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Found 36 results

  1. View File K2 - Less Alignment Penalty Less force point cost penalty for using opposite alignment powers, but you still get the full force point cost reduction if you use force powers that correspond with your alignment. Aka you can Force Lightning with a full lightside character without runing out of forcepoints. Submitter GearHead Submitted 04/01/2025 Category Mods TSLRCM Compatible Yes  
  2. Version 1.0.0

    65 downloads

    Less force point cost penalty for using opposite alignment powers, but you still get the full force point cost reduction if you use force powers that correspond with your alignment. Aka you can Force Lightning with a full lightside character without runing out of forcepoints.
  3. View File Sith Disruptor Fix This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable. Submitter GearHead Submitted 01/02/2025 Category Mods TSLRCM Compatible Yes  
  4. Version 1.0.0

    46 downloads

    This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable.
  5. View File K2 Better Clothes Clothes are no longer useless, with this mod installed they give you +1 Charisma and +2 Persuade. (Requires a new game.) Submitter GearHead Submitted 10/25/2024 Category Mods TSLRCM Compatible Yes  
  6. GearHead

    K2 Better Clothes

    Version 1.0.0

    90 downloads

    Clothes are no longer useless, with this mod installed they give you +1 Charisma and +2 Persuade. (Requires a new game.)
  7. View File K2 - Animation Fix This mod fixes Force Power related animation bugs. Changes: - Force Fury animation fix - Force Scream animation fix - Force Crush animation fix - Monster Sonic Howl animation fix (used by Storm Beasts on Malachor) Submitter GearHead Submitted 08/21/2024 Category Mods TSLRCM Compatible Yes  
  8. Version 1.0.0

    183 downloads

    This mod fixes Force Power related animation bugs. Changes: - Force Fury animation fix - Force Scream animation fix - Force Crush animation fix - Monster Sonic Howl animation fix (used by Storm Beasts on Malachor)
  9. View File Unstoppable Lightsaber Damage Changes the base lightsaber damage type from 'Energy' to 'Unstoppable'. Submitter GearHead Submitted 07/06/2024 Category Mods TSLRCM Compatible Yes  
  10. Version 1.0.0

    268 downloads

    Changes the base lightsaber damage type from 'Energy' to 'Unstoppable'.
  11. View File Black T3-M4 and other similar droids HD skins DESCRIPTION HD texture for the droids in the game KotorII, but it also works in KotorI. INSTALLATION Place all .tga files in the Override folder of either the KotOR or KotORII game. UNINSTALLATION Delete all .tga files and any files with the same name but with other extensions, such as .tcp. Submitter mestrealan Submitted 06/05/2024 Category Skins K1R Compatible Yes  
  12. Version 1.0.0

    137 downloads

    DESCRIPTION HD texture for the droids in the game KotorII, but it also works in KotorI. INSTALLATION Place all .tga files in the Override folder of either the KotOR or KotORII game. UNINSTALLATION Delete all .tga files and any files with the same name but with other extensions, such as .tcp.
  13. View File KotOR2 HK-47 Power Blast Fix When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired. Submitter GearHead Submitted 04/08/2024 Category Mods TSLRCM Compatible Yes  
  14. Version 1.0.0

    173 downloads

    When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired.
  15. View File KotOR2 Droid Claw Fix This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type. Submitter GearHead Submitted 03/29/2024 Category Mods TSLRCM Compatible Yes  
  16. Version 1.0.0

    118 downloads

    This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type.
  17. View File KotOR2 Crafting Rebalance Crafting in KotOR2 is OP, so i nerfed it a little bit. You can still craft basic upgrades, but the better ones you have to loot or buy. Submitter GearHead Submitted 03/10/2024 Category Mods TSLRCM Compatible Yes  
  18. View File KotOR2 Blaster Pistol Rebalance A pair of fully upgraded blaster pistols render blaster rifles redundant in KotOR2, so i changed the upgradable pistols to only take scopes. Submitter GearHead Submitted 03/16/2024 Category Mods TSLRCM Compatible Yes  
  19. View File Jekk'Jekk Tarr all bar patrons armed By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will draw them once the combat starts. Submitter GearHead Submitted 03/21/2024 Category Mods TSLRCM Compatible Yes  
  20. Version 1.0.0

    183 downloads

    By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will draw them once the combat starts.
  21. Version 1.0.0

    66 downloads

    A pair of fully upgraded blaster pistols render blaster rifles redundant in KotOR2, so i changed the upgradable pistols to only take scopes.
  22. Version 1.0.0

    48 downloads

    Crafting in KotOR2 is OP, so i nerfed it a little bit. You can still craft basic upgrades, but the better ones you have to loot or buy.
  23. View File KotOR2 - Improved AI Improves the AI of KotOR 2. Changes: - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have any) - Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely) - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...) - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target - Enemys reactivate shields after 200s - Some minor bug fixes - Jedi Support AI reworked - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack - NPCs use the highest level of feats and force powers available to them - Bao-Dur now uses his Shield Breaker during combat - The AI now uses feats granted by items - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete - T3-M4 now automatically uses his Shock Arm and Renewable Shield - Companions now heal every team member properly not just the one controlled by the player (injury check fix) - Companions now use all types of force buffs (Jedi Support AI: uses buffs that apply to the whole team, Other AI styles: use powers that only buff the caster) - Version 1.2.3 and higher supports plugins - Grenade target selection fix List of supported plugins: - all of darthbdaman's mods - add_feat plugin (more enemies will have active feats like Critical Strike, Power Attack ect...) - add_shield plugin (enemies will more often use energy shields) Submitter GearHead Submitted 02/07/2024 Category Mods TSLRCM Compatible Yes  
  24. View File KotOR2 Stronger Sith Lords This mod makes Darth Nihilus, Darth Sion and Darth Traya stronger. I also replaced the 3 purple lightsabers that Darth Traya summons with Sith Assassins, in my opinion they make more sense. Warning: This mod is made to be compatible with TSLRCM 1.8.6. If you install this mod without TSLRCM 1.8.6, the install process will result in error messages, but the mod will still work. Submitter GearHead Submitted 02/05/2024 Category Mods TSLRCM Compatible Yes  
  25. Version 1.2.8

    1,295 downloads

    Improves the AI of KotOR 2. Changes: - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have any) - Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely) - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...) - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target - Enemys reactivate shields after 200s - Some minor bug fixes - Jedi Support AI reworked - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack - NPCs use the highest level of feats and force powers available to them - Bao-Dur now uses his Shield Breaker during combat - The AI now uses feats granted by items - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete - T3-M4 now automatically uses his Shock Arm and Renewable Shield - Companions now heal every team member properly not just the one controlled by the player (injury check fix) - Companions now use all types of force buffs (Jedi Support AI: uses buffs that apply to the whole team, Other AI styles: use powers that only buff the caster) - Version 1.2.3 and higher supports plugins - Grenade target selection fix List of supported plugins: - all of darthbdaman's mods - add_feat plugin (more enemies will have active feats like Critical Strike, Power Attack ect...) - add_shield plugin (enemies will more often use energy shields)