KOTOR Mods On The Switch

FAST6191

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We have full access to run unsigned code so you could mod the game.

How close it sticks to the PC or xbox originals such that you could either trivially or near trivially port things across, or if things deviate or otherwise shove it into Actual Work™ territory is unknown until we start pulling apart the game (though you might be able to infer some things depending upon the footage shown or developer comments/jobs hired for -- emulator/wrapper jobs looking different to hardcore port/remake jobs).
The Switch is powerful enough that things often resemble a straight port, and it was also a new enough game that there is unlikely to be too much embedded jank to the code (PC and xbox which was basically a PC using PC development environments, compared to say a N64 which was custom from the ground up).
It will also depend upon what mod and what was done for them; KOTOR stuff whenever I saw overviews of hacking projects there favour some odd methods at times whilst also staying way more within the lines than what most would know from ROM hacking in consoles.
 

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We have full access to run unsigned code so you could mod the game.

How close it sticks to the PC or xbox originals such that you could either trivially or near trivially port things across, or if things deviate or otherwise shove it into Actual Work™ territory is unknown until we start pulling apart the game (though you might be able to infer some things depending upon the footage shown or developer comments/jobs hired for -- emulator/wrapper jobs looking different to hardcore port/remake jobs).
The Switch is powerful enough that things often resemble a straight port, and it was also a new enough game that there is unlikely to be too much embedded jank to the code (PC and xbox which was basically a PC using PC development environments, compared to say a N64 which was custom from the ground up).
It will also depend upon what mod and what was done for them; KOTOR stuff whenever I saw overviews of hacking projects there favour some odd methods at times whilst also staying way more within the lines than what most would know from ROM hacking in consoles.

I believe these devs did the mobile version & mods work there. So theoretically would they work here or no ?
 

FAST6191

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I believe these devs did the mobile version & mods work there. So theoretically would they work here or no ?
We would have to open up the game, and contemplate the nature of the mods you want ported/remade/adapted for this version.
If the game is a fairly robust wrapper or recompile of mods that are mostly asset based then better chance of working than something that was more actively developed and enhanced. I would place money on the game being a cheap port/wrapper job over them spending actual money and time doing a proper rebalance type remake for a Switch port but even that does not preclude it being easier to redo an asset into a more native format that sends you off having to learn something
 

deathblade200

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I don't see why not it basically works the same as NeverWinter Nights hell they even used a NeverWinter Editor on some of the files. like it supports .2da, .dlg, .mod etc for example but I've personally never messed with KOTOR mods. EDIT: they do indeed work I tested it with the KOTOR 1 Restoration you can tell right away if its working if you can select an "impossible" difficulty. I will post the folder layout below. you probably don't have to sort certain override files but thats how it was in the game files so I did it to be safe.
 

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stowechris

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So I would treat the folder you linked as the install folder of pc kotor and add mods directly to it? A more thorough explanation would be appreciated but I’m sure I can figure it out if I mess with it a while
 

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kolewan

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Hopefully this means someone will make a mod to make that combat engaged bar either tiny, transparent, or removed altogether
 

ZER-O

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Which mods besides KOTOR 1 Restoration do you recommend?
some Favorites:
https://deadlystream.com/topic/4945-kotor-remastered-a-heavily-modded-kotor-build/
Favorites:
Gameplay Mods:
---------------------
1- Lightsaber Choices (2.0)
2- K1 Force Pack (2.0)
3- Remove Restrictions for Force Powers by Armors
4- Revamped Pazaak Store
5- Enhanced Merchants

Hopefully this means someone will make a mod to make that combat engaged bar either tiny, transparent, or removed altogether
there is a mod to make it Bigger
 
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IceBlazeWinters

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I have a bunch of mods that i'm trying to use on seitch for kotor 1

I'm using thr correct layout and putting files where they properly belong

But i can't start a game up for some reason

It'll load all the way up to about 80% of a bar AFTER making a character, then the game will just freeze and crash

I've already turned my pc off and i'm on my phone right now, so i can't post what mods i'm trying to use on my switch
-----------------------------------------------------------------------------------
mods i'm trying to use that are causing the game to crash after character creation:
k1r 1.2
lotsa
high quality blasters
mission to darth talon
save mission and zaalbar
skills and feats unchained
pazaak easy
ki weapon damages overhaul
high resolution lightsaber beams
tach replacement
sherruk with lightsabers
sandpeople disguise fix
vibroweapon replacement
star forge spawns hks
darth revan over star forge robes
i have unlimited power
hp grenades
detrans darth revan robes
lore accurate cassus fett armor
 
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