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  2. I found these Kotor 1 Beta Screenshots as well as Darth Malak and other characters concept arts:
  3. View File PLC_HvrSled.mdl texture correction - TSL Hello everyone! This mod assigns the unused texture of the same name to the hover sled model (PLC_HvrSled), instead of the Swoop Engine texture (PLC_Swpengin) used by default. Submitter FF97 Submitted 10/10/2026 Category Mods TSLRCM Compatible Yes  
  4. View File PLC_HvrSled.mdl texture correction - K1 Hello everyone! This mod assigns the unused texture of the same name to the hover sled model (PLC_HvrSled), instead of the Swoop Engine texture (PLC_Swpengin) used by default. Submitter FF97 Submitted 10/10/2026 Category Mods K1R Compatible Yes  
  5. Today
  6. View File Gamorrean Axe Model and Texture Improvement - K1 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 10/10/2026 Category Mods K1R Compatible Yes  
  7. Another WIP: New particle effects for the plasma torch, to bring it closer to how it would look in reality.
  8. @mackmitchell94 I have forwarded your post to Marius Fett. Hopefully you two can figure out what your issue is. Good luck!
  9. I've changed my mind, I think the main issue is Marius Fetts wearable sith uniforms modifying the PMBJL files when I'm using JC's Jedi robes with the party robes, along with the Master robes only option of DMs Movie robes ! Here's my list: Marius Fetts wearable sith uniforms Bastilla Romance Fix Canon Galaxy Map Fix K1 Animated Galaxy map texture K1 Dark Jedi Wear JC's Cloaks Stormie 97 Juhani Saber Patch Collar Fixes For Jc Cloak Mods Heyorange's collar fix for JC's Cloaked Jedi Robes K1 DI_K1S_16 (Lightsaber and force forms for K1 latest version) Jedi Diversity on the Star Forge Rodian Compatibility Patch HQA Rodian-V1.1 Upscaled Computer Revan Head Reloaded [K1] Treat Injury Affects Force Healing k1 Male Hoods Improved Grenades k1 extremely realistic visuals Compatibility Plugin for Repeating blaster attacks restoration 2.0 KotOR1 - Improved AI JC's Sound Effects for K1 v1.1 Tulak Hord's lore accurate mask K1 Movie-Style Dark Side Transitions 3.0 KotOR1 Animated Panels and Placeables Pack Dark Hopes HQ speeder DarthParametric's Datapad Dark Hopes Swoop Bike AxC's Recover Nemo's Body Switch Weopons For K1 K1 Alien Pack by N-Drew (only Echani and Devaronian) K1 Party At Daviks Dark Hope Child (both male and female) HQ Terentatek HD Robe Icons For JC's Robes Pretty Good Icons For K1 K1 Republic Soldiers New Shade K1 Republic Soldier player clothing All the high res textures mods and patches K2 Force Powers For K1 Alignment Effects Force Powers Repair Affects Stun Droid" NPC Alignment Fix_ Logical Datapads" Dantooine Lightsaber Training Quarterstaff Replacement Pack Gaffi Stick Improvement" KOTOR1 Blaster Adjustment Multifire and Autofire JCS Mandalorian Armor Legends Elder Droids Unique VO Dark Side Ending Cutscene Enhancement Movie Style Rakatan Holograms Movie Style Holograms For Twisted Rancor Trio Puzzle Movie Style Holograms for End Game Cutscenes Dodonna's Transmission Diversified Jedi Captives on the SF JC TSL Robes Compatibility Patch Diversified Jedi Captives on the SF Diversified Wounded Republic Soldiers On Taris Missing Lamps Fix Vulkar Accelerator on Bench Swoop platform models repairs Control Panel For Kashyyyk Shadowlands Forcefield Taris Dueling Arena Adjustment Helena Shan Improvement Improved Cantina Sitters Sherruk Attacks With Sabers Patch sherruksabers Thematic The One Sentinel Sneak Attack Sneak Attack 10 Restoration Bastila Has Battle Meditation v1.2 Trandoshans Rescale High Quality Blasters PC Dialogue with Davik's Slaves Change Sunry Murder Recording saberthrow knock down K1 Party Conversations on Ebon Hawk All Hands on Deck for the Leviathan Prison Break Trask Ulgo Without Tutorials Grenades and mines HD Rebalanced Grenades ebon_hawk camera fix Balanced Pazaak Leviathan Differentiated Dialogue JC's Vision Enhancement for K1 Juhani Dialogue Restoration Jedi Choice Dialogue Enhancement Ixgil the Bith K1 Twi'lek Male NPC Diversity Senni Vek Restoration Wookie Warblade Fix JC's Blaster Visual Effects for K1 Kotor Saber Replacement Kaiden Jorn Animated Swoop Screen Revamped FX Animated Cantina Sign Animated energy shields Fire and Ice HD Hi_res Beam Effects Ebon Hawk Transparent Cockpit Windows High quality skyboxes model fixes HQSkyboxesII HDStarsAndNebulas Vurt Yavin Compatch Yavin Station Hangar High Quality Cockpit Skyboxes Ultimate Ebon Hawk Repairs vurt k1 ebon hawk retexture Kebla Yurt Restoration StarMap Revamp Heyorange's Sith Uniform Reformation Revised ZaalbarHD Jolee Bindo HD — clothes Quanon Canderous Ordo Reskin Canderous OrdoHD (new clothes) Daviks Trophies Protocol Droid HD Astromech HD HD Doctors HD Davik HD Qarren HD Duros HD Ithorian HD USG Stun baton HD EscapePod HD Kiosk Model Fix K1 Kiosk HD Quanons HK47 Robes With Shadows JC DM's K1 Robes JC's Fashion Line I Cloaked Party Robes JC's Fashion Line I - Cloaked Jedi Robes for K1 v1.4 Juhani Appearance Overhaul Saber_Replacement Juhani Appearance Overhaul hd npc portraits Random HD UI Elements HD Vrook Recolored Darth Bandon HD" Detran's Darth Revan Calo Nord Recolor Thigh-High Boots For Twilek Body hd twilek female K1 Twi'lek Heads HD Realistic Sand People HD Realistic Jawas AstromechHD high poly grenades hd pc portraits Consistent Conditioning Icons Sith Academy Door Mural Sith Academy Art K1 Ported K2 Alien Voice Over KotOR1 Droid Claw Fix K1 Community Patch Ajunta Pall Unique Appearance JC's Minor Fixes
  10. Hey there! First of all, thank you @N-DReW25 for summoning me to this thread. So to @tgritzmodder: I actually have a long explanation on this issue you’re having. So T3’s beeps and boops getting skipped is actually the mod currently working as intended. The reason I opted to remove his speaking role is that it was causing a LOT of softlock glitches for players. I made numerous fixes, in fact even the vanilla 1.0 version of the mod had the T3 dialogue, but over time it it seemed like things just kept glitching again, so I always had to go back and make yet more patches to fix T3. so eventually I decided that the safer bet would be just to make T3’s dialogue skip. I wasn’t happy with the solution but it was a short-term fix. but that being said, something is definitely not working with your Unknown World dialogue files. There shouldn’t be a huge cut dialogue tree. I remember well similarly just trimming T3’s line; not cutting the entire dialogue in half. The great news is that I have a friend with a prototype mod that significantly raises the party limit, so soon you won’t be required to trade away T3 for the Sleheyron companion. I’ll restore T3’s dialogue then. in the meantime, for the Unknown World, I do still have backups of the dialogue files with T3 speaking during those moments you mentioned. They should still work with Sleheyron, but I do warn that even though they work for me some people still had glitches. just let me know if you want those files! and most importantly: thank you for playing Sleheyron!
  11. Some Interesting pics I discovered in the "Knights of the Old Republic Campaign Guide". I think this could be a Pre Release Design of a scrapped unique appearance for Bendak Starkiller and an early HK-50 paintjob: _ Also, this particular depiction of HK-50's color scheme reminds me of the "Build A Droid" Model released by Hasbro:
  12. @mackmitchell94 I don't think it's this mod that's causing your issue. Please list all mods you've installed with the game.
  13. This is Sleheyron Story Mode, right? And T3 has been replaced with Nomi Sunrider, right? @SAO1138 is the mod author of that mod and so would be the one to fix these problems. The reason why I (not the author) am even commenting is because obviously SAO would know whether or not he missed something and I know that my Unofficial K1CP Tweak Pack mod modifies the post-Leviathan dialogue. If let's say that SAO did in-fact change that scene but you installed my mod on top of Sleheyron that explains why Nomi doesn't appear in that particular scene. The bug my mod fixes is as follows:
  14. How do I uninstall this mod? It's causing a bug in tulak hord's tomb where Jorak is invisible . Names Differ: N_SithComM pmbjl is the error in the crash report .
  15. Yesterday
  16. This probably seems like an odd question but does this only work after the star forge? Like, say you complete the temple of the ancients but wanted to roam a bit before heading to the final battle. Is that doable?
  17. Hi Everyone, I was testing a playthrough with the Sleheyron mod installed (fantastic mod btw) and had a question about some lines from T3-M4 that appear to be absent in a couple places. The two most notable places this happens is on the Ebon Hawk when you're confessing your identity as Revan to everyone. There's an option for you to ask T3 how he feels but the dialogue kind of skips over his response and goes straight to what Mission says right after him. Another place this happens is when you first land on the unknown world. T3 is supposed to point out some power fluctuations coming from the temple, but the dialogue is missing there. And, unlike with the post-leviathan dialogue, it cuts off the entire convo right there along with a huge chunk of dialogue and goes straight to the updated journal entry, which is a little unfortunate. Is there a way to restore these lines? I'm not sure if the 'T3 fix' included in the Sleheyron mod folder is meant to take care of that. When I get the time I plan to try editing the dlg file to put T3's dialogue back where it should be (unk41_carth.dlg is one of the ones I mentioned above) but I figured I'd ask here in the meantime in case someone has a better fix for this. Thank you all!
  18. Hello! Thanks for this new release. Will you make the male version, too? Cheers!
  19. Version 1.0.0

    1 download

    Hello everyone! This mod assigns the unused texture of the same name to the hover sled model (PLC_HvrSled), instead of the Swoop Engine texture (PLC_Swpengin) used by default.
  20. Version 1.0.0

    1 download

    Hello everyone! This mod assigns the unused texture of the same name to the hover sled model (PLC_HvrSled), instead of the Swoop Engine texture (PLC_Swpengin) used by default.
    Perfect companion mod to go along with KMRP
  21. I thought I might as well start a thread to track some of what I'm working on. I'll try to update this post with various screenshots later. I have a few different projects ongoing: KOTOR 2 Active Party Extension, about to release in Closed Beta, K1 version will be completed after: KOTOR 1 & 2 32 Party Members, Released in Open Beta: NeoTools, my new modern multi-platform modding tools: Neo2DA - Released NeoDLG - Released NeoGFF - Released NeoTLK - Released NeoTPC - Released NeoMDL - WIP NeoLIP - Private Beta NeoToolset - Private Beta Other Engine Patches I've done: Aurora Animation Bank - Ever needed more animations than the game allows by default? Now it's possible. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/AuroraAnimationBank Good Alignment Heads - Companions in K2 frequently mention how you are "glowing" when you're lightside, and the heads.2da actually has columns for good and very good head texture, the code for this was just never wired in. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/GoodAlignmentHeads K1 K2 Party Transition Rule - Tired of not being able to transition to a new module because your companions are too far away? This changes it to be based on the same rule as K2, if your companions are alive or not. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1K2PartyTransitionRule K1 Pazaak K2 Speed - K1 Pazaak too slow for you? This changes it to the same speed as K2. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1PazaakK2Speed K1 Security Demolitions XP - K2 awards experience for successful demolitions and security checks, while K1 does not. This fixes that. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1SecurityDemolitionsXP K1 Security Spikes - on the PC port, Security spikes and tunnelers are just straight up broken, you can't use them at all! This restores the functionality from the xbox: https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1SecuritySpikes K1 Skill Points Int Mod Fix - K1 halves the number of skill points twice, which conflicts with how the game describes it. This fixes it to be how it is described and how it works in K2. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1SkillPointsIntModFix K2 Aspyr Normal Maps Fix - Aspyr update broke normal and bump maps from rendering at all. This fixes it. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K2AspyrNormalMapsFix K2 Aspyr Saber Texture Fix - Aspyr broke lightsaber textures if you are within rendering distance of an emitter. This fixes it. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K2AspyrSaberTextureFix K2 Finesse Melee Fix - Melee weapon finesse actually applies the bonus to lightsabers as well due to a bad check in the code, this fixes it so that lightsaber finesse has a point. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K2FinesseMeleeFix Max Lights - In vanilla TSL, you can only have 3 dynamic lights casting on any surface, this patch raises that to 7. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/Max Lights Saber Throw SFX - This adds a sound effect to KOTOR 2's lightsaber throw. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/SaberThrowSFX Store Confirm Threshold 2500 & Store No Confirm Threshold - Pretty self descriptive https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/StoreConfirmThreshold2500 https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/StoreNoConfirmThreshold Scaled Font Renderer - I implemented a dynamic font renderer for Scaled KOTOR to improve the visual fidelity of fonts at any resolution without having to rely on custom textures. This was included in the latest version of Scaled KOTOR https://github.com/J0-o/ScaledKotorWidescreenPatch I will eventually port this to KOTOR 2 as well. Using my work on Scaled KOTOR for a Japanese localization using the Switch version's
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  22. I have all the systems fully integrated now! Preparing for another development update post later today! Then I will do a content expansion for a unique species interactions in the games and an in depth character creation system with lightsaber customization. I’ve added some custom voice lines as well for Bao-Dur as well and an opportunity to get your lightsaber early from Atris. if you persuade her or challenge her to an Echani match on the mat and defeat her she will grant you the lightsaber back. That will set off a condition to change Bao-Dur’s voice lines to talk about how Malachor affected him, and changed him. How he is a different person now but if he held on too much to that past version of himself it could hold him back from being able to help you in your current mission. Basically a monologue about being present. He will suggest to the exile that maybe you should let go of the past, discard the old lightsaber and go on a journey to rebuild it to better connect with who you are today, since the lightsaber is such a symbol of a Jedi’s identity.
  23. Also: Carth Onasi has a bloody injury on his left thigh—the fabric of his trousers is torn at that spot. This detail is still present in the texture, but the model uses the UVs from the other side. Well, Aspyr is a "Hit AND Miss" situation in my opinion. Things like Widescreen support for TSL are quite impressive to finally be implemented officially, but other things such as shader bugs, bad lighting and lightsaber errors are disappointing. And to the best of my knowledge, the remote normal maps/bump maps weren't being used prior to Aspyr either. Many models have an unused normal map texture that isn't referenced in the .txi file, or they don't have "Tangent Space" enabled.
  24. Interesting about the remote bump map textures, those don't even work in Aspyr TSL without my engine fix. If you notice those bloom effects in the pre-release screenshots, those also actually do work for the most part on period correct hardware, but are broken on modern hardware. Synchro has an engine patch that restores those as well. FYI, you may notice some things look weird ingame simply because the driver support has been dropped for some of the effects.
  25. Yes, I would love to see my fixes included in someone's mods or Kotor/TSL mod lists. You have my permission as long as you credit me! Bao-Dur's Remote actually has an unused bump map texture. However it's horrible in multiple aspects. For example: The reflections on the sensor lights are "engraved" into the normal map etc. Well, there are some other interesting things I noticed about early beta Kotor 1 which are completely changed in the final version. For example: T3 Droids are much bigger. The "old Jedi" corpse model features bloody wounds in early screenshots, whereas the finished game shows signs of decomposition.
  26. 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?
  27. Version 1.0.0

    1 download

    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.
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