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https://github.com/CrispyW0nton/Kotor-3D-Model-Converter/tree/qt-ghostrigger Development Update: GhostRigger Has Taken a Big Step Forward Hey everyone, I wanted to post an update on GhostRigger because the project has been moving fast lately. The short version: GhostRigger is still very much a WIP, but it has grown from a basic model viewer / importer concept into a much more serious KotOR development toolkit. A lot of recent work has focused on making the tool feel less like a loose utility and more like professional game-dev software for working with Odyssey/Aurora assets. Major Recent Progress GhostRigger now has much stronger support for: Loading and browsing KotOR 1 and KotOR 2 game assets directly from the game directory Rendering MDL/MDX models in a modern Qt viewport Texture handling improvements, including fixes for wrapping/clamping issues on module and character textures Better module/area model categorization and labeling Improved viewport controls, including transform/gizmo work Measurement tools for inspecting models and scene scale A new lighting system inspired by the Aurora/Odyssey render pipeline Experimental lightmap baking tools Better module rendering, including ongoing work around baked lightmaps MCP tooling for automated inspection, validation, and asset transfer workflows Continued work on the Character Builder pipeline One big area of research recently has been KotOR’s “mesh objects as bones” system. KotOR does not use a modern armature system like Blender, Unity, or Unreal. Instead, the named MDL node hierarchy itself is the skeleton, and many _g meshes are both visible geometry and animation bones. That changes how the Character Builder needs to work. The “Build Skeleton” step is being reworked around this native KotOR logic instead of trying to force modern FBX armature assumptions onto the game. Character Builder Direction The Character Builder is being reshaped around a clearer workflow: Choose a base KotOR model/skeleton Load the custom mesh Align the mesh to the KotOR skeleton Assign/build the KotOR node hierarchy correctly Assign or preview animations through the supermodel chain Preview heads, weapons, equipment, and attachments Export a game-ready MDL/MDX There is still work to do here. I do not want to pretend this is launch-ready yet. The goal is not just “can it import a model,” but “can a KotOR modder actually use this smoothly to get a model in-game without fighting the tool.” That means the rigging, preview, animation assignment, texture handling, and export flow all need to feel reliable. Huge Thanks to LordVader I also want to give a major shoutout to LordVaderCW, who has been contributing a lot of important work through his fork. Recent collaboration from LordVader has brought in substantial improvements, including: A new Aurora-style lighting system A new transform gizmo system Measurement tooling Experimental lightmap baker work Lightmap/rendering patches Fixes around rendering artifacts, including Windows-specific GPU issues General cleanup and modernization across the Qt branch This collaboration has been extremely helpful. A lot of the recent progress is coming from comparing approaches, merging work, testing real KotOR assets, and trying to make sure GhostRigger behaves like a proper KotOR tool rather than just a generic model viewer. Current Focus Right now the main priorities are: Making module rendering more accurate Improving lightmap and texture correctness Continuing the Character Builder rework around native KotOR skeleton logic Making the viewport/gizmo workflow smoother Building a real animation and equipment preview system Making sure exported assets are structurally valid for K1 and K2 The big question I keep coming back to is: would this actually help a KotOR modder get a custom model into the game faster and with fewer headaches? That is the standard I am aiming for. Thanks again to everyone who has been following the project, and especially to LordVader for the recent collaboration. There is still a lot to do, but GhostRigger is becoming much closer to the kind of full game-dev toolkit I originally wanted to build for KotOR.
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Hey there. Sorry, didn’t mean to ignore this question. So short answer: no, this isn’t exactly compatible, but using the Light Side mod isn’t going to break anything on Sleheyron itself. I added a little Sleheyron-related content to Hulas that you would be replacing with the Light Side mod. But it’s a very small amount of content. So between the Light Side mod and Sleheyron you can pick either version you want, but you can’t have them both. But that being said I’ve been meaning to make a merged compatibility file for this mod for awhile. I can get working on it through this weekend. Is that soon enough to get it done for you?
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Kotor 1 - Stuck before Dantooine Star Map
Luiz replied to keegs's topic in Knights of the Old Republic General
Thank you very much my friend, saved me a lot of time, God bless you and your family. -
Jason is suggesting that I just outright add most, if not all, of K1R to RC-K1CP with no regards to gaining permission. The thing about permission is that it's like following the speed limit. You don't follow the speed limit because you personally want to do 40 on a road that looks as if 60 would work just fine, you follow the speed limit so that you don't get a speed ticket from the Police. Unless Deadlystream Staff and/or site owner Tyvokka decide to amend Rule 18 to allow for reusing assets from abandoned mods without needing to contact unreachable/AWOL authors as long as credit is given to said authors then I'm afraid Rule 18 will still be followed for the RC-K1CP mod. Here is a quotation of Rule 18 for reference: But as The_Chaser_One has pointed out, whilst K1R's lead developer, ZM90, is gone the other members of the K1R Team are still present and we can ask them for the assets that they personally made. The_Chaser_One asked Fair Strides, the modder behind K!R's Pazaak Tournament, for permission to take said Tournament out of K1R and now it's become it's own standalone mod. I, likewise, asked Fair Strides permission myself and I do intend to make my own Pazaak Tournament for RC-K1CP based on Fair Strides' work.
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Hmm well he still should show up in that area as normal now, and not changed to that Rodian. Not sure why any mod would even change that .utc, but basically a utc is its character file. Usually if a character has a changed appearance or dialogue, it's because their utc file was edited and put in the override. Sleheyron doesn't edit that specific duros utc, so some other mod must have changed it for some odd reason.
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Kotor 1 - Stuck before Dantooine Star Map
DarthParametric replied to keegs's topic in Knights of the Old Republic General
I really would like to know how you people keep doing this. 000220 - Game219.zip -
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EarthBound97 started following TSL Expanded Ending , TSL Main Menu Model Fix for Widescreen , Improved Force Sight and 7 others
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View File Custom Exile HD This mod gives the Male Jedi Exile (PMHH01) a custom visual overhaul with realistic pale green eyes, a custom skin tone, brown hair with subtle realistic highlights, custom portraits, and movie inspired dark side transitions. Features HD Custom Exile face texture Realistic pale green eyes Custom skin tone Brown hair with subtle realistic highlights Custom portraits Movie inspired dark side transitions Second Sith transition with yellow eyes and a reddish undertone Simple texture replacement Installation Place the override folder into your main kotor 2 directory. If asked to overwrite files, choose yes. Compatibility This mod may conflict with other mods that replace the same Exile head, portraits, or dark side transition textures. Requirements None. Submitter Saul0097 Submitted 05/19/2026 Category Mods TSLRCM Compatible Yes
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Kotor 1 - Stuck before Dantooine Star Map
Luiz replied to keegs's topic in Knights of the Old Republic General
Can you help me please, I managed to somehow trigger one time but pressed the reload button by mistake and now it wont go... 000001 - AUTOSAVE.rar - Yesterday
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Version 1.0.0
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This mod gives the Male Jedi Exile (PMHH01) a custom visual overhaul with realistic pale green eyes, a custom skin tone, brown hair with subtle realistic highlights, custom portraits, and movie inspired dark side transitions. Features HD Custom Exile face texture Realistic pale green eyes Custom skin tone Brown hair with subtle realistic highlights Custom portraits Movie inspired dark side transitions Second Sith transition with yellow eyes and a reddish undertone Simple texture replacement Installation Place the override folder into your main kotor 2 directory. If asked to overwrite files, choose yes. Compatibility This mod may conflict with other mods that replace the same Exile head, portraits, or dark side transition textures. Requirements None. -
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Technical note / question for experienced KOTOR1 modders: This release is a tech demo and modder resource, not a finished story mod. The levels can be launched and played, but the package is still unstable. The biggest issue right now is not the race controller itself, but resource unloading / save-load stability in KOTOR1. The race modules are based on original swoop race areas converted into normal playable modules. They can load and run, but large modules may crash the client when leaving the module, transitioning elsewhere, or loading a save made inside one of these locations. For some time I used an “airlock room” approach: move the player from the heavy race module into a very small vanilla-based cleanup room first, remove custom disguises/VFX/scripts/helpers/states there, and only then continue the transition. This helped in earlier tests, but became less reliable as the package grew. I would really appreciate any advice from people who have dealt with large KOTOR1 modules before. I am especially interested in: module-local assets vs global Override; safe cleanup of disguises, VFX, heartbeats, helpers and local variables before transition; reducing save/load crashes inside large modules; texture/model/lightmap optimization; known Odyssey/KOTOR1 resource limits; whether anyone has successfully used airlock / cleanup modules for this kind of problem. I do not want to solve this with an external crash-recovery launcher, and I do not want to move the project to KOTOR2, Unreal or Unity. The goal is to stay inside KOTOR1 and solve this through better resource packaging, safer module structure, and proper cleanup before transitions. Any old community knowledge, examples, warnings, or practical experience would be very helpful.
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View File Swoop Race Mod pack by jenkeee Yavin IV by jenkeee: maintenanced We have not updated the VEH post for quite a while. This is our core mod about Revan’s mask, based on the old Yavin mod. From the outside, it may have looked like the mod was abandoned. In reality, everything is very simple: while working on the previous mod, we had to study the KOTOR and Odyssey systems in much greater detail, and we came to the conclusion that the previous result was not enough. At first, the plan was smaller. But the deeper we got into it, the more obvious it became that a mod about the mask should not be just an item, a dialogue, and a few events. It should be a full modification. This time, the modification is planned to be much larger: new locations, scripted cutscenes, separate scenes, and a more complex technical foundation. Work is moving slowly. Most likely, we will not finish the main modification earlier than in 3–5 months. At the same time, there is another mod I would like to discuss with all the Jedi in the comments. Right now, less than 10% of the main work is done: mostly prepared dialogues, assets, and the technical base. But, as always, there is a BUT. During development, we accumulated enough files to assemble a separate modification. In the mask mod, we planned a level on a swoop bike. The original mini-game was not suitable for full movement, so in the end we wrote a workaround controller. It turned out pretty fun, and we decided to assemble it into a separate modification and share it with everyone. We hope to see our scripts in your own modifications someday. This mod was made by the darthMouse creative team for two categories of people. The first category is players who have already seen almost everything in KOTOR, but still return to this game from time to time for personal reasons that nobody else can really understand. In our mod, you will be able to visit levels that are not available during normal gameplay, but that you still know. These are the swoop-racing levels from the mini-games. The second category is modders. This is a ready-made package with tested scripts. You can look at jenkeee’s elegant solutions, inspired by the work of Master Zionosis and MotOR Squad. In every module, the logic described in OnRoomEnter can be moved to a helper, and we can implement mount / dismount tools almost like in any MMO from the 2000s, but inside KOTOR. This publication is exactly that: a demo. Not the final version of the big mod, but a set of materials you can touch, test, and possibly use in other modifications. What is included in the demo The archive includes a custom swoop-race package for KOTOR1. Currently available: Tatooine 2026 Manaan 2026 Yavin 2026 preview / raw Taris 2026 Nar Shaddaa 2026 The races can be launched through Yavin Station. The idea is that KOTOR can be used not only as a set of corridors, dialogues, and battles. With careful work on scripts, modules, and player states, it is possible to plan larger locations — almost in a GTA-style logic, as far as that is even possible inside Odyssey. Of course, this is not “GTA in KOTOR” and not a finished universal framework. It is more of a demonstration of direction: how we can think about transport, movement, separate player states, and larger zones within the limits of an old engine. If you have questions, ideas, strange scenarios, or even comments that may look silly at first glance — write them. This is exactly the kind of case where a “stupid question” can save several weeks of development. A small author’s digression I often say obvious things, but sometimes it is useful for someone to read them. Maybe this will be the first source of obviousness in someone’s life. At one point, I used to read Habr and admire how smart and complicated the people there seemed. Today, many things written there look either obvious to me or like an eternal holy war. And the obvious thing I want to write about is this: the importance of your questions. The stupidest question, according to someone, is still the first step toward solving a problem. Very often, a person cannot ask the right question simply because other topics have not been discussed before. When you approach something complex without knowledge, you do not only lack the answer — you do not even understand what question needs to be asked. And the question is the most important thing. Without a question, there will be no answer. When will salaries become decent? When will the war end? Where is true love? Why, why exactly — Kathleen Kennedy? As you can see, I am not trying to answer such difficult questions. But many of you are probably ready to answer them. Usually, people just do not answer such things for the public. They talk about them with friends. And if you do not have situations like that, maybe you are a lonely person. Almost like Terry Davis. This man spoke with God through a keyboard, starting somewhere around 2005. He was inspired by systems like the Commodore 64, and even back then he could see meaning in the generated answers of his TempleOS. Of course, he was not the first person like that in history. There is an even more famous figure — Alan Turing. But can you imagine Alan today? And Terry? I feel like Terry died too early. His knowledge would have complemented today’s world very well. Today, every second person communicates with a computer almost as naturally: writes a question, receives an answer, argues, clarifies, gets angry, formulates the question again. What once looked like a strange personal obsession has now become a normal part of life. I am not sure I have perfectly formulated what I wanted to express in this text. But maybe that is the point. Do not be afraid to ask. Sometimes you will receive an answer before you even manage to say the question out loud. And if you formulate the question well enough, it often turns out that the answer is already somewhere nearby — or that you already know where to look for the source of truth. This mod is a tech demo, a technical snapshot, and an invitation to discussion. Download it, test it, break it, ask questions, and write comments. It is important for us to understand what scenarios we need to take into account next — especially if you make KOTOR mods yourself or want to use some of these solutions in your own projects. Submitter jenkeee Submitted 05/18/2026 Category Mods K1R Compatible Yes
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A much needed polish for the TSLRCM Mod imo. One small criticism regarding the Ravager component however: I find it unfortunate that there no longer is an optional component to simply change up the "invisible mine" part. Because there are still players like me, who want to keep Mandalores interactions with Visas but simply don't like the way the second one was triggered and it's a little heartbreaking to hear that this mod actually used to provide AN opportunity for that, only to no longer provide it
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I believe they were referring to the door behind that one, the one that leads into and out of the station. I tested both mods and was able to replicate the issue with that door. There doesn't seem to be an access panel for it. The hangar/airlock doors still seem to work. Are you using any other mods? You could try seeing if there's a "n_duros001.utc" file in your override and delete that.
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