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Showing content with the highest reputation since 06/22/2026 in File Comments

  1. Its the culmination of around two years of learning how to mod KOTOR2 thanks to some fantastic youtube guides, old lucasforum posts, decompiling/examining scripts, and some tutorials here (also Holocron is probably the most noob friendly modding kit I’ve seen, even if its not great for some specific instances). It also helps that kotor blender makes porting maps between 1 and 2 to be a breeze (most of the time). Also, a lot of fantastic modders resources and incredibly kind people here on deadlystream let me use their stuff when I asked them. The mod has actually been out on nexus in early alpha for a while now (a few months), I just decided to release it here because I think most of the major bugs have been worked out. As for a trailer, I’m not really sure what I would put in it, the focus is on standalone stories for your Exile to experience, its eclectic, but fitting for KOTOR 2 with the desire to not overshadow the main game. I could certainly put up more screenshots of conversations, locations, and encounters.
    3 points
  2. For anyone who gets stuck just know that you cannot progress through the entire temple without T3-M4 in the party as the terminals require him to deactivate the ray shields. I am also interested in enhancing this mod. I've just gone through the mod and have made up a small list on how things could be improved to make it better.
    3 points
  3. I can say that much of this mod is about the aftermath of the events of K1. There are a few characters that show up, including some potential surprises. Some of your ideas here remind me of some of the quests in the mod, though I can't say I have used Goto for anything, yet... I am certainly open to ideas to expand upon in the mod. I only added on to Dantooine after a user made the suggestion that I do so.
    2 points
  4. A surprise new content KOTOR mod?!? This is like waking up Christmas morning to a tree full of presents! Absolutely going to try out this mod ASAP! And congrats on restoring the Tatooine Temple module! I myself have tried doing that but just could never quite finish up the project. I’m thrilled to see someone has done it at last!
    2 points
  5. Is it not possible to put all those files in one package instead of having to download them all separately?
    2 points
  6. when the sith trooper die,they don't have the sound
    1 point
  7. Thank you! You are awesome! I'm going to update it sometime soon and credit you anyway.
    1 point
  8. Feel free to add these icons, no credits needed. ii_Mask_222.tga ii_Mask_221.tga
    1 point
  9. Is it possible to make these settings on 1 KOTOR?
    1 point
  10. Another thing I'd like to add. If you use this mod with Recruit HK-47 on Taris, Yuka Laka will not have his new appearance on Taris. Only on Tatooine. Is there a way to make his appearance consistent?
    1 point
  11. This version does away with the changes to the appearance.2da file, so if I'm not mistaken, the order shouldn't make a difference. But if you want to be safe I would install this one last.
    1 point
  12. they include many uvw edits that reduce texture stretching, fix edge seams, and generally try to improve how an HD texture looks on the model. The vanilla low res textures usually look ok on the original models because the pixelated nature can camouflage many errors, but once they are upscaled the errors become more apparent. Most of my HD upscale mods try to fix this by modifying the models. The models in this specific mod are either duplicates or improvements on the model that are included in my big mod (as shown in the read-me files and the text in the "about this file" section.
    1 point
  13. I made the portraits using Photoshop and the skin color was just design choice I made. I have no problem with you matching the color tones for the file.
    1 point
  14. I don’t disagree, I think you have an excellent point, especially when one is talking about something as finicky and wildly variable as “ai voice” in a mod. Installing something like this is absolutely a big ask on blind faith.
    1 point
  15. I found a bug with Maana Demknot, his flight suit is semi-transparent some areas as seen here:
    1 point
  16. It is lore-accurate for Rakata to use lightsabers (well, "Forcesabers").
    1 point
  17. I tried the mod out and I think there are great ideas in there, but I’m sure it could be expanded more and there were some things that seemed odd (like the Rakata having a lightsaber). Above all the walkmeshes and broken models as well as possibly the light maps needs to be fixed because at times they made certain areas frustrating with the clipping. The potential is there and this is a mod many of us have wanted to for a very long time. A few revisions may be necessary before it is a must install but it certainly has the capability of being the next groundbreaking project for KOTOR 1.
    1 point
  18. I will definitely bookmark this for a future playthrough! Are you open to some questions ideas from odd musings I've had over the years? I've had some fun scenarios in my head like: what if Jorak Uln wasn't killed in K1 and stayed on Korriban to become even more insane? What if Goto sent you into the abandoned Sith Base on Mannan to get information on Sith holdouts?
    1 point
  19. Is this texture already in the vanilla game ? I assume you didnt make it yourself ? And if you actually did, would you mind if I used it for my own expansion ? I wanted to add a small bit of the module (caves part with rakatan style columns) to my endgame expansion. Thanks
    1 point
  20. 1 point
  21. I'm another modder. Once I try out this mod (looking forward to it!) I'll then see if I can fix up your walkmeshes a bit. Message me on Discord (sao1138 is my username there) and we can collaborate.
    1 point
  22. As someone who recently messed around with this module I have some questions about how you went about doing it, wanting to see if there is anything I could do to improve my mod: Did you add a skybox or did you just fog it up? I honestly think that the fog workaround makes more sense considering it's a buried ruin. How did you handle the invisible floors like the one in the room leading to the big circular room? I know when I implemented this module for my KOTOR 2 mod, I just copied a similar floor and made it fit. I'm not sure if there was a better way to handle that though. Did you redo the walk meshes, or is the pillar room still really iffy? How I worked around it was placeables here and there to guide players away from problematic areas.
    1 point
  23. Cool! This seems out of nowhere! Have you tested with the community K1 build by chance? I wanna try this out but need to know if I should zero my install first. Thanks!
    1 point
  24. I never thought this would ever be restored! Congratulations on the release. Is this compatible with K1CP, RCK1CP, and Sleheyron Story Mode?
    1 point
  25. Mods in the order they were installed: KOTOR Dialogue Fixes Character Startup Changes JC's Minor Fixes Ajunta Pall Appearance KOTOR Community Patch Droid Claw Fix Ported VO Replacements Ultimate Korriban Ultimate Kashyyyk Ultimate Tatooine Ultimate Dantooine Ultimate Endar Spire + Ultimate Manaan Ultimate Taris Ultimate Character Overhaul Ultimate Unknown World Korriban Sith Art Duncan on Manaan Consistent Conditioning HD Pazaak Cards HD PC Portraits PFHB02 Eye Fix High-Poly Grenades HD Gizka Gammorean Reskin Pack War Droids HD HD Cleaning Droids HD Jawas HD Sand People Better Twi'lek Heads HD Twi'lek Females Thigh-High Boots for Twi'lek Shaleena/Lashowe Mouth Fix HD Darth Malak CineMalak Detran's Darth Revan Darth Bandon HD HD Vrook HD UI Elements Male NPC Clothing Juhani Appearance Overhaul Juhani Cathar Head Korriban: Back in Black Cloaked Jedi Robes Cloaks with Shadows Qel-Droma Reskin Quanon's HK-47 HD Sign Placeable HD Kiosk HD Desk HD Escape Pod HD Weapon Placeables K2 Swoops to K1 HD Stun Batons Unique Sith Governor HD Ithorians HD Duros HD Davik HD Doctors HD Deadeye Duncan N_oldAMH01 HD HD Astromech Droids HD Protocol Droids Davik's Trophies HD Carth Onasi HD Canderous Ordo Quanon's Canderous Jolee HD Fen's Jolee Zaalbar HD Sith Uniform Reformation Revised Stylized Portraits Star Map Revamp Background Improvements Kebla Yurt Renovation Hi-Res Ebon Hawk Ebon Hawk Repairs HQ Cockpit Skyboxes Yavin Station Hangar Ebon Hawk Cockpit Upgrade I Ebon Hawk Cockpit Upgrade II High Quality Starfields HQ Skyboxes II Ebon Hawk Transparent Cockpit Windows Hires Beam Effects Animated Energy Shields Animated Cantina Sign Revamped FX Terminal Texture HD Workbench Animated Swoop Monitors Loadscreens in Color Reflective Lightsaber Blades Darth Malak's Lightsaber Blaster Visual Effects Wookiee Warblade Fix Kill The Czerka Guard Senni Vek Mod Male Twi'lek Diversity Ixgil the Bith Hidden Bek Control Room Jedi Choice Dialogue Enhancement Juhani Restoration Vision Enhancement New Leviathan Dialogue Camera Replacement HD Grenades & Mines Turret Minigame Remover Tutorial Remover Leviathan Prison Break Ain't No Air in Space Party Conversations on the Ebon Hawk Dark Sacrifice Sunry Enhancement Davik Slave Change Recruit T3-M4 Early Security Spikes for K1 HQ Blasters Crashed Republic Cruiser Trandoshans Rescaled Custom Selkath Animation Bastila Has TSL Battle Meditation Improved Cantina Sitters Helena Shan Improvement Bastila's Dark Bodysuit Dueling Arena Adjustment Bendak Non-Darkside Option Kashyyyk Forcefield Rework Swoop Platform Repair Engine Lab Bench Missing Lamps Fix Czerka Business Attire Diversified Republic Soldiers Diversified Jedi Captives Juhani Romance Enhancement Dodonna's Transmission Endgame Hologram Fix Twisted Rancor Trio Fix Rakatan Hologram Fix Ending Enhancement Elder Droid Unique VO JC's Mandalorian Armor HQ Gaffi Stick HD Quarterstaffs Training Lightsabers Logical Datapads Realistic Visual Effects NPC Alignment Fix Ultimate Character Overhaul Patches Republic Soldier Fix Republic Soldier's New Shade Character Textures & Model Fixes Turret Cockpit Widescreen HR Menus Galaxy Map Fix HD UI Menu Pack Workbench Camera Tweak Pretty Good! Icons Robe Icons for JC's Cloaked Robes Upscaled Computer Widescreen Fade Fix Main Menu Widescreen Fix i am also providing placeables.2da i also found a file placeableobjsnds.2da in override is that expected placeables.2da
    1 point
  26. I am wondering why you didn't include the texture's TXI file with it. If anyone else needs it, here you go. C_DrdSentry01.txi
    1 point
  27. Thanks for the mod! Please tell me what I need to edit so that the "empty" text is in Russian, i.e., localized. Thank you!
    1 point
  28. This should absolutely be included in the K1 Community Patch. I've been waiting 20 years for this!
    1 point
  29. I just ran all four installers on a clean installation and didn't encounter such an error, so I can only assume it is an issue on your end. Make sure you have extracted the contents of the mod to a folder where you have read and write permission.
    1 point
  30. There is also an additional issue where the model half t-poses when moving quickly (at least in when directed to move during a conversation). Though, considering most uses for an ewok model are going to be silly anyway, I'm not sure if that's a bug or a feature lol Edit: Messing around with other S models between games has led me to believe that this issue I reported was simply some sort of error porting between the two KOTOR games. Still funny to see though.
    1 point
  31. I have tested the appearance out in-game as an NPC and I have discovered some issues. As you can see, the area between the hood and the face has holes in it allowing you to see right through the NPC. There are also some minor clipping issues with dialogue animations and there's an oddity where the heard lurches forward when it dies, though I suppose that's to be expected. The Ewok's dead body also clips into the floor, which I suspect might be fixable, however.
    1 point
  32. This will be because of the newly discovered issue that all models with VFX nodes exported from KOTORMax include a spurious component that causes a crash on Linux (and probably Mac). They need to be recompiled with a fixed KMax or KBlender. I'll get around to an update at some point.
    1 point
  33. Thought it was just me. Gold lips instead of red.
    1 point
  34. Of all the texture mods I've got installed this one seems to be malfunctioning, the gold is mapping to her lips as well. Needless to say it looks terrible.
    1 point
  35. Very nicely done. More detailed than the original hilts, but still generic enough to work within the game's context.
    1 point
  36. Not the mod author, but I can tell you it's because you already completed Tatooine on that save. Basically, you can't modify a module after you've already visited it in a save (with very few exceptions). But that being said: you can just use the cheat code "warp m19aa" to teleport to the start of the Tatooine temple, just past the entrance within the Krayt cave. Have fun!
    0 points
  37. I suppose a trailer would make most sense for the eventual 1.0 release.
    0 points
  38. @The_Chaser_One I made it from the textures of the Krayt Dragon cave, you can use it. I know everyone views their mod and ownership differently but for me I only really care about the integrity of the story, dlgs, for this mod. I'm open to sharing and collaboration @N-DReW25 Yes if anyone gets stumped about the Ancient Terminal , you need T3-M4 in your party AND the Power Cell item in your inventory. I'm all ears! I will be returning to work on an update for this project again in a few weeks. And having help from the community would be great! I am likely going to create a thread in the forums for us to discuss the features and fixes we want to implement, and I also joined the OpenKotor discord.
    0 points
  39. It shouldn't be incompatible with Sleheyron Story Mode as the head developer, SAO, tries to make it compatible with RC-K1CP. Of course, there have been historic problems in the past which has made it incompatible with RC-K1CP, though in those instances those incompatibilities where due to the unforeseen bugs which later got patched. For Sleheyron Story Mode, I would recommend asking the Sleheyron Story Mode devs themselves as they're the ones responsible for compatibility with RC-K1CP. The latest patch fixes an RC-K1CP incompatibility but if you were to, for whatever reason, discover a new incompatibility you would have to report that to SAO on the Sleheyron Story Mode page. Whilst I do agree that BOSSR is an amazing mod, it's simply too big and too old of a mod for me to worry about compatibility wise, this is the same philosophy as the K1CP devs as well so it's possible it might not even be compatible with K1CP and if it was it's purely by coincidence and not by design. That would depend on exactly what it is you want to see and how complex that bit of restored content is. For the longest time people wanted the Echani in RC-K1CP and they have since been added, in terms of very possible restorations the Iriaz and Outcast Children are my top priority for this mod. Long term, the Pazaak Tournament will be added as I have received permission from Fair Strides to port it from K1R into RC-K1CP. The RC-K1CP's version of the Pazaak Tournament shall be different from K1R's version and The_Chaser_One's version. As The_Chaser_One here is a Sleheyron Story Mode dev, I would trust his advice on both BOSSR and Sleheyron Story Mode compatibility with RC-K1CP.
    0 points
  40. interesting, might be worth posting an image of it in game
    0 points
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