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  2. View File Canderous's head higher poly and retextured I remeshed Canderous and retextured him i inspired myself with this artwork. I uploaded 2 versions of my textures. one more like the original textures and the other more like the image. I did not remade him AS the image but i was inspired. Submitter Elayerfawkes45 Submitted 11/16/2025 Category Mods K1R Compatible Yes  
  3. Stupid question but, if I download this mod, do I have to start a new playthrough? I'm on Taris and I wanna know if I have to do a quick redo to get this to work? Also I have the Brotherhood of Solomon mod on, will that conflict?
  4. Today
  5. I was wondering if anyone would be willing to add glass overlays to these upscaled Nar Shaddaa windows for me. These would be for personal use but obviously anyone could download them off this request page if they chose to. For illustration purposes I have attached these textures as PNGs but to save you some time, I've also made a DropBox link here where these textures are in TGA format. Thank you for your consideration in this matter.
  6. Yesterday
  7. @th3w1zard1 Been avoiding AI thus far (largely so I could learn about how kotor works while I reversed it), but you're probably right that using Ghidra MCP would probably be a reasonable next step. The primary difference between Steam and Gog, is the steam version has DRM, which for one means, that we need to do our patching at runtime (after steam DRM decrypts everything), it also means the entry point is a bit different. But yeah, I've already did some experiments with attaching at runtime for the Steam version, and I absolutely plan to support it as well. An example of where this entry point difference causes some issue is the additional console commands patch. Console commands get initialized during the static initialization block before the call to `main()`, which means (in its current form) it doesn't work with Steam, as we have to wait for the game to spin up before we can attach the patcher, and so we miss this initialization step. I have a few ideas for how to work around this, but I haven't gotten around to it just yet. @DarthOuroboros The script extender can be pushed quite far, seeing as we can basically inject whatever C++ code we want wherever we want in the game. So, specifying your own custom file formats is definitely possible, if a bit high-effort. That's not quite on my radar at the moment, though I'd be happy to help on-board you if you're interested in taking a crack at something like that (assuming you're comfortable with C++ and Windows API). For .gltf specifically, Kotor already imports opengl.dll, and some related tooling, expanding that to handle some modern graphical formats/infrastructure would be an interesting project, the main struggle would be coming up with a solid translation layer for the Aurora Gob/Part system used under the hood.
  8. Dxun and Dantooine with more flora/trees
  9. Did that, it was installed correctly, 0 errors, but it just doesn't work for whatever reason
  10. J

    Lightsaber Hilt Variety - K1

    No they replace each other and the blade is a different method to make JCs textures compatible. I added the ambient light effect but if you want the other features use Crazy34's.
  11. Vanguard2023

    Minimal Headgear - K1

    Will there be a K2 version?
  12. It's nice having new hilts, but this probably won't be compatible with Crazy34's actual mod, right ? For me, it's by far the best lightsaber mod here. It has all sorts of great stuff (created ambient light, crossbladed, unstable and even black core sabers) so I'm not going to give up on it lol
  13. The_Chaser_One

    True Ajunta

    That's quite sad tbh 😅 Absolutely ! You did a great job for that. It's a way better implementation than SilverEdge's Duncan model. Yeah, well I have no idea why it's still there in 2025 tbf. It really doesn't look good imo. At any rate, now people can choose between graphics and vanilla-friendly style/realism. I wonder what it would look like with my Ajunta Pall's swords reskin using Crazy34's new lightsaber models... It's great that we can make our mods compatible like that, really adds life to the game.
  14. Ig we can always use yours as a base and others for more precise models, like this well known 4 masks mod for example.
  15. J

    Minimal Headgear - K1

    oh well no that wouldn't be compatible .
  16. N-DReW25

    Minimal Headgear - K1

    It could be this one.
  17. J

    Minimal Headgear - K1

    All headgear has been made to be very minimal. Which texture mod?
  18. N-DReW25

    True Ajunta

    It's a no brainer that VP's mod is better looking than my mod, it's a HD mod that uses a custom model. However, this mod isn't intended to be "better" than any of the two major Ajunta Pall mods. It's only intent is to resemble the statue inside the tomb and it does so in a way that blends well with the vanilla aesthetics. People will have their preferences, and if the TOR aesthetics and the user's inability to remove the modded VO is a deciding factor than people will inevitably play what they wish. Do note that this bug is also present in SilverEdge9's Ajunta Pall mod as well, the one that is currently in the Mod Builds.
  19. What do you mean by "future skill checks"? There are already skill checks in dialogue that add more skill based dialogue responses should said skill be a certain level. So this is the Loganverse team's latest rebrand I take it? As SH has already said, they seldom collaborate with others or share their own assets with modders. I had no idea who this is, I tried searching for them on YouTube and the only thing that came up was a Let's Play channel. The thing about Kotor Machiminas is that what you see on screen isn't as deep or as complex as the scene itself depicts. You might see an awesome scene with combat and the like but in reality what's going on behind the scenes is that NPCs are being directed to do things via JC's Toolbox and what you might think is an epic cutscene might actually be 5 separate choppy in-game cutscenes that were recorded and edited together to look like one scene when in reality they aren't. When it comes to any sort of animation, what isn't seen on screen doesn't need to be animated - this is especially true with 3D animation. I say this because something that might look cool in a Machimina might not actually work properly in-game as a mod. Remember how Revan and Kreia used Darth Malak's Lightsaber pose? In-game the ability to use blasters, the ability to use security on a door, or dialogue animations might be broken as those were never seen in the movie and thus could be left broken. Even if you ignore the fact that SWST and Varkor take their time making VO, there only value as voice actors for the ROR mod is for the character Revan and we aren't even up to writing that character's dialogue let alone finalizing his script. There will definitely be voice acted characters before Revan, so why would we want famous examples like SWST and Varkor for those characters when we can have unsung actors play these roles and do a good job at those roles (and not take 3-5 years to produce the lines for those roles too). And should by some miracle we do finish the entire mod and get to voicing Revan should these two be unable, unwilling, or no longer be here to voice the character we will inevitably have to look for different people. We are working on Episode Two and the patch for Episode One, though SH is right in saying that a collaboration at this stage is very very unlikely. I can assure you, work for Episode Two is well underway and it is going well without a major collaboration at this present time.
  20. Shay Ordo

    Minimal Headgear - K1

    What about goggles like headpieces and will this mod be compatible with high texture headgear mod?
  21. It's not possible. I don't have permission or rights to distribute TSLRCM myself, so installing their mod first and then my mod for that mod is the only way I could release the port for public use. Glad you seem to have things figured out, though. Don't hesitate to ask again if you run into any more issues.
  22. Ah, I didn't know if @N-DReW25 or others were still working on the project. Was trying to provide some feedback to his questing workshop and a potential avenue to allow for creative freedom. Hadn't seen it mentioned before and thought I'd put my two cents my bad @Sith Holocron😕
  23. @Gaak78,considering that @Logan23 has not been communicating with own team for half a year - much less his own fans - I think collaboration with other folks is not going to happen.
  24. That's their official YouTube name, my bad! I forget they coin themselves the Loganverse team. Oh that is a bummer, didn't know too much behind the scenes, only that of their recent projects. Might be worth a shot but considering how long you had to wait for your voice project, doesnt sound like an immediate available option. I don't think Unreal Cinema is an option either which is also a shame
  25. I can say confidently right off the bat that @DarthVarkor won't be assisting because - as I have heard it - he has retired from the KOTOR Machinima space. Burning Earth Productions is primarily involved with the Loganverse - which has generally not been very forthcoming with any of its materials shared with modders. (Admittedly, I did get Varkor and Kevin to contribute their voices of their characters to two of my mods but that's a very rare thing. Additionally, I did have to wait about 3 to 5 years for Kevin to do his lines for the mod he worked on so there's also that.) I haven't any idea what the "Star Wars Squard team" is so that's a mystery.
  26. I think this is a really stellar idea, adding even small fetch quests with potential one or two lines of dialogue from companions would breathe life into Corellia. It would be interesting to see if in the future skill checks that were introduced with this mod could be implemented. That said, simple quests alone add to the immersion. One question I had regarding this project, would the team ever reach out to the Star Wars Squad team, Burning Earth Productions, and Darth Varkor (who've created the Kotor YOutube movies) to help create the in-game cutscenes? Could help allow more creative freedom in the script and especially with interplanetary travel. Love the progress and passion put into this project @N-DReW25 and @Logan23
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