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Found 182 results

  1. Hello, I have a problem with the mod TSL Rapid Transit System 1.0.0: When I arrive in Telos, after I move into the apartment in Residential 082. It appears that I have obtained the item, but it does not appear in the quick bar, so when I check the inventory it does appear, but when selecting it it tells me the following: "this item cannot be used or equipped" So I don't know what to do.
  2. Would anyone be willing to port over Jolee's default outfit from K1 and have it replace the K2 Jolee Robes you can find? This design change plus removing the neutral alignment restriction would factor into a fun build I want to try in a consular playthrough.
  3. View File K2 Better Clothes Clothes are no longer useless, with this mod installed they give you +1 Charisma and +2 Persuade. (Requires a new game.) Submitter GearHead Submitted 10/25/2024 Category Mods TSLRCM Compatible Yes  
  4. GearHead

    K2 Better Clothes

    Version 1.0.0

    14 downloads

    Clothes are no longer useless, with this mod installed they give you +1 Charisma and +2 Persuade. (Requires a new game.)
  5. So I am finally making a thread to see what the people who actually use SLM or my other mods would like to see be implemented in it. I already have a long list of things I'd like to accomplish, some are harder for me to do and some are not. But again if you have a suggestion or personal preference let me know here and I will see about going forward with it. Want to do list: Removing the rancor from Khoonda plains and placing that saber somewhere else. Remaking all saber blade textures to look more like the movies and shows (Kenobi, Mandalorian) Possibly switching models for pc hilt and/or red default hilts. Doing compares for all party saber making dialogs instead of hard replaces. Remove the Acheron saber quest and all associated files (getting rid of it). Removing all .mod files from the installation that are hard replaces and putting those files in tslpatchdata to be inserted into the exisiting .mod files. Removing the zakkeg boss from Dxun pt.1 and replacing that saber since Acheron wont exist anymore. Saber blades Here is what we have... ...but this is what I want If anyone had suggestions on how to achieve this it would be most welcome. -KJ
  6. I have a tendency to collect Lightsabers, both in real life from SaberForge and Ultrasabers, and in my Kotor 2 (and sometimes 1) override folder. I have pretty much all of Jorn's hilts, Holowan designs, etc., but I really love the standalone hilt mods out there like the Valorous Knight's Lightsaber or the Kyle Katarn hilt. So would anyone be willing to drop any Saber Hilt mods in this thread that I might be able to add to my Override for either game? Really it can be anything, so long as it's something you made that you don't mind someone else using in their game. Thank you!
  7. Version 1.0.7

    492 downloads

    This mod corrects companion stats. WARNING: This mod is made to be compatible with as many mods a possible. This means sometimes during the installation process you get error messages dou to the way the installer handles thing. Don't panic, this is normal, the mod will work just fine. If the companion already joined your party the changes will not apply. You need to start a new game or load an earlier save. List of changes: Class changes: - Soldiers no longer gain defense bonuses leveling up, only Mandalore, but he is a separate class now. - Swapped Combat Droid and Expert Droid feat gain tables. (more feats for HK-47, less for T3-M4 and G0-T0) - Fixed Sith Marauder defense bonuses. - Fixed Sith Lord defense bonuses. Bao-Dur: - He wears clothes now. (He looks the same with and without clothes, so this change is kind of pointless.) - He had 48 force points by default even though he is not a Jedi at the beginning, this was changed to 0. Disciple: - Stealth Skill 5 -> 0 - Awareness Skill 8 -> 5 - Treat Injury Skill 8 -> 4 - He no longer has an invisible 'Superior Weapon Focus: Lightsaber II' feat. - He had 24 force points by default even though he is not a Jedi at the beginning, this was changed to 0. Handmaiden: - Stealth Skill 5 -> 0 - Awareness Skill 8 -> 5 - Treat Injury Skill 8 -> 4 - She had 24 force points by default even though she is not a Jedi at the beginning, this was changed to 0. Hanharr: - Hit Points 52 -> 60 (This bug goes away if you level him up, but i fixed it anyway.) - He no longer has the 'Close Combat' feat. - He has the correct version of the 'Precise Shot I' feat now. HK-47: - Hit Points 72 -> 78 - Demolitions Skill 5 -> 9 - Awareness Skill 5 -> 9 - Repair Skill 6 -> 9 - He has Improved Power Blast now to match the number of feats Combat Droids gain on their first 6 levels. - Swapped Combat Droid and Expert Droid feat gain tables. (more feats for HK-47, less for T3-M4 and G0-T0) - Fixed his dual wield power blast. He fires both blasters now, previously he only fired the right hand one. - His 'Logic Upgrade: Tactician' feat was removed, since this feat is no longer in use. Kreia: - Hit Points 36 -> 27 - Force Points 49 -> 73 - She has the 'Unarmed Specialist I' feat now, same as every other jedi. Mandalore: - Awareness Skill 5 -> 4 - Persuade Skill 2 -> 0 - Treat Injury Skill 9 -> 8 - He no longer belongs to the 'Soldier' class. I made him a new class called 'Mandalorian'. This way he can retain his defense bonuses provided by the 'Mandalorian Courage' feat. (No other changes compared to the 'Soldier' class.) Mira: - Computer Use Skill 8 -> 9 - Demolitions Skill 8 -> 9 - Awareness Skill 8 -> 9 - Repair Skill 8 -> 9 - She has the 'Armor Proficiency: Medium' feat by default now. - Her 'Critikal Strike' feat was swapped out to 'Flurry'. Visas: - Hit Points 30 -> 54 - Force Points 24 -> 42
  8. Version 1.2.0

    371 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. 1.2.0 Changes: - Installer tweaks. 1.1.9 Changes: - Grenade scrip tweaks. 1.1.8 Changes: - Non party member NPCs no longer require a high Demolitions skill to do a lot of damage with grenades, instead they do more damage the higher their level is. 1.1.7 Changes: - Force Push now cost 15 FP. 1.1.6 Changes: - Force cost adjustments. 1.1.5 Changes: - Force Immunity nerf. - Master Environmental Resistance grants poison immunity too now. 1.1.4 Changes: - Force Fury series now benefits from force duration lengthening effects. - Force Wave now benefits from force duration lengthening effects. - Duel feats now also grant extra Force Power duration. - Energy Resistance renamed to Environmental Resistance. 1.1.3 Changes: - Force Push now stuns the target for 3s as intended. - New installer option (without force point cost changes). 1.1.2 Changes: - Slow, Affliction and Plague force point cost reduction. 1.1.1 Changes: - Force Heal and Improved Force Heal are nerfed. - Force Aura, Force Shield and Force Armor now lasts 30s. - Force Valor, Knight Valor and Master Valor are no longer grant saving throw bonuses or immunity to poison, but they last 30s now. - Force Resistance and Force Immunity are nerfed. They are also light side powers now. - The Energy Resistance series no longer resist energy damage, but it is a light side power now. - Force Barrier series is nerfed. - The Battle Meditation series lasts 30s now. - Shien lightsaber form description fix. - Niman lightsaber form description fix. - Stun Droid, Disable Droid and Destroy Droid are universal powers now. - Force Affliction is DC25 now instead of DC20. - Force cost adjustments. - Force Crush and Force Scream series cast animation fix. 1.1.0 Changes: - Higher level Force Powers now cost more to cast. 1.0.9 Changes: - Duel now also grants 10% damage bonus with force powers, on top of it’s normal effects. - Improved Duel now also grants 20% damage bonus with force powers, on top of it’s normal effects. - Master Duel now also grants 30% damage bonus with force powers, on top of it’s normal effects. 1.0.8 Changes: - Simplified item descriptions. - Master Heal is changed back to pre v1.0.4 because the Treat Injury bonus was too OP. 1.0.7 Changes: - Droid devices such as flame throwers and ion beams now scale with level. - Kyber Darts now do 25 damage by default not 26. 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.
  9. View File K2 - Animation Fix This mod fixes Force Power related animation bugs. Changes: - Force Fury animation fix - Force Scream animation fix - Force Crush animation fix - Monster Sonic Howl animation fix (used by Storm Beasts on Malachor) Submitter GearHead Submitted 08/21/2024 Category Mods TSLRCM Compatible Yes  
  10. Version 1.0.0

    97 downloads

    This mod fixes Force Power related animation bugs. Changes: - Force Fury animation fix - Force Scream animation fix - Force Crush animation fix - Monster Sonic Howl animation fix (used by Storm Beasts on Malachor)
  11. Version 1.1.8

    655 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 - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack - NPCs use the highest level of feats and force powers available to them - Bao-Dur now uses his Shield Breaker during combat - The AI now uses feats granted by items - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete - T3-M4 now automatically uses his Shock Arm and Renewable Shield - Companions now heal every team member properly not just the one controlled by the player (injury check fix)
  12. Version 1.1

    1,813 downloads

    A program to generate a character at random to play with in Kotor 1 and Kotor 2 Also available in Browser https://animal31.itch.io/kotorgenerator
  13. View File Knights of the Old Republic Character Generator A program to generate a character at random to play with in Kotor 1 and Kotor 2 Also available in Browser https://animal31.itch.io/kotorgenerator Submitter Animal Submitted 06/03/2016 Category Modding Tools  
  14. 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. 🤷‍♂️
  15. View File Unstoppable Lightsaber Damage Changes the base lightsaber damage type from 'Energy' to 'Unstoppable'. Submitter GearHead Submitted 07/06/2024 Category Mods TSLRCM Compatible Yes  
  16. Version 1.0.0

    128 downloads

    Changes the base lightsaber damage type from 'Energy' to 'Unstoppable'.
  17. Version 1.0.0

    111 downloads

    Since the Khoonda militia partner with the Republic Government, it is quite baffling that they did not receive any standard military gear in the vanilla version. Therefore to mitigate that ive made some of the Khoonda militias wear the Republic Soldier armour. You simply need to copy the files into the override folder.
  18. Hello, I recently downloaded Kotor 2 on my new laptop and have run into multiple runtimes errors that have stifled my playthrough. The error I am getting specifically has to do with a C++ Runtime Error forcing the game to terminate in an unusual way. This started to occur when I would try to leave Citadel Station for the first time (which I resolved initially by removing the Movies folder) and now has me stonewalled whenever I try to travel to a new planet after leaving the Telos Academy (the issue is not tied to any Movies trying to play now). I have read almost every Reddit and Steam forum post and watched multiple fix videos on YouTube that have not resolved my problem. I have already tried the major fixes of updating/reinstalling drivers, repairing and reinstalling all relevant C++ downloads, downloading All In One Runtimes, uninstalling and reinstalling Kotor 2, and playing with various graphical settings in-game and in the EXE. I am completely stumped and am hoping that someone on here may have the one fix that I have not tried or some sort of file download that will fix everything. Please help me if you can! Processor AMD Ryzen 9 7940HS w/ Radeon 780M Graphics 4.00 GHz Installed RAM 16.0 GB (15.2 GB usable) Edition Windows 11 Home Version 23H2 Installed on ‎4/‎24/‎2024 OS build 22631.3527 Experience Windows Feature Experience Pack 1000.22700.1003.0
  19. Version 1.0.2

    103 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. Warning: This mod is made to be compatible with TSLRCM 1.8.6. If you install this mod without TSLRCM 1.8.6, the install process will result in error messages, but the mod will still work.
  20. Would anyone be willing to add some Darkside heavy armor variants to Kotor 2? I'm thinking a few lore friendly heavy armor versions that don't restrict force powers but have some balanced weaknesses that set the apart from the Jal Shey robes? Darth Vader, Warb Null, and other Darksides wear heavy armor without force restrictions, so I believe this could be something expanded upon to spice up gameplay a little.
  21. View File KotOR2 HK-47 Power Blast Fix When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired. Submitter GearHead Submitted 04/08/2024 Category Mods TSLRCM Compatible Yes  
  22. Version 1.0.0

    120 downloads

    When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired.
  23. Version 1.2.3

    15,904 downloads

    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.
  24. Version 1.0.3

    10,185 downloads

    In KOTOR 2, Mira is a companion with hair that falls nothing short of a blocky mop. Whether the style's a relic from the early 2000s or due to graphical limitations at the time, this mod aims to tone down her excessive volume. Now, you can make Mira look just the right amount of edgy. Installation To install this mod, drag the files in 'Override' to the override folder located in your game's directory. To uninstall this mod, delete the files listed at the end of readme.rtf from your game's override folder. Compatibility & Known Issues This mod should be installed after any party portrait replacement mods. Credits Fred Tetra, Kotor Tool bead-v, MDLedit & KOTORmax NickHugi, HoloPatcher Autodesk, 3ds Max The GIMP Team, GIMP Thanks to DarthParametric for help troubleshooting. 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.
  25. View File KotOR2 Droid Claw Fix This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type. Submitter GearHead Submitted 03/29/2024 Category Mods TSLRCM Compatible Yes