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This Kotor 1 mod adds a playable custom ewok mdl that can be placed into the override folder to replace some npcs or used in conjunction with KSE as a playable character with combat animations. No 2 hand mele combat animations at this time.

This .Zip file contains a ReadMe.txt a brief tutorial.txt on how to recreate the mod process, the custom .tga files for the textures, and finally the custom .mdl and .mdx files that can be dropped into override following the instructions in the ReadMe file. I also included a link to how to recreate the process incase anyone is interested.   

Disclaimer: This mod utilizes a modified asset from the community-maintained SWBF2 Mod Tools SDK 2020 available at ModDB, alongside original assets from Star Wars: Knights of the Old Republic. Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). This is a strictly non-profit, fan-made educational project intended exclusively as a technical proof-of-concept demonstrating asset handling for the KOTOR modding community. Furthermore, I do not own or claim rights to any of the third-party tools used or described in this project; all rights belong entirely to their respective developers
 

 


What's New in Version 2.1   See changelog

Released

V2.1

Fixes Bug that caused parts of character model to appear see-through 

 

This Mod
By default: Replaces P_MAL_A_LRG_01, P_MAL_A_MED_01, and P_MAL_A_SML_01 player character models with a Playable Ewok.
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*If you want to replace a different model such as a npc instead of, or in addition to, the player character, simply rename the .mdl .mdx and .tga to the file you wish to replace. I.E. - n_calonord.mdx n_calonord.mdl n_calonord01.tga OR p_bastilabb.mdx p_bastilabb.mdl p_bastilabb01.tga 

    **Note: if changing a character such as Bastila who has different mdl's for different armors, consider updating the appearance.2da file so that all instances are set to the BB instance. 
    For example, replace columns modelc and texc with the modelb and texb entry's so in Bastila's case, replace PFBCM in the modelc column with P_BastilaBB from the modelb column. Also replace PFBC in the texc column with P_BastilaBB from the texb column. Repeat for all necessary columns. If unclear on format refer to rows 136 - 138 and see how all necessary columns are duplicates
    Also consider updating to portrait .tga as well, again using Bastila as an example copy and rename po_pmha1.tga to PO_pbastila and PO_pbastila2
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How to Use:
1.Simply Install files in Override folder
2.When starting a new game select any male class and then when scrolling through select the PMA01 character (It will have a custom Ewok portrait, do not worry if the character model itself doesn't appear as an Ewok at the selection screen as it does in game).
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Armors will have stats applied but not appear in game
No 2h mele animations at this time.
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This is an update/upgrade from the prior release.

Disclaimer:
This mod utilizes a modified asset from the community-maintained SWBF2 Mod Tools SDK 2020 available at ModDB, alongside original assets from Star Wars: Knights of the Old Republic. Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). This is a strictly non-profit, fan-made educational project intended exclusively as a technical proof-of-concept demonstrating asset handling for the KOTOR modding community. Furthermore, I do not own or claim rights to any of the third-party tools used or described in this project; all rights belong entirely to their respective developers.
 

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N-DReW25

Posted

Interesting, is this Ewok a custom made asset from this SWBF2 Mod Tools SDK 2020 mod or is it a vanilla asset from Star Wars Battlefront II 2005?

And what is the status of permission should Kotor modders wish to add the Ewok into the game as an NPC for separate mods?

N-DReW25

Posted

I have tested the appearance out in-game as an NPC and I have discovered some issues.

 

Spoiler

32370_18742.jpg.2f7070ba7a3c16f9cedc5e7cd5c81efb.jpg32370_18736.jpg.b2a3f2f7dfb20676b6f410a81587ace3.jpg32370_18730.jpg.f7b0274e5b7e6cfd6a3f35464e258e91.jpg32370_18744.jpg.4ac9d8479bf9bd0e744847b4ee2642f7.jpg32370_18746.jpg.985288a16c08ee7021c4e56cd1dd48d8.jpg

 

As you can see, the area between the hood and the face has holes in it allowing you to see right through the NPC.

There are also some minor clipping issues with dialogue animations and there's an oddity where the heard lurches forward when it dies, though I suppose that's to be expected.

The Ewok's dead body also clips into the floor, which I suspect might be fixable, however.

  • Like 1
vault13deathclaw

Posted (edited)

On 6/16/2026 at 8:57 AM, N-DReW25 said:

I have tested the appearance out in-game as an NPC and I have discovered some issues.

 

  Reveal hidden contents

32370_18742.jpg.2f7070ba7a3c16f9cedc5e7cd5c81efb.jpg32370_18736.jpg.b2a3f2f7dfb20676b6f410a81587ace3.jpg32370_18730.jpg.f7b0274e5b7e6cfd6a3f35464e258e91.jpg32370_18744.jpg.4ac9d8479bf9bd0e744847b4ee2642f7.jpg32370_18746.jpg.985288a16c08ee7021c4e56cd1dd48d8.jpg

 

As you can see, the area between the hood and the face has holes in it allowing you to see right through the NPC.

There are also some minor clipping issues with dialogue animations and there's an oddity where the heard lurches forward when it dies, though I suppose that's to be expected.

The Ewok's dead body also clips into the floor, which I suspect might be fixable, however.

There is also an additional issue where the model half t-poses when moving quickly (at least in when directed to move during a conversation). Though, considering most uses for an ewok model are going to be silly anyway, I'm not sure if that's a bug or a feature lol

Edit: Messing around with other S models between games has led me to believe that this issue I reported was simply some sort of error porting between the two KOTOR games. Still funny to see though.

Edited by vault13deathclaw
  • Like 1
EwokKotor

Posted

Just to reiterate slightly. This mod utilizes a modified asset from the community-maintained SWBF2 Mod Tools SDK 2020 available at ModDB, alongside original assets from Star Wars: Knights of the Old Republic. Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). 

To expand upon this the .msh and .tga were obtained from SWBF2 Mod Tools SDK 2020 available at ModDB, which was from my understanding derived from vanilla assets from Star Wars Battlefront II 2005. the .msh was then modified in a process as documented in the posted YouTube video, the original skeleton being stripped away and it being parented to an existing Kotor mdl's bones and being weighted accordingly. There are also several more steps such as editing the .ascii file, and editing the hand hooks slightly. 

 

Anyone who would like to use this mod in their projects has my permission.

I have just submitted an update that should fix the above mentioned bug that caused parts of the character model the appear invisible. I am not sure what to do about the clipping through the floor upon death for now though. But update should be live soon.

I do not have KOTOR 2 rn so cannot be much help with issues regarding porting between the games unfortunately. 

 

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