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Found 168 results

  1. View File KotOR2 Crafting Rebalance Crafting in KotOR2 is OP, so i nerfed it a little bit. You can still craft basic upgrades, but the better ones you have to loot or buy. Submitter GearHead Submitted 03/10/2024 Category Mods TSLRCM Compatible Yes  
  2. View File KotOR2 Blaster Pistol Rebalance A pair of fully upgraded blaster pistols render blaster rifles redundant in KotOR2, so i changed the upgradable pistols to only take scopes. Submitter GearHead Submitted 03/16/2024 Category Mods TSLRCM Compatible Yes  
  3. View File Jekk'Jekk Tarr all bar patrons armed By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will pull them once the combat starts. Submitter GearHead Submitted 03/21/2024 Category Mods TSLRCM Compatible Yes  
  4. Version 1.0.0

    16 downloads

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

    5 downloads

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

    4 downloads

    Crafting in KotOR2 is OP, so i nerfed it a little bit. You can still craft basic upgrades, but the better ones you have to loot or buy.
  7. View File KotOR2 Improved AI Improves the AI of KotOR 2. I know there are other Improved AI mods out there, but here is my version. Hope you guys are gonna like it. Changes: - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have one) - Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely) - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...) - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target - Enemys reactivate shields after 200s - Some minor bug fixes - Jedi Support AI reworked Submitter GearHead Submitted 02/07/2024 Category Mods TSLRCM Compatible Yes  
  8. View File KotOR2 Stronger Sith Lords This mod makes Darth Nihilus, Darth Sion and Darth Traya stronger. I also replaced the 3 purple lightsabers that Darth Traya summons with Sith Assassins, in my opinion they make more sense than lightsabers that you can drain of their HP with Death Field like they were living beings. Warning: If you don’t use TSLRCM running the installer will result in 4 error messages, this is normal, the mod is intalled perfectly. And if you use TSLRCM than the mod should install without any error messages. Submitter GearHead Submitted 02/05/2024 Category Mods TSLRCM Compatible Yes  
  9. Version 1.0.2

    88 downloads

    Improves the AI of KotOR 2. I know there are other Improved AI mods out there, but here is my version. Hope you guys are gonna like it. Changes: - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have one) - Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely) - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...) - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target - Enemys reactivate shields after 200s - Some minor bug fixes - Jedi Support AI reworked
  10. Hi, I'm trying to create two new passive Force powers specifically for when get your first level as either a Jedi Master or Sith Lord. I've tried looking at the spells.2da to see how Battle Precognition works to get an idea of what I would need to edit and what I could do, but there's no impact script for that power like there is for the rest of the powers. Does anybody know where I could at least start looking at so I could maybe figure out how the game handles Battle Precognition, or just how I would go about creating a passive Force power like this? Additionally, how would I grant Force powers automatically at 1st level? I'm seeing Inspire Followers/Crush Opposition are available at level 1 for their respective classes, but the rest of the line isn't granted by spells.2da if I am understanding it correctly? Thanks in advance for any help and insight!
  11. Version 1.0.0

    11 downloads

    This mod makes Darth Nihilus, Darth Sion and Darth Traya stronger. I also replaced the 3 purple lightsabers that Darth Traya summons with Sith Assassins, in my opinion they make more sense than lightsabers that you can drain of their HP with Death Field like they were living beings. Warning: If you don’t use TSLRCM running the installer will result in 4 error messages, this is normal, the mod is intalled perfectly. And if you use TSLRCM than the mod should install without any error messages.
  12. Heyo, I'm messing around with some of the enemy UTC files just to get a better sense of what I can do to them, but I'm having issues with figuring out something regarding the Sith Assassins on Harbinger. They seem to be taking on my other changes to them (massively increased and decreased stats, new items equipped, feats, etc.), but when it comes to health, they only spawn in with 5hp. I've tested this a bunch of times, including giving them an autobalance multiplier set of 0 to turn it off and give them 100hp so that the autobalancing formula doesn't do anything, but they still spawn in with 5hp regardless of what I do. I set their CON score to 10 instead of the default 8 when messing around with them so that they're not getting any bonus hp and they don't have any of the Toughness feats, but does anybody know why they keep spawning in with 5hp? This is on a vanilla install, nothing else is installed outside of my changes. EDIT: Turns out I figured it out. It might have been due to me using Holocron Toolset to edit the Sith Assassin UTC - I redid my edits one at a time via KOTOR Tool and the assassins were not pieces of wet tissue this time around and were properly one-shotting me.
  13. View File KotOR2 Combat Rebalance This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning. 1.0.6 Changes: - Rockets and darts are repriced to match their performance in combat. 1.0.5 Changes: - Grenades and rockets now have a minimum guaranteed damage (their original damage). - Harmful event signal fix for grenades. 1.0.4 Changes: - Master Heal now benefits from skill points invested into Treat Injury. 1.0.3 Changes: - Description fix for grenades and rockets. 1.0.2 Changes: - Removed the blurry air wave effect of Force Wave. - Minor changes to autobalance.2da. - Saving throws are reworked, every class gains 1 of each saving throw type every time they level up. - Most grenades and rockets now benefit from Demolitions skill. - Poison grenades and poison rockets scale with user level. - Darts now also scale with user level. 1.0.1 Changes: - Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy. - Master Heal is nerfed, heals a bit less. 1.0.0 Changes: - Force Channel Form description fix. - Added Force Power Area of Effect: +50% to Force Affinity Form. - Force Affliction fix. - Force Plague fix. - Force Aura buffed to +4 defense and s.t. bonus from +2. - Force Shield buffed to +6 defense and s.t. bonus from +4. - Force Armor buffed to +8 defense and s.t. bonus from +6. - Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment. - No more blur effect when using Force Speed (all 3 levels). - Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus. - Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus. - Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus. - Fury/Wookiee Rage now also gives +2 attack rolls. - Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack. - Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack. - No more blur effect when using Fury/Wookiee Rage (all 3 levels). - Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it. - Destroy Droid now does 50% less damage. - Kill now does about 33% of enemy hit points in damage instead of 50%. - Shock, Force Lightning and Force Storm now does 50% less damage. - Drain Life and Death Field are now 50% less effective. - Removed the level 10 cap from Drain Life and Death Field. - Force Crush now does 50% less damage. - Force Crush plays no animation on a successful save. - Force Suppression and Force Breach now removes all listed force powers. Submitter GearHead Submitted 01/26/2024 Category Mods TSLRCM Compatible Yes  
  14. Version 1.0.6

    110 downloads

    This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning. 1.0.6 Changes: - Rockets and darts are repriced to match their performance in combat. 1.0.5 Changes: - Grenades and rockets now have a minimum guaranteed damage (their original damage). - Harmful event signal fix for grenades. 1.0.4 Changes: - Master Heal now benefits from skill points invested into Treat Injury. 1.0.3 Changes: - Description fix for grenades and rockets. 1.0.2 Changes: - Removed the blurry air wave effect of Force Wave. - Minor changes to autobalance.2da. - Saving throws are reworked, every class gains 1 of each saving throw type every time they level up. - Most grenades and rockets now benefit from Demolitions skill. - Poison grenades and poison rockets scale with user level. - Darts now also scale with user level. 1.0.1 Changes: - Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy. - Master Heal is nerfed, heals a bit less. 1.0.0 Changes: - Force Channel Form description fix. - Added Force Power Area of Effect: +50% to Force Affinity Form. - Force Affliction fix. - Force Plague fix. - Force Aura buffed to +4 defense and s.t. bonus from +2. - Force Shield buffed to +6 defense and s.t. bonus from +4. - Force Armor buffed to +8 defense and s.t. bonus from +6. - Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment. - No more blur effect when using Force Speed (all 3 levels). - Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus. - Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus. - Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus. - Fury/Wookiee Rage now also gives +2 attack rolls. - Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack. - Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack. - No more blur effect when using Fury/Wookiee Rage (all 3 levels). - Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it. - Destroy Droid now does 50% less damage. - Kill now does about 33% of enemy hit points in damage instead of 50%. - Shock, Force Lightning and Force Storm now does 50% less damage. - Drain Life and Death Field are now 50% less effective. - Removed the level 10 cap from Drain Life and Death Field. - Force Crush now does 50% less damage. - Force Crush plays no animation on a successful save. - Force Suppression and Force Breach now removes all listed force powers.
  15. So I am currently trying to make a slight alteration to the female player models in kotor2, specifically just reducing the chest size to be flatter. I've used kotor tool to extract all the mdl models and installed a plug-in for blender that would allow me to import/export these mdl files. I went through each female player armor/robe models one by one and adjusted the proportions, aside from the default clothes. I then put all the edited models in the override folder, additionally the edited models are viewable in holocron toolset's model viewer. My issue is that when any armor/robe that's been edited is equipped or hovered over, the game immediately crashes. This is my first time modding so I'm unsure how I might fix the issue and use the edited models, any help would be super appreciated. If it matters, I have TSLRCM and fixed lightsaber colors #1 installed from the steam workshop and was using TSLRCM's override folder.
  16. View File KotOR2 Companion Fix This mod corrects companion stats. For example Visas is level 6 when she joins you but she only has 30 HP, this is not the correct value , 54 is. The mod corrects these kind of tiny bugs and makes companion stats what they should have been to begin with. Requires a new game to work. Submitter GearHead Submitted 01/01/2024 Category Mods TSLRCM Compatible Yes  
  17. Version 1.0.4

    248 downloads

    This mod corrects companion stats. For example Visas is level 6 when she joins you but she only has 30 HP, this is not the correct value , 54 is. The mod corrects these kind of tiny bugs and makes companion stats what they should have been to begin with. Requires a new game to work.
  18. View File NPC Collection This mod adds an armband to the game that allows you to spawn NPCs and control them. If you start a new game you will find the new item on Peragus - Administration Level after you leave the Medical Bay in the Medical Lab & Lab Station area in the very first lootable container. In existing playthroughs you need to use the console to add the item to your inventory, type "giveitem npc_collection" in the console. I still need to add more NPCs to the mod but it is in usable condition. Submitter GearHead Submitted 07/23/2023 Category Mods TSLRCM Compatible Yes  
  19. GearHead

    NPC Collection

    Version 1.0.2

    160 downloads

    This mod adds an armband to the game that allows you to spawn NPCs and control them. If you start a new game you will find the new item on Peragus - Administration Level after you leave the Medical Bay in the Medical Lab & Lab Station area in the very first lootable container. In existing playthroughs you need to use the console to add the item to your inventory, type "giveitem npc_collection" in the console. I still need to add more NPCs to the mod but it is in usable condition.
  20. 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  
  21. Version 1.0.5

    356 downloads

    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.
  22. Hey everyone, long time lurker, first time poster. So, who else other than me has always found the weapon and armor mods to be a little lack luster? I know that for a typical playthrough of the game on anything other than hard doesn't usually need them, but for players who do play on hard, the mods can make a difference... So why then are there so damn few of them? Like, just as an example, blaster mods, there are no mods to increase unstoppable damage, which means that disruptors encountering shields can only have their tiny chip damage count as all of the energy damage is stopped by the shield, making them basically useless. Or what about lightsabers, there likewise are only a handful of upgrades, very few tiers, and most everything needs to be found. So this mod I'm making aims to fix that, as best I can anyway. I'm still learning, but I have managed to create two new items and implemented them with the TSL Ultimate workbench mod in order to allow the player to craft them. I do hope to be able to implement it as a base game addition for those who don't have that and I'd also love to put them into the loot table, if I can figure it out. Mestare Crystal: +2-16 unstoppable damage +3 to attack Keen In lore, the Mestare crystal was a crystal used to create melee weapons and were used in the construction of lightsabers, creating blades that were capable of cutting through materials normally resistant to energy, like Cortosis, hence the unstoppable damage. Mestare Crystal.zip Cortosis Plating: Effectively, energy shielding Mark 5. Damage immunity: Energy 50% Damage Resist: Energy 10% Defense +1 I'm kind of amazed that no developer over at Obsidian didn't think to name or describe what these overlays were made of or doing, but I guess given the time crunch, it's fair. This is effectively the fifth stage of the energy shielding mod, equipable to armor of all weights. If you add the upgrade file from the archive, it should let you make it on the workbench, requiring 36 in demolitions to make, so it's very much a late game addon. I still haven't figured out how to adjust the component cost yet. Cortosis Plating.zip Durindfire Gem: Unique Silver Color Crystal +2 Universal Damage +1-6 Fire Damage +2 to Attack Durindfire Gems are found in abundance in the sands of Tatooine. They are actually so common there that the locals view them as junk and not worth anything. Truth is though that the gems actually make for excellent lightsaber crystals and are quite valuable on the Galactic market, with the Galactic Empire collecting and trading them to help fund the Death Star project. They also create a bright silver blade when used. It took me a bit of studying, but I finally figured out how to have color crystals add bonus effects to a lightsaber, so enjoy! Durindfire Gem and Lightsaber.zip Lignan Crystal: Dark Side Focusing Crystal +3 Attack +4 Energy Damage Regenerate Force Points +2 Damage Vs Light Side +4 Restricted to Dark Side The Lignan crystal is a powerful lightsaber focusing crystal made from Lignan ore, found in the Phaegon system. The ore itself is strongly attuned to the Dark Side and can be used to create crystals which enhance a darksiders power. It is addictive and can only be used by dark side wielders. I did encounter a minor bug when crafting the crystal where for some reason a second one appeared in my inventory and didn't stack with the first one. Wasn't hurting anything so I let it go. Lignan Crystal.zip Ulic's Redemption: Unique Yellow Color Crystal +2 Attack +2 Strength +2 Dexterity +2 Wisdom Regenerate Force Points +2 Damage Vs All +3 Universal Defense +2 Energy Damage +1-10 This crystal was owned by Ulic Qel-Droma in the waning years of his life after he was stripped of the force by Nomi Sunrider and went into self imposed Exile. It speaks of his journey from jedi to sith to nothing and contains his wisdom and experience gained in his later life. It's obviously a very powerful focusing crystal and as such currently has the highest skill requirement to craft at 40 Awareness. Personally, I would want to find this as a drop from the loot table, as a unique loot item, like it's intended to be. Ulic's Redemption.zip Current: Hoth Permafrost Crystal In lore, this crystal was only found on the planet Hoth, in the Anoat sector. The Anoat sector was actually in the Mandalorian wars, so it being in this game is possible. I was planning on making it so that the Crystal was a color crystal with stats, but so far, despite getting the game to recognize that it's a blue lightsaber color crystal, it doesn't seem to add any of the included stats to the weapon. Still troubleshooting that one. TO DO: I fully plan on adding more things in, like for example, I have in mind to create some robe specific overlays, cause that empty slot is annoying me. I also plan on adding in a wealth of new lightsaber crystals and weapon mods to flesh things out a bit more in the crafting tree. If anyone wants to help me figure out certain things, like adjusting the component cost or adding them to the loot table, I'd appreciate it ^^
  23. I've had a few fun ideas and "this would be cool" style moments over the year of replaying both Knights of the Old Republic games, but I've never really had anyone to share them with. I thought it might be fun to start a thread sharing these bits of "head canon" to see if anyone else found them interesting and see who else might have something similarly detailed or minor that would a fun little enhancement to the world of Kotor. Here are a few I can name off at the moment, though I may come back and share others as I think of them. -Juhani is one of the Jedi who is wiped out during the gathering on Katarr, which is why she doesn't have any unique items or mention in Kotor 2. Her death also adds to the threat of Nihilus and adds some "personal loss" for the player. -Jolee Bindo is either hunted down and killed by Darth Sion (something that makes Sion feel even more like a threat and adversary to the player), or loses badly to Sion and is able to fake his death to survive the purge (Newbiemodder's Korriban expansion gave me this idea a few years ago). -The SIth Ritual Master on Dxun in Freedon Nadd's tomb is a former Jedi Knight from the Mandalorian Wars, specifically Talvon Esan from the vision on Korriban. -*Some* of the other SIth Warships that make up Nihilus' assault fleet when he attacks Telos were salvaged from the wreckage of Lehon following the Battle of the Star Forge. -Darth Sion's Sith Assassins are immune to the effects of Battle Meditation on both the positive and negative ends of influence due to how they "feed" on their prey and due to the conditioning they are put through during training (not an actual effect in game but a cool thought). They are also unable to use force powers that provide inwardly directed stat increases due to them relying entirely on pulling strength from the Jedi they prey upon. Like a Battle Meld, but unconsciously linked to the force signature of their target. -Darth Bandon's master was Zez-Kai Ell (he mentions having a padawan who joined Revan during his meeting on Nar Shaddaa). Bandon left to join Revan later in the Mandalorian wars, he was not one of the first to join up and leave. Bandon leaves at the tail end of the conflict, partially due to listening to Zez-Kai Ell's beliefs that the council was partly wrong in condemning those who left to fight. Malak chose him as his apprentice partly due to him directly witnessing the hypocrisy of the Jedi Council. They're also both bald guys with double bladed lightsabers. 🤷‍♂️
  24. View File TSL MP3 Player Description This mod is based on a K1 mod released by HouseOfAmon in about 2006, and now largely forgotten. It allows you to play your own music in-game, through a device called <FullName>'s Music Player, (where FullName is your character's name). Activating this device allows you to play one of 25 tracks of your own, or to return to playing the game's default music. It will do this via a dialogue menu. I've made a couple of improvements over the original: 1) This mod allows you to use 25 tracks, instead of 20; 2) This mod allows you to reset to the game's default music whenever you want, using the 'Play local radio' option (n.b.: 'Known Bugs', below). You can cheat the item into the game using the code 'giveitem di_mp3' without the quotation marks, or you can make it at the workbench. Installation Installation of this mod comes in two parts. 1) Use the TSLPatcher .exe included to install the base mod (i.e., double click 'Install TSL MP3 Player', then click 'install mod', etc.) 2) Adding your tracks to the game: i. Select up to 25 tracks that you have on your computer. These *must* be in MP3 format. ii. Copy the tracks to a new folder. iii. Rename these copies Track1.mp3, Track2.mp3 ... etc., up to Track25.mp3 iv. Copy the renamed files to your StreamMusic folder inside the base game folder. Uninstallation 1. Delete the new tracks you added to your StreamMusic folder. 2. Delete the following files from your Override folder: di_mp3.ncs di_mp3.uti di_mp3p.dlg di_mp3p_1.ncs di_mp3p_2.ncs di_mp3p_3.ncs di_mp3p_4.ncs di_mp3p_5.ncs di_mp3p_6.ncs di_mp3p_7.ncs di_mp3p_8.ncs di_mp3p_9.ncs di_mp3p_10.ncs di_mp3p_11.ncs di_mp3p_12.ncs di_mp3p_13.ncs di_mp3p_14.ncs di_mp3p_15.ncs di_mp3p_16.ncs di_mp3p_17.ncs di_mp3p_18.ncs di_mp3p_19.ncs di_mp3p_20.ncs di_mp3p_21.ncs di_mp3p_22.ncs di_mp3p_23.ncs di_mp3p_24.ncs di_mp3p_25.ncs di_mp3r.ncs 3. If TSLPatcher created a backup folder during install in the same folder as the tslpatchdata folder, you can copy the following files backed up there, and use them to overwrite the copies in the Override folder: ambientmusic.2da globalcat.2da spells.2da However, it is advised that you do NOT do this unless absolutely necessary, as these files are used in a lot of other mods. Known Bugs Pressing the 'Play local radio' button may cause the game to play the default area battle music when you're not in combat. It should return to the normal mode area music once this finishes playing, though. Submitter InSidious Submitted 02/20/2023 Category Mods TSLRCM Compatible Yes  
  25. InSidious

    TSL MP3 Player

    Version 1.0.0

    50 downloads

    Description This mod is based on a K1 mod released by HouseOfAmon in about 2006, and now largely forgotten. It allows you to play your own music in-game, through a device called <FullName>'s Music Player, (where FullName is your character's name). Activating this device allows you to play one of 25 tracks of your own, or to return to playing the game's default music. It will do this via a dialogue menu. I've made a couple of improvements over the original: 1) This mod allows you to use 25 tracks, instead of 20; 2) This mod allows you to reset to the game's default music whenever you want, using the 'Play local radio' option (n.b.: 'Known Bugs', below). You can cheat the item into the game using the code 'giveitem di_mp3' without the quotation marks, or you can make it at the workbench. Installation Installation of this mod comes in two parts. 1) Use the TSLPatcher .exe included to install the base mod (i.e., double click 'Install TSL MP3 Player', then click 'install mod', etc.) 2) Adding your tracks to the game: i. Select up to 25 tracks that you have on your computer. These *must* be in MP3 format. ii. Copy the tracks to a new folder. iii. Rename these copies Track1.mp3, Track2.mp3 ... etc., up to Track25.mp3 iv. Copy the renamed files to your StreamMusic folder inside the base game folder. Uninstallation 1. Delete the new tracks you added to your StreamMusic folder. 2. Delete the following files from your Override folder: di_mp3.ncs di_mp3.uti di_mp3p.dlg di_mp3p_1.ncs di_mp3p_2.ncs di_mp3p_3.ncs di_mp3p_4.ncs di_mp3p_5.ncs di_mp3p_6.ncs di_mp3p_7.ncs di_mp3p_8.ncs di_mp3p_9.ncs di_mp3p_10.ncs di_mp3p_11.ncs di_mp3p_12.ncs di_mp3p_13.ncs di_mp3p_14.ncs di_mp3p_15.ncs di_mp3p_16.ncs di_mp3p_17.ncs di_mp3p_18.ncs di_mp3p_19.ncs di_mp3p_20.ncs di_mp3p_21.ncs di_mp3p_22.ncs di_mp3p_23.ncs di_mp3p_24.ncs di_mp3p_25.ncs di_mp3r.ncs 3. If TSLPatcher created a backup folder during install in the same folder as the tslpatchdata folder, you can copy the following files backed up there, and use them to overwrite the copies in the Override folder: ambientmusic.2da globalcat.2da spells.2da However, it is advised that you do NOT do this unless absolutely necessary, as these files are used in a lot of other mods. Known Bugs Pressing the 'Play local radio' button may cause the game to play the default area battle music when you're not in combat. It should return to the normal mode area music once this finishes playing, though.