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Aragon started following All the planets not appearing for the Expanded Galaxy Mod in Kotor 2
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I'm using the latest version of the Expanded Galaxy Mod and the Steam Kotor 2 aspyr patched version. All the planets for the Expanded Galaxy Mod don't appear on the galaxy map. Only Malachor V and Sleheyron do after being able to use the galaxy map for the first time in the game. I installed the required mods in the correct order like the instructions said. I did install the Jedi Temple compatibility mod for M4-78 mod after I installed the listed mods in order. Can you please help me get the mod working?
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Animation in a room's mdl not playing
Stanlej95 replied to Stanlej95's topic in General Kotor/TSL Modding
That's an interesting point, I never noticed that the hangar itself has a position controller. I think the problem is with nesting the movable elements under shuttle parent because if every movable object node is on the same level under 106PER01a the nesting problem and hangar position controller does not appear and the structure in mdledit looks fine. But what is the point of having movable wings that are not attached to the shuttle? 🤔 -
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Animation in a room's mdl not playing
DarthParametric replied to Stanlej95's topic in General Kotor/TSL Modding
Well it's definitely borked. Crashes KMax, and in KBlender it seems the entire hangar room itself moves as well as the shuttle. -
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expansion Mission to Sleheyron: A New Story Expansion Mod for KOTOR
ReanGalliams commented on SAO1138's file in Mods
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expansion Mission to Sleheyron: A New Story Expansion Mod for KOTOR
JasonRyder commented on SAO1138's file in Mods
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expansion Mission to Sleheyron: A New Story Expansion Mod for KOTOR
ReanGalliams commented on SAO1138's file in Mods
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Kotor Academy: Jedi Academy Combat in TSL [WIP]
Chirrungaso replied to ShaolinGhost's topic in Work In Progress
Holy crossover. Any plans to adjust droids companion movement? -
Greyling started following Kotor Academy: Jedi Academy Combat in TSL [WIP]
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expansion Mission to Sleheyron: A New Story Expansion Mod for KOTOR
ReanGalliams commented on SAO1138's file in Mods
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Animation in a room's mdl not playing
Stanlej95 replied to Stanlej95's topic in General Kotor/TSL Modding
In the meantime I managed to fix the crash on exiting the module. Leaving what worked for me here. I removed every placeable, creature, script, sound, dialogue, etc from .mod and placed it in dedicated folder named as my module tag in override (/override/ph1). So the only files left in .mod are mdls, are, ifo, git, vis, lyt and doors, placeables and sounds wich were initially cloned from the original module. -
View File Pazaak Deck Collection A Pazaak card collection. Pick one and... Pure Pazaak! Last Deck uploaded: Low Res! INSTALLATION: To install, just extract the files into your override folder. This mod only replaces Pazaak card textures and/or backgrounds, so it shouldn't cause any conflicts. Previews for each deck: Alternative Colors Color Swap KOTOR I Flat Colors Minimalist Deck Sabacc-style Standard Pazaak UNO-style SABACC TEXTURE WARNING: To avoid a stretched background UI, make sure to use the correct background version depending on whether you're using the Aspyr update or not. Submitter Chirrungaso Submitted 11/13/2026 Category Skins TSLRCM Compatible Yes
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Animation in a room's mdl not playing
Stanlej95 replied to Stanlej95's topic in General Kotor/TSL Modding
Sure, here are my shuttle and room blender files. I'm also attaching more screens and complete room files from for more context. Shuttle.blend hangar.blend swkotor2 2026-11-14 11-28-34-64.bmp swkotor2 2026-11-14 11-28-37-96.bmp swkotor2 2026-11-14 11-28-49-80.bmp 106PER01.mdl 106PER01.mdx 106PER01.wok Here is a quick video with detailed behavior of the model in game. swkotor2 2026-11-14 11-34-25-37.mp4 -
Animation in a room's mdl not playing
DarthParametric replied to Stanlej95's topic in General Kotor/TSL Modding
Can you attach the model? -
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Animation in a room's mdl not playing
Stanlej95 replied to Stanlej95's topic in General Kotor/TSL Modding
@DarthParametric Thanks, adding the 106PER01a node and putting animated elements in it did the trick. But it created another issue. I want my shuttle to fold wings and retract it's landing gear. I extracted a high-res shuttle from the .utp and separated all parts, put them under their own dummy nodes and moved them to the correct places along with meshes pivot points. I animated keyframes and in Blender everything works smoothely. But in-game the animations work but every moving element beyond the fuselage is rotating and moving in relation to the shuttles main dummy node instead of their own. I tried applying transforms in blender, renaming nodes, meshes and so on. When I open the room model in MDLEdit it gives me this warning and confusing tree structure even though in Blender the hierarchy seems proper. swkotor2 2026-11-14 08-23-37-07.bmp swkotor2 2026-11-14 08-23-33-94.bmp -
Subject: Two UI issues with KMRP 1.5.1 on the French version (XP tooltip, curly apostrophes) Hi RaymanGT, First, thank you for KMRP. Widescreen, the HD interface and in-memory patching without touching the executable make a huge difference, and the installer is remarkably clear. I’m Alcias01200 on Deadly Stream. I maintain the French translation patches for the Neocities KOTOR 1 and KOTOR 2 mod builds. While testing my KOTOR 1 install, I found two interface issues that seem to come from KMRP. Here are the details: Setup KMRP 1.5.1 (default options: map-notes=1, hd-icons=1) KOTOR 1, French Steam release, swkotor.exe 1.03 detected as “CD 1.03 / Editable” (4 GB flag set by KMRP) 2560 × 1440, Windows Full Neocities K1 build installed before KMRP 1. Experience tooltip missing on party portraits In vanilla, hovering the mouse over a party member’s portrait shows a tooltip with the XP needed for the next level. With KMRP applied, no tooltip appears on hover anymore. To reproduce: load any save, hover over the leader’s portrait in the bottom-left corner. 2. Curly apostrophes displayed as boxes (French version) The official French dialog.tlk uses the typographic apostrophe (’, cp1252 0x92) in 4,165 entries. With KMRP, every one of them is displayed as an empty box: “C□est pour cela que j□ai décidé d□arrêter…”. Without KMRP, the same lines display correctly, so the font used by KMRP’s HD interface probably lacks this glyph. Workaround I’m using: replacing ’ and ‘ with a straight apostrophe (‘) in dialog.tlk. It works, but it means editing a core game file. Any non-English release that uses typographic quotes may be affected. I’m happy to test a fix or provide screenshots, logs (kmrp-kpm.log, KMRP.log) or my dialog.tlk if that helps. Thanks again for your work. Best regards, Manu (Alcias01200) Quick update after upgrading to KMRP 1.6 (using “Upgrade”, settings kept): Apostrophes: fixed on my side with the new font options. Thanks! XP tooltip on party portraits: still missing in 1.6. Hovering over the leader’s portrait in the bottom-left corner shows no tooltip with the XP needed for the next level.
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force bond [WIP] KOTOR II: Force Bond - Campaign Co-op | Closed Playtest
Vriff replied to W1ter's topic in Work In Progress
Thanks for the clarification. -
force bond [WIP] KOTOR II: Force Bond - Campaign Co-op | Closed Playtest
W1ter replied to W1ter's topic in Work In Progress
Thanks for raising this. I should have been clearer in the devlog. Every OdysseyMP beta build we’ve distributed has included an `EngineSource.zip` alongside the binaries, so playtesters already receive the engine source with their build. When I said we planned to release the source later, I meant that we plan to open a public repository after the full release. Playtesters can already modify and redistribute the GPL-covered code under the terms of GPLv3. -
jmorenobothwell started following Markus Ramikin
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jmorenobothwell started following Effixian's Lore Keeper's Robes , Workbench Crystal Attunement , Extended Carth Meeting and 3 others
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A Pazaak card collection. Pick one and... Pure Pazaak! Last Deck uploaded: Low Res! INSTALLATION: To install, just extract the files into your override folder. This mod only replaces Pazaak card textures and/or backgrounds, so it shouldn't cause any conflicts. Previews for each deck: Alternative Colors Color Swap KOTOR I Flat Colors Minimalist Deck Sabacc-style Standard Pazaak UNO-style SABACC TEXTURE WARNING: To avoid a stretched background UI, make sure to use the correct background version depending on whether you're using the Aspyr update or not. - Last week
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force bond [WIP] KOTOR II: Force Bond - Campaign Co-op | Closed Playtest
Vriff replied to W1ter's topic in Work In Progress
Reone is a GPLv3 project, and you have said you are building off of it for this OdysseyMP engine. Do you plan on distributing the source alongside these binaries in the beta test? You indicate in your dev blog video that you only intend on releasing it after it's done. This is a violation of the GPLv3 license terms. -
View File Modern Display Restoration Work in Progress - please give feedback. Added experimental ACM profiles, but support for it will be limited(you can't support random). https://ibb.co/album/hRPfSF - you can check if you have ACM enabled. If you have ACM enabled, the screenshots in this link should look correctly(only some of them. The plot twist is - which ones will?), while most screenshots on Nexus won't look correct. If the screenshots on Nexus look better - you have ACM disabled. ACM can't be predicted unfortunately, so there is little I can do. This mod, which uses ReShade aims to restore original look of the game on modern PCs and modern displays. There were a lot of changes in the computer world during the last decades - different displays(CRT screens), different displaying standards, different Operating Systems with different layers of processing and their redesigns, different GPU drivers and different versions of 3D graphics APIs. This aims to hopefully compensate all of that and restore the true look of the game to a modern player. This does not try to alter the games look in any other way than restoring the original intent, which you would have playing the game in those times on the console version of the game. For best results, disable Automatic Color Managment if you use WIndows 11. You can disable it per game or globally. Mod might not be compatible with Linux using Proton or similar. https://www.elevenforum.com/t/enable-or-disable-auto-color-management-for-apps-in-windows-11.11292/ Installation instructions(follow the order) Download ReShade from https://reshade.me/downloads/ReShade_Setup_6.7.3_Addon.exe. Mind you, this is a version for games without anti cheat only, if you would like to use it with a different game. Download(recommended) DisplayCommander addon from https://github.com/pmnoxx/display-commander/releases/download/latest/zzz_display_commander.addon32 Place all of the files to the game directory, including the provided mod files to where the exe file is. Move the folders from the mod as is. Run the ReShade installer. Find the game path, then select swkotor2.exe Select OpenGL. In the next windows, press Skip, unless you want to try some shaders or addons for yourself later. Some are already present in the package. Select a preset from the presets folder. Move all the files from the respective folder to the same location as every other file: If you don't know which to pick, try High Brightness gamma 2.2 preset or try the High Contrast equivalent. If you have an OLED or MiniLED with local dimming, pick High Contrast preset matching your display. If you have a 10 bit display and you are not using a so called sRGB gamut clamp, pick Wide Gamut presets and match it to your display gamma setting and monitor type. If you run lower brightness(80-120 nits), pick clean Gamma 2.2 preset or match it to your display gamma setting. NOTE: There is a bug with the bloom shader, so there is overly bloomy screen when starting the game. It's not present later. Requirements Reshade(6.7.3) https://reshade.me/downloads/ReShade_Setup_6.7.3_Addon.exe Credits Crosire and all contributors for creating Reshade https://reshade.me https://github.com/crosire/reshade And to the creators and all the contributors of the used shaders: https://github.com/EndlesslyFlowering/ReShade_HDR_shaders https://github.com/prod80/prod80-ReShade-Repository https://github.com/Matsilagi/RSRetroArch/ https://github.com/crabshank/HLSL-Reshade-colour-remappers Submitter Compact Submitted 11/13/2026 Category Mods TSLRCM Compatible Yes
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View File NeoGFF - A Simple Modern GFF Editor NeoGFF is an Aurora-engine family GFF editor. It edits classic GFF V3.2 files used by KotOR and KotOR II. Recognized classic resources include .gff, .utc, .utd, .ute, .uti, .utm, .utp, .uts, .utt, .utw, .jrl, .dlg, .are, .git, .gic, .ifo, .pth, .fac, .gui, .bic, .btc,, and .sav. NeoGFF uses a single hierarchical GFF Tree Structures, lists, and fields appear in their actual document hierarchy. Double-click an editable field to change its value. Add Field and Delete Selected use the currently selected structure, list, or field. The filter searches paths, labels, types, stored values, and resolved TLK text. View > Expand GFF Tree and View > Collapse GFF Tree control hierarchy expansion. Each open document keeps its own expanded branches, selected field, filter text, and tree position when switching between tabs. Support is offered in the OpenKotOR Discord. Submitter Vriff Submitted 11/12/2026 Category Modding Tools
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View File NeoJRL - A Simple Modern JRL Editor NeoJRL is an editor for Aurora-engine family journal files (`.jrl`). It supports the related but different journal formats used by Star Wars: Knights of the Old Republic and Star Wars: Knights of the Old Republic II. NeoJRL presents a journal as quests and journal states instead of requiring you to edit the underlying GFF structure by hand. It can create new journal files, add or remove complete quests, and add or remove the individual journal states within each quest. Support is offered in the OpenKotOR Discord. Submitter Vriff Submitted 11/12/2026 Category Modding Tools
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.tga and .tpc formats.