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  1. Today
  2. That's just broken normals. If you are importing normals and start deleting geometry, you need to recalculate the normals, not try and keep the original normals.
  3. A little off topic, but I've always though the perfect Revan robe model would be the stock star forge robes with the hood & helmet mesh added on... which is different from removing the cape/belt from the 'complete' model, because that causes a bunch of weird geometric shapes to appear on the skirt thing (for the DS version anyway). Perhaps someone has done this for their own personal use...
  4. Yesterday
  5. Jeff1742

    Mentor Band

    Great mod, does what it says on the tin
  6. View File Vorn Daasraad's Krayt Dragon Pearl This mod allows you to loot a Krayt Dragon Pearl off of Vorn Daasraad's body (he's the Gamoreon Genoharadan target on Tatooine). This mod will only work on a save file from before Vorn Daasraad has been spawned. I always thought it was odd that you couldn't get a Krayt Dragon Pearl from Vorn, since the whole reason he's on Tatooine is because he's hunting a Krayt Dragon. You even see the dragon's dead body if you attack him with his own droid. Now you can get a 2nd Krayt Dragon Pearl without being a total jerk to Komad Fortuna. Or a 3rd, if you're okay with being a jerk. Of course, since Vorn is a Genoharadan target, you'll still have to get Dark Side points if you want the extra Pearl. Keeps things within the original spirit of the game. Installation: Drop the file into your Override Folder. Submitter Raven-Fal Submitted 11/12/2025 Category Mods K1R Compatible Yes  
  7. View File Switch Animated Energy Shields PATCH Just a couple of TXI files to support Dark Hope's Animated Energy Shields mod on the switch. Couldn't have gotten these working properly without the help of Sith Holocron. Thanks for that. Posting this so anyone who wanted the animations on the switch now can have them. Installation is simple, just drop the TXI files into the override/Textures folder in atmosphere after installing Dark Hopes Animated Energy Shields. Shouldn't require a new game to be made, and should be compatible with everything out there except anything that modifies the energy shield textures. To uninstall, simply remove the TXI files. Submitter RedBullSlurpie Submitted 11/12/2025 Category Mods K1R Compatible No  
  8. I don't know why I didn't think of this earlier, but I just a had an idea to get, more-or-less, what I was hoping for. I install your hoodless/maskless flowing robes mod, add a mod that adds Revan's mask as a wearable item (BOSSR for example), but I give the mask the disguise property. No mask=no hood, but that's something I can live with. I just wanted to have the hood when I wear the mask, but be able to see my character's face if I take the mask off. Now, this means that wearing the mask will always mean that my character is wearing the full Revan getup, but I don't typically wear Revan's mask without also wearing the robes, so it wouldn't have much impact on me.
  9. No, because it's a pain in the ass. In order for hoods and heads to work together without animation de-sync, they need to be a single model. That means making them a disguise, and also adding new custom rows for every single player appearance (if you want a generic mod). Way too much effort, and it wouldn't work with third party head mods.
  10. I'm familiar with excellent mods Sithspecter's Revan's Flowing Cape & Belt and DarthParametric's Hoodless/Maskless Flowing Robes. Neither of those is quite what I'm looking for. Is there a mod out there that applies the flowing cape/belt fix to a model that keeps the hood but doesn't have the mask? If no such mod exists, what would have to be done to make one?
  11. Not until a moderator/admin approves it. Might take a while since most of them are all AWOL. Edit: @Raven-Fal So it has now been approved. Congratulations on the release. Now you need to patch it to implement it properly. Override dumps are lazy and an incompatible way to create mods. You need to create a TSLPatcher setup that will patch the UTC and inject the changes into the module. Your current approach will nuke any changes by other mods that might be doing it properly. And given that both games often use very generic ResRefs that are duplicated across modules, it's possible to end up breaking things in entirely unrelated modules. Probably not in this specific instance, but it's something to be avoided as a general rule.
  12. Version 1.0.0

    2 downloads

    This mod allows you to loot a Krayt Dragon Pearl off of Vorn Daasraad's body (he's the Gamoreon Genoharadan target on Tatooine). This mod will only work on a save file from before Vorn Daasraad has been spawned. I always thought it was odd that you couldn't get a Krayt Dragon Pearl from Vorn, since the whole reason he's on Tatooine is because he's hunting a Krayt Dragon. You even see the dragon's dead body if you attack him with his own droid. Now you can get a 2nd Krayt Dragon Pearl without being a total jerk to Komad Fortuna. Or a 3rd, if you're okay with being a jerk. Of course, since Vorn is a Genoharadan target, you'll still have to get Dark Side points if you want the extra Pearl. Keeps things within the original spirit of the game. Installation: Drop the file into your Override Folder.
  13. Version 1.0.0

    2 downloads

    Just a couple of TXI files to support Dark Hope's Animated Energy Shields mod on the switch. Couldn't have gotten these working properly without the help of Sith Holocron. Thanks for that. Posting this so anyone who wanted the animations on the switch now can have them. Installation is simple, just drop the TXI files into the override/Textures folder in atmosphere after installing Dark Hopes Animated Energy Shields. Shouldn't require a new game to be made, and should be compatible with everything out there except anything that modifies the energy shield textures. To uninstall, simply remove the TXI files.
  14. Lewok2007

    Relighting TSL

    2 Areas I think have some weird/bad lighting going on imo. - A corridor in the Ebon Hawk has weird shades over the textures (indigo/purple, blue, and green?). This is on the floor and curved walls/roof. I've noticed this before too, but just remembered right now. I think its only an issue in this specific corridor though. - The Harbinger Engine halls have a red tint where the lighting from the engine rooms, but I don't think the way the lighting is in the hallway makes much sense.
  15. Lewok2007

    Relighting TSL

    The Relighting of these areas is significantly much better. You don't always notice the issues in an unmodded playthrough, and you don't really notice the changes either because they just naturally look good I think, but when you intentionally go and notice them they can be really bothersome.
  16. Last week
  17. How far do you think this script extension might be able to be pushed? I want to get more into making custom maps/modules, but I've found the current process absurdly complicated and highly prone to error. So I'd be super interested in some kind of script or plugin that could load and parse `.gltf` model files into maps at runtime. Similar with dialogue. Would it be possible for me to make a script that parses a different file format into something that the game can convert ad runtime into dialogue messages and choices?
  18. Dude this is awesome!! I'm definitely using this for my new playthrough and giving it 5 stars! I've always wanted a proper Tulak Hord mask replacer! Thank you and everyone involved with this!
  19. Made an account to say thanks, this worked instantly and looks great. Very simple instructions also.
  20. Ah, that's good to hear. Should prove useful when I finally get back around to working on K1CP again.
  21. Ah, what I meant was that because I created a robust file I/O interface, that it wasn't clear how valuable the existing (unimplemented/gutted) print features would be. Though, in that the functions *are used*, but just not doing anything. Then yes, I agree, this would be quite valuable for sleuthing existing game logic and debugging those issues. For new mods though, I'd definitely recommend my function that's just a wrapper for `fopen`. But regardless, getting logs/feedback out of the game has been asked for a lot, and establishing several avenues for y'all is definitely a high priority for me.
  22. External logs could be very valuable to modders. Especially when trying to debug particularly troublesome issues (things like Sandpeople reputation shenanigans, flaky OnPerception events, etc.). Probably not so much for your use case though I guess.
  23. J

    Lightsaber Hilt Variety - K1

    oh thank you. I actually plan on adding support for that too
  24. Also, your links for JC's Lightsaber Visual Effects link to JC's Extra Saber Colors instead.
  25. View File Higher Poly Gammorean Guards I modified the mesh. The textures are not included they are a custom upscaled version of this great mod https://www.nexusmods.com/kotor/mods/1730 The textures names are C_Gammorean_Low, C_Gammorean_01,C_Gammorean_02,C_Gammorean_03,C_Gammorean_04 Submitter Elayerfawkes45 Submitted 11/09/2025 Category Mods K1R Compatible Yes  
  26. Little demo for this morning, showing off FreeCam in both games:
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