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Found 65 results

  1. Version 1.0.2

    160 downloads

    I wondered, why wait a few months for Aspyr to release TSLRCM when you could hack it together in a few days for fun? To that end: Switch KotOR II Modding romFS Dummy Folder 1.0.1 This is a set of files and folders designed to make modding the Switch version of KotOR II easier and more accessible to a novice user. Read to the end before using. You will need a hackable, or modchipped Switch to use this, and custom firmware must be installed, I use Atmosphere, but anything that supports romFS should be fine. If you use something other than Atmosphere you'll have to figure out where it goes, but it should be very similar. This should work just fine with the digital or physical version (when it is released) without issue. I have only tested this on the most up-to-date build at this time, 1.0.1. I will update this when the next patch is released, and hopefully again when TSLRCM is officially released. Extract the zip file, and install any mods you want to use, pointing TSLPatcher at the \Localized\English\ folder containing the dialog.tlk file. For mods that don't use TSLPatcher, copy files as directed, "romfs" is equivalent to the directory on PC containing the executable. NOTE: You may need to move files that TSLPatcher is expecting to the folder to be able to patch them. You can access them by dumping your game with nxdumptool, using romfs. Make sure you include updates when doing so. What I included should be more than sufficient for TSLRCM, however. NOTE: When you are done, move the override folder to the root of the romfs folder, i.e. the directory with the "swplayer.ini" file. Feel free to comment with what you needed, and what mod it was for, and if there is popular demand, I will add the files to this pack. The easiest way I found, was just to try installing a mod, and then check the log for errors to see what files were missing. NOTE: Long filenames cause issues with TSLPatcher, this is exacerbated by the length of the filepath for romFS modding. I recommend moving the "romfs" folder to the root of the drive and patching there, moving the folder back afterwards. Make sure to check your error log, you may manually need to copy .lip files over to override afterwards. Move textures (.tga, .txi and .tpc) to override/Textures or they won't apply. NOTE: Aspyr included upscaled textures with this version that are not in other releases of the game. As far as I can tell, they are all in the format the original textures were in, by and large, that means they are in .tpc format, which trumps .tga and .txi files of the same name. If you have issues with a mod's textures not applying, try converting them to .tpc with Xoreos-Tools. You can download my texture reversion mods for K1 and K2 on Switch if you want to see what files are in what format. At this point, copy the atmosphere folder to the root of your SD card, and you should be done. Please feel free to mention any issues you run into, or workarounds you needed, and I'll update this post. I tested a run of TSLRCM and Leilukin's Gay Handmaiden mod with great success. I have not tested the Male Exile/Disciple part of that mod, but it should work as well. Mods that involve UI likely won't work. Everything is at your own risk, you may end up with a broken save, etc. Worst case scenario, you can uninstall all mods by deleting the `0100B2C016252000` folder from `/atmosphere/contents/` Big thanks to JC for a ton of help troubleshooting, and big thanks to Zbyl2 for helping with TSLRCM-related issues. 7-22-2022 Update: Just a change to the readme regarding potential texture issues.
  2. View File KotOR1 items for KotOR2 This mod allows you to buy KotOR1 items from Adum Larp on Dantooine. It won't work if you already visited the Khoonda outpost, you need to load an earlier savegame. Submitter GearHead Submitted 06/27/2023 Category Mods TSLRCM Compatible Yes  
  3. Can A KOTOR II head be transferred to KOTOR I - The Richard Roundtree PC Head to Revan or a possible creation. Hi it's been ages since I posted anything but I have a simple suggestion I like to think about for KOTOR I for a PC head one I quite like the most reminds me of a real life actor Richard Roundtree and it's a request. Is their a way to promptly port any KOTOR II heads to KOTOR I for any suggestions may I ask and suggest specially for like the PC Player Revan in KOTOR I, And can it actually be done may I ask with the Meetra Surik Male PC head of Richard Roundtree to Revan Male PC head for KOTOR I. It's a suggestion I have in mind because this Portable Head is one of my favourites reminding me of Richard Roundtree and I wish the real life actor was a Star Wars actor but what I am posting in this group is can the PC head be transferred over to KOTOR I and can it be done as a mod for all to enjoy... I know it's been ages since I posted anything mainly I have too much to do in life but some advise would be helpful since I know I don't mod I am curious is as to can it be done actually. Can Richard Roundtree's PC head be useful for a Recruitable Character in KOTOR I or could it be done??? In saying my 1st Question on Richard Roundtree's PC head I call it that due to the Male Meetra Surik's moustache he has for facial hair looks like him but not as mearly closely, Well so question since I love to talk about Recruitable Characters and my suggestions for them are to be declared on this character, In a recent story I am creating for a Turkish KOTOR machinima user named Starika in the future I am writing a story I have mentioned a character by the name of Aaron Vinree a Scoundrel who is born on Taris during the Sith Occupaiton and he would well be a recruitable character in the Undercity after Mission joins Revan and Carth, but the character would have to fill in one Party Member Spot meaning only one can join so the character would have to promptly replace Juhani's spot, Aaron Vinree is a Scoundral (based on the real life Richard Roundtree) who lives on Taris all his life although hardly anything about his early life is said but he had seen action when Taris was under Mandalorian Control and wasn't well treated by the Mandalorian's when Cassius Fett invaded, He knows Mission Vao's family since her father was a friend of him and been looking out for her his entire life, The Recruitable Character would join to assist looking to Zaalbar but that can only be where the Sewers Entrance would be if your at the spot where all the Sith Soldiers where massacared by Rakghouls, The player could have a possible side quest developed but whatever the means necessary wouldn't be that easy and also his weapon of choice main weapon is a Sonic Rifle and Two Blaster Pistols and a Vibroblade and wears Scout Uniform like the Revan Player would wear although its upto you to give him the same outfit that can be ported which is Atton Rand's clothing or a customed Smuggler Outfit, Since I like to talk about the potential idea of Dark Skinned Characters that we only have one recruitable named Jolee Bindo and it would be nice to incorporate Aaron Vinree (Richard Roundtree) character but the main problem is finding a voice to do him who sounds like the classic actor, He will also be part of the Ebon Hawk but I haven't thaught of his side quest on the trip as that one is not really the ideal or so one to think of at the moment. Aaron Vinree is for a planned KOTOR I story developed for a possible future Machinima for the creator Starika who lives in Turkey and at the moment at present is the writer of the story, Aaron Vinree will be a free for all use Recruitable Character specially like for all players who didn't want to have Juhani as I think in my honest opinion it would be cool to incorporate another Dark Skinned Character I say it that way as I do not say a racial word and I have better respect to people such as these. But that's all I can say about the Richard Roundtree Facial PC Head for KOTOR I. Question 2 is Richard Roundtree's PC head be useful for a Revan PC Head while playing as Revan??? I like to say it isn't always possible but I would like to see yet another Dark Skinned Revan Head we got like what Five Dark Skinned Revan PC Heads and I do like one of them the best is the bald head and it I can't recall what actor reminds me of who but again yes not one has a moustache but the only moustache feature is the head that Kaydon Sentry used for his Logan Starr character I like to refer to the bald Revan Head with the Chinese Emperor's moustache and goatee as Logan Starr Appaerance and we also do have another who has a under facial hair and scar brown hair nad also a tanned skinned with brown hair and chin hair as well, But what I am saying is yes I do think it's nice to have another Dark Skinned PC Male Head but like the Referrence of Richard Roundtree and that it fits perfectly for a Revan Head in KOTOR I, Players can have the choice where you can either use Richard Roundtree like your acting as a character PC player your playing as a character like him imagining what it was like in Star Wars, Richard Roundtree never starred in the Star Wars universe and you could as well picture what he would be like in the universe so any player has the choice since I know I can't mod I am sending suggestions that are a possibilty for future use and specially a player. So entirely it's upto you to decide you have the choice if it's suitable for KOTOR I game engine. That's all I have to say on This Mod Request... And if completed anyone is welcome to use Roundtree's head for a Revan PC head entirely upto you. Thank you all for listening. Sorry for the Repost that was because I had not been at Deadly Stream for awhile I posted in the Wrong Box so now in the right box under Mod Requests here you are and hope your happy with what I have to share to you. Thanks. Colby James.
  4. Version (2nd Revision)

    2,981 downloads

    Description of "TSLRCM Dialog Overhaul": This modification strives to correct the most noticeable errors and inconsistencies found in the dialog.tlk file of The Sith Lords Restored Content Mod (TSLRCM). The majority of the alterations are based on modern corpora, mainly affecting written speech as well as menu screens, without changing their original meanings. Some lines underwent slightly advanced changes in order to be in line with their corresponding voice-over references while some others were changed to further add context to specific situations. As this modification was originally meant for personal use only, you will also find some of my attempts at revamping the punctuation of multiple dialog lines to create a more coherent reading experience in accordance to the sound references. That includes the removal of hesitations and interruptions that are not reflected in speech. In its current state, this modification doesn't fix description errors regarding item effects and character building. For full details on the changes, please refer to the included "changes.txt" file. Due to the sheer size of the dialogue script, there is a strong possibility that errors have been overlooked in the editing process. Feel free to report cases of potential overcorrection as well. Feedback is always dearly appreciated (on Deadly Stream via private message or comment on the mod's support page). Installation: TSLRCM 1.8.5 is required. Replace the dialog.tlk file located in your game's main directory with the one from the "overhaul" folder in order to apply the modification. Certain changes may only occur upon starting a new game. In case you may want to revert the changes, just copy the included original TSLRCM dialog.tlk into the game directory. Contributors: - ndix UR Special thanks to: - LucasArts, BioWare and Obsidian Entertainment, for spawning the Knights of the Old Republic series - Deadly Stream, for providing a great community platform for Star Wars: Knights of the Old Republic fans - Those who put their combined efforts into TSLRCM and turned it into an essential piece of restoration for today's fans of the KotOR series and generations to come - Salk, whose "KotOR Dialogue Fixes" served as a major inspiration - stoffe, for their invaluable "TalkEd" tool - Fair Strides, for their handy "TLK Converter"
  5. Version 1.03

    845 downloads

    These textures attempt a more realistic style while also adding effects that I don't see altered very often such as Poison. There are several iterations of major textures such as fire and lightning. Lightning has been given multiple colors for those who that matters to. Several of the new textures are large, though nothing over 2k. I may release an alternate version with lower image sizes for lower end PCs and Laptops. Currently none of these textures are animated, but that could change in the future. --------------------------------------- Screens have been added for most textures. Personal preference: Don't use my default fire. The alternate textures are eons better.
  6. Version 2.0

    40,848 downloads

    This mod replaces the Force Drain, Force Lightning, Death Field, cold ray, ion, and neural pacifier beam effects with new, higher-res ones.
  7. View File KotOR II Switch Texture Restoration KotOR II Switch Texture Restoration The Switch port of KotOR II included some upscaled textures for much of the game, just like the first game. While some of these look fine, I found some of the armor and character portraits pretty bad to look at. Not as bad as K1, but still annoying at times. I'm not sure why, but these were not advertised or mentioned, and there is no way to turn them off in game. This mod restores the original textures for the character portraits, armor textures, while preserving the new UI and button prompts. Please notify me if anything is broken or you run into issues. I played many hours with this mod, but it has by no means been exhaustively tested. It should not cause any major or game-breaking issues though. This is compatible with, but does not require my KotOR II Switch Modding Framework, if you wish to use this with other mods that change textures, install this first. NOTE: Like any other mod for Switch, this requires a hacked or modded Switch with custom firmware. This can probably be adapted to firmwares other than Atmosphere, but I offer no support for them. Installation is dead simple, extract the "atmosphere" folder to the root of your SD card. If you wish to uninstall: If this is the only mod you installed: Simply delete the "0100B2C016252000" folder under atmosphere/contents/ If you installed other mods, it will depend. I would generally recommend just wiping clean for safety, or if you didn't install any other texture mods, you could delete just the "Textures" folder in override. Big thanks to JC for a ton of help with this mod. Submitter jacqylfrost Submitted 06/26/2022 Category Mods TSLRCM Compatible Yes  
  8. Version 1.0.0

    92 downloads

    KotOR II Switch Texture Restoration The Switch port of KotOR II included some upscaled textures for much of the game, just like the first game. While some of these look fine, I found some of the armor and character portraits pretty bad to look at. Not as bad as K1, but still annoying at times. I'm not sure why, but these were not advertised or mentioned, and there is no way to turn them off in game. This mod restores the original textures for the character portraits, armor textures, while preserving the new UI and button prompts. Please notify me if anything is broken or you run into issues. I played many hours with this mod, but it has by no means been exhaustively tested. It should not cause any major or game-breaking issues though. This is compatible with, but does not require my KotOR II Switch Modding Framework, if you wish to use this with other mods that change textures, install this first. NOTE: Like any other mod for Switch, this requires a hacked or modded Switch with custom firmware. This can probably be adapted to firmwares other than Atmosphere, but I offer no support for them. Installation is dead simple, extract the "atmosphere" folder to the root of your SD card. If you wish to uninstall: If this is the only mod you installed: Simply delete the "0100B2C016252000" folder under atmosphere/contents/ If you installed other mods, it will depend. I would generally recommend just wiping clean for safety, or if you didn't install any other texture mods, you could delete just the "Textures" folder in override. Big thanks to JC for a ton of help with this mod.
  9. I don't know how to mod, nor do I know how to create models. That being said, I had an idea that I thought would be interesting. What if there was a subset of Mandalorians who were able to use their own type of Lightsaber? These soldiers are trained specifically to combat Jedi and other Force Sensitives. (Most of this is just a lore dump. The actual request is at the very bottom.) -Lore Dump- The concept is simple enough. Basically the Mandalorians were able to reverse engineer the Darksaber, but were unable to get any crystals to actually craft them. So they created a special mechanical fixture that turns plasma into a colorless (white) flat bladed Lightsaber known as a Mandalorian Plasma Blade. The wielders of these weapons are specially trained Mandalorians. They have a different armor design to signify their position. The armor itself resembles a Sith Troopers armor, but with a Mandalorian color scheme. The helmet resembles Mandalore's without the respiratory tubes. These soldiers would also have other special weapon, such as jump booster to combat Force Leap, a gauntlet with a short electric discharge to mimic Force Lightning, a gauntlet that has a repulser to mimic Force Push, and a force field generator. They have implants that neutralize most poisons, heal them, inject them with amplifying drugs, enhance their hearing, and even allow them to see further away. These are all on top of the standard Mandalorian weaponry. Mandalore himself gets all of these upgrades as well as a full body electric discharge, a full body pulse discharge, and a special implant that forcefully restarts his heart. He also has his own Plasma Blade that he can upgrade with an actual Lightsaber Crystal. -Request- Now, obviously this is too much stuff to add to a mod. I just added the lore dump so anyone who liked the idea had it for reference. My only request is that someone creates a mod to include some of these guys on Dxun. None of the powers or anything. Just them in armor with their "Plasma Blades". If possible, I'd also appreciate it if Mandalore could get an upgradeable Plasma Blade. I apologize to everyone for the inconvenience.
  10. Version 1.0.0

    545 downloads

    [K2] Droid Companion for Mira ========================================================= Description: This mod allows You to get an Astromech Droid companion for Mira. It will appear when You have Mira in Your active party and will follow her around, also fighting along with her. It behaves just like Bao Dur's Remote drone. It makes sense for a bounty huntress like Mira to have a top of the line Astromech Droid along with her, as it can help her with Computers, Doors, and Loot Crates slicing / hacking! It has been tested and works fine. This mod is compatible with TSLRCM, M4-78 and the Mira Romance Mod! Player Guide: In order to get the Astromech Droid, talk to Mira after recruiting her in Your Party, choose the „I was hoping we could talk.” line, then You will see a new dialogue line hinting at the Droid („Nice Astromech Droid you got there.”). When triggering this dialogue line the Droid will appear and accompany Mira. I hope You enjoy it. ----------------------------------------------------------------------------------------------------------------- Installation: It is recommended to install this mod after installing other mods like TSLRCM, M4-78 and Mira Romance Mod. To install, just run the TSLPatcher installer and point it to Your KOTOR II install dir! You should have the following files inside your swkotor/Override folder: mira.dlg mira_puppet.utc pup_droid.ncs st_ai_puppethb.ncs ----------------------------------------------------------------------------------------------------------------- Uninstallation: To uninstall the mod, just delete the following files from your Override folder: mira.dlg mira_puppet.utc pup_droid.ncs st_ai_puppethb.ncs ----------------------------------------------------------------------------------------------------------------- Redistribution and Use: You may re-upload this mod on other websited or here (if you have a copy of it and it is no longer hosted online), with proper credit given. You may use this mod and associated files to include in Your own mod without asking permission, it is only required that You give credit for my mod! It is not permitted to re-upload this mod or use it as part of your mod claiming it is your work and without giving credit. ----------------------------------------------------------------------------------------------------------------- Many Thanks To: DarthParametric, AmanoJyaku, Deadlystream Community, Kotor Tool Creators, Modding Tutorials Creators K1R Compatibility: Yes ========================================================= Version: 1.0.0 - Original Release
  11. Version 2.0

    8,336 downloads

    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.
  12. View File TSL Tactical Combat Mod <<<TSL Tactical Combat Mod>>> by Frykas <<About>> If you ever felt that after lvl 15 in KotOR 2, your PC and team got all powerful (Fredon's Nadd tomb being the exception) and pazaak with Atton on (Republic Senat's rules) was more fun than slaying couple more thugs or beasts than this mod is for you. After playing a lot of Pillars of Eternity, I realized that TSL had nearly the same potential for tactical fights but after less than half the game you had to be counter productive to have a fight that lasts more than 4 seconds. Honestly most times I didn't have time to use more than two force buffs because everyone was already dead. Difficulty changes only enemy damage output so it makes things harder but enemies still drop like flies. This mod aims (and will aim, definitely not finished) to correct that. <<Changes>> Files changed are classes.2da, autobalance.2da and k_sp1_force.ncs; autobalance has significantly increased NPC's health, slightly buffed saving throws, set NPC's level to be equal to PC. Classes.2da doubled gained health (on lvlup) by PC and team and raised force point gain (on lvlup) by 50%. !!!Because of game mechanics, increased health points and force poins gain doesnt work retroactively, meaning you'll have to start a new game (as even KSE cannot change your vitality poins directly), this will probably NOT be "fixed" in future releases. Enemy HP and other changes will apply once you enter new area after installing. <<Compatibility>> This mod works with TSLRCM and is being tested and developed to work with it. If you don't have TSLRCM instaled changes might not be appropriate for your playthrough. This mod should work with any other mod that doesn't change those files: Classes.2da, Autobalance.2da, k_sp1_force.ncs ADITIONAL FILE: dialog.tlk included in this download goes to the main folder and not override. It should be comatible with the TSl RCM game but any mod that changes dialog.tlk might not be compatible and will require testing. My file includes modified force powers descriptions to account for extended duration. <<Install>> Drop files to Override (who doesn't like that? ) Dialog.tlk goes to main install folder and make sure to back it up lest you have to reinstall main game and mods. <<Uninstall>> Well, this is going to be difficult... (remove Classes.2da, Autobalance.2da and k_sp1_force.ncs from Override folder, replace dialog.tlk with backed up version if you used it) <<Future changes>> -A lot more testing and figuring out the perfect balance -If you have an idea for more changes or would like to help with this leave a comment or PM me. All the best! Submitter Frykas Submitted 05/05/2018 Category Mods TSLRCM Compatible Yes  
  13. Greetings everyone, This project is meant to attempt to port all content from Star Wars: KOTOR II TSL into Star Wars KOTOR 1 Mobile (for Android / IOS), resulting into a partially / fully playable mobile version of KOTOR II TSL for IOS / Android. The game will be installed and ran as a Total Conversion Mod over the mobile KOTOR 1 version. The mod development will consist in the following stages: - 1. Converting all files from the PC version of KOTOR II, to work with the older KOTOR 1 engine. - 2. Adapting these files to be installed as a mod (into the Override folder, etc.) for KOTOR 1 - 3. Downgrading / adapting features from KOTOR II that are inexisting in KOTOR 1 (like Crafting, Lightsaber Forms, Companion Training and Loyalty, etc.) - 3. Adapting and optimising the mod to work on IOS / Android KOTOR 1. - 4. Testing, Optimising, Polishing ---------- Different approaches (listed here as inspiration for other porting endevours): - Porting the Xoreos Engine or KotOR JS Engine to Android / IOS (for the developers of the Xoreos Engine / KotOR JS Engine) - Updating the KOTOR 1 Mobile older version of Odissey Engine to work with features from the newer KOTOR II TSL engine (for modders who experimented with the source code of the engines, etc.) ---------- The mod / port will be released here as it is being worked on, and updated as it is progressed on! This endevour will be completly open and collaborative, all work will be uploaded from the start and updated as it progresses! Everyone who believes they can contribute or help with this project in any way are invited to! ============================== STATUS: Project Completition: 5% Project Status: Phase 1 (KOTOR 1 to KOTOR 2 file conversions) Progress: Ported unmodified files from KOTOR II TSL PC version to KOTOR 1 IOS version. Filename adapted to work with IOS File System (all files were renamed in lowercase letters). Practical Result: Succeded in having partial KOTOR II TSL code execution and asset loading into KOTOR 1 IOS version. Specifically, the game crashes when launchimg a mew game, but loading a savegame works. Loading a savegame will display a black screen, however the background music plays, and the Inventory, Map and Quests screens can be accesed and they display the KOTOR II respective content. Accesing the Character screen crashes the game. I will upload a Youtube video showing the resulting functionality soon! To do next: Convert the modules, textures and animation files from KOTOR 2 format to the KOTOR 1 format and load them into the KOTOR 1 engine. ============================== UPDATE 1: So far I managed to port the K2 maps to K1 using @Thor110's brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ Now the maps can be warped to but there are no story elements, most NPC's are present but interaction with them does not work, most containers are empty, some still have the loot inside, area transition works for some arear but fails many times, especially when you want to enter the docked Ebon Hawk. Most levels load fine but some of them crash the game (especially the Peragus levels), and the mini-map does not display at all, strangely when the map section is accessed it always shows the Manaan Hrakert Rift Underwater Station map. The character animations also got "broken" after adding the ported files (that is why the characters look so "stiff" in the pictures)... So i could say i had very partial success so far! ============================== STATUS UPDATE: Project Completition: 20% Project Status: Phase 2 (KOTOR 1 to KOTOR 2 converted files adapting and optimising) Progress: Ported all KOTOR 2 maps to KOTOR 1 format using Thor110's tutorial. Loaded ported / converted maps into the mobile version of KOTOR 1. Practical Result: Got partial success, most levels work and have been ported fine, some content / features / characters like story elements and NPC interaction do not work, the minimap does not display at all and the map does not work on the ported levels (it always displays the Hrakert Rift Station level map), some area transitions (Return to the Ebon Hawk) do not work, the text above NPC's / area transitions / story objects in level does not display at all (the field is always blank). The character animations also got broken because of the added ported files. I copied the ported levels into the mobile version of KOTOR 1 (after renaming all filenames in lowercase characters) and managed to get the game to load the ported levels by making a savegame for each module, them transferring that savegame on the mobile version, and loading that save in KOTOR 1 mobile. I am using an iPad 3 to test the mod. To do next: Adapt and optimise the files causing the bugs / glitches / problems, like script files, restore all functionality (story elements, characters, scripts, etc.). This will be the hardest part (if possible at all)! ============================== Some pictures of the mod in action (notice the KOTOR 1 mobile HUD): Credit: Many thanks go @Thor110 for his brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/688 Without this great tutorial I would have been unable to make any progress at all! He basically made it possible to port the levels from K1 to K2! ============================== UPDATE ALPHA (FIRST RELEASE): KOTOR II Mobile (K2M) first version – 0.4.0 Alpha released! Alpha 0.4.0 of the mod is live! We released earlier than expected! Head over to our ModDb page files section to download it now: https://www.moddb.com/mods/kotor-ii-mobile-k2m/downloads/k2-to-k1-port Unfortunately in this very early stage of development of the mod there is not much to do, than explore the maps, search for loot, etc. Also, you will most likely encounter lots of bugs and some game-breaking ones as well, this is still an Alpha release. Still, it’s a great achivement for us, enabling you to experience all game maps / levels in mobile! THIS RELEASE IS FREE TO MODIFY AND REDISTRIBUTE, RE-RELEASE ON OTHER HOSTING SITES OR TO INCLUDE IN YOUR MOD PROJECT! GIVING CREDIT IS NOT MANDATORY, BUT VERY APPRECIATED! We encourage all skilled modders out there to use our work as a foundation / framework for their project, or even try to complete the KOTOR II port to mobile before us and work out the bugs and problems! *Updates will be posted to this thread as they come! This post will also be updated as well.
  14. View File [K2] Droid Companion for Mira [K2] Droid Companion for Mira ========================================================= Description: This mod allows You to get an Astromech Droid companion for Mira. It will appear when You have Mira in Your active party and will follow her around, also fighting along with her. It behaves just like Bao Dur's Remote drone. It makes sense for a bounty huntress like Mira to have a top of the line Astromech Droid along with her, as it can help her with Computers, Doors, and Loot Crates slicing / hacking! It has been tested and works fine. This mod is compatible with TSLRCM, M4-78 and the Mira Romance Mod! Player Guide: In order to get the Astromech Droid, talk to Mira after recruiting her in Your Party, choose the „I was hoping we could talk.” line, then You will see a new dialogue line hinting at the Droid („Nice Astromech Droid you got there.”). When triggering this dialogue line the Droid will appear and accompany Mira. I hope You enjoy it. ----------------------------------------------------------------------------------------------------------------- Installation: It is recommended to install this mod after installing other mods like TSLRCM, M4-78 and Mira Romance Mod. To install, just run the TSLPatcher installer and point it to Your KOTOR II install dir! You should have the following files inside your swkotor/Override folder: mira.dlg mira_puppet.utc pup_droid.ncs st_ai_puppethb.ncs ----------------------------------------------------------------------------------------------------------------- Uninstallation: To uninstall the mod, just delete the following files from your Override folder: mira.dlg mira_puppet.utc pup_droid.ncs st_ai_puppethb.ncs ----------------------------------------------------------------------------------------------------------------- Redistribution and Use: You may re-upload this mod on other websited or here (if you have a copy of it and it is no longer hosted online), with proper credit given. You may use this mod and associated files to include in Your own mod without asking permission, it is only required that You give credit for my mod! It is not permitted to re-upload this mod or use it as part of your mod claiming it is your work and without giving credit. ----------------------------------------------------------------------------------------------------------------- Many Thanks To: DarthParametric, AmanoJyaku, Deadlystream Community, Kotor Tool Creators, Modding Tutorials Creators K1R Compatibility: Yes ========================================================= Version: 1.0.0 - Original Release Submitter JediArchivist Submitted 04/16/2020 Category Mods TSLRCM Compatible Yes  
  15. Version 1.1

    1,786 downloads

    A program to generate a character at random to play with in Kotor 1 and Kotor 2
  16. Version v1.0

    528 downloads

    <<<TSL Tactical Combat Mod>>> by Frykas <<About>> If you ever felt that after lvl 15 in KotOR 2, your PC and team got all powerful (Fredon's Nadd tomb being the exception) and pazaak with Atton on (Republic Senat's rules) was more fun than slaying couple more thugs or beasts than this mod is for you. After playing a lot of Pillars of Eternity, I realized that TSL had nearly the same potential for tactical fights but after less than half the game you had to be counter productive to have a fight that lasts more than 4 seconds. Honestly most times I didn't have time to use more than two force buffs because everyone was already dead. Difficulty changes only enemy damage output so it makes things harder but enemies still drop like flies. This mod aims (and will aim, definitely not finished) to correct that. <<Changes>> Files changed are classes.2da, autobalance.2da and k_sp1_force.ncs; autobalance has significantly increased NPC's health, slightly buffed saving throws, set NPC's level to be equal to PC. Classes.2da doubled gained health (on lvlup) by PC and team and raised force point gain (on lvlup) by 50%. !!!Because of game mechanics, increased health points and force poins gain doesnt work retroactively, meaning you'll have to start a new game (as even KSE cannot change your vitality poins directly), this will probably NOT be "fixed" in future releases. Enemy HP and other changes will apply once you enter new area after installing. <<Compatibility>> This mod works with TSLRCM and is being tested and developed to work with it. If you don't have TSLRCM instaled changes might not be appropriate for your playthrough. This mod should work with any other mod that doesn't change those files: Classes.2da, Autobalance.2da, k_sp1_force.ncs ADITIONAL FILE: dialog.tlk included in this download goes to the main folder and not override. It should be comatible with the TSl RCM game but any mod that changes dialog.tlk might not be compatible and will require testing. My file includes modified force powers descriptions to account for extended duration. <<Install>> Drop files to Override (who doesn't like that? ) Dialog.tlk goes to main install folder and make sure to back it up lest you have to reinstall main game and mods. <<Uninstall>> Well, this is going to be difficult... (remove Classes.2da, Autobalance.2da and k_sp1_force.ncs from Override folder, replace dialog.tlk with backed up version if you used it) <<Future changes>> -A lot more testing and figuring out the perfect balance -If you have an idea for more changes or would like to help with this leave a comment or PM me. All the best!
  17. Hello all. Last year I started my work on this mod. It is in no way finnished but work became a hustle so I had to leave it for a year. Now I wanted to go back but outright, my biggest problem is that I can't at all and don't know how to get any of it to work. TCM was suposed to extend combat duration and opan a venue for real tactic like combat and make feats like: attacking enemy with a team member (can't remember the name of it) bonus make actual sense to pick. That means that damage outputs or health reserves had to be adjusted but also that force power durations had to be extended. That's where scripting comes in. The file that needs to be modified is k_sp1_generic.ncs as I've seen done in two other mods which I would like to just recomend but nither of them is balanced enough for what I want to do with this mod (still very cool mods). Another thing is the five "sets" that encompass level-gain to determine when to increase enemy levels and all that. Editing the values is easy but nowhere can I fing information on which level you go from set 1 to set 2. And that is it for now other than simply people to give me some feedback. So, two things I desperately need help with: 1. Some good soul to explain as to a dummy how to edit k_sp1_generic.ncs 2. How to find and maybe modify enemy autobalance "sets" (shown in kotor tool) Really hoping someone would help. Thanks in advance. And as always, all best!
  18. Is there any way to reset Characters? I have a little trouble on Nar Shadaa where I should sell T3 to Kodin but since I threatened him, he won't talk to me any more and I can't progress in the Story of Voggas Warehouse. It's bugging me for a while and I can't find any Solution online or within the Game itself. So I decided to ask here. I already searched for Kodin in the Character Editor of the KOTOR Tool but couldn't find any Settings for that particular kind of Action. If this isn't possible it would also be fine to restart Nar Shadaa entirely since I'm not that far in and might that be possible without a previous safe? I hope my request is reasonable and the Problem somewhat fixable, Thanks a lot in advance!
  19. View File TSL Better Male Twi'lek Heads This mod intends to address key issues with male Twi'lek heads in KOTOR II, most notably the addition of ear geometry. The main improvements are the addition of ears and slimming down on the Bib Fortuna necks. Other tweaks include better smoothing groups, fixed teeth and eyelids, and recolored tongues. The ears were created using modified assets ported from SWTOR. There's two options for installation. Option A uses the slim necks, while Option B retains the original necks. I highly recommend the first option as it fixes clipping with collars on heavy armor and it's the main choice for other mods which use my files. Given the frequency of Twi'lek NPCs, this mod's a nice visual improvement that adds a much-needed element of consistency with other humanoid head models in the game. The KOTOR I version can be found here. Installation & Uninstallation To install this mod, run Installer.exe, select the option(s) you want, and proceed with the installation. To uninstall this mod, run the installer again, select the same option(s), and click Tools -> Uninstall Mod / Restore Backup. Compatibility & Known Issues This mod isn't compatible with any retextures of male Twi'lek heads unless that mod states otherwise. There's no known compatibility issues with any other mods. I've given permission for this mod to be included in a few other projects. Be sure to check the descriptions of those mods to see if you need to install this first. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc Darth Parametric, Upper teeth no-clip fix NickHugi, HoloPatcher Autodesk, 3ds Max The GIMP Team, GIMP Thanks to Darth Parametric, ebmar, & JCarter426 for the help during the development of this mod! Disclaimer This mod is not supported by LucasArts, BioWare, Obsidian Entertainment, or EA. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site. Submitter Ashton Scorpius Submitted 01/19/2019 Category Mods TSLRCM Compatible Yes  
  20. View File TSL Ebon Hawk Downloadable Map This mod allows the player to access a full map of the Ebon Hawk in KOTOR II. If you're annoyed at blocked off corners within the ship that prevent you from filling the map on your own, then this is the mod for you! Installing this will add an option to the ship's security system that allows you do download it in full. I've also added background stars to the Ebon Hawk's interior maps to make them look less bland. Installation To install this mod, run Installer.exe and proceed with the installation. To uninstall this mod, run the installer again and click Tools -> Uninstall Mod / Restore Backup. Compatibility & Known Issues TSLRCM must be installed prior to installing this mod. This mod is compatible with the Reveal Map Armband mod. I've tried adding compatibility for versions of the game that aren't in English, but please let me know if this doesn't work! Credits Fred Tetra, Kotor Tool tk102, DLG Editor & K-GFF Editor NickHugi, HoloPatcher The GIMP Team, GIMP Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site. Submitter Ashton Scorpius Submitted 11/19/2018 Category Mods TSLRCM Compatible Yes  
  21. Version 2.2

    3,821 downloads

    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.
  22. Hello everyone! I'm currently working on a re-balance mod for TSL. It is supposed to extend combat time so you actually have time to use different tactics and combos, given that at level 25 fights usually get down to three powers and 1 attack and either you are dead or the enemy. After playing Obsidian's Pillars of Eternity I thought that TSL also has the potential for more fun in combat. That being said the last piece missing is extending the force powers duration. I have little experience in working with Odyssey Engine and none with scripting. I found this awesome mod by cyricc (http://deadlystream.com/forum/files/file/777-increased-force-buff-durations/?st=10#comment_6253) but given that I have no knowledge of orienting myself in TSL script I couldn't get around to modify the k_sp1_generic.ncs file. I was hoping someone might be able to help me with getting around to extend duration of some force powers. Thanks in advance! P.S. In attachment there is decompiled k_sp1_generic.ncs. If anyone could confirm that it's decompiled correctly, that would be a big help.
  23. View File TSLRCM Dialog Overhaul Description of "TSLRCM Dialog Overhaul": This modification strives to correct the most noticeable errors and inconsistencies found in the dialog.tlk file of The Sith Lords Restored Content Mod (TSLRCM). The majority of the alterations are based on modern corpora, mainly affecting written speech as well as menu screens, without changing their original meanings. Some lines underwent slightly advanced changes in order to be in line with their corresponding voice-over references while some others were changed to further add context to specific situations. As this modification was originally meant for personal use only, you will also find some of my attempts at revamping the punctuation of multiple dialog lines to create a more coherent reading experience in accordance to the sound references. That includes the removal of hesitations and interruptions that are not reflected in speech. In its current state, this modification doesn't fix description errors regarding item effects and character building. For full details on the changes, please refer to the included "changes.txt" file. Due to the sheer size of the dialogue script, there is a strong possibility that errors have been overlooked in the editing process. Feel free to report cases of potential overcorrection as well. Feedback is always dearly appreciated (on Deadly Stream via private message or comment on the mod's support page). Installation: TSLRCM 1.8.5 is required. Replace the dialog.tlk file located in your game's main directory with the one from the "overhaul" folder in order to apply the modification. Certain changes may only occur upon starting a new game. In case you may want to revert the changes, just copy the included original TSLRCM dialog.tlk into the game directory. Contributors: - ndix UR Special thanks to: - LucasArts, BioWare and Obsidian Entertainment, for spawning the Knights of the Old Republic series - Deadly Stream, for providing a great community platform for Star Wars: Knights of the Old Republic fans - Those who put their combined efforts into TSLRCM and turned it into an essential piece of restoration for today's fans of the KotOR series and generations to come - Salk, whose "KotOR Dialogue Fixes" served as a major inspiration - stoffe, for their invaluable "TalkEd" tool - Fair Strides, for their handy "TLK Converter" Submitter KUyTh Submitted 02/20/2018 Category Mods TSLRCM Compatible  
  24. I almost always do alien playthroughs in kotor I and II--I just think it's more interesting. Playing as an alien works much better in the first game than it does in the second one, however. Both games have some pretty awesome mods that let you look like an alien, but there are a few mods that only exist for kotor I (as far as I'm aware) that kotor II could really use. One of them is a sounsets mod, which allows you to go into KSE and replace the default soundset with an alien one. The second one is Alien DLG Correction, which replaces the word 'human' in dialogue with an alien species of your choosing (I think they have around 4 options, if I remember correctly). I've made a few attempts at both of these, but they have been unsuccessful thus far--I'm pretty inept when it comes to modding this game. How difficult do you think making mods like these is? If it isn't too insanely difficult, I'll keep trying, but if it's pretty hard I may as well not. If you want a reference for my skill at modding this game... just take that of a 3 year old child, and there you go... ¯\_(ツ)_/¯
  25. Ice Eclipse power textures View File These textures attempt a more realistic style while also adding effects that I don't see altered very often such as Poison. There are several iterations of major textures such as fire and lightning. Lightning has been given multiple colors for those who that matters to. Several of the new textures are large, though nothing over 2k. I may release an alternate version with lower image sizes for lower end PCs and Laptops. Currently none of these textures are animated, but that could change in the future. --------------------------------------- Screens have been added for most textures. Personal preference: Don't use my default fire. The alternate textures are eons better. Submitter Alan The Magic Goose Submitted 08/27/2017 Category Skins TSLRCM Compatible