All Activity

This stream auto-updates     

  1. Past hour
  2. I'm familiar with excellent mods Sithspecter's Revan's Flowing Cape & Belt and DarthParametric's Hoodless/Maskless Flowing Robes. Neither of those is quite what I'm looking for. Is there a mod out there that applies the flowing cape/belt fix to a model that keeps the hood but doesn't have the mask? If no such mod exists, what would have to be done to make one?
  3. Today
  4. Not until a moderator/admin approves it. Might take a while since most of them are all AWOL.
  5. Lewok2007

    Relighting TSL

    2 Areas I think have some weird/bad lighting going on imo. - A corridor in the Ebon Hawk has weird shades over the textures (indigo/purple, blue, and green?). This is on the floor and curved walls/roof. I've noticed this before too, but just remembered right now. I think its only an issue in this specific corridor though. - The Harbinger Engine halls have a red tint where the lighting from the engine rooms, but I don't think the way the lighting is in the hallway makes much sense.
  6. Lewok2007

    Relighting TSL

    The Relighting of these areas is significantly much better. You don't always notice the issues in an unmodded playthrough, and you don't really notice the changes either because they just naturally look good I think, but when you intentionally go and notice them they can be really bothersome.
  7. Yesterday
  8. How far do you think this script extension might be able to be pushed? I want to get more into making custom maps/modules, but I've found the current process absurdly complicated and highly prone to error. So I'd be super interested in some kind of script or plugin that could load and parse `.gltf` model files into maps at runtime. Similar with dialogue. Would it be possible for me to make a script that parses a different file format into something that the game can convert ad runtime into dialogue messages and choices?
  9. Dude this is awesome!! I'm definitely using this for my new playthrough and giving it 5 stars! I've always wanted a proper Tulak Hord mask replacer! Thank you and everyone involved with this!
  10. Made an account to say thanks, this worked instantly and looks great. Very simple instructions also.
  11. Ah, that's good to hear. Should prove useful when I finally get back around to working on K1CP again.
  12. Ah, what I meant was that because I created a robust file I/O interface, that it wasn't clear how valuable the existing (unimplemented/gutted) print features would be. Though, in that the functions *are used*, but just not doing anything. Then yes, I agree, this would be quite valuable for sleuthing existing game logic and debugging those issues. For new mods though, I'd definitely recommend my function that's just a wrapper for `fopen`. But regardless, getting logs/feedback out of the game has been asked for a lot, and establishing several avenues for y'all is definitely a high priority for me.
  13. Last week
  14. External logs could be very valuable to modders. Especially when trying to debug particularly troublesome issues (things like Sandpeople reputation shenanigans, flaky OnPerception events, etc.). Probably not so much for your use case though I guess.
  15. J

    Lightsaber Hilt Variety - K1

    oh thank you. I actually plan on adding support for that too
  16. Also, your links for JC's Lightsaber Visual Effects link to JC's Extra Saber Colors instead.
  17. View File Higher Poly Gammorean Guards I modified the mesh. The textures are not included they are a custom upscaled version of this great mod https://www.nexusmods.com/kotor/mods/1730 The textures names are C_Gammorean_Low, C_Gammorean_01,C_Gammorean_02,C_Gammorean_03,C_Gammorean_04 Submitter Elayerfawkes45 Submitted 11/09/2025 Category Mods K1R Compatible Yes  
  18. Little demo for this morning, showing off FreeCam in both games:
  19. N-DReW25

    K1 Alien Pack

    This could be one of the NPCs I replaced with the Czerka Devaronian. I shall investigate this when I get around to it.
  20. Shay Ordo

    K1 Alien Pack

    Yep. English only. Also has a weird case on Tatooine Czerka base with Rodian trader being invisible. (his name tag is there, but model doesn't load into the game.)
  21. Spobbles

    Revan's Head

    If the character textures don't work for you, use tga2tpc to convert the head textures to .tpc format, then drop them in override and they should work. Had to do this for my game, for whatever reason.
  22. Can someone please tell me where to find maul inquisitor lightsaber rebels?..I find every site but never find it ...I thought it's supposed to be on some lightsaber pack mod like usm or SLM but it did not exist...
  23. These look really nice! I know for a fact that Snigaroo is going to add these into the next revision of the mod builds.
  24. Version 1.0.0

    32 downloads

    I modified the mesh. The textures are not included they are a custom upscaled version of this great mod https://www.nexusmods.com/kotor/mods/1730 The textures names are C_Gammorean_Low, C_Gammorean_01,C_Gammorean_02,C_Gammorean_03,C_Gammorean_04
  25. I am trying to rig a model for kotor 1. Since the bones are mesh i tried to link the mesh to the ''bones''. I also modified my mesh so its quaternion (WXYZ). I still have difficulties to rig it. I have a gammorean from battlefront 2 and thats what i'm trying to rig. I started with the head to test. Also i tried to MERGE the mesh over the old model but my new mesh doesnt have a texture.
  26. View File Lightsaber Hilt Variety - K1 Covers regular, short and doubleblade lightsabers In the base game, every lightsaber you find has the same hilt model. My goal was to add some variability to the lightsaber hilts while also fitting within Kotor's engine limitations. Hilts are still tied to crystal color but should give the illusion that every saber hilt isn't exactly the same. The Blade I have rebuilt the original blade model, so that JC's Lightsaber Visual Effects for K1 is compatible (and recommended). The blades are now perfectly symmetrical after some UV editing. I also fixed a bug where some models didn't render all of the blade planes. A glowing light source has been added to each blade thanks to Crazy34's Light saber models. The Hilt I started with a base hilt design and then tweaked each one to have a slightly different shaped grip, emitter, and pummel. One hilt shouldn't stand out or overshadow the design of the others. Hopefully they feel like they belong. 10 hilts are completed for each crystal color. I added a custom hilt for Malak as well. Install Steps: - JC's Lightsaber Visual Effects for K1 is recommended. The glowing light colors were made to match these. - Extract and copy mod files to override directory - Alternative texture is also in the downloads, with less gold/bronze Credits: - Crazy34's Light saber models for the glowing light effect - JC's Lightsaber Visual Effects for K1 amazing blade texture, I matched the glowing effect to work with these Submitter J Submitted 11/09/2025 Category Mods K1R Compatible No  
  1. Load more activity