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K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix
The_Chaser_One commented on Derslok's file in Mods
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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
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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
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K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix
StellarExile commented on Derslok's file in Mods
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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
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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?
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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
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MOD:K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix
Salk replied to Derslok's topic in Mod Releases
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! -
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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.)
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The_Chaser_One started following K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix
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K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix
The_Chaser_One reviewed Derslok's file in Mods
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. -
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It's been more than four years. How about an honest answer?
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View File K1 Area Map Fixes - High Resolution Area Map & Map Marker Fix K1 Area Map Fixes High Resolution Area Map & Map Marker Fix TL;DR When you play KOTOR 1 at widescreen or high resolution the area map screen is broken: the map sits shrunken in a corner instead of filling its frame. This mod fixes that. It also corrects 250 map note positions that BioWare put in a strange spot in 2003. It does not change your resolution. It fixes the map after something else has already got the game running at your resolution, so UniWS and KotOR High Resolution Menus have to be installed first, in that order. Steam users need the KOTOR Editable Executable before either of those; GOG users do not. Unzip the folder somewhere and double-click Install.bat. It finds the game and reads your resolution out of the exe, so there is nothing to configure. Uninstall.bat puts your original exe back. Detailed installation instructions are bellow. (next page) What this fixes At widescreen and high resolutions the area map is drawn at its old size in a corner of the frame. This mod rescales the map to fill the frame, puts all three kinds of marker where they belong (scaling the icons up at very high resolutions so they stay big enough to see), and corrects 250 map notes that BioWare left in the slightly (sometimes majorly) wrong spot. One thing it fixes that is not its own bug KotOR High Resolution Menus patcher, the .exe one, leaves the area map shoved off to one side. This patcher checks for it and fixes it, and Uninstall.bat undoes that along with everything else. Requirements Required, in this order 1. KOTOR Editable Executable (for Steam only) https://deadlystream.com/files/file/1320-kotor-editable-executable/ Steam ships a locked swkotor.exe that no mod can edit, including the two below. This is an unlocked copy you drop into your game folder. On GOG, skip this step. GOG's own v1.03 swkotor.exe is already the same unlocked file, byte for byte, apart from 16 bytes of unused header padding. Start at step 2. 2. UniWS https://www.wsgf.org/article/universal-widescreen-uniws-patcher Makes the game run at your screen resolution. Pick "Star Wars: KOTOR" from the list, choose 1024x768 interface. Choose your game folder, type in resolution of your screen and patch it. 3. KotOR High Resolution Menus (k1hrm) by ndix UR https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/ Redraws all the menus for your resolution. Run its patcher, then copy the menu files for your resolution into your game's Override folder. Then this mod, last. If those links are dead by the time you read this, search DeadlyStream for the mod names. They have all been up for years. Resolutions support The maths is checked automatically against all 49 resolutions k1hrm supports, from 800x600 up to 15360x8640. Four of them have actually been played: Resolution Aspect 2560x1600 16:10 1920x1080 16:9 3840x2400 16:10 1600x1200 4:3 Everything else is checked but has not been looked at on a real screen. That includes ultrawide (21:9 and 32:9), because there was no ultrawide monitor here to test on. If you run one, we would genuinely like to hear how it goes, either way. Should be working. Installation Install the requirements above first, in that order. Steam needs all three, GOG needs UniWS and k1hrm only. Unzip this mod's folder somewhere. Do not run it from inside the zip; if you try, it stops and tells you to unzip first. Double-click Install.bat. Wait until it says it has finished. It can take a moment to think. That is the whole thing. It finds your game folder on its own and reads the resolution out of the exe, so it never asks you questions. If it cannot find your game: drag your KOTOR folder onto Install.bat and let go. That means the whole main game folder, the one with swkotor.exe inside it, not the exe itself. If Windows shows a blue "Windows protected your PC" box: click "More info", then "Run anyway". Any small unsigned mod tool gets this warning. If you would rather not run an exe at all: the whole thing is a Python script and it is in the download. python "More info\source\install.py" That does exactly what Install.bat does. This route needs Python installed; Install.bat does not. More info\SHA256SUMS.txt lists a checksum for every file in the download if you want to check nothing changed in transit. Compatibility Tested and working KOTOR 1 Community Patch (K1CP) 1.10.0. Checked by measurement: K1CP moves 35 waypoints and none of them is a map note, so all 250 note corrections still match. The whole stack was then played at 2560x1600 with K1CP, k1hrm and this mod together, and everything was working. K1 Ultrawide Letterbox Fix. Both install orders were tested, and it has to go before this mod. The other way round its patcher refuses to run and blames your game build, which is misleading, because your build is fine. Uninstall in reverse: this mod first, theirs second. 4 GB (Large Address Aware) patch. Confirmed with the real NTCore tool, and it leaves everything this mod uses untouched. Apply it before this mod: nothing breaks if you do it afterwards, but Uninstall.bat restores the exe from the backup taken at install time, so uninstalling this mod later would quietly take the 4 GB patch with it. GOG retail v1.03. Played at 3840x2400, area map and HUD minimap both correct. Compatible 3440x1440 Enhanced HUD/UI and Menus. Be aware it is a replacement for k1hrm's own 3440x1440 set, not an addition to it. Its map frame is identical to k1hrm's, so this mod's checks pass on either. Its bundled exe carries the k1hrm centring defect described above, which this patcher detects and fixes. Override art and texture mods, including HD UI Menu Pack, Pretty Good! Icons, HD portraits, Main Menu Widescreen Fix and KOTOR Widescreen Fade Fix. No shared ground with anything this mod writes. Anything that does not modify the game exe will probably work. Larger Text Fonts. Works alongside this mod. Be aware it is separately known to break item stack counts on its own; that is not caused by this mod. Works, with one setting turned off Kotor Patch Manager (KPM). Fine alongside this mod as long as you switch off its KotorUniResPatch. Everything else KPM does is unaffected. That one patch is an alternative to this mod rather than an addition to it: it rescales the same area map at runtime using the same shared constants, so with both live the map gets scaled twice and comes out wrong, and no install order fixes that. This patcher warns you if it spots KPM's files in your game folder rather than refusing to run, because having KPM installed does not mean that particular patch is switched on. Expected to work, not tested True Controller Support. It is a dinput8.dll ASI that works at the process level and touches none of the same bytes, so there is no reason for it to conflict, but it has not been tested. The other 45 resolutions. Checked automatically, never seen on a screen. Not tested No-CD executables. If yours still measures 4,042,752 bytes the patcher will accept it, but nothing here has been checked against one. Incompatible Flawless Widescreen. It injects into the running process and leaves nothing on disk, so this mod cannot detect it and cannot warn you. Do not use it together with this stack. WSGF themselves recommend UniWS and k1hrm for KOTOR 1 and reserve Flawless Widescreen for KOTOR 2. Maybe we will add support for it in the future. Not supported 4-CD retail build. Probably patchable in principle, but there is no such binary here to test against and its spare code space is not guaranteed to match. The patcher refuses anything that is not 4,042,752 bytes. One thing that is not about mod conflicts but will bite you anyway: Steam's "verify integrity of game files" replaces any exe it does not recognise, which undoes this mod and every other exe mod. Keep a copy of your patched swkotor.exe somewhere outside the game folder. Uninstallation Double-click Uninstall.bat. It puts your original swkotor.exe back, exactly as it was. UniWS and k1hrm stay installed, so your game still runs at your resolution, it just does not have the map fixes any more. You can drag your game folder onto Uninstall.bat as well, the same way as with install, which helps if you have two separate KOTOR installs. Your original exe is copied somewhere safe before anything is changed: %LOCALAPPDATA%\K1AreaMapFixes\backup Paste that into File Explorer's address bar to see it. It is kept out of the download folder and out of the game folder deliberately, so deleting the download cannot cost you your original game file. If you have already deleted the mod folder and want to uninstall, download the mod again and run Uninstall.bat from the new copy. It will find the backup. If you installed the K1 Ultrawide Letterbox Fix, uninstall this mod first and theirs second. What the patcher does It is built to refuse rather than guess. Copies your swkotor.exe to %LOCALAPPDATA%\K1AreaMapFixes\backup before changing anything. Reads your resolution out of the exe instead of asking, then cross-checks it against Override\map.gui, so it will tell you if UniWS and k1hrm disagree with each other. That mismatch is the most common failure in this category of mod. Refuses an executable that is not the expected build, an install where UniWS or k1hrm has not been run, and a second install on top of itself. Refuses to run from inside the zip, so your backup cannot end up in a temp folder Windows later deletes. Warns you if it finds Kotor Patch Manager in your game folder. After writing, re-reads the file from disk and runs 21 checks against it, including one that no byte outside the intended ranges changed. If any check fails it says so and points you at the backup. It does not report success on a write it has not verified. Writes an install record next to the backup listing every step, its offsets, and hashes of the exe before and after. Every run also writes last-run-log.txt next to Install.bat, so if something goes wrong there is a file to attach to a report rather than a command to re-run. Technical details Every offset this mod writes is documented in More info\TECHNICAL.txt in the download, and the full source is in More info\source\. It is published so that a collision with another executable patcher can be diagnosed by someone other than the author, which is the precedent k1hrm set by publishing its own offsets. A few things worth knowing without reading all of it: The patcher only accepts the 4,042,752-byte executable, which is what you have after the Editable Executable (or GOG's own exe) plus UniWS and k1hrm. Anything else is refused rather than written into on the assumption that the spare space matches. The exe grows by 8 KB. That is a reserved region added at the end of the resource section, holding the 250-entry note correction table, and it is the only change to the file's size. The two float constants the area map divides by are shared with the HUD minimap, so they are not rewritten in place. Editing them directly turns the minimap black. Scaled private copies are written elsewhere instead, and only the area map's own operands are pointed at them. The note corrections are keyed on each note's position in the game world rather than on module or index numbers, which is why they survive mods that edit module files. Credits ndix UR for KotOR High Resolution Menus, and for hires_patcher.pl, which the map scaling here is derived from. Required, and not included here. wsgf.org for UniWS. Required, and not included here. LaneDibello for Kotor Patch Manager, whose published address database was a useful cross-check against findings worked out here independently. PyKotor for reading the game's file formats. Everyone at DeadlyStream who documented this engine over the last decade. License GPL version 3 or later. The full text is in More info\LICENSE. The resolution work this builds on is ndix UR's hires_patcher.pl, also GPLv3. None of it is included in this download; you install it yourself, as step 3 of the requirements. Submitter Derslok Submitted 09/01/2026 Category Mods K1R Compatible No
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Starscream_Seeker started following redrob41
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Version 1.0.0
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K1 Area Map Fixes High Resolution Area Map & Map Marker Fix TL;DR When you play KOTOR 1 at widescreen or high resolution the area map screen is broken: the map sits shrunken in a corner instead of filling its frame. This mod fixes that. It also corrects 250 map note positions that BioWare put in a strange spot in 2003. It does not change your resolution. It fixes the map after something else has already got the game running at your resolution, so UniWS and KotOR High Resolution Menus have to be installed first, in that order. Steam users need the KOTOR Editable Executable before either of those; GOG users do not. Unzip the folder somewhere and double-click Install.bat. It finds the game and reads your resolution out of the exe, so there is nothing to configure. Uninstall.bat puts your original exe back. Detailed installation instructions are bellow. (next page) What this fixes At widescreen and high resolutions the area map is drawn at its old size in a corner of the frame. This mod rescales the map to fill the frame, puts all three kinds of marker where they belong (scaling the icons up at very high resolutions so they stay big enough to see), and corrects 250 map notes that BioWare left in the slightly (sometimes majorly) wrong spot. One thing it fixes that is not its own bug KotOR High Resolution Menus patcher, the .exe one, leaves the area map shoved off to one side. This patcher checks for it and fixes it, and Uninstall.bat undoes that along with everything else. Requirements Required, in this order 1. KOTOR Editable Executable (for Steam only) https://deadlystream.com/files/file/1320-kotor-editable-executable/ Steam ships a locked swkotor.exe that no mod can edit, including the two below. This is an unlocked copy you drop into your game folder. On GOG, skip this step. GOG's own v1.03 swkotor.exe is already the same unlocked file, byte for byte, apart from 16 bytes of unused header padding. Start at step 2. 2. UniWS https://www.wsgf.org/article/universal-widescreen-uniws-patcher Makes the game run at your screen resolution. Pick "Star Wars: KOTOR" from the list, choose 1024x768 interface. Choose your game folder, type in resolution of your screen and patch it. 3. KotOR High Resolution Menus (k1hrm) by ndix UR https://deadlystream.com/files/file/1159-kotor-high-resolution-menus/ Redraws all the menus for your resolution. Run its patcher, then copy the menu files for your resolution into your game's Override folder. Then this mod, last. If those links are dead by the time you read this, search DeadlyStream for the mod names. They have all been up for years. Resolutions support The maths is checked automatically against all 49 resolutions k1hrm supports, from 800x600 up to 15360x8640. Four of them have actually been played: Resolution Aspect 2560x1600 16:10 1920x1080 16:9 3840x2400 16:10 1600x1200 4:3 Everything else is checked but has not been looked at on a real screen. That includes ultrawide (21:9 and 32:9), because there was no ultrawide monitor here to test on. If you run one, we would genuinely like to hear how it goes, either way. Should be working. Installation Install the requirements above first, in that order. Steam needs all three, GOG needs UniWS and k1hrm only. Unzip this mod's folder somewhere. Do not run it from inside the zip; if you try, it stops and tells you to unzip first. Double-click Install.bat. Wait until it says it has finished. It can take a moment to think. That is the whole thing. It finds your game folder on its own and reads the resolution out of the exe, so it never asks you questions. If it cannot find your game: drag your KOTOR folder onto Install.bat and let go. That means the whole main game folder, the one with swkotor.exe inside it, not the exe itself. If Windows shows a blue "Windows protected your PC" box: click "More info", then "Run anyway". Any small unsigned mod tool gets this warning. If you would rather not run an exe at all: the whole thing is a Python script and it is in the download. python "More info\source\install.py" That does exactly what Install.bat does. This route needs Python installed; Install.bat does not. More info\SHA256SUMS.txt lists a checksum for every file in the download if you want to check nothing changed in transit. Compatibility Tested and working KOTOR 1 Community Patch (K1CP) 1.10.0. Checked by measurement: K1CP moves 35 waypoints and none of them is a map note, so all 250 note corrections still match. The whole stack was then played at 2560x1600 with K1CP, k1hrm and this mod together, and everything was working. K1 Ultrawide Letterbox Fix. Both install orders were tested, and it has to go before this mod. The other way round its patcher refuses to run and blames your game build, which is misleading, because your build is fine. Uninstall in reverse: this mod first, theirs second. 4 GB (Large Address Aware) patch. Confirmed with the real NTCore tool, and it leaves everything this mod uses untouched. Apply it before this mod: nothing breaks if you do it afterwards, but Uninstall.bat restores the exe from the backup taken at install time, so uninstalling this mod later would quietly take the 4 GB patch with it. GOG retail v1.03. Played at 3840x2400, area map and HUD minimap both correct. Compatible 3440x1440 Enhanced HUD/UI and Menus. Be aware it is a replacement for k1hrm's own 3440x1440 set, not an addition to it. Its map frame is identical to k1hrm's, so this mod's checks pass on either. Its bundled exe carries the k1hrm centring defect described above, which this patcher detects and fixes. Override art and texture mods, including HD UI Menu Pack, Pretty Good! Icons, HD portraits, Main Menu Widescreen Fix and KOTOR Widescreen Fade Fix. No shared ground with anything this mod writes. Anything that does not modify the game exe will probably work. Larger Text Fonts. Works alongside this mod. Be aware it is separately known to break item stack counts on its own; that is not caused by this mod. Works, with one setting turned off Kotor Patch Manager (KPM). Fine alongside this mod as long as you switch off its KotorUniResPatch. Everything else KPM does is unaffected. That one patch is an alternative to this mod rather than an addition to it: it rescales the same area map at runtime using the same shared constants, so with both live the map gets scaled twice and comes out wrong, and no install order fixes that. This patcher warns you if it spots KPM's files in your game folder rather than refusing to run, because having KPM installed does not mean that particular patch is switched on. Expected to work, not tested True Controller Support. It is a dinput8.dll ASI that works at the process level and touches none of the same bytes, so there is no reason for it to conflict, but it has not been tested. The other 45 resolutions. Checked automatically, never seen on a screen. Not tested No-CD executables. If yours still measures 4,042,752 bytes the patcher will accept it, but nothing here has been checked against one. Incompatible Flawless Widescreen. It injects into the running process and leaves nothing on disk, so this mod cannot detect it and cannot warn you. Do not use it together with this stack. WSGF themselves recommend UniWS and k1hrm for KOTOR 1 and reserve Flawless Widescreen for KOTOR 2. Maybe we will add support for it in the future. Not supported 4-CD retail build. Probably patchable in principle, but there is no such binary here to test against and its spare code space is not guaranteed to match. The patcher refuses anything that is not 4,042,752 bytes. One thing that is not about mod conflicts but will bite you anyway: Steam's "verify integrity of game files" replaces any exe it does not recognise, which undoes this mod and every other exe mod. Keep a copy of your patched swkotor.exe somewhere outside the game folder. Uninstallation Double-click Uninstall.bat. It puts your original swkotor.exe back, exactly as it was. UniWS and k1hrm stay installed, so your game still runs at your resolution, it just does not have the map fixes any more. You can drag your game folder onto Uninstall.bat as well, the same way as with install, which helps if you have two separate KOTOR installs. Your original exe is copied somewhere safe before anything is changed: %LOCALAPPDATA%\K1AreaMapFixes\backup Paste that into File Explorer's address bar to see it. It is kept out of the download folder and out of the game folder deliberately, so deleting the download cannot cost you your original game file. If you have already deleted the mod folder and want to uninstall, download the mod again and run Uninstall.bat from the new copy. It will find the backup. If you installed the K1 Ultrawide Letterbox Fix, uninstall this mod first and theirs second. What the patcher does It is built to refuse rather than guess. Copies your swkotor.exe to %LOCALAPPDATA%\K1AreaMapFixes\backup before changing anything. Reads your resolution out of the exe instead of asking, then cross-checks it against Override\map.gui, so it will tell you if UniWS and k1hrm disagree with each other. That mismatch is the most common failure in this category of mod. Refuses an executable that is not the expected build, an install where UniWS or k1hrm has not been run, and a second install on top of itself. Refuses to run from inside the zip, so your backup cannot end up in a temp folder Windows later deletes. Warns you if it finds Kotor Patch Manager in your game folder. After writing, re-reads the file from disk and runs 21 checks against it, including one that no byte outside the intended ranges changed. If any check fails it says so and points you at the backup. It does not report success on a write it has not verified. Writes an install record next to the backup listing every step, its offsets, and hashes of the exe before and after. Every run also writes last-run-log.txt next to Install.bat, so if something goes wrong there is a file to attach to a report rather than a command to re-run. Technical details Every offset this mod writes is documented in More info\TECHNICAL.txt in the download, and the full source is in More info\source\. It is published so that a collision with another executable patcher can be diagnosed by someone other than the author, which is the precedent k1hrm set by publishing its own offsets. A few things worth knowing without reading all of it: The patcher only accepts the 4,042,752-byte executable, which is what you have after the Editable Executable (or GOG's own exe) plus UniWS and k1hrm. Anything else is refused rather than written into on the assumption that the spare space matches. The exe grows by 8 KB. That is a reserved region added at the end of the resource section, holding the 250-entry note correction table, and it is the only change to the file's size. The two float constants the area map divides by are shared with the HUD minimap, so they are not rewritten in place. Editing them directly turns the minimap black. Scaled private copies are written elsewhere instead, and only the area map's own operands are pointed at them. The note corrections are keyed on each note's position in the game world rather than on module or index numbers, which is why they survive mods that edit module files. Credits ndix UR for KotOR High Resolution Menus, and for hires_patcher.pl, which the map scaling here is derived from. Required, and not included here. wsgf.org for UniWS. Required, and not included here. LaneDibello for Kotor Patch Manager, whose published address database was a useful cross-check against findings worked out here independently. PyKotor for reading the game's file formats. Everyone at DeadlyStream who documented this engine over the last decade. License GPL version 3 or later. The full text is in More info\LICENSE. The resolution work this builds on is ndix UR's hires_patcher.pl, also GPLv3. None of it is included in this download; you install it yourself, as step 3 of the requirements. -
Sorry about the necropost, but I just read through the entire thread again and thought it is such a shame that so much work done on version 2 never saw the light of the day. @CarthOnastydid write that he cannot let things go and I believed him! 😅
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View File Delayed Story Cutscenes Delays certain story cutscenes. DESCRIPTION Some important cutscenes can occur very early in KOTOR 2 leading to some awkward narrative pacing, specifically the cutscene of Kreia’s past and the cutscene introducing Visas. This mod delays these cutscenes from triggering until certain progress is made. Visas’ cutscene will no longer trigger until after you’ve left Telos and visited at least one other planet, in addition to meeting the usual alignment requirements. Kreia’s cutscene is supposed to be locked behind a high influence check. However, you can completely bypass the influence requirement with only 14 Intelligence, making it pretty easy to get the scene as soon as the dialogue option becomes available. This mod increases the Intelligence check difficulty. By default, the dialogue will only become available after leaving Telos, and only while on the Ebon Hawk, as in TSLRCM. An optional patch is included to further delay its availability until at least one Jedi has been found. INSTALLATION To install, run HoloPatcher.exe and select the install option corresponding to whether you have TSLRCM or not. Unaltered copies of any modified files will be place in the “backup” folder in the location of HoloPatcher. (Optional) Install the option “Kreia Cutscene Extended Delay” if you want to delay the availability of Kreia’s dialogue until at least one Jedi has been found. UNINSTALLATION Remove the following files from override: - kreia.dlg - k_align_move.ncs - m_cnd_kreiamovie.ncs Move any files inside the backup folder to override. COMPATIBILITY Compatible with TSLRCM using the TSLRCM-compatible install option. TSLRCM must be installed first before installing this mod. Compatible with PartySwap but PartySwap must be installed first. Since PartySwap requires TSLRCM, you must use the TSLRCM-compatible option. PERMISSIONS Feel free to do whatever you want with this mod. CREDITS offthegridmorty Credit to Snigaroo who requested this mod. zbyl2, DarthStoney, Hassat Hunter, VarsityPuppet, TSLRCM contributors - TSLRCM source script for k_align_movie HoloPatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides KOTOR Tool - Fred Tetra DeNCS - JdNoa, Dashus Submitter offthegridmorty Submitted 08/31/2026 Category Mods TSLRCM Compatible Yes