779 files
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Darksword
By ChAiNz.2da
Description of Mod:
==============
Being tired of looking at the same melee sword with just different colored hilts, I decided to make a new model sword. This one has a twist however. Based off of Mighella's Darksword, this weapon precedes the lightsaber. While being a different sort of weapon, it shares common properties of a lightsaber, and as such will provide you with a decent weapon until you're able to construct a lightsaber of your own (which took way too long for my tastes).
This sword also has a special animation effect to the blade. Upon activation (flourish/fight), the blade will emit a strobing plasma arc
Darksword Description:
----------------------
"Rarely spoken of, and even moreso seen, this millenia's old weapon is known as a darksword.
This weapon precedes the lightsaber used by ancient Sith, but often treasured by both collectors, and those who still find the pleasure in more 'carnal' ways of dealing with their opponents.
Utilizing similar technologies found in today's lightsabers, the weapon is surprisingly well suited for upgrading.
In it's most simple and elegant description, the Darksword is essentially a saber made from duranium and plasmetically charged."
Darksword Crystal Description:
------------------------------
"Because of limited technologies & crystal supply (most mines had yet to be found), the Darksword used a special crystal "fixture" that allowed the weapon to harness the collective energies from smaller crystal fragments.
Less powerful than today's lightsaber, the Darksword was more a symbol than practical. Separating those trained in the Force (most often Sith) from the common person. Still, because today's lightsaber technologies were based primarily from the Darksword, little has changed.
Darkswords found today, albeit rarely, can still incorporate most, if not all standard lightsaber upgrades. Some may blame the Jedi for their stringent hold on 'tradition', though the more wise know how valuable & practical keeping certain physicalities "standard".
Antiquated perhaps, but no Jedi or Sith has yet complained of the fact that sometimes "discovered" upgrades conveniently fit their own weapon..."
STATS:
---------
- Upgradeable (uses lightsaber upgrades)
- 1-10 Physical
- 1d4 Energy
Colors included: Blue, Red, Green, Yellow, Violet, Silver, Cyan, Viridian & Orange
**- this mod uses both an upcrystals.2da & baseitems.2da file. If you are already using such a file, some editing will be required. HOWEVER, I've tried very hard to make mine compatible with other mods. A big thanks goes to Darkkender for providing an outstanding base to work off of! Below is a list of mods that my included "upcrystals.2da" & "baseitems.2da" will work with (safe to overwrite):
()- compatible .2da mods:
- Darkkender's Guardian Saber
- RedHawke & Maverick187's Prestiege Class
- RedHawke's Exile Item Pack
- Xcom's SH Crystal Pack
- Shadow's Saber Pack
- Shadow's Odyssey Saber
- Jetstorm's & Darkkender's Lightsaber Crystal Expansion
- Maverick187's Megido & Avenger Sabers
- Maverick187's Jedi W.M. Mav Model
- Darkkender's Segan Wyndh v2 mod
- Darkkender's Painted Droids mod
- Drakonnen's Jedi v Sith Armor Pack
=====================
*- Unsure of TSLRCM compatibility due to included baseitems.2da
**- Download this file to remove the strobing effect.
https://www.dropbox.com/s/yv182pcrmkv1vlt/NoEffect-Darksword.zip?dl=0
1,033 downloads
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Darth Nihilus Animation Fix
By Ӄhrizby
This is an update of my previous Darth Nihilus Animation Fix. It includes two new features. First, the cape bug is fixed fixed and it is fully animated. Secondly, Nihilus' popular unique animations are still on him, like his lightsaber flourish and special attacks. It still gives Darth Nihilus all the animations for all combinations of ranged and melee weapons, as well as all other mundane animations. I also fixed a small typo in the item description, if anyone cares. You can again access the robe that allows you to disguise yourself as Nihilus as a replacement of the mask you can get from Visas after you kill him on the Ravager.
7,009 downloads
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Enhanced Soundsets
By Dark_Ansem
This mod, in time, will add various custom soundsets for the game TSL, for both player and monster.
Feedback appreciated, as constructive criticism.
Available:
Darth Nihilus - pc/npc
Darth Sion - pc/npc
Dark Side Mystic - pc only
Here consider a standard mod disclaimer: I don't own any of the content, I just use it with permission of the author, ask for permission if you want to use etc. but honestly, why should you? the patcher has solved 98% of the issues that required to pack mods together. and there are no real other soundset mods out there...
Honestly, I'd really appreaciate feedback from you. either PM me or post in the forum thread. I had 3 releases and 1 single review. It's disheartening, isn't it? makes one wonder what sort of community is one that only takes and is too lazy even to write an opinion.
If you want to ask me to do a SS, you may request, BUT ENSURE you can send me the sourcefiles, converted in WAV. propose, and I'll send you the list of required sounds.
878 downloads
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Vibrosword replacement pack
By DeadMan
I've got tired of standart ingame vibroswords and was looking for mods which will replace them with high(er) quality models.
While looking for KotOR models I've found an intresting mod for Jedi Academy made by RevanDark which added tons of new weapons. I especially liked the look of 'Cyber Ninja' swords and I thought it will be great to have such swords in KotOR...
So, this mod will replace standart vibroswords with cool "Cyber Ninja" swords. I've managed to convert models and re-create glowing effect for the blades.
Mod will not change stats of weapons.
Credit goes to RevanDark for creating original JA models.
Permissions:
Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP.
Anything else - be my guest, use like you want, just give credit to me.
6,400 downloads
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Movie-style Jedi Master robes
By DeadMan
Like most of K2 fans I never liked the look of Jedi Master style robes. Padawan robes looked much more movie-like to me. But I also didn't liked the idea of replacement master style robes with padawan models and new textures. IMO, they MUST have different models. So, I've started this MOD.
I have remade both male and female master robe models to look more like in the movies. Models were inspired by the robe which Obi-Wan had in episode III.
New textures for all master style ingame robes are included, and new icons aswell.
At this poind the mod is compatible with following mods (just be sure to install this mod after others):
- TSLRCM (I tested with v1.7)
- The Prestige Item Pack by RedHawke & maverick187
- Movie Jedi Robes and High General Obi Wan Kenobi Robe by Don Kain
- Tomb of Azgath N'Dul by Darth InSidious
- Any mod, which don't add master-style robes
If you have installed ANY OTHER MOD which adds new Jedi Master style robes - it won't work. Modified textures, which were made for original ingame model will look awfull with my models. Sorry, I can't track all incoming mods, so it's up to mod authors to redraw textures to fit new UVW map.
Credits:
- HapSlash - for awesome ep3 Obi-Wan and Anakin models which he made for Jedi Academy.
- Spanki - for some great textures which are partially used in this mod
- Don Kain - for allowing me to include his Movie Jedi Robes
Permissions:
Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP.
Anything else - be my guest, use like you want, just give credit to me.
28,795 downloads
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Movie Mandalorians
By DeadMan
I've never liked the KotOR Mandalorians. I wished them to look like Jango and Boba Fett. I mean, I wished them to have Fett-style armors and helmets.
So, I've tried to make such mod. It is not perfect, but I hope you'll like it. It will change the appearance of all Mandalorians in the game, including Mandalore (he transformed into Jango).
Features:
- Changed appearance of ALL Mandalorians in game. Now they use completely new armors and helmets, which are made in style of Jango and Boba Fett.
- Mandalore transformed into Jango Fett. Available two versions of his armor - with jetpack and without it. You may use any, because now you can unequip his armor (and see Canderous).
- Bralor transformed into Boba Fett. I've also made him more dangerous opponent in the Battle Circle (since you may use anything when you fight him he was too easy to beat. And they call him a champion?!)
- Kelborn now have unique armor.
- New Mandalorian armors for your PC and party members. At this point, they are available for male characters only.
- Mandalore comes equipped with 2 Westar Blaster pistols and special Mandalorian flamethrower. For those of you who like Boba I also provided EE-3 Blaster rifle. All this items are quite powerfull, but IMO that will not break game's balance ('cause ranged weapons are NOT effective in TSL).
Credits:
- NeoMarz1 - for creating awesome Mandalorian model for Jedi Academy. I've used this model in this version of MOD.
- Don Kain - I've used some texture parts (symbol on Kelborn's armor) from his JA mandalorian skinpack.
- Creator of original textures for Westar blaster pistol (sorry, I don't know your name)
- Orsan - I used&altered 2 textures he made for KotOR1 (Boba and Jango armors on the upgrade screen).
- Lit Ridl - for allowing me to modify his flamethrower script.
Permissions:
Under NO CIRCUMSTANCES ANY OF MY MODS TO BE UPLOADED TO STEAM WORKSHOP.
Anything else - be my guest, use like you want, just give credit to me.
8,152 downloads
- deadman
- mandaloria
- (and 3 more)
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Dak's Armored Robes (2.2)
By Dak Drexl
Dak's Armored Robes 2.2 - ReadMe
Description:
This will add and implement into the game three *brand new* types of models - a "Jedi General Robe", a "Armored Republic Robe", and a "Sith Marauder Robe". The models I have created are a Jedi robe merged with the Republic Officer's uniform, the Republic Armor, and the Ubese Assassin's armor. The Jedi General Robe comes in four variations, the Republic Armor in four, and the Sith Armor in two. Each armor has its own unique icon, stats, and descriptions (as seen in the screenshots). The armors have been implemented into four locations: The Republic Crash site and on the corpse outside the mandalorian cache on Dxun, the Exile's locker on the Harbinger, and onto the corpse of the Sith Master in the Dxun tomb.
Notes:
-Like I said above, the armors can be found in four places, the Republic crash site (check all the corpses!) and outside the Mandalorian cache. There you will also find a datapad explaining why the items are where they are. They can also be found in the Exile's locker on the Harbinger and in the loot from the corpse of the Sith Master in the Dxun tomb.
-I know the females look weird. The only way I could figure out how to get a working female model was to add the female torso to the male robe, which gave awkward results. It's the best it's going to get, sorry! It does work bug free though so it's better than no female models in my opinion. I got many complaints of a lack of female models in version 1, so I tried to please my critics as best as I could!
Bugs/Incompatibilities:
-One problem with this mod is that one of my new models takes the slot used for the dancer's outfit. To work around this problem, the dancer's outfit is now a disguise item and will give you the appearance of a Twi'lek dancer. I know it isn't very realistic, but it's the best alternative I could think of.
-Uses some of the same model slots as 90SK's "SUPER Content Mod", so some of his items will show up with my models without skins (It's only the "Jedi Tunic" model as far as I know). I personally play with both mods and it's fine with me. Just install this mod last!
-Uses one of the placeable files as Kuai-Don Jorn's "Heroes of the Old Republic" saber mod, so install HIS mod last. You will have to just use KSE to get the missing robes.
Changelog from 2.0:
Fixes the crashing issue when the male PC would equip his custom exile robe.
Installation:
Extract the files,
Just Press Install,
Select your Kotor2 Directory which is located at:
My Computer>C:>ProgramFiles>LucasArts>SWKotOR2
Credits:
Thank you to VarsityPuppet for finding out how to combine models.
Thank you to FrantFire/GeorgNihilus for expertly getting most of the items in-game.
Thank you to jonathan7 for allowing me to include his two awesome skins in this mod.
Thank you to Sith Holocron for his always great suggestions.
Permissions:
You can use these in your mod if you like, but I would appreciate it if you would still contact me and let me know. Contact me at dakdrexl@gmail.com or Dak Drexl on LucasForums.
Enjoy!
3,383 downloads
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ben.d+Ultimate Balancing Mod
By bendarby24
WHAT IS THIS MOD?
this mod makes my ben.d rebalence mod comatible with the Ultimate Balancing Mod. so it gives you this mod and the restored bies i had in my mod into one mod e.g. now you can play his mod and have the table top system for enybody who doesent now my mod i will put a discription of it under ben.ds mod.
ben.d mod:
this will tell you what is in this this mod.
this rebalances mod rebalances the game to make it more harder and make TSL feel like a game.
this mod is Unique because it Restores the tabletop Force progression system into KotOR 2.
Paragon created it in a different mod but did not Restore all off the system.
The SW:RPG tabletop system is being used here, The original system of Force Powers had three. Control, Sense and Alter. Then you had Force effects, which were gained by using these three powers.
The use of these powers, their icons, etc. are restored content. you get to pick these at levaling up in the force power section. different classes will get different one to pick with e.g. concerlers will get control first.
OTHER CHANGES: this make the game more harder and make the classes seem more Realistic, changes the party members stats to make them more usful.
also you can create more items in the workbench to help you (after you reach level 16 you can create light sabers) it makes the bosses much more stronger (you will have to use med packs and sheilds).
the grenades and rockets are more powerful now, mines will now will damage you and your party members.
also i have restored some of the level difficaltys.
3. HOW DO I USE IT?
install Ultimate Balancing Mod fist then copy my mod in to the overdrive folder and override his files or you can copy this into his mod and overdride it and then copy his mod in to the overdrive (what ever works for you)
"IMPORTANT!" if you use HLFP 2.1(High level F. Powers by stoffe 2.1 version) install that first and intall his mod and then my mod and copy the 2da.spells file from the "UseThisWith HLFP 2.1mod" folder.
"IMPORTANT!"and also install this before any other mod that uses the TSL patcher.exe exsept High level F. Powers by stoffe (2.1 version).
4. MOD COMPATIBILITY:
This mod is fully compatible with TSLRCM and ImprovedAI/High level F. Powers by stoffe (2.1 version). some files in ImprovedAI will be the same as some files in this mod but just ImprovedAI work fine with out them.
It can be fully compatible with any mods that dont mess with the same files.
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 bendarby24@hotmail.co.uk if its not a problem to you.
979 downloads
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Layne Staley PC Head
==========================================================================
KNIGHTS OF THE OLD REPUBLIC II
========================================================
Layne Staley PC Head
=================================
Author: Varsity Puppet/VPcombat
For: KotOR II
Date: 04.20.2011
=================================
DESCRIPTION:
This mod will add a new selectable PC head - that of former Alice in Chains frontman, Layne Staley. A talented singer no doubt, but definitely a tortured soul. As per tradition, I try to release a mod on my birthday, and this is the 2-year anniversary since my first Kotor mod. Since I've been listening to a lot of Alice in Chains lately, and Layne Staley was found dead on my 12th birthday, I figured it only appropriate.
INSTALL:
Click and run the TSLPatcher
UNINSTALL:
Delete them from the override.
___________________________________________________________
BUGS: None
___________________________________________________________
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.
543 downloads
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Interface Border 12-Pack
By Kaidon Jorn
Interface Borders 12-pack
================
Author: Qui-Don Jorn
05/2011
Pick a color, pop it in your override.
I personally use Wesley's Blue Interface for TSL 2.0, so these were made with that in mind. I recommend his mod highly...
Permissions:
===============
Whatever. Distribute at will, Commander!
Bugs?
===============
No, I'm fine, thanks.
1,757 downloads
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TSL BEN.DS rebalances mod
By bendarby24
intro:
this rebalances mod rebalances the game to make it more harder and make TSL feel like a game. It has some restored content in it. this mod was made from HaVoKeR Ultimate Balancing Mod who so kindly let me have a starting point from that, but this mod is nothing like that now.
this mod is Unique because it Restores the tabletop Force progression system into KotOR 2.
Paragon created it in a different mod but did not Restore all off the system.
The SW:RPG tabletop system is being used here, The original system of Force Powers had three. Control, Sense and Alter. Then you had Force effects, which were gained by using these three powers.
The use of these powers, their icons, etc. are restored content. you get to pick these at levaling up in the force power section. different classes will get different one to pick with e.g. concerlers will get control first.
this mod workes well with heroes of the old rebublic saber mod what only workes with tslrcm mod.
OTHER CHANGES: this make the game more harder and make the classes seem more Realistic, changes the party members stats to make them more usful.
also you can create more items in the workbench to help you (after you reach level 16 you can create light sabers) it makes the bosses much more stronger (you will have to use med packs and sheilds).
the grenades and rockets are more powerful now, mines will now will damage you and your party members.
changes made:
1.1: fixs some bugs and comaptiblitiy issus with tslcrm
2.0:made so new difacalte levels and made the game more rebalenced becaue i made it to hard on easy and median difficalte levels also i have bosted a lot of weapons what effect you and your enemay also Combat will go faster then usall and finaly at level 16 you can make light sabers at the work bench.
1,610 downloads
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Populate Function
By TimBob12
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.
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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.
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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.
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Extra's
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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.
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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.
759 downloads
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Handsister Fix
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KNIGHTS OF THE OLD REPUBLIC II
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Handmaiden Sister fix
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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.
5,823 downloads
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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.
7,734 downloads
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Kill Disciple Mod by Mandalore
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.
2,145 downloads
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...A Darker Peragus
By Canderis
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.
4,302 downloads
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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.
5,320 downloads
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Ultimate Personal Items
By HaVoKeR
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).
6,847 downloads
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Skip Telos' Surface
By bead-v
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.
7,397 downloads
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TSL Galaxy Map Fix
By bead-v
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.
9,131 downloads
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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.
1,892 downloads
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Ultimate Balancing Mod
By HaVoKeR
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.
8,056 downloads
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Ithorian Cantina
By Doctor
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.
1,027 downloads
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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.
33,454 downloads
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M4-78 Droid Modules
By Stoney
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.
947 downloads