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About This File

A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.9.0 Release Date: 04.01.2026


Installation:
This mod requires the Kotor 1 Community Patch to be installed FIRST before ANY other mod: https://deadlystream.com/files/file/1258-kotor-1-community-patch/

Alongside the "Readme.txt" file will be the following folders:

"Override Mods"
"TSLPatcher Mods"

* To install Override Mods, open the Override Mods folder and select which mod you'd like to install and simply copy the files within the mod folder into your swkotor "Override" folder.
* To install TSLPatcher Mods, simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic (Do note: This mod, as of version 1.0.0, only has a single TSLPatcher mod). 


Description:
9 years ago, Pavijan357 released their Unofficial TSLRCM Tweak Pack. That mod changed numerous aspects of TSLRCM based on Pavijan's personal tastes including, but not limited to, the removal of Kaevee or the restoration of Saedhe's original generic head.

This mod uses that concept and applies it to the K1 Community Patch where I change, revamp or remove certain features of the K1 Community Patch based on my own personal opinion on that particular feature.

Features:

Spoiler

Override Mods:


1) K1 Outcast Clothing Fix
In the vanilla game, the hand texture of the NPC commoner clothing has two parts: the hand itself (glove) and the fingers. For most clothing textures, the hand (usually a blueish green glove) and the fingers are the same color.

However, the Outcast Clothing has a black hand (glove) texture with green fingers. Whilst it's hard to notice in-game, if you look closely you CAN see green on the fingers of the Outcast NPCs.

This is a simple fix which will turn the Outcast's fingers black to properly match their gloves.


2) Fixed Male 01 Clothing
The default NPC commoner clothing (N_CommM01) is often described as being an ugly 'potato-sack' in K1. For K2, Obsidian fixed this by replacing the potato-sack texture with an updated improved looking texture.

The K1CP developers decided to fix the K1 'potato-sack' with the superior K2 "N_CommM/F01" texture (It should be noted that the K2 texture simply looks better, they are both the exact same 512x512 resolution).

What you might not have known is that both the original K1 'potato-sack' and the superior K2 texture both contain the same graphical error, the Commoner clothing has a section for the hand (glove) and the fingers. For K1, the glove is blueish green whereas the fingers are the same color as the shirt. For K2, the glove is brown whilst the fingers are blueish green.

For this reason, this mod has been divided into two options:

Option 1: K1 Comm 01 Clothing
This option will restore the original 'potato-sack' outfit for both male and female Commoner NPCs. The male fingers are now blueish green, thus matching the glove.

Option 2: K2 Male 01 Clothing
This option will simply overwrite K1CP's original K2 texture with the fixed texture (If you want this texture for K2, please checkout "N-DReW's Bug Fix Collection for TSL")!


3) Persuade Fixes
The DLGs of Janis Nall, Sith Receptionist and Taris Drunks have player replies which allow the player to perform the "Persuade" option. However, despite the DLG having the possibility of failing the persuade check the persuade conditional is missing.

As a result, the persuade option will always, without fail, be successful even if you have 0 Persuade skill. This mod will restore the persuade conditionals and will make it possible to fail the persuade options.


4) Regeneration
It's possible to enable player/party regeneration when outside of combat via the regeneration.2da file. This mod will enable the regeneration for the player/party when outside of combat.

5) Higher Quality Textures
Replaces various low quality textures with identical higher quality textures throughout the game.

6) Stunt Module Loading Screens
The "stunt" cutscenes use the "generic" load screen despite many of these areas seen in the stunt cutscenes being areas the player later visits. For example, the Calo Nord stunt cutscene takes place on the Leviathan bridge, an area the player visits later on in the game. This install gives most of these stunt cutscenes the correct load screen, similar to how stunt cutscenes are handled in Kotor II. So for example, Calo Nord's stunt cutscene has a Leviathan bridge loadscreen.

 

HoloPatcher Mods:

1) Main Bug Fixes
These bug fixes are bug fixes which are NOT present in the most up to date version of the K1CP mod, these bug fixes are:

 

Spoiler

What's currently included in the Unofficial K1CP Tweak Pack's Bug Fixes:

General:
* Massassi Ceremonial Armor Stat Fix- Armor in Kotor gets stronger the higher the last digit of its item file is, for example g_a_class4002 is weaker than g_a_class4004. The item file of the Massassi Ceremonial Armor is g_a_class4005 and has 5 Defense Bonus and costs 3000 credits whilst the item file of the Cinnagar Weave Armor is g_a_class4004 and has 6 Defense Bonus and costs 2000 credits. This fix makes it so that the Massassi Ceremonial Armor has 7 Defense Bonus thus making it stronger than the Cinnagar Weave Armor.

* Dark Jedi Robe Icon Fix- The Dark Jedi Robe, Dark Jedi Knight Robe, and the Dark Jedi Master Robe use three distinct icons despite all three robes using the same Dark Jedi Robe texture. This fix gives the Dark Jedi Robe icon to the Dark Jedi Knight Robe and Dark Master Robe so that their icons match the appearance of the robes when worn.

* Wookiee Warblade Price Fix- The Wookiee Warblade has no set price meaning it cost 1 credit to buy and it sells for 0 credits. This isn't seen in the vanilla game as you obtained the Wookiee Warblade too late in the game to sell it to a merchant, but since mods tend to add/restore this item earlier in the game this fix will add a price so that it can function similar to other items you may buy/sell at a merchants.

* Calo Nord Fix- In the vanilla game, Calo Nord has inconsistent loot drops. Some planets will have him drop his Mandalorian Heavy Blasters, some planets he'll only drop his armor and some medpacs, on some planets Calo will be easy to kill whilst on other planets he'll be extremely difficult. I have compared all of Calo's character files from across the game and ensured that, in his final encounters, that all of his appearances shall both be consistent with loot drops and with stats ensuring that he drops the most loot and that you'll fight the most difficult version of Calo across all planets. K1CP tried to fix this themselves, however, they removed his Mandalorian Heavy Blasters and replaced them with a Zabrak Tystel Mark III and an Arkanian Heavy Pistol. Calo's iconic Mandalorian Heavy Blasters were restored with this fix.

* Incorrect Mask Model fixes- A concept art for the mask items has masks that we recognize from the final game yet are labelled with the wrong names. For example, the Bothan Sensory Visor is labelled "Verpine". If you go into the item files of the masks you'll notice that the model assigned to these masks do not coincide with their item file number. The Light-Scan Visor is g_i_mask01 and is set to Model Variation 1, that mask uses the correct model. The Bothan Sensory Visor is g_i_mask05 and is set to Model Variation 4, that mask uses the incorrect model.

This fix corrects most of the masks by giving them mask models that correspond to their item file numbers. The masks that have not been affected are the Breath Mask as the concept art, the file and model number, and the textures all confirm that the Breath Mask model was going to be the Vaacum Mask whilst the original Breath Mask was going to be a green Breath Mask instead of a black one. The Neural Bands also haven't been changed as, whilst they had a unique texture, the Neural Band model is missing meaning they'll keep reusing the Aural Amplifier model. The current Vaacum Mask model was also intended for a stronger Neural Band variant that never got made.

* Incorrect Crystal Fixes- A few of the Lightsaber Crystal upgrades do not have their intended icons. This is obvious with certain crystals that reuse icons (like Sapith, Firkrann, and Solari) or use the wrong icon (like the Red Color Crystal that uses a pink upgrade icon instead of the intended color crystal icon). When you align all of the crystals by giving them icons that correspond with their item file numbers you are given the correct, intended icons for each of the Lightsaber crystals with no icons reused or left out.

The Solari Crystal is the only icon that has been left out as that icon required some extra work to get working and so I added it to the RC-K1CP mod as restored content.

Endar Spire
* Endar Spire Sith Soldier HP Fix- One of the first two Sith Soldiers has only a single hit-point, meaning you can tap him with your first and he'll insta-die unlike the second soldier. This has been fixed.

* Endar Spire Republic Soldier Soundset Reset- K1CP fixed a bug that has annoyed the Kotor Community for as long as the game has been out, when the Republic Soldiers die on the Endar Spire they all share the exact same soundset meaning you hear them do the exact same death grunt one after another after another. K1CP fixed this by switching a few of the soundsets to Commoner, Czerka, and Smuggler soundsets so that the grunts will be different. Some players did not like this fix as Kotor has a persistent pattern of giving specific faction groups a specific soundset. This fix will reset the Republic Soldier soundsets on the Endar Spire to keep with this consistency throughout the course of the game.

Taris
* Ixgil the Bith fix- Ixgil the Duros speaks with a Bith VO and has a Bith soundset which you hear when he dies. This fix converts Ixgil into the Bith that he was originally intended to be.

* Hidden Bek NPC Armor Fix- There are two Hidden Bek NPCs in the Hidden Bek Base who wear Light Battle Armor and Arkanian Bond Armor respectively. Light Battle Armor is the same armor worn by the Hidden Bek's leader, Gadon Thek, and Arkanian Bond Armor is actually stronger than Heavy Battle Armor. This fix gives these two Hidden Bek NPCs Combat Suits to match the other Hidden Beks.

* Twisted Rancor Trio Datapad Fix- The Twisted Rancor Trio Datapad is obtained in the Lower City Apartments on Taris to solve a puzzle to obtain a piece of Armor. Once you solve the puzzle and obtain said armor the datapad becomes useless, however, the datapad item has its plot flag set to true preventing you from selling or removing the item from your inventory forcing you to keep it for the entire game. This fix sets the plot flag to false so you can finally dispose of this datapad.

* Javyar's Cantina Sitter Fix- The filename of one of the background Cantina Sitters suggests that a Rodian sitter was intended to be a Nikto sitter. An OCD problem, this fix swaps the Rodian for a Nikto.

* Javyar's Cantina Bounty Hunters Fix- The background Bounty Hunter's in Javyar's Cantina had problems in the vanilla game. The Twi'leks were to wield a Carbine and a Blaster Rifle whilst the Rodian was to wield a Hold Out Blaster, this did not happen because they lacked the proficiency feats that are required to even hold these items and so these items were added to their inventory as the NPCs couldn't physically hold them. In K1CP, the Rodian was fixed as intended but the Twi'leks were given Massassi Ceremonial Armor and Krath Heavy Armor for some reason. This fix removes the added armors but keeps the weapons so that these Bounty Hunters use their intended appearances.

* Undercity Canderous & Undercity Merc Fix- In dialogue, Canderous refers to the surviving mercenaries as "Boys" with an "S" at the end, implying that more than one survived which is not possible in either vanilla or K1CP. A minimum 1-HP flag has been set to true to one of the mercenaries who usually died so that two mercs will survive the encounter thus making Canderous' line make sense.


* Vulkar Waitress and the Vulkar Coward DS point fixes- The Waitress and the Coward in the Black Vulkar Base present an opportunity to gain Dark Side points should you decide to kill them. The Waitress gives a small amount of points whilst the Coward gives you a medium amount. This makes little sense as the Waitress is a non-combatant who is obviously an abused human trafficking victim turned slave for the Vulkars whilst the Coward is a gang member who surrendered after getting his ass kicked by the player. This swap switches the alignment scripts so that it is the Waitress who gives you the medium amount of Dark Side points whilst the Coward gives you the small amount.

Ebon Hawk:
* Fix for Post-Leviathan Softlock- If you chose to do Kashyyyk last, one of HK-47's lines would break the cutscene as it required Jolee to be present... something that isn't possible if you did Kashyyyk last. A line by T3-M4 was also restored as it was a backup line incase Canderous was not in the party... which is impossible. Mission will now speak if Jolee is not present and T3-M4 will now chim in alongside Canderous for that one line.

Dantooine:
* danm14ad Mandalorian Blaster Fix- In the Sandral Planes, a Mandalorian dual-wields Blaster Rifles. As that it impossible it forces the off-hand Rifle into the inventory as he wields a single Rifle. This fix replaces the Blaster Rifles with Pistols so that he'll use two Pistols as intended.

Tatooine
* Tatooine Commoner Head variant for Tatooine NPCs only Fix- The appearance files suggests that certain heads were intended to be used exclusively on Tatooine, these are Tanis' head, the Czerka Protocol Officer's head, Marlena Venn's head, and J'ane Khan's head. Some of these heads appear outside Tatooine in the form of Kono Nolan, the Sith Hopeful outside the Academy, and Jergen as per K1CP's changes. This fix reverts those extra heads into default commoner heads so that the Tatooine commoner heads remain unqieu to Tatooine.

* Tatooine Gamorrean Fix- The Gammorreans Gurke, Narkal and Ugzak have different appearances in Fazza's Lodge but out in the Dune Sea they all use the exact same Gammorrean appearance. This fix gives these Gammorreans their Fazza's Lodge appearances to their Dune Sea counterparts.


Kashyyyk
N/A

Manaan:
* Shasa Challenge Rating Fix- NPCs have what's called a "Challenge Rating" modifier which determines how much XP an NPC gives when killed. Shasa the Selkath has a CR of 0 meaning she'll give little or no XP upon death when you kill her. This fix gives her a CR of 6 to match the other Selkath in the room.

Korriban
* Tukata Brute to Warrior fix- The character file of one of the Tukata beasts suggests that one of the Brutes was intended to be a Warrior. An OCD problem, this fix renames that specific Tukata from "Brute" to "Warrior".

Yavin
N/A

Leviathan
* Karath's Red Sith Soldier Fix- A pre-release screenshot confirms that the Sith Elite Troopers on the Bridge were originally red. This fix reverts them to their original red appearances.

Unknown World:
N/A

Star Forge: 
N/A


2) Optional Bug Fixes
These bug fixes are bug fixes which are NOT present in the most up to date version of the K1CP mod, however, these fixes are directly incompatible with my NPC Diversity Pack. ONLY install these fixes if you DON'T plan on using the NPC Diversity Pack. These bug fixes include:

* K1CP Endar Spire Republic Soundset Reversal
* K1CP Javyar's Cantina Bounty Hunter Reversal


3) Class Skill Persuade
A simple fix that makes the Persuade skill a class skill for all player classes.


4) Lite NPCs Restored
In K1CP, the low poly 'Lite' NPCs were removed with the addition of A Futre Pilot's K1 Lite Upgrader Mod.

The way Lite Upgrader works is that a Lite appearance is replaced with an NPC with pre-determined clothing with either a generic or player head, this means that instead of seeing the same Lite NPCs you'll instead see the same normal NPCs wearing the same color clothes with the same player head every single time.

If you're someone like me, you might agree with me when I say that the K1 Lite Upgrader mod isn't necessarily a bug fix but rather an aesthetic mod which isn't 100% faithful to Bioware's original vision for the game.

This mod will not only restore the vanilla Lite NPCs, but it will also provide a bug fix for the "Lite_Commoner_Male_01" appearance who, in the vanilla game, used the texture of "Lite_Commoner_Male_05" instead of the 01 texture variant.


DISCLAIMER:
Some of the features in this mod might eventually be added in a future update of the K1CP mod, if that happens then this mod will be updated accordingly and will remove any features which were added to K1CP.


Known Bugs:
This mod shouldn't have bugs but if there is report it on Deadlystream.com


Incompatibilities:
Report further any incompatibilities to me on Deadlystream.com


Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.

Do NOT claim credit for the K1 Community Patch or any of its integrated mods, please consult the K1CP developers for permission to utilize their assets in your own mod.


Thanks:
A Future Pilot: For kickstarting the K1 Community Patch mod!
DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates!

DarthParametric again: For improving the mod logo on the main download page!
Bioware: For such an amazing game!
th3w1zard1: For maintaining the HoloPatcher!
Fred Tetra: For Kotor Tool!
Everyone who downloads the mod!


Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


What's New in Version 1.9.0   See changelog

Released

1.9.0

* Replaced the TSLPatcher with the HoloPatcher.

* Rewrote the features list and added more detail in a second features list to explain in great detail what each fix does.

 

Added the optional Stunt Module Loading Screens fix as an optional override install mod (uses vanilla load screens) - the "stunt" cutscenes use the "generic" load screen despite many of these areas seen in the stunt cutscenes being areas the player later visits. For example, the Calo Nord stunt cutscene takes place on the Leviathan bridge, an area the player visits later on in the game. This install gives most of these stunt cutscenes the correct load screen, similar to how stunt cutscenes are handled in Kotor II. So for example, Calo Nord's stunt cutscene has a Leviathan bridge load screen.

 

Added the Vulkar Waitress and the Vulkar Coward DS point fixes- The Waitress and the Coward in the Black Vulkar Base present an opportunity to gain Dark Side points should you decide to kill them. The Waitress gives a small amount of points whilst the Coward gives you a medium amount. This makes little sense as the Waitress is a non-combatant who is obviously an abused human trafficking victim turned slave for the Vulkars whilst the Coward is a gang member who surrendered after getting his ass kicked by the player. This swap switches the alignment scripts so that it is the Waitress who gives you the medium amount of Dark Side points whilst the Coward gives you the small amount.


Added the Fix for Post-Leviathan Softlock- If you chose to do Kashyyyk last, one of HK-47's lines would break the cutscene as it required Jolee to be present... something that isn't possible if you did Kashyyyk last. A line by T3-M4 was also restored as it was a backup line incase Canderous was not in the party... which is impossible. Mission will now speak if Jolee is not present and T3-M4 will now chim in alongside Canderous for that one line.

 

Added the Tatooine Gamorrean Fix- The Gammorreans Gurke, Narkal and Ugzak have different appearances in Fazza's Lodge but out in the Dune Sea they all use the exact same Gammorrean appearance. This fix gives these Gammorreans their Fazza's Lodge appearances to their Dune Sea counterparts.

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Nice tweaks. Some of the creative decisions like the one regarding Gendar's clothing change somewhat bothered me in the K1CP, and additional fixes are always appreciated.

The readme included for the tslpatcher seems to be for the Proper SIth Assassins mod.

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18 minutes ago, Taki17 said:

Nice tweaks. Some of the creative decisions like the one regarding Gendar's clothing change somewhat bothered me in the K1CP, and additional fixes are always appreciated.

Thank you! When I was preparing the mod I kept thinking things like to myself "this readme is so messy", "the feature list looks like a word salad" and "the screenshots aren't good enough". Glad to see the players seem to have found them useful (Especially the Gendar screenshots, I was fully expecting people to comment "bUt I cAn'T tElL tHe DiFfErEnCe BeTwEeN tHe TwO!").

 

18 minutes ago, Taki17 said:

The readme included for the tslpatcher seems to be for the Proper SIth Assassins mod.

I'll have that fixed shortly, it seems to be an old 'info.rtf' file from 2017... oh, the memories!

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The version of TSLPatcher you have included with the bug fixes option is outdated, and this is causing an issue in the Taris Cantina Dueling scene. Basically some of the scripts have a "+" at the end of them, and the TSLPatcher is removing those from the script names, which will break the dueling quest (the Gerlon fight is unable to start). If you grab the TSLPatcher included with the community patch it will fix this issue.

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10 hours ago, darthbdaman said:

The version of TSLPatcher you have included with the bug fixes option is outdated, and this is causing an issue in the Taris Cantina Dueling scene. Basically some of the scripts have a "+" at the end of them, and the TSLPatcher is removing those from the script names, which will break the dueling quest (the Gerlon fight is unable to start). If you grab the TSLPatcher included with the community patch it will fix this issue.

I actually noticed this but I thought it was happening with another mod I was developing and testing.

 

I'm short on time right now, but I'll go through my mods and update as many TSLPatchers as possible!

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No, it's not the version here on DS. I believe that one is the one that was altered to be compatible with the Steam Workshop, but potentially it is still retains the filename bug. You'd have to test it. Regardless, Fair Strides has been made aware of the issue and a revised version will no doubt be uploaded in due course.

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This appears to be backwards. N_CommMD/FD01 is 512x512 while N_CommM/F07 is 256x256. The dirty commoner appearance rows use the MD/FD for their texa/texb columns while Gendar's unique appearance row uses just M for his texa/texb columns. K1CP ports the TSL versions of N_CommM/F07 which are 512x512.

Edit: I realised that K1CP erroneously replaced N_CommF07/M07 with TSL's F11/M11, which is the dirty version of their repainted F01/M01. That has been revised to renamed copies of FD01/MD01 for v1.10.

Quote

In addition to this fix, another fix has been made to Gendar in particular. In the vanilla game, the Outcast NPC's use the 512x512 resolution "N_CommM/F07" texture for their clothing whereas Gendar uses the "N_CommMD01" texture for some reason.

The problem with "N_CommMD01" is that it's 256x256 in resolution which is the same quality as the original XBOX. This fix will also replace the "N_CommM/FD01" textures with the default 512x512 textures (With the before mentioned glove/finger fix).

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Other good inclusions would be removing darthbdaman's skill swap (I get wanting to improve Sentinels' lot but that thing's just too clumsy IMO), and reverting the Czerka staff on Korriban.

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Hi, since my last install and playthrough became a buggy mess, I decided to reinstall my game and mods, and so far have installed only unrelated 4k widescreen mods/text size/loading screens, PC Response Moderation, Sunry Murder Recording Enhancement (these being the only ones recommended to install before K1CP and RC-K1CP), and the "Higher Quality Textures", "Persuade Fixes," and "Regeneration" of the override mods of this same mod pack. With this information there shouldn't be any issues with installing the newest version of the "Main Bug Fixes". However, my log shows 48 errors: installlog.txt

Is this normal? Should I go ahead with installing other mods?

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10 hours ago, Masirimso24 said:

Hi, since my last install and playthrough became a buggy mess, I decided to reinstall my game and mods, and so far have installed only unrelated 4k widescreen mods/text size/loading screens, PC Response Moderation, Sunry Murder Recording Enhancement (these being the only ones recommended to install before K1CP and RC-K1CP), and the "Higher Quality Textures", "Persuade Fixes," and "Regeneration" of the override mods of this same mod pack. With this information there shouldn't be any issues with installing the newest version of the "Main Bug Fixes". However, my log shows 48 errors: installlog.txt

Is this normal? Should I go ahead with installing other mods?

No, not normal at all.

 

All of K1CP's module files appear to be missing, hence why the 48 or so files that were modified inside the K1CP's .MOD module files didn't install.

 

Can you please go to your swkotor folder, open the Module folder, and tell me if you can see any files with a .MOD extension?

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18 minutes ago, N-DReW25 said:

No, not normal at all.

 

All of K1CP's module files appear to be missing, hence why the 48 or so files that were modified inside the K1CP's .MOD module files didn't install.

 

Can you please go to your swkotor folder, open the Module folder, and tell me if you can see any files with a .MOD extension?

Yikes, you're right. Aside from the modules added by mods, I'm missing every MOD file. Below is all I have. That's so odd. Supposedly, that was a clean install. But I guess I have to reinstall with the discs. That's probably going to be for the best. Sorry to be such a bother.

modules - File Explorer 5.01.2026 01_04_05.png

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1 minute ago, Masirimso24 said:

Yikes, you're right. Aside from the modules added by mods, I'm missing every MOD file. Below is all I have. That's so odd. Supposedly, that was a clean install. But I guess I have to reinstall with the discs. That's probably going to be for the best. Sorry to be such a bother.

modules - File Explorer 5.01.2026 01_04_05.png

You have Kotor II module files in there, if they're named "101PER.mod" with numbers those are Kotor II mods. You might want to double check your Kotor II install as well as you probably installed a Kotor II mod in Kotor I. You might've even installed K1CP in your Kotor II folder as well 😬.

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3 minutes ago, N-DReW25 said:

You have Kotor II module files in there, if they're named "101PER.mod" with numbers those are Kotor II mods. You might want to double check your Kotor II install as well as you probably installed a Kotor II mod in Kotor I. You might've even installed K1CP in your Kotor II folder as well 😬.

Okay, that makes like zero sense, I have no idea how that happened. 

Ah, I’ll investigate tomorrow 😓 thanks again, lol

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