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3 points
Version 2.3
67 downloads
This is my attempt to restore the Dantooine water, plus some other areas, after the Aspyr Patch broke water effects. Requires C3-FD Patcher for the reflection effect. The original textures have been upscaled and the bumpmap has been replaced with a higher detailed water animation and baked into the textures alpha layer. Included: - Dantooine water - Enclave sublevel fountain - Telos ocean seam fix - Telos murky water restored - Jungle Tomb water - Citadel Station Residential fountain water Install Instructions: 1) Apply C3-FD patcher to fix the game's reflections 2) extract water restoration mod contents to override directory -
2 points
Version 1.1.0
17 downloads
Makes it so your alignment affects the potency of Light and Dark Side Force powers. SUMMARY The main effect of alignment on gameplay in vanilla is to modify the FP cost of using powers. For how central LS/DS side choices and alignment are in the game, it isn’t really that much. And while I guess it makes enough sense for a Jedi’s alignment to affect the energy or whatever it takes to use the powers, it seems more appropriate that your alignment actually affects how potent these powers are. I mean, it’s a little odd that a full-on Light Side paragon can go from meditating on peace and serenity one minute, to summoning the full power of the Dark Side to vaporize their enemies with lightning the next, dealing the same damage as a Sith Lord. With this mod you’re no longer the Avatar Master of All Two Alignments. I know it’s fun to be and part of why people love KOTOR and its main character, but if you’re looking for a new challenge and a new angle to the combat and role-playing mechanics, try this mod. All Light and Dark side powers will have their effects modified according to the user’s alignment. The closer your alignment is to that of the power, the stronger its effects become (damage, healing amounts, stat bonuses or debuffs, etc.) up to 25%. On the other hand, the further your alignment is from that of the power, the weaker it becomes, down to -50%. The powers are the same as vanilla for neutral characters, adding some advantage to playing a gray Jedi if you want to use both LS and DS powers. The increase in FP cost for opposite alignment has been reduced from +75% to +50% to balance the reduction in potency. For example, with full LS alignment you’ll heal 25% more, stuns will last an extra round, and you’ll get an extra bonus point in your stats from Armor and Valor. However, fear powers will last less time, lightning/choke will deal half damage, plague will be less potent, and death field will heal you less. On the other hand, fully DS characters will deal 25% more damage with DS powers, but will only get half of the bonuses from LS buffing powers. The penalty to powers of opposite alignment can be reduced through your Wisdom attribute. Every point in your WIS modifier will reduce the maximum penalty by 5%. This means with Wisdom = 20, the maximum penalty will go from -50% to only -25%. With Wisdom = 30, there will be no penalty for using powers of opposite alignment. INSTALLATION Please read compatibility notes below before installing. To install, go to the “Main Install” folder and run TSLPatcher.exe. Select one of the two options. One applies the base version of the mod, and the other installs the base version plus the mod Treat Injury Affects Force Healing. This option is required for compatibility between these mods. If you have K2 Force Powers for K1 installed, after installing the main mod, run TSLPatcher.exe inside the Patch folder. Again, there are two options: One to apply the changes from this mod only, and one to apply the changes from this mod plus the effects of Treat Injury Affects Force Healing to the Master Heal power. 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 a dialog.tlk was created in the backup folder, move it to the main game folder (outside override). 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY This mod is not compatible with any other mods that change the effects of vanilla LS or DS Force powers. It will overwrite any other changes. Mods affecting only universal powers (Push, Throw Lightsaber, etc.) are fine. Mods that change FP cost, visuals, icons, etc or add new Force powers are probably compatible. You can install this mod after them to be safe. Repair Affects Stun Droid is fully compatible as this mod doesn’t affect Stun Droid powers. I know they are LS but it didn’t really make sense for immersion and anyway I can avoid the incompatibility. Treat Injury Affects Force Healing is only compatible by using the combined install option. It will not work with this mod if installed separetely. If you already have that mod installed, it is OK to install the combined option over it. Compatible with K2 Force Powers for K1 with patch. Patch must be installed last, but otherwise install order doesn’t matter. I recommended using NPC Alignment Fix alongside this mod so that more NPCs will be affected. PERMISSIONS Do not reupload this mod or any contained files without my expressed permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides -
1 point
Version 1.0.0
88 downloads
NOTE : This was made specifically for the Expanded Galaxy Project but I decided to release a modders resource version. Manaan - Hotel Missing Room - TSL Levels in K1 by Thor110 This adds in that missing and locked room in the Hotel on Manaan, turns out the walkmesh was there all along, just not the model, so I copied the room from the opposite corner and rotated it's contents then moved them in to the model. ------------------------------------------------------------------------------------------------ Installation: Copy Modules & Override folder to the game directory. Warp to m26ae to look around the level. There is an installer specific version for anyone who wishes to install the empty rooms to the game for a regular playthrough. ------------------------------------------------------------------------------------------------ Thanks to PapaZinos for reminding me room containers can't be rotated and only their contents can. Used KotOR Tool, Blender, MDLEdit-v1.0.4, GIMP and Notepad++ to make this. -
1 point
Version 1.5
2,031 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 1.0.0
3,261 downloads
This mod makes a number of adjustments to the entire Leviathan jail break sequence: Carth and the rest of the party have any equipped masks and weapons hidden for the pre-boarding conversation on the Ebon Hawk. The initial scene of the three Sith troopers discussing the chosen jail breaker changes the commander to red armour, as seen elsewhere in the game. The player's force cage in the torture room is now positioned next to Bastila's. Static cameras have been adjusted accordingly. Fixes a couple of missing static camera assignments for player responses during the torture sequence. The entire party (aside from the chosen jail breaker) now get put in the party cell. The party cell's door is changed to a forcefield. The jail breaker can elicit randomised responses from a few party members when clicking on the cell forcefield before freeing Bastila, Carth, and the player. HK-47's initial cutscene when chosen as the jail breaker has a new custom stunt animation (derived from TSL's disabled animation). The technician working on HK now starts the scene standing behind him rather than in front. Restored the second technician when HK is the jail breaker that Bioware cut (for some reason). Both of the HK technicians are switched from Sith trooper to Sith commoner appearances. The player starts the final escape scene inside their force cage like Bastila and Carth rather than standing at the doorway. The entire party is now present for the final escape sequence, not just Canderous. Canderous now remains in his equipped gear if he was the chosen jail breaker rather than switching to basic clothing. The party are now shown getting their gear and then leaving for the Hangar Bay. Canderous, Mission, and Jolee will equip basic clothing when they grab their gear if they were left naked as the chosen jail breaker. The player now has their pre-Leviathan gear automatically re-equipped at the end of the escape scene, as was Bioware's original intent. All of the party's pre-Leviathan inventory is now automatically returned, rather than needing to manually loot it from a locker. Fixes some minor geometry gaps and smoothing issues in the detention block main room. Fixes the force cage placeable's walkmesh, which was misaligned. Installation: Run INSTALL.exe. By default, T3's response to the jail breaker clicking on the party cell will be gibberish for everyone except HK. If you want it to be in English/Basic regardless of the jail breaker choice, copy dp_lev40_con_pd1.ncs from the OPTIONAL folder and paste it into your Override folder. Compatibility: It is highly recommended that you use this mod in conjunction with the K1 Community Patch. If doing so, make sure to install K1CP first. This mod is NOT compatible with Fair Strides's Party on the Leviathan mod. I did consider trying to integrate Juhani's cut Leviathan conversation into this mod, but it doesn't really work in its existing state. If you are a Juhani simp thirsting for more of her, use FS's mod instead. Probably not compatible with K1R. Use at your own risk as no support will be offered. Known Issues: Some of the other jail breaker start scenes, like Jolee's and Mission's, could use some tweaks to address minor annoyances. I'll look at those in a future update. The techs equipping blasters and attacking at the end of HK's initial cutscene are a bit wonky. That probably needs to be integrated into the cutscene itself. I didn't test with a female player. I think I got them all, but some of the specific fem PC/Carth camera angles might be off during the torture sequence. Please advise if that is the case. It's still possible to lose Canderous's pre-Leviathan equipped gear forever if he is the chosen jail breaker and you don't manually loot the patient gear container before leaving. You can still be affected by the stealthed/invisible jail breaker bug, since K1 lacks a de-stealth script function unlike TSL. K1CP addresses this. Bioware handled the transition from the Hawk to the Leviathan in a really odd way. It's possible that they encountered a sequence break that caused them to take the approach they did, which I have now changed. I didn't encounter any problems while testing, but it's potentially possible that the initial cutscene on the Leviathan could fail to fire. Let me know if anyone encounters that. Credits/Acknowledgements: Thanks to @bead-v for KOTORMax and MDLEdit. Thanks to @Cortisol for Holocron Toolset. Thanks to @JCarter426 for helping out with some script troubleshooting. -
1 point
Version 1.0.1
351 downloads
Adds 3 new high level Force powers inspired by the prestige classes from TSL, with effects that change depending on your alignment. SUMMARY This mod adds 3 Force powers to K1 inspired by the unique powers granted to the different prestige classes in TSL - specifically Fury for Sith Marauders, Force Camouflage for Jedi Watchmen and Sith Assassins, and Inspire Followers/Crush Opposition for Jedi Masters and Sith Lords. In TSL, your access to these powers depends on both your character's alignment and class choice. To keep that exclusivity when bringing these powers to K1, and without a way to grant powers in K1 or restrict them based on alignment, I decided to create a single power for each class and make the effects change depending on the caster's alignment. The powers are all universal powers and available at level 15. Each Jedi class can learn one of these powers, coming from the analogous prestige class (Marauder/Weapon Master for Guardian; Assassin/Watchman for Sentinel; Master/Lord for Consular). The power effects change every 10 points of alignment (except in the neutral range from 41-60), becoming stronger as your character moves closer to the light or dark side. Where possible, the effects are modeled off the corresponding power tree in TSL, starting from the lowest tier power and moving towards the highest tier at maximum LS or DS alignment. Some powers have slightly different effects from their TSL counterparts. Neutral characters will experience a balanced but weaker blend of both sides' effects. Any Jedi in your party can learn these powers, but their potential is only fully realized by the main character. DETAILS ============ Force Temper Level 15 Jedi Guardian Cost = 30 FP This power channels the Force to concentrate the Jedi Guardian's inner temperament, placing the light Jedi in a state of composure and heightened defense, or driving the dark Jedi into a furious rage. This power was inspired by Fury, the power granted to Sith Marauders in TSL. The dark side effects are practically identical to Fury, giving bonuses to Strength, Vitality, Fortitude, Will, attacks per round, and granting immunity to Paralysis and Stasis effects, while penalizing Defense. The values depend on the caster's alignment. Additionally, every enemy killed while the power is active grants a bonus to damage up to a maximum of +6. Naturally the light side version of this power enhances defensive statistics rather than offensive. Jedi Weapon Masters don't have a unique power in TSL, but do get a unique feat which boosts blaster deflection. For light Jedi Guardians, this power applies the "Assured Deflection" effect, making it so all incoming blaster bolts are guaranteed to be deflected while wielding a lightsaber, but they can not be returned to enemies while this power is active. It also gives bonuses to Defense, Fortitude and Will saves, grants Critical Hit immunity, and applies a regeneration effect, but decreases damage. Neutral Jedi get a smaller bonus to Strength, Defense, Vitality, Regeneration, Fortitude and Will, with no penalties. =============== Force Camouflage Level 15 Jedi Sentinel Cost = 0 FP This power enhances the Jedi Sentinel's stealth abilities, allowing them to camouflage at will and deliver deadly sneak attacks. This power was inspired by the TSL power with the same name, granted to Jedi Watchmen and Sith Assassins in TSL. In TSL it is a passive power which allows you to enter Stealth Mode without a Stealth Field Generator and gives bonuses to Stealth. In this mod, the power is castable and will cause you to enter Stealth Mode. After casting it once however, you will always be able to activate Stealth without a belt either through the usual toggle or by casting the power, and will be granted the additional stat bonuses indefinitely. The bonuses include an increase to the Sneak skill and a bonus Sneak Attack feat. The Sneak bonus and rank of Sneak Attack depend on your alignment. Light Jedi gain Sneak Attack V (granted to Scoundrels at level 9) and a bonus to Stealth which scales with alignment up to +10. Dark Jedi get no Stealth bonus but get increasing ranks of Sneak Attack up to the maximum rank of X, providing 9-54 extra damage on Sneak Attacks. Neutral Jedi are given the Sneak Attack VI feat and a bonus of +2 to Stealth. These bonuses will automatically update as your alignment changes. You need at least 1 point manually invested in Stealth to enter Stealth Mode. Unlike in TSL, Stealth is not a class skill for Jedi Sentinels, so Sentinel characters might not usually be built for Stealth unless they started as a Scoundrel. Because of this, I've made an optional patch which makes Stealth a class skill for Sentinels so they can get the most out of this power. ============= Force Influence Level 15 Jedi Consular Cost = 20 FP This power projects the Jedi Consular's influence on others, bolstering the morale and effectiveness of a light Jedi's allies, or crushing the spirit of a dark Jedi's enemies. This power is based on the Inspire Followers and Crush Opposition powers granted to the Jedi Master and Sith Lord classes in TSL. The effects of this power are identical to those in TSL, with Inspire Followers effects applied for Light alignment (bonus to party attack, Damage and Will saves) and Crush Opposition effects applied for Dark alignment (decrease to enemy attack and Will saves). The corresponding power rank (I-V) scales with the alignment of the caster, reaching rank V for an alignment of <10 or >90. For neutral characters, the power applies both effects at rank I. ============= This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to. INSTALLATION To install, run TSLPatcher.exe and select the main install option. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of TSLPatcher.exe. Optional: Run the patch to make Stealth a class skill for Jedi Sentinels. UNINSTALLATION 1. Remove the following files from override: spells.2da visualeffects.2da effecticon.2da m_imp_temper.ncs m_imp_camo.ncs m_imp_influence.ncs m_fury_heartbeat.ncs m_fury_killcount.ncs k_act_lighthigh.ncs k_act_lightmed.ncs k_act_lightsml.ncs k_act_darkhigh.ncs k_act_darkmed.ncs k_act_darksml.ncs k_def_death01.ncs ip_camo.tga ip_influence.tga ip_influence_e1l.tga ip_influence_e2l.tga ip_influence_e3l.tga ip_influence_e4l.tga ip_influence_e5l.tga ip_temper.tga ip_temper_e1n.tga ip_temper_e2l.tga ip_temper_e3l.tga ip_temper_e4l.tga ip_temper_e5l.tga ip_temper_e2d.tga ip_temper_e3d.tga ip_temper_e4d.tga ip_temper_e5d.tga fury_killcount.utp nat_camo_belt_0n.uti nat_camo_belt_1l.uti nat_camo_belt_2l.uti nat_camo_belt_3l.uti nat_camo_belt_4l.uti nat_camo_belt_1d.uti nat_camo_belt_2d.uti nat_camo_belt_3d.uti nat_camo_belt_4d.uti fx_dot02.tpc v_light_temper.mdl v_light_temper.mdx v_dark_temper.mdl v_dark_temper.mdx If you installed the optional patch, remove skills.2da from the override folder. 2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder. 3. Move any remaining files in the backup folder to override. COMPATIBILITY & OTHER NOTES This mod edits a few vanilla scripts to achieve some functionalities. It will conflict with other mods that edit the following scripts for alignment shifts or NPC OnDeath events: k_def_death01, k_act_lighthigh, k_act_lightmed, k_act_lightsml, k_act_darkhigh, k_act_darkmed, k_act_darksml Known Incompatible Mods Alignment Fancy Bits by ebmar Content Pack: Feats and Powers by TamerBill Otherwise, should be compatible with most other mods as long as they use TSLPatcher or this mod is installed after. I recommend installing this after other Force power mods to ensure compatibility. For DS Temper, damage increase on killing enemies will only work in the module that the power is cast in. If you transition to a different area, you will stop gaining damage bonuses from killing enemies until the power is cast again. This specific effect also only works on the main character, though without cheats your party members wouldn't get the DS effects of this power anyway. Please report any bugs or incompatibilities. Feedback on the power effects or balance is welcome. PERMISSIONS Do not reupload this mod or any contained files anywhere without my expressed permission. CREDITS offthegridmorty Thanks JCarter426 and other folks on Discord for scripting help KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol This mod contains assets from SW KOTOR II: TSL -
1 point
Version 1.0.0
11 downloads
Better Gameplay Balanced Kotor 2 Companions -------------------------------------------- Description ------------ This mod changes the starting stats, feats, and powers of the Exile's party members to provide a more fun gameplay experience. I made sure not to give anyone anymore stats, powers, and feats then they already had in the vanilla game. The exact changes I made to each of the party members is listed after the uninstallation section. I HIGHLY RECCOMEND USING 'Bao-Dur Can Wear Heavy Armor' (Link) IN CONJUNCTION WITH THIS MOD! HoloPatcher Installation ------------------------- Extract folder 'Better Gameplay Balanced Kotor 2 Companions 1.0' located in the .7z file you downloaded to your computer. Open the extracted folder and then double click the 'Install.exe' file. Make sure that you select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file. Click install on the bottom right. HoloPatcher creates backups of the original files automatically, so no need to worry about that. Manual Installation -------------------- Extract folder 'Better Gameplay Balanced Kotor 2 Companions 1.0' located in the .7z file you downloaded to your computer. Open the extracted folder, then open up the folder called 'Manual Install'. Copy and paste all of the files in the 'Manual Install' folder into the 'Override' folder in your Kotor 2 directory, which is the directory that includes the 'swkotor2.exe' file. HoloPatcher Uninstallation --------------------------- Double click on 'Install.exe'. Select the correct Kotor 2 directory path for you, which is the directory that includes the 'swkotor2.exe' file. Click on 'Tools' in the top left of the menu bar. Click on the option 'Uninstall Mod / Restore Backup' in the pop up menu. Confirm that you want to uninstall the mod. Manual Uninstallation ---------------------- WARNING: MANUAL UNINSTALLATION SHOULD ONLY BE DONE IF YOU ARE USING KOTOR 2 UNOFFICIAL PATCH! Delete the following files located in the 'Override' folder in your Kotor 2 directory: - p_atton.utc - p_baodur.utc - p_disciple.utc - p_hanharr.utc - p_hk47.utc - p_kreia.utc - p_mand.utc - p_mira.utc - p_visas.utc Detailed Changes ----------------- Atton: Wis 10 -> 12 Bao-Dur: Int 15 -> 14 Con 14 -> 15 Removed Feats - Critical Strike and Improved Gear Head Added Feats - Toughness and Improved Toughness Disciple: Dex 16 -> 15 Str 14 -> 12 Wis 10 -> 14 Removed Feat - Close Combat Added Feat - Finesse: Melee Hanharr: Changed Feat - Armor Proficiency: Heavy to Armor Proficiency: Light Removed Feat - Close Combat Added Feats - Toughness, Two Weapon Fighting, and Improved Two Weapon Fighting HK-47: Con 10 -> 15 Str 16 -> 12 Changed Base Vitality Points from 66 to 84 Computer Use 0 -> 3 Demolitions 5 -> 7 Awareness 5 -> 6 Repair 6 -> 8 Security 0 -> 3 Removed Feat - Power Blast Added Feats - Sniper Shot and Improved Sniper Shot Mira: Cha 10 -> 12 Con 12 -> 14 Wis 11 -> 12 Stealth 0 -> 2 Repair 8 -> 6 Visas: Changed Base Vitality Points from 24 to 54 Changed Base Force Points from 18 to 36 Added Force Power - Slow Distribution ------------- As long as you credit the mod author (nonameperson66 @ deadlystream.com) of this mod, you can modify or distribute this mod in any way you like. Special Thanks --------------- Thank you to JCarter426 for creating the 'Thematic KOTOR 2 Companions' mod and inspiring me to create this mod! Thank you to all the following people that created modding tools for Kotor and Kotor 2: Fred Tetra for Kotor Tool tk102 for kgff 1.3.1 NickHugi and th3w1zard1 for HoloPatcher and HolocronToolset Bugs ------ If you find any bugs with this mod, please contact me at nonameperson66 on deadlystream.com -
1 point
Version 1.2
963 downloads
Replacement Onderon Cantina Sign (version 1.0) ============================================== MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 26 AUG 2018 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Notes: ------ This mod is not recommended for Knights of the Old Republic 1 for what should be obvious reasons. This probably isn't my best work. Description: ------------ This texture replaces the lower resolution Onderon Cantina sign seen in the game. Installation: ------------- Drop the texture into your Override folder. Uninstall: ---------- Remove the texture from the Override folder. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me before your use. Here's a video because . . . why not? Yep. I was bored today. -
1 point
Version 1.0.0
3,220 downloads
This mod will replace and update texture files. To Install 1. Download: Qarren HD.rar 2. Installation required JC's Dense Aliens for K1 1.0 (https://deadlystream.com/files/file/1290-jcs-dense-aliens-for-k1/ ) 3. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 4. Remove N_QuarrenH01.tpc, N_QarrenB01.tpc. When/if prompted to overwrite files, press okay. 5. 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
Makes a number of tweaks, fixes, and improvements to mines. Adds 2 new mine types. Have enemy NPCs use mines in combat. SUMMARY: This is a general overhaul of mines with the goal to improve their usefulness and importance, fix various issues and bugs, and make using and encountering them overall more interesting. Summary of changes made by this mod: • Mines are more deadly. All mines have had their base damage increased by 50% • More “realistic” blast radius. Range of effect has been increased overall but damage now falls off with distance from the mine • Increases the difficulty of detecting mines with Awareness. This makes Awareness more important and mines more of a threat • Mines are now completely invisible until detected. If your character can’t see them, neither should you • Though you still can’t set them off, you can now be damaged by your own mines if within range of a blast, with a reduced DC • Despite their description, in vanilla all tiers of Flash Mines are identical in all but name and cost. This mod fixes this and restores the intended DC difference • Fixes several description errors and inconsistencies • Fixes a bug which would cause incorrect damage to be applied when there are multiple targets of a mine • Integrates the mod No Mines on Malachor by Thor110, which removes the mine models from the gas vents on Malachor • Includes an option to give enemy NPCs the ability to set mines in combat • Includes an option to populate the Dxun jungle with mines, leftover from the Mandalorian Wars • Adds 2 new craftable mines: Shock Mines and CryoBan Mines DETAILS: Damage & Radius All mines have had their base damage increased by 50%. Their credit value has also been increased by 25%. The blast radius has been modified in a few ways. First, the range of effect has been increased for all mines, making it more likely to catch multiple enemies. Second, the damage inflicted by mines will decrease the further you are from the blast, instead of being a flat value at all distances within range. For Flash mines and for the DEX effect from Sonic mines, the DC will fall off in a similar way. The radius also increases slightly with mine tier, as one would expect for stronger explosives. While mines can deal more damage to enemies, you can now also be damaged your own mines as long as an enemy sets it off nearby. However the difficulty class is reduced so it is easier to resist the effects. This will make it a little more challenging to use them for cheesing melee fights, and you’ll want to be strategic to make sure you’re out of the way before they go off. Detection In vanilla, detecting mines is very easy, making them a trivial threat. I personally can’t remember the last time I ran into an undetected mine. On normal difficulty, you don’t actually need any points in Awareness to detect Minor, Average, and Strong mines, giving Awareness very little use. This mod increases the difficulty class for detecting mines by 10, meaning that now only Minor mines can be detected without Awareness, while Average mines require a minimum of 5 points, Strong mines require 10 points, and so on. This is modified by +5 on Hard and -5 on Easy. To compliment the increased detection difficulty, mines will now be completely invisible until your character detects them. This means you will not see the model of the mine on the floor at all before making a successful Awareness check. It doesn’t make sense for you to see them when your character doesn’t, since you could just walk around to avoid them. If you haven’t memorized the location of every mine in the game, you’ll want to invest some points into Awareness to avoid surprises. This mod also includes an option to add mines throughout the Dxun jungle. I think it makes sense for a former battleground of the Mandalorian Wars to have unexploded mines left over, yet there are no mines in the vanilla Dxun jungle outside of the Mandalorian caches. Currently the mines are added via script. Fixes & Inconsistencies In vanilla, all tiers of Flash Mines have the exact same effects, despite being named differently and costing different amounts. According to their descriptions they’re supposed to have different difficulty classes that make them harder to resist, when in reality they all have the lowest DC of the Minor Flash mine. This mod restores the intended DC differences. The base DC of Flash Mines has been increased by 5 across the board to balance the radial drop off in DC. Vanilla descriptions contained a number of errors and inconsistencies. All descriptions have been updated to reflect the mines’ actual effects. Fixes a bug in vanilla where a successful save by one target would also halve the damage of all following targets, compounding if another save was made. The Reflex save against the DEX decrease effect of Sonic mines has been changed to a Will save, to be consistent with the Sonic grenade. Integrates No Mines on Malachor, Only Gas by Thor110, which removes the mine models from the natural gas vents on Malachor. New Mine Types New mines have been added to the game which are craftable at the Lab Station and can be found in some locations. CryoBan Mine: Based on the CryoBan grenade, deals cold damage and can freeze enemies. Some can be found on Peragus. Shock Mine: Deals electrical damage calculated as a base damage + Nd6 roll. It doesn’t fall off with distance and can’t be saved against like other mines. Some can be found on Goto’s Yacht. NPCs Use Mines This mod includes an option to give enemy NPCs the ability to set mines in combat. This includes some Sith Troopers (Grenadiers, Elites, and Commandos), Peragus Mining Droids which can place Sonic Mines, and Fire Suppression Droids which can place CryoBan Mines. They will place mines when appropriate, taking into account their surroundings and location of enemies. INSTALLATION: Note: while it’s likely OK to install mid-game, a new game is recommended for the best experience. To install, run HoloPatcher.exe and select the Main Installation option. (Optional) After installing the main mod, install any of the optional add-ons: “NPCs Use Mines” gives enemy NPCs the ability to use mines, “Mines on Dxun” places mines in the Dxun jungle. 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 parts with separate backup folders. Uninstall in reverse order. 1. Remove the following files from override: 2. Remove 351NAR.mod, 901MAL.mod, 902MAL.mod from the Modules folder. If uninstalling NPCs Use Mines, remove 102PER.mod, 103PER.mod, 105PER.mod, 410DXN.mod, 411DXN.mod, 851NIH.mod, 852NIH.mod from the Modules folder. If uninstalling Mines on Dxun, remove 402DXN.mod. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move dialog.tlk from the backup folder to the main game folder (outside override). 5. Move any files from backup/Override to the override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Not compatible with mods that edit k_trap_generic.ncs. Otherwise, should be compatible with most mods. PERMISSIONS: For the most part, you are free to incorporate this mod’s edits into your own mod as long as credit is provided. This does not include files from No Mines on Malachor which have been included in this mod by Thor110’s permission. Redistribution of the files, assets, or edits of the included mod are subject to the terms of the original author. CREDITS: offthegridmorty Thor110 - No Mines on Malachor, Only Gas Thank you to the folks on Discord for scripting help. KOTOR Tool - Fred Tetra TSLPatcher, TLKed - stoffe, Fair Strides HoloPatcher - Cortisol, th3w1zard1 K-GFF - tk102 Holocron Toolset - Cortisol Screenshots use Fire and Ice HD by Cinder Skye and Hi-Res Beam Effects by InSidious -
1 point
Version 1.1.0
171 downloads
Adds sneak attacks and PC Awareness checks to Sith Assassins and Hssiss. SUMMARY: From the in-game description of the Awareness skill: “Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…” If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them. Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation. In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins! This mod does the following things: - Restores PC Awareness vs Stealth checks on Sith Assassins (and Hssiss) - Gives all Sith Assassins the ability to perform sneak attacks - Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked) This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you! This mod also applies to the Hssiss creatures on Korriban which are the other enemies that “use stealth” in the game. Note this mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. For balance, all stats and feats are granted based on PC level. A reduced difficulty option is included and recommended if you’re not experienced with the game’s combat. DETAILS: This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the hardcoded PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results. While in line of sight of a stealthed enemy, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned). All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5). In the reduced difficulty option, the Stealth skill is reduced by one third and the Sneak Attack progression is slowed to every 3 levels and capped at rank VII (equivalent to Jedi Watchman progression). INSTALLATION: Please read compatibility notes before installing. To install, open HoloPatcher.exe and run “Main Installation”, choosing either the “Default” or “Reduced Difficulty” option. (Optional) After installing, if you have Peragus Sith Troops to Sith Assassins by Hassat Hunter or Sith Assassins with Lightsabers by Lewok2007 installed, run the included compatibility patch. Unaltered copies of any edited files will be placed in the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION: 1. Remove the following files from override: 2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder. 3. Move any .mod files from backup/Modules to the Modules folder. 4. Move any files inside backup/Override to the Override folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY & OTHER NOTES: Compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter. An optional compatibility patch is included to make the Sith Assassins added by that mod use stealth. Some of the Assassins in the turret minigame will spawn with Stealth vfx. Compatible with Sith Assassins -- With Lightsabers by Shem or alternatively Sith Assassins with Lightsabers by Lewok2007. If using the version by Lewok2007, my mod must be installed last. You should also install the “Peragus Sith Troops to Sith Assassins” compatibility patch since that version combines the previous two mods. Be aware that this mod increases the damage output of Sith Assassins by giving them sneak attacks. Giving them lightsabers will increase the difficulty further. If you’re not experienced with the game’s combat, consider the reduced difficulty option when using these mods together. Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe. Partially compatible with Trayus Rank Reform, but my mod must be installed last and will overwrite most of the female Sith Assassins added by that mod. The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra Holopatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides Holocron Toolset - Cortisol -
1 point
Version 1.0.0
68 downloads
Description: As i am working on porting some assets from the second game to the first one, i have noticed numerous things with the droid models from both games: - In K2 TSL, some droids didnt have any animations when you were hitting them in melee with swords. That's why they are completely frozen, this is specifically obvious when you are playing the Peragus sections with the mining droids. - In both games, some animations were only used once, where it should be use twice to happend everytime. This is the case with the War droid from K1 for instance, that would freeze 50% of the time when hit in melee with a sword. - In K1, T3-M4 does not have any animation for melee, but in K2 he does. - In K2 TSL, the beta model for the large mining droids was very broken, with animations not having the proper name and some missing animations aswell. - In K2 TSL, some models didnt have the footstep sounds while performing the dodge animation. I did my best to fix all of this, re-using and tweaking some animations where it was needed. Use this mod, either to fix the animations you need, or as a modder's ressource to introduce the droids as you see fit. Detailed content: K1 ONLY * T3 has a melee animation. BOTH GAMES * The War Droid is animated everytime you successfully hit it in melee. * The construction boss droid is now animated when you both miss and hit it in melee. It now has footsteps sounds when dodging. * The small and large vanilla mining droids from Peragus are animated when you both hit and miss them in melee. The hit animation from the small mining droid is brand new, adapted from the head turn left. * The small and large beta mining droids that are not used anywhere in the game to my knowledge are animated when you both hit and miss them in melee. The large droid now is animated correctly when outside of combat. He will now be animated 100% of the time when he fights in melee. The melee animation from the large droid has been tweaked to be more impactful and impressive. The large droid now has footstep sounds when dodging. * The tank droid will now be animated when both hitting and missing him in melee. The soundstep has been slightly adjusted when it dodges. Disclaimer : It seems there is a problem with the large cut droid shadows (reported by N-DreW25). I'll see about fixing this. The little fix for the War Droid from K1 has been performed on the model from the K1 community patch. The base model i used is not my work, and i simply added the missing row when hit in melee. Do not re-use this asset for your own work without giving proper credit to the K1CP team. Also i have converted my work from K1 to K2 instead of the opposite, so if there's anything wrong with K2 droids tell me. With the few playtests i did everything seemed fine tho. Installation : Drop the desired .mdl and .mdx files to override and you're ready to go. Credit: K1CP team for the base war droid model fixes. Permissions: Feel free to use my work, just a simple credit. Do not use the war droid asset for your own work without giving proper credit to the K1CP team. -
1 point
Version 1.6
87 downloads
Swoop platform models repairs =============== By ZobiZob ------------------ Description There are notoriously some problems with most of the levels geometry, models and textures. They are not ultra noticeable, but once you see it, you can't unsee it. As i am working on a custom module using the swoop platform geometry, i decided to fix some of these problems, and also add numerous details like venting effects, animated light and distant swoop riders with upscaled textures for their bikes + different colors for riders. The full pack also displays your swoop in the module. Fixed music changes from 1.5 with version 1.6. Installation 3 options, either the full pack with the swoop you use during the race displayed, no swoop bike displayed and also an option without the doors. 1) Use the holopatcher.exe included and you're ready to go. If you're not satisfied with an option or the other, you can always come back and reinstall the desired option. Known Bugs and Incompatibilities Everything should be fine. If you replace the m03af.git file after installing the doors that i added in the distance will disappear. The upscaled textures only affect the swoop bikers and won't change the textures for Niktos/swoopgang creatures. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures (swoop riders, swoop bikes). Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. 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. -
1 point
Version 1.0.1
10,026 downloads
=Trask Ulgo Without Tutorials= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION AUTHOR: Leilukin FILE NAME: Trask Ulgo Without Tutorials.7z LATEST VERSION: 1.0.1 CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream 1. DESCRIPTION: This mod removes the tutorial elements from the game. For the Endar Spire, the removed in-game tutorial elements include: Trask Ulgo and Carth Onasi's tutorial dialogues on the Endar Spire The Security skill requirement to open the second door on the Endar Spire The requirement to equip a melee weapon to enter the bridge The levelling up requirement to exit the bridge The tutorials in the computer and droid repair screens In addition, this also removes the workbench tutorials on Taris, and the galaxy map tutorial on the Ebon Hawk. This mod is inspired by darthbdaman's Tutorial Remover mod. However, the key difference is my mod keeps Trask as your party member in the first area of the Endar Spire. My mod is made for players who do not wish to go through the tutorials again when replaying KotOR, but still wants Trask a party member to help them to fight through the first area of the Endar Spire. In order for this mod to take effect, you need to start a completely new game. For the best experience with this mod, it is also recommended to turn off the tutorial pop-ups in the setting menu. 2. INSTALLATION: Extract the Trask Ulgo Without Tutorials.7z file you downloaded to anywhere you like, as long as it is not within the KotOR directory. Run Install.exe, point the installer to your KotOR directory, where swkotor.exe is located, and let the installer do its job. If you have installed other mods, when you install my mod, you may receive warnings about the installer skipping at least one .mod file because it already exists in your Modules folder. Do not need to worry about those warnings, as it is just the way I set up the installer to ensure my mod will be installed properly if you are not using any other mods. When you install this mod, a new folder named "backup" will be created by the installer in the same folder as the installer. Do not delete the folder or the file within the folder if you want to uninstall this mod. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: Go to the "backup" folder created by the installer of this mod, cut and paste the MOD files into the Modules folder in your KotOR directory. The MOD files include: ebo_m12aa.mod end_m01aa.mod end_m01ab.mod tar_m02af.mod tar_m10ac.mod Go to the Override folder in your KotOR directory, and delete k_pend_door01.ncs. 4. KNOWN ISSUES: None currently known. If you find any bugs or problems, please let me know. 5. MOD COMPATIBILITY: This mod is compatible with KOTOR 1 Community Patch (K1CP). I recommend installing my mod after K1CP. If you want to use KotOR 1 Restoration (K1R), you need to install this mod after K1R. This mod is compatible with Marius Fett's Carth's Republic Uniform and Flight Suit. This mod is compatible with Revanator's Custom Class Items. This mod is not compatible with darthbdaman's Tutorial Remover and Jedi From the Start. Any other mod that modifies Trask's dialogue will likely conflict with this mod. 6. PERMISSION: You may use assets from this mod as part of your mod, but you must credit me as the creator of these assets. 7. CREDITS: Fred Tetra for the KotOR Tool Cortisol for Holocron Toolset tk102 for DLG Editor JdNoa for DeNCS KotOR Script Decompiler KobaltBlu for KotOR Scripting Tool Stoffe for TSLPatcher; Fair Strides for the updated version THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.1
590 downloads
___________________________________________________________ A bundle of my personal nitpicks to the armory of TSL. This compilation aims to rectify duplicates among other miscellaneous stuff. All the new textures are supposed to fit in, look like they belong. Hopefully they're up to standard. ~ M'uhk'gfa uses a new texture. No longer a duplicate. ~ Mandalorian Combat Suit uses a new texture. No longer a duplicate. ~ Heavy Battle Armor uses the unused PBH01 texture. No longer a duplicate and consistent with K1. ~ Echani Shield Suit uses the unused PBD07 texture. No longer a duplicate. ~ New fixed icon for Echani Heavy Armor. Let's just ignore the fact that it's obviously Mandalorian in design. ~ Reinforced Fiber Armor touched up item description. Since I'm not changing the texture, this is the least I can do because this armor most definitely isn't made of tree fibers like in the first game. ~ Jal Shey Neophyte Armor uses the unused PBM04 texture. No longer a duplicate. ~ New icon for Mandalore's Armor. ___________________________________________________________ Bonus restorations/others: -
1 point
Version 1.0.0
26,750 downloads
======================================================== KNIGHTS OF THE OLD REPUBLIC SOURCE FILE ======================================================== New_Lightsaber_Blade_Model_K1_v1 ================================= Author: Crazy34 Contact: PM me on Deadlystream For: K1 Date: 03/02/2021 ================================= DESCRIPTION: The vanilla lightsaber blades in Kotor and TSL look bad in my opinion. So, I tried to improve them by adding a dynamic ambient light to the blade (environmental lightning), which works quite well. Since this is hard-coded in the model I also optimized the blade plane models to have a different UV layout inspired by Sithspecter's work. I also simplified their geometry and fixed the different brightness bug (different brightness of the blade when viewed from the front compared to the back). Additionally, I included 3D models for the core of the blade and the inner glow of the blade, which can now be used to create black core sabers as seen in SWTOR. The glow - as well as the models - are fully animated to work as the vanilla blades. The hilts are updated together with the blades including hilts from Kaidon Jorn's SLM 2.0 mod. Summary: - All saber hilts are updated with hilts from Kaidon Jorn SLM 2.0 mod (I love it!) All credits for the hilt models, textures and icons go fully to him! - Ambient light for lightsabers - 3D models for blade core and inner glow - Symmetric lightsaber blade planes with a modified version of Sithspecter's crossguard saber UV layout. (Compatible with his unstable textures also included with all credits going to Sithspecter.) - Black core sabers are possible - Homogeneous brightness of the blade (no more “brighter blades when viewed from the front” happening any more) - All sabers are fully upgradeable (added black core and unstable crystals as well as crossguard versions of them) How to use the new lightsabers: Get the black core, unstable and crossguard sabers or crystals by cheating them by using the giveitem command or use KSE to include them in your inventory. The item codes are organized as follows: Lightsaber and crystal follow the standard naming scheme: Black core: 51-60 Unstable: 21-30 Crossguard: 101-110 Crossguard, black core: 111-120 Crossguard, unstable: 91-100 For example: giveitem u_l_colo_51 (Blue, Black core crystal) giveitem u_l_colo_92 (Red, unstable crossguard crystal) giveitem g_w_lghtsbr118 (Viridian, crossguard unstable lightsaber) giveitem g_w_dblsbr025 (Purple, unstable double blade lightsaber) giveitem g_w_shortsbr53 (Green, black core short lightsaber) For the TSL colors such as Viridian, Silver, and Bronze; you can get the crystals with the following giveitem codes. giveitem u_l_colo_07 (Silver) giveitem u_l_colo_09 (Viridian) giveitem u_l_colo_10 (Bronze) !!!! Important: If you put a crossguard crystal in either a short lightsaber or double blade lightsaber the crystal will be transformed into its normal non crossguard version! I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models. I plan to upload a Modders Resource explaining the blade system in detail. CREDITS: Kaidon Jorn: Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/ Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them. Sithspecter: The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/ Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors. ___________________________________________________________ COMPATIBILITY: It should pretty much be compatible with any mod that doesn't use the same crystal and lightsaber model slots. However, please notify me in the release thread if any bugs do appear that are not listed below.) ___________________________________________________________ INSTALLATION: Use the TSLPatcher multiple times. You can choose which lightsabers you want. So, for example say you are only interested in the normal saber update and the related crossguard sabers: Then install the standard saber first and second run the TSLpatcher again and install the crossguard sabers. The crossguard sabers require to have their related non-crossguard sabers installed first. The TSLPatcher is set up to only install a certain part of the mod and requires multiple runs to install all sabers. It should install everything correctly. UNINSTALL: Navigate to the backup folder and place the contents into the Override folder. Remove all files from the tslpatchdata folder of this mod from your override folder. ___________________________________________________________ BUGS: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.) The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.) ___________________________________________________________ PERMISSIONS: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. However, do please give credit where it's due, and DO NOT release it with any of your mods without my permission. If you have any ideas for improvements, or if you want to you can mod them yourselves and include them in the mod. Saves me time and I'll give you credit for what I put in. ___________________________________________________________ THANKS: Fred Tetra: All the thanks for KotOR Tool. TK102: All the thanks for K-GFF. ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models. bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code. Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much. Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place. Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod. JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation. DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models. Sith Holocron: For minor proofreading of the mod documents. For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar. Also, I want to thank all the modders out there whose work I've consistently studied and learned from. ___________________________________________________________ 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. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 1.2
1,381 downloads
AUTHOR: Sith Holocron ORIGINAL RELEASE: 15 NOV 2024 UPDATE RLEASE: 21 NOV 2024 GAME: Star Wars Knights of the Old Republic 2: The Sith Lords Description: While recuperating after open heart surgery, I needed a small project to keep me occupied. Something relatively stress-free so I could go about the work without getting to frustrated. I landed on redoing some of the panels for the various planets that *mostly* tend to look the same with minor difference in coloring. I settled on the panels included here. There are separate downloads for each game but some of the textures appear in both as Obsidian did reuse some of the textures. Update to release: I have added the following textures to this mod package. dxn_SPn01, HAR_Pn02, PER_Tek1, PLC_WtrLvl Answer to Possible Question: Where is the texture for the panel on Peragus? It is included in this separate download: https://deadlystream.com/files/file/1375-peragus-medical-monitors-and-computer-panel/ Installation: Drop the TGA files and TXI files into your Override. My textures have been labeled with their names on the download page so if there's one that you don't particularly care for, don't drop that one into your Override folder. If using another texture pack that includes identically named textures (whether they are TGA, TGA with TXI, or a TPC file), remove those from your Override before putting mine in. Uninstallation: Take the files you put in, out again. Known Bugs: None known at this time. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration.. 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. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Thieves need not apply. (You know who you are.) Credits: Jorak Uln: For frame created used in NIH_tk02 texture. ScrierOne: For one of the buttons they designed and I used in the Onderon texture (OND_tk01). ConansHair: For overlay on the Onderon texture (OND_tk01), and for feedback on textures before release. Fair Strides and LordMerek: For feedback on textures before release. -
1 point
Version 1.0.0
4,330 downloads
This mod will replace and update texture files. To Install 1. Download: Ithorian HD.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 1.0.1
2,076 downloads
This mod makes some minor changes to the music used at various points in the game. On Tatooine, the "Czerka theme" (previously used only for their office in Anchorhead) has been applied to all modules in Anchorhead save the cantina. For Korriban, the unused combat music has been restored in all modules barring the tombs. The music within the four tombs in the Valley of the Dark Lords has been left alone. Finally, the Manaan Sith base has had its music swapped from the Valley of the Dark Lords music on Korriban to the same music used in the Taris Sith base. To install, run INSTALL.exe* and let the patcher do the work. Easy peasy, right? *It's actually called TSLPatcher.exe this time. Whoops. -
1 point
Version 1.0.2
161 downloads
This is a fix spotted and requested by @Salk I have since spotted and added an extra fix for the door showing through the wall. It seems as if there is either a gap in the walkmesh ( which I couldn't find ) or K1 does not consider both sides of the faces of a walkmesh because this issue is not present in my port of K1 to TSL. Either way, here is a quick fix for that. Installation : Put the following files in your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Uninstallation : Deletefile the following files from your override folder. M02ac_02b.wok M02ac_02k.wok M02ac_02e.wok Thor110 -
1 point
Version 1.2
2,306 downloads
MOD AUTHOR: Sith Holocron ORIGINAL RELEASE: 03 OCT 2018 MOST CURRENT RELEASE: 22 NOV 2024 GAMES: Star Wars Knights of the Old Republic 2: The Sith Lords Description: The video on the download page covers what I’ve done with the Medical Monitors you encounter at the start of your game. The “PER_Cpanel.tga” texture has been remade from ground up. First off, it uses a new upscaled version of the texture to bring it from 256 x 256 to 1024 x 1024. Then, I added new blinking LEDs. Also included: new tachometers to replace the old meters. And there are new monitors . . . and those have 8 frames of animation. The “PER_Cpan” and “PER_Cpin” textures are also new. PER_Cpan uses a upscaled version of the texture to bring it from 256 x 256 to 1024 x 1024. Then I added new LEDs. The “PER_Cpin” texture is now sized at 256 x 256 (upscaled to twice its original size) with 4 frames of animation and new lighted buttons. The final new texture is PER_Tek2 has 16 frames on animation. I used Thor110’s upscale of the texture added a frame around it and created the missing TXI file. Installation: Put all TGA and TXI files into your KotOR2 Override folder. Uninstallation: Take them out again. Known Bugs: None known at this time. (None were ever reported for the first release.) Special Thanks: To ConansHair: For providing the upscaled “PER_Cpanel.tga” in the previous version of this mod and for helpful feedback. Though I used my own upscale for this updated version, I wanted to keep this shout out intact. To Malkior: For suggestions on texture inclusions (including the fader levels on the lower left -most monitor. To Fair Strides: For helpful feedback. To Thor110 for making his upscale package a modder’s resource – indispensable for the PER_Tek2 texture. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration. 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. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Additional Information: If you're curious what the monitors on the Computer Panel looked like before I shrank them down, look below. Keep in mind that GIF speeds are not indicative of speeds of animations in the game. And in the video below, you can see what the Medical Monitors look like in the game. -
1 point
Version 1.0.0
22,095 downloads
Re-texture of Astromech droid, for Star wars: Knights of the Old Republic. Texture Resolution 2048X2048. 1. Download: DrdAstro HD International Global mod 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) -
1 point
Version 1.1
54,773 downloads
*********************************** Knights of the Old Republic *********************************** TITLE: Ebon Hawk Camera Replacement AUTHOR: LDR FILENAME: ebon_hawk_camera FILESIZE: 3 KB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- Simply put the 2da file and the vis file into the Override folder in the KotOR directory. To uninstall, remove the 2da file and the vis file from the Override folder in the KotOR directory. ------------ Permissions ------------ You may not use any assets of this mod in your own mod without first contacting me (and Darth Parametric). ------------ DESCRIPTION ------------ Changes the Ebon Hawk camera to where it reduces the zoom on the player, akin to the "default" camera. ----- BUGS ----- None I hope. If you find any please post them in the comments. I will address them as soon as I can. -------------- COMPATABILITY -------------- So long as there isn't another mod that makes edits to the camerastyle.2da or m12aa.vis, there shouldn't be any mod conflicts with K1R or any other KotOR 1 mod. Note: there will be a hard incompatibility with any other mod that edits the m12aa.vis file. It can only be resolved with manual merging, since TSLPatcher doesn't allow for dynamic patching of VIS files (or LYTs). ------- Credits ------- Darth Parametric for his m12aa.vis file that fixed an issue where some Ebon Hawk rooms weren't visible due to the increased camera radius. Fred Tetra for his very useful KotOR Tool. Fair Strides. All of you who downloaded this mod! Thank You! -
1 point
Version 1.0.0
18,324 downloads
This mod will replace and update DrdProt texture files. To Install 1. Download: DrdProtHD 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
16,861 downloads
This mod will replace and update Zaalbar texture files. To Install 1. Download: Zaalbar 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
288 downloads
============================================ Better / Fixed Czerka Salvager – OzilsEyes ============================================ We all know how annoying the Czerka Salvager can be on our lightside play throughs. He sometimes decides to just stop dead until you run back, sometimes just gets stuck walking around objects or through doorways.... This patch will better / fix the Czerka Salvager in the Telos underground. Currently he gets stuck on objects, you have to run back sometimes – it’s not ideal. Now he will follow your party, if he does fall behind or get stuck for whatever reason, will warp towards your party. The leaving script has also been fixed to accommodate my new script, it has been cleaned up & now has a check for combat before initiating too. He now walks towards the door and fades out instead of sprinting in the same spot for 5 seconds before disappearing. Install: ================= Run the tslpatcher.exe, choose your root installation folder (NOT override). Let it run -> Play the game Please note: This will only take effect on a save where you haven't already been to the Telos Underground Base. Alternatively, if you want to run this mod without tslpatcher, it will work in override. Uninstall: ================= A backup of your original 232TEL.mod file, replace that if you need to uninstall. Legal Disclaimer ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all involved parties in this release. Credits: OzilsEyes – Deadlystream Tools used: tslpatcher Holocron Toolset KOTOR Scripting Tool Special thanks to all creators / developers of these tools -
1 point
Version 1.0.0
127 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 -
1 point
Version 1.0
17,654 downloads
Swoop Monitor Replacement Pack ============================================================================== AUTHOR: Sith Holocron ORIGINAL RELEASE: 17 APR 2018 GAMES: Star Wars Knights of the Old Republic 2 [This mod will not work in Star Wars Knights of the Old Republic 1. If you're looking for swoop monitors for KotOR1, try Ebmar's Animated Swoop Screen mod instead.] Description: Were you ever dissatisfied with the low-resolution monitors that show the swoop footage in TSL? What if there was a mod that took care of that for you? Psssst…it’s this mod! Installation: ------------- Drop the TGA and TXI files and loadscreen.2da into your Override folder. Uninstall: ---------- Remove what you put in above. Legal Disclaimer: ------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Special Thanks: ------------------- Thanks to YOU for giving this monstrosity a whirl! Won’t you leave some feedback on the download page? (I’d like to see if I’ve done something right , you see…) Here's a review of the mod so you can see it in action. Thanks Xuul! -
1 point
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1 point
Version 1.0.0
3,640 downloads
This mod will replace and update PLC_Desk1 texture files. To Install 1. Download: PLC_Desk 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 1.1.0
4,770 downloads
THE SITH LORDS RESTORED CONTENT MOD ADD-ON: GenoHaradan Legacy 1.0.1 1. Description: ---------- This mod adds the GenoHaradan from the first Star Wars Knights of the Old Republic to its sequel. The GenoHaradan is an ancient secretive guild of assassins who work in the shadows operating to keep the Republic intact, however, following the Jedi Civil War something has changed the GenoHaradan, they no longer seek to kill the enemies of the Republic, instead they have focused all their energies into eliminating the once glorious Jedi Order who have stood as the guardians of peace and justice in the Republic for thousands of years for unknown reasons. While this version is complete, it is far from final. Similar to M4-78, at some point, the GenoHaradan Legacy will be improved with an improved story as an “Enhancement Project” as M4-78 did. Expect possible updates and patches to come. This mod also includes optional fixes for a few bugs and other problems not fixed by the Restored Content mod here and there but there won’t be too many of them. 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 GenoHaradan Legacy will NOT work AT ALL without TSLRCM. 2. Follow TSLRCM's installation instructions. 3. Once TSLRCM is successfully installed, run the GenoHaradan Legacy Double TSLPatcher.exe. A menu will pop asking you which installation you want to install. To install the GenoHaradan Legacy, click on the ‘MAIN’ option and click install. If you wish to install the optional fixes be sure to rerun the TSLPatcher.exe and install whichever fix you like (You may need to do this several times to install all fixes) 4. While I try my best to make this mod as bug-free as possible, with the many options of KOTOR2 and my, at the moment, one man testing team it can happen that bugs, including critical ones, pass through. Please feel free to report any bugs and I will fix them. 5. Install any compatible mods you desire now. 3. FAQ / Known Issues --------- Q: When will GenoHaradan Legacy EP be released A: Not for a long time. "Release dates are for those that don't care about quality in mods"- Sith Holocron Q: Will your mod work on existing saves: A: A new game or a save before Citadel Station with the TSLRCM mod should work but I'm not too sure about Citadel Station saves and I'm sure Nar Shadda saves won't work. Q: Will your mod work on my Linux or Mac?: A: I see no reason why it shouldn't work on those OS. If you manage to either use or find an alternative to the TSLPatcher and manage to install the mod then it should work. Q: Will you upload the full mod to the Steam Workshop? A: For now, the answer is no because I'm not sure how the workshop works and if it can even support a mod like mine. In the far future, if this mod becomes popular enough, I might see if a TSLRCM+M4-78+GenoHaradan Legacy EP bundle would be possible Q: Will you update this mod again/Will you add... A: Most likely yes! This version will probably not be the last. If you find a bug please be sure to report it and leave feedback! Q: Will your mod work on my Xbox?: A: No Q: Can I play this mod in Vanilla: A: No! This mod requires TSLRCM to work Q: What makes your mod different from previous TSL GenoHaradan mods such as the unreleased The Sith Lords Restoration Project by Team Gizka and The GenoHaradan Beta by Exile007 A: The Dessicus boss fight in Exile007’s mod was inspired by the TSLRP boss fight but improved upon to make it less confusing, in my mod, I further improve upon Exile007’s work and made his work compatible with The Sith Lords Restored Content Mod 4. Credits: -------------------------------------------------- » Project Leaders -------------------------------------------------- - N-DReW25 - Project Leader, storyline/dialog writing, scripting & editing and more -------------------------------------------------- » Storyline -------------------------------------------------- - Exile007 (Original “The GenoHaradan” mod) - N-DReW25 -------------------------------------------------- » Modeling / Texturing -------------------------------------------------- -Effix -VarsityPuppet -------------------------------------------------- » Beta Testing -------------------------------------------------- N/A -------------------------------------------------- Voice Acting -------------------------------------------------- N/A -------------------------------------------------- Voice Splicing -------------------------------------------------- -danil-ch -N-DReW25 -------------------------------------------------- 5. Special Thanks -------------------------------------------------- Dashus – Project Lead of The Sith Lords Resotration Project (TSLRP), the original restored content mod which intended to restore the GenoHaradan, despite the TSLRP never being finished, its leaked betas which contained GenoHaradan content helped me understand the GenoHaradan plot in TSL a bit more. Lord of Hunger- Project Lead of the “GenoHaradan Revisioning” mod, his mod was never shown to the public thus makes his mod more of an inspiration. Exile007- Project Lead for “The GenoHaradan”, his mod was released to the public as a Beta file which was not compatible with TSLRCM. His mod and his work served as a major inspiration to the GenoHaradan Legacy mod and was used as a base for the first versions of the mod. Zybl2, Stoney, Hassat Hunter and VarsityPuppet- The main four developers of The Sith Lords Restored Content Mod (TSLRCM), the successor to the previously mentioned TSLRP. Despite not restoring the GenoHaradan, their efforts paved the way to more restoration mods such as the GenoHaradan Legacy. Danil-ch- Working on and Contribution of the Batu Rem and Goto scenes as seen in the GenoHaradan Legacy VarsityPuppet- The original creator of the “Layne Stanley PC Head” which was used for the unique GenoHaradan Assassin Effix- The original creator of the head texture for Dessicus Obsidian Entertainment- Making development on the GenoHaradan in TSL and leaving some trace of their existing for we modders to follow Bioware- For implementing the GenoHaradan into K1 Fred Tetra- Creator of Kotor Tool Stoffee- Creator of the TSLPatcher George Lucas- Creator of the beloved Star Wars Franchise 6. Distribution Notes ---------- 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, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
Version 2.0
56,317 downloads
New HD texture for Malek. Resolution of the texture of the head 1024X1024. Resolution of the body texture 2048x2048. The texture is made from scratch. You can choose between blue eyes and red. Really easy to install: copy all the files to your override. Look at the comparison picture to get a better idea: -
1 point
Version 1.0.0
4,869 downloads
This mod will replace and update texture files. To Install 1. Download: Duros 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
3,119 downloads
This mod will replace and update texture files. To Install 1. Download: Davik HD.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
21,219 downloads
Description This mod aims to completely change Juhani's appearance and to bring it close to artist Corbin Hunter's redesign of the character. As a result, her head has been significantly reshaped and slightly retextured. An all-new body model was created and hand-painted from scratch. A new custom lightsaber has been created as well. As several aspects of Juhani have been changed, this mod has been divided into four editions to accomodate the final user's preferences: 1. An All-in-one edition which includes all the changes to bring her close to Corbin Hunter's vision of the character. 2. A head-only edition, which only includes Juhani's revamped head. 3. A body and lightsaber edition, which includes her new body model and lightsaber. 4. Finally, a head and lightsaber edition, which includes her new head model and lightsaber. Please refer to the included images in the 'Editions reference pictures' folder included in the archive to help you determine your preferred edition. Installation 1. Extract the archive's content somewhere on your computer. 2. Double-click the "Juhani Appearance Overhaul.exe" file. 3. Choose an edition to install. Refer to the images included in the 'Editions reference pictures' folder to determine which one you prefer. 4. Click on the "Install Now" button once you're ready. The installer will try to locate your game installation directory. If it can't find it on its own, direct the installer to the correct location. 5. The installer will proceed to install the mod's files into your Override folder. Once it's finished, you may exit the installer and launch the game. IMPORTANT If you choose an edition that includes Juhani's new body model and lightsaber: Juhani will have her new items only if you are using a save that is prior to the moment she joins your party right before leaving Daantoine. If you are past that point in your playthrough, she won't have her new items. You can get them using KSE or via entering the following commands in the in-game console: ⦁ giveitem j_juhsaber01 ⦁ giveitem j_juhbody01 CREDITS Original design by Corbin Hunter: Artstation link This mod uses JC’s TSL Supermodel port in order to animate the skirt. SPECIAL THANKS to Artist Corbin Hunter for granting me permission to use this concept art @DarthParametric for his help and advice throughout the development process @bead-v for the incredible tools MDLEdit and KoTORMax -
1 point
Version 1.0.0
1,490 downloads
Out of all the amazing texture packs out there, I still haven't found one that covered the ritual sphere for Freedon Nadd's tomb. By default it is a very low quality texture, and in my opinion looks pretty ugly because of it. This texture replaces it for a looping image of clouds that emit from the center of the sphere and move upwards, there is thunder inside the clouds to match the electricity that constantly comes out of the ritual sphere. Another thing that has always bothered me is the water. Freedon Nadd's tomb default water texture does have an animated bump map, and reflections. However, I feel like the effect is ruined by an ugly, overly saturated, and static blue image, which feels completely out of place within Freedon Nadd's tomb. Other areas within TSL implemented water much better in my opinion, so I modified the water in the tomb to better match those. The new water animates and reflects properly. It just doesn't look like there is a static blue drawing of water in the middle of it. I've kept both in separate folders in case you only want to install one or the other. -To Install simply drag the contents of the folders you want into your Override folder. -To Uninstall, remove those files from your Override folder. -
1 point
Version 1.0.0
27,505 downloads
This mod will replace and update DrdWar texture files. To Install 1. Download: C_DrdWar.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
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1 point
Version 1.1
10,393 downloads
These are beautiful portraits of the KOTOR PC and companions by Reddit user u/Tinman888 . This mod was made with the artist's permission. There's two folders in the Override - PC and Companions, in case you just want to use one or the other. As you can see from the preview, the PC portrait is one size fits all, and will appear as such regardless of your character's gender or appearance. I really loved the style of the portraits done here and just had to have them in my game, so I set about converting the images, and now you can all enjoy them too. -
1 point
Version 1.0.0
8,008 downloads
A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 19.02.2022 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 2 override folder Uninstall: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: After escaping Peragus, Atton will ask you questions regarding your Lightsaber. Was it a single-bladed hilt or a double-bladed hilt? What colour was it? It wasn't red, was it? All together, you can select a Single or Double-Bladed Red, Blue, Purple, Yellow, Green, Silver, Orange or Viridian Lightsaber. If you can't remember what color it was, the game will pick Cyan for you. But aren't we forgetting something??? At some point in development, Obsidian intended to add Bronze Lightsabers to the game. This colour has been thankfully restored in TSLRCM, however, you cannot select Bronze as the Exile's Lightsaber colour. In addition, you also cannot select the Short-Bladed Lightsaber as your weapon type either (Which is strange as all the coding existed for both of these to be possible). What this mod does is that it will allow the player to also select Bronze coloured or Short-Bladed Lightsabers as the Exile's past weapon. If you select any of the restored colour/hilt then it will appear in the Jedi Temple scene as well as in the hands of Atris later in the game. Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: Ebmar and JCarter426: Feedback Darth Ty: Suggesting I release this as a standalone mod Bioware: For such an amazing game Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool And everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
1 point
50,423 downloads
====================================== Knights of the Old Republic Juhani MOD ====================================== author: miro42 email: ben@floydiantheory.com website: www.floydiantheory.com/miro42.deviantart.com name: Cathar Juhani credits (thanks): Trex for his awesome tutorial and everyone at Holowan Labs. Because there are too many to name, thanks for all the great tools out there! For an actual list of programs and tools that I used, check out the little tutorial. Of course, thanks go to Bioware and LucasArts for bringing KOTOR to life. filename: juhaniCathar_head.zip file size: 183KB (435kb unzipped) date released: 18 Feb 2009 description: For those of you who remember Star Wars pre-prequel, you might remember the old Dark Horse comics series 'Tales of the Jedi'. From this series one of my favorite characters was Sylvar, the Cathar. So when I found out that KOTOR had a Cathar I was psyched. Of course then I actually saw Juhani and I was quite dissapointed to find that she looked nothing like a Cathar should. She didn't even have any hair! This mod gives Juhani an actual cat like appearance (based more off of the 'Redemption' arc than the older ones) with a different nose, bigger ears, and a squatter, but (in my opinion) cuter face. I've also retextured her head so it looks a little bit nicer. installation: Extract contents of the zip file. Place the .mdl, .mdx, and .tga files into override (x:Program Files\LucasArts\SWKOTOR by default). Start KOTOR! How easy is that?! uninstallation (is that a word?): delete the .mdl, .mdx, and .tga files from the override. notes: This is my first ever mod and I would like to think that there are no problems with it. However, computers are computers and I'm sure someone will have a problem. If this is the case please email me and I'll look into figuring out the problem. However, since this is my first mod I don't really know what else I can do as my skills are all but nill. So, try redownloading and reinstalling and see if that works. Good luck, and have fun! permissions: If you wish to use this for anything but personal use, send me an email and I'm sure I'll give you permission to use it however you like. 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
22,436 downloads
Original Review on Filefront: The ear is impressively good at distinguishing the most minute of differences between sounds, however without a context or direct comparison it can do an amazingly poor job at just that. This is why judging a sound mod just from listening to the sounds won't give you a clear picture of how good (or bad) the mod really is. From listening to the sound files from this mod out of game, they didn't sound all that impressive. However from experience I know these findings are generally inaccurate. Testing this mod in-game proved just that. Just from the saber ignite sounds I knew this was going to be a very popular sound mod. Try it out and you'll see what I mean. Shem has taken some of the sound effects from the recent (as well as older) films and put them into KotOR and KotOR2. This not only adds a wider variety of sound variation, since the styles between the two trilogies are actually quite distinct, but it also simply improves the sounds, making them all the more impressive. Of course not only the saber ignition sounds have been changed. All the saber sounds, basically, have been enhanced, as well as several of the blaster sounds, using familiar sounds such as those from Han Solo's DL-44 pistol. Several Force sounds have also been changed, and luckily changing the Force saber throw sound to something that actually sounds like a saber has been a key change! This is definitely a mod to look into if you're either disappointed with KotOR or KotOR2's original sounds, or if you just enjoy hearing new sound variations added to the game. I'd certainly recommend it. Note: If I didn't make it clear in the review, this mod is compatible with both KotOR1 and KotOR2, so you can use it with either. Simply make sure to read the read-me before installing. ~Inyri -
0 points
Version 2.00b
1,712 downloads
By Request of an anonymous /r kotor discord user, seconded by 134340Goat. JC2 Presents: Party Leveler K1 Allows the player to fully upgrade each companion from level one, keeping their original class intact as well. If you auto level up your companions, then this might not be the mod for you. However, if you enjoy strategically improving each companion to their full potential, then this is your mod. Jolee and Juhani join the party at level one, letting the PC have more control over their force power progression by five levels (default for both is level 6). Note: Does not affect Juhani in the Grove, nor Jolee before he becomes party member on Kashyyyk. Installation: Unzip and run TSLPATCHER. Uses tslpatcher, should be compatible with nearly everything, be sure to install your mods in the correct order. Any mod you think might use the same files, install that mod, then install mine using the tslpatcher everything should be compatible. Otherwise, you risk incompatibility issues. Incompatible with Shem's Force Power Gain, without removing some of the Force Powers Juhani and Jolee have at the start to prevent level up soft locking. This can be done with the KSE. The reason this is incompatible is that Shem's mod allows classes to gain more force powers per level up, which causes the player to run out of selectable powers soft locking during leveling up. I hope you enjoy! As always, any feedback regardless of its nature is appreciated. -
0 points
Version 1.0.0
373 downloads
======================================================== KNIGHTS OF THE OLD REPUBLIC SOURCE FILE ======================================================== New_Lightsaber_Blades_Modder's_Res ================================= Author: Crazy34 Contact: PM me on Deadlystream For: K1/TSL Date: 03/24/2021 ================================= DESCRIPTION: This modder's resource contains a detailed step-by-step instruction on how to use and modify the new lightsaber blade system introduced in my recent mods. You can find this instruction in the file: manual.pdf. The folder resources contains example textures, saber models in the ascii format and example batch file to generate color copies of a given saber. I HOPE that in the future some talented texture artist will create better looking blade textures using these new blade models. CREDITS: Kaidon Jorn: Lightsaber Hilts models and textures and icons are created by Kaidon Jorn and taken from his SLM 2.0 mod, which you can find here: https://deadlystream.com/files/file/551-schematic-lightsaber-mod-slm/ Thank you very much for the permission to use your models and hilts here. They are amazing and I enjoyed working with them. Sithspecter: The new layout for the lightsaber blades plane models are inspired by Sithspecter's animated Crossguard Lightsabers mod for KOTOR which can be found here: https://deadlystream.com/files/file/1314-crossguard-lightsabers/ Thank you very much for the permission to include your animated unstable blade texture and to modified them to include the new TSL colors. ___________________________________________________________ COMPATIBILITY: ___________________________________________________________ INSTALLATION: ___________________________________________________________ BUGS: The tip of the blade has a spike which comes from a deformation of the lightsaber planes. This is also present in the original model. I was not able to find a fix. (Sorry about that.) The lightsaber hilts will clip through the blades. (Unfortunately, DarthParametric has said that it is not possible to fix this.) ___________________________________________________________ PERMISSIONS: You may use this mod as you see fit. Display it in screenshots, make it compatible with your mod. Use it to update your own mod or use it as a basis to start your own lightsaber mod. However, please give credit where it's due. ___________________________________________________________ THANKS: Fred Tetra: All the thanks for KotOR Tool. TK102: All the thanks for K-GFF. ndix UR: All the thanks for the kotorblender plugin, which I used to create the blade 3d models. bead-v: All the thanks for Mdledit and constantly updating it. Without it this mod would not be possible. Thanks also for the comments on the ascii code. Kaidon Jorn: All the thanks for giving me the permission for using the hilts textures and icons. With these included this is a real mod. Thank you so much. Sithspecter: All the thanks for giving me the permission to include his animated blade textures and to modify them. Also i want to thank you for inspiring me to start modding KOTOR in the first place. Jorak Uln: All the thanks for the constant feedback, suggestions and beta testing of the preliminary versions of the mod. JCarter426: I want to thank him for providing information regarding lights in KOTOR and the documentation. DarthParametric: I want to thank him for answering all my questions and being so helpful when creating and tuning of the models. Sith Holocron: For minor proofreading of the mod documents. For the initial feedback on the ambient light, I want to thank: DarthVarkor, Stormie97, ebmar. Also, I want to thank all the modders out there whose work I've consistently studied and learned from. ___________________________________________________________ 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. NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
0 points
4,620 downloads
Genoharadan - Light Side Description: One of the more exciting subplots in KotOR was the Genoharadan, a secret guild of assassins that your player could join and hunt multiple targets across the galaxy. Sadly, you couldn't complete this quest without accumulating a whole lot of Dark Side Points - until now. This mod allows you to spare the lives of Vorn Daasraad, Rulan Prolik, Ithorak Guldar and Lorgal (There's an option to let Zuulan go free in the game already so I've not changed anything there). You'll gain Light Side points for letting them live. Finally, each of the targets you let live will appear during your final battle with Hulas on Tatooine. There you can, if you really want to, kill all of the Genoharadan Overseers at once. Installation: Run the TSLPatcher and select your KotOR game directory. Compatibility: Incompatible with any mod that alters the Genoharadan quests, characters or dialogs. Bugs: Not really a bug but something worth mentioning; if you kill Rulan Prolik on Tatooine he won't transform in to his true form upon death, he'll just die as he is. No others bugs I can think of. If you come across any, please let me know. Sidenotes: You will need Force Persuade and a high Persuade skill I had a lot of trouble trying to work out how to save Rulan and the end result is a bit iffy: to do it you have to converse with one of the tachs that isn't him in disguise and kill it pretending it is.