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Found 64 results

  1. I have a tendency to collect Lightsabers, both in real life from SaberForge and Ultrasabers, and in my Kotor 2 (and sometimes 1) override folder. I have pretty much all of Jorn's hilts, Holowan designs, etc., but I really love the standalone hilt mods out there like the Valorous Knight's Lightsaber or the Kyle Katarn hilt. So would anyone be willing to drop any Saber Hilt mods in this thread that I might be able to add to my Override for either game? Really it can be anything, so long as it's something you made that you don't mind someone else using in their game. Thank you!
  2. Version 1.0.0

    22 downloads

    ============================================= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION ============================================= AUTHOR: Marius Fett NAME: Jedi Malak PC Head (Fixed Animations and Rescaled) Special Thanks: DarthParametric for his words of wisdom on body model scaling and explaining a far simpler and less painful method than I was previously using. DESCRIPTION: This mod adds Jedi Malak as a selectable PC head and includes a scaled down version of his models so that he is the same size as the other PC options and NPC’s, rather than his original height of over two metres. It also separates his head and body (they were originally one model) so that he is able to wear all of the armour and robes which your PC can normally wear but retains his usual signature outfit as his default clothing. This adds new models and a new appearance.2da row rather than replacing the originals, so any mods which feature Jedi Malak and use his existing entry will be unaffected. INSTALLATION INSTRUCTIONS: Run the included TSL Patcher utility to install the mod. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author.
  3. Version 3.1.2

    15,555 downloads

    This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there. Summary This mod will allow you to start the game as a Jedi Apprentice. All of the dialogue on the Endar Spire has been rewritten, and shortened significantly, to make it a quicker, more fun opening to the game. The primary goal of the mod was to reduce the horrid boredom that sets in during the Taris section of the game (by letting the player hit things with a lightsaber), and allowing the player to get more Jedi abilities throughout the game, without the limits that waiting until Dantooine enforced on the player. This is the common element between this mods, and all other padawan mods and Jedi start mods. The secondary aim was to make the story mesh with the players newfound Jedi status. Dialogues have been edited to reflect the player's class (to the best of my ability, I can't record new VO). Conversations have been reordered, and pieces removed, in an attempt to preserve the illusion that the player is a Jedi. This was done very extensively in the dialogue of NPC's on the Endar Spire, Taris, and Dantooine. Party Member dialogues have also been edited, though not as extensively, in order to maintain compatibility. Finally, and most successfully, this mod removes all of the fourth wall breaks and tutorial sections that crop up at the beginning of the game. If you turn off tutorial pop-ups, you will not receive a single tutorial message or informative instruction, designed to take you out of the game, and teach you something that you already found out in your other dozen playthroughs of the Endar Spire. Trask is completely gone (though you might find the aftermath of his fight with Darth Bandon), and the player now escapes the Endar Spire without his nagging instructions. You can now power through the intro of the game if you like. Doors have been unlocked, allowing the player to progress through the level without being forced to using battle droids or melee weapons to approach combat situations. These features are also available in my Tutorial Remover mod. Features All tutorial elements removed from the Endar Spire Start the game as a Jedi, at second level Adjusts dialogue throughout the game to conform to the new story Requirements & Compatibility Installation Start the Installer.exe file (The tslpatchdata folder must stay in the same folder as the Installer.exe). You install the mod by clicking the Install Mod button. The mod is now installed You must uninstall all version older than 3.1.2 before installing version 3.1.2. Jedi from the Start should be installed on a new installation, with KotOR 1 Community Patch or KotOR 1 Restoration already installed if you plan to use them Compatibility The mod is fully compatible with KotOR 1 Community Patch. Install Jedi from the Start after The mod is fully compatible with Unofficial K1CP Tweak Pack. Do not install the "tar02_janice021.dlg" or "tar09_recept091.dlg" files from Persuade Fixes. They will remove my Force Persuade checks, and Jedi from the Start includes equivalent changes. Remove those files from the override if you have installed them The mod is fully compatible with KotOR 1 Restoration. Install Jedi from the Start after The mod is fully compatible with Taris Dueling Arena Adjustment. Install the patch in the installer after installing both mods The mod is fully compatible with JC's Jedi Tailor The mod is fully compatible with JC's Extra Saber Colors for K1 The mod is fully compatible with Carth's Republic Uniform and Flight Suit SWToR Style Training Sabers will overwrite my changes to the Dantooine Lightsaber Training, but should not cause any actual issues Most mods should be compatible, unless they edit the Endar Spire, or the Dantooine Jedi Training JC's Robe Adjustment is not compatible. This mod includes its functionality in various ways Tutorial Remover is not compatible Recommended Mods JC's Jedi Tailor is highly recommended. Thanks to JC for letting me include most of his Robe Adjustment mod JC's Extra Saber Colors for K1 is highly recommended. You will be able to choose additional lightsaber color options when you create a character with this mod installed Consular Sentinel Class Skill Swap (or KotOR 1 Community Patch which includes it) is recommended if you want the Sentinel class to be somewhat meaningful Tutorial Remover is recommended if you do not want to be a Jedi, but still want a better Endar Spire Other Links If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile. If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com. Thank you for reading, enjoy!
  4. View File Jedi Malak PC Head (Fixed Animations and Rescaled) ============================================= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION ============================================= AUTHOR: Marius Fett NAME: Jedi Malak PC Head (Fixed Animations and Rescaled) Special Thanks: DarthParametric for his words of wisdom on body model scaling and explaining a far simpler and less painful method than I was previously using. DESCRIPTION: This mod adds Jedi Malak as a selectable PC head and includes a scaled down version of his models so that he is the same size as the other PC options and NPC’s, rather than his original height of over two metres. It also separates his head and body (they were originally one model) so that he is able to wear all of the armour and robes which your PC can normally wear but retains his usual signature outfit as his default clothing. This adds new models and a new appearance.2da row rather than replacing the originals, so any mods which feature Jedi Malak and use his existing entry will be unaffected. INSTALLATION INSTRUCTIONS: Run the included TSL Patcher utility to install the mod. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author. Submitter Marius Fett Submitted 06/09/2022 Category Mods K1R Compatible Yes  
  5. jc2

    Train The Disciple

    Version 1.0.0

    1,158 downloads

    Train the Disciple By jc2 Atton can be trained to use the force forms and lightsaber techniques that the PC learns on his/her journey, however, the Disciple cannot. At a loss for why this would not be, jc2 has undertaken an effort to rebalance this issue. Keeping in mind the sister mod, Train the Handmaiden, which set out in 2017, nearly 2 years prior to address the same issue for the Handmaiden, jc2 has come full circle. Therefore, it is the entire effort of this mod to allow the PC to train the Disciple in all 7 of the lightsaber forms, four force forms, and three force techniques. Lightsaber techniques: Ataru Form -Juyo Form - Shii Cho Form - Soresu Form - Makashi Form - Niman Form - Shien Form Force forms: Force Potency Form- Force Mastery Form -Force Focus Form - Force Affinity Force techniques: Breath Control - Beast Trick -- Force Sight The PC must have learned these techniques in order to train the Disciple on them. Incompatibilities: None so far. Compatible with Party Swap & any mod that edits disciple.dlg, because Train the Disciple does not edit disciple.dlg in any way. Files used: jc2_coms.uti, deadmerc_cont.utp (Dantooine corpses within Enclave next to Statue), jc2_disciple.dlg, spells.2da & globalcat.2da (correctly patched with tslpatcher). Installation: Run Tslpatcher See Readme for further details and information, before installing. Credits: Sith Holocron for VO splicing Deadlystream for hosting & Tyvokka for hosting deadlystream! ZYBL2 for quick explanation of lips files stoffe for the tslpatcher Jesus the Christ Feedback is always appreciated, regardless of its nature. I hope you enjoy!
  6. View File Train The Disciple 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! Submitter jc2 Submitted 08/31/2019 Category Mods TSLRCM Compatible Yes  
  7. Version 3.0.0

    207 downloads

    Description: A tiny mod for KotOR 1 that gives the player the option to avoid becoming a Jedi and remain a Soldier, Scout, or Scoundrel for the entire game. It adds two new replies towards the end of the second conversation with the Jedi Council. As you can see from the screenshot, the new replies start with "[Refuse Jedi Training]", so there should be no confusion as to what they do or which ones they are. If you choose not to be a Jedi, that conversation leads directly into the "corruption in the grove" quest, skipping over several parts of the Jedi training quest. Scripts are included to enable cross-classing as a non-Jedi. So, for example, a Scout can cross-class as a Soldier, etc. The option to cross-class as a non-Jedi is given through subtitles at the end of that second conversation with the Council. To avoid cross-classing as a non-Jedi, simply choose "No" when asked if you want to cross-class. Note that there is no second opportunity to cross-class or become a Jedi. If you change your mind later or you misclick, you'll have to reload or use a save editor. If you're wondering why anyone would want to do this, some people might want to do a "challenge run" without lightsabers or Force powers. Others might want to roleplay a trooper, smuggler, or bounty hunter-type character who refuses to use the Force. If you're wondering how this might be explained from a story standpoint, considering that the PC is regularly referred to as Padawan or Jedi, my explanation is that the PC is a "nominal Jedi". The PC is Force Sensitive and the Council considers them a (stubborn, uncooperative, foolish, and possibly evil) member of the Jedi Order, but the PC refuses to cultivate their Force abilities (in any obvious way), to wear robes, or to use lightsabers. Other than the Council and a few others who insist on treating the PC as a Jedi because they "should be a Jedi", NPCs are playing along. Or they don't know any better. They encounter a Force Sensitive or someone who seems like a Jedi, and assume that they must be one. File Index: dan13_vandar.dlg dan13_zhar.dlg A bunch of custom scripts Installation: Open the I Don't Want to Be a Jedi 3.0 archive and extract the loose .dlg files and .ncs scripts into your Override folder. Ignore the "Source Scripts" folder. Uninstallation: Remove the .dlg files found in the archive from your Override folder. The scripts won't do anything without the .dlg files, so you can leave them or delete them. Credits: Fred Tetra for KotOR Tool Fair Strides for DLG Editor Dotalink for the cross-classing as a non-Jedi idea Bioware for making KotOR in the first place
  8. Version 1.0.0

    320 downloads

    ============================================= A KNIGHTS OF THE OLD REPUBLICII: THE SITH LORDS MODIFICATION ============================================= AUTHOR: Marius Fett NAME: Jedi Knight Lightsaber Pack Special Thanks: Big thank you to Plasma; the original creator of these models for allowing me to port them over to KotOR from his original Jedi Academy mod and release them to the public. DESCRIPTION: This mod adds seven unique lightsabers to the game which are based on those from the game Star Wars: Jedi Knight: Dark Forces II. Six are based on the lightsabers belonging to the Dark Jedi and one is based on Qu Rahn’s lightsaber. I didn’t include Gorc’s hilt as it would just be a scaled up version of Pic’s and wouldn’t look good in the game. You can obtain the crystals required to build the lightsabers from the museum in the Onderon Palace. If you choose not to loot the museum, Queen Talia will give you the crystals as part of your reward for assisting the Royalists. INSTALLATION INSTRUCTIONS: Run Install Jedi Knight Lightsaber Pack.exe to install the mod. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author.
  9. Version 1.0.0

    336 downloads

    ============================================= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION ============================================= AUTHOR: Marius Fett NAME: Jedi Knight Lightsaber Pack Special Thanks: Big thank you to Plasma; the original creator of these models for allowing me to port them over to KotOR from his original Jedi Academy mod and release them to the public. DESCRIPTION: This mod adds seven unique lightsabers to the game which are based on those from the game Star Wars: Jedi Knight: Dark Forces II. Six are based on the lightsabers belonging to the Dark Jedi and one is based on Qu Rahn’s lightsaber. I didn’t include Gorc’s hilt as it would just be a scaled up version of Pic’s and wouldn’t look good in the game. Each of the lightsabers can be obtained in the following places: Boc’s Lightsaber: Two of these can be found on the corpse of the Sith Interrogator in the Sith Academy on Korriban. Jerec’s Lightsaber: Can be found on the corpse of the Sith Master inside the Sith Base on Manaan. Maw’s Lightsaber: Can be found on the corpse of the Sith apprentice in Dreshdae who is taunting his friends with his new power. Pic’s Lightsaber: Can be found on Belaya’s corpse if you kill her at the Sith Academy Entrance on Korriban. Qu Rahn’s Lightsaber: Can be found on Nemo’s corpse in the Dantooine ruins. Sariss’s Lightsaber: Can be found on Lashowe’s corpse after killing her either inside the Sith Academy or in the Valley of the Dark Lords. Yun’s Lightsaber: Can be found on Kel Algwinn’s corpse after killing him in the Sith Academy on Korriban. INSTALLATION INSTRUCTIONS: Run Install Jedi Knight Lightsaber Pack.exe to install the mod. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author.
  10. View File Revan's Jedi Lightsaber (SWTOR Port) ============================================= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION ============================================= AUTHOR: Marius Fett NAME: Revan’s Jedi Lightsaber DESCRIPTION: This mod adds a unique lightsaber to the game based on the one Revan created in canon after re-joining the Jedi. The lightsaber has a purple blade in its most famous form and so that is how I have made it for this mod. You can obtain the crystal for this lightsaber in game by taking it from the new crystal formation in the Dantooine Crystal Cave. NOTE: I went with module injection rather than scripting to make the changes to the Crystal Cave to help compatibility with K1RP and the Community Patch. Neither of these mods should have their function negatively affected by this one. INSTALLATION INSTRUCTIONS: Run Install Revan’s Jedi Lightsaber.exe to install the mod. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author. Submitter Marius Fett Submitted 04/16/2022 Category Mods K1R Compatible Yes  
  11. Version 1.0.0

    416 downloads

    ============================================= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION ============================================= AUTHOR: Marius Fett NAME: Revan’s Jedi Lightsaber DESCRIPTION: This mod adds a unique lightsaber to the game based on the one Revan created in canon after re-joining the Jedi. The lightsaber has a purple blade in its most famous form and so that is how I have made it for this mod. You can obtain the crystal for this lightsaber in game by taking it from the new crystal formation in the Dantooine Crystal Cave. NOTE: I went with module injection rather than scripting to make the changes to the Crystal Cave to help compatibility with K1RP and the Community Patch. Neither of these mods should have their function negatively affected by this one. INSTALLATION INSTRUCTIONS: Run Install Revan’s Jedi Lightsaber.exe to install the mod. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author.
  12. View File Jedi Knight Lightsaber Pack [TSL] ============================================= A KNIGHTS OF THE OLD REPUBLICII: THE SITH LORDS MODIFICATION ============================================= AUTHOR: Marius Fett NAME: Jedi Knight Lightsaber Pack Special Thanks: Big thank you to Plasma; the original creator of these models for allowing me to port them over to KotOR from his original Jedi Academy mod and release them to the public. DESCRIPTION: This mod adds seven unique lightsabers to the game which are based on those from the game Star Wars: Jedi Knight: Dark Forces II. Six are based on the lightsabers belonging to the Dark Jedi and one is based on Qu Rahn’s lightsaber. I didn’t include Gorc’s hilt as it would just be a scaled up version of Pic’s and wouldn’t look good in the game. You can obtain the crystals required to build the lightsabers from the museum in the Onderon Palace. If you choose not to loot the museum, Queen Talia will give you the crystals as part of your reward for assisting the Royalists. INSTALLATION INSTRUCTIONS: Run Install Jedi Knight Lightsaber Pack.exe to install the mod. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author. Submitter Marius Fett Submitted 04/14/2022 Category Mods TSLRCM Compatible Yes  
  13. View File Jedi Knight Lightsaber Pack [K1] ============================================= A KNIGHTS OF THE OLD REPUBLIC MODIFICATION ============================================= AUTHOR: Marius Fett NAME: Jedi Knight Lightsaber Pack Special Thanks: Big thank you to Plasma; the original creator of these models for allowing me to port them over to KotOR from his original Jedi Academy mod and release them to the public. DESCRIPTION: This mod adds seven unique lightsabers to the game which are based on those from the game Star Wars: Jedi Knight: Dark Forces II. Six are based on the lightsabers belonging to the Dark Jedi and one is based on Qu Rahn’s lightsaber. I didn’t include Gorc’s hilt as it would just be a scaled up version of Pic’s and wouldn’t look good in the game. Each of the lightsabers can be obtained in the following places: Boc’s Lightsaber: Two of these can be found on the corpse of the Sith Interrogator in the Sith Academy on Korriban. Jerec’s Lightsaber: Can be found on the corpse of the Sith Master inside the Sith Base on Manaan. Maw’s Lightsaber: Can be found on the corpse of the Sith apprentice in Dreshdae who is taunting his friends with his new power. Pic’s Lightsaber: Can be found on Belaya’s corpse if you kill her at the Sith Academy Entrance on Korriban. Qu Rahn’s Lightsaber: Can be found on Nemo’s corpse in the Dantooine ruins. Sariss’s Lightsaber: Can be found on Lashowe’s corpse after killing her either inside the Sith Academy or in the Valley of the Dark Lords. Yun’s Lightsaber: Can be found on Kel Algwinn’s corpse after killing him in the Sith Academy on Korriban. INSTALLATION INSTRUCTIONS: Run Install Jedi Knight Lightsaber Pack.exe to install the mod. PERMISSIONS: This mod may not be used without the explicit permission of the author. This mod may not be distributed on other sites without the express permission of the author. Submitter Marius Fett Submitted 04/14/2022 Category Mods K1R Compatible Yes  
  14. View File I Don't Want to Be a Jedi Description: A tiny mod for KotOR 1 that gives the player the option to avoid becoming a Jedi and remain a Soldier, Scout, or Scoundrel for the entire game. It adds two new replies towards the end of the second conversation with the Jedi Council. As you can see from the screenshot, the new replies start with "[Refuse Jedi Training]", so there should be no confusion as to what they do or which ones they are. If you choose not to be a Jedi, that conversation leads directly into the "corruption in the grove" quest, skipping over several parts of the Jedi training quest. Scripts are included to enable cross-classing as a non-Jedi. So, for example, a Scout can cross-class as a Soldier, etc. The option to cross-class as a non-Jedi is given through subtitles at the end of that second conversation with the Council. To avoid cross-classing as a non-Jedi, simply choose "No" when asked if you want to cross-class. Note that there is no second opportunity to cross-class or become a Jedi. If you change your mind later or you misclick, you'll have to reload or use a save editor. If you're wondering why anyone would want to do this, some people might want to do a "challenge run" without lightsabers or Force powers. Others might want to roleplay a trooper, smuggler, or bounty hunter-type character who refuses to use the Force. If you're wondering how this might be explained from a story standpoint, considering that the PC is regularly referred to as Padawan or Jedi, my explanation is that the PC is a "nominal Jedi". The PC is Force Sensitive and the Council considers them a (stubborn, uncooperative, foolish, and possibly evil) member of the Jedi Order, but the PC refuses to cultivate their Force abilities (in any obvious way), to wear robes, or to use lightsabers. Other than the Council and a few others who insist on treating the PC as a Jedi because they "should be a Jedi", NPCs are playing along. Or they don't know any better. They encounter a Force Sensitive or someone who seems like a Jedi, and assume that they must be one. File Index: dan13_vandar.dlg dan13_zhar.dlg A bunch of custom scripts Installation: Open the I Don't Want to Be a Jedi 3.0 archive and extract the loose .dlg files and .ncs scripts into your Override folder. Ignore the "Source Scripts" folder. Uninstallation: Remove the .dlg files found in the archive from your Override folder. The scripts won't do anything without the .dlg files, so you can leave them or delete them. Credits: Fred Tetra for KotOR Tool Fair Strides for DLG Editor Dotalink for the cross-classing as a non-Jedi idea Bioware for making KotOR in the first place Submitter jacksuspenders Submitted 10/30/2021 Category Mods K1R Compatible No  
  15. Version 2.0

    1,032 downloads

    This was inspired by a mod I saw way back when on Filefront that gave the Exile a custom gray Jedi Robe. All it was however, was just a thing to soak up blaster bolts. I am here to give my own take on this robe, and what perfect time than after Kain released his Character Robes mod. This mod has a custom description along with the feat to make it for the PC only, utilizing that War Veteran feat. I have included a custom icon, and it is found in Daraala's store. The PC has unique dialogue for the first time on meeting Daraala. I may fix some grammar issues if I get enough requests. "Well Squall, what if we're past the first meeting with Daraala?" Well, use the save game editor (the working one FS has released) or type in sl_exile to get the robe ingame. This acts as a teaser to my up in coming robe expansion pack with many other choices to come. Stay tuned. Required Mod is Deadman's Movie robe pack, and my Movie Robes pack. I will make a version for the original set of robes if I get enough requests. Installation: Copy all files to Override in the Kotor II Directory Bugs: None reported for now, if something comes up let me know and I will fix it ASAP.
  16. Version V1.01

    2,414 downloads

    This mod provides darkside players with a means of training Hanharr as a dark jedi guardian, it branches off of the part where you "break" him. it also includes a new skin, portrait, and if it works correctly, when you train him his appearance should change. The read me says it requires TSLRCM 1.8.1 but anything newer should work too.
  17. jc2

    Train The Handmaiden

    Version 2.0

    4,314 downloads

    One of the great things about TSLRCM is that the Exile can teach the party all of the forms that they learn from the Jedi masters. You could teach Atton, Mira, Visas, Bao-Dur, and Disciple all the forms and techniques you learn… wait, shouldn’t Handmaiden be on the list? She ought to be in the first place when she becomes a Jedi! However, there wasn’t any scripting or VO available for the Handmaiden to be trained in the games files nor was there ever an alternate solution. Well, after some script writing and some VO splicing by jc2, you can now teach Handmaiden all the forms just like you could for your other companions! This mod can be installed easily at any time during your playthrough and will take effect when Handmaiden becomes a Jedi. Enjoy!- Mellowtron11 Installation: Run tslpatcher **NOTE** PartySwap by DarthTyren is compatible & Leilukin's Handmaiden Fem Romance & are any other mods that edit handmaiden.dlg Compatible with TSLRCM Incompatible with anything that edits "262bdcg.dlg" see readme for workaround if necessary. If you receive these 2 errors, nothing is wrong. And the installer will continue to patch these 2das as needed. These two errors simply mean that the installer does not need to place these two files in the override folder because they are already there, and will continue patching them correctly. This was put in place in th e unlikely event that your override did not have these two files already within. • Warning: A file named globalcat.2da already exists in the override folder. Skipping file... • Warning: A file named spells.2da already exists in the override folder. Skipping file... See readme for details on how to use. Any feedback, regardless of its nature, is appreciated!
  18. Version 1.0.0

    190 downloads

    Reskins Jal Shey Mentor, Jal Shey Advisor/Neophyte, Zeison Sha Warrior jedi armors. Reskinned Mentor armor and slightly edited other armors to remove their weird metal butt-capes. Instalation: Copy "Override" folder to the main game folder.
  19. 5,848 downloads

    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod alters classes.2da, classpowergain.2da, feat.2da, featgain.2da, and skills.2da using the TSL Patcher. Changes 1. Soldier’s Base Skill Points increased from 2 to 4. 2. Jedi Consular’s Base Skill Points increased from 2 to 6. 3. Jedi Guardian’s Base Skill Points increased from 2 to 4. 4. Jedi Sentinel’s Base Skill Points increased from 4 to 8. 5. Jedi Consulars can now select up to 19 Powers by Level 12 & up to 32 by Level 20. 6. Jedi Guardians can now select up to 15 Powers by Level 12 & up to 26 by Level 20. 7. Jedi Sentinels can now select up to 16 Powers by Level 12 & up to 28 by Level 20. 8. Scoundrels can now select up to 6 Feats by Level 8 & up to 14 by Level 20. 9. Scouts can now select up to 6 Feats by Level 8 & up to 15 by Level 20. 10. Jedi Consulars can now select up to 6 Feats by Level 12 & up to 10 by Level 20. 11. Jedi Guardians can now select up to 10 Feats by Level 12 & up to 16 by Level 20. 12. Jedi Sentinels can now select up to 9 Feats by Level 12 & up to 15 by Level 20. 13. HK-47 (Combat Droid Class) granted the same Feat Progression as the Soldier Class. 14. T3-M4 (Expert Droid Class) granted 2 extra feats. 15. Scoundrels gain Treat Injury as a Class Skill. 16. Protagonist Soldier & Scout gain Persuade as a Class Skill. 17. T3-M4 (Expert Droid Class) can now select Master Two-Weapon Fighting when leveling up. 18. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime).
  20. 3,413 downloads

    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod was built and tested using TSLRCM 1.8.3, M4-78 EP 1.1, DeadMan's Movie-Style Jedi Master Robes 1.5 Mod, and LiliArch's Savegame Pack LSMGWE 1.0. Changes This mod will remove the Force Alignment Restriction from Aleema Keto's Robe, Arca Jeth's Robe, Crado's Robe, Jolee's Robe, Natth Cowling, Sylvar's Robe, Thon's Robe, and Darth Malak's Armor.
  21. MVacc224

    Feats Tweak

    Version 1.4

    1,623 downloads

    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. 1. Protagonist Jedi Guardian granted Armor Proficiency Heavy at Character Generation. 2. Protagonist Jedi Sentinel granted Armor Proficiency Medium at Character Generation. 3. Protagonist Jedi Consular loses Weapon Proficiency Blaster Rifle at Character Generation. 4. Jedi Weapon Master/Sith Marauder granted Armor Proficiency Medium & Heavy. 5. Jedi Watchman/Sith Assassin granted Stealth Run. 6. Jedi Consular & Jedi Sentinel can now select Weapon Specialization Lightsaber starting at level 4. 7. Atton granted Stealth Run at Level 4 & Echani Strike at Levels 5, 11 & 17. 8. Bao Dur can now select Stealth Run, Weapon Focus Melee Weapons, Empathy & Conditioning when leveling up. 9. Stealth Run is now selectable for Scouts, Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 10. Caution is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 11. Empathy is now selectable for Jedi Weapon Master/Sith Marauder. 12. Gear Head is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 13. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime). 14. Weapon Focus Blaster Rifle is now selectable for the Scoundrel Class.
  22. Version 1.4

    858 downloads

    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod is designed to tap into the nostalgia of first creating your character in K1 by changing the feats of the starting Jedi Classes of TSL to mirror those found in K1. The perceived lack of uniqueness between the classes in TSL formed the basis of this project. I also hope it addresses the notion of being granted feats that the player would not necessarily use or be able to master throughout the game depending on class feat progression. Jedi Guardian = Soldier Jedi Sentinel = Scout Jedi Consular = Scoundrel Changes 1. Protagonist Jedi Guardian is granted Armor Proficiency Light, Medium & Heavy, Power Attack, Power Blast, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Jump, Jedi Sense, Jedi Defense, and War Veteran at Character Generation. 2. Protagonist Jedi Sentinel is granted Armor Proficiency Light & Medium, Flurry, Rapid Shot, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Immunity Fear, Jedi Sense, Jedi Defense, and War Veteran at Character Generation. 3. Protagonist Jedi Consular is granted Armor Proficiency Light, Critical Strike, Sniper Shot, Weapon Proficiency Blaster Pistol, Melee Weapons & Lightsaber, Force Focus, Jedi Sense, Jedi Defense, and War Veteran at Character Generation.
  23. View File Jedi Armor Minor Retexture Reskins Jal Shey Mentor, Jal Shey Advisor/Neophyte, Zeison Sha Warrior jedi armors. Reskinned Mentor armor and slightly edited other armors to remove their weird metal butt-capes. Instalation: Copy "Override" folder to the main game folder. Submitter vZv Submitted 11/06/2020 Category Skins TSLRCM Compatible Yes  
  24. Version v1.1

    1,135 downloads

    ------------------- Kill Belaya v1.1 ------------------- Author TheRealDarthRevan Updated at 12:47 on Friday the 14th of July 2017 ----------- DESCRIPTION ----------- You know how when you kill Juhani as a dark jedi on Dantooine and when you arrive back at the Jedi Enclave you are confronted by Juhani's 'friend' Belaya, she says she wants to kill you. Now you can kill Belaya BEFORE Korriban and get some custom loot. This mod is in it's early stages, there will be more content to come. ------------- INSTALLATION ------------- Just run the TSL patcher and you're set. If TSL Patcher somehow does not work for you copy the contents of the TSL Patcher folder(excluding info and changes)into your Override folder. -------------- COMPATIBILITY -------------- This mod is fully K1R compatible and should be compatible with any mod unless it edits 'dan13_belaya' dialog and charactor utc. If there is a specific mod it is incompatible with PM me and I will work to get it compatible. ----- BUGS ----- None that I know of, this is a simple mod so there shouldn't be any bugs, but if you do find some PM me and i'll try to fix it. ------- THANKS ------- Thank you to Fred Tetra for KotOR Tool Bioware for making an AMAZING Star Wars game The Deadly Stream community and all those tutorials. -------- LEGAL -------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  25. So the idea behind this Role play is set during a time of the Knights of the Fallen Empire that was never really discussed which is when the eternal empire hit both the Republic and Sith Empire were hit by the Eternal Empire. In this RP, we'd be playing renegade Jedi and Sith who have abandoned their orders after their respective falls and try to make our way in the Galaxy. If anyone is interested please feel free to comment on it and I'll share more details.