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Found 136 results

  1. So I am finally making a thread to see what the people who actually use SLM or my other mods would like to see be implemented in it. I already have a long list of things I'd like to accomplish, some are harder for me to do and some are not. But again if you have a suggestion or personal preference let me know here and I will see about going forward with it. Want to do list: Removing the rancor from Khoonda plains and placing that saber somewhere else. Remaking all saber blade textures to look more like the movies and shows (Kenobi, Mandalorian) Possibly switching models for pc hilt and/or red default hilts. Doing compares for all party saber making dialogs instead of hard replaces. Remove the Acheron saber quest and all associated files (getting rid of it). Removing all .mod files from the installation that are hard replaces and putting those files in tslpatchdata to be inserted into the exisiting .mod files. Removing the zakkeg boss from Dxun pt.1 and replacing that saber since Acheron wont exist anymore. Saber blades Here is what we have... ...but this is what I want If anyone had suggestions on how to achieve this it would be most welcome. -KJ
  2. Version 8.2

    1,463 downloads

    DHRM 8.2 ---------------------- Kaidon Jorn May 2021 This mod will replace the default vanilla game saber models into new higher poly lightsaber models, each color of blade has it's own unique hilt, with Crazy34's new 3-D lightsaber blade models. This time I removed my old hilt for the yellow bladed saber and changed it to a model I made years ago for SotOR (K1) and made it into a double bladed version as well. I can't say enough about Crazy34's new blade model and textures (which I tweaked to my own preferences), his work has really changed the game on these and it's something a lot of us have been wanting for many years. Kudos to him for all his hard work, I might not have done all this if it weren't for him. They will be enjoyed for years to come. To install run the .exe and choose the location of the game (not the override itself). To uninstall take them all back out.
  3. View File Schematic Lightsaber Mod 2021 Schematic Lightsaber Mod 2021 (SLM 2021) =============================================================================================================== for TSLRCM 1.8.5/1.8.6 Author: Kaidon Jorn Date: Autumn 2020-Summer 2021 This is a large scale lightsaber mod which was built using TSLRCM 1.8.5. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.5 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION). IMPORTANT: Upon installation of this mod you must also open the file called "swkotor.ini" found in the main swkotor folder and under graphics options, you must edit the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Options=1", simply putting spaces between words. If this is not done you will see lightsaber hilt textures disappear depending on camera angle. In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Huge thanks to Fair Strides for his wonderful scripting help. In version 2021, lightsaber schematics have been redesigned so that you must equip it on your forearm and activate it like a forearm shield. They are destroyed once you are able to use them (they have a one minute cooldown), but will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. There are also two new quests to find the parts of two different lightsabers which you can then build on the workbench, one begins in the Telos military base and the other somewhere on Dxun. 2.0 ----------> 2021 Changes List ================================================================================================================ All SLM Lightsaber's now use Crazy34's New Lightsaber Blade Models with ambient lighting! Thanks very much to him. All lightsaber schematics are now forearm equippable items that have a one minute cooldown before you can attempt to learn another schematic. The Workbench dialog file has been expanded bigly to be able to deconstruct all SLM and vanilla game sabers. Sion's Pain and the Infernal Warrior's Lightsaber now use SithSpecter's Unstable Blade Textures with ambient lighting. The tank droid boss in the military base on Telos no longer drops the Telos Defender's Crystal. It now drops the first part that starts a quest to build that lightsaber model on the workbench. The saber itself is now called "Honorable Duelist Lightsaber", and has a gold blade and glow. A new (old) lightsaber model has returned and uses SithSpecter's Unstable Blade Textures. "Acheron's Frost" can now be aquired through a new quest that starts somewhere in the first visit of Dxun. Now compatible with Markus Ramiken's Workbench Crystal Attunement Mod. <<Only drop the .ncs script file into your Override folder, the workbench dialog file is already compatible.>> Training Sabers are now fully upgradeable and come with a 1-8 damage by themselves. Mandalorian War Leader's Lightsaber has been removed permanently and replaced by Redeemed Revan's Lightsaber. The schematic now drops in the tomb on Korriban. All of the looted lightsabers have been touched up in the texture department, giving them a weathered and/or worn look, and gave them all various stats. Eloquence now has a silvery blue blade and glow. Upgraded stats. All party member lightsaber building dialogs have all been rebuilt with excitingly new and fancy scripts from FairStrides of DeadlyStream fame and glory. They will all meditate on their crystals after building their lightsabers. Visas Marr now builds an old RandomSabers model I named "Miralukan Seer's Lightsaber". The Omen is held by her on the first meeting in the Ebon Hawk. Freedon Nadd's Lightsaber is now fully upgradeable standard blade saber. Bao-Dur's Liberator no longer uses the "chrome1" texture. Alderaanian Battle Saber had a model switch and now uses the old RandomSabers "Quillian" hilt. Master Vash's Redemption had a model switch, and now uses the old RandomSabers "Schism" hilt. The Solace sabers now have a "pale gold" blade and glow. Freedon Nadd now has a seperate standard bladed hilt that you can find in the Sith tomb on Dxun. The crystal cave on Dantooine has extra crystals to aquire, it is tied to the "Weapon of the Jedi" questline. Compatibilty for M4-78 has not yet happened, but I will get to it eventually. (I hope...) Many other improvements I don't remember since I began rebuilding the mod back in October of 2020. Install by running the .exe file called "SLM 2021" Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's) Notes: *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed. *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine))) Credits: Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models. Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed. Thanks to SithSpecter for use of his unstable blade textures. Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off and providing the textures. Thanks to DeadlyStream for hosting my mods. 1.0 - 2.0 changes list ================================================================================================================== Redesigned lightsaber schematics into usable items that you "learn". Learning the schematic sets the boolean to "true" so it is memorized in the workbench dialog file, and the schematics are no longer cluttering up your inventory. It is no longer possible for Disciple to get stuck on the MedBay wall inside the Ebon Hawk since I made him jump to the workbench like Atton does. He will still walk back to the MedBay. Further developed party member saber building dialogs of all party members so alignment will matter. Added new scenes so that Kreia and Visas will now meditate on their crystals. Adjusted hit points or stats on some of the added bosses. Updated the dialog for Atris' Telos Academy schematic crate. Integrated Apostle Saber Addon patch and renamed them to "Solace", gave them unique blade color, made a new encounter for them in Dantooine Enclave sub-level. Returned them to the original chrome texture (baremetal didn't look right). Updated icons. Integrated Training Sabers from my TOR Sabers Mod. Credit to Darth Deadman for adding the energy fields that power on and off like a lightsaber on those. Added new double-bladed saber "Elite Assassin's Saberstaff". Made assassins in Sith Academy on Korriban wield double-bladed lightsabers. Remade alot of lightsaber icons. Updated textures on several saber hilts. Cut down on the use of chrome hilts alot. Reshaded most of the ones that still use it. Eloquence now has a cerulean blade. The cyan core/blue one from 1.0 was not up to par with the rest so I got rid of it. Master Vash now has an entirely new model from the archives, she now wields the 'Aggressor'. Updated all necessary files. Renamed Vrook's saber to 'Vigilance'. Updated all necessary files. Fixed Saquesh not giving the Alderaanian Battle Saber schematic as he should have been if you help the Exchange. Fixed Kreia taking the long way around to the workbench. Finally retired my beautiful 4900 poly Acheron Saber and gave Sion an old RandomSabers model ("the Banshee") with a "scratched up" texture, a much larger scaling and a deeper red blade/pinker core. Added new powerup and powerdown sounds for sabers. Renamed the old 'Warrior's Lightsaber' found in the Korriban Tomb to 'Fury'. Rewrote and rescripted the dialog for the Sith Ghost encounter in the Korriban Tomb. Added 'Infernal Warrior's Lightsaber' with a dark orange blade and a new boss in the late game Citadel Station to beat you over the head with it. Rescaled and reskinned Revan's TOR saber. Made a new saber mod (Revan's Canonical TOR Sabers) as a seperate add-on that is compatible with this one as the way to get that saber model - *though it will replace 'Mandalorian War Leader's'*. Readjusted stats on a few of the dropped sabers. Wrote descriptions for Master's sabers. Buffed Darth Traya (Atris) for Telos Academy fight and Darth Nihilus just a little. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. Submitter Kaidon Jorn Submitted 07/30/2021 Category Mods TSLRCM Compatible Yes  
  4. Version v2.1

    25,936 downloads

    Installation is simple: just drag the .tga files you want into your override folder. It is, in fact, compatible with KotOR 1. Fire Files: fx_fireball01.tga fx_flame.tga Covers the flame effect from flamethrowers and things that reuse this (most custom force powers using fire use this effect). The fireball is an adaptation of Fire_001 made by Mr. Bubble for RPG Maker games. (http://mrbubblewand.wordpress.com/tag/fire/) I recolored the flames to be a little less red, and also added some tween frames to make the whole thing more puffy. It is approximately four times the original flame's resolution - the original was made of multiple overlapping 51x51 sprites expanded up to consume entire bodies, these are 204x204 with soft blending edges. The fire stream is an adaptation of Misc Fire Element made by dbszabo for general usage. (http://dbszabo1.deviantart.com/) It was a pretty simple affair. Ice Files: fx_crystal01.tga fx_reflectmap.tga The ice is an adaptation of Ice Texture made by DudeAlan2001 for general purposes, and is eight times the original resolution, going from 128 to 1024. (http://dudealan2001.deviantart.com/art/Ice-Texture-77076446) I slightly colored the ice and played with the alpha channel, but I didn't really do any hard work on that one. Most of the hard work was actually on the ice's reflect map, reducing the overpowering glow to be a little paler and a little less common. Overall, it looks more like "unnaturally glowing ice and snow" and less like "unnaturally glowing saran wrap."
  5. Version 2.0

    33,043 downloads

    This mod replaces the Force Drain, Force Lightning, Death Field, cold ray, ion, and neural pacifier beam effects with new, higher-res ones.
  6. Version 1.0b

    1,420 downloads

    Schematic Lightsaber Mod 2021 (SLM 2021) =============================================================================================================== for TSLRCM 1.8.5/1.8.6 Author: Kaidon Jorn Date: Autumn 2020-Summer 2021 This is a large scale lightsaber mod which was built using TSLRCM 1.8.5. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.5 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION). IMPORTANT: Upon installation of this mod you must also open the file called "swkotor.ini" found in the main swkotor folder and under graphics options, you must edit the line "DisableVertexBufferObjects=1" to read "Disable Vertex Buffer Options=1", simply putting spaces between words. If this is not done you will see lightsaber hilt textures disappear depending on camera angle. In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Huge thanks to Fair Strides for his wonderful scripting help. In version 2021, lightsaber schematics have been redesigned so that you must equip it on your forearm and activate it like a forearm shield. They are destroyed once you are able to use them (they have a one minute cooldown), but will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. There are also two new quests to find the parts of two different lightsabers which you can then build on the workbench, one begins in the Telos military base and the other somewhere on Dxun. 2.0 ----------> 2021 Changes List ================================================================================================================ All SLM Lightsaber's now use Crazy34's New Lightsaber Blade Models with ambient lighting! Thanks very much to him. All lightsaber schematics are now forearm equippable items that have a one minute cooldown before you can attempt to learn another schematic. The Workbench dialog file has been expanded bigly to be able to deconstruct all SLM and vanilla game sabers. Sion's Pain and the Infernal Warrior's Lightsaber now use SithSpecter's Unstable Blade Textures with ambient lighting. The tank droid boss in the military base on Telos no longer drops the Telos Defender's Crystal. It now drops the first part that starts a quest to build that lightsaber model on the workbench. The saber itself is now called "Honorable Duelist Lightsaber", and has a gold blade and glow. A new (old) lightsaber model has returned and uses SithSpecter's Unstable Blade Textures. "Acheron's Frost" can now be aquired through a new quest that starts somewhere in the first visit of Dxun. Now compatible with Markus Ramiken's Workbench Crystal Attunement Mod. <<Only drop the .ncs script file into your Override folder, the workbench dialog file is already compatible.>> Training Sabers are now fully upgradeable and come with a 1-8 damage by themselves. Mandalorian War Leader's Lightsaber has been removed permanently and replaced by Redeemed Revan's Lightsaber. The schematic now drops in the tomb on Korriban. All of the looted lightsabers have been touched up in the texture department, giving them a weathered and/or worn look, and gave them all various stats. Eloquence now has a silvery blue blade and glow. Upgraded stats. All party member lightsaber building dialogs have all been rebuilt with excitingly new and fancy scripts from FairStrides of DeadlyStream fame and glory. They will all meditate on their crystals after building their lightsabers. Visas Marr now builds an old RandomSabers model I named "Miralukan Seer's Lightsaber". The Omen is held by her on the first meeting in the Ebon Hawk. Freedon Nadd's Lightsaber is now fully upgradeable standard blade saber. Bao-Dur's Liberator no longer uses the "chrome1" texture. Alderaanian Battle Saber had a model switch and now uses the old RandomSabers "Quillian" hilt. Master Vash's Redemption had a model switch, and now uses the old RandomSabers "Schism" hilt. The Solace sabers now have a "pale gold" blade and glow. Freedon Nadd now has a seperate standard bladed hilt that you can find in the Sith tomb on Dxun. The crystal cave on Dantooine has extra crystals to aquire, it is tied to the "Weapon of the Jedi" questline. Compatibilty for M4-78 has not yet happened, but I will get to it eventually. (I hope...) Many other improvements I don't remember since I began rebuilding the mod back in October of 2020. Install by running the .exe file called "SLM 2021" Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's) Notes: *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed. *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine))) Credits: Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models. Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed. Thanks to SithSpecter for use of his unstable blade textures. Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off and providing the textures. Thanks to DeadlyStream for hosting my mods. 1.0 - 2.0 changes list ================================================================================================================== Redesigned lightsaber schematics into usable items that you "learn". Learning the schematic sets the boolean to "true" so it is memorized in the workbench dialog file, and the schematics are no longer cluttering up your inventory. It is no longer possible for Disciple to get stuck on the MedBay wall inside the Ebon Hawk since I made him jump to the workbench like Atton does. He will still walk back to the MedBay. Further developed party member saber building dialogs of all party members so alignment will matter. Added new scenes so that Kreia and Visas will now meditate on their crystals. Adjusted hit points or stats on some of the added bosses. Updated the dialog for Atris' Telos Academy schematic crate. Integrated Apostle Saber Addon patch and renamed them to "Solace", gave them unique blade color, made a new encounter for them in Dantooine Enclave sub-level. Returned them to the original chrome texture (baremetal didn't look right). Updated icons. Integrated Training Sabers from my TOR Sabers Mod. Credit to Darth Deadman for adding the energy fields that power on and off like a lightsaber on those. Added new double-bladed saber "Elite Assassin's Saberstaff". Made assassins in Sith Academy on Korriban wield double-bladed lightsabers. Remade alot of lightsaber icons. Updated textures on several saber hilts. Cut down on the use of chrome hilts alot. Reshaded most of the ones that still use it. Eloquence now has a cerulean blade. The cyan core/blue one from 1.0 was not up to par with the rest so I got rid of it. Master Vash now has an entirely new model from the archives, she now wields the 'Aggressor'. Updated all necessary files. Renamed Vrook's saber to 'Vigilance'. Updated all necessary files. Fixed Saquesh not giving the Alderaanian Battle Saber schematic as he should have been if you help the Exchange. Fixed Kreia taking the long way around to the workbench. Finally retired my beautiful 4900 poly Acheron Saber and gave Sion an old RandomSabers model ("the Banshee") with a "scratched up" texture, a much larger scaling and a deeper red blade/pinker core. Added new powerup and powerdown sounds for sabers. Renamed the old 'Warrior's Lightsaber' found in the Korriban Tomb to 'Fury'. Rewrote and rescripted the dialog for the Sith Ghost encounter in the Korriban Tomb. Added 'Infernal Warrior's Lightsaber' with a dark orange blade and a new boss in the late game Citadel Station to beat you over the head with it. Rescaled and reskinned Revan's TOR saber. Made a new saber mod (Revan's Canonical TOR Sabers) as a seperate add-on that is compatible with this one as the way to get that saber model - *though it will replace 'Mandalorian War Leader's'*. Readjusted stats on a few of the dropped sabers. Wrote descriptions for Master's sabers. Buffed Darth Traya (Atris) for Telos Academy fight and Darth Nihilus just a little. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
  7. 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!
  8. Version 1.1.0

    254 downloads

    Description: Someone on Discord in a server I am in requested for me to make a mod where it adds robes and lightsabers in the Morgue, so that's what I did. READ This is a newer, updated version. I was informed the other version of this where I put it on the Miner Corpse causes a bunch of issues in the game. REMOVE g_tresgencorp004 FROM YOUR OVERRIDE FOLDER I have added these to Kreia's corpse instead, hopefully there won't be any issues. I also added a Double Bladed Lightsaber, 2 short lightsabers, medpacs, and some credits to Kreia's Corpse. Installion: Pop gencrps004.utp into your Override folder in your Kotor 2 Directory Credits: The Person who asked me to make this on Discord - Name will be anonymous Fred Tetra - Kotor Tool which allowed me to add these lightsabers and robes to the miners corpse Obsidian for making Kotor 2 Bugs: Lightsabers aren't upgradeable, I can't figure out as to why, but if you want a mod that adds lightsabers that are upgradeable, you can download and install the Lightsabers on Peragus mod. Sometimes you can only access the items once you get the plasma torch. Other than these 2 bugs, there shouldn't be anymore. Report to me if you find anymore. Compatibility: Pretty sure this will be compatible with TSLRCM since it doesn't edit anything TSLRCM adds, I believe. NOT Compatible with any other mods that change gencrps004.utp
  9. View File Lightsabers and Robes on a Corpse Description: Someone on Discord in a server I am in requested for me to make a mod where it adds robes and lightsabers in the Morgue, so that's what I did. READ This is a newer, updated version. I was informed the other version of this where I put it on the Miner Corpse causes a bunch of issues in the game. REMOVE g_tresgencorp004 FROM YOUR OVERRIDE FOLDER I have added these to Kreia's corpse instead, hopefully there won't be any issues. I also added a Double Bladed Lightsaber, 2 short lightsabers, medpacs, and some credits to Kreia's Corpse. Installion: Pop gencrps004.utp into your Override folder in your Kotor 2 Directory Credits: The Person who asked me to make this on Discord - Name will be anonymous Fred Tetra - Kotor Tool which allowed me to add these lightsabers and robes to the miners corpse Obsidian for making Kotor 2 Bugs: Lightsabers aren't upgradeable, I can't figure out as to why, but if you want a mod that adds lightsabers that are upgradeable, you can download and install the Lightsabers on Peragus mod. Sometimes you can only access the items once you get the plasma torch. Other than these 2 bugs, there shouldn't be anymore. Report to me if you find anymore. Compatibility: Pretty sure this will be compatible with TSLRCM since it doesn't edit anything TSLRCM adds, I believe. NOT Compatible with any other mods that change gencrps004.utp Submitter LewokGuy Submitted 07/11/2022 Category Mods TSLRCM Compatible Yes  
  10. Version 1.0.0

    1,370 downloads

    DESCRIPTION This is an HD reskin of our loyal astromech droid T3-M4, as well as the rest of the astromech droids. Their textures are now each 2048x2048, each ai-upscaled and manually retouched. I constantly checked my work against the 3D model to ensure there were no texture seams. I even added an environment map to enhance the look of the brushed metal. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. This mod should be compatable with both KotOR games, though T3-M4's texture will go unused in KotOR. INSTALLATION Drop all the .tga or .tpc files into the Override folder wherever KotOR or KotORII is installed. UNINSTALLATION Delete the previously installed files. THANKS Thanks to the makers of KotORTool, ESRGAN, GIMP, mdledit, KotORBlender, Blender, and the KotOR Savegame editor. Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page.
  11. Version 1.0.0

    79 downloads

    Thank you for downloading my mod. 🙂 Thanks to JC in the Kotor discord server for helping me figure out how to change the audio file. 🙂 This mod aims to change the Kotor 2 Main Menu music to the Dantooine Rebuilt Enclave music. Note: This may change the music for when you battle Sion - I have not tested this yet but if someone does test it please send me a message on Deadly Stream or leave a comment on my mod. 1. Put the mus_sion.wav file into your Streammusic folder in your kotor 2 directory. 2. When it asks you if you want to over write the file, click yes. 3. Launch up your game and the main menu music should be changed! Should Be Compatible with TSLRCM, if it isn't then that will be a surprise, because I highly doubt it actually changes anything for TSLRCM.
  12. View File KOTOR 2 Main Menu Music Changed To Rebuilt Enclave Song Thank you for downloading my mod. 🙂 Thanks to JC in the Kotor discord server for helping me figure out how to change the audio file. 🙂 This mod aims to change the Kotor 2 Main Menu music to the Dantooine Rebuilt Enclave music. Note: This may change the music for when you battle Sion - I have not tested this yet but if someone does test it please send me a message on Deadly Stream or leave a comment on my mod. 1. Put the mus_sion.wav file into your Streammusic folder in your kotor 2 directory. 2. When it asks you if you want to over write the file, click yes. 3. Launch up your game and the main menu music should be changed! Should Be Compatible with TSLRCM, if it isn't then that will be a surprise, because I highly doubt it actually changes anything for TSLRCM. Submitter Lewok Submitted 05/29/2022 Category Mods TSLRCM Compatible Yes  
  13. Would anyone be willing to make the SWTOR Tempted Apprentice Lightsaber as a replacement for the Viridian and Green vanilla sabers? https://swtorista.com/weapon/tempted-apprentices-lightsaber
  14. Hey i am using the 1.5.2 version of the holocron toolset. It is quite easy for beginners. What i cant figure out properly is , how to make a stationary NPC move randomly on a given level/map using this tool. Thank you
  15. View File Khoonda Militia to Republic Soldier Since the Khoonda militia partner with the Republic Government, it is quite baffling that they did not receive any standard military gear in the vanilla version. Therefore to mitigate that ive made some of the Khoonda militias wear the Republic Soldier armour. You simply need to copy the files into the override folder. Submitter Jj117 Submitted 01/11/2022 Category Skins K1R Compatible No  
  16. Version 1.0.0

    27 downloads

    Since the Khoonda militia partner with the Republic Government, it is quite baffling that they did not receive any standard military gear in the vanilla version. Therefore to mitigate that ive made some of the Khoonda militias wear the Republic Soldier armour. You simply need to copy the files into the override folder.
  17. i have been going through the kotor tool software and i have been able to change the appearance of most NPCs to my liking but i cant find the character sheet for Khoonda militia. I have tried looking at the utc and also the appearance.2da file. Can someone show me where the militia appearance can be changed? it would be really helpful. Thank you
  18. Version 6.0

    3,030 downloads

    DEFAULT HILTS REPLACEMENT MEGAPACK 6.0 -------------------------------------------------------------------------- This mod will replace the default lightsaber hilt models in KotOR 2:The Sith Lords. All color crystals use one model, a gold lightsaber is still included but is only obtainable in game with the .mod file in the Optional Gold Saber Game Placement Folder(Daraala's Store, Dantooine.) which should be placed in the MODULES folder. Otherwise you will need to cheat it in (u_l_colo_11, g_w_lghtsbr12, g_w_dblsbr012, and g_w_shortsbr12) - or use KSE. Also, my new blade color textures have been made optional. Place those in the override folder, if you wish. This version now syncs with TSLRCM 1.8.3 restored bronze saber files. TSLRCM 1.8.3 is however not required to use this mod. Run the patcher.exe to install the main part of the mod. -QDJ
  19. After a whole bunch of tinkering with my own build in private, I'm finally foraying into something public. Some of you might be familiar with, or dimly remember, a great mod from the old filefront days - Robes of the Old Republic: Back Into TSL, which returns the robes in TSL to a KOTOR 1 style. I've always been a big fan of this one since the K2 robes were always so 4k years in the future for my tastes, but the downside to this mod is that the lovely cloaks disappear. Thankfully, @VarsityPuppet and @90SK had thought of this and made a newer mod that added a cloak to the K1 robe model for K2, with their own textures and recolours for the various outfits. But I always had a liking for the old ROTOR textures, for the most part, so what I used to do on my end was splice textures together to get what I want. So now I figured I may as well make a new mod using elements of both, with my own twists here and there. VP and 90SK were kind enough to give permission to use their assets, and Gavroche very helpfully gives permissiom in ROTOR's readme to use assets. I'm still playing around with various elements, but I figured feedback would be well worth getting before I go any further. I'm going to preface this by saying that I am not a very good digital artist, and the vast majority of my skills are limited to chop-and-change recolours on that end of things, so don't expect anything godlike if you don't already like the K1 robe textures. Most of these were also edited years ago now since they're the product of my tinkering over the years, and it's only recenlty I've gotten around to updating and reinstalling KOTOR 2 again. But, I have to start somewhere. I'm not 100% sold on the master and padawan having different textures, at least for the robe under the cloak, but atm the Jedi ones are all either game textures or courtesy of one or both prior mods. The dark robes are something of an options list, but I'm strongly leaning towards using the K1 dark robes texture instead. I've currently got those on a different robe later though, so some poking around might be needed. This is where things got more creative on my end - I wanted the cloaks to match the rotor textures, so I did a lot of trial and improvement on the recolouring. I've also got the K1 orange robes here on the sage slot, but I might move them too. I matched the cloak to the trousers of those robes, but the more I look at it the more I think maybe I should adjust it to be closer to the main robe. The Norris robe is currently home to the old K1 dark jedi robe texture, but I suspect I'll move it over to the dark jedi main in the future. I'm not super satisfied witht hecloak - there's a sort of turquoise tint to the wear lines of the K1 robe that I want to try and recreate in the cloak so it matches, but it's been proving tricky so far. The Ossus Keeper uses the K1 blue robes, and I do like the cloak recolour job I've done, but I am wondering if I should make the cloak blue instead - there's a lot of grey in the robe options already. The Natth Cowling loak I'm irrationally proud of, since I thought matching the pink trousers from ROTOR's tecture would be very striking, but I wasn't sure I'd be able to get it looking right. With the named character robes, I've been experimenting with matching the palette more closely to what the characters wore back in TOTJ, so Arcas and Nima swap base robes, and I did a lot of vsual reference looking to tint the cloaks. Thon obviously doesn't wear much of anything, so I just tried adjusting the colour of his cloak to be as close to his vanilla master-style cloak's colour as possible. The lack of a master-style cloak model does start to hurt how good these can look though, IMO. It was a bit of a surprise that Crado and Sylvar's robes from ROTOR matched their under robes from TOTJ pretty well, so I left them as-is, but I did make their cloaks a matching purple in from their comic cloaks. Aleema needed the most change, and she might yet see more change. In theory I could've given her several different colour combos thanks to her serial wardrobe changes, but I think I've found a nice compromise. And lastly, for Arren Kae's robe, I've got the VP/90SK textures instead of ROTOR for now, but I do plan to make some tweaks, though not major ones - probably try and get the cape more white, eliminate the grey trim, etc. I have no model editing experience, so I did put out a request for a K1 robe combined with the master-style K2 cloak, but sadly nobody's picked up, so I'll have to shelve that hope for the time being. If anyone's up to help, I'd be very thankful. I'm entertaining other ideas for the mod, like an uncloaked version or maybe clothes for each class using the NPC robes, K1 ending robes, and uncloaked K1 robes, but I'm not wholly committed to that as of yet. So that's where things are as of now - watch this space, hopefully.
  20. Version 1.0.1

    68 downloads

    I liked the style of the Original Sith Mask in KOTOR but it's resolution was so low. This is nothing too fancy, I just upscaled it and used some texture and color effects to make it look slightly better imo. My intention was to keep the vanilla feel of the Original Sith Mask but improve it. This mod will work for both KOTOR & KOTOR 2 without needing to change the name of the file. It's really simple. Installation: Drop the file into the override of either game. Compatibility: It is compatible with anything that does not change the default sith mask. If you have a mod that changes the default sith mask, this mod will override it.
  21. I just recently finished a modded playthrough of kotor 1 and so I bought the second one last night and was following this guide: https://www.reddit.com/r/kotor/wiki/kotor2modbuildfull#wiki_kotor_2_full_build I know I made a mistake somewhere because when I booted the game it looked like this I have absouletly no idea how to fix this or what could have caused it, and I thought I may as well try to ask here before I try re-downloading the whole modlist. The only mods I use are the ones in the link I provided. Any help would be greatly appreciated!
  22. I don't know if someone has done this already, but could someone port the blonde guy head from KOTOR 2 to KOTOR 1? or link me to an existing one? I couldn't find it if it has already been done. Thanks! EDIT: This one.
  23. View File Improved Sith Mask (K1 & K2) I liked the style of the Original Sith Mask in KOTOR but it's resolution was so low. This is nothing too fancy, I just upscaled it and used some texture and color effects to make it look slightly better imo. My intention was to keep the vanilla feel of the Original Sith Mask but improve it. This mod will work for both KOTOR & KOTOR 2 without needing to change the name of the file. It's really simple. Installation: Drop the file into the override of either game. Compatibility: It is compatible with anything that does not change the default sith mask. If you have a mod that changes the default sith mask, this mod will override it. Submitter Cytaris Submitted 08/11/2021 Category Skins K1R Compatible Yes  
  24. Version 1.1

    5,264 downloads

    In KotOR 2, you would originally stumble upon the body of a Jedi named Nebelish while investigating the tomb of an ancient Sith Lord on Korriban. However, this "Nebelish" actually looked a lot like Dustil Onasi. Turns out, Obsidian originally planned to have Dustil in the tomb but they ended up cutting the content. Now when TSLRCM came along they never restored this because Jason Mardsen, Dustil's voice actor, never recorded any lines for the part. Now I thought it a shame that Dustil couldn't have been restored, so I set about restoring him. And, thanks to some voice overs done by Zhaboka, I have finished my task. So essentially, this mod restores Dustil to KotOR II. TSLRCM Compatible: Yes Please go to the Nexus Mods link to see further screenshots. ModDB Link: DOWNLOAD Nexus Files: DOWNLOAD Deadly Stream Link: DOWNLOAD
  25. Would anyone be willing to do a head replacer for Mira that utilizes DarthParametric's Kira Carsen head but retains Mira's default appearance in her armor/clothing? I have the same outfit on Kira in SWTOR from the Cartel Market, so I wanted to see if this was something possible to do in K2.