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FF97

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FF97 last won the day on October 12

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About FF97

  • Birthday 08/31/1997

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  1. I did a small improvement or call it "fix" for a completely neglected prop. PLC_FirePit. The fire logs in Kotor 2 are using the same texture as the pit, since they didn't port over the necessary wood texture. I added my custom wood log texture and also some charred ground, since it looked too clean beneath the fire.
  2. View File High Resolution KotOR Logo (2k) Hello everyone! This mod replaces the default KotOR logo in the main menu and on the loading screens with the official, high-resolution version from the press kit. Submitter FF97 Submitted 10/13/2026 Category Skins K1R Compatible Yes  
  3. That's a rhetorical question? Of course I know this video. I even mentioned it in one of my previous posts. One random thing I noticed after 15+ years of playing this game: There is a person wearing Star Forge Robes in the default loadscreen for 002EBO.
  4. Sorry for bumping this ancient thread, but would it be okay if I use these models in an upcoming mod? I mean, the Pilot/Rider, not the whole swoop mesh.
  5. Version 1.0.0

    9 downloads

    Hello everyone! This mod replaces the default KotOR logo in the main menu and on the loading screens with the official, high-resolution version from the press kit.
  6. I found some magazine scans with somewhat higher quality screenshots from the "Behind Closed Doors" Demo Video. I wonder why the Ithorian looked like a spindly thin ostrich/camel/hammerhead shark hybrid... Another detail also catches my eye in the old screenshots: the lightsaber hilts are high-poly versions of the final ones —or at least significantly more detailed.
  7. K2 default Swoop Mesh: Wrong pilot texture (it even exists as a separate texture which uses the K1 Swoop pilot's wrong texture as it's base), messed up windscreen UVs, After my editing: Fixed pilot using the K1 pilot but with correct texture instead, also fixed windscreen normals.
  8. A preview of my upcoming mod or rather small fix: The Pilot uses the same texture as the bike, which is blatantly obvious. I wonder why nobody did a fix for this before. Anyway, he/she now uses the correct texture: An official proof can be seen in the unused "01g.bik" cutscene:
  9. Thanks a lot for the mod! This is essential and, in my opinion, deserves much more attention and recognition. I wonder why Obsidian placed ordinary mines as the "source of poison" for Malachor and didn't even bother to make them invisible.
  10. Also, I found some official Models of the M4-78 Archon heads:
  11. I found these Kotor 1 Beta Screenshots as well as Darth Malak and other characters concept arts:
  12. View File PLC_HvrSled.mdl texture correction - TSL Hello everyone! This mod assigns the unused texture of the same name to the hover sled model (PLC_HvrSled), instead of the Swoop Engine texture (PLC_Swpengin) used by default. Submitter FF97 Submitted 10/10/2026 Category Mods TSLRCM Compatible Yes  
  13. View File PLC_HvrSled.mdl texture correction - K1 Hello everyone! This mod assigns the unused texture of the same name to the hover sled model (PLC_HvrSled), instead of the Swoop Engine texture (PLC_Swpengin) used by default. Submitter FF97 Submitted 10/10/2026 Category Mods K1R Compatible Yes  
  14. View File Gamorrean Axe Model and Texture Improvement - K1 Version Hello everyone! This mod gives the Gamorreans a separate axe model with its own texture, instead of using UVs spread across a tiny area of the creature like the default version. Credits: "4x Upscale+ Character Textures & Model Fixes (TSL)" - The C_Drdwar model in this mod or rather, the way the "rifle texture bug" was fixed gave me insight into the "reference" model node method. Submitter FF97 Submitted 10/10/2026 Category Mods K1R Compatible Yes  
  15. Another WIP: New particle effects for the plasma torch, to bring it closer to how it would look in reality.
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