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Technical note / question for experienced KOTOR1 modders: This release is a tech demo and modder resource, not a finished story mod. The levels can be launched and played, but the package is still unstable. The biggest issue right now is not the race controller itself, but resource unloading / save-load stability in KOTOR1. The race modules are based on original swoop race areas converted into normal playable modules. They can load and run, but large modules may crash the client when leaving the module, transitioning elsewhere, or loading a save made inside one of these locations. For some time I used an “airlock room” approach: move the player from the heavy race module into a very small vanilla-based cleanup room first, remove custom disguises/VFX/scripts/helpers/states there, and only then continue the transition. This helped in earlier tests, but became less reliable as the package grew. I would really appreciate any advice from people who have dealt with large KOTOR1 modules before. I am especially interested in: module-local assets vs global Override; safe cleanup of disguises, VFX, heartbeats, helpers and local variables before transition; reducing save/load crashes inside large modules; texture/model/lightmap optimization; known Odyssey/KOTOR1 resource limits; whether anyone has successfully used airlock / cleanup modules for this kind of problem. I do not want to solve this with an external crash-recovery launcher, and I do not want to move the project to KOTOR2, Unreal or Unity. The goal is to stay inside KOTOR1 and solve this through better resource packaging, safer module structure, and proper cleanup before transitions. Any old community knowledge, examples, warnings, or practical experience would be very helpful.
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View File Swoop Race Mod pack by jenkeee Yavin IV by jenkeee: maintenanced We have not updated the VEH post for quite a while. This is our core mod about Revan’s mask, based on the old Yavin mod. From the outside, it may have looked like the mod was abandoned. In reality, everything is very simple: while working on the previous mod, we had to study the KOTOR and Odyssey systems in much greater detail, and we came to the conclusion that the previous result was not enough. At first, the plan was smaller. But the deeper we got into it, the more obvious it became that a mod about the mask should not be just an item, a dialogue, and a few events. It should be a full modification. This time, the modification is planned to be much larger: new locations, scripted cutscenes, separate scenes, and a more complex technical foundation. Work is moving slowly. Most likely, we will not finish the main modification earlier than in 3–5 months. At the same time, there is another mod I would like to discuss with all the Jedi in the comments. Right now, less than 10% of the main work is done: mostly prepared dialogues, assets, and the technical base. But, as always, there is a BUT. During development, we accumulated enough files to assemble a separate modification. In the mask mod, we planned a level on a swoop bike. The original mini-game was not suitable for full movement, so in the end we wrote a workaround controller. It turned out pretty fun, and we decided to assemble it into a separate modification and share it with everyone. We hope to see our scripts in your own modifications someday. This mod was made by the darthMouse creative team for two categories of people. The first category is players who have already seen almost everything in KOTOR, but still return to this game from time to time for personal reasons that nobody else can really understand. In our mod, you will be able to visit levels that are not available during normal gameplay, but that you still know. These are the swoop-racing levels from the mini-games. The second category is modders. This is a ready-made package with tested scripts. You can look at jenkeee’s elegant solutions, inspired by the work of Master Zionosis and MotOR Squad. In every module, the logic described in OnRoomEnter can be moved to a helper, and we can implement mount / dismount tools almost like in any MMO from the 2000s, but inside KOTOR. This publication is exactly that: a demo. Not the final version of the big mod, but a set of materials you can touch, test, and possibly use in other modifications. What is included in the demo The archive includes a custom swoop-race package for KOTOR1. Currently available: Tatooine 2026 Manaan 2026 Yavin 2026 preview / raw Taris 2026 Nar Shaddaa 2026 The races can be launched through Yavin Station. The idea is that KOTOR can be used not only as a set of corridors, dialogues, and battles. With careful work on scripts, modules, and player states, it is possible to plan larger locations — almost in a GTA-style logic, as far as that is even possible inside Odyssey. Of course, this is not “GTA in KOTOR” and not a finished universal framework. It is more of a demonstration of direction: how we can think about transport, movement, separate player states, and larger zones within the limits of an old engine. If you have questions, ideas, strange scenarios, or even comments that may look silly at first glance — write them. This is exactly the kind of case where a “stupid question” can save several weeks of development. A small author’s digression I often say obvious things, but sometimes it is useful for someone to read them. Maybe this will be the first source of obviousness in someone’s life. At one point, I used to read Habr and admire how smart and complicated the people there seemed. Today, many things written there look either obvious to me or like an eternal holy war. And the obvious thing I want to write about is this: the importance of your questions. The stupidest question, according to someone, is still the first step toward solving a problem. Very often, a person cannot ask the right question simply because other topics have not been discussed before. When you approach something complex without knowledge, you do not only lack the answer — you do not even understand what question needs to be asked. And the question is the most important thing. Without a question, there will be no answer. When will salaries become decent? When will the war end? Where is true love? Why, why exactly — Kathleen Kennedy? As you can see, I am not trying to answer such difficult questions. But many of you are probably ready to answer them. Usually, people just do not answer such things for the public. They talk about them with friends. And if you do not have situations like that, maybe you are a lonely person. Almost like Terry Davis. This man spoke with God through a keyboard, starting somewhere around 2005. He was inspired by systems like the Commodore 64, and even back then he could see meaning in the generated answers of his TempleOS. Of course, he was not the first person like that in history. There is an even more famous figure — Alan Turing. But can you imagine Alan today? And Terry? I feel like Terry died too early. His knowledge would have complemented today’s world very well. Today, every second person communicates with a computer almost as naturally: writes a question, receives an answer, argues, clarifies, gets angry, formulates the question again. What once looked like a strange personal obsession has now become a normal part of life. I am not sure I have perfectly formulated what I wanted to express in this text. But maybe that is the point. Do not be afraid to ask. Sometimes you will receive an answer before you even manage to say the question out loud. And if you formulate the question well enough, it often turns out that the answer is already somewhere nearby — or that you already know where to look for the source of truth. This mod is a tech demo, a technical snapshot, and an invitation to discussion. Download it, test it, break it, ask questions, and write comments. It is important for us to understand what scenarios we need to take into account next — especially if you make KOTOR mods yourself or want to use some of these solutions in your own projects. Submitter jenkeee Submitted 05/18/2026 Category Mods K1R Compatible Yes
- Today
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A much needed polish for the TSLRCM Mod imo. One small criticism regarding the Ravager component however: I find it unfortunate that there no longer is an optional component to simply change up the "invisible mine" part. Because there are still players like me, who want to keep Mandalores interactions with Visas but simply don't like the way the second one was triggered and it's a little heartbreaking to hear that this mod actually used to provide AN opportunity for that, only to no longer provide it
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gunns joined the community
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Taki17 started following High-Quality Taris Freighters
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djh269 started following Modified textures for Detran's Swoopgang Niktos , AxC's The Stowaway's GONK , MotF and HotG Icon Styled Recolors and 6 others
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- 140 comments
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- 140 comments
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I believe they were referring to the door behind that one, the one that leads into and out of the station. I tested both mods and was able to replicate the issue with that door. There doesn't seem to be an access panel for it. The hangar/airlock doors still seem to work. Are you using any other mods? You could try seeing if there's a "n_duros001.utc" file in your override and delete that.
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I just encountered a bizzare bug where Hulas the Genoharadan Rodian you meet on Manaan is present right outside your hideout on Taris! He replaces the Duros that says he'll hide bodies of the Sith soldier and the droids. Clicking on him causes him to speak his Tatooine lines. IDK what mod is causing this. But the only mod I have that affects Hulas is this one. It is NOT caused by the Genoharadan-Light Side Mod because I didn't install it this time. I installed it last time and thought it was the cause, yet I now know it isn't. Here's a screenshot of the inexplicable glitch:
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john123 joined the community
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Hey, thanks for providing this. If this ends up working out for players using both of our mods, would you mind if I included this patch in my next mod update? I was curious about that access panel, though- I thought for sure I heard someone say they found it in a previous attempt to play both of our mods.
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The cause is actually fairly straightforward: The OnLoad script for the Yavin Station module, yav50_load.nss, includes code to close all of the doors whenever loading the station, except when loading from a saved game. For my hangar mod, I extended that to include my new airlock doors too. I haven’t played Sleheyron, but based on the source scripts, it looks like it reopens the original doors with the script open_yav.nss. In theory, a compatibility patch should be as simple as adding the following lines to open the station-side airlock door too: object oDoorHangar = GetObjectByTag("wk_yavhgr_door01"); AssignCommand(oDoorHangar, ActionOpenDoor(oDoorHangar)); Attached is an edited version of the script and source code. I haven’t tested it, but try putting open_yav.ncs into Override and seeing if it works. Not knowing when the script is triggered, you may need to backtrack to a save from before you finish the quest and return to the station. What’s puzzling is that you should be able to open the airlock from the station side using the console to the right of the door in the corridor. I included it as a fail-safe in case I missed a case where the player might get stuck like this. Does that console show up for you as something that can be interacted with? If you’re truly stuck, you can always use the cheat console to warp directly back to the Ebon Hawk (warp ebo_m12aa). Yavin Station Hangar Compatibility Patch (Beta).zip
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The I-Wing was already there in the vanilla game, I'm just swapping in DarthParametric's remodeled version. I always assumed it was the Sandrals' personal ship or something like that. (Screenshot stolen from Wookieepedia)
- Yesterday
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Here I made a quick fix/compatibility patch for now until it can be determined what's causing that door not to open. Just put the .mod in the module folder and the yavinarea.utd door in the override folder. It just lets you open the door and changes the name of it to "Hangar Access". Edit: Spelled Hangar wrong Yavin Station hangar Fix.zip
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I did install the Hangar before Sleheyron, so I did this to see if anything changed. However, after a quick check, it seems that replacing the files does not change the outcome. I assume it probably just has to do with the fact that the Hangar mod never intended for you to load into the zone from the other side of that door in its new role where it's no longer a transition directly to the Ebon Hawk.
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You could try this as a potential solution. Go to the folder where you have the yavin station hanger mod extracted to, and open its tslpatchdata folder. Find the three files named "m50aa_01a.mdl" "m50aa_01a.mdx" "m50aa_01a.wok". Take these three files and bring them back to your games override folder, and replace the existing ones. Let me know if that works or not. (If you installed the hanger mod before Sleheyron, it could be that it just needed to be installed after.) Edit: This doesn't work -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- You also might need to reload a save before completing the mission on the surface to see if the hangar door works. Also make sure to backup those existing ones in the override in the chance anything goes wrong. If not, then it could be that the .mdl or the .mod needs to be edited a certain way to allow the door to open, or for compatibility.
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N-Drew's EE Tweaks mod puts the 650jedi.dlg file into the override folder, but your compatibility patch puts it in the module itself, so it doesn't work, EE Tweaks overwrites it and breaks the scene. You'll have to change it so it goes into the override folder. Or alternatively the user can delete the 650jedi.dlg from EE Tweaks in the override folder. This is assuming the installation didn't go wrong for me specifically, but I looked at the changes.ini for EE Tweaks and it is set up to put the dlg file into the override directory, so I don't think it's just me.
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Hey guys i tried to adjust the config. to 2560 X 1600 and this is what i got... 😕 you can hear and click through the menu but you cant see the actual menu or character screen. Any ideas?
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Nice mod but clearly needs a patch so it doesn't softlocks because the parts are in 3 corpses instead of only the first one.. and the second corpse dosen't give the item we need.. You should've give us all this stuff after destroying the first HK-50, that way we wouldn't have this problem, even if I know you made this mod because you forgot to check his remainings
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Just a question: why would there be a I-Wing there? I'm sure I'm missing something... 🤔 But great work, WildKarrde! I like the transparent glass myself.
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- 49 comments
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Hey, currently a couple of hours into the mod and really enjoying it! I just want to report what seems to be a mod conflict with Yavin Station hangar. I honestly should've anticipated this, but I didn't realize that this mod would include a Yavin IV mission. Basically, when reloading into Yavin Station after completing the quest on the surface, the door to the hangar is closed, and there's no way to open it from the station side, trapping the player on the station with no way to leave. No expectation of a compatibility fix, just think it's worth reporting the conflict in case anyone is planning to use those mods together.
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