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Found 27 results

  1. I'm trying to mod death field so it doesn't use a purple tinted version of lightning but instead is visually distinct to match the appearance of drain. Not having any luck.
  2. Mellowtron11

    TSL NPC Stat Fixes Mod

    Version 1.3

    1,398 downloads

    TSL NPC Stat Fixes by Mellowtron11 Description- This mod is intended to fix some of the inconsistencies found with your party members’ stats and feats in TSL as listed below. · Adjust a few skill point allocations that were excessive for the NPC’s skill rate and level · Add or remove feats and powers based on the NPC’s starting level limit, class and playstyle · If needed, add or subtract a few attribute points from the NPC For instance, how does Visas have such low HP and FP stats for a level 6 sentinel? Or how do the Disciple and Handmaiden have a +5 in stealth, despite being level 6 soldiers with 10 Intelligence? This mod intends to fix these little oversights. Installation- Copy and paste or drag and drop all the UTC files into your override folder. Installation Notes- A new game is recommended for this mod, as to not conflict with the current. utc files from your party’s NPCs. To have the mod take effect, load a save game before your party members join your team (load a save with a different module before you enter a new area where the respective NPC shows up for the first time). If you install this mod after party members have joined your group, the intended changes will not take effect for the party members already joined and will instead continue to show the original stats. Uninstallation- Delete the proper files from your override folder Known Bugs- None, but if there are any, please message me at Deadly Stream. All of these characters have been tested, with the exception of Hanharr and Disciple, as I’ve never played a dark side character or female in TSL (yet). Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- -Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. -Fred Tetra for the Kotor Tool. -N-DReW25 for answering my many, many questions (Seriously, thank you for all your help! I don’t think I would have gotten far without your help). -Darth Parametric and Kexikus for answering my other questions. -Everyone who downloads and uses the mod. -The TSLRCM Crew for fixing KOTOR2 -Wizards of the Coast’s Star Wars Roleplaying Game-Knights of the Old Republic Campaign Guide Book for additional ideas on stat allocations -Strategy Wiki’s KOTOR2 Guide, especially the following pages https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Classes https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Party LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Changelog V.1.3 Replaced Atton’s Weapon Focus: Blaster Pistol feat with the Conditioning perk, as this feat has more utility for Atton during the whole game and fits his defensive character style. Changelog V.1.2 · Added separate folder for Hanharr’s UTC, as TSLRCM has a modified Hanharr UTC file in the override folder already Changelog V.1.1 (All of the changes from 1.0 remain the same unless otherwise noted) Atton · Set treat injury to 1 and computer use to 4 HK-47 · Set HP to 72 Mira · Set Constitution to 13 Handmaiden · Set Constitution to 15 and Charisma to 12 Hanharr · Removed improved power attack feat Changelog V.1.0 T3-M4 · Level 3 HP set at 24 HP · Set Natural AC at 2 (up from 0), bringing defense to 16. This is done to match the other 2 droid NPCs who have a natural +2 to AC Atton · Set wisdom to 12 Kreia · Level 3 HP set to 27 (down from 36) · Level 3 FP set to 33 (down from 49) · Removed force sensitive feat · Set charisma to 10 (1-let’s face it, she’s has a high enough wisdom score, 2-she’s neutral, so having a high charisma is moot for reduced opposite alignment costs for force powers and 3- she’s not that charismatic of a person anyway) · Added wound power, as Kreia was one power short for her level and because she also is seen using this power several times over the course of the game Handmaiden · Set treat injury skill to 8, awareness skill at 2, and stealth to 0 Visas · Proper level 6 stats set at 54 HP and 42 FP · Added burst of speed power, as Visas was one power short for her current level · Removed the lightsaber focus feat, as that feat is something the Exile can teach her · Removed first rank of two weapon fighting feat so the player has more leeway on deciding whether to go the two-weapon route or dueling route with her HK-47 · Added improved power blast feat, as HK was one feat short for his level · Set starting HP to 78 · Set Repair to 8 · Strength set to 14 (down from 16) Disciple · Set both charisma and wisdom to 12 so he can have a couple more points in wisdom when he becomes a Jedi Consular (so the player doesn’t have to drop the first couple attributes points into Wisdom for only a mediocre bonus) · Set treat injury skill to 8, awareness skill to 2 (Without any bonuses from WIS) and stealth to 0 · Removed close combat, rapid shot and superior weapon focus lightsaber II feats Mira · Added the flurry feat and medium armor proficiency feat (Scouts got these feats for free in KOTOR 1) · Set Wisdom stat to 12 (up from 11) G0-T0 · Level 6 HP set at 54 HP · Set strength and charisma at 8 (Down from 10) · Set Dexterity to 16 (down from 18) · Added class skill: stealth feat, given G0-T0’s inherent cloaking ability · Removed improved gear head feat and the close combat feat Mandalore · Set stealth to 0, persuade to 0, Demolitions to 3, Awareness to 8 and Treat injury to 9 · Removed improved power blast and close combat feats Hanharr · Added first rank of two-weapon fighting to feats list · Removed heavy armor proficiency feat
  3. aazlm

    Pazaak Wizard

    Version 1.0

    209 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.
  4. Mellowtron11

    KOTOR2 Computer Use and Repair Skill Swap

    Version 1.1

    180 downloads

    Mod Title: KOTOR2 Computer Use and Repair Skill Swap 1.1 Author: Mellowtron11 Description- Something that always bothered me from a lore perspective was the fact that the Consular got the repair skill and the Sentinel got computer use as part of their respective class skill sets. This is all fine from a balancing perspective, but I was always confused how a class that dedicates itself to research, diplomacy, and Force usage has a more practical worldly skill. In the same vein, Sentinels are considered to be slicers, but why aren’t they adept at repairing things as the lore suggests? On that note, I also thought that a Jedi career that includes researchers and historians within its ranks would probably be better handling computers than machinery. So, to keep everything balanced skill-wise, the Consular and its corresponding Prestige Classes (Master and Lord) now have Computer Use. The Sentinel and its corresponding Prestige classes (Watchman and Assassin) now have Repair as a class skill. I also made computer use a class skill for the Scoundrel and removed it from the scout’s skill list, similar to the Scoundrel and Scout classes from the Wizards of the Coast Star Wars RPG Core Rulebook. All classes mentioned in the changelog below will be affected for both your player character and your respective NPCs. E.g. Kreia and Atton will have Computer use, Visas will have repair, etc. Installation- Copy and paste or drag and drop the skills.2da and feat.2da files into your override folder. Uninstallation- Delete the associated skills.2da and feat.2da files from your override folder. Incompatibilities- Anything that also modifies the skills.2da and feat.2da files will probably not work. Known Bugs- None, but if you find any, please message me at Deadly Stream. Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. Fred Tetra for the Kotor Tool. Darthbdamen for answering my many questions on the skills.2da file. His own mod Consular Sentinel Skill Swap for KOTOR1 was the main inspiration for my mod. You can find out more here: http://deadlystream.com/forum/files/file/854-consular-sentinel-class-skill-swap/ KYuTH for his kind email and inspiring me to get back to work on this mod. Everyone who downloads and uses the mod. bead-v for his Character Stat Guide. You can find it here: http://deadlystream.com/forum/topic/5540-character-stat-guide/ Wizards of the Coast’s Star Wars Roleplaying Game Core Rule Book and Power of the Jedi Sourcebook for additional info and ideas LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE.
  5. clonegizka

    Improved Widescreen Experience

    Version 1.0.0

    1,888 downloads

    This mod aims to fix all* the stretching that occurs in widescreen (16:9) resolutions. There have already been other mods to fix the main HUD, but there are a lot of other elements in the game that are in need of correction, such as the pause menu, galaxy map, loading screens, etc. *For now, I recommend that you download "Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords" by Achilles to fix the HUD, and combine it with this mod to un-stretch everything else. I have included my own experimental version of a 16:9 HUD, but right now I think most people would prefer Achilles' version.
  6. Malkior

    Malkior's Kotor 2 Sound Collection

    Version 1.0

    790 downloads

    This is my first foray into sound editing, so please be gentle.. :' The story begins where I really hated the canned sound that the thunder makes when it's playing on Dxun. It may get the job done, but it just sounded so underwhelming to me. I went into a sound editor and added a few bass filters until, voila! I had a thunder not only loud, but with my subwoofer, of a great amount of impact. Anyway, after a quick tour of the Kotor 2 sound files, I found a few of the files that I felt needed an audio boost or overall change and changed them. Thus compends this semi-comprehensive collection of all of the sounds I've edited over the years. To Install: Just drop whichever files you like into your Override folder To Uninstall: Remove the files listed in the TSLPatchData folder from your Override folder Compatibility: This is compatible with any mod that doesn't have audio files with the same name Permissions: Please let me know if you are going to use these sound files in your mod Credit: Lucasarts for making Kotor and Kotor 2, Both Obsidian and Bioware for working on them, The Audacity sound editor team, and the constant support and assistance from the DeadlyStream community which has kept me modding, Also George Lucas who created Star Wars from the get-go
  7. aazlm

    Pazaak Wizard

    File Name: Pazaak Wizard File Submitter: aazlm File Submitted: 25 Mar 2018 File Category: Mods TSLRCM Compatible: Yes 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. Click here to download this file
  8. File Name: KOTOR2 Computer Use and Repair Skill Swap File Submitter: Mellowtron11 File Submitted: 01 Nov 2017 File Category: Mods TSLRCM Compatible: Yes Mod Title: KOTOR2 Computer Use and Repair Skill Swap 1.1 Author: Mellowtron11 Description- Something that always bothered me from a lore perspective was the fact that the Consular got the repair skill and the Sentinel got computer use as part of their respective class skill sets. This is all fine from a balancing perspective, but I was always confused how a class that dedicates itself to research, diplomacy, and Force usage has a more practical worldly skill. In the same vein, Sentinels are considered to be slicers, but why aren’t they adept at repairing things as the lore suggests? On that note, I also thought that a Jedi career that includes researchers and historians within its ranks would probably be better handling computers than machinery. So, to keep everything balanced skill-wise, the Consular and its corresponding Prestige Classes (Master and Lord) now have Computer Use. The Sentinel and its corresponding Prestige classes (Watchman and Assassin) now have Repair as a class skill. I also made computer use a class skill for the Scoundrel and removed it from the scout’s skill list, similar to the Scoundrel and Scout classes from the Wizards of the Coast Star Wars RPG Core Rulebook. All classes mentioned in the changelog below will be affected for both your player character and your respective NPCs. E.g. Kreia and Atton will have Computer use, Visas will have repair, etc. Installation- Copy and paste or drag and drop the skills.2da and feat.2da files into your override folder. Uninstallation- Delete the associated skills.2da and feat.2da files from your override folder. Incompatibilities- Anything that also modifies the skills.2da and feat.2da files will probably not work. Known Bugs- None, but if you find any, please message me at Deadly Stream. Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. Fred Tetra for the Kotor Tool. Darthbdamen for answering my many questions on the skills.2da file. His own mod Consular Sentinel Skill Swap for KOTOR1 was the main inspiration for my mod. You can find out more here: http://deadlystream.com/forum/files/file/854-consular-sentinel-class-skill-swap/ KYuTH for his kind email and inspiring me to get back to work on this mod. Everyone who downloads and uses the mod. bead-v for his Character Stat Guide. You can find it here: http://deadlystream.com/forum/topic/5540-character-stat-guide/ Wizards of the Coast’s Star Wars Roleplaying Game Core Rule Book and Power of the Jedi Sourcebook for additional info and ideas LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Click here to download this file
  9. clonegizka

    Improved Widescreen Experience

    File Name: Improved Widescreen Experience File Submitter: clonegizka File Submitted: 07 Mar 2016 File Category: Mods TSLRCM Compatible: Yes This mod aims to fix all* the stretching that occurs in widescreen (16:9) resolutions. There have already been other mods to fix the main HUD, but there are a lot of other elements in the game that are in need of correction, such as the pause menu, galaxy map, loading screens, etc. *For now, I recommend that you download "Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords" by Achilles to fix the HUD, and combine it with this mod to un-stretch everything else. I have included my own experimental version of a 16:9 HUD, but right now I think most people would prefer Achilles' version. Click here to download this file
  10. Hello everyone I'm Eterna1Warrior and new to this forum. I just followed some of the tutorials in Deadlystream and started making my own mod: TOR advanced classes-inspired lightsabers. After I edited the color crystal .tga and .uti files, lightsaber .uti and .mdl files, etc., however, when I opened the game and began to test my lightsaber, I encountered problems. First of all, when I was going to equip my lightsaber by clicking it, the game crashed; I have to restart the game. When using workbench to try to examine the upgrade slots, there were no color crystals in the middle slot, and when trying to click that empty slot, game crashed. So, please, experienced mod-makers, help me so I can put my custom-made sabers in good uses.
  11. Does anyone have a backup of these amazing models/skins for the blasters in KOTOR2? I lost mine when my old PC died. T.W.O - Heavy Blaster Pack T.W.O - Blaster Rifle Pack T.W.O - Heavy Repeater Pack I tried looking on most mod sites but had no luck.
  12. Overview DDS is a file format which contains a texture already in a format that a graphics card can accept (typically compressed and containing prerendered mipmaps). Many but not all games use these files as they effectively reduce both loading (as the files are smaller) and processing (as the files are already in a format acceptable to the graphics card) times. KOTOR2 is one of these games. Unfortunately it's dds support is non-standard, and not complete. Non-pot (power-of-two) texture dimensions are not possible like they are for modern dds files, and the format which obsidian uses for it's dds files is non-standard. Therefore you may only use the bioware dds convertor and not more modern, better alternatives, and also NO dds file viewer will be able to view the files generated by this convertor. With that out of the way... why bother? Motivation I did the Quake Epsilon Build many moons ago, and knew from that that converting textures to dds sped up loading times by 400%. While I enjoyed the newer, better texture packs the community had brought to KOTOR2, I got fed up with the loading times and set about finding out which textures could be converted and which couldn't - starting with all of them, and whittling the number down from there. The resultant conversion made the game loading times acceptable. I've now played through the whole game and corrected all DDS files which would not work as DDS and had to be TGA. What texture packs did I test/convert? To save time I haven't put the full names of each of these packages, but anyone familiar with them will know what they are: As a general rule, what kinds of textures will convert? Almost anything, except for: * Textures which are used as animations * Some textures which contain transparency (some work, some don't) * Some textures which are texture atlases, like the ebon hawk texture atlases (some others, like the swoop bikes, are converted fine) * Some textures which are stretched in-game (some grass/rock textures) don't work properly when converted All character models can be DDS. Overall it's hit-and-miss. I had to go by trial-and-error to find out which worked and which didn't, and the above rules don't always work. One mandalorian blaster texture wouldn't work, for no apparent reason, when all others did! And while I've taken my time, I haven't stopped to inspect every single blaster in the inventory, so there is a small possibility I may've missed one or two. What is needed to convert textures? Firstly all textures must have width and height which are powers-of-two eg 512, 1024 etc. I don't think anything in-game should be 4096, that's killing it, asides from some skyboxes, but up to 2048 is fine. Mostly I rounded up to the nearest power of two when the texture wasn't a power of two, resized then used photoshop's 'sharpen edges' filter to remove the resultant edge-blur. This worked very well. Total image sharpening is not recommended. However if you have a resizer that does Lanczos filter resizing, any additional sharpening should not be necessary. Only for images where the original size was very much closer to a lower power of two (eg. 560, would resize down to 512), did I resize down - and then, no sharpening is needed. Then simply convert the files using Bioware's dds convertor. Finally, move the specific TGA files out of your override folder, and put the replacement DDS files in there, instead. How would I know if a given file doesn't work as DDS? Either it will be invisible, look like rainbow-coloured static, or be completely white or completely black, in-game. I had to play through the entire game to correct all of these - as some dantoine textures, for example, are used in telos's citadel, and will work as dds on dantoine, but not in the way they're used on the citadel!!! Okay, so which files can be converted? The following textures (in tga format) can be converted to dds without issue - for some you may have to resize them to power-of-two dimensions: Please note, load_101PER (from Peragus Large Monitor Adjustment) must be resized down to 1024x1024 (like the other loading screens) in order to work as a dds file in-game. And which files cannot be converted to DDS (must stay as TGA)? Can I make DDS packs of the above textures and supply them, save you some time? No, that'd be up to the authors. If they give their permission, I can, otherwise, I can't really. I'd actually quite like to compile an all-in-one KOTOR2 HD texture pack, for beginners, but I doubt so many authors would give their permission. Anything else you should know? KOTOR2 will read files in both override and any of override's subfolders - so you can create a subfolder called DDS with all your .dds files if you like. Just don't include both TGA and .dds version of the same file - KOTOR2 will load them both (and your loading times will stink). Otherwise this should at least halve your loading times. Also, although the telos signs in the overhaul pack cannot be converted (since they're animations) I found that resizing some of them to lower powers-of-two resulted in them a. loading faster, b. playing faster/more fluidly as well as c. being displayed in a slightly jumpy way, like signs that are slightly crappy/glitchy - it looks better - try it. Of course, you can also alter the speed of animation in the .lxi file - but this is more fun! Closing arguments It was the first time I'd played through with the TSLCRM, and I'm glad I did - the game felt way more complete than it did the first time, ten years ago- but the ending still sucks. Oh well. Thanks to the whole community for coming up with all the great mods, textures and the sound packs. Great, well-rounded game. Now.
  13. Mellowtron11

    MOD:TSL NPC Stat Fixes Mod

    View File TSL NPC Stat Fixes Mod TSL NPC Stat Fixes by Mellowtron11 Description- This mod is intended to fix some of the inconsistencies found with your party members’ stats and feats in TSL as listed below. · Adjust a few skill point allocations that were excessive for the NPC’s skill rate and level · Add or remove feats and powers based on the NPC’s starting level limit, class and playstyle · If needed, add or subtract a few attribute points from the NPC For instance, how does Visas have such low HP and FP stats for a level 6 sentinel? Or how do the Disciple and Handmaiden have a +5 in stealth, despite being level 6 soldiers with 10 Intelligence? This mod intends to fix these little oversights. Installation- Copy and paste or drag and drop all the UTC files into your override folder. Installation Notes- A new game is recommended for this mod, as to not conflict with the current. utc files from your party’s NPCs. To have the mod take effect, load a save game before your party members join your team (load a save with a different module before you enter a new area where the respective NPC shows up for the first time). If you install this mod after party members have joined your group, the intended changes will not take effect for the party members already joined and will instead continue to show the original stats. Uninstallation- Delete the proper files from your override folder Known Bugs- None, but if there are any, please message me at Deadly Stream. All of these characters have been tested, with the exception of Hanharr and Disciple, as I’ve never played a dark side character or female in TSL (yet). Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- -Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. -Fred Tetra for the Kotor Tool. -N-DReW25 for answering my many, many questions (Seriously, thank you for all your help! I don’t think I would have gotten far without your help). -Darth Parametric and Kexikus for answering my other questions. -Everyone who downloads and uses the mod. -The TSLRCM Crew for fixing KOTOR2 -Wizards of the Coast’s Star Wars Roleplaying Game-Knights of the Old Republic Campaign Guide Book for additional ideas on stat allocations -Strategy Wiki’s KOTOR2 Guide, especially the following pages https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Classes https://strategywiki.org/wiki/Star_Wars_Knights_of_the_Old_Republic_II:_The_Sith_Lords/Party LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Changelog V.1.3 Replaced Atton’s Weapon Focus: Blaster Pistol feat with the Conditioning perk, as this feat has more utility for Atton during the whole game and fits his defensive character style. Changelog V.1.2 · Added separate folder for Hanharr’s UTC, as TSLRCM has a modified Hanharr UTC file in the override folder already Changelog V.1.1 (All of the changes from 1.0 remain the same unless otherwise noted) Atton · Set treat injury to 1 and computer use to 4 HK-47 · Set HP to 72 Mira · Set Constitution to 13 Handmaiden · Set Constitution to 15 and Charisma to 12 Hanharr · Removed improved power attack feat Changelog V.1.0 T3-M4 · Level 3 HP set at 24 HP · Set Natural AC at 2 (up from 0), bringing defense to 16. This is done to match the other 2 droid NPCs who have a natural +2 to AC Atton · Set wisdom to 12 Kreia · Level 3 HP set to 27 (down from 36) · Level 3 FP set to 33 (down from 49) · Removed force sensitive feat · Set charisma to 10 (1-let’s face it, she’s has a high enough wisdom score, 2-she’s neutral, so having a high charisma is moot for reduced opposite alignment costs for force powers and 3- she’s not that charismatic of a person anyway) · Added wound power, as Kreia was one power short for her level and because she also is seen using this power several times over the course of the game Handmaiden · Set treat injury skill to 8, awareness skill at 2, and stealth to 0 Visas · Proper level 6 stats set at 54 HP and 42 FP · Added burst of speed power, as Visas was one power short for her current level · Removed the lightsaber focus feat, as that feat is something the Exile can teach her · Removed first rank of two weapon fighting feat so the player has more leeway on deciding whether to go the two-weapon route or dueling route with her HK-47 · Added improved power blast feat, as HK was one feat short for his level · Set starting HP to 78 · Set Repair to 8 · Strength set to 14 (down from 16) Disciple · Set both charisma and wisdom to 12 so he can have a couple more points in wisdom when he becomes a Jedi Consular (so the player doesn’t have to drop the first couple attributes points into Wisdom for only a mediocre bonus) · Set treat injury skill to 8, awareness skill to 2 (Without any bonuses from WIS) and stealth to 0 · Removed close combat, rapid shot and superior weapon focus lightsaber II feats Mira · Added the flurry feat and medium armor proficiency feat (Scouts got these feats for free in KOTOR 1) · Set Wisdom stat to 12 (up from 11) G0-T0 · Level 6 HP set at 54 HP · Set strength and charisma at 8 (Down from 10) · Set Dexterity to 16 (down from 18) · Added class skill: stealth feat, given G0-T0’s inherent cloaking ability · Removed improved gear head feat and the close combat feat Mandalore · Set stealth to 0, persuade to 0, Demolitions to 3, Awareness to 8 and Treat injury to 9 · Removed improved power blast and close combat feats Hanharr · Added first rank of two-weapon fighting to feats list · Removed heavy armor proficiency feat Submitter Mellowtron11 Submitted 10/11/2017 Category Mods TSLRCM Compatible Yes  
  14. Ok, so i read the FAQs and whatnor for the KSE and saw something about how cloud saves from the Steam version of KoToR2 wouldnt not be found by the KSE. I get that part,m but what i am confused about is how to fix it to where you can put the saves somewhere so that the KSE can find it. Im sure it's been explained and im just blind and cant see it, haha, but some help here would be greatly appreciated :D Thanks guys and gals!
  15. I have cruised around the web and cant find any instances of this glitch - help? I'm In Peragus, collecting voice commands so i can GTFO, but HK-50 has completely disappeared from the map! I was so frustrated because i could only find 2/3 voice commands, then I read around and realized that I needed to talk to HK-50 again. I had the initial dialogue with it when entering that map for the first time, but as soon as i left the conversation it disappeared. Tried moving on and off the floor to the admin level and back and its never there. Aside from scrap the save game and hope it doesnt happen again (which i know in the scheme of things is reasonable), is there anything I can do? Possible disclaimers: Just downloaded TSL and TSLRCM and am running through the game for the first time since 2005. I started my savegame on the naked GOG-version of KOTOR2. I tried to apply the "official 1.0b patch" but it failed to install. I went ahead and put on TSLRCM 1.8.3 and the game continued to play so i kept with it. Thanks anyone
  16. besset

    Kreia lightsaber missing

    Hi! Kreia's lightsaber has been missing in kotor 2 for me. I run TSLRCM 1.8.3 and i played til about after telos on nar shadda now and she still hasnt got a lightsaber. Do you think this has anything to do with RCM? Thanks
  17. So one of the things I'm aiming for in my not-upcoming mod is the ability to set your own allied turrets. Basically you set the turret like a mine and then use a spell activation item called a turret controller to build or break down the turret. This has no relation to the turret minigame, I'm talking about dynamically spawning in allied turret creatures similar to those you face throughout the game. Similar to the flamethrower mod I made, I'm considering releasing this piece as a quick standalone for TSL. This is to help identify any problems that placing creatures into arbitrary places in the game could cause. So I'm making this thread to gauge interest. Would you play this mod? Before you say yes, I'm asking if you are actually going to install it and try it out in a reasonable time frame. It would be for TSL and would work without having to use a fresh save. I'm not asking you to test anything specific, but if you do use it and something unexpected happens, I'd ask that you let me know about it. With that said, respond in this thread if you are interested. If you have questions about the details of what this mod would be, ask them here.
  18. karkastv

    [BUG] Jedi Enclave with Gerevick

    Hello, I have a really disturbing bug that I don't know how to fix. You see, I am in the Jedi enclave and I am about to get out of the ruins and then I see some thugs (mercenaries) That they are trying to kill me so every time I go near them to kill them the game freezes and then crashes . . . any solution?
  19. Aiko

    Stuck on Malachor V

    I'm stuck in the fight between Atton and Sion.. As soon one of them drops to 0 health, the cutscene "And i get the fool.. etc" plays again and after that they are invincible.. i can just keep fighting.. nobody dies. I doubt texture mods can cause any issues so apart from them i'm only using TSLRCM, SWTOR HK Droids and the Alternative Romance for Revan Mod. Using Version 1.8.4 of TSLRCM and whatever version there is on nexus of the other 2 mods. Manual install.. no steam workshop eventhough i play the Steam version of this game. Hope somebody has a solution. 1) During the game, when did the problem begin to occur? Fight on Malachor V between Atton and Sion. Defeated Sion, then i got the cutscene again and we were invincible. 2) Did you install the latest version of the mod? (1.8.4 and 1.2 respectively) We only provide assistance for the most current version of those mods. YES 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? STEAM 4) Did you update your game as required by your game's region? (4-CD version ONLY) 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the TSLRCM's read-me file? Fresh Install 6) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) Alternate Revan Romance: http://www.nexusmods.com/kotor2/mods/43/? HK Droids SWTOR-Style: http://www.nexusmods.com/kotor2/mods/52/? Fire and Ice HD: http://www.nexusmods.com/kotor2/mods/25/? High Quality Ravager Backdrop: http://www.nexusmods.com/kotor2/mods/41/? Hi-Res Beam Effects: http://www.nexusmods.com/kotor2/mods/30/? 7) Can you be more specific about the error? At what point did it happen? As mentioned above. Fight between Atton and Sion on Malachor. My Atton is NO Jedi. As soon one of them i defeated, the cutscene plays again ("I get the fool.. etc").. and both are invincible.. then they just die until eternity. 8) Have you tried re-downloading/re-installing the mod? No. 9) Have you tried using a different save game? No. Would rather not.. (i should save more often) 10) Have you tried starting a new game? And play the whole game again? No. 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 10 Home. 12) Can you confirm that you see the TSLRCM logo on the the main menu screen? Yes. 13) What language is your game set for? English. 14) Which language of TSLRCM are you using? English.
  20. Hi, not sure whether or not this is the right place since my question falls somewhere between modding, save game editing and tech support. I seem to have encountered a bug in TSL (Steam version with latest TSLRCM from the Workshop) where the Bao-Dur conversation that supposedly triggers when you find the sensors in the Kinrath cave on Dantooine didn't happen. Long story short, restoring to an earlier save to try to trigger it this time is not an option (thanks to the weird way TSL handles - or rather doesn't handle - autosaves and quicksaves ) and now I would like to either 1) revert the quest to a point where I can try triggering the conversation again or 2) advance the quest to the point it should be at after the conversation - preferrably with the Bao-Dur influence gain you supposedly get with it Since TSL is known to be full of bugs like that, I would like to find a solution to this that can be applied to other quests/triggers as well. If it is as simple as changing an in-game value (via console or save game editing or whatever) it might be a good idea create a database with all the quests in the game and the flags that keep track of their progress, for science and future generations who might run into these sorts of problems. Since y'all here seem to really know your TSL stuff, I was hoping to find some help with that in here. Thank you very much!
  21. Okay, so I'm not sure if this has been touched on before. I'm really new to this (just joined the site today), so I apologise if I'm just repeating a previous topic. If so, I'd love a link to said topic if it's been resolved. So. I want to customise my Exile. What I'm trying to do is extract some PC heads from Kotor tool for me to edit in Photoshop. I extracted one as a test and renamed the file extension to .tga but now the file is unusable. My question is: how do I use the .mdl files? Or how do I change them to .tga files so I can edit them and use them in the game? If you need any more information, let me know. I'd really appreciate any assistance you can give.
  22. Hey all!!! Just thought I'd give everyone an awesome heads-up: GOG is selling a whole bunch of Star Wars classic PC games for next to nothing if you buy them in their bundles: Saber Bundle Blaster Bundle Sweet...
  23. File Name: Malkior's Kotor 2 Sound Collection File Submitter: Malkior File Submitted: 26 Jul 2014 File Category: Mods TSLRCM Compatible: Yes This is my first foray into sound editing, so please be gentle.. :' The story begins where I really hated the canned sound that the thunder makes when it's playing on Dxun. It may get the job done, but it just sounded so underwhelming to me. I went into a sound editor and added a few bass filters until, voila! I had a thunder not only loud, but with my subwoofer, of a great amount of impact. Anyway, after a quick tour of the Kotor 2 sound files, I found a few of the files that I felt needed an audio boost or overall change and changed them. Thus compends this semi-comprehensive collection of all of the sounds I've edited over the years. To Install: Just drop whichever files you like into your Override folder To Uninstall: Remove the files listed in the TSLPatchData folder from your Override folder Compatibility: This is compatible with any mod that doesn't have audio files with the same name Permissions: Please let me know if you are going to use these sound files in your mod Credit: Lucasarts for making Kotor and Kotor 2, Both Obsidian and Bioware for working on them, The Audacity sound editor team, and the constant support and assistance from the DeadlyStream community which has kept me modding, Also George Lucas who created Star Wars from the get-go Click here to download this file
  24. In KOTOR2 is it possible to kill one Jedi Master, spare the other two and still remain on the Light Side? I don't want to fall in the Dark Side, but merely want to kill Vrook. How would that affect last scene at the Jedi Academy courtyard on Dantooine? Or is it like when you kill one, there is no escape, there are no more dialogue lines when facing masters, just to kill. Or even if you chose to save them, you would still be judged as a dark sider on Dantooine, wouldn't it? Please help (I'm approaching Vrook...)!
  25. Vicecitizen

    Ia ClassZS 005

    From the album: Misc

    I made this to go with Darth Parametric's reskin of Darth Malak's armor in TSL.