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Version 1.0
2,295 downloads
A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 Release Date: 11.06.2017 Installation: Simply Copy and Paste or Drag or Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: While I was playing the game I discovered the "Get out of here before I space you" Guy at the Serroco camp had a line to say that wasn't voiced by his correct actor. Naturally I threw together this quick mod to give fix that small problem so the NPC now speaks a line that was voiced by his original actor. Here is a preview of the problem and the fix Known Bugs: None that I know of but if there is please report it so I can fix it Incompatibilities: Is incompatible with anything that edits "serthug2.dlg" Permissions: Do NOT claim credit for this mod and please ask me for permission if you want to use this in your mod Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool, Obsidian for not deleting the textures and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.- 4 comments
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Version 2.0.2
1,435 downloads
The fastest ship in the galaxy is also a work in progress. When they are not out and about with you, the gang spends most of their time just trying to keep the Ebon Hawk up and running. But the many gaps in walls, ceilings, and floors, the mysterious black panels, missing hull pieces, and see-through metal is a lot for even our expert Iridonian to handle. So let's give Bao-Dur a hand! So to speak. Version 2.0.0 contains lots of new goodies, such as fixed lightmapping, lights for dynamic objects where they were missing, re-cut geometry for computer panels to match blinking animations to the appropriate textures, loosened walkmeshes to remove some invisible walls, and a host of new texture mapping improvements. This mod also now has you covered for the damaged Ebon Hawk seen in the prologue, fixing the same sorts of issues. Installation: Download the 7z file for the mod version of your choice and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II". 7z files can be opened with Archive Utility on macOS, or with free programs such as PeaZip on Windows/Linux. If you are upgrading from an older version of this mod, you can safely delete that "Ultimate_Ebon_Hawk_Repairs" folder from your override. If you use either "Animated Ebon Hawk Monitors (not including Galaxy Map)" or "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)" by Sith Holocron, Dark Hope, ebmar, and Xarwarz, I have made special versions of relevant submodules wherein I recut the computer panel geometry again to match the ship animations to the textures exactly. Due to the high quality of these textures, I was able to make the cuts in this version even nicer than the ones I made for vanilla. Just take the files found in the "Animated Monitors" subfolder, place them into the main mod folder, and enjoy. Uninstallation: Remove the folder "Ultimate_Ebon_Hawk_Repairs_for_TSL" from your override. Included Files: Compatibility: Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. This mod is not compatible with "Ebon Hawk Model Fixes" by bead-v and ndix UR, but fixes the same issues, as well as a great many more. If you currently have the other mod installed, you can avoid any mod conflicts by removing either "EbonHawkCockpitFix_v2.0" or "Ebon Hawk Cockpit Fix" from your override, depending on which version you currently have. If you are looking for an Ebon Hawk repairs mod for the first game, that is available here. If you are looking for some other ways to make the ship a little more livable, there are many texture mods out there that are well worth the installation, and all of them compatible with this mod. Sith Holocron, Dark Hope, ebmar, and Xarwarz have authored both "Animated Ebon Hawk Monitors (not including Galaxy Map)" and "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)". I recommend using either version in conjunction with this mod, and have even made special versions of some of the ship submodules to cater to those textures exactly -- if you use either mod, and I recommend you do, I highly suggest reading the relevant bit in the Installation section for more details. You can also check out ShiningRedHD's "Ebon Hawk HD - 4x Upscaled Texture" on NexusMods for a high definition version of the exterior of the ship. Dark parts of the ship's map bothering you? Check out "TSL Ebon Hawk Downloadable Map" by Ashton Scorpius. If you have any compatibility questions, feel free to ask, though there are not too many mods out there also working on the Ebon Hawk's models, as opposed to textures. For a mod such as this, checking for compatibility is as simple as ensuring a different mod does not contain any files of the same name as those included in the list below. Note that this mod includes three minorly-edited lightmaps, as listed above. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I also want to give a big thank-you to bead-v and ndix UR for their work on "Ebon Hawk Model Fixes", and for their generosity. I would also like to thank Pcthoros for reporting the light issue for mobile users. For those of you curious about that mystery object in the first few screenshots, the Ebon Hawk's main hold is surrounded by a black box meant to make all the geometry errors throughout the ship less noticeable. I removed it, sealed up all the gaps in the above screenshots, as well as many more, then put back the pieces that were not accidentally visible to the player. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
Version 1.0.0
755 downloads
The Khoonda turrets are on the fritz again. And who can blame them? A cursory inspection reveals that salvagers have clearly stolen their internal components, as they appear to be missing half their geometry! Let's switch these turrets to the correct model. For an existing game, use a save file made before visiting the Khoonda Plains for the first time (this mod won't affect save files made any later). This mod requires TSLRCM in order to install properly. Installation: Download the 7z file and extract to somewhere convenient for you to access on your computer. You can run the recommended automatic installer in the "Installer" subfolder, or open the "Manual Installation" subfolder and follow the instructions in the included read-me to install it yourself. The installer is an .exe file, which may be run natively on Windows, or with free programs like Wine on macOS and Linux. Uninstallation: Run the automatic uninstaller in the "Uninstaller" subfolder, or open the "Manual Installation" subfolder and follow the instructions in the included read-me to uninstall it yourself. Modifications (Automatic Installation): -khoonda_turre001.utc appearance type changed from 182 to 640 -khoonda_turre002utc appearance type changed from 182 to 640 -khoonda_turret.utc appearance type changed from 182 to 640 Included Files (Manual Installation): -601dan.mod Compatibility: Users should expect full compatibility with any other mods, so long as they do not attempt to overwrite the data listed above. This mod requires TSLRCM. Another good mod to check out if you have not already is "Khoonda flag fix" by FF97, which will restore the missing texture for the Khoonda flag above the building. Acknowledgments: Thanks to Fred Tetra for making file extraction easy with KotORTool, and to Stoffe and Fair Strides for easy .mod extraction with ERFEdit, and of course for TSLPatcher. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
Version 2.0
34,044 downloads
Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.) Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging. -
Version 1.0.7
537 downloads
This mod corrects companion stats. WARNING: This mod is made to be compatible with as many mods a possible. This means sometimes during the installation process you get error messages dou to the way the installer handles thing. Don't panic, this is normal, the mod will work just fine. If the companion already joined your party the changes will not apply. You need to start a new game or load an earlier save. List of changes: Class changes: - Soldiers no longer gain defense bonuses leveling up, only Mandalore, but he is a separate class now. - Swapped Combat Droid and Expert Droid feat gain tables. (more feats for HK-47, less for T3-M4 and G0-T0) - Fixed Sith Marauder defense bonuses. - Fixed Sith Lord defense bonuses. Bao-Dur: - He wears clothes now. (He looks the same with and without clothes, so this change is kind of pointless.) - He had 48 force points by default even though he is not a Jedi at the beginning, this was changed to 0. Disciple: - Stealth Skill 5 -> 0 - Awareness Skill 8 -> 5 - Treat Injury Skill 8 -> 4 - He no longer has an invisible 'Superior Weapon Focus: Lightsaber II' feat. - He had 24 force points by default even though he is not a Jedi at the beginning, this was changed to 0. Handmaiden: - Stealth Skill 5 -> 0 - Awareness Skill 8 -> 5 - Treat Injury Skill 8 -> 4 - She had 24 force points by default even though she is not a Jedi at the beginning, this was changed to 0. Hanharr: - Hit Points 52 -> 60 (This bug goes away if you level him up, but i fixed it anyway.) - He no longer has the 'Close Combat' feat. - He has the correct version of the 'Precise Shot I' feat now. HK-47: - Hit Points 72 -> 78 - Demolitions Skill 5 -> 9 - Awareness Skill 5 -> 9 - Repair Skill 6 -> 9 - He has Improved Power Blast now to match the number of feats Combat Droids gain on their first 6 levels. - Swapped Combat Droid and Expert Droid feat gain tables. (more feats for HK-47, less for T3-M4 and G0-T0) - Fixed his dual wield power blast. He fires both blasters now, previously he only fired the right hand one. - His 'Logic Upgrade: Tactician' feat was removed, since this feat is no longer in use. Kreia: - Hit Points 36 -> 27 - Force Points 49 -> 73 - She has the 'Unarmed Specialist I' feat now, same as every other jedi. Mandalore: - Awareness Skill 5 -> 4 - Persuade Skill 2 -> 0 - Treat Injury Skill 9 -> 8 - He no longer belongs to the 'Soldier' class. I made him a new class called 'Mandalorian'. This way he can retain his defense bonuses provided by the 'Mandalorian Courage' feat. (No other changes compared to the 'Soldier' class.) Mira: - Computer Use Skill 8 -> 9 - Demolitions Skill 8 -> 9 - Awareness Skill 8 -> 9 - Repair Skill 8 -> 9 - She has the 'Armor Proficiency: Medium' feat by default now. - Her 'Critikal Strike' feat was swapped out to 'Flurry'. Visas: - Hit Points 30 -> 54 - Force Points 24 -> 42 -
View File Sith Disruptor Fix This mod changes the Sith Disruptor +1 Energy Bonus to +1 Unstoppable. Submitter GearHead Submitted 01/02/2025 Category Mods TSLRCM Compatible Yes
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View File Fixed / Better Czerka Salvager ============================================ Better / Fixed Czerka Salvager – OzilsEyes ============================================ We all know how annoying the Czerka Salvager can be on our lightside play throughs. He sometimes decides to just stop dead until you run back, sometimes just gets stuck walking around objects or through doorways.... This patch will better / fix the Czerka Salvager in the Telos underground. Currently he gets stuck on objects, you have to run back sometimes – it’s not ideal. Now he will follow your party, if he does fall behind or get stuck for whatever reason, will warp towards your party. The leaving script has also been fixed to accommodate my new script, it has been cleaned up & now has a check for combat before initiating too. He now walks towards the door and fades out instead of sprinting in the same spot for 5 seconds before disappearing. Install: ================= Run the tslpatcher.exe, choose your root installation folder (NOT override). Let it run -> Play the game Please note: This will only take effect on a save where you haven't already been to the Telos Underground Base. Alternatively, if you want to run this mod without tslpatcher, it will work in override. Uninstall: ================= A backup of your original 232TEL.mod file, replace that if you need to uninstall. Legal Disclaimer ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all involved parties in this release. Credits: OzilsEyes – Deadlystream Tools used: tslpatcher Holocron Toolset KOTOR Scripting Tool Special thanks to all creators / developers of these tools Submitter OzilsEyes Submitted 11/03/2024 Category Mods TSLRCM Compatible Yes
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Version 1.4
1,076 downloads
N-DReW's Bug Fix Collection for TSL A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.4.0 Release Date: 25.11.2024 Installation: Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions. It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional. This mod is divided into two parts, the TSLPatcher component and the Override Component. To install Override Component features, simply open their folders and copy their mod files to the Kotor 2 Override folder. To install TSLPatcher Component features, simply click on the HoloPatcher.exe, click install, and sit back and watch the installer do its magic. WARNING: It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Description: My Bug Fix Collection is another bug fix mod, though unlike most bug fix mods that have been made for the Kotor games this mod is for Kotor 2 in particular. The popular TSLRCM and K2CP mods are two excellent mods that bug fix hundreds of bugs throughout the game... though they haven't fixed all the bugs. Since TSLRCM development is essentially finished and the K2CP dev team are focused on the K1CP mod, I made my own bug fix mods to squash the rest I could. Contents: Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! th3w1zard1: For both the HoloPatcher and for helping me debug this mod's HoloPatcher during the development of version 1.4! 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.- 6 comments
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View File TSL Jekk'Jekk Tarr Tunnel model fix =========================================================================== TSL Nar Shaddaa - Jekk'Jekk Tarr Tunnel Model Fix =========================================================================== Description: In the Jekk'Jekk Tarr Tunnels, there is a doorframe with a large gap between itself and the wall, so I've fixed the model. Includes: Fixed model with the gap closed up to the doorframe. Screenshots: Installation: Copy the files into your override folder. Uninstall: Remove the following files from your override folder: 305nar_55.mdl 305nar_55.mdx Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties. Credits: (Kotor Modding) Tools Used: Submitter OzilsEyes Submitted 11/29/2024 Category Mods TSLRCM Compatible Yes
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43 downloads
=========================================================================== TSL Nar Shaddaa - Jekk'Jekk Tarr Tunnel Model Fix =========================================================================== Description: In the Jekk'Jekk Tarr Tunnels, there is a doorframe with a large gap between itself and the wall, so I've fixed the model. Includes: Fixed model with the gap closed up to the doorframe. Screenshots: Installation: Copy the files into your override folder. Uninstall: Remove the following files from your override folder: 305nar_55.mdl 305nar_55.mdx Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. Please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all the below parties. Credits: (Kotor Modding) Tools Used: -
Version 1.3.0
11,747 downloads
There is nothing more central to a Jedi's life than a cool outfit, except maybe a sweet saber to boot. So why put on robes with missing textures on their backsides when you could be impressing Sith Lords with your nice getup? Why settle for the shadow of a limberjack when a cool silhouette is half the reason you don the cloak? Let's fix up the game's robes! This mod will provide you with some fixed up versions of all the game's robe models -- that's both the thicker and thinner variants of the Jedi robe, the Jal Shey armor, Kreia and Visas' robes, and the Handmaiden's hooded robe. All models will have various issues fixed up, as well as fitting shadows. Any outfit that uses one of these models, regardless of texture/color, will be improved for you, and that includes any new robes from any other mods (just make sure they don't replace one of the listed models in the below Included Files). Fans of Movie-style Jedi Master robes by DeadMan or of svösh's Robe Collar should read the Compatibility section below for how to install the included patch that makes these mods work together. This mod also fixes the floating shadow head issue when dual-wielding melee weapons, as well as a minor game error caused by a mismatched model name. As of version 1.3, I have also fixed a base game glitch where female robe models had twitching hands -- the animation's clipping fix is still there, just without the twitching issue. And since it's 2024, I figured what the heck: as a bonus, all included models are now higher-poly (slightly). The boots, as well as some spots by the knees and shoulders which looked especially blocky now look smoother and more in tune with the rest of the model. See the above pictures for the difference. Installation: Download the 7z file and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II\override". 7z files can be extracted with Archive Utility on macOS, or with programs like PeaZip on Windows and Linux. For those who have the Aspyr patch, once in-game, I recommend turning on soft shadows if you have not already (OPTIONS->GRAPHICS->ADVANCED GRAPHICS->SOFT SHADOWS). Note that this may impact game performance. If you have TSLRCM installed, check the Included Files section below for any file listed with an asterisk (*). These files are already in your override after installing TSLRCM, so you should delete those versions in order for the new ones to work. The new versions already include all the changes made in the base TSLRCM version, and I have included a folder labeled "TSLRCM backup" which contains those older versions should you need to back them up. If you installed TSLRCM via Steam, you can find the relevant files to delete in "Steam\steamapps\workshop\485537937\override". Uninstallation: Place the files included in the "TSLRCM backup" folder into your override if using TSLRCM, and then remove "Ultimate_Robes_Repair_For_TSL" from your override. Included Files: Compatibility: This mod is fully compatible with any mod which does not replace any of the files listed above. If a mod does include any such models, you will have to pick which version to use, and remove the other from your override. If using TSLRCM, make sure to install that mod first, and make sure that any files listed with an asterisk above are successfully replaced by this mod. See the Installation section for more details. This mod is compatible with head mods such as Visas Reduced Model Clipping. Any texture mods that add new or alter robe skins are compatible with this mod. However, many robe mods will attempt to replace model files (.mdl/.mdx) as well, rather than just textures (.tga/.tpc), so keep an eye out for what files are included with other mods. For fans of Movie-style Jedi Master robes, DeadMan was gracious enough to allow me to create a compatibility patch for anyone who would like to use that mod alongside this one. Simply take the files included in the Compatibility Patch folder out into your override in place of the versions included in the main mod folder. Make sure these versions also replace the ones used in the Movie-style mod and TSLRCM. I have similarly created a patch for svösh's Robe Collar and any mods which use it. The patch merges all of our edits. Installation is the same as for the Movie-style patch. It should work for mods such as Achilles TSL Robe Mod (TSLRCM Edition). Compatible mods include Jedi Journeyman Robes by Stormie97, which uses a different model as its basis, and much of Effixian's work, such as Effixian's Lore Keeper's Robes, Strider Robes, and Handmaiden Clothing Reskin. Acknowledgments: Thanks to seedhartha, NdixUR, Symmetric, and Purifier for making importing to Blender simple using KotORBlender, and Cortisol for making file extraction easy with the Holocron Toolset. I would also like to thank DeadMan and svösh for allowing me to make use of their models to create a compatibility patch for this mod and their respective ones. I would also like to thank muitafruita for pointing out some additional issues with Kreia's robe models that needed fixing, and DarthParametric for being the one to recognize how to fix them. This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage. -
155 downloads
============================================ Better / Fixed Czerka Salvager – OzilsEyes ============================================ We all know how annoying the Czerka Salvager can be on our lightside play throughs. He sometimes decides to just stop dead until you run back, sometimes just gets stuck walking around objects or through doorways.... This patch will better / fix the Czerka Salvager in the Telos underground. Currently he gets stuck on objects, you have to run back sometimes – it’s not ideal. Now he will follow your party, if he does fall behind or get stuck for whatever reason, will warp towards your party. The leaving script has also been fixed to accommodate my new script, it has been cleaned up & now has a check for combat before initiating too. He now walks towards the door and fades out instead of sprinting in the same spot for 5 seconds before disappearing. Install: ================= Run the tslpatcher.exe, choose your root installation folder (NOT override). Let it run -> Play the game Please note: This will only take effect on a save where you haven't already been to the Telos Underground Base. Alternatively, if you want to run this mod without tslpatcher, it will work in override. Uninstall: ================= A backup of your original 232TEL.mod file, replace that if you need to uninstall. Legal Disclaimer ================= All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. & I own none of the materials and are not making money for this. please don't upload this on other sites, I will handle that. You may request use in other mods, pending approval; any mods using the assets should credit all involved parties in this release. Credits: OzilsEyes – Deadlystream Tools used: tslpatcher Holocron Toolset KOTOR Scripting Tool Special thanks to all creators / developers of these tools -
View File Mandalorian Spawn Fix The Mandalorian ambushers on Lehon (Rakata Prime) now spawn further back so they can properly nuke you with grenades. Submitter GearHead Submitted 10/22/2024 Category Mods K1R Compatible Yes
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View File Mandalorians on Lehon Fix The Mandalorian ambushers on Lehon (Rakata Prime) are no longer unnecessarily immune to 'Damage Type: Universal'. This can be useful to players who changed the distruptor pistol/rifle damage type from Physical (Piercing) to Universal. Submitter GearHead Submitted 10/14/2024 Category Mods K1R Compatible Yes
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View File Tulak Hord's Mask Fix Changes the Mask of Tulak Hord to look like the Sith Mask, which in my opinion was the intended look for this item, since the 'Model Variation' number of the item only differs by 1 from that of the Sith Mask. (If you already visited the Tomb of Tulak Hord the mod won't work.) Submitter GearHead Submitted 10/07/2024 Category Mods K1R Compatible Yes
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View File Czerka miners on Tatooine On Tatooine, in the Dune Sea there is a Sand Crawler. Right next to it there are Czerka miners in regular clothes. This mod gives them Czerka uniforms. Submitter GearHead Submitted 10/01/2024 Category Mods K1R Compatible Yes
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Version 1.0.0
62 downloads
Changes the Mask of Tulak Hord to look like the Sith Mask, which in my opinion was the intended look for this item, since the 'Model Variation' number of the item only differs by 1 from that of the Sith Mask. (If you already visited the Tomb of Tulak Hord the mod won't work.) -
View File Kinrath Egg Fix In the first version of the game on Dantooine in the Crystal Cave, if you destroyed the Kinrath Eggs, you gained dark side points, which was stupid, so in a patch they changed it, and now you gain red lightsaber crystals instead of dark side points, which is equally stupid. So i changed it to 25xp and a small chance to get poisoned. Submitter GearHead Submitted 09/26/2024 Category Mods K1R Compatible Yes
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Version 1.0.0
67 downloads
In the first version of the game on Dantooine in the Crystal Cave, if you destroyed the Kinrath Eggs, you gained dark side points, which was stupid, so in a patch they changed it, and now you gain red lightsaber crystals instead of dark side points, which is equally stupid. So i changed it to 25xp and a small chance to get poisoned. -
Version 1.0.8
501 downloads
This mod corrects companion stats. Also makes dark side Bastila level 3. WARNING: This mod is made to be compatible with as many mods a possible. This means sometimes during the installation process you get error messages dou to the way the installer handles thing. Don't panic, this is normal, the mod will work just fine. If the companion already joined your party the changes will not apply. You need to start a new game or load an earlier save. List of changes: Bastila: - Awareness Skill 4 -> 6 - Treat Injury Skill 4 -> 6 - Fixed a bug that caused some of her textures to be transparent. - Her dark side version is level 3 now. Same stats but evil and has dark side powers (Stun -> Fear, Force Aura -> Wound). Juhani: - Stealth Skill 5 -> 4 - Awareness Skill 8 -> 7 - Treat Injury Skill 8 -> 7 T3-M4: - Demolitions Skill 1 -> 3 - Swapped Combat Droid and Expert Droid feat gain tables. (-3 feats for T3) Zaalbar: - Hit Points 52 -> 60 (This bug goes away if you level him up, but i fixed it anyway.) Jolee: - Awareness Skill 5 -> 7 - Treat Injury Skill 4 -> 6 HK-47: - Hit Points 66 -> 78 - Demolitions Skill 5 -> 7 - Awareness Skill 5 -> 7 - Repair Skill 6 -> 8 - He has Improved Power Blast now to match the number of feats Combat Droids gain on their first 6 levels. - Swapped Combat Droid and Expert Droid feat gain tables. (+3 feats for HK) - Fixed his dual wield power blast. He fires both blasters now, previously he only fired the right hand one. -
View File K2 - Animation Fix This mod fixes Force Power related animation bugs. Changes: - Force Fury animation fix - Force Scream animation fix - Force Crush animation fix - Monster Sonic Howl animation fix (used by Storm Beasts on Malachor) Submitter GearHead Submitted 08/21/2024 Category Mods TSLRCM Compatible Yes