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haitaku joined the community
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Sith Holocron started following Peragus Administration Level Monitor Issue
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On that big display on the Administration Level that Atton stands in front of, there appears to be an issue. When I once made a request for a better less blurry "blip" texture on that display - one I wound up making myself - it was noticed there may be a problem with the floating planes that this texture is mapped to. Parts of the circle "blip" are getting cut off due to the issue as can be seen here. (See attached picture.) As PapaZinos has a mod (Ultimate Peragus Models Repair) that fixes these kinds of issues, I figured this was something that could be added to the list repairs that need work. I first asked him about this way back in April 2024. He recently finally PM’d me basically saying that I should wait for an update on that request. Therefore, I kick now the can to those that are reading this in the present day. I will note that in my original request, I did provide a little more information on something observed about the issue. @DarthParametric noted at the time "As a separate thing, you could alter the sequence order for [each of the blip's] individual planes by offsetting the V position (i.e. moving it up or down vertically so the animation starts on a different row. Not sure if that's desirable or not, but it looked a little off to me with them all being in sync"
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VojtaNesvadba started following Custom 4:3 Resolutions?
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Hi! Long time no see! I haven't played KOTOR since early 2020-ish and now I have a serious urge to give it another shot and I wonder whether it is possible to run KOTOR games on custom 4:3 resolutions? In my case, 1440x1080? Preferably on the GOG version of the games. I don't know how to Google this since it always gives me tutorials for widescreen but I really want to try it the old way, it has some flavor to it honestly (just finished Warcraft 3 like that and it was awesome). Also, if I somehow achieve it, do any mods break on 4:3 resolutions? Of course I exclude the widescreen fixes...
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View File AxC's Dantooine Star Map Placement Fix n the original game, the Star Map on Dantooine is positioned awkwardly off-center, despite the room clearly being designed for it to be in the middle. Thanks to a Reddit user who spotted this, I couldn't ignore it any longer. This mod corrects the placement so the Star Map now sits properly at the room's center. An additional optional file does the same for the Ancient Droid, centering him in his chamber as well. This mod will only apply it's changes on saves, where the ruins were not yet entered. Credits: WilliamDarkstar4, for the unfortunate discovery that drove me to this Fred Tetra, for KOTOR Tool TK102, for DLGEditor Torlack, stoffe & TK102, for NWNSSCOMP JdNoa & Dashus, for DeNCS Cortisol, for Holocron Toolset Submitter AxConsortium Submitted 02/12/2026 Category Mods K1R Compatible Yes
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May I have some Modding help please?
Howie_Dewyn replied to Howie_Dewyn's topic in General Kotor/TSL Modding
This is going to become a type of journal where you all can watch me struggle to do something I don't understand. I've started with a fresh version of the model and it's sorta fixed, could probably use a little more work. I then tried to do additional changes in MDLedit but I've broken the smoothing groups. Doesn't it seem like it used to be easier to research? I used to be good at google-fu but now days all it does is bring back material to support however it's AI thinks it should answer, which is usually a collection of old and new conflicting information. Hopefully I can fix it. - Yesterday
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May I have some Modding help please?
Howie_Dewyn replied to Howie_Dewyn's topic in General Kotor/TSL Modding
Well I guess this is progress? My only clue is "Two verts on either side have neck weights they shouldn't". I just have to figure out what the heck that means. -
StarBringer started following [TSL] Jedi Masters' Force-Drain Death [EE Add-On]
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Modding help with DLG files and music in TSL
Skyfront117 replied to Skyfront117's topic in General Kotor/TSL Modding
Thanks for the help, and what a quick response! Through looking at different ways vanilla music is played, I managed to write the attached script. (the aqualish attack sound is played for debug purposes). The script works mostly as intended; it is triggered through the dlg files for party members, both during certain responses and at conversation end, and it stops the background track for the area, starts a new track and reverts to the default area background track at conversation end. However, there is something going on and I can't figure out what it is: After some time in the area (I've been testing in the Ebon Hawk), the music stops midway (whether it is the "dialogue" music or the default background music), and the script seems to break. When I talk to a party member after that, it stops the background music as usual but then it plays the default track again instead of the one that's being "sent" to the script by the .dlg file through referencing the ambientmusic.2da file. I have no idea what is causing this. Also, saving and reloading the new save does not fix it, so it seems to be something that happens and affects the whole save after that (changing areas also doesn't fix it). Reloading a previous save does fix it. I thought it might have something to do with the MusicDelay parameter in the .git file, but changing that parameter also doesn't seem to change anything. dialogue_music.nss -
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I've ported a model from Kotor 2 into Kotor 1 to use as a player character. It works but there's an issue. He has a really ugly problem with his jaw in dialogue scenes. Seen below I am not at all experienced in modeling or texture creation so I've been searching around everywhere and I can barely understand what I'm reading, I've also been unable to get the suggested 3dmax to open on my PC. So I went looking for a fix that I can implement into my mod and came across this thread where the same issue was fixed with a very similar head. Using the model for that head fixes the jaw issue and also makes his eyes better but introduces 3 new issues. A deformed lip, deformed nose, and a floating scar that looks like an old band-aid. See below - May I have some help resolving this issue please?
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It's very nice. Thinking of using the model to redo the data pad icons as well?
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Turned out this TSL 221tel Recut mod was the cause of your issue with not being able to summon Handmaiden to the party. I cannot pinpoint which part of that mod was causing this issue, but for some reason, having that mod installed caused Handmaiden to not be selectable as a party member during the sequence where Telos is under Sith attack. This issue is not up to me to fix, since TSL 221tel Recut is not my mod, and this issue would not happen if you do not use that mod, so you'll have to live with not being able to use Handmaiden during that part of the game if you really want to keep using that mod.
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djh269 started following Animated datapad
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View File Animated datapad New animated texture. To Install 1. Download 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 02/13/2026 Category Mods K1R Compatible Yes
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Version 1.0.0
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New animated texture. To Install 1. Download 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. -
A datapad that I encountered a couple of times in the game. 🤣
