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  1. Past hour
  2. 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!
  3. Today
  4. Interesting. But he has developed spots under his eyes and on his lips.
  5. TBH I didn't think anyone preferred Matt Mercer Luke over Bob Bergen Luke.
  6. 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  
  7. 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  
  8. 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  
  9. 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  
  10. 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  
  11. Yesterday
  12. Version 1.0.0

    1 download

    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.™
  13. Yeah i will have to rework it. Its not bad but it makes him...wierd.
  14. 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.
  15. 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
  16. 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!
  17. 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.
  18. 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
  19. Last week
  20. @Commander Awesome That may not be correct. For one thing, while the theory of Kreia being Arren Kae has a massive amount of information to back it up, it was never formally confirmed because Chris is a funny man, so Arren Kae may have been an Echani Jedi (which would also help explain Revan's supreme tactical mind, he was taught by an Echani). But, considering Kreia... yeah, she's absolutely Arren Kae, and therefore the question becomes "Was Kreia an Echani?" Officially, no. Both Kreia and Arren Kae are listed as human in all online sources. But if that is the case... then why does the unfinished, stock model of Arren Kae left in the game files have pure white hair, silver eyes, and a similar complexion to all of the Handmaidens? The only discrepancy is the eyebrows, and that can actually be accounted for: The model was unfinished, and TSL is the first time in all of the lore that we ever directly encounter any of the Echani. The first time they were mentioned was in KotOR, and no defining features were given about them, only passing mention. The only other times we ever see a member of the Echani in all of Star Wars media are in the second Bane novel and the Plagueis novel. So it very well could be that the final details and design were landed upon only after whatever plotline that had the Arren Kae model was abandoned. Even so, if we want to take the Arren Kae model at face value, we know nothing of Kae's parentage, so she could be half or a quarter Echani or something. Plus, with how much Kreia seems to know of the Echani rituals and rites, as well as her own absurd abilities of planning and precognition, not to mention her knowledge of lightsaber combat being so complete that, in the lore, her triple-saber telekinetic combat had each saber using different saber forms simultaneously and in perfect coordination, I think there's more than enough detail to pin Kreia as having been an Echani herself. @rumbuggy I'm wouldn't say it's necessary, but I am a fiend for cool, lore-accurate stuff, so I wouldn't say no lol A close-up of an art piece featuring Raskta Lsu, the Echani Jedi Weapons Master who accompanied the strike team that fought Darth Bane in the second Bane novel. I believe this is official art, but I cannot recall the source. Either way, it's an excellent reference piece.
  21. For those who are hungry for updates, thanks for all the kind words and support. As holidays are around the corner, my free-time has been a bit taxed lately as I strike the balance between KotOR things and spending time with my and my fiance's family. (Not to mention keeping up with my real job 😬) However, I did spend some time formalizing some of the various "wishlist" features, as well as other pending investigations within the repository issues view. Most upcoming work on my radar for this project is of the unexciting sort. I want to adjust the way I'm modelling game objects in the patching framework to better reflect the underlying inheritance in the base game (i.e. Functions that take a CSWCObject can accept a CSWCCreature, which is derivative, as valid input, etc). I also want to improve/expand the address database system. Right now, they're being stored in plain-text TOML format, which is fine at the current scale, but as this project has grown, this system is already becoming unwieldy. I'm looking to swap to using SQLIte, such that we can have efficient, live, swappable local databases that we can just dump address data directly out Ghidra into. Finally, kotor 2 reverse engineering just needs more work. Kotor 1 is in a great place, such that if we were only targeting that game, I could really accelerate this project. But since I'm endeavoring to provide a solid framework for both games, some TL&C is required to get kotor 2 at least somewhat up to speed. I likley will be giving DarthOuroboros's GhidraMCP suggestion a shot to see if that can accelerate things more here. As a lot of the work to be done is mostly comparative reverse engineering, which I hope falls into the low-complexity class of problem that AI typically excels at. As always let me know if there are any questions or suggestions! P.S. @ajdrenter Galaxy map stuff would be pretty interesting, I've added an issue for me to investigate that at some point in the future. Thanks for the suggestion!
  22. This seems to block health restoring when returning to the Ebon Hawk. Poor HK-47 has been on 1 health for two planets now.
  23. Looks like you have a mod conflicting with it, may be caused by running the wrong installation. I’d run the installer again making sure you choose the correct compatibility option, potentially m4-78 if you’ve got that installed
  24. I am unable to target the sharakan, if i kill them my game crashed. I think the opponent supposed to be red color, how to overcome this? I reinstalled the mod it still the same. Because of this i cant complete the crypt too

    sharakan.png

  25. I am unable to target the sharakan, if i kill them my game crashed. I think the opponent supposed to be red color, how to overcome this? I reinstalled the mod it still the same
  26. Cr00ker

    K1 Alien Pack

    Is this compatible for darkhope's HD alien skins?
  27. So, no more Targeting I-II-III feats for free then. Can't say I'm ecstatic about this change (and probably many more changes I don't know of).
  28. That droid was removed in version 1.5 I believe. The reason he was in the mod is because people kept complaining about the long walk between the ventilation terminal and the central zone terminal and so that droid was added so that you would have NPCs to meet along the way of the ventilation and central zone terminal so that you would have something to do in-between the walk. In version 1.5, Zbyl2 added a teleportation function wherein you are auto-teleported to the correct terminals as to bypass the walk hence making the droid and his side quest redundant. The three police droids in the industrial zone who try to arrest your droid who you can later fight as the Exile were also removed, however, it is currently bugged where they can still spawn in the radiation module - you just have to run back to find them.
  29. Greetings. I've started a new playthrough with the latest M4-78EP, but discovered that Important Looking Droid that gives "Elimination Required" side quest is nowhere to be seen during radiation droid quest. Has it been moved to later part of the planet, removed all together, or it's an issue on my end?
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