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Found 295 results

  1. tjsase

    HD HK Upscale

    Version 1.0.1


    DESCRIPTION This is an HD reskin of our fierce assassin droid HK-47, as well as HK-50 and HK-51. Their textures are now each 2048x2048, each manually-upscaled and incorporating downloaded textures. I constantly checked my work against the 3D model to ensure there were no texture seams. I even added an environment map to enhance the look of the brushed metal. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. If you're looking for an HD reskin for the KotOR I version of HK-47, check out "Quanons HK-47 Reskin" ( INSTALLATION Run TSLPatcher.exe. UNINSTALLATION Move the files from the newly created "backup" folder to the KotORII "override" folder. THANKS Thanks to GIMP,, Blender, KotORTool, KotORBlender, mdlops, and the KotOR Savegame editor. Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  2. Version 1.1.1


    This is an HD reskin of our favorite smuggler, Atton! The texture for his body is now 2048x2048, and utilizes hand-drawn edges and photographed textures. I consistently checked my work against a 3D model to ensure there were no texture seams. I even added an environment map to allow Atton's buckles/buttons to shine. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Drop the .tga and .txi files into the Override directory of you SWKotOR2 installation folder. THANX Thanks to at ( and Mod made by tjsase using Adobe Photoshop CS2 and Autodesk Maya 2016 Student Version
  3. jc2

    Train The Disciple

    Version 1.0.0


    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!
  4. jc2

    Train The Handmaiden

    Version 2.0


    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!
  5. Version 2.0.0


    This mod replaces the static computer panel placeables [PLC_comPanel] that found throughout the game; such as one in the Bumani's, Medical Unit, and Czerka's [on Telos] with the animated ones. -= BACKGROUND =- It was Sith Holocron's request about his least favorite texture in KotOR2/TSL that makes me work on this mod. But as time goes by curiosity on trying to improve it haunts me, by doing more and looking much better -- hence the born of v2.0.0. On this [as well as the previous one] I have him to help on making the panel screen, hence the sweet result of a movie-like looking ones. You should check out his blog from where the inspiration comes -- And then with DarthParametric's handy-hands the panel now have a new symmetrical frame, some 3D buttons, also few TOR-ported bits on the screen. Not stopping there, it now have a new panel board decals -- a copied work from Frank Diorio's downloadable decals [then niubniubsuniverse-dot-com]. -= ABOUT THIS MOD =- Inside this mod are 2 version; transparent screen and a solid-non-transparent version. Preview: Transparent Solid Specifics: New panel frame trimesh made by @DarthParametric New 3D buttons trimesh made by DarthParametric Panel screen bitmap made by @Sith Holocron Panel board bitmap made by Frank Diorio TOR ported animated bits redistributed by DarthParametric Tools mostly worked on to -- KOTORmax [gmax] by bead-v / Aurora MDL [N++] by Symmetric The panel texture currently still in vanilla scheme [based on stock PLC_comPanel], albeit upscaled to x1024 from x256 using PS'. -= KNOWN ISSUES =- With transparent version, some objects will become invisible behind the screen; such as traffics seen from Medical Unit and lightsaber as well with the hilt. There's a workaround for the traffics, but that's beyond the scope of this mod so they're something to live with at the moment. Nothing that I know of though for the lightsabers. -= FINAL REMARKS =- There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM me here, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. Hope you enjoy the mod as much as I do! -= INSTALLATION =- Run the installer and choose INSTALL option. Pick one you choose -- then hit the [Install Mod ->] button! -= UNINSTALLATION =- Choose the UNINSTALL option in the installation menu For a clean uninstallation, remove these files from the Override after proceeding with the main procedure -- eb_plc_commpane1/2.MDL eb_plc_commpane1/2.MDX eb_plc_commpane1/2.PWK eb_companel_btns.TPC eb_companel_pnel.TPC eb_companel_wave.TPC sheb_compnl_scrn.TPC -= COMPATIBILITY =- Not compatible with mods that hard-overwrites placeables.2DA Not compatible with mods that alter the modelname and label setup for RowIndex 292 in placeables.2DA Not compatible with mods which happened to have the same name with the MDL, MDX, PWK, and TPC-s that included with this mod -= REDISTRIBUTION =- Do not redistribute this mod or re-release it on any websites. I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. If you are to re-use an assets to a project you will be releasing, please be kindly to ask for permission first - that way I know what's up, and if it's interesting enough I might offer to be involved, lol. Or at least we'll talk. Cheers! -= CREDITS =- The Almighty Force Obsidian Entertainment and LucasArts for The Sith Lords Frank Diorio as the creator of panel board bitmap Sith Holocron for feedbacks, ideas and the panel screen DarthParametric for past-present knowledge, his creation that I took learn from, and particularly with this project -- the panel frame, 3D buttons as well the TOR-ported bits [and both endless technical-to-non assistance which makes this mod possible] JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method Fred Tetra for KotOR Tool bead-v for KOTORmax and MDLedit Symmetric for Aurora MDL ndix UR for tga2tpc and tpcview stoffe for TSL Patcher and Fair Strides for the updates VarsityPuppet for 2DA Editor All Tool Makers wasn't mentioned - can't make it without y'all! All streamers on DeadlyStream All modders either active or inactive DeadlyStream for being a home -- a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site DeadlyStream's #modding [Discord] channel that particularly essential for this project -eb
  6. Would anyone be able to "restore" the Krayt Dragon pearls to Kotor 2? I've always been a fan of the lore behind them and appreciate the RP aspect of their use in Lightsabers. I had the idea of one being in the Twi'lek explorer's inventory on Dantooine. It could be looted off his corpse if he is killed, or he might give it to you as a gesture of kindness if you mention his force connection. He does use the same Twi'lek model as Komad, so it would be a nice touch there. Alternatively, the second Pearl could be in one of the containers in Vogga the Hutt's stash. Both as a nod to Tatooine and as a reasonable treasure a Hutt might keep. It would be interesting if Heart of the Guardian and Mantle of the Force could be restored too, as power crystals instead of color crystals. But I am unsure how doable that would be.
  7. 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
  8. So, I decided to re-play Knights of the Old Republic: The Sith Lords the other day and realized that I could now play the game with the grass enabled -- before I would get the common problem I think has to do with ATI (AMD) graphics cards and the game being OpenGL; FYI: I think the latest ATI drivers have finally gotten around to fixing this. I thought, cool, I can now play all those outdoor areas (like Telos) with grass enabled as without it they kind of sucked. Then I realised that they still kind of sucked because the grass textures are so crap -- well, the game is rather old to be fair. So, I re-textured them to something better. Then I had to re-texture the ground texture to match, which also meant re-texturing all the ground textures along with the cliff area walls as well. I was happy and played on, that is until I got to the old underground military base and I thought, I think I can do better with some effort. So, I redid those as well. Then I went back and started work on Telos station as well, as some of the textures are shared between the two -- actually, a lot of the textures are used all over the place which makes it a bit tricky. I still have much yet to do in order to complete the Telos set: I need to redo much of the signage along with recreate the animated textures. Work more on the skyboxes. Still need to do the Telos Polar area. The outside areas of the station you see through the windows I still have yet to do. Various textures aren't part of the Telos set but appear to be from elsewhere -- like the trees and grass on the station which I think are from Dantooine. So in order for them to be completed for Telos it means doing part of the outdoors for Dantooine. I think I can still improve the trees some via textures Anyway, I thought once I was done with Telos -- as much as you can be without editing models and such -- that I would upload it as a teaser of a much larger project to retexture (remaster really) all the environment textures for the game followed by everything else. As in props, droids, creatures, character faces, weapons, armor and robes, equip objects, effects, and anything else I've forgotten. It's a lot of work but the upside is that I am not recreating all the textures from scratch. 90% are reworked textures that have been enlarged and then a special-sauce in way of a combo of filters and layers utilised in order to enhance them. It's only around 10% of the textures that end up having to be tweaked in some way -- like floor tiles -- or made from scratch -- some of the signage will definitely be. So, it shouldn't end up taking me years of my time to complete. Anyhow, here are some teaser screens...
  9. Version v2.5


    About This File Knights Of The Old Republic II: [THE SITH LORDS] ================================================ Author: MetaBee Name: K2 Improved Gameplay Mod v2.5 Description: This mod aims to improve the game play, as well as to fix incorrect parameters within certain 2da file rows. For example, the saving throws of all the Prestige Classes are actually incorrect, or either unfinished. This mod will fix that. It also aims to balance out combat, influence - skills ect. This mod makes it possible, to now reach higher LvL's in the game before you finish. Its possible to reach LvL 40 now, and maybe 50," Provided one does all bonus quests as well as take all advantages off XP opportunities. In the OG game, even if you do so, you will only make it to 30 -32 "Without Exploiting". Bearing in mind i'm including TSLRCM. How does this work ? Simple, you will accumulate more XP from killing hostiles, as well as require less XP to Lvl up. The balance to this, is that your enemies will now be stronger, have more HP, and will be overall better to combat with. Note: Lvl's will appear to be fast, especially in the beginning - however a grand total of 880 000 XP is Required to reach Lvl 50. For more details, see ReadMeDetails.txt located in the mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- I highly recommend getting Stoffe's Improved Ai Mod, In conjunction With My Mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- Compatible: This Mod, is compatible with TSLRCM 1.8.5 Incompatible: With any files that conflicts with these files. ------------------------------------------------------------------------------------------------------------------------------------------------------- Install: Run the Tslpatcher, and point it to your Knights of The Old Republic II Games Directory. Uninstall: Simply delete the files, and copy the backup files to where they were. "For specific instructions, please refer to the ReadMeInstall.txt - that comes with the mod" ------------------------------------------------------------------------------------------------------------------------------------------------------- Bugs: None known, let me know if you encounter any. Permission: This mod is not permitted to be uploaded, other than by the author. Credits: *Deadlystream *Modders for Tools Needed. *All Kotor 1 & Tsl Participants
  10. Version 1.0


    Author: Kainzorus Prime Mod Name: Enhanced Lightning - Sith Edition ************************* 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 is a reskin of TriggerGod's high quality lightning effect, given a more purple hue to match Sith lightning used by Emperor, Kyle Katarn and Starkiller. 2. Instalation: ========= Unpack the contents to Override folder. The mod works for both K1 and TSL. 3. Usage ========= Use the bloody lightning power, watch the fireworks. 4. Credits: =========== Special thanks to: TriggerGod - who made the original Enhanced Lightning mod. 5. 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 Odyysey 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.
  11. Version 1.0


    Hey everyone this is the first mod that I have ever made so I hope y'all like it! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Prestige Class Bundles" is a mod that adds in 6 bundles unique to the 6 Prestige Classes, each bundle consisting of a custom robes and color crystal that is unique to that prestige. In order to get this bundle, once you have gained your prestige class with Kreia you may exit and re-enter the Ebon Hawk to trigger a dialog pop-up, the rest you will have to figure out for yourself! Enjoy!!! My mod includes the following items accessible by the player: ~ 6 New Robes ~ 6 New Color Crystals (+1 that is only accessible by cheats) Installation: ~ Simply Run the TSLPatcher and voila!! Manual Install: ~ Extract the folder to the desktop, locate the tslpatchdata folder, copy all items items (EXCEPT changes.ini and info.rtf) to the override folder. Uninstallation: ~ Locate your override folder and delete the files that you copied in when you installed! If you want to cheat in any of the items here are all of the codes: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ninko_robe01 ninko_robe02 ninko_robe03 ninko_robe04 ninko_robe05 ninko_robe06 u_l_colo_99 u_l_colo_98 u_l_colo_97 u_l_colo_96 u_l_colo_95 u_l_colo_94 g_w_lghtsbr_99 g_w_lghtsbr_98 g_w_lghtsbr_97 g_w_lghtsbr_96 g_w_lghtsbr_95 g_w_lghtsbr_94 g_w_dblsbr_099 g_w_dblsbr_098 g_w_dblsbr_097 g_w_dblsbr_096 g_w_dblsbr_095 g_w_dblsbr_094 g_w_shortsbr_99 g_w_shortsbr_98 g_w_shortsbr_97 g_w_shortsbr_96 g_w_shortsbr_95 g_w_shortsbr_94 And for the crystal that is currently only available by cheats: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ u_l_colo_69 g_w_lghtsbr_69 g_w_dblsbr_069 g_w_shortsbr_69 Credits: ~~~~~~ Special Thanks to FairStrides for helping with the scripting for my mod!! Appreciate it heaps and it wouldn't have been a mod without his help! Thanks to VarsityPuppet for some texture help! Thanks to Rece for his tutorial on Animated Textures! Also thanks to anyone that has helped me along the way that hasn't been mentioned!!!! THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  12. Hey guys! I'm brand new to modding. As in "first day of pre-school" new. I downloaded some modding tools from here and started playing around with them, primarily KotOR Tool. I've even made some tiny mods for TSL that actually work in the game. Where I'm seeking help is with quests that end with rewards or loot. For example - on Dantooine, when you alter the will of the dead salvager and turn it in to Zherron, you're rewarded some random items. How would I go about modifying what items a quest like that rewards the player? Is it a scripting issue? Is there a specific file I need to track down? I'd appreciate any advice or even a link if this has been covered somewhere else on the forum. Thanks!
  13. 2,867 downloads

    While I'm loving TSLRCM, I have to admit (with pangs of sadness) that all the restored robes makes it kinda-sorta impossible for me to make this a total conversion, like previous versions. So the compromise is this; a fully tested TSLRCM version of my robe mod that only replaces the model/textures/icons for the movie style robe. Which means that this only replaces about a third of robes that you can get in the restored version of the game. However, since I'd really rather not guess at which textures people liked and try to include those, I'm adding all the textures from version 3.0 as an optional download (labelled: FOR PERSONAL USE ONLY). You're absolutely free to use these however you'd like FOR MODS THAT ARE NEVER RELEASED TO THE PUBLIC. These robes are a collaboration by a handful of modders, therefore you'd not only need my permission but their's and I'm not even sure who's around or isn't. So feel free to do whatever, so long as "whatever" never leaves your Override folder. Also, I zipped these up out of a bastardized version of my own personal version of the mod, therefore some reverse engineering may be necessary to make heads or tails of what's included. If you have GIMP, Photoshop, etc it shouldn't take you too long to figure out what's what. ______________________________________________________________________________ To install: Extract Achilles Robe Mod for TSLRCM to your override folder. This is texture replacement, so a new game is not required. To uninstall: Remove said folder from Override ______________________________________________________________________________ Thanks again to Darth Moeller and svösh for their contributions and to Fred Tetra and TK102 for the tools that made this possible. Original thread that discusses v3 (pre-TSLRCM) of this mod can be found here: Additional screenshots can be found in the first post. EDIT: Apparently this site doesn't allow multiple uploads (even thought the tool lets you), therefore anyone who has downloaded this previously only got the optional files. I've combined the two and extend my apologies for the 6mb download for those of you that only wanted the base mod.
  14. View File TSL Weapon modification icons I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Weapon modification icons.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 02/12/2021 Category Media  
  15. Version 1.0.0


    I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Icons for modifications of lightsabers By TFT 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  16. Version 1.0.0


    I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Weapon modification icons.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  17. View File TSL Icons for modifications of lightsabers By TFT I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Icons for modifications of lightsabers By TFT 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 02/12/2021 Category Mods TSLRCM Compatible Yes  
  18. Version 1.3.1


    This mod intends to address key issues with male Twi'lek heads in KOTOR II, most notably the addition of ear geometry. Both the ear meshes and textures included in this mod are modified ports from SWTOR, meant to improve ear shape & texture quality. Additional improvements include better smoothing groups, non-clipping teeth, non-clipping eyelids, & recolored tongues. There are two options for installation. Option A models feature "slim" necks, while Option B models retain unaltered "blubber" necks. I highly reccomend the first option as it fixes clipping with medium & heavy armor collars, but feel free to choose the second if you prefer that look. There are no other differences between the two. Given the frequency of Twi'lek NPCs, this mod is a nice visual improvement & the addition of ear meshes adds consistency with other head models in the game. There's also a KOTOR I version available here. Installation & Uninstallation To install this mod, drag the files from either the Option A folder or Option B folder to the Override folder located in your game's directory. Then, drag files from the Textures folder to the Override folder as well. You may want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete the files from your game's Override folder. There's a list of files included in readme.txt for reference. Compatibility & Known Issues This mod will not be compatible with any retextures for Twi'lek male heads. There are no known issues as of this current version. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc Autodesk, 3ds Max The GIMP Team, GIMP Darth Parametric, Upper teeth no-clip fix (K1) Thanks to Darth Parametric, ebmar, & JCarter426 for assisting in identifying issues & troubleshooting during the making of this mod. Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must recieve my permission. This mod should only be found on Deadly Stream, no user may upload it to another modding site.
  19. I've been using better texture mods for a while now but every mod I've used has never had a better corpse texture and its always bugged me. Can anyone make one?
  20. Anyone have another Qu Rahn saber mod available? I'm aware of the one already uploaded here, but I'm not the biggest fan of how it "changes" colors from green to blue. I am hoping someone has done a version that is only green. Thanks!
  21. Version 1.0


    There were lots of discussions and disputes about whether Atris should or shouldn't play bigger role in TSL, care the mantle of Lord of Betrayal or not, and if her dark appearance was essential or completely out of place. In my point of view, the change of her look in the final confrontation would be very symbolic, accentuating her corruption and conscious act of betrayal. So I've threw together this simple mod for personal use, but decided to share it with those who would be interested in facing Atris as "Darth Traya". Enjoy To install: Copy "262tel.mod" from mod directory to Modules folder in the TSLRCM directory (for Steam version - in TSLRCM workshop folder) and confirm the replacement.. To uninstall: Replace modded file with "262tel.mod" from Backup folder found in mod's directory. Credits: - Credit for the base .mod file this mod was based upon goes to creators of TSLRCM. - Dark Atris' robes are present in the original TSL files, so in certain way It's a restoration, and credit for them goes to TSL developer team.
  22. View File TSL Tactical Combat Mod <<<TSL Tactical Combat Mod>>> by Frykas <<About>> If you ever felt that after lvl 15 in KotOR 2, your PC and team got all powerful (Fredon's Nadd tomb being the exception) and pazaak with Atton on (Republic Senat's rules) was more fun than slaying couple more thugs or beasts than this mod is for you. After playing a lot of Pillars of Eternity, I realized that TSL had nearly the same potential for tactical fights but after less than half the game you had to be counter productive to have a fight that lasts more than 4 seconds. Honestly most times I didn't have time to use more than two force buffs because everyone was already dead. Difficulty changes only enemy damage output so it makes things harder but enemies still drop like flies. This mod aims (and will aim, definitely not finished) to correct that. <<Changes>> Files changed are classes.2da, autobalance.2da and k_sp1_force.ncs; autobalance has significantly increased NPC's health, slightly buffed saving throws, set NPC's level to be equal to PC. Classes.2da doubled gained health (on lvlup) by PC and team and raised force point gain (on lvlup) by 50%. !!!Because of game mechanics, increased health points and force poins gain doesnt work retroactively, meaning you'll have to start a new game (as even KSE cannot change your vitality poins directly), this will probably NOT be "fixed" in future releases. Enemy HP and other changes will apply once you enter new area after installing. <<Compatibility>> This mod works with TSLRCM and is being tested and developed to work with it. If you don't have TSLRCM instaled changes might not be appropriate for your playthrough. This mod should work with any other mod that doesn't change those files: Classes.2da, Autobalance.2da, k_sp1_force.ncs ADITIONAL FILE: dialog.tlk included in this download goes to the main folder and not override. It should be comatible with the TSl RCM game but any mod that changes dialog.tlk might not be compatible and will require testing. My file includes modified force powers descriptions to account for extended duration. <<Install>> Drop files to Override (who doesn't like that? ) Dialog.tlk goes to main install folder and make sure to back it up lest you have to reinstall main game and mods. <<Uninstall>> Well, this is going to be difficult... (remove Classes.2da, Autobalance.2da and k_sp1_force.ncs from Override folder, replace dialog.tlk with backed up version if you used it) <<Future changes>> -A lot more testing and figuring out the perfect balance -If you have an idea for more changes or would like to help with this leave a comment or PM me. All the best! Submitter Frykas Submitted 05/05/2018 Category Mods TSLRCM Compatible Yes  
  23. Version 1.0


    A simple mod that changes the colors of the lightsabers in the game. I always thought they were a bit off, some less, some more. I'm very well aware that there are going to be people who don't like certain colors. Tough luck. I don't mind criticism at all, I say HIT ME with it, but, please, refrain from whining and saying things that I can only reply "Mhm" to (e.g. "oh my god, I hate the orange color, it's not even orange, it's [whatever]"). If you hate something so much that you'd rather see me burn in a pool of lava, my advice is: open photoshop and change whatever you want, it ain't that hard. The "Alt" folder contains some alternatives. Some of the changes are unnoticeable, some of them are rather obvious. The second screenshot shows these colors. PS: that weird property of the blue, red, green and yellow lightsabers that causes them to look thinner from behind and much thicker from the front; I don't know how to fix that. I tried tweaking the models, but I failed horribly. It's the models, or the shaders or I don't know, but there's nothing I can do about it. Apologies. No compatibility problems. There are none, there can be none. It's just a simple texture mod. I'm 99,9% sure about that. Also, no black-core lightsabers, there are shading issues, it won't work, it'll look off and horrible and just NO. You hear me? NO. Installation: simply drag whichever files for respective lightsaber colors you want into the override folder.
  24. ///// 01. Background ///// A couple of years back I had an idea to create a new modding suite for both KotOR games. My original idea was something along the lines of Kotor Tool on steroids with a built in 3d module editor. As time went on I learned a lot about the game and it's systems getting me to a point where my editor could load an entire module complete with 3d models, sound, waypoints, triggers, walkmeshes, and more. I then realized my knowledge of the underlying engine wasn't up to snuff because I kept making bad design choices on how I linked everything together. Fast forward about a year later after I've poured through about all the Docs and Resources I could find on the original games and the NWN Engine they spawned from. The project has now expanded to include game engines for both games. Yeah I know what you are thinking "Well that escalated quickly" and I have to agree because I never thought I would ever attempt to recreate the original KotOR games let alone in JavaScript lol. ///// 02. The Big Question ///// And now to the big question i'm sure a few of you have asked at this point... Why write something like this in JS? Well because it's fun. I do a lot of work with JS when i'm working on websites and am constantly blown away by everything it can do. It's also cross platform and at it's core platform independent. The original scope was also just for a Modding Suite with some 3d sprinkled in so it made more sense then. ///// 03. The Other Big Question ///// Why not just write your stuff in C++ and contribute to the xoreos team. Well that's simple i'm not even close to being well versed enough in C++ to contribute in any meaningful way to that project. I mean for the most part I can look at C++ code and understand it and get the gist of what it's trying to do. I wouldn't have even had a shot at this if it wasn't for them I owe so much to what they have discovered so far . I do wish them well and hope that once I publish the code they can hopefully find some stuff they can port the their project. And yes I do plan on making this an opensource project so anyone can contribute. ///// 04. Credit ///// I want to be sure and give credit where credit is due. I am totally standing on the shoulders of everyone who came before me. I could not have gotten this far if not for all the people who have shared their knowledge on these and other forums. @bead-v @DrMcCoy to name a few were instrumental in helping me get this far as the MDL/MDX format was really the bane of my existence for a while. Also all of the tool makers who shared source code allowing us to follow in their footsteps. I can't begin to mention everyone by name but if you have put anything out there in regards to cracking a file format or how the internal game mechanics work there is a good chance I have read it and have been helped by it! ///// 05. End Game ///// I really don't have an endgame per se. I just really have a lot of fun doing this in my spare time. I would love to someday have the entire game playable with this engine and finish the modding suite. In the mean time I will post updates when I have stuff to show. ///// 06. Ok That's Enough Talk ///// Source Code: Public Alpha Build: I'm sure by now you're ready for me to show something. So without further delay here is some footage from TSL enjoy! ///// Screenshots ///// I copied the post template from this thread
  25. Knights of the Old Republic: The Sith Lords, stealth reboot? Yes prithee. Thoughts everyone?