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  3. Thanks!! I'm already working on it, since it's a mod that needs translating. Progress: the dialog.tlk, the override DLGs, and telos are already translated, as well as nar sha. I'm working on the .mod files for modules. I also have the M478 mod in Spanish from before; that's what I started with. Well, when I have it complete, I'll let you know and send it to you. PS: Regarding the souser maps folder, do I have to paste the contents into override? Or is it for something else? Sorry, I'm a bit of a novice with some things. Greetings from Argentina! Thanks again.
  4. Well, the background 4 textures don't really get used on the model - just that "5th piece" that overlays the 4 LMA textures that are used as background. Of course, talk is cheap so I'll show the work. (Textures were not harmed but were upscaled bofore applying them to the model.)
  5. The texture might look ridiculous, but in the game itself it works surprisingly well, and you can’t tell that it’s made up of 4 door textures (actually 5—the last one has been cut up and rotated).
  6. That sounds great! I would love for more people to be able to play it! You have my permission to do that. As for your second point, my personal philosophy with designing these quests is that they're "all side quests." Some of the side quests are connected and over the course of development there somewhat did emerge a "main quest" of sorts (though if you're already translating it, you probably also noticed my internal quest names do occasionally indicate main and side quests, but those were more for my reference more than anything else, lol). I can think about it, though. Denoting side quests with the "Bonus Mission" label in the log does make sense.
  7. I agree with this assessment, plus the screenshot and the texture somewhat suggest that the Neural Band was based off of Lobot though obviously with the head variety they couldn't have the band wrap around the skull due to head shapes and hair. Maybe having the bald player character wear the Neural Bands was an intentional nod to Lobot as well. This is the texture for it, btw. It took me a bit to realize what you were saying but once I saw it my jaw dropped. For anyone else reading, if you squint on the gold visor texture you can see 4 really low res door textures on it.
  8. Would probably work better with an Aurebesh font.
  9. Yesterday
  10. As mentioned previously, it should look like however your underwear looks.
  11. Thanks, I solved it. Since all the new models are TGA, I forgot to run the script to "delete duplicate tga/tpc," Once I did that and purged the .tpc from the Override folder, the new models rendered perfectly in the game. Link here: https://www.nexusmods.com/kotor/mods/1384?tab=files. I layered them on top of Vurts full Visual Resurgence package and so far I really like the combination. And like I said, your work is AMAZING!
  12. Don't suppose it's possible to get a Darkside version?
  13. Good afternoon. The models are intended for use on PC; they have not been tested on other platforms. Based on your description, it seems the system isn't detecting the files at all—if there were an actual error, the game would crash.
  14. I just noticed a weird detail: The "Teta's Band" or "Regal Visor" headgear texture contains four tiles of "lma_dor03".
  15. Hola, si te interesa, puedo traducirlo por ti y luego puedes subirlo. Ya lo estoy traduciendo para poder jugarlo yo mismo. Pero si te interesa, puedo compartirlo contigo para que otros hispanohablantes puedan jugarlo. PD: En el archivo Global.jrl, sugerimos que especifiques qué misiones son secundarias y cuáles son principales, como en el juego base y el mod M4.78. Pero es sólo una sugerencia. En fin, saludos y gracias de antemano.
  16. Wow, this is something else! Once this goes live I can't wait to try it out!
  17. Your entire series of "High Poly" heads is amazing. But I can't get them to work. I still get the default models in-game while your work is just being ignored. I dropped them in the Override folder and it's not working. What am I missing?
  18. I can confirm that 1440 60 runs at 1440 60. I'll double-check the 30FPS one today
  19. this is true. also these 2 file sizes are suspect k1rs_30fps_2560x1440.7z = 15.67 GB k1rs_60fps_2560x1440.7z = 15.64 GB
  20. Yes, it should be compatible with Extended Enclave.
  21. View File Minimalist Dark Pazaak Deck Pazaak card with a dark minilamist style... This mod only replaces Pazaak card textures, so it shouldn't cause any conflicts. To install, just extract the files into your override folder. Submitter Chirrungaso Submitted 11/04/2026 Category Mods TSLRCM Compatible No  
  22. View File Flat Colors Pazaak Deck Pazaak Cards with flat colors style... This mod only replaces Pazaak card textures, so it shouldn't cause any conflicts. To install, just extract the files into your override folder. Submitter Chirrungaso Submitted 11/03/2026 Category Mods TSLRCM Compatible Yes  
  23. View File UNO-style Pazaak Deck Pazaak Cards in UNO Style... This mod only replaces Pazaak card textures, so it shouldn't cause any conflicts. To install, just extract the files into your override folder. Submitter Chirrungaso Submitted 11/03/2026 Category Mods TSLRCM Compatible Yes  
  24. Last week
  25. This sounds great just to give you some breathing room not rapidly jumping from section to section, and one last chance to enjoy the calm before the storm aboard the ebon hawk, you technically already do off screen. Is it compatible with Extended Enclave as well? I don't believe these intersect but wanted to be sure.
  26. There's about a 13 year release difference between this mod and KPM / KMRP release dates. I'd say go to the OpenKotor Discord and relay your issue in the kotor-patch-manager section: https://discord.gg/EaDtBSy5Z
  27. The 1080 60 FPS upload here and on Nexus is yielding 1080 30 FPS files instead.
  28. I think the discussion is mixing several different issues and treating an installation order as a proven compatibility solution when it isn't. Regarding Doodmane444's June 23 report: the tested order was K1CP → Sleheron → BOSSR, and some placeables disappeared in BOSSR modules. However, the suggested alternative still placed BOSSR last. It mainly changed the order between Sleheyron and K1CP, so it doesn't establish that this arrangement actually solves the underlying BOSSR placeable issue. As JCarter426 pointed out, if BOSSR is exhausting the available placeable rows in placeables.2da, changing the installation order cannot magically increase that limit. There is also the reverse side of the problem. OnJuly 2–3, Doodmane reported that BOSSR could replace leftover, unused Czerka sign placeables in Sleheyron's sle_m30aa.mod with its own stasis NPC. He traced this to obsolete placeable entries left in that module after the signs had been built into the model instead. This is a concrete example of BOSSR affecting Sleheyron, rather than the other way around. It is also a specific module/resource conflict, not proof that one universal installation order fixes everything. So I think we should distinguish between: 1) conflicts caused by overlapping or reused placeable references; 2) the actual placeable row limit; 3) installer overwrites and changes to shared resources. These are not necessarily the same problem, and they cannot all be solved by simply moving one mod to the end of the installation order. For players who want to enjoy both expansions without potentially ruining an existing modded installation, I would suggest keeping separate game folders: 1) Keep the existing installation for BOSSR and its associated setup. 2)Make a copy for a Sleheyron-focused playthrough, installing Sleheyron and its relevant compatibility patches there. 3) Start from a save made before the Dantooine Jedi Council mission, or use the save provided with Sleheyron, which starts at the intended point in the story. This doesn't magically make the two mods compatible within one installation, but it provides a practical way to preserve both playthroughs without repeatedly rebuilding the same game or risking the original setup. The current Sleheyron 3.5 instructions do provide a specific combined installation order and compatibility patches. However, I would still like to see reports from people who have actually completed substantial portions of BOTH expansions in the same installation. Ideally, such reports should specify the exact mod versions, installation order, and which parts of both campaigns were actually played. Loading a save or reaching a particular planet is not the same as demonstrating that the entire setup is compatible. I think that would be much more useful than continuing to assume that one installation order automatically protects one mod from the other.
  29. It didn't work for me. I have the install log, I can show you. Here's what happened: I'm running a modded setup via KPM V0.8.0 and KMRP 1.5.1 (Kotor Modern Restoration Patch). I Installed this mod, and the instant I accessed the terminal in the Manaan republic embassy to access the recording, my screen first faded to black, then reloaded back into the "Slice Restricted System" menu. I tried to "Log Off" in game and the game wouldn't let me. Even when I tried to get the recording the game was trapped in a logic loop. My computer spike count decreased but I was still trapped. I had to force the game to close by pressing "Excape" to exit and reload, and I wrapped the quest without getting that recording. Otherwise my current campaign would have been bricked. Best, installlog.rtf
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