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  1. Today
  2. My download keeps failing with this error "[2026-09-03 09:22:39.038 W] Aborting download: Either you clicked on a premium-only link and your account is not premium, or the download link was generated by a different account than the one stored in Mod Organizer." I have tried reinstalling MO2 multiple times and went from the latest 2.5.3 back to 2.5.3 beta 1 and unlinked my account and reset my browser a few times. this is my full event log: [2026-09-03 09:22:00.145 D] timing: MOApplication() 0 ms [2026-09-03 09:22:00.145 D] timing: main() multiprocess 90 ms [2026-09-03 09:22:00.146 D] command line: '"C:\Gaming\Modding\KOTOR\MO2\ModOrganizer.exe" ' [2026-09-03 09:22:00.146 I] starting Mod Organizer version 2.5.3beta1 revision bf8bb4d2 in C:/Gaming/Modding/KOTOR/MO2, usvfs: 0.5.7.0 [2026-09-03 09:22:00.146 I] data path: C:/Gaming/Modding/KOTOR/MO2 [2026-09-03 09:22:00.146 I] working directory: C:/Gaming/Modding/KOTOR/MO2 [2026-09-03 09:22:00.146 D] timing: MOApplication setup() 0 ms [2026-09-03 09:22:00.484 I] [KOTOR] inserted plugin dir into sys.path: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games [2026-09-03 09:22:00.484 I] [KOTOR] inserted shared dir into sys.path: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games\kotor [2026-09-03 09:22:00.484 I] [KOTOR] plugin file path: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games\game_kotor.py | plugin dir: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games [2026-09-03 09:22:00.484 I] [KOTOR] sys.path[0]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games\kotor [2026-09-03 09:22:00.484 I] [KOTOR] sys.path[1]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games [2026-09-03 09:22:00.484 I] [KOTOR] sys.path[2]: C:/Gaming/Modding/KOTOR/MO2/plugins [2026-09-03 09:22:00.484 I] [KOTOR] sys.path[3]: C:\Gaming\Modding\KOTOR\MO2 [2026-09-03 09:22:00.484 I] [KOTOR] sys.path[4]: C:\Gaming\Modding\KOTOR\MO2\plugins\plugin_python\libs\pythoncore.zip [2026-09-03 09:22:00.485 I] [KOTOR] sys.path[5]: C:\Gaming\Modding\KOTOR\MO2\plugins\plugin_python\libs [2026-09-03 09:22:00.485 I] [KOTOR] sys.path[6]: C:\Gaming\Modding\KOTOR\MO2\plugins\data [2026-09-03 09:22:00.485 I] [KOTOR] sys.path[7]: C:\Gaming\Modding\KOTOR\MO2 [2026-09-03 09:22:00.485 I] [KOTOR] sys.path[8]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\lib [2026-09-03 09:22:00.485 I] [KOTOR] import probe: external-import-ok [2026-09-03 09:22:00.486 I] [KOTOR2] plugin file path: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games\game_kotor2.py | plugin dir: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[0]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games\kotor [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[1]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\games [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[2]: C:/Gaming/Modding/KOTOR/MO2/plugins [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[3]: C:\Gaming\Modding\KOTOR\MO2 [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[4]: C:\Gaming\Modding\KOTOR\MO2\plugins\plugin_python\libs\pythoncore.zip [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[5]: C:\Gaming\Modding\KOTOR\MO2\plugins\plugin_python\libs [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[6]: C:\Gaming\Modding\KOTOR\MO2\plugins\data [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[7]: C:\Gaming\Modding\KOTOR\MO2 [2026-09-03 09:22:00.486 I] [KOTOR2] sys.path[8]: C:\Gaming\Modding\KOTOR\MO2\plugins\basic_games\lib [2026-09-03 09:22:00.486 I] [KOTOR2] import probe: external-import-ok [2026-09-03 09:22:00.626 I] DownloadManagerPlugin.__init__ [2026-09-03 09:22:00.652 I] using game plugin 'STAR WARS Knights of the Old Republic' ('kotor', variant (none), steam id '32370') at c:/gaming/steam/steamapps/common/swkotor [2026-09-03 09:22:00.653 I] [%s] Steam detected:%s path:%s steam_root:%s [2026-09-03 09:22:00.653 I] [KOTOR Plugin] registering executables: c:/gaming/steam/steamapps/common/swkotor/swkotor.exe [2026-09-03 09:22:16.554 I] [KOTOR2 Sync] KSON loaded: 200 mod(s). [2026-09-03 09:22:16.728 W] [KOTOR2 Sync] Archive validation needs attention: 0 ok, 1 empty, 199 missing, 0 mismatch, 0 validation skipped, 0 user skipped. [2026-09-03 09:22:36.136 I] [KOTOR2 Sync] KSON loaded: 200 mod(s). [2026-09-03 09:22:36.297 W] [KOTOR2 Sync] Archive validation needs attention: 0 ok, 1 empty, 199 missing, 0 mismatch, 0 validation skipped, 0 user skipped. [2026-09-03 09:22:38.741 I] [KOTOR2 Sync] Download queue started: 199 missing archive(s). [2026-09-03 09:22:39.038 W] Aborting download: Either you clicked on a premium-only link and your account is not premium, or the download link was generated by a different account than the one stored in Mod Organizer.
  3. Incredible mod! I'd love to see a version with this high-poly head and texture for K2 as well.
  4. View File KOTOR 1 High FPS Post-Combat Fix Fixes a high FPS bug in Star Wars: Knights of the Old Republic that can prevent or delay player movement for a short time immediately after combat ends when playing above 60 FPS. The download includes two alternative versions of the fix. Only one should be installed at a time. PostCombatFix.kpatch fixes the post-combat movement issue while effectively having no delay. This one is more experimental and I don't know if there are any major issues. PostCombatFix60fps.kpatch fixes the same issue but keeps the same delay as if it was 60fps to keep behavior intended and prevent any issues from the no delay version. These were made at the time of Kotor Patch Manager 0.6.3. Installation: Install Kotor Patch Manager 0.6.3. Place the .kpatch file you want to use in Kotor Patch Manager’s patches folder. Open Kotor Patch Manager and install the patch. Do not install both versions at the same time. Submitter D3M0 Submitted 09/02/2026 Category Mods K1R Compatible Yes  
  5. Version 1.0.0

    1 download

    Fixes a high FPS bug in Star Wars: Knights of the Old Republic that can prevent or delay player movement for a short time immediately after combat ends when playing above 60 FPS. The download includes two alternative versions of the fix. Only one should be installed at a time. PostCombatFix.kpatch fixes the post-combat movement issue while effectively having no delay. This one is more experimental and I don't know if there are any major issues. PostCombatFix60fps.kpatch fixes the same issue but keeps the same delay as if it was 60fps to keep behavior intended and prevent any issues from the no delay version. These were made at the time of Kotor Patch Manager 0.6.3. Installation: Install Kotor Patch Manager 0.6.3. Place the .kpatch file you want to use in Kotor Patch Manager’s patches folder. Open Kotor Patch Manager and install the patch. Do not install both versions at the same time.
  6. Yesterday
  7. Seems to be working fine without the upscale. It is indeed related to your mod, somehow. Only for custom maps though, as mentioned earlier.
  8. @The_Chaser_One Our mod only rescales the player/party marker/map note position and the map's fill/scale, it doesn't touch anything about which parts of the map get revealed or when, that's handled entirely by the base engine and cached per module, separately from the marker fix. My hunch is you're seeing a vanilla engine quirk that's just more visible on non-standard room layouts. I get something similar on the ebon hawk map both in vanilla and with the mod. To help confirm that: could you run Uninstall.bat (to remove what our mod changed) and check whether the same delay happens? If it still shows up, that confirms it's unrelated to our mod. If it goes away, let me know and I'll dig further. Either way, appreciate you flagging it, and glad the widescreen fix itself is working well for you! @StellarExile Short version: KOTOR's map has a bunch of old numbers baked into the EXE that assume a low resolution. We made our own patch to make those values scale with a bigger resolution. That caused a couple of problems because the map and HUD minimap secretly share some of those values. Changing them directly made the minimap break, so we had to give the map its own private copies of values and redirect it to use those instead (injected new code into exe). Kinda same idea for the player and party markers. And a lot of the vanilla map notes were not centered properly. We checked and manually repositioned around 250 of them and built the fixes into a lookup table. Also inserted in the exe. If you want the technical details, offsets, and full source, it's all in the More info\TECHNICAL.txt and More info\source\ folders inside the download.
  9. I downloaded it a couple of years back, so I don't really remember. I'll update my blender and kotorblender versions and see what I can figure out. Thanks, Vriff!
  10. View File Narve's New Canderous Head This mod changes the head (model and texture) of Canderous Ordo. An optional portrait for Canderous is also included, which you can use if desired. When modeling the head, I was inspired by the actor Clancy Brown; I think his characterization suits the role of Canderous very well. The mod contains four main files: p_candh.mdl and p_candh.mdx - the model, P_CandH01.tga and P_CandH01.txi - the texture. One additional file, PO_pcanderous.tga, is Canderous's portrait; you can choose to use it or not, as you wish. This portrait is in the same style as the portraits from my other party member portrait mod. How to install: Unpack and copy files to the Knights of the Old Republic's Override folder. Note: This is a new model that is significantly different from the vanilla version. Both the geometry and the UV map are different. No retextures from the vanilla head will fit this model! And, of course, the texture from this mod will not fit Canderous' vanilla head. If anyone asks: the body texture is from this mod by wonderful Dark Hope. Thanks: I would like to thank Elayerfawkes45 for the original high-poly mesh, which I used as a starting point for my head model. Submitter Narve Submitted 09/02/2026 Category Mods K1R Compatible Yes  
  11. That version of kotorblender is many years old, the latest distro is here: https://github.com/OpenKotOR/kotorblender I'm not even sure how you got that version of KOTORBlender, have you had it for years or is there somewhere you downloaded it from? I can only find the OG release and this version.
  12. Response from the author: Hi! Did you use it on an existing save? Will check it when I have time I did use it on an existing save but I had not entered said module before.
  13. I would never stop using the KPM and the KotorUniResPatch because you have solved something that is extremely important. The Soft Shadow and Frame Buffer Effects are usable again!!! And for that I can't thank you enough Synchro, and I'm sure that many others that, as me, use the AMD cards. I even stopped played KOTOR for a while, thinking that Aspyr would never release an Updated version to solve this like they have done it for TSL, and all the KOTOR remake thing, let me hopeless that It would ever be a solution, you know. But you solved, and this is incredible, along with other patches that make the game even more good to play than before. May The Force Be With You and your family, Synchro
  14. Glad it works! Worst case you can always use the standalone version if you prefer using k1-hrm over KPM and KotorUniResPatch
    Thanks, this made testing out all the different GUIs like Pazaak for my KOTOR Modern Restoration Patch (KMPR) easy
  15. Hello, thanks for your attention and, once more, thanks for all that you've done. I tried many things but what truly worked for me was, if I remember correctly: 1 - I used the Kotor editable executable 2 - I used the Js' KotorUniResPatch as you indicated, apply the textures and patches included, but still didn't worked perfectly. 3 - Then, I downloaded the k1hrm-1.5 and applied, for a test, the 1024x768 resolution, and used the gui included there. Until this moment it worked well, only with some little problems in the save files (I can't use the mouse, have to use the keyboard to navigate there) but apart from that it's working 90,0 % okay Hope this help a bit
  16. Version 1.0.0

    2 downloads

    This mod changes the head (model and texture) of Canderous Ordo. An optional portrait for Canderous is also included, which you can use if desired. When modeling the head, I was inspired by the actor Clancy Brown; I think his characterization suits the role of Canderous very well. The mod contains four main files: p_candh.mdl and p_candh.mdx - the model, P_CandH01.tga and P_CandH01.txi - the texture. One additional file, PO_pcanderous.tga, is Canderous's portrait; you can choose to use it or not, as you wish. This portrait is in the same style as the portraits from my other party member portrait mod. How to install: Unpack and copy files to the Knights of the Old Republic's Override folder. Note: This is a new model that is significantly different from the vanilla version. Both the geometry and the UV map are different. No retextures from the vanilla head will fit this model! And, of course, the texture from this mod will not fit Canderous' vanilla head. If anyone asks: the body texture is from this mod by wonderful Dark Hope. Thanks: I would like to thank Elayerfawkes45 for the original high-poly mesh, which I used as a starting point for my head model.
  17. Thanks! In terms of increasing the resolution of the game, this patch only handles the world shading, framebuffer, and shadow rendering aspects of the graphics pipeline. What you're looking for if you are already using the Kotor Patch Manager is the standard download (not standalone). You'd need to place the kpatch that is in the standard zip into the same directory as your other patches (where the levelcap, marked empty containers, etc. are), once you refresh the interface in the patch manager it will be on the list and all you need to do is check it's checkbox, it'll be properly deployed and activated when you launch the game. J's https://github.com/J0-o/KotorUniResPatch has some additional patches that will give you things like extended resolution selection and proper GUI scaling, which is what you're looking for. (same idea, place the kpatches in his releases into your patches folder and select them in KPM) The standalone version is designed for an install where you went through patching with uniws, and k1hrm. At the moment; KPM won't detect your game when it is patched in that manner, so applying patches with it is off the table. In theory though, It *should* be able to co-exist with KPM also active but I haven't tested for that, so YMMV. If it works let me know, I can stick that in the README for people who want to try the same thing
  18. Amazing job with these files by the way. You've solved an issue that has been a pain for a very long time. One question. If I use, for example, the increased level cap mod, the marked empty containers, the movie patch, the post-combat movement fix, etc. from the Kotor Patch Launcher, If I want to increase the resolution of the game, I just need to use these two files that you added in the download section or I still need to use the Patch Launcher, without the Widescreen resolution?
  19. Not rude at all, you're right that it takes more effort than it should. Good news: I have a solution ready for the next version of the patch! The next release has a standalone install that's two files dragged into your game folder, nothing else. No patch manager, and it doesn't care what's already been done to your executable, so it should go straight onto the install you already have with no issues. Both the KPM and standalone versions will continue to be supported equally. Ideally we will be making some improvements to KPM soon to help make the install process less of a pain. Thanks for sticking with it, and sorry for the runaround. EDIT: @PoopaPapaPalpatine @Greedyspree v1.2.0 has a standalone version you can download, which should sidestep any issues with KPM you where having
  20. Hello! Thanks for sharing your work. I have a question: does this benefit 4:3 resolution like 1024x768 or even 800x600, too? I remember at least one wonky minimap on Tatooine (I think it was the module with the krayt dragon). Cheers!
  21. I've had an idea for an alternate version of your mod - called 'I'm Reluctant To Be A Jedi'. The idea is for a 'lite' version of the mod that fits the original KOTOR story better. If it's possible to create this, please do, as I'm not a modder myself! The intended effect of the mod would be for the player to end the game as a level 4 Jedi (still a Padawan), and level 16 in their original class. Basically, the opposite of what happens when the player saves levels on Taris. In this alternate version of the mod, the player must undertake Jedi training and become a Jedi on Dantooine, as originally. The original 'Compulsory Level Up' after choosing their Jedi class remains, and all the original dialogue and choices are retained. The only difference from the original game is - the player will only level up their Jedi class when on Dantooine (at the Jedi Academy) and when on Korriban (at the Sith Academy). Elsewhere, the player will level up their original class (Soldier, Scout or Scoundrel). This simulates the player character refusing to continue studying the ways of the Force with Bastila or Jolee on the Ebon Hawk. They only train as a Jedi or Sith when they have no other option. Creating the 'I'm Reluctant To Be A Jedi' mod: Build 3 additional 'Compulsory Level Ups' into the game script, which will level up the player's Jedi class - using the same process as the original one, at the following points in the story: Level Up #1: Zhar Lestin: "Congratulations, apprentice. Or should I say congratulations, Padawan? You have proven yourself worthy of joining the Jedi. Let me be the first to welcome you as a full-fledged member of our Order!" Jedi Trials: You have completed the final stages of your training and have been accepted into the Jedi Order as a Padawan. Level Up #2: Uthar Wynn: "Welcome to the dark side, my children... your one chance at true greatness lies here." The Way of the Sith: You have managed to enter the Sith academy as a hopeful vying with several others to become the one who will be finally admitted as a full Sith. Level Up #3: Uthar Wynn: "You have impressed me enough, by my estimation, to become a Sith in full. Congratulations, young one... you have bested the others quite completely." The Way of the Sith: Master Uthar has been impressed enough to declare you worthy of taking the final test at the tomb of Naga Sadow. All manual level ups done by the player would level up the character's original non-Jedi class. Alternatively: A more flexible method of creating this alternative mod would require the level up script to br able to determine the player's current planetary location, and carry out a different level up process depending on where the player is. If the player is on Dantooine or Korriban, level up Jedi class. If on any other planet (or the Star Forge), level up original class. (Notes: The player as a level 4 Jedi would have 5 Force Powers and between 50 and 100 Force points depending on Jedi class and WIS + CHA modifiers. Enough for your 'Reluctant Jedi' character to have an effect on the story befitting someone very strong in the Force, but not enough to make them a full fledged Jedi Knight or Sith Lord fighting with Force powers all the time. The least overtly Jedi-like Force powers to take would be: the Force Aura line, the Force Valor line, the Affect Mind line, the Burst of Speed line, the Energy Resistance line, and the Force Resistance line - but all except Affect Mind and Energy Resistance require your character to not wear armour.)
  22. Last week
  23. PFHC02
    AT LAST SOMEONE HAS DONE IT, AND IT WORKS! Thanks so much man, this was the missing piece of K1 high resolution. As a modder myself I've noticed something weird with custom maps (not the vanilla ones), for example the Sith academy on Korriban with the restored rooms. It seems like the map appears inconsistently relative to the character's location. You can see on this picture that even after moving from the waypoint to the current location, the map is still non-existent. It isn't a big issue as if you wait a little the map appears almost correctly, but I thought it was worth mentioning in case you'd care enough to try and fix it.
  24. When I try to add this fps fix mod to an ultra wide 4gb patched EXE, it undoes every of those fixes and converts it to vanilla settings. Edit: I applied this fix before adding the unis and hd menu ui bat fix and now I am playing at 165hz.
    The best Juhani reskin out there easily 5/5
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