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8 points
Version 1.0.0 A
85 downloads
I reworked the screens for the Taris Dueling Arena Adjustment 1.4 mod. Created animation. Frame size 1024 by 1024 (42 frames). 1. Download: TarArenaScr 2. Copy all files to the Knights of the Old Republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the DP_TarArenaScr A - I .tpc files (this is not required if downloading the .tpc filetype option; simply overwrite files when moving to override). 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
8 points
Version 1.0.0
65 downloads
Created by: Sith Holocron (and others listed in the credits section) Game: Knights of the Old Republic 2 (using Trex’s “The Jedi Masters” mod) Version 1.0 Uploaded: 07 AUG 2025 Description: The Kotor III: The Jedi Masters Texture Reinterpretation mod was designed to upscale and/or enhance the many (oh so many) textures seen in the mod. For sake of my sanity, I’ll be abbreviating The Jedi Masters to TJM from here on. It is an extensive mod pack (as might be indicated by the size) but as seen listed below, it is not a complete overhaul. TJM uses textures from both KotOR1 and TSL. As there are already two fine upscale packages on Deadly Stream – and they both have liberal use policies – I was able to grab a bunch of upscales that already existed after renaming them to the TJM conventions. (See credits section for the other mods that were sourced.) Some of the TJM textures required new upscales as many of them are simply recolored vanilla textures and I didn’t want to manually recolor all of the original textures. Additionally, some of the textures in TJM are new or sourced from places outside the vanilla game. I’ve adjusted textures to my liking when I thought it would benefit the texture but I’ve mostly attempted to remain faithful to the – shall we say unique? - visual style of this mod. New upscales were (generally) set to upscale at 4 times the original size. The exceptions to this scaling are textures that would be larger than 2048 x 2048 if upscaled at 4x. As TJM is extensive and I didn’t have access to a beta team for this, please report any textures that I may missed an alpha layer for. I have heard rumbling that they are more than a few in the original TJM mod itself that presented issues in one way or another. Feel free to post pictures of areas over in the Release thread. In addition to the numerous before and pictures provided on this page, here is a little video showing the end results. What’s not included and why: I have not upscaled the following categories of textures included with TJM. Trex’s Custom Skyboxes: Many of these are already near the self-imposed 2048 x 2048 limit. In my humble opinion, they would not benefit from upscaling. I have replaced one of Trex’s skyboxes as seen in the outdoor levels of the planet called Etti with a version that uses my own textures rather than uses Trex’s textures (and it’s twice the size). Additionally, I have replaced one of Trex’s Coruscant skybox with one of my own. Inventory Items and their icons, including clothing and weapons: These fall outside of the scope of my original plans. Others that concentrate work on these type of mods would a better choice than me for this. Portraits and Character skins: Like the previous, working on character skins isn’t my forte. Many of the textures from Quanon were not upscaled (as they are close to my self-imposed size limit as they currently stand). When and where Quanon reused vanilla textures, those have been upscaled. If you are interested in what this mod doesn’t cover, you can always request other folks to work on it in the Mod Requests section on Deadly Stream. I wish you the best of luck with that. Installation: Drop all TGA and TXI files included in this mod into your Override folder. Credits: Some ship textures, the Czerka-branded protocol droid texture, and one animated computer panel in this collection were sourced from Dark Hope’s releases. Thanks to DH and his generosity in making permissions open for her mods. See here for a wide selection of his mods. Many of the TSL textures were sourced from “RESOURCE: Topaz GigaPixel AI Upscales – K2” by Thor110 (https://deadlystream.com/topic/9592-resourcetopaz-gigapixel-ai-upscales-k2/). I give my thanks for this convenient modding resource. Many of the KOTOR1 textures that TJM uses, I sourced upscales from what was originally called “KOTOR 1 Four Times ver 1.0” on Deadly Stream. It doesn’t appear to be on Deadly Stream now but I have found a version of that mod. It was uploaded to NexusMods as “KOTOR HD Galaxy Mod” - uploaded by SimplyCool988. Thanks to whoever the original unnamed author was for their open permissions, as listed in the read-me file. Thanks to Sithspecter for permission to use portions of his example pictures from his High Quality Blasters mod page. (https://deadlystream.com/files/file/861-high-quality-blasters/) Thanks to Lewok for beta testing these textures, adjusting some TXIs and an alpha layer of some textures on the D’Arth Syyth flagship, providing valuable input, and helping troubleshoot problematic textures. Thanks to Fair Strides for texture feedback and moral support. 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. 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. With the current state of NexusMods claiming mods as their property. it is unlikely for me that I’ll upload this mod over there. With that, Deadly Stream will be your one place to download this collection. Usage of my textures in other mods must be requested and approved by me before your use. -
5 points
Version 1.0.2
66 downloads
Heyorange's Sith Uniform Reformation (Revised) A Mod for Star Wars Knights of The Old Republic Original Author: Heyorange (aka Pataschka) Upscales and Tweaks by Sith Holocron (with assistance) Note from Sith Holocron: You may be familiar with HeyOrange’s Sith Uniform Reformation mod. This a revised version of that mod. This mod aims to not have the same method of dropping a swath of UTC files in your Override which makes for compatibility nightmares. The intention is for this mod to handle this integration through module injection. DESCRIPTION: Regarding the textures: This mod upscales the original mod’s textures to 4 times their original size. After that was done, I’ve tweaked the individual textures to add (or readd) detail that was either missing or misinterpreted by the upscaling AI. This includes adding detail where applicable such as: · New gold or silver braids by the zippers and the sleeves on certain officer uniforms · New rank bars on the chest, sleeve and pauldrons · New PIPs and rank symbols for those rank bars · New replacement pockets for both the male and female blouses. Some with brand new code cylinders in those pockets, some without. (Some of the original textures had empty pockets and I’ve kept those empty as HeyOrange did) · Readded fresh versions of the Regiment Insignia on the pauldrons and blouse pockets · New collar devices to replace the old ones · Clean up on some of the trouser stripes that were muddled during the AI upscale · New buttons to replace the drawn-on ones on ammo pouches · New eyes for the Sith Officers male and female heads · New bandage (by Malkior) for Major Hurka texture The mod includes four install options labeled as: 1. Basic Installation 2. KOTOR Community Patch-Compatible Installation 3. Extra: Sith Students + Czerka on Korriban Fix 4. Extra: KOTOR 1 Restoration Fix Option #1 is the base install, which contains all of the textures included in the original mod by HeyOrange with my upscales and edits, in addition to edits to N_SithComF02, N_SithComF03, N_SithComM02 and N_SithComM03, which are variants of Sith enlisted textures which heyorange’s original mod did not edit. This version also removes some edits heyorange made to Sith stats, gear and loot, reverting them to vanilla. Option #2 is a Community Patch-compatible version of the same above install. Option #3 is an add-on which includes a reskin of the standard uniform for Sith students on Korriban which also fixes Czerka workers on Korriban so they wear correct uniforms. Do not choose this option if you are using another mod which makes similar changes, such as Korriban: Back in Black! Option #4 is an add-on for the KOTOR 1 Restoration (or other mods that restore Major Hurka) providing her with a unique uniform. INSTALLATION: If intending to use the Community Patch-compatible mod version, please ensure the K1CP is installed first before proceeding with this installation. Select whichever of the two base installs fit your needs (Option #1, or option #2 for K1CP compatibility), run the installer and select the chosen option and hit install. Point the installer to your game’s main directory (where the executable is located) and you’re done! If you wish to use option #3 or option #4, you will need to re-run the installer and select those options after applying the main install. The rest of the install process is the same. CREDITS: To Snigaroo: For suggesting this project in the first place and for consistent feedback throughout the project, as well as writing parts of this readme. To JCarter426: For both setting up the TSLPatcher install to make this mod possible. To Malkior: For the new bandages on the Major Hurka texture in the K1R folder. To Fair Strides: For consistent feedback throughout the project. To Effix: Effix did provide me with some work on textures pre-upscaling at the start of this project but I wound up not using his work. However, it seemed appropriate to thank them for their help. Thanks, Effix! The following is the read-me from the original mod excluding the installation instructions as this version of the mod will be handled differently in that aspect. FROM THE ORIGINAL MOD: Heyorange's Sith Uniform Reformation A Mod for Star Wars Knights of The Old Republic Author: Heyorange (aka Pataschka) Version: 1.0 Description: This mod is a bunch of reskins of the Sith officer uniforms. Different uniforms with different rank insignias were given to different officers throughout the game to give a bit more realistic look. Aside from that, the uniform of the Admiral Saul Karath was changed and a new reskin for Sith students was added. The Mod is divided into 3 parts: 1. Heyorange's Sith Uniform Reformation - the main part of the mod 2. Sith Students + Czerka on Korriban fix - reskin of the standard Sith uniforms for Korriban Sith students and fix for Czerka workers on Korriban to have correct uniforms 3. K1R fix - A reskin of the Sith uniform for the added wounded officer on the Leviathan by the K1R modification PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
5 points
Version 1.0.0
21 downloads
Alternate Coruscant Skybox [Day Time] A Mod for Star Wars Knights of The Old Republic II: The Sith Lords Author: Sith Holocron DESCRIPTION: I was recently asked by someone about another Coruscant skybox that I recently made for my upscale compilation for The Jedi Masters mod and whether they could use it for their mod. I just released the mod and I’d like for that mod to have a chance to find its audience before being picked over for parts so I made them a compromise: how about if I made you a new Coruscant skybox? This is the result of that and I now offer it to you! These skyboxes are for the Coruscant module that has the Jedi Council Chamber. It will not cover the additional Coruscant areas that appears in either Trex’s “The Jedi Masters” mod or Deathdisco’s “Jedi Temple” mod. INSTALLATION: Place all of the TGA files into your Override folder. UNINSTALL: Remove those files from your Override. PERMISSIONS: I am giving my permission to use any part of this mod to anyone as long as I am credited as the original author. THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
5 points
Version 1.0.0
78 downloads
This mod will replace and update texture files. For proper operation, KOTOR 1 Community Patch 1.10.0 must be installed. To Install 1. Download: LHR_dust.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love -
3 points
Version 1.0.0
55 downloads
This mod will replace and update texture files. To Install 1. Download:N_DeadeyeH01.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love -
3 points
Version 1.0.0
20 downloads
Kashyyk cut module restoration v1.0 By Zobizob Description: In 2014, InSidious provided the Lost Modules Pack mod that was providing a playable version from cut content modules. The kashyyk module was the one that needed the less work to be entirely playable. This is a modder's ressource. All you need to do is drop the m25ab.mod in the module folder, and the vis file + the minimap files into override. I provided 2 versions of my custom minimap: 1 without any background, 1 with the gamefile minimap existing for this module as a background. Work done and disclaimer : The vis file has been corrected, so there won't be any part of the level disappearing within your field of view. The minimap existing in the game file was unusable, being only a screen from the top of the map. I created a new minimap using the .are view from holocron toolset. There are 2 versions of my custom minimap, 1 without any background, and another 1 using the preexisting minimap from the gamefiles as a background. I edited the .are so the minimap was accurately displayed in game, and also to add the fog effect like in the K1 vanilla shadowland module. The level is entirely playable and very faithful to the other shadowlands modules. The only thing a bit wrong is some bird animations, but i can't edit them with blender without breaking them even more. This little issue is really not that noticeable now that the fog effect has been enable anyway. There is still 1 file missing, the .pth file which allows npcs to walk inside the module in a scripted way. I will see to pull out a custom .pth file. Credit: InSidious for his original Lost Modules Pack mod. Thor110 for his very valuable insights. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use this work, just credit me if you're using my files. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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. -
2 points
Version 1.0.0
45 downloads
This mod will replace and update texture files. To Install 1. Download:N_oldAMH01.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love -
2 points
Version 1.0.0
39 downloads
This mod will replace and update texture files. To Install 1. Download: N_Comm_w_m02.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love -
2 points
Version 1.0.0
54 downloads
Improved Cantina Sitters By Alvar007 ------------------------------------------------------------------------- DESCRIPTION: This mod populates some of the empty spots at the Tatooine cantina, mainly the four alcoves with tables on the room. Each sitter has the corresponding item depending on the animation played. The laughing animation is also implemented as another placeable sitting animation. The mod also adds a Duros as a new placeable sitter in the game, replacing the Twilek male that wasn’t being used. Finally, the two low-poly human sitters at the Upper City Taris cantina are replaced by high-poly models. INSTALLATION: Just run the .exe that comes with this download and select the game's installation main folder (NOT override). COMPATIBILITY: This mod should be compatible with any mod that doesn’t mess with the placeable sitters in the cantinas. LICENSE: Anyone is welcome to use this mod in any of their mods or include it in a mod build. CREDITS: EbonHawkStowaway999 for the idea. ------------------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND 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. -
2 points
Version 1.0.0
15 downloads
Restores the vanilla colors of Vrook and Zhar’s robes which are switched by K1CP. DESCRIPTION K1 Community Patch includes Vrook and Zhar Fix by N-DReW25 which switches the color of Vrook and Zhar’s robes to match their appearances during a certain cutscene in the game. It’s a sensible fix especially given the impracticality of changing the cutscene itself, but personally I think the original colors just look better on the characters and prefer keeping them and accepting the brief visual inconsistency. Since K1CP is considered an essential mod by many, I made this patch you can install on top of it if you want to restore Vrook and Zhar’s vanilla robe colors. INSTALLATION Make sure KOTOR 1 Community Patch is installed first. Run HoloPatcher.exe. Select your game data folder. Press install. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION Move dan13.mod from the backup/Modules folder to the game’s Modules folder. COMPATIBILITY K1CP must be installed first, otherwise this mod will do nothing. If a different mod changes Vrook/Zhar’s robes, it will conflict. Should be compatible with any other mods. PERMISSIONS Do whatever you want with this mod. CREDITS offthegridmorty HoloPatcher - Cortisol, th3w1zard1 Screenshots include KOTOR 1 Community Patch and JC's Cloaked Jedi Robes. -
2 points
Version 1.2.0
104 downloads
30 Vanilla+ lightsaber hilts (10 regular,10 short,10 double) Working texture for both Aspyr and Legacy In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K2 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. These are also compatible with the Aspyr version of the game, which had broken hilt textures. I added a custom hilt for Malak as well. Install Steps: - TSLRCM Required - 3C-FD Patcher required for Aspyr version - JC's Lightsaber Visual Effects for K2 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K2 amazing blade texture, I matched the glowing effect to work with these -
2 points
Version 1.0.0
18 downloads
Czerka cut module restoration v1.0 By Zobizob Description: In 2014, InSidious provided the Lost Modules Pack mod that was providing a playable version from cut content modules. The czerka depot module needed some work to be entirely playable. This is a modder's ressource. All you need to do is drop the m21aa.mod in the module folder, and the other files into override. Work done and disclaimer : All the geometry errors for the models have been fixed as best as i could (misplaced walls, missing parts, missing ceilings, a lot of geometry holes...) The lightmaps have been partially fixed for a good portion of the module, there are still some rough lightmap transition between each room tho and i'm not skilled enough yet to fix this entirely The walkmeshes have been entirely fixed There was no minimap. I pulled out a custom minimap using holocron toolset and edited the .are from the module so it is displayed accurately in the level. I placed 2 doors and some waypoints, they are leftovers from work on my own mod. You'll have to edit this if you want to use it for your own work. You will have to edit the .are to change the name from the module depending on how you wanna use it. It is currently named "Endar Spire - Command Module". There is still 1 file missing, the .pth file which allows npcs to walk inside the module in a scripted way. I will see to pull out a custom .pth file. Credit: InSidious for his original Lost Modules Pack mod. Thor110 for his very valuable insights. Kotor discord channel for insights on developping mods for this awesome game. Permissions: Feel free to use this work, just credit me if you're using my files. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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 1.1.2
535 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 (The new companion can even do the 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. 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. 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, I'm afraid the best thing I can say is "do so at your own risk!" 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 1.0.0
14 downloads
Peragus Miner Overhaul A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 02.09.2025 Installation: Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic. This mod has four install options, you do NOT need to install four but you must install them in this order. Proper Peragus Corpses comes first. Peragus NPC Overhaul comes second. Tiered Peragus Miners comes third. Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses. The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install. Description: Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else. This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features: 1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins. 2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances. 3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed. Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal. The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility. 4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: * This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod. * This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement. * This mod is NOT compatible with VarsityPuppet's Peragus Tweak. * This mod is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM. 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: DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon! ebmar: For providing help with the TSLPatcher! Kainzorus Prime: For making the Peragus Mining Gear mod! VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod! Lewok2007: For making the original Vibrocutter Changes mod! WildKarrde: For making the Peragus Medical Bay Enhancement mod! Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! 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 1.0.0
6 downloads
For KotOR1, Bioware designed three separate attack bonuses that classes have, with the best being 1 and the worst being 3. No class actually used 3, but only Guardians and Soldiers have 1. In KotOR2, all classes use 1, meaning they're all equal. This mod restores the class variety that Bioware implemented, with Jedi Weapon Master and Sith Marauder retaining the best attack bonus. This does nerf the non-combat classes, but does make each class stand out a little bit more. Alternatively, you can download a version that gives Consulars, Jedi Masters, and Sith Lords the unused worse attack bonus. For a rough explanation: Guardians: Attack is 1:1 with level. So at level 20 it will be 20. Sentinels: Attack is 0.75:1 with level, rounded down. So at level 20 it will be 15. Consulars: Attack is 0.5:1 with level. So at level 20 it will be 10. To install either, just download, extract, and run the TSLPatcher. Thanks to Fred Tetra for creating the Kotor Tool, which was used to extract and edit the relevant .2da file. -
1 point
Version 1.0.0
226 downloads
New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 9 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
1 point
Version 1.0.0
50 downloads
This mod will replace and update texture files. To Install 1. Download:N_oldAMH02.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love -
1 point
Version 1.0.0
46 downloads
This mod will replace and update texture files. To Install 1. Download:N_Comm_w_m.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love -
1 point
Version 1.0.0
44 downloads
This mod will replace and update texture files. To Install 1. Download:N_TatComW_M.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love -
1 point
Version 1.0.0
18 downloads
This simple mod does exactly one thing: it lets you skip the Remote flying sequence on Malachor V without losing any content. Now you don't have to go through this notorious chapter if you don't want to. How it works: Adds a skip option when the Remote sequence begins All cutscenes and dialogue play normally like nothing was skipped Works with or without TSLRCM Completely optional every time (play it normally when you want to) Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset -
1 point
Version 1.0.0
100 downloads
Adds the ability to switch or holster your weapons in K1. SUMMARY KOTOR 2 added a nice QOL feature which allows you to switch between sets of weapons by clicking a button, saving time scrolling through your inventory to find your favorites. This mod is an attempt to bring that functionality to the first game. This mod adds a usable item which allows you to switch between two sets of weapons. Simply activate the item to save your current weapons as a set and switch to your other set. You can use this to quickly switch between melee and ranged weapons, keep a special set of weapons saved for certain enemies, or you can keep your second set empty and use it as a holster/unholster button. Note: In order to get the Switch Weapons item without cheats, you must start a new game (you will get it when Trask joins your party). Otherwise, you can get the item with the cheat “giveitem switchweapons”. This ability is not usable by droid companions. Please read Compatibility and Bugs sections before installing. INSTALLATION To install, run TSLPatcher.exe. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: 2. If any files were created in the backup folder, move them to override. COMPATIBILITY This mod will only work with weapons that exist in the vanilla game and weapons added by a limited number of mods. See list below. If you want a weapon from a mod not listed below supported, just ask. This mod will also not work with custom companions. Again, let me know and I will see about making a patch. Supported Mods New Lightsaber Blade Model by Crazy34 (standard installation only) Juhani Appearance Overhaul by Stormie97 BUGS Activating the item while running can interrupt the action which will effectively clear the memory of your second set of weapons, as there's no way to tell if a character is running in the first game. You won't lose the weapons or anything, you'll just to need to re-equip and save them with the item.To avoid this, do not run while using the item. Consumable items such as the Switch Weapons item use the “inject” animation that you see when you use a medpac. The combination of the inject and weapon flourish animations in succession can look a bit awkward but also may cause minor visual glitches when switching such as flickering of the weapon models. When switching to a set of duel-wielded weapons which are both identical weapons (e.g. two vibroblades), the game will try to play both the single and duel-wield weapon flourish animations in short succession, which produces odd results. This is due to the need to slightly delay the equipping of the left hand in these cases in order for the left hand weapon to be equipped at all. The game could get confused between weapons which share the same tag. This should be rare though I think and hopefully irrelevant for most playthroughs. PERMISSIONS Please do not reupload this mod without my expressed permission. You are free to use the source script to create a patch for another mod. CREDITS offthegridmorty Credit to Xiskio who was the first to make a mod like this many years ago with their Holster Weapons mod KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides K-GFF - tk102 Holocron Toolset - Cortisol -
1 point
Version 3.0
799 downloads
While you sleep in the medical room, 3C-FD is patching your game. Restores fog and reflections which were broken in the Aspyr update. Works with both Steam and GOG versions. Only works on an unmodified swkotor2.exe. WIndows systems only. Included EXE Patches: - Fog Fix - Reflections Fix - 4GB Patch - Subtle Color Shift - Music Volume During Dialogue Fix - (Experimental) Borderless Window Mode How to use: Run the patcher and choose your swkotor2.exe to patch. It will patch your game exe with the fixes listed above. It will check if you have an unmodified steam or gog version of the latest (Aspyr) patch, otherwise it wont run. It will also make a backup of your original swkotor2.exe. How this was made: - The fog shading was just covered up when the latest version was released. I was able to send that data to the new Fracture shaders and apply fog coloring. It checks if the fog color is set to black and if not then it applies fog. Modules that don't use fog have a default fog color of black, Duxn and Dantoonie use a grayish color. - The shader for when both a lightmap and a cubemap is applied, to the same model, had a typo. Cubemap was labeled as a '2D' instead of 'CUBE'. Easy fix. Luckily the shaders are a plain text string, in the exe, and can be modified with a hex editor. The only issue is that the character length needs to be the same or smaller. The only way to get more data in the shader is to remove extra spaces/linebreaks and to shorten variables to single characters. - The music was lowered so much during dialogue that it was almost non existent. I was able to find the functions for calling volume control, using ghidra. The call was made only 3 times and from there it was process of elimination. Ultimately disabling a variable change if in dialogue, before the first volume change call, worked. Bugs: - This does not work with M478 Special Thanks: HappyFunTimes101 - ShaderOverride - I could not have done this without this tool. This made sorting out and identifying the shader data much easier. I probably wouldn't have even attempted or known where to look if this didn't exist. JCarter426 - For pointing out that the music was broken during dialogue. I hadn't noticed but couldn't stand it after hearing for myself. Source: Open the patcher with 7zip or view it here: https://github.com/J0-o/kotormods/tree/main/C3-FD_patcher -
1 point
Version 1.1
5,001 downloads
A basic mod to allow you to choose starting feats at character creation. All classes keep the following starting feats: Armor Proficiency: Light Weapon Proficiency: Melee Weapons Jedi Defence Jedi Sense Each class will also start with their class feat and x number of feats to allocate, where x is the number of starting feats removed. Guardian: Force Jump + 11 Feats Sentinel: Force Immunity: Fear + 10 Feats Consular: Force Focus + 10 Feats Installation: Drag files to your Override folder. -
1 point
Version 1.5
2,505 downloads
N-DReW's Bug Fix Collection for TSL A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.5.0 Release Date: 13.06.2025 Installation: Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions. It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional. This mod is divided into two parts, the TSLPatcher component and the Override Component. To install Override Component features, simply open their folders and copy their mod files to the Kotor 2 Override folder. To install TSLPatcher Component features, simply click on the HoloPatcher.exe, click install, and sit back and watch the installer do its magic. WARNING: It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Description: My Bug Fix Collection is another bug fix mod, though unlike most bug fix mods that have been made for the Kotor games this mod is for Kotor 2 in particular. The popular TSLRCM and K2CP mods are two excellent mods that bug fix hundreds of bugs throughout the game... though they haven't fixed all the bugs. Since TSLRCM development is essentially finished and the K2CP dev team are focused on the K1CP mod, I made my own bug fix mods to squash the rest I could. Contents: Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! th3w1zard1: For both the HoloPatcher and for helping me debug this mod's HoloPatcher during the development of version 1.4! 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 1.1.0
229 downloads
New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Turn on Force Sight permanently when controlling Visas. Give Kreia Force Sight. SUMMARY: In the game Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often. This mod aims to improve Force Sight by giving the power new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat. In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet. After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also lets you apply a portion of your base Awareness skill rank to your Defense. My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their innate perception skills. Think of it like an alternative kind of Battle Precognition that you can get from Visas if you don’t have Handmaiden in your party, or fall out of her graces. Visas will come with the Improved Force Sight power. This mod also includes an option to make it so that Force Sight is permanently on while controlling Visas. In vanilla, it's only on in first-person view. She won’t permanently have the Defense bonus but can spend FP on the power to gain it temporarily. This mod also includes an option to give Kreia the Force Sight power. This allows her to also learn Improved Force Sight. All options including the main mod are independent of each other, so you’re free to pick and choose whichever parts of the mod you want to install. In order for changes to Visas or Kreia to take place, the mod must be installed before they first join your party. DETAILS: In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs. Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in your base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs. This means with 18 points invested in Awareness you gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus. Bonuses from armor and effects are limited to +10 so that might be more than anyone would need, but if you want to run the high-Awareness naked Jedi Seer build then this mod is a must-have. The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank. Due to how the mod works, Force Sight will now be visible when leveling up from the start of the game, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher. INSTALLATION: To install, run HoloPatcher.exe. Select and install any of the included options. They are all independent. Improved Force Sight - adds Improved Force Sight power Perma Force Sight for Visas - turns Force Sight on permanently while controlling Visas Kreia Has Force Sight - gives Kreia the Force Sight power Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation. UNINSTALLATION: This mod contains multiple installation options with separate backup folders. Uninstall in reverse order. To uninstall, remove the following files from override: If present, move dialog.tlk from the backup folder to the main game folder (outside override). Move any files from backup/Override to the override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Compatible with Visas Marr: Sith Assassin. May conflict with other mods that edit Visas. Compatible with and intended to compliment True Sith Assassins & Awareness Restoration. Compatible with Thematic KOTOR 2 Companions. Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script. When in doubt, install this mod last. PERMISSIONS: Please don’t reupload without my permission. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol -
1 point
Version 1.2
33,858 downloads
A KNIGHTS OF THE OLD REPUBLIC MODIFICATION Leviathan Differentiated Dialogue by Revanator (ethan.wookie@gmail.com or contact me at DeadlyStream) Description: The Leviathan was always one of my favorite parts of the original KotOR game. I always liked running around as one of my favorite party members, having a mini-adventure before taking control of my PC again. However, it always bothered me that the dialogue you had with the Rodian prisoner was the same for all possible party members (save T3). This mod fixes that. You will now have different options for all party members that fit with their unique personalities, temperaments, and manners of speaking. I left T3's untouched. Installation: Simply copy the lev40_rodpris2.dlg file into your override folder. Uninstallation: Delete lev40_rodpris2.dlg from your override folder. Compatibility: Should be compatibile with any mod that does not touch lev40_rodpris2.dlg. This IS compatibile with K1R, but K1R is not necessary! Credits: jc2 for some heavy testing and bug-finding (and the screenshot). Fred Tetra for KotOR Tool tk102 for DLGEditor Usage: Please do not upload this anywhere without my permission, and contact me if you use this in any of your mods, so that I may approve you. -
1 point
Version 1.1.0
229 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 1.5
62,970 downloads
THE SITH LORDS RESTORED CONTENT MOD ADD-ON: M4-78 Enhancement Project 1.5 1. Description: ---------- This mod adds the planet of M4-78 to the game, where you can find Master Vash alive. The planet is only available after finishing Korriban. You will find a clue on how to get to M4-78 in Korriban's Sith Academy. Features: * Brand new planet consisting of seven new, unique locations! * Over two hours of additional game play! * Explore the mysterious Droid's Planet in a dialog-heavy adventure, with over 1000 lines of voiced dialogs! * Your actions on M4-78 have impact on other planets, making it feel like a legitimate part of the game! * Restored previously unavailable unique droid items for your party members! Please note that for now, M4-78 Enhancement Project is ONLY COMPATIBLE WITH THE ENGLISH VERSION OF THE SITH LORDS! 2. Installation: ---------- 1. First, you will need to get the most up-to-date version of TSL Restored Content Mod (TSLRCM 1.8.5). It's available for download here: http://deadlystream.com/forum/files/file/578-tsl-restored-content-mod/ Please note that M4-78EP will NOT work AT ALL without TSLRCM. 2. Follow TSLRCM's installation instructions. 3. Once TSLRCM is successfully installed, run M4-78EP.exe (or on Steam run the Workshop installation). Installer will ask you where you want to install the mod - it should figure out where TSLRCM is installed by itself, so you probably won't need to change that. If, for some reason, the installer shows an incorrect folder, make sure you change it to directory where KotOR 2 is installed (where swkotor2.exe is located, NOT any of subfolders), same as TSLRCM. 4. While we try our best to make this mod as bug-free as possible, with the many options of KOTOR2 and our small testing team it can happen that bugs, including critical ones, pass through. We will fix them, so check our site for any potential updates and patches. 5. Install any compatible mods you desire now. 3.1 1.5 Major Changes: ---------- * New ending * New intro (less spliced party members lines) * Reduced amount of walking * Fast travel in droid quest - no more running trough the planet multiple times * You can now do Environmental Zone first and gain Kaak's help, allowing you to skip a large part of the Industrial Zone * Better filters on VOs so your ears won't bleed (at least not as much) * Other stuff 3.2 1.3 Update fix list: ---------- ! Replaced Voice-Overs (CS-36, Industrial Rogue Droid and more) ! New Voice-Overs ! Gonk droids, courtesy of newbiemodder!!! General Fixes and changes: * You will no longer receive a droid army on Telos if M4-78 has been ordered to make Environmental Droids instead. * All side quests now have "Bonus Mission" behind their name to differentiate them from required missions. * Complete pass over journal-text and conversation options to make doubly sure it's impossible to get lost. Central Zone: * You will no longer magically know about CS-28 if you recover his lost part before talking to him, journal entry will be vague in that occurrence. Also fixed some issues where you could show CS-28 the part without owning it and talking about finding it before asking him what he's looking for. * Changed footstep sound of repair droids. Industrial Zone: * IS-07 renamed to Loading Droid as he has no role in the mod at all. * Fixed camera issue using the test console. * Fixed camera issue when talking to Designer droid for the "Recent History" side quest. * Fixed infinite spawn of combat droids in the droid segment if re-entering the Zone. * Slightly improved frame rate (if you still have issues turning off shadows is recommended). * Fixed repaired cleaner droid cut scene running twice. * IS-43 now moves back to his position after the cleaner droids gets fixed. * Added a new journal quest for the mission to get into the cleaning droid trash containers. * Improved consistency between droid segment and exile segment. Environmental Zone: * Boss Droid now drops various random droid items (2-6) as additional reward. * Added clairvoyance effect to the reveal of the Boss. * Corrected screen that was clipping through a wall. * Moved back some turrets so it's unlikely they will target you through the wall. * Renamed ES-44 to Environmental Droid and gave it a unique line. * Removed trigger that made it difficult to talk to the escort droid that brings you across the minefields. * Fixed issue where minefield escort cut scene didn't trigger upon certain dialogue choices. M4-78 Core: * You can now target the force field control terminal with a controller. Rapid Transport System: * Industrial Escort now shows in-module jump without having used the door yet (of course you can't use it until the door is opened). * You can now use the escort droid to go to IS-24 after unlocking access. * Industrial droids can no longer escort you to themselves. * The escort droids in the Central Zone and Industrial Zone now have a map note. Thanks to geordyjones: * Made tweaks to the Industrial Zone door cut scenes to make it much clearer why you're looking for cleaner droid access. * No longer displays party selection at start of the planet (having to convert to droids anyway). * During T3's side quest fixed all mentions of "construction droid" to "repair droid" as they're properly called. * Renamed Fight Witness to "Fight Witness" to make it more apparent it's not a generic central zone droid. * Modified duration on many lines around the planet. * Fixed unintentional conversation breaks with IS-58. * Fixed missing line on IS-63. 3.2 1.2 Update fix list: ---------- * Fixed issue with Industrial Zone maintenance droid that allowed infinite experience. * Fixed main quest breaking glitch involving T3's solo quest. * Fixed being able to supply fuel by both Vogga and M4-78, rather than making the intended choice. * Fixed journal being updated when you didn't find a part inside the cleaning droids rather than if you found a part. * Removed many of the boxes near droid testing, allowed access to the loot of the remaining ones, updated loot tables of several 'containers' in that module to match TSLRCM's fixed loot script. 3.3 1.1B Update fix list: ---------- * Fixed issue where "Data Transfer" could not be completed if acquired after meeting Kaah, but before visiting M4-78EP, or if you triggered the 'hidden' ending. * After starting the 'Thrash' goal with IS-43 you can ask him again what you’re supposed to do now, in case one might forget. * Corrected wrong class-check in Black Market Droid conversation that could break the conversation. * Improved Telos Droid Assistance cut scene. * Added VO that was missing from the installer. 3.4 Patch fix list: ---------- ! Fixed "stuttering droid" bug. ! Additional content! ! Added 2 Easter Eggs. Go find them ! Modified end game sequences. ! Telos Attack and the Rebuild Academy are now properly updated like they should, as they were accidentally left out of the original installation. ! Various spelling and grammatical fixes throughout the mod. ! Updated several quest entries for added clarity. ! Changed learning "Niman" to "Juyo" for Sentinels, Assassins and Jedi Watchmen. General: * New side quests "Elimination Required", "Global Infiltration" or "A Droid Too Many" will run together with the droid's solo quest to remove the radiation, and should provide some distraction from the walking. Finishing one of these quests will give the droid you control a small permanent boosts to their functionality. * Several droids throughout the colony have more to say. And some brand new ones appeared! * Killing Vash will no longer incorrectly increment 000_Jedi_Killed, which could lead to various issues. * Fixed Vash appearing on M4-78 too soon when talking to T3 about the Jedi Masters. * Fixed Vash appearing injured if it stated M4-78 and not dead when talking to T3. * Changed hyperspace to look a little more like vanilla hopefully. * The M4-78 landing and leaving movies now appear in the movies screen once seen in game. * M4-78's music can now be listened at from the 'music' tab after game completion. * Changed learning "Niman" to "Juyo" for Sentinels, Assassins and Watchmasters, since Vash teaches Niman, and this could lead to game breaking issues if Vash wasn't the last Jedi Master the PC met using these classes. * Grenn will acknowledge possessing M4-78 fuel during the Telos under Attack sequence. Korriban: * Fixed Lost Jedi not updating sometimes. (T3 hint) * Fixed conversation break and no quest update with Disciple. (No Atton) * Fixed Disciple vo/st mismatch. M4-78 Landing Pad: * Fixed exile appearing shortly before the interlude cut-scene. M4-78 Central Zone: * Changed mechanics of the M4-78 door opening, preventing the door to open but an invisible wall still blocking you entrance in certain cases. We also fixed the door still being visibly floating above the building when open. * Modified broken droid dialogue to make it slightly more obvious where to get the droid legs. * If you kill Vash you will now also get a proper introduction to M4-78. * The force field can no longer be bashed by a lightsaber (if so, why was Vash still there?) * Fixed "hidden ending." * Modified core-quest update script. It would return 'have 1' if you had 5 or more. Now it will always return you have enough (4) if that's the case. * Fixed the maintenance droid not giving you 2 cores if you used a certain conversation options and then aborted the conversation. M4-78 Environmental Zone: * Fixed HK not being re-added after HK-50 fight (missing file). * Reduced hit points of boss droid * Kaah's meeting will now give you a lightsaber (part) whether he remains alive or dies. M4-78 Industrial Zone: * Fixed missing quest update from retrieving memory core from living astromech droids. * Fixed all astromech droids once broken being able to give the part, not just the one who should have got it. * Fixed IS-56 sometimes not talking about I0-01, blocking progress. * Some Droid Designers were sent back to work, and will now use the computer animation instead of standing around doing nothing. * Fixed medical vendor showing all stims twice in his inventory. * You can now finish "Data Transfer" if you acquire the quest after completing the planet's storyline. M4-78 Core: * Fixed Kaah not properly appearing when leaving the mainframe in some cases. * Kaah will no longer drop a lightsaber upon being killed. * "M4-78: Recent History" will now close with a failure quest description if you enter the M4-78 core while it being rendered unable to be completed. * Reduced hit points of Vash M4-78 radiation flooded sections: * IS-43 will now look the same during and after the radiation flood. 4. Uninstall ---------- Run uninstall program created in your game's main directory. 5. FAQ / Known Issues --------- Q. How do I know if the game successfully installed? A. There are two ways to note. Check when installing that you didn't have any errors. Also when loading the game, did the legal screen get replaced with a full page legal screen that said "M4-78 Enhancement Project" Q. Conversation breaks with error in the Korriban Academy. A. M4-78EP is only for the English version of The Sith Lords. Other versions will not be able to start and complete the planet properly, sorry. Q. M4-78 does not appear on the galaxy map. A. Finish Korriban, and follow your quest instructions. Alternatively, another mod may conflict, please check our forums if this is the case. Q. Slow performance in the Industrial Zone. A. If you experience this, try turning down graphics for the duration of this map. Especially turning off (soft) shadows has noted a great increase in performance. Also make sure the Disable Vertex Buffer Objects=1 fix is in your swkotor2.ini under [Graphics Options]! Q. I can't finish "Recent history: M4-78"! A. This quest requires you to very specifically interrogate droids and events around the world. It's intended to be only completable for the very thorough. Try to finish it if you can! With the patch it will automatically fail if you don't, so it won't remain in your quest log for the entire game may you fail to do so. Q. I am missing droids. A. Make sure you have no incompatible mods running along M4-78EP. Q. I can't find all 4 power cores for the puzzle A. There are more than 4 cores to be found, so there are several options where you missed one or several. Check with every droid, and make sure to loot everything to find the ones you missed! Q. My question is not answered here! A. Feel free to ask us at our official forum; http://deadlystream.com/forum/ 6. Credits: -------------------------------------------------- » Project Leaders -------------------------------------------------- - Zbyl2 - Project Leader, scripting, storyline/dialog writing & editing, voice over auditions, texture editing and more - Stoney - Former project leader, scripting, storyline/dialog writing & editing, texture editing, modeling and more - Hassat Hunter - dialog correction, scripting, bug fixing, patch lead -------------------------------------------------- » Storyline -------------------------------------------------- - Sharen Thrawn - former lead writer - Lord of Hunger - storyline ideas - JCarter426 - storyline writing/ideas for the Industrial Zone - Sith Holocron - input on storyline and planet's past -------------------------------------------------- » Modeling / Texturing -------------------------------------------------- - Stoney Many new or edited placeable objects - Quanon Archon models - Khrizby New animations and fixed models - Redrob41 Droid re-skins - 90SK A LOT OF droid re-skins - Sith Holocron Animated screen textures -------------------------------------------------- » Beta Testing -------------------------------------------------- - Stoney - Hassat Hunter - Qui-Gon Glenn - Atton Rand - Nsinger998 - LDR - Zhaboka - drunklol - arekushu - twdarkeh - dashrendar - Sith Holocron -------------------------------------------------- Voice Acting -------------------------------------------------- Kaah Ohtok Zhaboka CS-36 (Central Zone Official Information Unit) Danule M4-78's Main AI Sith Holocron ES-05 (Environmental Archon) Louise du Cray IS-24 (Industrial Zone Archon) 90SK IS-02 (Maintenance Unit} Nolan Tashijan IS-56/Researcher Droid/KL-92 Edwyn Tiong LS-44 (Greeter Droid) Ripulesyou IS-84 (Droid Designer Lead) Runawayjam Random Design Droids Drew Mochak War Droids/Central Zone's Maintenance Unit/ Force Field Operator/Escort Droids Caleb Woodard Force Field Operator Trayusstudent Sith Soldier Mrcharlton CS-45 (Central Zone Original Information Unit) James Beagon Accused Environmental Droid in Central Zone Jerry C CS-28 (Central Zone Maintenance Droid Assistant) Dylan Medical Units ABagOfVicodin Additional Construction Droid/ Landing Arm Supervisor Sonbiru "Dr. Son" IS-43 (Supervisor of Cleaner Droids) Daniel Conner Fight Witness Adam Brennecke I1-02 (Re-programmed Maintenance Unit) Connaugh The Inquisitive Droid at the end of Industrial Zone Thomo93 Cleaning Droid Warning System ReddHorrocks Main Manufacturing Unit Kevin Smets Additional Industrial Zone Droids ThisIsSnaik Additional Environmental Units Tuomas "Iterator" Kuosmanen Droid with Missing Legs Dr. John Faller Black Market Droid CommissarBRO -------------------------------------------------- Voice Splicing -------------------------------------------------- - Sith Holocron - HK-47 -------------------------------------------------- Special Thanks -------------------------------------------------- Geordyjones - For his excellent TSLRCM and M4-78EP run, which was entertaining and very useful as base to see what potential issues were still in the game, as seeing one actually play and react immediately generally was more of an aid than sometimes vague after-playthrough impressions. Many of the fixes in M4-78EP 1.3 were done due to this run. JCarter426 – voiceovers in previous versions and the new end credit movie Revan411 – voiceovers in previous versions Jaedar – voiceovers in previous versions Ghostlyhamburger – voiceovers in previous versions L0ki194 – voiceovers in previous versions Yceman (aka Darthycey) – For our original end credit movie Danule’s services can be contracted on Fiverr.com. (https://www.fiverr.com/danule/) Reddhorrocks’ services can be contracted on Fiverr.com. (https://www.fiverr.com/reddhorrocks/) Connaugh’s services can be contracted on Fiverr.com. (https://www.fiverr.com/connaugh) JCarter426’s services can be contracted on Fiverr.com. (https://www.fiverr.com/jcarter426) 7. Distribution Notes ---------- Thanks to Doctor (previous site owner of deadlystream.com, formerly known as DeadlyStream) and Tyvokka (current owner of deadlystream.com) for giving us space on the forums and all the people of the TSL community that helped with bug finding in the original release. Thanks to tk102 for the dlg editor Thanks to Jdnoa and Dashus for the tools they created for which none of this would be possible without them. This mod may not be modified or distributed without the explicit permission of the authors. 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. -
1 point
Version 1.8.6
309,158 downloads
Authors: Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet Contact: PM us at Deadlystream Name: The Sith Lords Restored Content Mod (TSLRCM) 1.8.6 1. Description: ---------- Welcome. Thank you for downloading and installing TSLRCM 1.8.6. This mod's intention is to restore much of the content cut from The Sith Lords, that was lost to the main game due to a rush to release the game. This rush also left the game with a plethora of bugs (some of which also blocked out content, so not everything restored was really "cut"; for example the quest 'Corrun Falt'), so this mod should seriously decrease the buginess that plagued TSL. Overall, our goal is to make the KotOR 2: TSL experience as close as possible for us (as modders can do) as what Obsidian originally intended it to be... Be sure to check our website (or ModDB page) for potential upgrades, patches and compatible mods for TSLRCM. Our site will always have the most recent version of TSLRCM, something we cannot, sadly enough, promise from other sources. http://deadlystream.com/forum/ http://www.moddb.com/mods/the-sith-lords-restored-content-mod-tslrcm Also, if you have issues, questions, or feedback, please post it on the official forums, as otherwise it will be read much later, or not at all. After all, we can't monitor the entire internet. http://deadlystream.com/forum/forum/4-tslrcm/ 2. Installation: ---------- 1. If you're using an older version of TSLRCM (1.8.2 or lower), a game re-install is required before applying 1.8.6. (Steam and GOG users, skip to point 4) 2. After re-installing it's advised to apply the official patch (1.0b). Non-US versions require you to install 1.0a first, then 1.0b, US versions can install 1.0b right away. Make sure to apply the patch that fits your version. Also, after installing 1.8.5, the official patch can no longer be installed! 3. If desired, apply the high quality music and/or movie patches 4. Install 1.8.5. Steam users are advised to use the Steam Workshop download - but ONLY IF YOU DON'T PLAN ON USING ANY OTHER MODS. Steam Workshop mods CANNOT guarantee compatibility, and installing multiple workshop mods will likely lead to issues. CHECK YOUR INSTALLATION DIRECTORY. DO NOT INSTALL INTO THE OVERRIDE FOLDER OR YOUR GAME WILL CRASH! We've had several users on Vista mention that instead of Program files (x86) it would point to Program Files/Program Files, causing the installation to fail. Make sure the installer points to the proper location of your KOTOR2 installation. Default (32-bit windows); C:\Program Files\LucasArts\SWKotOR2\ Default (64-bit windows); C:\Program Files (x86)\LucasArts\SWKotOR2\ GOG default: C:\GOG Games\Star Wars - KotOR2 5. To check if the installation has succeeded, try launching KOTOR2:TSL. If at the main menu it says "Restored Content Modification 1.8.5" on the screen the installation has been successful. PLEASE CHECK OUR OFFICIAL WEBSITE OR MODDB FOR ANY POTENTIAL UPDATES 6. While we try our best to make this mod as bug-free as possible, with the many options of KOTOR2 and our small testing team bugs, critical ones, sometimes make it through. We will fix them, so check our site for any potential updates and patches. We would rather not have people play unpatched and then experience issues like the black screen (1.7) or red eclipse (1.6)! 7. Install any TSLRCM-compatible mods you desire now. If you're unsure if a mod you want is compatible, check our list at our forums, or section 6 - Mod compatibility in this readme. ULTIMATE SABER MOD (USM) IS NOT TSLRCM-COMPATIBLE. MOST REPORTED ISSUES ABOUT TSLRCM ARE FROM USERS STILL USING IT. DON'T! * You cannot use savegames made with vanilla Sith Lords or TSLRCM 1.8.2 or lower. Saves from 1.8.3 and above can savely be used, although some fixes may not take effect. A fresh new game is always the best option for the least amount of issues. 3.0 Changelist 1.8.5 Updated - 1.8.6 ---------- * Soundset of Coorta and Thugs changed from Mira to Commoner Male * Fixed always failing persuasion check for the Ithorian coming in when stealing the prototype shield * Fixed skipped line in 203TEL * Wrong VO used for aliens on Nar Shaddaa * Added fix for the "friendly Twin Suns" gamebreaking issue. * Added alternative female Revan line on Goto's Yacht. * One revan good/dark convo check was swapped in Disciple conversation * Fixed issue where one could get stuck if entering the enclave with Kreia and a third party member and was controlling the third member. * Fixed "good react" suddenly branching to Dark Side dialogue with certain options in Kreia's global dialog. * Visas: "Is her kind rare" and "What's a Miraluka" response from Atton was swapped. * Kreia's first good path no longer decreases -INF after selecting "Perhaps you are right", canceling out the loss and gain like the first dark side path. * Fixed Sith Assassin and Jedi Watchmaster losing ability to select Dual Strike. * Fixed 232hk50006 not playing on steam * Fixed NPC rotation when talking to Hanharr * Fixed a missing script for female players on Onderon. * Fixed Disciple conversation abrubly ending * Added a female version of a line to Tobin's dialog * Fixed typos in dialog.tlk 3.1 Changelist 1.8.4 Updated - 1.8.5 ---------- * Added persuasion animation (Thanks to danil_ch for noticing and providing a semi-complete list of locations of all force persuasions) * Resolved some AR_Error generation with easter egg background and robes. * Fixed T3 skipped dialogue fix getting broken when fixing Steam dialogue being skipped. * Removed excess dlg's and stuff from 307NAR (only used for Zhug scenes), drastically reducing it's size. * (English version) Fixed Revan disrepency in HK-47 dialogue (Thanks to danil_ch for noticing and the VO splices) * Pre-Malachor: Resolved Handmaiden being present even if she left with Kreia to Malachor. Resolved silent Mandalore line. * Visas sparring: Fixed Weapon Focus: Lightsaber being skipped during reward section. For the english version it now shows what Feat you've gained (if any). * Fixed graphical glitches in cutscenes using widescreen resolutions. * Atris/Kreia convo intro improved as per gameplay developer comments * Telos Academy: Fixed some minor issues with a cutscene (Thanks to danil_ch) * Activated dormant placeable in the Telos Academy. (Thanks to JCarter426 for finding the inactive placeable) * HK Factory: You can no longer trigger HK-50 cutscenes by loading a savegame. Removed dead HK-50 to avoid confusion. * Force Persuading Terlyn will no longer require persuasion skill to succeed. * Onderon Wall: Restored missing Bostuco line, made Royalist single line bark rather than cutscene, fixed minor lipsync issues with Vaklu in palace cutscene. * Trying to (Force) persuade the thug after killing Riiken will now net a dark side gain regardless of success or failure. * Restored Patto line, removed HK part from Akkare store since storespawn was fixed and was already generating a part, leading to him having 2 instead of the intended 1. * Ralon: If you have Kreia and Handmaiden/Disciple they can now both comment on the fabled holocron line. * Malachor Core: Fixed Kreia repeated line by actually intended line. * Touched up Visquis call cutscene. (thanks to Danil_ch) * Fixed several missing awareness and persuasion checks. * Fixed broken T3 interaction with the "meet and greet" droids on Dantooine. 3.2 Changelist 1.8.3B - 1.8.4 ---------- * Restored Remote's SFX that was removed by the official 1.0b patch. After 10+ years; it's back! Poor guy! * Restored original dialogue to prologue, except for 'easter egg mode' users who get the spoken dialogue * Slightly modified pre-Malachor cutscene * Fixed reverted instances knowing about Goto in first Bao-Dur/Remote cutscene * First Bao-Dur/Remote cutscene now requires G0-T0 *or* HK-47, not both. This also means you can get the 3rd cutscene and following cutscenes (including the important one about G0-T0 and Remote) without building HK-47 * Fixed Remote "complaining" sound sticking around when it should not * Fixed 2 civilians who were lacking their animations in the Telos Cantina * Benoks goons will now always properly leave the cantina * Various fixes for the Telos Academy: ** Fixed some unskippable lines during intro-dialogue ** Fixed inproper fadeout during intro that showed character jump ** Modified Atris entrance ** Fixed a few issues with handmaidens removing PC ** Modified Atris exit * Fixed small issue with door's windows not being see-through in the Coruscant sequence, hiding the PC and Masters until it was opened (Thanks to JCarter426 for the fix!) * Modified JJT Tunnel sequences if Mira joins the party * Fixed issue with leftover enemy in arena during ending cutscenes * Various fixes with the Mandalorian Battle Ring: ** You will now hear what your violation was before being banned from the Battle Ring for cheating twice ** Fixed auto-win against Kex due to victory flag not resetting after the Davrel battle ** Fixed "no item" rule being in effect for the Bralor fight for male PC's. Battle functioned properly already for females * Added 2 missing Sith to Vaklu palace sequence who triggered a small cutscene * Leaving Dantooine at the endgame cutscenes did not run for male players. Made them skippable in all cases * Added missing animation at start of Disciple cutscene (to match Visas scene) * Slightly improved Disciple warning Admiral cutscene * Added missing "lipsync" (eye flashing) for HK-Factory * Slightly improved 903MAL intro, fixed incorrect camera point for females, and the Elite Sith Assassin will now attack the Exile rather than ignore him/her * Moved DS hit for Slavery from Cahmakt to getting your payment in the cantina. This to prevent the rare issue of this hit triggering the Nihilus intro and getting the player stuck. * Fixed crashing issue if you try to enter the Telos Surface Shuttle with Atton or Kreia. * Fixed Peragus Medical Officer speaking the station warning using the Workshop download. * Added missing installer files: Heads.2da, Movies.2da and Musictable.2da * Fixed "double Sion" bug by undoing changes to .ncs (this is the vanilla file). Moved "Elite Sith" further back so it wont ignore you. Fixed Sion lipsyncing Kreia. * Corrected Suulru having the vanilla dialogue attached to him rather than the 1.8.4 version. * Corrected red X missing texture being visible in Tobin call pre-Freedon Nadd's tomb. * Resized TSLRCM logo and hyperspace texture. This should fix several (framerate) issues certain configurations had with them. * Added eye-flashing of HK's to all HK-50 encounters. * Fixed infinite lightside and Atton influence exploit in the Telos Academy. * Fixed an issue where some subtitles wouldn't appear in Peragus holograms for non-English version of the game. Additional fixes thanks to Danil-ch; * Wrong Atton animation fix post-Peragus cutscene * Fixed too fast walking Sion on Peragus and Malachor * Improved Handmaiden vs. sisters intro-cutscene * Fixed animation issue with Atris using Force Lightning on Handmaiden 3.3 Changelist 1.8.3 - 1.8.3B ---------- * Additional restored lines for Kreia-Atris cutscene. * Modified Mebla slightly; you can play again after 'asking questions' but you can no longer ask questions after getting her tie breaker. * Telos Swoopracing; Traininglap persuasioncheck no longer automatically succeeds. Fixed trainingrun-dialogue not being properly triggered. Fixed several issues with 'improved' or 'deproved' time recognition. * Fixed Lupo not giving credits properly after teammates comment on your Force Persuasion use (my bad). * HK-50's will no longer appear and then fade away if HK-47 is in your party when going to Goto's Yacht (Thanks Markus Ramikin) * Losing to Bralor, then winning he would still incorrectly comment you can fight again (Thanks Markus Ramikin) * Persuading Qimtiq once does no longer guarantee 500 bonus credits per win permanently, you need to re-convince him before each race. * Missing VO addded to installer. * Fixed the "forfeit" Swooprace-bug. * Added proper camerapoints to modified tutorial dialogues. * Improved Azkul-Merc conversation after invading Khoonda (Merc side) (by danil-ch) * You will now start with Force Breath active upon learning it in the JJT/fixed flourish animation (by danil-ch) * Savegames made during the Atton vs. Sion confrontation on Malachor will no longer crash on loading. * Added missing lightsaber equipped fix (by danil-ch) that made the game also check the off-hand for a lightsaber and detect it. * Modified Mira technique teaching slightly. 3.4 Changelist 1.8.2 - 1.8.3 ---------- Not all fixes are listed here (for size and many misc. small changes were made). Check here; http://deadlystream.com/forum/topic/2146-183-preview/?p=25588 for more (but not all) fixes from 1.8.2 to 1.8.3. General - Ebon Hawk; * Several more typo fixes in the dialog.tlk * Updated launcher (for the 4CD-version users) (thanks Pra_Viilon) * Made some lines during the prologue (and Nadaa on Nar Shaddaa) "cutscenes" to prevent questupdates breaking the heard line. Added missing update on getting medpacks. First hatch used outside will no longer be removed. * Fixed 'Lost Shadows' not closing proper on a certain ending (both TSLRCM and M4-78EP). * Restored addition HK-47 lines. * Loot fixes; Missing merchants of 1.8 updated, gloves_03 is missing, if it's rolled it will return gloves_02 now instead of no item at all. Fixed rounding issue allowing low-level drops to something not spawn anything (Peragus). * Added a few additional lines to the Korriban introduction. A few more for non-M4-78EP users (they will be taken out upon installing M4-78EP) as those were already in use on that planet's intro. * Added Atton pazaak scene. * Modified Atton vs Handmaiden, Atton confesses love of Exile to Bao-Dur and G0-T0 modifies Remote cutscenes and adjusted a few odd camera standpoints during 2 disciple cutscenes (all made by danil-ch) * Extra camera points post-Peragus cutscene. * Fixes teammates turning upon click during Visas fight, Bao-Dur line's unconscious line was voiced. * The weapon(s) HK was wearing when the HK vs T3 cutscene started are no longer destroyed, but properly unequipped now. * Added a missing Mandalore VO. * Improved quality Kaevee VO. (thanks to danil-ch) * Restored PMHA03 Male face option for PC. (thanks to Kainzorus Prime) * Fixed issue with Rubat crystals dissapearing from lightsabers. * Fixed Crush sound effect. * You can now train Beast Control after gaining Beast Trick on Dxun. Beast Trick will appear on the upgrade screen once you gain a prestige class, but it cannot be trained, only given. * "The Polar Cap", "Telos Under Attack" and "Trayus Academy" now appear in the music table. * 1B, Akkere and Kodin will generate one of 4 HK parts randomly now, instead of basing it on the players' possessed items (which could generate the pacifist package if all 4 were in the PC's inventory). * Kreia skill-lesson; Automatic completion if awareness was highest skill, unable to complete skill-lesson if awareness was lowest skill. Fixed now. * PC now shows form just learned from the Jedi Master. During mid-battle Masters actually use form instead of flourish (addition by Danil-ch). * Visas' lightsaber will no longer be sometimes invisible during training. * If Bao-Dur is set for Dark Side training but the PC is lightsided, the convo will no longer break without having any more chance to train him. Peragus - Telos: * Fixed droids not skittering properly in 102PER * Fixed same droids when passive allowing disabling option if lower than 0 demolition and higher than 0 demolition, but not when having exactly 0 demolition. It's now possible for them too. * Fixed Harbinger missing if reloading a save after it docked. * Fixed protocol droid with quest update being repaired during and after convo. * Fixed utility droids re-activating if talked to and reloading a savegame. * Wounded Onderon military will only give teammate influence if you kill him yourself, not if he gets killed by Sith. * Fixed black screen if talking to a Handmaiden and goading them to fighting if you won the 5 sister battle. * In attempt to prevent the teammate corruption (which I could not reproduce) the fade-to-black will now last longer, until the sisters turns actually hostile. * Handmaiden will lower her hood when loading the module from a savegame. * Handmaiden will no longer always be send with male PC's. Depending on your choices in Atris dialogue she will now be send or crawl on your plane, with slight variations in a few cutscenes as result. * Aesthetical fixes to cutscene where Atris sends Handmaiden with the exile. * Modified pre-Malachor Carth sequence per developer commentary (thank danil-ch for noticing them) * Some aestetical improvements to the cutscenes in the endgame of the Academy. * Fixed quest update from Lorso about luring Batono in a trap being set too early. It will only appear now if the actual global is also set to allow this option. * Corrected missing "Exchange" quest update in 3 different instances. * Bumani Corp Gammorean use proper dialogue line now. * Hidden academy camera changes to show force field. * TSF will no longer assist you in killing the Sullustan. Nar Shaddaa: * Swoop Droid no longer sounds like Kinrath. * Extended attack of the Serroco. * Saquesh; Allows you to "[intimidate] Stop pressuring the Refugees" if Serroco attacked them and intimidation option for Adana will no longer automatically fail. * Fixed killing Geriel possibly reopening Refugee Woes. It now no longer updates the quests, since the proper updates are already set talking to Saquesh instead, and as stated, was buggy. * Docks scene with Mira; Hanharr no longer takes 9 seconds (sometimes leaving a pause) but the duration of the VO-line. * During Mira or Hanharr's escape an actual alarm now sounds. * Reinforcements at the JJT are no longer deleted after the cutscene deploying them. * JJT Map back popup dialogue fixed. * You can no longer dance for the Twi'lek domo during the run to the JJT (after visquis call). This to prevent the player from missing key triggers. * Zhug Cutscene: Added another global set to the .dlg on an unskippable line as precaution, hopefully fixing the issue some people had with it not being set. * If you turn over shield from secondary to primary AFTER shutting down primary the zhugs will actually spawn now. * If the player overloads the droids now after the bounty hunters spawn, the droids will properly reset to hostile if made friendly, as per the description. * Once the speeder was rebuild, entering the docks or main area would spawn a new one every single time (on top of the old version, causing great performance issues after a while). This has been corrected, and they will only spawn once. * Turning Lootra over to the Exchange will wield a lightsaber now too (like all other quest-resolutions), and will no longer be seen as a "light side" action by your team members. * If you lied to Sasquesh and he sold Adanna fast, then killed him, "Sold to the Hutts" would re-open with no way of finishing it anymore. This has been fixed. * Goto's Yacht console; fixed issue with count's 8 and 9 on consoles being broken and disallowing interaction with the console ever again. * Kreia Premonition cutscene added (thanks to Danil-ch) Dxun and Onderon: * Slight improvements to Kreia's dialogue post-Onderon if Bao-Dur was Dxun Tomb leader. * Remote is now present if Bao-Dur is the leader of the Dxun Tomb group (thanks JCarter426). * Covered up some missing area geometry on Onderon (thanks to JCarter426's way too good eyes ) * During the LS conversation with Kavar, asking about Telos no longer locks "I saw the holorecording of my trial." It will instead lock if you ask that. * Dxun camp: The Gate Guard and Patrol guard will now keep patrolling after being talked to, rather than permanently stop at that point. * Onderon Western Merchant Quarters: Fixed error with citizen dialogue not looping properly. Dantooine: * When the Handmaiden apprehends Kreia, she should have her hood down. It wasn't working however, since the animation was set for the Handmaidens event instead of the Handmaiden one. * Zherron will now take the will and bodies out of the player's hands when receiving an unmodified will, instead of having you drag them through the entire game (fake will worked fine). * Fixed issue with restored Vrook line not turning him hostile properly in the cave. * Fixed infinite Kinrath crystal spawn bug. * Fixed HK's infront of the academy not updating questlog if 3rd group (display issue, the cutscene would have still triggered on the Hawk). * During the jedi academy reveil, added clairvoyance effect if Kreia was not in party, and it no longer loops the animated camera (thanks danil-ch). * During rebuild enclave, removed 3rd party member if entering with Kreia, as (s)he was getting in their pathing's way. * Mandalore can no longer run away from his solo-fight. Ravager and Malachor: * Modified broken soundsets. * Set hyperspace as EH background when leaving, so it's used during the pre-Malachor cutscene. * Modified Mandalore-takedown. * You can no longer start the battle with Nihilus without him draining you (since that's the ingame way to tell why the exile can defeat Nihilus when no-one else can). * Made the fade-in node unskippable since you could, and never make the fade-in. * Expanded the kneel and get drained a bit, instead of it instantly leading to combat. * There's no long pause after killing Visas. * Visas Suicide; Users where the animation fails (no saber, no clothing, etc) will no longer be stuck on a blackscreen. * Visas Suicide; Users where the animation works will no longer see Visas falling to the ground twice before dying. * Changed Mira camera angle during her lift. * Fixed issue with team turning off their lightsabers if Mira was not in the party during Malachor. * Light side players will no longer throw the endboss down the core of Malachor. 3.5 Changelist 1.8.1 - 1.8.2 ---------- (all included mods are used with permission!) * Includes 301NAR Txi fix by JCarter426 ** Fixes window near Tienn not being see-through. Now you can see Tienn from the docks. * Includes Zez-Kai Ell Revan Overlook fix by danil-ch ** Because, apparently, we overlooked one. Splicing was done well too. * Main screen logo updated to 1.8.2, and it no longer inverts suddenly sometimes (thanks Darth_Sapiens). For the best effect remove the kotor2logo.txi 1.8.1 had if you patched up to version 1.8.2 from 1.8.1. * A few addition grammar fixes. * Bao-Dur can now use cyan and bronze crystals to create your first saber. Also fixes the issue where you'd get stuck if you only had a cyan crystal and no other. Vanilla issue, only became apparent now since a no-longer broken since 1.8 store on Telos has a fixed Cyan crystal. * Fixes issues when you leave Adana in her cell, then talk to her again and tell her to run not updating the quest properly, potentially getting it stuck. (Thanks plyinglemon for getting said situation to our attention by suffering from it) * The workbench will now use the skill of the user, instead of the PC when dismantling items for components. * Updated modulesave.2da. * Fixed broken questupdate with the sabotaged protocol droid on the Harbinger (thanks Josh D for finding this). * Telos, thugs infront of the door to the Exchange compoud; Removed automatic Ithorian journal update, need to actually ask for Loppak and be refused for the journal to update. * Nar Shaddaa, Pazaak Den; Fixed potential convo-break for males with Dahnis. * The Security Spike Tunneler now uses the correct skin (it used to look just like the Security Spike, even if it had an unique icon). * Onderon; Removed the "A Matter of Leadership" mission from your questlog if you leave the planet without finishing it. * Several improvements to the Rebuild Jedi Enclave cutscene on Dantooine. * Telos surface; Added lipsync to one of Atton's line since it was missing. * Updated Vash bodies' lightsaber drop. *** The following 2 fixes modify feat.2da. Be aware if you use mods overwriting this it will undo those fixes; * The Jedi Weapon Master and Sith Maurader may purchase the Condition (+saving throw) line of feats. * Restored the Mobility feat. The mobility feat gives a 10% increase in movement rate. (thanks to BarnzyBobble for his assistance in testing if it worked properly) 3.6 Changelist 1.8 - 1.8.1 ---------- * Modified KOTOR main screen texture (used in the main menu and on loading screens) to make it easier for Steam and KOTOR-compilation users to notice if TSLRCM is properly installed, considering they do not have a launcher, and "how do I notice it's installed properly" was becoming a very popular question. NOTE: When using the patch it's only an indication that the patch installed properly, not 1.8 as a whole. If in doubt, please re-install TSLRCM 1.8.1 using the full installer. If the main screen is updated then it indicates the entire mod is updated properly. * Includese Inverted Droid Feat Gain by Hassat Hunter. ** Fixes the feat gain progression of T3 and Goto being swapped around with the feat gain of HK-47. It's correct now, with HK-47 gaining more feats than them rather than less. * Fixed convo break with Nar Shaddaa arrival scene for male players, and fixed requirement check in convo scanning for handmaiden instead of Visas, leaving Disicple's convo options untriggerable. * Fixed breaking Nar Shaddaa questline by talking to Ratrin before Cahhmakt. This is no longer possible. * Fixed bug where talking to Cahhmakt with an NPC instead of the player would leave that NPC "locked", unable to join your party. * Fixed issue on Ebon Hawk with post-Peragus dialogue with Atton not proceeding properly to the Lightsaber dialogue if certain dialogue options were selected. * Fixed bronze saber turning other saber also bronze when loading a savegame if dual-wielding. (thank Fair Shade for the fix!) * Fixed Handmaiden's armor not being properly returned to the inventory when dueling on the Ebon Hawk. * Corrected small issues with Malachor loading screen story hints, like the first being completely blank. * Included updated k_003ebo_enter.nss and a_next_scene.nss to 003EBO.mod for modmakers, the version included with 1.8 was outdated. * Fixed Vrook's lightsaber not activating properly in the rebuild enclave. (Thanks Qui Don Jorn) English version; * Fixed subtitle error; HK when talking about "his whiny allies" subtitles "her whiny allies". * Fixed Zhug brother mentioning "him" for female PC's on Goto's Yacht. * On Dantooine right outside the Ebon Hawk, when asking the "Battered Protocol Droid" what it knows specifically of your character, it says "You are on the register as one of the Jedi who left the Enclave to fight in the Mandolorian Wars. Should be spelt "Mandalorian." * Fixed map note in the HK factory missing it's description. * Fixed minor typo when clicking on the locked door for the reserved section in the Jekk Jekk Tarr. 4. Mod Compatibility: ---------- The following mods are known to have specific install instructions to work properly with TSLRCM 1.8.5 * Game Balance Mod by Achilles - ONLY use Autobalance.2da, don't use any of the other files with the mod!!! * Improved AI by Stoffe (AKA RevanAnt) - While this mod mostly works, it cause some problems with one scene on Nar Shaddaa (you might be unable to select a third teammember during a cutscene and then have to weather some hard battles with just Bao-Dur and Atton). * Enchanced Merchants by Shem - We've modified many of the merchants, for the modified loot drops and other fixes, which will most likely be undone by using this mod. So be aware of that! *Kamaitachis Epic Armours - Read the full description to see how to make it properly work with TSLRCM! Mods requiring compatibility patches (check deadlystream for comp patches): * Handmaiden Choice for Females by Stoffe (AKA RevanAnt) * Admirality Mod by Jinger (AKA Kreia) * M4-78 by Stoney - Use M4-78EP instead! * Slender Female Bodies The following mods are INCOMPATIBLE! Do NOT use these when using TSLRCM 1.8.5! This is by no means a full list. Mods not listed here can still be incompatible. If you're in doubt, check or ask in our forums! The currently most known list is located at http://deadlystream.com/forum/topic/393-mod-compatibility-list-for-tslrcm-183. You can post questions at http://deadlystream.com/forum/topic/2795-inquiries-on-mod-compatibility-list-for-tslrcm-183/. * Ultimate Saber Mod by ChAiNz, D333, Sep, Svosh, T7 * TSL Un-Restored Content (TSL:URC) by Zbyl2 * Ravager Rewrite 2.0 by Zbyl2 * Peragus-Harbringer-Prologue Correction Mod by Ulic * Trayus Academy Clothing Fix by SithRevan * Dark Apprentice Holowan Consortium * Lonna Vash Mod by Sikon * Force Fashion II by jonathan7, Marius Fett and Ender Wiggin * Nar Shaddaa Hidden Complex by FrantFire * Get your lightsaber back from Atris by Lit Ridl * Darth Sion vs Master Vash by zbyl2 * Khoonda Lost rooms by Darth_Tartarus * 90SK's SUPER Content Mod * Telos Shuttle Crash Movie Fix by Zbyl2 & DarthParametric * Telos Polar Sidequest * GenoHaradan 0.9 beta by Exile007 * Knights of the Old Republic III : The Jedi Masters 2.0 (beta) by Trex * HOTOR 1.6 by Qui Don Jorn * Kreia's Assorted Robe Collection * Trailer Force Crush Sound by Don Kain * Kolto Tank on Ebon Hawk by Lit Ridl (overrides critical TSL files!!!) 5. FAQ / KNOWN ISSUES --------- Q. I am having technical issues with The Sith Lords! A. Try the Steam forums. Even if you do not possess the game it does contain many threads about issues and their sollutions, a quick search might just find you the answer you need. Q. How do I know TSLRCM is installed? The main screen is unchanged. A. If the mainscreen is unchanged, TSLRCM isn't installed. Mostly this is related to people installing to the wrong location. Double-check yours (see install instruction #4). Q. Crash when loading a savegame. The loading screen is corrupted by strange lights all over it. A. Issue with modern Nvidia graphic drivers. NOT caused by TSLRCM. To fix; In the Nvidia control panel put Threaded Optimization to "OFF" and uncheck the "read-only" property of your KotOR II directory. Q. There are no Handmaidens at the academy/Stuck infront of the Hawk after the Academy. A. You have overwritten our appearance.2da with an incompatible version of another mod, missing certain key entries needed for TSLRCM to work properly. If you still have the original TSLRCM appearance.2da replace it, otherwise a full re-install of TSLRCM is required. In both cases a save is needed from before entering the academy. Q. I lost my team at the academy/black screen when entering Ebon Hawk after academy/Atton, Kreia or Bao-Dur don't talk to me when I click them. A. Sadly, this is a vanilla bug we cannot fix, since the files cannot be de-compiled. It's related to fighting the Handmaiden sisters on the battle mat and "cheating" before they become hostile, giving an error in the script to return your team members. You will have to load a save from before this fight. Q. The screen becomes black when loading the Jedi Masters scene in the Rebuild Enclave A. This is due to the module using a custom Kreia with special animations for the cutscenes. If any Kreia-altering skins or mods override this, the result is this black screen. Uninstall your Kreia-skin altering mods for the duration of this module... Q. After changing the Ebon Hawk's transponder codes, the Duros scene repeats itself and Goto's Yacht doesn't load. A. In some rare instances the new globals TSLRCM added aren't added to savegames. This is why we suggest playing a new game. In this case the global for the Duros hasn't been increased by 1, leaving the same cutscene. Enabling the cheatmode in the .ini, then using (without quotes) "warp 351nar" will let you continue on without further issues Q. I cannot spar with the Handmaiden! A. Due to a bug, sparring with Handmaiden while in outer space (directly after leaving the Telos Academy) made the fight unwinnable. So for TSLRCM you will have to travel to another planet, exit and re-enter for the option to appear, giving a glitch-free sparring. It's not gone, no worries! Q. When the HK Factory loads, I am spawned on Telos as the Exile, instead of as HK-47 / I get a black screen when arriving on Malachor. I use USM. A. TSLRCM 1.8.5 is not USM compatbile. Q. The game crashes when the Nihilus/Visas or Nihilus/Tobin cutscene loads. A. Delete n_darthnihilu001.ntc from your override. Q. While in Visquis' lair, when Kreia revives Hanharr, it suddenly turns back to Atton. A. Delete p_kreia001.utc from your override. Q. Double Atrises during final confrontation/No dialogue after sisters are defeated. A. Delete the following files from your override, and load a save from before starting the confrontation: a_atrend2.ncs a_atrend3.ncs a_kreatris.ncs a_sisend.ncs n_darthtraya001.utc Q. No HK-Torture scene/Missing restored EH-scenes/Get stuck in Ebon Hawk on my way to Malachor. A. Delete k_003ebo_enter.ncs from your override. Q. Dialogue fast-forwards/cutscenes without sound. A. Engine issue. Not caused by TSLRCM. Unfortunately, we cannot fix this. May this happen, do a full reboot of the game, and it should work properly again. Q. I have issues with the grass on Dxun/Rebuild Enclave. A. This appears to be an issue with ATI-videocards. Try using the textures found here; http://www.lucasforums.com/showpost.php?p=2824280&postcount=14 Q. Why haven't you fished the issue on Peragus where you need to lower the difficulty to proceed as T3? A. This is no issue. Playing on hard you need another way through the door rather than the mine, deleting some goodies in the process. It's not required to lower your difficulty. Q. Does the mod include [x]? A. Please check our semi-complete inclusion list at: http://deadlystream.com/forum/topic/139-whats-restored-in-tslrcm/ Q. Why did you fix [x], that wasn't a bug, that was a feature. A. We have a pretty good indication from developer nodes and scripts what is intended and what not. It's very likely that the bug was infact a bug, and never intended. Developers rarely intend to add bugs and exploits to their game... Q. My question is not answered here! A. Feel free to ask us at our official forum; http://deadlystream.com/forum/ You can also ask at moddb, but I visit that site less frequent... 6. UNINSTALLATION ---------- Run uninstall program created in your game's main directory. On the Steam Workshop unsubscribe. 7. CREDITS: ---------- Major Contributers: * Jinger/Kreia - the Rebuilt enclave and Handmaidens * MonoGiganto - T3’s fixed dialog and ZezKiel’s fixed dialog on NarShadaa * Savvy30039 - the new animations * SWfan28 - scripting genius of a lot of areas * Pra_Viilon - launcher * Danil-ch - Various fixes and cutscenes * HK-47 & Sith Holocron - VO splicing Includes mods by: Jinger/Kreia - Battle for Telos Mrmarb - Weapon finesse icon fix DrGhent - Lightsaber parts icon fix Darth_shan - Bao-Dur shader fix Darth Insidious and Jcarter426 - Telos Shuttle Modder Resource Darth Insidious - Goto's Yacht Window Fix Danil-ch - Female Revan overlook fix Jcarter426 - TXI-fix Kainzorus Prime - PMHA03 Restoration Voice Acting: * Usagi - Kaevee * Zhaboka - Taris Traveler Beta Testing: * Lord of Hunger * TriggerGod * Pra_Viilon * Garfield * JoewJ * DarthDac Translations: * Melkor, MrPhil, TTLan, RevanStar11, Leoneros - French * Alec, Salk, Cair - Italian * Rodro Lliv, Januszka, Serpol, Dashrendar - Spanish * Pestilenz, Lex, Ero, Hib – German * Drazgar, Allard – Russian Special thanks to: * Sith Holocron - for his all-time support and VO splicing * Ulic - his inspirational Peragus modification * Markus Ramikin – for some other minor fixes * Tyvokka and The Doctor – for hosting this mod and forums on Deadly Stream * Darth_Sapiens - Main menu logo 8. DISTRIBUTION NOTES ---------- Thanks to DeadlyStream for giving us space on his forums and all the people of the TSL community that helped with bug finding in the beta. Thanks to tk102 for the dlg editor. Thank you to the members of Team Gizka for finding out about the missing HK factory modules and all the content that was cut from KotorTSL and making sense of it all, because without all their previous efforts and hard work none of this would be possible. Thanks to Jdnoa and Dashus for the tools they created for which none of this would be possible without them. A special thanks to Ulic for his original Peragus mod; while none of his work or files were used in our fixing of Peragus, a lot of his ideas and “how” things were changed were the inspiration for how we tackled them. His list of fixed stuff in the readme helped too! 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. THE ABOVE MENTIONED COMPANIES OR THE AUTHOR ARE NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION. ThESE modS may not be modified or REdistributed without the explicit permission of the authors. Star Wars: Knights of the Old Republic™ , characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords™, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware™ and the Odyssey Engine are trademarks of Bioware Corp. Obsidian™ is a trademark of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. 2014 -
1 point
Version 1.0.0
1,200 downloads
New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 7 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
1 point
Version 1.0.0
188 downloads
TSL is a great sequel and has a lot to offer. The TSLRCM team did an outstanding patching up of the game, but there were numerous bugs that still exist in the game (even with the Community Patch). This mod aims to fix those that aren’t fixed as well as to fix consistency issues. While I was at it, I decided to add some restored content as well. Bug Fixes: Restored Content: -
1 point
Version 1.0
32,163 downloads
so here is the HD visas part of my ongoing texture project series, I desired to maintain the vanilla "look", but with much higher quality textures, I feel I have sufficiently achieved this, (i took a little liberty on the dark side transitions, but they are definitely not "movie style") the usual disclaimers apply, and of course you don't need my permission to reuse this, as long as it's not for profit. -
1 point
Version 4.1
129,492 downloads
THE UPDATE IS FOR STEAM USERS, PLAYING THE ASPYR VERSION IN 2K. -------------------------------------------------- Title: Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords -------------------------------------------------- Special Thanks to the following individuals: Alien - For the original version of the 16x9 mod, without which none of this would have happened. tk102 - Since GFFEditor broke stuff and KGFF saved the day, teekay deserves some recognition for his awesome (TSL-friendly) tool. -------------------------------------------------- Original mod info (including link to download and screenshots) can be found here: http://steamcommunity.com/app/208580/discussions/0/864975632546978851/ As you can see, Alien's work is remarkable. Unfortunately, v.1 has some issues with the Actions UI in the lower left (mines and force form are borked, and the action description hovers over the menus rather than displaying above, making the arrows a pain to use). After some digging around, I was able to fix these issues and am releasing the fix with Alien's permission. *CD/DVD/GOG/Steam (Non-Aspyr) Installation Instructions* Download the GOG version Extract the download Select either the 16x9 or 16x10 version (not both) Copy the folder to Override To uninstall, remove the installed files. *Steam (Aspyr version) Installation Instructions* [Optional, but recommended] Find equip_p.gui in the game's install directory and make a backup Delete equip_p.gui from the install directory Extract the contents of the download to Override. To uninstall, remove the installed files. -
1 point
Version 1.0.0
12,943 downloads
Compatability Note: If you're using TSLRCM, Extended Enclave, or M4-78 EP mods, please install the optional Patch file matching your resolution after installing those other mods. The cutscenes were upscaled using Topaz Gigapixel AI, and interpolated to 60fps using SVP Pro 4. Black bars are used to maintain the aspect ratio of the content while bringing the videos to 16:9 overall. TO INSTALL: Make a backup of your "Movies" folder, which is in your main game directory. Download the main pack(s) that matches the resolution you play at. 1440p and 2160p are each broken into three packs. If using TSLRCM, download the matching Patch file as well. Extract/unzip the pack(s) you downloaded. Replace everything in your Movies folder with the extracted files. Do not place them in your Override folder. If you're using Aspyr's (Steam) version of the game, these should work "out of the box" without any tinkering. If you're using a different version, you can use UniWS to patch your game to the correct resolution. If this doesn't work on your version for whatever reason, you may need to use a hex editor to change some values in your game executable to get them to play correctly. Please refer to the following guide on how to do this, skipping the parts about upscaling the cutscenes: https://deadlystream.com/topic/4631-how-to-force-kotor-i-iis-bik-movies-to-play-in-any-resolution/ NOTE: Many cutscenes in KotOR 2 are in-engine recordings. These have be re-recorded at 4k60 rather than upscaled. -
1 point
Version 1.1
41,623 downloads
A KNIGHTS OF THE OLD REPUBLIC II MODIFICATION High Quality Blasters By Sithspecter Installation: Point the installer towards your Knights of the Old Republic II game folder (not the override folder) to install High Quality Blasters. Description: When Knights of the Old Republic II was released in December 2004, it made a number of improvements over the first installment. However, the blaster models were still the same low-quality models as before. After remastering all the blasters in the first game, I knew I had to make the same high-quality blasters available for the sequel. This mod completely replaces the existing blasters with newly modeled firearms, complete with high quality textures. Special care was taken to retain the form and look of the original items, but in a high quality package. Each weapon was carefully textured based on close examination of its default counterpart. It's a much improved package that I hope will be a permanent addition to your TSL override folder for years to come. Use: Use of High Quality Blasters is extremely easy. Run the installer, then play the game. That's it! The new models will automatically appear when you load up your last save. However, this mod does make a couple .uti changes to avoid doubling up on weapon textures. I've applied a new model and texture to a few items that share a model and texture in the default game. The following items are affected: Benok’s Blaster Blaster Rifle Heavy Repeating Blaster Rifle Plasma Projector What this means is that if you already have one of these items, it will still show up as high quality, but it will share a texture with another high quality item. If you re-acquire one of these through cheats or KSE, it will appear properly. This will not negatively affect the gameplay in anyway. Bugs: Due to differences between the body models (especially female), the weapons will sometimes appear to clip the hands (especially in the female off-hand). There is nothing I can do about this without introducing more issues, it is something that happens with the default weapons, and you will have to live with it. Credit: Thanks to 90SK, Fair Strides, Varsity Puppet, and Kexikus for providing feedback for this mod. Credit goes to Kexikus for the inspiration from your screenshots. They look fantastic so I modeled the screenshots for this mod after your High Definition Skyboxes mod. Permissions: Do not upload this mod or assets from this mod, modified or not, to other sites without my express permission. I have uploaded this mod to multiple sites and can provide support on those sites. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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 1.0
4,728 downloads
Author: Kainzorus Prime Mod Name: TOR HK Droids Skin Pack ************************* Under NO circumstances is this, or any of my other mods, to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod provides several custom versions of HK series droids, available for Darth Parametric's TOR HK Droids mod. 2. Installation: ========= Copy the files of your choosing into the Override folder, overwriting as necessary. Darth Parametric's original mod is required for this one to function properly - http://www.nexusmods.com/kotor2/mods/52/? 3. Credits: =========== Special thanks to: Darth Parametric - for the original TOR HK Droids mod. -
1 point
Version 1.3
8,877 downloads
The same as my K1 mod, this one replaces the low resolution star and nebula textures with higher quality ones. Update: Thanks to GNihilus2 I added compressed versions of my star textures, reducing their size from 3 MB to around 50 KB. There is no visible difference and there's also no need to download the new version if you already downloaded 1.0 unless your harddrive is really full. ABOUT This mod replaces the starfield and nebula textures used as backdrops during many sequences of the game to a higher resolution (1024x1024). INSTALLATION Copy all files included in this archive into your Override folder. UNINSTALLATION Take them out again. CREDITS Texture pack created by Kexikus Starfields created with spacescape Nebula photos from NASA and hubblesite.org Texture compression by GNihilus2 THIS MOD IS NOT SUPPORTED BY LUCASARTS OR OBSIDIAN. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE. -
1 point
Version 1.2
1,118 downloads
******************************************** Knights of the Old Republic - The Sith Lords ******************************************** TITLE: Effixian's K1 to K2 Heads AUTHOR: Effix(ian) CONTACT: PM me on the forums or find me on Steam ************ DESCRIPTION ************ This mod adds player heads: - PFHC01 from KotOR 1, as requested by shadongo. - PMHA05 from KotOR 1, as requested by Fallen Guardian. ************* INSTALLATION ************* PFHC01 from K1 to K2: Unzip somewhere and run the file "TSLPatcher_Effixians_PFHC01_from_K1_to_K2.exe". PMHA05 from K1 to K2 Unzip somewhere and run the file "TSLPatcher_Effixians_PMHA05_from_K1_to_K2.exe". Steam's TSLRCM: Point the patcher to TSLRCM workshop folder, location is something like [drive]:\[steam folder]\SteamLibrary\steamapps\workshop\content\208580\485537937 ***** BUGS ***** None known. ************* UNINSTALLING ************* 1. Remove the following files from your Override folder: For PFHC01 from K1 to K2: - pfhx01.mdl - pfhx01.mdx - PFHX01.tga - PFHX01A.tga - PFHX01AD1.tga - PFHX01AD2.tga - po_PFHX01.tga - po_PFHX01d1.tga - po_PFHX01d2.tga For PMHA05 from K1 to K2: - pmhx05.mdl - pmhx05.mdx - PMHX05.tga - PMHX05.txi - PMHX05D1.tga - PMHX05D1.txi - PMHX05D2.tga - PMHX05D2.txi - po_PMHX05.tga - po_PMHX05d1.tga - po_PMHX05d2.tga 2. Get the following files from the mod's backup folder and put them back in your Override folder: appearance.2da heads.2da portraits.2da ******************* DISTRIBUTION NOTES ******************* You may not: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mod if you simply ask me. ********* THANKS TO ********* - Fred Tetra's Kotor Tool - bead-v's MDLedit - stoffe's TSLPatcher - The people at Deadly Stream ------------------- 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. -
1 point
Version 1.0.0
1,591 downloads
New textures for armor. Resolution 2048x2048. To Install 1. Download: Armor 6 HD 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
1 point
Version 0.9
7,572 downloads
This is basically just a drop in override mod for the vanilla masks of KoToR. With one exception: Tetas Royal Band Restored By Darth Insidious is required before that one will work. I included it because it is a vanilla mask, but it was hidden in the game files. All models and textures are overhauled. Some more than others. Even if the model does not look different by much there has been a lot of time and effort put into tweaking the UVs and editing the models to be smoother without adding too many polys. I wanted to release three of the masks as helmets, however those will be added later in an optional expansion of this mod. TODO: Fix some things about the textures such as glowing things that should be glowing, and add new replacement icons. If there are any model problems i will gladly fix them and re-up the whole archive. New file in addition to the main file is the icons for the new masks. Thanks to djh269 for offering to make these icons and send them to me. A huge help. That leaves trying to figure out some issues with reflection for some of the masks, and maybe a few animations that are supposedly supposed to be on them. Stay tuned for more great updates in the future! -
1 point
Version 3.1
29,656 downloads
HD Cockpit Skyboxes DESCRIPTION When you land the Ebon Hawk on a planet, you are able to look out of the cockpit and view the landing platform. This is achieved by a cylindrical texture. Since the vanilla textures were low res, inaccurate, and desaturated, I recreated the platforms in Maya and rendered them to look as they do in-game. The main planets, including M4-78, are all remastered in 4096x1024. I also include a version of the Nar Shaddaa cockpit texture that utilizes the Realistic Nar Shaddaa Skybox mod by Sharen Thrawn. Additionally, I've upscaled and retouched the outer hull of the ship as seen from the cockpit. If you need downscaled versions, the Medium Resolution option provides 2048x512 resolution skyboxes while the Low Resolution option provides 1024x256 resolution skyboxes (the size from the vanilla game). I'm also offering these textures in TPC format, which tends to be 1/4th the size and download time of the uncompressed files. INSTALLATION -Drop all of the files from the main mod folder into your override folder. -If you want the cockpit texture that uses the Realistic Nar Shaddaa Skybox mod, replace the EBO_Sky01.tga file with the one from the folder labeled With Nar Shaddaa Realistic Skybox. UNINSTALLATION -Delete the aforementioned files from your override folder. THANX Thanks to Photoshop, Maya, MDLOps, Gmax, KotORmax, GIMP, Blender, KotORBlender, and ESRGAN. Special Thanks to Sharen Thrawn for making the Realistic Nar Shaddaa Skybox mod. Please don't repost this on other sites unless as part of a mod pack (with proper credit to me) -
1 point
Version 1.0.0
609 downloads
This mod will add upscaled textures for the planet Taris. Except the skies and Sith base see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Enjoy! Sky textures are made by the awesome Kexikus get them here: https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ For the Sith base get my other Upscaled pack! 😉 Another great mod you might consider, for the cantina signs; by SithHolocron: https://deadlystream.com/files/file/1135-animated-manaan-cantina-sign-for-kotor1/ Other big improvement, to the Taris arena, mainly the crowds and fights, by DarthParametric: https://deadlystream.com/files/file/1404-taris-dueling-arena-adjustment/ -
1 point
47,015 downloads
This mod fixes several playable & NPC head models to reduce clipping and/or vertex stretching PMHH01 - fixed the tongue PMHC04A - fixed a gap in the neck PFHC01 - fixed a gap in the neck, also adjusted the ponytail PFHC03 - fixed the inside of the mouth Daraala - fixed the left eyelid Berun Modul - fixed the back of the head and neck See the Read-Me for more details I didn't test this with TSLRCM, but I don't see any reason why it wouldn't be compatible. -
1 point
Version 1.0
1,224 downloads
HQ Music Update Patch Just like the Movie patches, here is a Music Patch to enhance the original game's assets. This patch will make the regular game music into slightly higher quality music (approximately 22,050 Hz files.) Warning: These files won't be CD quality versions of the music but it is better than what came with the original 4 CD version of the game. Steam and GOG KOTOR2 Users: This patch is already included in Steam and GOG versions of the game. Do not install this with Steam and GOG versions. Installation: Install this patch before you install TSLRCM. NOTE: You must have at least 2 Gigs of free Hard Drive space to run this patch. - Copy the K2_HQ_PATCH_Music executable into the root game directory (default C:\Program Files\LucasArts\SWKotOR2) - Double-click on the K2_HQ_PATCH_Music executable to run the program. - Wait while the files copy. When the window disappears, you're done! Uninstall: There is no uninstall method. Reinstall the game if for some reason you don't wish to use this patch. Legalese: This asset patch is supplied for use AS IS and is not officially supported by LucasArts or Obsidian Entertainment. LucasArts and Obsidian Entertainment will not offer customer support in the installation or application of these assets and are not responsible for any problems which may arise from their use. Although we have tested these assets, they are offered AS IS. Use this patch AT YOUR OWN RISK LucasArts, the LucasArts logo, STAR WARS and related properties are trademarks in the United States and/or in other countries of Lucasfilm Ltd. and/or its affiliates. © 2004, 2005 Lucasfilm Entertainment Company Ltd. or Lucasfilm Ltd. All rights reserved. -
0 points
Version 1.0.0
155 downloads
Adds the ability to enter your whole party into stealth without activating solo mode. SUMMARY Why do Sith assassins get to sneak around in groups? Don't they have to turn on solo mode? Now your party can move through the shadows together too. This mod introduces party stealth mode, allowing all eligible party members to simultaneously enter stealth without turning on solo mode. Party stealth mode is activated through an armband which turns on stealth for all party members that are equipped with a stealth unit or otherwise able to use stealth (Force Camouflage, G0-T0). Solo mode will be turned off and your party members will follow you like they normally do. Activating the armband while this mode is on will remove everyone from stealth. See additional notes below. Only the main character can activate this ability and must be able to use stealth. You will get the armband as soon as Kreia joins your party on Peragus. Because of this you'll need a save from before she joins your party for the mod to work properly. However if you're mid-game and want to install this, you can get the armband with the giveitem code "partystealth". INSTALLATION To install, run TSLPatcher.exe. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: - spells.2da - baseitem.2da - partystealth.uti - m_imp_prtysneak.ncs - a_addkreia.ncs - ii_ootgmbnds_001.tga 2. If any files were created in the backup folder, move them to override. COMPATIBILITY Should be compatible with most mods assuming they use TSLPatcher or this mod is installed after. OTHER NOTES Party stealth mode is defined by the following conditions: 1. All eligible party members are in stealth mode. 2. Solo mode is turned off. If any of the above conditions are not fulfilled, activating the armband will apply them. If all of the conditions are fulfilled, activating the armband will remove stealth from all party members. You won't be able to toggle stealth for individual party members without turning on solo mode. If you press the normal stealth toggle it will turn on solo mode regardless of whether a character is in stealth or not. Also occasionally characters may exit stealth on their own to perform an action for whatever reason. If any of these things happen, just activate the armband again to reinitialize party stealth. Computer-controlled characters with the Sneak Attack feat will usually perform sneak attacks if you enter combat from this mode. However sometimes they might do another action which breaks stealth first. When changing modules like entering the Ebon Hawk with party stealth on, characters may remain in stealth mode until they perform an action which breaks stealth, such as entering a conversation. I don't expect this to cause major issues but it's probably best to remove party stealth before leaving an area. Bear in mind the developers had reasons for enforcing solo mode, whether for balance or technical issues. I haven't encountered any serious issues but haven't tested every situation. Please let me know of any bugs or weirdness and I'll try to fix it. PERMISSIONS Feel free to use the source code for your own mod as long as you give credit. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides -
0 points
Version 1.1
1,044 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 8.10.2016 1.1 Release Date: 24.04.2017 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: In May 2016 I created a mod called Dark Jedi Icon Fix that turns the Dark Jedi Knight and Master robes into there correct icon though recently I figured out a way to make the Dark Jedi Robes match their original icons so what this does is change the Dark Jedi Knight and Master robe texture to look like there original icons. In 1.1 I have included the female robe texture Known Bugs: Though this is my First Retexture Mod this mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with anything that changes the Dark Jedi Robe and Dark Jedi Knight robe texture this includes any robe reskin mod. Upcoming: The Female version of the robe Possibly make the rest of the robes like the Dark Jedi robe Permissions: You may NOT claim this mod as your own. Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool, Gimp 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.