Search the Community

Showing results for tags 'kotor2'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Kotor Modding
    • Mod Releases
    • General Kotor/TSL Modding
    • Modding Tools
    • Work In Progress
    • Tutorials
    • Game Saves
  • Mod Projects
    • TSLRCM
    • M4-78 Enhancement Project
    • KotOR1 Restoration (K1R)
    • Revenge of Revan
    • KotOR Toolset
  • Jedi Knight Series
    • General Discussion
    • Mod Releases
  • Other Games
    • Other Games
    • Dantooine Theater Company
  • General
    • News
    • Knights of the Old Republic General
    • Star Wars
    • The Old Republic
    • Site Feedback
    • General Discussion

Blogs

There are no results to display.

There are no results to display.

Categories

  • Knights of The Old Republic
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • The Sith Lords
    • Media
    • Mods
    • Skins
    • Modder's Resources
  • Jedi Knight Series
    • Maps
    • Mods
    • Skins
    • Other
  • Game Saves
  • Other Games
  • Modding Tools

Product Groups

  • Premium Membership
  • Modders Account

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests

Found 122 results

  1. Version 1.0.7

    139 downloads

    This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning. 1.0.7 Changes: - Droid devices such as flame throwers and ion beams now scale with level. - Kyber Darts now do 25 damage by default not 26. 1.0.6 Changes: - Rockets and darts are repriced to match their performance in combat. 1.0.5 Changes: - Grenades and rockets now have a minimum guaranteed damage (their original damage). - Harmful event signal fix for grenades. 1.0.4 Changes: - Master Heal now benefits from skill points invested into Treat Injury. 1.0.3 Changes: - Description fix for grenades and rockets. 1.0.2 Changes: - Removed the blurry air wave effect of Force Wave. - Minor changes to autobalance.2da. - Saving throws are reworked, every class gains 1 of each saving throw type every time they level up. - Most grenades and rockets now benefit from Demolitions skill. - Poison grenades and poison rockets scale with user level. - Darts now also scale with user level. 1.0.1 Changes: - Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy. - Master Heal is nerfed, heals a bit less. 1.0.0 Changes: - Force Channel Form description fix. - Added Force Power Area of Effect: +50% to Force Affinity Form. - Force Affliction fix. - Force Plague fix. - Force Aura buffed to +4 defense and s.t. bonus from +2. - Force Shield buffed to +6 defense and s.t. bonus from +4. - Force Armor buffed to +8 defense and s.t. bonus from +6. - Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment. - No more blur effect when using Force Speed (all 3 levels). - Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus. - Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus. - Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus. - Fury/Wookiee Rage now also gives +2 attack rolls. - Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack. - Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack. - No more blur effect when using Fury/Wookiee Rage (all 3 levels). - Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it. - Destroy Droid now does 50% less damage. - Kill now does about 33% of enemy hit points in damage instead of 50%. - Shock, Force Lightning and Force Storm now does 50% less damage. - Drain Life and Death Field are now 50% less effective. - Removed the level 10 cap from Drain Life and Death Field. - Force Crush now does 50% less damage. - Force Crush plays no animation on a successful save. - Force Suppression and Force Breach now removes all listed force powers.
  2. View File KotOR2 HK-47 Power Blast Fix When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired. Submitter GearHead Submitted 04/08/2024 Category Mods TSLRCM Compatible Yes  
  3. Version 1.0.0

    18 downloads

    When HK-47 uses the power blast feat with 2 blaster pistols equipped only 1 shot is being fired, this mod fixes this issue, now 2 shots are being fired.
  4. Version 1.1.0

    27 downloads

    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
  5. View File 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.) 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 Submitter JoeNotCharles Submitted 04/02/2024 Category Mods TSLRCM Compatible Yes  
  6. View File 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 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 Submitter JoeNotCharles Submitted 03/31/2024 Category Mods TSLRCM Compatible Yes  
  7. View File KotOR2 Droid Claw Fix This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type. Submitter GearHead Submitted 03/29/2024 Category Mods TSLRCM Compatible Yes  
  8. Version 1.0.0

    11 downloads

    A pair of fully upgraded blaster pistols render blaster rifles redundant in KotOR2, so i changed the upgradable pistols to only take scopes.
  9. Version 1.0.0

    32 downloads

    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
  10. Version 1.0.0

    7 downloads

    This mod fixes a bug that stopped droids from using ’creature claw’ aka creature melee items. Specifically variants that has 'slashing damage' as there base damage type.
  11. jc2

    Train The Disciple

    Version 1.0.0

    1,899 downloads

    Train the Disciple By jc2 Atton can be trained to use the force forms and lightsaber techniques that the PC learns on his/her journey, however, the Disciple cannot. At a loss for why this would not be, jc2 has undertaken an effort to rebalance this issue. Keeping in mind the sister mod, Train the Handmaiden, which set out in 2017, nearly 2 years prior to address the same issue for the Handmaiden, jc2 has come full circle. Therefore, it is the entire effort of this mod to allow the PC to train the Disciple in all 7 of the lightsaber forms, four force forms, and three force techniques. Lightsaber techniques: Ataru Form -Juyo Form - Shii Cho Form - Soresu Form - Makashi Form - Niman Form - Shien Form Force forms: Force Potency Form- Force Mastery Form -Force Focus Form - Force Affinity Force techniques: Breath Control - Beast Trick -- Force Sight The PC must have learned these techniques in order to train the Disciple on them. Incompatibilities: None so far. Compatible with Party Swap & any mod that edits disciple.dlg, because Train the Disciple does not edit disciple.dlg in any way. Files used: jc2_coms.uti, deadmerc_cont.utp (Dantooine corpses within Enclave next to Statue), jc2_disciple.dlg, spells.2da & globalcat.2da (correctly patched with tslpatcher). Installation: Run Tslpatcher See Readme for further details and information, before installing. Credits: Sith Holocron for VO splicing Deadlystream for hosting & Tyvokka for hosting deadlystream! ZYBL2 for quick explanation of lips files stoffe for the tslpatcher Jesus the Christ Feedback is always appreciated, regardless of its nature. I hope you enjoy!
  12. View File KotOR2 Crafting Rebalance Crafting in KotOR2 is OP, so i nerfed it a little bit. You can still craft basic upgrades, but the better ones you have to loot or buy. Submitter GearHead Submitted 03/10/2024 Category Mods TSLRCM Compatible Yes  
  13. View File KotOR2 Blaster Pistol Rebalance A pair of fully upgraded blaster pistols render blaster rifles redundant in KotOR2, so i changed the upgradable pistols to only take scopes. Submitter GearHead Submitted 03/16/2024 Category Mods TSLRCM Compatible Yes  
  14. View File Jekk'Jekk Tarr all bar patrons armed By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will pull them once the combat starts. Submitter GearHead Submitted 03/21/2024 Category Mods TSLRCM Compatible Yes  
  15. Version 1.0.0

    26 downloads

    By default not all Jekk'Jekk Tarr bar patrons have weapons, yet they attack you, an armed to the teeth Jedi, this makes no sense, so i added weapons to their inventory, they will pull them once the combat starts.
  16. GearHead

    NPC Collection

    Version 1.0.4

    177 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.
  17. Version 1.0.0

    7 downloads

    Crafting in KotOR2 is OP, so i nerfed it a little bit. You can still craft basic upgrades, but the better ones you have to loot or buy.
  18. Version 1.0.3

    122 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
  19. From what I've read, it's advised to avoid Steam Workshop if you're looking to play and/or mod TSL. Mac users can get it through the Apple Store but when it comes to PC it looks like Steam is the only (or main) option. That's the version Aspyr is offering on their site. I've seen there's a GOG version but it sounds like it's limited. What are you guys using to play/mod TSL in? I'd appreciate any recommendations.
  20. View File KotOR2 Improved AI 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 Submitter GearHead Submitted 02/07/2024 Category Mods TSLRCM Compatible Yes  
  21. View File KotOR2 Stronger Sith Lords This mod makes Darth Nihilus, Darth Sion and Darth Traya stronger. I also replaced the 3 purple lightsabers that Darth Traya summons with Sith Assassins, in my opinion they make more sense than lightsabers that you can drain of their HP with Death Field like they were living beings. Warning: If you don’t use TSLRCM running the installer will result in 4 error messages, this is normal, the mod is intalled perfectly. And if you use TSLRCM than the mod should install without any error messages. Submitter GearHead Submitted 02/05/2024 Category Mods TSLRCM Compatible Yes  
  22. Version 1.0.0

    16 downloads

    This mod makes Darth Nihilus, Darth Sion and Darth Traya stronger. I also replaced the 3 purple lightsabers that Darth Traya summons with Sith Assassins, in my opinion they make more sense than lightsabers that you can drain of their HP with Death Field like they were living beings. Warning: If you don’t use TSLRCM running the installer will result in 4 error messages, this is normal, the mod is intalled perfectly. And if you use TSLRCM than the mod should install without any error messages.
  23. View File KotOR2 Companion Fix This mod corrects companion stats. For example Visas is level 6 when she joins you but she only has 30 HP, this is not the correct value , 54 is. The mod corrects these kind of tiny bugs and makes companion stats what they should have been to begin with. Requires a new game to work. Submitter GearHead Submitted 01/01/2024 Category Mods TSLRCM Compatible Yes  
  24. View File KotOR2 Combat Rebalance This mod mainly rebalances force powers and grenades to make the game be more than just a spam fest of force speed and force lightning. 1.0.7 Changes: - Droid devices such as flame throwers and ion beams now scale with level. - Kyber Darts now do 25 damage by default not 26. 1.0.6 Changes: - Rockets and darts are repriced to match their performance in combat. 1.0.5 Changes: - Grenades and rockets now have a minimum guaranteed damage (their original damage). - Harmful event signal fix for grenades. 1.0.4 Changes: - Master Heal now benefits from skill points invested into Treat Injury. 1.0.3 Changes: - Description fix for grenades and rockets. 1.0.2 Changes: - Removed the blurry air wave effect of Force Wave. - Minor changes to autobalance.2da. - Saving throws are reworked, every class gains 1 of each saving throw type every time they level up. - Most grenades and rockets now benefit from Demolitions skill. - Poison grenades and poison rockets scale with user level. - Darts now also scale with user level. 1.0.1 Changes: - Death Field now actually does what the description sais, only heals the user for the equivalent of the most damage dealt to any single enemy. - Master Heal is nerfed, heals a bit less. 1.0.0 Changes: - Force Channel Form description fix. - Added Force Power Area of Effect: +50% to Force Affinity Form. - Force Affliction fix. - Force Plague fix. - Force Aura buffed to +4 defense and s.t. bonus from +2. - Force Shield buffed to +6 defense and s.t. bonus from +4. - Force Armor buffed to +8 defense and s.t. bonus from +6. - Force Aura, Force Shield and Force Armor now works with Force Chain even if it is applied through Force Enlightenment. - No more blur effect when using Force Speed (all 3 levels). - Burst of Speed buffed from +2 defense bonus to +2 defense bonus and +2 attack roll bonus. - Knight Speed changed from +4 defense bonus and +1 extra round of attack to +4 defense bonus and +4 attack roll bonus. - Master Speed changed from +4 defense bonus and +2 extra round of attack to +6 defense bonus and +6 attack roll bonus. - Fury/Wookiee Rage now also gives +2 attack rolls. - Improved Fury/Wookiee Fury now adds +4 attack rolls instead of +1 extra round of attack. - Master Fury/Wookiee Frenzy now adds +6 attack rolls instead of +2 extra round of attack. - No more blur effect when using Fury/Wookiee Rage (all 3 levels). - Fixed the ’Bad StrRef’ text bug when activating Wookiee Rage, Wookiee Fury and Wookiee Frenzy while i was at it. - Destroy Droid now does 50% less damage. - Kill now does about 33% of enemy hit points in damage instead of 50%. - Shock, Force Lightning and Force Storm now does 50% less damage. - Drain Life and Death Field are now 50% less effective. - Removed the level 10 cap from Drain Life and Death Field. - Force Crush now does 50% less damage. - Force Crush plays no animation on a successful save. - Force Suppression and Force Breach now removes all listed force powers. Submitter GearHead Submitted 01/26/2024 Category Mods TSLRCM Compatible Yes  
  25. Version 1.0.5

    284 downloads

    This mod corrects companion stats. For example Visas is level 6 when she joins you but she only has 30 HP, this is not the correct value , 54 is. The mod corrects these kind of tiny bugs and makes companion stats what they should have been to begin with. Requires a new game to work.