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  1. 3 points
    Mr. Holocron. LOL That's my dad's name. Just call me Sith.
  2. 2 points
    We need the original source for this image, its bloody gold!
  3. 1 point

    Version 1.0.0

    111 downloads

    Since the Khoonda militia partner with the Republic Government, it is quite baffling that they did not receive any standard military gear in the vanilla version. Therefore to mitigate that ive made some of the Khoonda militias wear the Republic Soldier armour. You simply need to copy the files into the override folder.
  4. 1 point

    Version 1.0

    4,602 downloads

    Author: Kainzorus Prime Mod Name: TOR HK Droids Skin Pack ************************* Under NO circumstances is this, or any of my other mods, to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod provides several custom versions of HK series droids, available for Darth Parametric's TOR HK Droids mod. 2. Installation: ========= Copy the files of your choosing into the Override folder, overwriting as necessary. Darth Parametric's original mod is required for this one to function properly - http://www.nexusmods.com/kotor2/mods/52/? 3. Credits: =========== Special thanks to: Darth Parametric - for the original TOR HK Droids mod.
  5. 1 point

    Version 1.4

    4,784 downloads

    =Visas Marr and Female Exile Romance= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin FILE NAME: Vsas Marr and Female Exile Romance.7z LATEST VERSION: 1.4 CONTACT: E-mail to leilukin@outlook.com, or message to Leilukin on Deadly Stream PLEASE READ THROUGH THE MOD INFO ON THIS PAGE AND THE FAQ ARTICLE FOR MY KOTOR SAME-GENDER ROMANCE MODS BEFORE ASKING QUESTIONS! 1. DESCRIPTION: In KotOR II: TSL, certain party members can develop romantic feelings for the Exile, even though none of the romances in TSL were given much development, especially if compared to the first KotOR game. Among the possible romance options, only male Exiles can romance Visas Marr, with her romance scene (or at least, the closest thing the game has to one) occurs near the endgame (see below for details, though beware of possible spoilers). What this mod do is to make the Visas romance scene available for female Exiles as well. In vanilla TSL, after the Rebuilt Jedi Enclave sequence and you return to the Ebon Hawk, you will be approached by Visas if your Exile is male, or the Disciple if your Exile is female. In Visas' case, she can confess her love for the male Exile, and the male Exile can agree to her to "look upon" each other through the Force. This mod gets rid of the gender check for the Visas conversation post-Rebuilt Jedi Enclave, so Visas will always be the one who talks to the Exile regardless of the Exile's gender, even if the Disciple joins your party. Therefore, with this mod, female Exiles are also able to enjoy the same Visas scene as male Exiles do, including the romance. Originally, Visas mentions the Handmaiden when she confesses her feelings for the Exile. This mod also checks if the Handmaiden joins your party to that particular dialogue, so with this mod, if you never recruited Handmaiden, Visas will not mention her. This mod also provides an additional component to make Kreia reference the Exile’s interest in Visas, regardless of the Exile’s gender, during the player’s conversation with Kreia. 2. INSTALLATION: First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed since TSLRCM is REQUIRED for this mod to work. !! ATTENTION!! STEAM USERS: If you play KotOR 2 on Steam, DO NOT USE THE STEAM WORKSHOP VERSION OF TSLRCM if you want to use this mod! Instead, use the installer (.exe) version of TSLRCM, which can be downloaded from Deadly Stream here. I recommend reading this Deadly Stream post on why Steam Workshop is NOT recommended for modding KotOR 2. Extract the Visas Marr and Female Exile Romance.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. Run Install.exe. You will notice that this mod provides two installation options: Visas Romance Scene: This component will make Visas’ romance scene after the Rebuilt Jedi Enclave available for both male and female Exiles. Kreia’s Reference to Visas Romance: This component will make Kreia reference the Exile’s interest in Visas, regardless of the Exile’s gender, during the player’s conversation with Kreia. You may choose to install both options, or only one of them. Once you have chosen the installation option(s) you want, point the installer to your KotOR 2 directory and let the installer do its job. If you also have installed N-DReW25's Extended Enclave Patch, go to the "Compatibility for Extended Enclave Patch" folder, run Install.exe and point the installer to your KotOR 2 directory, where swkotor2.exe is located, and let the installer do its job. When you install this mod, a new folder named "backup" will be created by the installer. Do not delete the folder or any of the files within the folder if you are planning on uninstalling this mod. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: If you installed the “Visas Romance Scene” component, go to the "backup" folder, cut and paste 006EBO.mod into the Modules folder in your KotOR 2 directory. If you installed the “Kreia’s Reference to Visas Romance” component, go to the "backup" folder, cut and paste kreia.dlg into the Override folder in your KotOR 2 directory. If you want to uninstall the compatibility patch for Extended Enclave Patch, go to the "backup" folder created by the TSLPatcher from this mod, cut and paste visasend.dlg into the Override folder in your KotOR 2 directory. Note that this step does not uninstall Extended Enclave Patch itself. 4. KNOWN ISSUES: None currently known. If you find any other bugs or problems, please let me know. 5. MOD COMPATIBILITY: Any other mod that modifies Visas' dialogue after the Rebuilt Jedi Enclave sequence will likely conflict with this mod, especially for the following files: k_attonend.ncs a_load006end.ncs visasend.dlg The above files are used for Visas' dialogue after the Rebuilt Jedi Enclave sequence, and script that triggers Atton, Disciple or Visas' dialogue with the PC after the Rebuilt Jedi Enclave sequence. The “Kreia’s Reference to Visas Romance” component of this mod modifies the kreia.dlg file, which is for Kreia’s global dialogue. Specifically, this mod removes the gender check to Visas’ romance in Kreia’s dialogue about Visas. In order to improve compatibility with other mods that also modify kreia.dlg, I have set up TSLPatcher to patch the DLG file instead of hard replacing it in the Override folder. If you are using any other mod that involves putting the kreia.dlg file in the Override folder, you must install my mod after the other mod. If you use N-DReW25's Extended Enclave Patch, I have provided a compatibility patch, as noted in the “INSTALLATION” section above. If you want to use DarthTyren's PartySwap mod, you need to install PartySwap first before installing this mod. My Handmaiden and Female Exile - Disciple and Male Exile Romance mod also makes the Visas romance scene available for female Exiles, though Disciple will replace Visas in said scene if you play a male Exile. Unless you want the Visas romance scene available for both male and female Exiles, you do not need to install the “Visas Romance Scene” component of this mod if you want to use my Handmaiden and Female Exile - Disciple and Male Exile Romance mod. The “Kreia’s Reference to Visas Romance” component of this mod is compatible with Handmaiden and Female Exile - Disciple and Male Exile Romance. 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission. I do not use nor support Steam Workshop, so I do not wish any of my mods to be uploaded to Steam Workshop. 7. CREDITS: Fair Strides and DarthTyren for helping with my issues with triggering the scene of Disciple reporting to Carth/Cede after Visas’ romance scene N-DReW25 for giving me permission to make my mod compatible with his Extended Enclave Patch Fred Tetra for the KotOR Tool KobaltBlu for KotOR Scripting Tool tk102 for DLG Editor Stoffe for TSLPatcher; Fair Strides for the updated version THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  6. 1 point

    Version 1.2

    4,124 downloads

    Author: Kainzorus Prime Mod Name: Companions' Personal Robes ************************* Under NO circumstances is this, or any of my other mods, to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod adds personalized robes for the human companions who can be trained into Force users. It also modifies Handmaiden's robe. 2. Instalation: =========== Place the files in the Override folder. 3. Required mods: =========== http://deadlystream.com/forum/files/file/64-movie-style-jedi-master-robes/ http://deadlystream.com/forum/files/file/101-visas-unmasked/ 4. Usage =========== The character's robe will automatically be added to the inventory once they become a Jedi. 5. REMOVAL: =========== Remove the files from the OVerride folder. 6. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Fair Strides - Inventory spawn scripts. 7. DISCLAIMER: =========== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  7. 1 point

    Version 1.3

    888 downloads

    Party Tweaks Knights of the Old Republic II - The Sith Lords By ChaosRonin --------------------------------------------------- Overview --------------------------------------------------- This mod will do a few things: - Set all party members level to 1 when they join. - Set skills using their class templates (Skill Point Per LVL + INT)*4 to set initial skills using their original skill point placement as templates with two exceptions being the Handmaiden and Disciple as they have quite a few bonus skill points. - Fix any inconsistencies between Vitality/Force/Skill Points. - Set level 1 feats with an aim towards build freedom for the player while staying true to the character, hopefully no more redundant feats. - Set believable extra feats or force powers if characters come with more feats or force powers than their class levels allows with the exception of unique feats. Overall this mod allows you to have more control on how to build each party member and have less redundant abilities. Installation -------------------------------------------------- Copy files to Override folder. If using TLSRCM place the p_hanharr.utc file in the TSLRCM Compatibility folder instead. Compatibility -------------------------------------------------- This mod is currently not compatible with other mods that alter the same files unless they use TSL Patcher, in that case you can try loading my mod first then using the other mods TSL Patcher. I can not guarantee anything so do it at your own discretion. Also you need to start a new game or install this mod before loading an area where a party member will spawn. Uninstall -------------------------------------------------- Delete the 12 following files from your Override. - p_atton.utc - p_baodur.utc - p_disciple.utc - p_g0t0.utc - p_handmaiden.utc - p_hanharr.utc - p_hk47.utc - p_kreia.utc - p_mand.utc - p_mira.utc - p_t3m4.utc - p_visas.utc Permissions -------------------------------------------------- This mod can be uploaded or shared as long as I am credited. Please contact with any inquiries. Acknowledgements -------------------------------------------------- Fred Tetra for the KotOR Tool. Stoffe for the TSL Patcher. The Modding Community for enhancing my many plays of K1 & TSL & inspiring me to mod. JC2 for his Party Leveler TSL & TSL NPC Stat Fixes 1.1 by Mellowtron11, as they gave me the inspiration for the work I did here. All who made TSLRCM & M4-78 EP possible. Strategy Wiki’s KOTOR2 Guide for the class templates and party stats at time of joining. Legal --------------------------------------------------- Star Wars, Star Wars Knights of the Old Republic & Star Wars Knights of the Old Republic II - The Sith Lords & all other associated material are the intellectual property of their respective legal owners & creators. This mod is not legally endorsed by any party.
  8. 1 point

    Version 1.01

    4,080 downloads

    ======================================================== A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION Extended Ending 1.01 ======================================================== Author: danil-ch Contact: danil-ch can be reached via pm at deadlystream. Name: Extended Ending Filename: ExtendedEnding_1.01.rar Original Release Date: 09/03/15 1. Description: ---------- This is an enhanced version of the Ending sequence. Player can now: 1) remain on Malachor V; 2) follow Revan into the Unknown Regions; 3) return to his/her exile. Each of these decisions now affect the final scenes of the game. 2. Install: ---------- (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) TSLRCM 1.8.4 Required This is a mod for TSLRCM, it will not work otherwise. So have that installed. To install, extract the Main Patch folder to anywhere you like, as long as it is not the SWKotOR2 folder. Simply run ‘install.exe’ from within the "Main Patch" folder. 3. Uninstall: ---------- There has been a backup made of the modified files, within a folder titled 'backup' in the 'Main Patch" folder. Simply copy the 904mal.mod into your Modules folder, 904MAL_loc.mod into lips folder, globalcat.2da into Override folder and you will have reverted to TSLRCM 1.8.4 4. Bugs: ---------- This has been tested several times to make sure nothing weird happens. If you find anything, let me know. 5. Thanks: ---------- Thanks go the entire TSLRCM team, your work has been outstanding. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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 FILE.
  9. 1 point

    31,249 downloads

    Original Review on Filefront: As promised, the KotOR II version of Shem's Realistic Visual Effects mod is up! Because I'm lazy, I'll quote parts of the KotOR I review... All those nasty visual effects are gone with this mod. There are too many to count, and you'll probably want to see for yourself anyway, but here are the basics: As far as I can tell, this mod is identical to the KotOR I version, because in essence there weren't more annoying visuals in KotOR II, just more of the same. For those of you who are as annoyed by the special effects as I am, this mod is just for you! Also, it should come in handy for those fan film makers out there. Enjoy! The mod does use the TSL Patcher, of course, since this is a major edit of the visualeffects.2da file. But you'll need WinRAR or 7Zip to extract the files in the first place. NOTE: Please leave comments/feedback for the author, especially if you download and use this mod; usually it's the only reward modders receive for their efforts. ~JC
  10. 1 point

    Version 1.2

    1,637 downloads

    Summary This mod corrects some errors in the feeat.2da and featgain.2da files, which determine what classes can get what feats and when. First, a number of feats available to the base Jedi classes were not available to the prestige classes. This appears to be an error, given the inconsistency. It wasn't even that no prestige classes could take them. For some feats, certain tiers were available but not the rest. Other feats were available to some classes but locked out of others, despite being available to all Jedi classes. So I've gone through and set all feats that seem like they were meant for all Jedi classes to be available for all Jedi classes. The affected feats are: Caution Close Combat Dual Strike Empathy Gear Head Regenerate Vitality Stealth Run Second, the Scoundrel class was similarly missing access to feats they ought to be able to take, based on what is available to other organic classes: Dual Strike Finesse: Melee Weapons Regenerate Vitality Stealth Run Weapon Focus: Blaster Rifle Weapon Focus: Melee Weapons Third, some classes did not have access to cross-class skill feats for certain skills that were not class skills for them: Class Skill: Stealth (Jedi Weapon Master and Sith Marauder) Class Skill: Treat Injury (Scoundrel) Fourth, the Finesse: Lightsabers feat was redundant, because Finesse: Melee Weapons applies to both melee weapons and lightsabers. This was probably not the intent, but these feats are hard-coded, so I have no way of fixing them. I chose to remove the ability to select Finesse: Lightsabers at all. If you want to build a finessing character and receive the benefits of this feat, you can select Finesse: Melee Weapons instead and get it for melee weapons as well as lightsabers. Also, the weapon and armor proficiencies for prestige classes were inconsistent. This would not cause a problem in regular play because prestige classes are only available to the player character and the player character already had these proficiency feats; however, it could create oddities when using other mods or a save editor. I have adjusted the following feats for prestige classes to match the base Jedi classes: Armor Proficiency: Light Weapon Proficiency: Blaster Rifle Weapon Proficiency: Lightsaber Finally, the feat gains for the Combat Droid and Expert Droid classes were swapped, just as they were in KOTOR 1. TSLRCM already fixes this issue for KOTOR 2, but I added it to my fixes as well for the sake of completion. Installation Extract files from the downloaded archive. Run Feat_Fixes_K2.exe. Click "Install Mod" and select your game directory (default name SWKOTOR2). Uninstallation Delete feat.2da and featgain.2da or replace with backups if necessary. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe Permissions Mod: JC's Feat Fixes for K2 Mod Author: JCarter426 Game: Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference: "Feat fixes by JCarter426" or "uses JC's Feat Fixes" or some other reasonable phrasing. Additional Credits: KOTOR Tool – Fred Tetra Credits: TSLPatcher – stoffe This mod resource is released under the following licenses: Attribution Only License Attribution Only License (AOL) * You've got mods! * The creator of this mod has authorized the contents of this mod for public use. Other modders are free to use and edit materials from this mod and include them in other mods. This license applies to everyone equally and no further explicit permission from the original mod creator is required, provided the terms of this license are permission is not required provided the terms of this license are followed. The user must provide clear attribution for the source and creator(s) of these materials, following the specified attribution preference. The file that contains this attribution must be included along with all the other mod contents. (For example, crediting the original mod creator in your mod's description on a website, but not in any file someone would actually download, would be a violation.) The user must include any additional credits as indicated. This license applies only for the use of these materials in other mods (i.e. a form of software accessed within a video game). This license does not grant the user unlimited power to distribute these contents, edited or unedited, even if attribution is granted. These materials are being offered to encourage the creation of new mods that alter the game experience. (For example, distributing these materials as a mod resource on another website, or uploading the entirety of the mod as a "new" mod without really changing anything, would not be in the spirit of this license.) Where appropriate, it would be nice to provide a link to the original mod and/ or tag the original mod creator. However, this is not mandated. This is just a polite suggestion. Disclaimers AND NOW AS FESTIVUS ROLLS ON, WE COME TO THE FEATS OF STRENGTH. UNTIL YOU PIN ME, OBSIDIAN, KOTOR IS NOT OVER! LET'S RUMBLE! Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal with this donation link. For various legal and ethical reasons, this is entirely optional and is not a requirement to downloading or using any of my mods. I also do not create specific mods for hire. I make mods as a hobby and will most likely do so regardless of any donations or lack thereof, but modding does take up a lot of my time and every bit helps.
  11. 1 point

    Version 1.2

    19,544 downloads

    ======================================================== A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION Extended Korriban Arrival 1.2 ======================================================== Author: danil-ch Contact: danil-ch can be reached via pm at deadlystream. Name: Extended Korriban Arrival Filename: Extended Korriban Arrival.rar Original Release Date: 01/22/14 1. Description: ---------- This is an extended version of the Korriban Arrival sequence. Restored additional dialogs. This is very important. This mod is not recommended to be used with the M4-78 EP mod because lines that were restored here are used elsewhere in that mod. ---------- 2. Install: ---------- (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) TSLRCM 1.8.2 Required This is a mod for TSLRCM, it will not work otherwise. So have that installed. To install, extract the Main Patch folder to anywhere you like, as long as it is not the SWKotOR2 folder. Simply run 'install.exe' from within the "Main Patch" folder. 3. Uninstall: ---------- There has been a backup made of the modified files, within a folder titled 'backup' in the 'Main Patch" folder. Simply copy the 003EBO.mod into your Modules folder and 003EBO_loc.mod into your Lips folder and you will have reverted to TSLRCM 1.8.2 4. Bugs: ---------- This has been tested several times to make sure nothing weird happens. If you find anything, let me know. 5. Thanks: ---------- Thanks go the entire TSLRCM team, your work has been outstanding. 6. Credit: ---------- The TSLRCM team for all the hard work. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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 FILE.
  12. 1 point

    Version 1.0.0

    7,905 downloads

    This mod aims to fix all* the stretching that occurs in widescreen (16:9) resolutions. There have already been other mods to fix the main HUD, but there are a lot of other elements in the game that are in need of correction, such as the pause menu, galaxy map, loading screens, etc. *For now, I recommend that you download "Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords" by Achilles to fix the HUD, and combine it with this mod to un-stretch everything else. I have included my own experimental version of a 16:9 HUD, but right now I think most people would prefer Achilles' version.
  13. 1 point

    Version 1.3

    3,383 downloads

    Stylized Portraits TSL Created by Tinman888 by Sdub & Tinman888 Version: 1.3 Description: After seeing the release by @DylanRPG and the Portraits done by Tinman888 who is a magnificent artist. I reached out to Tinman888 and discovered that he had finished some TSL Portraits! After gaining permission by Tinmann888 to create a pack made from his TSL portraits I got to work. This pack included all main party members with dark side transitions, generic female portrait, and generic bearded/Non Bearded male portrait One thing to note, the Widescreen UI can be a bit wonky, especially for the Aspyr version on steam. So I highly suggest using a widescreen mod otherwise the Portraits can look stretched. I use a combination of these two. https://deadlystream.com/files/file/839-improved-widescreen-experience/ & https://deadlystream.com/files/file/332-widescreen-ui-fix-for-knights-of-the-old-republic-2-the-sith-lords/ Easy install, open the folders of the portraits you'd like to use and Just drop them into the override folder. To uninstall remove the implemented files. Big thanks to the KOTOR Discord & Deadlystream Tinman888 for the wonderful art, you can see more of his art here! https://brandon_chen.artstation.com/ and on Instagram at @bchen.art and DylanRPG for the original pack which led me to discover the TSL portraits.
  14. 1 point
    [Update: 01/17/2022/PM] What's coming in v1.0.2? Rebranding; new logo, new name -- New Cool Saber Icons -- In-game preview [L-to-R] -- Mantle of the Force & Heart of the Guardian, Double-Bladed Lightsaber, Malak's Lightsaber, Item-list overview. Icons' credits: VarsityPuppet and Fallen Guardian for VP's Hi Poly Tin Cans - KotOR 1 which models used for rendering DarthParametric for sabers' textures and renders Magnetiicz for "Ui_Icons_Swtor" which ported TOR assets used and combined for the sabers' background bits Mods appeared with the preview: ajdrenter's "Pretty Good! Icons for KotOR" JackInTheBox's "HD MENUS AND UI Assets" xander2077's "Vanilla Masks Overhaul" Stay tune to be updated [for the official release] and/or follow the thread for notifications! 😁
  15. 1 point
    Rewriting the program again. But, this time.. wow.
  16. 1 point
    You will have more success diagnosing your issue if you follow the bug report format in this thread:
  17. 1 point
    I haven't been paying attention for the past few weeks, but I've seen this issue periodically and it's annoying. Worse are the people who help despite the poster ignoring the instructions. This only encourages bad behavior.
  18. 1 point

    Version 1.3

    6,251 downloads

    TSL NPC Stat Fixes by Mellowtron11 Description- This mod is intended to fix some of the inconsistencies found with your party members’ stats and feats in TSL as listed below. · Adjust a few skill point allocations that were excessive for the NPC’s skill rate and level · Add or remove feats and powers based on the NPC’s starting level limit, class and playstyle · If needed, add or subtract a few attribute points from the NPC For instance, how does Visas have such low HP and FP stats for a level 6 sentinel? Or how do the Disciple and Handmaiden have a +5 in stealth, despite being level 6 soldiers with 10 Intelligence? This mod intends to fix these little oversights. Installation- Copy and paste or drag and drop all the UTC files into your override folder. Installation Notes- A new game is recommended for this mod, as to not conflict with the current. utc files from your party’s NPCs. To have the mod take effect, load a save game before your party members join your team (load a save with a different module before you enter a new area where the respective NPC shows up for the first time). If you install this mod after party members have joined your group, the intended changes will not take effect for the party members already joined and will instead continue to show the original stats. Uninstallation- Delete the proper files from your override folder Known Bugs- None, but if there are any, please message me at Deadly Stream. All of these characters have been tested, with the exception of Hanharr and Disciple, as I’ve never played a dark side character or female in TSL (yet). Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- -Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. -Fred Tetra for the Kotor Tool. -N-DReW25 for answering my many, many questions (Seriously, thank you for all your help! I don’t think I would have gotten far without your help). -Darth Parametric and Kexikus for answering my other questions. -Everyone who downloads and uses the mod. -The TSLRCM Crew for fixing KOTOR2 -Wizards of the Coast’s Star Wars Roleplaying Game-Knights of the Old Republic Campaign Guide Book for additional ideas on stat allocations -Strategy Wiki’s KOTOR2 Guide, especially the following pages https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Classes https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Party LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Changelog V.1.3 Replaced Atton’s Weapon Focus: Blaster Pistol feat with the Conditioning perk, as this feat has more utility for Atton during the whole game and fits his defensive character style. Changelog V.1.2 · Added separate folder for Hanharr’s UTC, as TSLRCM has a modified Hanharr UTC file in the override folder already Changelog V.1.1 (All of the changes from 1.0 remain the same unless otherwise noted) Atton · Set treat injury to 1 and computer use to 4 HK-47 · Set HP to 72 Mira · Set Constitution to 13 Handmaiden · Set Constitution to 15 and Charisma to 12 Hanharr · Removed improved power attack feat Changelog V.1.0 T3-M4 · Level 3 HP set at 24 HP · Set Natural AC at 2 (up from 0), bringing defense to 16. This is done to match the other 2 droid NPCs who have a natural +2 to AC Atton · Set wisdom to 12 Kreia · Level 3 HP set to 27 (down from 36) · Level 3 FP set to 33 (down from 49) · Removed force sensitive feat · Set charisma to 10 (1-let’s face it, she’s has a high enough wisdom score, 2-she’s neutral, so having a high charisma is moot for reduced opposite alignment costs for force powers and 3- she’s not that charismatic of a person anyway) · Added wound power, as Kreia was one power short for her level and because she also is seen using this power several times over the course of the game Handmaiden · Set treat injury skill to 8, awareness skill at 2, and stealth to 0 Visas · Proper level 6 stats set at 54 HP and 42 FP · Added burst of speed power, as Visas was one power short for her current level · Removed the lightsaber focus feat, as that feat is something the Exile can teach her · Removed first rank of two weapon fighting feat so the player has more leeway on deciding whether to go the two-weapon route or dueling route with her HK-47 · Added improved power blast feat, as HK was one feat short for his level · Set starting HP to 78 · Set Repair to 8 · Strength set to 14 (down from 16) Disciple · Set both charisma and wisdom to 12 so he can have a couple more points in wisdom when he becomes a Jedi Consular (so the player doesn’t have to drop the first couple attributes points into Wisdom for only a mediocre bonus) · Set treat injury skill to 8, awareness skill to 2 (Without any bonuses from WIS) and stealth to 0 · Removed close combat, rapid shot and superior weapon focus lightsaber II feats Mira · Added the flurry feat and medium armor proficiency feat (Scouts got these feats for free in KOTOR 1) · Set Wisdom stat to 12 (up from 11) G0-T0 · Level 6 HP set at 54 HP · Set strength and charisma at 8 (Down from 10) · Set Dexterity to 16 (down from 18) · Added class skill: stealth feat, given G0-T0’s inherent cloaking ability · Removed improved gear head feat and the close combat feat Mandalore · Set stealth to 0, persuade to 0, Demolitions to 3, Awareness to 8 and Treat injury to 9 · Removed improved power blast and close combat feats Hanharr · Added first rank of two-weapon fighting to feats list · Removed heavy armor proficiency feat
  19. 1 point

    Version 6.0.0 Beta

    1,246 downloads

    TSL Armor Expansion Project Version 6.0.0 Beta Authors: 90SK, Kristy Kistic, L0rdReV@n88, VarsityPuppet, RGB, SithSpectre, MVacc224 Replacement mod for: Jal Shey/Zeison Sha M class, Armored Flight Suit K class, Light C class Armors, Jedi I&N class robe items. Alternate version of all JS new items included as patch "New Era Tunics TSL" Bao Dur's head model has been modified to seat in default bodies by Kristy Kistic. Special thanks to Shem for keeping it in the flow. Giveitem/KSE Codes for all new items: GIVEITEM CODES: Darth Bandon Armors: "deluxe001" through "deluxe010" Jedi Heavy Armors: "jediheavy1" through "jediheavy17" and "jediheavy25" through "jediheavy34" Other New Items: "tunic08" to "tunic22" "antique16" to "antique20" zs18 mod light_jedi prototype hybrid echo iridorian aratech baragwin cortosis This mod will update and patch the Loot and Immersion Upgrade. It will also work on its own and should run fine with or without TSLRCM/M4-78EP. This mod includes: All the skins for JS/ZS armors from Jedi Items + and Loot and Immersion Upgrade 3.3b replaced with new armor skins. The new merchant replacing Gegorrann sells cloaked armors. A new player armor, replacing the player armband. Padawan Robes Redone skins, instead of the cloaked tunics in Loot and Immersion Upgrade. A new Def. 15 Iridorian Heavy Armor skin sold on Onderon. Ubese Disguise and Icon as a_light_11 Khoonda Militia Armor is sold on Onderon with icon and description "giveitem khoonda_armor" Bonus Armor "giveitem light_jedi" Bonus Item "giveitem mod" for a new Dark Jedi disguise with icon. The Baseitems.2da patch is to lift force restrictions on cloaked heavy armors. Otherwise, they will be force restrictive. This mod is patchable with previous builds, same items etc. I added lots of extra armors available through KSE or Giveitem codes All items have been patched. TSLRCM Compatibility: With the addition of the mercenaries at the Onderon exit, an encounter with TSLRCM HK-50s is removed. Gegorrann, the merchant NPC in the Onderon main square, is removed/replaced with this mod. Installation: Copy all files from mod archive into your Override folder. Uninstallation: Remove all of the mod's files from Override. Credits: Do not upload this mod on Steam Workshop. Do not reupload this mod anywhere. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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 FILE.
  20. 1 point

    Version 1.0

    541 downloads

    According to the grace of God given to me, like a skilled master builder I laid a foundation, and someone else is building upon it. Let each one take care how he builds upon it. -1 Corinthians 3:10 A VARSITYPUPPET MOD TITLE: - Player Armors for Atris DESCRIPTION: This mod makes Atris’ head and body model separate, so that she can wear all of the normal player character armors. Additionally, a modified Atris head is included as an alternate install. A side-by-side comparison of the new heads can be seen in the screenshots. INSTALLATION: - Choose the install option (player armors with or without the new head) UNINSTALLATION: - Re-run the patcher and choose the uninstall option. This will edit the 2da files back to their original state, but the user will still have to delete files manually CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine
  21. 0 points

    Version 1.1

    173 downloads

    Cue the Korriban monastery in KotOR. The charming place where Malak's foul-mouthed underlings train, aspiring to one day achieve Bandon levels of douchery. Despite all their shortcomings, I did always like the militarized aspect of the Sith they had in place. This mod alters relevant characters all over the planet, following a sort of dress code, almost. Students wear standard uniforms while away from the academy (though most still do wear them inside as well), with higher ranked Sith having more distinct uniforms themselves. Anyone expecting to break a sweat, or hopefuls seeking to gain prestige like Yourself are dressed in battle-ready robes. There's some further details - Czerka officers wear the company drab; the bay mechanic switched to more comfortable working clothes; female Twi'lek residents dress modestly now (as supposed? Very likely a mistake, as they had actual clothing equipped but their appearance was the identical albeit static alien one); crazy hermit Jorak Uln has a tattered old uniform; A redeemed Yuthura will now ditch the Sith outfit in favor of simple clothing... I upgraded all lite Sith appearances to albino, including Hijata (whose dialogue I chose not to restore). Citizen lite models were not upgraded, better turn to another mod for that such as K1 Lite Upgrader by @AFP. Other than this, I took the liberty of minimizing the dreaded "clone effect" since it's especially egregious on Korriban, having up to 5 instances of the same head in the same module and at times a few feet from each other. Also, it turns out in respect to Korriban that plenty of files are a proper mess. Included are fixes for various inconsistencies, appearance type oversights, misgendered npcs (thus restoring some gender specific dialogue; thanks to @ebmar about the Tariga finding - Tariga Gender on Tamlen DLG Fix), wrong soundsets, and blank inventories/feats/spells. Install & Compatibility Run the TSLPatcher. Ignore any warnings about skipping .mod files. Patching this on top of K1CP might result in odd incidents such as duplicate drops and merged appearances from both mods. In case I needed to say it, other mods overhauling characters on Korriban aren't 100% compatible, most notably JC's Korriban: Back in Black for K1. This mod only works with the English version of KotOR. Credits KOTOR Tool..................................................................................Fred Tetra TSLPatcher...................................................................stoffe & Fair Strides ERFEdit.........................................................................stoffe & Fair Strides DLGEditor............................................................................................TK102 K-GFF...................................................................................................TK102 DeNCS................................................................................JdNoa & Dashus NWNSSCOMP.........................................................Torlack, stoffe & TK102
  22. 0 points
    Greetings, mod's author -- I was having questions about the whooping 400.66 MB file size for a portraits mod -- then I DL-ed it, and see why. Firstly, those are some awesome work of arts there -- hats-off to the artist for that. 🍻 Second to follow is -- speaking as a fellow modder as well an end-user, I think ~400 MB for portraits mod is tad too large. I see here because they're scaled at 2K which is an overkill--portraits-wise--as they will be downscaled and fixed at around x256 in-game [at most], even when playing at 4K [IIRC]. I suggest you to scale them down to around x256 -- it's going to be fine. If you're hesitant on loosing fine details then you can go for x512 or even 1K if you're feeling it, but 2K's just too much. Nonetheless, appreciate your work on setting up this mod. 👍 Much thanks for considering this -- cheers. P.S. Considering using [uncompressed with mipmap 0 on the TXI] TPC format will be much appreciated as well [though not required] as it'd provide better performance with minimal-to-none loss of quality. If you're up for it, tga2tpc is the needed tool.