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Found 254 results

  1. I am playing through Star Wars - KOTOR II and would like to attempt to have a save after the end of every planet. PLEASE READ THE FILE "Exact KOTOR II installation guide" AS IT CONTAINS ALL MODS USED, AND IN WHAT ORDER: Exact KOTOR II installation guide.txt At the start of the Game these are the character's information: Meetra Surik - Guardian - str14, dex10, con14, int14, wis14, cha12 Computer Use 0, Demolitions 3, Stealth 1, Awareness 1, Persuade 4, Repair 0, Security 1, Treat Injury 0, Class Skill Computer Use ALL SAVES ARE LOCATED HERE (because there is not enough upload space on this website): https://mega.nz/#F!CqgUkYwa!mH_CwZV5uPsuRA0-1s-_DQ Save 1: Beginning: After having boarded the Harbinger, Meetra Surik has become unconscious and has now re-awoken in an unknown facility. Meetra must find out where she is... Save 2: Peragus complete: After having succeeded in outmaneuvering malfunctioning droids, operational mine security lockdown procedures, the attacks of stealth field generator conceiled sith infiltrators, the three humans are about to enter the Ebon Hawk and leave the Mining Facility or Peragus forever. Save 3: Telos complete: Suggestion: Quick detour to Dantooine: Get 2 HK Parts (Sullustan Merchant and from 3 HK-50s) and have HK-47; Get Visas and get the Disciple and gain influence with everyone. Save 4: Crew of the Ebon Hawk: Now, that all of the current members have gotten to know each other, and are one group of HK-50 droids away from locating their factory, the crew of the Ebon Hawk may soon be on their way to the planet Nar Shaddaa, which is located in Hutt controlled Space. Save 5: Nar Shaddaa complete: Now, that all Force-sensitive Crew Members, have agreed to become Jedi, GOTO's secret has been revealed and the HK-50 factory has been located, the Ebon Hawk will soon depart to Dantooine. Save 6: Dantooine complete: HK-47 still does not trust Meetra enough to reveal how he was able to kill Jedi. The crew of the Ebon Hawk sets course for Korriban. Save 7: Korriban complete: There is a cave on Korriban, which cannot be accessed yet. Speak with T3-M4 to locate the planet M4-78 from Kaah's broken Datapad. Save 8: M4-78 complete: M4-78 is prepared to provide a droid army for the Republic, as well as Fuel for Telos Orbital Station (thereby freeing it from the influences of the Hutts) and Kolto for the Telos Restoration Project. As such the Crew of the Ebon Hawk can briefly go to Telos IV, to inform Lieutenant Grenn and the Ithorians (who have nothing to say ). Afterwards the crew intends to travel to Onderon, but will be stuck on its' moon Dxun for a brief period of time... Save 9: Dxun complete: Talk to Mandalore the Preserver to finally travel with him and another Party Member to Onderon... Save 10: Onderon complete: coming! Group Foto: Errors: All Swoop racing doesn't work: The race begins, you click to turn on the engine...but the game turns the engine on and jumps at the same time and leaves you floating. Meaning you can't interact with any speed boost platform, making you too slow to win. Kaah's hologram on Korriban has the head from the 'Better Male Twi'lek Heads 1.3.1' mod, instead of the 'Fixed Hologram Models and Admiralty Redux 1.61' mod, meaning he is a Hologram with a floating Twi'lek head! But it is only occurs for one scene on Korriban. Everything else, Twi'lek head and hologram related works fine, we're all fine here...how are you? Do not talk to the Black Market droid on M4-78, as the game just crashes because of that...It appears to be something about a sound file (?), I'll look into it later... and provide a fix or a file to delete or something of the kind.
  2. View File HD Kreia Upscale DESCRIPTION This is an HD reskin of our cryptic mentor, Kreia! The textures for her body and head are now 2048x2048, and utilizes manually-upscaled edges and photographed textures. I consistently checked my work against the 3D model to ensure there were no texture seams. I even added an environment map to allow Kreia's metal braids and eyes to shine, similar to her incarnation the beta version of TSL. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Drop the .tga and .txi files into the Override directory of you SWKotOR2 installation folder. THANKS Thanks to GIMP, Blender, KotORTool, KotORBlender, mdlops, and the KotOR Savegame editor. Mod by tjsase. Feel free to include this mod in modpacks so long as you credit me and link back to the original download page. Submitter tjsase Submitted 10/03/2019 Category Skins TSLRCM Compatible Yes  
  3. Version 1.0.0

    35 downloads

    INTRODUCTION I began this MOD (my first MOD, so be kindly with your criticism) almost by accident. Seeing that I could modify the image files "easily" (I'm joking), I thought that I could see the map of the Industrial Zone instead the map of the Environmental Zone shown on the original screens. I took a screenshot of the map in game and began to paste images and text and improving the result. Adding here, adding there ...and adding again. ---------------------------------------------------------------- DESCRIPTION This MOD replaces the screens and panels of the Diagnostic room and in the Research and Develop room, both located in the Industrial Zone, and the screens and panels at 2nd and 3rd Recharge Stations in the Environmental Zone of the M4-78 planet (the Diag room and the Recharge Stations use the same files, so you'll see the same screens and panels in these areas, personally I can do nothing about that). The screens at Diag room and Env Zone aren't really news. I've re-scaled them since the originals 256x256 to 512x512 and redone them repainting and outlining contours and lines and improving the lights. The texts on screen are redone as well and placed correctly in their windows. What is new now with this MOD is that the panels below the screens (re-scaled to 512x512 too) are improved and animated. In the Research and Develop Center room the panels have been re-scaled since its originals 256x256 to 512x512 and now are animated. In the main screens you'll be able to recognize some of the images I've included (even a more than notorious tribute) but the screens are new completely as well as most of what is shown. By now the same pairs of files (dro_tk 01/02, 03/04 tga and txi files) cover the six screens in the room. I think that the content is quite varied so as not to get bored. ----------------------------------------------------------------- INSTALLATION I've made separate folders for each area so you can choose install that area or do not. One folder is for the Research & Develop Center and the other for the Diag room and Environmental zone. Just drag and drop the files inside each folder in your Override folder. It's convenient that you make a backup of the original files before install it if finally you decide uninstall it. The files of the "After and Before" folder are not needed, they're only for to show the results. ----------------------------------------------------------------- UNINSTALL Remove the files listed from your Override folder and restore your backup files. (If you don't have a backup you'll get a set of fantastic white and shining screens and panels) - Diagnostic room & Env Zone folder: m47_cpanel.tga m47_cpanel.txi (Not included in the original files, be sure of remove it) m47_mon1.tga m47_mon1.txi m47_mon2.tga m47_mon2.txi - Research & Development room folder dro_cpanel.tga dro_cpanel.txi (Not included in the original files, be sure to remove it!) dro_tk01.tga dro_tk01.txi dro_tk02.tga dro_tk02.txi dro_tk03.tga dro_tk03.txi dro_tk04.tga dro_tk04.txi ------------------------------------------------------------------ BUGS Ohh!! C'mon!!!!!!! It's a simple graphic MOD!!!!!!! I can bet a pea... ------------------------------------------------------------------ THANKS To the TSLRCM and M4-78EP teams To Deadly Stream To Sithspecter for let me use the image of the Combat Enforcer from his awesome 'High Quality Blasters 1.0' To Sith Holocron for let me use his 'droid silhouette' and some of the PCB shown and the ideas that brought me his work. ------------------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. ------------------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file.
  4. Version 1.22

    19,107 downloads

    Author: Kainzorus Prime Mod Name: NPC Overhaul Mod ************************* 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 attempts to fix the ‘clone effect’ which TSL is notorious for, across multiple locations. It differentiates the NPCs in an attempt to eliminate several of them looking identical in one location, due to the way it was set up by Obsidian. It also provides a different clothing for each starting Jedi class, rather than conform to a single texture across all of them. Several shaders across multiple characters are also restored, such as the Mandalorians, Hutts, droids, etc. 2. Installation: ========= Run the patcher for each listed location and let it do its magic. I apologize for the need to run it several times, but it’s the only viable way. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. 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 Odyssey 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. More Screenshots:
  5. View File (VERY) ANIMATED SCREENS AND PANELS FOR M4-78 INTRODUCTION I began this MOD (my first MOD, so be kindly with your criticism) almost by accident. Seeing that I could modify the image files "easily" (I'm joking), I thought that I could see the map of the Industrial Zone instead the map of the Environmental Zone shown on the original screens. I took a screenshot of the map in game and began to paste images and text and improving the result. Adding here, adding there ...and adding again. ---------------------------------------------------------------- DESCRIPTION This MOD replaces the screens and panels of the Diagnostic room and in the Research and Develop room, both located in the Industrial Zone, and the screens and panels at 2nd and 3rd Recharge Stations in the Environmental Zone of the M4-78 planet (the Diag room and the Recharge Stations use the same files, so you'll see the same screens and panels in these areas, personally I can do nothing about that). The screens at Diag room and Env Zone aren't really news. I've re-scaled them since the originals 256x256 to 512x512 and redone them repainting and outlining contours and lines and improving the lights. The texts on screen are redone as well and placed correctly in their windows. What is new now with this MOD is that the panels below the screens (re-scaled to 512x512 too) are improved and animated. In the Research and Develop Center room the panels have been re-scaled since its originals 256x256 to 512x512 and now are animated. In the main screens you'll be able to recognize some of the images I've included (even a more than notorious tribute) but the screens are new completely as well as most of what is shown. By now the same pairs of files (dro_tk 01/02, 03/04 tga and txi files) cover the six screens in the room. I think that the content is quite varied so as not to get bored. ----------------------------------------------------------------- INSTALLATION I've made separate folders for each area so you can choose install that area or do not. One folder is for the Research & Develop Center and the other for the Diag room and Environmental zone. Just drag and drop the files inside each folder in your Override folder. It's convenient that you make a backup of the original files before install it if finally you decide uninstall it. The files of the "After and Before" folder are not needed, they're only for to show the results. ----------------------------------------------------------------- UNINSTALL Remove the files listed from your Override folder and restore your backup files. (If you don't have a backup you'll get a set of fantastic white and shining screens and panels) - Diagnostic room & Env Zone folder: m47_cpanel.tga m47_cpanel.txi (Not included in the original files, be sure of remove it) m47_mon1.tga m47_mon1.txi m47_mon2.tga m47_mon2.txi - Research & Development room folder dro_cpanel.tga dro_cpanel.txi (Not included in the original files, be sure to remove it!) dro_tk01.tga dro_tk01.txi dro_tk02.tga dro_tk02.txi dro_tk03.tga dro_tk03.txi dro_tk04.tga dro_tk04.txi ------------------------------------------------------------------ BUGS Ohh!! C'mon!!!!!!! It's a simple graphic MOD!!!!!!! I can bet a pea... ------------------------------------------------------------------ THANKS To the TSLRCM and M4-78EP teams To Deadly Stream To Sithspecter for let me use the image of the Combat Enforcer from his awesome 'High Quality Blasters 1.0' To Sith Holocron for let me use his 'droid silhouette' and some of the PCB shown and the ideas that brought me his work. ------------------------------------------------------------------ PERMISSIONS It's expressly forbidden upload this MOD or any part at anywhere. If I want to see it over there I can upload it myself. ------------------------------------------------------------------ LEGAL This MOD is provided as-is and is not supported by Bioware, Obsidian, Lucas Arts or Disney. Use this file at your own risk. Neither the author nor the companies mentioned above are responsible for any damage caused to your computer for the usage of this file. Submitter Obi Wan Pere Submitted 09/25/2019 Category Mods TSLRCM Compatible Yes  
  6. Version 1.0

    316 downloads

    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.
  7. LDR

    Terentateks in TSL

    Version 1.0.0

    272 downloads

    *********************************** Knights of the Old Republic II *********************************** TITLE: Terentateks in TSL AUTHOR: LDR DATE: 6/17/18 FILENAME: terentatek_tsl FILESIZE: 2 MB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- Simply put the all the files in the override folder into the Override folder in your KOTOR II directory. To uninstall, remove the files from the KOTOR II directory. ------------ Permissions ------------ As I intend for this to be used as a modder's resource, all material included can be used in your own mods without asking for permission beforehand. Just mention me in your readme. ------------ DESCRIPTION ------------ Of all the things Obsidian chose to keep in the KOTOR II game files, leaving out terentateks was just a travesty. This mod brings them back, with one on Korriban and one on Dxun. On Korriban, just make sure to loot the half-eaten corpse in the beginning of the shyrack cave module. ----- BUGS ----- None I hope. If you find any please post them in the comments. I will address them as soon as I can. ------- Credits ------- Fred Tetra for his very useful KotOR Tool. JCarter426 for compiling my scripts for me. The DeadlyStream staff and community. The staff for allowing porting between games, and the community for still making KOTOR relevant after 15+ years. I love and appreciate you all.
  8. jc2

    Train The Disciple

    Version 1.0.0

    88 downloads

    Train the Disciple By jc2 Atton can be trained to use the force forms and lightsaber techniques that the PC learns on his/her journey, however, the Disciple cannot. At a loss for why this would not be, jc2 has undertaken an effort to rebalance this issue. Keeping in mind the sister mod, Train the Handmaiden, which set out in 2017, nearly 2 years prior to address the same issue for the Handmaiden, jc2 has come full circle. Therefore, it is the entire effort of this mod to allow the PC to train the Disciple in all 7 of the lightsaber forms, four force forms, and three force techniques. Lightsaber techniques: Ataru Form -Juyo Form - Shii Cho Form - Soresu Form - Makashi Form - Niman Form - Shien Form Force forms: Force Potency Form- Force Mastery Form -Force Focus Form - Force Affinity Force techniques: Breath Control - Beast Trick -- Force Sight The PC must have learned these techniques in order to train the Disciple on them. Incompatibilities: None so far. Compatible with Party Swap & any mod that edits disciple.dlg, because Train the Disciple does not edit disciple.dlg in any way. Files used: jc2_coms.uti, deadmerc_cont.utp (Dantooine corpses within Enclave next to Statue), jc2_disciple.dlg, spells.2da & globalcat.2da (correctly patched with tslpatcher). Installation: Run Tslpatcher See Readme for further details and information, before installing. Credits: Sith Holocron for VO splicing Deadlystream for hosting & Tyvokka for hosting deadlystream! ZYBL2 for quick explanation of lips files stoffe for the tslpatcher Jesus the Christ Feedback is always appreciated, regardless of its nature. I hope you enjoy!
  9. jc2

    Train The Handmaiden

    Version 2.0

    1,242 downloads

    One of the great things about TSLRCM is that the Exile can teach the party all of the forms that they learn from the Jedi masters. You could teach Atton, Mira, Visas, Bao-Dur, and Disciple all the forms and techniques you learn… wait, shouldn’t Handmaiden be on the list? She ought to be in the first place when she becomes a Jedi! However, there wasn’t any scripting or VO available for the Handmaiden to be trained in the games files nor was there ever an alternate solution. Well, after some script writing and some VO splicing by jc2, you can now teach Handmaiden all the forms just like you could for your other companions! This mod can be installed easily at any time during your playthrough and will take effect when Handmaiden becomes a Jedi. Enjoy!- Mellowtron11 Installation: Run tslpatcher **NOTE** PartySwap by DarthTyren is compatible & Leilukin's Handmaiden Fem Romance & are any other mods that edit handmaiden.dlg Compatible with TSLRCM Incompatible with anything that edits "262bdcg.dlg" see readme for workaround if necessary. See readme for details on how to use. Any feedback, regardless of its nature, is appreciated!
  10. View File Train The Disciple Train the Disciple By jc2 Atton can be trained to use the force forms and lightsaber techniques that the PC learns on his/her journey, however, the Disciple cannot. At a loss for why this would not be, jc2 has undertaken an effort to rebalance this issue. Keeping in mind the sister mod, Train the Handmaiden, which set out in 2017, nearly 2 years prior to address the same issue for the Handmaiden, jc2 has come full circle. Therefore, it is the entire effort of this mod to allow the PC to train the Disciple in all 7 of the lightsaber forms, four force forms, and three force techniques. Lightsaber techniques: Ataru Form -Juyo Form - Shii Cho Form - Soresu Form - Makashi Form - Niman Form - Shien Form Force forms: Force Potency Form- Force Mastery Form -Force Focus Form - Force Affinity Force techniques: Breath Control - Beast Trick -- Force Sight The PC must have learned these techniques in order to train the Disciple on them. Incompatibilities: None so far. Compatible with Party Swap & any mod that edits disciple.dlg, because Train the Disciple does not edit disciple.dlg in any way. Files used: jc2_coms.uti, deadmerc_cont.utp (Dantooine corpses within Enclave next to Statue), jc2_disciple.dlg, spells.2da & globalcat.2da (correctly patched with tslpatcher). Installation: Run Tslpatcher See Readme for further details and information, before installing. Credits: Sith Holocron for VO splicing Deadlystream for hosting & Tyvokka for hosting deadlystream! ZYBL2 for quick explanation of lips files stoffe for the tslpatcher Jesus the Christ Feedback is always appreciated, regardless of its nature. I hope you enjoy! Submitter jc2 Submitted 08/31/2019 Category Mods TSLRCM Compatible Yes  
  11. Version 1.1.0

    727 downloads

    This is a replacement for Computer Panel [PLC_comPanel] that be found throughout the game. # Background # Sith Holocron's request about his least favorite texture in KotOR2/TSL motivates me on working the particular texture. Not only that, SH take his role on doing the hard-task by animating the monitor; hence the amazing end-result. # About this Mod # [Updated in v1.1] Inside this mod are 2 version of animated Computer Panel [PLC_comPanel] in TPC format: Solid version Transparent version # Known Issues # [Updated in v1.1] With the transparent version, some meshes will become invisible behind the monitor only IF looking at the monitor using the first look camera. One instance is the moving ships seen through the windows of Citadel Station. I have tried with changing either the semantic used in the TXI or altered the alpha-blend value but still can't get the result as wanted. # Final Remarks # Thanks to Sith Holocron for his work on the animation- and in the end I have the honorably-pleasure to release it. Critiques, comments, suggestions, questions and any feedbacks for the next update are very much appreciated- just PM me or write a public message on my feed. And thank you! for downloading, and playing this mod. Hope you enjoy the mod as much as I do! Installation: Make sure to remove any instance of PLC_comPanel's TGA/DDS and its TXI from the 'Override' folder first, and then you can copy-paste the PLC_comPanel.tpc from this pack into the 'Override' folder. Overwrite when prompted. Uninstallation: Remove the said file from the 'Override' folder. Redistribution: Feel free to include the texture in any mods you want to make. Just make sure to credit Sith Holocron, vecteezy, Obsidian Entertainment and LucasArts in your Readme. Credit to me would be nice too. Credits: Sith Holocron for the idea and his awesome monitor animation vecteezy for the Free HUD Vector Elements used in the monitor Fred Tetra for the 'amazing' KotOR Tool ndix UR for the tga2tpc Obsidian Entertainment and LucasArts for TSL All streamers on DeadlyStream All modders either active or inactive DeadlyStream for a place to hangout and to discuss -eb
  12. InSidious

    Dxun Holocron

    Version 1.0.0

    210 downloads

    Introduction This mod adds a new holocron to the game, which can be found on a corpse on Dxun. In addition to giving the player bonuses to their maximum Force Points, which unlock at levels 12, 14, and 16, the mod also gives the player the opportunity to learn three new Lightsaber forms: Sokan (Form VIII), Shi'en (Form IX), and Niman/Jar'Kai (Form X), which can be activated as non-medical abilities. (The vanilla lightsaber forms are hard-coded in the game). This derives from an unreleased mod of mine made in 2005, in which I made these three Lightsaber Forms work as passive Force Powers. These Lightsaber Forms become available at levels 13, 15, and 17. Their stats are as follows: Sokan: Attack +3 Damage Bonus +1 Reflex Saves +3 Defence Bonus 2 Defence Bonus vs. Piercing -2 (net bonus: 0) Shi'en: Attack +3 Damage Bonus +3 Defence Bonus -2 Blaster Deflect -2 Reflex Saves -2 Niman/Jar'Kai: Attack +2 Offhand attack bonus +3 Defence Bonus 1 Fortitude Saves -1 Installation Double click 'Install Dxun Holocron', and hit the 'Install mod' button. Uninstallation Remove the following files from your Override folder: di_d_gk1.ncs di_g_lf8.ncs di_g_lf9.ncs di_g_lf10.ncs di_gk1.utc di_jh_01.dlg di_jh_01.ncs di_jh_01.uti di_jhc.utp di_k2s_lf8.ncs di_k2s_lf9.ncs di_k2s_lf10.ncs di_k2s_lf8.uti di_k2s_lf9.uti di_k2s_lf10.uti di_s_gk1.ncs di_s_jhc.ncs ii_datapad_063.tga ii_datapad_064.tga ii_datapad_065.tga ii_datapad_066.tga Copy the files 'spells.2da' and 'globalcat.2da' from the backup folder created by TSLPatcher on installation into your Override folder. If no such folder was created on install by the game, you can (probably) safely delete these two files as well. Known Bugs The new Lightsaber Forms won't appear in the same place as the vanilla forms do on the GUI, but in the non-medical items slot (with the shields, basically). There's not a lot I can do about this; the Lightsaber forms appear to be hard-coded. Credits Thanks are to deathdisco, whose original KotOR I lightsaber forms mod inspired this one; to Darth333, stoffe, jmac7142/Det. Bart Lasiter, glovemaster, and everyone else who taught me and continues to teach me to script; to Darkkender, for his "Recruit Darkkender" mod, which I used to work out how to make the lightsaber forms work; to Holowan Labs, which was by far the best place to work on KotOR mods on the internet; and to Obsidian, Bioware, and LucasArts, for making both KotOR games.
  13. I'm not extremely knowledgeable about this stuff and haven't seen anyone talk about it but I was hoping someone here knows something. The bump maps for the water textures are not showing up in vanilla TSL for Mac (from the App store). The texture is there and transparent but there is no "bumpyshinytexture" effect. I've attached a picture of this. The pictured texture is DAN_water03N, but it seems to be a problem with all water in the game. Also, I can override the texture file but I tried putting a new .txi with different effects or values to see if I could change anything like the transparency but it didn't seem to do anything. AFAIK this isn't just a problem with my computer; you can see it in this Youtube video at 20:26. It looks like he is using the Aspyr version, though I don't know if it is on Mac. I'm running macOS Mojave with Intel graphics. I know KOTOR is notoriously weird with these Intel cards but the water bump maps work fine in KOTOR 1 on the same computer so I'm hesitant to blame it on that. I was just wondering if anyone had insight into why this is happening? I doubt it would be a problem if there was an easy fix, but I'm just interested if anybody knows anything, or can confirm whether they've ever seen this with the Aspyr version on either Mac or Windows.
  14. Recently, I came back to Kotor after about a 10 year absence and wanted to try out some mods, since I'm well familiar with the original (the best rpgs tend to stay with you, I've found). The first mod that I tried installing was Kotor Restoration with the TSL patcher. According to all the tutorials out there, it's a matter of simply extracting and running the executable. Now whereas they just hit Install and then Yes, upon selecting Yes I get a "Warning: An unhandled error occurred!" message. After spending a day or two snooping around the net I have yet to find a solution to this issue that doesn't lead to a non-existent site (Lucas Forums), or a dead link. So, anyone have any ideas how to get this working and if there isn't a way, can I do this manually? I've been modding games for 7 years-ish, so I'm not gonna be shy about moving files around if I got no other choice. This is a Steam copy of Kotor running on a Win10 (64bit) OS. Thanks in advance.
  15. Version 1.1

    796 downloads

    A program to generate a character at random to play with in Kotor 1 and Kotor 2
  16. Version 2.0

    4,579 downloads

    This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul. You will find it between the tombs of Ajunta Pall and Tulak Hord. A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, the Sith Lord Robes and the Robes of Azgath N'Dul. This is because of a model change that mod introduces. They won't crash your game, but they will look a bit odd. This mod adds: ten new robes, three new armours, four new weapons, two weapons I've released separately before, a new belt, a new pair of gloves and a new Force Power, not to mention many other items that can be created by the Force Transmutation Device. I've tried to keep the stats fairly balanced, but that's by my judgment. N.B.: Robes included in this mod may not be compatible with robe mods which you have installed. Please be sure to download kyrie's changes.ini fix before installing this mod (click here), and then the 2.2 patch.
  17. Version 1.1

    4,221 downloads

    First of all: THIS IS TSLRCM/M4-78 COMPATIBLE (That's great news of course) Be sure to download every single file in the downloads! You don't want to miss out on all of the files! Hello there everyone! Guess what? I have another mod, third one this week. Now, then again these took a long time to do. Except since my internet was down for 4-5 days this week, I had a lot of time to work on this mod. What this mod does is replace the vanilla armors with new, HQ textures. This mod also (just like my K1 mod) replaces the stats to make you want to use the lighter armors. All of the armors and clothing replace the core games files. I adjusted the stats of every item (Except for clothing). I made it so that people would want to use the lighter armor, so be aware of the heavy armor. I'm really proud to say that I'm starting to work on more projects along with this one. The fact that I'm making these on a Mac make me want to keep making them, to "prove" to people that you can still mod on a Mac haha. The codes for all of the armors are the same as the vanilla codes, so look them up. I didn’t replace the games core game robes. I placed them randomly through the game. The codes for the robes (Although I'd prefer that you find them in their places inside of the game, are as follows: giveitem a_robe_50 (through) 60 Installation: Unzip all of the separate 7z files, and then place all of the files into the override. I really hope you guys enjoy this mod, be sure to make a review so that I can improve on anything!
  18. Version 2.0

    16,107 downloads

    This mod replaces the Force Drain, Force Lightning, Death Field, cold ray, ion, and neural pacifier beam effects with new, higher-res ones.
  19. Version 1.0

    270 downloads

    Sorceror Vestments 1.0 ------------------------------------------------------- by Kaidon Jorn July 2015 These new armors will replace the Zeison Sha/JalShey Armors with a reskinned N_DarkJediHiM and N_DarkJHiF model. There are 6 armors with 6 new icons, and the mod will also remove the max dexterity bonus associated with the ZS/JS armors. This was just something I wanted to do for a long time but never got around to. But after deleting the first batch I came up with these rather quickly. Run the .exe to install Removal- delete PMBM01 thru 06, PFBM01 thru 06, PMBMM.mdl/.mdx, PFBMM.mdl/.mdx, a_robe06, 07, 11, 16, 20, 26 uti's. Replace baseitems.2da found in backup folder to override. 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.
  20. Version 1.0.0

    2,202 downloads

    This mod aims to fix all* the stretching that occurs in widescreen (16:9) resolutions. There have already been other mods to fix the main HUD, but there are a lot of other elements in the game that are in need of correction, such as the pause menu, galaxy map, loading screens, etc. *For now, I recommend that you download "Widescreen UI Fix for Knights of the Old Republic 2: The Sith Lords" by Achilles to fix the HUD, and combine it with this mod to un-stretch everything else. I have included my own experimental version of a 16:9 HUD, but right now I think most people would prefer Achilles' version.
  21. Version V1.3

    2,956 downloads

    This mod started by a request from SithHolocron to give Malachor better looking skies. Though when the skies where ready, the other textures looked really off. The contrast between the jagged cliffs and the sky was just to big in my opinion. So the mod evolved into a full reskin of the exterior areas of Malachor. All the rocks, debris, cliffs and floor got a new texture. Only a few things haven't been changed; the broken and crashed spaceship parts and those broken eggs from the storm beasts remain the same. A nice little preview:
  22. Version 1.1

    609 downloads

    This is an HD reskin of our favorite smuggler, Atton! The texture for his body is now 2048x2048, and utilizes hand-drawn edges and photographed textures. I consistently checked my work against a 3D model to ensure there were no texture seams. I even added an environment map to allow Atton's buckles/buttons to shine. I made sure to remain as faithful to the original texture as possible while adding a few details of my own. INSTALLATION Drop the .tga and .txi files into the Override directory of you SWKotOR2 installation folder. THANX Thanks to designm.ag at flickr.com (https://creativecommons.org/licenses/by/2.0/) and texturelib.com. Mod made by tjsase using Adobe Photoshop CS2 and Autodesk Maya 2016 Student Version
  23. Version 1.03

    376 downloads

    These textures attempt a more realistic style while also adding effects that I don't see altered very often such as Poison. There are several iterations of major textures such as fire and lightning. Lightning has been given multiple colors for those who that matters to. Several of the new textures are large, though nothing over 2k. I may release an alternate version with lower image sizes for lower end PCs and Laptops. Currently none of these textures are animated, but that could change in the future. --------------------------------------- Screens have been added for most textures. Personal preference: Don't use my default fire. The alternate textures are eons better.
  24. jc2

    Mentor Band

    Version 2.00

    213 downloads

    JC2 PRESENTS: MENTOR BAND ========================================================================================================== ========================================================================================================== Allows the PC to benefit from Kreia's bonus XP feat known as the "Mentor" feat, without having Kreia in your party. :BONUS XP WITHOUT KREIA: Gives an armband that when activated permanently gives that Party Member the Mentor Feat Install options for Android users TSLPATCHER included Alternately, gives an armband that temporarily gives the user the Mentor Feat. Cheats codes are provided if you want to grab the droid equivalent of the armband. ========================================================================================================== ========================================================================================================== Incompatibilities: None. Compatible with: Skip Peragus, and TSLRCM As always, feedback is appreciated! Anything from I wish it had (blank) to I didn't like (blank) to any kind of positive feedback. CREDITS: Grandy12 came up with the idea and tested out/shared important information. JC2 Deadlystream.com /r kotor community
  25. Version 1.1

    950 downloads

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 19.03.2017 Release Date 1.1: 7.09.2017 Installation: Double Click the TSLPatcher.exe and let it do its magic Uninstallation: Remove or Delete all the files with the "e_imp1_01.uti" all the way to "e_imp4_10.uti" (There are at least 30 of those so they aren't listed here) When the TSLPatcher installs the mod correctly it generates a backups folder within the Implant Feat Restoration folder that contains the TSLPatcher. Open the backups folder and copy the "baseitems.2da" and "feat.2da" to the override folder overriding the Implant Feat Restoration files If you have any problems be sure to contact me for support Description: Kotor 2 is known for a ton of cut content. The TSLRCM restores most of that content but there were some they left behind due to it being not restorable or not necessary. However if you have sharp eyes you might notice the Implant Feat is unavailable. This is likely intentional by Obsidian as the Implants in game require a certain level of constitution in order to use them. This is all well and good until you realize you will have to abandon other stats completely for constitution in order to get good implants. This mod changes it so that you now require a certain implant feat to wear certain implants. There are three tiers of implants so 3 to 5 level ups should be enough to get max implants whereas before you'd need at least 6 to 11 to get max implants Currently, only Hanhar and Mira have the feats. If you want your main character to have the feats you must give it to them on the level up screen (Since you cannot play as a scout you cannot get implants for free) Also, ALL implants will require this new feat instead of the constitution. This means there is a low chance of an NPC having no implant since it doesn't have the new feat and cannot use it's implant. This is mostly a good thing as it will make the enemy slightly easier Known Bugs: this mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: The TSLPatcher will make it compatible with nearly any mod...but if you do find an incompatible mod please alert me so I can put it in the readme Incompatible with Sireyn's Kotor 2 Implant Rebalance Permissions: Do NOT claim credit for this mod and do not use it in your own mods without my permission Thanks: Bioware for such an amazing game, Stoffee for TSLPatcher, Fred Tetra for Kotor Tool, Fair Strides for helping me get the Feat to appear on the character creation screen and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.