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  1. Today
    Perfect companion mod to go along with KMRP
  2. 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.
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  3. 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.
  4. 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.
  5. 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.
  6. 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.
  7. 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?
  8. View File Gamorrean Axe Model and Texture Improvement - TSL 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 10/09/2026 Category Mods TSLRCM Compatible Yes  
  9. I have bug to report here. When I patch the game with version 1.5.0 it gives me error saying: Serial number is not found. Serial number 40 is not found in library DLL Cabinet.dll Then game lauches, but not in mine resolution that I set 1920x1080 Windows 7 64bit, mind you the previous version worked fine for me, if I disable Modern Driver Compatibillity. I used GOG version.
  10. Looking forward to a release. Cheers!
  11. You're basically putting Jedi Academy's combat system into KOTOR. I had the same idea years ago and thought it would be the perfect Star Wars game. I didn't think anyone would actually attempt it!
  12. Yes, among other minor model fixes for PLC and NPC models. I wondered why some NPC Models like the Gand and Gran appeared very dark in-game in comparison to their textures. After opening the files in Blender, I found out they don't use #FFFFFF as Diffuse and Ambient color values.
  13. Yesterday
  14. Will that fix be uploaded soon?
  15. The viewport and lighting system look solid The mesh-as-bones rework makes sense for KotOR's skeleton Great progress with LordVader's help
  16. I know this mod is kinda old and hasn't had any comments lately, but just so you know, the HEX editor value for w_lghtsbr is incorrect in your MDL files. It has w_lghtsbr_005 for all the new colors, meaning if you equip any of them with a purple saber, it will turn both of them into the other color (eg-- an orange and purple saber will net you two oranges) For those who want to fix this, it is a simple fix. Download a hex editor and drag the MDL files from your override into it. Find where it says w_lghtsbr_005 (should be near the top) and change the number 005 to whatever number you are updating. It should only be a problem for files w_lghtsbr_010 until you reach w_lghtsbr_016. Once you have changed the value, overwrite the old one with the new one in your override folder, and it will fix the issue. I'm attaching a before and after snapshot
  17. Version 1.0.0

    7 downloads

    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.
  18. Any solution for the transparency issue?
  19. Very good. Might I suggest you use the Caps Lock first person mode to take a full body screenshot? You did the same for your Jolee Mod and as such it is easier to see the detail of the full NPC. I might be wrong here, but Mission's lekkus are weird in the fact that the lekku texture isn't being drawn from the head texture like it is with the other Twi'lek NPCs in the game, but rather, Mission's lekkus are drawn from her body texture which explains how Stellar Exile missed them.
  20. Could you do party members as well?
  21. Version 1.5 sounds great. I can't wait to try it out. Three questions. 1. How about a controller layout based on TSL’s native layout? Most of the current layout already matches it. I think it would feel more natural if KOTOR and TSL could be controlled identically using the same controlls. 2. Is the new version of the “K1 Modern Driver Compatibility Patch” included? Specifically, version 1.3.0? 3. Unfortunately, the HD Icon Pack by JackInTheBox isn’t quite complete. Some of the Jedi robes are missing or aren’t applied to all robe types (Padawan, Knight, Master). I also seem to vaguely recall that a few other minor details are missing. But I’d have to check that myself again. Otherwise, thank you very much for this patch. This is the best thing that’s happened to the game since its release.
  22. Alright, thanks.
  23. My "Vanilla Plus" Revan Retexture WIP:
    You are the pillar of this community
  24. Good work! Only suggestion I have is to make the tips of Mission's lekku blue like the rest of her skin in the original.
  25. Fixed in 1.5 Fixed in 1.5 Added in 1.5 Fixed in 1.5
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