734 files

  1. 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.

    1,877 downloads

       (6 reviews)

    2 comments

    Updated

  2. 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.

    7,969 downloads

       (7 reviews)

    46 comments

    Updated

  3. 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

  4. 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.

    32,159 downloads

       (5 reviews)

    13 comments

    Updated

  5. 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.

    939 downloads

       (2 reviews)

    2 comments

    Updated

  6. 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.

    5,717 downloads

       (6 reviews)

    14 comments

    Updated

  7. 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.

    28,520 downloads

       (12 reviews)

    5 comments

    Updated

  8. 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.

    20,442 downloads

       (13 reviews)

    19 comments

    Updated

  9. 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.
     

    11,461 downloads

       (16 reviews)

    25 comments

    Updated