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Page render optimization issues related to scrolling
Tyvokka replied to Lane's topic in Site Feedback
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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- modorganizer
- mo2
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View File High poly PFHC02 The mod replaces the PFHC02 model and textures. To Install 1. Download: PFHC02 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 09/03/2026 Category Mods K1R Compatible Yes
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Version 1.0.0
3 downloads
The mod replaces the PFHC02 model and textures. To Install 1. Download: PFHC02 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
Well here we are with me using the news section for once. We have a couple of changes that will be coming later in the year, so I figured now is a good time to share. Deadlysteam will be undergoing more maintenance and changes to the site towards the end of the year. Here is what is in store: Username/display name login is going away and instead you will use your email address to login If you want to use your email address to login, you can do so now but username login will eventually be deprecated We will get yet another new theme It won't be too drastic of a change but the current design will be ever so modestly changed If you want to submit any background graphics or other ideas you can feel free to do so here! Clubs will be widely rolling out Going forward anyone that wants their own "mod forum" can use the clubs feature to create their own "forum / page" Many of you can create clubs already by going to the menu and navigating to clubs, it will be more widely made avaliable Yes this is similar to FB pages and Subreddits, you can use them or not it is up to you Status Updates are changing Status updates will have some customization done to maintain support for that feature, this means that how they look and feel plus where they can be accessed may change Tagging will be updated Right now we have an "open tagging" systems where anyone can add a tag Going forward will be moving to a "closed tagging" system which will allow us to maintain consistent tagging across DS All current tags will be converted to closed tags I will share more information on some of these changes as it gets closer to the end of the year, but as always thank you for coming to Deadlystream and feel free to ask any questions here.
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Vexaria joined the community
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It's a WiP thread with nary a description of the mod and no mention of the progress either. More information please?
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My download keeps failing with this error "[2026-09-03 09:22:39.038 W] Aborting download: Either you clicked on a premium-only link and your account is not premium, or the download link was generated by a different account than the one stored in Mod Organizer." I have tried reinstalling MO2 multiple times and went from the latest 2.5.3 back to 2.5.3 beta 1 and unlinked my account and reset my browser a few times. this is my full event log: [2026-09-03 09:22:00.145 D] timing: MOApplication() 0 ms [2026-09-03 09:22:00.145 D] timing: main() multiprocess 90 ms [2026-09-03 09:22:00.146 D] command line: '"C:\Gaming\Modding\KOTOR\MO2\ModOrganizer.exe" ' [2026-09-03 09:22:00.146 I] starting Mod Organizer version 2.5.3beta1 revision bf8bb4d2 in C:/Gaming/Modding/KOTOR/MO2, usvfs: 0.5.7.0 [2026-09-03 09:22:00.146 I] data path: C:/Gaming/Modding/KOTOR/MO2 [2026-09-03 09:22:00.146 I] working directory: C:/Gaming/Modding/KOTOR/MO2 [2026-09-03 09:22:00.146 D] timing: MOApplication setup() 0 ms [2026-09-03 09:22:00.484 I] [KOTOR] inserted plugin dir into sys.path: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games [2026-09-03 09:22:00.484 I] [KOTOR] inserted shared dir into sys.path: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games\kotor [2026-09-03 09:22:00.484 I] [KOTOR] plugin file path: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games\game_kotor.py | plugin dir: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games [2026-09-03 09:22:00.484 I] [KOTOR] sys.path[0]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games\kotor [2026-09-03 09:22:00.484 I] [KOTOR] sys.path[1]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games [2026-09-03 09:22:00.484 I] [KOTOR] sys.path[2]: C:/Gaming/Modding/KOTOR/MO2/plugins [2026-09-03 09:22:00.484 I] [KOTOR] sys.path[3]: C:\Gaming\Modding\KOTOR\MO2 [2026-09-03 09:22:00.484 I] [KOTOR] sys.path[4]: C:\Gaming\Modding\KOTOR\MO2\plugins\plugin_python\libs\pythoncore.zip [2026-09-03 09:22:00.485 I] [KOTOR] sys.path[5]: C:\Gaming\Modding\KOTOR\MO2\plugins\plugin_python\libs [2026-09-03 09:22:00.485 I] [KOTOR] sys.path[6]: C:\Gaming\Modding\KOTOR\MO2\plugins\data [2026-09-03 09:22:00.485 I] [KOTOR] sys.path[7]: C:\Gaming\Modding\KOTOR\MO2 [2026-09-03 09:22:00.485 I] [KOTOR] sys.path[8]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\lib [2026-09-03 09:22:00.485 I] [KOTOR] import probe: external-import-ok [2026-09-03 09:22:00.486 I] [KOTOR2] plugin file path: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games\game_kotor2.py | plugin dir: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[0]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games\kotor [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[1]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[2]: C:/Gaming/Modding/KOTOR/MO2/plugins [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[3]: C:\Gaming\Modding\KOTOR\MO2 [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[4]: C:\Gaming\Modding\KOTOR\MO2\plugins\plugin_python\libs\pythoncore.zip [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[5]: C:\Gaming\Modding\KOTOR\MO2\plugins\plugin_python\libs [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[6]: C:\Gaming\Modding\KOTOR\MO2\plugins\data [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[7]: C:\Gaming\Modding\KOTOR\MO2 [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[8]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\lib [2026-09-03 09:22:00.486 I] [KOTOR2] import probe: external-import-ok [2026-09-03 09:22:00.626 I] DownloadManagerPlugin.__init__ [2026-09-03 09:22:00.652 I] using game plugin 'STAR WARS Knights of the Old Republic' ('kotor', variant (none), steam id '32370') at c:/gaming/steam/steamapps/common/swkotor [2026-09-03 09:22:00.653 I] [%s] Steam detected:%s path:%s steam_root:%s [2026-09-03 09:22:00.653 I] [KOTOR Plugin] registering executables: c:/gaming/steam/steamapps/common/swkotor/swkotor.exe [2026-09-03 09:22:16.554 I] [KOTOR2 Sync] KSON loaded: 200 mod(s). [2026-09-03 09:22:16.728 W] [KOTOR2 Sync] Archive validation needs attention: 0 ok, 1 empty, 199 missing, 0 mismatch, 0 validation skipped, 0 user skipped. [2026-09-03 09:22:36.136 I] [KOTOR2 Sync] KSON loaded: 200 mod(s). [2026-09-03 09:22:36.297 W] [KOTOR2 Sync] Archive validation needs attention: 0 ok, 1 empty, 199 missing, 0 mismatch, 0 validation skipped, 0 user skipped. [2026-09-03 09:22:38.741 I] [KOTOR2 Sync] Download queue started: 199 missing archive(s). [2026-09-03 09:22:39.038 W] Aborting download: Either you clicked on a premium-only link and your account is not premium, or the download link was generated by a different account than the one stored in Mod Organizer.
- 11 replies
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- modorganizer
- mo2
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Natural Law started following KOTOR 1 High FPS Post-Combat Fix
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Omanakole started following K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix
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Soops joined the community
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LordZeplin joined the community
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View File KOTOR 1 High FPS Post-Combat Fix Fixes a high FPS bug in Star Wars: Knights of the Old Republic that can prevent or delay player movement for a short time immediately after combat ends when playing above 60 FPS. The download includes two alternative versions of the fix. Only one should be installed at a time. PostCombatFix.kpatch fixes the post-combat movement issue while effectively having no delay. This one is more experimental and I don't know if there are any major issues. PostCombatFix60fps.kpatch fixes the same issue but keeps the same delay as if it was 60fps to keep behavior intended and prevent any issues from the no delay version. These were made at the time of Kotor Patch Manager 0.6.3. Installation: Install Kotor Patch Manager 0.6.3. Place the .kpatch file you want to use in Kotor Patch Manager’s patches folder. Open Kotor Patch Manager and install the patch. Do not install both versions at the same time. Submitter D3M0 Submitted 09/02/2026 Category Mods K1R Compatible Yes
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Version 1.0.0
8 downloads
Fixes a high FPS bug in Star Wars: Knights of the Old Republic that can prevent or delay player movement for a short time immediately after combat ends when playing above 60 FPS. The download includes two alternative versions of the fix. Only one should be installed at a time. PostCombatFix.kpatch fixes the post-combat movement issue while effectively having no delay. This one is more experimental and I don't know if there are any major issues. PostCombatFix60fps.kpatch fixes the same issue but keeps the same delay as if it was 60fps to keep behavior intended and prevent any issues from the no delay version. These were made at the time of Kotor Patch Manager 0.6.3. Installation: Install Kotor Patch Manager 0.6.3. Place the .kpatch file you want to use in Kotor Patch Manager’s patches folder. Open Kotor Patch Manager and install the patch. Do not install both versions at the same time. -
ChronosMadara joined the community
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Ciborgcrash joined the community
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OuterRimDan changed their profile photo
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mrhara joined the community
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K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix
The_Chaser_One commented on Derslok's file in Mods
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HeavyFlow joined the community
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OuterRimDan joined the community
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@The_Chaser_One Our mod only rescales the player/party marker/map note position and the map's fill/scale, it doesn't touch anything about which parts of the map get revealed or when, that's handled entirely by the base engine and cached per module, separately from the marker fix. My hunch is you're seeing a vanilla engine quirk that's just more visible on non-standard room layouts. I get something similar on the ebon hawk map both in vanilla and with the mod. To help confirm that: could you run Uninstall.bat (to remove what our mod changed) and check whether the same delay happens? If it still shows up, that confirms it's unrelated to our mod. If it goes away, let me know and I'll dig further. Either way, appreciate you flagging it, and glad the widescreen fix itself is working well for you! @StellarExile Short version: KOTOR's map has a bunch of old numbers baked into the EXE that assume a low resolution. We made our own patch to make those values scale with a bigger resolution. That caused a couple of problems because the map and HUD minimap secretly share some of those values. Changing them directly made the minimap break, so we had to give the map its own private copies of values and redirect it to use those instead (injected new code into exe). Kinda same idea for the player and party markers. And a lot of the vanilla map notes were not centered properly. We checked and manually repositioned around 250 of them and built the fixes into a lookup table. Also inserted in the exe. If you want the technical details, offsets, and full source, it's all in the More info\TECHNICAL.txt and More info\source\ folders inside the download.
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I downloaded it a couple of years back, so I don't really remember. I'll update my blender and kotorblender versions and see what I can figure out. Thanks, Vriff!
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View File Narve's New Canderous Head This mod changes the head (model and texture) of Canderous Ordo. An optional portrait for Canderous is also included, which you can use if desired. When modeling the head, I was inspired by the actor Clancy Brown; I think his characterization suits the role of Canderous very well. The mod contains four main files: p_candh.mdl and p_candh.mdx - the model, P_CandH01.tga and P_CandH01.txi - the texture. One additional file, PO_pcanderous.tga, is Canderous's portrait; you can choose to use it or not, as you wish. This portrait is in the same style as the portraits from my other party member portrait mod. How to install: Unpack and copy files to the Knights of the Old Republic's Override folder. Note: This is a new model that is significantly different from the vanilla version. Both the geometry and the UV map are different. No retextures from the vanilla head will fit this model! And, of course, the texture from this mod will not fit Canderous' vanilla head. If anyone asks: the body texture is from this mod by wonderful Dark Hope. Thanks: I would like to thank Elayerfawkes45 for the original high-poly mesh, which I used as a starting point for my head model. Submitter Narve Submitted 09/02/2026 Category Mods K1R Compatible Yes
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That version of kotorblender is many years old, the latest distro is here: https://github.com/OpenKotOR/kotorblender I'm not even sure how you got that version of KOTORBlender, have you had it for years or is there somewhere you downloaded it from? I can only find the OG release and this version.
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TCS started following CapitaineSpoque
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K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix
The_Chaser_One commented on Derslok's file in Mods
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I would never stop using the KPM and the KotorUniResPatch because you have solved something that is extremely important. The Soft Shadow and Frame Buffer Effects are usable again!!! And for that I can't thank you enough Synchro, and I'm sure that many others that, as me, use the AMD cards. I even stopped played KOTOR for a while, thinking that Aspyr would never release an Updated version to solve this like they have done it for TSL, and all the KOTOR remake thing, let me hopeless that It would ever be a solution, you know. But you solved, and this is incredible, along with other patches that make the game even more good to play than before. May The Force Be With You and your family, Synchro
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Hello, thanks for your attention and, once more, thanks for all that you've done. I tried many things but what truly worked for me was, if I remember correctly: 1 - I used the Kotor editable executable 2 - I used the Js' KotorUniResPatch as you indicated, apply the textures and patches included, but still didn't worked perfectly. 3 - Then, I downloaded the k1hrm-1.5 and applied, for a test, the 1024x768 resolution, and used the gui included there. Until this moment it worked well, only with some little problems in the save files (I can't use the mouse, have to use the keyboard to navigate there) but apart from that it's working 90,0 % okay Hope this help a bit
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K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix
StellarExile commented on Derslok's file in Mods
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Version 1.0.0
5 downloads
This mod changes the head (model and texture) of Canderous Ordo. An optional portrait for Canderous is also included, which you can use if desired. When modeling the head, I was inspired by the actor Clancy Brown; I think his characterization suits the role of Canderous very well. The mod contains four main files: p_candh.mdl and p_candh.mdx - the model, P_CandH01.tga and P_CandH01.txi - the texture. One additional file, PO_pcanderous.tga, is Canderous's portrait; you can choose to use it or not, as you wish. This portrait is in the same style as the portraits from my other party member portrait mod. How to install: Unpack and copy files to the Knights of the Old Republic's Override folder. Note: This is a new model that is significantly different from the vanilla version. Both the geometry and the UV map are different. No retextures from the vanilla head will fit this model! And, of course, the texture from this mod will not fit Canderous' vanilla head. If anyone asks: the body texture is from this mod by wonderful Dark Hope. Thanks: I would like to thank Elayerfawkes45 for the original high-poly mesh, which I used as a starting point for my head model. -
Thanks! In terms of increasing the resolution of the game, this patch only handles the world shading, framebuffer, and shadow rendering aspects of the graphics pipeline. What you're looking for if you are already using the Kotor Patch Manager is the standard download (not standalone). You'd need to place the kpatch that is in the standard zip into the same directory as your other patches (where the levelcap, marked empty containers, etc. are), once you refresh the interface in the patch manager it will be on the list and all you need to do is check it's checkbox, it'll be properly deployed and activated when you launch the game. J's https://github.com/J0-o/KotorUniResPatch has some additional patches that will give you things like extended resolution selection and proper GUI scaling, which is what you're looking for. (same idea, place the kpatches in his releases into your patches folder and select them in KPM) The standalone version is designed for an install where you went through patching with uniws, and k1hrm. At the moment; KPM won't detect your game when it is patched in that manner, so applying patches with it is off the table. In theory though, It *should* be able to co-exist with KPM also active but I haven't tested for that, so YMMV. If it works let me know, I can stick that in the README for people who want to try the same thing