Sith Assassins With Lightsabers 2.0.0

   (2 reviews)

4 Screenshots

About This File

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.


What's New in Version 2.0.0   See changelog

Released

Spoiler

v1.1.0
- Fixed an issue where the Sith Assassins didn't have their Lightsabers
- Needed Shem's original mod to fully function with the Lightsabers, updated to now be independent.

Thanks to the user who brought this to my attention.

v1.2.0
- Now uses Holopatcher instead of TSLPatcher for convenience
- Exchanged the weapons the Assassins use on the EH to be the same prop the Assassins use on the Harbinger
- Added a optional install intended for Mobile if you didn't get any kills in the turret minigame.

v1.2.1
- Potentially solved an XP bug in the turret section
- HOPEFULLY Fixed the error for OptionPart3 when launching Holopatcher

v1.3
- Fixed a health bug in the Ebon Hawk boarding sequence
- Fixed the blaster equipping issue in the Ebon Hawk boarding sequence

v2.0
- Redid the mod. It is a single install and will only replace 1 file and make changes to 3 files, which is an improvement from previous versions.

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Once that is completed (rename "Backup" to "backup1", in case you want to uninstall the mod.)

I don't think this part is not necessary, as holopatcher creates different timestampted directories in the backup folder for each run (at least the most recent version does).

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In the tslpatchdata folder, edit the namespaces file to remove the "Namespace3=OptionPart3" line, then save it. The installer will work after that.

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19 hours ago, Shalashaskka said:

In the tslpatchdata folder, edit the namespaces file to remove the "Namespace3=OptionPart3" line, then save it. The installer will work after that.

I thought I fixed the bug in the namespaces.ini, but I'll take a look again.

On 3/17/2025 at 4:05 PM, martixy said:

I don't think this part is not necessary, as holopatcher creates different timestampted directories in the backup folder for each run (at least the most recent version does).

Originally I used TSLPatcher which wouldn't do this from what I thought, and I wasn't entirely sure what Holopatcher did for backups either. Good to know

18 minutes ago, Lewok2007 said:

I thought I fixed the bug in the namespaces.ini, but I'll take a look again.

I uploaded a new version a little bit ago that fixed some XP issues but I guess when I made those changes I didn't use the most up to date version. (that is with the namespaces.ini issue) Sorry for the difficulties. If you have downloaded the mod previously, download the new version and that should work.

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Thank you for this mod!

Would it be possible to replace their light saber with "short light sabers" instead? As the discussion with Kreia goes, the PC will mention that these Sith were "weak". Short LS will make them less strong while keep the aesthetic of the LS

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No weapon would have mattered against the exile. Sith Assassins are weak against the exile because of the "Force resistance" trait, making him/her immune to their primary method of attack: Force powers like Force Crush and Force Fear. Additionally, the exiles combat prowess, honed through years of survival and mastery of both lightsaber combat and the Force, gives the exile an edge in direct confrontations. This combination of skill and resistance allows the exile to easily overcome their abilities. But Sith assassins with lightsabers is very cool and I would suggest double-bladed lightsabers in transition since they were using quarterstaffs. 

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Would it be possible to replace their light saber with "short light sabers" instead?

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I would suggest double-bladed lightsabers in transition since they were using quarterstaffs

I can make install versions where on would replace them with Short lightsaber versions and another install for double bladed.

But specifically for the Assassins on the Harbinger, I believe a script is used to give them their weapons when they spawn in (for whatever reason). Most what I can do is just change the appearance of the weapon and adjust the stats, but it isn't actually a lightsaber item they would have.

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