Search the Community

Showing results for tags 'lightsaber mod'.



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
    • VarsityPuppet's Mods
    • 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 15 results

  1. Version 1.1

    255 downloads

    Schematic Lightsaber Mod 2021 (SLM 2021) =============================================================================================================== for TSLRCM 1.8.5/1.8.6 Author: Kaidon Jorn Date: Autumn 2020-Summer 2021 This is a large scale lightsaber mod which was built using TSLRCM 1.8.5. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.5 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION). In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Huge thanks to Fair Strides. In version 2021, lightsaber schematics have been redesigned so that you must equip it on your forearm and activate it like a forearm shield. They are destroyed once you are able to use them (they have a one minute cooldown), but will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. There are also two new quests to find the parts of two different lightsabers which you can then build on the workbench, one begins in the Telos military base and the other somewhere on Dxun. 2.0 ----------> 2021 Changes List ================================================================================================================ All SLM Lightsaber's now use Crazy34's New Lightsaber Blade Models with ambient lighting! Thanks very much to him. All lightsaber schematics are now forearm equippable items that have a one minute cooldown before you can attempt to learn another schematic. The Workbench dialog file has been expanded bigly to be able to deconstruct all SLM and vanilla game sabers. Sion's Pain and the Infernal Warrior's Lightsaber now use SithSpecter's Unstable Blade Textures with ambient lighting. The tank droid boss in the military base on Telos no longer drops the Telos Defender's Crystal. It now drops the first part that starts a quest to build that lightsaber model on the workbench. The saber itself is now called "Honorable Duelist Lightsaber", and has a gold blade and glow. A new (old) lightsaber model has returned and uses SithSpecter's Unstable Blade Textures. "Acheron's Frost" can now be aquired through a new quest that starts somewhere in the first visit of Dxun. Now compatible with Markus Ramiken's Workbench Crystal Attunement Mod. <<Only drop the .ncs script file into your Override folder, the workbench dialog file is already compatible.>> Training Sabers are now fully upgradeable and come with a 1-8 damage by themselves. Mandalorian War Leader's Lightsaber has been removed permanently and replaced by Redeemed Revan's Lightsaber. The schematic now drops in the tomb on Korriban. All of the looted lightsabers have been touched up in the texture department, giving them a weathered and/or worn look, and gave them all various stats. Eloquence now has a silvery blue blade and glow. Upgraded stats. All party member lightsaber building dialogs have all been rebuilt with excitingly new and fancy scripts from FairStrides of DeadlyStream fame and glory. They will all meditate on their crystals after building their lightsabers. Visas Marr now builds an old RandomSabers model I named "Miralukan Seer's Lightsaber". The Omen is held by her on the first meeting in the Ebon Hawk. Freedon Nadd's Lightsaber is now fully upgradeable standard blade saber. Bao-Dur's Liberator no longer uses the "chrome1" texture. Alderaanian Battle Saber had a model switch and now uses the old RandomSabers "Quillian" hilt. Master Vash's Redemption had a model switch, and now uses the old RandomSabers "Schism" hilt. The Solace sabers now have a "pale gold" blade and glow. Freedon Nadd now has a seperate standard bladed hilt that you can find in the Sith tomb on Dxun. The crystal cave on Dantooine has extra crystals to aquire, it is tied to the "Weapon of the Jedi" questline. Compatibilty for M4-78 has not yet happened, but I will get to it eventually. (I hope...) Many other improvements I don't remember since I began rebuilding the mod back in October of 2020. Install by running the .exe file called "SLM 2021" Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's) Notes: *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed. *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine))) Credits: Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models. Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed. Thanks to SithSpecter for use of his unstable blade textures. Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off and providing the textures. Thanks to DeadlyStream for hosting my mods. 1.0 - 2.0 changes list ================================================================================================================== Redesigned lightsaber schematics into usable items that you "learn". Learning the schematic sets the boolean to "true" so it is memorized in the workbench dialog file, and the schematics are no longer cluttering up your inventory. It is no longer possible for Disciple to get stuck on the MedBay wall inside the Ebon Hawk since I made him jump to the workbench like Atton does. He will still walk back to the MedBay. Further developed party member saber building dialogs of all party members so alignment will matter. Added new scenes so that Kreia and Visas will now meditate on their crystals. Adjusted hit points or stats on some of the added bosses. Updated the dialog for Atris' Telos Academy schematic crate. Integrated Apostle Saber Addon patch and renamed them to "Solace", gave them unique blade color, made a new encounter for them in Dantooine Enclave sub-level. Returned them to the original chrome texture (baremetal didn't look right). Updated icons. Integrated Training Sabers from my TOR Sabers Mod. Credit to Darth Deadman for adding the energy fields that power on and off like a lightsaber on those. Added new double-bladed saber "Elite Assassin's Saberstaff". Made assassins in Sith Academy on Korriban wield double-bladed lightsabers. Remade alot of lightsaber icons. Updated textures on several saber hilts. Cut down on the use of chrome hilts alot. Reshaded most of the ones that still use it. Eloquence now has a cerulean blade. The cyan core/blue one from 1.0 was not up to par with the rest so I got rid of it. Master Vash now has an entirely new model from the archives, she now wields the 'Aggressor'. Updated all necessary files. Renamed Vrook's saber to 'Vigilance'. Updated all necessary files. Fixed Saquesh not giving the Alderaanian Battle Saber schematic as he should have been if you help the Exchange. Fixed Kreia taking the long way around to the workbench. Finally retired my beautiful 4900 poly Acheron Saber and gave Sion an old RandomSabers model ("the Banshee") with a "scratched up" texture, a much larger scaling and a deeper red blade/pinker core. Added new powerup and powerdown sounds for sabers. Renamed the old 'Warrior's Lightsaber' found in the Korriban Tomb to 'Fury'. Rewrote and rescripted the dialog for the Sith Ghost encounter in the Korriban Tomb. Added 'Infernal Warrior's Lightsaber' with a dark orange blade and a new boss in the late game Citadel Station to beat you over the head with it. Rescaled and reskinned Revan's TOR saber. Made a new saber mod (Revan's Canonical TOR Sabers) as a seperate add-on that is compatible with this one as the way to get that saber model - *though it will replace 'Mandalorian War Leader's'*. Readjusted stats on a few of the dropped sabers. Wrote descriptions for Master's sabers. Buffed Darth Traya (Atris) for Telos Academy fight and Darth Nihilus just a little. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
  2. View File Schematic Lightsaber Mod 2021 Schematic Lightsaber Mod 2021 (SLM 2021) =============================================================================================================== for TSLRCM 1.8.5/1.8.6 Author: Kaidon Jorn Date: Autumn 2020-Summer 2021 This is a large scale lightsaber mod which was built using TSLRCM 1.8.5. This lightsaber mod will not work properly without TSLRCM installed. It should be installed directly after the **DeadlySteam version** of TSLRCM 1.8.5 and on the **LEGACYPC version** of the game from Steam (NOT THE ASPYR VERSION). In this mod every party member that is trainable as Jedi will have a uniquely named lightsaber to build on the workbench through new dialog options after they have become Jedi. These initial dialogs will require color crystals to access but will then unlock that specific lightsaber to be built as many times as you like, as long as you have color crystals. These dialogs have been expanded quite a bit to offer a bit more immersion. Huge thanks to Fair Strides. In version 2021, lightsaber schematics have been redesigned so that you must equip it on your forearm and activate it like a forearm shield. They are destroyed once you are able to use them (they have a one minute cooldown), but will open the workbench dialog option to create them. You will still need to have at least one color crystal in your inventory and you must have completed your lightsaber quest in order to open the workbench options for them, since completing your lightsaber quest grants you the power to learn a schematic. Both the Jedi Masters and Sith Lords have their own unique lightsabers to wield. These have upgraded stats, weathered and worn textures, and are collectible by the player. There are also two new quests to find the parts of two different lightsabers which you can then build on the workbench, one begins in the Telos military base and the other somewhere on Dxun. 2.0 ----------> 2021 Changes List ================================================================================================================ All SLM Lightsaber's now use Crazy34's New Lightsaber Blade Models with ambient lighting! Thanks very much to him. All lightsaber schematics are now forearm equippable items that have a one minute cooldown before you can attempt to learn another schematic. The Workbench dialog file has been expanded bigly to be able to deconstruct all SLM and vanilla game sabers. Sion's Pain and the Infernal Warrior's Lightsaber now use SithSpecter's Unstable Blade Textures with ambient lighting. The tank droid boss in the military base on Telos no longer drops the Telos Defender's Crystal. It now drops the first part that starts a quest to build that lightsaber model on the workbench. The saber itself is now called "Honorable Duelist Lightsaber", and has a gold blade and glow. A new (old) lightsaber model has returned and uses SithSpecter's Unstable Blade Textures. "Acheron's Frost" can now be aquired through a new quest that starts somewhere in the first visit of Dxun. Now compatible with Markus Ramiken's Workbench Crystal Attunement Mod. <<Only drop the .ncs script file into your Override folder, the workbench dialog file is already compatible.>> Training Sabers are now fully upgradeable and come with a 1-8 damage by themselves. Mandalorian War Leader's Lightsaber has been removed permanently and replaced by Redeemed Revan's Lightsaber. The schematic now drops in the tomb on Korriban. All of the looted lightsabers have been touched up in the texture department, giving them a weathered and/or worn look, and gave them all various stats. Eloquence now has a silvery blue blade and glow. Upgraded stats. All party member lightsaber building dialogs have all been rebuilt with excitingly new and fancy scripts from FairStrides of DeadlyStream fame and glory. They will all meditate on their crystals after building their lightsabers. Visas Marr now builds an old RandomSabers model I named "Miralukan Seer's Lightsaber". The Omen is held by her on the first meeting in the Ebon Hawk. Freedon Nadd's Lightsaber is now fully upgradeable standard blade saber. Bao-Dur's Liberator no longer uses the "chrome1" texture. Alderaanian Battle Saber had a model switch and now uses the old RandomSabers "Quillian" hilt. Master Vash's Redemption had a model switch, and now uses the old RandomSabers "Schism" hilt. The Solace sabers now have a "pale gold" blade and glow. Freedon Nadd now has a seperate standard bladed hilt that you can find in the Sith tomb on Dxun. The crystal cave on Dantooine has extra crystals to aquire, it is tied to the "Weapon of the Jedi" questline. Compatibilty for M4-78 has not yet happened, but I will get to it eventually. (I hope...) Many other improvements I don't remember since I began rebuilding the mod back in October of 2020. Install by running the .exe file called "SLM 2021" Removal: 1.) Open SLM's BACKUP folder - copy and paste all .MOD files into game's MODULES folder and let overwrite. 2.) Copy and paste party member .DLG files (including workbnch.dlg) and any .2DA files found in SLM's BACKUP folder into game's OVERRIDE folder and let overwrite. 3.) Copy and paste the dialog.tlk found in SLM's BACKUP folder into KotOR2's main folder. Let overwrite. 4.) Delete all saber files from the game's OVERRIDE folder. (tga's, .txi's, .mdl's, .mdx's, uti's) Notes: *Not compatible with any other saber mods (i.e. Varsity Puppet's Duplisaber, USM, HotOR, etc, etc) UNLESS it only changes the default hilt models. This mod uses (almost) every lightsaber model slot available (13 thru 255). *As always, do not try to put a crystal that was made for a double-bladed saber into a single-bladed saber (except Solace or the personal quest saber) or vice versa because it will crash your game. *As previously stated, you will not find Vash's or Kaah's hilts unless you have M4-78EP (1.2) and the SLM compatibility patch installed. *For companions like Visas, Mira, and Kreia, it's probabaly a good idea to stand off to one side of them when starting their saber making dialogs. They may get stuck trying to path find. *All 13 schematics should be in your possession after helping Talia or Vaklu on Onderon. All dropped saber loot should be in your possession after the Nihilus fight, except Sion's. *If you want Nihilus' lightsaber you must ask Visas for it. It will come with the mask. *Kreia's Peragus saber is lost after Sion cuts her hand off. Don't expect it back. * Do not try to disassemble a hilt that is already equipped by a party member. If you want to switch a party member's saber, make the new one first, then equip it on them before disassembling the one they had (or be controlling the character you want to disassemble on). No clue why this happens but it will crash the game. * At time of release, there may be a small bug in 903MAL where Sion dosen't walk to his spot where the assassins circle around him directly after the Atton fight. (903Kreia.dlg) (((UPDATE:7/7/2021 It works fine))) Credits: Special thanks to Crazy34 for releasing his new saber blade models and letting me convert all my lightsabers to his blade models. Thanks to Fair Strides for all the scripting help, he basically came up with the force power script that allows you to learn a schematic. I just modified it to what I needed. Thanks to SithSpecter for use of his unstable blade textures. Thanks to VP (and all the Holowan Labs modders) for coding and general modding help over the years. Thanks to Deadman for making the training sabers power on and off and providing the textures. Thanks to DeadlyStream for hosting my mods. 1.0 - 2.0 changes list ================================================================================================================== Redesigned lightsaber schematics into usable items that you "learn". Learning the schematic sets the boolean to "true" so it is memorized in the workbench dialog file, and the schematics are no longer cluttering up your inventory. It is no longer possible for Disciple to get stuck on the MedBay wall inside the Ebon Hawk since I made him jump to the workbench like Atton does. He will still walk back to the MedBay. Further developed party member saber building dialogs of all party members so alignment will matter. Added new scenes so that Kreia and Visas will now meditate on their crystals. Adjusted hit points or stats on some of the added bosses. Updated the dialog for Atris' Telos Academy schematic crate. Integrated Apostle Saber Addon patch and renamed them to "Solace", gave them unique blade color, made a new encounter for them in Dantooine Enclave sub-level. Returned them to the original chrome texture (baremetal didn't look right). Updated icons. Integrated Training Sabers from my TOR Sabers Mod. Credit to Darth Deadman for adding the energy fields that power on and off like a lightsaber on those. Added new double-bladed saber "Elite Assassin's Saberstaff". Made assassins in Sith Academy on Korriban wield double-bladed lightsabers. Remade alot of lightsaber icons. Updated textures on several saber hilts. Cut down on the use of chrome hilts alot. Reshaded most of the ones that still use it. Eloquence now has a cerulean blade. The cyan core/blue one from 1.0 was not up to par with the rest so I got rid of it. Master Vash now has an entirely new model from the archives, she now wields the 'Aggressor'. Updated all necessary files. Renamed Vrook's saber to 'Vigilance'. Updated all necessary files. Fixed Saquesh not giving the Alderaanian Battle Saber schematic as he should have been if you help the Exchange. Fixed Kreia taking the long way around to the workbench. Finally retired my beautiful 4900 poly Acheron Saber and gave Sion an old RandomSabers model ("the Banshee") with a "scratched up" texture, a much larger scaling and a deeper red blade/pinker core. Added new powerup and powerdown sounds for sabers. Renamed the old 'Warrior's Lightsaber' found in the Korriban Tomb to 'Fury'. Rewrote and rescripted the dialog for the Sith Ghost encounter in the Korriban Tomb. Added 'Infernal Warrior's Lightsaber' with a dark orange blade and a new boss in the late game Citadel Station to beat you over the head with it. Rescaled and reskinned Revan's TOR saber. Made a new saber mod (Revan's Canonical TOR Sabers) as a seperate add-on that is compatible with this one as the way to get that saber model - *though it will replace 'Mandalorian War Leader's'*. Readjusted stats on a few of the dropped sabers. Wrote descriptions for Master's sabers. Buffed Darth Traya (Atris) for Telos Academy fight and Darth Nihilus just a little. Permissions: You may not redistribute files contained herein and you may not use these files in your own mod without my consent. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. Submitter Kaidon Jorn Submitted 07/30/2021 Category Mods TSLRCM Compatible Yes  
  3. Version 1.2.0

    373 downloads

    Tired of missing a lens? T3-M4 can help! You can have a lightsaber as early as your first trip to the Ebon Hawk in a way that fits in with the story & adds additional dialogue & immersion to the game. You can construct as many lightsabers as you have crystals! UPDATE: Reconstruct Visas Marr's destroyed ligthsaber via T3-M4 for some added dialogue and influence gain/loss options with Visas when you give it back to her. T3-M4 Lightsaber Construction Mod v1.2 ====================================== By brents742 ============ Version Notes ============= v1.0 - 3/4/2021 - Initial release v1.1 - 3/7/2021 - Added ability for T3-M4 to rebuild Visas' lightsaber and place in player inventory after Visas joins the party - Created new dialogue with Visas via existing sound files for returning her lightsaber - Added new influence gain/loss options with Visas when returning her lightsaber v1.2 - 8/10/2021 - Updated M4-78 compatibility to properly display T3's dialog options for the planet - Grammatical errors corrected when returning Visas' lightsaber to her Requirements ============ TSLRCM 1.8.5 or above Installation ============ First, it should be noted that using Steam Workshop is NOT recommended as it can cause any number of issues during your playthrough. Especially with TSLRCM. With that in mind, if you are using Workshop mods, follow the Steam instructions below versus the regular install instructions. REGULAR TSLRCM INSTALL USERS: Run TSLPatcher.exe and follow the prompts. The patcher will make backups of any existing files you may have that are the same as files this mod uses. Keep track of this backup folder - which will be located wherever you have the TSLPatcher.exe running from. TSLRCM + M478 INSTALL USERS: You will need to go into the download files and copy the t3m4.dlg file from the M4-78 folder within the folder called Compatibility. Drop this in your respective override folder after regular install of this mod. Failing to do so will cause M4-78 to not be accessible as T3 will lack the dialog options to unlock the planet without this file. TSLRCM INSTALLED FROM STEAM WORKSHOP USERS: When installing with TSLPatcher, you MUST select your Steam workshop TSLRCM directory. Not the main KOTOR 2 directory. When asked by TSLPatcher to browse for a folder, go to your main Steam folder, then steamapps. Then workshop. Then content. Then 208580 (This is KOTOR 2's game code) then find the TSLRCM file. For TSLRCM + M4-78 it will be called 1402798020. For regular TSLRCM it will be called 485537937. Choose which of these folders you have for TSLPatcher to install to and let it work. If you are using other than English TSLRCM your folder code will be a little different. !!!IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS AND ARE USING THE STEAM VERSION OF 1.8.5 THE MOD WILL NOT WORK!!! Description =========== -This mod expands upon existing lightsaber construction methods (Bao-Dur) and allows T3-M4 to not only help you construct your first lightsaber, but further allows him to construct as many lightsabers as you have crystals available in your inventory (double-bladed, one-handed, short lightsabers, and Visas Marr's lightsaber) - on demand. -The intention of this mod is to give players the ability to have a lightsaber that fits into the existing lore and story of the game as early as your first visit to the Ebon Hawk if they choose. I wanted a mod that didn't just magically give the player lightsabers. -How T3-M4 is able to help you create lightsabers is explained in as much detail as would be available to the Exile at this stage in their journey. Speaking to T3-M4 and asking him to help you construct a lightsaber will begin the series of short steps required that will activate this ability for T3-M4 and give you three crystals of your choosing for use in construction. -This mod pays careful attention to ensuring nothing is removed from the base game. If you still want to follow Bao-Dur's lightsaber construction method and search for parts across the galaxy - you can do that! -The Crafting a Lightsaber quest is now given directly after regaining your Force powers on Peragus. -Using T3-M4 to construct a lightsaber will trigger the Crafting a Lightsaber quest as completed just like if you made one through Bao-Dur. Bao-Dur will not ask you why you do not carry a lightsaber anymore once this occurs. Likewise, if you have not used T3-M4 to construct a lightsaber before bringing Bao-Dur aboard the Ebon Hawk, he will speak to you about a lightsaber as normal. -Lightsaber training with Kreia is CONFIRMED to be working using T3-M4 to construct your lightsaber. -Looting post Crafting a Lightsaber quest works as it would in the base game. Where you would have found a lightsaber part, you will now find a lightsaber, just like in the base game. -This mod was designed to work within the existing format of the game concerning lightsaber construction. The only difference is the lightsaber quest will trigger early and is able to be completed via T3-M4 versus only Bao-Dur. There are some additional dialogue options for immersions sake and T3 can construct multiple lightsabers but everything else works exactly as it should. -There's a cool story easter egg within the Security System tucked away Getting Started =============== This mod works best from a new save to experience all the changes as they were meant to be experienced. This is not mandatory, however, as the mod is designed to be used at any point in the game. If Using an Existing Save ========================= Talk to T3-M4 and he will give you the access codes to the Ebon Hawk. Ask him about lightsaber construction and he will direct you how to upgrade him. If using a New Save =================== Play the game as you normally would through Peragus. T3-M4 will give you the Ebon Hawk's access codes before leaving Peragus. Ask him about lightsaber construction and he will direct you how to upgrade him. Important - Timing ================== Due to the natural progression of the game, it is best to speak with T3-M4 about lightsaber construction just before or after your initial conversation with Kreia aboard the Ebon Hawk. If you wait, your next opportunity will be directly after leaving Telos. Compatibility ============= IMPORTANT - This mod relies upon the default crystal files that come with the game. (U_l_colo_01 thru u_l_colo_10) Any mod that removes some of these files for some reason will cause this mod to not function at 100%. Mods that change existing u_l_colo files should not be a problem. Any mod that gives you a lightsaber and then changes how the Crafting a Lightsaber quest works is likely to conflict with this mod. A mod that just gives you a lightsaber and messes with nothing else should be okay, if also redundant. -I have made a somewhat thorough search of existing lightsaber mods to search for any crystal files they may add. -To my knowledge, no existing mod adds new crystals to the game beyond Prydeless' Pink Lightsaber mod. -If you are using a mod that adds crystals to the game, then after running TSLPatcher.exe and the installation of the base mod has completed, open the 'Compatibility' folder inside 'tslpatchdata' and drag and drop the secsys.dlg from the folder corresponding to the crystal mod you have installed into the override folder located inside the main directory of your KOTOR II installation. When prompted, override the existing file. I will update this file as more mods come out / I am made aware of that add new color crystals to the game. Current compatible crystal mods: -Prydeless' Pink Lightsaber mod -Working on adding more! If you run across a mod that this mod seems to conflict with, or a mod that adds crystals to, the game, please let me know and I will work to update this mod to address it. What Specifically does this mod do? =================================== -000.dlg was modified to give the player the Crafting a Lightsaber quest early (Peragus after regaining Force powers). -Global.jrl has been updated to reflect a non Bao-Dur specific lightsaber quest through string 128188 that comes with the base game and a new string appended to dialog.tlk that reads "With your companion's assistance, you have crafted a new lightsaber." -103atton.dlg was modified to reflect T3's new abilities and gives the player owner identification codes to the Ebon Hawk. -T3M4.dlg was modified with a new dialogue option that will begin the steps needed to allow for lightsaber construction (double-bladed, one-handed, short lightsabers, and Visas Marr's lightsaber) Will not allow creation without a crystal. Will properly set boolean 000_Lightsaber_Built that flags the Crafting a Lightsaber quest as completed. This is the same boolean the game has always used. T3 can be asked how he learned to help create lightsabers, after a brief explanation of time serving the Jedi, conversation is routed to existing conversation that can lead to the holorecording with KoTOR 1 characters. -Modified u_have_any_co_cr.ncs, a script that comes with the base game, so the game properly checks bronze crystals in your inventory when checking for crystals (This script will continue to be updated to reflect additional lightsaber crystals that new mods add to the game). -Modified baosaber.dlg so that Bao-Dur's conversation about lightsabers will not trigger if Crafting a Lightsaber quest is complete. This conversation will occur as normal if it is not complete. -Modified secsys.dlg with an Access System Commands option. Added a hidden compartment with three crystals that can be made into any color. Created the process for upgrading T3-M4 to allow for lightsaber construction. Placed existing camera recordings within an Access Security Cameras option. -Modified visasmarr.dlg to allow for dialogue when returning her rebuilt lightsaber as well as influence gain/loss options. -Created the following Booleans: KES_CR1 boolean - flags when the compartment crystals are created, preventing crystal creation from repeating. KES_CR2 boolean - will allow for the secret easter egg to take place. KES_CR3 boolean - prevents an infinite LS/DS point exploit from forming from repeating the secrete easter egg. KES_CR4 boolean - flags T3-M4 as having had an update, allowing for lightsaber construction to take place. KES_CR5 boolean - flags whether the character has received the Ebon Hawk's owner identification codes. KES_CR6 boolean - flags when T3-M4 has helped rebuild Visas' lightsaber, preventing this option from appearing again in dialogue. KES_CR7 boolean - prevents repeatedly activating the dialogue of giving Visas her lightsaber back. Permissions and Disclaimers =========================== I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. The user of the mod is responsible for any damage to their game that may result from using this mod. Users are encouraged to make relevant backups and do their research on existing mods they have installed to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible but ultimate responsibility lies with the end user to check for possible conflicts before installing. Special Thanks ============== Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Prydeless for their pink lightsaber mod that inspired all of this to begin with. The entirety of the DeadlyStream modding forums for their inexhaustible resources and information that allows anyone with a computer and an idea to sit down and learn how to make their first mod. Lucasarts, Bioware, and Obsidian for making a game I am still funneling dozens of hours into nearly two decades after its initial release. Contact ======= PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you.
  4. Version 6.0

    2,775 downloads

    DEFAULT HILTS REPLACEMENT MEGAPACK 6.0 -------------------------------------------------------------------------- This mod will replace the default lightsaber hilt models in KotOR 2:The Sith Lords. All color crystals use one model, a gold lightsaber is still included but is only obtainable in game with the .mod file in the Optional Gold Saber Game Placement Folder(Daraala's Store, Dantooine.) which should be placed in the MODULES folder. Otherwise you will need to cheat it in (u_l_colo_11, g_w_lghtsbr12, g_w_dblsbr012, and g_w_shortsbr12) - or use KSE. Also, my new blade color textures have been made optional. Place those in the override folder, if you wish. This version now syncs with TSLRCM 1.8.3 restored bronze saber files. TSLRCM 1.8.3 is however not required to use this mod. Run the patcher.exe to install the main part of the mod. -QDJ
  5. Version 2.0

    1,095 downloads

    Authors: Kaidon Jorn & (Darth) Deadman This Version: April 2012 =================================== This saber mod now consists of 18 hilts - each in 10 colors, all of which are buildable on the workbench. The first set of 6 hilt styles are available to build as you are building your first saber with the vanilla saber quest. Then, once you've leveled up with an Advanced Class, there will be 12 more hilt style options. Some of these hilt models are leftovers from the HotOR Lightsaber mod, which fell upon hard times and was unable and unwilling to continue - but alas! A new lightsaber mod has risen from it's ashes, and most of the hilts were modeled based on TOR sabers. The vanilla game dialogs about Bao-Dur helping you build your saber have been removed, since you build it yourself on the workbench using any default game crystal. As well, the vanilla game's Lightsaber Quest journal entries have been modified to go with this saber quest better. Once you have built a new lightsaber, the crystal will change into the specific crystal for that lightsaber, so once you commit to a new lightsaber style, it's crystal is bound to that saber hilt. Also, the training sabers now do 1-10 damage, still with their +3/+4 energy field damages, to try and make them more worthwhile to use. Two new models have been included for the purple and yellow training sabers. You must run the TSL Patcher to fully install (aside from the lightsabers, copying files to Override folder will *not* work). Compatible with TSLRCM 1.7/1.8. Compatible with everything that dosen't use the same lightsaber model numbers. *This excludes HotOR and USM from being compatible. Compatible with Default Replacement MegaPack 4.1 or better. Compatible with Workbench Crystal Attunement Mod. Compatible with RandomSabers 6 Pack. Credits: -Darth_Deadman, for finishing off the training sabers and making them powered items that turn on and off like a lightsaber. Thanks Deadman! Thanks to Markus Ramikin, Varsity Puppet, Hassat Hunter for the Workbench Crystal Attunement mod. Bugs: None that I know of, if you get one then report it and I will see what I can do. PERMISSIONS: You may not use my intellectual property, work or materials for your own mod without asking me or collaborating with me. You may not upload my mods to other sites PERIOD. END OF STORY. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES.
  6. View File T3-M4 Lightsaber Construction Mod Tired of missing a lens? T3-M4 can help! You can have a lightsaber as early as your first trip to the Ebon Hawk in a way that fits in with the story & adds additional dialogue & immersion to the game. You can construct as many lightsabers as you have crystals! UPDATE: Reconstruct Visas Marr's destroyed ligthsaber via T3-M4 for some added dialogue and influence gain/loss options with Visas when you give it back to her. T3-M4 Lightsaber Construction Mod v1.2 ====================================== By brents742 ============ Version Notes ============= v1.0 - 3/4/2021 - Initial release v1.1 - 3/7/2021 - Added ability for T3-M4 to rebuild Visas' lightsaber and place in player inventory after Visas joins the party - Created new dialogue with Visas via existing sound files for returning her lightsaber - Added new influence gain/loss options with Visas when returning her lightsaber v1.2 - 8/10/2021 - Updated M4-78 compatibility to properly display T3's dialog options for the planet - Grammatical errors corrected when returning Visas' lightsaber to her Requirements ============ TSLRCM 1.8.5 or above Installation ============ First, it should be noted that using Steam Workshop is NOT recommended as it can cause any number of issues during your playthrough. Especially with TSLRCM. With that in mind, if you are using Workshop mods, follow the Steam instructions below versus the regular install instructions. REGULAR TSLRCM INSTALL USERS: Run TSLPatcher.exe and follow the prompts. The patcher will make backups of any existing files you may have that are the same as files this mod uses. Keep track of this backup folder - which will be located wherever you have the TSLPatcher.exe running from. TSLRCM + M478 INSTALL USERS: You will need to go into the download files and copy the t3m4.dlg file from the M4-78 folder within the folder called Compatibility. Drop this in your respective override folder after regular install of this mod. Failing to do so will cause M4-78 to not be accessible as T3 will lack the dialog options to unlock the planet without this file. TSLRCM INSTALLED FROM STEAM WORKSHOP USERS: When installing with TSLPatcher, you MUST select your Steam workshop TSLRCM directory. Not the main KOTOR 2 directory. When asked by TSLPatcher to browse for a folder, go to your main Steam folder, then steamapps. Then workshop. Then content. Then 208580 (This is KOTOR 2's game code) then find the TSLRCM file. For TSLRCM + M4-78 it will be called 1402798020. For regular TSLRCM it will be called 485537937. Choose which of these folders you have for TSLPatcher to install to and let it work. If you are using other than English TSLRCM your folder code will be a little different. !!!IF YOU DO NOT FOLLOW THE ABOVE INSTRUCTIONS AND ARE USING THE STEAM VERSION OF 1.8.5 THE MOD WILL NOT WORK!!! Description =========== -This mod expands upon existing lightsaber construction methods (Bao-Dur) and allows T3-M4 to not only help you construct your first lightsaber, but further allows him to construct as many lightsabers as you have crystals available in your inventory (double-bladed, one-handed, short lightsabers, and Visas Marr's lightsaber) - on demand. -The intention of this mod is to give players the ability to have a lightsaber that fits into the existing lore and story of the game as early as your first visit to the Ebon Hawk if they choose. I wanted a mod that didn't just magically give the player lightsabers. -How T3-M4 is able to help you create lightsabers is explained in as much detail as would be available to the Exile at this stage in their journey. Speaking to T3-M4 and asking him to help you construct a lightsaber will begin the series of short steps required that will activate this ability for T3-M4 and give you three crystals of your choosing for use in construction. -This mod pays careful attention to ensuring nothing is removed from the base game. If you still want to follow Bao-Dur's lightsaber construction method and search for parts across the galaxy - you can do that! -The Crafting a Lightsaber quest is now given directly after regaining your Force powers on Peragus. -Using T3-M4 to construct a lightsaber will trigger the Crafting a Lightsaber quest as completed just like if you made one through Bao-Dur. Bao-Dur will not ask you why you do not carry a lightsaber anymore once this occurs. Likewise, if you have not used T3-M4 to construct a lightsaber before bringing Bao-Dur aboard the Ebon Hawk, he will speak to you about a lightsaber as normal. -Lightsaber training with Kreia is CONFIRMED to be working using T3-M4 to construct your lightsaber. -Looting post Crafting a Lightsaber quest works as it would in the base game. Where you would have found a lightsaber part, you will now find a lightsaber, just like in the base game. -This mod was designed to work within the existing format of the game concerning lightsaber construction. The only difference is the lightsaber quest will trigger early and is able to be completed via T3-M4 versus only Bao-Dur. There are some additional dialogue options for immersions sake and T3 can construct multiple lightsabers but everything else works exactly as it should. -There's a cool story easter egg within the Security System tucked away Getting Started =============== This mod works best from a new save to experience all the changes as they were meant to be experienced. This is not mandatory, however, as the mod is designed to be used at any point in the game. If Using an Existing Save ========================= Talk to T3-M4 and he will give you the access codes to the Ebon Hawk. Ask him about lightsaber construction and he will direct you how to upgrade him. If using a New Save =================== Play the game as you normally would through Peragus. T3-M4 will give you the Ebon Hawk's access codes before leaving Peragus. Ask him about lightsaber construction and he will direct you how to upgrade him. Important - Timing ================== Due to the natural progression of the game, it is best to speak with T3-M4 about lightsaber construction just before or after your initial conversation with Kreia aboard the Ebon Hawk. If you wait, your next opportunity will be directly after leaving Telos. Compatibility ============= IMPORTANT - This mod relies upon the default crystal files that come with the game. (U_l_colo_01 thru u_l_colo_10) Any mod that removes some of these files for some reason will cause this mod to not function at 100%. Mods that change existing u_l_colo files should not be a problem. Any mod that gives you a lightsaber and then changes how the Crafting a Lightsaber quest works is likely to conflict with this mod. A mod that just gives you a lightsaber and messes with nothing else should be okay, if also redundant. -I have made a somewhat thorough search of existing lightsaber mods to search for any crystal files they may add. -To my knowledge, no existing mod adds new crystals to the game beyond Prydeless' Pink Lightsaber mod. -If you are using a mod that adds crystals to the game, then after running TSLPatcher.exe and the installation of the base mod has completed, open the 'Compatibility' folder inside 'tslpatchdata' and drag and drop the secsys.dlg from the folder corresponding to the crystal mod you have installed into the override folder located inside the main directory of your KOTOR II installation. When prompted, override the existing file. I will update this file as more mods come out / I am made aware of that add new color crystals to the game. Current compatible crystal mods: -Prydeless' Pink Lightsaber mod -Working on adding more! If you run across a mod that this mod seems to conflict with, or a mod that adds crystals to, the game, please let me know and I will work to update this mod to address it. What Specifically does this mod do? =================================== -000.dlg was modified to give the player the Crafting a Lightsaber quest early (Peragus after regaining Force powers). -Global.jrl has been updated to reflect a non Bao-Dur specific lightsaber quest through string 128188 that comes with the base game and a new string appended to dialog.tlk that reads "With your companion's assistance, you have crafted a new lightsaber." -103atton.dlg was modified to reflect T3's new abilities and gives the player owner identification codes to the Ebon Hawk. -T3M4.dlg was modified with a new dialogue option that will begin the steps needed to allow for lightsaber construction (double-bladed, one-handed, short lightsabers, and Visas Marr's lightsaber) Will not allow creation without a crystal. Will properly set boolean 000_Lightsaber_Built that flags the Crafting a Lightsaber quest as completed. This is the same boolean the game has always used. T3 can be asked how he learned to help create lightsabers, after a brief explanation of time serving the Jedi, conversation is routed to existing conversation that can lead to the holorecording with KoTOR 1 characters. -Modified u_have_any_co_cr.ncs, a script that comes with the base game, so the game properly checks bronze crystals in your inventory when checking for crystals (This script will continue to be updated to reflect additional lightsaber crystals that new mods add to the game). -Modified baosaber.dlg so that Bao-Dur's conversation about lightsabers will not trigger if Crafting a Lightsaber quest is complete. This conversation will occur as normal if it is not complete. -Modified secsys.dlg with an Access System Commands option. Added a hidden compartment with three crystals that can be made into any color. Created the process for upgrading T3-M4 to allow for lightsaber construction. Placed existing camera recordings within an Access Security Cameras option. -Modified visasmarr.dlg to allow for dialogue when returning her rebuilt lightsaber as well as influence gain/loss options. -Created the following Booleans: KES_CR1 boolean - flags when the compartment crystals are created, preventing crystal creation from repeating. KES_CR2 boolean - will allow for the secret easter egg to take place. KES_CR3 boolean - prevents an infinite LS/DS point exploit from forming from repeating the secrete easter egg. KES_CR4 boolean - flags T3-M4 as having had an update, allowing for lightsaber construction to take place. KES_CR5 boolean - flags whether the character has received the Ebon Hawk's owner identification codes. KES_CR6 boolean - flags when T3-M4 has helped rebuild Visas' lightsaber, preventing this option from appearing again in dialogue. KES_CR7 boolean - prevents repeatedly activating the dialogue of giving Visas her lightsaber back. Permissions and Disclaimers =========================== I, brents742, reserve the right as author of this mod for sole permission to upload some or all of this mod anywhere for any reason. If you would like to include any part of this mod in anything, then please contact me for permission. The user of the mod is responsible for any damage to their game that may result from using this mod. Users are encouraged to make relevant backups and do their research on existing mods they have installed to double check compatibility. All efforts have been made to ensure this mod is as unobtrusive as possible but ultimate responsibility lies with the end user to check for possible conflicts before installing. Special Thanks ============== Fred Tetra - KOTOR Tool TK102 - DLG Editor Stoffe and Fair Strides - TSLPatcher Prydeless for their pink lightsaber mod that inspired all of this to begin with. The entirety of the DeadlyStream modding forums for their inexhaustible resources and information that allows anyone with a computer and an idea to sit down and learn how to make their first mod. Lucasarts, Bioware, and Obsidian for making a game I am still funneling dozens of hours into nearly two decades after its initial release. Contact ======= PM me on Nexus or DeadlyStream or alternatively post on the mod itself and I will get back to you. Submitter brents742 Submitted 03/04/2021 Category Mods TSLRCM Compatible Yes  
  7. Version 1.0.0

    232 downloads

    Coauthored with oldflash. Now available for KotOR I, a mere thirteen years after the original TSL release, thanks to the magic of MDLEdit. This mod adds a whole set of new short lightsabres - one for each lightsabre colour available in the game, and their crystals to the game. They can be found by the workbench in the Enclave on Dantooine, but only after you leave the Enclave for the first time after becoming a Jedi. The box is spawned when you speak to the droid at the exit from the Enclave and it says “The Council has decreed you may come and go as you please” for the first time. For the mod to work, you need to have not been to Dantooine yet, or at least, not undergone Jedi training. Installation Just double-click on the "Install "Fork" Short Lightsabres" icon to begin the installation. Do not attempt manual installation - it will not work. Don't worry about fiddling with the Source Scripts or Screenshots folders - they are not required for the mod to run. Known Conflicts As far as I know, this mod shouldn't conflict with many that are out there, but will conflict with any mod which alters the file dan13_jdroid.dlg. So far as I am aware, the only mod to alter that file was a robe mod which is no longer available, so this issue shouldn’t arise. Known Bugs None that I know of at present. Again, please let me know if you find any.
  8. View File [K1] "Fork" Short Lightsabers Coauthored with oldflash. Now available for KotOR I, a mere thirteen years after the original TSL release, thanks to the magic of MDLEdit. This mod adds a whole set of new short lightsabres - one for each lightsabre colour available in the game, and their crystals to the game. They can be found by the workbench in the Enclave on Dantooine, but only after you leave the Enclave for the first time after becoming a Jedi. The box is spawned when you speak to the droid at the exit from the Enclave and it says “The Council has decreed you may come and go as you please” for the first time. For the mod to work, you need to have not been to Dantooine yet, or at least, not undergone Jedi training. Installation Just double-click on the "Install "Fork" Short Lightsabres" icon to begin the installation. Do not attempt manual installation - it will not work. Don't worry about fiddling with the Source Scripts or Screenshots folders - they are not required for the mod to run. Known Conflicts As far as I know, this mod shouldn't conflict with many that are out there, but will conflict with any mod which alters the file dan13_jdroid.dlg. So far as I am aware, the only mod to alter that file was a robe mod which is no longer available, so this issue shouldn’t arise. Known Bugs None that I know of at present. Again, please let me know if you find any. Submitter InSidious Submitted 07/13/2020 Category Mods K1R Compatible Yes  
  9. View File ROTJ Luke Lightsaber Pack by Evasto *Notice*: This mod is not my own work and is being uploaded to Deadlystream with the permission of the original mod author. After having reached out to Evasto via email, I can confirm his approval via the following: "...if you want to upload it to Deadlystream.com you're more than welcome to. I haven't done anything with KOTOR in a very long time so while I have revisited Luke's lightsaber since then, it was for a Fallout 4 mod rather than KOTOR. If I ever go back to KOTOR I might use the models & textures I made for Fallout 4 to update the mod (as well as the ROTJ Vader), in which event I'd upload 'em to the Nexus, but who knows when or if that'll happen." Information of note: This mod contains files that work in BOTH Kotor 1 and TSL. Each version of the hilt has a folder included with files for installing in TSL. Please see the installation instructions for more information. The following description is taken from the Readme file included: DESCRIPTION: "This mod is quite possibly one of the more ambitious mods I have made to date. This hilts in this pack belong to our favorite Jedi, Luke Skywalker, who built a new lightsaber following the loss of his father's at Cloud City. This mod doesn't, however, deliver just one hilt. You get three (four, counting a texture variant) variations of the familiar lightsaber wielded by Luke. All three replace the green lightsaber, and also comes with a new green blade texture for your enjoyment. Oh, but wait, that's not all! All three of these hilts have a TSL Version, so you can enjoy these hilts in both KOTOR 1 and 2. Also, for the first variant, I've included an alternate texture which makes the usually copper neck black, giving you essentially four lightsabers to play with. Enjoy the mod!" INSTALLATION INSTRUCTIONS: Place the necessary files into your KOTOR 1 or KOTOR 2 Override folder. Keep in mind, these hilts overwrite the default green hilt so you can only have one at a time. Just choose the one you like and extract the proper files to the correct Override folder. (The TSL compatible versions are filed into their own folder, so if you want to use one for TSL, just take the hilt's TSL Version files and pop them into the KOTOR 2 Override folder.) If you don't have an Override folder, be sure to make one. Also, when extracting the files, make sure "Use Folder Names" is unchecked or else the files will be extracted into a seperate folder." BUGS: None PERMISSIONS: This mod may not be distributed on other sites without the express permission of the author (Evasto), and without credit given to the original creator of the mod. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. I want to give a very special thank you to Evasto for allowing me to help preserve a mod that has been a long time favorite of mine. Submitter Untold Prophecy Submitted 04/18/2020 Category Knights of The Old Republic  
  10. Version 1.0.0

    290 downloads

    *Notice*: This mod is not my own work and is being uploaded to Deadlystream with the permission of the original mod author. After having reached out to Evasto via email, I can confirm his approval via the following: "...if you want to upload it to Deadlystream.com you're more than welcome to. I haven't done anything with KOTOR in a very long time so while I have revisited Luke's lightsaber since then, it was for a Fallout 4 mod rather than KOTOR. If I ever go back to KOTOR I might use the models & textures I made for Fallout 4 to update the mod (as well as the ROTJ Vader), in which event I'd upload 'em to the Nexus, but who knows when or if that'll happen." Information of note: This mod contains files that work in BOTH Kotor 1 and TSL. Each version of the hilt has a folder included with files for installing in TSL. Please see the installation instructions for more information. The following description is taken from the Readme file included: DESCRIPTION: "This mod is quite possibly one of the more ambitious mods I have made to date. This hilts in this pack belong to our favorite Jedi, Luke Skywalker, who built a new lightsaber following the loss of his father's at Cloud City. This mod doesn't, however, deliver just one hilt. You get three (four, counting a texture variant) variations of the familiar lightsaber wielded by Luke. All three replace the green lightsaber, and also comes with a new green blade texture for your enjoyment. Oh, but wait, that's not all! All three of these hilts have a TSL Version, so you can enjoy these hilts in both KOTOR 1 and 2. Also, for the first variant, I've included an alternate texture which makes the usually copper neck black, giving you essentially four lightsabers to play with. Enjoy the mod!" INSTALLATION INSTRUCTIONS: Place the necessary files into your KOTOR 1 or KOTOR 2 Override folder. Keep in mind, these hilts overwrite the default green hilt so you can only have one at a time. Just choose the one you like and extract the proper files to the correct Override folder. (The TSL compatible versions are filed into their own folder, so if you want to use one for TSL, just take the hilt's TSL Version files and pop them into the KOTOR 2 Override folder.) If you don't have an Override folder, be sure to make one. Also, when extracting the files, make sure "Use Folder Names" is unchecked or else the files will be extracted into a seperate folder." BUGS: None PERMISSIONS: This mod may not be distributed on other sites without the express permission of the author (Evasto), and without credit given to the original creator of the mod. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. I want to give a very special thank you to Evasto for allowing me to help preserve a mod that has been a long time favorite of mine.
  11. Does anyone have an Obi-Wan ROTS lightsaber mod for K1 and TSL? Or would someone be willing to make said saber for me for both games? I've never seen a standalone version of the hilt. Thanks!
  12. 986 downloads

    Co-authored with oldflash. This mod adds a whole set of new short lightsabres - one for each lightsabre colour available in the game, and their crystals to the game. They can be found in the Enclave Sublevel on Dantooine, in the secure storage area.
  13. View File TOR Saber Mod (TSM) Authors: Kaidon Jorn & (Darth) Deadman This Version: April 2012 =================================== This saber mod now consists of 18 hilts - each in 10 colors, all of which are buildable on the workbench. The first set of 6 hilt styles are available to build as you are building your first saber with the vanilla saber quest. Then, once you've leveled up with an Advanced Class, there will be 12 more hilt style options. Some of these hilt models are leftovers from the HotOR Lightsaber mod, which fell upon hard times and was unable and unwilling to continue - but alas! A new lightsaber mod has risen from it's ashes, and most of the hilts were modeled based on TOR sabers. The vanilla game dialogs about Bao-Dur helping you build your saber have been removed, since you build it yourself on the workbench using any default game crystal. As well, the vanilla game's Lightsaber Quest journal entries have been modified to go with this saber quest better. Once you have built a new lightsaber, the crystal will change into the specific crystal for that lightsaber, so once you commit to a new lightsaber style, it's crystal is bound to that saber hilt. Also, the training sabers now do 1-10 damage, still with their +3/+4 energy field damages, to try and make them more worthwhile to use. Two new models have been included for the purple and yellow training sabers. You must run the TSL Patcher to fully install (aside from the lightsabers, copying files to Override folder will *not* work). Compatible with TSLRCM 1.7/1.8. Compatible with everything that dosen't use the same lightsaber model numbers. *This excludes HotOR and USM from being compatible. Compatible with Default Replacement MegaPack 4.1 or better. Compatible with Workbench Crystal Attunement Mod. Compatible with RandomSabers 6 Pack. Credits: -Darth_Deadman, for finishing off the training sabers and making them powered items that turn on and off like a lightsaber. Thanks Deadman! Thanks to Markus Ramikin, Varsity Puppet, Hassat Hunter for the Workbench Crystal Attunement mod. Bugs: None that I know of, if you get one then report it and I will see what I can do. PERMISSIONS: You may not use my intellectual property, work or materials for your own mod without asking me or collaborating with me. You may not upload my mods to other sites PERIOD. END OF STORY. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THESE FILES. Submitter Kaidon Jorn Submitted 05/10/2018 Category Mods TSLRCM Compatible Yes  
  14. File Name: Fork Short Lightsabers File Submitter: InSidious File Submitted: 02 Mar 2014 File Category: Mods TSLRCM Compatible: Yes Co-authored with oldflash. This mod adds a whole set of new short lightsabres - one for each lightsabre colour available in the game, and their crystals to the game. They can be found in the Enclave Sublevel on Dantooine, in the secure storage area. Click here to download this file
  15. View File Default Hilt Replacement Megapack DEFAULT HILTS REPLACEMENT MEGAPACK 6.0 -------------------------------------------------------------------------- This mod will replace the default lightsaber hilt models in KotOR 2:The Sith Lords. All color crystals use one model, a gold lightsaber is still included but is only obtainable in game with the .mod file in the Optional Gold Saber Game Placement Folder(Daraala's Store, Dantooine.) which should be placed in the MODULES folder. Otherwise you will need to cheat it in (u_l_colo_11, g_w_lghtsbr12, g_w_dblsbr012, and g_w_shortsbr12) - or use KSE. Also, my new blade color textures have been made optional. Place those in the override folder, if you wish. This version now syncs with TSLRCM 1.8.3 restored bronze saber files. TSLRCM 1.8.3 is however not required to use this mod. Run the patcher.exe to install the main part of the mod. -QDJ Submitter Kaidon Jorn Submitted 06/19/2014 Category Mods TSLRCM Compatible Yes