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Experiment report: Mesa GL-on-D3D12 / zink for KOTOR 1 in CrossOver on Apple Silicon (negative result, fully mapped) TLDR: I tried replacing KOTOR's OpenGL path with modern Mesa (mesa-dist-win) inside a CrossOver bottle on an M3 MacBook Pro, hoping to bypass Apple's deprecated OpenGL driver. Mesa's WGL layer itself works with KOTOR, but both GPU backends (d3d12 and zink) fail at device creation in 32-bit. Software rendering (llvmpipe) runs the game, proving where the wall is. If you were considering this route: here's where it breaks, so you can save an evening. Setup M3 MacBook Pro, macOS (Darwin 25.5.0) CrossOver, Windows 10 bottle, wine build wine-11.0-8726-g2e2f5fca349 KOTOR 1, GOG Windows version, 32-bit exe Mods: K1CP, UniWS 1920x1200, ndix UR HR Menus, HQ Skyboxes II, High Quality Blasters Game fully playable as-is (windowed, Frame Buffer Effects and Soft Shadows off, Disable Vertex Buffer Objects=1). Some scenes lag because KOTOR's fixed-function GL 1.x goes through Apple's deprecated OpenGL driver. Hypothesis Inspired by the ostriv-macos repo (maksymenkoml), which drops Mesa's libgallium_wgl.dll next to a game exe in a CrossOver bottle: route KOTOR's GL through modern Mesa instead of Apple GL. Chain would be Mesa WGL -> gallium d3d12 driver -> D3D12 -> Metal, or alternatively Mesa -> zink -> Vulkan -> MoltenVK -> Metal. Method Downloaded mesa-dist-win prebuilt release (pal1000's repo, release-msvc.7z). Copied from the x86 folder (KOTOR is 32-bit): opengl32.dll, libgallium_wgl.dll, dxil.dll next to swkotor.exe. (Note: libglapi.dll no longer exists in recent releases, glapi was merged into the main DLL.) Wine Configuration -> Libraries -> opengl32 -> Native then Builtin. Launched from Terminal with GALLIUM_DRIVER set explicitly per run, logging via tee. Results Run 1: GALLIUM_DRIVER=d3d12. Black fullscreen window, then access violation (c0000005), null pointer at address 00000000. Key log lines: vkd3d:err:d3d12_device_init Cannot load DXIL conversion library, DXBC-TPF shaders won't be supported Mesa: error: GL User Error: glGetFloatv called without a rendering context Mesa: error: GL User Error: glClearColor called without a rendering context [... many more GL calls without context ...] wine: Unhandled page fault on read access to 00000000 at address 00000000 Surprise finding: D3D12 inside this bottle is served by Wine's vkd3d (D3D12-on-Vulkan-on-MoltenVK), not D3DMetal, at least for this 32-bit exe. vkd3d cannot load the DXIL conversion library, so it cannot consume the shaders Mesa's d3d12 backend produces. Device init fails, context creation returns null, the game calls GL blind and dereferences null. Run 2: GALLIUM_DRIVER=zink. Identical crash signature, no vkd3d lines, no evidence of a Vulkan device being found. Same "GL User Error: called without a rendering context" cascade, same null-pointer crash. Zink found no usable 32-bit Vulkan device through MoltenVK in this bottle. Run 3: GALLIUM_DRIVER=llvmpipe (control). The game runs. Extremely slowly, as expected for software rendering on an emulated x86 CPU, but it renders and reaches the game. Diagnosis Mesa's WGL layer is compatible with KOTOR under CrossOver: contexts get created and the game renders when a device exists (llvmpipe proves this). The failure is specifically 32-bit GPU device creation through the macOS translation stack: d3d12 backend: blocked by vkd3d's missing DXIL support. zink backend: no 32-bit Vulkan device available via MoltenVK in the bottle. No environment variable fixes this; there is no 32-bit GPU device to hand Mesa. What might change this in the future CrossOver routing 32-bit D3D12 through D3DMetal (or D3DMetal gaining whatever this path needs). vkd3d shipping working DXIL conversion in CrossOver's build. A working 32-bit Vulkan/MoltenVK path inside the bottle for zink. If any of those land, this experiment is worth rerunning; the Mesa side of the equation already works. Rollback Complete and clean: delete the copied DLLs next to swkotor.exe, remove the opengl32 override in Wine Configuration, done. Game back to its known-good state in two minutes. Conclusion Negative result, but precise. KOTOR on Apple Silicon via CrossOver remains playable with the usual setup (windowed, FBE and Soft Shadows off, VBOs disabled), with some scene lag. And worth remembering: part of that lag (Taris streets, Dantooine grass) stutters even on native Windows. Logs available if anyone wants the full output. May the Force be with you.
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Echoes of the Republic - an unofficial expansion
ether_vagabond commented on vault13deathclaw's file in Mods
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I'm using Blender 4.0, and I think I'm using KotorBlender 2.1.0
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moddinglegen999 joined the community
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Interesting idea. I imagine we have a list of what each base item is... so maybe just everything that doesn't look like a unique category gets removed? I feel like there aren't many important items in shops. I feel like playing this as a kid I never even opened them... I'm currently looking at KotOR II.
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The mod "HD Grenn" has been updated into a mod pack for HD K2 NPC textures. The current update adds Luxa and the Zhug Brothers in addition to previous HD Grenn.
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Ashebone joined the community
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Hey, thank you for the quick reply! I tinkered for a few hours with the GPU drivers, rolled back to older versions, but that did not result in any change. I am using an AMD videocard, and during my research I stumbled on this forum thread. I tried the solutions listed in it as well, but once again I was met with no change. Do you have any idea what could be causing this potential lightmap issue? Or if there is some sort of mod conflict, what would be the names of the files that could be causing it?
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- 313 comments
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What version of kotorblender and blender were you using?
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In K1 isn't it just Yavin Station?
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May be able to get away with just filtering out certain base items. Like plot items will reliably be base item 64 (Plot_usable_items). And maybe also filter Aesthetic items, Data_Pads, etc. Though I guess that depends on how you're clearing the items... I'm not aware of any master lists, though there aren't too too many merchants in these games. May just have to do some checking
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StarBringer started following Nemo's Timely Departure , 1v1 Assassin - Citadel Station and Bashing Overhaul
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gua543 started following KOTOR 1 Community Patch
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Hello there! I have a rather odd issue that I don't believe anyone has encountered before. My issue is with the ground and wall textures of the krayt dragon cave - they are completely black, but it seems like the back portion of the cave isn't affected by this. Not a game-breaking bug, but I am curious to find out what is causing it. I have done the usual troubleshooting of disabling the grass and shadows, as well as putting the Disable Vertex Buffer Objects=1 in the swkotor.ini file. I also checked the notes on Github and found that this specific area has been the subject of patch changes as well. I do have quite a lot of texture mods glued together, but I haven't encountered an issue such as this up until now. Would anyone happen to have any advice on where to begin troubleshooting this? I have tried swapping the Tatooine textures I currently use with textures from a different mod, but the result is the same. Thank you in advance for any guidance!
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dodrarikaan started following (WIP) War on a Nameless World
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Realizing I should make topics by mods instead of by issue. I have one final problem before I'm able to finalize this mod. I have a custom lightsaber hilt that I made in Blender, but in-game the lightsaber blade shows up "boxy", highlighting the boundary of the blade's box instead of retaining a blade-like shape. I tried comparing it to a new Blender file made with the default saber, but I don't see any obvious differences in the blade. Does anyone have any idea what might be wrong? dk_txt_exar.tga exarkun_dbl.blend w_lsabreblue01.tga
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- 2 comments
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HeadlessZombie started following 1v1 Assassin - Citadel Station
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Ian Starrider started following PMHC04
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- 2 comments
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I think this is a very good fix/improvement which I wish could be ported to K1 as well. One possible finesse could be creating classes (5?) of items ranging from very fragile to very sturdy so that the bashing itself could more easily be fatal to some objects rather than some others. Cheers!
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Lily started following Essential Merchants
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I'm looking into creating a mod that would refresh merchant inventories every time you return to their planet. The best way I can see to do this is to go through their inventory, clear it, and then re-run the population script. My biggest concern with this is clearing out any essential items, quest reward items, etc. that are added to their shop somewhere other than on the initial creation script. Do we have any kind of comprehensive list of which merchants have extra items added to their shop beyond their initial inventory so I can be sure not to clear them? Or if anyone has ideas on a better way to do this, I'm open to suggestions. Thanks for any help.
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Taki17 started following Bashing Overhaul
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View File Bashing Overhaul Improves the mechanics of bashing locked containers. DESCRIPTION KOTOR 2 added a neat little mechanic that makes it so bashing containers has a chance of breaking some of the items inside, adding risk and incentivizing putting points in Security or bringing along the right companion to help out. At least, that’s what the game wants you to think. In truth, this is one of TSL’s several illusory mechanics which don’t really work the way you think. Here’s how it actually works: Some containers, when unlocked with Security, get a random number of low value items added to their inventory. If you instead bash a container, a random number of broken items are added to the container’s inventory. Nothing inside the container is actually broken. The first issue with this is that high value items like weapons or upgrades are never broken, making bashing not all that risky, especially later in the game. What’s much worse though is that many of the locked containers in the game actually get a flag set when initially populated that blocks Security from adding the “not broken” items. This means there is no advantage to using Security on these containers outside of saving time. In fact, by bashing you at least get a few broken items you can use for components, and you lose nothing. Another more mundane issue is that many locked containers are simply missing the bashing script, causing the game to abandon this mechanic which it initially presents as important. This mod overhauls the bashing mechanic, not only fixing its bugs and making it work the way you’d expect, but also giving it more depth and impact. When you bash a container, there is a chance to break some of the items that are actually inside. You may break multiple items or none at all, with it being most likely to break a small but nonzero number of items. Breakable items now include more valuable items such as weapons, shields, droid tools, implants, upgrades, etc. Armor and droid plating cannot be broken since, well, they’re designed to resist being broken. Plot items and datapads are all protected from being broken, in addition to credits, components, and chemicals. Some feats, effects and weapons will affect how likely you are to break items. Finesse reduces the chance of breaking an item when using a melee weapon while Precise Shot reduces the chance of breaking an item when using a ranged weapon. Using the Plasma Torch also reduces the chance of breaking items. On the other hand, being under the effects of Fury or Wookie Rage will significantly increases the chance of breaking items. INSTALLATION To install, run HoloPatcher.exe. Unaltered copies of any modified files will be placed inside a backup folder in the location of HoloPatcher.exe. UNINSTALLATION Remove k_contain_bash.ncs and m_plc_treasdisp.ncs from Override. If k_contain_bash.ncs was created inside the backup folder, move it to Override. Remove the following files from Modules: 101PER.mod, 102PER.mod, 103PER.mod, 105PER.mod, 106PER.mod, 151HAR.mod, 152HAR.mod, 153HAR.mod, 262TEL.mod, 301NAR.mod, 302NAR.mod, 303NAR.mod, 305NAR.mod, 404DXN.mod, 506OND.mod, 601DAN.mod, 610DAN.mod, 650DAN.mod, 851NIH.mod, 852NIH.mod, 903MAL.mod If any .mod files were created inside the backup folder, move them to Modules. COMPATIBILITY Should be compatible with most mods unless they edit the k_contain_bash script. PERMISSIONS Feel free to do whatever you want with this mod, just give credit. CREDITS offthegridmorty HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra DeNCS - JdNoa, Dashus Submitter offthegridmorty Submitted 08/28/2026 Category Mods TSLRCM Compatible Yes
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View File PMHC04 The mod replaces the PMHC04 model and textures. Adjusted model by ShaolinGhost "Keanu Reeves Inspired Player Head (K1) 1.1.1" Artifacts have been fixed and the model has been adjusted to fit cutscenes. Thanks to DarthParametric for consultation. To Install 1. Download: PMHC04 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 08/27/2026 Category Mods K1R Compatible Yes
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View File 1v1 Assassin - Citadel Station Citadel Station assassin no longer frees your companions, for a 3v1 fight. Also includes a fix from TSLRCM and a fix for TSF agents disappearing before the screen fades to black. Copy 'a_grenn_cut.ncs' to your games 'override' directory. Submitter J Submitted 08/27/2026 Category Mods TSLRCM Compatible Yes
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View File ChildF The mod replaces the ChildF model and textures. To Install 1. Download: ChildF 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 08/27/2026 Category Mods K1R Compatible Yes
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If you do not get a response here on Deadlystream, I am sure there will be those who'll take interest in your project either on the main Kotor Discord Server or the OpenKotor Discord servers. There are plenty of ongoing WIP mods going on in those servers that end up getting released here on Deadlystream. Would you like me to send you the links?
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Version 1.0.0
8 downloads
Improves the mechanics of bashing locked containers. DESCRIPTION KOTOR 2 added a neat little mechanic that makes it so bashing containers has a chance of breaking some of the items inside, adding risk and incentivizing putting points in Security or bringing along the right companion to help out. At least, that’s what the game wants you to think. In truth, this is one of TSL’s several illusory mechanics which don’t really work the way you think. Here’s how it actually works: Some containers, when unlocked with Security, get a random number of low value items added to their inventory. If you instead bash a container, a random number of broken items are added to the container’s inventory. Nothing inside the container is actually broken. The first issue with this is that high value items like weapons or upgrades are never broken, making bashing not all that risky, especially later in the game. What’s much worse though is that many of the locked containers in the game actually get a flag set when initially populated that blocks Security from adding the “not broken” items. This means there is no advantage to using Security on these containers outside of saving time. In fact, by bashing you at least get a few broken items you can use for components, and you lose nothing. Another more mundane issue is that many locked containers are simply missing the bashing script, causing the game to abandon this mechanic which it initially presents as important. This mod overhauls the bashing mechanic, not only fixing its bugs and making it work the way you’d expect, but also giving it more depth and impact. When you bash a container, there is a chance to break some of the items that are actually inside. You may break multiple items or none at all, with it being most likely to break a small but nonzero number of items. Breakable items now include more valuable items such as weapons, shields, droid tools, implants, upgrades, etc. Armor and droid plating cannot be broken since, well, they’re designed to resist being broken. Plot items and datapads are all protected from being broken, in addition to credits, components, and chemicals. Some feats, effects and weapons will affect how likely you are to break items. Finesse reduces the chance of breaking an item when using a melee weapon while Precise Shot reduces the chance of breaking an item when using a ranged weapon. Using the Plasma Torch also reduces the chance of breaking items. On the other hand, being under the effects of Fury or Wookie Rage will significantly increases the chance of breaking items. INSTALLATION To install, run HoloPatcher.exe. Unaltered copies of any modified files will be placed inside a backup folder in the location of HoloPatcher.exe. UNINSTALLATION Remove k_contain_bash.ncs and m_plc_treasdisp.ncs from Override. If k_contain_bash.ncs was created inside the backup folder, move it to Override. Remove the following files from Modules: 101PER.mod, 102PER.mod, 103PER.mod, 105PER.mod, 106PER.mod, 151HAR.mod, 152HAR.mod, 153HAR.mod, 262TEL.mod, 301NAR.mod, 302NAR.mod, 303NAR.mod, 305NAR.mod, 404DXN.mod, 506OND.mod, 601DAN.mod, 610DAN.mod, 650DAN.mod, 851NIH.mod, 852NIH.mod, 903MAL.mod If any .mod files were created inside the backup folder, move them to Modules. COMPATIBILITY Should be compatible with most mods unless they edit the k_contain_bash script. PERMISSIONS Feel free to do whatever you want with this mod, just give credit. CREDITS offthegridmorty HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra DeNCS - JdNoa, Dashus