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Showing content with the highest reputation on 10/28/2026 in Posts

  1. View File K1 Nameplates World of Warcraft-style nameplates for KOTOR: every enemy gets its own health bar, and loot and usable objects are always labelled. KOTOR shows one overhead name and health bar at a time, only for the creature under your cursor or your target. It flickers away and is hard to click. This mod gives every hostile you could click its own plate: Red plates on every visible enemy within 60 m; neutral and friendly creatures on hover or target. A framed, larger target plate with health in percent. Other plates fade while you have a target. Damage chips, distance scaling and stacking instead of overlap. Click a plate to select or attack, just like clicking the model. Object labels: remains, containers and items on the ground in gold while they hold loot, "[empty]" once looted, terminals and workbenches in cyan. Scenery and invisible script objects get no label. Only while the HUD is up (never in dialogs, menus or cutscenes). F6 turns it off and on. Everything is configurable in nameplates.ini. Install: copy dinput8.dll and nameplates.ini into the game folder (next to swkotor.exe). Delete them to uninstall. It doesn't touch swkotor.exe, Override or saves: everything happens in memory while the game runs, and it checks the game code before every hook, so on an exe it doesn't recognise it does nothing. Compatibility: KOTOR 1 patch 1.03 on Windows. Tested on Steam, with the KOTOR Editable Executable and on the stock exe. GOG should work but is untested, so please report either way. Any resolution, with or without UniWS, High Resolution Menus and the 4 GB patch. Works with ReShade. Conflicts only with other mods that ship a dinput8.dll. Not for KOTOR 2. Troubleshooting: nameplates.log in the game folder says whether the hooks installed. For bug reports, set Debug=1 in nameplates.ini, reproduce the problem and include the log and a screenshot. Engine addresses come from Lane Dibello's KOTOR Patch Manager address database. Thanks, Lane! Source (MIT): https://github.com/phalladar/k1-nameplates Submitter Phall Submitted 10/27/2026 Category Mods K1R Compatible No  
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  2. Update: Yeah, taking that dlg file out fixed the problem with the cutscene. The only problems after that were the fact that there is now a clone of T3 standing near the computer bank as well as where he was originally standing (Vima's new spot). Also for some reason going the dark side route and killing Vima still made her show up on the ebon hawk anyway (just not selectable as a party memeber now), but these things aren't really related to any of the initial problems I've been having so I guess that's it for now. Thank you both for the help! I'm looking forward to the expanded party mod you mentioned.
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  3. Have you finished the Unknown World since you tried putting that dialogue file into Override? I just ask because I actually tried not to put that file in there because it was causing glitches with the final conversation on the beach in the endgame when placed in Override and not the .mod itself. Unless I'm confusing a different file: Bioware named two different dialogue files "unk41_carth.dlg." So that's why I was hesitant about putting one under that name into Override. I could be misremembering, though.
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  4. Hey there! First of all, thank you @N-DReW25 for summoning me to this thread. So to @tgritzmodder: I actually have a long explanation on this issue you’re having. So T3’s beeps and boops getting skipped is actually the mod currently working as intended. The reason I opted to remove his speaking role is that it was causing a LOT of softlock glitches for players. I made numerous fixes, in fact even the vanilla 1.0 version of the mod had the T3 dialogue, but over time it it seemed like things just kept glitching again, so I always had to go back and make yet more patches to fix T3. so eventually I decided that the safer bet would be just to make T3’s dialogue skip. I wasn’t happy with the solution but it was a short-term fix. but that being said, something is definitely not working with your Unknown World dialogue files. There shouldn’t be a huge cut dialogue tree. I remember well similarly just trimming T3’s line; not cutting the entire dialogue in half. The great news is that I have a friend with a prototype mod that significantly raises the party limit, so soon you won’t be required to trade away T3 for the Sleheyron companion. I’ll restore T3’s dialogue then. in the meantime, for the Unknown World, I do still have backups of the dialogue files with T3 speaking during those moments you mentioned. They should still work with Sleheyron, but I do warn that even though they work for me some people still had glitches. just let me know if you want those files! and most importantly: thank you for playing Sleheyron!
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