I don't have a bug to report this time but more of a feature request. I just figured out the solution to a problem that has perplexed me for a while. I know how to fix it, but it's a little time consuming so it would be handy if the fix were built in.
One of the hack ways I edit models is by copying text from one ASCII file to another in Notepad, so I can import meshes from different models weighted to the same set of bones. The most common situation, and what I was doing in this case, is to take hands from a player underwear model to replace the hands of an armor model either to get rid of the gloves or, in this case, to put female hands on a male armor. Editing 3D models in Notepad sounds dumb but I find it easier to edit when it's imported all together and weighted correctly. It works for the most part, though KOTORMax's import script will fail if there's a reference on a mesh node to an object that doesn't exist. A common occurrence is I copy arms from a K2 model onto a model that originally came from K1 and forget about the sleeve bones. KOTORMax understandably freaks out if it's told a skin has a bone that doesn't exist. But in the past, it would give the same error even when I knew everything should check out. And I just realized it's because the import script is case sensitive. So it doesn't know that lhand_g is the same thing as Lhand_g, and so on. The game doesn't seem to care; the cases are inconsistent from model and that doesn't matter. But apparently it does matter on import.