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Found 7 results

  1. InSidious

    MOD:Dxun Holocron

    View File Dxun Holocron Introduction This mod adds a new holocron to the game, which can be found on a corpse on Dxun. In addition to giving the player bonuses to their maximum Force Points, which unlock at levels 12, 14, and 16, the mod also gives the player the opportunity to learn three new Lightsaber forms: Sokan (Form VIII), Shi'en (Form IX), and Niman/Jar'Kai (Form X), which can be activated as non-medical abilities. (The vanilla lightsaber forms are hard-coded in the game). This derives from an unreleased mod of mine made in 2005, in which I made these three Lightsaber Forms work as passive Force Powers. These Lightsaber Forms become available at levels 13, 15, and 17. Their stats are as follows: Sokan: Attack +3 Damage Bonus +1 Reflex Saves +3 Defence Bonus 2 Defence Bonus vs. Piercing -2 (net bonus: 0) Shi'en: Attack +3 Damage Bonus +3 Defence Bonus -2 Blaster Deflect -2 Reflex Saves -2 Niman/Jar'Kai: Attack +2 Offhand attack bonus +3 Defence Bonus 1 Fortitude Saves -1 Installation Double click 'Install Dxun Holocron', and hit the 'Install mod' button. Uninstallation Remove the following files from your Override folder: di_d_gk1.ncs di_g_lf8.ncs di_g_lf9.ncs di_g_lf10.ncs di_gk1.utc di_jh_01.dlg di_jh_01.ncs di_jh_01.uti di_jhc.utp di_k2s_lf8.ncs di_k2s_lf9.ncs di_k2s_lf10.ncs di_k2s_lf8.uti di_k2s_lf9.uti di_k2s_lf10.uti di_s_gk1.ncs di_s_jhc.ncs ii_datapad_063.tga ii_datapad_064.tga ii_datapad_065.tga ii_datapad_066.tga Copy the files 'spells.2da' and 'globalcat.2da' from the backup folder created by TSLPatcher on installation into your Override folder. If no such folder was created on install by the game, you can (probably) safely delete these two files as well. Known Bugs The new Lightsaber Forms won't appear in the same place as the vanilla forms do on the GUI, but in the non-medical items slot (with the shields, basically). There's not a lot I can do about this; the Lightsaber forms appear to be hard-coded. Credits Thanks are to deathdisco, whose original KotOR I lightsaber forms mod inspired this one; to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script; to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work; to Holowan Labs, which was by far the best place to work on KotOR mods on the internet; and to Obsidian, Bioware, and LucasArts, for making both KotOR games. Submitter InSidious Submitted 12/31/2018 Category Mods TSLRCM Compatible Yes  
  2. InSidious

    Dxun Holocron

    Version 1.0.0

    58 downloads

    Introduction This mod adds a new holocron to the game, which can be found on a corpse on Dxun. In addition to giving the player bonuses to their maximum Force Points, which unlock at levels 12, 14, and 16, the mod also gives the player the opportunity to learn three new Lightsaber forms: Sokan (Form VIII), Shi'en (Form IX), and Niman/Jar'Kai (Form X), which can be activated as non-medical abilities. (The vanilla lightsaber forms are hard-coded in the game). This derives from an unreleased mod of mine made in 2005, in which I made these three Lightsaber Forms work as passive Force Powers. These Lightsaber Forms become available at levels 13, 15, and 17. Their stats are as follows: Sokan: Attack +3 Damage Bonus +1 Reflex Saves +3 Defence Bonus 2 Defence Bonus vs. Piercing -2 (net bonus: 0) Shi'en: Attack +3 Damage Bonus +3 Defence Bonus -2 Blaster Deflect -2 Reflex Saves -2 Niman/Jar'Kai: Attack +2 Offhand attack bonus +3 Defence Bonus 1 Fortitude Saves -1 Installation Double click 'Install Dxun Holocron', and hit the 'Install mod' button. Uninstallation Remove the following files from your Override folder: di_d_gk1.ncs di_g_lf8.ncs di_g_lf9.ncs di_g_lf10.ncs di_gk1.utc di_jh_01.dlg di_jh_01.ncs di_jh_01.uti di_jhc.utp di_k2s_lf8.ncs di_k2s_lf9.ncs di_k2s_lf10.ncs di_k2s_lf8.uti di_k2s_lf9.uti di_k2s_lf10.uti di_s_gk1.ncs di_s_jhc.ncs ii_datapad_063.tga ii_datapad_064.tga ii_datapad_065.tga ii_datapad_066.tga Copy the files 'spells.2da' and 'globalcat.2da' from the backup folder created by TSLPatcher on installation into your Override folder. If no such folder was created on install by the game, you can (probably) safely delete these two files as well. Known Bugs The new Lightsaber Forms won't appear in the same place as the vanilla forms do on the GUI, but in the non-medical items slot (with the shields, basically). There's not a lot I can do about this; the Lightsaber forms appear to be hard-coded. Credits Thanks are to deathdisco, whose original KotOR I lightsaber forms mod inspired this one; to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script; to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work; to Holowan Labs, which was by far the best place to work on KotOR mods on the internet; and to Obsidian, Bioware, and LucasArts, for making both KotOR games.
  3. InSidious

    Thinner Health and Force Power Bars

    Version

    454 downloads

    Description This mod changes the health and force power bars on the HUD to be thinner. N.B.: This mod has only been tested at 1280x768 resolution on the PC. It does not replace the Xbox versions of the UI, and may not work at lower resolutions. Installation Just drop the files uibit_bar_fp_p.tga and uibit_bar_vp_p into your Override folder. Uninstallation Take them out again. Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Thanks to: Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this
  4. InSidious

    Green Level-Up Icon

    Version

    469 downloads

    Description This mod changes the level-up icon from yellow to green, to fit better with the rest of the game's UI. Installation Just drop the files lbl_levelup.tga into your Override folder. Uninstallation Take it out again. Legal Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first. Thanks to: Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this
  5. InSidious

    Sonic Screwdriver

    Version 2.0

    180 downloads

    Description The sonic screwdriver comes from the planet Gallifrey, in the constellation of Kasterborus, in a galaxy far, far away. Not only can it unscrew and unlock things, it also has its uses as a weapon, particularly against machines. Damage Bonus, Sonic +2 Damage Bonus vs. Droids, Ion +1-4 Repair +2 To get it in-game, it can be purchased from Dendis Dobo. Alternatively, you can get it by typing "giveitem di_ssd_01" and "giveitem di_ssd_02" into the console, without quote, and hitting the return key. This mod adds two items to the game: a weapon, the stats of which are outlined above, and a useable item. The useable item will allow the player to open closed doors and unlock placeable items, dependent on scoring 15 or higher on a random number generator out of 20. If not, the effect will fizzle. The player also needs to have the sonic screwdriver weapon actually equipped at the time in order to use this. N.B.: This mod is incompatible with "Dendis' Secret Stash" mod by JCarter426. Installation Double click on "Install Sonic Screwdriver for KotOR 2", and hit the "Install Mod" button. Uninstallation Remove the following files from your Override folder: dendis.dlg di_202_buy.ncs di_202_c1.ncs di_202_c2.ncs di_202_s1.ncs di_ss_01.ncs di_ss_01.tga di_ss_01.txi di_ssd_01.dlg di_ssd_01.uti di_ssd_02.uti ip_pltuseitem_241.tga iw_SonicPstl_241.tga w_SonicPstl_241.mdl w_SonicPstl_241.mdx If you installed this mod on top of other mods, DO NOT delete the files "globalcat.2da" OR "spells.2da", as this may cause problems with your game. Credits & Thanks -Thanks are especially due to Fair Strides 2, whose help was invaluable in getting the scripting for the sonic screwdriver functioning properly; -Thanks also to VarsityPuppet for the inspiration to revisit this mod, and for feedback on the model; -Thanks as always to the folk at Holowan Labs, without whom KotOR modding would never have got off the ground. -Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this . Disclaimer All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc., Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either. Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must ask me first.
  6. InSidious

    Gameplay Rework (Alpha)

    Version 0.3

    228 downloads

    The short version: this mod changes gameplay in TSL by changing the level cap to 20 and thinning out the force and skill points that each class gets. It also alters primary abilities, hit die, force die, and attack bonuses for each class (which used to all be the same). Health regen is switched off, and FP regen starts from a lower base (0.6 instead of 1.0). Details below: classes.2da: Skill points readjusted: Soldiers get 1 base Skill Point Scouts get 2 Scoundrels get 2 Guardians get 1 Consulars get 1 Sentinels get 2 Combat droids get 1 Expert droids get 3 Minions get 1 Tech Specialists get 4 Weapon Masters get 1 Jedi Masters get 1 Jedi Watchmen get 2 Sith Marauders get 1 Sith Lords get 1 Sith Assassins get 2 Class hit die readjusted: Soldier: 9 Scout: 6 Scoundrel: 4 Guardian: 10 Consular: 5 Sentinel: 7 Combat Droid: 10 Expert Droid: 6 Minion: 6 Tech Specialist: 4 Weapon-master: 12 Master: 6 Watchman: 8 Marauder: 12 Sith Lord: 6 Sith Assassin: 8 Force Die readjusted: Guardian: 4 Consular: 8 Sentinel: 5 Weapon-Master: 5 Master: 10 Watchman: 7 Sith Marauder: 5 Sith Lord: 10 Sith Assassin: 7 Primary Abilities altered: Soldier: Strength Scout: Dexterity Scoundrel: Intelligence Guardian: STR Consular: WIS Sentinel: INT Combat Droid: CON Expert Droid: INT Minion: STR Tech Specialist: INT Weapon-master: STR Master: WIS Watchman: INT Marauder: STR Lord: WIS Assassin: DEX Class attack bonus tables adjusted: Soldier: Attack bonus table 1 Scout: Attack bonus table 2 Scoundrel: Attack bonus table 3 Guardian: Attack bonus table 1 Consular: Attack bonus table 3 Sentinel: Attack bonus table 2 Combat Droid: Attack bonus table 1 Expert Droid: Attack bonus table 2 Minion: Attack bonus table 2 Tech Specialist: Attack bonus table 3 Weapon-master: Attack bonus table 1 Master: Attack bonus table 3 Watchman: Attack bonus table 2 Sith Marauder: Attack bonus table 1 Sith Lord: Attack bonus table 3 Sith Assassin: Attack bonus table 2 classpowergain.2da Only Consulars, Sith Lords and Jedi Masters get 2 starting Force Powers; Guardians get no new force powers every third level; exptable.2da Capped level gain at 20; smoothed out XP gain to compensate, so that player may only just hit 20 before game end. baseitems.2da Lightsaber power reduced: die-to-roll reduced to 8 for Lightsabers, 10 for Double-sabers, 6 for Short lightsabers.
  7. InSidious

    Gameplay Rework (Alpha)

    File Name: Gameplay Rework (Alpha) File Submitter: InSidious File Submitted: 26 Jun 2013 File Category: Mods TSLRCM Compatible: Yes The short version: this mod changes gameplay in TSL by changing the level cap to 20 and thinning out the force and skill points that each class gets. It also alters primary abilities, hit die, force die, and attack bonuses for each class (which used to all be the same). Health regen is switched off, and FP regen starts from a lower base (0.6 instead of 1.0). Details below: classes.2da: Skill points readjusted: Soldiers get 1 base Skill Point Scouts get 2 Scoundrels get 2 Guardians get 1 Consulars get 1 Sentinels get 2 Combat droids get 1 Expert droids get 3 Minions get 1 Tech Specialists get 4 Weapon Masters get 1 Jedi Masters get 1 Jedi Watchmen get 2 Sith Marauders get 1 Sith Lords get 1 Sith Assassins get 2 Class hit die readjusted: Soldier: 9 Scout: 6 Scoundrel: 4 Guardian: 10 Consular: 5 Sentinel: 7 Combat Droid: 10 Expert Droid: 6 Minion: 6 Tech Specialist: 4 Weapon-master: 12 Master: 6 Watchman: 8 Marauder: 12 Sith Lord: 6 Sith Assassin: 8 Force Die readjusted: Guardian: 4 Consular: 8 Sentinel: 5 Weapon-Master: 5 Master: 10 Watchman: 7 Sith Marauder: 5 Sith Lord: 10 Sith Assassin: 7 Primary Abilities altered: Soldier: Strength Scout: Dexterity Scoundrel: Intelligence Guardian: STR Consular: WIS Sentinel: INT Combat Droid: CON Expert Droid: INT Minion: STR Tech Specialist: INT Weapon-master: STR Master: WIS Watchman: INT Marauder: STR Lord: WIS Assassin: DEX Class attack bonus tables adjusted: Soldier: Attack bonus table 1 Scout: Attack bonus table 2 Scoundrel: Attack bonus table 3 Guardian: Attack bonus table 1 Consular: Attack bonus table 3 Sentinel: Attack bonus table 2 Combat Droid: Attack bonus table 1 Expert Droid: Attack bonus table 2 Minion: Attack bonus table 2 Tech Specialist: Attack bonus table 3 Weapon-master: Attack bonus table 1 Master: Attack bonus table 3 Watchman: Attack bonus table 2 Sith Marauder: Attack bonus table 1 Sith Lord: Attack bonus table 3 Sith Assassin: Attack bonus table 2 classpowergain.2da Only Consulars, Sith Lords and Jedi Masters get 2 starting Force Powers; Guardians get no new force powers every third level; exptable.2da Capped level gain at 20; smoothed out XP gain to compensate, so that player may only just hit 20 before game end. baseitems.2da Lightsaber power reduced: die-to-roll reduced to 8 for Lightsabers, 10 for Double-sabers, 6 for Short lightsabers. Click here to download this file