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Showing content with the highest reputation on 11/05/2026 in all areas
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I think the discussion is mixing several different issues and treating an installation order as a proven compatibility solution when it isn't. Regarding Doodmane444's June 23 report: the tested order was K1CP → Sleheron → BOSSR, and some placeables disappeared in BOSSR modules. However, the suggested alternative still placed BOSSR last. It mainly changed the order between Sleheyron and K1CP, so it doesn't establish that this arrangement actually solves the underlying BOSSR placeable issue. As JCarter426 pointed out, if BOSSR is exhausting the available placeable rows in placeables.2da, changing the installation order cannot magically increase that limit. There is also the reverse side of the problem. OnJuly 2–3, Doodmane reported that BOSSR could replace leftover, unused Czerka sign placeables in Sleheyron's sle_m30aa.mod with its own stasis NPC. He traced this to obsolete placeable entries left in that module after the signs had been built into the model instead. This is a concrete example of BOSSR affecting Sleheyron, rather than the other way around. It is also a specific module/resource conflict, not proof that one universal installation order fixes everything. So I think we should distinguish between: 1) conflicts caused by overlapping or reused placeable references; 2) the actual placeable row limit; 3) installer overwrites and changes to shared resources. These are not necessarily the same problem, and they cannot all be solved by simply moving one mod to the end of the installation order. For players who want to enjoy both expansions without potentially ruining an existing modded installation, I would suggest keeping separate game folders: 1) Keep the existing installation for BOSSR and its associated setup. 2)Make a copy for a Sleheyron-focused playthrough, installing Sleheyron and its relevant compatibility patches there. 3) Start from a save made before the Dantooine Jedi Council mission, or use the save provided with Sleheyron, which starts at the intended point in the story. This doesn't magically make the two mods compatible within one installation, but it provides a practical way to preserve both playthroughs without repeatedly rebuilding the same game or risking the original setup. The current Sleheyron 3.5 instructions do provide a specific combined installation order and compatibility patches. However, I would still like to see reports from people who have actually completed substantial portions of BOTH expansions in the same installation. Ideally, such reports should specify the exact mod versions, installation order, and which parts of both campaigns were actually played. Loading a save or reaching a particular planet is not the same as demonstrating that the entire setup is compatible. I think that would be much more useful than continuing to assume that one installation order automatically protects one mod from the other.1 point
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Another thing about this picture: I noticed the "droid explosion debris" parts are actually textured instead of just blurry silver. I found out they use the probe droid texture, so I just assigned the correct texture. I just found out every blurry looking metal piece of the "droid chunks" you see when a droid gets destroyed is actually using the wrong texture. They have elaborate UV layouts and were intended to use actual droid textures.1 point
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1 point
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so far, so good. Still a lot of work to do, but yeah, i play with partyswap.1 point
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Version 1.6
46,757 downloads
This is a fix for a number of issues present on the supermodels, the stock animations used for most characters in the game. First, Obsidian added several combat animation variations for K2, but they messed up a couple of the names, causing the game to play animations that don't exist and resulting in characters freezing in place. This mod fixes that. Second, the animations for dual blasters had the hand objects in the incorrect positions. For male characters, the blasters would clip through the hands, and for female characters they would hover above the hands. I've restored them to the positions they were in K1. Third, when wielding dual melee weapons, male hands would clip through the weapons for some animations, notably the looping ready pose. The issue seemed to be that the fingers were gripping the weapon too tightly, so I loosened them up for the male models. I have also added an option to change the melee running animations to match how they are in K1. I included this as an optional part of the installation as it's an issue of preference rather than a straightforward fix. If you think you've spotted any other issues, send me a picture so I can confirm what the problem is and whether it's an issue with the supermodels. If so, I'll add it to my to-do list. 1 point -
Thanks! These look helpful. I've been going through trial and error with a lot of different, interesting looking mods.1 point
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14,314 downloads
Aloha! Thanks for checking out my mod. This originally started out as a mod for getting Bao-Dur some non-vanilla starting gear, but I ended up expanding it and creating starting armors for each companion that didn't have one before and making Atton's and Mira's jackets moddable with underlays to keep them more useful. Now every companion can use their default appearance and have it be somewhat competitive to some of the mid-game gear and (hopefully) become a niche choice of equipment for some people! This mod uses TSLPatcher, so it should be compatible with any mods that don't change what armor Kreia, Bao-Dur, Handmaiden, Disciple, and Visas wear when you first meet them. Mods that change or alter their default appearance, such as Ultimate Character Overhaul, should work just fine with this mod since each armor is actually a suped-up generic clothing item. Please feel free to use this mod as you see fit! If you wanna include it in your mod, go ahead - just credit me if you do, that's all I ask.1 point -
[Yes AI was used in this work, if you dont like that, then thats cool This is not for you] Hello! I’ve been building kjk, a new engine that runs KOTOR 1 and KOTOR 2 with Jedi Academy-style real-time combat, so you’re actually swinging the saber and throwing Force powers yourself, plus co-op with friends. It uses your own game files, so nothing’s pirated or bundled. Where it’s at right now: KOTOR 1 is fully playable from the Endar Spire to the ending, light side or dark Dialogue, quests, party, stores, the galaxy map, plus pazaak, swoop racing and the turret all work Combat uses your KOTOR stats and feats with JA’s sabers, blasters and Force powers, and you also get ragdolls and dismemberment Co-op works: your friends play your companions, and you can join over Steam without port forwarding Mac, Windows, Linux, and Steam deck are all supported natively. (Steam deck performance is not very good yet) You’ll need KOTOR 1, KOTOR 2 and Jedi Academy installed (Steam and GOG copies get found automatically) Its coming along nicely, and some playtesters have played 3 person co-op from Endar Spire all the way into Tatooine. Our two biggest challenges are getting all the cutscenes looking good, and getting retargeted jedi knight animations to look nice on the differently proportioned KOTOR characters. You can download and play the alpha here: https://github.com/kjk-engine/kjk/releases Discord: https://discord.gg/23bAu2wvH Here is video proof, although this was recorded in single player (note that this is a much older build with more bugs):0 points
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I can't believe that after all these years someone has finally achieved this, you are literally a damn wizard, with all due respect, this is a colossal work, my respect.0 points
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I reckon 99% of texture mods are compatible with K1R (the first restored content mod for Kotor I) and the RC-K1CP mod (the second restored content mod that was made for the K1 Community Patch which is a massive bug fix mod for the game) so there shouldn't be any worries there Define "collection". There are large texture pack mods that covers thousands of textures including NPCs, UI, areas, weapons, icons, and such. The problem with large texture packs like this is what makes them so rare, so here are the problems: 1) File Size: A single super-mega texture pack that covers everything is going to either take up gigabytes or terabytes on your hard drive. I personally wouldn't want to download such a large mod and so I would avoid said mod in favor of smaller, individual texture mods. As a modder, I wouldn't want players to avoid my mod due to the file size and I certainly wouldn't want to have to wait hours zipping a 50 gigabyte texture mod so I'd opt to make my texture mods separate from one another. 2) Biases: We all wouldn't download a texture mod if we didn't like the design of said texture mod. Let's say if I were to make a single super-mega texture pack and every NPC looked like this and you didn't like this design then you aren't going to download and play my mod. This is another reason why modders don't usually compile all of their textures into one big mod because if my single super-mega texture pack contained A, B, C, X, Y, and Z and you didn't like C and Y then you aren't downloading the mod. What you'll usually see is modders uploading texture mods that cover a specific area and it becomes up to you, the player, to pick and choose what textures you want. Have I mentioned AI? As AI has become a widely available tool, you'll notice how some mods are now utilizing AI to make new textures from scratch whether it be using AI to upscale the low-res textures or feeding the textures into an AI to "reinterpret" them. Whatever you think of AI can also make or break a specific texture mod for you, and I assure you there are entire collections like what you're looking for that are made using AI. The modder Dark Hope is a popular texture artist who does exactly what you want. The only downside is that you have to go to her page and manually download her mods to get the full package. If you do download all of her mods and install them, however, you'll be given a seamless and consistent upgrade for much of the base game's graphics. This is the person who makes the ultra-HD ultra-realistic textures for NPCs, armors, and other textures, if you were to install them all than about 70% of the NPCs shall be in this consistent new design. Her work is still ongoing, and so she is still working on textures that'll be released in the future. Do note that her first language is Russian, that is why many of her mod names are weird as she's translating them directly from Russian. The Ultimate Character Overhaul is an AI upscaled texture pack that upscales all of the textures into a higher resolution. Unlike Dark Hope's mods, this mod maintains the Kotor aesthetic whilst improving the texture quality of the NPCs giving them a fresh/crisp look. Vurt's KotOR Visual Resurgence is probably as close as you're going to get to one big single super-mega texture pack mod that is one download and one install, however, all of the problems I listed above apply. It's a 2 gigabyte download and it'll be even bigger when you extract it and it's made by using AI to reinterpret the textures. If you are fine with both of those, this can be the mod for you. But as I said, players usually download smaller mods and use them side by side. You can download Vurt's KotOR Visual Resurgence, install it, and then replace his textures with textures from smaller mods so that, in the end, you are using 20% of Vurt's mods whilst the remaining 80% is made up of a variety of different mods. Personally, I like to install Dak's Endar Spire Retexture and then pick out and add ONLY the animated textures from the ENDAR SPIRE Complete Overhaul on top of it. Though the idea of mixing texture mods is a bit risky, especially for a noobie, so I wouldn't recommend it. The point being is that no two players are going to agree on what is good, what is bad, what is right, and what is wrong, and sometimes the big single super-mega texture pack mod isn't the answer if you disagree with the design the author was going for. You should check out the the Mod Builds that is maintained by one of our Admins. The mods on this list for both games are highly tested and are compatible with one another, this can serve as a sort of catalogue as to what mods exist without going through Deadlystream's and NexusMod's entire library of mods.0 points