13.09.2019

Kotor 2 Lightsaber Parts Locations

  1. Kotor 2 Lightsaber Parts Locations Diagram
  2. Kotor 2 Lightsaber Parts Locations

Star Wars Knight of the Old Republic 2: The Sith Lord has many cheats available for you to use. The first we’re going to talk about allows you to modify the game as much as you’d like. The following FAQ contains a list of Lightsaber Crystals that can be found in KotOR II: The Sith Lords. One quick thing I want to point out before we begin, is that almost every item you can find in KotOR II(including lightsaber crystals) is COMPLETELY random, with few exceptions. Star Wars: Knights of the Old Republic II: The Sith Lords, simply known as Knights of the Old Republic II or KotOR II, is the sequel to Star Wars: Knights of the Old Republic.It was developed by Obsidian and published by Lucas Arts. According to the game's producers, the change of developers was primarily due to BioWare's occupation with other titles, such as Jade Empire and Dragon Age.


Now that’s why we love modders. Zbyl2, DarthStoney, Hassat Hunter & VarsityPuppet released an amazing mod for Star Wars: KOTOR 2. The Sith Lords Restored Content Mod intents to restore much of the cut content to The Sith Lords, that was lost to the main game due to a rush to release the game. The modders restored plot elements, decisions, and dialogs. In other words, this is a must-have mod for all KOTOR fans. You can find a download link and the (huge) changelog after the jump. Enjoy!
Those interested can download the mod from here.


Major additions in TSLRCM 1.8:
* Newly restored cut content
* Fixed many issues with the loot-system.
* Fixes the 1.7 gamebreaking bug with the Ravager, and the vanilla gamebreaking bug with Visquis inventation.
* Fixes the crash with Mandalore’s battle on Dantooine.
* Tweaked the workings of the HK-Factory.
* Improved how saving teammates works on Malachor, making it (hopefully) less jarring.
* Many MANY bugfixes.
4. Full CHANGELOG from v 1.7
———-
Global Fixes
* Incorporated Kreia Green Robe Fix by VarsityPuppet
** Fixes green tint on Kreia’s hood
* Incorporated Peragus Sion Arrival In-game Cutscene by Zbyl2.
** Looks better and fixes incorrect bodies around Sion
* Incorporated Weapon finesse icon fix by Mrmarb
** So melee no longer looks like a blaster and lightsaber like melee.
* Incorporated Lightsaber parts icon fix by DrGhent
** Fixes 2 icons for Lightsaber parts being switched around
* Incorporates Bao-Dur shader fix by Darth_shan
** Fixes the shader for Bao-Dur’s arm
* Uses Telos Shuttle Modder resource by Darth Insidious and Jcarter426
** Used to add cutscenes with cut Atton lines when crashing both times on Telos
* Uses Goto’s Yacht Window Fix by Darth Insidious
** Treading the fine line between a bugfix and added content, this is enough of a fix (since we doubt OE would want such low-res textures so prominently displayed) to be in our philospy of staying true to Obsidians vision…
All mod’s used with permission… (see section 8 for further details)
* Dialog.tlk file; a whole lot of miss spellings and VO mismatch errors corrected (too much to list).
* Modified random loot system. This fixes the issue with robes, droid headgear, “rare” loot on higher levels and some others. Also randomised the color of a lightsaber (crystal) drop, instead of having it based on level.
* Most droids throughout the game (excluding Peragus for balancing reasons) now drop droid-specific items.
* (English version of TSLRCM only) Fixes mine descriptions to match actually values used in the game (most were incorrect).
* Fixed Zabrak Vibroblade issue.
* Fixed Bao-Dur’s “do I have all lightsaber parts” quest requirement.
* Adds the missing 000_T3_Astro_Fix to the globalcat.2da file.
* Made some fixes to HK-47’s dialogue; Added a missing LS/DS, and allowed the player to hear more additional versions of dialogue about the HK-50’s (some previously inaccessible).
* Fixed the background music re-appearing at the end of the Visas Introduction, now it stays gone during the entire scene.
* Hanharr was lacking VO in his “random good” responses.
* One of Hanharr’s -INF was given to Disciple instead. Fixed.
* Disciple; Changed gt to bet 1/4 for Disciple to mention “my turning away from the force” lines (since with 5 he’s Jedi again). Added a few small XP rewards (250XP) for flags set named “XP”…
* Visas; Restored a line, allowed people who fail an influence check the inf option after it, when they have proper influence, and fixed a few broken requirements.
* T3M4; Fixed a few broken re-directs, which made getting an influence, DS/LS point hard to get (or impossible with a female Revan). Now all lines properly lead there.
* Added a few missing loading screens.
* Disciple; Added several female Revan lines scavenged from 610 disc_enc.
* Several other gender conflicting Revan/exile lines fixed thanks to VO splits by Sith Holocron and HK-47.
* Applied a fix to Disciple so the option “I want to use your medical skills” does not disappear when asking ‘what do you do again’.
* Goto: Fixed 000_Goto_Confront = 5 causing automatic success due to a typo on the influence check. Now it needs 40- or 60+ INF too. Fixed wrong order about Vogga after confrontation. Added “There is nothing more to be done. Events will now take their course.” when appropriate.
* Mira; Removed influence gain from E267, because you could gain it for being an ass, and get 4 inf-gains in a row for being nice (which is now 3 thus). Added roll eyes animation where it says {Rolls eyes}. Added 500XP to the set 000_Mira_Malachor_XP flags. Removed lower than 15 wisdom check from LS option, since DS option has no such additional checks either. Now all 3 question opening lines have all options. 2 were missing 3 in the past. Fixed break when asking about Goto’s shackles again with the global on 3, now it can properly continue on… Replaced “No, you’re just business. Look, forget I said anything.” with “No, it’s just business. It’s just that if you change much more, I won’t be able to collect on you, since no one will recognize your face.”
* Fixed getting LS upgrades instead of Lightsabers upon death for a few individuals.
* Remote now has VO when talked to outside the Ebon Hawk.
* Corrected proper Main Menu with easter eggs enabled (instead of Sion).
* Added a few reminders to visit Geeda (with XP-awards!), that were missing from vanilla TSL.
* Fixed many issues with Kreia’s first “evil” response.
* Playing as your teammates never wields XP for the player. Added a few XP-bonusses to post-NPC sequences.
* Fixed off-set camera point for Sion.
* Fixed collar issues with many robes, most of which didn’t even drop in vanilla, but do now.
* Orange and Bronze lightsaber color look different now.
* Fixed random wanderers on various maps.
* Fixed wrong icon being used for influence and force powers
Peragus / Harbinger
* Added the missing 1.7 files for Peragus (which includes T3 in the fuel line).
* Fixed a double XP issue with the medical supply door (101PER).
* Restored a missing hololog from the maintenance officer.
* Fixed an issue with the background music still playing during the Sion in Kolto tank scene
* Shooting the Sith with the turret now gives more XP (the same value indoor Sith used previously). Killing Sith on the Hawk gives a little less XP than it used to do (but still more than the outdoor Sith in the past).
* Unified XP for all Sith Assassins throughout the Harbinger (some modules gave more than the rest).
* Fixed 3C being in T3’s way in Prologue end scene.
* Supressed background sound when Harbinger docks.
* Added some missing tutorial popups to the start of Peragus.
Ebon Hawk
* Fixed Kreia’s skill lesson to match written text.
* Updated Atton, Mira’s, Visas’ and Bao-Dur’s training stuff after becoming a Jedi.
* Fixed infinite DS-exploit concerning fighting with Handmaiden.
* Fixes a convo-break with T3.
* Restored proper requirement of Kreia’s Hanharr lesson.
* Fixed all lines in Visas lightsaber training lasting a bit too long. Now they flow a lot better, organic.
* Added “Zez, Kai, what-ever it is” to the Post-Goto Yacht dialogue with Mira.
* “{Gameplay Programmer: Hanharr looks at Kreia, who nods.}” now actually happens.
* Disabled background music when the Red Eclipse board the Ebon Hawk.
* Some improvements to the boarding scene so it looks better.
* Disallowed skipping parts of the boarding cutscene (the camera move at the start).
* Fixed issue with [awareness] line and Kreia responses during first Disciple cutscene.
* Restored post-Peragus Atton talk about the galaxy map.
* Added Dxun repair-cutscene
* Added pre-Malachor cutscene
* Fixed issue with Goto/Bao-Dur cutscene #3 not appearing in most cases
* After playing Pazaak with Atton and T3 cutscenes now progress. Second Atton-T3 pazaak cutscene requires HK-47 now.
* Visas; After the battle on the Hawk it now fades in and out to simulate the passing of time, instead of Visas suddenly appearing in the second living quarters.
* Visas no longer remains hurt after the lightsaber training is over.
* Restored some lines in the cutscene where Atton and Mira overlook Disciple and the player meditating.
* Talking to Atton, he will now turn around to face the player.
* Bao-Remote training tweak.
* Fixed getting stuck in the Telos Academy when running Handmaiden’s :: Betrayal :: cutscene.
* Fixed an issue where Handmaiden was not trained as a Jedi, yet the Betrayal cutscene does play… (which leads to an infinite black screen when you do train her as Jedi). Fixed an infinite Lightside/Darkside exploit with Handmaiden’s Jedi Training (both from vanilla)
* Added gameplay designer requested actions to first Atton-Disciple cutscene
Telos
* Restored “Taris Traveler”
* Added unused Telos Shuttle module and have restored cutscenes in them pre-Telos surface and Telos Academy
* TSF will now try to intervene if the Sullustan is assaulted.
* Fixes an issue where Cede’s appearance was left blank from Jinger’s Battle of Telos mod
* Fixes camera angle when Bao/Atton speak their lines about the minefield.
* Added floating mines when HK50’s say “prepare the mines”.
* Mebla; Fixed a faulty reward condition (should be three wins in a row); Also reward didn’t trigger automatically, but required restarting the conversation.
* Fixes a few minor issues with the Handmaiden sister dialogue.
* Handmaiden now responds differently to the PC depending whether or not she killed her sisters after the Atris confrontation.
* Re-added Atris theme to her introduction, without the music-clashing of 1.4 though.
* Fixed subtitle disappearing too soon in geno.dlg (weapon exchange).
* Added missing Kreia warning when approaching the door for the weapon exchange.
* Fixed an incorrect camera when being female and Revan DS (Cede) when escaping Citadel to the surface.
* Military Complex Czerka Twi’lek now runs to exit before vanishing. Also to compensate for his crappy pathfinding escorting not only wields LS points but also an LS influence.
* Fixed a line being skipped when assaulting the Twi’lek.
* Fixed force fields not displaying their Bao-Dur line, since it appeared only without Bao-Dur in your party (and he’s forced there).
* Fixes skipping the Droid Merc’s lines it would still display blanks till the VO was done (due to animations). Although all animations didn’t work or were not required, besides a point animation which remained (and didn’t cause the issue mentioned anyways).
* Now Bao does turn a few times to the console when required. Also fixed a few annoying ‘skips’ when Atton/Kreia were to speak and they weren’t around.
* Atris.dlg adjustments. Fixed loops and a few oddities (that’s my lightsaber! twice etc.), fixed a broken line or 2 (I wish I destroy that pile of rocks), made it take not so long to fade out at the end.
* Janet Lorso not wearing a Czerka officer uniform.(thanks MrPhil for catching this)
* Fixed wrongly applied dialog for Onderon Soldier (onddoor instead of ondsold).
* Fixed line-order for Handmaiden, so she no longer starts all the time with “you are the exile!” and fixed Kreia being able to interject from jail for a few lines.
* Allowed the player to persuade the Ithorian for the smuggling quest if Czerka’s path was chosen without visiting Lorso (as previously it would be impossible to get in with that condition).
* Fixed quest-entry error for fuel saving quest if Vaklu’s side was chosen on Onderon.
* Restored second sentry Bao-Dur (and Atton if available) comment.
* Fixed Dendis giving the wrong conversation (Samhan-less when Samhan was there), and fixed his stock not being properly activated. He’s a much better storekeeper now!
* Replaced checks in plant.dlg and ithplant.dlg with planttheft.ncs checks, which also turns false if Samhan is arrested.
* Shortened silence delay on Opo Chano dialogue with B4 from 4 sec to 2 sec (equal to the silence of Weequay in the JJT).
* People in 203 and 204 will no longer stop moving after you have talked to them…
* Small modifications to T1 scene. No longer does T1 appear to have said the guards stuff in the log, and guards now use lipsynch.
* Fixed Bao-Dur being hurt when leaving the Telos Academy.
* Fixed getting double attack on Telos movies when going to the HK Factory
* Modifications to the HK-Factory.
* Removed exchange door spawning when returning after being to the surface, since the door wasn’t solid (so you could just go straight through it, loading the map beyond) and was causing frame-rate issues.
* Removed Czerka Mainframe closing code in 203TEL, since you have to go through here to enter Czerka, and then it wouldn’t happen there since the boolean was already unset.
* The first sister you invite to fight gets removed (implying she’s the “dojo sister”) so there are no more than the maximum of sisters in the Telos Academy. For safety reasons (cutscenes) she gets re-added when the Hawk is entered.
* Fixed “standing” sitting NPC’s in the cantina.
* You can no longer start the attack in the Czerka compound by loading a savegame.
* The Masked Attacker is now, infact, masked.
* Fixed error with female TSF officer line, which can now be heard.
* Fixed many issues in the High stakes side-quest.
* Restored Batono lines.
* Luxa now drops an unique item; Luxa’s Disruptor.
* You can no longer skip the 220TEL battle, the door to the entertainment module will only open once all Sith are dead.
Nar Shaddaa
* You can no longer switch your team after the Red Eclipse board you ship, until you rescued your team members from the Ebon Hawk.
* Refugee Woes no longer closes after you convince the Serroco to attack the Exchange (what with the Exchange still being alive and all).
* Fixed team members seeing thugs jumping down as LS act. It’s now seen properly as DS-act. Other ways of saving are still seen as LS obviously.
* Fixed facing of HK50’s that attack after Goto’s yacht.
* Added a couple of canisters and droids to the “new” area in the docks.
* Fixed if Lassavou and Fassa made a deal that gives Fassa a power cell the “power shortage” quest was not able to be closed. Also fixed not getting the “power shortage” quest XP if it finished this way.
* Asking Tienn about the ID transponder code was obsolete after Goto’s yacht. Removed it. Also fixed subtitle and duration issues with Bao-Dur’s restored lines.
* If you freed Adana without killing Sasquesh she wouldn’t appear next to Nadaa, now she does.
* Removed some obsolete dialog lines after Goto’s Yacht.
* Made some Visquis’ lines skippable after Mira’s/Hanharr’s attempt at escape.
* Added “a_peace_serroco” to Force Persuasion option of Serocco leader.
* Added Exchange option to a few convo options lacking it.
* Serocco can no longer attack the Exchange if the leadership is dead or the refugees sold themselves to slavery.
* Fixes a convo-break with T3 and lacking VO (repairing speederbike).
* Fixes several timing, clairvoyance and wrong use of :: :: issues with Kreia’s listen to Nar Shaddaa conversation.
* Sasquesh; Fixed a delay issue when getting a reward for forcing Nadaa into slavery.
* Fixed Refugee Woes re-opening if the Refugees surrendered themselves.
* Fixed issue with a_random_talk.ncs script, which would if the global was 3 and the script set 3 again return 4, which made it impossible for Exchange thugs to talk anymore. Now in that case it returns 1 instead.
* Fixed Lootra dialogue and Kathranna dialogue sharing a local with Sasquash. They have a unique one now each.
* Fixed saving Adanna for 700 or 800 credits being seen as Dark Side Act by your team members, unlike 600, 1000 or Force Persuade.
* Fixed not being able to get Sasquesh’ reward for Nadaa getting into slavery if you ever asked about why he held Adana.
* The “1000? Thought it was 600” was missing the check to see if the PC knew this, the 800 already had it correctly. Now they both have.
* Made a section of hanend.dlg unskippable to prevent odd camera stances and people teleporting about for the next scene. Also fixes the “2 Kreia’s” issue.
* Fixed typo’d check for Atton to tell the Twi’leks about how much he hates the exile. Now all that convo can actually appear ingame! Also fixed fade-in/fade-out issue with added line (previous to 1.8) and added another additional line for Influence > 80 (“I think you’re another problem my friend doesn’t need”). Finally, fixed a few camera points.
* Geredi has a voiced blank line. Fixed now..
* Vogga; Fixes the camera position for a few added lines.
* Visquis in Arena: Fixed the Dark Side option being unavailable.
* JJT; Fixed the line “I grow weary of these subtleties.” being skipped for female PC’s, and the shot showing the jjt’s inhabitants cut short for everyone.
* Goto’s Yacht: Fixed some restored dialogs, now it continues immediately, no more “pause” between individual lines.
* Console01/01b; Fixed all issues with “Droid command”
* Mira to Jedi cutscene; Fixed a skipped line, some turned around checks (non-conditional before conditional), a_givedark not having a P1 and added “sleep” animation to :: Closes her eyes :: since it’s pretty weird to read that and see her eyes wide open.
* Pazaak playing droid; Fixed convo break, and lacking option of allowing Bao/T3 to take a look if Atton was not in the team. Now they can appear without him.
* Fixed “skip” and added gameplay designer comment submission attack to Kreia-Hanharr scene.
* Zhug brothers no longer give away their healing packs during the teammate to docks scene.
* Fixed HK-50 being “passive”, they now attack aggressively.
* Goto Yacht Droid Control; G0T0 lines (about 3) never ran since Goto isn’t present causing the sudden end in the convo.
* Goto’s Yacht count has VO lines, attached now.
* The Rodian patrons in the JJT can now talk (their lines were placed in the wrong module!).
* Fixed Visquis call gamebreaking bug by disallowing you to enter the Ebon Hawk when all its conditions are met…
* Vossk now uses .tlk entries again, restoring his ‘Jeedai’
* c9t9; Removed exchange hate when blowing up the droid, since it only happened in one of six distinct paths (you still get it if you check the droid for oddities). Increased repair skill check from 0 to 5.
* Borna fixes; No more “lower then” checks, which was making between 10 and 14 fail while 7 till 9 works. Fixed not getting keycode with computer’s second choice (7 skill+).
* Removes dancers during Zhug cutscenes if you talked to the domo. Removes the domo too if you completed his quest.
* Restored a few questions about the Lunar Shadow captain in the JJT.
* Modified 304NAR to move Lunar Shadow captain, added 8-ball Weequay.
* 8-ball; Fixed small issue with wrong locals being checked for question 3 and 4 (used the value of #2). Also fixed line without alien VO.
* Added 351NAR_Zhug_Enc set to 1 at start of Zhug-convo on Goto’s Yacht (unused in vanilla TSL).
* No more Wookiee growl or kath hound growl when loading near Vogga (for example when send to dance there)
* Fixed crash issues if you bought everything from Kodin or Tienn, due to a false duplicate item.
* Restored Keh’ven/Bao-Dur content.
* You can no longer swap out party members from the Hawk after the Red Eclipse take over until you re-capture your ship.
* Made the 303 droid warehouse maintenance droids not rotate on clicking to reflect them ignoring you completely…
* When showing off the dancer uniform the dancer’s head is no longer partially clipped off.
* Added proper journal entry for “The Champ” selling T3 instead of Kodin.
* Reuniting Lootra and Aaida now gives LS random influence even without Kreia in the party.
* Restored missing Adana dialogue.
* Improved Hanharr in Mira’s hideout scene per gameplay designers notes.
Dantooine
* Fixes the random militia dialog to cycle through all responses (unless you have a lightsaber equipped) and eliminates the line about the Disciple once he is found.
* Fixes the issue with Disciple appearing in Khoonda even if you haven’t spoken with him yet. Now you “must” speak with him to have him show up in Khoonda.
* Changed Kaevee’s Jrnl entry number so it will no longer override the lower entries.
* Changed merc_capt dialog to properly set jrnl entries for “lost shadows” quest.
* Moved back Disciple’s joining, so Atton’s jealousy (-INF with Atton) or a Mira line that should have been after it can play.
* You can no longer ask Pato to join militia after the battle.
* Olddroid; Fixed ‘skip’ issues.
* The mechanic will now move back to his old location if convinced you’re no Jedi with Force Persuasion.
* Fixed the mechanic suddenly looking at ‘invisible’ instead of the player.
* If Handmaiden convinced you not to kill the mechanic he runs away and start the “redemption” quest, but it was lacking it’s questlog update. Added.
* Mechanic; Fixed Handmaiden/destroy you ‘skip’ issue (the other (Atton/Kreia influence), sadly, I cannot :().
* Fixed an Atton influence line that could never be triggered.
* ‘you’d better not’ still results in him telling about you as Jedi. Now adds proper quest entry too. (like olddroid)
* Fixed various issues with the random dialogue breaking. 602 now uses the unused 602DAN_Rumor_Militi instead of 601DAN_Rumor_Militia to fix several issues.
* Akkere & a_akkextort.ncs; Fixes a blank VO’ed line issue.
* Fixed fighting Vrook giving 2 lightsabers.
* Sublevel: After camera is done you get new options for camera, no 4 second wait anymore.
* Jorran no longer gives a lightsaber (part). It’s now 2 upgrade + color crystal. Jorran was giving a much higher level upgrade in camp, now it’s the same inside and outside the sublevel.
* Fixed Kaevee dropping an upgrade part instead of lightsaber upon death.
* Added a ‘check for any of the 3 droids’ script in Akkeres dlg, giving an alternative line if true.
* The bug where teammates you had when joining Azkul still stand at the cave entrance is fixed.
* Fixed being able to leave during the Interior Battle through the back door. And meet Zherron again!
* If Akkere dies during the Battle for Khoonda (being recruited) he dropped 99 Khoonda Militia Armors.
* Fixes a crash in Mandalore battle if it was just the Exile and Mandalore in party.
* Rebuild Enclave; Bao-Dur lines not appearing properly (LS path). Also DS and LS dead camera where switched. You no longer get Mira’s speech if you have Hanharr. Also, all 4 possible mindread options can now appear whether you’re LS or DS, if you meet the requirements that is of course, not 2/2.
* Daraala now re-appears after having turned in the bodies, but without all the issues that gave in vanilla.
* Moved Saedhe from his regular position to Khoonda back door (where he should be in that case) if the militia won.
* You once again have to do battle with the Jedi Masters in the rebuild enclave if one or two are dead.
* Added turret cutscenes (ingame) to the khoonda battle.
* Esok is slightly harder for Mandalore to beat.
* Added overlay to an unmodified goto line that was shipped with vanilla (and sounded very off).
* Fixed akkere’s shop. It now has the proper array of items.
* Fixed Thief Hunting error with Jorran.
* Fixed the exploit where you can give the bodies to Daraala AND zherron if you give the bodies to Zherron before ever having talked to Daraala, then handing them over in Daraala’s first conversation. That’s no longer possible.
* Spawned civilian (male and female), receptionist and staff after militia-win to fawn on the player and Jedi in general….
Dxun
* It’s no longer possible to use mines to cheat in battle circle; all Mandalorians you have to fight got a feat so mines don’t affect them.
* Changed reward in battle circle to match dialog; meaning you no longer get an item, only XP.
* Added Repair Ebon Hawk cutscene (updated version compared to the 1.7 unofficial patch).
* Allowed the player to ask Mandalore about the scout-ship even if they gained enough Honor to go to Onderon.
* Fixed skipping issue in planning the assault on the tomb, and you can say “later” to check out the camp, with most Mandalorians having unique lines only heard then.
* Gateguard & Kex; Added content with Mandalore in party.
* Gateguard; Added automatic quest-completion (with new lines!) if Davrel and you hunted the Zakkeg.
* Added Zuka line if you fixed everything for him and did Kelborn’s quest (before revisiting!).
* Tomb outside; Demolition check for perimeter sensor now needs 7 skill, and actually works. Fixed “press 1 to contine” or break (contact dev!, not sure which of the 2 it would have caused) if xarga talks about the sensor and you do not have Bao-Dur, HK-47, Mira, Hanharr but DO have Handmaiden.
* Meeting for the Tomb; Some teammates were not spawned in and added Bao-Dur can now be selected as “leader”.
* Restored 2 missing items in Freedon Nadd’s Tomb.
* Modified “killed family” requirements from depending on Zez’s fate (which has nothing to do with the Zhugs) to the earlier mentioned 351NAR_Zhug_Enc flag.
* Added missing Cannok to exploding situation quest.
* Prevented double influence from HK-47 or Hanharr for killing Kumus.
* Fixed issue with Kelborn and repair quest detection when revisiting for the assault.
* Fixed text display issues and infinite LS exploit with Dark Side pools in Freedon Nadd’s tomb.
Onderon
* Fixed Hanharr having no VO for his lines during the cutscene just after starting Onderon.
* Various influence gain/loss additions to the Cantina fight dialogue, and fixes (Atton gave for Mira, Goto for Bao-Dur).
* Fixes a few of Kavar’s lines lasting longer than their VO due to no “has VO” tag.
* Fixed Kavar returning to his console, and doing his computer use animation when clicked in the Throne Room.
* Fixed “standing” sitting NPC’s in the cantina, and the dancing holo’s no longer dancing after interacting and a module load.
* Restored 2 lines for the waitress and 1 for Nikko.
* Tame.dlg from 501OND copied to 502OND too, which should give the beasts something when clicking on them in this module.
* The inhabitants of 512OND now use globals instead of locals to see what line to use, meaning talking to another NPC of the same type will give the next line, instead of him starting at the start again.
* Restored missing line of Mandalore when encountering Ghent’s office for the first time.
* Restored post-investigation Gelesi line (“You proved it wasn’t that doctor”)…
* Riiken; fixed him standing still after talking, he will now continue his patrol.
* Fixed Gelesi respawn issue (after he’s been removed).
* Fixed Kiph turning around. If you start talking to him, he will not use the console any longer.
* Vaklu and Talia will continue fighting each other while talking to Kavar (dark side).
Korriban
* Minor dialogue issues with Vash and the door also only takes one thorium charge when opening door.
* Added quest entry for second vision. If losing to Revan, Kreia will now say “search the tomb you are in for exit” line.
Ravager / Malachor V
* Ravager; Fixed on_enter script so fires continue raging on when loading the map from a save or 852NIH.
* Improved Tobin vs. Nihilus cutscene
* Switched around Tobins high HP and Nihilus low HP…
* Improved the Kreia vs. the Party cutscene.
* Added line for Mira’s cutscene.
* Added ‘what to do’ lines from sensor.dlg (which is never triggered at all) to the end of the Bao-Dur convo with Remote.
* 906MAL; Changed the “save your Party” to add Mandalore and some lines (hopefully looks a little better now than just having your party run away)
* 902MAL; Fixed the requirement check for Goto to take control of HK47 (if no HK51’s come to help)
* Moved around the Atton/Disciple cutscene to make more sense.
* Kreia should no longer predict the future of dead teammates.
* Improved Atton/Sion fight; some camera fixes and no longer goes to Atton for a small while before returning to the player.
* Improved Atton/Disciple cutscene.
* Taris citizens no longer pose as Mauraders or Lords.

Welcome to our KotOR II Lightsaber Upgrade Guide, a handy table including statistics on every Lightsaber upgrade in the game, in an easy-to-read format so that you can plot out your best combination.
Unlike the original KotOR's two possible upgrade slots that were only for crystals, The Sith Lords has those same two crystal slots plus three additional upgrade slots. One of these can hold a Cell, one an Emitter and another a Lens. Crystals, Cells, Emitters and Lenses all have unique upgrade statistics, making KotOR II's possibilities nearly endless. The only catch in The Sith Lords is that most items are random, including upgrades.
Fortunately, although you cannot create crystals and must instead find them, you can create every Cell, Emitter and Lens in the game using your skills. The higher your party member's skill, the better quality item you can create.
See the tips at the bottom for building up components and good lightsaber combinations.
Kotor 2 Lightsaber Parts Locations
Lightsaber Upgrade Guide

Legend:
Atk: +2 = Attack Bonus: +2 - (gives a +2 to every attack roll)
Dam: +4 = Damage Bonus: +4, Energy - (without a damage type - Cold for example - it is always Energy)
BBD: +4 = Blaster Bolt Deflection: +4 - (Blaster Deflections are cumulative and stack)
Def: -1 = Defense: -1 - (Gives your character a -1 to Defense)
OH: Slow 25%/3R/DC14 = On Hit: Slow 25% for 3 Rounds with a DC of 14
MC: 1-6 = Massive Criticals: 1-6 - (On a critical hit, your character does an extra 1-6 points of damage)
DEX: +1 = Dexterity: +1 - (Gives your character a +1 to Dexterity)
Regen: +3 = Regeneration: +3 - (Character regenerates vitality quicker)
FRegen: +1 = Force Regeneration: +1 - (Character regenerates force points quicker)
Keen = Critical Threat range is doubled. Example: if the base CT range is 19-20, meaning two chances out of 20 for a critical hit, it becomes 17-20, meaning four chances to have a critical hit.
Crystals
Name of Crystal
Modifiers
Name of Crystal
Modifiers
Adegan
Dam: +2
Ankarres Sapphire
STR: +2, DEX: +1,
Regen: +2, Keen
Barab Ore Ingot
Dam: +2-16 Fire
Bondar
OH: Stun 25%/6sec/DC10
Damind
Atk: +3
Dragite
Dam: +1 Sonic, CON: +1
Eralam
Dam: +2, Atk: +2
Firkrann
Dam: +2-12 vs. Droid, Atk: +2
Jenraux
Dam: +2, BBD: +5
Kaiburr
WIS: +3, CON: +3, Regen: +3
Kasha
Atk: +1, WIS: +2
Lorrdian Gemstone
BBD: +3
Nextor
Dam: +1, Keen
Opila
Dam: +3, MC: 2-12
Phond
Dam: +1-6 Physical
Pontite
Dam: +1-10 Cold, CHA: +2
Qixoni
Dam: +5, FRegen: +1,
(Dark Jedi Only)
Rubat
Dam: +1, Atk: +1
Ruusan
WIS: +1, CHA: +1
Sapith
Dam: +3, Atk: +2
Sigil
Dam: +1-6, Atk: +1
Solari
Dam: +3, Dam: +1-8 vs. Dark Side, Atk: +3
Stygium
Atk: +1, Dex: +1, Stealth: +4
Ultima-Pearl
Dam: +2, Atk: +3, MC: 1-6
Upari
Dam: +1-8, Atk: +3
Velmorite
Keen, DEX: +1

Cells
Name of Cell
Skill Req'd to Make
Modifiers
Diatium Energy Cell
Computer Use (7)
Dam: +1
Improved Diatium Energy Cell
Computer Use (15)
Dam: +2
Superior Diatium Energy Cell
Computer Use (23)
Dam: +4
Ultimate Diatium Energy Cell
Computer Use (29)
Dam: +5
Discharge Energy Cell
Demolitions (5)
MC: 1-3
Telgorn Jolt Cell Mark I
Demolitions (11)
Dam: +1-3 Electrical
Improved Discharge Energy Cell
Demolitions (13)
MC: 1-6
Telgorn Jolt Cell Mark II
Demolitions (19)
Dam: +1-4 Electrical
Superior Discharge Energy Cell
Demolitions (21)
MC: 1-8
Telgorn Jolt Cell Mark III
Demolitions (27)
Dam: +1-8 Electrical
Ion Energy Cell
Security (9)
Dam: +1-4 Ion vs. Droid, MC: 1-4
Improved Ion Energy Cell
Security (17)
Dam: +1 Ion vs. Droid, Dam: +1-8 Ion,
MC: 1-3
Superior Ion Energy Cell
Security (25)
Dam: +2 Ion vs. Droid, Dam: +1-12 Ion,
MC: 1-6

Emitters
Name of Emitter
Skill Req'd to Make
Modifiers
Deflection Emitter
Repair (5)
BBD: +1
Disrupting Emitter
Repair (7)
OH: Slow 25%/2R/DC10, Def: -1
Crude Phobium Emitter
Repair (9)
OH: Slow 25%/2R/DC14, Def: -3
Fencing Emitter
Repair (11)
Dam: +1, Def: +1, BBD: -2
Improved Deflection Emitter
Repair (13)
BBD: +2, Def: +1
Advanced Disrupting Emitter
Repair (15)
OH: Stun 25%/2R/DC10, Def: -1
Synthesized Phobium Emitter
Repair (17)
OH: Stun 25%/2R/DC14, Def: -3
Improved Fencing Emitter
Repair (19)
Dam: +2, Def: +2, BBD: -2
Expert Deflection Emitter
Repair (21)
BBD: +4, Def: +1
Superior Disrupting Emitter
Repair (23)
OH: Stun 25%/3R/DC14, Def: -1
Phobium Alloy Emitter
Repair (25)
OH: Stun 25%/3R/DC18, Def: -3
Expert Fencing Emitter
Repair (27)
Dam: +3, Def: +2, BBD: -2
Refined Phobium Emitter
Repair (29)
OH: Slow 50%/3R/DC18, Def: -1

Lenses
Name of Lens
Skill Req'd to Make
Modifiers
Dragite Lens
Awareness (7)
Dam: +2
Synthesized Byrothsis Lens
Awareness (9)
Dam: +1, Atk: +1, BBD: -2
Adegan Lens
Awareness (17)
Dam: +1-12
Pure Byrothsis Lens
Awareness (19)
Dam: +2, Atk: +2, BBD: -3
Pontite Lens
Awareness (27)
Dam: +2-12, Atk: +1
Enhanced Byrothsis Lens
Awareness (29)
Dam: +4, Atk: +3, BBD: -4
Beam Gem Lens
Computer Use (11)
Dam: +1, Keen
Vibration Lens
Computer Use (13)
Dam: +1-8, Atk: -1, Def: -1
Improved Beam Gem Lens
Computer Use (21)
Dam: +2, Atk: +1, BBD: -3, Keen
Improved Vibration Lens
Computer Use (23)
Dam: +2-12, Atk: -1, Def: -1
Synthesized Kunda Lens
Treat Injury (5)
BBD: +1
Pure Kunda Lens
Treat Injury (15)
Atk: +1, BBD: +2
Ossus Dueling Lens
Treat Injury (25)
Atk: +2, BBD: +3

How to get the most components & credits:
Component cost is not listed here, mainly because it is not important. For more components (and credits), follow these guidelines:
Kotor 2 Lightsaber Parts Locations
  • Do not break down your found items, but instead sell them to merchants for credits. You will have much more money and components this way.
  • Since the most expensive items to create normally cost from 400-500 components, figure around 800-1000 components will get you two of the best upgrades in the game. Listed here are only Lightsaber Upgrades but it goes for all other Workbench upgrades as well.
  • When at the merchant, look for 'infinite' Advanced Medpacs, at 80 credits apiece. Each Advanced Medpac breaks down into 4 components, the cheapest and most practical component-to-cost ratio I've found.
  • Kotor 2 Lightsaber Parts Locations Diagram

  • To get 1000 components, you'd need 250 Advanced Medpacs, or 250 x 80 = 20,000 credits. Near the end of the game, by keeping and selling the items you do not use (rather than breaking them down), you should very easily have over 100,000 credits (or much more if you search everywhere). With that much money, you can create at least 10 of the very best upgrades in the game (Lightsaber, Melee, Ranged, etc.) assuming one party member has the skills.
    General Recommendations:
  • Highly recommended that each lightsaber (and generally, any weapon) you use have at least one Keen upgrade if possible.
  • At least one of your equipped lightsabers have one Ion damage crystal or upgrade. There are a lot of droids in this game... guessing at least half of your battles are with them, so Ion damage comes in handy.
  • The Attack Bonus is as important as the Damage Bonus, so don't ignore that number.
    The Best Combinations:
  • Pure Damage (not including your personal crystal or special lightsabers):

  • Crystal 1: Barab Ore Ingot (2-16 Fire)
    Crystal 2: Upari (1-8) - Solari works well too for light siders
    Cell: Ultimate Diatium Energy Cell (5)
    Emitter: Expert Fencing Emitter (3)
    Lens: Pontite Lens (2-12)
    Total for normal Lightsaber: 13-48 Energy & 2-16 Fire
  • Pure Blaster Bolt Deflection (not including your personal crystal or special lightsabers):

  • Crystal 1: Jenraux (BBD: +5)
    Crystal 2: Lorrdian (BBD: +3)
    Cell: Your choice, none offer BBD.
    Emitter: Expert Deflection Emitter (BBD: +4)
    Lens: Ossus Dueling Lens (BBD: +3)
    Total: BBD: +15
  • Pure Damage vs. Droids (not including your personal crystal or special lightsabers):

  • Crystal 1: Barab Ore Ingot (2-16 Fire)
    Crystal 2: Firkrann (2-12 vs. Droid)
    Cell: Superior Ion Energy Cell (2 vs. Droid, 1-12 Ion)
    Emitter: Your choice
    Lens: Your choice
    Total extra droid damage: 5-26 Ion, 2-16 Fire
  • Personal Favorite on one normal Lightsaber/Double-Bladed with Personal Crystal:

  • Crystal 1: Personal Crystal
    Crystal 2: Upari (Dam: +1-8, Atk: +3)
    Cell: Ultimate Diatium Energy Cell (Dam: +5)
    Emitter: Expert Fencing Emitter (Dam: +3, Def: +2, BBD: -2)

    Kotor 2 Lightsaber Parts Locations


    Lens: Improved Beam Gem Lens (Dam: +2, Atk: +1, BBD: -3, Keen)
    Totals for normal Lightsaber (not including personal crystal): Dam: 13-39, Atk: +4, Def: +2, BBD: -5, Keen