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  3. I would love to have that, but I honestly have no idea how it works. I would certainly welcome any help for that.
  4. Thank you for that. I installed the community patch and applied KMRP, in that order. Now I get five full seconds of full-screen black screen before the game quits to desktop, unfortunately. An update: I got it to work! I just had to update my drivers! Thanks for making a great mod.
  5. Pretty sure that's a bug that is fixed with K1CP pal, there's also a black screen bug with Selven the bounty hunter on Taris. https://deadlystream.com/files/file/1258-kotor-1-community-patch/
  6. Hello there! First of all, I wanted to thank you for what has been a truly brilliant mod. I was unable to play the game until I used KMRP, and it worked so well - and the UI was so good - that I was practically crying tears of joy. That being said, I would very much appreciate your support if possible. At the first Rancor far beneath Taris, I placed the "formula" from the Bek's severed arm into the pile for the Rancor to consume. At that point, the screen froze! It was so unresponsive I had to do a hard shutdown. Ever since, I unfortunately cannot get into my game. The game opens, goes to black (with a rotating blue circle in Windows 11) and it appears as a windowed black screen (even though I have full screen enabled in the .ini file) and it hangs for about two seconds before closing out. I was wondering if you had any guidance. I would love to finish the game. Thanks for the mod, and for any help.
    Whoever made this mod is a godsend! It fixes almost everything that needs fixing for modern systems in 2026 for KOTOR 1, including issues for AMD users like me. It has saved me so many nerve cells. So now I can finally play with Soft Shadows and Frame Buffer Effects, except the Grass — it still doesn’t work right at the moment. In my opinion this is the best KOTOR mod right now, no exaggeration.
  7. Are you planning a Holopatcher installation when you're done with it? Would be easier for people, rather than have to manually do everything.
  8. For anyone running HR Menus at 1440p or 4K: the feat and Force power tree icons on the level-up screen stay at their 640x480 size, because the engine hardcodes the tree row height in swkotor.exe (it ignores the .gui PROTOITEM), so no .gui edit can fix it. I made a small exe patch that scales them by the same menu height / 480 factor HR Menus uses for everything else: https://deadlystream.com/files/file/3161-k1-high-res-feat-power-trees/ Install it after UniWS + HR Menus. Thanks for HR Menus, it's a great mod.
  9. Hello, I'm relatively new to modding Kotor II and playing around in Holcron Toolset. I managed to clone module 101 (Peragus Administration Level) and named it "PA1". I created a miner npc using one of the existing npcs as a template. I gave the npc ResRef of "per_mnr01" with a tag of "mnr01. Added armor and a weapon, changed appearance and managed to implement a simple patrol script using custom waypoints. I created a mnr01.dlg file, put it in my .mod and wrote a simple conversation with just one entry and one reply. The game succesfuly load my module, my npc, scripts and dialogue. The problem starts with adding a voieover file to npc's entry. I generated a line using ElevenLabs and dragged it in Audacity, then exported it as a wav with 22050 Hz, 128 kb/s and mono. Put the file through SithCodec using encode_vo.bat and put the file in "streamvoice/pa1/mnr01/pa1mnr01001.wav. Holocron loaded up mi file from streamvoice folder, and I can play preview in its dlg editor, I choose my file from voice input, ignoring the sound input and checkmark labeled exists is left unchecked. I changed my module.ifo to have VO_ID of "PA1" instead of orginal "101", the speaker tag is "mnr01". The ingame dialogue plays without sound. I tried switching to another vo e.g. Attons line from different module from Holocron dialog editor, and it plays just fine. I copied Atton's line from different module and renamed it to "pa1mnr01002" and placed it in my "streamvoice/pa1/mnr01/" folder (same file that before worked fine) and again - it shows in Holocron fine. What's weird that Atton;s line that worked when selected from different module is not working after renaming and copying to my folder so I assume file formatting is not the case. I also tested putting the soundfiles to Override and original "101" streamvoice folder. I don't know if this is important but my dialogue won't open unless type of conversation is set from "Human" to "Type 3". Also animations and expressions don't seem to work either. What could be the case, I feel like I'm checking things in circle and still missing something crucial. I even added strRef to dialog.tlk and setup a ResRef to a soundfile there, and nothing happened still.
  10. Hello, I'm relatively new to modding Kotor II and playing around in Holcron Toolset. I managed to clone module 101 (Peragus Administration Level) and named it "PA1". I created a miner npc using one of the existing npcs as a template. I gave the npc ResRef of "per_mnr01" with a tag of "mnr01. Added armor and a weapon, changed appearance and managed to implement a simple patrol script using custom waypoints. I created a mnr01.dlg file, put it in my .mod and wrote a simple conversation with just one entry and one reply. The game succesfuly load my module, my npc, scripts and dialogue. The problem starts with adding a voieover file to npc's entry. I generated a line using ElevenLabs and dragged it in Audacity, then exported it as a wav with 22050 Hz, 128 kb/s and mono. Put the file through SithCodec using encode_vo.bat and put the file in "streamvoice/pa1/mnr01/pa1mnr01001.wav. Holocron loaded up mi file from streamvoice folder, and I can play preview in its dlg editor, I choose my file from voice input, ignoring the sound input and checkmark labeled exists is left unchecked. I changed my module.ifo to have VO_ID of "PA1" instead of orginal "101", the speaker tag is "mnr01". The ingame dialogue plays without sound. I tried switching to another vo e.g. Attons line from different module from Holocron dialog editor, and it plays just fine. I copied Atton's line from different module and renamed it to "pa1mnr01002" and placed it in my "streamvoice/pa1/mnr01/" folder (same file that before worked fine) and again - it shows in Holocron fine. What's weird that Atton;s line that worked when selected from different module is not working after renaming and copying to my folder so I assume file formatting is not the case. I also tested putting the soundfiles to Override and original "101" streamvoice folder. I don't know if this is important but my dialogue won't open unless type of conversation is set from "Human" to "Type 3". Also animations and expressions don't seem to work either. What could be the case, I feel like I'm checking things in circle and still missing something crucial. I even added strRef to dialog.tlk and setup a ResRef to a soundfile there, and nothing happened still.
  11. Compatibility modes just give me a black screen and i can't even exit the game properly.
  12. Yesterday
    I'm just happy that I can finally play the game on PC with real, native, proper controller support. The fact that TSL received that massive update which added native controller support but the original KOTOR was left with mouse/keyboard years later (which was ridiculous) is finally resolved with this.
  13. In my case cutscenes stopped minimizing after I set compatibility mode to Win XP Service Pack 2.
  14. This is an incredible find! I've found hours of content to keep myself occupied this entire day, and I've only done Korriban and Tatooine! I am quite content with a large amount of side quests that don't serve a unified plot line. At least, beyond the commonality that they relate to the aftermath of the Jedi Civil War. KOTOR II, as I've read it described, is essentially a "road trip from hell to absolutely nowhere, all the while pondering the void". To quote the cliche, "it's the journey, not the destination". This game is actually perfect to use for myriad narrative vignettes that are seemingly unrelated. I look forward to playing more, and seeing what you may add! Keelah se'lai
  15. Last week
  16. Hi! I encountered an error when installing this mod on Windows through KOTOR Mod Manager’s HoloPatcher integration, using the “KOTOR Community Patch-Compatible Installation” option. HoloPatcher displays an error dialog while loading tslpatchdata/info.rtf The traceback ends with: File "__main__.py", line 710, in on_namespace_option_chosen File "__main__.py", line 1288, in set_stripped_rtf_text File "utility\string.py", line 155, in striprtf IndexError: pop from empty list Afterward, patching continues and reports “Successfully completed 182 total patches” and “The installation is complete with 0 errors and 1 warnings.” However, the mod manager detects the earlier traceback and marks the installation as failed. Could you check whether simplifying or re-saving info.rtf resolves this? I’m not sure whether the file’s formatting is malformed or triggers a limitation in HoloPatcher’s RTF parser. I can provide the full log if useful.
  17. Hi, I’m trying to download MOBILE Restored Content Mod (MTSLRCM) 1.8.6 for KOTOR II on iOS. The download fails immediately with a network/download error. I’ve tried Safari, Chrome, and Readdle while signed in. Could you check whether the download link is working or provide an alternative official download method? I don’t have access to a computer. Thanks!
  18. You ran KMRP and clicked "start patching" and it didn't apply? Or am I misunderstanding?
  19. I'm not seeing KMRP in my list of patches and it seems that KMRP is not even applying 😕
  20. So this is a really old mod of mine from almost a decade ago, hence why K1R was a requirement. I'll probably update this mod again to have modern install standards, though for now there are two alternatives for you. 1) the NPC Diversity Pack mod which instead requires the K1CP mod and it adds female Dark Jedi alongside up to 400 or so changes to the vanilla NPCs to make them unique. 2) the RC-K1CP mod which is the modern day restored content mod for Kotor 1 which, as the name implies, is built for the K1CP mod. Whilst it doesn't have all of K1R's features it still boasts a formidable list of restorations including restorations not restored in K1R. Whilst female Dark Jedi are not yet in RC-K1CP, I'll most definitely add them in an upcoming update.
  21. Weapon Model Overhaul Texture Rework и High Quality Blasters for Modders
  22. What are the mods for the lightsabers and melee weapons shown in the screenshots?
  23. View File High poly Underwear for men and women 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. Submitter Dark Hope Submitted 10/23/2026 Category Mods K1R Compatible Yes  
  24. View File Belaya - Pre Release Appearance Hello everyone! This mod restores Belaya's pre-release appearance, as she was depicted in the Prima Guide. Submitter FF97 Submitted 10/23/2026 Category Mods K1R Compatible Yes  
  25. Update on The Star Forge Revan Robes mod: One of the robes that I am in the middle of making, which is restricted to Dark Side aligment, is "Darth Revan Reborn's Robes". These robes and armor will have the same contrast and color intensity as the official LEGO minifigure Darth Revan from back in the day, (who got a cameo feature in the non-canon LEGO Star Wars: Rebuild the Galaxy's second season). Here are screenshots. One is the LEGO minifig, the other two are screenshots of my progress so far as seen in-game.
  26. lorddli

    Wookiee Redux

    I think K1R is outdated and currently abandoned. There's a restoration demo mod out that does a bunch of what K1R did instead
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