Mods
903 files
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Improved Force Sight
New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Turn on Force Sight permanently when controlling Visas. Give Kreia Force Sight.
SUMMARY:
In the game Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often.
This mod aims to improve Force Sight by giving the power new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat.
In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet.
After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also lets you apply a portion of your base Awareness skill rank to your Defense.
My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their innate perception skills. Think of it like an alternative kind of Battle Precognition that you can get from Visas if you don’t have Handmaiden in your party, or fall out of her graces. Visas will come with the Improved Force Sight power.
This mod also includes an option to make it so that Force Sight is permanently on while controlling Visas. In vanilla, it's only on in first-person view. She won’t permanently have the Defense bonus but can spend FP on the power to gain it temporarily.
This mod also includes an option to give Kreia the Force Sight power. This allows her to also learn Improved Force Sight.
All options including the main mod are independent of each other, so you’re free to pick and choose whichever parts of the mod you want to install.
In order for changes to Visas or Kreia to take place, the mod must be installed before they first join your party.
DETAILS:
In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs.
Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in your base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs.
This means with 18 points invested in Awareness you gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus. Bonuses from armor and effects are limited to +10 so that might be more than anyone would need, but if you want to run the high-Awareness naked Jedi Seer build then this mod is a must-have.
The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank.
Due to how the mod works, Force Sight will now be visible when leveling up from the start of the game, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher.
INSTALLATION:
To install, run HoloPatcher.exe. Select and install any of the included options. They are all independent.
Improved Force Sight - adds Improved Force Sight power
Perma Force Sight for Visas - turns Force Sight on permanently while controlling Visas
Kreia Has Force Sight - gives Kreia the Force Sight power
NOTE: Improved Force Sight & Perma Force Sight must be installed prior to meeting Visas for the first time in order to work properly. Kreia Has Force Sight requires a new game.
Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation.
UNINSTALLATION:
This mod contains multiple installation options with separate backup folders. Uninstall in reverse order.
1. Remove the following files from override:
2. If present, move dialog.tlk from the backup folder to the main game folder (outside override).
3. Move any files from backup/Override to the override folder.
4. Return to a save from before installing the mod.
COMPATIBILITY:
Compatible with Visas Marr: Sith Assassin.
Compatible with Thematic KOTOR 2 Companions.
Compatible with and intended to complement True Sith Assassins & Awareness Restoration.
May conflict with other mods that edit Visas. Otherwise should be compatible with most other mods that use a patcher and don't edit the Force Sight script. When in doubt, install this mod last.
PERMISSIONS:
Please don’t reupload without my permission.
CREDITS:
offthegridmorty
HoloPatcher - Cortisol, th3w1zard1
TSLPatcher, TalkEd - stoffe, Fair Strides
KOTOR Tool - Fred Tetra
Holocron Toolset - Cortisol
3,535 downloads
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True Sith Assassins & Awareness Restoration
Adds sneak attacks and PC Awareness checks to Sith Assassins and Hssiss.
SUMMARY:
From the in-game description of the Awareness skill:
“Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…”
If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them.
Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation.
In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins!
This mod does the following things:
- Restores PC Awareness vs Stealth checks on Sith Assassins (and Hssiss)
- Gives all Sith Assassins the ability to perform sneak attacks
- Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked)
This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you!
This mod also applies to the Hssiss creatures on Korriban which are the other enemies that “use stealth” in the game.
Note this mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. For balance, all stats and feats are granted based on PC level. A reduced difficulty option is included and recommended if you’re not experienced with the game’s combat.
DETAILS:
This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the hardcoded PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results.
While in line of sight of a stealthed enemy, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned).
All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5). In the reduced difficulty option, the Stealth skill is reduced by one third and the Sneak Attack progression is slowed to every 3 levels and capped at rank VII (equivalent to Jedi Watchman progression).
INSTALLATION:
Please read compatibility notes before installing.
To install, open HoloPatcher.exe and run “Main Installation”, choosing either the “Default” or “Reduced Difficulty” option.
(Optional) After installing, if you have Peragus Sith Troops to Sith Assassins by Hassat Hunter or Sith Assassins with Lightsabers by Lewok2007 installed, run the included compatibility patch.
Unaltered copies of any edited files will be placed in the "backup" folder in the location of HoloPatcher.exe.
UNINSTALLATION:
1. Remove the following files from override:
2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder.
3. Move any .mod files from backup/Modules to the Modules folder.
4. Move any files inside backup/Override to the Override folder.
Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
COMPATIBILITY & OTHER NOTES:
Compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter. An optional compatibility patch is included to make the Sith Assassins added by that mod use stealth. Some of the Assassins in the turret minigame will spawn with Stealth vfx.
Compatible with Sith Assassins -- With Lightsabers by Shem or alternatively Sith Assassins with Lightsabers by Lewok2007. If using the version by Lewok2007, my mod must be installed last. You should also install the “Peragus Sith Troops to Sith Assassins” compatibility patch since that version combines the previous two mods.
Be aware that this mod increases the damage output of Sith Assassins by giving them sneak attacks. Giving them lightsabers will increase the difficulty further. If you’re not experienced with the game’s combat, consider the reduced difficulty option when using these mods together.
Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe.
Partially compatible with Trayus Rank Reform, but my mod must be installed last and will overwrite most of the female Sith Assassins added by that mod.
The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack.
CREDITS:
offthegridmorty
KOTOR Tool - Fred Tetra
Holopatcher - Cortisol, th3w1zard1
TSLPatcher - stoffe, Fair Strides
Holocron Toolset - Cortisol
3,379 downloads
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Effixian's Lonna Vash Player Character Reskin
By Effix
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Knights of the Old Republic - The Sith Lords
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TITLE: Effixian's Lonna Vash Player Character Reskin
AUTHOR: Effix(ian)
CONTACT: PM me on the forums or find me on Steam
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DESCRIPTION
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This mods adds a reskinned Lonna Vash player character.
There's an optional purple reskin of the Norris robe.
This combination was requested by Omnigonial.
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INSTALLATION
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Unzip, run "TSLPatcher - Install Effixian's Lonna Vash PC Reskin.exe" from the "Effixians_Lonna_Vash_PC_Reskin" folder.
Purple robe: copy the files from the "Effixians_Purple_Norris_Robe" folder to your override folder.
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UNINSTALLING
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1. Remove the following files from your override folder:
p_lonnavashh.mdl
p_lonnavashh.mdx
P_LonnaVashH.tga
P_LonnaVashHD1.tga
P_LonnaVashHD2.tga
po_LonnaVash.tga
po_LonnaVashD1.tga
po_LonnaVashD2.tga
2. If you haven't installed any mods after this mod then you can get appearance.2da, heads.2da and portraits.2da from the mod's backup folder and put them back in your override folder.
Doing this when you did add another mod might break that later mod.
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DISTRIBUTION NOTES
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You can use the files from this mod in your own mod if you simply credit me.
Please do not reupload to other sites.
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Thanks to
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- Stoffe and Fred Tetra for the needed tools and tutorials
- Omnigonial for the idea
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My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
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THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
93 downloads
(0 reviews)0 comments
Submitted
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Unarmed Atton
By BillyYank
INSTALLATION
Have TSLRCM 1.8.6 installed Unzip folder, run TSLPatcher on the Kotor II root directory (the one with the game's .exe file) COMPATIBILITY
Any mod that does not edit 262atton.dlg. The main atton.dlg is compatible with other mods thanks to TSLPatcher. Description
In the base game, you can ask Atton where he got Echani training. This mod makes it so that whenever you get him to respond positively - "I was just asking - no harm meant." or "I'm not accusing you, I just want to know..." - he will gain Unarmed Specialist 1 and Complex Unarmed Animations (the latter of which is a hidden feat).
Additionally, if he tells you how he killed Jedi with a 70+ influence check, he will gain levels in Unarmed Specialist at the same rate as Jedi, Bao-Dur, and the Handmaiden. He will also be "caught up", meaning that he will not lag behind other party members with his hand-to-hand skills, since he's revealing his skills.
Limitations/roadmap
There isn't a notification for him learning Unarmed Specialist - This is next on the roadmap. The script I use to make Atton gain Unarmed Specialist as he levels is dirty; It's not bugged or problematic outright, but it is certainly a jury-rig.164 downloads
- atton rand
- feats
- (and 1 more)
(0 reviews)0 comments
Updated
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Brown Hair for Disciple
By Guest
This mod gives the Disciple brown hair.
To install, extract the files and place them in the override folder of your KotOR2 directory. To uninstall, remove the files from the override folder.
32 downloads
(0 reviews)0 comments
Updated
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Red floating lightsabers
This mod changes Kreia's floating lightsabers from violet to red and makes them immune to fear, paralysis, and stun. Since they're, you know, lightsabers instead of people, I figure they shouldn't be susceptible to those effects.
To install, drag the .utc files from the attached .zip and place them into your override. Remove to uninstall. Ezpz.
Thanks to Fred Tetra for creating the Kotor Tool, which was used to add the immunity feats.
4,737 downloads
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Malachor is Toxic!
By Thor110
NOTE : This is included with the Expanded Galaxy Project already.
Another request by @Snigaroo
This mod makes it so that the atmosphere of Malachor is toxic to the player character, except in sheltered areas, it also adjusts the spawn location to be on top of the Ebon Hawk and adds a tutorial popup window to warn the player about the atmospheric effects.
Compatibility
This mod should be compatible with any and all other mods, unless they happen to change tutorial.2da or any of the following scripts or files.
In 901MAL
k_901mal_enter.ncs
tr_mira_han.ncs
a_mira_cs.ncs
In 902MAL
tr_london_bridge.ncs
flank.dlg
In Override
Replace0=lbl_icn_msg.tga
Installation : HoloPatcher
Use HoloPatcher to install the mod.
Uninstallation : HoloPatcher
HoloPatcher also generates an uninstall script after installation, use this to uninstall, you can also access that feature under Tools -> Uninstall in HoloPatcher itself.
Thor110
Please do not redistribute or release anywhere without my express permission.
Tools used that helped make this possible.
Kotor Tool - http://www.starwarsknights.com/tools.php @ Fred Tetra
KotOR Scripting Tool - https://deadlystream.com/files/file/191-kotor-scripting-tool/ @Blue
HxD - https://mh-nexus.de/en/hxd/ @Maël Hörz
TSLPatcher & ChangeEdit
HoloPatcher - https://github.com/NickHugi/PyKotor/tree/master/Tools/HoloPatcher @Wizard & @Cortisol
100 downloads
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Thematic Jedi Masters
By Snigaroo
Thematic Jedi Masters
Premise
A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary.
When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are.
Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation.
Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people.
For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download.
Why Use Thematic Jedi Masters?
As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight how they would actually fight. If you want pure difficulty, other mods might be for you. If you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Jedi Masters is likely for you.
Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility.
Difficulty, Balance & Testing Methodology
Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest.
This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing.
Compatibility
This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits.
Installation
1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar.
2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. Done!
Permissions & Thanks
As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me.
Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help.
Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.
6,142 downloads
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Sith Disruptor Fix
By GearHead
This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable.
122 downloads
(0 reviews)0 comments
Submitted
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Sith Assassins With Lightsabers
By Lewok2007
Description:
The Sith Assassins use sticks in the vanilla game and Sith Troops board your ship. They now use Lightsabers for the majority of the game and the Sith Troops appearance and weapons have been changed. The exception to only Lightsabers will be the turret minigame with Tiny Blasters instead, and they may decide to switch to their tiny blasters on the Ebon Hawk.
My mod doesn’t have original concepts, taking ideas from both Shem’s Sith Assassins - With Lightsabers and Hassat Hunter’s Peragus Troops to Sith Assassins. Although these mods work fine on their own or together, the converted Sith Troops won’t have Lightsabers and my mod is more compact. With the v2.0 release, I’ve redone my original mod that only requires editing 3 files and replacing 1 file, which is an improvement from previous versions.
Installation:
Extract the .zip and launch Holopatcher.exe. From the drop down menu select Knights of the old Republic II and click install.
Report any bugs or installation errors to me, but I am not responsible for the misuse of these files or the misuse of installation.
Credits:
Sith Assassins - With Lightsabers | Original idea
Peragus Troops to Sith Assassins | Original idea
Holopatcher
Holocron Toolset
ChangeEdit
Permissions:
Please do not reupload this mod elsewhere. If I want it somewhere, I will put it there.
The only other places you should be able to download my mod would be from NexusMods and the external spoiler free mod build download.
If you would like to use anything from my mods, you are free to do so.
5,909 downloads
- lightsaber
- sith assassins
- (and 1 more)
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JC's Spice of Life for K2
By JCarter426
This mod adds spice, a class of narcotic found in the Star Wars galaxy, as a new consumable item type to the game Star Wars: Knights of the Old Republic II - the Sith Lords.
Spice may be consumed by any non-droid member of the party, activated as a medical item. Each variety of spice has different effects. Similar to stimulants, the effects of spice do not stack, so only one dose of spice may be used at a time; however, a dose of spice may be used in addition to stimulants and other effects. The effects of spice last for 120 seconds per dose. Use of certain spice leads to withdrawal, which lasts for 30 seconds after the dose wears out. A high Constitution score will reduce the length of withdrawal.
Spice item drops have been placed throughout the game where thematically appropriate. Spice may also be crafted at any lab station.
Installation
You must start a new game to experience the full effects of this mod.
Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). TSLPatcher may warn that .mod files already existed and were skipped during installation. This is normal and means that this mod's installer patched the files you already had from another mod rather than installing a new one.
This mod only supports the English language version of the game at this time.
Uninstallation
During installation, TSLPatcher generates a backup folder and a log recording which files were affected.
Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one. Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in to your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Delete all other files installed by this mod from your game's Override folder. Compatibility
This mod uses combat shot item variations 101 through 112.
Known Issues
Some effects of spice will stop functioning after you transition areas. It did not seem possible to resolve this without editing the party AI, which would introduce the possibility of compatibility issues with other mods.
While testing, I had an occasional issue with hallucinations being visible after they were supposed to disappear. They will disappear properly after loading the area again. Consider this a symptom of psychosis.
Credits
KOTOR Tool—Fred Tetra
TSLPatcher—stoffe & Fair Strides
ERFEdit—stoffe & Fair Strides
K-GFF—tk102
NWNSSCOMP—Torlack, stoffe, & tk102
xoreos tools—xoreos team https://xoreos.org/
License
This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License.
Donations
If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
150 downloads
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K2 Loading Screen Rescaled
Separated the upscaled loading screen and the alt version from my K2 Cutscene Rescaled mod.
Disclaimer
This mod only includes the enhanced legal screens. Adjusting your game to the preferred resolution is necessary.
Installation
- Download your the zip for your resolution.
- Extract the preferred legal screen file (legal.tga) into the "override" folder in your game installation directory.
Mirror
- A google drive mirror for all of the zipped files is available here: link
Alts
- Features an alternative legalscreen option. (or even 2 versions when using the 3440x1440 resolution)
1,849 downloads
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Cherry Blossoms on Dantooine
By Guest
This simple re-texture makes the trees on Dantooine look like cherry blossoms.
To install, extract the files and place them in the override folder of your KotOR2 directory.
To uninstall, remove the files from the override folder.
116 downloads
(1 review)0 comments
Submitted
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Brown Hair for PMHC04
By Guest
This mod gives the PMHC04 portrait brown hair.
To install, extract the files and place them in the override folder of your KotOR2 directory.
To uninstall, remove the files from the override folder.
100 downloads
(0 reviews)0 comments
Submitted
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Better Disciple Meditation
Makes it so meditating with Disciple grants a temporary bonus to Wisdom.
SUMMARY:
In the vanilla game you can meditate with Disciple if no enemies are around to fully restore your Force points. It's a cool mechanic but FP regenerates fast enough outside of combat that I've never really used it except for role-playing.
This mod aims to make meditation more useful by also granting both the PC and Disciple a +2 bonus to Wisdom for 5 minutes. Nothing huge but it's free and lasts a long time, so it might get you to bring Disciple along more often or check in to meditate before heading out.
INSTALLATION:
To install, run TSLPatcher.exe.
If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe.
UNINSTALLATION:
1. Remove the following files from override:
- spells.2da
- effecticon.2da
- dscplmed_caster.utp
- a_forcepointheal.ncs
- m_imp_dscplmed.ncs
- m_dscmed_plc_htb.ncs
- disciplemed.tga
2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder.
3. Move any remaining files in the backup folder to override.
COMPATIBILITY:
Not compatible with mods that edit the script a_forcepointheal.ncs. Otherwise should be compatible as long as the mod uses a patcher or this mod is installed after. Compatible with Party Swap.
PERMISSIONS:
Please do not reupload this mod or any contained files without my permission.
CREDITS:
offthegridmorty
TSLPatcher, TalkEd - stoffe, Fair Strides
KOTOR Tool - Fred Tetra
Holocron Toolset - Cortisol
KGFF - TK102
5,758 downloads
- disciple
- meditation
- (and 2 more)
(0 reviews)0 comments
Updated
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Default Hilt Replacement Mod 2024
By Kaidon Jorn
Default Hilt Replacement Mod 2024
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Kaidon Jorn - November 2024
This mod will replace all of the default game's lightsaber hilt models and adds new 3D blade models and textures - courtesy of Crazy34 and his crazy awesome modder's resource.
I have, of course, tweaked his blade textures again to my own preferences and increased the ambient lighting glows by 0.2 on all single and double bladed lightsabers (short stayed the same).
In this version I've removed most of my old hilt models and replaced them with ones that may have never been released before, but if I didn't replace the entire model then I remapped and reskinned that previously existing model. All saber icons have been remade to be consistent with my SLM2024 icon backgrounds (I know I said I wouldn't, but to heck with that).
Much thanks to Crazy34 for use of his new 3D blade models and textures and thank you to Deadly Stream for hosting all my mods.
To install run the .exe and choose the location of the game (not the override itself).
To uninstall take them all back out.
959 downloads
- lightsaber mod
- kotor 2 saber mod
- (and 3 more)
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AxC's Kreia's Canonical Lightsaber
By AxConsortium
Although it’s not possible in the unmodded game, The Complete Star Wars Encyclopedia states that Kreia wielded a double-bladed lightsaber during her travels with the Exile, and the Star Wars Miniatures model of Kreia also depicts her using one. From the moment I learned this, it felt odd that the game didn’t reflect it. It’s just one of many canonical elements that remain out of reach in the base game. So, I decided to create this mod to bring Kreia’s canonical weapon to The Sith Lords.
Kreia will receive her double-bladed lightsaber aboard the Harbinger during her confrontation with Darth Sion. This weapon comes with improved stats but cannot be upgraded, and it can be used by Kreia even after the loss of her hand.
However, if you're already past Peragus (specifically, the point of no return when you board the Ebon Hawk), you can still add the lightsabers using cheats:
w_kreia_dblsbr: Kreia's canonical green double-bladed lightsaber, usable only by her.
w_traya_dblsbr: A red-crystalled version of the lightsaber, typically unobtainable, but usable by anyone.
Credits:
Fred Tetra, for KOTOR Tool
TK102, for DLGEditor
Torlack, stoffe & TK102, for NWNSSCOMP
JdNoa & Dashus, for DeNCS
Cortisol, for Holocron Toolset
bead-v, for their mod "Kreia's Lightsaber / Long sword", which inspired me and allowed me to edit and include 2 of his scripts in my mod (the mod has open permissions)
452 downloads
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TSL Jekk'Jekk Tarr Tunnel model fix
By OzilsEyes
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TSL Nar Shaddaa - Jekk'Jekk Tarr Tunnel Model Fix
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Description:
In the Jekk'Jekk Tarr Tunnels, there is a doorframe with a large gap between itself and the wall, so I've fixed the model.
Includes:
Fixed model with the gap closed up to the doorframe.
Screenshots:
Installation:
Copy the files into your override folder.
Uninstall:
Remove the following files from your override folder:
305nar_55.mdl 305nar_55.mdx
Legal Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this.
Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
(Kotor Modding) Tools Used:
138 downloads
(0 reviews)0 comments
Submitted
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Sith Head
By Blackrock
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Knights of the Old Republic - The Sith Lords
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TITLE: Sith Head
AUTHOR: Blackrock
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INSTALLATION
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Unzip and move all files to Override folder.
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DESCRIPTION
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This mod is a replacement head for pmhh01 with portraits.
Enjoy
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UNINSTALLING
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Remove from the Override folder
pmhh01.mdl, pmhh01.mdx, PMHH01.tpc, PMHH01d1.tpc, PMHH01d2.tpc, PO_PMHH01.tpc, po_PMHH01d1.tpc and po_PMHH01d2.tpc.
229 downloads
(0 reviews)0 comments
Updated
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Sith robes
By Blackrock
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Knights of the Old Republic - The Sith Lords
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TITLE: Sith Robes
AUTHOR: Blackrock
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INSTALLATION
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A note before installing: This mod uses the Revan/Star Forge model slot. Only one mod can do that, make sure you're not already using a mod that takes that approach, you can only use one option.
Unzip and copy and paste all files to Override folder.
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DESCRIPTION
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This mod adds 1 robe. It's original sith robe that sith apprentice and dark jedi use in game.
To get this item write a_sith on cheat codes.
Only player can wear it.
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UNINSTALLING
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Remove from the Override folder
a_sith.uti
ia_revan_051.tpc
PFBJ51.tpc
pfbjm.mdl
pfbjm.mdx
PMBJ51.tpc
pmbjm.mdl
pmbjm.mdx
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THANKS TO
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Effix for the guide.
291 downloads
(0 reviews)0 comments
Updated
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Rizouge and Effix Present: The Red and Blue Lightsaber
By ChilledTwo
I had so much assistance from Effix on this mod, it's crazy! Thanks bud! This is a two color lightsaber mod that I originally released for KotOR 1 here on deadlystream under the username "TheFrozenOne". I'm here to upload the now final update to this mod, but for KotOR II this time! All cheat stats have been removed by Effix (Thank ya) so it's not an OP weapon anymore.
(Note to the moderators here: I locked myself outta my original account shortly after enabling the authenticator for it. Rizouge is also the username I'm known for everywhere else)
I really hope you guys find this cool! Maybe if I can get KotOR Tool working, I can finally show you guys how to make your own!! I've been wanting to do a tutorial on this for years lol.
Enjoy!
96 downloads
(0 reviews)0 comments
Submitted
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Unique Exile robes
This is a trio of specially named robes that only the player can wear, that use the player's name. The first set can be found on the Harbinger, alongside the armband, while the second and third can be crafted at level 15 and level 20 respectively. Neither have a skill requirement, so long as you have components and are the right level, you can craft them. As you can see, they're based on Jedi, Jedi Knight, and Jedi Master robes, but have a grey colour palette instead. They provide a slightly greater defence bonus than you'd get from typical robes, and also come with minor health and later Force regen as a little bonus. I wanted something useful but not overpowered.
To install, extract the folder contained in the .zip, and run the TSLPatcher.
668 downloads
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TSL Telos - Czerka Site Door Reskin / Model Fix
By OzilsEyes
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TSL Telos - Czerka Site Door Reskin / Model Fix
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Description:
The doors in the Czerka Site have always thrown me off, they're reusing the Peragus door - which is fine... however; the UV map for each model object was atrocious, none of them matched & one was put in for whatever reason?
This mod reskins the doors on the Telos Czerka Site in the restoration zone, it also fixes a hole in the floor in the model & removes a pointless plate with a texture of a door on, to match the rest of the environment.
Includes:
New door skin for 2 of the doors, removed the third on the bunker to match the other bunker. Resized objects on the level to make it match. Fixed a hole in the floor near the ramp, I was not aware of the hole in the floor until I came across a thread (here) by PapaZinos, when I was searching for '233telg' to check compatibility. Instead of using PapaZinos' fix, I decided to fix it myself to make this release compatible with his but will still credit him as he's already released a fix.
Screenshots:
Installation:
Copy the files into your override folder.
Uninstall:
Remove the following files from your override folder:
233telg.mdl 233telg.mdx CAT_d03.tga
Legal Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this.
Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
(Kotor Modding) Tools Used:
187 downloads
(0 reviews)0 comments
Updated
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TSL Khoonda Expansion Mod
By OzilsEyes
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Khoonda Expansion Mod
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Features:
This mod unlocks 4 rooms within Khoonda, feature list below: Additional XP available to be gained Additional ‘Bonus Mission’ Training facilities Doors previously locked can now be accessed, 3 via Khoonda key, 1 via quest. New Quest Droids join the battle of Khoonda if they're activated
New rooms:
South Droid Defence Workshop Kaloopo's Quarters Training Room Additional Room left empty but accessible, it is used as part of the 'TSL Collectables' mod
New Characters:
3M-BR - Astro Utility Droid Wounded Militia Kaloopo Wounded Kinrath
Installation:
Extract the files from the download, run the Holopatcher.exe installer.
Uninstall:
Holopatcher creates an uninstall / backup folder, please use this.
Legal Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this.
Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
Tools used:
862 downloads
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TSL Collectables
By OzilsEyes
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Collectables: Holocrons
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Install 14 ‘Collectable’ Holocrons across the game, each holocron will give you different temporary boosts to stats, different items and a little bit of XP which differs. This is a mini 'easter egg hunt' which you can partake in through your play throughs. Just a bit of fun.
Here is a short video, showcasing what the mod provides:
EDIT: After reviewing, I've changed the dialog to differ slightly from the video as 'You reach out and feel a pulling power' sounds stupid.
Key points:
Each Holocron discovered gives a different reward. Each Holocron discovered gives an interesting fact / short story about the area it was discovered in. There are 14 to collect throughout the game (This is set to increase to include planets such as: M4-78, Coruscant & Cathalan). One of every planet & almost every level. Short animations / some cutscenes included for immersion. 3-4 locations that are not usually accessible now opened up. Compatible with TSLRCM, M4-78EP, Expanded Galaxy Project, Coruscant, Cathalan (Expansions incoming).
Compatibility wise, I packaged up with holopatcher, there should be no compatibility issues unless you've put placeables on the exact spots the Holocrons are OR have changed inaccessible door files.
The idea behind this was to use some of the unused / inaccessible rooms across the game, though I ended up placing a few of the Holocrons in some very accessible places.
This may not be to everybody's taste as you wouldn't expect to find a Holocron in some of the locations; however, I may change the model / naming / rewards to something more relevant in a future update.
Legal Disclaimer
=================
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties.
Credits:
Tools used:
696 downloads
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File Reviews
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I would say this is essential for those who wants to make sure KOTOR runs well on current day rig. I wish something like this exists for KOTOR 2 as well, Aspyr did a great job fixing alot of its compatibility issue but other issues like graphics issue, widescreen UI being super squished, captions/subtitles font being too small on higher resolution and the unintuitive controller UI, I like how OP just straight up ported the XBOX UI to the game, I believe that is something KOTOR 2 could use.
Anyway, thank you for your effort RaymanGT, this is a great mod.
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No words can do this or any model in this "High Poly" series justice, so I'll simply say: This is next-level. Full stop. I've deployed the entire series you have in my current KOTOR mod build and it looks.......WOW!!!!🔥🔥
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Mephiles550 251
I cannot thank you enough for the sheer quality and convenience of this mod.
Patch after patch, mod after mod, hack after hack, just to get this mess of an old game to look decent on modern displays and hardware. Then one mad lad comes and makes a single gift basket of a patch for it that turns an incredibly tedious and frustratingly long process into a 5 second click-and-play experience. Hell, I'm so used to stuff just not working when trying to mod or fix this game so I expected issues with this, but your patch just does literally everything I need. And it works... omg it actually works lol finally something of this scale actually works without causing any problems in this god forsaken mishmash of game coding.
One small issue I've noticed on 4k resolutions anyway is that selecting small font option does not show the names of selected targets. Could you fix that in the next update? It works fine with regular font but I'd prefer small. Also maybe you could make the regular Xbox hud useable without a controller?5/5, Sincerest thanks
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Red Hessian 10
A must have for a dark side character. Simon Templeman's voice fits perfectly.
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A must-have for KOTOR 2, full stop. Like others have said here, this mod is expertly built and integrated into the base game/TSLRCM framework and polishes the end of the game, wrapping up that escape and giving the entire crew a proper closure to their journey. This one is a lock for all my future TSL mod builds. 10/10.
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Leilukin 346
Another great mod by WildKarrde that has earned a permanent spot in my personal mod build. Bao-Dur is one of the most underrated characters in TSL, so I have always been bothered by how vanilla TSL has Bao-Dur disappear throughout the end-game without explanation for what happaned to him, and the lack of even cut content to be able to restore to fix that. I am thrilled that there is finally an endgame story mod that gives Bao-Dur the love he deserves.
SpoilerI especially appreciate that the mod lets Bao-Dur live. Even though Chris Avellone said that Bao-Dur was supposed to die in the endgame, I honestly never liked the idea of Bao-Dur dying, because consider his story revolves around his trauma and guilt over Malachot V, I believe he deserves a chance to live and heal after the events of TSL, which I would find much more satisfying than killing Bao-Dur off. In my honest opinion, Bao-Dur's death would serve no story purpose other than explaining his disappearance in the endgame, so I am seriously glad to see a story mod meant for giving Bao-Dur more closure in the endgame avoids killing him off.
I also love the salute Bao-Dur gives the Exile when the Exile leaves Telos for Malachor, which perfectly captures the Bao-Dur and the Exile's relationship as comrades during both the Mandalorian Wars and the present day events of TSL.
Edited by Leilukin-
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Leilukin 346
Truly an incredible mod that makes a permanent spot in my personal mod build for how much it improves the ending, and how well-made the mod is. While TSLRCM did the best it could in restoring cut content to the end-game, there is still room for improvement for the ending, and TSL Expanded Ending proves that.
SpoilerI appreciate that TSL Expanded Ending gives the player more choices, such as the option if they want to destroy Malachor or not regardless of the player's alignment, if they want to find Revan or not, choosing to stay on Malachor if the player doesn't destroy it, etc. The mod also restores Handmaiden/Visas' ending conversation about wanting to follow the player even if the player chooses to destroy Malachor.
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Nice to see the Handmaiden's braids beneath her hood! Thanks for creating this mod!
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Tested this out. This really does look like Nihilus has no face at all, thus making Nihilus look like what Avellone intended like you said! Good job!
Edited by DarthErdan -
Another seamless and great addition that I will keep in my load order.
Edited by vault13deathclaw -
An absolute must mod!
For years I thought it so frustrating that Bao-dur's disappearance was unexplained. I thought it strange that he would abandon the exile after everything they went through. Later I learned of the supposed fate of Bao-dur - running out into a mine?! - seriously!
Now with this mod it ties so much of the story together. It's as if Bao-dur stays behind on Telos to defend it. After all, in a conversation with the handmaiden she does make reference to Atris believing Bao-dur was the key to help Telos. And if you have the extended ending mod it reinforces the idea of the exile - aka Meetra - leaving those she cares about behind to strengthen the Republic for the war to come as she goes in search of Revan.
I really enjoyed this mod. Very well done WildKarrde for creating this mod. It was a much needed edition to a classic game. Definitely a gold star! Keep up the good work!💫
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Your mod is the prime example of how the Restoration mod should be alongside the Sleheyron mod! 10/10
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Caim 1
Whoever made this mod is a godsend! It fixes almost everything that needs fixing for modern systems in 2026 for KOTOR 1, including issues for AMD users like me. It has saved me so many nerve cells. So now I can finally play with Soft Shadows and Frame Buffer Effects, except the Grass — sometimes for grass to work properly you need to restart your game. In my opinion this is the best KOTOR mod right now, no exaggeration.
Edited by Caim-
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I'm just happy that I can finally play the game on PC with real, native, proper controller support. The fact that TSL received that massive update which added native controller support but the original KOTOR was left with mouse/keyboard years later (which was ridiculous) is finally resolved with this.
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