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Echoes of the Republic - an unofficial expansion
Sith Holocron commented on vault13deathclaw's file in Mods
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View File korean patched dialog.tlk for k1cp The existing Korean patch for KOTOR only supports the vanilla dialogue and could cause some game-breaking errors, so I added the K1CP additions to dialog.tlk. 기존 한글 패치가 바닐라 기준으로 만들어져서 커뮤니티 패치를 설치하면 진행이 막히기도 합니다. 이 파일을 넣어야 커뮤니티 패치를 한 버전에서 한글이 전부 출력되고 진행도 막히지 않습니다. -설치법- 게임 경로에다 dialog.tlk를 넣으세요. 기존 한글 패치의 dialog.tlk는 지우던가, 이걸로 덮어쓰던가 하시면 됩니다. * 바닐라 버전으로 하실거면 기존 한글패치를 넣어주세요 Submitter Revanknight Submitted 07/10/2026 Category Mods K1R Compatible Yes
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MOD:Echoes of the Republic - an unofficial expansion
vault13deathclaw posted a topic in Mod Releases
View File Echoes of the Republic - an unofficial expansion This is an early release of a mod that adds the KOTOR 1 planets to KOTOR 2 with quests and content. Around 70 quests are added. Help the Republic retrieve stolen data and medical shipments. Deal with a disturbance in the Force on Tatooine. Fight Sith on Yavin. Fight in the arena on Coruscant. This is just some what's in store. This mod adds Manaan, Coruscant (different from Deathdisco's classic mod), Tatooine, Kashyyyk, Yavin, Rakata Prime, and Sleheyron to KOTOR 2. On these planets, you will find over 70 new quests. The general feel of this mod is to add content that largely fits the style of mid 2000s BioWare games. There are quests/scenes/gags that are inspired by those games. SWTOR was also a huge inspiration to the quests. I would guess that this mod adds somewhere in the neighborhood of 8-12 hours (give or take) of gameplay if you do everything. The mod also features additional banter between companions. Currently, only Visas and Mandalore as a pair are featured. Try taking Visas and Mandalore out adventuring with you. More to come. Mod name still being worked on. How do I start? As soon as you finish Telos, you can visit the new planets. This mod does not have any main quest. It adds many side quests that you can choose to do. Much of the quests can be done in any order, though there are some quests that follow others and/or unlocked through doing other quests. Some of these quests include: *Bounty Hunting: -On Coruscant, Tatooine and Manaan, you will find terminals that will automatically update you with bounties that are available (similar to talking to Zax in KoTOR1) *Deliveries: -Some people in the galaxy just want someone to act as courier and this is a good way to get some easy credits *Operations: -Inspired by SWTOR’s operations and flashpoints, you will find a Republic Trooper milling around by a shuttle on Coruscant. He can tell you more about operations which might be somewhat challenging dungeon style content *Story driven quests: Certain NPCs give storyline quests. Lt. Rene on Coruscant can get you started on one particular questline. Sometimes landing on a planet will lead to a storyline. Some storylines can only be done after others (Manaan’s, for example starts after Coruscant’s and then Manaan’s storyline is one prerequisite to start another questline on Coruscant if you also help a twi’lek at the Coruscant bar obtain an artifact from Yavin). The Hunting Lodge on Tatooine has a cryptic old man who wants you to do him some favors. *Korriban additions: The cave has an addition over in the back leading to several new modules with temples. *Dantooine addition: Over by the Kinrath cave is a path that was blocked off in vanilla that will lead you to the Grove. Upon entering the grove, you will start a new quest. *Companion Quests: -Visas Marr has a quest if you ask her some questions after getting to know her a bit. -Mira has a quest if you enter the Manaan docking bay with her and walk around -Handmaiden has a quest if you talk to her after training her to become a Jedi *More to discover This mod was voiced using AI. No other aspects of this mod involves AI. Installation instructions 1. Install TSLRCM 2. Install M4-78 EP 3. Copy the contents of this mod into your install folder, ensuring that you overwrite when prompted. A few aspects to be aware of in this mod: 1. It doesn't take into account a dark side Revan. It was specifically written to take into account both Male and Female Revan, but some characters appear in this that couldn't otherwise. 2. The mod is intended for a Male Exile, however I did make some modifications that allow a Fem Exile to experience all the content. The training holocrons for Handmaiden currently do not work with Disciple, however. 3. There aren't a lot of moral choices at this time. 4. This mod is in English. 5. Currently the NPCs milling standing around the settlements don't serve much purpose. Their little flavor blurbs haven't been implemented yet. That will be done soon. 6. This mod SHOULD be compatible with mods that replace textures except for the ebon hawk cockpit skyboxes. Reskin away other than that. 7. This mod is still being developed. The difficulty especially is being worked on. All content should be playable though. ------------------------------ INCOMPATIBILITIES: This mod, out of the box is incompatible with Newbiemodder's Korriban Expansion and Deathdisco's Jedi Temple. The mod was designed for future compatibility patches for these mods, however. These can be addressed by a simple drag and drop optional compatibility fix in the future. Party Swap is incompatible at this time. Any mod that gives Visas Marr a prestige class is incompatible as this mod grants her one at the end of her personal quest. Ebon Hawk cockpit skyboxes are currently incompatible. Schematic Lightsaber Mod is VERY incompatible due to edits to companion dlg files and an edit to Nar Shaddaa's refuge quad module. Additional testing seems to indicate that the incompatibilities are much more serious than a cursory glance indicated. Apparently in concert with this mod, it breaks Korriban in several places due to some changes in utc files. Content Pack- Feats and Powers has been reported to be incompatible ------------------------------- Known to be compatible: Extended Enclave by danil-ch Expanded Ending by WildKarrde Genoharadan Legacy by N-DReW25 Just the those installers after you install this mod. I personally use those mods in my own build and I recommend them. The following mods and modders resources were used in this mod. Sithspectre's Sleyheyron Demo for modules and planetary icons. [K1/TSL] Modder's Resource - Holocrons by InSidious/Darth InSidious (also enclosed with this mod is a copy of that mod's readme, per the requirements of usage) Jolee's hut resource by djh269 Sleyheyron Arena modder's resource by Thor110 Expanded Galaxy v0.4.0 [MODDERS RESOURCE] 0.4.0 version by Thor110 Specialized Combat Suits for Kotor & TSL by RedRob41 Modder's Resource: Dejarik Table by: newbiemodder Dahnis Unique Look by Leilukin SpaceAlex for textures in Dahnis Unique Look Droid models animations fix By Zobizob Kashyyk cut module restoration v1.0 By Zobizob Czerka Depot Restoration v1.0 By Zobizob Terentateks in TSL by LDR Tulak Hord's lore accurate mask by The_Chaser_One Quanon gave permission for his Sith Temple mod for KOTOR 1, as well as provided the modder's resource for their Yavin modules. Modder's Resource: SpaceAlex's Unfinished K1 Enhancement Pack 1.0.0 by SpaceAlex Yavin Station Hangar 1.5 by WildKarrde is here with permission. Permission granted from Quanon for modules Ancient Cave, Temple Main Chamber, and Canyon from Silveredge9's Brotherhood of Shadow's Solomon's Revenge. Quanon for Korriban Canyon/Lost City modder's resource modules Quanon for modders resource modules used in Coruscant Arena (scrapyard games modders resource from Quanons Big Sell out) Silveredge9 has given a blanket permission that their mods are free for people to utlize in mods now. InSidious/Darth InSidious granted permission to utilize their K1 Lost Modules mod (Tatooine Temple module). TOR Ports: Pureblood Sith Male Player Head for TSL 1.0.0 By DarthParametric TOR Ports: Pureblood Sith Female Player Head for TSL 1.1 By DarthParametric EwokKotor for Playable Ewok mdl BioWare/Disney/LucasFilm for assets from KOTOR 1 Obsidian/Disney/LucasFilm for assets from KOTOR 2 Pandemic/Disney/LucasFilm for assets from Battlefront 2 Specific to KOTOR tools and plugins used include KOTOR blender, Holocron Toolset, KoTOR TOOL, mdlops, kgff, dlgeditor, kotor scripting tool, reone_tools, mdledit, Probably others as well, at some point. Shout outs: I have to say, all of the modders who gave permission for using non-modders resources assets were extremely kind and nice. Shout out to Quanon, WildKarrde, InSidious/Darth InSidious, and DarthParametric. You were very kind! Nexus user BlackWind1909 was very good about providing a lot of feedback regarding difficulty. Submitter vault13deathclaw Submitted 07/10/2026 Category Mods TSLRCM Compatible Yes -
Version 1.0.0
2 downloads
The existing Korean patch for KOTOR only supports the vanilla dialogue and could cause some game-breaking errors, so I added the K1CP additions to dialog.tlk. 기존 한글 패치가 바닐라 기준으로 만들어져서 커뮤니티 패치를 설치하면 진행이 막히기도 합니다. 이 파일을 넣어야 커뮤니티 패치를 한 버전에서 한글이 전부 출력되고 진행도 막히지 않습니다. -설치법- 게임 경로에다 dialog.tlk를 넣으세요. 기존 한글 패치의 dialog.tlk는 지우던가, 이걸로 덮어쓰던가 하시면 됩니다. * 바닐라 버전으로 하실거면 기존 한글패치를 넣어주세요 The original patch was made and distributed by Nasher https://blog.naver.com/PostView.naver?blogId=alagondar&logNo=224289552113&navType=by -
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Version .86
1 download
This is an early release of a mod that adds the KOTOR 1 planets to KOTOR 2 with quests and content. Around 70 quests are added. Help the Republic retrieve stolen data and medical shipments. Deal with a disturbance in the Force on Tatooine. Fight Sith on Yavin. Fight in the arena on Coruscant. This is just some what's in store. This mod adds Manaan, Coruscant (different from Deathdisco's classic mod), Tatooine, Kashyyyk, Yavin, Rakata Prime, and Sleheyron to KOTOR 2. On these planets, you will find over 70 new quests. The general feel of this mod is to add content that largely fits the style of mid 2000s BioWare games. There are quests/scenes/gags that are inspired by those games. SWTOR was also a huge inspiration to the quests. I would guess that this mod adds somewhere in the neighborhood of 8-12 hours (give or take) of gameplay if you do everything. The mod also features additional banter between companions. Currently, only Visas and Mandalore as a pair are featured. Try taking Visas and Mandalore out adventuring with you. More to come. Mod name still being worked on. How do I start? As soon as you finish Telos, you can visit the new planets. This mod does not have any main quest. It adds many side quests that you can choose to do. Much of the quests can be done in any order, though there are some quests that follow others and/or unlocked through doing other quests. Some of these quests include: *Bounty Hunting: -On Coruscant, Tatooine and Manaan, you will find terminals that will automatically update you with bounties that are available (similar to talking to Zax in KoTOR1) *Deliveries: -Some people in the galaxy just want someone to act as courier and this is a good way to get some easy credits *Operations: -Inspired by SWTOR’s operations and flashpoints, you will find a Republic Trooper milling around by a shuttle on Coruscant. He can tell you more about operations which might be somewhat challenging dungeon style content *Story driven quests: Certain NPCs give storyline quests. Lt. Rene on Coruscant can get you started on one particular questline. Sometimes landing on a planet will lead to a storyline. Some storylines can only be done after others (Manaan’s, for example starts after Coruscant’s and then Manaan’s storyline is one prerequisite to start another questline on Coruscant if you also help a twi’lek at the Coruscant bar obtain an artifact from Yavin). The Hunting Lodge on Tatooine has a cryptic old man who wants you to do him some favors. *Korriban additions: The cave has an addition over in the back leading to several new modules with temples. *Dantooine addition: Over by the Kinrath cave is a path that was blocked off in vanilla that will lead you to the Grove. Upon entering the grove, you will start a new quest. *Companion Quests: -Visas Marr has a quest if you ask her some questions after getting to know her a bit. -Mira has a quest if you enter the Manaan docking bay with her and walk around -Handmaiden has a quest if you talk to her after training her to become a Jedi *More to discover This mod was voiced using AI. No other aspects of this mod involves AI. Installation instructions 1. Install TSLRCM 2. Install M4-78 EP 3. Copy the contents of this mod into your install folder, ensuring that you overwrite when prompted. A few aspects to be aware of in this mod: 1. It doesn't take into account a dark side Revan. It was specifically written to take into account both Male and Female Revan, but some characters appear in this that couldn't otherwise. 2. The mod is intended for a Male Exile, however I did make some modifications that allow a Fem Exile to experience all the content. The training holocrons for Handmaiden currently do not work with Disciple, however. 3. There aren't a lot of moral choices at this time. 4. This mod is in English. 5. Currently the NPCs milling standing around the settlements don't serve much purpose. Their little flavor blurbs haven't been implemented yet. That will be done soon. 6. This mod SHOULD be compatible with mods that replace textures except for the ebon hawk cockpit skyboxes. Reskin away other than that. 7. This mod is still being developed. The difficulty especially is being worked on. All content should be playable though. ------------------------------ INCOMPATIBILITIES: This mod, out of the box is incompatible with Newbiemodder's Korriban Expansion and Deathdisco's Jedi Temple. The mod was designed for future compatibility patches for these mods, however. These can be addressed by a simple drag and drop optional compatibility fix in the future. Party Swap is incompatible at this time. Any mod that gives Visas Marr a prestige class is incompatible as this mod grants her one at the end of her personal quest. Ebon Hawk cockpit skyboxes are currently incompatible. Schematic Lightsaber Mod is VERY incompatible due to edits to companion dlg files and an edit to Nar Shaddaa's refuge quad module. Additional testing seems to indicate that the incompatibilities are much more serious than a cursory glance indicated. Apparently in concert with this mod, it breaks Korriban in several places due to some changes in utc files. Content Pack- Feats and Powers has been reported to be incompatible ------------------------------- Known to be compatible: Extended Enclave by danil-ch Expanded Ending by WildKarrde Genoharadan Legacy by N-DReW25 Just the those installers after you install this mod. I personally use those mods in my own build and I recommend them. The following mods and modders resources were used in this mod. Sithspectre's Sleyheyron Demo for modules and planetary icons. [K1/TSL] Modder's Resource - Holocrons by InSidious/Darth InSidious (also enclosed with this mod is a copy of that mod's readme, per the requirements of usage) Jolee's hut resource by djh269 Sleyheyron Arena modder's resource by Thor110 Expanded Galaxy v0.4.0 [MODDERS RESOURCE] 0.4.0 version by Thor110 Specialized Combat Suits for Kotor & TSL by RedRob41 Modder's Resource: Dejarik Table by: newbiemodder Dahnis Unique Look by Leilukin SpaceAlex for textures in Dahnis Unique Look Droid models animations fix By Zobizob Kashyyk cut module restoration v1.0 By Zobizob Czerka Depot Restoration v1.0 By Zobizob Terentateks in TSL by LDR Tulak Hord's lore accurate mask by The_Chaser_One Quanon gave permission for his Sith Temple mod for KOTOR 1, as well as provided the modder's resource for their Yavin modules. Modder's Resource: SpaceAlex's Unfinished K1 Enhancement Pack 1.0.0 by SpaceAlex Yavin Station Hangar 1.5 by WildKarrde is here with permission. Permission granted from Quanon for modules Ancient Cave, Temple Main Chamber, and Canyon from Silveredge9's Brotherhood of Shadow's Solomon's Revenge. Quanon for Korriban Canyon/Lost City modder's resource modules Quanon for modders resource modules used in Coruscant Arena (scrapyard games modders resource from Quanons Big Sell out) Silveredge9 has given a blanket permission that their mods are free for people to utlize in mods now. InSidious/Darth InSidious granted permission to utilize their K1 Lost Modules mod (Tatooine Temple module). TOR Ports: Pureblood Sith Male Player Head for TSL 1.0.0 By DarthParametric TOR Ports: Pureblood Sith Female Player Head for TSL 1.1 By DarthParametric EwokKotor for Playable Ewok mdl BioWare/Disney/LucasFilm for assets from KOTOR 1 Obsidian/Disney/LucasFilm for assets from KOTOR 2 Pandemic/Disney/LucasFilm for assets from Battlefront 2 Specific to KOTOR tools and plugins used include KOTOR blender, Holocron Toolset, KoTOR TOOL, mdlops, kgff, dlgeditor, kotor scripting tool, reone_tools, mdledit, Probably others as well, at some point. Shout outs: I have to say, all of the modders who gave permission for using non-modders resources assets were extremely kind and nice. Shout out to Quanon, WildKarrde, InSidious/Darth InSidious, and DarthParametric. You were very kind! Nexus user BlackWind1909 was very good about providing a lot of feedback regarding difficulty. -
I am sharing my TSL ReShade efforts. These are screenshots from the result of this 90SK XXX reshade preset.
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I am recruiting minds for the Edge Of Darkness mod project. We are exploring different ideas and directions for the mod. Here is a link to the EOD Discord. I'd love to see people come in and share their experiences of the game, and help shape its future.
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@vault13deathclaw I did increase the fog a bit, I didn't find the blank skybox too distracting in most areas, however I did add a texture for the cave entrance to make it feel more connected to the Krayt Dragon cave. As for the walkmesh it is still a bit glitchy, I don't currently have the knowledge and skillset to try and repair it, the room with the large fallen pillar in the cave is I think the most broken room in the module, along with the actual pit chamber, both of which being the main areas where the player can easily fall through the floor and get stuck. But even with those issues I am still able to play through the whole mod and get through every room without it being a game breaking issue. But after a short break from the project I am going to start reaching out to other modders and see if anyone else would be interested in trying to patch up the walkmesh and fix some of the cave geometry.
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As someone who recently messed around with this module I have some questions about how you went about doing it, wanting to see if there is anything I could do to improve my mod: Did you add a skybox or did you just fog it up? I honestly think that the fog workaround makes more sense considering it's a buried ruin. How did you handle the invisible floors like the one in the room leading to the big circular room? I know when I implemented this module for my KOTOR 2 mod, I just copied a similar floor and made it fit. I'm not sure if there was a better way to handle that though. Did you redo the walk meshes, or is the pillar room still really iffy? How I worked around it was placeables here and there to guide players away from problematic areas.
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barachiel started following Sentry droid
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A surprise new content KOTOR mod?!? This is like waking up Christmas morning to a tree full of presents! Absolutely going to try out this mod ASAP! And congrats on restoring the Tatooine Temple module! I myself have tried doing that but just could never quite finish up the project. I’m thrilled to see someone has done it at last!
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This version is the first version of the mod, built only on the vanilla KotOR base game. I did use TSLPatcher to hopefully make combatibility less of a headache right out of the gate, but my plans for v1.2 are to make it explicitly compatible with K1R and the K1 Community Patch. However I will look into the K1 community build and see if that would be a better thing to focus on. Assuming that the Patcher works as intended and amends the existing 2DA and JRL files, then the only thing that would break compatibility would be any mod that modifies the tat_m18ac (Eastern Dune Sea / Krayt Dragon Cave) module, or any mods creating new items that use the file names ii_belt_011.tga and iw_crhide_005.tga. I have some ideas for other small additions to include as well, and will be recording a full walktrhough for YouTube soon, so stay posted for updates in the following months! I am so excited for everyone to see this module restored into the main game! I have wanted to make this mod for many years, and finally got to a place over the past few months where I could devote enough time and attention to make it as complete and fleshed out as I could. I wanted to maintain player immersion and lore continuity as much as possible, and will continue with that philosophy for any future projects! -JM
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View File TATOOINE - THE LOST TEMPLE STAR WARS: KNIGHTS OF THE OLD REPUBLIC TATOOINE - THE LOST TEMPLE A restoration and expansion project for Star Wars: Knights of the Old Republic. “While searching Tatooine for clues to the Star Map, the player can venture beyond the familiar path to uncover a long-forgotten temple buried beneath the Dune Sea.” This mod restores and expands the Tatooine Eastern Dune Sea ruins, adding new quests, characters, items, dialogue, and enemies. Features: - Restores m19aa module. -New quest. -New datapads and journal entries. - New Enemies, NPCs and dialogue. -New items. This mod requires HoloPatcher or TSLPatcher to install correctly. Run HoloPatcher.exe and select the provided changes.ini file. Allow the installer to place all files into your Knights of the Old Republic installation directory. Known Issues This mod modifies appearance.2da, globalcat.2da, and global.jrl; compatibility with other mods editing these files depends on proper patching and install order. Due to an unpolished walkmesh in the restored area, party members may occasionally become stuck in walls, terrain, or beneath the map. In most cases, this can be resolved by repositioning the character and moving in different directions until they break free. Some stalagmites and cave geometry appear to float above the terrain. This is a limitation of the original area models and would require edits to the 3D geometry to fully correct. During the swoop bike repair sequence, the Sandperson and swoop bike disappear after the screen fades back in rather than during the fade to black as originally intended. This is a cosmetic issue only and does not affect gameplay or quest progression. Tools used: - HoloPatcher - ChangeEdit / TSLPatcherConfig - Holocron Toolset - DLG Editor - K-GFF Editor - GIMP -"Lost Modules Pack" by InSidious Special thanks to the Knights of the Old Republic modding community for providing a rich library of modding tutorials and resources, and keeping the game alive through years of restoration and expansion projects. Created by Caleb Behrens (JuniorModder) 2026 Submitter JuniorModder Submitted 07/09/2026 Category Mods K1R Compatible No
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Version 1.0 of TATOOINE - THE LOST TEMPLE has been released! Please see Official Mod Release Thread Here:
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Version 1.0.0
20 downloads
STAR WARS: KNIGHTS OF THE OLD REPUBLIC TATOOINE - THE LOST TEMPLE A restoration and expansion project for Star Wars: Knights of the Old Republic. “While searching Tatooine for clues to the Star Map, the player can venture beyond the familiar path to uncover a long-forgotten temple buried beneath the Dune Sea.” This mod restores and expands the Tatooine Eastern Dune Sea ruins, adding new quests, characters, items, dialogue, and enemies. Features: - Restores m19aa module. -New quest. -New datapads and journal entries. - New Enemies, NPCs and dialogue. -New items. This mod requires HoloPatcher or TSLPatcher to install correctly. Run HoloPatcher.exe and select the provided changes.ini file. Allow the installer to place all files into your Knights of the Old Republic installation directory. Known Issues This mod modifies appearance.2da, globalcat.2da, and global.jrl; compatibility with other mods editing these files depends on proper patching and install order. Due to an unpolished walkmesh in the restored area, party members may occasionally become stuck in walls, terrain, or beneath the map. In most cases, this can be resolved by repositioning the character and moving in different directions until they break free. Some stalagmites and cave geometry appear to float above the terrain. This is a limitation of the original area models and would require edits to the 3D geometry to fully correct. During the swoop bike repair sequence, the Sandperson and swoop bike disappear after the screen fades back in rather than during the fade to black as originally intended. This is a cosmetic issue only and does not affect gameplay or quest progression. Tools used: - HoloPatcher - ChangeEdit / TSLPatcherConfig - Holocron Toolset - DLG Editor - K-GFF Editor - GIMP -"Lost Modules Pack" by InSidious Special thanks to the Knights of the Old Republic modding community for providing a rich library of modding tutorials and resources, and keeping the game alive through years of restoration and expansion projects. Created by Caleb Behrens (JuniorModder) 2026 -
@Etienne76 Unfortunately there's no easy way of localizing the mod without rewriting a significant portion of the patch for each localization, and especially not a non-Romance language like Russian. In my mod, it can only be written in 4 Unicode characters per instruction. To localize to Russian, I'd need to use the Cyrillic font texture that remaps the codepage instead of being able to use Unicode. And what's worse is that it would only work in a Russian version of the game, or whatever other language, which I don't have to test with. I'm sorry.
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https://makeagif.com/i/OkTEkl …….when?
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You have cut me off from my projects and my feedback areas without my consent for weeks without a response. I have long since made a decision to leave. Please treat all my messages as archival. above all please just leave me alone and respect my privacy from this point onward. I am trying to move on with my life. Please stop transferring random repos to my old github user after the fact. I don’t even understand why GitHub lets one do that without my consent. But due to yet another shitty situation out of my control some repos were forced onto my account that I archived on https://github.com/orgs/OpenKotOR Previously, for context, I had created the org OldRepublicDevs, which was dedicated to maintaining all of the legacy projects then merged with OpenKotOR. Those are now on https://github.com/orgs/KotORPublicDomain I have invited as many people as I could to the org to just hand them off. Anybody that I knew in the community with any degree of respect has been given an invite. If I skipped you just know I simply didn’t think of you within the hour or so required to put it together. Please contact someone else in the org for permissions as it seems I’m no longer able to do so either. The projects on there represent my authoritative last known good state of said projects. Anything that has been done since then is out of my control. See the archival statuses of the origins of the fork(s) for context. PS: Any additional follow ups will EXCLUSIVELY be for clarification purposes relevant to the status of these projects. Please do not post about decisions made or culpability. this is not about pointing fingers. This is exclusively about the state of these projects since I no longer have a platform to speak. PPS: I have been banned for weeks and remain banned to this day. Not once has anyone made a statement to me about the exact nature of WHY the ban took place. I do not care at this point. I just want to let everyone know for the record what is going on with me and my projects PPPS: I’m fine. It was simply tough to accept the ban and leave. PPS: I have been banned for weeks and remain banned to this day. Not once has anyone made a statement to me about the exact nature of WHY the ban took place. I do not care at this point. I just want to let everyone know for the record what is going on with me and my projects PPPS: I’m fine. It was simply tough to accept the ban and leave. I want a small corner of the universe to exist and this community has failed me even that.
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You have cut me off from my projects and my feedback areas without my consent for weeks without a response. I have long since made a decision to leave. Please treat all my messages as archival. above all please just leave me alone and respect my privacy from this point onward. I am trying to move on with my life. Please stop transferring random repos to my old github user after the fact. I don’t even understand why GitHub lets one do that without my consent. But due to yet another shitty situation out of my control some repos were forced onto my account that I archived on https://github.com/orgs/OpenKotOR Previously, for context, I had created the org OldRepublicDevs, which was dedicated to maintaining all of the legacy projects then merged with OpenKotOR. Those are now on https://github.com/orgs/KotORPublicDomain I have invited as many people as I could to the org to just hand them off. Anybody that I knew in the community with any degree of respect has been given an invite. If I skipped you just know I just didn’t think of you within the hour or so required to put it together. Please contact someone else in the org for permissions as it seems I’m no longer able to do so either. The projects on there represent my authoritative last known good state of said projects. Anything that has been done since then is out of my control. See the archival statuses of the origins of the fork(s) for context. ps: please don’t make this about culpability, mine or others. I only intend to provide follow ups relevant to current status or otherwise of any kotor project I work on here. I do not intend to start drama, the exclusive sole reason I’m posting here on DS is because I no longer have a platform to speak. PS: Any additional follow ups will EXCLUSIVELY be for clarification purposes relevant to the status of these projects. Please do not post about decisions made or culpability. this is not about pointing fingers. This is exclusively about the state of these projects since I no longer have a platform to speak.