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Hello there, I've recently discovered the KotOR Patch Manager on Github and one surprising feature I found in it for K2 was the ability to have the party screen include all 12 party members (one space would always be empty due to Mira/Hanharr though). It doesn't work on non-Aspyr versions as of now, but it seems perfect for Partyswap, so for the first time ever, I installed the GOG Aspyr version and tried it out. It does seem to work, as you can see in the below screenshot, I have both Handmaiden and Disciple on my party screen. I'm unsure if there could be issues, but with KPM it seems like the Partyswap item is redundant. I'm planning to do a run like this sometime in the future, just to see how it goes. I never actually used Partyswap before so I don't know if getting rid of the partyswap item via a save editor could cause issues? Is it used for anything other than putting the Handmaiden in the party? If not, it seems to me like the item workaround could be removed if Partyswap is used together with KPM.
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IlBoss89 started following Fog Fix & More - 3C-FD Patcher , Bodies Stay (TSL) , Improved Widescreen Experience and 2 others
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Great job! I'll be using it as soon as the lightmaps are back.
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IlBoss89 started following Bodies Stay , No Speed Blur , High Quality Skyboxes II and 1 other
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FreightL02 model replacement
DarthParametric replied to Dark Hope's topic in General Kotor/TSL Modding
Having a quick look at it, the main issue is that the landing gear is split out to a dozen other meshes for animation, which makes it way more of a pain to deal with. Fortunately though most of the work is in the main body which is all one mesh. I'd suggest putting that on its own 512x512 map, and then group the landing gear into its own separate map that can be 256x256. -
The wrecked ones should be OK as-is, they look like they already have a similar detail level as the Manaan/Nar Shaddaa freighters. To clarify, for Taris I just borrowed the higher-quality freighter model from Manaan as noted by Dark Hope in this thread:
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If you're working on a lightsaber hilt mod or any texture using a bump map, you may be interested in my recently published fixes on KOTOR Patch Manager that restore both in the Aspyr versions of the game.
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FYI Folks, many new patches have been released. https://github.com/LaneDibello/Kotor-Patch-Manager New Aspyr Fixes: Lightsaber Hilt rendering - Lightsaber modders rejoice, the hilt textures no longer disappear Bump Map Restoration - bump maps are back! Others: Allowing all 12 of the K2 Portraits to be visible on party select - Modders can now use a slot for a recruitment mod by using whatever slot the user isn't using for mira/hanarr, and no longer need to utilize the armband while using partyswap. Wiring for Good and Very Good Alignment heads. - If any modders want to take up making good and very good alignment heads, these were in heads.2da already but there wasn't any exe logic calling to them, it now works at 70 and 90 alignment. Also working on a patch to expand the max dynamic lights to 9 instead of the vnailla 3. All of J's fixes have been ported as well.
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FreightL02 model replacement
Sith Holocron replied to Dark Hope's topic in General Kotor/TSL Modding
The wrecked ones on Dxun? - Yesterday
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Thank you! I may just do that after I explore the lighting/lightmapping a bit more. It’s only two freighters, so I suppose it wouldn't be too much work. Creating the lightmap UVs tends to be the slow part for me, but I would only need to do that once for both freighters. There is also the drawback that the baked lighting will remain static when the freighters are moving around…but on the other hand, that never bothered me with the vanilla version. On a quick examination, I see it at the Nar Shaddaa docks (which already uses the higher-quality version) and flying over the Onderon spaceport. I don’t suppose anyone happens to know of any others offhand?
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View File Bigger Dialogue Font Increases the dialogue font size in KOTOR 2 for better readability on modern displays. This version increases dialogue text and menu description text by 30%. It also includes edited TXI font settings and an upscaled font texture to help the enlarged text look clearer, since simply making the font bigger can make it look blurry. Main file: x1.3, 30% text size increase. Recommended for most setups. Main features Larger dialogue text Larger menu description text Upscaled font texture for better clarity 30% font size increase Extra note Some NPC subtitles can go slightly off screen, but it's very minor and not really noticeable. The player dialogue menu does not seem to be affected from my testing. Screenshots were taken at 1920x1080 with the widescreen UI fix installed. Please let me know if you run into any bugs. Credits Thanks to the KOTOR modding community tools Obsidian Entertainment Installation Copy the Override folder into your main Knights of the Old Republic 2 directory. Replace files if prompted. Submitter Saul0097 Submitted 05/10/2026 Category Mods TSLRCM Compatible Yes
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Version 1.2
14 downloads
Increases the dialogue font size in KOTOR 2 for better readability on modern displays. This version increases dialogue text and menu description text by 30%. It also includes edited TXI font settings and an upscaled font texture to help the enlarged text look clearer, since simply making the font bigger can make it look blurry. Main file: x1.3, 30% text size increase. Recommended for most setups. Main features Larger dialogue text Larger menu description text Upscaled font texture for better clarity 30% font size increase Extra note Some NPC subtitles can go slightly off screen, but it's very minor and not really noticeable. The player dialogue menu does not seem to be affected from my testing. Screenshots were taken at 1920x1080 with the widescreen UI fix installed. Please let me know if you run into any bugs. Credits Thanks to the KOTOR modding community tools Obsidian Entertainment Installation Copy the Override folder into your main Knights of the Old Republic 2 directory. Replace files if prompted. -
Just finished the game for the first time with this mod, and... wow. This is... so much better than the vanilla/TSLRCM ending, holy crap. It patches so many of the holes (well, kinda, I mean there's an attempt to explain T3 and the Hawk surviving the fall into the chasm), the choice of whether to destroy Malachor V being present regardless of the 'side' you end up on is cool, and I liked the extra dialogue with T3 and Brianna in the hold, as well as seeing everybody (well, again, mostly) alive and well in the Hawk to confirm that your efforts saving them weren't in vain. And then, of course, moving Atton's send-off dialogue to the cockpit (where he always is), and having it be the last thing before the credits roll was great. Like, idk, I could so clearly imagine my Exile rolling her eyes and plopping down into the co-pilot's seat. Phenomenal work! I wasn't sure how well it was going to integrate, but it would feel very hollow to play the ending again without this mod, which puts it up there with TSLRCM for me.
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These M4-78 maps aren't sharp or clean enough for you?
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I personally don't think there is any need for files to be deleted. I would instead use separators to divide the build mods from the non-build mods, and just deactivate and move the old mods to the bottom of the list (which is the default behaviour if they are not actually in the folder list and appear). This is a screenshot of how I setup the separators for myself, with different spots for placing non-build mods in between the build mods, as well as a separator at the bottom for mods which are new/not in the builds/haven't been categorized yet. Having played around with this more, I also think that having a single [Patcher Files] is going to become a problem eventually. I'm sure you've thought about this more than I have, and I doubt that this would be practical, but I will list out how I think the patching process should probably be handled, to better reflect how mods were installed manually: When the patching process is started, all active mods are disabled in the mod list. Then, starting from the top of the list, the patcher should check if the mod was previously activated, in which case it should be reactivated, or has an active TSLPatch in the Patcher tab, in which case the those patches should be run on the currently active files. Then, any modified files by the patcher should be copied to a new mod, which should be named something like [Patcher Files]*Mod Name* and placed directly below the mod with the tslpatchdata. That mod should be activated, and the patcher should then move on to the next mod in the list and repeat the same process. Whenever the patching process is restarted, in the preparation phase, all of the mod with the [Patcher Files] prefix should have their contents erased, similar to how the current [Patcher Files] are handled. This should perfectly reflect the process of installing the mods manually, as the order between patcher and override mods can now be mixed. This also has the added benefit of better utilizing the features of MO, to be able to detect conflicts. As an author, I'd find it very useful to be able to quickly see what mods in the builds my mods would be potentially conflicting with for instance. This does have the downside of increasing file size, as files that are edited by multiple mods would have multiple copies (I'd expect to see dozens of dialog.tlk files for instance), but this seems like a small price to pay.
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All good suggestions. I do plan to add a skip function when downloading/syncing. I think there's 2 camps here. One that wants a no fuss single-click installer, to quickly play the game. Another that wants to customize advanced mod builds. I'm trying to build it for both. If you add [NO DELETE] to the beginning of a custom mod title, it should not delete them when syncing. A warning popup should be added when clicking sync. Root builder is very useful but I dislike how much time it adds to the game launch. I'm looking into ways to improve this. It will be needed for the upcoming patching framework by @Lane. Tslpatcher mods do show as disabled. I don't like it either but when I started this project there was no way to have a plugin change ignore list settings. This may have changed in the past year and I'll be looking into it. I also need some way to flag or mark tslpatcher mods.
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FreightL02 model replacement
DarthParametric replied to Dark Hope's topic in General Kotor/TSL Modding
Shouldn't be a huge deal to add new lightmaps via KBlender. How many of them are there? -
I can't believe my eyes. This is so cool. You should publish it.
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View File HD Pazaak Cards [for KotOR1 and KotOR2] AUTHOR: Sith Holocron ORIGINAL PRIVATE RELEASE: 31 JAN 2026 FIRST PUBLIC RELEASE: 10 MAY 2026 GAMES: Star Wars Knights of the Old Republic 1 or 2 Description: These are upscaled textures for the pazaak cards in KotOR. This mod release not only includes the cards as used in the mini-game, but also the decks and loose cards used as decorations in the various pazaak dens around the games. This release is very likely incompatible with any other mod release that adjusts the cards for pazaak. Installation: From the folder labeled “Mini-Game cards”: Drop the TGA files in that folder into your Override folder in your game of choice. The pazaak decoration texture differs between the two games even though the file name stays the same. KotOR2’s pazaak decoration has a green card replacing the gold one in the texture. As the green card doesn’t exist in KotOR1 game play, you’ll probably want to use the canon card colors. If modding for KotOR1: From the folder labeled “Pazaak Card decorations [K1]”, drop the TGA file in it into your KotOR1 Override folder. If modding for KotOR2: From the folder labeled “Pazaak Card decorations [K1]”, drop the TGA file in it into your KotOR2 Override folder. Uninstallation: Take the files you put in from this release, out again. Known Bugs: None known at this time. Legal Disclaimer: All materials and copyrights belong to LucasArts, BioWare and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Thieves need not apply. (You know who you are.) Submitter Sith Holocron Submitted 05/10/2026 Category Skins TSLRCM Compatible Yes
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Version 1.0.0
16 downloads
AUTHOR: Sith Holocron ORIGINAL PRIVATE RELEASE: 31 JAN 2026 FIRST PUBLIC RELEASE: 10 MAY 2026 GAMES: Star Wars Knights of the Old Republic 1 or 2 Description: These are upscaled textures for the pazaak cards in KotOR. This mod release not only includes the cards as used in the mini-game, but also the decks and loose cards used as decorations in the various pazaak dens around the games. This release is very likely incompatible with any other mod release that adjusts the cards for pazaak. Installation: From the folder labeled “Mini-Game cards”: Drop the TGA files in that folder into your Override folder in your game of choice. The pazaak decoration texture differs between the two games even though the file name stays the same. KotOR2’s pazaak decoration has a green card replacing the gold one in the texture. As the green card doesn’t exist in KotOR1 game play, you’ll probably want to use the canon card colors. If modding for KotOR1: From the folder labeled “Pazaak Card decorations [K1]”, drop the TGA file in it into your KotOR1 Override folder. If modding for KotOR2: From the folder labeled “Pazaak Card decorations [K2]”, drop the TGA file in it into your KotOR2 Override folder. Uninstallation: Take the files you put in from this release, out again. Known Bugs: None known at this time. Legal Disclaimer: All materials and copyrights belong to LucasArts, BioWare and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. Ever. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Messages that request permission without providing information on how your alternate version would be different than mine should be considered an instant denial of permission. Thieves need not apply. (You know who you are.) -
HeartMan changed their profile photo
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Nice, I believe this model is also used in TSL in several different areas.
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I know I'm a little late, but how about this? Before: After: Before: After: A few notes on the edits: The Manaan freighter is slightly larger than the original ones on Taris. I chose to keep the Manaan sizing instead of trying to scale them down. I relied on the in-game lighting instead of creating new lightmaps, which is why the new freighters look somewhat darker than the originals. While I was at it, I also patched a major hole in the bottom of the upper freighter's platform. High Quality Taris Freighter.zip
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ukrainian bastila. i love it. 👍 just make sure to only drop p_bastilah.mdl and p_bastilah.mdx for maximum effect. regrettably this mod also makes the character slightly less expressive in the animations but otherwise its awesome. now if only i could find a mod to make canderous do a slav squat in the ebon hawke...
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Norbeota95 changed their profile photo
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This is really impressive, far superior to any other mod management solution we had before, and will substantially improve my development workflow. There are couple things I would like to suggest. For the mod build installation, it would be helpful to be able to mark mods as not to be downloaded if you don't want them. This would be helpful for shortening the installation if you don't want larger texture packs for instance. Syncing also deletes any mods which are not part of the build, which really needs to be clearly noted somewhere, as I had already downloaded the high-res movies, and put them in MO, and had to redownload them. The Root Builder plugin for MO, designed for Bethesda games, allows directly copying exe's and other files outside of the virtual file system. I would like to see functionality of this kind to allow having replacements for the exe for instance, done directly in MO, so no games files need to be touched at all. Currently TSLPatcher mods are all disabled in the file list. It might make more sense to have them be active, but just ignore the TSLPatchdata folder in the virtual file system. Then the patch list could only look for patches in the activated mods. That would probably be more consistent with the MO behaviour for other games, although this isn't a big deal. It would allow having a mixed mod with override and TSLPatcher files, which would be useful This has worked great so far in my testing though, and will probably save me hundreds of hours of re-installing
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