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Found 246 results

  1. Greetings everyone, This project is meant to attempt to port all content from Star Wars: KOTOR II TSL into Star Wars KOTOR 1 Mobile (for Android / IOS), resulting into a partially / fully playable mobile version of KOTOR II TSL for IOS / Android. The game will be installed and ran as a Total Conversion Mod over the mobile KOTOR 1 version. The mod development will consist in the following stages: - 1. Converting all files from the PC version of KOTOR II, to work with the older KOTOR 1 engine. - 2. Adapting these files to be installed as a mod (into the Override folder, etc.) for KOTOR 1 - 3. Downgrading / adapting features from KOTOR II that are inexisting in KOTOR 1 (like Crafting, Lightsaber Forms, Companion Training and Loyalty, etc.) - 3. Adapting and optimising the mod to work on IOS / Android KOTOR 1. - 4. Testing, Optimising, Polishing ---------- Different approaches (listed here as inspiration for other porting endevours): - Porting the Xoreos Engine or KotOR JS Engine to Android / IOS (for the developers of the Xoreos Engine / KotOR JS Engine) - Updating the KOTOR 1 Mobile older version of Odissey Engine to work with features from the newer KOTOR II TSL engine (for modders who experimented with the source code of the engines, etc.) ---------- The mod / port will be released here as it is being worked on, and updated as it is progressed on! This endevour will be completly open and collaborative, all work will be uploaded from the start and updated as it progresses! Everyone who believes they can contribute or help with this project in any way are invited to! ============================== STATUS: Project Completition: 5% Project Status: Phase 1 (KOTOR 1 to KOTOR 2 file conversions) Progress: Ported unmodified files from KOTOR II TSL PC version to KOTOR 1 IOS version. Filename adapted to work with IOS File System (all files were renamed in lowercase letters). Practical Result: Succeded in having partial KOTOR II TSL code execution and asset loading into KOTOR 1 IOS version. Specifically, the game crashes when launchimg a mew game, but loading a savegame works. Loading a savegame will display a black screen, however the background music plays, and the Inventory, Map and Quests screens can be accesed and they display the KOTOR II respective content. Accesing the Character screen crashes the game. I will upload a Youtube video showing the resulting functionality soon! To do next: Convert the modules, textures and animation files from KOTOR 2 format to the KOTOR 1 format and load them into the KOTOR 1 engine. ============================== UPDATE 1: So far i managed to port the K2 maps to K1 using @Thor110's brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/6886-tutorial-kotor-modding-tutorial-series/ Now the maps can be warped to but there are no story elements, most NPC's are present but interaction with them does not work, most containers are empty, some still have the loot inside, area transition works for some arear but fails many times, especially when you want to enter the docked Ebon Hawk. Most levels load fine but some of them crash the game (especially the Peragus levels), and the mini-map does not display at all, strangely when the map section is accessed it always shows the Manaan Hrakert Rift Underwater Station map. The character animations also got "broken" after adding the ported files (that is why the characters look so "stiff" in the pictures)... So i could say i had very partial success so far! ============================== STATUS UPDATE: Project Completition: 20% Project Status: Phase 2 (KOTOR 1 to KOTOR 2 converted files adapting and optimising) Progress: Ported all KOTOR 2 maps to KOTOR 1 format using Thor110's tutorial. Loaded ported / converted maps into the mobile version of KOTOR 1. Practical Result: Got partial success, most levels work and have been ported fine, some content / features / characters like story elements and NPC interaction do not work, the minimap does not display at all and the map does not work on the ported levels (it always displays the Hrakert Rift Station level map), some area transitions (Return to the Ebon Hawk) do not work, the text above NPC's / area transitions / story objects in level does not display at all (the field is always blank). The character animations also got broken because of the added ported files. I copied the ported levels into the mobile version of KOTOR 1 (after renaming all filenames in lowercase characters) and managed to get the game to load the ported levels by making a savegame for each module, them transferring that savegame on the mobile version, and loading that save in KOTOR 1 mobile. I am using an iPad 3 to test the mod. To do next: Adapt and optimise the files causing the bugs / glitches / problems, like script files, restore all functionality (story elements, characters, scripts, etc.). This will be the hardest part (if possible at all)! ============================== Some pictures of the mod in action (notice the KOTOR 1 mobile HUD): Credit: Many thanks go @Thor110 for his brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: https://deadlystream.com/topic/688 Without this great tutorial i would have been unable to make any progress at all! He basically made it possible to port the levels from K1 to K2! ============================== UPDATE ALPHA (FIRST RELEASE): KOTOR II Mobile (K2M) first version – 0.4.0 Alpha released! Alpha 0.4.0 of the mod is live! We released earlier than expected! Head over to our ModDb page files section to download it now: https://www.moddb.com/mods/kotor-ii-mobile-k2m/downloads/k2-to-k1-port Unfortunately in this very early stage of development of the mod there is not much to do, than explore the maps, search for loot, etc. Also, you will most likely encounter lots of bugs and some game-breaking ones as well, this is still an Alpha release. Still, it’s a great achivement for us, enabling You to experience all game maps / levels in mobile! THIS RELEASE IS FREE TO MODIFY AND REDISTRIBUTE, RE-RELEASE ON OTHER HOSTING SITES OR TO INCLUDE IN YOUR MOD PROJECT! GIVING CREDIT IS NOT MANDATORY, BUT VERY APPRECIATED! We encourage all skilled modders out there to use our work as a foundation / framework for their project, or even try to complete the KOTOR II port to mobile before us and work out the bugs and problems! *Updates will be posted to this thread as they come! This post will also be updated as well.
  2. Version 1.0

    761 downloads

    A VARSITYPUPPET MOD TITLE: - TOR Style LoadScreens for TSL DESCRIPTION: This mod changes the load screens to make them look more similar to the loading screens from The Old Republic INSTALLATION: - Drag the files into your Override. COMPATIBILITY: - Due to the way I structured this mod, this should work with Concept Loading Screens and any loading screens added by TSLRCM or any expansion mods. CREDITS: - Bioware - Star Wars: The Old Republic - GIMP - Fred Tetra + KOTOR Tool
  3. Version 1.1.0

    225 downloads

    This mod addresses several issues with Jedi Malak's mouth in KOTOR II. These fixes include getting rid of the white box in his mouth, correcting the texture used for his tongue, connecting gaps, enlarging upper/lower teeth, & adjusting the placement of all of the above. As pointed out by JCarter426, Jedi Malak's model also used the wrong supermodel, which I've fixed in this mod as well. All seriousness aside, my intention with this mod was to ensure that Malak's mouth would only remain a disaster post-contact with Revan's lightsaber. Installation & Uninstallation To install this mod, drag the "Override" files to the Override folder located in your game's directory. If prompted, select replace. To uninstall this mod, delete n_jedimalek.mdl & n_jedimalek.mdx from your game's Override folder. Compatibility & Known Issues This mod will not be compatible with anything else that replaces this model. Known issues: When entering the Korriban cave tomb, Malak's tongue will appear half white. This is due to the lighting where he's standing & most likely can't be fixed. Credits Fred Tetra, Kotor Tool bead-v, MDLedit & KOTORmax Symmetric, Purifier, & ndix UR; KotOR Blender Autodesk, 3ds Max Blender Foundation, Blender Thanks to JCarter426 for the help/troubleshooting & ebmar for the enthusiasm! Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please ask for my permission first. This mod should only be found on Deadly Stream, no other user may upload it to another modding site.
  4. Version 1.3.0

    177 downloads

    This mod intends to address key issues with male Twi'lek heads in KOTOR II, most notably the addition of ear geometry. Both the ear meshes and textures included in this mod are modified ports from SWTOR, meant to improve ear shape & texture quality. Additional improvements include better smoothing groups, non-clipping teeth, non-clipping eyelids, & recolored tongues. There are two options for installation. Option A models feature "slim" necks, while Option B models retain unaltered "blubber" necks. I highly reccomend the first option as it fixes clipping with medium & heavy armor collars, but feel free to choose the second if you prefer that look. There are no other differences between the two. Given the frequency of Twi'lek NPCs, this mod is a nice visual improvement & the addition of ear meshes adds consistency with other head models in the game. There's also a KOTOR I version available here. Installation & Uninstallation To install this mod, drag the files from either the Option A folder or Option B folder to the Override folder located in your game's directory. Then, drag files from the Textures folder to the Override folder as well. You may want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete the files from your game's Override folder. There's a list of files included in readme.txt for reference. Compatibility & Known Issues This mod will not be compatible with any retextures for Twi'lek male heads. There are no known issues as of this current version. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc Autodesk, 3ds Max The GIMP Team, GIMP Darth Parametric, Upper teeth no-clip fix (K1) Thanks to Darth Parametric, ebmar, & JCarter426 for assisting in identifying issues & troubleshooting during the making of this mod. Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) 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 recieve my permission. This mod should only be found on Deadly Stream, no user may upload it to another modding site.
  5. View File Dxun Holocron Introduction This mod adds a new holocron to the game, which can be found on a corpse on Dxun. In addition to giving the player bonuses to their maximum Force Points, which unlock at levels 12, 14, and 16, the mod also gives the player the opportunity to learn three new Lightsaber forms: Sokan (Form VIII), Shi'en (Form IX), and Niman/Jar'Kai (Form X), which can be activated as non-medical abilities. (The vanilla lightsaber forms are hard-coded in the game). This derives from an unreleased mod of mine made in 2005, in which I made these three Lightsaber Forms work as passive Force Powers. These Lightsaber Forms become available at levels 13, 15, and 17. Their stats are as follows: Sokan: Attack +3 Damage Bonus +1 Reflex Saves +3 Defence Bonus 2 Defence Bonus vs. Piercing -2 (net bonus: 0) Shi'en: Attack +3 Damage Bonus +3 Defence Bonus -2 Blaster Deflect -2 Reflex Saves -2 Niman/Jar'Kai: Attack +2 Offhand attack bonus +3 Defence Bonus 1 Fortitude Saves -1 Installation Double click 'Install Dxun Holocron', and hit the 'Install mod' button. Uninstallation Remove the following files from your Override folder: di_d_gk1.ncs di_g_lf8.ncs di_g_lf9.ncs di_g_lf10.ncs di_gk1.utc di_jh_01.dlg di_jh_01.ncs di_jh_01.uti di_jhc.utp di_k2s_lf8.ncs di_k2s_lf9.ncs di_k2s_lf10.ncs di_k2s_lf8.uti di_k2s_lf9.uti di_k2s_lf10.uti di_s_gk1.ncs di_s_jhc.ncs ii_datapad_063.tga ii_datapad_064.tga ii_datapad_065.tga ii_datapad_066.tga Copy the files 'spells.2da' and 'globalcat.2da' from the backup folder created by TSLPatcher on installation into your Override folder. If no such folder was created on install by the game, you can (probably) safely delete these two files as well. Known Bugs The new Lightsaber Forms won't appear in the same place as the vanilla forms do on the GUI, but in the non-medical items slot (with the shields, basically). There's not a lot I can do about this; the Lightsaber forms appear to be hard-coded. Credits Thanks are to deathdisco, whose original KotOR I lightsaber forms mod inspired this one; to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script; to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work; to Holowan Labs, which was by far the best place to work on KotOR mods on the internet; and to Obsidian, Bioware, and LucasArts, for making both KotOR games. Submitter InSidious Submitted 12/31/2018 Category Mods TSLRCM Compatible Yes  
  6. I'm wondering if any modder would like to recreate it as a force power such that it can be used by main character and companions. I understand how it works which basically spawn a couple of invisible NPC (using Lightsaber_Floating appearance) equipped with a lightsaber, the problem is I don't know how to spawn NPC with mod... I notice there is one mod exist somewhere in the Internet which is for Kotor 1, while I'm not sure does it compatible with TSL, as it also come with other force powers which some of them are actually taken from TSL.
  7. Hello! I had a problem and I was hoping someone here might be able to help me. As my first attempt at modding, I was working on a small model edit and things were going pretty smoothly. However, once I actually loaded the model in game, it's stuck with no animations. I used MDLops for converting the model and used Blender for the editing. I'm not entirely sure at which stage the problem is. I tried to be careful and only really touch what I was trying to change. I've tried looking for an answer but haven't had any luck. Any help would be much appreciated!
  8. Version v1.0

    164 downloads

    <<<TSL Tactical Combat Mod>>> by Frykas <<About>> If you ever felt that after lvl 15 in KotOR 2, your PC and team got all powerful (Fredon's Nadd tomb being the exception) and pazaak with Atton on (Republic Senat's rules) was more fun than slaying couple more thugs or beasts than this mod is for you. After playing a lot of Pillars of Eternity, I realized that TSL had nearly the same potential for tactical fights but after less than half the game you had to be counter productive to have a fight that lasts more than 4 seconds. Honestly most times I didn't have time to use more than two force buffs because everyone was already dead. Difficulty changes only enemy damage output so it makes things harder but enemies still drop like flies. This mod aims (and will aim, definitely not finished) to correct that. <<Changes>> Files changed are classes.2da, autobalance.2da and k_sp1_force.ncs; autobalance has significantly increased NPC's health, slightly buffed saving throws, set NPC's level to be equal to PC. Classes.2da doubled gained health (on lvlup) by PC and team and raised force point gain (on lvlup) by 50%. !!!Because of game mechanics, increased health points and force poins gain doesnt work retroactively, meaning you'll have to start a new game (as even KSE cannot change your vitality poins directly), this will probably NOT be "fixed" in future releases. Enemy HP and other changes will apply once you enter new area after installing. <<Compatibility>> This mod works with TSLRCM and is being tested and developed to work with it. If you don't have TSLRCM instaled changes might not be appropriate for your playthrough. This mod should work with any other mod that doesn't change those files: Classes.2da, Autobalance.2da, k_sp1_force.ncs ADITIONAL FILE: dialog.tlk included in this download goes to the main folder and not override. It should be comatible with the TSl RCM game but any mod that changes dialog.tlk might not be compatible and will require testing. My file includes modified force powers descriptions to account for extended duration. <<Install>> Drop files to Override (who doesn't like that? ) Dialog.tlk goes to main install folder and make sure to back it up lest you have to reinstall main game and mods. <<Uninstall>> Well, this is going to be difficult... (remove Classes.2da, Autobalance.2da and k_sp1_force.ncs from Override folder, replace dialog.tlk with backed up version if you used it) <<Future changes>> -A lot more testing and figuring out the perfect balance -If you have an idea for more changes or would like to help with this leave a comment or PM me. All the best!
  9. 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  
  10. Version WIP Alpha 1-1

    5,128 downloads

    FYI: To discuss this mod and to post bug reports, please use this forum WIP thread, thanks. This is a teaser release of what will be a much larger mod to replace all the textures of Knights of the Old Republic: The Sith Lords. This initial release focuses on Telos as a WIP teaser. You will either have to start from the start again and work your way up to Telos to see all the textures changed, or, use an old save game to replay the areas once more. You have a number of folders here to install, some are optional. FOLDER "TELOS_TEX" These are all the current environment textures that have been made available for Telos: Telos Citadel Station, Restoration Zone and Secret Base. FYI: some are not only for Telos in that some of the textures are from other sets, such as Dantooine. To install the files just copy into your override folder. FYI: you may wish to backup your override folder first . FOLDER "HK_TEX" These are the HK series -- 47, 50 and 51 -- of droid textures. FYI: there are background droids in the HK facility on Telos that I have not updated the look of yet. Again, copy to your override folder. FOLDER "Items_UTI" These have been removed for the a1-1 update due to a report problem with them; the below text is there if the earlier version of the mod is being used: USAGE Pretty simple, my texture and model edits along with new creations, are mine to redistribute and modify. If you want to use any of my stuff, you need to get my permission to do so, even if it is a modification of an existing texture or model from the game or of someone else's -- in that case, you will need to get their permission too. If I find that my work has been used without my permission within another mod, depending upon what it is and the extent of it, I will have the site admins remove it along with pursuing other actions available to me via the site.
  11. Version 2.0

    15,377 downloads

    This mod replaces the Force Drain, Force Lightning, Death Field, cold ray, ion, and neural pacifier beam effects with new, higher-res ones.
  12. So, I decided to re-play Knights of the Old Republic: The Sith Lords the other day and realized that I could now play the game with the grass enabled -- before I would get the common problem I think has to do with ATI (AMD) graphics cards and the game being OpenGL; FYI: I think the latest ATI drivers have finally gotten around to fixing this. I thought, cool, I can now play all those outdoor areas (like Telos) with grass enabled as without it they kind of sucked. Then I realised that they still kind of sucked because the grass textures are so crap -- well, the game is rather old to be fair. So, I re-textured them to something better. Then I had to re-texture the ground texture to match, which also meant re-texturing all the ground textures along with the cliff area walls as well. I was happy and played on, that is until I got to the old underground military base and I thought, I think I can do better with some effort. So, I redid those as well. Then I went back and started work on Telos station as well, as some of the textures are shared between the two -- actually, a lot of the textures are used all over the place which makes it a bit tricky. I still have much yet to do in order to complete the Telos set: I need to redo much of the signage along with recreate the animated textures. Work more on the skyboxes. Still need to do the Telos Polar area. The outside areas of the station you see through the windows I still have yet to do. Various textures aren't part of the Telos set but appear to be from elsewhere -- like the trees and grass on the station which I think are from Dantooine. So in order for them to be completed for Telos it means doing part of the outdoors for Dantooine. I think I can still improve the trees some via textures Anyway, I thought once I was done with Telos -- as much as you can be without editing models and such -- that I would upload it as a teaser of a much larger project to retexture (remaster really) all the environment textures for the game followed by everything else. As in props, droids, creatures, character faces, weapons, armor and robes, equip objects, effects, and anything else I've forgotten. It's a lot of work but the upside is that I am not recreating all the textures from scratch. 90% are reworked textures that have been enlarged and then a special-sauce in way of a combo of filters and layers utilised in order to enhance them. It's only around 10% of the textures that end up having to be tweaked in some way -- like floor tiles -- or made from scratch -- some of the signage will definitely be. So, it shouldn't end up taking me years of my time to complete. Anyhow, here are some teaser screens...
  13. Version 1.0.0

    142 downloads

    DESCRIPTION This is the Patch for update the 4 CD's version (English, German - Deutsch, French - Française, Italian - Italiano) to 201.420 version (1.0 to 1.0a) -------------------------------------------------------------------------------------------------------------------- DOWNLOAD Click the Download button of this page and choose the Download Language File desired (UK, DE, FR, IT) --------------------------------------------------------------------------------------------------------------------- INSTALLATION Just double click on the "KotOR2 Patch v201420 (...).exe" file. The Patch finds automatically the KotOR 2 The Sith Lords directory. --------------------------------------------------------------------------------------------------------------------- NOTES If you don't know your version game, start the game and click "UPDATE" option at the launcher. It tells you which version of KotOR 2 TSL is installed. I'm not sure if this Patch works with the GOG, STEAM or COLLECTION versions. As far as I know, some of these versions are already updated. After install the 1.0a Patch you may want install the 1.0b Patch. Can be found here: https://deadlystream.com/files/file/1399-kotor-2-patch-10b-uk-sp-ger-fr-ita-versions/ --------------------------------------------------------------------------------------------------------------------- THANKS Deadly Stream team
  14. Version v2.5

    322 downloads

    About This File Knights Of The Old Republic II: [THE SITH LORDS] ================================================ Author: MetaBee Name: K2 Improved Gameplay Mod v2.5 Description: This mod aims to improve the game play, as well as to fix incorrect parameters within certain 2da file rows. For example, the saving throws of all the Prestige Classes are actually incorrect, or either unfinished. This mod will fix that. It also aims to balance out combat, influence - skills ect. This mod makes it possible, to now reach higher LvL's in the game before you finish. Its possible to reach LvL 40 now, and maybe 50," Provided one does all bonus quests as well as take all advantages off XP opportunities. In the OG game, even if you do so, you will only make it to 30 -32 "Without Exploiting". Bearing in mind i'm including TSLRCM. How does this work ? Simple, you will accumulate more XP from killing hostiles, as well as require less XP to Lvl up. The balance to this, is that your enemies will now be stronger, have more HP, and will be overall better to combat with. Note: Lvl's will appear to be fast, especially in the beginning - however a grand total of 880 000 XP is Required to reach Lvl 50. For more details, see ReadMeDetails.txt located in the mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- I highly recommend getting Stoffe's Improved Ai Mod, In conjunction With My Mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- Compatible: This Mod, is compatible with TSLRCM 1.8.5 Incompatible: With any files that conflicts with these files. ------------------------------------------------------------------------------------------------------------------------------------------------------- Install: Run the Tslpatcher, and point it to your Knights of The Old Republic II Games Directory. Uninstall: Simply delete the files, and copy the backup files to where they were. "For specific instructions, please refer to the ReadMeInstall.txt - that comes with the mod" ------------------------------------------------------------------------------------------------------------------------------------------------------- Bugs: None known, let me know if you encounter any. Permission: This mod is not permitted to be uploaded, other than by the author. Credits: *Deadlystream *Modders for Tools Needed. *All Kotor 1 & Tsl Participants
  15. Version 1.4

    145 downloads

    Knights Of The Old Republic II: [THE SITH LORDS] ================================================ Author: MetaBee Name: More Powerful Sith Lords v1.4 Note: TSLRCM 1.8.5 is Recommended for this Mod! If you want to use this Mod without TSLRCM - Then refer to the ReadMeInstall.txt that comes with this mod. Description: This Mod is intended to enhance the Sith Lords... Traya, Sion & Nihilus to be tougher opponents. The mod increases their Attributes, Feats, Force Powers & Bonuses. It also gives tweaks to their Class & Level - Making them true Sith. Their is Four options available [ Moderate ] [ Hard ] [ Impossible ] [ Doomed ] Warning!!: Impossible and Doomed are not for the feint of heart. Seriously its Rough! lol, Good Luck! ------------------------------------------------------------------------------------------------- Compatible: This Mod Is TSLRCM 1.8.5 Compatible. Should be compatible with most Mods. Incompatible: With any mod that alters the same files inside the override folder. Example: n_darthsion_002.utc -------------------------------------------------------------------------------------------------- Installation: Please refer to the ReadMeInstall.txt that comes with this Mod for more information. Uninstall: For more information refer to the ReadMeInstall.txt provided in the Mod. -------------------------------------------------------------------------------------------------- Bugs: None that i know of. Let me know if you find something. Permission: For now permission is required by the author to upload this mod. Credits: Deadlystream Modders & Tools Needed
  16. View File More Powerful Sith Lords Knights Of The Old Republic II: [THE SITH LORDS] ================================================ Author: MetaBee Name: More Powerful Sith Lords v1.4 Note: TSLRCM 1.8.5 is Recommended for this Mod! If you want to use this Mod without TSLRCM - Then refer to the ReadMeInstall.txt that comes with this mod. Description: This Mod is intended to enhance the Sith Lords... Traya, Sion & Nihilus to be tougher opponents. The mod increases their Attributes, Feats, Force Powers & Bonuses. It also gives tweaks to their Class & Level - Making them true Sith. Their is Four options available [ Moderate ] [ Hard ] [ Impossible ] [ Doomed ] Warning!!: Impossible and Doomed are not for the feint of heart. Seriously its Rough! lol, Good Luck! ------------------------------------------------------------------------------------------------- Compatible: This Mod Is TSLRCM 1.8.5 Compatible. Should be compatible with most Mods. Incompatible: With any mod that alters the same files inside the override folder. Example: n_darthsion_002.utc -------------------------------------------------------------------------------------------------- Installation: Please refer to the ReadMeInstall.txt that comes with this Mod for more information. Uninstall: For more information refer to the ReadMeInstall.txt provided in the Mod. -------------------------------------------------------------------------------------------------- Bugs: None that i know of. Let me know if you find something. Permission: For now permission is required by the author to upload this mod. Credits: Deadlystream Modders & Tools Needed Submitter MetaBee Submitted 04/13/2019 Category Mods TSLRCM Compatible Yes  
  17. View File K2 Improved Gameplay About This File Knights Of The Old Republic II: [THE SITH LORDS] ================================================ Author: MetaBee Name: K2 Improved Gameplay Mod v2.5 Description: This mod aims to improve the game play, as well as to fix incorrect parameters within certain 2da file rows. For example, the saving throws of all the Prestige Classes are actually incorrect, or either unfinished. This mod will fix that. It also aims to balance out combat, influence - skills ect. This mod makes it possible, to now reach higher LvL's in the game before you finish. Its possible to reach LvL 40 now, and maybe 50," Provided one does all bonus quests as well as take all advantages off XP opportunities. In the OG game, even if you do so, you will only make it to 30 -32 "Without Exploiting". Bearing in mind i'm including TSLRCM. How does this work ? Simple, you will accumulate more XP from killing hostiles, as well as require less XP to Lvl up. The balance to this, is that your enemies will now be stronger, have more HP, and will be overall better to combat with. Note: Lvl's will appear to be fast, especially in the beginning - however a grand total of 880 000 XP is Required to reach Lvl 50. For more details, see ReadMeDetails.txt located in the mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- I highly recommend getting Stoffe's Improved Ai Mod, In conjunction With My Mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- Compatible: This Mod, is compatible with TSLRCM 1.8.5 Incompatible: With any files that conflicts with these files. ------------------------------------------------------------------------------------------------------------------------------------------------------- Install: Run the Tslpatcher, and point it to your Knights of The Old Republic II Games Directory. Uninstall: Simply delete the files, and copy the backup files to where they were. "For specific instructions, please refer to the ReadMeInstall.txt - that comes with the mod" ------------------------------------------------------------------------------------------------------------------------------------------------------- Bugs: None known, let me know if you encounter any. Permission: This mod is not permitted to be uploaded, other than by the author. Credits: *Deadlystream *Modders for Tools Needed. *All Kotor 1 & Tsl Participants Submitter MetaBee Submitted 04/17/2019 Category Mods TSLRCM Compatible Yes  
  18. http://tinyurl.com/FallenOrder Knights of the Old Republic: The Sith Lords, stealth reboot? Yes prithee. Thoughts everyone?
  19. I'm trying to mod death field so it doesn't use a purple tinted version of lightning but instead is visually distinct to match the appearance of drain. Not having any luck.
  20. Please. Current Kotor 1 female heads just aren't doing it for me right now. Checked TSL's heads out of curiosity and bam, turns out this one is perfect. I've spent the last hour or two looking for either the knowledge or the finished job but came up short. Apparently porting only just became allowed relatively recently. I would MASSIVELY appreciate this one way or another.
  21. Version 1.2.0

    256 downloads

    This mod allows the player to access a full map of the Ebon Hawk in KOTOR II. The idea for it stems from my annoyance at blocked off corners within the ship that prevent you from completely filling out the map on your own. The Ebon Hawk's map is full by default in the original KOTOR, so this also aims to keep that element of consistency. I made the map downloadable from the Ebon Hawk's Security System with respect to how the Information Terminals in Telos Citadel Station allow you to download area maps. I also adjusted the Ebon Hawk's interior maps by adding background stars to make them look less bland. This affects the regular map & prologue map. Installation To install this mod, copy the files from the "Override" folder & paste them in the Override folder located in your game's directory. To uninstall this mod, delete the files from the override folder in your game's directory. The map will not reset after uninstallation (it'll still appear full in affected saves). How to Use To download the Ebon Hawk's map, access the Security System located in the ship's Communications room. Select "Download Ebon Hawk map." from the list then log out. The map will now be completely full & the download option will no longer be available. Note that the prologue sequence defaults the Ebon Hawk's map to full & this mod doesn't change that. Compatibility This mod should be fully compatible with anything else as long as it doesn't override secsys.dlg. As of version 1.2.0, this mod now supports all language variants of the game. The added dialogue is still in English, though translations may be added in the future. Credits Fred Tetra, Kotor Tool tk102, DLG Editor & K-GFF Editor The GIMP Team, GIMP Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Feel free to message me on here or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you'd like to use my files as a part of an external work, please reach out to me beforehand. If I give you permission, just make sure to give the proper crediting.
  22. Hi everyone I was wondering if someone could help me out with a little problem. I'm trying to port Kaidon Jorns lightsaber mod that adds Revan's SWTOR lightsaber model for TSL into K1 and I've been following this tutorial (https://www.youtube.com/watch?v=EtxwmXHsIfQ) but he doesn't go over what to do with hilt mdl/mdx files or how to get them into the game. I wanted to do something like JC's Darksaber and add a unique non-upgradeable lightsaber in game but that's beyond the scope of the video. So if anyone has any tips or a link to a tut that would help me id really appreciate it.
  23. View File Companions' Robes Author: Kainzorus Prime Mod Name: Companions' Personal Robes ************************* Under NO circumstances is this, or any of my other mods, to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod adds personalized robes for the human companions who can be trained into Force users. It also modifies Handmaiden's robe. 2. Instalation: =========== Place the files in the Override folder. 3. Required mods: =========== http://deadlystream.com/forum/files/file/64-movie-style-jedi-master-robes/ http://deadlystream.com/forum/files/file/101-visas-unmasked/ 4. Usage =========== The character's robe will automatically be added to the inventory once they become a Jedi. 5. REMOVAL: =========== Remove the files from the OVerride folder. 6. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Fair Strides - Inventory spawn scripts. 7. DISCLAIMER: =========== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Submitter Kainzorus Prime Submitted 08/22/2015 Category Skins TSLRCM Compatible  
  24. I'm trying to install kotor 2 from an external disk drive but every time I try to open it, it comes up with this