Ultimate Ebon Hawk Repairs for TSL 2.0.2

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About This File

The fastest ship in the galaxy is also a work in progress. When they are not out and about with you, the gang spends most of their time just trying to keep the Ebon Hawk up and running. But the many gaps in walls, ceilings, and floors, the mysterious black panels, missing hull pieces, and see-through metal is a lot for even our expert Iridonian to handle. So let's give Bao-Dur a hand! So to speak.

Version 2.0.0 contains lots of new goodies, such as fixed lightmapping, lights for dynamic objects where they were missing, re-cut geometry for computer panels to match blinking animations to the appropriate textures, loosened walkmeshes to remove some invisible walls, and a host of new texture mapping improvements. This mod also now has you covered for the damaged Ebon Hawk seen in the prologue, fixing the same sorts of issues.

Download the 7z file for the mod version of your choice and extract to your override folder, found in the same directory as your main game executable. For Steam installations, this would be "Steam\steamapps\common\Knights of the Old Republic II". 7z files can be opened with Archive Utility on macOS, or with free programs such as PeaZip on Windows/Linux. If you are upgrading from an older version of this mod, you can safely delete that "Ultimate_Ebon_Hawk_Repairs" folder from your override.

If you use either "Animated Ebon Hawk Monitors (not including Galaxy Map)" or "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)" by Sith Holocron, Dark Hope, ebmar, and Xarwarz, I have made special versions of relevant submodules wherein I recut the computer panel geometry again to match the ship animations to the textures exactly. Due to the high quality of these textures, I was able to make the cuts in this version even nicer than the ones I made for vanilla. Just take the files found in the "Animated Monitors" subfolder, place them into the main mod folder, and enjoy.

Remove the folder "Ultimate_Ebon_Hawk_Repairs_for_TSL" from your override.

Included Files:



Users should expect full compatibility with any other mods, so long as they do not modify/replace the above files. This mod is not compatible with "Ebon Hawk Model Fixes" by bead-v and ndix UR, but fixes the same issues, as well as a great many more. If you currently have the other mod installed, you can avoid any mod conflicts by removing either "EbonHawkCockpitFix_v2.0" or "Ebon Hawk Cockpit Fix" from your override, depending on which version you currently have. If you are looking for an Ebon Hawk repairs mod for the first game, that is available here.

If you are looking for some other ways to make the ship a little more livable, there are many texture mods out there that are well worth the installation, and all of them compatible with this mod. Sith Holocron, Dark Hope, ebmar, and Xarwarz have authored both "Animated Ebon Hawk Monitors (not including Galaxy Map)" and "More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)".  I recommend using either version in conjunction with this mod, and have even made special versions of some of the ship submodules to cater to those textures exactly -- if you use either mod, and I recommend you do, I highly suggest reading the relevant bit in the Installation section for more details.

You can also check out ShiningRedHD's "Ebon Hawk HD - 4x Upscaled Texture" on NexusMods for a high definition version of the exterior of the ship. Dark parts of the ship's map bothering you? Check out "TSL Ebon Hawk Downloadable Map" by Ashton Scorpius. If you have any compatibility questions, feel free to ask, though there are not too many mods out there also working on the Ebon Hawk's models, as opposed to textures. For a mod such as this, checking for compatibility is as simple as ensuring a different mod does not contain any files of the same name as those included in the list below. Note that this mod includes three minorly-edited lightmaps, as listed above.

Thanks to Fred Tetra for making file extraction easy with KotORTool and Symmetric, Purifier, Ndix UR, and seedhartha for making importing to Blender simple using KotORBlender. I also want to give a big thank-you to bead-v and ndix UR for their work on "Ebon Hawk Model Fixes", and for their generosity. I would also like to thank Pcthoros for reporting the light issue for mobile users.

For those of you curious about that mystery object in the first few screenshots, the Ebon Hawk's main hold is surrounded by a black box meant to make all the geometry errors throughout the ship less noticeable. I removed it, sealed up all the gaps in the above screenshots, as well as many more, then put back the pieces that were not accidentally visible to the player.

This modification is not supported by Obsidian Entertainment, Lucasarts, Disney or any licensers/sponsors thereof. Use of this modification is at your own risk and neither the aforementioned companies nor the author may be held responsible for any damages caused to your computer via this modification's usage.

What's New in Version 2.0.2   See changelog


For v2.0.0:

-- The Ebon Hawk's computer panels now have geometry cut to its actual textures, such that buttons blink, but not the walls around them. These new fixed animations are catered to the vanilla textures by default, and the mod also includes an even higher-quality version for users of the textures found in Animated Ebon Hawk Monitors (not including Galaxy Map) or More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map) by Sith Holocron, Dark Hope, Xarwarz, and ebmar, which I highly recommend. See the Installation section for details.

-- Actual lights for characters have been added throughout the ship to areas in which they were missing. Most notably the cargo hold, storage compartment, and workbench in the garage. Major characters standing in and around those areas will no longer look dull or unilluminated even when standing right in front of light sources. Other light sources now cast actual light onto players as well. Performance should not be affected by this, in fact:

-- Game performance improvements have been made throughout the ship by removing extraneous, performance-draining settings on most lights throughout the ship for effects that were not actually visible in-game. For users with low-end graphics cards that see frame drops when rendering shadows, for instance, your game will now run much smoother at no visual cost. If you experienced frame drops particularly in the port and starboard cabins, that should now be resolved for you.

-- A whole host of improvements have been made to the light mapping throughout the ship, mostly by adjusting the actual mapping, though the mod includes some slightly adjusted light maps as well. Those light seams over the hallway lights are now a thing of the past, along many of the other lighting seams throughout the ship.

-- A slew of new texture mapping improvements have been made to various computer panels, pipes, doorways, walls, floors, and ceilings throughout.

-- The walkmesh has been loosened up where appropriate to decrease the number of invisible walls on the ship. You can now clean up that bit of your mini-map in the engine room.

-- This mod now also has you covered with all of the above, as well as the typical geometry fixes, for the alternate version of the ship seen in the prologue. This will fix up that issue of the outside of the garage blinking in and out of existence due to a now-unnecessary box around the main hold, and also includes a new .VIS file so rooms don't disappear before your eyes when rounding corners.


For v2.0.1:

-- Added new texture mapping fixes to pipes in main hold

-- Fixed issue with corridor light present on some game types and issues with medbay walkmesh related to Disciple's pathing (thanks to Pcthoros for letting me know about it)


For v2.0.2:

-- Fixed an issue relating to T3's first-person camera in the prologue version of the medbay.

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Have you considered contributing this and the rest of the level mesh fixes to the community patch?

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18 hours ago, Taki17 said:

Have you considered contributing this and the rest of the level mesh fixes to the community patch?

I have not received any contact about it, though if A Future Pilot is interested in adding these level fixes to the community patch, I will give them permission to do so. It would be a good chance to see more people playing through modules without all of these geometry issues in them, and I am always up for that.

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Hi. I really like this file but when I downloaded the 1.1.0 version, the lights on the small area in front of navigation turns off, rather than fixing the issue ( as you can see on the image below ). I don't know if this problem occurs because I use TSL for Android or not. I tried both versions ( with the animation fix and without it ) but the issue still remains. 


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13 minutes ago, Pcthoros said:

Yes, the lights are restored and the fix works normally as intended. Thanks a lot !😁

I am glad to hear it! Thank you for reporting the issue, the mod has been updated accordingly.

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Hello. Sorry for bothering you about the same issue that i've reported in the last few months but it happened again when I downloaded the new update. There also the fact that disciple can't access the monitors in the medical bay and he gets stuck in the floor vibrating a little while trying to reach them. But luckily, it doesn't affect his dialog or the gameplay (This problem existed before the new update). It's just distracting. Is there any way to solve these issues ?



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Both of these are solvable, yes. I believe I have found the issue with that light, but as before I do not have this issue in my game to begin with, so I will need you to let me know if this works for you. I have also included a fix here for Disciple's pathing. Simply extract the contents of the .7z file into your mod folder, overwriting the files in there already. If this solves your issue, I will make it the mod standard.

v2.0.1 fix.7z

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3 hours ago, Pcthoros said:

They work fine . Thanks a lot !

Great, the mod has been updated. Thanks for letting me know what you were experiencing.

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