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Found 126 results

  1. Version 1.1

    400 downloads

    Schematic Lightsaber Mod 2021 (SLM 2021) =============================================================================================================== for TSLRCM 1.8.5/1.8.6 Author: Kaidon Jorn Date: Autumn 2020-Summer 2021 This is a large scale lightsaber mod which was built using TSLRCM 1.8.5. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.5 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION). In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Huge thanks to Fair Strides. In version 2021, lightsaber schematics have been redesigned so that you must equip it on your forearm and activate it like a forearm shield. They are destroyed once you are able to use them (they have a one minute cooldown), but will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. There are also two new quests to find the parts of two different lightsabers which you can then build on the workbench, one begins in the Telos military base and the other somewhere on Dxun. 2.0 ----------> 2021 Changes List ================================================================================================================ All SLM Lightsaber's now use Crazy34's New Lightsaber Blade Models with ambient lighting! Thanks very much to him. All lightsaber schematics are now forearm equippable items that have a one minute cooldown before you can attempt to learn another schematic. The Workbench dialog file has been expanded bigly to be able to deconstruct all SLM and vanilla game sabers. Sion's Pain and the Infernal Warrior's Lightsaber now use SithSpecter's Unstable Blade Textures with ambient lighting. The tank droid boss in the military base on Telos no longer drops the Telos Defender's Crystal. It now drops the first part that starts a quest to build that lightsaber model on the workbench. The saber itself is now called "Honorable Duelist Lightsaber", and has a gold blade and glow. A new (old) lightsaber model has returned and uses SithSpecter's Unstable Blade Textures. "Acheron's Frost" can now be aquired through a new quest that starts somewhere in the first visit of Dxun. Now compatible with Markus Ramiken's Workbench Crystal Attunement Mod. <<Only drop the .ncs script file into your Override folder, the workbench dialog file is already compatible.>> Training Sabers are now fully upgradeable and come with a 1-8 damage by themselves. Mandalorian War Leader's Lightsaber has been removed permanently and replaced by Redeemed Revan's Lightsaber. The schematic now drops in the tomb on Korriban. All of the looted lightsabers have been touched up in the texture department, giving them a weathered and/or worn look, and gave them all various stats. Eloquence now has a silvery blue blade and glow. Upgraded stats. All party member lightsaber building dialogs have all been rebuilt with excitingly new and fancy scripts from FairStrides of DeadlyStream fame and glory. They will all meditate on their crystals after building their lightsabers. Visas Marr now builds an old RandomSabers model I named "Miralukan Seer's Lightsaber". The Omen is held by her on the first meeting in the Ebon Hawk. Freedon Nadd's Lightsaber is now fully upgradeable standard blade saber. Bao-Dur's Liberator no longer uses the "chrome1" texture. Alderaanian Battle Saber had a model switch and now uses the old RandomSabers "Quillian" hilt. Master Vash's Redemption had a model switch, and now uses the old RandomSabers "Schism" hilt. The Solace sabers now have a "pale gold" blade and glow. Freedon Nadd now has a seperate standard bladed hilt that you can find in the Sith tomb on Dxun. The crystal cave on Dantooine has extra crystals to aquire, it is tied to the "Weapon of the Jedi" questline. Compatibilty for M4-78 has not yet happened, but I will get to it eventually. (I hope...) Many other improvements I don't remember since I began rebuilding the mod back in October of 2020. Install by running the .exe file called "SLM 2021" Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's) Notes: *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed. *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine))) Credits: Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models. Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed. Thanks to SithSpecter for use of his unstable blade textures. Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off and providing the textures. Thanks to DeadlyStream for hosting my mods. 1.0 - 2.0 changes list ================================================================================================================== Redesigned lightsaber schematics into usable items that you "learn". Learning the schematic sets the boolean to "true" so it is memorized in the workbench dialog file, and the schematics are no longer cluttering up your inventory. It is no longer possible for Disciple to get stuck on the MedBay wall inside the Ebon Hawk since I made him jump to the workbench like Atton does. He will still walk back to the MedBay. Further developed party member saber building dialogs of all party members so alignment will matter. Added new scenes so that Kreia and Visas will now meditate on their crystals. Adjusted hit points or stats on some of the added bosses. Updated the dialog for Atris' Telos Academy schematic crate. Integrated Apostle Saber Addon patch and renamed them to "Solace", gave them unique blade color, made a new encounter for them in Dantooine Enclave sub-level. Returned them to the original chrome texture (baremetal didn't look right). Updated icons. Integrated Training Sabers from my TOR Sabers Mod. Credit to Darth Deadman for adding the energy fields that power on and off like a lightsaber on those. Added new double-bladed saber "Elite Assassin's Saberstaff". Made assassins in Sith Academy on Korriban wield double-bladed lightsabers. Remade alot of lightsaber icons. Updated textures on several saber hilts. Cut down on the use of chrome hilts alot. Reshaded most of the ones that still use it. Eloquence now has a cerulean blade. The cyan core/blue one from 1.0 was not up to par with the rest so I got rid of it. Master Vash now has an entirely new model from the archives, she now wields the 'Aggressor'. Updated all necessary files. Renamed Vrook's saber to 'Vigilance'. Updated all necessary files. Fixed Saquesh not giving the Alderaanian Battle Saber schematic as he should have been if you help the Exchange. Fixed Kreia taking the long way around to the workbench. Finally retired my beautiful 4900 poly Acheron Saber and gave Sion an old RandomSabers model ("the Banshee") with a "scratched up" texture, a much larger scaling and a deeper red blade/pinker core. Added new powerup and powerdown sounds for sabers. Renamed the old 'Warrior's Lightsaber' found in the Korriban Tomb to 'Fury'. Rewrote and rescripted the dialog for the Sith Ghost encounter in the Korriban Tomb. Added 'Infernal Warrior's Lightsaber' with a dark orange blade and a new boss in the late game Citadel Station to beat you over the head with it. Rescaled and reskinned Revan's TOR saber. Made a new saber mod (Revan's Canonical TOR Sabers) as a seperate add-on that is compatible with this one as the way to get that saber model - *though it will replace 'Mandalorian War Leader's'*. Readjusted stats on a few of the dropped sabers. Wrote descriptions for Master's sabers. Buffed Darth Traya (Atris) for Telos Academy fight and Darth Nihilus just a little. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. 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 FILE 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 THESE FILES.
  2. After a whole bunch of tinkering with my own build in private, I'm finally foraying into something public. Some of you might be familiar with, or dimly remember, a great mod from the old filefront days - Robes of the Old Republic: Back Into TSL, which returns the robes in TSL to a KOTOR 1 style. I've always been a big fan of this one since the K2 robes were always so 4k years in the future for my tastes, but the downside to this mod is that the lovely cloaks disappear. Thankfully, @VarsityPuppet and @90SK had thought of this and made a newer mod that added a cloak to the K1 robe model for K2, with their own textures and recolours for the various outfits. But I always had a liking for the old ROTOR textures, for the most part, so what I used to do on my end was splice textures together to get what I want. So now I figured I may as well make a new mod using elements of both, with my own twists here and there. VP and 90SK were kind enough to give permission to use their assets, and Gavroche very helpfully gives permissiom in ROTOR's readme to use assets. I'm still playing around with various elements, but I figured feedback would be well worth getting before I go any further. I'm going to preface this by saying that I am not a very good digital artist, and the vast majority of my skills are limited to chop-and-change recolours on that end of things, so don't expect anything godlike if you don't already like the K1 robe textures. Most of these were also edited years ago now since they're the product of my tinkering over the years, and it's only recenlty I've gotten around to updating and reinstalling KOTOR 2 again. But, I have to start somewhere. I'm not 100% sold on the master and padawan having different textures, at least for the robe under the cloak, but atm the Jedi ones are all either game textures or courtesy of one or both prior mods. The dark robes are something of an options list, but I'm strongly leaning towards using the K1 dark robes texture instead. I've currently got those on a different robe later though, so some poking around might be needed. This is where things got more creative on my end - I wanted the cloaks to match the rotor textures, so I did a lot of trial and improvement on the recolouring. I've also got the K1 orange robes here on the sage slot, but I might move them too. I matched the cloak to the trousers of those robes, but the more I look at it the more I think maybe I should adjust it to be closer to the main robe. The Norris robe is currently home to the old K1 dark jedi robe texture, but I suspect I'll move it over to the dark jedi main in the future. I'm not super satisfied witht hecloak - there's a sort of turquoise tint to the wear lines of the K1 robe that I want to try and recreate in the cloak so it matches, but it's been proving tricky so far. The Ossus Keeper uses the K1 blue robes, and I do like the cloak recolour job I've done, but I am wondering if I should make the cloak blue instead - there's a lot of grey in the robe options already. The Natth Cowling loak I'm irrationally proud of, since I thought matching the pink trousers from ROTOR's tecture would be very striking, but I wasn't sure I'd be able to get it looking right. With the named character robes, I've been experimenting with matching the palette more closely to what the characters wore back in TOTJ, so Arcas and Nima swap base robes, and I did a lot of vsual reference looking to tint the cloaks. Thon obviously doesn't wear much of anything, so I just tried adjusting the colour of his cloak to be as close to his vanilla master-style cloak's colour as possible. The lack of a master-style cloak model does start to hurt how good these can look though, IMO. It was a bit of a surprise that Crado and Sylvar's robes from ROTOR matched their under robes from TOTJ pretty well, so I left them as-is, but I did make their cloaks a matching purple in from their comic cloaks. Aleema needed the most change, and she might yet see more change. In theory I could've given her several different colour combos thanks to her serial wardrobe changes, but I think I've found a nice compromise. And lastly, for Arren Kae's robe, I've got the VP/90SK textures instead of ROTOR for now, but I do plan to make some tweaks, though not major ones - probably try and get the cape more white, eliminate the grey trim, etc. I have no model editing experience, so I did put out a request for a K1 robe combined with the master-style K2 cloak, but sadly nobody's picked up, so I'll have to shelve that hope for the time being. If anyone's up to help, I'd be very thankful. I'm entertaining other ideas for the mod, like an uncloaked version or maybe clothes for each class using the NPC robes, K1 ending robes, and uncloaked K1 robes, but I'm not wholly committed to that as of yet. So that's where things are as of now - watch this space, hopefully.
  3. 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!
  4. Version 1.0.1

    37 downloads

    I liked the style of the Original Sith Mask in KOTOR but it's resolution was so low. This is nothing too fancy, I just upscaled it and used some texture and color effects to make it look slightly better imo. My intention was to keep the vanilla feel of the Original Sith Mask but improve it. This mod will work for both KOTOR & KOTOR 2 without needing to change the name of the file. It's really simple. Installation: Drop the file into the override of either game. Compatibility: It is compatible with anything that does not change the default sith mask. If you have a mod that changes the default sith mask, this mod will override it.
  5. I just recently finished a modded playthrough of kotor 1 and so I bought the second one last night and was following this guide: https://www.reddit.com/r/kotor/wiki/kotor2modbuildfull#wiki_kotor_2_full_build I know I made a mistake somewhere because when I booted the game it looked like this I have absouletly no idea how to fix this or what could have caused it, and I thought I may as well try to ask here before I try re-downloading the whole modlist. The only mods I use are the ones in the link I provided. Any help would be greatly appreciated!
  6. I don't know if someone has done this already, but could someone port the blonde guy head from KOTOR 2 to KOTOR 1? or link me to an existing one? I couldn't find it if it has already been done. Thanks! EDIT: This one.
  7. View File Improved Sith Mask (K1 & K2) I liked the style of the Original Sith Mask in KOTOR but it's resolution was so low. This is nothing too fancy, I just upscaled it and used some texture and color effects to make it look slightly better imo. My intention was to keep the vanilla feel of the Original Sith Mask but improve it. This mod will work for both KOTOR & KOTOR 2 without needing to change the name of the file. It's really simple. Installation: Drop the file into the override of either game. Compatibility: It is compatible with anything that does not change the default sith mask. If you have a mod that changes the default sith mask, this mod will override it. Submitter Cytaris Submitted 08/11/2021 Category Skins K1R Compatible Yes  
  8. View File Schematic Lightsaber Mod 2021 Schematic Lightsaber Mod 2021 (SLM 2021) =============================================================================================================== for TSLRCM 1.8.5/1.8.6 Author: Kaidon Jorn Date: Autumn 2020-Summer 2021 This is a large scale lightsaber mod which was built using TSLRCM 1.8.5. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.5 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION). In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Huge thanks to Fair Strides. In version 2021, lightsaber schematics have been redesigned so that you must equip it on your forearm and activate it like a forearm shield. They are destroyed once you are able to use them (they have a one minute cooldown), but will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. There are also two new quests to find the parts of two different lightsabers which you can then build on the workbench, one begins in the Telos military base and the other somewhere on Dxun. 2.0 ----------> 2021 Changes List ================================================================================================================ All SLM Lightsaber's now use Crazy34's New Lightsaber Blade Models with ambient lighting! Thanks very much to him. All lightsaber schematics are now forearm equippable items that have a one minute cooldown before you can attempt to learn another schematic. The Workbench dialog file has been expanded bigly to be able to deconstruct all SLM and vanilla game sabers. Sion's Pain and the Infernal Warrior's Lightsaber now use SithSpecter's Unstable Blade Textures with ambient lighting. The tank droid boss in the military base on Telos no longer drops the Telos Defender's Crystal. It now drops the first part that starts a quest to build that lightsaber model on the workbench. The saber itself is now called "Honorable Duelist Lightsaber", and has a gold blade and glow. A new (old) lightsaber model has returned and uses SithSpecter's Unstable Blade Textures. "Acheron's Frost" can now be aquired through a new quest that starts somewhere in the first visit of Dxun. Now compatible with Markus Ramiken's Workbench Crystal Attunement Mod. <<Only drop the .ncs script file into your Override folder, the workbench dialog file is already compatible.>> Training Sabers are now fully upgradeable and come with a 1-8 damage by themselves. Mandalorian War Leader's Lightsaber has been removed permanently and replaced by Redeemed Revan's Lightsaber. The schematic now drops in the tomb on Korriban. All of the looted lightsabers have been touched up in the texture department, giving them a weathered and/or worn look, and gave them all various stats. Eloquence now has a silvery blue blade and glow. Upgraded stats. All party member lightsaber building dialogs have all been rebuilt with excitingly new and fancy scripts from FairStrides of DeadlyStream fame and glory. They will all meditate on their crystals after building their lightsabers. Visas Marr now builds an old RandomSabers model I named "Miralukan Seer's Lightsaber". The Omen is held by her on the first meeting in the Ebon Hawk. Freedon Nadd's Lightsaber is now fully upgradeable standard blade saber. Bao-Dur's Liberator no longer uses the "chrome1" texture. Alderaanian Battle Saber had a model switch and now uses the old RandomSabers "Quillian" hilt. Master Vash's Redemption had a model switch, and now uses the old RandomSabers "Schism" hilt. The Solace sabers now have a "pale gold" blade and glow. Freedon Nadd now has a seperate standard bladed hilt that you can find in the Sith tomb on Dxun. The crystal cave on Dantooine has extra crystals to aquire, it is tied to the "Weapon of the Jedi" questline. Compatibilty for M4-78 has not yet happened, but I will get to it eventually. (I hope...) Many other improvements I don't remember since I began rebuilding the mod back in October of 2020. Install by running the .exe file called "SLM 2021" Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's) Notes: *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed. *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine))) Credits: Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models. Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed. Thanks to SithSpecter for use of his unstable blade textures. Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off and providing the textures. Thanks to DeadlyStream for hosting my mods. 1.0 - 2.0 changes list ================================================================================================================== Redesigned lightsaber schematics into usable items that you "learn". Learning the schematic sets the boolean to "true" so it is memorized in the workbench dialog file, and the schematics are no longer cluttering up your inventory. It is no longer possible for Disciple to get stuck on the MedBay wall inside the Ebon Hawk since I made him jump to the workbench like Atton does. He will still walk back to the MedBay. Further developed party member saber building dialogs of all party members so alignment will matter. Added new scenes so that Kreia and Visas will now meditate on their crystals. Adjusted hit points or stats on some of the added bosses. Updated the dialog for Atris' Telos Academy schematic crate. Integrated Apostle Saber Addon patch and renamed them to "Solace", gave them unique blade color, made a new encounter for them in Dantooine Enclave sub-level. Returned them to the original chrome texture (baremetal didn't look right). Updated icons. Integrated Training Sabers from my TOR Sabers Mod. Credit to Darth Deadman for adding the energy fields that power on and off like a lightsaber on those. Added new double-bladed saber "Elite Assassin's Saberstaff". Made assassins in Sith Academy on Korriban wield double-bladed lightsabers. Remade alot of lightsaber icons. Updated textures on several saber hilts. Cut down on the use of chrome hilts alot. Reshaded most of the ones that still use it. Eloquence now has a cerulean blade. The cyan core/blue one from 1.0 was not up to par with the rest so I got rid of it. Master Vash now has an entirely new model from the archives, she now wields the 'Aggressor'. Updated all necessary files. Renamed Vrook's saber to 'Vigilance'. Updated all necessary files. Fixed Saquesh not giving the Alderaanian Battle Saber schematic as he should have been if you help the Exchange. Fixed Kreia taking the long way around to the workbench. Finally retired my beautiful 4900 poly Acheron Saber and gave Sion an old RandomSabers model ("the Banshee") with a "scratched up" texture, a much larger scaling and a deeper red blade/pinker core. Added new powerup and powerdown sounds for sabers. Renamed the old 'Warrior's Lightsaber' found in the Korriban Tomb to 'Fury'. Rewrote and rescripted the dialog for the Sith Ghost encounter in the Korriban Tomb. Added 'Infernal Warrior's Lightsaber' with a dark orange blade and a new boss in the late game Citadel Station to beat you over the head with it. Rescaled and reskinned Revan's TOR saber. Made a new saber mod (Revan's Canonical TOR Sabers) as a seperate add-on that is compatible with this one as the way to get that saber model - *though it will replace 'Mandalorian War Leader's'*. Readjusted stats on a few of the dropped sabers. Wrote descriptions for Master's sabers. Buffed Darth Traya (Atris) for Telos Academy fight and Darth Nihilus just a little. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. 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 FILE 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 THESE FILES. Submitter Kaidon Jorn Submitted 07/30/2021 Category Mods TSLRCM Compatible Yes  
  9. Version 1.1

    4,576 downloads

    In KotOR 2, you would originally stumble upon the body of a Jedi named Nebelish while investigating the tomb of an ancient Sith Lord on Korriban. However, this "Nebelish" actually looked a lot like Dustil Onasi. Turns out, Obsidian originally planned to have Dustil in the tomb but they ended up cutting the content. Now when TSLRCM came along they never restored this because Jason Mardsen, Dustil's voice actor, never recorded any lines for the part. Now I thought it a shame that Dustil couldn't have been restored, so I set about restoring him. And, thanks to some voice overs done by Zhaboka, I have finished my task. So essentially, this mod restores Dustil to KotOR II. TSLRCM Compatible: Yes Please go to the Nexus Mods link to see further screenshots. ModDB Link: DOWNLOAD Nexus Files: DOWNLOAD Deadly Stream Link: DOWNLOAD
  10. 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.
  11. Version 6.0

    2,803 downloads

    DEFAULT HILTS REPLACEMENT MEGAPACK 6.0 -------------------------------------------------------------------------- This mod will replace the default lightsaber hilt models in KotOR 2:The Sith Lords. All color crystals use one model, a gold lightsaber is still included but is only obtainable in game with the .mod file in the Optional Gold Saber Game Placement Folder(Daraala's Store, Dantooine.) which should be placed in the MODULES folder. Otherwise you will need to cheat it in (u_l_colo_11, g_w_lghtsbr12, g_w_dblsbr012, and g_w_shortsbr12) - or use KSE. Also, my new blade color textures have been made optional. Place those in the override folder, if you wish. This version now syncs with TSLRCM 1.8.3 restored bronze saber files. TSLRCM 1.8.3 is however not required to use this mod. Run the patcher.exe to install the main part of the mod. -QDJ
  12. Version 8.2

    506 downloads

    DHRM 8.2 ---------------------- Kaidon Jorn May 2021 This mod will replace the default vanilla game saber models into new higher poly lightsaber models, each color of blade has it's own unique hilt, with Crazy34's new 3-D lightsaber blade models. This time I removed my old hilt for the yellow bladed saber and changed it to a model I made years ago for SotOR (K1) and made it into a double bladed version as well. I can't say enough about Crazy34's new blade model and textures (which I tweaked to my own preferences), his work has really changed the game on these and it's something a lot of us have been wanting for many years. Kudos to him for all his hard work, I might not have done all this if it weren't for him. They will be enjoyed for years to come. To install run the .exe and choose the location of the game (not the override itself). To uninstall take them all back out.
  13. Version 1.0.0

    860 downloads

    DESCRIPTION This is an HD reskin of our loyal astromech droid T3-M4, as well as the rest of the astromech droids. Their textures are now each 2048x2048, each ai-upscaled and manually retouched. I constantly checked my work against the 3D model to ensure there were no texture seams. I even added an environment map to enhance the look of the brushed metal. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. This mod should be compatable with both KotOR games, though T3-M4's texture will go unused in KotOR. INSTALLATION Drop all the .tga or .tpc files into the Override folder wherever KotOR or KotORII is installed. UNINSTALLATION Delete the previously installed files. THANKS Thanks to the makers of KotORTool, ESRGAN, GIMP, mdledit, KotORBlender, Blender, and the KotOR Savegame editor. Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  14. View File Default Hilt Replacement Mod DHRM 8.2 ---------------------- Kaidon Jorn May 2021 This mod will replace the default vanilla game saber models into new higher poly lightsaber models, each color of blade has it's own unique hilt, with Crazy34's new 3-D lightsaber blade models. This time I removed my old hilt for the yellow bladed saber and changed it to a model I made years ago for SotOR (K1) and made it into a double bladed version as well. I can't say enough about Crazy34's new blade model and textures (which I tweaked to my own preferences), his work has really changed the game on these and it's something a lot of us have been wanting for many years. Kudos to him for all his hard work, I might not have done all this if it weren't for him. They will be enjoyed for years to come. To install run the .exe and choose the location of the game (not the override itself). To uninstall take them all back out. Submitter Kaidon Jorn Submitted 05/22/2021 Category Mods TSLRCM Compatible Yes  
  15. Hi, Me again. I was wondering if anyone could make a playable head using both Dahnis's unique head and body textures? Both of which are present in KOTOR 2. Her model is also used in KOTOR 1 by Lyn Sekla. I am hoping her unique clothing would replace both the default clothing and underwear used in-game when using this specific mod. T.I.A If anyone is willing to undertake this request please don't hesitate to contact me. (Link to my first request). Please see attached a picture of the shared model in-game for reference. Kindest regards Kayleigh
  16. Hi, I am a new member here. I was wondering if anyone could make a playable head using both Ramana's unique head and body textures? Both of which are present in KOTOR 2. I am hoping her unique clothing would replace both the default clothing and underwear used in-game when using this specific mod. T.I.A If anyone is willing to undertake this request please don't hesitate to contact me. Please see attached a picture of Ramana's in-game model for reference. Kindest regards Kayleigh
  17. 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.
  18. I'm so sorry for reporting a bug yet again, but I have encountered another one in my heavily modded TSLRCM 1.8.5 run. This time it happens after the Kreia vision at the Tomb of Ludo Kressh. After the cutscene and fighting Kreia/my party I go to the door that should lead to Revan, but when I click the door, a door opening animation happens inside another door which is still locked... I have no idea why that happens, I searched the web and couldn't find anything related to it, and this issue never happened before with the Korriban-related mods I've used in past playthroughs. [TSLRCM, Dustil Restoration, Extended Korriban Arrival (completely unrelated it seems)] The mods I used are below as well as a video showing the issue... Please help!
  19. Anyone have another Qu Rahn saber mod available? I'm aware of the one already uploaded here, but I'm not the biggest fan of how it "changes" colors from green to blue. I am hoping someone has done a version that is only green. Thanks!
  20. View File TSL Tactical Combat Mod <<<TSL Tactical Combat Mod>>> by Frykas <<About>> If you ever felt that after lvl 15 in KotOR 2, your PC and team got all powerful (Fredon's Nadd tomb being the exception) and pazaak with Atton on (Republic Senat's rules) was more fun than slaying couple more thugs or beasts than this mod is for you. After playing a lot of Pillars of Eternity, I realized that TSL had nearly the same potential for tactical fights but after less than half the game you had to be counter productive to have a fight that lasts more than 4 seconds. Honestly most times I didn't have time to use more than two force buffs because everyone was already dead. Difficulty changes only enemy damage output so it makes things harder but enemies still drop like flies. This mod aims (and will aim, definitely not finished) to correct that. <<Changes>> Files changed are classes.2da, autobalance.2da and k_sp1_force.ncs; autobalance has significantly increased NPC's health, slightly buffed saving throws, set NPC's level to be equal to PC. Classes.2da doubled gained health (on lvlup) by PC and team and raised force point gain (on lvlup) by 50%. !!!Because of game mechanics, increased health points and force poins gain doesnt work retroactively, meaning you'll have to start a new game (as even KSE cannot change your vitality poins directly), this will probably NOT be "fixed" in future releases. Enemy HP and other changes will apply once you enter new area after installing. <<Compatibility>> This mod works with TSLRCM and is being tested and developed to work with it. If you don't have TSLRCM instaled changes might not be appropriate for your playthrough. This mod should work with any other mod that doesn't change those files: Classes.2da, Autobalance.2da, k_sp1_force.ncs ADITIONAL FILE: dialog.tlk included in this download goes to the main folder and not override. It should be comatible with the TSl RCM game but any mod that changes dialog.tlk might not be compatible and will require testing. My file includes modified force powers descriptions to account for extended duration. <<Install>> Drop files to Override (who doesn't like that? ) Dialog.tlk goes to main install folder and make sure to back it up lest you have to reinstall main game and mods. <<Uninstall>> Well, this is going to be difficult... (remove Classes.2da, Autobalance.2da and k_sp1_force.ncs from Override folder, replace dialog.tlk with backed up version if you used it) <<Future changes>> -A lot more testing and figuring out the perfect balance -If you have an idea for more changes or would like to help with this leave a comment or PM me. All the best! Submitter Frykas Submitted 05/05/2018 Category Mods TSLRCM Compatible Yes  
  21. Hello! I would love to use Dustil's head model for my Exile in KOTOR 2. This mod (Dustil's Head for the Exile - Star Wars: KotOR II: The Sith Lords Mods, Maps, Patches & News - GameFront) allows me to do just that but it does not have any dark side transitions. I would be grateful if anyone could create a mod that adds movie style dark side transitions to Dustil's head model (by "movie style" I mean sith eyes instead of pale, dark side skin). For reference, here's a link to the Movie Style Dark Side Transitions mod I'm referring to: Movie Style Dark Side Transitions - Star Wars: KotOR II: The Sith Lords Mods, Maps, Patches & News - GameFront Thank you very much!
  22. View File Dustil Restoration In KotOR 2, you would originally stumble upon the body of a Jedi named Nebelish while investigating the tomb of an ancient Sith Lord on Korriban. However, this "Nebelish" actually looked a lot like Dustil Onasi. Turns out, Obsidian originally planned to have Dustil in the tomb but they ended up cutting the content. Now when TSLRCM came along they never restored this because Jason Mardsen, Dustil's voice actor, never recorded any lines for the part. Now I thought it a shame that Dustil couldn't have been restored, so I set about restoring him. And, thanks to some voice overs done by Zhaboka, I have finished my task. So essentially, this mod restores Dustil to KotOR II. TSLRCM Compatible: Yes Please go to the Nexus Mods link to see further screenshots. ModDB Link: DOWNLOAD Nexus Files: DOWNLOAD Deadly Stream Link: DOWNLOAD Submitter Fallen Guardian Submitted 09/30/2013 Category Mods TSLRCM Compatible Yes  
  23. 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