Leaderboard
Popular Content
Showing content with the highest reputation on 02/13/2025 in Files
-
1 point
Version 1.6
62,503 downloads
KOTOR II: The Sith Lords Community Patch Original Mod Development/Inception: A Future Pilot Current Editor/Maintainer: @JCarter426 Contact: PM at deadlystream.com Original Release Date: June 14, 2018 Prior Version Release Date: December 10, 2022 Current Version: v1.6.0 Release Date: February 17, 2025 1. Description: This mod is a compilation of various bugfix mods put together with the intention of fixing all the known bugs with the last official patch of KOTOR 2. A huge thanks to all of the mod authors who created these mods, and gave me permission to include them in this patch. 2. Install: Run INSTALL.exe and navigate to your K2 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. 3. Uninstall: Given the complexity of this mod, a clean install of KOTOR II is recommended. However, you can check through the installation log file if you wish to undo the changes made. 4. List of included mods and fixes (alphabetical by author): A Future Pilot: Running in outer space makes you look like a squirrel injected with caffeine Ashton Scorpius: Malak had some oral hygiene problems: TSL Jedi Malak Mouth Fix 1.1.0 bead-v: The Ebon Hawk has a couple panels with bad models: Ebon Hawk Model Fixes 2.0 danil-ch: In the prologue there are remote clones instead of sensor droids: Prologue Sensor Droids Fix A number of textures don't use shaders: Textures Improvement Project DarthParametric: There are multiple issues with the Harbinger level geometry: Harbinger Hull Fixes 1.1 The Zeison Sha armour for males (PMBMM) is unable to properly perform a two-handed grip during weapon animations: Get a Grip! Zeison Sha Armour Male Model Fix 1.0 There are some minor level geometry issues in the Peragus Administration level: Peragus Administration Level Room Model Fixes 1.0 The head texture for Visas has a poor quality mask for its environment map and incorrectly uses her skin colour for the inside of her mouth The female player head PFHA04 has some clipping issues with the right eyeball and eyelid (reported by Soka) The female player head PFHA05 has incorrect UVs for the upper teeth, causing them to be flesh-coloured (reported by ebmar) The Ebon Hawk's medbay has some bad lightmaps and the camera can clip through its walls (suggested by JCarter426) The Ebon Hawk's interior had various minor additional geometry/lightmap issues not addressed by bead-v's mod The Bumani Exchange Corp. module lacked a skybox/starscape (reported by JCarter426) Mandalore is missing the helmet filter effect on one of his lines (reported by Sniggles) War Droid texture variants didn't properly display the blaster texture (Reported by Sith Holocron) When Kreia first wakes up in the Peragus Administration Level morgue, it's possible to briefly see her body disappear FF97: Khoonda’s flag was missing its texture: Khoonda Flag Fix 1.0.0 GearHead: Droids were erroneously unable to equip claw weapons: KotOR2 Droid Claw Fix 1.0.0 Droids wielding two blasters fired only one shot when using Power Blast: KotOR2 HK-47 Power Blast Fix 1.0.0 JCarter426: Various issues: JC's Minor Fixes for K2 1.5 T3-M4 and the HK units lacked shaders: JC's Shader Fixes for K2 1.1 Various fixes for which feats characters can select: JC's Feat Fixes for K2 1.2 T3-M4 was missing VO and some Gand VO was misplaced: JC's VO Fix for K2 1.2 The Republic soldier body models have been improved: JC’s Republic Soldier Fix for K2 1.1 (with DarthParametric lending a hand) TSLRCM’s Zhug encounter on Nar Shaddaa had a couple issues: JC’s Zhug Attack Fix for TSLRCM 1.1 Strength Gauntlets were missing from random loot. Peragus items have had their stats unified across all areas. They will also now stack in the inventory menu. Party puppets such as Bao-Dur’s remote would erroneously trip the stealth sensor in the jungle tomb mission (reported by Sniggles) Malak's flashback lightsaber has a long blade, matching its appearance in the first game (inspired by Marius Fett's Secret Tomb Lightsaber Fixes) Kainzorus Prime: Boma beasts have black between their teeth: Boma Beast Teeth Fix 1.0 The model in the galaxy map for Peragus looks nothing like it: Peragus Galaxy Map Change LiliArch: The broken item icon, and Grenn's case icon are incorrect LoneWanderer: The damage penalty for mining lasers did not actually apply, so the mining lasers have been implemented as a different item type. LOTO: Texture fixes: Female Asian Head 6 Dark Side Texture Fix 1.0.0 Marauder: A number of items have wrong descriptions or properties: Marauder Fix Pack 1.0.3 N-DReW25: The Serocco guard has a VO that used the wrong actor: Serroco Guard VO Fix 1.0 It's possible to not be able to get a starport visa if you let a bounty hunter go: Bounty Hunter Starport Visa Fix 1.0 ndix UR: One of the player heads wasn't able to blink or move his eyes: PMHC06 Fixed for TSL PapaZinos: The speeder on Nar Shaddaa clipped through the railing: Don't Let Kreia Fly Your Speeder! 1.0.0 Khoonda’s turrets had the wrong appearance: Khoonda Turrets Model Repair 1.0.0 Model fixes: Nar Shaddaa Docks Repair 1.1.0 Model fixes: Nar Shaddaa Landing Pad Repair Model fixes: Telos Model Repairs 1.0.0 Model fixes: TSL Turrets Model Repair 1.0.0 Model fixes: Ultimate Citadel Station Repairs 1.0.0 Model fixes: Ultimate Ebon Hawk Repairs for TSL 2.0.2 The full version of the mod at the link of the above includes some alternative animated texture options. Model fixes: Ultimate Harbinger Repairs 2.0.1 Model fixes: Ultimate Peragus Models Repair 1.3.0 Squall Lionheart: PMHH01 has some issues: PMHH01 Fixed Thor110: Model fixes: Dantooine & Coruscant Model Fix 1.0.0 (Dantooine only) Model fixes: Gamorrean Shadow Fix 1.0.1 Model fixes: Sentry Droid Animation Fix 1.0.0 VarsityPuppet: Some doors were oriented wrong: Side Opening Doors on Malachor ZimmMaster: The walking and running animations are janky: Movement Animation Fix for Both KOTOR and TSL 5. Bugs: These are the currently known bugs with KOTOR II or the mod that the K2CP is looking to resolve: https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues If you find any others, please report them. 6. Permissions: Due to this mod being a compilation from many different authors, please do not distribute it. 7. Special Thanks/Acknowledgements: · All of the mod authors who have helped make this patch a reality - thank you! · Fred Tetra - For KOTOR Tool · tk102 - For DLGEditor and K-GFF · JdNoa/Dashus - For DeNCS · Stoffe - For TSLPatcher · bead-v - For MDLEdit and KOTORMax · ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ · seedhartha - For KOTORBlender fork for Blender 2.8+ · Fair Strides - For various tools and updates to older tools · DrMcCoy - For Xoreos Tools · Snigaroo - For maintaining mod builds on the KOTOR Community Portal · danil-ch - For the original info.rtf template 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 MODIFICATION 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 MODIFICATION. -
1 point
Version 1.2.3
16,950 downloads
This mod allows the player to access a full map of the Ebon Hawk in KOTOR II. If you're annoyed at blocked off corners within the ship that prevent you from filling the map on your own, then this is the mod for you! Installing this will add an option to the ship's security system that allows you do download it in full. I've also added background stars to the Ebon Hawk's interior maps to make them look less bland. Installation To install this mod, run Installer.exe and proceed with the installation. To uninstall this mod, run the installer again and click Tools -> Uninstall Mod / Restore Backup. Compatibility & Known Issues TSLRCM must be installed prior to installing this mod. This mod is compatible with the Reveal Map Armband mod. I've tried adding compatibility for versions of the game that aren't in English, but please let me know if this doesn't work! Credits Fred Tetra, Kotor Tool tk102, DLG Editor & K-GFF Editor NickHugi, HoloPatcher The GIMP Team, GIMP Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site. -
1 point
Version 2.0.2
1,436 downloads
The fastest ship in the galaxy is also a work in progress. When they are not out and about with you, the gang spends most of their time just trying to keep the Ebon Hawk up and running. But the many gaps in walls, ceilings, and floors, the mysterious black panels, missing hull pieces, and see-through metal is a lot for even our expert Iridonian to handle. So let's give Bao-Dur a hand! So to speak. Version 2.0.0 contains lots of new goodies, such as fixed lightmapping, lights for dynamic objects where they were missing, re-cut geometry for computer panels to match blinking animations to the appropriate textures, loosened walkmeshes to remove some invisible walls, and a host of new texture mapping improvements. This mod also now has you covered for the damaged Ebon Hawk seen in the prologue, fixing the same sorts of issues. Installation: Download the 7z file for the mod version of your choice and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II". 7z files can be opened with Archive Utility on macOS, or with free programs such as PeaZip on Windows/Linux. If you are upgrading from an older version of this mod, you can safely delete that "Ultimate_Ebon_Hawk_Repairs" folder from your override. If you use either "Animated Ebon Hawk Monitors (not including Galaxy Map)" or "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)" by Sith Holocron, Dark Hope, ebmar, and Xarwarz, I have made special versions of relevant submodules wherein I recut the computer panel geometry again to match the ship animations to the textures exactly. Due to the high quality of these textures, I was able to make the cuts in this version even nicer than the ones I made for vanilla. Just take the files found in the "Animated Monitors" subfolder, place them into the main mod folder, and enjoy. Uninstallation: Remove the folder "Ultimate_Ebon_Hawk_Repairs_for_TSL" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. This mod is not compatible with "Ebon Hawk Model Fixes" by bead-v and ndix UR, but fixes the same issues, as well as a great many more. If you currently have the other mod installed, you can avoid any mod conflicts by removing either "EbonHawkCockpitFix_v2.0" or "Ebon Hawk Cockpit Fix" from your override, depending on which version you currently have. If you are looking for an Ebon Hawk repairs mod for the first game, that is available here. If you are looking for some other ways to make the ship a little more livable, there are many texture mods out there that are well worth the installation, and all of them compatible with this mod. Sith Holocron, Dark Hope, ebmar, and Xarwarz have authored both "Animated Ebon Hawk Monitors (not including Galaxy Map)" and "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)". I recommend using either version in conjunction with this mod, and have even made special versions of some of the ship submodules to cater to those textures exactly -- if you use either mod, and I recommend you do, I highly suggest reading the relevant bit in the Installation section for more details. You can also check out ShiningRedHD's "Ebon Hawk HD - 4x Upscaled Texture" on NexusMods for a high definition version of the exterior of the ship. Dark parts of the ship's map bothering you? Check out "TSL Ebon Hawk Downloadable Map" by Ashton Scorpius. If you have any compatibility questions, feel free to ask, though there are not too many mods out there also working on the Ebon Hawk's models, as opposed to textures. For a mod such as this, checking for compatibility is as simple as ensuring a different mod does not contain any files of the same name as those included in the list below. Note that this mod includes three minorly-edited lightmaps, as listed above. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I also want to give a big thank-you to bead-v and ndix UR for their work on "Ebon Hawk Model Fixes", and for their generosity. I would also like to thank Pcthoros for reporting the light issue for mobile users. For those of you curious about that mystery object in the first few screenshots, the Ebon Hawk's main hold is surrounded by a black box meant to make all the geometry errors throughout the ship less noticeable. I removed it, sealed up all the gaps in the above screenshots, as well as many more, then put back the pieces that were not accidentally visible to the player. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
1 point
Version 1.0.0
494 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. -
1 point
Version 1.0.0
1,031 downloads
SABERS ON PERAGUS. Hello, this is my first ever mod for KOTOR 2 TSL. It simply adds a few lightsabers in the locker by the first security terminal. Simply unzip the folder and drag the .utp file into your override folder, and you should be good to go. It is compatible with the restored content mod. Lightsabers added: Two single green, one single blue, and a double saber blue. Ideally, it gives you enough sabers for your Exile, so you have the option of single, dual, or double bladed, and one saber for Kreia Enjoy! Sabers on Peragus.zip -
1 point
Version 1.0
666 downloads
The drowtrodden residents of the Refugee Sector always appeared a bit too clean to me, dressed in the same outfit as your player character no less. Now they'll look the part with my implementation of an unused clothing variant (slightly edited) and a second one ported from the first game. Also applies to refugees by the landing pad. Credits: Fred Tetra for KotOR Tool. stoffe for TSLPatcher and ERFEdit, with updates by Fair Strides. -
1 point
Version 1.0.0
756 downloads
The Khoonda turrets are on the fritz again. And who can blame them? A cursory inspection reveals that salvagers have clearly stolen their internal components, as they appear to be missing half their geometry! Let's switch these turrets to the correct model. For an existing game, use a save file made before visiting the Khoonda Plains for the first time (this mod won't affect save files made any later). This mod requires TSLRCM in order to install properly. Installation: Download the 7z file and extract to somewhere convenient for you to access on your computer. You can run the recommended automatic installer in the "Installer" subfolder, or open the "Manual Installation" subfolder and follow the instructions in the included read-me to install it yourself. The installer is an .exe file, which may be run natively on Windows, or with free programs like Wine on macOS and Linux. Uninstallation: Run the automatic uninstaller in the "Uninstaller" subfolder, or open the "Manual Installation" subfolder and follow the instructions in the included read-me to uninstall it yourself. Modifications (Automatic Installation): -khoonda_turre001.utc appearance type changed from 182 to 640 -khoonda_turre002utc appearance type changed from 182 to 640 -khoonda_turret.utc appearance type changed from 182 to 640 Included Files (Manual Installation): -601dan.mod Compatibility: Users should expect full compatibility with any other mods, so long as they do not attempt to overwrite the data listed above. This mod requires TSLRCM. Another good mod to check out if you have not already is "Khoonda flag fix" by FF97, which will restore the missing texture for the Khoonda flag above the building. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and of course for TSLPatcher. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
1 point
Version 1.2
4,945 downloads
This mod makes some edits to the three scenes that occur during the escape from Taris sequence. The first of these is the “Resume the bombardment” cutscene on the bridge of the Leviathan. During this scene, it’s possible that the player and party may spawn at the back of the bridge, being visible behind Malak. An edit to the module has been made to ensure that this doesn’t occur (technically they are still there, they have simply been moved out of sight). Additionally, two of the background crew NPCs appeared to be incorrectly positioned, so one of these was shunted sideways to better respect personal space. The second is the “Incoming fighters!” cutscene in the Ebon Hawk’s cockpit, just prior to the turret mini-game. In the vanilla version of this cutscene, only Bastila and Carth were included. If your previous party included any members besides those two, they would just spawn in the hallway, possibly blocking the camera in the opening shot. This scene has been altered so that the entire party (at this point in the game) is now present in the cockpit. Mission and Canderous take the two passenger seats, with Zaalbar standing behind Mission and T3-M4 attending to astrogation duties. The third scene is again in the Ebon Hawk’s cockpit, after the fighter mini-game. The order of pre-rendered cutscenes has been altered here. In the vanilla game, after destroying all the Sith fighters, you see a video of the Ebon Hawk doing a victory roll and then jumping to hyperspace, after which you have a conversation on the Ebon Hawk bridge with Bastila and Carth where it implies you have already landed on Dantooine. Yet following this conversation, you get a pre-rendered cutscene showing you approaching and landing on the planet. This was clearly done in order to mask the module loading in the background on the Xbox. The landing movie has now been moved in front of the conversation, and the skybox in the Ebon Hawk changed to Dantooine so that the sequence makes more logical sense. Additionally, Carth, Bastila, and the player all have any equipped weapons and masks/goggles hidden for the duration of the conversation. Specific Changes: STUNT_06 - Edited the module's IFO to offset the entry position and hide the player/party. STUNT_06 - Edited the module's GIT to offset the position of n_sithcomf001. Technically out of shot currently. STUNT_07 - Edited the module's onload script to spawn the entire party into the scene STUNT_07 - Created a scene-specific stunt animation for T3-M4 (computer use). STUNT_07 - Created a scene-specific stunt animation for Mission (sitting). STUNT_07 - Created a scene-specific stunt animation for Canderous (sitting). STUNT_07 - Created a scene-specific stunt animation for Zaalbar (standing/idle). STUNT_07 - Edited the scene-specific stunt animation for the player (m12aa_c07_char01.mdl/mdx) to make them run towards the turret ladder instead of past it. M12ab - Replaced the heartbeat and k_pebo_sthdeath2 - 7 scripts with modified versions to chain movies and switch Ebon Hawk skybox Override - Edited the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) to add an astromech-accessible panel below the galaxy map. Override - Edited ebo_bast_vision.dlg to change UnequipItems and UnequipHItem flags, and replace script k_ebn12_dantrans with a custom one. Override - Added custom script DP_TarisDanTran. Known Issues: Bastila and Carth are still visibly "air typing". I did attempt to alter the camera animations to mask it, but this actually introduced more problems (stuttering camera moves and revealing previously hidden janky animations). This probably requires more extensive cockpit model alterations to address, but I'm unsure if that is worth the effort, or what effect this might have on other cutscenes. Alternatively, the stunt animations, primarily Bastila's, could be adjusted, but that probably requires someone more talented than me. The animations for Mission and Canderous aren't going to win any Oscars. Acknowledgements: Thanks to @Fair Strides for suggesting the IFO edit. Thanks to @ndix UR for permission to use the edited EH cockpit model from “Ebon Hawk K1 Fixes” as a basis and discussions troubleshooting model issues. Thanks to @jc2 for the idea to edit the player's dash to the turret animation. Thanks to @N-DReW25 for the suggestion to add a door to the back of the Leviathan bridge. Thanks to @bead-v for KOTORMax and MDLEdit, and @ndix UR for MDLOps 2K18 Edition, all of which were required at various points to get this to work. Thanks to @JCarter426 for providing and troubleshooting the scripts required to change the Ebon Hawk skybox and movie order during the Dantooine arrival sequence. Compatibility: The core changes should be compatible with most other mods. Odds are fairly low someone else has made the specific changes to the stunt and turret modules that would clash with this. Changes to ebo_bast_vision.dlg are injected into any pre-existing copy of the file found in the Override folder. For example, K1 Restoration puts a copy of this file in the Override folder, so as long as you install K1R first, this mod will patch that file. If you subsequently install another mod that directly overwrites this file (again, such as K1R), then the changes will be lost. If you see weapons and masks equipped during the aforementioned post-vision dialogue then you know this is the case. This is a minor aesthetic change and does not affect the core content of the mod. If you wish to use ndix UR’s “Ebon Hawk K1 Fixes” mod, make sure you install that first, as this mod will overwrite the model for the cockpit. The cockpit-specific fixes from ndix UR’s mod have been incorporated into this version. In the same vein, any other mod that uses a modified version of the Ebon Hawk cockpit model (m12aa_01p.mdl/mdx) will result in a clash. -
1 point
Version 1.0
2,350 downloads
Summary In Star Wars: Knights of the Old Republic, the player, like all party members, would occasionally say things during combat and when performing other actions. In the second game, however, the player is mute. This mod restores the player soundset for Star Wars: Knights of the Old Republic II - The Sith Lords. The critical files needed for the original player soundset to function were actually always there, but they were in various states of disuse. This mod fixes them up and restores the player's voice. There are different soundsets for male and female players and they are the same ones as in the first game. Installation Run Player_Soundset_Restoration.exe. Uninstallation Remove the installed files. Compatibility This mod must be installed before any mods that patch soundset.2da. This mod does not use TSLPatcher to patch soundset.2da; it uses a hard 2DA install because the exact line numbers are necessary for the player soundset to work. It feels dirty, but I have to do it. Credits KOTOR Tool – Fred Tetra TSLPatcher – stoffe, with updates by Fair Strides SSF Editor– stoffe Permissions Mod JC's Player Soundset Restoration for K2 Mod Author JCarter426 Game Star Wars: Knights of the Old Republic II - The Sith Lords Attribution Preference "Player Soundset Restoration by JCarter426" or "uses JC's Player Soundset Restoration" or some other reasonable phrasing. This mod 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 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 WHOEVER STEPS ON THIS WILL GET A NASTY SHOCK. THAT HURT, I BET! I'M THE LAST THING YOU'LL EVER SEE. SILENT AND DEADLY. 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. -
1 point
Version 1.0.0
435 downloads
There are two kinds of turrets in the Star Wars galaxy: the up turrets and the down turrets. The up turrets have all the nice geometry a turret needs, while the down turrets eschew their lower geometry in favor of nice shadows, since their undersides are not actually visible to people. A harmonious balance -- or so we all thought. It turns out that there are many opportunities to see the bottoms of the down turrets, exposing their empty underbellies for everyone to see. Their shadows are also incomplete and janky-looking. Let's restore balance to this galaxy! If you have not checked out Khoonda Turrets Model Repair, I suggest you do that as well. That will set the turrets around Khoonda to the up models instead of the down models, as they were meant to be. That will mean that they have all the geometry they need without the extra model shadows, which look no good on the higher-up turrets. Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. Uninstallation: Remove the folder "TSL_Turrets_Models_Repair_v1.0" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. I highly recommend using this mod in conjunction with Khoonda Turrets Model Repair, of you have not checked that out already. This mod will fix the lack of geometry issue there as well, but that one will remove the nasty-looking shadow it has. Acknowledgments: Big thank-you to seedartha, Symmetric, Purifier, and Ndix UR for making importing to Blender simple using KotORBlender, and Cortisol for making file extraction convenient with the Holocron Toolset. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
1 point
Version 1.0.0
979 downloads
Ultimately, my hope for this project is for it to extend to every piece of greenery to finally move Kotor 2 into something visually closer to what Obsidian's Concept art depicts (or hopefully better). However, right now I only have enough time at my disposal to work on small portions incrementally, and rather than leave this in development forever, I've opted to release each new increment as an update on this download page until it reaches completion. I guess it could be thought of as a Steam Greenlight that is always free and only exists to benefit the community. Right now all I have is the Duxn jungle foliage texture which I've rebuilt from the ground up to imitate what actual dense undergrowth looks like. I originally planned to use an area template file to make the plants look larger but it ended up somewhat redundant and the plants look fine as is. Please let me know if there are any problems or if the alpha is out of place. -
0 points
Version 1.2.0
1,316 downloads
Tired of missing a lens? T3-M4 can help! You can have a lightsaber as early as your first trip to the Ebon Hawk in a way that fits in with the story & adds additional dialogue & immersion to the game. You can construct as many lightsabers as you have crystals! UPDATE: Reconstruct Visas Marr's destroyed ligthsaber via T3-M4 for some added dialogue and influence gain/loss options with Visas when you give it back to her. T3-M4 Lightsaber Construction Mod v1.2 ====================================== By brents742 ============ Version Notes ============= v1.0 - 3/4/2021 - Initial release v1.1 - 3/7/2021 - Added ability for T3-M4 to rebuild Visas' lightsaber and place in player inventory after Visas joins the party - Created new dialogue with Visas via existing sound files for returning her lightsaber - Added new influence gain/loss options with Visas when returning her lightsaber v1.2 - 8/10/2021 - Updated M4-78 compatibility to properly display T3's dialog options for the planet - Grammatical errors corrected when returning Visas' lightsaber to her Requirements ============ TSLRCM 1.8.5 or above Installation ============ First, it should be noted that using Steam Workshop is NOT recommended as it can cause any number of issues during your playthrough. Especially with TSLRCM. With that in mind, if you are using Workshop mods, follow the Steam instructions below versus the regular install instructions. REGULAR TSLRCM INSTALL USERS: Run TSLPatcher.exe and follow the prompts. The patcher will make backups of any existing files you may have that are the same as files this mod uses. Keep track of this backup folder - which will be located wherever you have the TSLPatcher.exe running from. TSLRCM + M478 INSTALL USERS: You will need to go into the download files and copy the t3m4.dlg file from the M4-78 folder within the folder called Compatibility. Drop this in your respective override folder after regular install of this mod. Failing to do so will cause M4-78 to not be accessible as T3 will lack the dialog options to unlock the planet without this file. TSLRCM INSTALLED FROM STEAM WORKSHOP USERS: When installing with TSLPatcher, you MUST select your Steam workshop TSLRCM directory. Not the main KOTOR 2 directory. When asked by TSLPatcher to browse for a folder, go to your main Steam folder, then steamapps. Then workshop. Then content. Then 208580 (This is KOTOR 2's game code) then find the TSLRCM file. For TSLRCM + M4-78 it will be called 1402798020. For regular TSLRCM it will be called 485537937. Choose which of these folders you have for TSLPatcher to install to and let it work. If you are using other than English TSLRCM your folder code will be a little different. !!!IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS AND ARE USING THE STEAM VERSION OF 1.8.5 THE MOD WILL NOT WORK!!! Description =========== -This mod expands upon existing lightsaber construction methods (Bao-Dur) and allows T3-M4 to not only help you construct your first lightsaber, but further allows him to construct as many lightsabers as you have crystals available in your inventory (double-bladed, one-handed, short lightsabers, and Visas Marr's lightsaber) - on demand. -The intention of this mod is to give players the ability to have a lightsaber that fits into the existing lore and story of the game as early as your first visit to the Ebon Hawk if they choose. I wanted a mod that didn't just magically give the player lightsabers. -How T3-M4 is able to help you create lightsabers is explained in as much detail as would be available to the Exile at this stage in their journey. Speaking to T3-M4 and asking him to help you construct a lightsaber will begin the series of short steps required that will activate this ability for T3-M4 and give you three crystals of your choosing for use in construction. -This mod pays careful attention to ensuring nothing is removed from the base game. If you still want to follow Bao-Dur's lightsaber construction method and search for parts across the galaxy - you can do that! -The Crafting a Lightsaber quest is now given directly after regaining your Force powers on Peragus. -Using T3-M4 to construct a lightsaber will trigger the Crafting a Lightsaber quest as completed just like if you made one through Bao-Dur. Bao-Dur will not ask you why you do not carry a lightsaber anymore once this occurs. Likewise, if you have not used T3-M4 to construct a lightsaber before bringing Bao-Dur aboard the Ebon Hawk, he will speak to you about a lightsaber as normal. -Lightsaber training with Kreia is CONFIRMED to be working using T3-M4 to construct your lightsaber. -Looting post Crafting a Lightsaber quest works as it would in the base game. Where you would have found a lightsaber part, you will now find a lightsaber, just like in the base game. -This mod was designed to work within the existing format of the game concerning lightsaber construction. The only difference is the lightsaber quest will trigger early and is able to be completed via T3-M4 versus only Bao-Dur. There are some additional dialogue options for immersions sake and T3 can construct multiple lightsabers but everything else works exactly as it should. -There's a cool story easter egg within the Security System tucked away Getting Started =============== This mod works best from a new save to experience all the changes as they were meant to be experienced. This is not mandatory, however, as the mod is designed to be used at any point in the game. If Using an Existing Save ========================= Talk to T3-M4 and he will give you the access codes to the Ebon Hawk. Ask him about lightsaber construction and he will direct you how to upgrade him. If using a New Save =================== Play the game as you normally would through Peragus. T3-M4 will give you the Ebon Hawk's access codes before leaving Peragus. Ask him about lightsaber construction and he will direct you how to upgrade him. Important - Timing ================== Due to the natural progression of the game, it is best to speak with T3-M4 about lightsaber construction just before or after your initial conversation with Kreia aboard the Ebon Hawk. If you wait, your next opportunity will be directly after leaving Telos. Compatibility ============= IMPORTANT - This mod relies upon the default crystal files that come with the game. (U_l_colo_01 thru u_l_colo_10) Any mod that removes some of these files for some reason will cause this mod to not function at 100%. Mods that change existing u_l_colo files should not be a problem. Any mod that gives you a lightsaber and then changes how the Crafting a Lightsaber quest works is likely to conflict with this mod. A mod that just gives you a lightsaber and messes with nothing else should be okay, if also redundant. -I have made a somewhat thorough search of existing lightsaber mods to search for any crystal files they may add. -To my knowledge, no existing mod adds new crystals to the game beyond Prydeless' Pink Lightsaber mod. -If you are using a mod that adds crystals to the game, then after running TSLPatcher.exe and the installation of the base mod has completed, open the 'Compatibility' folder inside 'tslpatchdata' and drag and drop the secsys.dlg from the folder corresponding to the crystal mod you have installed into the override folder located inside the main directory of your KOTOR II installation. When prompted, override the existing file. I will update this file as more mods come out / I am made aware of that add new color crystals to the game. Current compatible crystal mods: -Prydeless' Pink Lightsaber mod -Working on adding more! If you run across a mod that this mod seems to conflict with, or a mod that adds crystals to, the game, please let me know and I will work to update this mod to address it. What Specifically does this mod do? =================================== -000.dlg was modified to give the player the Crafting a Lightsaber quest early (Peragus after regaining Force powers). -Global.jrl has been updated to reflect a non Bao-Dur specific lightsaber quest through string 128188 that comes with the base game and a new string appended to dialog.tlk that reads "With your companion's assistance, you have crafted a new lightsaber." -103atton.dlg was modified to reflect T3's new abilities and gives the player owner identification codes to the Ebon Hawk. -T3M4.dlg was modified with a new dialogue option that will begin the steps needed to allow for lightsaber construction (double-bladed, one-handed, short lightsabers, and Visas Marr's lightsaber) Will not allow creation without a crystal. Will properly set boolean 000_Lightsaber_Built that flags the Crafting a Lightsaber quest as completed. This is the same boolean the game has always used. T3 can be asked how he learned to help create lightsabers, after a brief explanation of time serving the Jedi, conversation is routed to existing conversation that can lead to the holorecording with KoTOR 1 characters. -Modified u_have_any_co_cr.ncs, a script that comes with the base game, so the game properly checks bronze crystals in your inventory when checking for crystals (This script will continue to be updated to reflect additional lightsaber crystals that new mods add to the game). -Modified baosaber.dlg so that Bao-Dur's conversation about lightsabers will not trigger if Crafting a Lightsaber quest is complete. This conversation will occur as normal if it is not complete. -Modified secsys.dlg with an Access System Commands option. Added a hidden compartment with three crystals that can be made into any color. Created the process for upgrading T3-M4 to allow for lightsaber construction. Placed existing camera recordings within an Access Security Cameras option. -Modified visasmarr.dlg to allow for dialogue when returning her rebuilt lightsaber as well as influence gain/loss options. -Created the following Booleans: KES_CR1 boolean - flags when the compartment crystals are created, preventing crystal creation from repeating. KES_CR2 boolean - will allow for the secret easter egg to take place. KES_CR3 boolean - prevents an infinite LS/DS point exploit from forming from repeating the secrete easter egg. KES_CR4 boolean - flags T3-M4 as having had an update, allowing for lightsaber construction to take place. KES_CR5 boolean - flags whether the character has received the Ebon Hawk's owner identification codes. KES_CR6 boolean - flags when T3-M4 has helped rebuild Visas' lightsaber, preventing this option from appearing again in dialogue. KES_CR7 boolean - prevents repeatedly activating the dialogue of giving Visas her lightsaber back. Permissions and Disclaimers =========================== I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. The user of the mod is responsible for any damage to their game that may result from using this mod. Users are encouraged to make relevant backups and do their research on existing mods they have installed to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible but ultimate responsibility lies with the end user to check for possible conflicts before installing. Special Thanks ============== Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Prydeless for their pink lightsaber mod that inspired all of this to begin with. The entirety of the DeadlyStream modding forums for their inexhaustible resources and information that allows anyone with a computer and an idea to sit down and learn how to make their first mod. Lucasarts, Bioware, and Obsidian for making a game I am still funneling dozens of hours into nearly two decades after its initial release. Contact ======= PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you. -
0 points
7,444 downloads
Brothers Dendis and Samhan Dobo decided to set up shop on the Telos citadel station. While Samhan opted to aquire his merchandise from dubious channels, Dendis kept himself, his inventory, and his prices, modest and ethical. This is why after TSLRCM I find it hard to believe that Dendis Dobo runs an honest but struggling business when I check his wares and see top-of-the-line gear and belongings of famous Jedi on sale. This mod was quickly whipped up to revert his store to it's original state. It goes without saying you should install this only if you're using TSLRCM. _________________________________________________________________________________________________ KTool..........................................................Fred Tetra TSLPatcher.....................................................stoffe & Fair Strides DeNCS..........................................................JdNoa & Dashus