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  1. ...A Leveling Fix

    This is my solution to the level cap problem. Basically it doubles the time it takes to
    level up. This may make the game harder, and it makes room for all of these great storyline
    mods for k1.

    990 downloads

       (4 reviews)

    4 comments

    Submitted

  2. Lightsaber Choices

    When you first arrive at Dantooine, you start your training to be a Jedi, after a long dialog/cutscene of your player learning the ways of the force - Master Zhar sends you off to Master Dorak who will guide
    you through choosing a lightsaber crystal.
    You speak to Dorak and he tells you about the colours of a lightsaber, although you only get to choose, blue, green & yellow, what position within the order they're associated with and then you get to choose
    your class and colour.
    You go back to Zhar and then you make your lightsaber. Now here is where this little mod comes into effect, normally you'd go to the workbench, fiddle around with nothing and look like a total pleb while
    doing it, by you I mean your PC not you personally - I'm sure you don't look like a pleb, anyway after that you then have a nice whatever colour you chose lightsaber.
    What this mod does is, before you go over to the workbench, you'll have two questions to answer - the first is what kind of lightsaber you'd like and the choices are;
     
    * Standard Lightsaber
    * Double-Bladed Lightsaber
    * Short lightsaber
     
    The second question is which colour would you like, now it is important what you select here because you won't get the colour you told Dorak earlier you will get the colour you select now.
    Anyway we now have more choices, you can select any default game colour you'd like instead of just blue, green or yellow. The choices are;
     
    * Blue
    * Green
    * Yellow
    * Red
    * Purple
     
    After selecting the type and colour of the lightsaber, your PC will go to the workbench and look like a pleb while fiddling with nothing, like normal.
     
    If you already have a file called dan13_zhar.dlg in your override folder, or packaged into a .mod file, then you will have problems with this, if this is the case PM on Lucas Forums or mine (deadlystream.com)
    with the name of the mod that file came from and I'll contact the author and see if I can make them compatible.
     
    There shouldn't be any bugs or glitches with this but if you do find one please let me know.
     
    Installation:
     
    Copy the 'override' folder into your main KOTOR directory. To uninstall delete the files 'dan13_zhar.dlg' & 'deadly_g1 - g15.ncs' from your override folder.

    7,512 downloads

       (5 reviews)

    4 comments

    Updated

  3. Remove Restrictions for Force Powers by Armors

    Who likes Kotor more than TSL? Loads of people prefer K1 to K2 with the argument that the story s better. However, as K2 is getting a major rehauling by DStoney, Zbyl2, VarsityPuppet, Hassat Hunter... well K2 has gotten a lot of attention. This is mostly why MrPhil did this mod for K2. However, someone asked him that the mod might be done for K1.
     
    So here s what you have today: a mod that aims to bring to you the true power of the force... This is no force unleashed and does not add any force powers to your game, but take a second to remember a detail in the game: whenever you d put an armor (medium/heavy), you would not be able to use force powers. As this goes against the canonicity of the Force, MrPhil decided to set things right. This mod has not been tested and the author would love to get constructive criticism. Please do not post if your sole goal is to comment about the mod unbalancing the game, unless you think there might be a better way to do so...
     
    Last and not least: this mod's secondary objective is to remove the restriction even when you install a mod that adds force powers to the game. Just make sure that you install this one after and it should work.
     
    NB: that's the same "review" I gave to kfiles, hence why I am speaking of myself at the 3rd person. So no, my ego hasn't grown...

    16,392 downloads

       (10 reviews)

    4 comments

    Updated


  • File Comments

    • Chaser, I tried downloading the mod just now, and noticed that it doesn't provide its own copy of korr_m38ab.mod. This makes it very difficult to download the mod on its own. Just thought you should know.
    • Of course I did lmao. I tried a LOT of things. What made me furious is it WAS supposed to work, there's literally nothing wrong with the dialogue and script, which is probably why it worked for you. But me... just a black screen. Anyway. Glad you can finish the mod ! (My K1 expansion will be a LOT easier to install. :D)
    • I hate to say this but I just got past Freedom Nadd's tomb, did you ever try just... walking through the door? Like I know that sounds bad but I mean literally running into the door? It stayed closed for me but it had no collision and I loaded into Dxun fine.   Thank you for the installation guide, it didn't solve my own problem but I'll leave what worked for me (so far) here for any future users. I installed TJM manually onto the Aspyr patch version on Steam, along with the wonde
    • Are you talking about Nadd's tomb ? Or installing the mod ? If it's the latter yeah no problem, I can help you if needed. Here are some detailed installation instructions : 0) Make sure you have a clean install of KotOR 2 without any mods, as this completely replaces the game with a "new one". 1) Download parts 1 and 2 of the mod then unzip both files. 2) Open part 1, go in Override, press CTRL + A then CTRL + C to copy everything, then go to your game's Override folder (probably
    • I for the life of me cannot get this damn mod to work on pc. I have tried so many ways, but the quest will not pop up after getting the force back on peragus. it works perfectly on mobile, but not on pc, its like the global.jrl file isnt being updated. 
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