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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.

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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

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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.

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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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    4. 1.2k
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    5. Site Feedback

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    6. General Discussion

      Place to discuss everything else.

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  • Recent Status Updates

    • jc2

      Anybody seen the Kotor fan film? 
       
      · 8 replies
    • Vriff

      If you're working on a lightsaber hilt mod or any texture using a bump map, you may be interested in my recently published fixes on KOTOR Patch Manager that restore both in the Aspyr versions of the game.
      · 0 replies
    • th3w1zard1

      I love this ‘status update’ feature
      · 1 reply
    • Sith Holocron

      I was thinking of redoing one of my loading screens  - in particular the one for the Docks area for Nar Shaddaa. If any of you have a save at the Nar Shaddaa Docks with that taxi unlocked using a majority of the TSL Mod Build, I would love to retake that screenshot for an alternate loading screen. Respond if you have a save that you'd be willing to share. Thanks.
      · 0 replies
    • Elwood288

      Whoa, shiny new site!
      · 0 replies
    • DarthTyren

      In case anyone is interested, here's the first in a series of biblical case studies of Knights of the Old Republic: https://www.youtube.com/watch?v=ROs3QKt6LvA
      · 3 replies
    • Dark Hope

      You don't need to ask permission to use my content. Just let me know where you use it.
      · 1 reply
  • Posts

    • Can I move this mod to skins? I accidentally uploaded it to mods.
    • https://github.com/CrispyW0nton/Kotor-3D-Model-Converter/tree/qt-ghostrigger Development Update: GhostRigger Has Taken a Big Step Forward Hey everyone, I wanted to post an update on GhostRigger because the project has been moving fast lately. The short version: GhostRigger is still very much a WIP, but it has grown from a basic model viewer / importer concept into a much more serious KotOR development toolkit. A lot of recent work has focused on making the tool feel less like a loose utility and more like professional game-dev software for working with Odyssey/Aurora assets. Major Recent Progress GhostRigger now has much stronger support for: Loading and browsing KotOR 1 and KotOR 2 game assets directly from the game directory Rendering MDL/MDX models in a modern Qt viewport Texture handling improvements, including fixes for wrapping/clamping issues on module and character textures Better module/area model categorization and labeling Improved viewport controls, including transform/gizmo work Measurement tools for inspecting models and scene scale A new lighting system inspired by the Aurora/Odyssey render pipeline Experimental lightmap baking tools Better module rendering, including ongoing work around baked lightmaps MCP tooling for automated inspection, validation, and asset transfer workflows Continued work on the Character Builder pipeline One big area of research recently has been KotOR’s “mesh objects as bones” system. KotOR does not use a modern armature system like Blender, Unity, or Unreal. Instead, the named MDL node hierarchy itself is the skeleton, and many _g meshes are both visible geometry and animation bones. That changes how the Character Builder needs to work. The “Build Skeleton” step is being reworked around this native KotOR logic instead of trying to force modern FBX armature assumptions onto the game. Character Builder Direction The Character Builder is being reshaped around a clearer workflow: Choose a base KotOR model/skeleton Load the custom mesh Align the mesh to the KotOR skeleton Assign/build the KotOR node hierarchy correctly Assign or preview animations through the supermodel chain Preview heads, weapons, equipment, and attachments Export a game-ready MDL/MDX There is still work to do here. I do not want to pretend this is launch-ready yet. The goal is not just “can it import a model,” but “can a KotOR modder actually use this smoothly to get a model in-game without fighting the tool.” That means the rigging, preview, animation assignment, texture handling, and export flow all need to feel reliable. Huge Thanks to LordVader I also want to give a major shoutout to LordVaderCW, who has been contributing a lot of important work through his fork. Recent collaboration from LordVader has brought in substantial improvements, including: A new Aurora-style lighting system A new transform gizmo system Measurement tooling Experimental lightmap baker work Lightmap/rendering patches Fixes around rendering artifacts, including Windows-specific GPU issues General cleanup and modernization across the Qt branch This collaboration has been extremely helpful. A lot of the recent progress is coming from comparing approaches, merging work, testing real KotOR assets, and trying to make sure GhostRigger behaves like a proper KotOR tool rather than just a generic model viewer. Current Focus Right now the main priorities are: Making module rendering more accurate Improving lightmap and texture correctness Continuing the Character Builder rework around native KotOR skeleton logic Making the viewport/gizmo workflow smoother Building a real animation and equipment preview system Making sure exported assets are structurally valid for K1 and K2 The big question I keep coming back to is: would this actually help a KotOR modder get a custom model into the game faster and with fewer headaches? That is the standard I am aiming for. Thanks again to everyone who has been following the project, and especially to LordVader for the recent collaboration. There is still a lot to do, but GhostRigger is becoming much closer to the kind of full game-dev toolkit I originally wanted to build for KotOR.
    • Thank you very much my friend, saved me a lot of time, God bless you and your family.
    • I really would like to know how you people keep doing this. 000220 - Game219.zip
    • View File Custom Exile HD This mod gives the Male Jedi Exile (PMHH01) a custom visual overhaul with realistic pale green eyes, a custom skin tone, brown hair with subtle realistic highlights, custom portraits, and movie inspired dark side transitions. Features HD Custom Exile face texture Realistic pale green eyes Custom skin tone Brown hair with subtle realistic highlights Custom portraits Movie inspired dark side transitions Second Sith transition with yellow eyes and a reddish undertone Simple texture replacement Installation Place the override folder into your main kotor 2 directory. If asked to overwrite files, choose yes. Compatibility This mod may conflict with other mods that replace the same Exile head, portraits, or dark side transition textures. Requirements None. Submitter Saul0097 Submitted 05/19/2026 Category Mods TSLRCM Compatible Yes  
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