Jump to content

EwokKotor

Members
  • Posts

    15
  • Joined

  • Last visited

Everything posted by EwokKotor

  1. EwokKotor

    Playable Jawa

    Here are some additional files that add a Jawa portrait for the PC as well as replacing the vanilla soundset with Jawa noises. Please see ReadMe file for installation instructions. As always any feedback is welcome! Jawa portrait.zip Jawa Player sounds.zip
  2. Hope this can help someone. Improved How To Scale And Rig Player Models In Kotor(1).mp4
      • 1
      • Like
  3. 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  
  4. 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  
  5. Version 3.0.0

    7 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
  6. EwokKotor

    Playable Jawa

    Version 1.1.0

    7 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.
  7. 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
  8. 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
  9. 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.
  10. 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.
  11. EwokKotor

    Kotor Ewok

    Just to reiterate slightly. 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). To expand upon this the .msh and .tga were obtained from SWBF2 Mod Tools SDK 2020 available at ModDB, which was from my understanding derived from vanilla assets from Star Wars Battlefront II 2005. the .msh was then modified in a process as documented in the posted YouTube video, the original skeleton being stripped away and it being parented to an existing Kotor mdl's bones and being weighted accordingly. There are also several more steps such as editing the .ascii file, and editing the hand hooks slightly. Anyone who would like to use this mod in their projects has my permission. I have just submitted an update that should fix the above mentioned bug that caused parts of the character model the appear invisible. I am not sure what to do about the clipping through the floor upon death for now though. But update should be live soon. I do not have KOTOR 2 rn so cannot be much help with issues regarding porting between the games unfortunately.
  12. View File Kotor Ewok 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 06/09/2026 Category Mods K1R Compatible No  
  13. https://www.nexusmods.com/kotor/mods/1807 While my submission is pending approval, in the meantime if anyone is interested I created a mod that adds a playable ewok. The above link is to the nexus download which is live now.
  14. EwokKotor

    Kotor Ewok

    Version 2.1

    14 downloads

    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
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.