offthegridmorty

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Files posted by offthegridmorty

  1. Alignment Affects Force Powers [K1]

    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, so this mod may not be for everyone. 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 penalty to FP cost for opposite alignment has been reduced 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.
    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

    15 downloads

       (0 reviews)

    8 comments

    Updated

  2. Improved Force Sight

    New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Turn on Force Sight permanently when controlling Visas. Give Kreia Force Sight. 
    SUMMARY:
    In the game Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often.
    This mod aims to improve Force Sight by giving the power new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat.
    In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet.
    After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also lets you apply a portion of your base Awareness skill rank to your Defense.
    My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their innate perception skills. Think of it like an alternative kind of Battle Precognition that you can get from Visas if you don’t have Handmaiden in your party, or fall out of her graces. Visas will come with the Improved Force Sight power.
    This mod also includes an option to make it so that Force Sight is permanently on while controlling Visas. In vanilla, it's only on in first-person view. She won’t permanently have the Defense bonus but can spend FP on the power to gain it temporarily. 
    This mod also includes an option to give Kreia the Force Sight power. This allows her to also learn Improved Force Sight.
    All options including the main mod are independent of each other, so you’re free to pick and choose whichever parts of the mod you want to install.
    In order for changes to Visas or Kreia to take place, the mod must be installed before they first join your party.
    DETAILS:
    In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs.
    Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in your base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs.
    This means with 18 points invested in Awareness you gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus. Bonuses from armor and effects are limited to +10 so that might be more than anyone would need, but if you want to run the high-Awareness naked Jedi Seer build then this mod is a must-have.
    The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank.
    Due to how the mod works, Force Sight will now be visible when leveling up from the start of the game, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher.
    INSTALLATION:
    To install, run HoloPatcher.exe. Select and install any of the included options. They are all independent.
    Improved Force Sight - adds Improved Force Sight power
    Perma Force Sight for Visas - turns Force Sight on permanently while controlling Visas
    Kreia Has Force Sight - gives Kreia the Force Sight power
    Unaltered copies of any modified files will be placed inside a "backup" folder in the location of HoloPatcher.exe. A separate backup folder will be made for each installation.
    UNINSTALLATION:
    This mod contains multiple installation options with separate backup folders. Uninstall in reverse order.
    To uninstall, remove the following files from override:
    If present, move dialog.tlk from the backup folder to the main game folder (outside override).
    Move any files from backup/Override to the override folder.
    Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
    COMPATIBILITY:
    Compatible with Visas Marr: Sith Assassin. May conflict with other mods that edit Visas.
    Compatible with and intended to compliment True Sith Assassins & Awareness Restoration.
    Compatible with Thematic KOTOR 2 Companions.
    Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script. When in doubt, install this mod last.
    PERMISSIONS:
    Please don’t reupload without my permission.
    CREDITS:
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Holocron Toolset - Cortisol

    171 downloads

       (0 reviews)

    8 comments

    Updated

  3. Unique Jedi Master Robes

    Gives each of the Jedi Masters a unique set of robes.
    TSLRCM required.
    SUMMARY:
    This mod equips each of the Jedi Masters with a new and unique set of robes, giving them each a more distinct look. In vanilla it looks like they all went shopping together without telling Atris. For example, now Vrook gets a set of red robes inspired by his K1 robes. See screenshots.
    The robes can all be obtained and worn by the player, each providing a unique set of stat bonuses. They’re strong without being overpowered compared to other high level robes. They have the same defense as Jedi Master Robes and don’t provide large attribute bonuses, but do give various bonuses to FP regen, saving throws, and more, including different advantages against DS opponents. See details below.
    Naturally the Masters also get these bonuses in battle. Since their defense and attributes aren’t substantially changed, it shouldn’t have a big effect on balance. They’ll each just gain a slight edge compared to vanilla.
    NEW ROBES:
    Click below to see the robe stats.
    All the robes are restricted to Light Side. If you’re playing Dark Side, you can still sell them for a nice sum or give them to a LS party member.
    INSTALLATION:
    Make sure TSLRCM is installed first.
    Run HoloPatcher.exe and select the main install option.
    After installing, if you have Lonna Vash Mod for TSLRCM installed, run the compatibility patch.
    Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe.
    UNINSTALLATION:
    Remove the following files from override:
    a_compdlg.ncs, vash.utc, vash_container.utp, a_robe_kavar.uti, a_robe_vrook.uti, a_robe_vash.uti, a_robe_zez.uti, pfbn61.tga through pfbn64.tga, and ia_mastrrobe_061.tga through ia_mastrrobe_064.tga
    Move 501ond.mod, 503ond.mod, 506ond.mod, 511ond.mod, 512ond.mod, 601dan.mod, 602dan.mod, 604dan.mod, 650dan.mod, and 950cor.mod from inside backup/Modules to the Modules folder.
    Move any files inside backup/Override to the Override folder.
    To uninstall the patch for Lonna Vash Mod, remove a_vash_ondeath.ncs, vash.utc, and vash_container.utp from the override folder. Move 711kor.mod from the backup folder to the Modules folder.
    Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod).
    COMPATIBILITY:
    Requires TSLRCM to be installed first. Should be compatible with most other mods. When in doubt, install this mod last.
    Not compatible with mods that change the vanilla robe model (e.g. Movie-Style Jedi Robes).
    Likely incompatible with M4-78EP. I haven’t tested them together so I don’t know how severe the conflicts are. At the very least, Vash on M4-78 will not be wearing the robes.
    Compatible with Lonna Vash Mod for TSLRCM by Leilukin ONLY if the included patch is used. Make sure both this mod and Lonna Vash Mod for TSLRCM are installed first before installing the patch.
    Should be compatible with Thematic Jedi Masters.
    Compatible with Extended Enclave but this mod must be installed after EE.
    PERMISSIONS:
    Please do not reupload this mod’s files without my expressed permission. Redistribution of source files for the compatibility patch is subject to the terms of the original mod.
    CREDITS:
    offthegridmorty
    Sikon, Leilukin - source files for Lonna Vash Mod patch
    KOTOR Tool - Fred Tetra
    Holopatcher - Cortisol, th3w1zard1
    TSLPatcher - stoffe, Fair Strides
    K-GFF - tk102
    Holocron Toolset - Cortisol
    Screenshots use New Lightsaber Blade Model by Crazy34

    109 downloads

       (1 review)

    2 comments

    Updated

  4. Visas Marr: Sith Assassin

    Makes Visas a Sith Assassin.
    SUMMARY:
    This mod switches Visas' class from Jedi Sentinel to Sith Assassin. It's a fitting class story-wise given that she is an assassin sent by the Sith when you meet her. This is purely for fun, not balance. Sentinels and Assassins both have their advantages, so it doesn't necessarily make her better or worse, just more stealth-oriented. Her attributes and skills are untouched.
    The main changes going from Sentinel to Assassin are:
    - Better defense per level
    - +2 Force points per level
    - Lower Fortitude & Will saves
    - Demolitions class skill instead of Treat Injury
    - Granted Sneak Attack
    - Granted Force Camouflage
    - Granted Weapon Focus: Lightsaber
    - Slower feat progression
    - No Force Immunity feats
    - Can't learn Close Combat, Dual Strike, or Regenerate Vitality feats
    NOTE: This mod will only work on saves made prior to meeting Visas.
    INSTALLATION:
    To install, run TSLPatcher.exe. If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe.
    UNINSTALLATION:
    To uninstall, remove p_visas.utc and visascut.utc from your override folder. If any files were created inside the backup folder, move them to override.
    COMPATIBILITY:
    Will conflict with mods that edit Visas' class, obviously. May conflict with mods that edit Visas' starting powers, feats, or stats. Should be compatible with mods that edit Visas appearance, models/textures. Compatibility is assuming other mods use TSLPatcher or this mod is installed after. To be safe I recommend installing this mod after others that edit Visas.
    If planning to use Thematic KOTOR 2 Companions, there's no need to install this mod. Use the install option included with that mod.
    CREDITS:
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher - stoffe, Fair Strides
    Holocron Toolset - Cortisol
     

    234 downloads

       (0 reviews)

    0 comments

    Updated

  5. Mines Overhaul [TSL]

    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

    44 downloads

       (0 reviews)

    4 comments

    Updated

  6. True Sith Assassins & Awareness Restoration

    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

    169 downloads

       (0 reviews)

    5 comments

    Updated

  7. For Mandalore!

    Gives Mandalore the ability to call a squad of Mandalorian allies to follow and aid in battle, with new allies unlocked as you advance through his personal quest.
    SUMMARY
    Mandalore has a personal sidequest which involves helping him reunite the Mandalorian clans by recruiting groups of Mandalorians you find on different planets. There is not really a reward or impact of this quest except for influence which unlocks some new dialogue and backstory.
    This mod adds incentive and impact to this quest in the form of a new ability which allows Mandalore to call soldiers from his growing army into battle.
    Mandalore will be given the item “Mandalorian Comlink" which allows him to call from a list of allies by allocating points and spending a small sum of credits. Points reflect the galactic strength of the Mandalorians and determine the quantity and power of forces you can summon. This will grow as you advance through his quest.
    This mod also beefs up and arms Esok, the Mandalorian leader on Dantooine, who is normally unarmed and puts up an underwhelming fight.
    This mod should be installed prior to Mandalore joining your party for the comlink to be in his inventory. If not, he will get the item upon recruiting the first group of Mandalorians. Otherwise you can get the item using the cheat "giveitem mandradio".
    DETAILS
    Allies & Points
    To summon an ally, you need to pay credits and allocate points for the area you are in. You will start with 1 point to spend and 1 ally to choose from. As you advance through the quest and help Mandalore recruit more Mandalorians, he will gain additional points and unlock new, more powerful allies to choose from. See list of available allies below:
    -----------------------------------
    -----------------------------------
    By recruiting both Mandalorian groups you will have 4 points in total to spend on reinforcements. When using only 2 party members (main character and Mandalore), you will get 2 extra points to spend. That means with the quest finished and without a third party member, Mandalore can allocate 6 points at a time to an area.
    Allies will remain in the area they were called to until dismissed or until new forces are called to a different area. They can’t follow between modules.
    By default the comlink will work on Dxun, Onderon Part 2, and the Ravager. It will become useable on Dantooine and Nar Shaddaa after recruiting the respective groups on those planets. The comlink will not work on Telos, Korriban, Malachor, Onderon Part 1, or Goto's Yacht.
    Commands
    Mandalore can issue the following commands:
    1. Follow - Default behavior. Mandalorian allies follow Mandalore.
    2. Wait - Allies will stay wherever they are.
    3. Search and Destroy - Allies will search out nearby enemies and engage them. If no enemies are found, they will revert to Follow behavior.
    INSTALLATION
    To install, run HoloPatcher.exe and select the install option corresponding to whether you have TSLRCM installed or not. Make sure to pick the correct option.
    Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe.
    UNINSTALLATION
    1. Remove the following files from override:
    2. Remove 303NAR.mod and 605DAN.mod from the Modules folder.
    3. Move any .mod files inside 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 TSLRCM as long as TSLRCM is installed first and the TSLRCM-compatible install option is selected.
    Please report any bugs or general weirdness.
    Note about balance: Having a squad of Mandalorians at your side will obviously make fights easier. This mod is made for fun, but I have tried to keep balance in mind. Allies are scaled similarly to enemy NPCs, minus their damage bonus, so they will not be powerful enough to take on most groups of enemies alone. The credit cost, while modest, hopefully encourages more careful use of the ability.
    Search & Destroy behavior can be a little wonky indoors, where NPCs sometimes have trouble pathfinding long distances. They may teleport or disappear temporarily. Switch them back to Follow if you lose track of them.
    I welcome feedback on balance or features of the mod.
    PERMISSIONS
    Do not reupload this mod or any contained files without my expressed permission.
    CREDITS
    offthegridmorty
    KOTOR Tool - Fred Tetra
    HoloPatcher - Cortisol
    TSLPatcher - stoffe, Fair Strides
    Holocron Toolset - Cortisol
    Screenshots use High Quality Blasters.

    102 downloads

       (0 reviews)

    0 comments

    Updated

  8. Repair Affects Stun Droid [TSL]

    Causes the Repair skill to modify damage inflicted by Stun/Disable/Destroy Droid.
    SUMMARY
    Knowing how to fix something usually means you know how to break it too. This mod makes it so the damage dealt by Stun Droid and higher tier powers depends on the Force user’s Repair skill. Users with high Repair may deal significantly more damage than vanilla, while damage dealt by users with cross-class Repair will be limited. A way to make your tech enthusiast Jedi stand out in combat.
    DETAILS
    In vanilla, Stun/Disable/Destory Droid inflict damage equal/proportional to your character level. This mod changes the flat damage value to incorporate the Repair skill:
    damage = (level + 1.5*Repair)/2
    With a Repair of 0, you deal half the vanilla damage. With a Repair equal to your character level, you inflict 25% more damage than vanilla. At double your level, you deal double damage.
    INSTALLATION
    To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
    UNINSTALLATION
    To uninstall, remove k_fp_stundr1rep.ncs, k_fp_stundr2rep.ncs, k_fp_stundr3rep.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If a spells.2da was created inside the backup folder, move it to override.
    COMPATIBILITY
    Should be compatible with any mod that doesn’t affect the scripts for Stun Droid, Disable Droid, or Destroy Droid. As long as it’s installed after, this mod will override changes to those powers’ scripts only.
    PERMISSIONS
    You may incorporate these changes into your own mod if you give credit.
    CREDITS
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Screenshot uses Pramod Marlon's AI upscaled icons.

    1,443 downloads

       (0 reviews)

    5 comments

    Updated

  9. Repair Affects Stun Droid [K1]

    Causes the Repair skill to modify damage inflicted by Stun/Disable/Destroy Droid.
    SUMMARY
    Knowing how to fix something usually means you know how to break it too. This mod makes it so the damage dealt by Stun Droid and higher tier powers depends on the Force user’s Repair skill. Users with high Repair may deal significantly more damage than vanilla, while damage dealt by users with cross-class Repair will be limited. A way to make your tech enthusiast Jedi stand out in combat.
    DETAILS
    In vanilla, Stun/Disable/Destory Droid inflict damage equal/proportional to your character level. This mod changes the flat damage value to incorporate the Repair skill:
    damage = (level + 1.5*Repair)/2
    With a Repair of 0, you deal half the vanilla damage. With a Repair equal to your character level, you inflict 25% more damage than vanilla. At double your level, you deal double damage.
    INSTALLATION
    To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
    UNINSTALLATION
    To uninstall, remove k_fp_stundr1rep.ncs, k_fp_stundr2rep.ncs, k_fp_stundr3rep.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If a spells.2da was created inside the backup folder, move it to override.
    COMPATIBILITY
    Should be compatible with any mod that doesn’t affect the scripts for Stun Droid, Disable Droid, or Destroy Droid. As long as it’s installed after, this mod will override changes to these powers’ scripts only.
    PERMISSIONS
    You may incorporate these changes into your own mod if you give credit.
    CREDITS
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Screenshot uses Pramod Marlon's AI upscaled icons.

    249 downloads

       (0 reviews)

    4 comments

    Updated

  10. Treat Injury Affects Force Healing [TSL]

    This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers.
    SUMMARY
    The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit.
    Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits.
    Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others.
    DETAILS
    In vanilla, the number of vitality points you receive from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Heal and 15 VP from Improved and Master Heal. This mod replaces the character level modifier with a combination of your level and Treat Injury skill.
    Here’s a breakdown of each power’s VP gain:
    Heal
    VANILLA:    VP = WIS + CHA + level + 5
    NEW:        VP = WIS + CHA + 1/2*level + 3/4*(Treat Injury) + 5
    Improved Heal
    VANILLA:    VP = WIS + CHA + level + 15
    NEW:        VP = WIS + CHA + 1/2*level + 3/4*(Treat Injury) + 15
    Master Heal
    VANILLA:    VP = WIS + CHA + 2*level + 15
    NEW:        VP = WIS + CHA + level + 3/2*(Treat Injury) + 15
    With this mod, you’ll need a Treat Injury rank equal to 2/3 of your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla.
    INSTALLATION
    To install, run TSLPatcher.exe. If spells.2da already exists in your override folder, an unaltered copy will be placed inside the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
    UNINSTALLATION
    To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, k_fp_heal3ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk located in the backup folder. If there's a spells.2da inside the backup folder, move it to override.
    COMPATIBILITY
    Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers.
    PERMISSIONS
    Please don’t reupload this mod without my permission. However, feel free to incorporate these or similar changes in your own mod. Credit is appreciated.
    CREDITS
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Screenshot uses Pramod Marlon's AI upscaled icons.

    1,715 downloads

       (0 reviews)

    8 comments

    Updated

  11. Treat Injury Affects Force Healing [K1]

    This mod makes it so Treat Injury modifies the vitality points gained from Force healing powers.
    SUMMARY
    The Treat Injury skill isn’t very useful for Force users, since medpacs become pretty much obsolete when you can heal with Force points. I wanted to make the skill more valuable to Jedi classes while rebalancing Force heals a bit.
    Now, Jedi will need to invest points into Treat Injury to be effective healers. Characters with low Treat Injury will heal less and may want to rely on other party members with high Treat Injury for healing, or advanced medpacs/life support kits.
    Lore-wise, it makes sense that a Jedi would need some understanding of the body’s healing process in order to heal effectively through the Force, and that some Jedi are more specialized in healing than others.
    DETAILS
    In vanilla, the number of vitality points you receive from Force healing is tied to your level and Wisdom/Charisma modifiers, plus a flat bonus of 5 VP from Cure and 10 VP from Heal. This mod replaces the character level modifier with a combination of your level and Treat Injury skill.
    Here’s a breakdown of each power’s VP gain:
    Cure
    VANILLA:    VP = WIS + CHA + level + 5
    NEW:        VP = WIS + CHA + 1/2*level + 3/4*(Treat Injury) + 5
    Heal
    VANILLA:    VP = WIS + CHA + level + 10
    NEW:        VP = WIS + CHA + 1/2*level + 3/4*(Treat Injury) + 10
    With this mod, you’ll need a Treat Injury rank equal to 2/3 of your character level to heal the same amount as in vanilla. Points above or below this will increase or decrease the amount compared to vanilla.
    INSTALLATION
    To install, run TSLPatcher.exe inside of the “Main Install” folder. If spells.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk.
    If you have K2 Force Powers for K1 installed, run the optional patch.
    UNINSTALLATION
    To uninstall, remove k_fp_heal1ti.ncs, k_fp_heal2ti.ncs, and spells.2da from your override folder. Replace dialog.tlk in the main game folder with the unaltered dialog.tlk in the backup folder. If there’s a spells.2da inside the backup folder, move it to override.
    If you installed the K2 FPs patch, remove k_fp_heal3ti.ncs from override, and replace it with the k_fp_heal3ti.ncs found in the backup folder inside the patch subfolder.
    NOTE: If you installed both the mod and patch, a backup folder may have been created in both subfolders. If there’s a spells.2da or dialog.tlk found in both backup folders, and you want to uninstall both the mod and patch, move the version to override that was created first (probably from the main installation) to completely revert the changes, or else the mod may not be uninstalled properly.
    COMPATIBILITY
    Should be compatible with any mod that doesn’t affect the scripts for the Heal, Improved Heal, and Master Heal powers.
    A patch is included for my other mod K2 Force Powers for K1 to bring the effects of Master Heal in line with this mod. The patch must be installed after K2 FPs. The changes to VP gained by Master Heal are listed below.
    Master Heal
    ORIGINAL:    VP = WIS + CHA + 2*level + 15
    NEW:        VP = WIS + CHA + level + 3/2*(Treat Injury) + 15
    PERMISSIONS
    Please don’t reupload this mod without my permission. However, feel free to incorporate these or similar changes in your own mod. Credit is appreciated.
    CREDITS
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Screenshot uses Pramod Marlon's AI upscaled icons.

    313 downloads

       (0 reviews)

    1 comment

    Updated

  12. Better Disciple Meditation

    Makes it so meditating with Disciple grants a temporary bonus to Wisdom.
    SUMMARY:
    In the vanilla game you can meditate with Disciple if no enemies are around to fully restore your Force points. It's a cool mechanic but FP regenerates fast enough outside of combat that I've never really used it except for role-playing.
    This mod aims to make meditation more useful by also granting both the PC and Disciple a +2 bonus to Wisdom for 5 minutes. Nothing huge but it's free and lasts a long time, so it might get you to bring Disciple along more often or check in to meditate before heading out.
    INSTALLATION:
    To install, run TSLPatcher.exe.
    If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe.
    UNINSTALLATION:
    1. Remove the following files from override:
    - spells.2da
    - effecticon.2da
    - dscplmed_caster.utp
    - a_forcepointheal.ncs
    - m_imp_dscplmed.ncs
    - m_dscmed_plc_htb.ncs
    - disciplemed.tga
    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:
    Not compatible with mods that edit the script a_forcepointheal.ncs. Otherwise should be compatible as long as the mod uses a patcher or this mod is installed after. Compatible with Party Swap.
    PERMISSIONS:
    Please do not reupload this mod or any contained files without my permission.
    CREDITS:
    offthegridmorty
    TSLPatcher, TalkEd - stoffe, Fair Strides
    KOTOR Tool - Fred Tetra
    Holocron Toolset - Cortisol
    KGFF - TK102

    1,211 downloads

       (0 reviews)

    0 comments

    Updated

  13. K2 Force Powers for K1

    Integrates Force powers from KOTOR II into KOTOR I.
    DETAILS
    This mod adds 6 Light side and 6 Dark side Force powers from KOTOR II to KOTOR I.
    Added powers:
        •    Master Heal
        •    Force Barrier
        •    Improved Force Barrier
        •    Master Force Barrier
        •    Revitalize
        •    Improved Revitalize
        •    Drain Force
        •    Improved Drain Force
        •    Master Drain Force
        •    Force Scream
        •    Improved Force Scream
        •    Master Force Scream
    I wanted any added powers to feel like they fit naturally in K1 while keeping faithful to their design in K2. For this and other reasons the following powers are excluded:
        •    Powers restricted to prestige classes - Check out Prestige Powers
        •    Powers granted to the Exile through the story
        •    Powers with hardcoded effects / that would take more involved scripting to implement (Mind Trick, Force Body, Force Deflection)
        •    Battle Meditation - Try my mod Bastila Has TSL Battle Meditation to give this to Bastila as a unique starting power.
        •    Master Energy Resistance - The Energy Resistance tree was rebalanced in KOTOR II so this power isn’t much better than Improved Energy Resistance in K1, at least not enough to justify it taking its own slot.
        •    Master Revitalize - Level 21 power in K2, level capped at 20 in K1
    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.
    The Force Scream VFX/sound, Revitalize VFX, and Force power icons are ported from KOTOR II.
    INSTALLATION
    To install, run TSLPatcher.exe (Required)
    Unaltered copies of any modified files will be placed in the “backup” folder in the location of TSLPatcher.exe.
    UNINSTALLATION
    1. Remove the following files from override:
        •    spells.2da
        •    visualeffects.2da
        •    effecticon.2da
        •    k_fp_barrier1.ncs
        •    k_fp_barrier2.ncs
        •    k_fp_barrier3.ncs
        •    k_fp_masterheal.ncs
        •    k_fp_revitalize1.ncs
        •    k_fp_revitalize2.ncs
        •    k_fp_scream1.ncs
        •    k_fp_scream2.ncs
        •    k_fp_scream3.ncs
        •    k_fp_drainforce1.ncs
        •    k_fp_drainforce2.ncs
        •    k_fp_drainforce3.ncs
        •    ip_frcbarrier01.tga
        •    ip_frcbarrier02.tga
        •    fp_frcebarrier03.tga
        •    ip_frcscream01.tga
        •    ip_frcscream02.tga
        •    ip_frcscream03.tga
        •    ip_masterheal.tga
        •    ip_revital01.tga
        •    ip_revital02.tga
        •    ip_drainforce01.tga
        •    ip_drainforce02.tga
        •    ip_drainforce03.tga
        •    v_frcscrm1.mdl & .mdx
        •    v_frcscrm2.mdl & .mdx
        •    v_frcscrm3.mdl & .mdx
        •    v_revite.mdl & .mdx
        •    v_pro_scream.wav
        •    fx_slash04.tpc
    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 AND NOTES
    Should be compatible with most other mods provided they use TSLPatcher or you install this mod after. I recommend installing after any others mods that add Force powers. Must be installed after uwadmin12's Force Enlightenment.
    While technically compatible, the mod Four Force Powers adds a similar Revitalize power, so you will have two versions of this power if you install both mods.
    From k_inc_force it seems that some of the powers in KOTOR II don’t function exactly like they’re described. For example the Revitalize powers heal a flat amount instead of a percentage as stated in the description. Drain Force steals a maximum of 20 FP from an enemy, not 10, and Improved Drain Force affects multiple enemies in a range, instead of a single enemy. Some of these seem to be intentional changes that were just never updated in the Force power description. I decided to implement the powers the same way they function in TSL and correct the descriptions.
    I’m not sure it’s possible to add custom casting animations so Force Scream uses the regular “hand out” animation instead of the “fury” animation it uses in KOTOR II.
    PERMISSIONS
    Please don’t reupload this without my permission.
    CREDITS
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    This mod contains assets from SW: KOTOR II TSL

    945 downloads

       (2 reviews)

    2 comments

    Updated

  14. Party Stealth Mode [TSL]

    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

    127 downloads

       (0 reviews)

    0 comments

    Updated

  15. Improved LS Enlightenment & DS Corruption Feats

    Changes the Jedi Master/Sith Lord unique feats to also increase influence changes.
    SUMMARY:
    The unique feats Light Side Enlightenment and Dark Side Corruption granted to Jedi Masters and Sith Lords cause your influence to have a greater effect on party members' alignment. Unfortunately, party members don't get stat bonuses from LS or DS mastery, making these feats have little practical use. This is one of the factors that make JM/SL cool for role-playing but without much extra to offer in functionality.
    This mod aims to make the feats a little more useful by having them also amplify changes to companion influence. Now, Jedi Masters and Sith Lords will gain 50% more influence with party members. However, influence lost will also be increased by 50%. Low influence is the same as high influence in terms of unlocking dialogue so I don't want to bias one strategy over the other. Still you will be able to gain or lose influence faster. For example, with these feats, 3 influence gains and 1 loss will net the equivalent to 3 regular gains.
    INSTALLATION:
    Copy the contents of "to override" to your game's override folder.
    UNINSTALLATION:
    Remove the following files from override:
    - a_influence_dec.ncs
    - a_influence_inc.ncs
    COMPATIBILITY:
    Not compatible with Modified Influence System by Hassat Hunter.
    CREDITS:
    offthegridmorty
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    Holocron Toolset - Cortisol
     

    195 downloads

       (1 review)

    0 comments

    Submitted

  16. Prestige Powers

    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

    345 downloads

       (0 reviews)

    2 comments

    Updated

  17. No Health Regeneration

    Removes the base vitality regeneration in TSL. You can still gain regeneration through items or the Regenerate Vitality feat.
    INSTALLATION
    To install, run TSLPatcher.exe. If regeneration.2da already exists in your override folder, an unaltered copy will be placed in the “backup” folder in the location of TSLPatcher.exe.
    UNINSTALLATION
    To uninstall, remove regeneration.2da from your override folder. If a regeneration.2da was created inside the backup folder, move it to override.
    COMPATIBILITY
    Will only conflict with other mods that edit health regeneration values. Install this mod after to ensure its changes take effect.
    CREDITS
    offthegridmorty
    TSLPatcher - stoffe, Fair Strides
    Holocron Toolset - Cortisol

    978 downloads

       (0 reviews)

    0 comments

    Submitted

  18. Bastila Has TSL Battle Meditation

    Gives Bastila a unique Force power based on the Battle Meditation power from TSL.
    *NOTE: This mod will only work properly on saves from before Bastila has joined your party.*
    DETAILS
    This mod essentially ports the "Improved Battle Meditation" Force power from KOTOR II and gives it to Bastila as a starting power instead of Force Aura. Like in TSL, the power adds +2 to attack rolls, damage, and will saves for all party members and -2 for enemies within a 10m radius for 20 seconds at a cost of 35 FP. It also increases vitality regeneration for the duration. The power is not selectable at level-up by the PC or party members and is only added as one of Bastille’s starting powers. The VFX and Force power icon are ported from TSL.
    In KOTOR II, Improved Battle Meditation is a level 12 power while this mod gives it to Bastila at level 3, so it's possible there's an effect on balance in the early game. I don't think it's too OP of a power but let me know if you have feedback.
    INSTALLATION
    To install, run TSLPatcher.exe. This is required. Don't try to copy the files over manually.
    NOTE: If you install on a save from after Bastila has already joined your party, she won't have the power and won’t be able to select it on level-up. You can use save editor to give her the power.
    If any files are modified, a backup folder of unmodified files will be created inside the mod folder.
    UNINSTALLATION
    To uninstall, remove spells.2da, visualeffects.2da, effecticon.2da, p_bastila.utc, fp_bmed.ncs, v_bmedit2_imp.mdl, v_bmedit2_imp.mdx, v_bmedit2r_imp.mdl , v_bmedit2r_imp.mdx, and ip_battlemed02.tga from the override folder. Replace unk_m44ac.mod in the modules folder with the version in the backup folder. Replace dialog.tlk in the main game folder with the version in the backup folder. Then move any remaining files in the backup folder to override.
    COMPATIBILITY
    Should be compatible with most other mods as long as they use TSLPatcher or you install this mod afterward. Could potentially conflict with other mods that edit Bastila's starting Force powers.
    PERMISSIONS
    Please don’t reupload without my permission.
    CREDITS
    offthegridmorty
    djh269 - endgame Bastila support, icon upscale & other tweaks - thanks!
    KOTOR Tool - Fred Tetra
    TSLPatcher, TalkEd - stoffe, Fair Strides
    This mod contains assets from SW: KOTOR II TSL

    4,114 downloads

       (2 reviews)

    4 comments

    Updated