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  3. The mod has been updated: Armor 9 HD isn't updated. I used the belt from this mod: https://www.nexusmods.com/kotor/mods/1770 I didn't get permission to publish it. I wanted to update the duros texture, but didn't get detran's permission. Boots have been updated.
  4. Textures are of good quality) I hope you will continue your work.
  5. N-DReW25

    K1 Alien Pack

    That is because this mod is supposed to be installed with the Kotor 1 Community Patch, it is that mod that provides the .MOD files to which my mod installs the Devaronians into K1CP's .MOD files. As long as K1R provides the same .MOD files my mod uses than you can install the Devaronians into K1R. Here is the list for the Devaronians. As long as K1R has these than you can have Devaronians in K1R. The installer only installs the .TPC file so the .TGA is untouched and won't cause any problems.
  6. Etienne76

    K1 Alien Pack

    Thank you! I'll try to do it. I just looked in the downloaded Dev folder of this mod and didn't find a single .mod file. Therefore, I don't understand what .mod file I should theoretically have in my K1R "modules" folder for the Devaronians to appear in my game. Incidentally, I did find two N_DevH01 files, one in .tga and one in .tpc. They'll overwrite each other, isn't it?
  7. N-DReW25

    K1 Alien Pack

    The installer is modular, so you can install just the Devaronians. You can try, though if K1R is missing a .MOD/module file that K1CP provides but K1R doesn't than there would be an incompatibility there. If K1R does have all the modules then the installer should install fine and you can install the Devaronian component into K1R.
  8. N-DReW25

    HD Belts textures

    Kotor went through one or more engine revamps during its early development before Bioware settled on the Odyssey Engine. That's how we have screenshots of Sleheyron even though it doesn't exist in the game files except one or two heavily broken module model files and some area textures. It is possible Bioware wanted to have belts, gauntlets, implants, and energy shields all be visible on a character when you wear them just like armor and mask items. Or, alternatively, Kotor was going to have a pick up and drop item feature similar to other games wherein you could find items on tables/on the floor and you'd pick them up and these were the textures they were going to use. It is possible that this feature was somewhat implemented in one of these pre-Odyssey Engine Kotor iterations before the Odyssey Engine was embraced and it became apparent that such a thing was not viable. So just like Sleheyron, only the unused textures from a bygone era remain in the game files.
  9. It actually is possible to make them appear in the game if you spawn an item object via the CreateItemOnFloor function. I've long had an idea for a mod which involves doing so and would therefore make any changes to their textures visible...
  10. Yesterday
  11. Etienne76

    K1 Alien Pack

    Is it possible to install only Devaronians if I have K1R, or is it impossible in principle with K1R?
  12. I don't know why I did it either. I'm going to bang my head against the wall from embarrassment and my own idiocy. Oh, how bad I am.)))
  13. why the heck would you make and post that kind of mod if you didnt even see anything in game... Sometimes I don't understand people. Ah well perhaps it can be a modders resource if someone needs it someday... (not very likely 😅)
  14. Well, then you could just consider it a fun mod. It's just unclear why these textures even exist in the game if they're not being used.
  15. I'm not sure if you noticed but there are no belt models in the game when you put them on so you wouldn't see the belt textures either. I hope you didn't waste too much time with this. The reason it's still there to begin with is because it was left over from when the game was developed and they forgot to take it out.
  16. N-DReW25

    HD Belts textures

    These textures do not appear in-game, we only ever see their icons.
  17. View File HD Belts textures HD Belts textures 1024 x 1024 for KotOR I. Submitter Etienne76 Submitted 01/24/2026 Category Skins K1R Compatible Yes  
  18. Last week
    I just want to say that the mod adds more life to the Telos Citadel Station, but I found a major issue when reaching the Telos Academy. The Handmaiden Sisters have been replaced by random men in default clothing. Check that out, and there's one NPC in the cantina who is missing his head.
    5/5. Just like the one for droids, this item is necessary as the slow movement bug pops up often. While not as in line with immersion as the Droid Oil Bath, it also isn't immersion breaking, just another medical item. As with the other I added it to several merchants, and they both have a permanent place in my override folder.
    5/5. This is a very simple, but necessary item, does exactly what it says. Also love that you called it an oil bath. I've added it to the inventory of several merchants, and immersion wise it fits perfectly.
  19. It has been almost a year since I actually worked on the project unfortunately, however, recently somebody (@LanguageWriter123) found the pointers for properly changing the classes in the PC executables, previously I was achieving this by swapping the values directly in the class table itself which resulted in levelling not happening properly and enemy scaling being all wrong. Details for how to make these changes can be found in my tutorial series, specifically #28 - Hard Coded Class Selection Values So now anybody can change the starting classes to any of the 17 classes in the games classes.2da file with ease. Struck by curiosity at 5am I decided to do the same for the original Xbox and so starting classes can now be changed on the original Xbox in KotOR2, I spent around 6 hours this morning figuring out where the pointers and string references were in the .xbe file. So while it might never see many users, it is done, primarily for the fun of it and because I want to try and support all the different versions of the game eventually. This video showcases it working via the emulator Xemu, it was fun to track these values down and see it working. I hope to get back to working on this project again though there is still far too much for me to handle solo planned and I continue to hold out hope that a team will form around the project, but in the meantime I will do what I can to ensure that it is the best it could possibly be. There is a lot left to do but with these recent changes the port takes another leap forward towards being complete and or bug-free, though there are still bugs in the project and the mini-games aren't working yet, but all in good time I am sure. Currently there isn't a new release issued so for anyone that wants to check it out, grab it from the GitHub repository itself, not the releases page. But when the project is nearly or entirely bug-free I will be moving towards making a new stable release.
  20. I did at one point, but I had to shelve the update due to a much worse visual issue that it caused. I have somewhere on my computer a few hundred upscaled textures for both the indoor and outdoor areas of Sleheyron. But for some reason implementing the upscaled textures caused giant "black boxes" to appear in the outdoor module. I believe it's somehow glitching the overhead flying ships. I do not know why given their textures do not change. It's something I would like to fix someday. But right now, I don't actually know what's causing the error, so I don't know how to fix it. That being said: I am glad you liked the mod! I apologize for the Bogga glitch near the end. I'm not sure what caused that one either... Oh the joys of modding. There's always a bigger glitch. After I figure out what's causing the black boxes glitch, I can work on greatly improving the textures as well. Upscaling would be a good start, but there's more I could do to improve them.
  21. @carrick16 I'm glad you got it to work! Sorry you had troubles with it to begin with. It works with higher resolutions too like 2560x1440? If not fully, maybe I should patch exes with that Uni Widescreen patch applied before mine.
  22. Version 1.0.0

    11 downloads

    HD Belts textures 1024 x 1024 for KotOR I.
  23. Regarding the crashes, if you're on Windows and Steam, try running in compatibility for Windows 8. Worked for me. Wdym by "unfinished" ? And "Unstable" ? Is it just that Bogga conv ? That's weird, seems to be working for everyone else...
  24. Hi, @LanguageWriter123exe file dont work on 2560x1440 resolution. Then ive patched your exe file like here - https://steamcommunity.com/sharedfiles/filedetails/?id=2901738838, and now i see main menu good but game crushes on new game or loading. Maybe do youn something about that? upd: reinstall game, paste your files and then installed Communty Patch and now works! tested with cheat exp, see 50 lvl
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