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About This File

[K1] Temple Main Floor - Missing Lamps Fix


Lights are always nice in a dark places. Though it'd be nicer to know where it came from...


What Happened?
Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's.


What Does This Mod Do?
This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup.

Here's a before-and-after screenshots of what this mod mainly does -



And the optional that readjust the pillars' facing point -




What Can You Do?
There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod.


What You Should Do?
For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed.


Hope you enjoy the mod as much as I do!


Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button!

Uninstallation: remove these files from the Override folder -

  • m44aa_04a.mdl
  • m44aa_04a.mdx
  • m44aa_05a.mdl
  • m44aa_05a.mdx
  • m44aa_15a.mdl
  • m44aa_15a.mdx
  • m44aa_17a.mdl
  • m44aa_17a.mdx

Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT

The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly

It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version

Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted.

If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included.

Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. :cheers:


  • The Almighty Force which gave me chance to finish the mod
  • BioWare & LucasArts for developing one of the best RPG I've ever played
  • DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of
  • JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method
  • ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module
  • Fred Tetra for the amazing KotOR Tool
  • bead-v for MDLedit and KOTORmax
  • stoffe for the magnificent TSL Patcher and ERFEdit
  • Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset
  • tk102 for K-GFF
  • Notepad++team for Notepad++
  • All the Tool Makers wasn't mentioned - can't make it without y'all! :respect:
  • All the inspiring streamers on DeadlyStream
  • All the inspiring modders either active or inactive
  • DeadlyStream for being a home; a place to hangout, to discuss and hosting my work
  • DeadlyStream staffs for tirelessly improving and maintaining the site
  • Snigaroo/Sniggles for hosting #mod_development on /r/kotor


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So, just curious... You said in the readme and description that this mod is compatible with the KotOR Community Patch 1.7 and possibly 1.8 but when I go to install the optional "Obelisk" portion of your mod, the installer says it's detecting another unk_m44aa.mod file in the modules folder so it automatically skips overwriting that file.

Now, I know for a fact that's the one included with KCP 1.7, so my question is this: Do I need to then manually install your unk_m44aa.mod file overwriting KCP's, or does it even matter? Thanks.

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On 9/21/2020 at 8:14 AM, Ragnarök said:

...when I go to install the optional "Obelisk" portion of your mod, the installer says it's detecting another unk_m44aa.mod file in the modules folder so it automatically skips overwriting that file... Do I need to then manually install your unk_m44aa.mod file overwriting KCP's, or does it even matter?

Good question, and can't blame one for that. Long story short, before I know how the patcher works, I thought more/less the same as you -- the installation might not working as intended, and without knowledge for once I copied the MOD file inside a mod archive and then paste-overwrite the existing one inside my modules folder. Fun times, lol.

So in general it's best for one to understand it like this -- as DP stated above It still should inject the appropriate changes into that MOD. What happened under the hood is the installer make changes to the already existing relevant MOD/unk_m44aa.mod file on your end, and does not copying what's inside the mod's archive. The opposite happened when -let's say- you have a clean install of the game and this mod being installed first. You will then have empty modules folder filled only with RIMs, without any MODs. What this mod does then it will copy the [vanilla] MOD inside its archive to yours, and then inject the appropriate changes onto it. It's a necessary procedure for the mod to work properly.

And to answer the question -- I can only say to install this mod at the latter stage of your build, which means after K1CP and any other mods if necessary.

Hoped that helps. Cheers!

Edited by ebmar
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I wound up testing it myself last night and it seems to work fine, which makes sense I suppose if the file was merely an extracted vanilla .mod file. I was worried that your file was edited in some way that made it different to the one included in the KCP but apparently not. .mod editing, if such a thing even exists, is above my pay grade so I just wanted to be certain that one was no different to the other. Thanks for the responses.

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