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Found 141 results

  1. nadrino

    Pazaak Wizard

    Version 1.0

    3,954 downloads

    Hi everyone, I'm introducing myself into the modding commiunity by sharing a very simple mod I made. ############################ # DESCRIPTION ############################ The "Pazaak Wizard" mod replaces all pazaak card deck of other players by -1. This mod has been made for KotOR 2 : TSL. ############################ # REQUIREMENTS ############################ - Kotor2 installed (Retail/Gog/Steam version) ############################ # COMPATIBILITY ############################ - Successfully tested with TSLRCM. ############################ # HOW TO INSTALL ############################ Copy the content of the override folder in the override/ folder of Kotor2. Feel free to leave a comment/question/request bellow. Cheers, aazlm THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS.
  2. Hello, I had a question. Is it possible to do spawn NPCs / Ennemies on SWKOTOR2/1 ? I've been looking since 3/4 days but nothing ... 0 mods ... nothing
  3. I want to replace T3-M4 with R2-D2. Obviously, it seems to me that it would be a little more complicated than a simple replacement of the model. What I need to know is: - How to replace the model - Do I need to rig new animations (or can I get away with no animations), and how to rig new animations (head spinning, third leg extending for walk/run animations) - What files, .2da, .tpc, etc that I will need to change/access to make this happen - What tools (programs) I'll need I am new to modding and have had success with overhauling textures so far, but haven't dipped into modelling yet, however I am committed to making this happen. Any advice or directions into how this modelling stuff works is much appreciated.
  4. Version 1.0.0

    56 downloads

    Author: EAF97 Description: Most of the Sith students, teachers, and workers at the Sith academy on Korriban in K1 will now wear Dark Jedi robes according to rank and ported in from K2 that are worn by the Dark Jedi at Trayus Sith Academy on Malachor V in K2. Visually-speaking, this mod is meant to make the same appearance enhancement for Korriban Sith that JCarter426's "Cloaked Jedi Robes for K1" makes to Jedi robes with ported K2 models and could also be installed over JC's "Back in Black" which edits the NPCs' equipment (and which this mod itself doesn't do). -There will be two main options for installation: Version 1 installs both the clothing overhaul and gives unique heads to several of the NPCs who have direct conversations with the players such as Kel Algwinn and Dak Vesser, while Version 2 only overhauls the clothing. -Lashowe, Mekel, Shaardan, and other students will wear “low” robes -Yuthura and other teachers will wear “mid” robes -Masters (just Uthar) will wear “high” robes. -Students and teachers who are out working in the valley will wear darker variants of Dark Jedi Padawan and Master robes, respectively, with the ported player and companion robe models from K2 -Those who are dueling or practicing combat skills will wear “training” outfits (K1-style “tunics”) from Unused K1 Tunics for TSL -Captives will wear “prisoner” outfits -Workers (Tariga, Adrenas) will wear a darker variant of Onderon commoner clothing from Effixian's Zeison Sha/Jal Shey to Onderon Clothing -All of the “Lite” NPCs will be upgraded based on the new heads and gender given to them in K1CP but will have the new clothing. -A compatibility patch for K1CP will be available for both versions to give Tariga (the Huttese-speaking human NPC who gives directions to the Valley) a female appearance. -There will be an optional add-on to install the female variant of the Trayus-style Dark Jedi “Master” robes for Yuthura which I decided to include since nobody else wears it. -Sith guards, troopers, soldiers, and archaeologists will NOT be affected. I would **strongly** recommend installing K1CP **before** this mod in order to get a full overhaul of NPCs in the area but it isn’t necessary in order for the mod to work and the base installation will assume that K1CP isn’t installed -Equipment of NPCs will NOT be edited, this is purely a **visual** overhaul but is compatible with any mod that edits the NPCs’ equipment such as “Back in Black” by JCarter426 -Aside from any Sith students or teachers who are encountered in Dreshdae, the "Prospective" Sith students as well as Czerka employees and other civilians in the area will NOT be affected. I would recommend some of the other NPC overhaul mods listed below for enhancing those characters. For the most part, this mod mainly aims to change the Sith students, teachers, and staff at the Academy itself -Any Sith or Dark Jedi outside of Korriban will NOT be affected and there are multiple mods (listed below) which sufficiently enhance them and which I would recommend to be installed along with this mod. Installation: Just run the TSLPatcher the direct it to your game file. If you plan on using this mod alongside K1CP, I'd recommend installing K1CP **first** if you haven't already. Install either Version 1 (Clothes & Heads) OR Version 2 (Clothes Only) and then install either version of the Tariga patch for K1CP based on whichever version of the base installation was chosen (basically gives Tariga a female appearance in line with K1CP's changes that also adds the changes made to other NPCs in the main mod). To Uninstall: Remove the files from your Override folder and add the backup .2da file to it Credit: Special thanks to Effix, 90SK, Dark Hope, Laast, and ShiningRedHD for allowing me to use some of their models and textures, to N-DReW25 for advice given on the mod, and to JCarter426 whose work with porting Jedi robes from K2 inspired this mod Recommended Mods to accompany this one: "Kotor 1 Community Patch" by A Future Pilot: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ The following mods by JCarter426: https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/ https://deadlystream.com/files/file/2309-jcs-czerka-business-attire-for-k1/ "Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)" by DarthParametric: https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/ The following mods by N-DReW25: https://deadlystream.com/files/file/2469-czerka-redux/ https://deadlystream.com/files/file/2310-k1-clothing-pack/ https://deadlystream.com/files/file/1109-sith-stalkers-k1/ The following mods by Dark Hope: https://deadlystream.com/files/file/2316-sithcom-dh/ https://deadlystream.com/files/file/2164-darth-bandon-hd/ https://deadlystream.com/files/file/2042-sith-soldier-hd/ https://deadlystream.com/files/file/2188-war-droid-mark-i-hd/ "K1 Better Male Twilek Heads" by Ashton Scorpius https://deadlystream.com/files/file/1430-k1-better-male-twilek-heads/ The following mods by Leiluken: https://deadlystream.com/files/file/2228-kotor-1-twilek-male-npc-diversity/ https://deadlystream.com/files/file/2179-kotor-1-twilek-female-npc-diversity/ Compatibility: If you're using any mods that change the appearance of NPCs in the Academy or on Korriban generally such as K1CP, I would recommend installing them BEFORE installing this mod. If you're using Leilukin's "Belaya's Unique Look" for example, install this mod AFTER it; it uses the same unique head for the character that Leilukin's mod uses and sources it from SpaceAlex's "K1 Enhancement Pack" modder's resource but also gives Belaya the same clothing overhaul as the others at the Academy if she appears. This mod should also be compatible with JCarter426's "Back in Black" mod (and I would even recommend using it alongside mine but it isn't necessary in order for my mod to work), but should be installed AFTER JC's mod so that the appearance overhaul in this mod won't be overwritten. Compatible with both K1CP **and** K1R but I would **strongly** encourage using it alongside K1CP. However, neither one is required in order for the mod to work COPYRIGHT I used the models from JCarter426's modder's resource "JC's Cloaked Jedi Robes & Supermodel Port": https://deadlystream.com/files/file/1379-jcs-cloaked-jedi-robes-supermodel-port-for-k1/ I have also utilized the following mods in my work with general permission (given in their "read me" files) from the authors to use their mods as long as they are given credit: "New Male Caucasian Bearded PC Head" by SHB: "You may use these skins etc. in your own mods without my expressed permission, as long as the original files stay intact, and proper credit is given." https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/new-male-caucasian-bearded-pc-head "Character Overhaul -Redux-" by ShiningRedHD: "You are allowed to use the assets in this file without permission as long as you credit me" https://www.nexusmods.com/kotor2/mods/1060 Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  5. Version 1.2.0

    260 downloads

    The opening act of The Sith Lords gets a bad rap. It's actually very atmospheric and gives a great introduction to the themes of the game (especially if you install a skin like A Darker Peragus). It only has one real problem: it's too long and repetitive. Especially since TSL rewards replaying to try different paths, it can be a chore to get through at the beginning of a new game. This cuts out about a quarter of the length without sacrificing any plot points, by removing a large section that doesn't reveal anything new, and changing some frustrating level design decisions that add delays and backtracking without adding meaningful choices. This should give new players a better opening experience to the game, as well as letting experienced players get through the first segment faster. The full list of changes is below, if you want spoilers: I recommend also installing my Harbinger Arrival: Free Cam mod, which speeds up a long unskippable animation sequence. It's separate so that it can be installed on its own for people who don't want the more drastic changes in Streamlined Peragus. Compatibility Requires TSLRCM. Tested with the Full Mod Build and the Spoiler-Free Mod Build. Install this after them. Also compatible with my Harbinger Arrival Tweaks. Install them in any order. Modifies the map of 103PER (Fuel Depot), so this will conflict with any other mod that replaces 103per.lyt or 103per.vis. Known Bugs (spoilers) Links KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Harbinger Arrival Tweaks: https://deadlystream.com/files/file/2518-harbinger-arrival-tweaks Formerly packaged separately at https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam and https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie.
  6. View File Academy Attire: K2 Sith Pack for K1 Korriban Academy Author: EAF97 Description: Most of the Sith students, teachers, and workers at the Sith academy on Korriban in K1 will now wear Dark Jedi robes according to rank and ported in from K2 that are worn by the Dark Jedi at Trayus Sith Academy on Malachor V in K2. Visually-speaking, this mod is meant to make the same appearance enhancement for Korriban Sith that JCarter426's "Cloaked Jedi Robes for K1" makes to Jedi robes with ported K2 models and could also be installed over JC's "Back in Black" which edits the NPCs' equipment (and which this mod itself doesn't do). -There will be two main options for installation: Version 1 installs both the clothing overhaul and gives unique heads to several of the NPCs who have direct conversations with the players such as Kel Algwinn and Dak Vesser, while Version 2 only overhauls the clothing. -Lashowe, Mekel, Shaardan, and other students will wear “low” robes -Yuthura and other teachers will wear “mid” robes -Masters (just Uthar) will wear “high” robes. -Students and teachers who are out working in the valley will wear darker variants of Dark Jedi Padawan and Master robes, respectively, with the ported player and companion robe models from K2 -Those who are dueling or practicing combat skills will wear “training” outfits (K1-style “tunics”) from Unused K1 Tunics for TSL -Captives will wear “prisoner” outfits -Workers (Tariga, Adrenas) will wear a darker variant of Onderon commoner clothing from Effixian's Zeison Sha/Jal Shey to Onderon Clothing -All of the “Lite” NPCs will be upgraded based on the new heads and gender given to them in K1CP but will have the new clothing. -A compatibility patch for K1CP will be available for both versions to give Tariga (the Huttese-speaking human NPC who gives directions to the Valley) a female appearance. -There will be an optional add-on to install the female variant of the Trayus-style Dark Jedi “Master” robes for Yuthura which I decided to include since nobody else wears it. -Sith guards, troopers, soldiers, and archaeologists will NOT be affected. I would **strongly** recommend installing K1CP **before** this mod in order to get a full overhaul of NPCs in the area but it isn’t necessary in order for the mod to work and the base installation will assume that K1CP isn’t installed -Equipment of NPCs will NOT be edited, this is purely a **visual** overhaul but is compatible with any mod that edits the NPCs’ equipment such as “Back in Black” by JCarter426 -Aside from any Sith students or teachers who are encountered in Dreshdae, the "Prospective" Sith students as well as Czerka employees and other civilians in the area will NOT be affected. I would recommend some of the other NPC overhaul mods listed below for enhancing those characters. For the most part, this mod mainly aims to change the Sith students, teachers, and staff at the Academy itself -Any Sith or Dark Jedi outside of Korriban will NOT be affected and there are multiple mods (listed below) which sufficiently enhance them and which I would recommend to be installed along with this mod. Installation: Just run the TSLPatcher the direct it to your game file. If you plan on using this mod alongside K1CP, I'd recommend installing K1CP **first** if you haven't already. Install either Version 1 (Clothes & Heads) OR Version 2 (Clothes Only) and then install either version of the Tariga patch for K1CP based on whichever version of the base installation was chosen (basically gives Tariga a female appearance in line with K1CP's changes that also adds the changes made to other NPCs in the main mod). To Uninstall: Remove the files from your Override folder and add the backup .2da file to it Credit: Special thanks to Effix, 90SK, Dark Hope, Laast, and ShiningRedHD for allowing me to use some of their models and textures, to N-DReW25 for advice given on the mod, and to JCarter426 whose work with porting Jedi robes from K2 inspired this mod Recommended Mods to accompany this one: "Kotor 1 Community Patch" by A Future Pilot: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ The following mods by JCarter426: https://deadlystream.com/files/file/1378-jcs-fashion-line-i-cloaked-jedi-robes-for-k1/ https://deadlystream.com/files/file/2309-jcs-czerka-business-attire-for-k1/ "Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)" by DarthParametric: https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/ The following mods by N-DReW25: https://deadlystream.com/files/file/2469-czerka-redux/ https://deadlystream.com/files/file/2310-k1-clothing-pack/ https://deadlystream.com/files/file/1109-sith-stalkers-k1/ The following mods by Dark Hope: https://deadlystream.com/files/file/2316-sithcom-dh/ https://deadlystream.com/files/file/2164-darth-bandon-hd/ https://deadlystream.com/files/file/2042-sith-soldier-hd/ https://deadlystream.com/files/file/2188-war-droid-mark-i-hd/ "K1 Better Male Twilek Heads" by Ashton Scorpius https://deadlystream.com/files/file/1430-k1-better-male-twilek-heads/ The following mods by Leiluken: https://deadlystream.com/files/file/2228-kotor-1-twilek-male-npc-diversity/ https://deadlystream.com/files/file/2179-kotor-1-twilek-female-npc-diversity/ Compatibility: If you're using any mods that change the appearance of NPCs in the Academy or on Korriban generally such as K1CP, I would recommend installing them BEFORE installing this mod. If you're using Leilukin's "Belaya's Unique Look" for example, install this mod AFTER it; it uses the same unique head for the character that Leilukin's mod uses and sources it from SpaceAlex's "K1 Enhancement Pack" modder's resource but also gives Belaya the same clothing overhaul as the others at the Academy if she appears. This mod should also be compatible with JCarter426's "Back in Black" mod (and I would even recommend using it alongside mine but it isn't necessary in order for my mod to work), but should be installed AFTER JC's mod so that the appearance overhaul in this mod won't be overwritten. Compatible with both K1CP **and** K1R but I would **strongly** encourage using it alongside K1CP. However, neither one is required in order for the mod to work COPYRIGHT I used the models from JCarter426's modder's resource "JC's Cloaked Jedi Robes & Supermodel Port": https://deadlystream.com/files/file/1379-jcs-cloaked-jedi-robes-supermodel-port-for-k1/ I have also utilized the following mods in my work with general permission (given in their "read me" files) from the authors to use their mods as long as they are given credit: "New Male Caucasian Bearded PC Head" by SHB: "You may use these skins etc. in your own mods without my expressed permission, as long as the original files stay intact, and proper credit is given." https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/new-male-caucasian-bearded-pc-head "Character Overhaul -Redux-" by ShiningRedHD: "You are allowed to use the assets in this file without permission as long as you credit me" https://www.nexusmods.com/kotor2/mods/1060 Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter EAF97 Submitted 11/10/2024 Category Mods K1R Compatible Yes  
  7. Version 1.1.1

    112 downloads

    Convince, push the blame, or gaslight your favorite Jedi Master to spare him… Or be the one swayed in return! Description: This mod allows players who take General Vaklu’s route on Onderon to complete the questline without having to kill Master Kavar. This can be achieved (or failed) through various dialogue paths, exploring different topics such as proving General Vaklu to be the best choice for Onderon, convincing Kavar that he is fighting a battle he cannot win, guilt-tripping him, and more. The main focus of the mod is to add more interactions with Kavar, who was a mentor and a friend to the Exile — a connection that was scarcely explored in the vanilla game. It also adds complexity to Onderonian politics, allowing the player to shape Onderon's future without the necessity of killing a Jedi. Additionally, this mod allows players who initially sided with Vaklu to betray him and switch sides at the last possible moment. In newest update, you also have the option to imprison Talia instead of outright executing her. Key Features: Spare Master Kavar and meet him later on Dantooine, without following the “light” path on Onderon. Change sides after sparring with Master Kavar, keeping Queen Talia on the throne. End Kavar’s life prematurely, skipping his third-phase fight. Multiple ways to persuade Kavar, allowing you to roleplay your character in various ways. Regardless of how you dealt with Kavar, you can now convince Vaklu to spare Talia. Notes: The mod is unvoiced. After careful consideration, I decided against using voice cloning or synthesizing due to the controversial attitudes toward such practices. If you decide to join Talia after sparring with Kavar, there will be no reward from the Queen after completing the storyline — you did ransack her city, after all! Some dialogue paths will require you to have neutral or light alignment to succeed. Force Persuasion requires you to have the "Dominate Mind" ability; otherwise, it will fail. Bugs: There is a known issue, possibly unrelated to this mod, where during the final fight against Vaklu, the General refuses to defend himself. Many players have reported this problem, which can interfere with the mod’s thematic elements. Unfortunately, I am unsure of the cause or how to fix it, so any help would be appreciated. The Lost Jedi quest will not be updated, and the Master of the Palace quest will still state Kavar died alongside Talia, even if your spared them on Vaklu's path. Will be fixed in the future. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Mods on Screenshots: Canonical Jedi Exile, by michaelfung2000 The Exile's Robe, by Ellimar
  8. Version 1.0.0

    45 downloads

    AUTHOR: Sith Holocron FIRST RELEASE: 26 JUL 2024 GAMES: Star Wars Knights of the Old Republic II Description: This is an alternate version of my "TSL Animated Galaxy Map Texture in Canon Positions 1.1" mod. The difference here is that the texture is now written in Aurebesh - one of the in-universe languages in Star wars. As before, the planets in the texture are in the positions as laid out in bead-v's TSL Galaxy Map Fix Pack (https://deadlystream.com/files/file/1057-tsl-galaxy-map-fix-pack/) The Galaxy Map texture of the Ebon Hawk [texture name LEH_scre03] as it appeared in the original un-modded game was originally sized at 128x128. It is now sized to 512x512. In addition to the resolution bump, the actual texture is now animated with 9 frames of animation. This mod is not recommended for use in KotOR1, as it refers to places not seen in the game. See my other mods for a KotOR1 version of this mod. This mod was made in response to a request by N-DReW25. Installation: Grab the files (both the TGA and the TXI) from the file folder and drop them into the following folder: SWKotOR2/Override Uninstall: Take them out again. Known Bugs: None known at this time. Legal Disclaimer: All materials and copyrights belong to LucasArts, Obsidian Entertainment, and Bioware Corp. 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. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Credits: Kexikus: Help with putting together the original version of this mod. LSaberDuelist and OldFlash (of LucasForums) for their instructive discussion and tutorial at LucasForums. (http://www.lucasforu...ad.php?t=153502)
  9. View File K2 Better Clothes Clothes are no longer useless, with this mod installed they give you +1 Charisma and +2 Persuade. (Requires a new game.) Submitter GearHead Submitted 10/25/2024 Category Mods TSLRCM Compatible Yes  
  10. GearHead

    K2 Better Clothes

    Version 1.0.0

    34 downloads

    Clothes are no longer useless, with this mod installed they give you +1 Charisma and +2 Persuade. (Requires a new game.)
  11. Version 1.0.7

    506 downloads

    This mod corrects companion stats. WARNING: This mod is made to be compatible with as many mods a possible. This means sometimes during the installation process you get error messages dou to the way the installer handles thing. Don't panic, this is normal, the mod will work just fine. If the companion already joined your party the changes will not apply. You need to start a new game or load an earlier save. List of changes: Class changes: - Soldiers no longer gain defense bonuses leveling up, only Mandalore, but he is a separate class now. - Swapped Combat Droid and Expert Droid feat gain tables. (more feats for HK-47, less for T3-M4 and G0-T0) - Fixed Sith Marauder defense bonuses. - Fixed Sith Lord defense bonuses. Bao-Dur: - He wears clothes now. (He looks the same with and without clothes, so this change is kind of pointless.) - He had 48 force points by default even though he is not a Jedi at the beginning, this was changed to 0. Disciple: - Stealth Skill 5 -> 0 - Awareness Skill 8 -> 5 - Treat Injury Skill 8 -> 4 - He no longer has an invisible 'Superior Weapon Focus: Lightsaber II' feat. - He had 24 force points by default even though he is not a Jedi at the beginning, this was changed to 0. Handmaiden: - Stealth Skill 5 -> 0 - Awareness Skill 8 -> 5 - Treat Injury Skill 8 -> 4 - She had 24 force points by default even though she is not a Jedi at the beginning, this was changed to 0. Hanharr: - Hit Points 52 -> 60 (This bug goes away if you level him up, but i fixed it anyway.) - He no longer has the 'Close Combat' feat. - He has the correct version of the 'Precise Shot I' feat now. HK-47: - Hit Points 72 -> 78 - Demolitions Skill 5 -> 9 - Awareness Skill 5 -> 9 - Repair Skill 6 -> 9 - He has Improved Power Blast now to match the number of feats Combat Droids gain on their first 6 levels. - Swapped Combat Droid and Expert Droid feat gain tables. (more feats for HK-47, less for T3-M4 and G0-T0) - Fixed his dual wield power blast. He fires both blasters now, previously he only fired the right hand one. - His 'Logic Upgrade: Tactician' feat was removed, since this feat is no longer in use. Kreia: - Hit Points 36 -> 27 - Force Points 49 -> 73 - She has the 'Unarmed Specialist I' feat now, same as every other jedi. Mandalore: - Awareness Skill 5 -> 4 - Persuade Skill 2 -> 0 - Treat Injury Skill 9 -> 8 - He no longer belongs to the 'Soldier' class. I made him a new class called 'Mandalorian'. This way he can retain his defense bonuses provided by the 'Mandalorian Courage' feat. (No other changes compared to the 'Soldier' class.) Mira: - Computer Use Skill 8 -> 9 - Demolitions Skill 8 -> 9 - Awareness Skill 8 -> 9 - Repair Skill 8 -> 9 - She has the 'Armor Proficiency: Medium' feat by default now. - Her 'Critikal Strike' feat was swapped out to 'Flurry'. Visas: - Hit Points 30 -> 54 - Force Points 24 -> 42
  12. View File AxC's Kavar's Extended Choices Convince, push the blame, or gaslight your favorite Jedi Master to spare him… Or be the one swayed in return! Description: This mod allows players who take General Vaklu’s route on Onderon to complete the questline without having to kill Master Kavar. This can be achieved (or failed) through various dialogue paths, exploring different topics such as proving General Vaklu to be the best choice for Onderon, convincing Kavar that he is fighting a battle he cannot win, guilt-tripping him, and more. The main focus of the mod is to add more interactions with Kavar, who was a mentor and a friend to the Exile — a connection that was scarcely explored in the vanilla game. It also adds complexity to Onderonian politics, allowing the player to shape Onderon's future without the necessity of killing a Jedi. Additionally, this mod allows players who initially sided with Vaklu to betray him and switch sides at the last possible moment. In newest update, you also have the option to imprison Talia instead of outright executing her. Key Features: Spare Master Kavar and meet him later on Dantooine, without following the “light” path on Onderon. Change sides after sparring with Master Kavar, keeping Queen Talia on the throne. End Kavar’s life prematurely, skipping his third-phase fight. Multiple ways to persuade Kavar, allowing you to roleplay your character in various ways. Regardless of how you dealt with Kavar, you can now convince Vaklu to spare Talia. Notes: The mod is unvoiced. After careful consideration, I decided against using voice cloning or synthesizing due to the controversial attitudes toward such practices. If you decide to join Talia after sparring with Kavar, there will be no reward from the Queen after completing the storyline — you did ransack her city, after all! Some dialogue paths will require you to have neutral or light alignment to succeed. Force Persuasion requires you to have the "Dominate Mind" ability; otherwise, it will fail. Bugs: There is a known issue, possibly unrelated to this mod, where during the final fight against Vaklu, the General refuses to defend himself. Many players have reported this problem, which can interfere with the mod’s thematic elements. Unfortunately, I am unsure of the cause or how to fix it, so any help would be appreciated. The Lost Jedi quest will not be updated, and the Master of the Palace quest will still state Kavar died alongside Talia, even if your spared them on Vaklu's path. Will be fixed in the future. Credits: Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Mods on Screenshots: Canonical Jedi Exile, by michaelfung2000 The Exile's Robe, by Ellimar Submitter AxConsortium Submitted 09/07/2024 Category Mods TSLRCM Compatible Yes  
  13. View File K2 - Animation Fix This mod fixes Force Power related animation bugs. Changes: - Force Fury animation fix - Force Scream animation fix - Force Crush animation fix - Monster Sonic Howl animation fix (used by Storm Beasts on Malachor) Submitter GearHead Submitted 08/21/2024 Category Mods TSLRCM Compatible Yes  
  14. Version 1.0.0

    113 downloads

    This mod fixes Force Power related animation bugs. Changes: - Force Fury animation fix - Force Scream animation fix - Force Crush animation fix - Monster Sonic Howl animation fix (used by Storm Beasts on Malachor)
  15. View File Harbinger Arrival Tweaks Contains two changes to the Harbinger docking sequence on Peragus. Install either or both, your choice: Harbinger Arrival: Free Cam Unlocks the camera during the Harbinger arrival animation, so you can have the eerie experience of walking alongside the huge ship as it pulls closer. I think it's more ominous this way (and as a bonus, if you're replaying and don't want to watch again, you can rush through without waiting for the whole animation.) Harbinger Arrival: Restore Movie TSLRCM replaces the single movie when the Harbinger arrives at Paragus with a 3-step sequence: a movie, an in-engine cut scene, then another movie. This puts the original movie back while keeping all the other TSLRCM changes. Why do that? The main reason to prefer the in-engine cut scene is that the original movie looks awful - space shots of the ship arriving can get away with a fuzzy low resolution, since they're so different from the gameplay, but the middle section really suffers by comparison. But, Naelavok's Remastered (Upscaled) Cutscenes improve the movie quality enough to compete with the rendering. PapaZinos' Harbinger Arrival Performance Enhancement mod does a lot of great work to make the cut scene smoother and fixes a lot of glitches, but on my machine (with the upscaled movies) there's still a loading delay when switching from a movie, to an in-engine rendering, back to a movie. The single movie has smooth fades, so it has better pacing for this important scene. I still recommend the Performance Enhancement mod, though, because it fixes a lot of other glitches in the sequence, and it greatly improves another brief cut scene after the Harbinger arrives. To make sure PapaZinos' hard work on the in-engine rendering doesn't go to waste, I used it to add a little improvement to that cutscene as well... Compatibility Restore Movie isn't needed with vanilla KOTOR2. Free Cam works with it. Both work with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Install this after both of those, and anything else that modifies the Harbinger arrival sequence. Tested with the KOTOR2 Spoiler-Free Mod Build (which includes the Performance Enhancement), but it should work with the Full Mod Build too. Other Recommended Mods KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Streamlined Peragus: https://deadlystream.com/files/file/2470-streamlined-peragus Submitter JoeNotCharles Submitted 08/19/2024 Category Mods TSLRCM Compatible Yes  
  16. View File Streamlined Peragus The opening act of The Sith Lords gets a bad rap. It's actually very atmospheric and gives a great introduction to the themes of the game (especially if you install a skin like A Darker Peragus). It only has one real problem: it's too long and repetitive. Especially since TSL rewards replaying to try different paths, it can be a chore to get through at the beginning of a new game. This cuts out about a quarter of the length without sacrificing any plot points, by removing a large section that doesn't reveal anything new, and changing some frustrating level design decisions that add delays and backtracking without adding meaningful choices. This should give new players a better opening experience to the game, as well as letting experienced players get through the first segment faster. The full list of changes is below, if you want spoilers: I recommend also installing my Harbinger Arrival: Free Cam mod, which speeds up a long unskippable animation sequence. It's separate so that it can be installed on its own for people who don't want the more drastic changes in Streamlined Peragus. Compatibility Requires TSLRCM. Tested with the Full Mod Build and the Spoiler-Free Mod Build. Install this after them. Also compatible with my Harbinger Arrival Tweaks. Install them in any order. Modifies the map of 103PER (Fuel Depot), so this will conflict with any other mod that replaces 103per.lyt or 103per.vis. Known Bugs (spoilers) Links KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Harbinger Arrival Tweaks: https://deadlystream.com/files/file/2518-harbinger-arrival-tweaks Formerly packaged separately at https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam and https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie. Submitter JoeNotCharles Submitted 05/25/2024 Category Mods TSLRCM Compatible Yes
  17. Version 1.0.0

    193 downloads

    NOTE: this is now packaged together with my other Harbinger Arrival mod as Harbinger Arrival Tweaks. TSLRCM replaces the single movie when the Harbinger arrives at Paragus with a 3-step sequence: a movie, an in-engine cut scene, then another movie. This puts the original movie back while keeping all the other TSLRCM changes. Why do that? The main reason to prefer the in-engine cut scene is that the original movie looks awful - space shots of the ship arriving can get away with a fuzzy low resolution, since they're so different from the gameplay, but the middle section really suffers by comparison. But, Naelavok's Remastered (Upscaled) Cutscenes improve the movie quality enough to compete with the rendering. PapaZinos' Harbinger Arrival Performance Enhancement mod does a lot of great work to make the cut scene smoother and fixes a lot of glitches, but on my machine (with the upscaled movies) there's still a loading delay when switching from a movie, to an in-engine rendering, back to a movie. The single movie has smooth fades, so it has better pacing for this important scene. I still recommend the Performance Enhancement mod, though, because it fixes a lot of other glitches in the sequence, and it greatly improves another brief cut scene after the Harbinger arrives. To make sure PapaZinos' hard work on the in-engine rendering doesn't go to waste, I used it to add a little improvement to that cutscene as well... Compatibility Not needed with vanilla TSL. Works with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Tested with the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too. Install this after TSLRCM and Harbinger Arrival Performance Enhancement. Also compatible with my Harbinger Arrival: Free Cam mod. Install them in either order. Links Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: FreeCam: https://deadlystream.com/files/file/2449-harbinger-arrival-free-cam
  18. Version 1.1.0

    151 downloads

    NOTE: this is now packaged together with my other Harbinger Arrival mod as Harbinger Arrival Tweaks. Unlocks the camera during the Harbinger arrival animation, so you can have the eerie experience of walking alongside the huge ship as it pulls closer. I think it's more ominous this way (and as a bonus, if you're replaying and don't want to watch again, you can rush through without waiting for the whole animation.) Compatibility Tested with Vanilla KOTOR2, TSLRCM and the KOTOR2 Spoiler-Free Mod Build, but it should work with the Full Mod Build too. Install this after TSLRCM and anything else that modifies the Harbinger arrival sequence, such as the Harbinger Arrival Performance Enhancement (which is included in the mod build). Also compatible with my Harbinger Arrival: Restore Movie mod. Install them in either order. Links KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 JoeNotCharles' Harbinger Arrival: Restore Movie: https://deadlystream.com/files/file/2448-harbinger-arrival-restore-movie
  19. Version 1.0.0

    123 downloads

    Contains two changes to the Harbinger docking sequence on Peragus. Install either or both, your choice: Harbinger Arrival: Free Cam Unlocks the camera during the Harbinger arrival animation, so you can have the eerie experience of walking alongside the huge ship as it pulls closer. I think it's more ominous this way (and as a bonus, if you're replaying and don't want to watch again, you can rush through without waiting for the whole animation.) Harbinger Arrival: Restore Movie TSLRCM replaces the single movie when the Harbinger arrives at Paragus with a 3-step sequence: a movie, an in-engine cut scene, then another movie. This puts the original movie back while keeping all the other TSLRCM changes. Why do that? The main reason to prefer the in-engine cut scene is that the original movie looks awful - space shots of the ship arriving can get away with a fuzzy low resolution, since they're so different from the gameplay, but the middle section really suffers by comparison. But, Naelavok's Remastered (Upscaled) Cutscenes improve the movie quality enough to compete with the rendering. PapaZinos' Harbinger Arrival Performance Enhancement mod does a lot of great work to make the cut scene smoother and fixes a lot of glitches, but on my machine (with the upscaled movies) there's still a loading delay when switching from a movie, to an in-engine rendering, back to a movie. The single movie has smooth fades, so it has better pacing for this important scene. I still recommend the Performance Enhancement mod, though, because it fixes a lot of other glitches in the sequence, and it greatly improves another brief cut scene after the Harbinger arrives. To make sure PapaZinos' hard work on the in-engine rendering doesn't go to waste, I used it to add a little improvement to that cutscene as well... Compatibility Restore Movie isn't needed with vanilla KOTOR2. Free Cam works with it. Both work with TSLRCM with or without the Harbinger Arrival Performance Enhancement. Install this after both of those, and anything else that modifies the Harbinger arrival sequence. Tested with the KOTOR2 Spoiler-Free Mod Build (which includes the Performance Enhancement), but it should work with the Full Mod Build too. Other Recommended Mods KOTOR2 Spoiler-Free Mod Build: https://www.nexusmods.com/kotor2/mods/1186 PapaZinos' Harbinger Arrival Performance Enhancement: https://deadlystream.com/files/file/2027-harbingers-arrival-performance-enhancement-for-tslrcm Naelavok's Remastered (Upscaled) Cutscenes: https://www.nexusmods.com/kotor2/mods/1066 Malkior's A Darker Peragus REDUX: https://deadlystream.com/files/file/722-a-darker-peragus-redux JoeNotCharles' Streamlined Peragus: https://deadlystream.com/files/file/2470-streamlined-peragus
  20. Version 1.1.8

    682 downloads

    Improves the AI of KotOR 2. I know there are other Improved AI mods out there, but here is my version. Hope you guys are gonna like it. Changes: - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have one) - Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely) - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...) - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target - Enemys reactivate shields after 200s - Some minor bug fixes - Jedi Support AI reworked - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack - NPCs use the highest level of feats and force powers available to them - Bao-Dur now uses his Shield Breaker during combat - The AI now uses feats granted by items - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete - T3-M4 now automatically uses his Shock Arm and Renewable Shield - Companions now heal every team member properly not just the one controlled by the player (injury check fix)
  21. View File KOTOR2 "Canon" Animated Galaxy Map 1.0 [Aurebesh Edition] AUTHOR: Sith Holocron FIRST RELEASE: 26 JUL 2024 GAMES: Star Wars Knights of the Old Republic II Description: This is an alternate version of my "TSL Animated Galaxy Map Texture in Canon Positions 1.1" mod. The difference here is that the texture is now written in Aurebesh - one of the in-universe languages in Star wars. As before, the planets in the texture are in the positions as laid out in bead-v's TSL Galaxy Map Fix Pack (https://deadlystream.com/files/file/1057-tsl-galaxy-map-fix-pack/) The Galaxy Map texture of the Ebon Hawk [texture name LEH_scre03] as it appeared in the original un-modded game was originally sized at 128x128. It is now sized to 512x512. In addition to the resolution bump, the actual texture is now animated with 9 frames of animation. This mod is not recommended for use in KotOR1, as it refers to places not seen in the game. See my other mods for a KotOR1 version of this mod. This mod was made in response to a request by N-DReW25. Installation: Grab the files (both the TGA and the TXI) from the file folder and drop them into the following folder: SWKotOR2/Override Uninstall: Take them out again. Known Bugs: None known at this time. Legal Disclaimer: All materials and copyrights belong to LucasArts, Obsidian Entertainment, and Bioware Corp. 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. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Credits: Kexikus: Help with putting together the original version of this mod. LSaberDuelist and OldFlash (of LucasForums) for their instructive discussion and tutorial at LucasForums. (http://www.lucasforu...ad.php?t=153502) Submitter Sith Holocron Submitted 07/26/2024 Category Skins TSLRCM Compatible Yes  
  22. View File Unstoppable Lightsaber Damage Changes the base lightsaber damage type from 'Energy' to 'Unstoppable'. Submitter GearHead Submitted 07/06/2024 Category Mods TSLRCM Compatible Yes  
  23. Version 1.0.0

    149 downloads

    Changes the base lightsaber damage type from 'Energy' to 'Unstoppable'.
  24. Recently looked through some of the mods and even Multiplayer mods for primarly single-player games and suddenly got myself a question - Can Kotor games have a Multiplayer? Or could it be possible to use one of the 2 games Engines to build a Multiplayer type experience?
  25. GearHead

    NPC Collection

    Version 1.0.6

    267 downloads

    This mod adds an armband to the game that allows you to spawn NPCs and control them. If you start a new game you will find the new item on Peragus - Administration Level after you leave the Medical Bay in the Medical Lab & Lab Station area in the very first lootable container. In existing playthroughs you need to use the console to add the item to your inventory, type "giveitem npc_collection" in the console. I still need to add more NPCs to the mod but it is in usable condition.