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Showing content with the highest reputation on 10/18/2026 in Posts

  1. One of the heads in TSL of the character Nikko was based on a real life person who won a contest to appear in the game. As far as modding going, I know folks have been playing fast and loose with the aesthetics of the game. That said, I think it would be a major misstep to veer away from using the guy's likeness. Especially as he's still game to be referenced in remasters as seen in the attached post on X. My thought on the matter is that folks should take this guy up on his offer and get updated photos so we have a good reference to work from. I suppose one should one reach out to the guy if they are actually willing to put in the work. (No need to inundate the guy's inbox if you're not going to make a mod of it, right?)
    9 points
  2. I like the idea, would be nice if an experienced 3D Artist could make it work
    2 points
  3. HELGA CSO2 mesh, with modified geometry, UV layout, and details. I have a similar male mesh (currently in progress). I plan to improve all the others as well.
    2 points
  4. Unfortunately, bead-v’s mod is not compatible, since it also edits k_pebn_pophawk.ncs. That’s a coincidence, I just like having most of the characters in their default clothes for the screenshots. That said, I believe I did enable the dialog flags which hide weapons and headgear during the conversations.
    1 point
  5. I find it always still cool that his likness became a unique head for a unique NPC.
    1 point
  6. I sent a message to him on Reddit to see if he’d like to send me some updated pictures, I’ll remake his model for my Kotor Jedi academy remake mod
    1 point
  7. I thought I might as well start a thread to track some of what I'm working on. I'll try to update this post with various screenshots later. I have a few different projects ongoing: KOTOR 2 Active Party Extension, about to release in Closed Beta, K1 version will be completed after: KOTOR 1 & 2 32 Party Members, Released in Open Beta: NeoTools, my new modern multi-platform modding tools: Neo2DA - Released NeoDLG - Released NeoGFF - Released NeoTLK - Released NeoTPC - Released NeoMDL - WIP NeoLIP - Private Beta NeoToolset - Private Beta Other Engine Patches I've done: Aurora Animation Bank - Ever needed more animations than the game allows by default? Now it's possible. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/AuroraAnimationBank Good Alignment Heads - Companions in K2 frequently mention how you are "glowing" when you're lightside, and the heads.2da actually has columns for good and very good head texture, the code for this was just never wired in. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/GoodAlignmentHeads K1 K2 Party Transition Rule - Tired of not being able to transition to a new module because your companions are too far away? This changes it to be based on the same rule as K2, if your companions are alive or not. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1K2PartyTransitionRule K1 Pazaak K2 Speed - K1 Pazaak too slow for you? This changes it to the same speed as K2. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1PazaakK2Speed K1 Security Demolitions XP - K2 awards experience for successful demolitions and security checks, while K1 does not. This fixes that. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1SecurityDemolitionsXP K1 Security Spikes - on the PC port, Security spikes and tunnelers are just straight up broken, you can't use them at all! This restores the functionality from the xbox: https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1SecuritySpikes K1 Skill Points Int Mod Fix - K1 halves the number of skill points twice, which conflicts with how the game describes it. This fixes it to be how it is described and how it works in K2. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K1SkillPointsIntModFix K2 Aspyr Normal Maps Fix - Aspyr update broke normal and bump maps from rendering at all. This fixes it. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K2AspyrNormalMapsFix K2 Aspyr Saber Texture Fix - Aspyr broke lightsaber textures if you are within rendering distance of an emitter. This fixes it. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K2AspyrSaberTextureFix K2 Finesse Melee Fix - Melee weapon finesse actually applies the bonus to lightsabers as well due to a bad check in the code, this fixes it so that lightsaber finesse has a point. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/K2FinesseMeleeFix Max Lights - In vanilla TSL, you can only have 3 dynamic lights casting on any surface, this patch raises that to 7. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/Max Lights Saber Throw SFX - This adds a sound effect to KOTOR 2's lightsaber throw. https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/SaberThrowSFX Store Confirm Threshold 2500 & Store No Confirm Threshold - Pretty self descriptive https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/StoreConfirmThreshold2500 https://github.com/LaneDibello/Kotor-Patch-Manager/tree/master/Patches/StoreNoConfirmThreshold Scaled Font Renderer - I implemented a dynamic font renderer for Scaled KOTOR to improve the visual fidelity of fonts at any resolution without having to rely on custom textures. This was included in the latest version of Scaled KOTOR https://github.com/J0-o/ScaledKotorWidescreenPatch I will eventually port this to KOTOR 2 as well. Using my work on Scaled KOTOR for a Japanese localization using the Switch version's
    1 point
  8. This is super amazing stuff, straight from my biggest wishes for this game since over a decade! Really excited to try all of the K1 stuff out soon. As for fixes, do you think you could look at the +damage effect in K1 scripts? Things like the combat stim only show you doing more damage in the inventory, but in practice there is no such effect (as seen in combat log). And as for less of a fix, but rather a personal request, since I always feel that dueling is pretty lackluster, do you think it would be hard to make it not just have +1/+2/+3 attack and armor, but also +1/+2/+3 damage?
    1 point
  9. View File Really Repeating Blaster Attacks This replaces the old "heartbeat" style implementation of Repeating Blaster Attacks Restored (RBAR), and replaces it with a KPM-powered engine-based system. It hooks into the attack sequence itself... and simply increases the number of Main Attacks by 1, if you're holding a Repeating Blaster. That's it. No messy effects or anything. Stacks properly with Master Speed and Rapid Shot, for five full attacks per round with all of them stacked. (Made with the assistance of AI; presented under the open source MIT license) Requirements and Compatibilities: This installer requires the KOTOR Patch Manager (KPM) runtime. KOTOR Modern Restoration Project (KMRP) is supported and includes the required runtime, but KMRP itself is not technically required.... But seriously, you should be using it, it's incredible. Ironically, it actually should be compatible with the original RBAR. That old heartbeat system basically casts a hidden force power on the player that increments a different value... so these effects would actually stack, if you wanted Repeating Blasters to just be ridiculously good. lol But, of course, you'd fall into the old problems of it breaking on save/load and area transition, intermittently not working at all, and having a limited ability to stack with Master Force Speed. Really, the only thing this should be directly incompatible with is something that also hooks into the attack sequence engine-side. And I'm not aware of anything like that. Since it uses the old "if the weapon you're using is BaseID 23 or 24 trick" to determine if it's a Repeating Blaster, this should even have direct compatibility with mods that add new repeating blasters (unless they, for some reason, add them as an entirely new weapon type). Recommended Installation: 1. Download and install KMRP. 2. Download this mod. 3. Run install.cmd. 4. Enjoy! (To uninstall, simply run uninstall.cmd) Advanced Installation (with KMRP): 1. Download the latest version of KPM. Extract the files. 2. Download the .kpatch version of this mod, and place it in the patches folder. 2. In the bin folder, run KPatchLauncher.exe 3. Use the options at the top to navigate to your swkotor folder, and the KPM folder called patches. 4. Download and install KMRP (You do not need to close KPM). 5. In KPM, select this mod and KMRP (and it's controller support, and any other patches you want except for the 4GB patch, save game memory leak, and Movie Patch, as they are included in or not compatible with KMRP). 6. Click "Apply." 9. ENJOY! Submitter BottomlessThought23 Submitted 10/15/2026 Category Mods K1R Compatible Yes  
    1 point
  10. That's awesome!! This is exactly what I was dreaming of when I first found out about the original idea behind repeaters, and that shoddy scripting workaround I made was always only a consolation prize - the best I could do, but it never fully made me happy.
    1 point
  11. Hey KotOR community, I need help. As you may know, I like making model and texture mods. My biggest weakness though, is actually packaging them up and releasing them. I'm sitting on a few small piles that I should just stop nitpicking and release them already. Since I don't check in very often, I fall out of the loop and so I have some questions which leads to option paralysis. Specialized Combat Suits HD I have made 4x upscale versions of my Combat Suits mod, so I'd like to replace the old one. The thing is, I don't know the best way to group the files for the end users. I want to have versions for 4x tga files (2048x2048 px), 4x tpc files, and 2x tpc files. Should I make three separate mod releases or combine them into one 7zip download and ask the user to pick their preferred files? What size icons should I include 128px or 64px? I don't know if there are issues with the icons depending on if someone is using upscaled and/or widescreen menus or maybe it doesn't matter? I do plan on releasing separate K1 and TSL versions. There are eight combat suits to choose from. Here's a K1 sample: Here's a TSL sample: Any advice you have will help me with the Read-Me instructions.
    1 point
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