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  3. May as well redo the ip_pltuseitm_040 icon while you're working on the silver Sith Trooper.
  4. lol Well. Yeah. So, that would have made a lot of this work go a lot faster. lmfao Oh well, I did it already. I guess future updates will aim to move to KPM's GameAPI. I'm planning on going back through and adding Mod Options Menus where relevant as well, using KPM's API for that. Part of my Saga Core mod might end up splitting off and becoming a feat adding / management engine. It already has most of the infrastructure for it, just needs to be more generalized. But frankly I think I'm a bit burned out on KOTOR modding right now. lmfao I'll probably try to get back into it after the holidays. For now I'm hoping you guys cannibalize my work and take from it what's useful. And enjoy the mods that came from it in the meantime. lol It's all released under MIT for a reason, if any of this is useful, please use it to push KOTOR modding ever further. I will try to remember to join the discord, and of course I'll be around to answer questions and things (and obviously I still need to move all these mods to Deadly Stream still... there's even one more yet to be released, that I'm still doing a lot of testing on, hoping to improve KOTOR's terrible pathing systems lol). I think honestly my next step is to just... try to do a whole playthrough without changing anything. lmfao I got through a whole testing playthrough before release, but I was constantly adjusting and rebalancing and coming up with new ideas. So it'll be nice to see what the settled mechanics feel like. lol
  5. Yesterday
  6. Adding onto Vriffs point about the Discord channel there's plenty of people that are probably in the same headspace as you that you could talk to and also it'd be a great discussion for future KPatches! Edit, here's the links: https://discord.gg/B6hszS7Ps https://discord.gg/kotor https://discord.gg/openkotor
  7. It's in our github, the sqlite db files. We develop and maintain KPM over on the OpenKotOR discord, if you have any questions or want to collaborate on anything feel free to join if you're not a member yet and someone can probably offer any support if you run into patch development problems.
  8. Thank you so much! Yeah, none of this was possible before the KPM ecosystem. The future of KOTOR modding his here! (Frankly, I've been really down lately, so I really appreciate your support) Because I wasn't aware that was a thing? lol I'm also not finding any ways do download it, just a bunch of documentation about it.
  9. A little confused, KPM has it's own GameAPI that contains most of the functions in the exes. Why not use that?
  10. Here is the mod collection I've made using all of my new mods and all of my favorite vanilla+ graphics mods. Let me know if anyone has any suggestions! https://www.nexusmods.com/games/kotor/collections/yhvu7p
  11. Difficult to put into words how cool and ambitious your mods are, with the use of KPM and your Kotor Address Library it truly is the golden age of modding. Thanks for sharing your work with everyone!
  12. Hello modders! I have been working really hard to get to this point, and I've finally released my Saga Edition Series of mods... over on Nexus mods. They will be coming here very soon, I promise, but frankly I've already spent almost five hours on just releasing mods, so I'm gonna go do something else for a bit! lmfao Let me know if you have any issues. I'm hoping this goes smoothly, I've done a massive amount of testing, but... who knows? lol The main reason for this post, besides making people aware of the existence of the mods, is because I also had ChatGPT keep track of our reverse-engineering and testing work, and maintain it as an Engine Modding Guide. It is entirely maintained by ChatGPT, and thus probably includes a lot of rambly nonsense, a lot of very obvious "grass is green" kind of crap... but I'm hoping it provides some insight into how we were able to find the right hooks to work with to make all of this possible. Cause I sure as hell don't have the patience to keep track of all of that myself. lmfao Just to have it all in one place, I've also attacked the API guides to my new Crash Logger and SagaLib Address Library. KOTOR_Engine_Modding_Guide_2026-11-04.docx KOTOR_Native_API_Guides_20261104.zip
  13. When overlaying one mesh onto another, I try to align the positions of the limbs as closely as possible. It’s easier to navigate in Wireframe mode. Here’s another detail I recently learned: these "hookpoints" determine how items are positioned in one's hands.
  14. I've adjusted the ankle joint and moved the model so it remains on the origin point but I'm also considering rotating the shin joint to give the feet a bit of a V-shape during idle like the KOTOR model. For the arms, how much straighter does it need to be?
    I would say this is essential for those who wants to make sure KOTOR runs well on current day rig. I wish something like this exists for KOTOR 2 as well, Aspyr did a great job fixing alot of its compatibility issue but other issues like graphics issue, widescreen UI being super squished, captions/subtitles font being too small on higher resolution and the unintuitive controller UI, I like how OP just straight up ported the XBOX UI to the game, I believe that is something KOTOR 2 could use. Anyway, thank you for your effort RaymanGT, this is a great mod.
  15. Ebon Hawk - Upscaled to 2k and remade Alpha channels.
  16. It is advisable to rotate the ankle joint and straighten the arms at the elbows.
  17. A 2.0 of my Sith Trooper Retexture Mod W.I.P.
  18. Links are updated.
  19. While there are dialogue options to shut down Basitla and Carth's romance in their later conversations, the fact is that as long as you keep talking to them the game assumes the romance is active and thus you'll keep getting those gender-specific romantic dialogue, until you choose the dialogue options to shut down the romance. This mod is for players who have no interest in romancing Bastila or Carth at all but still want to go through their conversations, without having to jump through the hoops of spending the majority of the game trying to avoid any romance-related dialogue in conversations with Bastila or Carrh and then picking specific dialogue options later just to shut down the romance. With this mod, players who are not interested in Bastila or Carth's romance no longer need to worry about encountering any romantic dialogue with Bastila and Carth whatsoever. Every single mod I made exists for a reason, and I put a lot of thought into why and how I make a mod, so frankly, you calling my mod "unnecessary" is an insult.
  20. Unnecessary mod. There are plenty of opportunities to shut the romances down in the later dialogue options. Both Carth and Bastila are quite easy to discourage.
  21. Last week
    Working perfectly!!! 🔥
  22. As long as you switch the game's executable with the editable executable you *should* have zero issue.
    No words can do this or any model in this "High Poly" series justice, so I'll simply say: This is next-level. Full stop. I've deployed the entire series you have in my current KOTOR mod build and it looks.......WOW!!!!🔥🔥
  23. Hey thanks for the reply. Both links link to the same mod though
  24. I didn't bind the skeleton yet in the first two images. More like these? I haven't lopped off the hands yet in the images.
  25. I'm developing all of my mods using the Editable Executable, which is technically the 1.03 GOG version.
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