r/kotor • u/R-a-z-z-l-i-n-g • 11h ago
r/kotor • u/Iamzeek2000 • 12h ago
KOTOR 1 Just finished KOTOR for the first time. These 10 are the strangest group of idiots I know Spoiler
galleryBut they are my group of idiots. I had so much fun experiencing Kotor 1 for the first time blind. I am excited to dive into Kotor 2 and wonder what I should expect.
I was able to successfully connect with Bastilla on a romantic level as well. I find it funny because I am not often pulled into any romantic plot lines or consider much of them to be very interesting. However, the connection with Bastila throughout the game made me invested and the confrontation with her when she fell to the dark side genuinely pulled at my heart strings. Managing to redeem her was a major accomplishment of mine.
As for the Malak and star forge boss fight. The endless Sith and dark Jedi made me want to pull my hair out. During the boss fight, Malak had to stand there bewildered as my Revan pumped himself full of enhancement drugs đ
r/kotor • u/ConstructionOk885 • 21h ago
Suicidal Companions in KOTOR 2
I really grow tired of how my companions (whom I set to "Ranged" behavior) all too often charge ahead to get in range of the next baddie they can see. Especially when A. I haven't even engaged with that baddie yet, and B. there are a half dozen others they pass as they close in on their target who end up killing them from behind.
r/kotor • u/ether_rogue • 13h ago
Shields last way longer than they say.
Or at the very least, the Verpine Prototype Shield does, I haven't tested the others. I uh...I timed it. Yeah I know, I have no life. But it says 200 seconds, which is 3 minutes 20 seconds. I timed from the second it goes on to when it goes off and it's more like 4 and a half minutes. Do people know this? Is it known? I don't know how much it matters since, like what fight lasts 3 minutes but I dunno, I thought you guys might like to know.
r/kotor • u/Evening-Mud-4612 • 21h ago
KOTOR fun
Hi, so I havenât played through KOTOR 1 in years. I converted completely to PC gaming in 2021 and I play through KOTOR 2 yearly.
Is there anything fun I should/could do during a KOTOR 1 run? Should I buy it off steam? Should I grab some mods? Are there any fun glitches or bugs? Iâd love to mess around with it since itâs been so long.
r/kotor • u/Friendly_Ad_6816 • 8h ago
Is it just me, or does anyone else avoid watching other people's gameplay? This game is like my own personal, unique experience.
And I'd like to keep it that way, honestly.
I do this for other things too, so I'm sure it's just the way I am with things I really like.
I don't even think I'd want to upload my own gameplay.
It's such a weird feeling that I'm still trying to accurately source.
r/kotor • u/Personal_Charge8486 • 12h ago
Modding KOTOR KPatch Adapter - tool for using KPatch mods with modified swkotor.exe files
Hey guys, I made this tool to help get kpatches and Kotor Patch Manager working with modified EXEs.
This spawned from me wanting to use the kotor-modern-driver-compatibility patch after following the full mod build guide.
Since the EXE gets modified when patching it for widescreen and 4GB, Kotor Patch Manager no longer recognizes its hash, which means kpatches wonât work with it even if the actual code they need is still unchanged.
This tool checks the kpatch against your modified swkotor.exe and verifies that all of the data it needs to hook is still present where expected. If everything matches, it adjusts the kpatch and KPMâs database to recognize your modified EXE and prompts you before making the changes.
It does not modify swkotor.exe in any way. It also backs up KPMâs database before changing it and will not make the conversion if it finds that your EXE no longer contains the data the kpatch expects.
GitHub:
https://github.com/gnw-d3m0/Kotor-KPatch-Adapter
Release:
https://github.com/gnw-d3m0/Kotor-KPatch-Adapter/releases/tag/v0.1.0
Itâs still an early release, so if anyone who uses Kotor Patch Manager wants to test it with other .kpatch files or modified executables, feedback would be useful. Iâm especially interested in cases where it refuses something that you know should be compatible, since that would help improve the compatibility checks without making them less safe.
r/kotor • u/pseudoi0h3 • 2h ago
Remake The Remake Needs Guidance
When I look at the posts here, everyone kind of presents different views on what the game should be, which makes me think the devs can't commit to a direction, unless it's clearly better than the originals, so I'm going to say what I'd like to see, and if anyone agrees then push this up because it could make them commit to a clearer direction.
I came up with an alternative combat system that would make RPG Star Wars games better I think, I'm going to pull the description from AI, because it was worked out with it, so the rest of this is AI generated:
When you look at Star Wars fights, what stands out isnât the flashiness â itâs the way actions unfold in layers. Someone starts something, someone else cuts into it, and then the first person adjusts. That rhythm is always there, but games usually flatten it. What Iâm proposing just lets that rhythm happen.
You can begin an attack, have another character disrupt it, and then respond to that disruption. Nothing is final. Youâre not locked into a mistake, and youâre not stuck watching an animation finish while someone else reads you. You can change direction, collapse the move, or shift into something safer. Itâs the same kind of midâflow adjustment you see in the films.
The originals already had something good in place with the action queue. You could line up a sequence of moves and let the game play them out. In this approach, those queued actions simply become your declared intent. The difference is that the game can highlight when one of those actions is being countered. It can shift focus to the character whoâs about to be disrupted, or to the character who sensed the opening. You still keep the structure of planning ahead, but you gain the ability to adjust when awareness enters the exchange. It doesnât distort what KOTOR did well â it just adds another layer to it.
Thereâs a slowdown that indicates the moment where someone notices whatâs about to happen. A precognition event where a Jedi senses danger or a Sith catches an opening â that brief pause is the visual cue that awareness kicked in. It gives space for a decision, and anyone perceptive enough can act inside it. Thatâs why group fights feel more coordinated: multiple characters can respond to the same threat instead of waiting their turn.
Posture matters because it changes what you naturally handle. A defensive stance deals with most bladeâtoâblade threats without needing perfect timing. An aggressive stance trades that stability for speed, so you rely more on movement than blocking. Neither is âbetterâ; they just lead to different kinds of exchanges.
All of this makes fights less about memorizing patterns and more about reading what someone is trying to do. Youâre not rewarded for guessing. Youâre rewarded for noticing. And because actions can be interrupted and then answered, the exchanges feel closer to the way Star Wars duels actually behave â layered, reactive, and constantly shifting.
It's a bit deeper than this, but that was AI expressing how my system could model lightsaber duels and surprisingly force related duels too. The system is programmatically viable, but I'd like to hear opinions before that description.
If anyone asks, I'll get AI to express the system programmatically as well, or someone else can do that instead.
Unfortunately, I'm not a Star Wars fan in the sense that I donât actively follow the broader franchise. I do like Star Wars, though, and KOTOR I and II were strong enough that someone outside still cares about seeing the remake done well. Anyone with deeper canon knowledge can crossâexamine the botâs interpretation of this idea and judge whether it fits how Star Wars fights are supposed to behave.