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

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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

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    3. KotOR1 Restoration (K1R)

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

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    4. Revenge of Revan

      Discussions for Logan23's Revenge of Revan mod.

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    5. KotOR Toolset

      Discusion about the KotOR Toolset by Fair Strides

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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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  • 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

      Please do not contact Sao on my behalf at this time I have not been in contact with him since Sunday. I nearly found myself in a very bad place after..
      · 0 replies
    • th3w1zard1

      I no longer maintain my projects nor this account. Please contact Sao in regards to my content, who will then contact me. At this time NOBODY is allowed to reuse without my permission unless Sao says so. I may revoke his permission at any time, and 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

    • Oh I guess you couldn't just keep the computer panel on the left side, uh? That would have been a neat solution. But rather than have three like it was before I'd go for either one of the two other alternatives, although I prefer the first one.
    • View File NeoERF - A Simple Modern ERF Extractor & Editor ERF-family game support NeoERF supports legacy ResRef/type-keyed archives and the filename/hash-keyed Dragon Age containers: KotOR/KotOR II and Jade Empire ERF/RIM/MOD-family archives remain the default behavior. Jade Empire has several resource-type names that differ from KotOR for the same numeric type IDs. NeoERF keeps KotOR names as the default and adds an explicit Jade Empire profile for listing, extraction, deletion, and authoring: View > Resource Profile. Use the Jade Empire profile when working with Jade Empire archives so resources such as .itm, .cre, .mat, .mab, .ndb, .xwb, .xsb, .bip, .ttc, and .sac are rendered and authored with the names used by the Jade Empire engine. Neverwinter Nights and Neverwinter Nights: Enhanced Edition use the NWN resource-name profile with ERF V1.0 containers such as .erf, .mod, .hak, and .nwm. Neverwinter Nights 2 uses the NWN2 profile with ERF V1.1 32-byte ResRefs. Existing NWN2 .mod and .hak archives preserve V1.1 on save; newly created archives use V1.1 when --game nwn2 is selected. The NWN2 profile includes .trx terrain resources. The Witcher 1 .mod archives use the Witcher resource profile while keeping the ERF V1.0 container layout. Dragon Age: Origins ERF V2.0 archives use UTF-16LE filenames in the table of contents instead of ResRef/type keys. This includes DAO files with .erf and .rim extensions when the on-disk header is ERF V2.0. Add/extract/delete operations address these resources by full leaf filename, for example 2da_base.gda. Dragon Age: Origins ERF V2.2 archives use the same UTF-16LE filename key shape plus archive flags and packed/unpacked TOC sizes. Unencrypted compressed payloads using scheme 1 (BioWare zlib wrapper byte plus raw DEFLATE) and scheme 7 (headerless raw DEFLATE) are readable/extractable. Saving a compressed V2.2 archive recompresses inserted/replaced resources and preserves scheme 1 vs scheme 7. --type DAO22/ERF22 creates compressed V2.2; --type DAO22U/ERF22U creates uncompressed V2.2. Dragon Age II ERF V3.0 archives use FNV name/type hashes and optional string-table names. This includes DA2 .erf, .rim, .rimp, .crf, and GPU .rim containers. Compressed scheme-1 and scheme-7 payloads are decompressed on extraction and are rewritten as uncompressed V3.0 payloads; stripped-name entries are exposed through stable synthetic names such as hash_905e15b30a2028fb.dds. TSLPatcher/HoloPatcher resource packages For KotOR/KotOR II ERF V1 and RIM V1 archives, NeoERF can compare a clean archive with a modified archive and create a complete stock-compatible [InstallList] package: New resources are emitted as InstallN; changed resources are emitted as ReplaceN, with each payload extracted beside changes.ini. The GUI exposes the same workflow under Export > Export TSLPatcher/HoloPatcher Resource Package.... Submitter Vriff Submitted 07/26/2026 Category Modding Tools  
    • View File NeoTLK - A Simple Modern TLK Editor Supported TLK families and text encodings NeoTLK opens, edits, and saves these native TLK families without converting the file to another layout: Classic BioWare TLK V3.0 files, including dense StrRef tables with classic sound metadata. Jade Empire TLK V4.0 files, whose compact records use numeric sound IDs. Dragon Age GFF V4.0 / TLK V0.2 files, whose string IDs are sparse and whose records contain text rather than classic TLK sound/language metadata. All text is normalized to UTF-8 while it is being edited. Classic V3.0 files are decoded per entry as UTF-8, Windows-1252, or Windows-1250, including mixed-encoding tables encountered in the field. On save, NeoTLK writes each classic entry back using its detected original encoding. An edit containing a character that cannot be represented by that entry's original Windows code page is rejected rather than silently replaced or corrupted. For Dragon Age V0.2 files, NeoTLK preserves sparse string IDs and the native GFF-backed TLK structure. Language and sound controls that are not represented by that format are disabled. Adding a record prompts for its string ID, and deleting one does not renumber the remaining records. The open dialog accepts both .tlk and uppercase .TLK filenames. Tabular import/export neotlk-cli supports CSV, TSV, XML, and JSON export/import for TLK entries. CSV and TSV are table-style interchange paths and carry StorageFormat, LanguageId, and per-entry TextEncoding metadata alongside the text and sound fields. JSON and XML are complete semantic documents: they retain the native TLK family, language where applicable, sparse StrRefs, flags, text encoding, and all sound metadata supported by that family. XML uses <tlk storageFormat="..." language="..."> with complete <string ...> children. CSV/TSV imports merge rows by StrRef into the current/native table, while XML/JSON imports replace the complete semantic document. Structured XML/JSON export is never filtered, because a partial file could be mistaken for a complete importable TLK. Use CSV or TSV to export the currently visible filtered rows. A Dragon Age GFF-backed TLK can be imported into an already-open native Dragon Age TLK, preserving its backing structure, but NeoTLK will not synthesize that native GFF structure from a standalone interchange document. The GUI provides matching Import and Export menus, filter/search terms, and copy/paste of entry text or pasted table rows. TSLPatcher/HoloPatcher output NeoTLK can generate a tslpatchdata package directly from the active in-memory TLK and a clean original baseline. In the GUI, use: Export -> Export TSLPatcher Package... Export -> Export HoloPatcher Package... The stock TSLPatcher mode is append-only. New entries after the original TLK count are written to append.tlk, and changes.ini receives matching StrRefN=N entries in [TLKList]. Existing-entry edits, deletions, language changes, and truncation are rejected because stock TSLPatcher cannot merge those operations safely. The HoloPatcher mode also supports edits to existing StrRefs. Those entries are written to replace.tlk, with ReplaceFile0=replace.tlk in [TLKList] and an accompanying [replace.tlk] map from destination StrRef to replacement-file index. This replacement extension is HoloPatcher-specific; a package containing replace.tlk is not compatible with the original TSLPatcher executable. Appended entries still use the stock-compatible append.tlk path. Submitter Vriff Submitted 07/26/2026 Category Modding Tools  
    • Possible Headcanon and good gameplay elements.   Revan was a Teras Kasi Master/Assassin. Teras Kasi martial artist are able to fight Jedi, Dark Jedi and Sith on equal terms. Yes i was going to make Teras Kasi into Feats for the Player and Ebon Hawk crew, I will need help on that.   Right now, I am doing a class mod. It has several new classes. It includes Pathfinder(Mission Vao), Mandalorian Commando(Canderous), Republic Pilot(Carth) and other new classes for NPCs and Playable NPC.   So I was remembering that Carth on Taris said something on the lines that Republic had the Military to learn hand 2 hand combat and Melee weapons.
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