with the originals
     
    CREDITS:
    - Bead-V and ndix-ur for their work on mdledit/mdlops
    - Fred Tetra + KOTOR TOOL
    - Obsidian, Bioware and the Odyssey Engine
    - The DeadlyStream Community who has been around all of these years
    - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved.
     

    11,486 downloads

       (16 reviews)

    25 comments

    Updated