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  2. Looking good! You know, I actually reskinned Mission Vao to resemble her appearance in one of these beta screenshots. Your edit appears to focus on the oldest beta, whereas my one is based on the second oldest beta which had the final model but the same old texture. Are those photos of a prima guide book you took? I managed to snag a bunch of screenshots via the Way Back Machine's Library and the quality of mine are abysmal. Now that you're fixing Kotor models, I may have some things you may wish to take a look at. My K1 Pre-Release Pack tries to make the game look more like the Beta (this is where my screenshots come from), and something I've noticed is that there are module problems between the beta version and the release version. In the above spoiler is a comparison of Karal Kaar as an Ithorian in the beta via the prima guide and the K1 Pre-Release Pack turning Karal into an Ithorian. As you can see, the boxes from the beta behind Karal Kaar are missing in the final game. In the spoiler above is beta Trask, in the screenshot of beta Trask you can very clearly see overhead pipes which are not present in the final version. However, if you were to go into the Starboard Section where the escape pods are you'll see that the overhead pipes are present there. And one last thing, what is your status on permission on your recent fixes and previous mods? Would you allow modders to use your work in their own mod on the condition that you are credited as the original author or should modders instead reach out to you and ask directly so that you can give permission on a case-by-case basis?
  3. Today
  4. View File Gamorrean Axe Model and Texture Improvement - TSL Version Hello everyone! This mod gives the Gamorreans a separate axe model with its own texture, instead of using UVs spread across a tiny area of the creature like the default version. Credits: "4x Upscale+ Character Textures & Model Fixes (TSL)" - The C_Drdwar model in this mod or rather, the way the "rifle texture bug" was fixed gave me insight into the "reference" model node method. Submitter FF97 Submitted 10/09/2026 Category Mods TSLRCM Compatible Yes  
  5. I have bug to report here. When I patch the game with version 1.5.0 it gives me error saying: Serial number is not found. Serial number 40 is not found in library DLL Cabinet.dll Then game lauches, but not in mine resolution that I set 1920x1080 Windows 7 64bit, mind you the previous version worked fine for me, if I disable Modern Driver Compatibillity. I used GOG version.
  6. Looking forward to a release. Cheers!
  7. You're basically putting Jedi Academy's combat system into KOTOR. I had the same idea years ago and thought it would be the perfect Star Wars game. I didn't think anyone would actually attempt it!
  8. Yes, among other minor model fixes for PLC and NPC models. I wondered why some NPC Models like the Gand and Gran appeared very dark in-game in comparison to their textures. After opening the files in Blender, I found out they don't use #FFFFFF as Diffuse and Ambient color values.
  9. Yesterday
  10. Will that fix be uploaded soon?
  11. The viewport and lighting system look solid The mesh-as-bones rework makes sense for KotOR's skeleton Great progress with LordVader's help
  12. I know this mod is kinda old and hasn't had any comments lately, but just so you know, the HEX editor value for w_lghtsbr is incorrect in your MDL files. It has w_lghtsbr_005 for all the new colors, meaning if you equip any of them with a purple saber, it will turn both of them into the other color (eg-- an orange and purple saber will net you two oranges) For those who want to fix this, it is a simple fix. Download a hex editor and drag the MDL files from your override into it. Find where it says w_lghtsbr_005 (should be near the top) and change the number 005 to whatever number you are updating. It should only be a problem for files w_lghtsbr_010 until you reach w_lghtsbr_016. Once you have changed the value, overwrite the old one with the new one in your override folder, and it will fix the issue. I'm attaching a before and after snapshot
  13. Version 1.0.0

    3 downloads

    Hello everyone! This mod gives the Gamorreans a separate axe model with its own texture, instead of using UVs spread across a tiny area of the creature like the default version. Credits: "4x Upscale+ Character Textures & Model Fixes (TSL)" - The C_Drdwar model in this mod or rather, the way the "rifle texture bug" was fixed gave me insight into the "reference" model node method.
  14. Any solution for the transparency issue?
  15. Very good. Might I suggest you use the Caps Lock first person mode to take a full body screenshot? You did the same for your Jolee Mod and as such it is easier to see the detail of the full NPC. I might be wrong here, but Mission's lekkus are weird in the fact that the lekku texture isn't being drawn from the head texture like it is with the other Twi'lek NPCs in the game, but rather, Mission's lekkus are drawn from her body texture which explains how Stellar Exile missed them.
  16. Could you do party members as well?
  17. Version 1.5 sounds great. I can't wait to try it out. Three questions. 1. How about a controller layout based on TSL’s native layout? Most of the current layout already matches it. I think it would feel more natural if KOTOR and TSL could be controlled identically using the same controlls. 2. Is the new version of the “K1 Modern Driver Compatibility Patch” included? Specifically, version 1.3.0? 3. Unfortunately, the HD Icon Pack by JackInTheBox isn’t quite complete. Some of the Jedi robes are missing or aren’t applied to all robe types (Padawan, Knight, Master). I also seem to vaguely recall that a few other minor details are missing. But I’d have to check that myself again. Otherwise, thank you very much for this patch. This is the best thing that’s happened to the game since its release.
  18. Alright, thanks.
  19. My "Vanilla Plus" Revan Retexture WIP:
    You are the pillar of this community
  20. Good work! Only suggestion I have is to make the tips of Mission's lekku blue like the rest of her skin in the original.
  21. Fixed in 1.5 Fixed in 1.5 Added in 1.5 Fixed in 1.5
  22. Last week
  23. D3M0

    KOTOR High FPS Fixes

    Sorry I don't have a Mac to work on that version. I have the source code available under MIT license so anyone can try to port it over though. The KMRP author successfully ported the K1 fixes to mac, and is releasing that bundled with KMRP soon for a mac release. So it is possible someone may do K2 as well.
  24. You may not need to worry for armour. Like I said, it's really only for anything with exposed skin, or possibly any of the "skintight" torsos. It will look like this:
  25. View File High poly underwear The mod replaces the model and textures. To Install 1. Download: Underwear 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 10/09/2026 Category Mods K1R Compatible Yes  
  26. Version 1.0.0

    33 downloads

    The mod replaces the model and textures. Installation after the heads are installed. To Install 1. Download: Underwear 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.
  27. Version 1.0.0

    7 downloads

    This is a small reskin of Dark Hope's HD Mission Vao. I really liked the textures but couldn't get over the significant change from Mission's original skin tone so I altered the colors to better match the original skin tone. Feel free to do whatever you want with this as Dark Hope and Quanon made their mods open permissions. To install, just move everything to your Override folder.
  28. Cool! Welcome back.
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