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Found 371 results

  1. Version 1.6

    18,677 downloads

    In this overhaul all major panels, workbenches and the computer panel background are remade from the scratch and animated. I tried very hard to merge the sophisticated ME3 look with original Kotor - and used only 4k/64 pics animations/uncompressed files to get a proper look - so yes - the mod size is indeed ~500MB. To get the most out of it i suggest that you guys download Xarwarz OTE series first, then override everything with my mod. Install: Download the mod, extract it with an archive extraction program like 7zip or WinRAR, then move the extracted files to your game's override directory. Compatibility: 100% compatible with TSLRCM & M478. As pure texture replacer it should be compatible with everything else. IF you want to install Xarwarz OTE texture PLC files, then install them FIRST, then override everything with my mod. Enjoy!
  2. Version 1.0

    2,435 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 25.07.2016 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: In Kotor 1 you can obtain an armor called Mandalorian Assault Armor which disguises your character into a blue Mandalorian as if your actually wearing there full body armor which was a good feature about the last few missions in kotor but if you play TSL you will know that the Mandalorian Assault Armor has a unique armor reskin which for me was a big slap in the face since I personally liked seeing Canderous as a Mandalorian but when I was searching through the game textures I found out that the TSL Mandalorian Assault Armor texture appears in the files of Kotor 1 meaning that the Texture appearing in TSL was intended for Kotor 1 but was cut at the last minute and replaced with a disguise though personally I would prefer the disguise though the Hardcore Restoration Fans say otherwise Known Bugs: this mod shouldn't have bugs but if their is Just PM me on Deadlystream. Incompatibilities: Is incompatible with anything that edits "g_a_class9010.uti" though I don't know anything that edits those. Permissions: Do NOT claim credit for this mod Thanks: Bioware for such an amazing game,Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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 THIS FILE.
  3. Version 1.0

    2,889 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 12.09.2016 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: When searching through the K1 textures I found an unused familiar red lightsaber texture that after playing a bit of TSL I soon realised it was the red lightsaber crystal icon that is used in TSL. So after looking at the red lightsaber crystal K1 uses I soon discovered it was a power crystal icon and not the intended red lightsaber crystal icon so what this mod does is fix/restore the previously unused red lightsaber crystal icon into K1. Note: I also found unused crystal textures in K1 that appear in TSL though those mods will be coming soom Known Bugs: this mod shouldn't have bugs but if their is Just PM me on Deadlystream. Incompatibilities: Incompatiable with anything that edits "g_w_sbrcrstl18.uti" though I know none that edits that file Permissions: Do NOT claim credit for this mod Thanks: Bioware for such an amazing game,Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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 THIS FILE.
  4. Greetings, I'd like to share with you the project I've been working on since summer 2020. Some of you may already have heard of it, as the development was public from the beginning. reone is an open source reimplementation of the KotOR engine, similar to xoreos and KotOR.js, but with a number of key differences. It is developed with extensibility in mind, meaning that modding capabilities it aims to provide are on a whole other level compared to the vanilla engine. For example, the graphics have already been significantly improved with the addition of physically based rendering. Current state of the project is such that the most fundamental engine subsystems are either complete or at least partially implemented, i.e. resource management, rendering, audio, GUI, scripting, conversations, combat and more. Given the current pace of development, I intend to finish the project by the end of 2021. My short term goal is to make the first Endar Spire module fully completable - a milestone, that will hoperfully bring more attention to the engine. Technologically, reone is a custom engine based on SDL 2 and OpenGL 3.3, written in C++14. This alone makes it highly portable - reone is believed to be working on Windows, Linux and Mac OS. Some background on myself: I'm a professional software developer from Russia and a prior contibutor to the xoreos project, responsible for most of its recent progress on KotOR. Links: GitHub Page Project Roadmap YouTube Channel
  5. Version 1.0.0

    110 downloads

    The opening act of The Sith Lords gets a bad rap. It's actually very atmospheric and gives a great introduction to the themes of the game (especially if you install a skin like A Darker Peragus). It only has one real problem: it's too long and repetitive. Especially since TSL rewards replaying to try different paths, it can be a chore to get through at the beginning of a new game. This cuts out about a quarter of the length without sacrificing any plot points, by removing a large section that doesn't reveal anything new, and changing some frustrating level design decisions that add delays and backtracking without adding meaningful choices. This should give new players a better opening experience to the game, as well as letting experienced players get through the first segment faster. I recommend also installing my Harbinger Arrival: Free Cam mod, which speeds up a long unskippable animation sequence. It's separate so that it can be installed on its own for people who don't want the more drastic changes in Streamlined Peragus. Compatibility Requires TSLRCM. Tested with the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too. Install this after them. Also compatible with my Harbinger Arrival mods. Install them in any order. Links KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Harbinger Arrival: Free Cam: https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam JoeNotCharles' Harbinger Arrival: Restore Movie: https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie
  6. View File Streamlined Peragus The opening act of The Sith Lords gets a bad rap. It's actually very atmospheric and gives a great introduction to the themes of the game (especially if you install a skin like A Darker Peragus). It only has one real problem: it's too long and repetitive. Especially since TSL rewards replaying to try different paths, it can be a chore to get through at the beginning of a new game. This cuts out about a quarter of the length without sacrificing any plot points, by removing a large section that doesn't reveal anything new, and changing some frustrating level design decisions that add delays and backtracking without adding meaningful choices. This should give new players a better opening experience to the game, as well as letting experienced players get through the first segment faster. I recommend also installing my Harbinger Arrival: Free Cam mod, which speeds up a long unskippable animation sequence. It's separate so that it can be installed on its own for people who don't want the more drastic changes in Streamlined Peragus. Compatibility Requires TSLRCM. Tested with the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too. Install this after them. Also compatible with my Harbinger Arrival mods. Install them in any order. Links KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Harbinger Arrival: Free Cam: https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam JoeNotCharles' Harbinger Arrival: Restore Movie: https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie Submitter JoeNotCharles Submitted 05/25/2024 Category Mods TSLRCM Compatible Yes  
  7. Hey everybody! I'm a fairly new member of the deadlystream community but like the rest of you I love Kotor and TSL and love the mods that you all make for this game (In particular shout out to Effixian for some of my favorite mods). I was hoping to ask as somebody who admittedly doesn't know much about creating new models, what the possibility of creating a PC outfit with a poncho for TSL, similar to the one Cal from the new Fallen Order game that was released. I feel like even just creating a poncho and using one of the pre-existing clothing options in game as the layer underneath would look great, though I'm not sure how practical or how much of a pain this would be. If there's a mod I missed in my research that is similar please point me to it, otherwise I'd love to hear some peoples thoughts!
  8. View File Existential Selkath's HK-47 Overhaul, TSL Patch THIS IS A PATCH, ORIGINAL MOD BY EXISTENTIAL SELKATH IS STILL REQUIRED The purpose of this mod is to provide a patch to finally be able to use Existential Selkath's excellent HK Overhaul mod in Kotor 2. I was hoping for Existential Selkath to release their own version of this but after seeing the following comment by them it seemed to me like they mostly gave up on doing so, thus I decided to release my own. This patch does not include any of the incredible texture work by Existential Selkath, it only patches the model to bring it to work within TSL. This patch also makes it so the model uses the new TSL animations and includes Marius Fett's HK-47 Disabled Animation Eye Fix Mod. A disabled HK-47 will have its eyes turned off. Original Mod: https://www.nexusmods.com/kotor/mods/1476?tab=files ------------------------------ Installation ------------------------------ Download Existential Selkath's original mod, and copy its contents to your TSL Override directory. Once that is done, run the TSL Patcher found with this mod. ------------------------------ Uninstallation ------------------------------ Copy the appearance.2da found in the backup directory back to override. Then delete the new p_hk47.mdl and p_hk47.mdx files. Submitter Nehua Submitted 04/14/2023 Category Mods TSLRCM Compatible Yes  
  9. 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
  10. 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.
  11. This mod ports the only character from K1 that no one has transferred yet. It is very useful for those who want to make a standard Canderus out of a Mandalore canderous_ordo tsl.rar
  12. Version 1.2.3

    14,508 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.
  13. Version 1.0.3

    8,990 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.
  14. Version 1.1.1

    11,381 downloads

    This mod addresses several issues with Jedi Malak's mouth in KOTOR II. 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 is to ensure that Malak's mouth is only a disaster post-contact with Revan's lightsaber. Installation & Uninstallation To install this mod, drag the files in "Override" to the override folder in your game's directory. To uninstall this mod, delete n_jedimalek.mdl & n_jedimalek.mdx from your game's override folder. Compatibility & 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. 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.
  15. Version 1.3.2

    18,535 downloads

    This mod intends to address key issues with male Twi'lek heads in KOTOR II, most notably the addition of ear geometry. The main improvements are the addition of ears and slimming down on the Bib Fortuna necks. Other tweaks include better smoothing groups, fixed teeth and eyelids, and recolored tongues. The ears were created using modified assets ported from SWTOR. There's two options for installation. Option A uses the slim necks, while Option B retains the original necks. I highly recommend the first option as it fixes clipping with collars on heavy armor and it's the main choice for other mods which use my files. Given the frequency of Twi'lek NPCs, this mod's a nice visual improvement that adds a much-needed element of consistency with other humanoid head models in the game. The KOTOR I version can be found here. Installation & Uninstallation To install this mod, run Installer.exe, select the option(s) you want, and proceed with the installation. To uninstall this mod, run the installer again, select the same option(s), and click Tools -> Uninstall Mod / Restore Backup. Compatibility & Known Issues This mod isn't compatible with any retextures of male Twi'lek heads unless that mod states otherwise. There's no known compatibility issues with any other mods. I've given permission for this mod to be included in a few other projects. Be sure to check the descriptions of those mods to see if you need to install this first. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc Darth Parametric, Upper teeth no-clip fix NickHugi, HoloPatcher Autodesk, 3ds Max The GIMP Team, GIMP Thanks to Darth Parametric, ebmar, & JCarter426 for the help during the development of this mod! Disclaimer This mod is not supported by LucasArts, BioWare, Obsidian Entertainment, or EA. 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.
  16. Version 1.1.0

    99 downloads

    Unlocks the camera during the Harbinger arrival animation, so you can have the eerie experience of walking alongside the huge ship as it pulls closer. I think it's more ominous this way (and as a bonus, if you're replaying and don't want to watch again, you can rush through without waiting for the whole animation.) Compatibility Tested with Vanilla KOTOR2, TSLRCM and the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too. Install this after TSLRCM and anything else that modifies the Harbinger arrival sequence, such as the Harbinger Arrival Performance Enhancement (which is included in the mod build). Also compatible with my Harbinger Arrival: Restore Movie mod. Install them in either order. Links KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: Restore Movie: https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie
  17. View File Harbinger Arrival: Free Cam Unlocks the camera during the Harbinger arrival animation, so you can have the eerie experience of walking alongside the huge ship as it pulls closer. I think it's more ominous this way (and as a bonus, if you're replaying and don't want to watch again, you can rush through without waiting for the whole animation.) Compatibility Tested with Vanilla KOTOR2, TSLRCM and the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too. Install this after TSLRCM and anything else that modifies the Harbinger arrival sequence, such as the Harbinger Arrival Performance Enhancement (which is included in the mod build). Also compatible with my Harbinger Arrival: Restore Movie mod. Install them in either order. Links KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: Restore Movie: https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie Submitter JoeNotCharles Submitted 04/02/2024 Category Mods TSLRCM Compatible Yes  
  18. View File Harbinger Arrival: Restore Movie TSLRCM replaces the single movie when the Harbinger arrives at Paragus with a 3-step sequence: a movie, an in-engine cut scene, then another movie. This puts the original movie back while keeping all the other TSLRCM changes. Why do that? The main reason to prefer the in-engine cut scene is that the original movie looks awful - space shots of the ship arriving can get away with a fuzzy low resolution, since they're so different from the gameplay, but the middle section really suffers by comparison. But, Naelavok's Remastered (Upscaled) Cutscenes improve the movie quality enough to compete with the rendering. PapaZinos' Harbinger Arrival Performance Enhancement mod does a lot of great work to make the cut scene smoother and fixes a lot of glitches, but on my machine (with the upscaled movies) there's still a loading delay when switching from a movie, to an in-engine rendering, back to a movie. The single movie has smooth fades, so it has better pacing for this important scene. I still recommend the Performance Enhancement mod, though, because it fixes a lot of other glitches in the sequence, and it greatly improves another brief cut scene after the Harbinger arrives. To make sure PapaZinos' hard work on the in-engine rendering doesn't go to waste, I used it to add a little improvement to that cutscene as well... Compatibility Not needed with vanilla TSL. Works with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Tested with the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too. Install this after TSLRCM and Harbinger Arrival Performance Enhancement. Also compatible with my Harbinger Arrival: Free Cam mod. Install them in either order. Links Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: FreeCam: https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam Submitter JoeNotCharles Submitted 03/31/2024 Category Mods TSLRCM Compatible Yes  
  19. Version 1.0.0

    119 downloads

    TSLRCM replaces the single movie when the Harbinger arrives at Paragus with a 3-step sequence: a movie, an in-engine cut scene, then another movie. This puts the original movie back while keeping all the other TSLRCM changes. Why do that? The main reason to prefer the in-engine cut scene is that the original movie looks awful - space shots of the ship arriving can get away with a fuzzy low resolution, since they're so different from the gameplay, but the middle section really suffers by comparison. But, Naelavok's Remastered (Upscaled) Cutscenes improve the movie quality enough to compete with the rendering. PapaZinos' Harbinger Arrival Performance Enhancement mod does a lot of great work to make the cut scene smoother and fixes a lot of glitches, but on my machine (with the upscaled movies) there's still a loading delay when switching from a movie, to an in-engine rendering, back to a movie. The single movie has smooth fades, so it has better pacing for this important scene. I still recommend the Performance Enhancement mod, though, because it fixes a lot of other glitches in the sequence, and it greatly improves another brief cut scene after the Harbinger arrives. To make sure PapaZinos' hard work on the in-engine rendering doesn't go to waste, I used it to add a little improvement to that cutscene as well... Compatibility Not needed with vanilla TSL. Works with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Tested with the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too. Install this after TSLRCM and Harbinger Arrival Performance Enhancement. Also compatible with my Harbinger Arrival: Free Cam mod. Install them in either order. Links Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: FreeCam: https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam
  20. Version 1.0

    442 downloads

    A Mod for Star Wars Knights of The Old Republic 2 The Sith Lords Author: N-DReW25 Release Date: 19.03.2017 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic 2 The Sith Lords override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: While I was searching the game files for TSL I discovered the K1 Skyboxes for Dantooine were still in the TSL game files. I also discovered the grass on Onderon was also very similar to the K1 Dantooine grass so I made this mod. What this mod does is retexture the Dantooine grass and skyboxes to look like the Skyboxes and grass in K1. This mod includes no ported content from K1 into TSL. All assets used were already within the TSL game files. Known Bugs: The very top of the Dantooine Outdoor Modules is a different color to the rest of the skyboxes. I will address this when I find the correct texture for it or am able to make a custom one Incompatibilities: Is incompatible with anything that changes the Dantooine grass or skybox Permissions: Do NOT claim credit for this mod and please ask me for permission if you want to use this in your mod Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool, Obsidian for not deleting the textures and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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 THIS FILE.
  21. jc2

    Train The Disciple

    Version 1.0.0

    1,946 downloads

    Train the Disciple By jc2 Atton can be trained to use the force forms and lightsaber techniques that the PC learns on his/her journey, however, the Disciple cannot. At a loss for why this would not be, jc2 has undertaken an effort to rebalance this issue. Keeping in mind the sister mod, Train the Handmaiden, which set out in 2017, nearly 2 years prior to address the same issue for the Handmaiden, jc2 has come full circle. Therefore, it is the entire effort of this mod to allow the PC to train the Disciple in all 7 of the lightsaber forms, four force forms, and three force techniques. Lightsaber techniques: Ataru Form -Juyo Form - Shii Cho Form - Soresu Form - Makashi Form - Niman Form - Shien Form Force forms: Force Potency Form- Force Mastery Form -Force Focus Form - Force Affinity Force techniques: Breath Control - Beast Trick -- Force Sight The PC must have learned these techniques in order to train the Disciple on them. Incompatibilities: None so far. Compatible with Party Swap & any mod that edits disciple.dlg, because Train the Disciple does not edit disciple.dlg in any way. Files used: jc2_coms.uti, deadmerc_cont.utp (Dantooine corpses within Enclave next to Statue), jc2_disciple.dlg, spells.2da & globalcat.2da (correctly patched with tslpatcher). Installation: Run Tslpatcher See Readme for further details and information, before installing. Credits: Sith Holocron for VO splicing Deadlystream for hosting & Tyvokka for hosting deadlystream! ZYBL2 for quick explanation of lips files stoffe for the tslpatcher Jesus the Christ Feedback is always appreciated, regardless of its nature. I hope you enjoy!
  22. Version 1.5.1

    1,134 downloads

    A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.5.0 Release Date: 13.06.2022 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Description: Over the years, I have released a lot of restoration and fix mods for TSL though many of my mods don't necessarily stand out as much as others mainly because the mod is so small and insignificant. This mod is designed to make your life easier, all of my small, insignificant and standalone mods are inside this mod pack so that you, the player, only need to download 1 mod and install once (Or several times depending if you want an optional mod). What's in the mod? Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Ashton Scorpius: For making his TSL Removed Mouth Cubes mod a Modder's Resource Bioware: For such an amazing game Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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 THIS FILE.
  23. jc2

    Train The Handmaiden

    Version 2.0

    6,993 downloads

    One of the great things about TSLRCM is that the Exile can teach the party all of the forms that they learn from the Jedi masters. You could teach Atton, Mira, Visas, Bao-Dur, and Disciple all the forms and techniques you learn… wait, shouldn’t Handmaiden be on the list? She ought to be in the first place when she becomes a Jedi! However, there wasn’t any scripting or VO available for the Handmaiden to be trained in the games files nor was there ever an alternate solution. Well, after some script writing and some VO splicing by jc2, you can now teach Handmaiden all the forms just like you could for your other companions! This mod can be installed easily at any time during your playthrough and will take effect when Handmaiden becomes a Jedi. Enjoy!- Mellowtron11 Installation: Run tslpatcher **NOTE** PartySwap by DarthTyren is compatible & Leilukin's Handmaiden Fem Romance & are any other mods that edit handmaiden.dlg Compatible with TSLRCM Incompatible with anything that edits "262bdcg.dlg" see readme for workaround if necessary. If you receive these 2 errors, nothing is wrong. And the installer will continue to patch these 2das as needed. These two errors simply mean that the installer does not need to place these two files in the override folder because they are already there, and will continue patching them correctly. This was put in place in th e unlikely event that your override did not have these two files already within. • Warning: A file named globalcat.2da already exists in the override folder. Skipping file... • Warning: A file named spells.2da already exists in the override folder. Skipping file... See readme for details on how to use. Any feedback, regardless of its nature, is appreciated!
  24. Version 1.0

    1,420 downloads

    NOTE: Do NOT use this with the most recent version of TSLRCM, as we fixed it in the feat.2da. Installing this ontop of TSLRCM will re-add the bug! Author: Kainzorus Prime Mod Name: Proficiency/Focus Feat Icons Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod fixes the oversight present since the first KotOR, which set the icons for weapon proficiency feats to use the ones meant for weapon focus feats, and vice versa. 2. Installation: ========= Drop all the files into the override. Overwrite as necessary. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. 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.
  25. Version 1.1

    1,908 downloads

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 19.03.2017 Release Date 1.1: 7.09.2017 Installation: Double Click the TSLPatcher.exe and let it do its magic Uninstallation: Remove or Delete all the files with the "e_imp1_01.uti" all the way to "e_imp4_10.uti" (There are at least 30 of those so they aren't listed here) When the TSLPatcher installs the mod correctly it generates a backups folder within the Implant Feat Restoration folder that contains the TSLPatcher. Open the backups folder and copy the "baseitems.2da" and "feat.2da" to the override folder overriding the Implant Feat Restoration files If you have any problems be sure to contact me for support Description: Kotor 2 is known for a ton of cut content. The TSLRCM restores most of that content but there were some they left behind due to it being not restorable or not necessary. However if you have sharp eyes you might notice the Implant Feat is unavailable. This is likely intentional by Obsidian as the Implants in game require a certain level of constitution in order to use them. This is all well and good until you realize you will have to abandon other stats completely for constitution in order to get good implants. This mod changes it so that you now require a certain implant feat to wear certain implants. There are three tiers of implants so 3 to 5 level ups should be enough to get max implants whereas before you'd need at least 6 to 11 to get max implants Currently, only Hanhar and Mira have the feats. If you want your main character to have the feats you must give it to them on the level up screen (Since you cannot play as a scout you cannot get implants for free) Also, ALL implants will require this new feat instead of the constitution. This means there is a low chance of an NPC having no implant since it doesn't have the new feat and cannot use it's implant. This is mostly a good thing as it will make the enemy slightly easier Known Bugs: this mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: The TSLPatcher will make it compatible with nearly any mod...but if you do find an incompatible mod please alert me so I can put it in the readme Incompatible with Sireyn's Kotor 2 Implant Rebalance Permissions: Do NOT claim credit for this mod and do not use it in your own mods without my permission Thanks: Bioware for such an amazing game, Stoffee for TSLPatcher, Fred Tetra for Kotor Tool, Fair Strides for helping me get the Feat to appear on the character creation screen and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY 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 THIS FILE.