EwokKotor
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View File Count Dooku's Lightsaber A Massive thanks and credit for the hilt's source model, and the permission to use it in this mod goes to mrpanini.yt Check out their original work at https://sketchfab.com/3d-models/count-dooku-lightsaber-c82238e050de49ab93e25276c3c83d20 and make sure to show them some love! Also as always a big thanks to Crazy34 for making their lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods. I simply cannot play this game without the ambient lighting he innovated for sabers! Check out their mod here: https://deadlystream.com/files/file/1855-new_lightsaber_blades_modders_res/ ----- This Mod adds Count Dooku's actual lightsaber emitter as seen in the movies! It contains a red and blue version as Dooku did use both over the years. ----- To Install: 1: Drop the files from either or both folders (excluding upcrystals.2da) into your override folder. 2: If you already have an upcrystals.2da file in your override, simply add the last two rows of the included upcrystals.2da into your upcrystals.2da. -If you don't already have an upcrystals.2da file in your override just copy the included one to your override. To Uninstall: Delete files from override. ----- To use: Enter the cheat menu (~) and type: giveitem g_w_lghtsbr43 or g_w_lghtsbr44. OR Use KSE/ modules / scripting to add the lightsabers to the game. ----- This mod should be compatible with any mod that doesn't already have custom entries for w_lghtsbr043 or w_lghtsbr044. Including: Crazy34's new lighsaber blade model k1, Marius Fett's Movie Style Replacement Lightsaber Hilts (K1), and all of my other lightsaber mods. ----- Permissions: As far as I am concerned feel free to use this mod however you see fit! Just please make sure to give due credit! Submitter EwokKotor Submitted 08/22/2026 Category Mods K1R Compatible Yes
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Version 1.0.0
5 downloads
A Massive thanks and credit for the hilt's source model, and the permission to use it in this mod goes to mrpanini.yt Check out their original work at https://sketchfab.com/3d-models/count-dooku-lightsaber-c82238e050de49ab93e25276c3c83d20 and make sure to show them some love! Also as always a big thanks to Crazy34 for making their lightsaber blades with ambient lighting available as a modders resource for the rest of the community to incorporate into their mods. I simply cannot play this game without the ambient lighting he innovated for sabers! Check out their mod here: https://deadlystream.com/files/file/1855-new_lightsaber_blades_modders_res/ ----- This Mod adds Count Dooku's actual lightsaber emitter as seen in the movies! It contains a red and blue version as Dooku did use both over the years. ----- To Install: 1: Drop the files from either or both folders (excluding upcrystals.2da) into your override folder. 2: If you already have an upcrystals.2da file in your override, simply add the last two rows of the included upcrystals.2da into your upcrystals.2da. -If you don't already have an upcrystals.2da file in your override just copy the included one to your override. To Uninstall: Delete files from override. ----- To use: Enter the cheat menu (~) and type: giveitem g_w_lghtsbr43 or g_w_lghtsbr44. OR Use KSE/ modules / scripting to add the lightsabers to the game. ----- This mod should be compatible with any mod that doesn't already have custom entries for w_lghtsbr043 or w_lghtsbr044. Including: Crazy34's new lighsaber blade model k1, Marius Fett's Movie Style Replacement Lightsaber Hilts (K1), and all of my other lightsaber mods. ----- Permissions: As far as I am concerned feel free to use this mod however you see fit! Just please make sure to give due credit! -
View File Ahsoka Tano Player Model / NPC KotOR 1 This mod adds a playable Ahsoka Tano to Kotor 1. Her mouth is also weight painted for use as a npc head. See ReadMe for more info. Source File Credits: A Giant thanks and all credits for the source files to KevBot! "Ahsoka Tano" (https://skfb.ly/6xO6J) by KevBot is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Submitter EwokKotor Submitted 08/22/2026 Category Skins K1R Compatible Yes
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View File Ahsoka Lightsabers TCW KotOR 1 This Mod adds Ahsoka's green lightsaber and two yellow-green shotos from TCW to KotOR 1. Also includes a blue version. The Hilts are Ahsoka's as seen in TCW. The blade of the lightsaber I made very slightly shorter than standard lightsabers. The blade length of the shoto models are two different lengths, one that is slightly shorter than standard short lightsaber blades, and one significantly shorter. To Use: Either Drop the included .ncs files into your override folder, this makes it so that when you receive your lightsaber crystal on Dantooine you will also receive two of each crystal (39 and 40). OR Alternatively Enter the cheat menu (~) and type: giveitem g_w_lghtsbr39 or g_w_lghtsbr40 for the full sized saber. For the Shoto models type: giveitem g_w_shortsbr39 or g_w_shortsbr40. OR Use KSE/ modules / scripting to add the lightsabers to the game. ------------------------------------- Installation: 1:Drop all files from folder except upcrystal.2da into override folder. 2:If you don't already have an upcrystal.2da file in your override drop the include one into override. If you do already have one add the last two rows from the included .2da to the one that is already in your override, and save it. (make sure to update the row numbers as needed!) --Note that if you don't update the upcrystals.2da the new lightsabers will appear in game but won't be customizable at a workbench. See ReadMe for more info. Credit for source files: A Very special Thanks and Credit for source hilt model goes to CtrlLight check out and support their work at https://sketchfab.com/3d-models/ahsoka-tano-clone-wars-lightsabers-30e5e52a41a3412db07a0002d1f1e5d3 A Very special Thanks and Credit to Crazy34 for their "New_Lightsaber_Blades_Modder's_Res_v1" on which the blade for this mod is based! Credit goes to them as the models and textures used to make this mod come directly from their source material! A special thanks again to them for making these resources available to modders. Check out their mod here: https://deadlystream.com/files/file/1855-new_lightsaber_blades_modders_res/ Also check out their full release of their mod here: https://deadlystream.com/files/file/1846-new_lightsaber_blade_model_k1/ Submitter EwokKotor Submitted 08/22/2026 Category Mods K1R Compatible Yes
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Version 1.0.0
8 downloads
This mod adds a playable Ahsoka Tano to Kotor 1. Her mouth is also weight painted for use as a npc head. See ReadMe for more info. Source File Credits: A Giant thanks and all credits for the source files to KevBot! "Ahsoka Tano" (https://skfb.ly/6xO6J) by KevBot is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). -
Version 1.0.0
9 downloads
This Mod adds Ahsoka's green lightsaber and two yellow-green shotos from TCW to KotOR 1. Also includes a blue version. The Hilts are Ahsoka's as seen in TCW. The blade of the lightsaber I made very slightly shorter than standard lightsabers. The blade length of the shoto models are two different lengths, one that is slightly shorter than standard short lightsaber blades, and one significantly shorter. To Use: Either Drop the included .ncs files into your override folder, this makes it so that when you receive your lightsaber crystal on Dantooine you will also receive two of each crystal (39 and 40). OR Alternatively Enter the cheat menu (~) and type: giveitem g_w_lghtsbr39 or g_w_lghtsbr40 for the full sized saber. For the Shoto models type: giveitem g_w_shortsbr39 or g_w_shortsbr40. OR Use KSE/ modules / scripting to add the lightsabers to the game. ------------------------------------- Installation: 1:Drop all files from folder except upcrystal.2da into override folder. 2:If you don't already have an upcrystal.2da file in your override drop the include one into override. If you do already have one add the last two rows from the included .2da to the one that is already in your override, and save it. (make sure to update the row numbers as needed!) --Note that if you don't update the upcrystals.2da the new lightsabers will appear in game but won't be customizable at a workbench. See ReadMe for more info. Credit for source files: A Very special Thanks and Credit for source hilt model goes to CtrlLight check out and support their work at https://sketchfab.com/3d-models/ahsoka-tano-clone-wars-lightsabers-30e5e52a41a3412db07a0002d1f1e5d3 A Very special Thanks and Credit to Crazy34 for their "New_Lightsaber_Blades_Modder's_Res_v1" on which the blade for this mod is based! Credit goes to them as the models and textures used to make this mod come directly from their source material! A special thanks again to them for making these resources available to modders. Check out their mod here: https://deadlystream.com/files/file/1855-new_lightsaber_blades_modders_res/ Also check out their full release of their mod here: https://deadlystream.com/files/file/1846-new_lightsaber_blade_model_k1/ -
View File Darth Maul Head for Kotor 1 Credit: Full credit and a giant thanks goes to Effix(ian) for their mod Effixian's Zabrak Player Characters 1.0.0. Credit also goes to DarthParametric for their modder's resource "Bao-Dur Head Model Neck Fix" and a big thanks for giving permission to use that asset. The assets from these two mods are the basis of this one, but Effixian's mod has many more features than the simple head model included here that I have simply made the head compatible with KOTOR 1. Deffinitley go check out and support their great work at https://deadlystream.com/files/file/2190-effixians-zabrak-player-characters/ for TSL! Purpose: This Mod makes the Darth Maul style head compatible with KOTOR 1 by rigging the mdl to PMHB03, essentially replacing the vanilla mesh. I then moved the eyes to match the new head, and finally adjusted the uv mapping for the eyes, and assigned the new texture to the mdl. I will probably be uploading a video of this process to the Youtube channel at some point for anyone who is interested. Variants: There are two head .mdl's included with this mod, the one labeled PMHB04's neck should be aligned perfectly without any clipping. It looks a little odd to me personally though as I feel the neck is too long, so I have included the model I use in my game as well labeled PMHB03. PMHB03 looks more correct in terms of height to me, but be aware there is very slight clipping with this model on some outfits. -As the models are distinct you can technically drop both variants in your override and choose whichever you like more at character selection. Installation: Drop the files you want to use into your override folder, rename them to the head you want to replace, by default they replace PMHB03, and thus you can choose Maul when starting a new game, just cycle through until you see his head appear. If you want portraits or further textures I once again refer you to Effixian's mod. Submitter EwokKotor Submitted 08/11/2026 Category Skins K1R Compatible Yes
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View File Curved Hilt Ambient Glow Lightsabers Credit: A Very special Thanks and Credit to Crazy34 for their "New_Lightsaber_Blades_Modder's_Res_v1" on which this mod is based! Full Credit goes to them as the models and textures used to make this mod come directly from their source material! A special thanks again to them for making these resources available to modders. Check out their mod here: Also check out their full release of their mod here: Credit also very much goes to Kaidon Jorn and Sithspectre for their contributions to Crazy 34's mod as well! Without them none of these mods would be possible so please make sure to go check out all of their work also! Description: This Mod adds 7 new colored (well 6 colored technically) crooked hilt (think Count Dooku) lightsabers with ambient glow to Kotor 1. To Install: First drag all the files from the folder of the color you wish to add into your override folder. Second if you don't already have an upcrystals.2da in your override folder drag the included .2da file to your override. If you do already have an upcrystals.2da file, add 7 rows to the bottom of your existing .2da file and paste in rows 7-13 from the included .2da into these new rows (make sure to update the row numbers if needed!) --Note that if you don't update the upcrystals.2da the new lightsabers will appear in game but won't be customizable at a workbench. Compatibility: This mod should be fully compatible with Crazy34's mod, as all the lightsabers should be in unused variant slots by his mod. I am unsure about compatibility with other lightsaber mods. I believe it should work without having his mod installed, but this is not verified and again I cannot endorse his mod enough I wouldn't play without it. Permissions: As far as I am concerned feel free to use this mod however you see fit! Just please make sure to give due credit! ----- Blender Tutorial for texture swapping and ambient lighting coming soon stay tuned! ----- Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). This is a strictly non-profit, fan-made educational project intended exclusively as a technical proof-of-concept demonstrating asset handling for the KOTOR modding community. Furthermore, I do not own or claim rights to any of the third-party tools used or described in this project; all rights belong entirely to their respective developers. Submitter EwokKotor Submitted 08/10/2026 Category Mods K1R Compatible Yes
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Version 4
22 downloads
Credit: Full credit and a giant thanks goes to Effix(ian) for their mod Effixian's Zabrak Player Characters 1.0.0. Credit also goes to DarthParametric for their modder's resource "Bao-Dur Head Model Neck Fix" and a big thanks for giving permission to use that asset. The assets from these two mods are the basis of this one, but Effixian's mod has many more features than the simple head model included here that I have simply made the head compatible with KOTOR 1. Deffinitley go check out and support their great work at https://deadlystream.com/files/file/2190-effixians-zabrak-player-characters/ for TSL! Purpose: This Mod makes the Darth Maul style head compatible with KOTOR 1 by rigging the mdl to PMHB03, essentially replacing the vanilla mesh. I then moved the eyes to match the new head, and finally adjusted the uv mapping for the eyes, and assigned the new texture to the mdl. I will probably be uploading a video of this process to the Youtube channel at some point for anyone who is interested. Variants: There are two head .mdl's included with this mod, the one labeled PMHB04's neck should be aligned perfectly without any clipping. It looks a little odd to me personally though as I feel the neck is too long, so I have included the model I use in my game as well labeled PMHB03. PMHB03 looks more correct in terms of height to me, but be aware there is very slight clipping with this model on some outfits. -As the models are distinct you can technically drop both variants in your override and choose whichever you like more at character selection. Installation: Drop the files you want to use into your override folder, rename them to the head you want to replace, by default they replace PMHB03, and thus you can choose Maul when starting a new game, just cycle through until you see his head appear. If you want portraits or further textures I once again refer you to Effixian's mod. -
Hello, I recently made a video (attached) tutorial on my recent mod and thought it may be useful for anyone who isn't aware (as I wasn't) that you can adjust aurora light properties(such as the color of the light) AND change the texture for .mdl's directly in Blender. The video covers the complete process I used to create the new lightsabers, but the section about using Blender to edit those properties starts around 7:37. Hopefully this can help someone. -EK Lightsaber Ambient Light Kotor Blender(1).mp4
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Version 1.0.0
9 downloads
Credit: A Very special Thanks and Credit to Crazy34 for their "New_Lightsaber_Blades_Modder's_Res_v1" on which this mod is based! Full Credit goes to them as the models and textures used to make this mod come directly from their source material! A special thanks again to them for making these resources available to modders. Check out their mod here: Also check out their full release of their mod here: Credit also very much goes to Kaidon Jorn and Sithspectre for their contributions to Crazy 34's mod as well! Without them none of these mods would be possible so please make sure to go check out all of their work also! Description: This Mod adds 7 new colored (well 6 colored technically) crooked hilt (think Count Dooku) lightsabers with ambient glow to Kotor 1. To Install: First drag all the files from the folder of the color you wish to add into your override folder. Second if you don't already have an upcrystals.2da in your override folder drag the included .2da file to your override. If you do already have an upcrystals.2da file, add 7 rows to the bottom of your existing .2da file and paste in rows 7-13 from the included .2da into these new rows (make sure to update the row numbers if needed!) --Note that if you don't update the upcrystals.2da the new lightsabers will appear in game but won't be customizable at a workbench. Compatibility: This mod should be fully compatible with Crazy34's mod, as all the lightsabers should be in unused variant slots by his mod. I am unsure about compatibility with other lightsaber mods. I believe it should work without having his mod installed, but this is not verified and again I cannot endorse his mod enough I wouldn't play without it. Permissions: As far as I am concerned feel free to use this mod however you see fit! Just please make sure to give due credit! ----- Blender Tutorial for texture swapping and ambient lighting coming soon stay tuned! ----- Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). This is a strictly non-profit, fan-made educational project intended exclusively as a technical proof-of-concept demonstrating asset handling for the KOTOR modding community. Furthermore, I do not own or claim rights to any of the third-party tools used or described in this project; all rights belong entirely to their respective developers. -
View File SanAndreasKotor Adds playable Sweet, Ryder, and OG Loc to KOTOR 1. Mouths should be weighted for dialogue. Any feedback much appreciated! Special thanks to huckpie for their permission to use the source files from their San Andreas Guitar Hero World Tour mods on Nexus, as I lacked the assets and tools to port the vanilla San Andreas Files into Blender. Go check out their mods on Nexus! Planning on releasing Big Smoke later potentially with voiced lines for the Player character, although right now experiencing some trouble with audio breaking the game at certain points but stay tuned! If not will at the least release the model. Submitter EwokKotor Submitted 07/29/2026 Category Mods K1R Compatible Yes
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Version 1.1.0
7 downloads
Adds playable Sweet, Ryder, and OG Loc to KOTOR 1. Mouths should be weighted for dialogue. Any feedback much appreciated! Special thanks to huckpie for their permission to use the source files from their San Andreas Guitar Hero World Tour mods on Nexus, as I lacked the assets and tools to port the vanilla San Andreas Files into Blender. Go check out their mods on Nexus! Planning on releasing Big Smoke later potentially with voiced lines for the Player character, although right now experiencing some trouble with audio breaking the game at certain points but stay tuned! If not will at the least release the model. -
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View File Playable Ewok with 2 Hand Animations This is a total overhaul of my previous Ewok Mod using the method I used on my Jawa mod so that the Ewok now has 2 handed weapon animations. Aware of small glitch where because Ewok is too fat 2h lightsaber clips through model slightly. Can be fixed easily probably will later. This Kotor 1 mod adds a playable custom ewok mdl that can be placed into the override folder to replace some npcs or used in conjunction with KSE as a playable character with combat animations. No 2 hand mele combat animations at this time. This .Zip file contains a ReadMe.txt a brief tutorial.txt on how to recreate the mod process, the custom .tga files for the textures, and finally the custom .mdl and .mdx files that can be dropped into override following the instructions in the ReadMe file. I also included a link to how to recreate the process incase anyone is interested. Disclaimer: This mod utilizes a modified asset from the community-maintained SWBF2 Mod Tools SDK 2020 available at ModDB, alongside original assets from Star Wars: Knights of the Old Republic. Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). This is a strictly non-profit, fan-made educational project intended exclusively as a technical proof-of-concept demonstrating asset handling for the KOTOR modding community. Furthermore, I do not own or claim rights to any of the third-party tools used or described in this project; all rights belong entirely to their respective developers Submitter EwokKotor Submitted 07/21/2026 Category Mods K1R Compatible Yes
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View File Playable Jawa See comment bellow for new optional addon files. This mod adds a playable Jawa to K1. Shoutout to DarthParametric for helping me to figure out the bug on the prototype! Simply drop the files into Override to install. Feel free to use this mod in your own works but plz give credit. Video on process coming soon. Submitter EwokKotor Submitted 07/21/2026 Category Mods K1R Compatible Yes
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Version 3.0.0
14 downloads
This is a total overhaul of my previous Ewok Mod using the method I used on my Jawa mod so that the Ewok now has 2 handed weapon animations. Aware of small glitch where because Ewok is too fat 2h lightsaber clips through model slightly. Can be fixed easily probably will later. This Kotor 1 mod adds a playable custom ewok mdl that can be placed into the override folder to replace some npcs or used in conjunction with KSE as a playable character with combat animations. No 2 hand mele combat animations at this time. This .Zip file contains a ReadMe.txt a brief tutorial.txt on how to recreate the mod process, the custom .tga files for the textures, and finally the custom .mdl and .mdx files that can be dropped into override following the instructions in the ReadMe file. I also included a link to how to recreate the process incase anyone is interested. Disclaimer: This mod utilizes a modified asset from the community-maintained SWBF2 Mod Tools SDK 2020 available at ModDB, alongside original assets from Star Wars: Knights of the Old Republic. Full credit goes to the original developers, artists, and respective intellectual property rights holders (Lucasfilm, Pandemic Studios, and BioWare). This is a strictly non-profit, fan-made educational project intended exclusively as a technical proof-of-concept demonstrating asset handling for the KOTOR modding community. Furthermore, I do not own or claim rights to any of the third-party tools used or described in this project; all rights belong entirely to their respective developers -
Version 1.1.0
15 downloads
See comment below for new optional addon files. This mod adds a playable Jawa to K1. Shoutout to DarthParametric for helping me to figure out the bug on the prototype! Simply drop the files into Override to install. Feel free to use this mod in your own works but plz give credit. Video on process coming soon. -
FIXED Mod will be posted soon! It was a user error where since I only had the Base (PFBCS) selected and didnt have cutscenedummy explicitly selected it was not applying the transform to cutscene dummy, rather only to the base. I then ran into an error where this caused warping, but found by unparenting the mesh before scaling then reparenting once the changes were applied to the rig enabled me to find a workaround. Submitting on deadlystream also in meantime this should be live https://www.nexusmods.com/kotor/mods/1837
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For some reason in Blender when i scale down the whole base and apply the transforms the scale applies to the mesh but not the dummy. I am attaching a very short video demonstrating this. I will try to see if I can figure out how to scale the rig using the ASCII, unless there is a better way? KBlender Problem Export Scaled Rig.mp4
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Because I made an error while trying to use Blender to adjust the hand hooks and mistakenly concluded it had an problem exporting weapon hooks. But you are right Blender works. I was able to adjust the hand hook placement in blender but now while the lightsaber hilt IS aligned while in combat animations it is now floating behind during idle, well the right weapon floats behind the left weapon floats on the right and in front. Also interesting enough moving rhand and lhand worked for the mele weapons but blasters still are not sitting in hand during animation.
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As the title says I am currently trying to work on a playable Jawa mdl and am having problems with the weapons in game placement specifically when in combat animations. Essentially my ,admittedly convoluted, process was that I scaled down pfbcs.mdl/.mdx to the size of a jawa in blender, scaled down the animation to match, and applied all transformations excluding rotation. I then exported that, used MDLedit to batch an ASCII file from the export, then with the supermodel in the same folder using MDLedit batched it back to Binary. Regular animations such as walking and combat stances work fine with no stretching, but the problem is I think the weapons seem to still be spawning in the original location from before scaling down. In Blender I tried creating a custom scaled down supermodel, I even edited the hand hooks placement for the g2r1 (which from what I could tell was the idle mele 1h animation) in the graph-editor panel in the animation section, and tried compiling the player character again using that as the supermodel but it didn't seem to work. I am thinking that maybe the game is drawing the weapon placements from the hooks in the actual main supermodel in the game files? Anyways I am kind of at a loss. I am thinking maybe this might be fixable by editing the ASCII file, but if it IS just pulling from some global animation array regarding the weapon hook placement I don't think it would be. But am honestly running out of ideas and any help would be much appreciated. The steps adding the actual Jawa mesh I did after and it seems to be working ok but the part I have described is what produced the bug. Anyways any help or feedback would be great thanks, for your time.