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About This File

Restores Knights of the Old Republic's full lighting on current graphics drivers, and stops the grass from stretching into the sky.

See every fix side by side: https://synchro.codeberg.page/kotor-modern-driver-compatibility/what-it-fixes.html


Why the game looks wrong

KOTOR lights its world with one of two methods from 2003, one from ATI and one from NVIDIA. AMD's and Intel's Windows drivers offer neither, so the game falls back to a path meant for cards with no per-pixel lighting, which is also where the grass bug comes from. The patch rebuilds the game's lighting on a method every current driver supports, and puts every card on it.


What it restores

  • Grass that stays on the ground
  • Light from the room on lightmapped walls and floors
  • Reflections on metal, armour and water, including cube map reflections on Intel cards
  • Fog, where the game meant to have it
  • Soft shadows, glow, motion blur, film grain and Force power distortion
  • Bump lighting on creatures, which the game only ever drew on NVIDIA cards


What it also fixes

  • The glow around lights and the edges of soft shadows no longer shimmer as the camera moves. The game did this on the hardware of its day too.
  • The brightness slider works, cutscenes included, on drivers that refuse the game's request to change brightness, NVIDIA's on Windows among them.
  • For modders: normal maps, bump lighting on lightmapped surfaces, and reflective skins with a flat reflection map never drew on any card. They do now.

The Cube Map Fix and Soft Shadows Fix are part of this patch. Don't install them alongside it.


Requirements

Install guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing.html

If the Patch Manager won't accept your swkotor.exe because another tool has modified it, use the standalone download instead: https://synchro.codeberg.page/kotor-modern-driver-compatibility/installing-standalone.html


Settings

You don't need to change anything to play. K1DriverCompat.ini, beside the game, lists every setting with an explanation, and with the Mod Options patch installed the game's options screen has menus for them.

By default the patch draws the game as a GeForce card of the time did. Set look to ati to see it as an ATI Radeon did. In the game's own content the two differ only a little.

Settings: https://synchro.codeberg.page/kotor-modern-driver-compatibility/settings.html
The two looks: https://synchro.codeberg.page/kotor-modern-driver-compatibility/looks.html

 


Replacement Shaders

Modders can replace any of the patch's shading programs with their own, with nothing to rebuild. Put a plain text ARB fragment program in override/shaders/, named after the program it replaces, and the patch uses it in place of its own. The log records each replacement it loads, and warns about any file that matches no program.

Guide: https://synchro.codeberg.page/kotor-modern-driver-compatibility/replacement-shaders.html


Reporting issues

Open an issue at https://codeberg.org/Synchro/kotor-modern-driver-compatibility/issues or post in the comments here, and attach logs/K1DriverCompat.log from your game folder.


Thanks

@Lane  and @J, who tested this on cards and installs I do not own. Nearly everything here is a claim about how some particular driver behaves, and a claim like that is worth nothing until somebody with that hardware runs it and reports back. This would not have been finishable without them.

Lane also wrote the KotOR Patch Manager, which this patch is built for.

@Vriff, Who took reference screenshots on period-correct hardware. They show what the game looked like on the cards it was written for, which is what the patch strives to match.


Full documentation: https://synchro.codeberg.page/kotor-modern-driver-compatibility/
Source: https://codeberg.org/Synchro/kotor-modern-driver-compatibility


LLM Disclosure

This project made use of an LLM during development, in the following capacities:

- Brainstorming: exploring possible approaches and design directions
- Decompilation assistance: help interpreting and structuring reverse-engineered code
- Code comments: refining and clarifying existing comments
- Skeletons and fixes: generating initial code scaffolding and minor fixes

All LLM-assisted output was modified and reviewed by a human before being committed.

 

Edited by Synchro
Fix up some of the sections a bit.


What's New in Version 2.0.0   See changelog

Released

This release finishes the game's bump lighting, adds menus for the Mod Options patch, and brings
the glow back on NVIDIA cards.

The Hutts and the Rancor now have bump lighting across their whole bodies on every card. The
game only lit their bodies that way on a GeForce, so everywhere else the folds of a Hutt's skin,
along the tail most of all, were flat.

Mods get three kinds of lighting the game was built for but never managed to draw on any card:
bump lighting on lightmapped surfaces, normal maps, and reflective skins with a flat reflection
map. The shipped game barely uses them, but mods can.

With the Mod Options patch installed, the game's options screen has menus for this patch's
settings. A change to the log detail takes effect immediately, so you can turn on debug logging
while a problem is on screen.

On NVIDIA cards the glow had been missing since 1.3.0. The pass that stopped it shimmering ran
out of room on NVIDIA's driver and lost a setting the game needed for the rest of the glow. It
is back.

Added

  • Bump lighting on the bodies of the Hutts and the Rancor, on every card
  • For mods: bump lighting on lightmapped surfaces, normal maps, and reflective skins with a flat 
    reflection map
  • Menus for the Mod Options patch
  • The log notes graphics errors raised around the patch's own drawing

Fixed

  • The glow on NVIDIA cards
  • The transparency of the Force power distortion
  • bump=off turns off all bump mapping, the reflections a bump map bends included

Changed

  • A smaller download
  • K1DriverCompat.ini puts its settings under a [K1DriverCompat] section, written without spaces, 
    so the menus can edit them. A file from an earlier version still works

Requires

The KotOR Patch Manager 0.7.2 or newer, for the way this release hooks the game.

The standalone download needs nothing but the game.

 

  • Like 4
  • Influence Gained 3

User Feedback

Recommended Comments

The_Chaser_One

Posted (edited)

If this works whenever I try it, I'll come back and throw in a 5 stars because DAMN this is great.

However, you say "the manager applies the patch while the game runs." Does that mean we have to redo the process every time we want to play ?

Edited by The_Chaser_One
Synchro

Posted

5 hours ago, The_Chaser_One said:

If this works whenever I try it, I'll come back and throw in a 5 stars because DAMN this is great.

However, you say "the manager applies the patch while the game runs." Does that mean we have to redo the process every time we want to play ?

Thanks for the comment! In this case I mean that you need to launch the game with the patch manager as opposed to applying the patch and then launching the game as normal afterwards, you only need to apply the patch once :)

The patch manager on Windows currently handles injection only through the manager, so it injects everything when the game is launched through it. On Linux there is a separate mode that installs a proxy dll that handles that for you (When I get the chance I intend to send some patches for KPM to enable that mode on Windows too)

  • Thanks 1
PoopaPapaPalpatine

Posted

I'm getting "Kotor Unknown" error messages when I apply patches. I know these exe files are the editable executable versions because they're required for any mods. What's going on? Am I just stupid?

Greedyspree

Posted

11 hours ago, PoopaPapaPalpatine said:

I'm getting "Kotor Unknown" error messages when I apply patches. I know these exe files are the editable executable versions because they're required for any mods. What's going on? Am I just stupid?

I have this same issue, after some basic testing I found using uniws to fix the resolution makes the kotor executable into an unknown so the patches dont work.

  • Like 1
Synchro

Posted

16 hours ago, PoopaPapaPalpatine said:

I'm getting "Kotor Unknown" error messages when I apply patches. I know these exe files are the editable executable versions because they're required for any mods. What's going on? Am I just stupid?

 

4 hours ago, Greedyspree said:

I have this same issue, after some basic testing I found using uniws to fix the resolution makes the kotor executable into an unknown so the patches dont work.


Yeah, unfortunately the Kotor Patch Manager needs a clean executable (you can use a gog one or the editable exe, both work), the best way to get widescreen support back in that scenario is to use @J's  https://github.com/J0-o/KotorUniResPatch patches.

They work quite well, but depending on what you already have installed you may need to undo existing overrides in order for everything to look right. (e.g. the high resolution menu mods) They've properly scaled pretty much every interface in the game to look right (and even unlocked the in game resolution menu)

This does have me thinking that it might be a good idea to have a standalone version of this mod that can be dropped in to existing modbuild installs or installs with other pre-patched executables. Stay tuned for something on that, I'll see if I can take a look at what is needed on the weekend.

  • Like 4
PoopaPapaPalpatine

Posted

On 8/21/2026 at 4:41 PM, Synchro said:

 


Yeah, unfortunately the Kotor Patch Manager needs a clean executable (you can use a gog one or the editable exe, both work), the best way to get widescreen support back in that scenario is to use @J's  https://github.com/J0-o/KotorUniResPatch patches.
 

I've done this but none of the files can be read through the KPM. I don't mean to be rude, but as great as these mods are, getting round to installing these things is a bit of a pain.

  • Like 1
Synchro

Posted (edited)

On 8/24/2026 at 1:03 AM, PoopaPapaPalpatine said:

I've done this but none of the files can be read through the KPM. I don't mean to be rude, but as great as these mods are, getting round to installing these things is a bit of a pain.

Not rude at all, you're right that it takes more effort than it should.

Good news: I have a solution ready for the next version of the patch! The next release has a standalone install that's two files dragged into your game folder, nothing else. No patch manager, and it doesn't care what's already been done to your executable, so it should go straight onto the install you already have with no issues.

Both the KPM and standalone versions will continue to be supported equally. Ideally we will be making some improvements to KPM soon to help make the install process less of a pain.

Thanks for sticking with it, and sorry for the runaround.

EDIT: @PoopaPapaPalpatine @Greedyspree v1.2.0 has a standalone version you can download, which should sidestep any issues with KPM you where having

Edited by Synchro
  • Like 2
  • Thanks 1
diegodb

Posted

Amazing job with these files by the way. You've solved an issue that has been a pain for a very long time.

One question.

If I use, for example, the increased level cap mod, the marked empty containers, the movie patch, the post-combat movement fix, etc. from the Kotor Patch Launcher, If I want to increase the resolution of the game, I just need to use these two files that you added in the download section or I still need to use the Patch Launcher, without the Widescreen resolution?

 

Synchro

Posted (edited)

1 hour ago, diegodb said:

Amazing job with these files by the way. You've solved an issue that has been a pain for a very long time.

One question.

If I use, for example, the increased level cap mod, the marked empty containers, the movie patch, the post-combat movement fix, etc. from the Kotor Patch Launcher, If I want to increase the resolution of the game, I just need to use these two files that you added in the download section or I still need to use the Patch Launcher, without the Widescreen resolution?

 

Thanks!

In terms of increasing the resolution of the game, this patch only handles the world shading, framebuffer, and shadow rendering aspects of the graphics pipeline.

What you're looking for if you are already using the Kotor Patch Manager is the standard download (not standalone). You'd need to place the kpatch that is in the standard zip into the same directory as your other patches (where the levelcap, marked empty containers, etc. are), once you refresh the interface in the patch manager it will be on the list and all you need to do is check it's checkbox, it'll be properly deployed and activated when you launch the game. 

J's https://github.com/J0-o/KotorUniResPatch has some additional patches that will give you things like extended resolution selection and proper GUI scaling, which is what you're looking for. (same idea, place the kpatches in his releases into your patches folder and select them in KPM)

The standalone version is designed for an install where you went through patching with uniws, and k1hrm. At the moment; KPM won't detect your game when it is patched in that manner, so applying patches with it is off the table. In theory though, It *should* be able to co-exist with KPM also active but I haven't tested for that, so YMMV. If it works let me know, I can stick that in the README for people who want to try the same thing :)

Edited by Synchro
  • Like 1
diegodb

Posted

2 hours ago, Synchro said:

Thanks!

In terms of increasing the resolution of the game, this patch only handles the world shading, framebuffer, and shadow rendering aspects of the graphics pipeline.

What you're looking for if you are already using the Kotor Patch Manager is the standard download (not standalone). You'd need to place the kpatch that is in the standard zip into the same directory as your other patches (where the levelcap, marked empty containers, etc. are), once you refresh the interface in the patch manager it will be on the list and all you need to do is check it's checkbox, it'll be properly deployed and activated when you launch the game. 

J's https://github.com/J0-o/KotorUniResPatch has some additional patches that will give you things like extended resolution selection and proper GUI scaling, which is what you're looking for. (same idea, place the kpatches in his releases into your patches folder and select them in KPM)

The standalone version is designed for an install where you went through patching with uniws, and k1hrm. At the moment; KPM won't detect your game when it is patched in that manner, so applying patches with it is off the table. In theory though, It *should* be able to co-exist with KPM also active but I haven't tested for that, so YMMV. If it works let me know, I can stick that in the README for people who want to try the same thing :)

 

Hello, thanks for your attention and, once more, thanks for all that you've done.

I tried many things but what truly worked for me was, if I remember correctly:

1 - I used the Kotor editable executable

2 - I used the Js' KotorUniResPatch as you indicated, apply the textures and patches included, but still didn't worked perfectly.

3 - Then, I downloaded the k1hrm-1.5 and applied, for a test, the 1024x768 resolution, and used the gui included there.

Until this moment it worked well, only with some little problems in the save files (I can't use the mouse, have to use the keyboard to navigate there) but apart from that it's working 90,0 % okay

 

Hope this help a bit

 

 

 

 

 

Synchro

Posted (edited)

33 minutes ago, diegodb said:

 

Hello, thanks for your attention and, once more, thanks for all that you've done.

I tried many things but what truly worked for me was, if I remember correctly:

1 - I used the Kotor editable executable

2 - I used the Js' KotorUniResPatch as you indicated, apply the textures and patches included, but still didn't worked perfectly.

3 - Then, I downloaded the k1hrm-1.5 and applied, for a test, the 1024x768 resolution, and used the gui included there.

Until this moment it worked well, only with some little problems in the save files (I can't use the mouse, have to use the keyboard to navigate there) but apart from that it's working 90,0 % okay

 

Hope this help a bit

Glad it works! Worst case you can always use the standalone version if you prefer using k1-hrm over KPM and KotorUniResPatch

Edited by Synchro
  • Light Side Points 1
diegodb

Posted

26 minutes ago, Synchro said:

Glad it works! Worst case you can always use the standalone version if you prefer using k1-hrm over KPM and KotorUniResPatch

I would never stop using the KPM and the KotorUniResPatch because you have solved something that is extremely important. The Soft Shadow and Frame Buffer Effects are usable again!!!

And for that I can't thank you enough Synchro, and I'm sure that many others that, as me, use the AMD cards. 

I even stopped played KOTOR for a while, thinking that Aspyr would never release an Updated version to solve this like they have done it for TSL, and all the KOTOR remake thing, let me hopeless that It would ever be a solution, you know. But you solved, and this is incredible, along with other patches that make the game even more good to play than before.

 

May The Force Be With You and your family, Synchro

  • Light Side Points 1
Ian Starrider

Posted

I came across your mod through the KOTOR Modern Restoration Patch, and I'm thrilled that the game is finally being restored to how it was originally intended.

 

However, I keep running into a problem whenever I play KOTOR on hardware that isn't powered by an NVIDIA graphics card, and this patch doesn't fix it either. Maybe some members of the community are familiar with this issue.

 

Certain alpha textures, which are supposed to give specific surfaces a metallic or wet look, actually darken those areas at the same time. HK-47, for example, looks absolutely terrible and is covered in black spots. The tips of male Twi’lek lekku also end up black. Another graphics bug that likely has the same cause affects the crystals on Dantooine, which simply have no texture but instead just a transparent, shiny surface.

 

I’m currently trying to fix this issue on my Steam Deck, but so far without success. In any case, is there perhaps a setting in this patch that can resolve the problem? Or is there at least a small hope that a future update to this patch might fix it?

  • Thanks 1
Synchro

Posted (edited)

On 9/11/2026 at 4:27 AM, Ian Starrider said:

I came across your mod through the KOTOR Modern Restoration Patch, and I'm thrilled that the game is finally being restored to how it was originally intended.

 

However, I keep running into a problem whenever I play KOTOR on hardware that isn't powered by an NVIDIA graphics card, and this patch doesn't fix it either. Maybe some members of the community are familiar with this issue.

 

Certain alpha textures, which are supposed to give specific surfaces a metallic or wet look, actually darken those areas at the same time. HK-47, for example, looks absolutely terrible and is covered in black spots. The tips of male Twi’lek lekku also end up black. Another graphics bug that likely has the same cause affects the crystals on Dantooine, which simply have no texture but instead just a transparent, shiny surface.

 

I’m currently trying to fix this issue on my Steam Deck, but so far without success. In any case, is there perhaps a setting in this patch that can resolve the problem? Or is there at least a small hope that a future update to this patch might fix it?

Hey there! Thanks for trying the patch out!

I will take a look and see if I can reproduce the issue on my end, keep an eye out for a fix.

EDIT: Have reproduced the issue and have a fix! The same issue also killed HK-47's eyes as well as a couple other issues. I should have a new release up shortly. Released!

20260912215113_1.jpg

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20260912221751_1.jpg

Edited by Synchro
  • Like 1
  • Light Side Points 1
Ian Starrider

Posted (edited)

On 9/13/2026 at 2:41 AM, Synchro said:

Hey there! Thanks for trying the patch out!

I will take a look and see if I can reproduce the issue on my end, keep an eye out for a fix.

EDIT: Have reproduced the issue and have a fix! The same issue also killed HK-47's eyes as well as a couple other issues. I should have a new release up shortly. Released!

OMG, you're an absolute legend. The glitch that's been haunting me for about a decade has finally come to an end. Thanks

Edited by Ian Starrider
  • Thanks 1
Synchro

Posted

7 minutes ago, Ian Starrider said:

OMG, you're an absolute legend. The glitch that's been haunting me for about a decade has finally come to an end. Thanks

No prob! Enjoy not looking into HK's empty eyes any longer :) (As a sidenote, BioWare really knocked the Dantooine caves out of the park)

  • Haha 1
TedraXul

Posted

This is great, it has fixed the grass issues. Don't know if you can do anything about this but here goes. I had an Ebon Hawk retexture installed, but the outside of the Hawk goes completely black after installing the standalone driver fix. I can still enter it and the inside looks fine, it doesn't seem to cause any other issues except for the skin on the outside, tried playing around with settings for a while to no avail.
https://www.nexusmods.com/kotor/mods/1559

Synchro

Posted (edited)

On 9/15/2026 at 3:34 AM, TedraXul said:

This is great, it has fixed the grass issues. Don't know if you can do anything about this but here goes. I had an Ebon Hawk retexture installed, but the outside of the Hawk goes completely black after installing the standalone driver fix. I can still enter it and the inside looks fine, it doesn't seem to cause any other issues except for the skin on the outside, tried playing around with settings for a while to no avail.
https://www.nexusmods.com/kotor/mods/1559

Hey there! I can take a look and see what could be going on.

Worth noting that the latest release of the patch fixes a pretty major issue with the metallic shading, so if you aren't running the latest version give that a try.

EDIT: I've taken a look and I don't see anything wrong on the outside of the Hawk on v1.2.2. I'd suggest giving that a go first. If it still shows up, can you send a screenshot my way? (including a debug log if you can, the ini file will explain how to enable debugging)
image.png.77fdaae9a87c1f8f34b6960621ea08ac.png

Edited by Synchro

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