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  1. Kotor Modding

    1. Mod Releases

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    2. General Kotor/TSL Modding

      Here you can discuss modding of Kotor & TSL.

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    3. Modding Tools

      Develop new tools, research file formats and make amazing new discoveries!

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    4. Work In Progress

      Here you can list any projects that you are working on.

      Don't forget, if you're creating a large project you can apply for Modders Account.

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    5. Tutorials

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    6. Game Saves

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  2. Mod Projects

    1. TSLRCM

      Discussions about TSLRCM.

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    2. M4-78 Enhancement Project

      This forum is for the discussion of the upcoming M478EP mod

      2.3k
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    3. KotOR1 Restoration (K1R)

      Discussions for ZM90 & Mandalore's KotOR1 Restoration (K1R) Project.

      1.9k
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    4. Revenge of Revan

      Discussions for Logan23's Revenge of Revan mod.

      914
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    5. KotOR Toolset

      Discusion about the KotOR Toolset by Fair Strides

      23
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  3. Jedi Knight Series

    1. General Discussion

      A place to discuss the Jedi Knight series.

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    2. Mod Releases

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  4. Other Games

    1. Other Games

      Discussion of Games both Star Wars and non-Star Wars

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    2. Dantooine Theater Company

      For all your Star Wars Role-Playing needs!

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  5. General

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    2. Knights of the Old Republic General

      For discussion about KOTOR and KOTOR2 that isn't mod related.

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    3. Star Wars

      General Star Wars discussions.

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    6. General Discussion

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  • Recent Status Updates

    • Leilukin

      PartySwap has been updated to 1.5, by making the PartySwap item to an optional add-on, since the Full Party Select patch from KotOR Patch Manager provides another method to allow you to keep being able to add Handmaiden to your party after Disciple joins your party.
      · 0 replies
    • 90SK

      I am sharing my TSL ReShade efforts. These are screenshots from the result of this 90SK XXX reshade preset.
      90SK's TSL ReShade.zip



      · 0 replies
    • 90SK

      I am recruiting minds for the Edge Of Darkness mod project. We are exploring different ideas and directions for the mod. Here is a link to the EOD Discord. I'd love to see people come in and share their experiences of the game, and help shape its future. 
      https://discord.gg/vhywa9CxX

      · 0 replies
    • th3w1zard1

      I no longer maintain my projects nor this account. At this time NOBODY is allowed to reuse my stuff without permission.
      · 0 replies
    • th3w1zard1

      I no longer maintain my projects nor this account. At this time NOBODY is allowed to reuse without permission. I may change this at any time.
      · 0 replies
    • Leilukin

      Updated many of my TSL mods to improve compatibility with Steam's Linux port of TSL, by lowercasing file names and mod install destinations, as well as converting custom voice-overs from MP3 to encoded WAV with SithCodec.
      · 4 replies
    • Leilukin

      My Alternate Revan Romances REDUX has been updated to 5.0, a new major update for the mod.
      · 1 reply
  • Posts

    • View File Vanilla FX HD Vanilla FX HD upscales the all the original KOTOR FX textures using Topaz Gigapixel x4. Main features Upscaled all (96) FX textures using Topaz Gigapixel x4. Keeps the original vanilla look and style. Improves the clarity of visual effects without changing the overall art direction. Requirements No special requirements. A working KOTOR installation is required. Installation instructions Extract the mod. Place the included files into your Override folder. If prompted to replace files, choose yes. Submitter Saul0097 Submitted 08/06/2026 Category Mods TSLRCM Compatible Yes  
    • This is a more accurate description   # K1SE — KOTOR Script Extender Okay, this one's been a long time coming. K1SE lets your KOTOR 1 scripts do things the base game flat-out refused to allow. If you've ever stared at NWScript wondering why you couldn't just hand a character a feat and have it *stick*, welcome aboard. ## The good stuff **Permanently grant or remove feats.** This is the headline. You write a feat right onto a character and it survives saves and reloads. The base game has no way to ever remove an array feat, and K1SE gives you one. It's a one-way road by design, so mess around with it on a junk save before you trust it in a real mod. **Rewrite skills and saving throws on the fly.** Push a creature's skill ranks around, bump their Fortitude, Reflex, or Will base saves, and it all persists. **KOTOR 2 functions, running in KOTOR 1.** GetFeatAcquired, AdjustCreatureSkills, the whole Modify*SavingThrowBase family. That engine code was sitting inside K1 the entire time. K1SE just calls it. **A real data store.** String-keyed key/value storage you make up as you go, instead of wrestling with the game's handful of pre-declared globals. It lives in memory for the session. Want some integer math helpers? You've got min, max, clamp, sign, popcount, integer square root and power, and a proper Euclidean mod. Quick heads up so nobody yells at me later: KOTOR's NWScript already has bitwise operators (&, |, ^, ~, <<, >>) and sqrt/pow/abs baked right in, so the bitwise wrappers here are pure convenience. The character-writing stuff up top is the real magic. There's also a version check and a diagnostic log, so your scripts can tell whether K1SE is even installed, and so bug reports actually mean something. ## What you need KOTOR 1, the Steam version. That's the whole list. K1SE is a single binkw32.dll you drop in. No launcher, no installer wizard, none of that nonsense. ## Read this part, seriously I've only tested K1SE on the Steam build. When it starts up it fingerprints your game, and if it doesn't recognize what it's looking at, it quietly switches itself off and leaves everything alone. Your saves are safe. That's on purpose. So if you're on GOG, a disc copy, a patched exe, or a localized build, it won't run yet. It'll tell you why in the log. If that's you and you want to help, come say hi on the Discord and send that log over. That's genuinely how the supported list grows. And because it matters: the feat, skill, and saving-throw functions change characters permanently and write to your save. Test on a throwaway save first. I mean it. ## Getting it running (takes a minute) 1. Open your KOTOR folder, the one with swkotor.exe. On Steam that's right-click the game, Manage, Browse local files. 2. Find the binkw32.dll that's already there and rename it to binkw32_real.dll. 3. Drop K1SE's binkw32.dll in its place. 4. Toss kse.nss wherever your script compiler looks for includes. 5. Fire up the game. K1SE drops a log at %LOCALAPPDATA%\KSE\kse.log, and the top few lines tell you if it loaded. ## Links and help Everything (downloads, full docs, the source) is up here: https://github.com/Brotaku-Vengeant/Kotor-Script-Extender-Public- Something broken or acting weird? Post in the Discord and paste your kse.log. It tells us what happened almost instantly. I've had it running for a 7+ hour stretch under constant script hammering with zero crashing or slowdown, so go build something ridiculous with it.
    • The first beta version of the Kotor Importer and Level editor has been released for both Maya 2024.2 and 2027.2   It reads your own installed copy of the game, and it never modifies your installation. Download: https://github.com/janglesworthy/KotorMayaImporter/releases/latest (pick the package for your Maya version — 2024 or 2027) What it imports Complete levels in a couple of clicks — rooms with their baked lightmaps, doors, placeables, creatures, grass, water, particle effects, lights, cameras, sounds and more. Characters — any body with a head, weapons in either hand, masks or goggles, correct game textures, skin weights and skeleton intact. NPCs, creatures and droids — browse every creature by name and import it with its full equipment, exactly as the game defines it. Props — static geometry, no invented rig. If the game itself has no authored texture for something, you still get exact geometry plus a warning naming the missing resrefs (nothing is faked). Animations — list every clip a model can play, then bake one to Maya keyframes at 30 fps and play it back. The odd corners too — the swoop/minigame maps keep their track hooks and obstacle placements, and all 20 STUNT/cinematic modules import with their no-model rooms, reference nodes and source emitters preserved. Z-up toggle — flip Maya between its own Y-up and KotOR's Z-up without rewriting your scene. Formats read directly: KEY/BIF/RIM/ERF, MDL/MDX, TPC/TGA/TXI, 2DA/TLK, LYT/VIS/WOK, IFO/ARE/GIT and the UT* template families, plus WAV and KotOR's packaged compressed audio. What it edits Placement — move waypoints, sounds, stores and ground items. Place anything from the asset library with a click-to-drop preview that snaps to the floor you clicked. Container loot — open any footlocker's loot list, add and remove items, and browse the game's entire item library by real name ("Blaster Rifle", not g_w_blstrrfl001) with descriptions pulled from the game's string table. NPC inventory and drops — give a creature items that can be looted from its remains. It works even for creatures that normally carry nothing at all. Item stats — retune Cost, StackSize and Charges on any item in a container. Template fields — a filterable form of every editable field on a template: locks, lock DCs, HP, hardness, tags, faction, creature stats. That's 53 fields on a typical container and 60 on a creature. Save as New Template — save your edited version under a new name without touching anything placed in the world. It then shows up in the asset browser as a placeable library entry, so you can build your own kit of custom chests, droids or NPCs. The tools Window What it's for Level Editor Import a module, see every placed marker as a colour-coded cube, edit placements, drop new objects, export Asset Browser The whole game's template library — 5,000+ entries with 2,400+ rendered thumbnails, search, duplicate grouping and a variant picker Level Outliner Flat searchable list of everything placed in the level, with folders for your own organisation Template Editor Tabbed editor for any asset: properties, editable fields, loot/inventory Item Browser Every item the game can resolve (566 in a stock install) with names, descriptions and editable stats KotOR entries also live inside Maya's own right-click menu, so you can right-click a chest in the viewport and jump straight to editing it. How it stays safe This was the part I cared most about, because a level editor that quietly corrupts a module is worse than no level editor. Your game install is never written to. Exports go to a folder you choose. Putting a change in the game is always a file copy you make, and undo is restoring your backup. Edits never touch shared originals. Change a footlocker's loot and the tool saves a copy of that template under a new name and points only the chest you picked at it. The other footlockers using that template in other modules are untouched — and the editor tells you up front how many placements share what you're editing. Check Changes does a dry-run export and shows you the exact bytes that would differ before you write anything. Everything is verified byte-for-byte. Every write is re-parsed and checked before it's saved, and each editing feature is gated by an independent checker that re-derives the expected bytes from the original game data: 37 checks for container loot, 42 for item stats, 19 for field edits and save-as-new-template, 39 for creature inventories. The Maya 2024 and 2027 builds are also proven to produce byte-identical output from the same inputs. Getting started Unzip anywhere. Drag install.py into the Maya viewport — you get a KotOR menu and a shelf button. KotOR > Level Editor…, point it at your game folder, type a module name (danm13 is the Dantooine enclave) and hit Import Level. There's a TUTORIAL.md in the package that walks a full first session in about 20 minutes and ends with you looting a chest you stocked yourself, inside the game. HELP.md has an FAQ and troubleshooting. uninstall.py removes everything cleanly. Known limitations (it's a beta) Being straight about these: NPCs you add to a level render in game but aren't interactive yet — no dialogue or combat. Retail NPCs, and edits you make to them, work normally. I've traced this to something engine-side at spawn registration and it's still open. Placement editing covers waypoints, sounds, stores and ground items. NPC and door placements are shown read-only for now. Item and creature names, item damage properties, scripts and dialogue aren't editable yet. Triggers, doors, encounters and cameras import and display, but have no editor page yet. KotOR 1 only, Windows only, and it needs Maya (2024 or 2027). Requirements Windows 10/11 64-bit, Autodesk Maya 2024 or 2027, and a legally installed copy of KotOR 1 (GOG, Steam or disc). No game assets are included or redistributed. Feedback very welcome — especially crashes, confusing UI, or modules that import badly. The most useful reports say what you clicked, what you expected, what happened, which module, and your Maya version. This is a fan project, not affiliated with or endorsed by Lucasfilm, Disney, BioWare, Aspyr or Autodesk.
    • Another small update. Drag and drop into map, right click edit properties for chest, add loot, remove loot, export and play
    • I don't have any kind of access to a computer, and winlator (what I normally use to install mods on mobile) isn't capable of launching saves of the old republic, I can't find anything online that can help me, I just want to add a crossguard saber to my game 
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