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Found 294 results

  1. Version v2.5


    About This File Knights Of The Old Republic II: [THE SITH LORDS] ================================================ Author: MetaBee Name: K2 Improved Gameplay Mod v2.5 Description: This mod aims to improve the game play, as well as to fix incorrect parameters within certain 2da file rows. For example, the saving throws of all the Prestige Classes are actually incorrect, or either unfinished. This mod will fix that. It also aims to balance out combat, influence - skills ect. This mod makes it possible, to now reach higher LvL's in the game before you finish. Its possible to reach LvL 40 now, and maybe 50," Provided one does all bonus quests as well as take all advantages off XP opportunities. In the OG game, even if you do so, you will only make it to 30 -32 "Without Exploiting". Bearing in mind i'm including TSLRCM. How does this work ? Simple, you will accumulate more XP from killing hostiles, as well as require less XP to Lvl up. The balance to this, is that your enemies will now be stronger, have more HP, and will be overall better to combat with. Note: Lvl's will appear to be fast, especially in the beginning - however a grand total of 880 000 XP is Required to reach Lvl 50. For more details, see ReadMeDetails.txt located in the mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- I highly recommend getting Stoffe's Improved Ai Mod, In conjunction With My Mod. -------------------------------------------------------------------------------------------------------------------------------------------------------- Compatible: This Mod, is compatible with TSLRCM 1.8.5 Incompatible: With any files that conflicts with these files. ------------------------------------------------------------------------------------------------------------------------------------------------------- Install: Run the Tslpatcher, and point it to your Knights of The Old Republic II Games Directory. Uninstall: Simply delete the files, and copy the backup files to where they were. "For specific instructions, please refer to the ReadMeInstall.txt - that comes with the mod" ------------------------------------------------------------------------------------------------------------------------------------------------------- Bugs: None known, let me know if you encounter any. Permission: This mod is not permitted to be uploaded, other than by the author. Credits: *Deadlystream *Modders for Tools Needed. *All Kotor 1 & Tsl Participants
  2. Greetings, I'd like to share with you the project I've been working on since summer 2020. Some of you may already have heard of it, as the development was public from the beginning. reone is an open source reimplementation of the KotOR engine, similar to xoreos and KotOR.js, but with a number of key differences. It is developed with extensibility in mind, meaning that modding capabilities it aims to provide are on a whole other level compared to the vanilla engine. For example, the graphics have already been significantly improved with the addition of physically based rendering. Current state of the project is such that the most fundamental engine subsystems are either complete or at least partially implemented, i.e. resource management, rendering, audio, GUI, scripting, conversations, combat and more. Given the current pace of development, I intend to finish the project by the end of 2021. My short term goal is to make the first Endar Spire module fully completable - a milestone, that will hoperfully bring more attention to the engine. Technologically, reone is a custom engine based on SDL 2 and OpenGL 3.3, written in C++14. This alone makes it highly portable - reone is believed to be working on Windows, Linux and Mac OS. Some background on myself: I'm a professional software developer from Russia and a prior contibutor to the xoreos project, responsible for most of its recent progress on KotOR. Links: GitHub Page Project Roadmap YouTube Channel
  3. Version 1.0


    Author: Kainzorus Prime Mod Name: Enhanced Lightning - Sith Edition ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod is a reskin of TriggerGod's high quality lightning effect, given a more purple hue to match Sith lightning used by Emperor, Kyle Katarn and Starkiller. 2. Instalation: ========= Unpack the contents to Override folder. The mod works for both K1 and TSL. 3. Usage ========= Use the bloody lightning power, watch the fireworks. 4. Credits: =========== Special thanks to: TriggerGod - who made the original Enhanced Lightning mod. 5. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyysey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders.
  4. Version 1.0


    Hey everyone this is the first mod that I have ever made so I hope y'all like it! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ "Prestige Class Bundles" is a mod that adds in 6 bundles unique to the 6 Prestige Classes, each bundle consisting of a custom robes and color crystal that is unique to that prestige. In order to get this bundle, once you have gained your prestige class with Kreia you may exit and re-enter the Ebon Hawk to trigger a dialog pop-up, the rest you will have to figure out for yourself! Enjoy!!! My mod includes the following items accessible by the player: ~ 6 New Robes ~ 6 New Color Crystals (+1 that is only accessible by cheats) Installation: ~ Simply Run the TSLPatcher and voila!! Manual Install: ~ Extract the folder to the desktop, locate the tslpatchdata folder, copy all items items (EXCEPT changes.ini and info.rtf) to the override folder. Uninstallation: ~ Locate your override folder and delete the files that you copied in when you installed! If you want to cheat in any of the items here are all of the codes: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ninko_robe01 ninko_robe02 ninko_robe03 ninko_robe04 ninko_robe05 ninko_robe06 u_l_colo_99 u_l_colo_98 u_l_colo_97 u_l_colo_96 u_l_colo_95 u_l_colo_94 g_w_lghtsbr_99 g_w_lghtsbr_98 g_w_lghtsbr_97 g_w_lghtsbr_96 g_w_lghtsbr_95 g_w_lghtsbr_94 g_w_dblsbr_099 g_w_dblsbr_098 g_w_dblsbr_097 g_w_dblsbr_096 g_w_dblsbr_095 g_w_dblsbr_094 g_w_shortsbr_99 g_w_shortsbr_98 g_w_shortsbr_97 g_w_shortsbr_96 g_w_shortsbr_95 g_w_shortsbr_94 And for the crystal that is currently only available by cheats: ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ u_l_colo_69 g_w_lghtsbr_69 g_w_dblsbr_069 g_w_shortsbr_69 Credits: ~~~~~~ Special Thanks to FairStrides for helping with the scripting for my mod!! Appreciate it heaps and it wouldn't have been a mod without his help! Thanks to VarsityPuppet for some texture help! Thanks to Rece for his tutorial on Animated Textures! Also thanks to anyone that has helped me along the way that hasn't been mentioned!!!! THIS MOD IS NOT SUPPORTED BY LUCASARTS OR BIOWARE. USE THIS FILE AT YOUR OWN RISK. NEITHER THE AUTHOR OF THIS MOD NOR THE COMPANIES MENTIONED ABOVE ARE RESPONSIBLE FOR ANY DAMAGE TO YOUR COMPUTER WHEN USING THIS FILE.
  5. Hey guys! I'm brand new to modding. As in "first day of pre-school" new. I downloaded some modding tools from here and started playing around with them, primarily KotOR Tool. I've even made some tiny mods for TSL that actually work in the game. Where I'm seeking help is with quests that end with rewards or loot. For example - on Dantooine, when you alter the will of the dead salvager and turn it in to Zherron, you're rewarded some random items. How would I go about modifying what items a quest like that rewards the player? Is it a scripting issue? Is there a specific file I need to track down? I'd appreciate any advice or even a link if this has been covered somewhere else on the forum. Thanks!
  6. 2,844 downloads

    While I'm loving TSLRCM, I have to admit (with pangs of sadness) that all the restored robes makes it kinda-sorta impossible for me to make this a total conversion, like previous versions. So the compromise is this; a fully tested TSLRCM version of my robe mod that only replaces the model/textures/icons for the movie style robe. Which means that this only replaces about a third of robes that you can get in the restored version of the game. However, since I'd really rather not guess at which textures people liked and try to include those, I'm adding all the textures from version 3.0 as an optional download (labelled: FOR PERSONAL USE ONLY). You're absolutely free to use these however you'd like FOR MODS THAT ARE NEVER RELEASED TO THE PUBLIC. These robes are a collaboration by a handful of modders, therefore you'd not only need my permission but their's and I'm not even sure who's around or isn't. So feel free to do whatever, so long as "whatever" never leaves your Override folder. Also, I zipped these up out of a bastardized version of my own personal version of the mod, therefore some reverse engineering may be necessary to make heads or tails of what's included. If you have GIMP, Photoshop, etc it shouldn't take you too long to figure out what's what. ______________________________________________________________________________ To install: Extract Achilles Robe Mod for TSLRCM to your override folder. This is texture replacement, so a new game is not required. To uninstall: Remove said folder from Override ______________________________________________________________________________ Thanks again to Darth Moeller and svösh for their contributions and to Fred Tetra and TK102 for the tools that made this possible. Original thread that discusses v3 (pre-TSLRCM) of this mod can be found here: Additional screenshots can be found in the first post. EDIT: Apparently this site doesn't allow multiple uploads (even thought the tool lets you), therefore anyone who has downloaded this previously only got the optional files. I've combined the two and extend my apologies for the 6mb download for those of you that only wanted the base mod.
  7. View File TSL Weapon modification icons I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Weapon modification icons.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 02/12/2021 Category Media  
  8. Version 1.0.0


    I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Icons for modifications of lightsabers By TFT 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  9. Version 1.0.0


    I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Weapon modification icons.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  10. View File TSL Icons for modifications of lightsabers By TFT I am publishing the work of a Russian colleague. Icons for kotor 2. Great job. Perhaps I couldn't have done better. All permissions received. Enjoy. By TFT To Install 1. Download: TSL Icons for modifications of lightsabers By TFT 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 02/12/2021 Category Mods TSLRCM Compatible Yes  
  11. Version 1.3.1


    This mod intends to address key issues with male Twi'lek heads in KOTOR II, most notably the addition of ear geometry. Both the ear meshes and textures included in this mod are modified ports from SWTOR, meant to improve ear shape & texture quality. Additional improvements include better smoothing groups, non-clipping teeth, non-clipping eyelids, & recolored tongues. There are two options for installation. Option A models feature "slim" necks, while Option B models retain unaltered "blubber" necks. I highly reccomend the first option as it fixes clipping with medium & heavy armor collars, but feel free to choose the second if you prefer that look. There are no other differences between the two. Given the frequency of Twi'lek NPCs, this mod is a nice visual improvement & the addition of ear meshes adds consistency with other head models in the game. There's also a KOTOR I version available here. Installation & Uninstallation To install this mod, drag the files from either the Option A folder or Option B folder to the Override folder located in your game's directory. Then, drag files from the Textures folder to the Override folder as well. You may want to back up any pre-existing duplicates beforehand. To uninstall this mod, delete the files from your game's Override folder. There's a list of files included in readme.txt for reference. Compatibility & Known Issues This mod will not be compatible with any retextures for Twi'lek male heads. There are no known issues as of this current version. Credits Fred Tetra, Kotor Tool bead-v, KOTORmax & MDLedit ndix UR, tga2tpc Autodesk, 3ds Max The GIMP Team, GIMP Darth Parametric, Upper teeth no-clip fix (K1) Thanks to Darth Parametric, ebmar, & JCarter426 for assisting in identifying issues & troubleshooting during the making of this mod. Major thanks to the KOTOR community for the passion & dedication that keeps these games alive. Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only & intends no copyright infringement. Contact me on DeadlyStream or via Discord (listed on my DS profile) if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must recieve my permission. This mod should only be found on Deadly Stream, no user may upload it to another modding site.
  12. I've been using better texture mods for a while now but every mod I've used has never had a better corpse texture and its always bugged me. Can anyone make one?
  13. Anyone have another Qu Rahn saber mod available? I'm aware of the one already uploaded here, but I'm not the biggest fan of how it "changes" colors from green to blue. I am hoping someone has done a version that is only green. Thanks!
  14. Version 1.0


    There were lots of discussions and disputes about whether Atris should or shouldn't play bigger role in TSL, care the mantle of Lord of Betrayal or not, and if her dark appearance was essential or completely out of place. In my point of view, the change of her look in the final confrontation would be very symbolic, accentuating her corruption and conscious act of betrayal. So I've threw together this simple mod for personal use, but decided to share it with those who would be interested in facing Atris as "Darth Traya". Enjoy To install: Copy "262tel.mod" from mod directory to Modules folder in the TSLRCM directory (for Steam version - in TSLRCM workshop folder) and confirm the replacement.. To uninstall: Replace modded file with "262tel.mod" from Backup folder found in mod's directory. Credits: - Credit for the base .mod file this mod was based upon goes to creators of TSLRCM. - Dark Atris' robes are present in the original TSL files, so in certain way It's a restoration, and credit for them goes to TSL developer team.
  15. View File TSL Tactical Combat Mod <<<TSL Tactical Combat Mod>>> by Frykas <<About>> If you ever felt that after lvl 15 in KotOR 2, your PC and team got all powerful (Fredon's Nadd tomb being the exception) and pazaak with Atton on (Republic Senat's rules) was more fun than slaying couple more thugs or beasts than this mod is for you. After playing a lot of Pillars of Eternity, I realized that TSL had nearly the same potential for tactical fights but after less than half the game you had to be counter productive to have a fight that lasts more than 4 seconds. Honestly most times I didn't have time to use more than two force buffs because everyone was already dead. Difficulty changes only enemy damage output so it makes things harder but enemies still drop like flies. This mod aims (and will aim, definitely not finished) to correct that. <<Changes>> Files changed are classes.2da, autobalance.2da and k_sp1_force.ncs; autobalance has significantly increased NPC's health, slightly buffed saving throws, set NPC's level to be equal to PC. Classes.2da doubled gained health (on lvlup) by PC and team and raised force point gain (on lvlup) by 50%. !!!Because of game mechanics, increased health points and force poins gain doesnt work retroactively, meaning you'll have to start a new game (as even KSE cannot change your vitality poins directly), this will probably NOT be "fixed" in future releases. Enemy HP and other changes will apply once you enter new area after installing. <<Compatibility>> This mod works with TSLRCM and is being tested and developed to work with it. If you don't have TSLRCM instaled changes might not be appropriate for your playthrough. This mod should work with any other mod that doesn't change those files: Classes.2da, Autobalance.2da, k_sp1_force.ncs ADITIONAL FILE: dialog.tlk included in this download goes to the main folder and not override. It should be comatible with the TSl RCM game but any mod that changes dialog.tlk might not be compatible and will require testing. My file includes modified force powers descriptions to account for extended duration. <<Install>> Drop files to Override (who doesn't like that? ) Dialog.tlk goes to main install folder and make sure to back it up lest you have to reinstall main game and mods. <<Uninstall>> Well, this is going to be difficult... (remove Classes.2da, Autobalance.2da and k_sp1_force.ncs from Override folder, replace dialog.tlk with backed up version if you used it) <<Future changes>> -A lot more testing and figuring out the perfect balance -If you have an idea for more changes or would like to help with this leave a comment or PM me. All the best! Submitter Frykas Submitted 05/05/2018 Category Mods TSLRCM Compatible Yes  
  16. Version 1.0


    A simple mod that changes the colors of the lightsabers in the game. I always thought they were a bit off, some less, some more. I'm very well aware that there are going to be people who don't like certain colors. Tough luck. I don't mind criticism at all, I say HIT ME with it, but, please, refrain from whining and saying things that I can only reply "Mhm" to (e.g. "oh my god, I hate the orange color, it's not even orange, it's [whatever]"). If you hate something so much that you'd rather see me burn in a pool of lava, my advice is: open photoshop and change whatever you want, it ain't that hard. The "Alt" folder contains some alternatives. Some of the changes are unnoticeable, some of them are rather obvious. The second screenshot shows these colors. PS: that weird property of the blue, red, green and yellow lightsabers that causes them to look thinner from behind and much thicker from the front; I don't know how to fix that. I tried tweaking the models, but I failed horribly. It's the models, or the shaders or I don't know, but there's nothing I can do about it. Apologies. No compatibility problems. There are none, there can be none. It's just a simple texture mod. I'm 99,9% sure about that. Also, no black-core lightsabers, there are shading issues, it won't work, it'll look off and horrible and just NO. You hear me? NO. Installation: simply drag whichever files for respective lightsaber colors you want into the override folder.
  17. ///// 01. Background ///// A couple of years back I had an idea to create a new modding suite for both KotOR games. My original idea was something along the lines of Kotor Tool on steroids with a built in 3d module editor. As time went on I learned a lot about the game and it's systems getting me to a point where my editor could load an entire module complete with 3d models, sound, waypoints, triggers, walkmeshes, and more. I then realized my knowledge of the underlying engine wasn't up to snuff because I kept making bad design choices on how I linked everything together. Fast forward about a year later after I've poured through about all the Docs and Resources I could find on the original games and the NWN Engine they spawned from. The project has now expanded to include game engines for both games. Yeah I know what you are thinking "Well that escalated quickly" and I have to agree because I never thought I would ever attempt to recreate the original KotOR games let alone in JavaScript lol. ///// 02. The Big Question ///// And now to the big question i'm sure a few of you have asked at this point... Why write something like this in JS? Well because it's fun. I do a lot of work with JS when i'm working on websites and am constantly blown away by everything it can do. It's also cross platform and at it's core platform independent. The original scope was also just for a Modding Suite with some 3d sprinkled in so it made more sense then. ///// 03. The Other Big Question ///// Why not just write your stuff in C++ and contribute to the xoreos team. Well that's simple i'm not even close to being well versed enough in C++ to contribute in any meaningful way to that project. I mean for the most part I can look at C++ code and understand it and get the gist of what it's trying to do. I wouldn't have even had a shot at this if it wasn't for them I owe so much to what they have discovered so far . I do wish them well and hope that once I publish the code they can hopefully find some stuff they can port the their project. And yes I do plan on making this an opensource project so anyone can contribute. ///// 04. Credit ///// I want to be sure and give credit where credit is due. I am totally standing on the shoulders of everyone who came before me. I could not have gotten this far if not for all the people who have shared their knowledge on these and other forums. @bead-v @DrMcCoy to name a few were instrumental in helping me get this far as the MDL/MDX format was really the bane of my existence for a while. Also all of the tool makers who shared source code allowing us to follow in their footsteps. I can't begin to mention everyone by name but if you have put anything out there in regards to cracking a file format or how the internal game mechanics work there is a good chance I have read it and have been helped by it! ///// 05. End Game ///// I really don't have an endgame per se. I just really have a lot of fun doing this in my spare time. I would love to someday have the entire game playable with this engine and finish the modding suite. In the mean time I will post updates when I have stuff to show. ///// 06. Ok That's Enough Talk ///// Source Code: Public Alpha Build: I'm sure by now you're ready for me to show something. So without further delay here is some footage from TSL enjoy! ///// Screenshots ///// I copied the post template from this thread
  18. Knights of the Old Republic: The Sith Lords, stealth reboot? Yes prithee. Thoughts everyone?
  19. Does anyone have or would be willing to create the Praetor Lightsaber hilt from Jedi Academy for Kotor and TSL? Having it in all colors available in both games would be splendid! (Though blue only is fine too)
  20. Hi guys! I wanted to make a thread of general mod ideas I've had and see if anyone would be interested in taking them up as a project. I want to note that these aren't "requests" in the general sense, but things I would like to make if I had the talent/time to learn the mod author traits. If someone is interested in using these ideas in their own pet project, please do so! I'll likely never be capable of making them myself. All I would ask for in return is that you link to this thread so others can read through it. I'll post ideas I have below as separate post for formatting purposes. Darth Vader's armor (no helmet)- This is an idea I believe I posted in the past. Much like Stormie97's Jedi Journeyman Robes, this would be an in-game item that could be crafted with a high repair/treat injury skill or found on a planet like Korriban. This would be a heavy set of armor that would be identical to Vader's iconic armor, except it would lack the helmet. I feel like there is a significant lack of Jedi friendly heavy armor in Kotor 2 and that this could be a way to address the issue. Stat spreads I had in mind for it would be as follows: *Restricted to Heavy armor *+6 Str *-8 Dex *+6 Con *-4 Wis *-2 Char *Immunity Poison *Regeneration +4 *-2 Will Saves *-2 Reflex Saves *+4 Fortitude Saves *Upgradeable You could have a requirement of 20 repair or treat injury skill in order craft the item at a workbench, or one could have the option of coming across it in the torture chamber on Korriban. Something like the suit *without the mask, respirator, or helmet. Another idea I've had in the past is a sound effect replacer for the lightsabers. I know this has been done in the past with the Ultimate Sound Mod from Shem or DeadMan's Saber&Melee Sound Mod, but a lot of them sound effects pull from the Original Trilogy (or Vader specifically) for their samples. I would love to see a mod that uses the faster "snappier" sounds from the prequel films for the in-game lightsaber effects. Specifically borrowing from AOTC and ROTS as I've always loved some of the swings and clashes heard in those films. What would be really cool to see would be the possibility of sabers' sound effects changing depending on what color the lightsaber is, in a similar manner to how sound fonts work in the custom lightsaber collecting hobby. For example: you could have the green saber use effects from Luke's in ROTJ and the red model use sounds from Dooku's. I'm spit balling with these ideas, but that was the intended purpose of this thread for me.
  21. 5,878 downloads

    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod alters regeneration.2da to add out of combat automatic vitality regeneration as seen in TSL to K1 by using the TSL Patcher. Changes All characters will now regenerate vitality automatically when not engaged in combat.
  22. MVacc224

    Feats Tweak

    Version 1.4


    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. 1. Protagonist Jedi Guardian granted Armor Proficiency Heavy at Character Generation. 2. Protagonist Jedi Sentinel granted Armor Proficiency Medium at Character Generation. 3. Protagonist Jedi Consular loses Weapon Proficiency Blaster Rifle at Character Generation. 4. Jedi Weapon Master/Sith Marauder granted Armor Proficiency Medium & Heavy. 5. Jedi Watchman/Sith Assassin granted Stealth Run. 6. Jedi Consular & Jedi Sentinel can now select Weapon Specialization Lightsaber starting at level 4. 7. Atton granted Stealth Run at Level 4 & Echani Strike at Levels 5, 11 & 17. 8. Bao Dur can now select Stealth Run, Weapon Focus Melee Weapons, Empathy & Conditioning when leveling up. 9. Stealth Run is now selectable for Scouts, Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 10. Caution is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 11. Empathy is now selectable for Jedi Weapon Master/Sith Marauder. 12. Gear Head is now selectable for Jedi Weapon Master/Sith Marauder & Jedi Master/Sith Lord. 13. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime). 14. Weapon Focus Blaster Rifle is now selectable for the Scoundrel Class.
  23. Version 1.4


    Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod is designed to tap into the nostalgia of first creating your character in K1 by changing the feats of the starting Jedi Classes of TSL to mirror those found in K1. The perceived lack of uniqueness between the classes in TSL formed the basis of this project. I also hope it addresses the notion of being granted feats that the player would not necessarily use or be able to master throughout the game depending on class feat progression. Jedi Guardian = Soldier Jedi Sentinel = Scout Jedi Consular = Scoundrel Changes 1. Protagonist Jedi Guardian is granted Armor Proficiency Light, Medium & Heavy, Power Attack, Power Blast, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Jump, Jedi Sense, Jedi Defense, and War Veteran at Character Generation. 2. Protagonist Jedi Sentinel is granted Armor Proficiency Light & Medium, Flurry, Rapid Shot, Weapon Proficiency Blaster Pistol, Blaster Rifle, Melee Weapons & Lightsaber, Force Immunity Fear, Jedi Sense, Jedi Defense, and War Veteran at Character Generation. 3. Protagonist Jedi Consular is granted Armor Proficiency Light, Critical Strike, Sniper Shot, Weapon Proficiency Blaster Pistol, Melee Weapons & Lightsaber, Force Focus, Jedi Sense, Jedi Defense, and War Veteran at Character Generation.
  24. Greetings everyone, This project is meant to attempt to port all content from Star Wars: KOTOR II TSL into Star Wars KOTOR 1 Mobile (for Android / IOS), resulting into a partially / fully playable mobile version of KOTOR II TSL for IOS / Android. The game will be installed and ran as a Total Conversion Mod over the mobile KOTOR 1 version. The mod development will consist in the following stages: - 1. Converting all files from the PC version of KOTOR II, to work with the older KOTOR 1 engine. - 2. Adapting these files to be installed as a mod (into the Override folder, etc.) for KOTOR 1 - 3. Downgrading / adapting features from KOTOR II that are inexisting in KOTOR 1 (like Crafting, Lightsaber Forms, Companion Training and Loyalty, etc.) - 3. Adapting and optimising the mod to work on IOS / Android KOTOR 1. - 4. Testing, Optimising, Polishing ---------- Different approaches (listed here as inspiration for other porting endevours): - Porting the Xoreos Engine or KotOR JS Engine to Android / IOS (for the developers of the Xoreos Engine / KotOR JS Engine) - Updating the KOTOR 1 Mobile older version of Odissey Engine to work with features from the newer KOTOR II TSL engine (for modders who experimented with the source code of the engines, etc.) ---------- The mod / port will be released here as it is being worked on, and updated as it is progressed on! This endevour will be completly open and collaborative, all work will be uploaded from the start and updated as it progresses! Everyone who believes they can contribute or help with this project in any way are invited to! ============================== STATUS: Project Completition: 5% Project Status: Phase 1 (KOTOR 1 to KOTOR 2 file conversions) Progress: Ported unmodified files from KOTOR II TSL PC version to KOTOR 1 IOS version. Filename adapted to work with IOS File System (all files were renamed in lowercase letters). Practical Result: Succeded in having partial KOTOR II TSL code execution and asset loading into KOTOR 1 IOS version. Specifically, the game crashes when launchimg a mew game, but loading a savegame works. Loading a savegame will display a black screen, however the background music plays, and the Inventory, Map and Quests screens can be accesed and they display the KOTOR II respective content. Accesing the Character screen crashes the game. I will upload a Youtube video showing the resulting functionality soon! To do next: Convert the modules, textures and animation files from KOTOR 2 format to the KOTOR 1 format and load them into the KOTOR 1 engine. ============================== UPDATE 1: So far I managed to port the K2 maps to K1 using @Thor110's brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: Now the maps can be warped to but there are no story elements, most NPC's are present but interaction with them does not work, most containers are empty, some still have the loot inside, area transition works for some arear but fails many times, especially when you want to enter the docked Ebon Hawk. Most levels load fine but some of them crash the game (especially the Peragus levels), and the mini-map does not display at all, strangely when the map section is accessed it always shows the Manaan Hrakert Rift Underwater Station map. The character animations also got "broken" after adding the ported files (that is why the characters look so "stiff" in the pictures)... So i could say i had very partial success so far! ============================== STATUS UPDATE: Project Completition: 20% Project Status: Phase 2 (KOTOR 1 to KOTOR 2 converted files adapting and optimising) Progress: Ported all KOTOR 2 maps to KOTOR 1 format using Thor110's tutorial. Loaded ported / converted maps into the mobile version of KOTOR 1. Practical Result: Got partial success, most levels work and have been ported fine, some content / features / characters like story elements and NPC interaction do not work, the minimap does not display at all and the map does not work on the ported levels (it always displays the Hrakert Rift Station level map), some area transitions (Return to the Ebon Hawk) do not work, the text above NPC's / area transitions / story objects in level does not display at all (the field is always blank). The character animations also got broken because of the added ported files. I copied the ported levels into the mobile version of KOTOR 1 (after renaming all filenames in lowercase characters) and managed to get the game to load the ported levels by making a savegame for each module, them transferring that savegame on the mobile version, and loading that save in KOTOR 1 mobile. I am using an iPad 3 to test the mod. To do next: Adapt and optimise the files causing the bugs / glitches / problems, like script files, restore all functionality (story elements, characters, scripts, etc.). This will be the hardest part (if possible at all)! ============================== Some pictures of the mod in action (notice the KOTOR 1 mobile HUD): Credit: Many thanks go @Thor110 for his brilliant tutorial "01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map!", found here: Without this great tutorial I would have been unable to make any progress at all! He basically made it possible to port the levels from K1 to K2! ============================== UPDATE ALPHA (FIRST RELEASE): KOTOR II Mobile (K2M) first version – 0.4.0 Alpha released! Alpha 0.4.0 of the mod is live! We released earlier than expected! Head over to our ModDb page files section to download it now: Unfortunately in this very early stage of development of the mod there is not much to do, than explore the maps, search for loot, etc. Also, you will most likely encounter lots of bugs and some game-breaking ones as well, this is still an Alpha release. Still, it’s a great achivement for us, enabling you to experience all game maps / levels in mobile! THIS RELEASE IS FREE TO MODIFY AND REDISTRIBUTE, RE-RELEASE ON OTHER HOSTING SITES OR TO INCLUDE IN YOUR MOD PROJECT! GIVING CREDIT IS NOT MANDATORY, BUT VERY APPRECIATED! We encourage all skilled modders out there to use our work as a foundation / framework for their project, or even try to complete the KOTOR II port to mobile before us and work out the bugs and problems! *Updates will be posted to this thread as they come! This post will also be updated as well.
  25. Version 3.1


    HD Cockpit Skyboxes DESCRIPTION When you land the Ebon Hawk on a planet, you are able to look out of the cockpit and view the landing platform. This is achieved by a cylindrical texture. Since the vanilla textures were low res, inaccurate, and desaturated, I recreated the platforms in Maya and rendered them to look as they do in-game. The main planets, including M4-78, are all remastered in 4096x1024. I also include a version of the Nar Shaddaa cockpit texture that utilizes the Realistic Nar Shaddaa Skybox mod by Sharen Thrawn. Additionally, I've upscaled and retouched the outer hull of the ship as seen from the cockpit. If you need downscaled versions, the Medium Resolution option provides 2048x512 resolution skyboxes while the Low Resolution option provides 1024x256 resolution skyboxes (the size from the vanilla game). I'm also offering these textures in TPC format, which tends to be 1/4th the size and download time of the uncompressed files. INSTALLATION -Drop all of the files from the main mod folder into your override folder. -If you want the cockpit texture that uses the Realistic Nar Shaddaa Skybox mod, replace the EBO_Sky01.tga file with the one from the folder labeled With Nar Shaddaa Realistic Skybox. UNINSTALLATION -Delete the aforementioned files from your override folder. THANX Thanks to Photoshop, Maya, MDLOps, Gmax, KotORmax, GIMP, Blender, KotORBlender, and ESRGAN. Special Thanks to Sharen Thrawn for making the Realistic Nar Shaddaa Skybox mod. Please don't repost this on other sites unless as part of a mod pack (with proper credit to me)