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  3. Had to look into this and apparently the Ebon Hawk does not heal party members in KOTOR 2, unlike in the first game. It probably wasn't noticeable due to the passive regeneration, which is now removed by this mod. I'll consider looking into a fix or compromise for a future update. Until then, give the poor guy a repair kit!
  4. Okay, I've managed to properly import the model to KOTOR & edit appearance.2da appropriately. My only question now is how to make this compatible with other mods that modify appearance.2da, since that will change the appearance line number for the TSL Mandalore Armor.
  5. After some digging, I found this thread, which says that you can use MDLEdit to convert the TSL model to an ACSII file, then convert the ACSII file to a KOTOR 1 file, so long as you have the correct KOTOR 1 supermodel in the same file location as the TSL model files you are trying to import to KOTOR 1: Just be sure to use the 2DA Editor when updating appearance.2da. It works much better than the KOTOR Tool.
  6. Yesterday
  7. It's a matter of taste, but + 20 years.
  8. Hello The reason this mod was created was to allow users to choose from different versions. However, there is some truth in what you say. There is one thing I cannot stand about the actor: his shouting.There will be a Mark Hamill version. A young one and maybe an old one. (If I can find good audio material and if people like it)
  9. import to blender, for TSL, tick the checkbox for TSL at export.
  10. Ran a quick test, porting Revan's lightsaber over to KotOR from TOR. May look at putting a little mod together which makes this the lightsaber you get on Dantooine at the end of your training, rather than the generic one. Could always deposit the other crystals elsewhere too, for those who like some variety and don't want to stick with their class colour.

  11. I swear I'm getting some Dragon Age: Origins, fallen circle tower vibes from this
  12. I was able to fix this one by changing row 33 taunt in the animations.2da from 1 to 0. I was able to fix Trask's sword on the Endar spire by changing row 26 tlkforce from 1 to 0. I am not sure which of the two changes, but the weapon shows for the Sith Officer for me after the changes. Hope it helps! -Edit- Replaying fully now, I found it also removes the instrument in the hands of the musicians in the Cantina on Taris. This was fixed by changing row 53 Dance from 1 to 0. In the Duel Arena, the weapons held also vanish. I was able to fix the male players(didnt try female I believe its same) by changing row 12 pauseh, and the enemies by row 17 victory, from 1 to 0.
  13. Hi again, @Lane! Yes, I strongly suspect that anything messing with timers is going to cause problems for the two different kinds of game loading processes that I was talking about. I'm not sure I would say I noticed anything particularly different between loading from autosave and loading from a quick save or from the main menu. Perhaps I was not very clear with what I was trying to say but where I did notice a difference is between loading a saved game (of any kind) the first time after running the game (running the game's exe) and loading the same saved game again. As DP suggested, I think the OnHeartbeat and possibly the OnSpawn functions are affected, meaning that they don't really happen in the same sequence in the two different scenarios. I also give you a very interesting (and possible to reproduce) situation that I investigated recently: for some reason, the game makes the headgear worn by some NPCs invisible in certain specific conditions. The outcome is somehow linked to loading the area. To reproduce this, you can take a look at the Sith Governor on Taris at the Sith Base (tar09_darkjedi001) that should be waring a neurasl amplifier mask (g_i_mask10). The area module is tar_m09ab. What makes it invisible is if you are controlling the Player PC character when you enter the module for the first time. If you are controlling the Player PC character (which is the normal thing to do) when you take the elevator to reach the second floor of the Sith Base where the Governor is or if you are using the console to warp there then the mask will be invisible UNLESS there are no other party members with you. In that case, it will show. It will also show if there are other party members and you warp there or access the area via elevator controlling one of the party members (it does not matter if it is one or ther other or if there are two party members or only one with you). Cheers!
  14. Interesting. But he has developed spots under his eyes and on his lips.
  15. TBH I didn't think anyone preferred Matt Mercer Luke over Bob Bergen Luke.
  16. View File Luke Skywalker Voice Overhaul JKO I replaced the voice of JKO LUKE(Bob Bergen) to EA Battlefront II.(Matthew Mercer) Install:Extact the file to Gamedata/Base folder Credits: • Campaing Voice:Eleven Labs AI • Luke Skywalker multiplayer lines: Star Wars Battlefront II (EA/DICE) • Original game: Jedi Outcast / Jedi Academy – Raven Software THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™ Submitter HoboPeach Submitted 11/26/2025 Category Jedi Knight Series Game Jedi Outcast  
  17. View File Carth head remesh higher poly and retextured (v2) I modified Carth's head and retextured him i used this image as a model. I added more animated hair to this one. If you don't like it try this other i made without additional animated hair. Submitter Elayerfawkes45 Submitted 11/23/2025 Category Mods K1R Compatible Yes  
  18. View File Carth head remesh higher poly and retextured I modified Carth's head and retextured him i used this image as a model. I made one with additional animated hair here Submitter Elayerfawkes45 Submitted 11/23/2025 Category Mods K1R Compatible Yes  
  19. View File Higher poly and retextured Mission's head I remade Mission's textures and mesh. I also remade mission's brother and i'm waiting for the permission to upload it since it use a mod that remesh the twileks males. Submitter Elayerfawkes45 Submitted 11/23/2025 Category Mods K1R Compatible Yes  
  20. View File Juhani High poly new head I remodeled Juhani so she look more Cathar using this nice mod from Stormie97. Thanks to Stormie97 for the permission to upload mine. You don't need his mod for mine to work but have a look at his work. Submitter Elayerfawkes45 Submitted 11/23/2025 Category Mods K1R Compatible Yes  
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  22. Version 1.0.0

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    I replaced the voice of JKO LUKE(Bob Bergen) to EA Battlefront II.(Matthew Mercer) Install:Extact the file to Gamedata/Base folder Credits: • Campaing Voice:Eleven Labs AI • Luke Skywalker multiplayer lines: Star Wars Battlefront II (EA/DICE) • Original game: Jedi Outcast / Jedi Academy – Raven Software THIS FILE IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY ACTIVISION PUBLISHING, INC., RAVEN SOFTWARE, OR LUCASARTS ENTERTAINMENT COMPANY, LLC. ELEMENTS™ & © LUCASFILM LTD.™ & DISNEY, INC.™ AND/OR ITS LICENSORS. STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ AND WALT DISNEY, INC.™ STAR WARS®, JEDI®, & JEDI KNIGHT® ARE REGISTERED TRADEMARKS OF LUCASFILM LTD™ & DISNEY, INC.™
  23. Yeah i will have to rework it. Its not bad but it makes him...wierd.
  24. If it messes with timers, then I imagine anything related to OnHeartbeat events for placeables/modules/user defines would experience the sort of issues described.
  25. Hi @Salk I know what your talking about! The load behavior of a main menu load, a hard load (load game menu in game), an autosave load, and a quick load all have subtle but important differences. This has actually come up in the speedrun world a few times. For example, the effect duration glitch (in which they last a long time) only happens if you have previously loaded a hard save in this session (as that messes up the global timers). There's a variety of other small differences, between these functions; most of which I haven't dug too deeply into. But I'm unsurprised you've run into this before. If you could provide an example of a specific script related issue that performs differently for different loads (to use as a reference point), I'd be happy to mount a bit of an investigation into it when I get the time. As mentioned above, it's a busy time of year so this may be backlogged a bit. I'd also be happy to field any other questions! Thanks, Lane
  26. Hello, Lane! First of all, thank you for sharing your very interesting work on reverse engineering K1 and K2's EXEs. I'm mainly focused on the first game and have been (and are) constantly modding a few of its aspects in the few areas I have a small knowledge of. This includes scripts. During my many testings, I seemed to have noticed something that I don't think is widely known/acknowledged. I believe that the loading assets sequence whenever you load a saved game is somewhat different when you do it the first time after loading the game and any other time. So the process for loading SAVE GAME x is not identical if I run the game and then I load a saved game as opposed to loading a saved game again after that. The reason I care is that I think this interferes with the execution of functions that would be happening at different time during the loading sequence making some scripting operations unreliable because they would not be executed consistently. I don't know if you have the means or possiblity to check into this and possibly confirm that it is indeed the case? I would appreciate that immensely and, if confirmed, it could open up possiilities to remedy that kind of weird behavior. There are also a number of questions/requests I would like to ask of you (all about K1's .EXE possible "upgrades/fixes"), but I think the time is not mature for that yet, especially considering your short term goals include working on the K2's EXE. Thanks for your time and attention! Cheers!
  27. N-DReW25

    K1 Alien Pack

    That depends on how you define compatible. They are in compatible in the fact that if you were to install Dark Hope's HD alien skins with the K1 Alien Pack her skins will appear. But they aren't compatible in the fact that the newly added aliens will be in the vanilla quality. So you'll get these: Side by side with these: However, the installation is modular so you can chose to not install the Duros and Ithorians so you can get, for example, Echani and Devaronians but not the Duros and Ithorians.
  28. Hola muy bueno el proyecto , existe la pocibilidad de traducción el español? hay alguna herramienta que traduzca este tipo de mods? para los amantes de Kotor 2 gracias
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