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Found 112 results

  1. Version 1.0.1

    10,709 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.
  2. Version 1.3

    147 downloads

    ****************************** KNIGHTS OF THE OLD REPUBLIC ****************************** Todevuch's Sith Officer Fix K 1 1.3 ****************************** Author: Todevuch (todevuch) ****************************** Description: This modification is a partial fix for certain Sith NPCs: 1) Twilek at Tarisian base. Now she is wearing the uniform of a sith officer! After all, we did not see in Manaan that the employee in charge of the security of the base wore different clothes than the uniform of the Sith. Therefore, the nature of such work also implies the wearing of uniforms in accordance with the military regulations and local instructions of the Sith base. Earlier, apparently due to the fact that I was constantly playing the bright side, I lost sight of the fact that this twilek remains defenseless, apart from the reinforcements in the next room. So I included a short vibroblade in her inventory so she could defend herself! She will take out the weapon when she meets in a duel with the main character and (or) his party members, so as not to spoil the aesthetics associated with constant wearing. I didn’t fix a bug related to the attack of twilek on she colleagues, if, using third-party cheat commands, the player ignored the meeting with her and went first to the room where the Sith soldiers are. Indeed, in the normal game mode, the first conversation (cut-scene) that will take place at Revan at the base will be with her, thus the bug will not interfere with the gameplay in any way; 2) Elite stormtroopers and a Sith grenadier in the Hangar, before flying to the Manaan Sith base (one of three alternative ways to get there). I was somewhat confused when I saw the names and heard the voices of these NPCs, which raised doubts about the advisability of looking like regular Sith officers. The in-game files confirmed this doubt: they clearly show that we have Sith soldiers in front of us, deserving the appropriate appearance!; 3) A Sith Captain at the Manaan Base. In this case, the captain had the wrong voice for Sith soldiers, which has been fixed; 4) As a dessert - the true vestments of Admiral Varco! Based on the description of this character in the official sources on the history of the Star Wars universe, "Varko was a Human male who served as an admiral Dark Lord of the Sith Darth Malak during the final year Jedi Civil War. He assumed Saul Karath's position as Malak's second-in-command when Karath was slain Galactic Republic Carth Onasi and two Jedi, Bastila Shan and Revan, aboard the «Leviathan», flagship". The fact that he was an admiral is undeniable, because in his dialogue with Darth Malak, there was a discussion of organization a Sith fleet, which is in the competence of an admiral, and not an officer! At least in our case. This modification only covers the part of the Sith officers that have not been fixed in the framework of other modifications (or those that, unfortunately, I missed). For example, @JCarter426 in JC's Korriban - Back in Black for K1 has already fixed a number of shortcomings. Instruction: Just launch TSLPatcher and point to the correct path to your game. Compatibility with other modifications: The mod is compatible, in fact, with all modifications, including K1R and [KotOR] NPC Overhaul Mod, except for those that contain the files involved in the modification. Credits: LucasArts Entertainment: Original files. Distribution restrictions: The modification is subject to free distribution on other sites, if the publication contains an indication of me as the author. The description of such a modification must contain an essential (undistorted) description (full or partial copying of the current description is allowed), as well as a section of special thanks, where the persons mentioned by me must be indicated. Special Thanks: 1. @Darth_Sapiens for the KOTOR TOOL; 2. @TK102 for the K-GFF GFF Editor; 3. @Fair Strides for the TSL Patcher and KotOR SaveGame Editor; 4. @bead-v for the MDLedit; 5. @ndix UR for the tga2tpc; Recommended modifications for installation: JC's Korriban - Back in Black for K1 v2.3 Author: @JCarter426; Male Sith Archaeologist Restoration. Author: @N-DReW25; Diversified Jedi Captives on the Star Forge. Author: @DarthParametric. Video clips: №1: №1 (alternative): №2: №3: №4:
  3. Version 1.0.0

    549 downloads

    This small modification allows Visas Marr to wear the Jedi's robes, that is, the Jedi's robes will now be fully displayed on it. I really did not like that the original Jedi robes (for example, Jedi robes and Jedi Knight robes) do not show up on Visas. It also made the original Visas clothes unhealthy. Now, this model can be seen only if you wear ordinary clothes. I strongly recommend using it with TSL Improved Party Outfits - this will also give the original robe Visas more uniqueness.
  4. View File Todevuch's Sith Officer Fix K 1 ****************************** KNIGHTS OF THE OLD REPUBLIC ****************************** Todevuch's Sith Officer Fix K 1 1.3 ****************************** Author: Todevuch (todevuch) ****************************** Description: This modification is a partial fix for certain Sith NPCs: 1) Twilek at Tarisian base. Now she is wearing the uniform of a sith officer! After all, we did not see in Manaan that the employee in charge of the security of the base wore different clothes than the uniform of the Sith. Therefore, the nature of such work also implies the wearing of uniforms in accordance with the military regulations and local instructions of the Sith base. Earlier, apparently due to the fact that I was constantly playing the bright side, I lost sight of the fact that this twilek remains defenseless, apart from the reinforcements in the next room. So I included a short vibroblade in her inventory so she could defend herself! She will take out the weapon when she meets in a duel with the main character and (or) his party members, so as not to spoil the aesthetics associated with constant wearing. I didn’t fix a bug related to the attack of twilek on she colleagues, if, using third-party cheat commands, the player ignored the meeting with her and went first to the room where the Sith soldiers are. Indeed, in the normal game mode, the first conversation (cut-scene) that will take place at Revan at the base will be with her, thus the bug will not interfere with the gameplay in any way; 2) Elite stormtroopers and a Sith grenadier in the Hangar, before flying to the Manaan Sith base (one of three alternative ways to get there). I was somewhat confused when I saw the names and heard the voices of these NPCs, which raised doubts about the advisability of looking like regular Sith officers. The in-game files confirmed this doubt: they clearly show that we have Sith soldiers in front of us, deserving the appropriate appearance!; 3) A Sith Captain at the Manaan Base. In this case, the captain had the wrong voice for Sith soldiers, which has been fixed; 4) As a dessert - the true vestments of Admiral Varco! Based on the description of this character in the official sources on the history of the Star Wars universe, "Varko was a Human male who served as an admiral Dark Lord of the Sith Darth Malak during the final year Jedi Civil War. He assumed Saul Karath's position as Malak's second-in-command when Karath was slain Galactic Republic Carth Onasi and two Jedi, Bastila Shan and Revan, aboard the «Leviathan», flagship". The fact that he was an admiral is undeniable, because in his dialogue with Darth Malak, there was a discussion of organization a Sith fleet, which is in the competence of an admiral, and not an officer! At least in our case. This modification only covers the part of the Sith officers that have not been fixed in the framework of other modifications (or those that, unfortunately, I missed). For example, @JCarter426 in JC's Korriban - Back in Black for K1 has already fixed a number of shortcomings. Instruction: Just launch TSLPatcher and point to the correct path to your game. Compatibility with other modifications: The mod is compatible, in fact, with all modifications, including K1R and [KotOR] NPC Overhaul Mod, except for those that contain the files involved in the modification. Credits: LucasArts Entertainment: Original files. Distribution restrictions: The modification is subject to free distribution on other sites, if the publication contains an indication of me as the author. The description of such a modification must contain an essential (undistorted) description (full or partial copying of the current description is allowed), as well as a section of special thanks, where the persons mentioned by me must be indicated. Special Thanks: 1. @Darth_Sapiens for the KOTOR TOOL; 2. @TK102 for the K-GFF GFF Editor; 3. @Fair Strides for the TSL Patcher and KotOR SaveGame Editor; 4. @bead-v for the MDLedit; 5. @ndix UR for the tga2tpc; Recommended modifications for installation: JC's Korriban - Back in Black for K1 v2.3 Author: @JCarter426; Male Sith Archaeologist Restoration. Author: @N-DReW25; Diversified Jedi Captives on the Star Forge. Author: @DarthParametric. Video clips: №1: №1 (alternative): №2: №3: №4: Submitter todevuch Submitted 01/16/2021 Category Mods K1R Compatible Yes
  5. jc2

    Star Forge Door Fix

    Version 1.50

    522 downloads

    Request by 134340Goat, Prevents the PC from unlocking or breaking down the door, which was supposed to require the PC to destroy the Star Forge Droids. After Malak force chokes and kills the two Jedi, he closes this door and forces the PC to deal with the droids. However, this was not the case, and the PC could merely knockdown the door and continue. Simply copy and paste into override. I apologize for the inconvenience and have fixed the issue as of 3/12/2018. Credits: JC JC2 Deadlystream.com 134340Goat FairStrides Bioware
  6. Version 1.0.0

    683 downloads

    Juhani Lightsaber Fix 1.0 A Mod for Knights of the Old Republic Author- Mellowtron11 Release Date-3/4/2019 Why does Juhani have a red lightsaber in the Dantooine Grove? Going off the older EU canon from back in the day, most red lightsaber crystals were made through the use of making synthetic crystals. So how did Juhani make her lightsaber red, especially in a hostile environment filled with Kath Hounds and Mandalorians?? Since this game was made before the idea of making a lightsaber crystal bleed was canon, this mod aims to fix that. Installation Notes- Drop the Folder’s dan14_juhani.utc file into the override folder. To have the mod take effect, load a save game before entering the Dantooine grove. If you install this mod after entering the Grove, the intended changes will not take effect and this NPC will have its usual loot. Uninstallation- Delete dan14_juhani.utc file from your override folder Changelog 1.0 · Removed the two red lightsabers in her dropable inventory and added a single blue one · Set force points to 60 so Juhani can use her powers more often · Set strength to 14 for a little extra damage · Set Challenge Rating to 5, bringing total XP for killing her to 100 XP at level 9 · Removed all armor proficiencies and guard stance feats from her feats list Known Bugs- This UTC has been tested by myself several times before release. There have been no bugs so far. If you find any, please PM me. Occasionally, Juhani has dropped additional loot like credits and repair kits for some reason. Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- · Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. · Fred Tetra for the Kotor Tool. · TK102 for the K-GFF Tool. · Everyone who downloads and uses the mod. · N-DReW25 for the mod name suggestion. · JCarter426 for pointing out the use of K-GFF Tool to edit inventories instead of KOTOR Tool. · Strategy Wiki and Gamebanshee for stats and items info on the KOTOR series LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Juhani Lightsaber Fix Mod.zip
  7. Version 1.1.0

    424 downloads

    This mod issues a minor improvement for Lashowe's and Shaleena's heads in KOTOR so that the upper teeth are no longer hidden while talking. Shaleena's head will not be affected by this mod unless you are using KOTOR 1 Restoration, K1 NPC Overhaul, or any other mod that restores her unique appearance. Installation & Uninstallation To install this mod, drag the files from "Override" to the Override folder located in your game's directory. If prompted, select replace, although you may want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete delete n_shaleenah.mdl/mdx and n_lashoweh.mdl/mdx from your game's Override folder.n_shaleenah.mdl & n_shaleenah.mdx from your game's Override folder. Compatibility & Known Issues This mod should be compatible with any retextures for these heads but not mods that affect the same model files. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit Autodesk, 3ds Max Thanks to the KOTOR community for keeping 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.
  8. Version 1.0

    1,277 downloads

    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.
  9. Version 1.1.0

    4,415 downloads

    This mod addresses several issues with Jedi Malak's mouth in KOTOR II. These fixes include getting rid of the white box in his mouth, correcting the texture used for his tongue, connecting gaps, enlarging upper/lower teeth, & adjusting the placement of all of the above. As pointed out by JCarter426, Jedi Malak's model also used the wrong supermodel, which I've fixed in this mod as well. All seriousness aside, my intention with this mod was to ensure that Malak's mouth would only remain a disaster post-contact with Revan's lightsaber. Installation & Uninstallation To install this mod, drag the "Override" files to the Override folder located in your game's directory. If prompted, select replace. To uninstall this mod, delete n_jedimalek.mdl & n_jedimalek.mdx from your game's Override folder. Compatibility & Known Issues This mod will not be compatible with anything else that replaces this model. Known issues: When entering the Korriban cave tomb, Malak's tongue will appear half white. This is due to the lighting where he's standing & most likely can't be fixed. Credits Fred Tetra, Kotor Tool bead-v, MDLedit & KOTORmax Symmetric, Purifier, & ndix UR; KotOR Blender Autodesk, 3ds Max Blender Foundation, Blender Thanks to JCarter426 for the help/troubleshooting & ebmar for the enthusiasm! Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, please ask for my permission first. This mod should only be found on Deadly Stream, no other user may upload it to another modding site.
  10. Version 1.2.1

    407 downloads

    N-DReW's Mini Mod Collection for TSL A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.2.0 Release Date: 23.06.2020 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic Uninstallation: Depends on what you've chosen to install Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: Over the years, I have developed a lot of restoration and fix mods for TSL though many of my mods don't necessarily stand out as much as others mainly because the mod is so small and insignificant. This mod is designed to make your life easier, from now on I will post small and insignificant mods inside this mod pack so that you, the player, can only need to install the mod once. As of version 1.2, the following restoration is avaliable: Female Bounty Hunter Restoration: Restores a cut Bounty Hunter to the first Bounty Hunter Ambush on Onderon along side the Rodian, she has a restored VO. Peragus Voice/Kreia Know's Restoration: During the Harbinger arrival scene, restores cut VO from the computer about docking and revamps the TSLRCM restored "Kreia acknowledges Sion arrival" Lt. Grenn Interrogates the Exile: Restores cut Grenn lines during your house arrest scene, also restores alternative lines for Kreia and Atton during house arrest Attack of the Civillian: If you decide to spare the civillian in 203tel in the apartments, you can never get the chance to kill him again. This changes it so that you can kill him whenever you like D-Package Implant Icon Restoration (Vanilla) D-Package Implant Icon Restoration (Feat) Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: JCarter426 for contributing to the Grenn dialogue 134340Goat for bringing up the Grenn dialogue on Discord and Beta testing the Grenn dialogue 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.
  11. File Name: Korriban/Manaan Music Fix File Submitter: Kainzorus Prime File Submitted: 23 Sep 2013 File Category: Mods Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. Zbyl2 - Patcher help. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Author: Kainzorus Prime Mod Name: Korriban/Manaan Music Fix ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== During the visit to Korriban, it could be observed that the ambient music was correctly played for some areas. The combat music however, was the same as the one in the Sith bases, and the tombs in the Valley of the Dark Lords used the Sith theme for ambient music. Also, the Sith embassy on Manaan used the Korriban ambient music instead of Sith base one. This mod corrects this by setting all the Korriban areas to use its ambient and combat music, and setting the Manaan embassy to use Sith theme for ambient music. 2. Installation: ========= Run the patcher and let it do its magic. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Click here to download this file
  12. View File Marauder Strict Fix Pack K2 Marauder Strict Fix Pack for KotOR II: TSL Notice that this is NOT the same as Marauder Fix Pack. Version 1.0.0 -Description- A collection of my fixes for items that had wrong descriptions or properties. This differs from my previous Marauder Fix Pack, by not including consistency fixes. New here is that Droid Anatomy Fix is now included and installed by default after it was updated. -Installation- Uses TSLPatcher. Double-click StrictFixPackK2.exe, confirm your choice and tell the installer where the game path is. -Compatibility- If there is something that would conflict, the installer will not overwrite it. Don’t use it with K2CP because they already include most (if not all) of my fixes. Marauder Fix Pack already has these fixes. There’s no need to combine the two. -Permissions- You have permission to alter this mod and redistribute your modified versions. I'm happy for you to repackage it, include it in your own mods, or upload it anywhere you like. I only ask to be mentioned as the original author of the mod. -Credits- Made with Fred Tetra's Kotor Tool Uses TSL Patcher for installing the mod Submitter Marauder Submitted 09/20/2020 Category Mods TSLRCM Compatible Yes  
  13. View File Mining Laser Consistency Fix -Description- Some of the mining lasers on Peragus do one less damage than the others, are missing part of their description or use different grammar. One thing that annoys me about Peragus is that blasters have different stats, with some of them doing one less damage than standard blasters. Based on the storyline, they should probably all do one less damage. This mod fixes that consistency problem by giving all of the mining lasers a damage penalty of 1, instead of just some of them. So now single handed mining lasers do 1-7 damage, advanced mining lasers does 1-11 damage, and heavy mining laser does 1-15 damage. It also fixes: Some of the blasters/rifles do not show that they can't be upgraded Inconsistent appunctuation in the "Not Upgradeable" lines -Install- Drop all files from the Override folder into your game Override folder. -Compatibility- The Heavy Mining Laser was changed so that you'll get the same consistency with TSLRCM as well. I don't know of any mods using the same files but if there is then it won't work together with that mod. You'll have to choose which mod you want. -Bugs- There shouldn't be any. Let me know if there are. -Permissions- If you want to use it in your own mod, go ahead. You can also change anything else about it you like, distribute it, and give others permission to distribute it. But do give me credit. -Credits- Made with Fred Tetras Kotor Tool. Submitter Marauder Submitted 09/19/2020 Category Mods TSLRCM Compatible Yes  
  14. Version 1.0.0

    88 downloads

    -Description- Some of the mining lasers on Peragus do one less damage than the others, are missing part of their description or use different grammar. One thing that annoys me about Peragus is that blasters have different stats, with some of them doing one less damage than standard blasters. Based on the storyline, they should probably all do one less damage. This mod fixes that consistency problem by giving all of the mining lasers a damage penalty of 1, instead of just some of them. So now single handed mining lasers do 1-7 damage, advanced mining lasers does 1-11 damage, and heavy mining laser does 1-15 damage. It also fixes: Some of the blasters/rifles do not show that they can't be upgraded Inconsistent appunctuation in the "Not Upgradeable" lines -Install- Drop all files from the Override folder into your game Override folder. -Compatibility- The Heavy Mining Laser was changed so that you'll get the same consistency with TSLRCM as well. I don't know of any mods using the same files but if there is then it won't work together with that mod. You'll have to choose which mod you want. -Bugs- There shouldn't be any. Let me know if there are. -Permissions- If you want to use it in your own mod, go ahead. You can also change anything else about it you like, distribute it, and give others permission to distribute it. But do give me credit. -Credits- Made with Fred Tetras Kotor Tool.
  15. Version 1.0.0

    44 downloads

    Marauder Strict Fix Pack for KotOR II: TSL Notice that this is NOT the same as Marauder Fix Pack. Version 1.0.0 -Description- A collection of my fixes for items that had wrong descriptions or properties. This differs from my previous Marauder Fix Pack, by not including consistency fixes. New here is that Droid Anatomy Fix is now included and installed by default after it was updated. -Installation- Uses TSLPatcher. Double-click StrictFixPackK2.exe, confirm your choice and tell the installer where the game path is. -Compatibility- If there is something that would conflict, the installer will not overwrite it. Don’t use it with K2CP because they already include most (if not all) of my fixes. Marauder Fix Pack already has these fixes. There’s no need to combine the two. -Permissions- You have permission to alter this mod and redistribute your modified versions. I'm happy for you to repackage it, include it in your own mods, or upload it anywhere you like. I only ask to be mentioned as the original author of the mod. -Credits- Made with Fred Tetra's Kotor Tool Uses TSL Patcher for installing the mod
  16. Version 1.0.0

    723 downloads

    [K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, 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. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of 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 ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring 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 Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb
  17. Marauder

    Marauder Fix Pack

    Version 1.0.5

    2,230 downloads

    Marauder Fix Pack for KotOR II: TSL There is a new version 1.0.5, make sure to grab the 1.0.5 version of the zip. -Description- A collection of my fixes to upgrade items that had wrong descriptions or properties. It combines all the fixes I have done for TSL. -Fixes (incomplete list)- Fixed the Mandalorian Chamber Mark III doing 3-17 damage instead of 2-16 as in the description. Barab Ore Ingot now correctly shows 2-12 fire damage in the description instead of 2-16. Targetting Scope Mark I was changed to show that it in fact has a slow effect like the others and not a stun effect. Corrected Ion Cell Mark II to show that it does Ion damage like the others instead of Bludgeoning damage. Birestorative underlay Mark III (u_a_unde_14) was missing the word "upgradeable." at the end of it's description. Hurrikaine Crystal description changed to mention the property On Hit: Knockdown DC 18 which was missing before. Firkrann Crystal changed to show that it does Ion damage vs droids instead of regular Ion damage which was missing before. Various whitespace fixes. Various missing colons after "Massive Criticals". Fix for Ostrine edge not showing the requirements to use it. Added missing return carriage for Solari crystal. Many robes were missing part of their descriptions that mark them as upgradeable. Droid Anatomy Description Fix is now included in main install -Installation- Just double-click MarauderFixPackK2.exe, confirm your choice then tell the installer where the game path is. -Compatibility- For now this is still not compatible with 90SK's TSL Loot & Immersion Upgrade, but this will probably happen in the next point release. This mod will not overwrite anything however, meaning you can safely use it and still get some of the fixes whilst using other mods. -Copying- You have permission to alter this mod and redistribute your modified versions. I'm happy for you to repackage it, include it in your own mods, or upload it anywhere you like. I only ask to be mentioned as the original author of the mod. -Credits- Made with Fred Tetra's Kotor Tool Uses TSL Patcher for installing the mod
  18. Version 1.0.1

    861 downloads

    Fixes all robes that weren't marked as upgradeable in their description. This should work universally with TSLRCM, M478-EP and Vanilla TSL, but does not yet work with 90SK's TSL Loot & Immersion Upgrade or anything else it would overwrite. Use it however you want, as usual just throw a mention my way.
  19. Version 1.0.1

    739 downloads

    Droid Anatomy Library Fix 1.0.1 for K2 by Marauder Corrects the Droid Anatomy Library not showing it's +1-10 Energy Damage vs Humans. All the bonuses from this utility item only apply when unarmed. This should be interesting for seeing HK-47 rough up some gland-driven meatbags. -Install- Drop d_interface_12.uti into your Override folder. -Copying- Use it however you want, just throw a mention my way.
  20. Version 1.1

    11,370 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 26.08.2016 Release Date 1.1: 10.10.2018 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 the Hidden Bek Base, their is a door labelled "Control Room" which cannot be unlocked, unlike the security doors that can be unlocked once you decide to finish a certain quest dark side. I found this annoying as the Control Room's interior is on the module loading screen, what this mod does is restore the Control Room and a small bit of Restored Content. This is less of 'cut content' and more of 'broken content' as I have reason to suspect this door was working on the Xbox version Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with anything that edits "tar11_lockdoo001.utd" 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.
  21. Greetings, fellow Jedi! Hope y'all doing fine. It'd be awesome if someone release a fix for Vandar's false direction; as seen in the screenshot: I believe a fix to the particular cutscene would be necessary as that is one of the important scenes in game and kind of an introductory to the Councils; particularly Master Vandar. Many thanks for considering this and, May the Force be with You!
  22. 12,371 downloads

    In KotOR 1, there is a distinct problem with energy shields: They do not actually block electricity damage, despite the description saying so. Upon looking at the forceshields.2da file, I noticed that their bit flags are set to block light side damage (64) instead of electrical damage (128). This applies to every single energy shield but the mandalorian melee shield - which isn't even supposed to counter either, so no surprise there. Another thing is the amount of damage that Verpine prototype shields block: in the description, it is 70, but in the actual game, it's 120. I knew this post about shields, but it is actually wrong, the damage types are not switched between the games, only the shields are set wrongly for the first. This very simple 2da edit fixes both issues, making energy shields actually protect from electrical damage and rectifying the amount of protection a verpine shield gives. Using the TSLPatcher, compatibility is ensured.
  23. 365 downloads

    Dark Jedi Robe Icon Fix A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 29.5.2016 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: The Robes in Kotor comes in three tiers the Jedi robe, The Jedi Knight robe and the Jedi Master Robe, Though each class of robe is stronger than the last they all share the same look but it looked like Bioware wanted to make the robes look different than their last tier. When you look at the icon for the Dark Jedi Robe, Dark Jedi Knight Robe and the Dark Jedi Master Robe each portrait is different and only the Dark Jedi Robe icon looks like the robe you wear so this mod is here to fix that by making all three tier of robes have the one icon. Known Bugs: Though this is my First Mod this mod shouldn't have bugs but if their is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with anything that changes the Dark Jedi Robe and Dark Jedi Knight robe icons and will not be useful for anyhting that changes the default robes models. Permissions: You may use this mod any way you like since this mod was Just a simple extract and renaming. 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.
  24. N-DReW25

    Sapith Fix

    Version 1.0

    5,583 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 2.01.2017 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: During your travels across the galaxy you have the opportunity to find rare lightsaber crystals in various locations. The Sapith Crystal and the Solari Crystal in Kotor 1 both share the same white crystal icons but in Kotor 2 the Sapith crystal has a brand new icon. When I made my red lightsaber crystal fix I found the exact icon in the Kotor 1 assets for the Sapith Crystal, so this mod will replace the sapith crystal icon and change it into the same icon used in Kotor 2 Known Bugs: this mod shouldn't have bugs but if their is Just PM me on Deadlystream. Incompatibilities: Is incompatiable with anything that edits "g_w_sbrcrstl04.uti" though I don't know anything that edits that. 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. N-DReW25

    Queedle Fix

    Version 1.0

    521 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 11.05.2018 Installation: Copy and Paste the file within "For Override" into your Kotor Override folder Uninstallation: Remove the file you copied from the Override folder Description: Queedle is an Ithorian Swoop Racer on Manaan, he seems all well and normal until you find out he claims he is from the world "Ando" (which is the same homeworld as the Aqualish species) and a Sith refers to him as an "Aqualish" which leads me to believe Queedle is supposed to be an Aqualish but during development his appearance was set to an Ithorian as both Ithorian and Aqualish NPCs share the same VO thus the confusion. This fix turns Queedle into an Aqualish Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Shouldn't be incompatible with anything but if there is just PM me on Deadlystream 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 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.