Obviously I use script tokens, there's no other way to reference a new feat unless I just assume everyone's running pure vanilla feat.2da. Don't think I wouldn't distribute ncs files if I could get away with it.
Apparently the nwscript in the folder was the wrong version, although I was sure I extracted a K1 copy for it. I'll replace it and fix any compilation errors.
Game version is determined by what game's nwscript.nss you feed the compiler. And there is no reason to have TSLPatcher compile scripts unless you require the use of script tokens.
Regardless though, if your source came from TSL then it needs to be vetted for use with K1, as JC pointed out.
If you haven't already, you should recompile all the scripts for KOTOR 1. The vast majority of the NWScript functions are the same and the bytecode formats are the same, so many scripts compiled for one game will work in the other, but any differences will result in runtime errors. When the virtual machine interprets a script function that either doesn't exist or doesn't match the expected signature, it stops executing the entire script.
For example, the function CreateItemOnObject() is available to both games, but in KOTOR 2 it has an extra parameter at the end for hiding feedback.
// Stuff
CreateItemOnObject("item_name", target, 1);
// More stuff
vs
// Stuff
CreateItemOnObject("item_name", target, 1, FALSE);
// Here be problems
Something like this will obviously compile fine with a KOTOR 2 compiler, and, as I recall, it will even execute in KOTOR 1, creating the item... but then the rest of the code won't execute.
Recompiling for the correct game will catch a few problems at compile-time like your issue with the KOTOR 2-exclusive function here, but perhaps more importantly, it will also fix the sublte errors like this that won't occur until runtime.
Great job on retexturing the game but it gets annoying if you have to convert the file yourself as a user.
As a modder, you can make it easier for other users by converting the TGAs from your side and make it available for others who doesn't have the knowledge in modding games. It is technically the same installing method as you do it yourself by converting the files from the user side just an extra step for users.
It'll be just 1 less steps for users if you help others by helping yourself to convert the files beforehand.
I'm not sure it the site allow this but you can put a single link to your download page where your mods are compiled together especially big files into a single zip. This way it is less confusing to follow instructions.