Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 07/09/2026 in all areas

  1. 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
  2. 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!
    1 point
  3. Is it not possible to put all those files in one package instead of having to download them all separately?
    1 point
  4. 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
  5. I never thought this would ever be restored! Congratulations on the release. Is this compatible with K1CP, RCK1CP, and Sleheyron Story Mode?
    1 point
  6. FYI Folks, many new patches have been released. https://github.com/LaneDibello/Kotor-Patch-Manager New Aspyr Fixes: Lightsaber Hilt rendering - Lightsaber modders rejoice, the hilt textures no longer disappear Bump Map Restoration - bump maps are back! Others: Allowing all 12 of the K2 Portraits to be visible on party select - Modders can now use a slot for a recruitment mod by using whatever slot the user isn't using for mira/hanarr, and no longer need to utilize the armband while using partyswap. Wiring for Good and Very Good Alignment heads. - If any modders want to take up making good and very good alignment heads, these were in heads.2da already but there wasn't any exe logic calling to them, it now works at 70 and 90 alignment. Also working on a patch to expand the max dynamic lights to 9 instead of the vnailla 3. All of J's fixes have been ported as well.
    1 point
  7. Version 1.0.0

    8 downloads

    STAR WARS: KNIGHTS OF THE OLD REPUBLIC TATOOINE - THE LOST TEMPLE A restoration and expansion project for Star Wars: Knights of the Old Republic. “While searching Tatooine for clues to the Star Map, the player can venture beyond the familiar path to uncover a long-forgotten temple buried beneath the Dune Sea.” This mod restores and expands the Tatooine Eastern Dune Sea ruins, adding new quests, characters, items, dialogue, and enemies. Features: - Restores m19aa module. -New quest. -New datapads and journal entries. - New Enemies, NPCs and dialogue. -New items. This mod requires HoloPatcher or TSLPatcher to install correctly. Run HoloPatcher.exe and select the provided changes.ini file. Allow the installer to place all files into your Knights of the Old Republic installation directory. Known Issues This mod modifies appearance.2da, globalcat.2da, and global.jrl; compatibility with other mods editing these files depends on proper patching and install order. Due to an unpolished walkmesh in the restored area, party members may occasionally become stuck in walls, terrain, or beneath the map. In most cases, this can be resolved by repositioning the character and moving in different directions until they break free. Some stalagmites and cave geometry appear to float above the terrain. This is a limitation of the original area models and would require edits to the 3D geometry to fully correct. During the swoop bike repair sequence, the Sandperson and swoop bike disappear after the screen fades back in rather than during the fade to black as originally intended. This is a cosmetic issue only and does not affect gameplay or quest progression. Tools used: - HoloPatcher - ChangeEdit / TSLPatcherConfig - Holocron Toolset - DLG Editor - K-GFF Editor - GIMP -"Lost Modules Pack" by InSidious Special thanks to the Knights of the Old Republic modding community for providing a rich library of modding tutorials and resources, and keeping the game alive through years of restoration and expansion projects. Created by Caleb Behrens (JuniorModder) 2026
    0 points
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.