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Files posted by InSidious
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Iziz Workbench
Iziz Workbench by Darth InSidious
This mod adds a workbench to Iziz on Onderon, which previously didn't have one.
There are two options for installing the mod:
Option 1 adds the workbench to the landing bay you arrive in;
Option 2 addsthe workbench to Dhagon's office.
Installation
Run 'Install Iziz Workbench.exe', select an option, hit select, and run the installer.
Uninstallation
Take either di_spnwb_501.ncs or di_spnwb_512.ncs out of your Override folder,
and then copy the backup of either 501OND.mod or 512OND.mod in the 'backup' folder
that the installer generated when it installed the mod, and copy it into your modules folder.
172 downloads
0 comments
Submitted
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k1 HK Stats Rework
Description
By default, HK-47 has 16 points in Strength, and only 10 in Constitution.
This strength stat is almost completely useless, since HK is unable to
wield melee weapons. So I have swapped his Constitution and Strength base stats,
which should (hopefully) make him a bit more viable as a companion.
Installation
Double-click 'Install [K1] HK Stats Rework' and use the installer as intended.
Uninstallation
Remove p_hk47.utc from your Override folder.
If TSLPatcher saved a previous version of this file to the backup folder,
copy the version in the backup folder into your Override folder.
372 downloads
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k1 K1 MP3 Player
Description
This mod is based on a K1 mod released by HouseOfAmon in about 2006, and now largely forgotten.
It allows you to play your own music in-game, through a device called Music Player.
Activating this device allows you to play one of 25 tracks of your own,
or to return to playing the game's default music. It will do this via a dialogue menu.
I've made a couple of improvements over the original:
1) This mod allows you to use 25 tracks, instead of 20;
2) This mod allows you to reset to the game's default music whenever you want,
using the 'Play local radio' option (n.b.: 'Known Bugs', below).
You can cheat the item into the game using the code 'giveitem di_mp3' without the quotation marks,
or you can get it in game from your footlocker on the Endar Spire.
Installation
Installation of this mod comes in two parts.
1) Use the TSLPatcher .exe included to install the base mod
(i.e., double click 'Install TSL MP3 Player', then click 'install mod', etc.)
2) Adding your tracks to the game:
i. Select up to 25 tracks that you have on your computer.
These *must* be in MP3 format.
ii. Copy the tracks to a new folder.
iii. Rename these copies Track1.mp3, Track2.mp3 ... etc., up to Track25.mp3
iv. Copy the renamed files to your StreamMusic folder inside the base game folder.
Uninstallation
1. Delete the new tracks you added to your StreamMusic folder.
2. Delete the following files from your Override folder:
di_mp3.ncs
di_mp3.uti
di_mp3p.dlg
di_mp3p_1.ncs
di_mp3p_2.ncs
di_mp3p_3.ncs
di_mp3p_4.ncs
di_mp3p_5.ncs
di_mp3p_6.ncs
di_mp3p_7.ncs
di_mp3p_8.ncs
di_mp3p_9.ncs
di_mp3p_10.ncs
di_mp3p_11.ncs
di_mp3p_12.ncs
di_mp3p_13.ncs
di_mp3p_14.ncs
di_mp3p_15.ncs
di_mp3p_16.ncs
di_mp3p_17.ncs
di_mp3p_18.ncs
di_mp3p_19.ncs
di_mp3p_20.ncs
di_mp3p_21.ncs
di_mp3p_22.ncs
di_mp3p_23.ncs
di_mp3p_24.ncs
di_mp3p_25.ncs
di_mp3r.ncs
k_pend_traskdl40.ncs
k_petd40_o.ncs
3. If TSLPatcher created a backup folder during install in the same folder as the tslpatchdata folder,
you can copy the following files backed up there, and use them to overwrite the copies in the Override folder:
ambientmusic.2da
globalcat.2da
spells.2da
However, it is advised that you do NOT do this unless absolutely necessary,
as these files are used in a lot of other mods.
Known Bugs and Incompatibilities
Pressing the 'Play local radio' button may cause the game to play the default area battle music when you're not in combat.
It should return to the normal mode area music once this finishes playing, though.
This mod alters a (very small) part of the introductory dialogue with Trask on the Endar Spire,
so it may not work with mods which do the same (such as mods allowing you to play as a Jedi from the start).
Credits and Thanks
HouseOfAmon for the original mod this is based off - it was a great idea!
116 downloads
- kotor mod
- kotor modding
- (and 5 more)
-
tsl TSL MP3 Player
Description
This mod is based on a K1 mod released by HouseOfAmon in about 2006, and now largely forgotten.
It allows you to play your own music in-game, through a device called <FullName>'s Music Player,
(where FullName is your character's name). Activating this device allows you to play one of 25 tracks of your own,
or to return to playing the game's default music. It will do this via a dialogue menu.
I've made a couple of improvements over the original:
1) This mod allows you to use 25 tracks, instead of 20;
2) This mod allows you to reset to the game's default music whenever you want,
using the 'Play local radio' option (n.b.: 'Known Bugs', below).
You can cheat the item into the game using the code 'giveitem di_mp3' without the quotation marks,
or you can make it at the workbench.
Installation
Installation of this mod comes in two parts.
1) Use the TSLPatcher .exe included to install the base mod
(i.e., double click 'Install TSL MP3 Player', then click 'install mod', etc.)
2) Adding your tracks to the game:
i. Select up to 25 tracks that you have on your computer.
These *must* be in MP3 format.
ii. Copy the tracks to a new folder.
iii. Rename these copies Track1.mp3, Track2.mp3 ... etc., up to Track25.mp3
iv. Copy the renamed files to your StreamMusic folder inside the base game folder.
Uninstallation
1. Delete the new tracks you added to your StreamMusic folder.
2. Delete the following files from your Override folder:
di_mp3.ncs
di_mp3.uti
di_mp3p.dlg
di_mp3p_1.ncs
di_mp3p_2.ncs
di_mp3p_3.ncs
di_mp3p_4.ncs
di_mp3p_5.ncs
di_mp3p_6.ncs
di_mp3p_7.ncs
di_mp3p_8.ncs
di_mp3p_9.ncs
di_mp3p_10.ncs
di_mp3p_11.ncs
di_mp3p_12.ncs
di_mp3p_13.ncs
di_mp3p_14.ncs
di_mp3p_15.ncs
di_mp3p_16.ncs
di_mp3p_17.ncs
di_mp3p_18.ncs
di_mp3p_19.ncs
di_mp3p_20.ncs
di_mp3p_21.ncs
di_mp3p_22.ncs
di_mp3p_23.ncs
di_mp3p_24.ncs
di_mp3p_25.ncs
di_mp3r.ncs
3. If TSLPatcher created a backup folder during install in the same folder as the tslpatchdata folder,
you can copy the following files backed up there, and use them to overwrite the copies in the Override folder:
ambientmusic.2da
globalcat.2da
spells.2da
However, it is advised that you do NOT do this unless absolutely necessary,
as these files are used in a lot of other mods.
Known Bugs
Pressing the 'Play local radio' button may cause the game to play the default area battle music when you're not in combat.
It should return to the normal mode area music once this finishes playing, though.
80 downloads
- kotor 2
- kotor 2 mod
- (and 4 more)
-
tsl HK Stats Rework
Description
By default, HK-47 has 16 points in Strength, and only 10 in Constitution.
This strength stat is almost completely useless, since HK is unable to
wield melee weapons. So I have swapped his Constitution and Strength base stats,
which should (hopefully) make him a bit more viable as a companion.
Installation
Double-click 'Install [TSL] HK Stats Rework' and use the installer as intended.
Uninstallation
Remove p_hk47.utc from your Override folder.
If TSLPatcher saved a previous version of this file to the backup folder,
copy the version in the backup folder into your Override folder.
400 downloads
0 comments
Submitted
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tsl TSL Rapid Transit System
Description
This mod is designed to work like the "Return to Ebon Hawk" button in KotOR I.
It consists of a new useable item, called "Rapid Transit System". It appears
in the shields menu. Clicking it will transport the player from their current location
to their base (usually the Ebon Hawk, but the apartment on Telos if you're on Telos).
Clicking the item again while at the base will return the player and their party to
their previous location.
The item is given to you on Telos, after you are moved to the apartment in Residential 082.
Otherwise you can give yourself the item by typing "giveitem di_rts_01" into the console and hitting
return.
Installation
Double click on "Install TSL Rapid Transit System", and hit the "install mod" button.
Uninstallation
Remove the following files from your Override folder:
di_g_rts.ncs
di_last_loc.utw
di_rts.ncs
di_rts_01.uti
Credits and Thanks
Thanks to DarthParametric for allowing me to bounce ideas off him,
and particular thanks to JCarter for fixing my wonky scripting.
Acknowledgements
All materials and copyrights belong to LucasArts, and Bioware.
Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
ask for my permission first.
459 downloads
- kotor 2
- rapid transit
- (and 2 more)
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Ahto Transit Timetable
Description
This mod adds a small utility item to the game, the Ahto Transit Timetable.
Basically, this allows the player to warp rapidly between the different modules in Ahto City.
It's been given an in-world excuse to exist via a little dialogue and item description.
The item is given to the player after the first cutscene on Manaan, or can be
cheated into the game by typing "giveitem di_att" into the console.
It will appear in the player's inventory, and can be activated from the same place
you activate a stim or a shield.
Installation
Double click on "Install Ahto Transit Timetable", and hit the "install mod" button.
Uninstallation
Remove the following files from your Override folder:
di_att.dlg
di_att.uti
di_att_01.ncs
di_g_att.ncs
di_man26aa.ncs
di_man26ab.ncs
di_man26ac.ncs
di_man26ad.ncs
di_man26ae.ncs
You may additionally remove man26_sitharg.dlg, but only if you have installed no other mods affecting this file.
Credits and Thanks
Thanks to Sdub for the idea/request.
150 downloads
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[K1] Environment Map Restoration
[K1] Defaultenvmap Restoration
By Darth InSidious
Description
Both KotOR games were designed to have environment mapping, i.e., reflections on armours and weapons that
looked like the area the player character was in, rather than generic shinyness.
In the default game, this is switched off, perhaps for performance reasons. This mod partially restores this
feature, using the environment maps for the game which Obsidian included in the default game files.
As a result, not every area has environment maps, but I have been able to enable the feature in about 80 areas,
listed below. This includes the Ebon Hawk and parts of every planet (and large ship, and space station) in the game, except the
Yavin space station.
This mod is intended as much as a proof-of-concept as a restoration in itself. A full restoration would likely
require cube-mapping all the areas in the game, which I don't have the time or resources to do. If someone
feels like doing that, and knows how, let me know.
The full list of areas included in this mod is:
m01aa
m01ab
m02aa
m02ab
m02ac
m02ad
m02af
m03aa
m03ab
m03ad
m03ae
m03af
m04aa
m09aa
m09ab
m10aa
m10ab
m10ac
m11aa
m11ab
m12aa
m13aa
m14aa
m14ab
m14ac
m14ad
m14ae
m15aa
m16aa
m17aa
m17ab
m17ac
m17ad
m17ae
m17af
m18aa
m18ab
m18ac
m20aa
m22aa
m22ab
m23aa
m24aa
m25aa
m26aa
m26ab
m26ac
m26ad
m26mg
m27aa
m28aa
m28ab
m28ac
m28ad
m33aa
m34aa
m35aa
m37aa
m38aa
m39aa
m40aa
m40ab
m40ac
m40ad
m41aa
m41ab
m41ac
m41ad
m42aa
m43aa
m44aa
m44ab
m44ac
m45aa
m45ab
m45ac
m45ad
Known bugs and compatibility issues
Because each area has only one environment map, sometimes the reflections will be wrong for a given part of an area
which looks different. Also, because of the limited number of environment maps included in the game, I have
reused several of them in different places. Hopefully this isn't too obvious, but it may mean that the environment
mapping isn't always exact.
The mod currently installs as a series of .are files directly into your Override. This is because it's
difficult otherwise to take account of .mod files with the same filename as the game's default .rim area files,
so it was difficult to make the mod work with, e.g., K1R modules.
This mod hasn't been tested for compatibility with K1R, but I don't anticipate issues for the most part,
since the .are file isn't used for much that can be modded.
*Nevertheless, this mod *may* cause some compatibility issues in some areas with K1R.*
Installation
Double click on "[K1] Install Defaultenvmap restoration", and hit the "install mod" button.
Uninstallation
Delete the .are files from your Override folder, and restore the baseitems.2da file
backup made by TSLPatcher on install, and placed in the "backup" folder.
If no such baseitems.2da backup exists (i.e., you haven't used any other mods that modify this file)
simply delete baseitems.2da from your override folder.
Credits and thanks
Thanks to JC, DarthParametric, and Cortisol, for their feedback and help during development of this mod.
Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
ask for my permission first.
347 downloads
-
Environment Map Restoration
[TSL] Defaultenvmap Restoration
By Darth InSidious
Description
Both KotOR games were designed to have environment mapping, i.e., reflections on armours and weapons that
looked like the area the player character was in, rather than generic shinyness.
In the default game, this is switched off, perhaps for performance reasons. This mod partially restores this
feature, using the environment maps for the game which Obsidian included in the default game files.
As a result, not every area has environment maps, but I have been able to enable the feature in about 50 areas (out of c. 95),
listed below. This includes numerous Ebon Hawk cutscene areas, parts of Peragus and Telos, a large part of Dxun,
parts of Onderon, large parts of Dantooine, parts of Korriban and M478, and most of Malachor V.
In addition to reflections on armour, this mod also adds back in reflections on most melee and ranged weapon types.
This mod is intended as much as a proof-of-concept as a restoration in itself. A full restoration would likely
require cube-mapping all the areas in the game, which I don't have the time or resources to do. If someone
feels like doing that, and knows how, let me know.
The full list of areas included in this mod is:
003EBO
004EBO
005EBO
006EBO
007EBO
102PER
104PER
201TEL
202TEL
203TEL
204TEL
205TEL
209TEL
231TEL
261TEL
351NAR
352NAR
401DXN
402DXN
410DXN
411DXN
421DXN
501OND
502OND
504OND
505OND
506OND
510OND
511OND
512OND
601DAN
602DAN
604DAN
605DAN
610DAN
701KOR
702KOR
710KOR
711KOR
801DRO
802DRO
803DRO
804DRO
901MAL
902MAL
903MAL
904MAL
905MAL
906MAL
907MAL
950COR
Known bugs and compatibility issues
Because each area has only one environment map, sometimes the reflections will be wrong for a given part of an area
which looks different. Also, because of the limited number of environment maps included in the game, I have
reused several of them in different places. Hopefully this isn't too obvious, but it may mean that the environment
mapping isn't always exact.
You may experience performance issues with this mod; I have not tested for this.
The mod currently installs as a series of .are files directly into your Override. This is because it's
difficult otherwise to take account of .mod files with the same filename as the game's default .rim area files,
so it was difficult to make the mod work with, e.g., TSLRCM modules.
This mod hasn't been tested for compatibility with TSLRCM, but I don't anticipate issues for the most part,
since the .are file isn't used for much that can be modded.
*Nevertheless, this mod *may* cause some compatibility issues in some areas with TSLRCM.*
Installation
Double click on "Install Defaultenvmap restoration", and hit the "install mod" button.
Uninstallation
Delete the .are files from your Override folder, and restore the baseitems.2da file
backup made by TSLPatcher on install, and placed in the "backup" folder.
If no such baseitems.2da backup exists (i.e., you haven't used any other mods that modify this file)
simply delete baseitems.2da from your override folder.
Credits and thanks
Thanks to JC, DarthParametric, and Cortisol, for their feedback and help during development of this mod.
Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
ask for my permission first.
257 downloads
-
Lightsaber and Force Forms
This mod adds 10 lightsaber forms and four force forms to the game, which can be learned at various levels. These can be learned from four holocrons and one new NPC, on Dantooine, Kashyyyk, Korriban and the Unknown World. The player can learn a total of seven forms. They can be activated from the medpac/stims section of the GUI. This mod uses TSLPatcher, and is fully compatible with K1RP. The holocrons and the NPC are fully voiced. Where possible, the stats for the forms imitate those in KotOR II.
Stats for the forms are as follows:
Form I: Shii-Cho:- Attack +1, Defense Bonus 2
Form II: Makashi:- Attack +3, Blaster Deflect: -5, Defence Bonus -5, Will Saves +3
Form III: Soresu:- Attack: -4, Blaster Deflect: +4, Defense Bonus 4 (Must be level 9 or higher)
Form IV: Ataru:- Attack +1, Blaster Deflect: -4, Defense Bonus 3, Damage Bonus: +2 (Must be level 11 or higher, and a Guardian or Sentinel)
Form V: Shien/Djem So:- Attack +1, Blaster Deflect: +2, Defense Bonus 5, Damage Bonus: +2 (Must be level 14 or higher, and a Guardian)
Form VI: Niman:- Attack +1, Defense Bonus 1, Blaster Deflect: +1, Will Saves: +1 (Must be level 14 or higher, and a Sentinel)
Form VII: Juyo:- Attack +4, Attacks per round +1, Defence Bonus -2, Will Saves: +4 (Must be a Guardian)
Form VIII: Sokan:- Attack +3, Damage Bonus: +1, Reflex Saves: +3, Defense Bonus 2, Defense Bonus vs. Piercing -2 (net bonus: 0) (Must be a Sentinel)
Form IX: Shien:- Attack +3, Damage Bonus: +3, Defence Bonus -2, Blaster Deflect: -2, Reflex Saves: -2 (Must be a Sentinel)
Form X: Niman/Jar’Kai:- Attack +2, Offhand attack bonus +3, Defense Bonus 1, Fortitude Saves: -1 (Must be a Guardian)
Harmony Force Form:- Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: -3 (Must be level 11 or higher, and a Consular)
Endurance Force Form: Will Saves: +1, Force Resistance: +2 (Must be level 14 or higher, and a Consular)
Persistence Force Form: Will Saves: +3, Reflex Saves: -2, Force Resistance: +4 (Must be a Consular)
Unity Force Form: Maximum Force Points: +10%, Reflex Saves: +2, Force Resistance: +3 (Must be a Consular)
Compatibility:
This mod should be compatible with most others. Nevertheless, it *may* cause incompatibilities
with any mod which alters or makes use of:
- the script slot for Entry 99 of kor35_utharwynn.dlg
- the script slot for Entry 0 of kor39_utharwynn.dlg
- the script slot for Entry 19 of dan13_belaya.dlg
- the script slot for Entry 1 of k_player_dialog.dlg
- unk44_sparty.dlg; particularly any mod which adds a third entry to the dialogue file, and uses it to fire a script.
- Item 99 in the droppable list for kas25_wraid.utc
Credits:
Thanks are to Zhaboka, Sith Holocron, newbiemodder, Fallen Guardian, Warlord664, Quanon, Marius Fett, Canderis, DarthAnsem, SithSpecter, Slstoev, CptPriceless, kyrie, and Fair Strides 2 for their feedback and comments on the mod as it progressed;
to deathdisco, whose original KotOR I lightsaber forms mod inspired this one;
to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script;
to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work;
to T7Nowhere, whose fantastic "Revan's Mask Plus" mod inspired the form of this one;
to Samuel Dravis, jonathan7 and Pavlos, for vital feedback at various stages in the planning of this mod;
to Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
to Holowan Labs for remaining by far the best place to work on KotOR mods on the internet;
and to Obsidian, Bioware, and LucasArts, for making both KotOR games.
Particular thanks to Quanon, VarsityPuppet, and Marius Fett for their help with the new placeable models used by this mod;
Also to Sith Holocron and Fair Strides, who beta-tested for me;
And most especially, my thanks are to my voice-over artists, who are listed below, and some of whom had to suffer demands for endless redrafts and slow response times with admirable patience:
Thanks also to Daemonjax over at KotORNexus for spotting the errors corrected in this update.
Voice Overs:
Sith Holocron as the Sith Holocron;
Zhaboka as Jedi Holocron, Kashyyyk Holocron, and Guun-Han Saresh;
Melissa Trudeau as the Sith Trainer.
Locations of Holocrons / What they teach:
NB: Do not read if you want this to be a surprise!
****
Dantooine:
You learn the Shii-Cho during the initial training montage.
You can learn Soresu from the Jedi Holocron in the Enclave training room when you reach level 9.
You can learn Ataru (Guardians/Sentinels) or the Harmony form (Consulars) from the Jedi Holocron when you reach level 11.
Korriban:
You can learn Makashi from the Sith Teacher in the Korriban Academy, standing by the entrance in the final room before the Valley of the Dark Lords.
You can learn Shien Form IX (Sentinels), Niman/Jar'Kai Form X (Guardians), or Persistence Form (Consulars) from the Sith Holocron in the tomb of Naga Sadow.
Kashyyyk:
You can learn Shien/Djem So Form V (Guardians), Niman Form VI (Sentinels) or Endurance Form (Consulars) once you reach level 14 from the Jedi Holocron found in the Beast in the Shadowlands.
Unknown World:
You can learn Juyo (Guardians), Sokan (Sentinels) or the Unity Form (Consulars) from the Sith Holocron in the basement computer room of the Temple.
****
6,567 downloads
- kotor holocrons
- holocrons
- (and 8 more)
-
Robes of Darth Sex the M;an)d'a(lo+r
Description
This mod gives you the robes of Darth Sex the M;an)d'a(lo+r. They are not in game, you will have to cheat them in by using the cheat console. The code is "a_robe_55" without the quotes.
The Fabulous Robe of Darth Sex The M;an)d'a(lo+r is a robe that has been coveted for millennia by the Mandalorians as the pinnacle of their cultural achievement. Darth Sex was the only Mandalorian ever to become a Sith, leading the Sith in the brief but devastating war on the planet Restraint, in the Sense-sphere.
Defense Bonus 5,
Strength Bonus 10
Dexterity Bonus 10
Constitution Bonus 10
Intelligence Bonus 10
Wisdom Bonus 10
Charisma Bonus 10
On Hit Instant Death DC 100
Bonus feats:
Advanced Jedi Defense
Advanced Guard Stance
Two-Weapon Fighting
Armor Proficiency: Heavy
Armor Proficiency: Light
Armor Proficiency: Medium
Caution
Critical Strike
Improved Two-Weapon Fighting
Empathy
Flurry
Gear Head
Conditioning
Implants I
Implants II
Implants III
Improved Power Attack
Improved Power Blast
Improved Critical Strike
Improved Sniper Shot
Improved Conditioning
Master Conditioning
Master Jedi Defense
Master Guard Stance
Master Rapid Shot
Perceptive
Weapon Specialization: Blaster Pistol
Weapon Specialization: Blaster Rifle
Weapon Specialization: Grenade
Weapon Specialization: Heavy Weapons
Weapon Specialization: Lightsaber
Weapon Specialization: Melee Weapons
Weapon Specialization: Simple Weapon
Master Flurry
Sneak Attack X
Master Critical Strike
Installation
Put all the files in your Override folder
Uninstallation
Take them out again.
61 downloads
0 comments
Submitted
-
Gameplay Rework
The short version: this mod changes gameplay in TSL by changing the level cap to 20 and thinning out the force and skill points that each class gets. It also alters primary abilities, hit die, force die, and attack bonuses for each class (which used to all be the same). Health regen is switched off, and FP regen starts from a lower base (0.6 instead of 1.0). Details below:
classes.2da:
Skill points readjusted:
Soldiers get 1 base Skill Point
Scouts get 2
Scoundrels get 2
Guardians get 1
Consulars get 1
Sentinels get 2
Combat droids get 1
Expert droids get 3
Minions get 1
Tech Specialists get 4
Weapon Masters get 1
Jedi Masters get 1
Jedi Watchmen get 2
Sith Marauders get 1
Sith Lords get 1
Sith Assassins get 2
Class hit die readjusted:
Soldier: 9
Scout: 6
Scoundrel: 4
Guardian: 10
Consular: 5
Sentinel: 7
Combat Droid: 10
Expert Droid: 6
Minion: 6
Tech Specialist: 4
Weapon-master: 12
Master: 6
Watchman: 8
Marauder: 12
Sith Lord: 6
Sith Assassin: 8
Force Die readjusted:
Guardian: 4
Consular: 8
Sentinel: 5
Weapon-Master: 5
Master: 10
Watchman: 7
Sith Marauder: 5
Sith Lord: 10
Sith Assassin: 7
Primary Abilities altered:
Soldier: Strength
Scout: Dexterity
Scoundrel: Intelligence
Guardian: STR
Consular: WIS
Sentinel: INT
Combat Droid: CON
Expert Droid: INT
Minion: STR
Tech Specialist: INT
Weapon-master: STR
Master: WIS
Watchman: INT
Marauder: STR
Lord: WIS
Assassin: DEX
Class attack bonus tables adjusted:
Soldier: Attack bonus table 1
Scout: Attack bonus table 2
Scoundrel: Attack bonus table 3
Guardian: Attack bonus table 1
Consular: Attack bonus table 3
Sentinel: Attack bonus table 2
Combat Droid: Attack bonus table 1
Expert Droid: Attack bonus table 2
Minion: Attack bonus table 2
Tech Specialist: Attack bonus table 3
Weapon-master: Attack bonus table 1
Master: Attack bonus table 3
Watchman: Attack bonus table 2
Sith Marauder: Attack bonus table 1
Sith Lord: Attack bonus table 3
Sith Assassin: Attack bonus table 2
classpowergain.2da
Only Consulars, Sith Lords and Jedi Masters get 2 starting Force Powers;
Guardians get no new force powers every third level;
exptable.2da
Capped level gain at 20; smoothed out XP gain to compensate, so that player may only just hit 20 before game end.
baseitems.2da
Lightsaber power reduced: die-to-roll reduced to 8 for Lightsabers, 10 for Double-sabers, 6 for Short lightsabers.
351 downloads
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[k1] Reskin of RedHawke's ORD Mandell Mod
This mod reskins RedHawke's ORD Mandell extra planet mod, using textures which were unused in the original game, mostly from Sleheyron.
This was originally made in about 2006 or 2007, I think, and sent to RedHawke, who never used it.
Sith Holocron reminded me I made this, and suggested I release it now that ORD Mandell is available on DeadlyStream, and now that the mod rules are less strict.
Note that you will need to install ORD Mandell first, and then install the reskin. This will not work without the ORD Mandell mod.
Installation
To install, copy the contents of "Override" into your Override folder, and the contents of "Modules" into your Modules folder.
Uninstallation
Remove the files you copied over. This mod replaces the .mod files installed by ORD Mandell, so either make a backup of those first,
or delete them from your modules folder before reinstalling ORD Mandell.
Permissions
As this is a mod modifying someone else's mod, please don't upload elsewhere or modify without my permission.
Credits/Thanks
RedHawke for the original ORD Mandell mod;
Sith Holocron for reminding me to release this.
1,832 downloads
- redhawke
- ord mandell
- (and 4 more)
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[K1] "Fork" Short Lightsabers
Coauthored with oldflash.
Now available for KotOR I, a mere thirteen years after the original TSL release, thanks to the magic of MDLEdit.
This mod adds a whole set of new short lightsabres - one for each lightsabre colour available in the game,
and their crystals to the game. They can be found by the workbench in the Enclave on Dantooine,
but only after you leave the Enclave for the first time after becoming a Jedi.
The box is spawned when you speak to the droid at the exit from the Enclave and it says
“The Council has decreed you may come and go as you please” for the first time.
For the mod to work, you need to have not been to Dantooine yet, or at least, not undergone Jedi training.
Installation
Just double-click on the "Install "Fork" Short Lightsabres" icon to begin the installation. Do not attempt manual installation - it will not work.
Don't worry about fiddling with the Source Scripts or Screenshots folders - they are not required for the mod to run.
Known Conflicts
As far as I know, this mod shouldn't conflict with many that are out there,
but will conflict with any mod which alters the file dan13_jdroid.dlg.
So far as I am aware, the only mod to alter that file was a robe mod which is no longer available,
so this issue shouldn’t arise.
Known Bugs
None that I know of at present. Again, please let me know if you find any.
426 downloads
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Holocron Icon Replacement
This is a really small and slightly pedantic fix, which changes the icons for the two holocrons you find in KotOR,
so that one (on Tatooine) looks like a Jedi Holocron, and the other, found on Korriban, looks like a Sith Holocron.
Previously, th two had a generic icon which looked nothing at all like a holocron, and as I was working on a mod
which needed a holocron for it, I decided to alter the two items while I was at it. At some point, I may make a similar
mod for KotOR II.
Please note that this mod doesn't use the TSLPatcher, so any mod which alters either holocron will be incompatible.
To fix this, open the .uti file for the holocron using KotOR Tool, change the "model variation" to the number of
the holocron model (i.e., 087 for the Jedi holocron, 088 for the Sith one), and save.
Also, the mod uses plot useable item icon slots 87 and 88 for the Jedi and Sith holocrons respectively, so any mod
which uses these icon slots for a different purpose will be incompatible. To fix this, simply rename the icons to a high enough number that they don't conflict with the other mod any more
(e.g., to ip_pltuseitm_090), and then open the .uti file using KotOR Tool, change the "model variation" to that number,
and save.
2,687 downloads
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Dxun Holocron
Introduction
This mod adds a new holocron to the game, which can be found on a corpse on Dxun.
In addition to giving the player bonuses to their maximum Force Points, which unlock at
levels 12, 14, and 16, the mod also gives the player the opportunity to learn three
new Lightsaber forms: Sokan (Form VIII), Shi'en (Form IX), and Niman/Jar'Kai (Form X),
which can be activated as non-medical abilities. (The vanilla lightsaber forms are
hard-coded in the game). This derives from an unreleased mod of mine made in 2005, in
which I made these three Lightsaber Forms work as passive Force Powers. These Lightsaber
Forms become available at levels 13, 15, and 17.
Their stats are as follows:
Sokan:
Attack +3
Damage Bonus +1
Reflex Saves +3
Defence Bonus 2
Defence Bonus vs. Piercing -2 (net bonus: 0)
Shi'en:
Attack +3
Damage Bonus +3
Defence Bonus -2
Blaster Deflect -2
Reflex Saves -2
Niman/Jar'Kai:
Attack +2
Offhand attack bonus +3
Defence Bonus 1
Fortitude Saves -1
Installation
Double click 'Install Dxun Holocron', and hit the 'Install mod' button.
Uninstallation
Remove the following files from your Override folder:
di_d_gk1.ncs
di_g_lf8.ncs
di_g_lf9.ncs
di_g_lf10.ncs
di_gk1.utc
di_jh_01.dlg
di_jh_01.ncs
di_jh_01.uti
di_jhc.utp
di_k2s_lf8.ncs
di_k2s_lf9.ncs
di_k2s_lf10.ncs
di_k2s_lf8.uti
di_k2s_lf9.uti
di_k2s_lf10.uti
di_s_gk1.ncs
di_s_jhc.ncs
ii_datapad_063.tga
ii_datapad_064.tga
ii_datapad_065.tga
ii_datapad_066.tga
Copy the files 'spells.2da' and 'globalcat.2da' from the backup folder created
by TSLPatcher on installation into your Override folder. If no such folder was created
on install by the game, you can (probably) safely delete these two files as well.
Known Bugs
The new Lightsaber Forms won't appear in the same place as the vanilla forms do
on the GUI, but in the non-medical items slot (with the shields, basically).
There's not a lot I can do about this; the Lightsaber forms appear to be hard-coded.
Credits
Thanks are to deathdisco, whose original KotOR I lightsaber forms mod inspired this one;
to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script;
to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work;
to Holowan Labs, which was by far the best place to work on KotOR mods on the internet;
and to Obsidian, Bioware, and LucasArts, for making both KotOR games.
1,098 downloads
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k1 Default Lightsaber Replacement
[K1] Default Lightsaber Replacement 1.2
Introduction
This mod replaces the default lightsaber hilt in the game.
Installation
Drop the contents of this archive into your override folder.
Uninstallation
Take them out again.
Known bugs
None.
Compatibility
This mod will, if installed, overwrite any other mod which replaces the default single lightsaber hilts.
Contact me
In case of bugs, queries, feedback, or comments,
I can be contacted at www.deadlystream.com.
Disclaimer
LucasArts and Bioware. own all the copyrights etc. It all belongs to them.
Permissions
This mod, or any derivate or part thereof, may not be uploaded to any website, ftp, server,
or as part of a torrent, except with the expressed permission of the author.
Thanks
Particular thanks to everyone who provided feedback and comments on this model during construction,
and who helped out with getting the mod to this stage, most particularly Fair Strides and VarsityPuppet.
1,194 downloads
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Default Lightsaber Replacement
This mod replaces the default lightsaber in the game.
It is set up to work with the TSLRCM, in particular the bronze lightsaber restoration.
The mod does not replace the default double lightsaber models.
To install, drop the contents of this archive into your override folder. To uninstall, take them out again.
Particular thanks to everyone who provided feedback and comments on this model during construction,
and who helped out with getting the mod to this stage, most particularly Fair Strides and VarsityPuppet.
610 downloads
0 comments
Updated
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Azgath N'Dul's Tomb Patch
Kemar Elim will now appear on Onderon after you arrive back there the second time, enabling
the completion of the sidequest. He's out of the way of the soldiers, so you may have to
search a little to find him. Also, be warned that you can _only_ start the quest the first time you
go to Onderon. If you try to do so the second time, he won't speak to you.
I've also cleaned things up with the holocron in the tomb a bit, so that it's less...messy. Hopefully,
this will eliminate any errors.
3,939 downloads
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Azgath N'Dul's Tomb
This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul.
You will find it between the tombs of Ajunta Pall and Tulak Hord.
A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, the Sith Lord Robes and the Robes of Azgath N'Dul.
This is because of a model change that mod introduces.
They won't crash your game, but they will look a bit odd.
This mod adds: ten new robes, three new armours, four new weapons, two weapons I've released separately before,
a new belt, a new pair of gloves and a new Force Power, not to mention many other items that can be created by the Force Transmutation Device.
I've tried to keep the stats fairly balanced, but that's by my judgment.
N.B.: Robes included in this mod may not be compatible with robe mods which you have installed.
Please be sure to download kyrie's changes.ini fix before installing this mod (click here), and then the 2.2 patch.
8,547 downloads
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Halo Energy Sword
The blades of this weapon are generated from charged plasma held together by magnetism. The technology is similar to that underlying the lightsaber, though this weapon is not nearly so powerful.
Originally developed for the Republic for close-quarters combat during the Mandalorian Wars, it was ultimately rejected by the Republic military, on grounds of production cost, and its ineffectiveness against most energy shields.
Since then, a small number of prototypes such as this one have quietly turned up for sale in markets across the galaxy.
This mod adds my version of the energy sword from Halo to the game. It's called the
"Aratech Energy Sword", and does 1d6 Energy damage, 2 electrical damage, and has
+3 attack bonus. It can be found on Nar Shaddaa, in a case at the back of one of the
rooms in the flophouse.
498 downloads
- halo sword
- energy sword
- (and 7 more)
0 comments
Updated
-
Hi-Res Beam Effects
This mod replaces the Force Drain, Force Lightning, Death Field, cold ray, ion, and neural pacifier beam effects with new, higher-res ones.
43,329 downloads
- kotor 2 drain life
- kotor 2 lightning
- (and 8 more)
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The Deadly Stream
Description
Just a little joke mod, made in imitation of the old Holowan Spire that Doom_Dealer made.
On this one you can meet and interact with a few of the regulars on the DS forums.
If it proves popular, I may expand it later on.
Please don't be upset if I didn't include you. This is a joke mod, and it's meant
in a spirit of fun.
Installation
Put 'deadlystream.mod' into your Modules folder. Do *NOT* put it in the Override.
To get there in game, type "warp deadlystream" into the console and hit return.
Uninstallation
Remove the file again.
Permissions
You may not upload new versions of this mod without my permission.
You may not upload this mod to other websites without my permission.
You may not claim to be the author of this mod.
Credits & Thanks
Thanks to:
- Hassat Hunter for spotting the bug in v1.0;
- Doom_Dealer for the original Holowan Spire;
- Fair Stride for help bugfixing, and for letting me bounce ideas off him;
- DeadlyStream.com for being such a fun, nice place.
341 downloads
- tsl mod
- kotor 2 mods
- (and 5 more)
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Force Lightning and Death Field
Hi-Res Beam Effects for K1
==========================
by Darth InSidious
==================
Description
-----------
This mod replaces the Force Lightning and Death Field beam effects with higher resolution versions.
It is meant to be used in conjunction with my "Hi-Res Beam Effects" mod for KotOR 1, but can be used on its own, or for KotOR II if you so wish.
Installation
------------
Just drop the file Fx_Lightning.tga in this archive into your Override folder.
Uninstallation
--------------
Take the file out again.
Legal Disclaimer
----------------
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
ask me first.
Thanks to:
----------
TriggerGod, whose mod inspired me to make this one;
Quanon and Zhaboka for the feedback on the original TSL hi-res beam effects;
Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion;
Holowan in general for being helpful, friendly and all the rest of the good stuff it is ;
KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ;
Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this .
1,890 downloads
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Broken Bottle for KotOR
Long, long ago, I made a mod called "Broken Bottle" for TSL. This is the very, very delayed K1 version.
Darth Insidious' Broken Bottle
------------------------------
Description:
------------
Bludgeoning Damage Bonus +2
On Hit Attribute Damage Constitution DC10
Attack Penalty -1
Attribute Penalty Dexterity -10
Decreased Skill Modifier Awareness -2
Reduced Saving Throws Reflex -4
The weapon has been equipped to the drunks in the Taris Upper City. To get in game type "di_bottle1" into the console, without the quotes.
A crude weapon, for a more uncivilised age, the broken bottle has been the prize weapon of drunks throughout the galaxy for millennia.
The preferred weapon of the Pot-Iid Monks, who practice the ancient martial art of Drun-K'fu,
in the right hands it can be a devastating weapon.
Installation:
-------------
Place all the files in the archive except this file into the Override folder in your SWKotOR folder.
Uninstallation:
---------------
Remove the aforementioned files.
Contact
-------
Got an issue with the mod? Object to its existence? Don't like the colour? Contact me either at www.lucasforums.com, or by emailing cringe909@hotmail.com
Legal Disclaimer:
-----------------
All materials and copyrights belong to LucasArts and Bioware.
KotOR Tool belongs to Fred Tetra, and NWNNSSCOMP belongs to Edward T. Smith.
Also, if you're going to re-use this, or any part of this mod in another
mod and upload that mod somewhere, you MUST seek my permission first. In the
unlikely event that I say no, don't go ahead and upload it anyway.
That is a sure-fire way to annoy me. Likewise if you intend to upload this mod
anywhere other than where it is now.
Thanks to:
----------
Darth333 for her scripting advice and tutorials,
T7Nowhere for his modelling tutorial,
The kind members of Holowan Labs,
LucasArts, Obsidian Entertainment and Bioware, for their truly brilliant Knights of the Old Republic franchise.
343 downloads