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Oh I guess you couldn't just keep the computer panel on the left side, uh? That would have been a neat solution. But rather than have three like it was before I'd go for either one of the two other alternatives, although I prefer the first one.
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View File NeoERF - A Simple Modern ERF Extractor & Editor ERF-family game support NeoERF supports legacy ResRef/type-keyed archives and the filename/hash-keyed Dragon Age containers: KotOR/KotOR II and Jade Empire ERF/RIM/MOD-family archives remain the default behavior. Jade Empire has several resource-type names that differ from KotOR for the same numeric type IDs. NeoERF keeps KotOR names as the default and adds an explicit Jade Empire profile for listing, extraction, deletion, and authoring: View > Resource Profile. Use the Jade Empire profile when working with Jade Empire archives so resources such as .itm, .cre, .mat, .mab, .ndb, .xwb, .xsb, .bip, .ttc, and .sac are rendered and authored with the names used by the Jade Empire engine. Neverwinter Nights and Neverwinter Nights: Enhanced Edition use the NWN resource-name profile with ERF V1.0 containers such as .erf, .mod, .hak, and .nwm. Neverwinter Nights 2 uses the NWN2 profile with ERF V1.1 32-byte ResRefs. Existing NWN2 .mod and .hak archives preserve V1.1 on save; newly created archives use V1.1 when --game nwn2 is selected. The NWN2 profile includes .trx terrain resources. The Witcher 1 .mod archives use the Witcher resource profile while keeping the ERF V1.0 container layout. Dragon Age: Origins ERF V2.0 archives use UTF-16LE filenames in the table of contents instead of ResRef/type keys. This includes DAO files with .erf and .rim extensions when the on-disk header is ERF V2.0. Add/extract/delete operations address these resources by full leaf filename, for example 2da_base.gda. Dragon Age: Origins ERF V2.2 archives use the same UTF-16LE filename key shape plus archive flags and packed/unpacked TOC sizes. Unencrypted compressed payloads using scheme 1 (BioWare zlib wrapper byte plus raw DEFLATE) and scheme 7 (headerless raw DEFLATE) are readable/extractable. Saving a compressed V2.2 archive recompresses inserted/replaced resources and preserves scheme 1 vs scheme 7. --type DAO22/ERF22 creates compressed V2.2; --type DAO22U/ERF22U creates uncompressed V2.2. Dragon Age II ERF V3.0 archives use FNV name/type hashes and optional string-table names. This includes DA2 .erf, .rim, .rimp, .crf, and GPU .rim containers. Compressed scheme-1 and scheme-7 payloads are decompressed on extraction and are rewritten as uncompressed V3.0 payloads; stripped-name entries are exposed through stable synthetic names such as hash_905e15b30a2028fb.dds. TSLPatcher/HoloPatcher resource packages For KotOR/KotOR II ERF V1 and RIM V1 archives, NeoERF can compare a clean archive with a modified archive and create a complete stock-compatible [InstallList] package: New resources are emitted as InstallN; changed resources are emitted as ReplaceN, with each payload extracted beside changes.ini. The GUI exposes the same workflow under Export > Export TSLPatcher/HoloPatcher Resource Package.... Submitter Vriff Submitted 07/26/2026 Category Modding Tools
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View File NeoTLK - A Simple Modern TLK Editor Supported TLK families and text encodings NeoTLK opens, edits, and saves these native TLK families without converting the file to another layout: Classic BioWare TLK V3.0 files, including dense StrRef tables with classic sound metadata. Jade Empire TLK V4.0 files, whose compact records use numeric sound IDs. Dragon Age GFF V4.0 / TLK V0.2 files, whose string IDs are sparse and whose records contain text rather than classic TLK sound/language metadata. All text is normalized to UTF-8 while it is being edited. Classic V3.0 files are decoded per entry as UTF-8, Windows-1252, or Windows-1250, including mixed-encoding tables encountered in the field. On save, NeoTLK writes each classic entry back using its detected original encoding. An edit containing a character that cannot be represented by that entry's original Windows code page is rejected rather than silently replaced or corrupted. For Dragon Age V0.2 files, NeoTLK preserves sparse string IDs and the native GFF-backed TLK structure. Language and sound controls that are not represented by that format are disabled. Adding a record prompts for its string ID, and deleting one does not renumber the remaining records. The open dialog accepts both .tlk and uppercase .TLK filenames. Tabular import/export neotlk-cli supports CSV, TSV, XML, and JSON export/import for TLK entries. CSV and TSV are table-style interchange paths and carry StorageFormat, LanguageId, and per-entry TextEncoding metadata alongside the text and sound fields. JSON and XML are complete semantic documents: they retain the native TLK family, language where applicable, sparse StrRefs, flags, text encoding, and all sound metadata supported by that family. XML uses <tlk storageFormat="..." language="..."> with complete <string ...> children. CSV/TSV imports merge rows by StrRef into the current/native table, while XML/JSON imports replace the complete semantic document. Structured XML/JSON export is never filtered, because a partial file could be mistaken for a complete importable TLK. Use CSV or TSV to export the currently visible filtered rows. A Dragon Age GFF-backed TLK can be imported into an already-open native Dragon Age TLK, preserving its backing structure, but NeoTLK will not synthesize that native GFF structure from a standalone interchange document. The GUI provides matching Import and Export menus, filter/search terms, and copy/paste of entry text or pasted table rows. TSLPatcher/HoloPatcher output NeoTLK can generate a tslpatchdata package directly from the active in-memory TLK and a clean original baseline. In the GUI, use: Export -> Export TSLPatcher Package... Export -> Export HoloPatcher Package... The stock TSLPatcher mode is append-only. New entries after the original TLK count are written to append.tlk, and changes.ini receives matching StrRefN=N entries in [TLKList]. Existing-entry edits, deletions, language changes, and truncation are rejected because stock TSLPatcher cannot merge those operations safely. The HoloPatcher mode also supports edits to existing StrRefs. Those entries are written to replace.tlk, with ReplaceFile0=replace.tlk in [TLKList] and an accompanying [replace.tlk] map from destination StrRef to replacement-file index. This replacement extension is HoloPatcher-specific; a package containing replace.tlk is not compatible with the original TSLPatcher executable. Appended entries still use the stock-compatible append.tlk path. Submitter Vriff Submitted 07/26/2026 Category Modding Tools
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Regar joined the community
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Possible Headcanon and good gameplay elements. Revan was a Teras Kasi Master/Assassin. Teras Kasi martial artist are able to fight Jedi, Dark Jedi and Sith on equal terms. Yes i was going to make Teras Kasi into Feats for the Player and Ebon Hawk crew, I will need help on that. Right now, I am doing a class mod. It has several new classes. It includes Pathfinder(Mission Vao), Mandalorian Commando(Canderous), Republic Pilot(Carth) and other new classes for NPCs and Playable NPC. So I was remembering that Carth on Taris said something on the lines that Republic had the Military to learn hand 2 hand combat and Melee weapons.
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- head canon
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Reshpo joined the community
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If your preferred Taris reskin mod has the file "LTS_lodor03.tga" or "LTS_lodor03.tpc" in it then the cut door in Davik's Estate shall be replaced. How do these look? If anyone would like to take a crack at reskinning these doors, just look for the texture LTS_lodor03 in the game files and work your way from there. As Salk has said, this mod isn't K1R - K1R has been abandoned for a decade now. This WIP thread is for the Restored Content for K1 Community Patch mod, the RC-K1CP mod.
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- 205 comments
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- expanded universe
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Hello, Etienne76. As general advice I'd strongly recommend to play with K1 CP which fixes literally hundreds of bugs and to avoid K1R which hasn't be actively supported and developed for many years now. A great piece of modding that unfortunately introduces a fair share of bugs. Said that, this is the topic for N-DReW25's alternative to K1R and your issue has not anything to do with that, from what I understand. One thing you can do, I think is to save the game on Dantooine, unpack the .SAV file, edit the second Sharina out of the area's .git file and then repackage the .SAV file. That should fix the problem, but why it happened in the first place I wouldn't know. Have you installed other modifications?
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Axoulefou joined the community
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- 103 comments
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Hi! I'm experiencing a bug with Sharina Fizark on Dantooine. After helping her on Tatooine, two copies of Sharina appear on Dantooine. Is there a fix for this? Edit: I have K1R 1.2, not CP
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lordsquig joined the community
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- 205 comments
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- expanded universe
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Version 1.0.0
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ERF-family game support NeoERF supports legacy ResRef/type-keyed archives and the filename/hash-keyed Dragon Age containers: KotOR/KotOR II and Jade Empire ERF/RIM/MOD-family archives remain the default behavior. Jade Empire has several resource-type names that differ from KotOR for the same numeric type IDs. NeoERF keeps KotOR names as the default and adds an explicit Jade Empire profile for listing, extraction, deletion, and authoring: View > Resource Profile. Use the Jade Empire profile when working with Jade Empire archives so resources such as .itm, .cre, .mat, .mab, .ndb, .xwb, .xsb, .bip, .ttc, and .sac are rendered and authored with the names used by the Jade Empire engine. Neverwinter Nights and Neverwinter Nights: Enhanced Edition use the NWN resource-name profile with ERF V1.0 containers such as .erf, .mod, .hak, and .nwm. Neverwinter Nights 2 uses the NWN2 profile with ERF V1.1 32-byte ResRefs. Existing NWN2 .mod and .hak archives preserve V1.1 on save; newly created archives use V1.1 when --game nwn2 is selected. The NWN2 profile includes .trx terrain resources. The Witcher 1 .mod archives use the Witcher resource profile while keeping the ERF V1.0 container layout. Dragon Age: Origins ERF V2.0 archives use UTF-16LE filenames in the table of contents instead of ResRef/type keys. This includes DAO files with .erf and .rim extensions when the on-disk header is ERF V2.0. Add/extract/delete operations address these resources by full leaf filename, for example 2da_base.gda. Dragon Age: Origins ERF V2.2 archives use the same UTF-16LE filename key shape plus archive flags and packed/unpacked TOC sizes. Unencrypted compressed payloads using scheme 1 (BioWare zlib wrapper byte plus raw DEFLATE) and scheme 7 (headerless raw DEFLATE) are readable/extractable. Saving a compressed V2.2 archive recompresses inserted/replaced resources and preserves scheme 1 vs scheme 7. --type DAO22/ERF22 creates compressed V2.2; --type DAO22U/ERF22U creates uncompressed V2.2. Dragon Age II ERF V3.0 archives use FNV name/type hashes and optional string-table names. This includes DA2 .erf, .rim, .rimp, .crf, and GPU .rim containers. Compressed scheme-1 and scheme-7 payloads are decompressed on extraction and are rewritten as uncompressed V3.0 payloads; stripped-name entries are exposed through stable synthetic names such as hash_905e15b30a2028fb.dds. TSLPatcher/HoloPatcher resource packages For KotOR/KotOR II ERF V1 and RIM V1 archives, NeoERF can compare a clean archive with a modified archive and create a complete stock-compatible [InstallList] package: New resources are emitted as InstallN; changed resources are emitted as ReplaceN, with each payload extracted beside changes.ini. The GUI exposes the same workflow under Export > Export TSLPatcher/HoloPatcher Resource Package.... -
drew502 joined the community
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Chris1234 joined the community
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Hi there! I'm new to this, but after extracting all from "RepairHK47_v1_1.zip" to "\unpack\", on running the TSLPatcher/exe it says "Cannot locate the INI file 'Changes.ini' " and refuses to run.
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Version 1.0.0
0 downloads
Supported TLK families and text encodings NeoTLK opens, edits, and saves these native TLK families without converting the file to another layout: Classic BioWare TLK V3.0 files, including dense StrRef tables with classic sound metadata. Jade Empire TLK V4.0 files, whose compact records use numeric sound IDs. Dragon Age GFF V4.0 / TLK V0.2 files, whose string IDs are sparse and whose records contain text rather than classic TLK sound/language metadata. All text is normalized to UTF-8 while it is being edited. Classic V3.0 files are decoded per entry as UTF-8, Windows-1252, or Windows-1250, including mixed-encoding tables encountered in the field. On save, NeoTLK writes each classic entry back using its detected original encoding. An edit containing a character that cannot be represented by that entry's original Windows code page is rejected rather than silently replaced or corrupted. For Dragon Age V0.2 files, NeoTLK preserves sparse string IDs and the native GFF-backed TLK structure. Language and sound controls that are not represented by that format are disabled. Adding a record prompts for its string ID, and deleting one does not renumber the remaining records. The open dialog accepts both .tlk and uppercase .TLK filenames. Tabular import/export neotlk-cli supports CSV, TSV, XML, and JSON export/import for TLK entries. CSV and TSV are table-style interchange paths and carry StorageFormat, LanguageId, and per-entry TextEncoding metadata alongside the text and sound fields. JSON and XML are complete semantic documents: they retain the native TLK family, language where applicable, sparse StrRefs, flags, text encoding, and all sound metadata supported by that family. XML uses <tlk storageFormat="..." language="..."> with complete <string ...> children. CSV/TSV imports merge rows by StrRef into the current/native table, while XML/JSON imports replace the complete semantic document. Structured XML/JSON export is never filtered, because a partial file could be mistaken for a complete importable TLK. Use CSV or TSV to export the currently visible filtered rows. A Dragon Age GFF-backed TLK can be imported into an already-open native Dragon Age TLK, preserving its backing structure, but NeoTLK will not synthesize that native GFF structure from a standalone interchange document. The GUI provides matching Import and Export menus, filter/search terms, and copy/paste of entry text or pasted table rows. TSLPatcher/HoloPatcher output NeoTLK can generate a tslpatchdata package directly from the active in-memory TLK and a clean original baseline. In the GUI, use: Export -> Export TSLPatcher Package... Export -> Export HoloPatcher Package... The stock TSLPatcher mode is append-only. New entries after the original TLK count are written to append.tlk, and changes.ini receives matching StrRefN=N entries in [TLKList]. Existing-entry edits, deletions, language changes, and truncation are rejected because stock TSLPatcher cannot merge those operations safely. The HoloPatcher mode also supports edits to existing StrRefs. Those entries are written to replace.tlk, with ReplaceFile0=replace.tlk in [TLKList] and an accompanying [replace.tlk] map from destination StrRef to replacement-file index. This replacement extension is HoloPatcher-specific; a package containing replace.tlk is not compatible with the original TSLPatcher executable. Appended entries still use the stock-compatible append.tlk path. -
Armando31 started following Echoes of the Republic - an unofficial expansion
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Good job as always, N-DReW25! I have a suggestion about the restored door. It's an interesting restoration, but I find the two additional panels to the right quite bizarre. Could they be removed in favor of just purple background? I am looking forward to this new version.
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- 33 comments
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- sith soldier
- marius fett
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- Last week
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to N-Drew, I like it a lot.
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More great additions to the game! And I like the new hanger door in Davik's Estate. Wonder if it will be overridden if I use a texture mod for Taris.
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Iriaz. Another RC-K1CP update is almost ready, and as per tradition I would release an update, add something completely obscure, and then I'll get the endless moaning of "where's the Outcast Children and where are the Iriaz" instead of "wow, I sure do love the restored line from that one NPC I didn't even pay attention to". Well, you can all stop moaning... for now, for one of those things that you guys just love to complain about is actually being added in the next update! But no Outcast Children just yet... But when that update does come out I may or may not announce it with this: So, how do Iriaz work in RC-K1CP? Well, I believe in K1R the Iriaz would walk around the map and follow certain way point directions similar to how some Kath Hounds behave, however, the Iriaz will largely wander around aimlessly as the left over Iriaz .UTC file in the Sandrale Estate exterior module was programmed to do just that. Instead of just "walking around" doing nothing the Iriaz will do something... and it's going to be an absolute bloodbath as you journey across the Dantooine planes now. When you enter a Dantooine module, somewhere in that module there will be Iriaz and Kath Hounds fighting each other. Sometimes an Iriaz may take down a Kath Hound or two, but more often than not the Kath Hounds always wipe out the Iriaz. Of course, that happens without Player intervention. Through Player intervention it can be possible for you to save some of the doomed Iriaz, however, simply standing around and letting the Iriaz get mowed down will in-fact chip down some of the Kath Hounds health so there is some benefit to letting them die. And of course, the Iriaz will also be attacked by Mandalorians. In lore, the Iriaz are docile and can get 'provoked' into aggression, and combined with the pre-existing warrior lore of the Mandalorians it does in-fact make sense for these two groups to be fighting. I have taken measures to try and make sure that Iriaz herds are not too close to Mandalorians so there shouldn't be too many instances of Mandalorians being led away from their group by rogue Iriaz's or something stupid like Sherruk running after an Iriaz and leaving his men to die. Now, K1R does have a bug wherein the Iriaz actually break that one cutscene with the Mandalorian and the "wife and children" bit. I have made it so that the Iriaz in that particular area are hostile to the Player meaning they should not break that cutscene and the Player will be able to kill some of these Iriaz themselves. Again, they are "docile" and not "friendly" and so it makes sense why some would want to kill you when others would rather fight Kath Hounds. There is a bug where the Iriaz stand completely still for about five to ten seconds before their AI kicks in, here is an example of this: Here is when their AI kicks in: And this is the result when the Player lets them die: As you can see, despite being outnumbered the Kath Hounds still win the fight. Since this is near Bolook his line "there are plenty of Iriaz around" now makes sense as you literally either just saw a bunch of Iriaz die or saved them and now they're roaming about nearby. I do not yet have screenshots of the Player being attacked by Iriaz, however, I do plan to add screenshots of restored content for the main mod page so I may add them there when this update is finally ready. Now that the one thing you all wanted is out, time for the obscure garbage no one cares about (this list may not be complete/some of it you may recognize if you ever played my ancient K1GI mod from back in the day/some of it may not be added if I can't get it to work flawlessly): * Restored an unused civilian dialogue for one of the male patrons of the Lower City Cantina. * Restored the "search database for planetary launch codes" option for all the Sith Base terminals, this will always fail as the Governor has them. * The Receptionist Terminal, the Computer Terminal, and the Control Center Terminal now have three unique interactions. The Receptionist Terminal offers almost no real benefits besides upload area schematics. The Computer Terminal offers most functions except for open elevator, disable assault droid shield, and overload power conduit. The Control Center Terminal has every function available. * The Hangar Terminal and the Barracks Terminal now have two unique interactions. The Hangar Terminal has no actual function besides the ability to disable the Hangar Security whilst the Barracks Terminal has all the functions except the ability to disable the Hangar Security. * You can now download the Ebon Hawk codes via the Barracks terminal, allowing you to bypass Hudrow. * Restored the cut door model for Davik's Hangar. * You can now attempt to open the Hangar Bay doors via the terminals in the Prison Block and Command Deck, this'll always fail. * You can now overload the power conduit in the Sith Trooper barracks in the Prison Block, this is an alternative to starting a prison riot and then gassing both the Sith and the prisoners. * You'll now have to unlock the Elevator after rescuing the Player. * The Command Deck terminal will now mention the Bridge lockdown before you login. This'll be removed when you open the Hangar doors and the lockdown is lifted. * You can no longer unlock all security doors on the Command Deck as options to unlock specific doors have been restored. * You can now attempt to open the Bridge Security Door, this'll always fail. * You can now use the Command Deck terminal to discover that you can use a Space Suit to access the airlock to bypass the Bridge Security Door. * You can no longer return to the Prison Block if the Hangar is open. That's all for today, please let me know what you think!
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I had a test of it on my end and it worked as expected, though I believe I might've discovered your problem. Soundsets are annoying in these games because to add the sounds they have to be added to something called a "dialog.tlk" file. The dialog.tlk file contains all the text you see in-game, and since my game is in English I believe the soundsets don't work for you because my mod is in English whereas your Kotor isn't and since your game doesn't use English text in its dialog.tlk this mod won't work on non-English Kotor games unless someone where to translate this mod into other languages. That means there'd need to be translated versions for Chinese, French, Russian, Italian, etc.. I am sorry I could not be of more help 😞
- 33 comments
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- sith soldier
- marius fett
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- 33 comments
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Leilukin started following Quanon & Dark Hope Twi'lek Pack and HQ Vibro Weapons + Effects - K1
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spencerdiaz started following New_Lightsaber_Blade_Model_TSL
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- 33 comments
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- sith soldier
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- 33 comments
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90SK started following Tulak Hord's lore accurate mask
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skwatter changed their profile photo
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- modders resource
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