Blender has built-in GLTF support, so the GLB would be your best bet.
Note that the model was textured for a modern PBR rendering pipeline. KOTOR uses an extremely basic Blinn-Phong based renderer, so you'll need to convert the textures to work with that. Fortunately it's an extremely simplistic set of metals for the most part. Unfortunately, KOTOR doesn't support specular, but instead tries to fake it with cubemaps. Getting metal to look good is challenging. One other thing of note is that while KOTOR does support normal maps, its implementation is poor, so detail relying on normal maps won't show up as well.
As to the use, you don't need to request permission. It's already licensed for use with attribution. That's the entire point of the license.