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Found 378 results

  1. View File AxC's Shape Your Padawans Shape Your Padawans allows you to take full control over your Force-sensitive companions' Jedi training in KOTOR 2. Unlike the original game, where each companion's Jedi class is pre-determined, this mod grants you the power to choose their path. Normally, Padawans select their own path, but these are unusual times, and as their mentor, you can guide them to become a Jedi Guardian, Sentinel, or Consular. With this mod, your companions are truly your Padawans, and their destiny lies in your hands. Key Features: Choose the Jedi class for each Force-sensitive companion as they become your Padawans. Tailor their growth to complement your party's needs, roleplay your vision of their Jedi path, or just experiment with different builds. See which Jedi class each companion would have originally become before making your choice. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Mods on Screenshots: Canonical Jedi Exile, by michaelfung2000 The Exile's Robe, by Ellimar Submitter AxConsortium Submitted 10/10/2024 Category Mods TSLRCM Compatible Yes  
  2. 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
  3. Version 1.1.0

    200 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. The full list of changes is below, if you want spoilers: 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 Tweaks. Install them in any order. Known Bugs (spoilers) 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 Tweaks: https://deadlystream.com/files/file/2518-harbinger-arrival-tweaks Formerly packaged separately at https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam and https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie.
  4. Version 1.0.0

    3 downloads

    Shape Your Padawans allows you to take full control over your Force-sensitive companions' Jedi training in KOTOR 2. Unlike the original game, where each companion's Jedi class is pre-determined, this mod grants you the power to choose their path. Normally, Padawans select their own path, but these are unusual times, and as their mentor, you can guide them to become a Jedi Guardian, Sentinel, or Consular. With this mod, your companions are truly your Padawans, and their destiny lies in your hands. Key Features: Choose the Jedi class for each Force-sensitive companion as they become your Padawans. Tailor their growth to complement your party's needs, roleplay your vision of their Jedi path, or just experiment with different builds. See which Jedi class each companion would have originally become before making your choice. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Mods on Screenshots: Canonical Jedi Exile, by michaelfung2000 The Exile's Robe, by Ellimar
  5. Hi everyone, This is probably my first topic here about a WIP, so I'm gonna get to it. During my most recent Kotor 2 installation, I remembered that if you enslave Ramana she only gives you money until you get your prestige class, same for the Red Eclipse slavers in TSLRCM. You get 100 credits for each level, so at level 15 you get 1500, but then once you get a prestige class, you no longer get any money because the script keeps checking your base class level, not your total character level. So a level 16 character with a level 1 prestige class gets 0 credits instead of 1600. I've always wanted a mod to change this but I never found one so today I just went for it and tried to do it myself, and I did it. I made two versions: Option 1 makes it so that you keep getting money after your prestige class. I changed the scripts so it checks for both your base class level and prestige class level, adds them together, and uses that number to calculate the amount of credits you get. Normally, the script only checks for base class level. Option 2 is a bit of a cheat, made for people who want to maximize their profits. If you want to get the most money out of Ramana, you need to check back every level because the game doesn't keep track of levels you missed. So if you don't collect your reward at level 10, and level up to 11, you will lose the 1000 credits you would get from level 10. I'm not good enough to rewrite the script to make it keep track of levels missed, so I came up with a workaround. With Option 2, Ramana will give you money based on T3M4's level and the Red Eclipse will give you money based on HK47's level. In other words, you can freely level up the Exile as much as you want and not have to worry about missing out on credits - as long you keep holding levels for T3 and HK. This also has another advantage, since the two scripts use different characters, you don't need to go back and forth between Nar Shaddaa and Telos every time you level up to maximize profits, you can collect all the money for all of T3's levels on Telos, then move to Nar Shaddaa and do the same for HK. T3 and HK were perfect because as droids they don't get second classes, and you get them both early... and I rarely use them to begin with, so holding their levels for maximum profit is not a problem. Only downside is that you need them in your party to collect the credits, so you won't get any money until you have them. I have one problem though, I have no idea how to use the TSLPatcher and Option 2 won't work without it because the "c_global_lt_lev.ncs" script needed to be changed to accomodate both HK and T3. So the only way Option 2 works is if you inject the files into the 207TEL and 306NAR modules directly. I can use ErfEdit for this easily but an installer would be nice. I was hoping someone could make one for the files for me. I've attached a zip file with everything, including the source files and instructions on what goes where. I've tested the files with Ramana and they work but I haven't had the chance to test them with the Red Eclipse or HK yet. However, given how similar the scripts are, there shouldn't be any issues but if you do find something, let me know. If anyone could help with this, I'd appreciate it and also, feel free to use what I made in your own mod if you want to. Ramana Red Eclipse money fix.zip
  6. Version v2.5

    2,173 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 permitted to be updated by anyone that would like to do so, credit me though. Credits: *Deadlystream *Modders for Tools Needed. *All Kotor 1 & Tsl Participants
  7. Version 1.4

    992 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: I give full permission for anyone that wants to update this mod. Credits: Deadlystream Modders & Tools Needed
  8. Version 1.0.1

    21 downloads

    TSL Holowan Duplisaber - Obsidian Color and Crystal 10/4/2024 by 90SK This replacement mod is for Holowan Duplisaber. Once you install Holowan Duplisaber, copy this Override folder to your preferred Knights Of The Old Republic II Directory. It will replace "Cerulean" with "Obsidian" in the Saber Crystal Surplus. This affects all the icons and the color/name of all the Cerulean sabers. They will all be Obsidian now and with black icons, etc. The color is a thin black beam, with a glowing white outline. This was done with permission from VarsityPuppet. There is no other replacement for Duplisaber that creates a customized obsidian or black color crystal to my liking, and my own attempts at this have resulted in this mod. Other Black Saber Mods: JC's Darksaber for K1 JC's Darksaber for TSL Svosh's Black Core Sabers for K1 90SK's Black for Silver Saber Color TSL Installation: Copy "Override" from Mod Archive to your preferred Knights Of The Old Republic II Directory. Hit OK to replace all files. The Cerulean color from Holowan Duplisaber will be replaced entirely with the Obsidian color. Known Compatibility: This is a patch for Duplisaber, must be used along side that mod. TSLRCM Compatibility: Same as Duplisaber Special Thanks: DeadlyStream.com, Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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.
  9. View File TSL Holowan Duplisaber - Obsidian Color and Crystal TSL Holowan Duplisaber - Obsidian Color and Crystal 10/4/2024 by 90SK This replacement mod is for Holowan Duplisaber. Once you install Holowan Duplisaber, copy this Override folder to your preferred Knights Of The Old Republic II Directory. It will replace "Cerulean" with "Obsidian" in the Saber Crystal Surplus. This affects all the icons and the color/name of all the Cerulean sabers. They will all be Obsidian now and with black icons, etc. The color is a thin black beam, with a glowing white outline. This was done with permission from VarsityPuppet. There is no other replacement for Duplisaber that creates a customized obsidian or black color crystal to my liking, and my own attempts at this have resulted in this mod. Other Black Saber Mods: JC's Darksaber for K1 JC's Darksaber for TSL Svosh's Black Core Sabers for K1 90SK's Black for Silver Saber Color TSL Installation: Copy "Override" from Mod Archive to your preferred Knights Of The Old Republic II Directory. Hit OK to replace all files. The Cerulean color from Holowan Duplisaber will be replaced entirely with the Obsidian color. Known Compatibility: This is a patch for Duplisaber, must be used along side that mod. TSLRCM Compatibility: Same as Duplisaber Special Thanks: DeadlyStream.com, Fred Tetra, author of KOTOR Tool, and Obsidian / Bioware for their original material. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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. Submitter 90SK Submitted 10/04/2024 Category Mods TSLRCM Compatible Yes  
  10. Version 1.0.2

    74 downloads

    Convince, push the blame, or gaslight your favorite Jedi Master to spare him… Or be the one swayed in return! Description: This mod allows players who take General Vaklu’s route on Onderon to complete the questline without having to kill Master Kavar. This can be achieved (or failed) through various dialogue paths, exploring different topics such as proving General Vaklu to be the best choice for Onderon, convincing Kavar that he is fighting a battle he cannot win, guilt-tripping him, and more. The main focus of the mod is to add more interactions with Kavar, who was a mentor and a friend to the Exile — a connection that was scarcely explored in the vanilla game. It also adds complexity to Onderonian politics, allowing the player to shape Onderon's future without the necessity of killing a Jedi. Additionally, this mod allows players who initially sided with Vaklu to betray him and switch sides at the last possible moment. Key Features: Spare Master Kavar and meet him later on Dantooine, without following the “light” path on Onderon. Change sides after sparring with Master Kavar, keeping Queen Talia on the throne. End Kavar’s life prematurely, skipping his third-phase fight. Multiple ways to persuade Kavar, allowing you to roleplay your character in various ways. Notes: The mod is unvoiced. After careful consideration, I decided against using voice cloning or synthesizing due to the controversial attitudes toward such practices. If you decide to join Talia after sparring with Kavar, there will be no reward from the Queen after completing the storyline — you did ransack her city, after all! Some dialogue paths will require you to have neutral or light alignment to succeed. Force Persuasion requires you to have the "Dominate Mind" ability; otherwise, it will fail. Bugs: There is a known issue, possibly unrelated to this mod, where during the final fight against Vaklu, the General refuses to defend himself. Many players have reported this problem, which can interfere with the mod’s thematic elements. Unfortunately, I am unsure of the cause or how to fix it, so any help would be appreciated. The Lost Jedi quest will not be updated, and the Master of the Palace quest will still state Kavar died, even if your spared him on Vaklu's path. Will be fixed in the future. Kreia's dialogue does not update accordintly? Will probably fix aswell when I find out what exact dialogue does not update. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Mods on Screenshots: Canonical Jedi Exile, by michaelfung2000 The Exile's Robe, by Ellimar
  11. Hello DS. All ideas for EOD sidequests go here. I'm trying to keep spoilers to a minimum. Edge Of Darkness - Mods - Deadly Stream Knights Of The Old Republic 0: Edge Of Darkness mod - ModDB There aren't really guidelines to what is possible. The party are sith spies using the Ebon Hawk to masquerade as mercenaries in missions to retrieve data tablets on 10 worlds. Zeltros Ilum Gromas III Mustafar Thyferra Coruscant Tatooine Blenjeel Chaehroth Felucia
  12. View File AxC's Kavar's Extended Choices Convince, push the blame, or gaslight your favorite Jedi Master to spare him… Or be the one swayed in return! Description: This mod allows players who take General Vaklu’s route on Onderon to complete the questline without having to kill Master Kavar. This can be achieved (or failed) through various dialogue paths, exploring different topics such as proving General Vaklu to be the best choice for Onderon, convincing Kavar that he is fighting a battle he cannot win, guilt-tripping him, and more. The main focus of the mod is to add more interactions with Kavar, who was a mentor and a friend to the Exile — a connection that was scarcely explored in the vanilla game. It also adds complexity to Onderonian politics, allowing the player to shape Onderon's future without the necessity of killing a Jedi. Additionally, this mod allows players who initially sided with Vaklu to betray him and switch sides at the last possible moment. Key Features: Spare Master Kavar and meet him later on Dantooine, without following the “light” path on Onderon. Change sides after sparring with Master Kavar, keeping Queen Talia on the throne. End Kavar’s life prematurely, skipping his third-phase fight. Multiple ways to persuade Kavar, allowing you to roleplay your character in various ways. Notes: The mod is unvoiced. After careful consideration, I decided against using voice cloning or synthesizing due to the controversial attitudes toward such practices. If you decide to join Talia after sparring with Kavar, there will be no reward from the Queen after completing the storyline — you did ransack her city, after all! Some dialogue paths will require you to have neutral or light alignment to succeed. Force Persuasion requires you to have the "Dominate Mind" ability; otherwise, it will fail. Bugs: There is a known issue, possibly unrelated to this mod, where during the final fight against Vaklu, the General refuses to defend himself. Many players have reported this problem, which can interfere with the mod’s thematic elements. Unfortunately, I am unsure of the cause or how to fix it, so any help would be appreciated. The Lost Jedi quest will not be updated, and the Master of the Palace quest will still state Kavar died, even if your spared him on Vaklu's path. Will be fixed in the future. Kreia's dialogue does not update accordintly? Will probably fix aswell when I find out what exact dialogue does not update. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Mods on Screenshots: Canonical Jedi Exile, by michaelfung2000 The Exile's Robe, by Ellimar Submitter AxConsortium Submitted 09/07/2024 Category Mods TSLRCM Compatible Yes  
  13. Version v1.0.0b1

    36 downloads

    A simple CLI to easily compare KOTOR file formats. This is a very simple CLI to PyKotor. If you find TSLPatcher isn't patching the resulting files in the way you want, you can use this tool to compare your manual changes to the resulting TSLPatcher result. You can also use it to compare entire installations, directories, or single files. Why KotorDiff? It is (or should be) common knowledge that Kotor Tool is not safe to use for anything besides extraction. But have you ever wondered why that is? Let's take a look at a .utc file extracted directly from the BIFs (the OG vanilla p_bastilla.utc). Extract it with KTool and name it p_bastilla_ktool.utc. Now open the same file in ktool's UTC character editor, change a single field (literally anything, hp, strength, whatever you fancy), and save it as p_bastilla_ktool_edited.utc. KotorDiff's output: Using --path1='C:\Users\nodoxxxpls\Downloads\p_bastilla_ktool_edited.utc' Using --path2='C:\Users\nodoxxxpls\Downloads\p_bastilla_ktool.utc' Using --ignore-rims=False Using --ignore-tlk=False Using --ignore-lips=False Using --compare-hashes=True Using --use-profiler=False GFFStruct: number of fields have changed at 'p_bastilla_ktool_edited.utc': '72' --> '69' Field 'Int16' is different at 'p_bastilla_ktool_edited.utc\HitPoints': --- (old)HitPoints +++ (new)HitPoints @@ -1 +1 @@ -18 +24 Field 'LocalizedString' is different at 'p_bastilla_ktool_edited.utc\FirstName': --- (old)FirstName +++ (new)FirstName @@ -1 +1 @@ -Bastila +31360 Field 'Int16' is different at 'p_bastilla_ktool_edited.utc\CurrentHitPoints': --- (old)CurrentHitPoints +++ (new)CurrentHitPoints @@ -1 +1 @@ -20 +24 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\0\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -3 +94 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\2\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -39 +98 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\3\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -43 +55 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\4\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -44 +107 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\5\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -55 +3 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\6\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -94 +39 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\7\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -98 +43 Field 'UInt16' is different at 'p_bastilla_ktool_edited.utc\FeatList\8\Feat': --- (old)Feat +++ (new)Feat @@ -1 +1 @@ -107 +44 Field 'LocalizedString' is different at 'p_bastilla_ktool_edited.utc\Description': --- (old)Description +++ (new)Description @@ -0,0 +1 @@ +-1 Field 'String' is different at 'p_bastilla_ktool_edited.utc\Subrace': --- (old)Subrace +++ (new)Subrace @@ -1 +0,0 @@ -0 ^ 'p_bastilla_ktool_edited.utc': GFF is different ^ --------------------------------------------------- 'p_bastilla_ktool_edited.utc' DOES NOT MATCH 'p_bastilla_ktool.utc' Sheesh! I bet you can't even guess which field I modified! Again I changed a singular field! What is all this nonsense that KTool did to my character sheet? Moral: Don't use KTool to modify files. It seems to have the incorrect field types defined internally and doesn't respect the original file when saving a new one. But KotorDiff saved the day here and outputted exactly what happened on save. How to use: Simply run the executable. It'll ask you for 3 paths: PATH1 Path to the first K1/TSL install, file, or directory to diff. PATH2 Path to the second K1/TSL install, file, or directory to diff. OUTPUT_LOG File name/path of the desired output logfile (defaults to log_install_differ.log in the current directory) If you point PATH1 and PATH2 to two KOTOR installs, it will ONLY compare the Override folder, the Modules folder, the Lips folder, the rims folder (if exists), the StreamWaves/StreamVoices folder, and the dialog.tlk file. This was a design choice to improve how long the differ takes to finish. This includes any subfolders within the aforementioned folder names. Supported filetypes/formats: TalkTable files (TLK) Any GFF file (DLG, UTC, GUI, UTP, UTD, GIT, IFO, etc) Any capsule (ERF, MOD, RIM, SAV, etc) Not supported: NCS, NSS, ITP Any file format that's not supported will have its SHA256 hash compared instead. CLI Support: This is a very flexible tool. You can send it command line arguments if you would like to use it in a 3rd party tool. Run `kotordiff.exe --help` to get a full syntax. If there's an error, the exit code will be 3 (if err is known by my code) or 1 (some sys error loading the tool). If the two paths match, the exit code will be 0. If the two paths don't match, exit code will be 2. You can utilize these error codes to utilize KotorDiff in a customized 3rd party script, or add-on to WinMerge/WinDirStat, possibilities are endless. FAQ: I am struggling to read the diff output, why is it saying +/-/@38924 and what does it mean? A: GIT Diff is a standardized output format that has been widely adopted and used since probably the 80s/90s. https://stackoverflow.com/a/2530012/4414190 is by far the best explanation i've seen, but honestly ask ChatGPT to explain it further if needed, or send me a pm if something doesn't make sense! Couldn't I just open my two files with Holocron Toolset/ERFEdit/K-GFF etc? You could, but for me it became tedious to manually compare them side by side, expanding every node etc. Leave alone completely multiple files. This tool allows you to simply input two paths and have the full differences outputted and logged. A main benefit is it'll show you the exact GFF paths that differ. Output such as `Missing struct: "EntryList\5\RepliesList\3" {contents of the struct}` has been very useful. Why is my antivirus is flagging this? This is a false-positive and there's nothing I can do. Python source scripts are compiled to executables using PyInstaller, but unfortunately some antivirus's have been known to flag anything compiled with PyInstaller this way. The problem is similar to why your browser may warn you about downloading any files with the .EXE extension. This whole tool is open source, feel free to run directly from the source script: https://github.com/NickHugi/PyKotor/blob/master/Tools/KotorDiff/src/kotordiff/__main__.py There's a well-written article explaining why the false positives happen on their issue template: https://github.com/pyinstaller/pyinstaller/blob/develop/.github/ISSUE_TEMPLATE/antivirus.md TLDR: PyInstaller is an amazing tool, but antiviruses may flag it. This is not the fault of PyInstaller or my tool, but rather the fault of how some scummy users have chosen to use PyInstaller in the past. Please report any false positives you encounter to your antivirus's website, as reports not only improve the accuracy of everybody's AV experience overall, but also indirectly supports the PyInstaller project. Source code: https://github.com/NickHugi/PyKotor/blob/master/Tools/KotorDiff/ Credit: @Cortisol for creating the PyKotor library (i.e., 90% of the code for this tool)
  14. View File Harbinger Arrival Tweaks Contains two changes to the Harbinger docking sequence on Peragus. Install either or both, your choice: 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.) 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 Restore Movie isn't needed with vanilla KOTOR2. Free Cam works with it. Both work with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Install this after both of those, and anything else that modifies the Harbinger arrival sequence. Tested with the KOTOR2 Spoiler-Free Mod Build (which includes the Performance Enhancement), but it should work with the Full Mod Build too. Other Recommended Mods KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Streamlined Peragus: https://deadlystream.com/files/file/2470-streamlined-peragus Submitter JoeNotCharles Submitted 08/19/2024 Category Mods TSLRCM Compatible Yes  
  15. 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. The full list of changes is below, if you want spoilers: 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 Tweaks. Install them in any order. Known Bugs (spoilers) 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 Tweaks: https://deadlystream.com/files/file/2518-harbinger-arrival-tweaks Formerly packaged separately at https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam and https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie. Submitter JoeNotCharles Submitted 05/25/2024 Category Mods TSLRCM Compatible Yes
  16. Version 1.0.0

    178 downloads

    NOTE: this is now packaged together with my other Harbinger Arrival mod as Harbinger Arrival Tweaks. 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
  17. Version 1.1.0

    143 downloads

    NOTE: this is now packaged together with my other Harbinger Arrival mod as Harbinger Arrival Tweaks. 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
  18. Version 1.0.0

    89 downloads

    Contains two changes to the Harbinger docking sequence on Peragus. Install either or both, your choice: 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.) 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 Restore Movie isn't needed with vanilla KOTOR2. Free Cam works with it. Both work with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Install this after both of those, and anything else that modifies the Harbinger arrival sequence. Tested with the KOTOR2 Spoiler-Free Mod Build (which includes the Performance Enhancement), but it should work with the Full Mod Build too. Other Recommended Mods KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Streamlined Peragus: https://deadlystream.com/files/file/2470-streamlined-peragus
  19. Version 1.1

    1,809 downloads

    A program to generate a character at random to play with in Kotor 1 and Kotor 2 Also available in Browser https://animal31.itch.io/kotorgenerator
  20. View File Knights of the Old Republic Character Generator A program to generate a character at random to play with in Kotor 1 and Kotor 2 Also available in Browser https://animal31.itch.io/kotorgenerator Submitter Animal Submitted 06/03/2016 Category Modding Tools  
  21. Ferc Kast

    K1 Heads Port

    Version 1.0.1

    1,739 downloads

    ================================ KNIGHTS OF THE REPUBLIC II Mod ================================ Title: K1 Heads Port Version: 1.0.1 Author: Ferc Kast Contact: PM me on DeadlyStream *********** DESCRIPTION *********** This mod ports the original player heads from KOTOR I for use as playable heads in KOTOR II. To use reskins for these heads, follow these steps: 1) Move the relevant head and / or portrait tpcs out of your override folder. 2) After extracting the textures from the reskin mod, prefix the head texture filenames with "K1_" or "k1_" (without the quotes). 3) Copy the textures into your override folder. ************ INSTALLATION ************ Unzip the file. Run TSLPatcher, and point the installer to your KOTOR II installation folder. If you are using the Steam copy of TSLRCM, point it to the folder where it is installed. ************** UNINSTALLATION ************** Copy the 2das from the backup folder into the Override folder. Remove the following files from the Override folder: - k1_pfha01.mdl - k1_pfha01.mdx - k1_pfha01.tpc - k1_pfha01d.tpc - k1_pfha01d1.tpc - k1_pfha01d2.tpc - k1_pfha01d3.tpc - k1_pfha02.mdl - k1_pfha02.mdx - k1_pfha02.tpc - k1_pfha02d.tpc - k1_pfha02d1.tpc - k1_pfha02d2.tpc - k1_pfha02d3.tpc - k1_pfha03.mdl - k1_pfha03.mdx - k1_pfha03.tpc - k1_pfha03d.tpc - k1_pfha03d1.tpc - k1_pfha03d2.tpc - k1_pfha03d3.tpc - k1_pfha04.mdl - k1_pfha04.mdx - k1_pfha04.tpc - k1_pfha04d.tpc - k1_pfha04d1.tpc - k1_pfha04d2.tpc - k1_pfha04d3.tpc - k1_pfha05.mdl - k1_pfha05.mdx - k1_pfha05.tpc - k1_pfha05d.tpc - k1_pfha05d1.tpc - k1_pfha05d2.tpc - k1_pfha05d3.tpc - k1_pfhb01.mdl - k1_pfhb01.mdx - k1_pfhb01.tpc - k1_pfhb01d.tpc - k1_pfhb01d1.tpc - k1_pfhb01d2.tpc - k1_pfhb01d3.tpc - k1_pfhb02.mdl - k1_pfhb02.mdx - k1_pfhb02.tpc - k1_pfhb02d.tpc - k1_pfhb02d1.tpc - k1_pfhb02d2.tpc - k1_pfhb02d3.tpc - k1_pfhb03.mdl - k1_pfhb03.mdx - k1_pfhb03.tpc - k1_pfhb03d.tpc - k1_pfhb03d1.tpc - k1_pfhb03d2.tpc - k1_pfhb03d3.tpc - k1_pfhb04.mdl - k1_pfhb04.mdx - k1_pfhb04.tpc - k1_pfhb04d.tpc - k1_pfhb04d1.tpc - k1_pfhb04d2.tpc - k1_pfhb04d3.tpc - k1_pfhb05.mdl - k1_pfhb05.mdx - k1_pfhb05.tpc - k1_pfhb05d.tpc - k1_pfhb05d1.tpc - k1_pfhb05d2.tpc - k1_pfhb05d3.tpc - k1_pfhc01.mdl - k1_pfhc01.mdx - k1_pfhc01.tpc - k1_pfhc01d.tpc - k1_pfhc01d1.tpc - k1_pfhc01d2.tpc - k1_pfhc01d3.tpc - k1_pfhc02.mdl - k1_pfhc02.mdx - k1_pfhc02.tpc - k1_pfhc02d.tpc - k1_pfhc02d1.tpc - k1_pfhc02d2.tpc - k1_pfhc02d3.tpc - k1_pfhc03.mdl - k1_pfhc03.mdx - k1_pfhc03.tpc - k1_pfhc03d.tpc - k1_pfhc03d1.tpc - k1_pfhc03d2.tpc - k1_pfhc03d3.tpc - k1_pfhc04.mdl - k1_pfhc04.mdx - k1_pfhc04.tpc - k1_pfhc04d.tpc - k1_pfhc04d1.tpc - k1_pfhc04d2.tpc - k1_pfhc04d3.tpc - k1_pfhc05.mdl - k1_pfhc05.mdx - k1_pfhc05.tpc - k1_pfhc05d.tpc - k1_pfhc05d1.tpc - k1_pfhc05d2.tpc - k1_pfhc05d3.tpc - k1_pmha01.mdl - k1_pmha01.mdx - k1_pmha01.tpc - k1_pmha01d.tpc - k1_pmha01d1.tpc - k1_pmha01d2.tpc - k1_pmha01d3.tpc - k1_pmha02.mdl - k1_pmha02.mdx - k1_pmha02.tpc - k1_pmha02d.tpc - k1_pmha02d1.tpc - k1_pmha02d2.tpc - k1_pmha02d3.tpc - k1_pmha03.mdl - k1_pmha03.mdx - k1_pmha03.tpc - k1_pmha03d.tpc - k1_pmha03d1.tpc - k1_pmha03d2.tpc - k1_pmha03d3.tpc - k1_pmha04.mdl - k1_pmha04.mdx - k1_pmha04.tpc - k1_pmha04d.tpc - k1_pmha04d1.tpc - k1_pmha04d2.tpc - k1_pmha04d3.tpc - k1_pmha05.mdl - k1_pmha05.mdx - k1_pmha05.tpc - k1_pmha05d.tpc - k1_pmha05d1.tpc - k1_pmha05d2.tpc - k1_pmha05d3.tpc - k1_pmhb01.mdl - k1_pmhb01.mdx - k1_pmhb01.tpc - k1_pmhb01d.tpc - k1_pmhb01d1.tpc - k1_pmhb01d2.tpc - k1_pmhb01d3.tpc - k1_pmhb02.mdl - k1_pmhb02.mdx - k1_pmhb02.tpc - k1_pmhb02d.tpc - k1_pmhb02d1.tpc - k1_pmhb02d2.tpc - k1_pmhb02d3.tpc - k1_pmhb03.mdl - k1_pmhb03.mdx - k1_pmhb03.tpc - k1_pmhb03d.tpc - k1_pmhb03d1.tpc - k1_pmhb03d2.tpc - k1_pmhb03d3.tpc - k1_pmhb04.mdl - k1_pmhb04.mdx - k1_pmhb04.tpc - k1_pmhb04d.tpc - k1_pmhb04d1.tpc - k1_pmhb04d2.tpc - k1_pmhb04d3.tpc - k1_pmhb05.mdl - k1_pmhb05.mdx - k1_pmhb05.tpc - k1_pmhb05d.tpc - k1_pmhb05d1.tpc - k1_pmhb05d2.tpc - k1_pmhb05d3.tpc - k1_pmhc01.mdl - k1_pmhc01.mdx - k1_pmhc01.tpc - k1_pmhc01d.tpc - k1_pmhc01d1.tpc - k1_pmhc01d2.tpc - k1_pmhc01d3.tpc - k1_pmhc02.mdl - k1_pmhc02.mdx - k1_pmhc02.tpc - k1_pmhc02d.tpc - k1_pmhc02d1.tpc - k1_pmhc02d2.tpc - k1_pmhc02d3.tpc - k1_pmhc03.mdl - k1_pmhc03.mdx - k1_pmhc03.tpc - k1_pmhc03d.tpc - k1_pmhc03d1.tpc - k1_pmhc03d2.tpc - k1_pmhc03d3.tpc - k1_pmhc04.mdl - k1_pmhc04.mdx - k1_pmhc04.tpc - k1_pmhc04d.tpc - k1_pmhc04d1.tpc - k1_pmhc04d2.tpc - k1_pmhc04d3.tpc - k1_pmhc05.mdl - k1_pmhc05.mdx - k1_pmhc05.tpc - k1_pmhc05d.tpc - k1_pmhc05d1.tpc - k1_pmhc05d2.tpc - k1_pmhc05d3.tpc - pmha05hair.tpc - po_pfha1.tpc - po_pfha1d.tpc - po_pfha1d1.tpc - po_pfha1d2.tpc - po_pfha1d3.tpc - po_pfha2.tpc - po_pfha2d.tpc - po_pfha2d1.tpc - po_pfha2d2.tpc - po_pfha2d3.tpc - po_pfha3.tpc - po_pfha3d.tpc - po_pfha3d1.tpc - po_pfha3d2.tpc - po_pfha3d3.tpc - po_pfha4.tpc - po_pfha4d.tpc - po_pfha4d1.tpc - po_pfha4d2.tpc - po_pfha4d3.tpc - po_pfha5.tpc - po_pfha5d.tpc - po_pfha5d1.tpc - po_pfha5d2.tpc - po_pfha5d3.tpc - po_pfhb1.tpc - po_pfhb1d.tpc - po_pfhb1d1.tpc - po_pfhb1d2.tpc - po_pfhb1d3.tpc - po_pfhb2.tpc - po_pfhb2d.tpc - po_pfhb2d1.tpc - po_pfhb2d2.tpc - po_pfhb2d3.tpc - po_pfhb3.tpc - po_pfhb3d.tpc - po_pfhb3d1.tpc - po_pfhb3d2.tpc - po_pfhb3d3.tpc - po_pfhb4.tpc - po_pfhb4d.tpc - po_pfhb4d1.tpc - po_pfhb4d2.tpc - po_pfhb4d3.tpc - po_pfhb5.tpc - po_pfhb5d.tpc - po_pfhb5d1.tpc - po_pfhb5d2.tpc - po_pfhb5d3.tpc - po_pfhc1.tpc - po_pfhc1d.tpc - po_pfhc1d1.tpc - po_pfhc1d2.tpc - po_pfhc1d3.tpc - po_pfhc2.tpc - po_pfhc2d.tpc - po_pfhc2d1.tpc - po_pfhc2d2.tpc - po_pfhc2d3.tpc - po_pfhc3.tpc - po_pfhc3d.tpc - po_pfhc3d1.tpc - po_pfhc3d2.tpc - po_pfhc3d3.tpc - po_pfhc4.tpc - po_pfhc4d.tpc - po_pfhc4d1.tpc - po_pfhc4d2.tpc - po_pfhc4d3.tpc - po_pfhc5.tpc - po_pfhc5d.tpc - po_pfhc5d1.tpc - po_pfhc5d2.tpc - po_pfhc5d3.tpc - po_pmha1.tpc - po_pmha1d.tpc - po_pmha1d1.tpc - po_pmha1d2.tpc - po_pmha1d3.tpc - po_pmha2.tpc - po_pmha2d.tpc - po_pmha2d1.tpc - po_pmha2d2.tpc - po_pmha2d3.tpc - po_pmha3.tpc - po_pmha3d.tpc - po_pmha3d1.tpc - po_pmha3d2.tpc - po_pmha3d3.tpc - po_pmha4.tpc - po_pmha4d.tpc - po_pmha4d1.tpc - po_pmha4d2.tpc - po_pmha4d3.tpc - po_pmha5.tpc - po_pmha5d.tpc - po_pmha5d1.tpc - po_pmha5d2.tpc - po_pmha5d3.tpc - po_pmhb1.tpc - po_pmhb1d.tpc - po_pmhb1d1.tpc - po_pmhb1d2.tpc - po_pmhb1d3.tpc - po_pmhb2.tpc - po_pmhb2d.tpc - po_pmhb2d1.tpc - po_pmhb2d2.tpc - po_pmhb2d3.tpc - po_pmhb3.tpc - po_pmhb3d.tpc - po_pmhb3d1.tpc - po_pmhb3d2.tpc - po_pmhb3d3.tpc - po_pmhb4.tpc - po_pmhb4d.tpc - po_pmhb4d1.tpc - po_pmhb4d2.tpc - po_pmhb4d3.tpc - po_pmhb5.tpc - po_pmhb5d.tpc - po_pmhb5d1.tpc - po_pmhb5d2.tpc - po_pmhb5d3.tpc - po_pmhc1.tpc - po_pmhc1d.tpc - po_pmhc1d1.tpc - po_pmhc1d2.tpc - po_pmhc1d3.tpc - po_pmhc2.tpc - po_pmhc2d.tpc - po_pmhc2d1.tpc - po_pmhc2d2.tpc - po_pmhc2d3.tpc - po_pmhc3.tpc - po_pmhc3d.tpc - po_pmhc3d1.tpc - po_pmhc3d2.tpc - po_pmhc3d3.tpc - po_pmhc4.tpc - po_pmhc4d.tpc - po_pmhc4d1.tpc - po_pmhc4d2.tpc - po_pmhc4d3.tpc - po_pmhc5.tpc - po_pmhc5d.tpc - po_pmhc5d1.tpc - po_pmhc5d2.tpc - po_pmhc5d3.tpc **** BUGS **** Some of the male lips clip slightly on the character creation screen, but they are fine during the rest of the game. Let me know if you find any others. ******* CREDITS ******* - Fred Tetra, for developing the KOTOR Tool - Stoffe, for developing TSLPatcher ********* CHANGELOG ********* 1.0.1 - Updated Readme for clearer instructions on using reskins with this mod. 1.0 - Initial Release *********** PERMISSIONS *********** You may not redistribute this mod on other sites without my permission. You may use this mod in your own if you ask me. ********** DISCLAIMER ********** 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 THIS FILE.
  22. jc2

    Party Leveler TSL

    Version 2.00

    1,406 downloads

    Requested by LucyTheAlien. JC2 Presents: The Party Leveler TSL. ``````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````` About: Identical in concept to it's k1 counterpart, the PC can now fully upgrade their party members from level 1, once they join the party. Benefits: Potentially, you could have Atton as a level 2 Jedi Sentinel, or simply have more customization of feats/skills/powers than usual. Installation: Unzip and run the tslpatcher, should be compatible with every mod out there. Installation order should be whatever mod that may have the same files, then my mod letting the tslpatcher patch the files for compatibility. As always, I hope you enjoy! Feedback is always appreciated, regardless of its nature. -JC2 Special thanks to LucyTheAlien for reminding me about the TSLpatcher.
  23. Version 1.6

    18,756 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!
  24. Version 1.0

    2,473 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.
  25. Version 1.0

    2,903 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.