Published version 3.2.0. Thank you guys for asking and making me look at things more thoroughly.
I've fixed some custom meshes related issues, particularly modifiers not being applied on export. More importantly, I've added an option to merge duplicate vertices and mark sharp edges, which is a similar feature to smoothing groups in Max. This is important because KotOR models have a LOT of duplicate vertices, which is exactly how smoothing groups work - they create additional geometry where surface needs not to be smooth. Same result can be achieved with sharp edges and Edge Split modifier in Blender.
Some example screenshots:
New Import Options
Normals Algorithm = None (normals are ignored)
Notice sharp edges on the head, despite normals not being imported. That is because of duplicate vertices.
Normals Algorithm = Custom (MDL normals are used as is)
Notice how smooth edges on the left arm are. There are duplicate vertices there, but custom normals make them look smooth.
Normals Algorithm = Sharp Edges, Sharp Edge Angle = 10 degrees (duplicate vertices are merged and sharp edges are marked)
Notice how edges on the head are still sharp, despite duplicate vertices being merged. That is the result of these edges being marked as sharp. Unfortunately, edges on the left arm were not marked as sharp, because we could not merge duplicate vertices there - they have different UV coordinates. This happens on more than one model - maybe I'd need to improve the algorithm in the future.