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1 point
Version 2.1
37 downloads
I'm working on fixing/updating a few areas with lighting issues. This first one is the room that you first encounter Atton. The room is way too bright so I reworked the light sources and rebaked the lightmaps, using blender. The goal of this project is not to redo the lighting of the entire game. That would force me to touch every model and be a modding compatibility nightmare. I want to just target areas that stand out or look really bad. Feel free to suggest areas. The Process: You will need the KOTOR Blender plugin. I used the 3.3 LTS version of blender but it looks like it has now been updated to newer versions. I still recommend using a LTS version. First you need to switch to the lightmap UV. If you don't, the lightmap will be baked on top of the diffuse texture. You can find this under UV Maps in each meshes Object Data Properties. Select each mesh and click UVMap_lm. Yes, it is tedious but it's required. To bake the lightmaps with the plugin, click the KotOR menu -> Lightmaps -> Bake(Auto). You should click an empty space, first, to make sure no meshes are selected. If meshes are selected it will only bake for what is selected. At this point you may notice the lighting looks bad. The UVs need to be unwrapped and some lightmaps will need to be resized to a higher resolution. This is optional but it helps me keep it organized. Look through the list of meshes and see which ones have lightmaps. I then rename the meshes to start with the lightmap name (lm0_Object19,lm1_Box01, lm9_mesh456,...). When unwrapping the UVs this makes it easy to select all meshes that share a lightmap, which you may be doing multiple times. There's 3 ways to unwrap the lightmap UVs. Each has different advantages and disadvantages. The best to use will depend on each group of meshes, sharing a lightmap. 1) Lightmap Pack (Most efficient) - This one will work for most but sometimes the triangles of a face get separated, creating an ugly seam. 2) Unwrap (Medium efficient) - Keeps the basic shape of faces the same bust doesn't pack as efficiently. This one requires you to select all(a key) UVs first or nothing happens. 3) Smart UV Project (Least efficient) - This one maintains the shape of faces perfectly but each UV takes up a lot of space. May require you to increase the lightmap resolution really high to look good (1024x1024 or more). While in the layout workspace, select all meshes that share a lightmap. Then switch to the UV Editing workspace. All meshes need to be selected in the 3D view, for the UVs to show in the UV editor. Then select one of the unwrap types in UV -> Unwrap. Remember, if doing regular unwrap, selecting all UVs is first required. Now, go back to the Layout workspace and bake the lightmaps. Some lightmaps may have weird artifacts or look low res. You can compensate for that by resizing the lightmap texture. Go to the UV Editing workspace and select the lightmap to edit. Then Image -> Resize. I try not to resize higher than 512x512 and I keep less detailed meshes between 16 and 128. The larger the texture size, the more memory it takes in game and the longer it takes to bake. Then go back to Layout workspace and bake again. To save the lightmap texture, go to UV Editing layout then Image -> Save As. You will need to do this for each lightmap once and make sure you choose TGA when saving. After, you can use Save All Images. I haven't even touched on lighting but here's a few tips: - Under World Properties, the surface color will affect your lighting a lot. I prefer to just remove the surface(or make it darker) and it gives me more control over the lighting. - Point lights fill the room with a lot of ambient light. If you want more control over the shadows use spot lights. - The game engine will add even more lighting on top of the scene. You can control this in the light's Object Properties -> KotOR Model Node -> Light -
1 point
Version 1.0.0
1,464 downloads
Thematic Jedi Masters Premise A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary. When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are. Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation. Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people. For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download. Why Use Thematic Jedi Masters? As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight 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 Jedi Masters is likely for you. Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest. This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing. Compatibility This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits. Installation 1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. 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 myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me. Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image. -
1 point
Version 1.0.0
118 downloads
Introducing: Sleheyron Story Mod. A brand new planet expansion to add to your next KOTOR play-through: Sleheyron! Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR. This mod contains the following new content: I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A roughly 5 hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (A future update will include a Leviathan rescue). 3: 25 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. This is the 1.0 release of the mod. After thorough testing, it appears there are no major bugs plaguing either Sleheyron or the rest of the game. However, please don't be afraid to contact me if you do find any glitches that you need resolved urgently. Or give me feedback for future updates! Or tell me if you're using Sleheyron: Story Mode for your own mods (Which I encourage!) Contact me here or on Discord (sao1138 is also my Discord handle). Regarding compatibility: This first version of the mod was NOT designed with compatibility in mind. There will be a later release this summer of "Sleheyron+" that will use HoloPatcher to create a mod-compatible version of Sleheyron. But that being said: Several testers in the team have found a very surprisingly high degree compatibility with other KOTOR mods. A happy accident so far, but use whatever mods you like at your own risk (but I can say now it is definitely not yet compatible with BOSSR, unfortunately!) Because compatibility was not a goal for the 1.0 version of the mod, this mod does not yet use a Patcher program. There is a detailed and simple ReadMe with installation instructions within the zipped folder, however. If you are interested in using other mods, my tester has found that you can install the entire of the most recent Neocities Mod Build with Sleheyron; just be sure to download Neocities first, then Sleheyron (he also said this caused an animation glitch with Selkath, but that can be resolved by then installing the Custom Selkath Animations and NPC Overhaul Mods to fix it. But, again, these were not intended when developing the mod- it's just an interesting solution to an unforeseen problem. The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too! Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like. Some acknowledgements! Modders: First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies. GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. The_Chaser_One, a painstakingly thorough beta tester that made sure this mod was ready for launch (and also providing the cover art). StellarExile, who helped me out with learning how to use the patcher. MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice). Tool Developers: Cortisol and W1z4rd designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! Voice cast: LadyandSaoRS, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition. Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt). C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!" PuckShadows for his Sith Lt. Savage. Juice Phanta for a pitch-perfect protocol droid. Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with. Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!) Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina. Companies: Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much. NexusMods and Deadly Stream for being the places to discuss and host mods. Discord for enabling communication that made this mod a collaborative effort. Final Dedications: My wife, who tolerated me spending nearly six months isolated to make this. To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me) My apologies if I missed anyone else; but I appreciate all of your hard work! I hope you all enjoy Sleheyron: Story Mode! -
1 point
Version 1.2.0
10 downloads
Texture conflict checker for K1 and K2. Place in your game directory and open it. It will list all conflicting textures, in the override folder, and allow you to choose which version to keep. Unwanted textures are moved to a texture_duplicates folder and can be restored through the tool. Source: https://github.com/J0-o/kotormods/tree/main/Texture Conflict Checker -
1 point
Version 1.1.0
162 downloads
Adds sneak attacks and PC Awareness checks to Sith Assassins and Hssiss. SUMMARY: From the in-game description of the Awareness skill: “Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…” If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them. Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation. In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins! This mod does the following things: - Restores PC Awareness vs Stealth checks on Sith Assassins (and Hssiss) - Gives all Sith Assassins the ability to perform sneak attacks - Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked) This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you! This mod also applies to the Hssiss creatures on Korriban which are the other enemies that “use stealth” in the game. Note this mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. For balance, all stats and feats are granted based on PC level. A reduced difficulty option is included and recommended if you’re not experienced with the game’s combat. DETAILS: This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the hardcoded PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results. While in line of sight of a stealthed enemy, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned). All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5). In the reduced difficulty option, the Stealth skill is reduced by one third and the Sneak Attack progression is slowed to every 3 levels and capped at rank VII (equivalent to Jedi Watchman progression). INSTALLATION: Please read compatibility notes before installing. To install, open HoloPatcher.exe and run “Main Installation”, choosing either the “Default” or “Reduced Difficulty” option. (Optional) After installing, if you have Peragus Sith Troops to Sith Assassins by Hassat Hunter or Sith Assassins with Lightsabers by Lewok2007 installed, run the included compatibility patch. Unaltered copies of any edited files will be placed in the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION: 1. Remove the following files from override: 2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move any files inside backup/Override to the Override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY & OTHER NOTES: Compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter. An optional compatibility patch is included to make the Sith Assassins added by that mod use stealth. Some of the Assassins in the turret minigame will spawn with Stealth vfx. Compatible with Sith Assassins -- With Lightsabers by Shem or alternatively Sith Assassins with Lightsabers by Lewok2007. If using the version by Lewok2007, my mod must be installed last. You should also install the “Peragus Sith Troops to Sith Assassins” compatibility patch since that version combines the previous two mods. Be aware that this mod increases the damage output of Sith Assassins by giving them sneak attacks. Giving them lightsabers will increase the difficulty further. If you’re not experienced with the game’s combat, consider the reduced difficulty option when using these mods together. Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe. Partially compatible with Trayus Rank Reform, but my mod must be installed last and will overwrite most of the female Sith Assassins added by that mod. The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra Holopatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides Holocron Toolset - Cortisol -
1 point
Version 1.0.0
62 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 31.05.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given a few options. Each option will install a different alien species into your game, to get all the aliens the pack offers you'll need to install all options one after the other. Bith- This option will add 4 new Bith variants across the game. Ithorian- This option will add 2 new Ithorian variants across the game. Duros- This option will add 2 new Duros variants across the game. Devaronian- This option will add Devaronians to the game. They come in 5 variants with each variant having a matching Czerka variant. Description: This mod adds brand new aliens to the game whether it be entirely new aliens or expansions to the already available aliens from the vanilla game. Each and every alien, both vanilla and new, shall have five variants. For expanded pre-existing aliens, for example the Rodians (when they are added) will only have one new appearance as there are already four generic Rodian variants in the vanilla game whereas the Duros get two new appearances as they only have three whilst the Bith get four new appearances as they only have one. New aliens, if applicable, shall have unique soundsets and new VO wherever possible. These new aliens may replace pre-existing aliens, for example a Devaronian may replace a Twi'lek and its Twi'lek VO whilst other hypothetical aliens like the Zabraks may replace previously human NPCs with Zabraks. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SilverEdge9: For the Brotherhood of Shaodow: Solomon's Revenge mod, this mod photo sourced and modified elements of Lukeo H'tiba's texture for one of the Biths. RedRob41: For his artwork in the Revenge of Revan mod by Logan23, this mod photo sourced and modified elements of his Bith textures for several Bith redesigns. BithBiter: For his TSL Party Project mod, this mod photo sourced and modified elements of his Bith texture for several Bith redesigns. Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! h3w1zard1: For the HoloPatcher! 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. -
1 point
Version 2.0
17,465 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 has the potential to 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 class & attributes, with 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. For example, in Thematic Sith Lords, Sion has extreme STR and CON, but poor WIS and INT, and abysmal DEX and CHA. 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 where 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. Additionally, for the 2.0 release of this mod the entire mod was reworked from the ground up with even more comprehensive alterations, as well as including the Visas ambush fight in the list of edits. The 2.0 changes were extensively tested for realism, balance & difficulty, and a full list of all the alterations made to each Lord is included in the file download for those who would like to see exactly what I did, as well as a brief explanation for why. 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 three features which other difficulty mods for the Lords often don’t: it makes adjustment to Visas’s ambush of the party on the Ebon Hawk; it modifies the Sion fight on Korriban as well as 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. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies, or who used the 1.0 version of Thematic Sith Lords, may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest. This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing. I will note as an aside that there is one fight that is abnormally difficult: Atton vs. Sion. But I view this as being realistic, and designed it this way purposefully: Atton is an above-average Jedi at best going against a Sith Lord, and there should be a real chance of him losing there. It should be a major triumph if you can evade Sion. 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. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Sith Lords’s module-based edits. 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, choose which of the two main modules you would like: Standard (base changes only) or No Force Rating (removes the saving throw bonuses to DS characters in the Korriban Sith Academy, which can make the Sion fight there more difficult). Once you have chosen your preferred module, select your game directory (the one with the .exe file in it), click “install mod” and you’re done! 4. Optionally, if you would like Visas to appear as a Sith Assassin during her ambush, re-run the installer after installing your chosen base module and select the “Sith Assassin Visas (Optional)” install option, then install that module also. 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 myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me. Special thanks to @DarthParametric for his help with putting the 1.0 release 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 cleaning up my changes.ini and applying the changes properly. Credit to @offthegridmorty for his “Visas Marr: Sith Assassin” mod, which inspired this mod’s optional module to change Visas’s class to Sith Assassin during her ambush on the Ebon Hawk. Premier thanks goes as usual to @JCarter426, who rebuilt this entire mod at my request for the 2.0 release, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. As of the 2.0 release, this mod is much more his than my own and I am tremendously grateful for his help. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image. -
1 point
Version 1.2.1
1,249 downloads
Description: 2 mods were released a long time ago, doing some part of what this mod does. These 2 mods being Shem's Sith Assassin's with Lightsabers and Hassat Hunter's Sith troops to Sith Assassins. Although these 2 mods are fine, there were a few issues/complications. Both of these mods are listed to install on the TSL Community Mod Build, but having both installed leads to some consistency issues. The changed assassins on the Ebon Hawk won't have lightsabers like Shem's mod does to them on the Harbinger. Additionally, Shem's mod had some of the Lightsabers drop premature to the player getting their own lightsaber, allowing you to get multiple of them for you and your party. While that's not despicable, it is a bit annoying for players who want to have a consistent and story accurate playthrough. This mod combine's the features of the 2 mentioned mods, while making it consistent. Installation: This mod is split up into 2 mandatory install parts and 1 optional install. First, extract the .zip download. Run the Holopatcher.exe and select the first part install option, installing to your TSL directory. Once that is completed (rename "Backup" to "backup1", in case you want to uninstall the mod.) Go to the drop down menu where the first part install option is and select the second part, and run the Holopatcher again. Once that one is completed, you have the mod installed. Optionally, if you want the Assassins to be debuffed for the Ebon Hawk Raid. (rename the current "backup" folder to "backup2" in case you want to uninstall alter.) select the Optional third install in the drop down menu and install that. Boom, now you're done. Note: You can install the first part alone and the mod will be fine, but the second part installs for the turret sequence on peragus. If you'd like the immersion and consistency, install both parts. Uninstall: Open up "backup1" and copy the .mod file to the modules folder, overwriting it when prompted. Delete all the .utc filed in the game's override folder that match the .utc files in the backup2 folder. Open up "backup2" and copy the .mod file into there to the modules folder, overwriting when prompted. Open "backup" if you installed the optional third install, and copy the .mod to the modules folder, overwriting. Compatibility: Don't worry if you have Shem's and Hassat's mods installed first, this mod will overwrite what they do. Credits: Holocron Toolset - Cortisol Holopatcher - Cortisol TSLPatcher - Stoffe (used in the previous versions) Snigaroo for testing help. Shem and Hassat for making the original mods, that this mod replicates. Permissions: You can use parts of the mods in your own, as long as there is proper credit. Don't re-upload this mod anywhere without any changes done, if I want somewhere, I'll put it there. DO NOT reupload to the steam workshop. Bugs: None known at the time. Report if any are encountered. -
1 point
Version 2.5.2
52,225 downloads
======================================================== A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION Extended Enclave 2.5.2 (TSLRCM 1.8.6. Add-On) ======================================================== Authors: danil-ch & Darth Hayze 1. Description: ---------- This is an extended version of the Rebuilt Enclave sequence. We went through the dialogs as modified by TSLRCM and compared them to the original versions and made changes and restored additional dialog based on developer notes, etc... The following scenes have been modified: 1. "Did you not go to join him?" Brianna approaches Kreia before the dialog with the Masters starts, and Kreia has additional lines. 2. "It is not as it was..." The sequence with the Jedi Masters has been extended with additional dialog from the masters themselves, and when reading the minds of your party, all but Hanharr/Mira are now represented. Depending on whether you learned how to read the character’s minds, or spoke to Atton about playing Pazaak, lines may change. 3. "You have failed me. Completely, and utterly." Kreia's confrontation with the Exile now includes several minutes of new dialog. Some of the additional dialog is dependent on your influence level with Kreia, i.e. the scene will have different lines at the end if you have high, low, or 'neutral' influence with Kreia. 4. "The exile is dead. We have lost - it is over." After Kreia tells the Handmaiden(s) that the Exile is no more, they board the hawk, Brianna/Sisters informs the crew of the Exile's passing, Kreia tells them the one who waits in the darkness will now be revealed, and then leaves for Atris. 5. "I know you can hear me." The scene with the Exile reading the party's minds has been extended with dialog from Atton, Bao-Dur and Canderous. 6. "If you don't warn them" The scene with Kreia and Mical has been placed back in the original location as an extension of one of the Kreia/Mical scenes on the Hawk. 7. "I have never needed you." Sion now receives word of the Exile's fate on Dantooine and decides to confront an old friend. 8. Numerous bug fixes and tweaks to this scene to make it run smoothly. In addition, there is now a shot of Nihilus' ship before the scene with him and Tobin. 2. Install: ---------- (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) As this is an add-on for TSLRCM, TSLRCM 1.8.6 is REQUIRED. This is an add-on for TSLRCM, it will not work otherwise. So have that installed. First, if you do not have M4-78 installed at this time, you only need to follow TSLRCM Step 1 below. If you do have M4-78 installed, or at any later date you install it, you will need to follow M4 Step 2 below. TSLRCM Step 1: To install, extract the Extended Enclave folder to anywhere you like, as long as it is not the SWKotOR2 folder. When you run the installer, it will present you with two options, for TSLRCM only, select Standalone option and run it. M4-78 Step 2: If you DO have the M4-78 installed, after running the TSLRCM Standalone installer, run the M4-78 Compatibility patch and follow the instructions presented to you. 3. Uninstall: ---------- There has been a backup made of the modified files, within a folder titled 'backup' in the 'Main Patch" folder. Simply copy 650DAN.mod, 003EBO.mod, 907MAL.mod, and 904MAL.mod into your Modules folder and delete 020EBO.mod, and 856NIH.mod, 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 us know. 5. Distribution Notes: ---------- This mod may not be modified or distributed without the explicit permission of the authors. 6. Thanks: ---------- Thanks go the entire TSLRCM team; your work has been outstanding. 7. Credits: ---------- AUTHORS: danil-ch and Darth Hayze: Pretty much most stuff, this included lots of scripting, vo splicing, picking up slack when one of us disappeared, etc... CONTRIBUTORS: Hassat Hunter and zbyl2 - for help with getting it ready for TSLRCM 1.8.2/1.8.3 Sith Holocron - for suggesting a mod collaboration and the cool logo Exile007 - for contributing his early work on the Sion scenes TESTERS: Loki147 Malkior 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. 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. -
1 point
Version 1.0
2,437 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 1.2
33,656 downloads
This mod allows you to upgrade the personal crystal independently of Kreia. That way you can do that even after Kreia becomes unavailable. The idea behind this mod is that if this crystal you get on Dantooine is so unusually responsive to you, why do you need someone else to keep it attuned? As I see it, the reason is Kreia's being the manipulator and control freak that she is. Most likely she wanted to seem even more indispensable to the Exile. Each time he runs to her with the crystal, it's a subtle reminder that he gains power, but through her. However, what if our Exile was perceptive enough to pick up on the procedure himself? Therefore, with this mod, you can attune the crystal at a workbench, without Kreia's help. However, you must have enough Wisdom (16 or more). That stands for the Exile having sufficient understanding of the Force and of his own connection to the crystal. Hint: if you're playing a combat-oriented character with low Wisdom, you can still meet the Wisdom check with some Wisdom-increasing items and/or Force Valor.