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  1. 2 points
    First WIP clip of the mod so far This is a very raw WIP progress update clip, but I wanted to be able to show people more clearly what I was working on, so I figurd I'd share the clip anyway Progress update: I've gotten even further with the Dantoine section, and now mostly only need to "clean up" various things. All voice has been done, and only a single splice project, some minor written dialogue corrections. and that one voice reference correction, should be needed now (for the time being at least). The choices you make in the Dialogue with Master Seelah, determines whether you push Mission's alignment further to the light side, or over to the dark side At the conclusion of the dialogue, you'll have given Mission an alignment shift, and given her a Jedi class of your chosing You'll also get a truly unique robe not seen Anywhere else (Thanks to RH and JC), along with 3 light sabers that corresponds in colour to your chosen class After having gone through the dialogue with Master Seelah, Mission will unlock new dialogue choices when you speak to her (yet to be voiced) Any and all feedback is welcome, though I'd prefer if it was constructive ^^ Thanks to Ebmar who provided assistance to me, when I suddenly got an issue with the dialogue speeding by in my mod (fixed now, and turned out to be an issue with the way I'd encoded the voice files the first time around).
  2. 1 point

    Version 1.2

    15,054 downloads

    Thematic Sith Lords Premise Anyone who’s played TSL knows that the eponymous Sith Lords are pretty disappointing. The most hyped fight of the entire game, against Nihilus, is almost always trivial. Sion can be dangerous but rarely is, and Kreia’s floating lightsabers are almost always more of a threat than the woman herself. Thematic Sith Lords’s purpose is not to directly address these issues, but to push back against some of the underlying problems with these fights that results in them being so boring. While examining the .utc files for Sion, Kreia and Nihilus associated with their respective fights, I found that there was surprisingly little differentiation between them, especially in attributes, and very little specialization per Lord. Worse still, many feats and powers which the Lords should realistically have had were also missing: Sion, for example, lacked Ignore Pain despite his ability to fight through and even utilize his constant pain being the core of his character! Thematic Sith Lords, as you may have gathered, is not a difficulty mod as such. Rather, it’s a realism mod the goal of which is to increase the overall difficulty of the Lord fights as a natural result of restructuring the stats, feats and powers of the Lords to more accurately fit their physical and mental conditions, as well as their experiences and training, without making every fight harder for all characters. The goal is to make each fight with a Lord feel different, with each Lord having their own specialties, strengths and weaknesses, such that some character builds will do better against some Lords and struggle against others. In Thematic Sith Lords, Sion, for example, has extreme STR and CON, but poor CHA and INT, and abysmal DEX and WIS. His archetype is as a bruiser, who trades taking hits for being able to dish out extremely powerful strikes with no fear of his close-range style resulting in his death—because Sion doesn’t need to worry about dying in a fight, and his combat style should reflect that. This overconfidence results in him being somewhat vulnerable to Force abilities, however, and a Consular might run circles around him while a Guardian struggles to bring him down. The goal is that the opposite will also be true—Consulars who had no trouble with Sion might find themselves in a pickle when their abilities bounce off Nihilus, who now has even higher WIS and Will saves than he did before, and the DEX to frequently dodge the lightsabers of most Jedi not built explicitly for melee combat. Why use Thematic Sith Lords? As noted above, Thematic Sith Lords isn’t a difficulty mod, as most rebalances of the Lords are. The goal is to make each Lord’s attributes, stats, feats and powers a realistic reflection of their condition, and 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 Sith Lords is likely for you. Thematic Sith Lords also has two features which other difficulty mods for the Lords often don’t: it also modifies the Sion fight on Korriban and Sion's fight with Atton on Malachor (both of which are frequently left out of other mods), and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Compatibility This mod requires TSLRCM to be installed first, and NOT to be installed via the Steam Workshop, in order to install properly & function. The Workshop is very poor for mod compatibility, so if you have it installed via the Workshop, it’s best you install it via the installer version anyway. This mod should be compatible with anything and everything else that doesn’t edit the Lords’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. Installation 1. Ensure TSLRCM is downloaded and installed, NOT through the Steam Workshop! 2. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 3. Run the TSLPatcher .exe and, when prompted, select your game directory (the one with the .exe file in it). 4. Click “Patch” and you’re 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 me credit for the idea and for the balance settings if you choose to retain most of mine, go for it. You don’t even need to ask me. Special thanks to @DarthParametric for his help with putting this together. It was my first time making significant edits with KOTORTool and creating a TSLPatcher install, and this mod quite probably wouldn’t exist without his help. Thanks to @Pavijan357 for identifying the missing changes to Sion in 906MAL.mod, and @DarthTyren for his assistance in helping me clean up my changes.ini and apply the changes properly to 909MAL. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.
  3. 1 point

    Version 1.2

    24,498 downloads

    ======================================================== A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION Kreia's Fall cutscene (in-game) ======================================================== Author: danil-ch Contact: danil-ch can be reached via pm at deadlystream. Filename: Kreia_Fall_In-game_1.2 1. Description: ---------- This is a Kreia's Fall scene turned from BIK movie into in-game cutscene. 2. Install: ---------- This is a mod for TSLRCM 1.8.6, it will not work otherwise. So have that installed. To install, extract the mod folder to anywhere you like, as long as it is not the SWKotOR2 folder. Simply run 'install.exe’. 3. Uninstall: ---------- There has been a backup made of the modified files, within a folder titled 'backup' in the mod folder. Simply copy 003EBO.mod into your Modules folder and appearance.2da into your Override folder, and delete baseitems.2da (Override), 910mal.mod (Modules), mus_a_kremov.mp3 (StreamMusic) and you will have reverted to TSLRCM 1.8.6. 4. Bugs: ---------- This has been tested several times to make sure nothing weird happens. If you find anything, let me know. 5. Compatibility: ---------- For this particular scene I’ve created several "new" models: 1) Lightsaber (no sound) baseitems.2da - Added Row_104_Lightsaber_No_Sound 910.mod - g_w_lghtsbr_cut.uti 2) Characters (no sound) appearance.2da - Added Row_692_Kreia_Evil_Fall_Cutscene_Only 910.mod - p_kreia_evil001.utc appearance.2da - Added Row_ 693_Darth_Sion_Fall_Cutscene_Only 910.mod - n_darthsion.utc 6. Thanks: ---------- *DarthParametric for his help. *TSLRCM team, your work has been outstanding. *Moustache Verte for French translation. 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.
  4. 1 point

    Version 1.3

    44,969 downloads

    UNOFFICIAL TSLRCM (THE SITH LORDS RESTORATION MODIFICATION) TWEAK PACK version 1.3 Author: Pavijan357 1. Description: --------------------- As you all know, SW-KOTOR 2 : The Sith Lords is a brilliant game. Unfortunately, at the time of release, it was definitely a flawed game, because it was published in unfinished state. Then came the people behind TSLRCM project and did what seemed impossible. After years hard work by all people involved in it, final result is here: TSLRCM 1.8.5 . KOTOR 2 is closer to its finished state and Obsidian's vision than ever before. So, what is this than actually for? Well, the way I see it, instead of the broken, dirty gem TSL was before, now with TSLRCM, it's the large shinning diamond, just a little rough on the few edges. This is made to polish it around a little... It's seems to me that in their vision to restore as much cut content, TSLRCM crew got a little carried away and restored even things that seem that weren't left out because of short development time, but actually CUT from game, because authors had some other and better ideas, or simple they didn't thought that those fit in the game in general way. Now, I don't claim to know what was Obsidian's original vision better than anybody else, especially TSLRCM guys, but there are some things that bothered me during the playthrough and which seamed jarring and out of place to me, so I have made this Tweak Pack for my personal usage, and also for everyone else who feels the same way about those particular things. Of course, this is ultimately thing of personal preference, so I have made this pack modular so you can install only things that you want and leave others as they are (modular parts are installed with TSL Patcher), but have also provided all-in-one setup for those that want it all. 2. Component list: --------------------- This pack consists of five main components and three small extras: Component 1 - Jorran the extortionist instead of Kaeve the thief As you probably know, TSLRCM returned cut character of padawan Kaeve, whose laigreks stole the farming equipment from farmer Suulru on Dantoine, instead of scavenger Jorran who insisted that Suulru should give him extra money for his vaporator, which was the case in the published version of the game. I like the general idea behind Kaeve, and voice-over done for her by Usagi was fine, but the main problem with her is that her dialogue seams, well... not well written in the first place, it feels incomplete and not well thought through. It seems to me that she was abandoned in earlier part of production and wholly discarded as an idea, and that's why Obsidian eventually recorded voice-over for Jorran's and Suulru's new lines instead of making some for Keave. Don't get me wrong, TSLRCM crew did a good job of restoring what was in the files, but it seems that there wasn't a lot of quality material to restore in the first place... So this component returns whole Jorran/Suulru situation to what it was in published version of TSL and removes Keave from game altogether. This also returns lightsaber part to Jorran which he had originally, instead of Keave as in TSLRCM. Component 2 - Saedhe's original head If you played the game, you would remember Seadhe, Khoonda Militia investigator in Khoonda plains, Dantooine. In TSLRCM he is given cut unique head which was planned for him earlier, but my opinion, based on his voice in game, is that unique head was intentionally scrapped and in the published version he got that of an old black guy to fit better with that voice. So install this component if you would like to see his originally assigned head again. Component 3 - No Mandalore falling on Ravager bridge In old TSLRCM versions, after you defeat Darth Nihilus and your party is leaving Ravager's command bridge, Mandalore inexplicably stood on some invisible mine and fell on the ground. This has been done to make excuse for starting Mandalore/Visas conversation. Version 1.8.3 replaced mine with much more sensible Dark Side backslash from the disappearing corpse of Nihilus, which actually looks fitting to a point, and could satisfy some people, but in case that you still want that whole part removed, like I do - this component is here. There is also spliced part on first Mandalore/Visas conversation upon boarding Ravager ("I know what it meant for you to accompany me here...") that should also, like the post-fight conversation between them, be left for some other mod which restores Ravager part to its original concept (Mandalore and Visas go to Ravager alone, Exile joins them later) like Zbyl2's excellent "Ravager Rewrite" mod, which will, I hope, be eventually updated for TSLRCM compatibility if he finds time and still has some desire for modding after his work on M4-78EP. So, this component removes spliced part on first Mandalore/Visas conversation and whole bridge collapse/second conversation situation after Nihilus fight, so you can wait nicely until some future version "Ravager Rewrite", or some other mod, restores those lines more fittingly. Component 4 - Atton’s ending dialogue After you defeat final boss, in TSLRCM you (depending on your choices) get a few final conversations with some of your crew mates. Atton is one of them, and his conversations (in both possible versions) are great and emotionally satisfying. But they seem written only for light-side character and don't fit at all for the cold-blooded bastard that you may have turned your Exile into! Because of that, this component inserts extra requirements for this dialogs to happen: Exile must be light-side, neutral, or mildly dark-side with high influence with Atton (high requirement for influence is only for slightly dark-side chars to reflect the situation when player is not entirely insensitive to suffering of those close to him and he got along with Atton nicely). So if your Exile matches any of those requirements you will get the dialogue as it has been until now, and if he/she doesn't - you will not be bothered with it. Component 5 - Kreia-Atris dialogue tweak During Kreia's visit to Atis on Telos, dialogue between those two is one of the more important ones in the whole game because it gives lots of exposition on Kreia's motivation. TSLRCM added a few restored lines of dialogue to that scene that do not seem to fit the story in it's final form. Those are the lines that reference that Kreia was there during Exile's trial, and more important, that she was the one who asked for her/him to be exiled. Which doesn't fit at all, because she was presumed dead since Mandalorian Wars by the Jedi Order at that time, and because of that she couldn't have asked that of the Jedi Council when (as we see in dialogue between them near the end) they weren't even aware that she survived! This seems to be a remnant of some old plot version that was abandoned during the production. Thus, this component removes that group of added lines from that dialogue (but keeps other ones that are not related to this issue). Thanks to Markus Ramikin who has noticed this issue and informed me of it. Component 6 - Tweak for Exile-Mandalore dialogue in Trayus academy From the first time I saw it, I was not fond at all of the Player responses in the Exile-Mandalore conversation that happens in the Trays academy if you save your party. They consist of pairs of almost identical responses with just several words changed and do not seem like anything that would normally be found anywhere in the game and therefore they really stick out as "modded content". This component of TSLRCM Tweak Pack will alter the player responses to something that (at least in my opinion) fits better with the rest of the dialogue found in the game. Mandalore's lines are not altered. Extra components: These small tweaks are separated as extras because they are not based on restorations or anything other than some thoughts of mine, or are probably insignificant to majority of players and made mostly for extra nit-picky crazies like myself. Extra 1 - Trayus Sith Lords unified This takes care of the small thing that caught my eye - that Sith Lords in the left part of Trayus Academy have their masks on, but those in the right part don't. This was probably done intentionally, possibly to provide more diversity, but what bothered me is that those without masks share the same head with Sith apprentices which are at few places found at the very same room (Yes, it bothers me, I'm that kind of guy [:p] ). So, this only gives those few Sith Lords in Trays Ac. the same masks that their "colleagues" in the other part have. Simply as that. Extra 2 - Lower Awareness requirement for "Gand Warrior" quest This lowers required Awareness skill level for solving the quest given by Suulustan in Jekk Jekk Tarr cantina, on Nar Shadaa, to 4 instead of 16. Why so low? Because I think that 16 is really too much for such a trivial quest, and by making it as low as 4 it can be solved even by players who didn't focus on developing their Exile's Awareness, simply by equipping a few of skill boosting items, and maybe also casting Valor if needed. 3. Installation: --------------------- To install this Tweak Pack, TSLRCM 1.8.3 or newer version, MUST be installed. It is made for TSLRCM and without it, it has no point. 1) If you're planning to install the complete installer version, just run its URCMTP.exe and follow instructions. It's advisable to do it IMMEDIATELY after TSLRCM installation. In that case if you plan to install some other mods after TSLRCM they won't be overwritten, and maximum compatibility is assured. 2) If you're planning to install any of modular parts just run U_TSLRCM_TP_IND.exe and follow instructions. You need to run U_TSLRCM_TP_IND.exe once for each component you have to install. For Component 1 (Kaeve removal) BOTH parts must be installed for it to work properly. Any component can be installed any time after TSLRCM installation. 4. Uninstallation --------------------- Copy appropriate files from the "backup" folder to their original places. 5. Mod Compatibility: --------------------- Any mod that is compatible with TSLRCM is compatible with this Tweak Pack. For full compatibility with "Fixed Hologram Models and Admiralty Redux for TSLRCM" by DarthParametric and M4-78EP, use the the Individual component installer for this pack, and install it AFTER those mods. --------------------- Thanks to Fair Strides for creating and updating the TSL Patcher version of the installer. Special thanks to Zbyl2, DarthStoney, VarsityPuppet, Hassat Hunter, and everybody else who was involved with TSLCRM during its long years of making, for all that they have given us... --------------------- 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.
  5. 1 point

    Version 1.5.1

    1,177 downloads

    A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.5.0 Release Date: 13.06.2022 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Description: Over the years, I have released a lot of restoration and fix mods for TSL though many of my mods don't necessarily stand out as much as others mainly because the mod is so small and insignificant. This mod is designed to make your life easier, all of my small, insignificant and standalone mods are inside this mod pack so that you, the player, only need to download 1 mod and install once (Or several times depending if you want an optional mod). What's in the mod? Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Ashton Scorpius: For making his TSL Removed Mouth Cubes mod a Modder's Resource Bioware: For such an amazing game Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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.
  6. 1 point

    Version 1.1

    1,628 downloads

    =Dahnis Flirt Option for Female PC= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin FILE NAME: Dahnis Flirt Option for Female PC.7z LATEST VERSION: 1.1 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, a Twi'lek woman NPC named Dahnis appears as a one of the Pazaak players in the Pazaak Den on Nar Shaddaa, and she is one of the Pazaak players you need to defeat to draw out the Pazaak Champ. Dahnis flirts with a male player character, and the male PC has the option to flirt back and will win the match against Dahnis without having you to play Pazaak manually. However, Dahnis does not flirt with a female PC, and a female PC will need to have Atton, Bao-Dur or Disciple in the party to win the match against Dahnis if you don't want to go through the hassle of playing Pazaak manually. This mod makes Dahnis flirts with the player character regardless of gender. With this mod, Dahnis will now flirt with the female PC as well, and the female PC will get the same dialogue options as the male PC, which means the female PC now has the option to flirt back and win the Pazaak match against Dahnis without having you to play Pazaak manually. 2. INSTALLATION: Extract the Dahnis Flirt Option for Female PC.7z you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. There are two methods to install this mod: Module Installation: Patches Dahnis's dialogue file in a MOD file from the game's Module folder. This method is recommended for players who have installed The Sith Lords Restored Content Mod (TSLRCM). Override Installation: Involves the mod user putting the mod's file into the game's Override folder. INSTRUCTIONS FOR MODULE INSTALLATION: Run Install.exe, point the installer to your KotOR 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 in the same folder as the installer. Do not delete the folder or the file within the folder if you plan to uninstall this mod. INSTRUCTIONS FOR OVERRIDE INSTALLATION: Go to the "Override Installation" folder, copy and paste dahnis.dlg into the Override folder of your KotOR 2 directory. ***IMPORTANT NOTE FOR STEAM WORKSHOP USERS:*** If you have subscribed to the Steam Workshop version of TSLRCM, you must install this mod to TSLRCM's Steam Workshop folder instead of the main KOTOR 2 directory. The directory of the Steam Workshop version of TSLRCM is \Steam\SteamApps\Workshop\content\208580\485537937. 3. UNINSTALLATION: If you used the Override Installation method, simply go to the Override folder in your KotOR 2 directory, and delete dahnis.dlg. If you used the Module Installation method, go to the backup folder, cut and paste 306NAR.mod into the Modules folder in your KotOR 2 directory. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: This mod is not compatible with any other mod that modifies Dahnis' dialogue. This mod is fully compatible with The Sith Lords Restored Content Mod (TSLRCM). 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. Do not upload this mod to Steam Workshop. 7. CREDITS: Fred Tetra for KotOR 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.
  7. 1 point

    Version 1.0.0

    461 downloads

    Description This mod is designed to work like the "Return to Ebon Hawk" button in KotOR I. It consists of a new useable item, called "Rapid Transit System". It appears in the shields menu. Clicking it will transport the player from their current location to their base (usually the Ebon Hawk, but the apartment on Telos if you're on Telos). Clicking the item again while at the base will return the player and their party to their previous location. The item is given to you on Telos, after you are moved to the apartment in Residential 082. Otherwise you can give yourself the item by typing "giveitem di_rts_01" into the console and hitting return. Installation Double click on "Install TSL Rapid Transit System", and hit the "install mod" button. Uninstallation Remove the following files from your Override folder: di_g_rts.ncs di_last_loc.utw di_rts.ncs di_rts_01.uti Credits and Thanks Thanks to DarthParametric for allowing me to bounce ideas off him, and particular thanks to JCarter for fixing my wonky scripting. Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask for my permission first.
  8. 1 point

    Version 1.0.0

    792 downloads

    While heavily modifying my TSL play-through, I stumbled upon xander2077's excellent KOTOR 1 Vanilla Masks Overhaul Mod. Unfortunately, as can be seen by the comments in that mod, since it's meant for KOTOR 1, installing its mdl files into your TSL override directory, causes TSL to instantly crash. The comments in the mod recommended installing just the textures, however this missed out on some of the cooler features of some of the headgear like the Verpine Headband's visual interface. So, I went ahead and patched the models so that they would work for TLS instead. After playing with it for a while, I figured I may as well share this to the community. This is a patch and only contains the game models themselves patched for TSL, in order for you to get the mod to work you will still have to download the original mod. To reiterate: THIS MOD IS A PATCH AND IT STILL REQUIRES THE ORIGINAL MOD TO WORK. ------------------------------ Installation ------------------------------ After installing xander2077's mod by dragging the files in it to your override folder, move the files in this mod to your override folder overwriting any conflicts. ------------------------------ Uninstallation ------------------------------ Simply delete the contents of this file from your override folder.
  9. 1 point
    If you use the brotherhood of Shadow mod, what happens if the keep Sera Degana with you all the way to meeting Bastilla on Lehon and add her to your party via the dark ending? Bastila and Sera use the same character select slot.
  10. 1 point
    View File K1 EXP Multiplier About ===== Update: As it turns out, K1 scales your enemies based on your level for many encounters which kind of defeats the purpose of this mod. I guess it still makes the final encounter harder, but I was looking for an overall harder experience. Oh well! I personally don't like the higher difficulty levels as they only change damage and don't make the game all-around harder. The amount of effort to make every enemy all-around stronger is monumental, so the easier approach would be to make your character all-around weaker. I'm using this with the `normal` difficulty, but you can absolutely combine this with a harder difficulty. This mod changes the values in `exptable.2da` multiplicatively so that you can change your rate of leveling. Here's the list of multipliers you can use: 0.25x 0.5x 0.75x 1.0x 1.25x 1.5x 1.75x 2.0x 2.25x 2.5x 2.75x 3.0x The experience tables for these multipliers can be viewed in `EXP Tables.txt`. As a reference point: 1.0x (default) amount of EXP required to reach level 20 is 190000; if there were no level cap, for level 25 it would be 300000 and for level 30 it would be 435000. The amount of experience required to reach level 20 with 2.0x is 380000; for 1.5x it's 285000 and for 2.5x it's 475000. So reaching level cap in 1.5x would be similar to reaching level 25 in 1.0x and level cap in 2.5x would be similar to reaching level 30 in 1.0x. It is worth noting that you'll be lower level throughout your run, so your enemies will have a higher challenge rating which will give you more EXP for killing them. Conversely, you'll receive less EXP for computer use and repair as those are multiplied by your current level. I haven't fully tested this, but I anticipate this balance working well in our favor so that the amount of effort to reach level cap scales less aggressively than the multiplier indicates. I'm not sure if I should change the CR tables to compensate for this. I would highly recommend reviewing the Experience article in Strategy Wiki for more context: https://strategywiki.org/wiki/Star_Wars:_Knights_of_the_Old_Republic/Experience Installation ========= To install this mod, select and stick an `exptable.2da` file in `Overrides`. Compatibility =========== This mod does change the experience level required for level 2 so you will need a mod to avoid the forced leveling on the Endar Spire. I'm personally using this one which is part of Snigaroo's build: In the future, I might consider fixing level 2 to match the EXP required in 1.0x since it doesn't really change the experience either way. Credits ====== Lastly I would like to give credit to Zulkain who made a mod that inspired this one. I personally didn't like the approach of +1000 EXP or +2500 EXP per level as that only puts you behind 1 or 2.5 levels, so I went with a multiplicative approach instead. Zulkain's mod is here: Submitter conn Submitted 03/19/2023 Category Mods K1R Compatible Yes
  11. 1 point

    Version 1.0.0

    183 downloads

    Restricts the level 3 White crystal to Light Side users only, as is the case with the other 8 variations of the Name White Crystal. For those wondering, this is not fixed by the TSLRCM or the reddit Full K2 Build. Installation: Unzip the download, then copy & paste the .uti file inside your Override folder. Uninstallation: Delete this .uti file from your Override folder.
  12. 1 point

    Version 1.0.2

    244 downloads

    This mod plays an ambient-track to complement "T3 finding the Ebon Hawk" cutscene in Peragus' Hangar Bay. Preview Description It edits the entire cutscene to not-skippable, then sets the ambient-track to `mus_s_positive` -- an original audio file that’s located in `streammusic` folder. It also stops the area BGM momentarily for 11 seconds to not have the AT overlaps with, should then it play back again. Requirement It is required for users to have TSLRCM v1.8.6 installed to their game for this mod to successfully working – both in installation process and in-game. K2CP is not strictly-required, but is strongly-suggested to have as well as this mod were made with CP’s compatibility in-mind. Compatibility Should be optimally-compatible with any mods and builds -- long as not affecting `hangcam.DLG` and `mus_s_positive.WAV/MP3`. Note: It is safe now for user to install this version on top of any currently installed version. It supersedes and overrides their functionality so compatibility is much ensured. ** -- for installation instructions, run the installer [Install.EXE]. Known Issues N/A Final Remarks There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! Redistribution Do not redistribute this mod or re-release it on any websites. I'd love providing direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use the assets to a project you will be releasing, please be kindly to ask for permission first -- that way I know what's up. Credits The Almighty Force. BioWare, Obsidian Entertainment, and LucasArts for "The Old Republic" video-game franchise. DarthParametric for past-present knowledge, and all his creation that I learn from. JCarter426 and Inyri Forge for all their work that I look up to. I learned a lot from their mods and been approaching a lot using their method. Fred Tetra for KotOR Tool. stoffe for TSL Patcher and Fair Strides for the updates. tk102 for DLGEditor. Cortisol for Holocron Toolset. All the Tool Makers wasn't mentioned -- can't make it without y'all! All streamers of DeadlyStream. All modders either active or inactive. DeadlyStream for being a home -- a place to hang-out, to discuss and hosting my work, and all their staffs for tirelessly improving-maintaining the site. DeadlyStream's #modding [Discord's] channel. -eb
  13. 1 point

    Version 1.0.0

    356 downloads

    I have always found some of the lightsaber colours to be a little harsh, so I tweaked them a bit. This is a simple re-texture, nothing fancy. Blue becomes a deep cobalt Yellow is more lemony Green is minty Violet is lavender Red is more red, less orange Orange is less like an exploding sun in your face I left the others alone since I liked them as-is. Installation: Copy the desired files into your override folder. Blue: w_lsabreblue01 Orange: w_lsabregold01 Green: w_lsabregren01 Violet: w_lsabrepurp01 Red: w_lsabrered01 Yellow: w_lsabreyelo01 Removal: Delete the files. Bugs: None that I am aware of. This mod naturally isn't compatible with any other mods that change these lightsaber crystal colours. Credits: -Obsidian for making another great SW game. -Fred Tetra for creating KotorTool Terms of Use: Please do not claim this mod as your own. Otherwise you may use this mod in any of your files with credit. Everyone likes to be recognized for their hard work. ^-^
  14. 1 point

    Version 1.0.0

    225 downloads

    This is a very straightforward mod. It provides fixes proposed in this slightly rage'y but extremaly explanatory post https://forums.obsidian.net/topic/52531-affliction-and-plague-force-power-bugs/ . <<I providede three files, main one chcanges only duration and ticks, <<Vulnerable bosses subfolder increases also the DC to 121 to make it truly irresistable. <<TSL rebalance subfolder contains a version with increased duration but same amout of ticks (7) and (12) respectively for affliction and plague (plague at DC100), and is proposed to be used with my mod in progress TSL Tactical Combat Mod. However, with or without TCM, any of the files can be used. <<<Instalation>>> Drop into override oflder. <<<Uninstalation>>> Remove from override folder. <<<Permissions>>> Credit goes to the OP from obsidian forums, my files from this mod you can redistribute or put into compilations without notice, credit is always welcome. Feel free to also repackage it at will. Cheers!
  15. 1 point
    Deleted for now. I am in the process of creating a more detailed version of this tutorial, so check back soon for the updated video.
  16. 1 point

    Version 1.0.2

    502 downloads

    ------------------------------------------------------------------------ Knights of the Old Republic - The Sith Lords ------------------------------------------------------------------------ TITLE: Effixian's Grass Improvements AUTHORS: Effix(ian) CONTACT: PM me on the forums or find me on Steam ------------------------- INSTALLATION ------------------------- Unzip somewhere and copy the files from the subfolder to your override folder. ------------------------ DESCRIPTION ------------------------ This mod improves the grass and the dirt that it's on, on the surface of Telos, on Dantooine and on Dxun. The textures are upscaled and the transparency blending is improved (from horrible to in line with the new texture dimensions). -------------------------- UNINSTALLING -------------------------- Remove the following files from your override folder: DAN_grass07.tga DANfx_grass.tga DXN_dirt1.tga DXN_dirt2.tga DXN_Drt1.tga DXN_Drt2.tga DXN_Drt3.tga DXN_gras2.tga DXN_grass.tga DXn_grassfx.tga DXN_jungfx.tga grass.tga TEL_dirt.tga TEL_grass.tga TEL_grassdirt.tga tel_grassf.tga tel_grassfx.tga ------------------------------------- DISTRIBUTION NOTES ------------------------------------- You can use the files from this mod in your own mod if you simply credit me. --------------- THANKS --------------- - Stoffe and Fred Tetra for the needed tools and tutorials - MadDerp for allowing me to reuse two of his alpha layers from his K1 New Grass mod ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ----------------- 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.
  17. 1 point

    Version 1.1

    19,223 downloads

    One thing that I found blatantly irritating is that while the dialog for how the Maintenance Officer met his demise on Peragus was both graphic and descriptive, the actual "body" of the aforementioned was absolutely untouched. This really breaks the immersion for me, so I changed the texture for his model and re-skinned the texture to have more "damage". The screenshots do a pretty good job of showing what it looks like.
  18. 1 point

    Version 3.0.0

    6,672 downloads

    ----------------------------------------------------------------------- Knights of the Old Republic - The Sith Lords ----------------------------------------------------------------------- TITLE: Effixian's PFHC03 Restoration AUTHORS: Effix(ian) CONTACT: PM me on the forums or find me on Steam ------------------------- INSTALLATION ------------------------- Unzip somewhere, pick a version and run the TSL Patcher installer. ------------------------ DESCRIPTION ------------------------ The model and 1 texture for PFHC03 are in KotOR 2's files, but she isn't available in the character creator. This mod unlocks the head. There were no portraits and textures for the dark side transition, this mod adds the missing files. This mod includes 2 variations; "Movie Style Sith eyes" and "Vanilla Zombie". See the screenshot for the differences. ------------------------- UNINSTALLING ------------------------- 1. Remove the following files from your override folder: (not harmful if you leave these, step 2 will make the game ignore them) PFHC03.tga PFHC03.txi PFHC03d1.tga PFHC03d1.txi PFHC03d2.tga PFHC03d2.txi po_PFHC03.tga po_PFHC03d1.tga po_PFHC03d2.tga 2. If you haven't installed any head mods after this mod you can get the following files from the mod's backup folder and put them back in your override folder: appearance.2da heads.2da portraits.2da Doing this when you did add another head mod would result in the later head(s) no longer being available in the game. ------------------------------------- DISTRIBUTION NOTES ------------------------------------- You can use the files from this mod in your own mod if you simply credit me. -------------- THANKS -------------- - Thanks to Sdub for pointing out that I forgot to make a Deadly Stream version (it was only on Steam) - Stoffe and Fred Tetra for the needed tools and tutorials ----------------- Donations ----------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix ------------------- 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.
  19. 1 point

    Version 1.0.0

    368 downloads

    A mod for people who like the clean look of the original TSL logo, but also want reasonable clear graphics suited for a widescreen setup. This started as a few modifications to the TSL logo for my own use, trying to see what worked best. I started with the high-resolution version of the TSL logo used by DarthParametric for the KOTOR 2 Community Patch (K2CP). I then resized it a few times, recentered and reoriented it a few times, and took screenshots as I went to compare. This is *not* a widescreen mod. This is a logo replacer intended for people who are already using a widescreen mod like UniWS. (Check out the subreddit mod build and follow the directions!) I am personally using a 1920x1080 widescreen setup with the Steam patch of the game. I cannot guarantee your results will look like mine. Install Instructions: - Download and unzip the mod. - Look through the 'screenshots' folder to compare the different options and pick one for yourself. - Find your chosen folder, copy the image (KOTOR2logo.tga) file within that folder, and paste it to your Override folder in KOTOR 2. If none of the options work for you, I've also included the raw source files so you can easily make your own. ------------- How to Make Your Own: - Download and unzip the mod - Look through the 'source files' folder and open the raw logo.png file in your preferred photo editor (I use paint.net) - Resize the base image as desired. - Select the whole image, deselect all 100% transparent pixels, copy - Open whatever KOTOR2logo.tga file you wish to use as a reference; create a new layer on that image. - Paste the raw logo image onto the new layer, then move it around to the desired location. - Delete the original layer and 'Save As' a new logo file (ideally in a new folder) - Copy that new KOTOR2logo.tga file to 'Override' and start the game to see how it looks. ------------- Credits: My thanks to DarthParametric for making the original K2CP logo image available to me via Discord.
  20. 1 point

    Version 1.1

    14,563 downloads

    Replacement Loading Screens for KotOR2: Original Pack (with or without TSLRCM) – Part 2 ============================================================================== AUTHOR: Sith Holocron ORIGINAL RELEASE (version 1.0): 17 APR 2018 UPDATED RELEASE (version 1.1): 02 OCT 2018 GAMES: Star Wars Knights of the Old Republic 2 [This mod will not work in Star Wars Knights of the Old Republic 1] Description: Were you ever dissatisfied with the low-resolution loading screens when the in-game footage looks so much better? What if there was a mod that took care of that for you? Psssst…it’s this mod! This version of the mod covers the areas in the normal “vanilla” game and the areas added/restored by TSLRCM. If you’re looking for additional loading screens that cover large scale add-on mods, you should seek out the “Replacement Loading Screens for KotOR2 Add-On Pack” which is also available on Deadly Stream. The texture size is 2048 by 2048 so you'll have a large sized picture for each. List of the areas covered in this mod Code Area ------ ------------------------------------------------------ 301NAR Nar Shaddaa - Refugee Landing Pad 301NARa Nar Shaddaa - Refugee Landing Pad (Alternate)* 302NAR Nar Shaddaa - Refugee Quad 303NAR Nar Shaddaa - Docks 304NAR Nar Shaddaa - Jekk'Jekk Tarr 305NAR Nar Shaddaa - Jekk'Jekk Tarr Tunnels 306NAR Nar Shaddaa - Entertainment Promenade 351NAR Nar Shaddaa - Goto's Yacht 371NAR Nar Shaddaa - Swoop Track 401DXN Dxun - Jungle Landing 402DXN Dxun - Jungle 403DXN Dxun - Mandalorian Ruins 404DXN Dxun - Mandalorian Cache 410DXN Dxun - Jungle Tomb 411DXN Dxun - Sith Tomb 421DXN Dxun - Turret Minigame 501OND Onderon - Iziz Spaceport 502OND Onderon - Iziz Merchant Quarter 503OND Onderon - Iziz Cantina 504OND Onderon - Sky Ramp 505OND Onderon - Turret Minigame 506OND Onderon - Royal Palace 510OND Onderon - Swoop Track 511OND Onderon - Iziz Merchant Quarter Invasion 512OND Onderon - Iziz Western Square 601DAN Dantooine - Khoonda Plains 602DAN Dantooine - Khoonda 603DAN Dantooine - Khoonda Plains Cutscenes 604DAN Dantooine - Crystal Cave 605DAN Dantooine - Enclave Courtyard 610DAN Dantooine - Enclave Sublevel (updated texture!) 650DAN Dantooine - Rebuilt Jedi Enclave Also included in this latest update are two optional textures to increase the resolution of the columns in the Dantooine Enclave Sublevel. Installation: ------------- Drop the TGA files and loadscreen.2da into your Override folder. * The loading screen “load_301NARa.tga” is an alternate version of “load_301NAR.tga”. If you wish to use the alternate version, delete the “a” from the alternate and put that texture into the Override rather than the original texture. Uninstall: ---------- If for any reason, you don’t like one (or more) of the loading screens, consult the list above so you can determine which you’ll need to remove from your Override folder. To completely remove the loading screens, delete all the above listed TGA files and the loadscreen.2da. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me before your use. Special Thanks: ------------------- Ndix UR for his wonderful Loading Screen Template which enabled me to offer these loading screens in a format resembling the original loading screens for you all. Thanks to DarthParametric, JCarter426, NDreW-25, and Marius Fett for their input and technical expertise. And thanks to YOU for giving this monstrosity a whirl! Won’t you leave feedback on the download page? (I would like to see what I’ve done right, you see…) Note: Compatible with VarsityPuppet's TOR Style Loading Screens 1.0
  21. 1 point

    Version 1.0

    421 downloads

    Prequel Robe Replacement and Kreia Visible Body Models Compatibility Patch by ajdrenter Just drop the two files in your override and you are good to go! Credit to Kainzorus Prime and DarthParametric for original mods.