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  2. Thanks for responding! Glad to hear that! Looking forward to your update on this mod!
  3. Today
  4. Pretty nice! I didn't know of the mod that turned them red, but I'm glad to see they're now purple again. I mean the backstory for them is they're from the fallen Jedi of the Mandalorian Wars, right? Wouldn't make much sense if their blades were as red as a Laigrek's eye.
  5. Sorry for bumping this ancient thread, but would it be okay if I use these models in an upcoming mod? I mean, the Pilot/Rider, not the whole swoop mesh.
  6. Hey! I’m glad you like the mod. Yes, I plan to make a HoloPatcher version once I’m done with the stuff I’m working on right now, since it’s long overdue. As for the double-bladed red lightsaber, I removed it because I couldn’t give it to Traya without conflicting with several other files of the same name, which soft-locked the game. I pulled it after I got a report that someone near the end of the game couldn’t progress past the Telos Academy. Back then, I didn’t fully understand how Override files interact with same-named files in each module. That would’ve been avoided if I’d used HoloPatcher from the start, but skill issue. Since then I’ve learned how to handle it properly, and I’ll re-include the red lightsaber as an optional install.
  7. Thank you for bringing these to my attention! I also use K1CP, so I suspect that's not the only reason these happened to you, but I will see if I can find a potential cause and put together fixes.
  8. I also want to add two tiny issues I found (though my playthrough is modded to hell and back, so IDK what causes it). First, I have an issue where on the first phase of BoS. When the player awakens on the Orion, the standard KotOR opening crawl plays beforehand and the cutscene with the Rodian doesn't trigger properly (can be triggered manually), and the opening crawl also plays when returning to the larger section (forgot what it's called, the one where the bridge and the crew quaters are located). Second, the dancer sidequest where Shadow acts the part of a dancer for the Czerka Leisure Officer has an issue where the dialogue with the bounty hunter Roosh vanishes and freezes before the final confrontation with him - basically making it so that you're stuck in the dialogue with no way to advance. I suspect that it's caused by another mod, though, possibly K1CP, but it's still something I thought I'd mention for the purpose of compability.
  9. Have you seen the video? Also, do you plan on releasing the mission skin?
  10. Yesterday
  11. Hello folks! I'd like to formally put out a request to have the castability (? streamability?) of the game, specifically KotOR 2, looked at and hopefully patched! Some background on the issue: attempting to stream KotOR 1 and 2 via programs like Discord and/or OBS is immensely challenging, at least while using the Snigaroo's mod builds. Streaming/recording results in either intense choppiness in the streaming program, or even a failure to render the game correctly in both the streamer and the game itself (an example of this happened today, where my KotOR 2 was visible on my screen while it was not in OBS; the mouse cursor however was visible in OBS, while it was not on my main screen with the rest of the game). Historically, the only way to work around this was 1) stream the entire window/screen as opposed to just the game, and 2) to force the game into windowed mode via the .ini and make some alterations to the .exe through Windows (disabling fullscreen optimizations, setting it to run in Win XP SP3). As of yesterday, using the mod builds with KPM and Scaled Kotor, I was able to get KotOR 1 to stream in fullscreen (while streaming the whole screen)! I believe that the Movies Patch*, Borderless Fullscreen Patch, and the Alt Tab Patch may also play a part in making this functional. However, KotOR 2 remains unstreamable, even with the edited .exe to allow it to utilize the Movies Patch (*which, as I'm writing this, suggests that that is ruled out as part of the solution for the 1st game). So I'd like to request that we put a lens on this to try to resolve it once and for all! I don't have the knowledge or the tools to develop a mod like this on my own (at least not right now), but I do have the means and the time to assist with troubleshooting and testing, and I'm more than eager to lend a hand in the service of fixing this!
  12. The final color scheme may vary.
  13. I missed this, but yeah, all good! No harm in having options.
  14. Hello. So we all know the Ravager right? Darth Nihilus's flagship that is held together by his will but is really wrecked and akin to a ghost ship in KOTOR II? Well, in the vanilla game, there is a pre-rendered BIK movie of the Ravager exploding from the Mandalorian Proton Cores after defeating Darth Nihilus. The movie is called "MalMov05" and can be viewed here in this YouTube video: I always had a personal problem though: The explosions that tore the Ravager apart was devastating, but it should have been more destructive and catastrophic to the ship, and I am going to explain why. The Ravager is a big ship of metal and all, yes, but it got torn apart by the Mass Shadow Generator of Malachor V during the final battle there at the end of the Mandalorian Wars. The lore everywhere in the game, and in reference books emphasize and state that Nihilus tore it from the mass shadows and made it crudely hold itself into a ship once again, a lot like Darth Sion and his body. Colonel Tobin and the others keep on emphasizing on how the ship is a ghost ship and is ruined and damaged, it is described as having a fragile atmosphere, and more. In-game, it looks wrecked but not too bad, (something I will fix in another mod), but the concept art for the Ravager and the prequel short comic "Unseen Unheard" written by Chris Avellone himself depicts the Ravager truly how it is described in-game and in subsequent lore: A hollow, barely holding itself together ghost ship. Given its ruined and fragile state and it's sole reliance on Nihilus holding it together, the Ravager should have been totally disnitegrated in the explosion by the proton cores, thus it should be small, particulate matter and millions of shrapnel rather than big chunks as seen in the BIk movie. (Side note, but it is fair to note that it is weird that the Ravager isn't falling apart after Nihilus dies, and that it is stable enough that the proton cores need to blow it up, so that is confusing). The proton cores themselves too probably are really destructive and devastating as well given the Mandalorians made it, and since they are devastating bombs and the Ravager's ruined and fragile state, it should make sense for the explosion to be more catastrophic and destructive to the ship than what is shown in the BIK. Also, even if all that I said is not entirely true....it still would be very nice and cool to see, as I like devastating explosions and visuals and would like to see a more visually satisfying look. So, with all that said, here is what I am planning to do: I want to make a new BIK pre-rendered movie of MalMov05. I want to make the expolsion way more fiery and impactful, and the Ravager disintegrate and broken down much more than what the original one shows. To add onto that though, I want to make the filming and camera angle the same, as well as the animations of the shuttle escaping with the horizon of Telos 4 positioned the same. I also would like to add that I want it to look like it is the same graphics and animation as the original pre-rendered movie cutscene, specifically this one, and have similar, if not slightly higher quality, but overall I want to make the "vibe" and "feel" of the BIk the same, almost as if it is the exact movie just edited. The question comes to whether I should edit the BIk, (if such a thing is even possible), or render an all new BIK. I think the latter option is more realistic and plausible, but if I do that how do I precisely make it look very similar to the original movie? Anyone good at or have experience at pre-rendered movie cutscenes that may help me out? How do I make them? Any advice would be appreciated, thanks.
  15. 100%. Soft conflict also with Prestige Classes for Visas as well as both alter the same .dlg file. I know because I'm running both mods in one play-through.
  16. View File Red Floating Lightsabers but Instead of Red They're Purple Again One day in 2025, @Crimson Knight, famed creator of Ixgil the Bith, rocked the KOTOR community when he released a mod changing the color of Darth Traya's floating lightsabers to red, and also doing some other stuff to them. Today, I similarly rock the community by changing them back to purple, and doing even more stuff to them. *technically speaking I used the vanilla .utc files as a base, so they were never purple to begin with. It was all a dream What Crimson Knight did: Gave all three lightsabers immunity to fear, paralysis and stun Changed all three lightsaber colors to red What I did: Gave all three lightsabers immunity to fear, paralysis and stun Gave all three lightsabers Force Jump before Crimson Knight got the chance to (haha i'm faster) Removed redundant feats for armor and weapons that the lightsabers don't use Looked at the purple lightsabers and thought "yeah that seems about right" What could still be done to these damn lightsabers: At first, I wanted to do a little bit more to the lightsabers than just add Force Jump, but missing animations screwed me over. Force Jump is technically missing its animations, but I think it looks good enough to ship. The other two things I wanted to do was, first, give one of each lightsaber master level Power Attack, Flurry, and Critical Strike, but the animations don't exist for them on the floating lightsabers. Similarly, I wanted to make a variant where instead of three purple lightsabers, its the three council members' lightsabers, but the floating lightsaber NPCs also don't have animations for dual wielding or saberstaff. If those issues could be ameliorated, then I think we'd finally be able to put this floating lightsaber saga behind us. I'm not doing that though lmao Installation: slam dunk the provided utc files into your override folder Credits: If it wasn't clear enough already, credit goes to Crimson Knight for being the first to give the lightsabers their immunities in Red Floating Lightsabers. Credit goes to @Snigaroo for suggesting to give the lightsabers Force Jump. Special thanks to @SAO1138 for pushing me to actually get into modding, even if this first one is tiny and derivative. Submitter Starscream_Seeker Submitted 10/13/2026 Category Mods TSLRCM Compatible Yes  
  17. Version 1.0.0

    2 downloads

    One day in 2025, @Crimson Knight, famed creator of Ixgil the Bith, rocked the KOTOR community when he released a mod changing the color of Darth Traya's floating lightsabers to red, and also doing some other stuff to them. Today, I similarly rock the community by changing them back to purple, and doing even more stuff to them. *technically speaking I used the vanilla .utc files as a base, so they were never purple to begin with. It was all a dream What Crimson Knight did: Gave all three lightsabers immunity to fear, paralysis and stun Changed all three lightsaber colors to red What I did: Gave all three lightsabers immunity to fear, paralysis and stun Gave all three lightsabers Force Jump before Crimson Knight got the chance to (haha i'm faster) Removed redundant feats for armor and weapons that the lightsabers don't use Looked at the purple lightsabers and thought "yeah that seems about right" What could still be done to these damn lightsabers: At first, I wanted to do a little bit more to the lightsabers than just add Force Jump, but missing animations screwed me over. Force Jump is technically missing its animations, but I think it looks good enough to ship. The other two things I wanted to do was, first, give one of each lightsaber master level Power Attack, Flurry, and Critical Strike, but the animations don't exist for them on the floating lightsabers. Similarly, I wanted to make a variant where instead of three purple lightsabers, its the three council members' lightsabers, but the floating lightsaber NPCs also don't have animations for dual wielding or saberstaff. If those issues could be ameliorated, then I think we'd finally be able to put this floating lightsaber saga behind us. I'm not doing that though lmao Installation: slam dunk the provided utc files into your override folder Credits: If it wasn't clear enough already, credit goes to Crimson Knight for being the first to give the lightsabers their immunities in Red Floating Lightsabers. Credit goes to @Snigaroo for suggesting to give the lightsabers Force Jump. Special thanks to @SAO1138 for pushing me to actually get into modding, even if this first one is tiny and derivative.
  18. Female intelligence agent
  19. Could you show the full range of one of the PC heads. I'm mostly curious about the most lightside and darkside appearances but seeing the whole spectrum would be helpful.
  20. Syz

    KOTOR High FPS Fixes

    .
  21. I found some magazine scans with somewhat higher quality screenshots from the "Behind Closed Doors" Demo Video. I wonder why the Ithorian looked like a spindly thin ostrich/camel/hammerhead shark hybrid... Another detail also catches my eye in the old screenshots: the lightsaber hilts are high-poly versions of the final ones —or at least significantly more detailed.
  22. I didn't want to mention this earlier because I wasn't sure it was related, but yes, I did run into an issue where my screen went black but the final cutscene on the beach wouldn't start. I could still move around and hear background noise, and I could quicksave and reload, but then you're kinda just stuck there. Haven't tried much to fix it yet (busy couple of days coming) but I might try taking that dlg file out of the override as a quick test to see if it changes anything.
  23. Last week
  24. View File Portraits Remade | K1 170+ portraits to replace party and player portraits. 5 stage lightside/darkside transitions. Install - extract the .TPC files to the game's override folder How Were These Made Kotor Blender and ImageMagick. I will be releasing the scripts to easily generate matching portraits. Blender and KotorBlender plugin will need to be install but the portrait generation process does not require blender knowledge. Submitter J Submitted 10/11/2026 Category Mods K1R Compatible No  
  25. Keep up the great work @WildKarrde! Can you make a mod in the future with Bastila joining early outside the Enclave on Dantooine, in order to access her dialogue with master Nemo? There's also an unused dialogue for the Council if you visit the ruins early and some unused voice lines for Nemo to teach the player the Jedi code.
  26. Have you finished the Unknown World since you tried putting that dialogue file into Override? I just ask because I actually tried not to put that file in there because it was causing glitches with the final conversation on the beach in the endgame when placed in Override and not the .mod itself. Unless I'm confusing a different file: Bioware named two different dialogue files "unk41_carth.dlg." So that's why I was hesitant about putting one under that name into Override. I could be misremembering, though.
  27. The new version 1.5.1 gets deleted by Kaspersky immediately if I attempt to launch it: Event: Object will be deleted on restart Component: Intrusion Prevention Result description: Will be deleted on restart Type: Trojan Name: VHO:Trojan.Win64.Inject.gen Threat level: High Object name: KMRP-Windows-1.5.1.exe MD5: BF1CCC018C0EDAD787A68C8559A8D16F It had no problem with an earlier version 1.5.0. P. S. I submitted the file to Kaspersky on the day I posted this message, and today it let me install it. Apparently, the patch is now whitelisted.
  28. K2 default Swoop Mesh: Wrong pilot texture (it even exists as a separate texture which uses the K1 Swoop pilot's wrong texture as it's base), messed up windscreen UVs, After my editing: Fixed pilot using the K1 pilot but with correct texture instead, also fixed windscreen normals.
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