dodrarikaan
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I forgot to mention that I also plan to make Revan's lightsaber upgradeable
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dodrarikaan started following MOD:Stranded Merchant , WIP - BoS Fan Patch , MOD:Repair Gloves and 7 others
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I haven't tested this personally, so I can't say with 100% certainty, but looking at the installation code, I don't think the game will break. The mods share changes to some NPCs as well as the Mandalorian Heavy Armor and Assault armor, so depending on which you install first, you will see different appearances for the NPCs, and different stats for those 2 armors.
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Okay, finished my playthrough and I have the following additions: Verbal gets some high-quality droid gear he can't even use. I need to double-check if we get to keep these items, but if so I intend to get rid of them When we fight Solomon in the Temple of Shadow, he has a TON of health, especially considering his multiple phases. I intend to reduce those number significantly. There are a number of changes I plan to make to Akirakon Sin's final battle. For starters, he is very powerful. It might be just that his equipment is too strong, but I suspect I will reduce his stats. I will also look at removing Force Stasis and reducing his Stun resistance As strong as he is, in the final 2 fights his minions can be just as dangerous. Rather than weaken them tho, I think first I want to try setting Akirakon to neutral so he cant fight you until youve cleared out his minions. On a related note, the dialogue boxes really interfere with the gameplay. I'm thinking of restructuring those fights entirely: when you start, Akirakon will give the first dialogue as part of the initial cutscene, then the fight will start. He will be stuck in neutral and invincible, so you'll have to focus the minions around him. When they're gone, he'll have a cutscene to give the second dialogue (if there is one), then lose his invincibility and finally become hostile. I found a couple other points where scripts are broken (see Bug Fixes #14 above). Fortunately, it looks like recompiling the source scripts and inserting them in made that easy. At Malachor V, some of the Mandalorians can be glitched so they dont turn hostile. I'll review those scripts later to find a fix Some of the files didn't properly extract when I unzipped the files from 1.5. Some of these are voice files, which we kinda need. I'm going to make a list of items and see if an older copy of the mod is more cooperative, then add a patch to install those files. Speaking of dialogue, some of Kobayashi's prison dialogue may have broken branch paths. I'll investigate this when I review the dialogue as a whole. I didn't mention this one earlier, but when I re-balance the Revan we fight in pt 1, I was planning to make them lv 5 in all 3 Jedi classes, as a nod to the fact that there is no canon class for Revan. To maintain this mystery, and to be consistent with the comics, I intend to make Revan's lightsaber purple instead of blue After Solomon saves Kobayashi, there is a long pause in darkness. I may shorten this so it doesn't leave us wondering if the dialogue has broken
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View File Rise of the Liberator Rise of the Liberator Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.RiseOfTheLiberator Within the world of Kotor, there are hints that the Mandalorians are stirring, that a new Mandalore is rising to claim the mantle after the fall of Mandalore the Ultimate. Now, with Rise of the Liberator, that mystery has a name and a face. Face the Mandalorians of Kotor as you haven't faced them before, with new types, new equipment, new maps, and a mighty foe waiting for you at the end of the galaxy! This mod adds 2 new maps to the Rakata homeworld, where a new Mandalore and a small army of Mandalorians wait for you. Additionally, Mandalorian encounters throughout the game hint at the rise of this new Mandalore, transforming the Mandalorian experience into a proper sub-plot. Encounter new Mandalorian types, each with a unique armor that comes in both heltmetless and helmeted versions, and face the final boss to claim a very special weapon. Instructions Install BoS:SR (https://deadlystream.com/files/file/761-brotherhood-of-shadow-solomons-revenge) Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod should be compatible with the Jagi Mandalorian and Sherruk with Lightsabers mods. This mod uses GFF and overrides to modify the following characters and items. Any mods that modify the same may not be compatible: Bendak's Blaster dan14ac_mand04 in danm14ac (one of Sherruk's cronies) tat18_ in tat_m18aa (one of Jagi's minions) tat_thug3 in tat_m18aa (the GenoHaradan Mandalorian) kas25_mandcomm in kas_m25aa (the Mandalorian Commander in the Shadowlands) kas25_mandalor03 in kas_m25aa (one of the Mandalorians in the Shadowlands) kas25_mandalor04 in kas_m25aa (one of the Mandalorians in the Shadowlands) kas25_mandalor06 in kas_m25aa (one of the Mandalorians in the Shadowlands) kas25_mandalor07 in kas_m25aa (one of the Mandalorians in the Shadowlands) mikastore in korr_m33aa (Mika Dorin's merchant inventory in Dreshdae) g_mandalor004 in unk_m41ad (the Mandalorian Captain on the Rakata homeworld) m41ad.git in unk_m41ad (the map for the area around the Ancient Temple on the Rakata Homeworld) mand_armor_red (the Mandalorian Scout Armor in BoS:SR) g_a_class9004 (the unused Mandalorian Heavy Armor item) g_a_class9010 (the Mandalorian Assault Armor item) This mod adds item texture variations which may overlap with texture variations added by other mods D9 Heavy Armor - Texture Variations 21, 22, 23, 24, 25, 26 Lightsaber, Shortsaber and Doublesaber - Texture Variation 21 Lightsaber Crystal - Texture Variation 22 Special Thanks Fred Tetra - Kotor Tool tk102 - DLG Editor, K-GFF Stoffe and Fair Strides - ERFEdit Fair Strides - MdlOps Stoffe - TSLPatcher ndix UR - TPCView SilverEdge9 - Brotherhood of Shadow: Solomon's Revenge Vriff and Synchro - Kotorblender Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter dodrarikaan Submitted 10/01/2026 Category Mods K1R Compatible No
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View File Swap Jolee and Bastila Classes Swap Jolee and Bastila Classes Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.SwapJoleeAndBastilaClasses It occurred to me that Bastila's and Jolee's classes don't make a lot of sense for them. Jolee is an ex-Padawan who has tried just about every career path in the galaxy. Meanwhile, Bastila is a (relatively) sheltered Jedi prodigy with unique Force powers. This mod swaps their classes, and it slightly modifies their stats and abilities. I didn't change their starting lightsabers to ensure compatibility with any mods that modify those lightsabers. Instructions If you have any mods that modify Bastila's and Jolee's character files, such as offthegridmorty's "Bastila Has TSL Battle Meditation", install those first Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses GFF to modify Bastila's and Jolee's classes and abilities. It may overwrite any changes made to these files by other mods, but it should be compatible with any mods that don't have any overlapping changes on these files. Special Thanks Fred Tetra - Kotor Tool Stoffe - TSLPatcher Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter dodrarikaan Submitted 10/01/2026 Category Mods K1R Compatible No
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I talked about this briefly on Discord, so I thought I'd make a proper thread for discussion. Like most Kotor Modded players, I LOVE Brotherhood of Shadow. Its complexity, its story, the amount of stuff you can do and find, everything about it is wonderful. But nothing in life is perfect; over the last few years since I got into modding, I've gathered a list of changes I think would make the mod better. I can roughly split them up into these categories: Balance Patch - Many of the fights, enemies and items in the mod are extremely powerful compared to the rest of the game. Personally, I like it when mods are a little more consistent with the game itself. Currently, I plan to make BoS (pt 1) a Level 16 difficulty, since the earliest you can do it is right after Leviathan, and BoS:SR (pt 2) a level 18 difficulty (presuming you do it after completing all the Star Maps). Bug Patch - The mod runs pretty well for how big it is, but even with the 1.1 patch there are various bugs that warrant review, some of them game-breaking. Dialogue Patch - I feel like some of the dialogue is extremely long compared to the base game, and I would like some options that give better expression of character. There's also a couple of typos I would like to fix. Miscellaneous Patch - This would be an umbrella of various changes that I think would improve the quality of the game, but aren't necessarily meant to "fix" anything. I'm currently replaying the mod with the latest 1.5 version of the mod to make a fresh list of bugs and points of improvement. I intend to put together a list of changes I want to make and why, and I'm hoping others will post any changes they'd like to see, as well as input on posts I make here. Happy modding! Here is a list of changes I've noticed so far and what I plan to do about them: Balance Patch Gear and loot throughout the game is almost universally over-powered, from custom weapons surpassing the best in the game to the Orion's crew casually walking around with Baragwin Assault Blades. For the non-custom loot, I plan to reduce the volume of loot (you'll still make tons of money selling this stuff), and for custom items I plan to adjust them to be about as strong (or a little weaker than) the best equivalent item. For example, the Seer Robe will be re-statted and re-priced to rival the Qel-Droma robes. Speaking of custom robes, I think it would be cool if the colored robes were more unique from each other, with different effects and bonuses. I also think that, rather than get them all from a footlocker, it would be good if you had to buy them (reduced price to account for their reduced quality, of course). Instead, the footlocker could give the Red/Yellow robes that Shadow wears during the Mandalorian Wars, which I will likely stat to be a little weaker than the colored robes. I feel like some kind of time skip between part 1 and part 2 would make sense and give us more time to spend with Shadow. So, I plan to modify the trigger script for Shadow's vision to require that we have all 4 star maps. That way, we theoretically get 1 full planet to spend with her before we part ways. The Akirakon clone fight is way over-powered. I know you only need to beat one of them, but that doesn't mean much when all 10 of them charge in and destroy half your HP in a single turn. Revan and the Dantooine Jedi Masters MIGHT need to be weakened slightly. A lot of the fights in this game are clearly statted on the assumption that you are running a generic Jedi build (some of us actually LIKE using armor). I plan to re-stat Shadow so she's a lv 10 Guardian/lv 3 Sentinel when you meet her. This will improve her combat prowess to balance some of the fights that are just you and her, and it makes sense for her backstory. The Sith Chastiser and Exeden Rar MIGHT need to be weakened slightly for a 2-person party. That depends on how much stronger Shadow is based on the change above Telana's stun abilities make her fight very dangerous considering how much damage she is capable of. Still need to redo this (see Bug fixes #14), but the Mandalore fight is super hard, and its geared for you to specialize in robes and 1 lightsaber. In addition to a nerf, I'm thinking one of the nearby crates could have a bunch of custom gear to let you customize your build (heavy armor, blasters, etc) Might need to nerf Solomon in final battle with player Many of Akirakon's minions in his final battle are too powerful (seriously, the entire crew could body you without him), and his use of stun abilities is very dangerous for how lethal he is. The five second timer to escape Verbal is very short if you dont have force speed. Luckily it is very easy to increase the wait time between "seconds" Bug Fixes Some of the appearance IDs in the mod are hard-coded, so if another mod is installed first, the game won't work. I don't plan to fix this, and will simply enforce that BoS should be installed before other mods. BoS uses a lot of custom placeables, so any mods that also do this will cause a break due to the game's built-in ID limit. Fortunately, you can bypass this bug entirely by running a patch in KPM (https://github.com/LaneDibello/Kotor-Patch-Manager) When you fight the Exchange aboard the Orion, there's this one swoop placeable I wanna remove. You can easily force push one of the thugs behind it, making them impossible to reach for melee combat. There are a lot of graphics issues surrounding Shadow and Kobayashi's gear. If I give them both unique feats that the player and their crew can't access, I can lock their gear so only they can use it. Additionally, I plan to make the Telana robes a disguise item that change Shadow to use a 2nd, near-identical appearance row. That way Shadow can use Revan-style robes normally. I want to make Shadow's lightsaber non-upgradeable so it doesn't break if you try to upgrade it. I'll also make it unique to her (see above) Almost every instance of ray effects are super loud and drown out dialogue. I'm hoping I can reduce their noise, but I may end up shortening their duration. I need to test if this is still possible, but you could stun the Warden at the end of pt 1 so he couldnt push you away to trigger the final cutscene In Shadow's Taris vision, you can glitch the cutscenes so they don't trigger properly. There is also a glitch where there are 2 of her in the final cutscene. The trigger for Kobayashi's barfight cutscene is kinda hard to hit. Probly just need to adjust its size and position. Not sure if this is a bug, but in the sewers, most of the triggers only fire if the player walks through them, as opposed to a companion. In the residential level, if you position one of your party near the exit door, you can bypass the trigger that spawns all the crazy czerka thugs If you have shadows turned on, there's multiple spots in the tunnels that will crash the game if you look at them wrong. I plan to just replace the custom map with the default Korriban tunnels map. It won't have the same ambience, but it will retain the structure and it won't crash. There is a glitch in the Telana fight where you only make 1 attack even if you have multiple weapons or use flurry. The scene transition after you fight Solomon the first time in the Temple of Shadow can break, causing the next scene to not trigger properly and make advancement impossible. This is blocking me, so I will be fixing it before I can go deeper. Not sure if this has been fixed, but Mandalore's armor didn't have a female texture. I have a drafted fix for this. In the final battle with Akirakon, his dialogue bubbles can interfere with the player's attempts to make attacks. Unclear if this is a bug that can be fixed, or if the enemies should be weakened to compensate for it. Dialogue Changes I said this already, but a lot of the dialogue is extremely long and often multiple responses mean the same thing. This is partly because the plot has to move in a specific direction, but I think there's room to give the player more creative choice AND to make the reading pace more consistent with the rest of the game. Would like an option to NOT kick the mechanic's droid at the start of the mod Typo in the Warden dialogue as well as the item description for droid parts. Might be others as well (still need to look more closely) I feel like Deacon's speech should be more egotistical, seeing as he's a Hutt Miscellaneous I would like if Vandar just disappeared without brandishing a lightsaber I made a mod that converts Bandon and the Sith Masters to wear Jedi robes that have been retextured to match their original outfits. I could see doing the same to Akirakon Sin, and making those robes available in the non-canon chest. I'd like if the Sith Chastiser and other custom Sith wore regular sith robes I kinda want to make it so headgear shows up on Shadow when she wears it If you refuse Akirakon Sin's power, it'd be cool if you inherit his will instead (custom item or ability that increases your resistance to Force or something) A fast-travel option to return to Dreshdae would be nice Considering swapping the Mandalore gear and Sith gear between Deacon's rewards and the non-canon chest
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It's been pointed out to me that I don't give a lot of details in my WIP threads, so I thought I'd expand on this topic. War on a Nameless World takes place on Lehon. Specifically, it starts on the overlook in the starting area, where a door lies half-buried next to the corpse of a Sith Soldier. The corpse has a datapad which explains the setting: a rogue Sith Lord named Darth Belloq (yes, thats a Raiders reference) has discovered the Trove, a cache of ancient Rakatan weapons that he intends to use to overthrow Malak. The door, of course, leads inside. (I'll be splitting this up into 1 post per area so the screenshots dont get confusing). The Trove will use the Tomb of Tulak Hord as a base. Inside the player will battle numerous Sith Soldiers in hopes of reaching the Trove before the Sith. There will be regular Sith Soldiers as well as Red Elite Troopers. I should clarify at this point that I will be using the same trooper types and color schemes as in my Sith Soldiers Recolored mod Each soldier will drop some low-level gear and an armor that makes them look like the soldier in question. The regular armor isn't very powerful (standard issue and all), and the red armor is decent, but nothing extraordinary. These are the weaker versions of Sith armor, so most of the appeal is being able to look like the soldiers. Naturally, you reach the Trove only to find it empty. Further exploration of the Trove reveals that hiding underneath a landmine is actually a tunnel leading directly to the Sith Base, implying that this is how they got in. You'll have to follow, of course, to stop Belloq. The Sith Base, much like the Trove, is filled with numerous but relatively weak Sith troopers. In addition to the regular and elite troopers, we have the heavy troopers and grenadiers. Their armors are decent, much like the elite armor, but nothing fancy. After you battle your way around the base, collecting weapons and amor, you will find no sign of Belloq or the Rakata weapons. With no other options, your only way out is the front door. Outside the base, you will find a beach where Belloq and his inner circle are waiting. He has dark jedi, Star Forge battle droids, a next-generation HK assassin droid, and 2 types of elite troopers: the Advanced Trooper from the Star Forge, and the new Force Trooper. Belloq's power rivals the Dark Jedi Master in the Ancient Temple, and is equipped with a number of unique artifacts and powerful robes. Each of his inner circle is similarly equipped with powerful weapons and unique artifacts, some of them Rakatan in origin, others not. Normally, this fight would be unreasonably difficult with only 3 people. Fortunately, your crew is able to join you for a massive team vs team battle like none you've ever seen in K1! I try to keep all of the enemies' gear balanced, though in this area's case a lot of it is more powerful. There's a self-healing droid implant that HK or T7 can use, along with a number of decent droid consumables such as flame throwers and oil slicks. The various Dark Jedi have Rakata- and Jedi-tech armbands, gloves and belts that give small boosts to Wisdom and Charisma (the bonuses are small, but nothing else in those categories give such bonuses, which I think makes them worthwhile). The Advanced Trooper armor is the first genuinely powerful armor, as it gives decent Defense for light armor and offers sizeable Force resistance. The Force Trooper armor is even more powerful: as a disguise item with sizeable defense and a bonus to Wisdom, its comparable to the Qel-Droma robes. Darth Belloq wears a powerful Force-resisting glove, dark side robes comparable to the Qel-Droma robes in power, wields Exar Kun's double-bladed lightsaber, which is DS-aligned and gives a small bonus to Hit. One of the Force Troopers also wields Exar Kun's backup sabers, with another trooper carrying a heavy repeater that is almost as powerful as the Baragwin Heavy Repeater. Overall, this battle is meant to be challenging and rewarding, though hopefully not too big of a departure from the higher levels of the game's item quality. Now, I am nearly finished with this mod. I have 3 bugs to fix before I finish playtesting: When you approach Belloq, a trigger is supposed to start a convo which results in the fight starting. I have a fix for this, I just need to implement it. I discovered while making this post that if you enter the Beach with some party members, then come back without them, those party members aren't summoned to the beach. I'll start working on that fix shortly. The most iconic prize, Exar Kun's lightsaber, is a little buggy (as seen in the first post I made on this thread). Now, I've since realized that its because I was using a janky, crusty, 2 days older than dirt version of Kotorblender, but before I figured that out, a friend offered to try making it for me. I suspect it will be a while before he's done, but I'm optimistic that the final result will be much higher detail than whatever I would've made. Once I get that from him, I'll finalize it (and its variants, gotta keep this upgradeable) and finish testing the mod.
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Version 1.0.0
7 downloads
Swap Jolee and Bastila Classes Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.SwapJoleeAndBastilaClasses It occurred to me that Bastila's and Jolee's classes don't make a lot of sense for them. Jolee is an ex-Padawan who has tried just about every career path in the galaxy. Meanwhile, Bastila is a (relatively) sheltered Jedi prodigy with unique Force powers. This mod swaps their classes, and it slightly modifies their stats and abilities. I didn't change their starting lightsabers to ensure compatibility with any mods that modify those lightsabers. Instructions If you have any mods that modify Bastila's and Jolee's character files, such as offthegridmorty's "Bastila Has TSL Battle Meditation", install those first Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses GFF to modify Bastila's and Jolee's classes and abilities. It may overwrite any changes made to these files by other mods, but it should be compatible with any mods that don't have any overlapping changes on these files. Special Thanks Fred Tetra - Kotor Tool Stoffe - TSLPatcher Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. -
I'll work on that in the future.
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Not sure what the typical rules are for this, so I thought I'd give an update. I have completed and uploaded the mod for review. I hope its approved soon so you all can try it and give me any feedback you have.
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Version 1.0.0
22 downloads
Rise of the Liberator Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.RiseOfTheLiberator Within the world of Kotor, there are hints that the Mandalorians are stirring, that a new Mandalore is rising to claim the mantle after the fall of Mandalore the Ultimate. Now, with Rise of the Liberator, that mystery has a name and a face. Face the Mandalorians of Kotor as you haven't faced them before, with new types, new equipment, new maps, and a mighty foe waiting for you at the end of the galaxy! This mod adds 2 new maps to the Rakata homeworld, where a new Mandalore and a small army of Mandalorians wait for you. Additionally, Mandalorian encounters throughout the game hint at the rise of this new Mandalore, transforming the Mandalorian experience into a proper sub-plot. Encounter new Mandalorian types, each with a unique armor that comes in both heltmetless and helmeted versions, and face the final boss to claim a very special weapon. Instructions Install BoS:SR (https://deadlystream.com/files/file/761-brotherhood-of-shadow-solomons-revenge) Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod should be compatible with the Jagi Mandalorian and Sherruk with Lightsabers mods. This mod uses GFF and overrides to modify the following characters and items. Any mods that modify the same may not be compatible: Bendak's Blaster dan14ac_mand04 in danm14ac (one of Sherruk's cronies) tat18_ in tat_m18aa (one of Jagi's minions) tat_thug3 in tat_m18aa (the GenoHaradan Mandalorian) kas25_mandcomm in kas_m25aa (the Mandalorian Commander in the Shadowlands) kas25_mandalor03 in kas_m25aa (one of the Mandalorians in the Shadowlands) kas25_mandalor04 in kas_m25aa (one of the Mandalorians in the Shadowlands) kas25_mandalor06 in kas_m25aa (one of the Mandalorians in the Shadowlands) kas25_mandalor07 in kas_m25aa (one of the Mandalorians in the Shadowlands) mikastore in korr_m33aa (Mika Dorin's merchant inventory in Dreshdae) g_mandalor004 in unk_m41ad (the Mandalorian Captain on the Rakata homeworld) m41ad.git in unk_m41ad (the map for the area around the Ancient Temple on the Rakata Homeworld) mand_armor_red (the Mandalorian Scout Armor in BoS:SR) g_a_class9004 (the unused Mandalorian Heavy Armor item) g_a_class9010 (the Mandalorian Assault Armor item) This mod adds item texture variations which may overlap with texture variations added by other mods D9 Heavy Armor - Texture Variations 21, 22, 23, 24, 25, 26 Lightsaber, Shortsaber and Doublesaber - Texture Variation 21 Lightsaber Crystal - Texture Variation 22 Special Thanks Fred Tetra - Kotor Tool tk102 - DLG Editor, K-GFF Stoffe and Fair Strides - ERFEdit Fair Strides - MdlOps Stoffe - TSLPatcher ndix UR - TPCView SilverEdge9 - Brotherhood of Shadow: Solomon's Revenge Vriff and Synchro - Kotorblender Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. -
Feeling a bit of a modder's high, so I wanted to post an update. I figured out how to make the Darksaber blade work! I've got some small tweaks to make on the inside, but this is what the final product will look like.
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Does anyone know of a good guide for creating custom lightsaber hilts? I'm using Blender 5.0 and KotorBlender 4.0.7 (https://github.com/OpenKotOR/kotorblender/releases/tag/v4.0.7). Currently I'm just trying to simply take the model for the blue lightsaber and remove the bottom of the hilt. When I did that, the hilt turned invisible (the blade still shows up normally). I tried unwrapping the textures in case that was a factor, but the hilt is still invisible. I'm sure there's a rational explanation for why this is happening, but right now I'm more curious if there's instructions so I can fix this AND avoid other screw-ups in the future.
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View File Stranded Merchant Stranded Merchant Game: KOTOR 1 Author: Dodrari Kaan Version: 1.0.0 GitHub: https://github.com/danielstegink/Kotor.StrandedMerchant We get a lot of stuff on the Rakata homeworld, most of which we don't need. It's kind of annoying since it bogs down our inventory and we don't get to buy any more cool stuff. Enter a new NPC on the Nameless World: Kalon Chund, a stranded merchant hiding in the safety of the crashed starship outside the Elder's settlement. He has a huge inventory for you to choose from, and his assistant Scrapper is more than happy to buy any junk you've accumulated over the course of the game. Instructions Use the TSLPatcher Permissions Use this mod however you want. Just make sure to credit me. Compatibility This mod uses GFF to modify the area outside the Elder's settlement (unk_m41ab), removing the ship parts and one of the plasma vents. Any mods that affect the same area may not be compatible. Special Thanks Fred Tetra - Kotor Tool Stoffe - TSLPatcher KobaltBlu - Kotor Scripting Tool tk102 - DLG Editor Disclaimer THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. Submitter dodrarikaan Submitted 09/05/2026 Category Mods K1R Compatible No