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    2. M4-78 Enhancement Project

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    3. KotOR1 Restoration (K1R)

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

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    2. Knights of the Old Republic General

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  • Recent Status Updates

    • N-DReW25

      The mod "HD Grenn" has been updated into a mod pack for HD K2 NPC textures. The current update adds Luxa and the Zhug Brothers in addition to previous HD Grenn.
       
       
      · 0 replies
    • 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 most likely do not maintain my projects nor this account anymore.
      · 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
  • Posts

    • KOTOR 1 – Calo Nord Cantina Cutscene Freezes / Javyar’s Cantina Scripts Break – Community Portal Mod Build I'm having a game-breaking scripting issue in KOTOR 1 while following the Community Portal spoiler-free mod build. I installed the mods in the prescribed order, including the Community Patch compatibility versions where specified. The problem occurs in Javyar's Cantina on Taris, during Calo Nord's introductory cutscene. The problem When I enter the cantina and trigger Calo Nord's scene: Calo says "Go away." One of the Black Vulkars responds. The dialogue/cutscene then stops progressing. Calo remains standing in the cantina instead of continuing the scripted sequence. The rest of the expected sequence never happens — Calo does not perform the countdown/throw the grenade/kill the Vulkars/leave. This also causes other scripted content in the cantina to malfunction. For example, Bib Surool is missing from his expected position next to Lyn Sekla, which breaks the Starlight Entertainers-related content. I've also noticed that companions can behave incorrectly/not follow properly after this point, which makes me suspect that the game is failing to complete some scripted state rather than this simply being a visual issue. What I've already tried I've tried the following: Game/display set to 60 Hz Game capped at 60 FPS V-sync ON V-sync OFF Restarting the game Loading a save from before entering Javyar's Cantina Starting the scene with no companions in the party Removing mods from Override that specifically appeared to make changes to Calo Trying to use save editing to bypass/complete the event Retesting the scene from an earlier save The problem consistently reproduces. Community Patch I am using K1 Community Patch 1.10.0, as specified by the mod build. I also have a separate archive/folder called "K1CP Patch" containing: n_fatcomm.mdl n_fatcomm.mdx These appear to be model files, so I don't believe they are related to the Calo scripting problem. Important discovery: tar_m03ae.mod Since Javyar's Cantina is module M03AE, I started investigating tar_m03ae.mod. I found two versions associated with the installation of K1 Twi'lek Male NPC Diversity: Backup version: approximately 843 KB, dated/associated with the August 28 installation Current installed version: approximately 857 KB, last modified September 1 The Twi'lek Diversity mod was installed using the Community Patch-compatible version, as instructed by the mod/build. Interestingly, when I use the Diversity-modified module, Bib Surool is actually present in the correct location next to Lyn Sekla. Before using that module version, Bib was missing. So the mod clearly affects the state/contents of the cantina module even though its primary purpose is NPC appearance diversity. I inspected the m03ae.git files from the different module versions. The root contains: Areaproportions [Struct] = 14 Creature List [List] = 27 Cameralist [List] = 12 Door List [List] = 2 Encounter List = 0 List [List] = 0 Placable List [List] = 36 Soundlist [List] = 2 Storelist [List] = 1 Triggerlist [List] = 6 UseTemplates [UInt8] = 1 WaypointList [List] = 28 I specifically compared Calo's creature entry (entry 12) between the 843 KB and 857 KB module versions. Calo's TemplateResRef is: tar03_calo031 The values for Calo's creature entry were identical between the two versions. So at least from that comparison, Calo's physical placement/orientation in the area GIT does not appear to be the difference. Relevant precedent I found a Deadly Stream discussion from 2025 involving a broken Javyar's Cantina scripted scene where a modified tar_m03ae.mod was ultimately involved. In that case, a K1CP Tweak Pack bug-fix component affecting the cantina sitter was found to be responsible for breaking the scene, and removing that component allowed the scene to work again. I realize this does not necessarily mean my problem has the same cause, but it seems significant because my issue is also a scripted Javyar's Cantina scene failure involving tar_m03ae.mod. Calo script information I also looked at the K1CP script source for the Calo cantina scene (k_ptar_calobar.nss). The end of the script manipulates Calo and the three aliens and then resumes the conversation after a delay. It contains logic involving: taproomvic031 taproomvic032 taproomvic033 calo031 and eventually: ActionPauseConversation(); ... AssignCommand(oCalo, PlayAnimation(ANIMATION_FIREFORGET_THROW_LOW)); DelayCommand(0.6, PlaySound("cs_grentoss")); DelayCommand(1.2, ActionResumeConversation()); There is also a comment in the source regarding an apparently incorrect UT_SetPlotBooleanFlag function assignment. I don't know whether that is relevant to my particular failure, but I'm including it in case someone familiar with K1CP scripting recognizes something. Current theory At this point I'm wondering whether some mod is modifying tar_m03ae.mod in a way that interferes with the Calo cutscene's dialogue/script state. The main possibilities I've identified are: K1 Twi'lek Male NPC Diversity, despite installing its Community Patch-compatible version exactly as instructed. Another mod from the Community Portal build that modifies tar_m03ae.mod. An interaction involving K1CP 1.10.0 and another mod. A problem with the Calo cutscene script itself. I do not have the K1CP Tweak Pack installed. Proposed next test My next planned test is to start a completely new game with: K1CP 1.10.0 No other mod that modifies tar_m03ae.mod and then rush to Javyar's Cantina to test Calo's scene. The idea is to determine whether the problem disappears when the cantina module is isolated from the other module-changing mods. If the Calo scene works, I'll know the problem is almost certainly caused by one of the other mods modifying the cantina module. If it still fails, I'll know to stop focusing on those mods and investigate K1CP/the Calo script or another global conflict. What I'm hoping someone can help with I'd particularly appreciate help from someone familiar with K1CP, module injection/HoloPatcher, or KOTOR scripting who can tell me: Which mods in the Community Portal build modify tar_m03ae.mod Whether the K1CP Tweak Pack has a known component that can interfere with Calo's cantina scene Whether the K1 Twi'lek Male NPC Diversity compatibility patch is expected to modify tar_m03ae.mod Whether the Calo script shown above has any known failure conditions Whether the missing Bib Surool and the frozen Calo cutscene are likely related Whether there is a known conflict between K1CP 1.10.0 and another component of the Community Portal build in Javyar's Cantina I followed the build's installation instructions, including the Community Patch compatibility version of the Twi'lek Diversity mod, so I'm particularly interested in finding out whether this is a mod interaction/patching problem rather than an installation-order mistake. Thanks to anyone willing to take a look. I've already spent a considerable amount of time troubleshooting this, so I'd really appreciate any suggestions that can narrow it down without requiring me to reinstall the entire build. One other thing Maybe I'm just an idiot and I'm missing something obvious here, but I'd really like to have a legitimate playthrough of the game. I don't want to have to use cheats, save editing, or console commands to force quests and scripts to complete because of a mod-related bug. I'm perfectly fine troubleshooting this and doing whatever testing is necessary, but my goal is to eventually have a playthrough where the game works as intended and I don't have to wonder whether I've broken something by bypassing a bug.
    • In the process of creating my own Mandalorians on the Rakata homeworld mod (real original, I know). In addition to adding 2 new areas with unique enemies and cool items, I will also modify Mandalorians elsewhere in the game to establish a sub-plot hinting at the rise of a new Mandalore. I have the areas and most of the custom equipment already from a prototype of this mod that I never uploaded. Currently working on creating a new lightsaber model for the Darksaber, though I'm having trouble figuring out how to make lightsaber blades stop rotating so I can give the blade its iconic shape.
    • Sorry about that, first time making a WIP thread. This mod will add a new mini-story to the Rakata homeworld in which you have to stop a rogue Sith Lord from acquiring a cache of ancient Infinite Empire weapons so he can overthrow Malak. It includes 3 new areas, a number of unique enemies (including unique trooper armors found in my Sith Soldiers Recolored mod), as well as a large-scale boss battle in which your entire crew will rush to your aid! I'm working with a friend to fix a custom lightsaber hilt that will be one of the big rewards at the end. Once that is done, I will have just a little playtesting left before I am ready to release the mod.
    • Yeah I think this is just how the software handles certain features that are "live" and constantly streaming data, but I will see if it's something we have control over to be changed. 
    • Auto downloaded from nexus require premium. You will need to download nexus links manually. The next release should have this fixed, so it opens a browser instead of giving an error.
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