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visas marr MOD:Visas Marr and Female Exile Romance
Rohndo replied to Leilukin's topic in Mod Releases
Thanks for the information -
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Running the base installation in the HoloPatcher causes the installer to crash instead of finishing normally. Installing the optionals works fine. Still occurs when running as admin. [Note] [23:12:56] Loading [Settings] section from ini... [Note] [23:12:56] Loading [TLKList] patches from ini... [Note] [23:12:56] Loading [InstallList] patches from ini... [Note] [23:12:56] Loading [2DAList] patches from ini... [Note] [23:12:56] Loading [GFFList] patches from ini... [Note] [23:12:56] Loading [CompileList] patches from ini... [Note] [23:12:56] [HACKList] section missing from ini. [Note] [23:12:56] Loading [SSFList] patches from ini... [Note] [23:12:56] The ConfigReader finished loading the INI [Note] [23:12:56] Using backup directory: 'C:\Users\Labargoth\Downloads\Improved_Force_Sight_v1c1\Improved_Force_Sight_v1c1\backup\2025-12-24_23.12.56' [Note] [23:12:56] Backing up 'D:\SteamLibrary\steamapps\common\Knights of the Old Republic II\override\ip_forcesight2.tga'... [Note] [23:12:56] Copying 'ip_forcesight2.tga' and replacing existing file in the 'override' folder [Note] [23:12:56] Backing up 'D:\SteamLibrary\steamapps\common\Knights of the Old Republic II\Override\nwscript.nss'... [Note] [23:12:56] Copying 'nwscript.nss' and replacing existing file in the 'Override' folder [Note] [23:12:56] Backing up 'D:\SteamLibrary\steamapps\common\Knights of the Old Republic II\dialog.tlk'... [Note] [23:12:56] Patching existing file 'dialog.tlk' in the 'Knights of the Old Republic II' folder
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View File Masks Reskins and Mesh fix A reskin for the 3 types of masks. 6 variants of colors and an alternative texture for the T visor model. Mesh fixed for the T visor mask. Install: Add files in the override folder. Acknowledgements: Darth Vhail - Original creator of the textures. Thank you for the permission to modifie the original files. DarthParametric - Helped with the mesh fix. Submitter Kirin Submitted 12/24/2025 Category Mods TSLRCM Compatible Yes
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View File Ultimate Boba Fett Voice Overhaul Mod Hello Everyone I assembled the existing files and managed to extend the voice mod a few more. Here is the complete list: Cancelled Battlefront III EA Battlefront I EA Battlefront II Empire at War The Force Unleashed Skywalker Saga Pandemic Battlefront II Kinect Star Wars Jedi Survivor Except for Empire at War and Pandemic BFII, all of them have SP dialogue and text. Install:Only one can be installed in the Jedi academy/Gamedata/Base folder. THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™ Submitter HoboPeach Submitted 12/24/2025 Category Other Game Jedi Academy
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Version 1.0.0
4 downloads
A reskin for the 3 types of masks. 6 variants of colors and an alternative texture for the T visor model. Mesh fixed for the T visor mask. Install: Add files in the override folder. Acknowledgements: Darth Vhail - Original creator of the textures. Thank you for the permission to modifie the original files. DarthParametric - Helped with the mesh fix. -
Solutions to KOTOR driver support.
DarthParametric replied to JackInTheBox's topic in Knights of the Old Republic General
You can try using the Mesa DX12 or Vulkan wrappers available here - https://github.com/mmozeiko/build-mesa/releases/latest Grab mesa-d3d12-x64 for the former or mesa-zink-x64 for the latter. Extract the opengl32.dll from your chosen archive and put it in the game folder (next to the exe). Note that this means it is not compatible with GLIntercept or anything else that does the same sort of DLL hijack, like Reshade, etc. -
Version 1.0.0
1 download
Hello Everyone I assembled the existing files and managed to extend the voice mod a few more. Here is the complete list: Cancelled Battlefront III EA Battlefront I EA Battlefront II Empire at War The Force Unleashed Skywalker Saga Pandemic Battlefront II Kinect Star Wars Jedi Survivor Except for Empire at War and Pandemic BFII, all of them have SP dialogue and text. Install:Only one can be installed in the Jedi academy/Gamedata/Base folder. THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™ -
Thought, if anyone would know, i might as well ask here. Basically, unless you own a Nvidia GPU, KOTOR acts like you have no GPU. Shadows, grass, reflective surfaces, fog and shaders, are all broken. AMD has always had issues, with driver support, but i never thought they were this extensive. Game even lags, in 2025. Almost making me feel nostalgic for 03. Suppose, i could go back to my old GPU, when playing KOTOR. Bit of a hassle. Still, i feel even then , this game is slowly losing support. Anyone got any ideas, how it could be future proofed? Oh and a fix would be nice, least a partial one.
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- 1 comment
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- uvw fixes
- model fixes
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(and 4 more)
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Brenadot started following How to import models between games?
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Based on a quick bit of Googling, sounds like the save format is probably still the same. Your saves should be in Android/data/com.aspyr.swkotor/files/saves apparently. Attach the save you want edited and detail everything you want changed.
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yomi started following (request) save file editing
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Hi, currently hospitalised and getting into KOTOR for the first time ever but I feel like I misplaced my powers along the way as I'm new to the game so some abilities I feel don't match my build, however I'm currently on tattooine finding the second star map and I don't wanna restart all over again. Does anyone know how to save edit android kotor without the use of a PC? or if possible can just edit my save files for me..
- Last week
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@AxConsortium The mod as it is setup in version 1.0.0 will break your game, the game is unplayable with this mod installed due to a critical installation oversight. The Twin Sun dialogue in the Cantina module 306NAR is named attwarn.dlg. A dialogue named this is also present in the Refugee Landing Pad module 301NAR. attwarn.dlg in 301NAR is the dialogue where Atton warns you about the Jekk'Jekk Tarr and gives you the antidote kits, and since this mod has you install 306NAR's attwarn.dlg in the Override folder thatmeans 301NAR's attwarn.dlg is going to be replaced in-game too. A TSLPatcher/HoloPatcher setup will fix this, if you do not know how to set this up let me know and I'll do it for you.
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Kotor + Godot for Modding?
DarthParametric replied to DarthOuroboros's topic in General Kotor/TSL Modding
Impractical to the point of never eventuating. Especially solo. If you are that keen, there are already a bunch of engine implementation projects you could get involved with. Check out the OpenKotor Discord and talk to the folks there - https://openkotor.com/#projects -
A question for those of you with more deep modding experience regarding the Kotor/Aurora engine: I have a decent familiarity with the Godot engine, and a bit of it's source code as wall. Does anyone have an idea of the possibilities & logistics of making a fork of Godot for KOTOR modding? Since it already has a level editor, property editor, & scripting built in. This is largely inspired by seeing the work @Lane has done with the GOG reverse engineering. I imagine this would require creating some kind of reimplementation of KOTOR to run in Godot, similar to something like Daggerfall Unity. How might that compare to projects like `reone`? I'd like to do something like this myself, but I have no experience on reverse engineer the code or data for KOTOR in order to get it into a format that Godot source could parse or add to.
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So it's kinda a mix. It depends what about the combat messages you want to modify. You are correct in that these messages mostly get built from custom tokens. For example see TLK # 1403 in kotor 1: > <CUSTOM0> damages <CUSTOM1> for <CUSTOM2> damage This gets conditionally combined and adjusted using other TLK entries. Like TLK 1440-1448 in kotor 1 has most the damage types. I guess the question is, what particular message are you looking to adjust and how?
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HoboKingNiklz started following KotOR & TSL - Double-edged Swords
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I was curious if anyone has thought of a mod to change the swords and vibroblades in the games from being single-edged swords into double-edged longswords/broadswords? I was never a fan of every sword in the game being basically a katana lol
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Just like to confirm that this works fine on an OG Xbox with 128mb RAM... up until you reach Telos. After the hyperdrive jump from the Peragus Mining Facility, the frame-rate drops to like 10 frames per second, and the audio becomes choppy. Making the game unplayable, I had to revert to Toto's 480p, non-widescreen version in order to make the gameplay function properly. Is there any way we could possibly enable a true 16:9 widescreen option for KOTOR 2 on Xbox, without 720p?
- 2 comments
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- gui
- widescreen
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(and 2 more)
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- 53 comments
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- tslrcm 1.8.6
- lightsaber crafting mod
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You're most likely right, there were a few of them not set to DEFAULT... I could probably deduce the culprit by opening their modded 2da, but I'm just glad it's fixed! Might explained the shinyness on Carth as well as the retexture mods I had found disappointing at first... Anyway, thank you again!
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Zaalbar fur texture issue
DarthParametric replied to hyperblast1's topic in General Kotor/TSL Modding
Seems like your 2DA was borked by a mod that was poorly implemented. The vast majority of rows should be DEFAULT by, well, default. Mostly it's only the droid rows that use CM_Baremetal, aside from a few extras like Mandos, swoop gang members, etc. -
That fixed the issue, thank you so much! Now I'm wondering, because most of the other party members also have CM_Baremetal as a parameter for this one. Should they be set to default as well?
