Search the Community
Showing results for tags 'mesh'.
-
Version 1.0.0
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- 3 comments
-
- 2
-
-
-
- custom model
- mesh
-
(and 6 more)
Tagged with:
-
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 06/10/2026 Category Mods K1R Compatible No
-
- custom model
- mesh
-
(and 6 more)
Tagged with:
-
Hi, i was playing with KOTORmax and danglymeshes lately. They seems to work perfectly on head meshes, or items that have them in vanilla, but when i was trying to add athem to another model, they dont move at all. For example, Effixian's Dancer's Outfit: It has mdl file with dangly mesh, everything seems to be correct, but in game it doesnt work. Can you advise ? Thank you.
- 11 replies
-
Greetings, fellow Jedi! Hope y'all doing fine. I have noticed a disturbance in the Force with the Ivy meshes; particularly inside m13aa_01a model [Dantooine's docking area]. My query/request are: [Query] Is that intended? Because I have roamed around the Enclave and every Ivy that are attached; they align perfectly and the only instance of disturbance is on that one. [Request] If it is not; I am hoping for a fix to the mesh/model because as we can see it shown on an important cutscene as seen in the screenshot above. So, I believe a fix would be necessary. Many thanks for considering this!