Assassin to Dark Jedi Conversion

One thing about Knights of the Old Republic II: The Sith Lords is it could be missing some of that feel you get in the original Kn...


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One thing about Knights of the Old Republic II: The Sith Lords is it could be missing some of that feel you get in the original Knights of the Old Republic game. Well, at least some people out there may think so. One person in particular does and that would be Prime. He decided to put some of that Sith back into The Sith Lords. Well, that Sith you saw in the original game if that makes more sense to you.

In Prime’s version of what he feels should be different is certain opponents you run into throughout TSL. Some of the Sith Assassins you run into in different parts of the game will become those pesky Dark Jedi with hoods that you run into in the original KOTOR game. Also the author put some Force Powers and some lightsabers for them to fight with. The lightsaber variation has been mixed up with single, double, or dual lightsabers depending on which situation you are put in and what the author decided to do in that situation. Also the author put his black Dark Jedi skins in this release because he feels that the bad guys should wear black (I agree with Prime). Enjoy the mod.

Note: Please leave the author feedback, especially if you download this mod and use it. It really helps encourage the author to make more mods in the future.


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TSL Dark Jedi Conversion Mod


This mod converts some of the Sith Assassins in various areas into Dark Jedi as seen
in KOTOR.  More specifically, it changes the appearance of the assassins, along with
providing them with some force powers and lightsabers.  The Dark Jedi are given one of
the saber types, either a single, double blade, or dual lightsabers based on certain
probabilities.  In one module on Telos some of the Sith Assassins are changed to Sith

The files included in this mod are:

221tel.are - specifies the new OnEnter script for the 221TEL module
903mal.are - specifies the new OnEnter script for the 903MAL module
905mal.are - specifies the new OnEnter script for the 905MAL module
conv_main_221tel.ncs - script that alters Sith Assassins to Sith Troopers in the 221TEL module.
conv_main_903mal.ncs - script that alters Sith Assassins to Sith Troopers in the 903MAL module.
conv_main_905mal.ncs - script that alters Sith Assassins to Sith Troopers in the 905MAL module.
k_fab_sith_si.ncs - script that alters Sith Assassins to Sith Troopers on Korriban.
N_DarkJediF01.tga - new texture to give female Dark Jedi black robes
N_DarkJediM03.tga - new texture to give male Dark Jedi black robes

Source code:

conv_main_221tel.nss - OnEnter script for the 221TEL module.
conv_main_903mal.nss - OnEnter script for the 903MAL module.
conv_main_905mal.nss - OnEnter script for the 905MAL module.
k_fab_sith_si.nss - modified Sith Assassin spawn script 
conv_main_solo.nss - generic OnEnter script
conversion_lib.nss - conversion script functions
conversion_config.nss - script configuration file
k_inc_generic.nss - generic include file for TSL
nwscript.nss - actions and constants for TSL


Extract the files into the TSL Override directory.  Make sure to indicate that folder 
paths are to be used so that the files are extracted into the specified directorys.
Note that the source code will be put into its own directory called "source".

Simply remove all the files from the Override directory.

Modding Information:

This script is configurable so that the user can alter one of the many NPCs that 
appear in the game.  This includes changing the appearance, weapons, and giving
force powers for an NPC.  All the various options are explained and set in the
conversion_config.nss source file.

To make changes, simple alter the conversion_config.nss file as desired and recompile
the script using the nwnnsscomp tool.  Compile the OnEnter or spawn script where the
changes are to be applied.  If you want to make drastic changes, you can alter the 
conversion functions in conversion_lib.nss.  Note that the .are files alter specify the
new OnEnter scripts.

Known Issues:

In some cases where the Assassins/Dark Jedi spawn, their lightsabers may appear
before the body does.  There have also be instances of slight animation glitches
such as slight slides on the floor and things of that nature.  But overall the
conversion should be fairly seamless.

If you encounter issues, please report them to Prime's email address specified 
above.  I will do what we can to correct them.

A huge thanks to stoffe -mkb- for providing the decompiled k_fab_sith_si.nss script
for me to modify.  It made my life so much easier.  In addition to stoffe, thanks to
tk102, beancounter, Darth333, and T7nowhere for answering lots of scripting questions.
Darth Melignous also provided a lot of help with beta testing the scripts.  Everyone's
contributions are most appreciated. 

Thanks to Fred Tetra for creating the truly fantastic kotor editing tool.  Also 
a appreciative shout out to the many friendly folks at the Lucasforums' Holowan 
Laboratories board who have provided guidance and insight as well as answering 
numerous questions.

Finally, thanks to Bioware for making a truly kick ass game...

This mod is not supported in any way by Lucasarts or Bioware.

You may alter or modify these files for your own personal use.  

If you wish to use any or all of these files for you own public mod, please
contact PRIME for permission at the email addresses at the beginning of this file.  If 
we grant permission, please give us credit and include this readme file with your mod.

I am willing to answer questions in regards to altering and configuring the script, but
I will not make changes for you.  Just to make my life easier. :)

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Registered 23rd May 2002

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