Jump to content
  1. Kotor Modding

    1. Mod Releases

      Announce your work here.

      Mods submitted to our Downloads Section will automatically have a thread created here.

      10.9k
      posts
    2. General Kotor/TSL Modding

      Here you can discuss modding of Kotor & TSL.

      24.8k
      posts
    3. Modding Tools

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

      781
      posts
    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.

      11.9k
      posts
    5. Tutorials

      Submit any tutorials here.

      153
      posts
    6. Game Saves

      Announce your game saves here.

      Saves submitted to our Downloads Section will automatically have a thread created here.

      87
      posts
  2. Mod Projects

    1. TSLRCM

      Discussions about TSLRCM.

      13.8k
      posts
    2. M4-78 Enhancement Project

      This forum is for the discussion of the upcoming M478EP mod

      2.3k
      posts
    3. KotOR1 Restoration (K1R)

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

      1.9k
      posts
    4. Revenge of Revan

      Discussions for Logan23's Revenge of Revan mod.

      914
      posts
    5. KotOR Toolset

      Discusion about the KotOR Toolset by Fair Strides

      23
      posts
  3. Jedi Knight Series

    1. General Discussion

      A place to discuss the Jedi Knight series.

      191
      posts
    2. Mod Releases

      Announce your work here.

      Mods submitted to our Downloads Section will automatically have a thread created here.

      68
      posts
  4. Other Games

    1. Other Games

      Discussion of Games both Star Wars and non-Star Wars

      517
      posts
    2. Dantooine Theater Company

      For all your Star Wars Role-Playing needs!

      33
      posts
  5. General

    1. 427
      posts
    2. Knights of the Old Republic General

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

      5.9k
      posts
    3. Star Wars

      General Star Wars discussions.

      3k
      posts
    4. 1.2k
      posts
    5. Site Feedback

      Got a suggestion for the forums? Let us know here.

      875
      posts
    6. General Discussion

      Place to discuss everything else.

      2.9k
      posts
  • 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

    • 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 
    • View File Kotor script Extender (K1SE)kse-1.0.0.zip K1SE is a script extender for KOTOR 1, in the same tradition as SKSE, OBSE, and NWNX. It is a DLL that loads with the game and gives NWScript functions BioWare never exposed. You write ordinary scripts, compile them with your normal compiler, and add one include line. This is a tool for mod authors. It does not change anything in the game by itself. On its own it is invisible. BEFORE YOU DOWNLOAD: Steam only, and only some Steam builds Every address K1SE uses was derived from one game executable on one machine. At launch it checks your game against eleven fingerprints, and if they do not match it refuses to install and does nothing at all. GOG, retail disc, localized builds, and anything patched have never been tested. Not broken, just never looked at. That refusal is deliberate. K1SE will not run against offsets it cannot confirm, so it cannot quietly corrupt a save on a build it does not recognize. But it does mean the honest supported list right now is a single build. docs/SCOPE.md in the archive lays out exactly what the evidence base is. WHAT IT ADDS Bitwise and integer math. AND, OR, XOR, NOT, three shift variants, popcount, plus min, max, clamp, sign, Euclidean modulo, integer power, and integer square root. NWScript has no bitwise operators at all, so if you have been faking bit flags with arithmetic, that is over. A key-value store. Set and get strings or integers by string key, test existence, delete. In memory only, cleared when the game restarts, 256 entries. Useful for passing state between scripts inside a session. It is not a save system. Feats, skills, and saving throws. Grant or remove a feat, adjust skill ranks, adjust Fortitude, Reflex, and Will base saves. These write into the character and survive save and reload. Utility. A version check, a build id string, an error code you can read after a refused operation, and a logging call so you can drop your own markers into K1SE's log alongside what K1SE did. Full signatures and notes for every function are in docs/API.md. READ THIS IF YOU USE THE FEAT FUNCTIONS A granted feat is permanent. It is written into the creature's feat array and it survives saving and reloading. KOTOR has no engine path that removes an array feat, so K1SE's remover is the only one that exists, and it persists too. Treat every grant as one-way until you have tested removal inside your own mod. Test on a save you do not care about. The same applies to skills and saving throws. INSTALLATION 1. Open your KOTOR folder, the one with swkotor.exe in it. On Steam: right click the game, Manage, Browse local files. 2. Rename the existing binkw32.dll to binkw32_real.dll. 3. Copy K1SE's binkw32.dll into that folder. 4. Copy kse.nss to wherever your script compiler looks for includes. 5. Launch the game. K1SE writes a log to %LOCALAPPDATA%\KSE\kse.log and the top of it tells you whether it loaded. K1SE forwards every call to the real library, so the game behaves normally whether or not K1SE installs itself. UNINSTALLATION Delete K1SE's binkw32.dll and rename binkw32_real.dll back to binkw32.dll. That is the whole uninstall. The only other thing K1SE leaves is its log folder, which you can delete. THE THING THAT WILL CATCH YOU OUT If K1SE is not loaded, K1SE calls do not throw an error. They silently return zero. That is indistinguishable from your mod being broken. Guard every script that uses K1SE:     if (KSE_GetVersion() <= 0) return; Use <= 0 and not == 0. An older K1SE returns a negative number rather than zero, and == 0 would let it through. If a K1SE script appears to do nothing, read kse.log. It is the only place that records whether K1SE loaded and, if it refused, which fingerprint failed. COMPATIBILITY Requires the binkw32.dll slot. If you already run another mod that replaces binkw32.dll, the two will conflict and you will have to pick one. KOTOR 2 is not supported and has not been tested. Stability: K1SE ran for 7 hours 10 minutes under sustained script load without crashing or degrading. That is a run length result, not a leak measurement. No leak measurement has been made. WHAT WOULD HELP MOST One read-only check on a non-Steam install. GOG, retail disc, anything that is not the build this was developed against. More testing on my own machine cannot widen the supported list, because it is the same single witness re-attesting itself. One run on a different copy of the game is the contribution that actually changes what this project covers. Come to the Discord if you are willing. PERMISSIONS MIT licensed. Use it, modify it, redistribute it, bundle it inside your own mod, commercial or not. Keep the copyright notice and license text with it. No permission request needed. SUPPORT Discord: https://discord.gg/EqR7uqQy3f Bug reports, questions, and "it will not work on my copy" all welcome. Attach your kse.log. It answers the did-it-load question in about two seconds. Submitter TheMMN Submitted 08/05/2026 Category Modder's Resources  
    • View File AxC's Mira/Hanharr - Reputation Over Alignment Recreation of the idea of @muitafruita from an old thread, which I randomly stumbled upon and quite liked.   As many of you know, the choice between Mira and Hanharr is locked by the Exile's alignment during the dock scene when going after Visquis. Light and neutral Exiles get Mira, while Dark Exiles are approached by Hanharr instead. Whoever approaches you first gets onto your ship later.   Regardless of this, the game tracks a reputation score with the Exchange through the global variable 300NAR_Exchange_Favor, though it isn't utilized quite as well as it could be. And just as proposed by the idea's author, this mod changes the trigger conditions from being alignment-based to reputation-based.   Now, if the Exchange favors you, you get Hanharr as a companion. If the Exchange disfavors you or has a mixed opinion, you get Mira instead. Sounds realistic, doesn't it? Your actual actions on Nar Shaddaa should decide, not the mystical Force-alignment no one probably knows or cares about.   Notes:   The mod can be installed and uninstalled at any time before you encounter Mira or Hanharr at the docks. After that, with or without the mod, your choice is sealed. TSLRCM is not required, but is always recommended.   Installation:   Copy following files from archive's "Override" folder to yours: a_hanharrconv.ncs; a_miraconv.ncs.     Credits:   muitafruita, for the original idea Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset  Submitter AxConsortium Submitted 08/05/2026 Category Mods TSLRCM Compatible Yes  
  • Recent Community Blogs

  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.