Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation since 05/14/2026 in Posts

  1. 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.
    5 points
  2. It didn't, but it should now. Try this version. Dantooine I-Wing (Tangent Space).zip
    4 points
  3. 4 points
  4. V_FreightL02.rar
    3 points
  5. 3 points
  6. Update: I have finished the lightmapping and attached the updated version. Now all it needs is someone talented to create a texture for it. Dantooine I-Wing (Lightmapped).zip
    3 points
  7. OK, I have completed the lightmaps and submitted the finalized mod for approval: https://deadlystream.com/files/file/2973-high-quality-taris-freighters/. The lightmaps should bring the freighters' brightness much closer to vanilla levels. In other news, I have put together a rough draft of DarthParametric's I-Wing on the roof of the Sandral Estate. I still need to lightmap it, but I have attached the current draft for reference in the meantime. Since DarthParametric's model already included seats and control console boxes, I did my best to finish off the inside of the cockpit frame and made the glass transparent...but of course you can't see most of the interior from the ground anyway. I think the transparency still enhances it, but if people prefer, I can black out the windows instead. Dantooine I-Wing (Draft).zip
    3 points
  8. Yavin itself is also a billboard (albeit a dome-shaped one), just like the Yavin outside the window of the station in K1. Might be useful to someone if they wanted to swap it. /resources/art/fx/geometry/galaxy_map/texture/gal_map_yavin_dome.dds gal_map_yavin_dome.dds
    2 points
  9. View File M4-78EP Unofficial Patch THE SITH LORDS RESTORED CONTENT MOD ADD-ON: M4-78EP Unofficial Patch 1.0 1. Description: ---------- One of the most ambitious Kotor II mods is also one of its most controversial. The M4-78 Enhancement Project, or M4-78EP, was the culmination of years of hard work to restore the legendary Droid Planet of M4-78 back into Kotor II, however, the first releases of M4-78EP was plagued by two critical issues which gave the mod a bad reputation. 1) A mix of low-quality, amateurish voice acting and bizarre Droid filter choices. 2) Crippling lag in the Industrial Zone. Updates 1.3 and 1.5 of the M4-78EP were intended to fix these two issues. The majority of the Droid VO is now reasonably competent for a fan mod and the lag in the Industrial Zone was fixed, however, these updates also added more problems which simply replaced the old issues with new issues. 1) The teleportation mechanic during the Radiation section was controversial with some players. 2) The removal of the side quest “Termination Required” during the Radiation section was controversial with some players. 3) Removal of content was unfinished in some places. The Security Droid trio which was removed spill spawn during the Radiation section and could be found if you ran backwards in the Industrial Zone before clearing the Radiation. 4) Kaah’s new dialogue in ES-05’s Archon Chamber was amateurishly written when you compare it to the old dialogue. 5) Having Vash and possibly Kaah be killed by the weak Sith Assassins you mow down throughout the game was hardly seen as an improvement over the old ending. 6) In the attempt to fix the lag an important placeable was deleted which prevented the side quest “Fixing Droids” from being completed. This mod, the M4-78EP Unofficial Patch, is the work of a coalition of modder’s who have come together to fix M4-78 to improve the new content added in updates 1.3 and 1.5 whilst restoring the much beloved features which were removed in those updates from update 1.2. Please consult the “Features.txt” file for a full changelog of changes made to M4-78EP 1.5. Please note the following: Whilst M4-78EP 1.5 has language support for English and Russian the M4-78EP Unofficial Patch is ONLY SUPPORTS ENGLISH AT THIS TIME! Whilst M4-78EP 1.5 is available on the Steam Workshop via TSLRCM (English) + M4-78EP (English), the M4-78EP Unofficial Patch ONLY SUPPORTS THE DEADLSYTREAM VERSION OF TSLRCM AND M4-78EP! 2. Installation: ---------- Note: TSLRCM must be installed FIRST, M4-78EP 1.5 must be installed SECOND, and the M4-78EP Unofficial Patch must be installed THIRD, in that PRECISE order, and ALL other mods are to be installed AFTER these three mods. 1. First, you will need to get the most up-to-date version of TSL Restored Content Mod (TSLRCM 1.8.5). It's available for download here: http://deadlystream.com/forum/files/file/578-tsl-restored-content-mod/ Please note that M4-78EP will NOT work AT ALL without TSLRCM. 2. Follow TSLRCM's installation instructions. 3. Once TSLRCM is successfully installed, run M4-78EP.exe. Installer will ask you where you want to install the mod - it should figure out where TSLRCM is installed by itself, so you probably won't need to change that. If, for some reason, the installer shows an incorrect folder, make sure you change it to directory where Kotor II is installed (where swkotor2.exe is located, NOT any of subfolders), same as TSLRCM. 4. If you want to install the “British Female Warning Voice” open the “British Female Warning Voice” and copy the audio files from there into the “tslpatchdata” folder inside the M4-78 Unofficial Patch download and overwrite the existing audio files. Doing this will install the British Female Warning Voice instead of the American Female Warning Voice. 5. Run the HoloPatcher.exe inside the M4-78 Unofficial Patch download, navigate to your Kotor II install folder and click install. Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first. 6. While we try our best to make this mod as bug-free as possible, with the many options of KOTOR2 and our small testing team it can happen that bugs, including critical ones, pass through. We will fix them, so check our site for any potential updates and patches. 7. Install any of the included Bonus Addons from the “Bonus Addons” folder that you’d like. Note: If you plan on using Ashton Scorpius’ TSL Better Male Twi'lek Heads mod, install that mod, open the folder “TSL Better Male Twi'lek Compatibility Patch” in the “Bonus Addons” folder, choose between Vanilla Quality and High Quality, and copy the two files from one of these folders and place them into your Override folder. 8. Install any other compatible mods you desire now. 4. Uninstall ---------- Not possible. Make sure you backup your Kotor II game folder before installing TSLRCM and M4-78EP 1.5 to ensure that you can go back and reinstall your mods without M4-78EP 1.5 should you change your mind. 5. Known Issues --------- - When entering 812DRO, the Droid Manufacturing Module, the side quest Deadly Upgrade reactivates again for unknown reasons should it have already been completed. - Whilst the shadow of the Droid Construction Boss model, L5-65’s model, was fixed I suspect it has a few problems. The Environmental Zone’s Guardian Droid boss fight appears to be doing a T-Stance when Kaah has his final line and, when talking to L5-65, the Droid will “Moon Walk” on the spot without stopping. - The Escort Droid will still teleport you to 810DRO and 811DR (M4-78EP 1.5’s Droid Manufacturing and Research & Development modules) instead of 812DRO which is the new Droid Manufacturing Module made by Thor110 which merges 810DRO and 811DRO into one module. - Kaah Ohtok’s unique death scene if you spare him in the Environmental Archon Chamber and then try to “recruit” him into your Party may not fire properly. If this is the case and it can’t be fixed the option to fake recruit him may be removed, however, do know that this scene not firing should not break your game. 6. Future Plans --------- - Improve Korriban content. - Restore the bonus side quests for HK-47, T3-M4, and G0-T0 during the Radiation section of M4-78. - Rename every single Droid on M4-78 to make Droids easier to identify. For example, instead of “CS-36” he’d be named “Greeter Droid CS-36” and journal entries will specify that detail so that he should stand out amongst the plethora of CS named Droids. - Give every single named Droid a unique texture to make Droids easier to identify. For example, if CS-36 was the only droid that was colored hot pink and the journal entry said he was hot pink it would be easier to identify that Droid. An optional HD pack is also planned for these new Droid textures. - Reword and reorganize certain Droid dialogues so that the dialogue is more consistent with the rest of the game. - Add more Party dialogue interjections throughout M4-78. Some of these could be lifted from other parts of the game, spliced together, or created with AI so that Party members can actually interact with the planet they are on. Do note that Hanharr uses alien VO and can be written to actually talk about M4-78. - Fix the 1.5 content where you could use Bao-Dur to break into the Environmental Zone first before going to the Industrial Zone. - Add more Power Cores. - Revoice Master Vash with a human voice actor, NO AI, and change the ending to allow her to reunite with the others on Dantooine. 7. Credits: -------------------------------------------------- » Developers -------------------------------------------------- - N-DReW25 - Project Leader, dialog correction, dialog editing, git file editing, texture editing, VO splicing. - Thor110 - Project Leader, scripting, git file editing, modeling. -------------------------------------------------- » Beta Testing -------------------------------------------------- - AxConsortium - Doodmane444 - Vriff - th3w1zard1 8. Contributors: -------------------------------------------------- - Ashton Scorpius – Creator of the TSL Better Male Twi'lek Heads mod which contained an M4-78 compatibility patch which was used as a base for the Kaah Ohtok Compatibility Patch found in this mod as Kaah’s texture was changed. - Dark Hope – Creator of the PROTOCOL DROID HD mod and the, as of today unreleased, HD Male Twi’lek head texture, which served as a base for IS-18’s HD texture and Kaah Ohtok’s HD texture. - ndix UR – For fixing the glowing eyes of the Foreman Droid model. - Sith Holocron – Creator of the optional HD M4-78 textures, several upscaled droid textures, and edited VO. -------------------------------------------------- Special Thanks -------------------------------------------------- Zbyl2, Stoney, Hassat Hunter and the other developers and contributors of M4-78EP. Please consult the M4-78EP page for the full list of users. 8. Distribution Notes ---------- This mod may not be modified or distributed without the explicit permission of the authors. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 06/06/2026 Category Mods TSLRCM Compatible Yes  
    2 points
  10. Big preservation win for the KotOR modding community today. Several long-dormant classic tools are officially no longer abandonware and will now be maintained under the OpenKotOR umbrella. These utilities have been part of the foundation of KotOR modding for years, and having active stewardship again means bug fixes, modernization, long-term preservation, and future quality-of-life improvements are finally back on the table. Huge thanks to @Fair Strides for helping make this possible and for entrusting the community with the source and continued maintenance. Official new repository homes: TSLPatcher ← (yes you are reading this correctly) ChangeEdit ← (yes, your eyes are NOT deceiving you!) ERFEdit JRLEditor TalkEd SSFEdit This is one of those moments that quietly changes the future of the ecosystem. More information: - OpenKotOR is dedicated to keeping source code and legacy applications maintained to allow anyone and everyone to start building and creating quickly. A lot of the old communities are fragmented and much of the information is difficult to find/understand without a community. Many of us are frustrated with this, and have created a community where we can just get stuff done without a plethora of outdated archaic rules making it seem like the average subreddit arguing with various Reddit mods. If you head over to https://discord.gg/jxR7hzHmsD, you’ll find an active hub of modern KotOR tooling and development. The community is building full replacements for many of the classic utilities -- including a brand‑new 3D map builder, an opinionated MDL viewer/animator/extractor, and even a complete game engine rewrite capable of running KotOR directly in your browser. On the modding side, major projects like Sleheyron, Rhen Var, and expanded work on M4‑78EP are deep in testing, iteration, and refinement. The server is a great place to follow progress, report issues, and see what the next generation of KotOR modding looks like as it takes shape. There’s a lot happening, and it’s all moving fast. New people are joining every day, many doing things that could only be *dreamed* of in previous years. Imagine if we beat Disney to a remake, or if our community non-profit passion turns out BETTER than what the game developers intended. All of this work lives under the broader OpenKotOR community, which you can join here: https://openkotor.com/ Everyone has a say in this community, regardless of how long you've been around, who you are, or what your current understanding is. This is a completely decentralized community. Please feel free to openly share your creativity and curiosity or just grab some popcorn and watch some agentic engineers poop out some ai spaghetti. It's all quite fun. If you’re curious, want to contribute, or just enjoy seeing the game pushed into new territory, you’ll fit right in.
    2 points
  11. Lyn Sekla dheb_LynSekla.rar
    2 points
  12. Sure, I'll work on that next after I finish the Taris Freighter lightmaps.
    2 points
  13. Hello there! It's been a long while since i've been there, since i've been mostly active on discord. I felt like i could share some WIP here, just to show that the project is still alive New ranged weapons sounds and visual effects Vulkar recruitment Manaan fast travel Workbench and lab station crafting system Undercity Floating mine for K1 That's pretty much it from the videos i did. I'm still in silent mode for now, but i'll have a lot more to showcase hopefully in the future. I'm currently working on the apartments content, the undercity and the vulkar base. Further areas are sewers and black market. We're slowly getting there
    2 points
  14. There is not. I have posted about it previously (probably multiple years ago at this point), but TOR only has a simple billboard (a plane with an alpha-masked texture) of the station, not a model. It's just a little Easter egg as you fly past Yavin on your way to Yavin IV, you never actually visit it. /resources/art/fx/geometry/cinematics/texture/cine_billboard_yavin_station_01.dds cine_billboard_yavin_station_01.dds
    1 point
  15. ooh I think this is the first Mira reskin I like. Good job.
    1 point
  16. The only place in the game where he would fit in adequately is an empty platform.
    1 point
  17. 1 point
  18. You're all doing great work. You should publish everything together. It will be easier for everyone.
    1 point
  19. The original intention of the model (which shows how old it is) was for it to replace the G-Wing on Dxun/Onderon in TSL. You could do that, although that raises the issue of take-off/landing videos. Or you could maybe put a hangar next door with it in on Onderon.
    1 point
  20. Try the attached TXI. I added the line "bumpyshinytexture mycube", and that made it work for me. My guess is that the game didn't know what to do with a mesh that had a lightmap and a bump map but no reflection, so it just shrugged and didn't draw anything. Fantastic work on the texture as usual! I'm just sad that you won't be able to see half of it because the ship is up high away from the player. I'm half tempted to add a similar ship on the ground somewhere else to show off the rest of it... DP_I-Wing.txi
    1 point
  21. Something didn't work out for me. He disappeared)) Maybe I'm doing something wrong. DP_I-Wing.tga DP_I-Wing.txi DP_I-Wingb.tpc It looks fine without the bump layer.
    1 point
  22. The M4-78 Unofficial Patch mod is a mod that players will install after M4-78EP 1.5 to fix all of the bugs found within M4-78EP 1.5, thus allowing you to play the mod from start to finish without getting soft locked due to bugs and/or broken content. As this mod will essentially make the M4-78EP mod viable to play again I am making this thread here in the M4-78 section as this mod is essentially a spiritual 1.6 update. However, as this thread will act as a WIP/Development Thread for a mod which is an addon for M4-78EP I welcome the Admins to move this thread to the WIP section should they deem it necessary to do so. When it comes to cut content, there are a few things we the players yearn for - Sleheyron, Bao-Dur's Sacrifice, Disciple's Holocrons. We yearn for these things because we currently cannot experience these things today as no one has made the mods to restore them yet. Two decades ago, the legendary Droid Planet of M4-78 was part of this list of cut content we once yearned for as it too wasn't made available to us back then. First came the mid 2000s knock-off restorations such as Darth Shan's Droid Planet mod in 2006, followed by Stoney's M4-78 in 2008, followed by the M4-78 Enhancement Project in 2012. When version 1.2 of M4-78EP was released in 2015, it can be seen by many of us today as being the "last" stable version of the mod. You could play it from start to finish, though it had two massive problems: horrible droid VO and agonizing lag in the Industrial Zone. Update 1.3 fixed the droid VO (though it was a Steam Workshop exclusive until 1.5 was released) and update 1.5 fixed the lag in the Industrial Zone (update 1.4 was skipped as the devs forgot which version the mod was on at the time). If you played M4-78EP 1.2 followed by M4-78EP 1.5 today you would appreciate the new VO and the fixed Industrial Zone lag but you'll quickly realize that efforts to fix the mod has made the even more choppier to play than it was before. * The new dialogue on the landing pad's intro cutscene, whilst not being spliced, can be strange at times (as a horribly spliced HK-47 line is still present). * Teleportation during the radiation side quest is ridiculed for being jarring. * Dividing the Industrial Zone into 3 modules is ridiculed as the area transitions are badly done. * The new Kaah Ohtok dialogue in the Environmental Archon chamber is of lesser writing quality than the old 1.2 dialogue. * Objects containing quest items were removed by accident thus breaking side quests. * Vash is now killed by Sith Assassins instead of Archon M4-78, whilst on paper this may seem like an improvement the scene is actually of lower quality when compared to the highly cinematic M4-78 kills Vash cutscene from version 1.2. When you install the M4-78EP Unofficial Patch mod on top of M4-78EP 1.5, all of the above problems and problems you've never noticed will be fixed. * More new dialogue has been added to the landing pad's intro cutscene to make it flow more naturally. No new splices have been used and the old splices have been removed. Not only this, but the dialogue added in 1.5 has been preserved and has been rearranged to feel more natural in-game. * The teleportation added during the radiation side quest has been removed, however, the Security Droid cutscene that was removed in version 1.5 has been restored. Plans for restoring the bonus side quest in a future update is also being considered. * The Industrial Zone is now divided into 2 modules instead of three, and in the laggy module in particular a lot of the droids which were removed to fix the lag have been restored though the lag is still not present. * The old Kaah Ohtok dialogue in the Environmental Archon chamber has been brought back, however, the new dialogue has been mixed in with the old dialogue so that nothing has been removed. * Objects containing quest items which were removed by accident have been restored thus fixing the previously broken side quests. * The old ending from version 1.2 has been restored, Vash will now be killed by Archon M4-78 once again. Overall, this mod currently fixes around 150 problems from the original mod. Now, you might be thinking to yourself - "If the mod is finished, why is there a WIP thread for it?" The reason is simple, even though the bulk of the mod is finished I do intend to add optional install components to further fix the M4-78EP mod to make the mod more enjoyable. Below in this spoiler box are some of the plans I have for hypothetical future content updates: Of course, some of those plans may not come to fruition and some might even be added to the main mod, but those are just an idea for some of the things I have planned. I would like to dedicate this last bit of this WIP thread to my fellow modder, @Thor110, for his extensive collaboration with the project. We worked extensively together before he went on hiatus, many of the bug fixes found within this mod were not only done by him but couldn't have been done without him. Things like the extensive model fixes and corrections and the work done to re-merge the Industrial Zone from 3 to 2 modules can be attributed solely to him and, without him kickstarting the project with these difficult fixes, this completed mod would never have seen the light of day. Thor110's early work can be found in the M478EP Level Fixes mod but, as he points out, that mod is broken. The M4-78 Unofficial Patch contains the core fixes from that mod, alongside a boat load of new fixes. The full changelog can be found here in this spoiler box: And some screenshots: Do I feel this mod will make M4-78EP the best mod ever made, one that will make you go from hating M4-78 to loving it? No, I do not. However, I hope that this mod will give M4-78 a fair chance for new players who may be experiencing the planet for the first time. People will inevitably hate the idea of playing 3 hours worth of fan made content with little reward to show at the end of it, however, instead of experiencing a bug filled mess future players will now be able to judge M4-78 for exactly what it offers and what it tries to accomplish. The download link, when it is approved, shall be found here. Feel free to let me know your comments and your valuable suggestions on the mod here in the comment section down below:
    1 point
  23. My updated upscaled maps are fully compatible with N-DReW25's patch, Find it here.
    1 point
  24. Does the model support bump layer?
    1 point
  25. I have contacted HarIII to see if he can assist with his mod.
    1 point
  26. View File Dantooine Raiders Fix Some of the Mandalorian / Duros raiders on Dantooine had no feats to equip their melee weapons, some didn't use their grenades and some just weren't fighting at all. Now that is fixed. Also Sherruk the Mandalorian boss now uses his lightsabers. If you don't like the changes to Sherruk just delete the 'dan14_sherruk.utc' file from the override folder of your game or just do not install it to begin with. Submitter GearHead Submitted 05/25/2026 Category Mods K1R Compatible Yes  
    1 point
  27. May I request you keep the old one up as an archive whilst the new ones are uploaded seperately? Whilst I know your HD rework will be far superior to the old ones, some of us do like the 512x512 original quality aesthetic. I might be completely lost with what you are proposing here, but as a modder who uses your modders resources the way you setup your previous upscale mod was very convenient for me. When the mod is setup like this above, these three files are all part of the same download page but I can choose to download one or the other. If I was a player with a low-end PC and slow internet I wouldn't want to download the 4K TGA version due to the file size and so I'd stick with the 2K TPC version instead. This method best caters to everyone's needs, whether it be a low-end player, a player who wants to play with HD textures, and a modder who wants to access the raw TGA files. The only thing one could complain about is how there isn't a 2K TGA version for modders who want to view the lower resolution option. Of course, I might be missing the point of your thread completely - if I am please let me know!
    1 point
  28. I would recommend three separate downloads given the size. I'd probably go with 128. Icons tend to look worse when scaled up too much, but on a 1080p screen the equipment icons are about 96 pixels.
    1 point
  29. https://github.com/CrispyW0nton/Kotor-3D-Model-Converter/tree/qt-ghostrigger Development Update: GhostRigger Has Taken a Big Step Forward Hey everyone, I wanted to post an update on GhostRigger because the project has been moving fast lately. The short version: GhostRigger is still very much a WIP, but it has grown from a basic model viewer / importer concept into a much more serious KotOR development toolkit. A lot of recent work has focused on making the tool feel less like a loose utility and more like professional game-dev software for working with Odyssey/Aurora assets. Major Recent Progress GhostRigger now has much stronger support for: Loading and browsing KotOR 1 and KotOR 2 game assets directly from the game directory Rendering MDL/MDX models in a modern Qt viewport Texture handling improvements, including fixes for wrapping/clamping issues on module and character textures Better module/area model categorization and labeling Improved viewport controls, including transform/gizmo work Measurement tools for inspecting models and scene scale A new lighting system inspired by the Aurora/Odyssey render pipeline Experimental lightmap baking tools Better module rendering, including ongoing work around baked lightmaps MCP tooling for automated inspection, validation, and asset transfer workflows Continued work on the Character Builder pipeline One big area of research recently has been KotOR’s “mesh objects as bones” system. KotOR does not use a modern armature system like Blender, Unity, or Unreal. Instead, the named MDL node hierarchy itself is the skeleton, and many _g meshes are both visible geometry and animation bones. That changes how the Character Builder needs to work. The “Build Skeleton” step is being reworked around this native KotOR logic instead of trying to force modern FBX armature assumptions onto the game. Character Builder Direction The Character Builder is being reshaped around a clearer workflow: Choose a base KotOR model/skeleton Load the custom mesh Align the mesh to the KotOR skeleton Assign/build the KotOR node hierarchy correctly Assign or preview animations through the supermodel chain Preview heads, weapons, equipment, and attachments Export a game-ready MDL/MDX There is still work to do here. I do not want to pretend this is launch-ready yet. The goal is not just “can it import a model,” but “can a KotOR modder actually use this smoothly to get a model in-game without fighting the tool.” That means the rigging, preview, animation assignment, texture handling, and export flow all need to feel reliable. Huge Thanks to LordVader I also want to give a major shoutout to LordVaderCW, who has been contributing a lot of important work through his fork. Recent collaboration from LordVader has brought in substantial improvements, including: A new Aurora-style lighting system A new transform gizmo system Measurement tooling Experimental lightmap baker work Lightmap/rendering patches Fixes around rendering artifacts, including Windows-specific GPU issues General cleanup and modernization across the Qt branch This collaboration has been extremely helpful. A lot of the recent progress is coming from comparing approaches, merging work, testing real KotOR assets, and trying to make sure GhostRigger behaves like a proper KotOR tool rather than just a generic model viewer. Current Focus Right now the main priorities are: Making module rendering more accurate Improving lightmap and texture correctness Continuing the Character Builder rework around native KotOR skeleton logic Making the viewport/gizmo workflow smoother Building a real animation and equipment preview system Making sure exported assets are structurally valid for K1 and K2 The big question I keep coming back to is: would this actually help a KotOR modder get a custom model into the game faster and with fewer headaches? That is the standard I am aiming for. Thanks again to everyone who has been following the project, and especially to LordVader for the recent collaboration. There is still a lot to do, but GhostRigger is becoming much closer to the kind of full game-dev toolkit I originally wanted to build for KotOR.
    1 point
  30. The I-Wing was already there in the vanilla game, I'm just swapping in DarthParametric's remodeled version. I always assumed it was the Sandrals' personal ship or something like that. (Screenshot stolen from Wookieepedia)
    1 point
  31. Just a question: why would there be a I-Wing there? I'm sure I'm missing something... 🤔 But great work, WildKarrde! I like the transparent glass myself.
    1 point
  32. View File High-Quality Taris Freighters This mod replaces the freighters parked outside the Sith base on Taris with the higher-quality version from Manaan. While I was at it, I also patched a large hole in the bottom of the upper freighter's landing platform. Lastly, I have replaced the freighters' texture with higher-resolution version from elsewhere in the original game files. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Copy all files in "Installation" to your game's Override folder. If you are using a mod that reskins the freighter, do not copy "v_freightl02.tpc" into Override. ------------------------------------------------------------------- UNINSTALLATION Delete the files back out of the Override folder. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with the KOTOR 1 Community Patch (K1CP). It is incompatible with mods which edit m02ab_03b.mdl/mdx/wok. If you are using a mod that reskins the freighter, see the INSTALLATION section for special instructions. ------------------------------------------------------------------- CREDITS KotorBlender by seedhartha Kotor Tool by Fred Tetra Holocron Toolset by Cortisol and th3w1zard1 TGA2TPC by ndix UR Thanks to Dark Hope for requesting this mod and for pointing out the higher-quality version of the freighter on Manaan. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. These models may be used as a basis for mods which make additional edits to the same models as long as appropriate credit is given to this mod's author. Other uses require the author's permission. This mod shall not be reposted on any sites other than Deadly Stream without permission. Submitter WildKarrde Submitted 05/17/2026 Category Mods K1R Compatible Yes  
    1 point
  33. View File Collar fix patches for JC Cloak mods Description I love the Kotor 2 style jedi robes, who doesn't? its probably THE jedi robe used in modlists now, and yet I think the black collar in JC's original kotor 2 mod looks weird to me. Luckily two mods came out that fixed that issue, Heyoranges collar fix mod and Shems Cloak revival retexture. Then I realized that DarthParametric's JC's cloaked jedi mods still have the collar problem, meaning they'll look out of place with the texture replacements. This mod is moreso an override patch to replace DarthParametrics JC's cloaked roebs to match with whatever collar fix you choose Installation: YOU MUST INSTALL JC'S CLOAKED MOD AND DARTHPARAMETRICS JEDI MODS FOR MY MOD TO WORK: -JC's Fashion Line I: Cloaked Jedi Robes for K1 -Diversified Jedi Captives on the Star Forge (Also install TSL Robes compatibilty patch in the optional files) -Jedi Diversity on the Star Forge -Dark Jedi Wear Robes After the mods are installed, its just a simple override loose file process, all you have to do is download and extract this mod, and pick the specific folder of the mod your using (Or all if thats the case), select the folder of which collar fix your using, and drag the files into your override folder in the swkotor folder and override all files when prompted to Recommended mods: I highly suggest you pick either Heyoranges collar fix mod or Shems Cloak revival retexture, as they give JC's cloaked robe collars and they just overall look nice. I've made two seperate folder for whatever texture your using for whatever mod you chose to use. Thigns to note: I chose to do the simple gloved brown robe textures cause thats what was originally used for DarthParametrics mods. It may be a little hard to tell texture file is which, so refer to the images (Or look at Shems Cloak revival retexture or Heyoranges collar fix to pick which one you prefer more) Credits: - JCarter426 for his amazing Jedi cloaked mod -DarthParametric for his awesome jedi mods -heyorange for his collar fix retexture and giving me the insperation to make this patch -N-DReW25 for giving me permission to use Shenms Cloaked Revival textures for this patch Submitter HeartMan Submitted 05/14/2026 Category Mods K1R Compatible No  
    1 point
  34. Damn, a decade since I did that thing. Interestingly, having a look at it, there are minimal overlapping faces, so it would require very little work to create functional lightmap UVs. Just a small bit of shuffling for the overlapping islands. There's plenty of space, because it was a pretty inefficient unwrap in terms of maximising pixel density.
    1 point
  35. Hello friends, I am currently developing a patch for K2 that extends the active Party from 3 to 5. I've got a lot of it worked out: Adding to party from party select screen Combat, Skill Usage, Quest Reward Experience Propagates to 4th and 5th slots Buffs/Debuffs can be added to 4th and 5th slots. The icons display. Autolevel up will autolevelup 4th and 5th slot members. Most movement related bugs are sorted, still some quirks with pathfinding and spawn location to sort out GUI has been fixed to show 4th and 5th slots. 4/5th slots can react to conversations, start dialogue, gain/lose influence. Things still needed: 5th slot doesn't show level up icon. (Shouldn't be a difficult fix) Scripts that hard code iterating through the party with 3. These will all have to be changed. In menu portraits don't show, researching fixes for this. Coming to a KOTOR Patch Manager Near You, some day, don't ask. I'm working on it.
    1 point
  36. PLC_TwlkCrps.rar
    1 point
  37. Oh? Now I'm curious as to what base texture package might be replacing the "Ultimate" line... I"ll hop on the Discord then. I'm curious about trying to add it myself. I think i've got a functional build working, but I'm not a modding expert. I'm intermediate at best.
    1 point
  38. Hello there everyone! I didn't post a proper update for a while. To be honest i'm not doing any "insane" progress lately but we keep going forward! The reason of this post is simple, I'm gonna have some (well earned) holidays from November 1st to November 11. I want to organize a long stream showcasing the state of the mod and most of its current content. 2 main goals: Showing the work, and most of all, getting your feedbacks! 🫡 We'll be discussing a lot about where the mod is going, so if you want to provide some ideas, feel free to jump in! I'll be streaming on Friday night, 7 November, on my youtube channel (link: https://www.youtube.com/@zobizobstudio/streams). If you cannot join live no worries, i'll be uploading the entire thing on my channel aswell so you can still reach me in the comments, on Deadlystream or on the dedicated discord channel for the project. @vurt Wow, i've just noticed your message but i've seen your retexture work and it looks amazing! I'd be more than happy to have you on board for some retextures. Atm the only thing is, as I'm using K2's assets or some other modder's assets from Vanilla, i wish the textures to be close to the vanilla art style. If that still interests you we can work on some npcs variations, like their clothings or stuff like that! Especially for aliens. I couldn't post without showcasing some stuff, so here are some of the things i've showcased on discord. A kinrath model that sprays acid The hidden bek bartender: The outcast keldor: Very small showcase for the back alley entrance: Very small showcase for the new back alley module: New way to kill Selven: A new teleporting chadrafan npc concept: All of this is WIP of course Hope to see some people on stream!
    1 point
  39. Hello there everyone! As always, i'm in the middle of thousand different projects for the mod, but I felt like providing an update for the current WIP lower city and hidden bek base The new hidden bek appearances The lower city The hidden bek base The project goes further and further! Not as fast as i'd hope, but still we are very slowly getting there! 😅 For the people interested, i've created a discord channel dedicated to the project. It is not very active at the moment, but i post some screenshots or videos here and there so if you want to be up to date with some work in progress you can see it in there. You can also directly provide some feedback. It'll be way more active once i'll release the alpha build obviously! My discord for the project See ya next time! 👀
    1 point
  40. Star Wars: Knights of the Old Republic II: The Sith Lords is a fun game to play, at least as far as character leveling and battling your way through the game is concerned (so many of the sidequests being broken as all get-out, not so much). Which is good, because if the story as-is was the main draw of the game? I might have donated or pawned my Xbox copy and never looked back. Because... hot take: The majority of KotOR II's writing is crap, especially in regards to the Jedi Order and the Sith Triumvirate. Now, there are some things and concepts I like, but there's a lot (especially to do with the areas just mentioned) that has grated on me more and more with every subsequent playthrough. So, I'm going to cover the things I have problems with and pitch fixes for them (marked with underlines). Now, I realized a lot of these fixes cause contradictions with Legends storylines that referenced this game, but you know what? Serves Legends right for having mindlessly rubber-stamped practically every non-Lego game that came out after SotE as canon (especially The Force Unleashed). And for the NJO novels. * Letting the player decide whether Revan embraced redemption or reverted to evil. Letting the player have it either way as far as Revan's gender is concerned? That's all fine and dandy (that is, aside from the sloppy coding not checking this properly especially wrt the stupid Jedi Masters). But KotOR II also tries to let you choose whether the first game had the Light Side or Dark Side endings (hence why the galaxy is so jacked-up) but that. Doesn't. Actually. Work. Because except in the situational alternate Dark Side ending, THE STAR FORGE DOESN'T GET DESTROYED on the Dark Side path. The Dark Side ending of KotOR 1 is: "Revan kills Malak, reclaims the Sith empire and the Star Forge, is poised to conquer the galaxy." With something like the Star Forge in play... trying to have it both ways like KotOR II does just doesn't work. I'm sorry, but no. Revan needs to be locked in as Light Side. * Most of the attempts to tie the Sith Triumvirate and their crap, and the Trayus Academy, to the first game need to be excised. 1. Revan already had a secret ancient Dark Side MacGuffin facility that was part of what factored into their going Dark: it was called the Star Forge. 2. I'm sorry, but I think if Revan and Malak's empire used the Trayus Academy to convert Jedi then Malak would have taken her there rather than Lehon, no? 3. If Revan was sending suitable captured Jedi to Trayus as well as "disappearing" Force-sensitives from the ranks to send them to Trayus (and this seems too big a thing to keep secret from Malak), then somehow I don't think the Dreshdae Academy on Korriban would have been so blindly welcoming to defector Jedi and supposed defector Jedi. And would have been screening students in need of "correction". 4. Subtext in the first game seems to strongly indicate that Revan was Vrook Lamar's Padawan. Chris Avellone's Mouthpiece Kreia doesn't get to usurp that. Chuck it all, work in a nonconflicting setup for the Trayus Academy. * Speaking of Kreia... Ugh. Just... Ugh. I think the game would almost be better off without her, but she's a little too enmeshed to be chucked so some rewriting will have to suffice. Chris Avellone has said: "When it came to the narrative, a lot of thrust for the storyline came from an examination of some interpretations of the Force that were coming out of Episode I, II, and III, mostly the fact that the Force seemed to have a will of its own and it had a plan for everybody in the universe but that plan didn't seem beneficial for a whole bunch of people, result in a lot of death and destruction, and then lastly the idea that we didn't really have any choices over our actions; it was a lot of predestination. As a role-playing game designer, all of those things kind of bothered me" (quote found on Kreia's Wookieepedia page, but it's not the original source). Hence Kreia's extreme bitterness towards the Force and its will, to the point that she's trying to kill the Force. But there are some major problems with that thrust. 1. The timeline proves that Avellone is either fibbing or mis-speaking in that interview, because TSL predates RotS and so RotS (and interpretations of the Force based thereupon, including a more competent examination of "the will of the Force" from Matt Stover's novelization) can't have actually been much of a factor. 2. Speaking as a prequel fan I don't seem to recall people talking that much about "the will of the Force" in the films. 3a. While those interpretations may have been present in Expanded Universe novels and whatnot of the time, they don't really match up with what the movies themselves (OT or PT) show (indeed, the movies themselves would seem to portray predestination as false - "Always in motion, is the future," remember? Avellone referencing that makes this writing even more painful- and actions that assume predestination as dangerous and self-destructive), or George Lucas' conception of the midi-chlorians and the Whills (which is more along the lines of destiny-as-choice, same for George Lucas' personal beliefs). 3b. George said in 2003 that what he was exploring with the prequels was how someone would fall into evil ways, and that his conclusion was the inability to let go and move on in the face of change and loss - which is exactly what we see with Anakin in the prequels; "will of the Force" has nothing to do with it, nor is it said to (at least in the movies). 4. All of that being said, Chris Avellone's counter-interpretation of the Force as mouthpieced through Kreia comes off as more than a little shallow and knee-jerk. It's made worse by the fact that the narrative doesn't offer much in the way of counterarguments to the interpretation given through Kreia, so it feels like the game is shoving that interpretation down your throat. For me at least, this is amplified by the fact that you're rarely if ever allowed to actually counterargue any of Kreia's philosophical attitudes. Rebuff? Yes. Counterargue? No. Something else Avellone said is that the lesson he hoped players took away from KOTOR II was "it's okay to question the franchise." Well, as far as I'm concerned he couldn't have blown that one harder if he'd tried. Because what I took away from this game was "It's not okay to question my super-negative intepretation of the Force and I'm gonna viciously staple it to your forehead." Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is) * Kreia's prophesy re: Mandalore is dumb for various reasons even in the context of Legends (I'm sure Karen Traviss in particular probably had a few things to say to Avellone about that one). Rewrite it for accuracy or just chuck it outright and never look back. * The Jedi Masters' verdict on Dantooine feels very forced and abrupt, especially given Kavar and Zez Kai-Ell's individual reactions to a Light Side player. The first couple times I played through the game, I actually thought both Light Side and Dark Side players got this scene and it didn't properly take Light Side players into account (because, well, it honestly doesn't). As it stands, this is an unacceptable mess. Fix 1: Insert sufficient buildup to actually justify the verdict Fix 2: Change their reasoning for why they're doing what they're doing (maybe along the lines of "Under better circumstances, we would be content to let this be, but there are dangers"?) Fix 3: Change what they're doing and the setup for Kreia's intervention entirely * This game's presentation of the Battle of Malachor V doesn't seem to quite jibe with what the first game told of the last battle of the Mandalorian Wars. Not sure of a fix here, admittedly. But... It does feel worth commenting on. * It feels like there's a bit too much information critical to plot logic walled off behind Influence with party members. * The game tries to pull the same "trying to toughen the galaxy up for an outside threat" retcon on Revan that was elsewhere attempted in Legends re: Thrawn. It doesn't really work with Revan (it was semi-plausible with Thrawn, at least as an original, pre-corruption-by-Palpatine motive), although I'll admit that trying it with Revan still isn't nearly as bullcrap as people using it to try and excuse Palpatine and the Galactic Empire's sins. Regardless, it should probably be chucked. * Rewrite the timing and wording of HK-50's drugging of the Exile and sabotage of the Harbinger to better fit with the established info about picking up the Ebon Hawk and investigating the Sith warship I realize this is a huge undertaking, and not everyone will feel the same way I do about the narrative... But I feel it would be worth doing.
    1 point
  41. As the title implies, I'd like to see lightsabers from SWTOR for KOTOR. My ideas for specific hilts for specific characters are as follows: Revan of course would craft their lightsaber hilt, Bastila would use the Nova Saberstaff model, after having turned to the Dark Side, she'd use the Darkwalker's Saberstaff model, Jolee would use Jolee Bindo's Lightsaber, Juhani would use the Solar Wrath lightsaber model, Darth Bandon would use Darth Bandon's Double-Bladed Lightsaber model, and Darth Malak would use the Betrayer's Starforged Lightsaber model. I would like to add two more to the list, but I feel like all the major characters are covered. I don't know how the admins are about hyperlinking, otherwise I'd spare everyone the trouble of searching and hyperlink each saber listed to the image shown on TOR Fashion. If anyone can make this mod happen, I'd be immensely grateful.
    0 points
  42. The _recom value is a priority, not a level number. So if you set it to 11, there are 10 other feats the system will recommend first.
    0 points
  43. Almost a year ago now, the first Episode of the Revenge of Revan mod was released to the public - allowing you to play the first visit to Corellia. Now, in the Big 2026, I am here with an update to the mod's ongoing development. Despite the silence here on Deadlystream and, sadly, in the ROR Community's Discord server, development of the mod is going well. ROR Episode 1.5 is slated to appear on Deadlystream at some point this year. This will be a ROR Addon which will be uploaded here on Deadlystream and will be installed after ROR Episode One. ROR Episode 1.5 will add bug fixes, quality of life changes, and even the much requested side quest, into ROR Episode One. The content which will shall experience in the ROR Episode 1.5 Addon will be included in ROR's Episode Two update which will add Nar Shaddaa to ROR which can be played after the Party leaves Corellia, instead of end credits as there is now you shall be teleported to Nar Shaddaa and the game will continue with new areas, NPCs, and side quests to play. In the mean time, I am displeased to announce that the current Revenge of Revan Community Discord Server is going to be discontinued. In its wake, I am pleased to announce that I shall be making a new Revenge of Revan Community Discord Server to replace the old one. The problem with the original ROR Discord Server, the one that Logan launched with the release of ROR Episode One, is that Logan was both the sole Admin and didn't use Discord meaning it is vulnerable to spam attacks as no one active in the Discord dev team can do anything to stop the intrusions. This new Discord Server is obviously the best solution I can implement to curtail the spamming problem in the ROR Community as I, and active member of the community, shall be at the helm as Administrator. I do hope that, with the launch of the new server, that players like yourselves shall be able to engage with the community without having to deal with spammers. It is advised to all users in the original Discord Server to leave and join the new one. I shall get around to posting the old screenshot leaks from the old Discord Server and into the new one, alongside some brand new screenshots previewing the current work. Here is the link to the Discord Server, please let me know if the link is not working for you.
    0 points
  44. 🔥 AMAZING , Looking forward to using this one day!
    0 points
  45. Mira main version - WIP I'm still alive, Mira (my bb) is cooking T-T. Her main texture's almost done. I'm gonna either do different hair color options or different levels of makeup for the 2 alt versions. Pls let me know what you guys actually prefer
    0 points
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.