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Found 57 results

  1. View File KOTOR 2 Community Patch ======================================================== KOTOR 2 Community Patch ======================================================== Maintainer: A Future Pilot Contact: afuturepilotis@gmail.com or PM at deadlystream.com Original Release Date: 06/14/2018 1. Description: ---------- This mod is a compilation of various bugfix mods put together with the intention of fixing all the known bugs with the last official patch of KOTOR 2. A huge thanks to all of the mod authors who created these mods, and gave me permission to include them in this patch. 2. List of included mods and fixes (alphabetical by author): ---------- A Future Pilot: The space suit running animation looks like a squirrel that's been injected with caffeine Ashton Scorpius: Malak had some oral hygiene problems: TSL Jedi Malak Mouth Fix 1.1.0 bead-v: The Ebon Hawk has a couple panels with bad models: Ebon Hawk Model Fixes 2.0 danil-ch: In the prologue there are remote clones instead of sensor droids: Prologue Sensor Droids Fix A number of textures don't use shaders: Textures Improvement Project DarthParametric: There are multiple issues with the Harbinger level geometry: Harbinger Hull Fixes 1.1 The Zeison Sha armour for males (PMBMM) is unable to properly perform a two-handed grip during weapon animations: Get a Grip! Zeison Sha Armour Male Model Fix 1.0 There are some minor level geometry issues in the Peragus Administration Level: Peragus Administration Level Room Model Fixes 1.0 The head texture for Visas has a poor quality mask for its environment map and incorrectly uses her skin colour for the inside of her mouth The female player head PFHA04 has some clipping issues with the right eyeball and eyelid (reported by Soka) The female player head PFHA05 has incorrect UVs for the upper teeth, causing them to be flesh-coloured (reported by ebmar) The Ebon Hawk's medbay has some bad lightmaps and the camera can clip through its walls (suggested by JCarter426) The Bumani Exchange Corp. module lacked a skybox/starscape (reported by JCarter426) Mandalore is missing the helmet filter effect on one of his lines (reported by Sniggles) War Droid texture variants didn't properly display the blaster texture (Reported by Sith Holocron) When Kreia first wakes up in the Peragus Administration Level morgue, it's possible to briefly see her body disappear FF97: Khoonda's flag was missing its texture: Khoonda Flag Fix 1.0.0 JCarter426: Various issues: JC's Minor Fixes for K2 1.5 The HKs and T3M4 droids don't have shaders: JC's Shader Fixes for K2 1.1 Various fixes for which feats characters can select: JC's Feat Fixes for K2 1.2 T3-M4 was missing VO and some Gand VO was misplaced: JC's VO Fix for K2 1.2 The Republic soldier body models have been improved: JC’s Republic Soldier Fix for K2 1.1 (with DarthParametric lending a hand) TSLRCM’s Zhug encounter on Nar Shaddaa had a couple issues: JC's Zhug Attack Fix for TSLRCM 1.1 Strength Gauntlets were missing from random loot. Peragus items have had their stats unified across all areas. They will also now stack in the inventory menu. Party puppets such as Bao-Dur’s remote would erroneously trip the stealth sensor in the jungle tomb mission (reported by Sniggles) Kainzorus Prime: Boma beasts have black between their teeth: Boma Beast Teeth Fix 1.0 The model in the galaxy map for Paragus looks nothing like it: Peragus Galaxy Map Change LiliArch: The broken item icon, and Grenn's case icon are incorrect Marauder: A number of items have wrong descriptions or properties: Marauder Fix Pack 1.0.3 N-DReW25: The Serocco guard has a VO that used the wrong actor: Serroco Guard VO Fix 1.0 It's possible to not be able to get a starport visa if you let a bounty hunter go: Bounty Hunter Starport Visa Fix 1.0 ndix UR: One of the player heads wasn't able to blink or move his eyes: PMHC06 Fixed for TSL PapaZinos: The speeder on Nar Shaddaa clipped through the railing: Don't Let Kreia Fly Your Speeder! 1.0.0 Khoonda’s turrets had the wrong appearance: Khoonda Turrets Model Repair 1.0.0 Model fixes: Nar Shaddaa Docks Repair 1.1.0 Model fixes: Nar Shaddaa Landing Pad Repair Model fixes: Telos Model Repairs 1.0.0 Model fixes: TSL Turrets Model Repair 1.0.0 Model fixes: Ultimate Citadel Station Repairs 1.0.0 Model fixes: Ultimate Ebon Hawk Repairs for TSL 2.0.2 (The full version of the mod includes some alternative animated texture options) Model fixes: Ultimate Harbinger Repairs 2.0.1 Model fixes: Ultimate Peragus Models Repair 1.2.0 Squall Lionheart: PMHH01 has some issues: PMHH01 Fixed The Sith Lords Restored Content Mod (TSLRCM) Team: The male Jedi Master robes (PMBNM) had an incorrect OdysseyBase name ZimmMaster: The walking and running animations are janky: Movement Animation Fix for Both KOTOR and TSL 3. Other Recommended Mods: ---------- Under Construction 4. Install: ---------- Prior to installation, ensure that a copy of The Sith Lords Restored Content Mod (TSLRCM) is installed over your game, as TSLRCM's changes are required for the KOTOR 2 Community Patch to function. From there, to install, just download the mod, unpackage it, and run Install.exe 5. Uninstall: ---------- Given the complexity of this mod, a clean install of KOTOR 2 is recommended. However, you can check through the installation log file if you wish to undo the changes made. 6. Bugs: ---------- If you are aware of any bugs that need to be fixed, let me know here: https://github.com/KOTORCommunityPatches/TSL_Community_Patch/issues 7. Permissions: ---------- Due to this mod being a compilation from many different authors, please do not distribute it. 8. Credits: ---------- All of the mod authors who have helped make this patch a reality. I can't say it enough - Thank you! Fred Tetra - For creating his awesome KOTOR Tool that makes us modders job a lot easier. Snigaroo - For maintaining awesome mod lists on the /r/kotor subreddit, and for putting up with my many recommendations danil-ch - For this info.rtf template Fair Strides - For bundling up his tools and making them available DarthParametric - For his numerous additions and fixes JCarter426 - For his many contributions and inclusions THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS MODIFICATION. Submitter A Future Pilot Submitted 06/14/2018 Category Mods TSLRCM Compatible Yes  
  2. Version v2.5

    2,050 downloads

    About This File Knights Of The Old Republic II: [THE SITH LORDS] ================================================ Author: MetaBee Name: K2 Improved Gameplay Mod v2.5 Description: This mod aims to improve the game play, as well as to fix incorrect parameters within certain 2da file rows. For example, the saving throws of all the Prestige Classes are actually incorrect, or either unfinished. This mod will fix that. It also aims to balance out combat, influence - skills ect. This mod makes it possible, to now reach higher LvL's in the game before you finish. Its possible to reach LvL 40 now, and maybe 50," Provided one does all bonus quests as well as take all advantages off XP opportunities. In the OG game, even if you do so, you will only make it to 30 -32 "Without Exploiting". Bearing in mind i'm including TSLRCM. How does this work ? Simple, you will accumulate more XP from killing hostiles, as well as require less XP to Lvl up. The balance to this, is that your enemies will now be stronger, have more HP, and will be overall better to combat with. Note: Lvl's will appear to be fast, especially in the beginning - however a grand total of 880 000 XP is Required to reach Lvl 50. For more details, see ReadMeDetails.txt located in the mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- I highly recommend getting Stoffe's Improved Ai Mod, In conjunction With My Mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- Compatible: This Mod, is compatible with TSLRCM 1.8.5 Incompatible: With any files that conflicts with these files. ------------------------------------------------------------------------------------------------------------------------------------------------------- Install: Run the Tslpatcher, and point it to your Knights of The Old Republic II Games Directory. Uninstall: Simply delete the files, and copy the backup files to where they were. "For specific instructions, please refer to the ReadMeInstall.txt - that comes with the mod" ------------------------------------------------------------------------------------------------------------------------------------------------------- Bugs: None known, let me know if you encounter any. Permission: This mod is not permitted to be uploaded, other than by the author. Credits: *Deadlystream *Modders for Tools Needed. *All Kotor 1 & Tsl Participants
  3. Greetings, fellow Jedi! In current TSL playthrough I'm looking forwards to use PFHH01 head model as the PC's head appearance. Everything looks right not until I saw her facial animation particularly with single-wield ready stance for melee weapon, as seen in the screenshot below -- It's with the mouth if anyone's wondering. Also don't mind the small dot on her forehead, it's just something on the texture I added, hahah. - while it also appear on the character-menu there. But apparently it looks differently with dual-wield; it's looking pretty normal, and I suspect [or wish] that's how it should have looked in the first place. Therefore, if I'm about to fix that, where should I start? I thought it was about the animations in the head model and were thinking about copy-pasting the dual-wield to single-wield but apparently that's not the case. Much thanks for considering this, and may the Force be with you.
  4. Hi guys!!! I've decided start a new (which I think different of all I've seen) topic and I believe it can be interesting. In this, my next Play-through with TSL, my intention is indicate the MODs I'm installing at each time of game play and, as far as possible, the results. It's basically for three main reasons. First, the combination of several MODs can help somebody to choose/confirm an election due some compatibility doubts or simply for a nice game play. Second, usually I install the MODs just before they're involved (although there is a large list of them that must be installed before start a Play-through and others that the timeline/story line is indifferent) and due the enormous quantity of MODs available, the Community can help me to choose my next MODs to install according with my story line in the game, within a previous selection, compatibility issues, recommendations, warnings and opinions. All will be welcome. Third reason, because I like the idea. My choices are absolutely mine with no other consideration that enjoy and (a MUST) try to keep the compatibility along the game, so, please, let no one be offended if I use one MOD and not other. Anyway, several times my final choice change from one day to another. Of course this "in Real Time" (more or less) selection will not be a guarantee to finish successfully the game and/or see a MOD in all its grandeur due the complexity of a lot of MODs working together. It's a risk that I am prepared to run. And you? Anyway it can be funny. How can it be otherwise all the credits are for the authors of the MODs who deserve a very well recognized tribute. Well, finished my 'statement of intentions' I'll say that the Play-through is based on TSLRCM 1.8.5 + M4-78EP ---------------------------------------------------------------- Let's start After a fresh installation of KotOR 2 - TSL and before start the Playthrough Order of Installation 01 - Patch 1.0b (I think that my recently recovered english version of TSL is the US version and the Patch 1.0a can't be applied. Anyway you can found all Patches and versions here at DS). 02 - HQ Movies Update Patch (all 6 parts) 1.0 By Sith Holocron (according to the description it must be installed before than TSLRCM) https://deadlystream.com/files/file/813-hq-movies-update-patch-all-6-parts/ Statement: I wanted install HQ Music Update Patch 1.0 By Sith Holocron but I realize too late I had to do it before install TSLRCM and obviously other MODs. I'm sorry. Next time. https://deadlystream.com/files/file/814-hq-music-update-patch/ 03 - TSL Restored Content Mod 1.8.5 By zbyl2 https://deadlystream.com/files/file/578-tsl-restored-content-mod/ 04 - M4-78 Enhancement Project 1.5 By zbyl2 https://deadlystream.com/files/file/277-m4-78-enhancement-project/ 05 - KOTOR 2 Community Patch 1.4 By A Future Pilot https://deadlystream.com/files/file/1280-kotor-2-community-patch/ -------------------------------------------------------------------- BTW!!!!!!!!!!!! I don't like NOTHING that now the Posts merge itselfs. In any case, give that option to the users would be nice enough. -------------------------------------------------------------------- (Ara ve quan el pengen) Well, this a combination of three MODs that reskin the interior of the Ebon Hawk and all of them are 'Drag and Drop' files. Some files coincide the name so you have to choose which file you like. If someone is interested I can upload the list I made. 04a - Hi-res Ebon Hawk By FF97 https://deadlystream.com/files/file/500-hi-res-ebon-hawk/?tab=comments 04b - The EbonHawk-HDTP R1 By desmasic https://deadlystream.com/files/file/442-the-ebonhawk-hdtp/?tab=comments#comment-6942 04c - Ebon Hawk Texture Enhancement 1.0 By Fallen Guardian https://deadlystream.com/files/file/282-ebon-hawk-texture-enhancement/ Statement: As I am still testing things and I'm still at the Prologue (no real Play-through yet) with the damaged surrounds of the EH, I'll wait to install MODs in which I am very interested as 'KOTOR2 Animated Ebon Hawk Monitors (not including Galaxy Map) 1.1' by Sith Holocron and Xarwarz, or 'KOTOR2 More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map) 1.2' by Sith Holocron and Dark Hope (they are not complementary as I thought the first time). -------------------------------------------------------------------------- NOTE / Add-on about reskin of the Ebon Hawk. I've included some files of the MOD 'KOTOR2 Animated Ebon Hawk Monitors (not including Galaxy Map) 1.1' although I want to see the REAL effect with the Hawk repaired and, as all are Drag and Drop files MODs I still can change some things easily. I don't want overload the thread with unnecessary screenshots so I'll wait until later to upload them. ------------------------------------------------------------------------- I've made some adjustments at my combination of files. I've removed 'CM_Baremetal.tga', changed some files related with screens and added some '.txi' files that @ebmar uploaded some time ago (you can find them within the posts of https://deadlystream.com/files/file/442-the-ebonhawk-hdtp/?tab=comments#comment-6942). This is the result, the screenshots diminishes the effect, you'd HAVE to see it in game!!!!! ! ---------------------------------------------------------------------- 05 - Prologue sensor droids fix By danil-ch https://deadlystream.com/files/file/430-prologue-sensor-droids-fix/?tab=comments A funny MOD. I like a lot. 06 - Improved Peragus Asteroid Fields 1.2 By Vasilii Zaytsev https://deadlystream.com/files/file/321-improved-peragus-asteroid-fields/ 07 - [TSL] High Quality Starfields and Nebulas 1.3 By Kexikus https://deadlystream.com/files/file/492-tsl-high-quality-starfields-and-nebulas/?tab=comments Statement: I've found different files related with Peragus so I've installed both MODs 08 - Darth Sapien's Presents T3M4 HD 2k 1.00 By Darth_Sapiens https://deadlystream.com/files/file/514-darth-sapiens-presents-t3m4-hd-2k/?tab=comments Really a very nice, nice, nice work with T3-M4. Statement: I tried to combine it with 'Effixian's T3-M4 Blue & Red' By Effix but I couldn't. https://deadlystream.com/files/file/959-effixians-t3-m4-blue-red/?tab=comments 09 - TSL Improved Party Outfits 1.0.1 By Leilukin https://deadlystream.com/files/file/1012-tsl-improved-party-outfits/ Statement: The description says: "For the best experience with this mod, it's recommended to have a completely new TSL playthrough." So, here it is but for obvious reasons I can't see nothing yet. EDIT / Add on: A very useful and necessary improvement. 10 - Badass Bastila 1.0 By Medragor-des https://deadlystream.com/files/file/510-badass-bastila/?tab=comments What can I say? I fell in love with Bastila in the first KotOR and this a great work. 11 - Effixian's Alternative Female Underwear By Effix https://deadlystream.com/files/file/960-effixians-alternative-female-underwear/?tab=comments I had the alternative of 'Handmaiden-style Undies For Female PCs' By Shem https://deadlystream.com/files/file/730-handmaiden-style-undies-for-female-pcs/?tab=comments But I liked the first one more. 12 - Custom Starting Feats 1.1 By rkr87 https://deadlystream.com/files/file/1419-custom-starting-feats/ A very good start of the game. 13 - Implant Feat Restoration 1.1 By N-DReW25 https://deadlystream.com/files/file/1047-implant-feat-restoration/?tab=comments Statement: The idea of to save precious Attributes Points destined to increase the Constitution only for wear powerful implants is just great. 14 - High-Level Force Powers 2.0 + Update By Stoffe https://deadlystream.com/files/file/832-high-level-force-powers/ I am looking forward to seeing what can I do with my new Powers. -----------------------------------------------
  5. Anyone know how to fix or can fix (A better Mira) mod by corpsecotillion I really like the mod. but unfortunately it has some bugs. Following these instructions fixes the head mesh issue "The head model expects a file mirahe.tga, make a copy of p_mirah.tga and rename it to mirahe.tga.I believe the name for the body texture is also incorrect, P_MiraA01.tga should be P_MiraA.tga" But even with the headmesh fix the teeth of the model clip through when Mira is talking and it's weird and buggy. Alternative request: Change Mira's default hair to the one in the mod
  6. Would anyone be willing to do a head replacer for Mira that utilizes DarthParametric's Kira Carsen head but retains Mira's default appearance in her armor/clothing? I have the same outfit on Kira in SWTOR from the Cartel Market, so I wanted to see if this was something possible to do in K2.
  7. Version 1.3

    5,788 downloads

    TSL NPC Stat Fixes by Mellowtron11 Description- This mod is intended to fix some of the inconsistencies found with your party members’ stats and feats in TSL as listed below. · Adjust a few skill point allocations that were excessive for the NPC’s skill rate and level · Add or remove feats and powers based on the NPC’s starting level limit, class and playstyle · If needed, add or subtract a few attribute points from the NPC For instance, how does Visas have such low HP and FP stats for a level 6 sentinel? Or how do the Disciple and Handmaiden have a +5 in stealth, despite being level 6 soldiers with 10 Intelligence? This mod intends to fix these little oversights. Installation- Copy and paste or drag and drop all the UTC files into your override folder. Installation Notes- A new game is recommended for this mod, as to not conflict with the current. utc files from your party’s NPCs. To have the mod take effect, load a save game before your party members join your team (load a save with a different module before you enter a new area where the respective NPC shows up for the first time). If you install this mod after party members have joined your group, the intended changes will not take effect for the party members already joined and will instead continue to show the original stats. Uninstallation- Delete the proper files from your override folder Known Bugs- None, but if there are any, please message me at Deadly Stream. All of these characters have been tested, with the exception of Hanharr and Disciple, as I’ve never played a dark side character or female in TSL (yet). Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- -Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. -Fred Tetra for the Kotor Tool. -N-DReW25 for answering my many, many questions (Seriously, thank you for all your help! I don’t think I would have gotten far without your help). -Darth Parametric and Kexikus for answering my other questions. -Everyone who downloads and uses the mod. -The TSLRCM Crew for fixing KOTOR2 -Wizards of the Coast’s Star Wars Roleplaying Game-Knights of the Old Republic Campaign Guide Book for additional ideas on stat allocations -Strategy Wiki’s KOTOR2 Guide, especially the following pages https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Classes https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Party LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Changelog V.1.3 Replaced Atton’s Weapon Focus: Blaster Pistol feat with the Conditioning perk, as this feat has more utility for Atton during the whole game and fits his defensive character style. Changelog V.1.2 · Added separate folder for Hanharr’s UTC, as TSLRCM has a modified Hanharr UTC file in the override folder already Changelog V.1.1 (All of the changes from 1.0 remain the same unless otherwise noted) Atton · Set treat injury to 1 and computer use to 4 HK-47 · Set HP to 72 Mira · Set Constitution to 13 Handmaiden · Set Constitution to 15 and Charisma to 12 Hanharr · Removed improved power attack feat Changelog V.1.0 T3-M4 · Level 3 HP set at 24 HP · Set Natural AC at 2 (up from 0), bringing defense to 16. This is done to match the other 2 droid NPCs who have a natural +2 to AC Atton · Set wisdom to 12 Kreia · Level 3 HP set to 27 (down from 36) · Level 3 FP set to 33 (down from 49) · Removed force sensitive feat · Set charisma to 10 (1-let’s face it, she’s has a high enough wisdom score, 2-she’s neutral, so having a high charisma is moot for reduced opposite alignment costs for force powers and 3- she’s not that charismatic of a person anyway) · Added wound power, as Kreia was one power short for her level and because she also is seen using this power several times over the course of the game Handmaiden · Set treat injury skill to 8, awareness skill at 2, and stealth to 0 Visas · Proper level 6 stats set at 54 HP and 42 FP · Added burst of speed power, as Visas was one power short for her current level · Removed the lightsaber focus feat, as that feat is something the Exile can teach her · Removed first rank of two weapon fighting feat so the player has more leeway on deciding whether to go the two-weapon route or dueling route with her HK-47 · Added improved power blast feat, as HK was one feat short for his level · Set starting HP to 78 · Set Repair to 8 · Strength set to 14 (down from 16) Disciple · Set both charisma and wisdom to 12 so he can have a couple more points in wisdom when he becomes a Jedi Consular (so the player doesn’t have to drop the first couple attributes points into Wisdom for only a mediocre bonus) · Set treat injury skill to 8, awareness skill to 2 (Without any bonuses from WIS) and stealth to 0 · Removed close combat, rapid shot and superior weapon focus lightsaber II feats Mira · Added the flurry feat and medium armor proficiency feat (Scouts got these feats for free in KOTOR 1) · Set Wisdom stat to 12 (up from 11) G0-T0 · Level 6 HP set at 54 HP · Set strength and charisma at 8 (Down from 10) · Set Dexterity to 16 (down from 18) · Added class skill: stealth feat, given G0-T0’s inherent cloaking ability · Removed improved gear head feat and the close combat feat Mandalore · Set stealth to 0, persuade to 0, Demolitions to 3, Awareness to 8 and Treat injury to 9 · Removed improved power blast and close combat feats Hanharr · Added first rank of two-weapon fighting to feats list · Removed heavy armor proficiency feat
  8. Version 1.1

    413 downloads

    Mod Title: KOTOR2 Computer Use and Repair Skill Swap 1.1 Author: Mellowtron11 Description- Something that always bothered me from a lore perspective was the fact that the Consular got the repair skill and the Sentinel got computer use as part of their respective class skill sets. This is all fine from a balancing perspective, but I was always confused how a class that dedicates itself to research, diplomacy, and Force usage has a more practical worldly skill. In the same vein, Sentinels are considered to be slicers, but why aren’t they adept at repairing things as the lore suggests? On that note, I also thought that a Jedi career that includes researchers and historians within its ranks would probably be better handling computers than machinery. So, to keep everything balanced skill-wise, the Consular and its corresponding Prestige Classes (Master and Lord) now have Computer Use. The Sentinel and its corresponding Prestige classes (Watchman and Assassin) now have Repair as a class skill. I also made computer use a class skill for the Scoundrel and removed it from the scout’s skill list, similar to the Scoundrel and Scout classes from the Wizards of the Coast Star Wars RPG Core Rulebook. All classes mentioned in the changelog below will be affected for both your player character and your respective NPCs. E.g. Kreia and Atton will have Computer use, Visas will have repair, etc. Installation- Copy and paste or drag and drop the skills.2da and feat.2da files into your override folder. Uninstallation- Delete the associated skills.2da and feat.2da files from your override folder. Incompatibilities- Anything that also modifies the skills.2da and feat.2da files will probably not work. Known Bugs- None, but if you find any, please message me at Deadly Stream. Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. Fred Tetra for the Kotor Tool. Darthbdamen for answering my many questions on the skills.2da file. His own mod Consular Sentinel Skill Swap for KOTOR1 was the main inspiration for my mod. You can find out more here: http://deadlystream.com/forum/files/file/854-consular-sentinel-class-skill-swap/ KYuTH for his kind email and inspiring me to get back to work on this mod. Everyone who downloads and uses the mod. bead-v for his Character Stat Guide. You can find it here: http://deadlystream.com/forum/topic/5540-character-stat-guide/ Wizards of the Coast’s Star Wars Roleplaying Game Core Rule Book and Power of the Jedi Sourcebook for additional info and ideas LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE.
  9. jc2

    Train The Handmaiden

    Version 2.0

    6,646 downloads

    One of the great things about TSLRCM is that the Exile can teach the party all of the forms that they learn from the Jedi masters. You could teach Atton, Mira, Visas, Bao-Dur, and Disciple all the forms and techniques you learn… wait, shouldn’t Handmaiden be on the list? She ought to be in the first place when she becomes a Jedi! However, there wasn’t any scripting or VO available for the Handmaiden to be trained in the games files nor was there ever an alternate solution. Well, after some script writing and some VO splicing by jc2, you can now teach Handmaiden all the forms just like you could for your other companions! This mod can be installed easily at any time during your playthrough and will take effect when Handmaiden becomes a Jedi. Enjoy!- Mellowtron11 Installation: Run tslpatcher **NOTE** PartySwap by DarthTyren is compatible & Leilukin's Handmaiden Fem Romance & are any other mods that edit handmaiden.dlg Compatible with TSLRCM Incompatible with anything that edits "262bdcg.dlg" see readme for workaround if necessary. If you receive these 2 errors, nothing is wrong. And the installer will continue to patch these 2das as needed. These two errors simply mean that the installer does not need to place these two files in the override folder because they are already there, and will continue patching them correctly. This was put in place in th e unlikely event that your override did not have these two files already within. • Warning: A file named globalcat.2da already exists in the override folder. Skipping file... • Warning: A file named spells.2da already exists in the override folder. Skipping file... See readme for details on how to use. Any feedback, regardless of its nature, is appreciated!
  10. Would anyone be able to "restore" the Krayt Dragon pearls to Kotor 2? I've always been a fan of the lore behind them and appreciate the RP aspect of their use in Lightsabers. I had the idea of one being in the Twi'lek explorer's inventory on Dantooine. It could be looted off his corpse if he is killed, or he might give it to you as a gesture of kindness if you mention his force connection. He does use the same Twi'lek model as Komad, so it would be a nice touch there. Alternatively, the second Pearl could be in one of the containers in Vogga the Hutt's stash. Both as a nod to Tatooine and as a reasonable treasure a Hutt might keep. It would be interesting if Heart of the Guardian and Mantle of the Force could be restored too, as power crystals instead of color crystals. But I am unsure how doable that would be.
  11. If I wanted to improve textures what do I use?
  12. Hi guys! I wanted to make a thread of general mod ideas I've had and see if anyone would be interested in taking them up as a project. I want to note that these aren't "requests" in the general sense, but things I would like to make if I had the talent/time to learn the mod author traits. If someone is interested in using these ideas in their own pet project, please do so! I'll likely never be capable of making them myself. All I would ask for in return is that you link to this thread so others can read through it. I'll post ideas I have below as separate post for formatting purposes. Darth Vader's armor (no helmet)- This is an idea I believe I posted in the past. Much like Stormie97's Jedi Journeyman Robes, this would be an in-game item that could be crafted with a high repair/treat injury skill or found on a planet like Korriban. This would be a heavy set of armor that would be identical to Vader's iconic armor, except it would lack the helmet. I feel like there is a significant lack of Jedi friendly heavy armor in Kotor 2 and that this could be a way to address the issue. Stat spreads I had in mind for it would be as follows: *Restricted to Heavy armor *+6 Str *-8 Dex *+6 Con *-4 Wis *-2 Char *Immunity Poison *Regeneration +4 *-2 Will Saves *-2 Reflex Saves *+4 Fortitude Saves *Upgradeable You could have a requirement of 20 repair or treat injury skill in order craft the item at a workbench, or one could have the option of coming across it in the torture chamber on Korriban. Something like the suit *without the mask, respirator, or helmet. Another idea I've had in the past is a sound effect replacer for the lightsabers. I know this has been done in the past with the Ultimate Sound Mod from Shem or DeadMan's Saber&Melee Sound Mod, but a lot of them sound effects pull from the Original Trilogy (or Vader specifically) for their samples. I would love to see a mod that uses the faster "snappier" sounds from the prequel films for the in-game lightsaber effects. Specifically borrowing from AOTC and ROTS as I've always loved some of the swings and clashes heard in those films. What would be really cool to see would be the possibility of sabers' sound effects changing depending on what color the lightsaber is, in a similar manner to how sound fonts work in the custom lightsaber collecting hobby. For example: you could have the green saber use effects from Luke's in ROTJ and the red model use sounds from Dooku's. I'm spit balling with these ideas, but that was the intended purpose of this thread for me. https://www.youtube.com/watch?v=1cJCUVz7e6s https://www.youtube.com/watch?v=2vXJjI3dJFw
  13. This is not in any way your go-to modding tools, though perhaps closer to *amazing new discoveries*, lol - so I dropped it here. 🍻 So, this list of texts and numbers below -- //::////////////////////////////////////////////////////////////// //:: [TSL] PlaySound Utility Script //::////////////////////////////////////////////////////////////// //:: File Name : eb_playsound_wav //::////////////////////////////////////////////////////////////// /* Param1/P1 - Delay that will be applied before playing the sound string sSoundName - sTemplate of the Sound in the game files to play Created By : ebmar [based on OEI's implementation] Created On : May 05, 2020 Modified On : June 11, 2020 -- v1.0.0 Credits : JCarter426 -- Odyssey++ : Fred Tetra -- KotOR Tool : tk102 -- DLGEditor : Don Ho -- Notepad++ */ //::////////////////////////////////////////////////////////////// void main() { int nDelay = GetScriptParameter(1); string sSoundName = GetScriptStringParameter(); DelayCommand(IntToFloat(nDelay), PlaySound(sSoundName)); } - is an equivalent to a_playsndobj, a TSL's utility script that plays the sound objects indicated by tag passed in. On the other hand, instead of using the oTag of sound objects/UTS in the game-world like its older-brother, this will use the sString that it gets from the String Param of the DLG. To use it is fairly simple: Drop the compiled script/NCS to the Override folder Insert the script name [default eb_playsound_wav] to either Script #1/#2 field in the relevant node of the DLG Use P1 to determine the delay applied before playing the sound Use String Param to determine which sound to play, based on their template/file name Notes: In my experience using this script -which is in TSL, and not K1- PlaySound action can only play custom files that placed in the Override. I have tried with customs placed in StreamSounds but I can't seem get it to work. You might though, perhaps I was missing something You can't input decimals. I don't know what the legit term is but you can only insert integers/INT; something like 0, 1, or 2, and not FLOAT, like 0.2, 1.25, or 4.20. You can though - but not with this script and using the DLG as the medium Anyway, here's the compiled script if you don't feel like compiling yourself -- eb_playsound_wav.ncs Hope that helps anything of your projects, and may the Force be with you!
  14. View File PHMC06 Beard and new Dark side Transition I'm going to explain a bit about the mod. I added a beard and darkened the hair of the blonde guy PC head for KOTOR 2. I also created a full darkside transition from scratch that I believe will add a new touch to darkside play-throughs. --INSTALLATION-- Installation is simple, just extract the files in the zip folder to your override folder in the game directory. If you're replacing another mod that alters the same PC head as mine, it'll ask you if you want to overwrite existing files, hit yes to all. -These are the only files you need to extract. I will include a read-me with these instructions in case you miss them. PMHC06.tga PMHC06D1.tga PMHC06D2.tga PO_PMHC06.tga PO_PMHC06D1.tga PO_PMHC06D2.tga --COMPATIBILITY-- - There shouldn't be any compatibility issues unless another mod directly alters the PMHC06 head. Submitter Trailblazer444 Submitted 12/29/2019 Category Skins TSLRCM Compatible Yes  
  15. Version 1.0.0

    538 downloads

    I'm going to explain a bit about the mod. I added a beard and darkened the hair of the blonde guy PC head for KOTOR 2. I also created a full darkside transition from scratch that I believe will add a new touch to darkside play-throughs. --INSTALLATION-- Installation is simple, just extract the files in the zip folder to your override folder in the game directory. If you're replacing another mod that alters the same PC head as mine, it'll ask you if you want to overwrite existing files, hit yes to all. -These are the only files you need to extract. I will include a read-me with these instructions in case you miss them. PMHC06.tga PMHC06D1.tga PMHC06D2.tga PO_PMHC06.tga PO_PMHC06D1.tga PO_PMHC06D2.tga --COMPATIBILITY-- - There shouldn't be any compatibility issues unless another mod directly alters the PMHC06 head.
  16. Version 1.0

    759 downloads

    A VARSITYPUPPET MOD TITLE: - Organa Headdress DESCRIPTION: This is a mod that adds the Organa headdress as a wearable item. In honor of Carrie Fisher, Princess Leia, original wearer of the best (hair) buns in the galaxy. There is only one color variation (brown) and clipping may be present with some head models. Subsequent versions may include different hair color. Includes K1 and K2 versions INSTALLATION: - Drag the files into your Override. - type 'giveitem a_leia_bun' into the cheat console PERMISSIONS: - REUPLOAD AS YOU PLEASE, AS LONG AS I AM CREDITED AS THE ORIGINAL AUTHOR CREDITS: - Bioware - GIMP - Fred Tetra + KOTOR Tool - Carrie Fisher
  17. I'm attempting to bring my two colored double saber into KotOR 2, but I'm thinking something in my uti file made it crash on me. It's been a few months since I tried modding K1, but have never tried making a K2 mod before so I'm not sure what I'd need to change or remove. I have no modding tools on my PC at the moment since I cleaned my PC some time ago, so I'm unaware which ones I'd need, especially for TSL. Any assistance or advice would be appreciated greatly.
  18. Version 1.0.0

    470 downloads

    INTRODUCTION I began this MOD (my first MOD, so be kindly with your criticism) almost by accident. Seeing that I could modify the image files "easily" (I'm joking), I thought that I could see the map of the Industrial Zone instead the map of the Environmental Zone shown on the original screens. I took a screenshot of the map in game and began to paste images and text and improving the result. Adding here, adding there ...and adding again. ---------------------------------------------------------------- DESCRIPTION This MOD replaces the screens and panels of the Diagnostic room and in the Research and Develop room, both located in the Industrial Zone, and the screens and panels at 2nd and 3rd Recharge Stations in the Environmental Zone of the M4-78 planet (the Diag room and the Recharge Stations use the same files, so you'll see the same screens and panels in these areas, personally I can do nothing about that). The screens at Diag room and Env Zone aren't really news. I've re-scaled them since the originals 256x256 to 512x512 and redone them repainting and outlining contours and lines and improving the lights. The texts on screen are redone as well and placed correctly in their windows. What is new now with this MOD is that the panels below the screens (re-scaled to 512x512 too) are improved and animated. In the Research and Develop Center room the panels have been re-scaled since its originals 256x256 to 512x512 and now are animated. In the main screens you'll be able to recognize some of the images I've included (even a more than notorious tribute) but the screens are new completely as well as most of what is shown. By now the same pairs of files (dro_tk 01/02, 03/04 tga and txi files) cover the six screens in the room. I think that the content is quite varied so as not to get bored. ----------------------------------------------------------------- INSTALLATION I've made separate folders for each area so you can choose install that area or do not. One folder is for the Research & Develop Center and the other for the Diag room and Environmental zone. Just drag and drop the files inside each folder in your Override folder. It's convenient that you make a backup of the original files before install it if finally you decide uninstall it. The files of the "After and Before" folder are not needed, they're only for to show the results. ----------------------------------------------------------------- UNINSTALL Remove the files listed from your Override folder and restore your backup files. (If you don't have a backup you'll get a set of fantastic white and shining screens and panels) - Diagnostic room & Env Zone folder: m47_cpanel.tga m47_cpanel.txi (Not included in the original files, be sure of remove it) m47_mon1.tga m47_mon1.txi m47_mon2.tga m47_mon2.txi - Research & Development room folder dro_cpanel.tga dro_cpanel.txi (Not included in the original files, be sure to remove it!) dro_tk01.tga dro_tk01.txi dro_tk02.tga dro_tk02.txi dro_tk03.tga dro_tk03.txi dro_tk04.tga dro_tk04.txi ------------------------------------------------------------------ BUGS Ohh!! C'mon!!!!!!! It's a simple graphic MOD!!!!!!! I can bet a pea... ------------------------------------------------------------------ THANKS To the TSLRCM and M4-78EP teams To Deadly Stream To Sithspecter for let me use the image of the Combat Enforcer from his awesome 'High Quality Blasters 1.0' To Sith Holocron for let me use his 'droid silhouette' and some of the PCB shown and the ideas that brought me his work. ------------------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. ------------------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file.
  19. View File (VERY) ANIMATED SCREENS AND PANELS FOR M4-78 INTRODUCTION I began this MOD (my first MOD, so be kindly with your criticism) almost by accident. Seeing that I could modify the image files "easily" (I'm joking), I thought that I could see the map of the Industrial Zone instead the map of the Environmental Zone shown on the original screens. I took a screenshot of the map in game and began to paste images and text and improving the result. Adding here, adding there ...and adding again. ---------------------------------------------------------------- DESCRIPTION This MOD replaces the screens and panels of the Diagnostic room and in the Research and Develop room, both located in the Industrial Zone, and the screens and panels at 2nd and 3rd Recharge Stations in the Environmental Zone of the M4-78 planet (the Diag room and the Recharge Stations use the same files, so you'll see the same screens and panels in these areas, personally I can do nothing about that). The screens at Diag room and Env Zone aren't really news. I've re-scaled them since the originals 256x256 to 512x512 and redone them repainting and outlining contours and lines and improving the lights. The texts on screen are redone as well and placed correctly in their windows. What is new now with this MOD is that the panels below the screens (re-scaled to 512x512 too) are improved and animated. In the Research and Develop Center room the panels have been re-scaled since its originals 256x256 to 512x512 and now are animated. In the main screens you'll be able to recognize some of the images I've included (even a more than notorious tribute) but the screens are new completely as well as most of what is shown. By now the same pairs of files (dro_tk 01/02, 03/04 tga and txi files) cover the six screens in the room. I think that the content is quite varied so as not to get bored. ----------------------------------------------------------------- INSTALLATION I've made separate folders for each area so you can choose install that area or do not. One folder is for the Research & Develop Center and the other for the Diag room and Environmental zone. Just drag and drop the files inside each folder in your Override folder. It's convenient that you make a backup of the original files before install it if finally you decide uninstall it. The files of the "After and Before" folder are not needed, they're only for to show the results. ----------------------------------------------------------------- UNINSTALL Remove the files listed from your Override folder and restore your backup files. (If you don't have a backup you'll get a set of fantastic white and shining screens and panels) - Diagnostic room & Env Zone folder: m47_cpanel.tga m47_cpanel.txi (Not included in the original files, be sure of remove it) m47_mon1.tga m47_mon1.txi m47_mon2.tga m47_mon2.txi - Research & Development room folder dro_cpanel.tga dro_cpanel.txi (Not included in the original files, be sure to remove it!) dro_tk01.tga dro_tk01.txi dro_tk02.tga dro_tk02.txi dro_tk03.tga dro_tk03.txi dro_tk04.tga dro_tk04.txi ------------------------------------------------------------------ BUGS Ohh!! C'mon!!!!!!! It's a simple graphic MOD!!!!!!! I can bet a pea... ------------------------------------------------------------------ THANKS To the TSLRCM and M4-78EP teams To Deadly Stream To Sithspecter for let me use the image of the Combat Enforcer from his awesome 'High Quality Blasters 1.0' To Sith Holocron for let me use his 'droid silhouette' and some of the PCB shown and the ideas that brought me his work. ------------------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. ------------------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file. Submitter Obi Wan Pere Submitted 09/25/2019 Category Mods TSLRCM Compatible Yes  
  20. I've owned KotOR: TSL (K2) since January 2015, played it for 20 hours... but I have never, not once, finished the game. Ever. I've somehow managed to not let myself be 1000% spoiled on the story. When it comes to the both of the KotOR games I've just only ever finished the first one, and I've must've done that 15 times by now over the years. I want to play K2 and finish it, from beginning to end instead of replaying a 4 year old save file on Steam, but I always tell myself to start from the earliest game in the series if I've got the game. A bad habit, I know. I just need to finish K1 for the refresher of anything I may have missed so I can get to K2 in order to see what that is all about. What do you guys think? Am I a heretic? Or a window licker? Let me know in the posts below lol.
  21. jc2

    Mentor Band

    Version 2.00

    870 downloads

    JC2 PRESENTS: MENTOR BAND ========================================================================================================== ========================================================================================================== Allows the PC to benefit from Kreia's bonus XP feat known as the "Mentor" feat, without having Kreia in your party. :BONUS XP WITHOUT KREIA: Gives an armband that when activated permanently gives that Party Member the Mentor Feat Install options for Android users TSLPATCHER included Alternately, gives an armband that temporarily gives the user the Mentor Feat. Cheats codes are provided if you want to grab the droid equivalent of the armband. ========================================================================================================== ========================================================================================================== Incompatibilities: None. Compatible with: Skip Peragus, and TSLRCM As always, feedback is appreciated! Anything from I wish it had (blank) to I didn't like (blank) to any kind of positive feedback. CREDITS: Grandy12 came up with the idea and tested out/shared important information. JC2 Deadlystream.com /r kotor community
  22. Could someone please help me locate and extract the Twin Suns clothes model from K2, in order for me to make it into a wearable / equippable armor / robe model for all female PC's, both for K2 and ported to work with K1? Here is what this mod would imply: - Locating and extracting the Twin Sun's clothes model from K2 (I looked for it in the NPC models files with KotorTool with no success, unable to locate the specific file! 😔 ) - Converting the model into a wearable armor / robe for all female PC's aboard the Ebon Hawk. It could be called Dancer Outfit 2, Disco Outfit, etc. There would be a K1 version of them and a K2 version. - Placing them (4-5 outfits, to fit all female PC's in the crew) into the game (both K1 amd K2), in a container, etc. in order to make them availlable to the player from the beggining of the game, preferably in one of the Containers in the Ebon Hawk! Imagine how cool your female Revan / Exile and Mira, Bastila, Mission or an unhooded Handmaiden would look dressed like that! 😏 Many thanks in advance for who can help me with this, I tried with no success to do it myself so far... As reference, this is what the Twin Suns look like. I would prefer the outfit of the one on the right:
  23. View File K2 Improved Gameplay About This File Knights Of The Old Republic II: [THE SITH LORDS] ================================================ Author: MetaBee Name: K2 Improved Gameplay Mod v2.5 Description: This mod aims to improve the game play, as well as to fix incorrect parameters within certain 2da file rows. For example, the saving throws of all the Prestige Classes are actually incorrect, or either unfinished. This mod will fix that. It also aims to balance out combat, influence - skills ect. This mod makes it possible, to now reach higher LvL's in the game before you finish. Its possible to reach LvL 40 now, and maybe 50," Provided one does all bonus quests as well as take all advantages off XP opportunities. In the OG game, even if you do so, you will only make it to 30 -32 "Without Exploiting". Bearing in mind i'm including TSLRCM. How does this work ? Simple, you will accumulate more XP from killing hostiles, as well as require less XP to Lvl up. The balance to this, is that your enemies will now be stronger, have more HP, and will be overall better to combat with. Note: Lvl's will appear to be fast, especially in the beginning - however a grand total of 880 000 XP is Required to reach Lvl 50. For more details, see ReadMeDetails.txt located in the mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- I highly recommend getting Stoffe's Improved Ai Mod, In conjunction With My Mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- Compatible: This Mod, is compatible with TSLRCM 1.8.5 Incompatible: With any files that conflicts with these files. ------------------------------------------------------------------------------------------------------------------------------------------------------- Install: Run the Tslpatcher, and point it to your Knights of The Old Republic II Games Directory. Uninstall: Simply delete the files, and copy the backup files to where they were. "For specific instructions, please refer to the ReadMeInstall.txt - that comes with the mod" ------------------------------------------------------------------------------------------------------------------------------------------------------- Bugs: None known, let me know if you encounter any. Permission: This mod is not permitted to be uploaded, other than by the author. Credits: *Deadlystream *Modders for Tools Needed. *All Kotor 1 & Tsl Participants Submitter MetaBee Submitted 04/17/2019 Category Mods TSLRCM Compatible Yes  
  24. Mods that were featured in the wallpaper: Sharen Thrawn's "Realistic Nar Shaddaa Skybox" Logan23's "Revenge of Revan (Demo) - Custom Quarren's texture 41 variant" Custom EP's Pazaak Den's window texture Tools used with the wallpaper: Fred Tetra's "KotORTool" bead-v's "MDLedit" and "KOTORmax" Chuck Chargin Jr./ndix UR's "MDLOps" Werner Rumpeltesz's "PlainEdit.NET" VarsityPuppet's "2DA Editor Alpha" ndix UR's "tga2tpc"

    © LucasArts & Obsidian Entertainment

  25. Greetings, fellow Jedi! May the Force be with you all. I need help with guessing; what texture is used with the windows inside the Ent. Promenade: Pazaak Den and Cantina? Here's a screenshot of it for details: As seen in the screenshot there is indeed a texture which blends with the windows. I have found a promising instance tagged as NAR_Wn02, but it seems it wasn't the texture; as any change made with the said tag, no change matters. I hope someone that had experience with the said texture can chime in and help me point to it; either to the room model or straight to the texture itself. Many thanks for considering this. Update: Welp, of all the possibilities- the texture tagged as DAN_Wn02. Using the whereami band I can finally locate the module's name and pointing the particular mesh by opening the room model [306_NAR variant]. Thank you for all considered been made! 🙏