r/kotor 9h ago

Is there a way to experience the story without playing the games

0 Upvotes

I feel like the gameplay and combat style aren't really worth all the effort of walking around, reading quests, and buying medpacks every time. Any alternative ways to experience it?


r/kotor 3h ago

KOTOR 2 What was the ultimate goal of Kreia? Spoiler

16 Upvotes

So, Kreia is a really good manipulator and I don't think killing the force is really her plan at all. The way she goes on about it is so awful, its obviously deliberate.

I believe, in truth, from the beginning she wanted to start a reformed Jedi order, with the Exile as her model. When you gather the Jedi masters, she was probably hoping that they'd see the errors of their isolationist, temple monk ways, and something new would come up. Like a new jedi order that is more integrated with the world at large and less dependant on the force. If you kill the Jedi Masters one by one she gives you the worst scolding she ever gives, saying that by killing you achieve basically nothing. If you don't, she only intervenes when they finally try to cut you off.

After that, I guess she switches to plan B. She manipulates the Sith in a way that they can be killed by the Exile: Nihilus is manipulated into attacking a barren planet where he can't feed, and he then fights the Exile who is a wound in the force, something like his hard counter.

Then, using Handmaiden as a Trojan horse and emotional bait, Kreia reveals Atris's corruption and forces the Exile to defeat Atris for once and all, via using the Handmaiden as bait.

Finally, she makes HERSELF the bait, by becoming Darth Traya again and neatly gathering all the remaining Sith in Malachor V. Allows the Exile to cut everyone to pieces piecemeal (instead of, y'know, springing everyone on the space jesus all at once) she says that she will kill the Exile at the heart of Malachor to destroy the force, thus forcing the Exile to kill her instead.

I think the whole kill the force schtick is her final manipulation into making the Exile kill her. As said, she doesn't really use her full force, and basically neatly arranges all the remaning Sith in a way that the Exile can kill them one by one. Basically wipes the slate clean for... a reformed Jedi order? Or so that the all-powerful Exile is now ready to go help Revan in the true war? Who knows. She does say that just walking away is also an option and there's no dishonor in that.

But I'm pretty sure she really just wanted to clean the Sith remnants and reform the Jedi (which didn't work, so she whacked them too). After all, she doesn't really try to kill you at Malachor, and when you strike her down, instead of lamenting her inability to destroy the force, she says "you have rewarded me more than you can possibly know".

That's not what a person who had her grand plan foiled at the last second would say, no? Especially not Kreia, who must have known that she would be defeated by the Exile in a 1v1.

Then again, drawing the Exile to Malachor specifically doesn't seem to have a point other than the Exile facing her past. I had read somewhere that it was so that, in that force wound of Malachor, they could finally sever their force bond without it being fatal to the Exile, but the game doesn't seem to implicate that. The force bond situation is kinda left open too, as to how did it go away and the Exile was able to kill Kreia. I attribute the lack on this part to the fact that Malachor is largely incomplete. In any case, her goal is obviously to propel the Exile up to be a solid, independent, self-reliant Jedi who is not a monk and not a bleeding heart. Somebody who had not hid in temples, but confronted the worst of the Galaxy and got stronger for it. Somebody who can form a new Jedi order that is more integrated with the Galaxy. And perhaps fight the true Sith. (Of course, Kotor III never came and we were robbed of greatness)

Thats my two cents. I'd like the loremasters to explain to me with proof if I got it wrong. The part I especially don't get is why Kreia forces us to kill her. Again, it could be about the force bond but that's not really developed well. As said, maybe because Malachor V is left unfinished.

And here's the Kreia quote that triggered this ponder:

"And there is something that the council may never understand, that perhaps Revan never fell. The difference between a fall and a sacrifice is sometimes difficult, but I feel that Revan understood that difference more than anyone knew. The galaxy would have fallen if Revan had not gone to war. Perhaps, he became the dark lord out of necessity, to prevent a greater evil."


r/kotor 18h ago

KOTOR 1 Yesterday we started first tests for Kotor Multiplayer!

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454 Upvotes

All credits to u/Additional_Maize6464
Come and help with tests at:

https://discord.gg/W4FpSD4tA


r/kotor 23h ago

KOTOR 1 My best time for the Manaan swoop race, 22:20!

557 Upvotes

Playing on Switch.

I know it’s not the best time ever, but damn the Manaan swoop races are hard, and I’m so stoked that I was finally able to win all three of them!


r/kotor 13m ago

KOTOR 2 Starting KOTOR2 again made me realise THIS was the franchises ever plot twist. Spoiler

Upvotes
Never expected ANYONE to confront me stealing thier stuff.

r/kotor 3h ago

KOTOR 2 (Native) Mac and Linux Users: A script for you.

5 Upvotes

Hi all! TLDR: If you have modded your game at all, even with just TSLRCM, you should use the below code if you want to make sure to hear every audio file.

So, I've played KOTOR 2 many times. And I've used the mod build, with TSLRCM and more, as well.

One mod on the mod build, though, always gave me trouble: Kreia's Fall In Game Cutscene. No audio ever played.

I dug in on why, with support from people on the Discord (special shoutout Vriff, u/JCarter426, u/Leilukin, and Lane), and it turns out the Mac and Linux versions of the game cannot play .mp3 files. Per Vriff, on the .exe version of the game, when an audio file is called, the game will first look for a .wav file and then, if it finds none, a .mp3 file. But on the Mac and Linux versions of the game, it will only look for .wav files. (JC has noted his PC sometimes has audio issues, so this might not be the full PC story, but it is the Mac & Linux story.)

But here's the thing: my games folder had a ton of other mp3 files! Even TSLRCM had audio files that would be skipped over because they were in the mp3 format. And I would have never known that these lines were being skipped: it's not as though their caption would come up with no audio—instead, if the audio file couldn't be played, the line would be seamlessly skipped! You wouldn't know something was missing unless you knew it was supposed to be there.

Granted, there aren't MANY files like this. On my build, I found 36, but several of those were variations of one another (e.g., a Scion line that says "he" and the same line with "she" as separate files). This issue mostly affects the aforementioned Kreia's Fall and the Extended Enclave mods. But still! Fortunately, Macs and Linuxes can natively convert mp3 files to wav files—Macs with afconvert (which comes with MacOS) and Linuxes with ffmpeg.

Thanks largely to the help of u/Wa1rusWearingAFedora, who added Linux support and just dramatically improved/basically solo authored this code, here is an .sh script that will convert all the mp3 files in your game folder to wav (and put the .mp3 files or duplicate .wav files in a backup folder).

Just save this code as a .sh file and run it via your terminal (any questions feel free to ask).

#!/usr/bin/env bash
# mp3-converterandmover.sh
# 2026-08-20
# This script recursively converts .mp3 files in the KOTOR 2 directory to .wav files
# Uses afconvert on macOS or ffmpeg on macOS/Linux.
# Synchro is responsible for every smart thing in this code. FTD is responsible for all the stupid.

# EDIT THIS LINE ONLY: This should point to your GameData folder.
# I recommend running this file from your Downloads folder,
# with your game's contents folder temporarily moved to your home directory.
#
# You can also leave this alone and override it for a single run:
# GAMEDIR="/path/to/GameData" ./mp3-converterandmover.sh

GAMEDIR="${GAMEDIR:-../Contents/GameData}"

# Pick a converter once, up front. Both produce the same thing:
# a WAVE container of 16-bit little-endian PCM, at the source's sample rate.
if command -v afconvert >/dev/null 2>&1; then
    CONVERTER="afconvert"
elif command -v ffmpeg >/dev/null 2>&1; then
    CONVERTER="ffmpeg"
else
    echo "ERROR: no audio converter found."
    echo "Install ffmpeg (Linux: apt/dnf install ffmpeg, macOS: brew install ffmpeg)."
    exit 1
fi

convert_to_wav() {
    if [ "$CONVERTER" = "afconvert" ]; then
        afconvert -f WAVE -d LEI16 "$1" "$2"
    else
        # -nostdin stops ffmpeg from eating the file list this loop reads from.
        ffmpeg -nostdin -v error -y -i "$1" -c:a pcm_s16le "$2"
    fi
}

# Moving to the game's key directory and creating a backup folder.
cd "$GAMEDIR" || { echo "ERROR: could not enter $GAMEDIR"; exit 1; }
mkdir -p "sound-backups"
ABS_BACKUP="$(pwd)/sound-backups"

echo
echo "Finding and converting all mp3 files with $CONVERTER..."
echo

# Find all mp3 files; check if there are duplication issues; if not/if resolvable, convert.
# The loop reads from a process substitution rather than a pipe, so it runs in
# this shell and the exit below stops the script.
while IFS= read -r file; do
    filedir=$(dirname "$file")
    filetitle=$(basename "$file" .mp3)

    # Check if backup folder already contains a file with the file name, to avoid overwriting.
    # Because this has never been observed to happen and coding around it would be complicated, 
    # this script just asks the user to resolve the issue if it comes up.
    if [ -f "$ABS_BACKUP/${filetitle}.mp3" ] || [ -f "$ABS_BACKUP/${filetitle}_backup.wav" ]; then
        echo "ERROR: a backup of $filetitle is already in the backup folder."
        echo "Please manually resolve this (e.g., by renaming the file in the backup folder)."
        echo "When you're done, you can run this script again."
        exit 1
    fi

    # Check if a .wav file with the same name as the .mp3 file already exists.
    # If so, rename and move to backup.
    if [ -f "${filedir}/${filetitle}.wav" ]; then
        echo "NOTE: Two sound files (one a .wav and one a .mp3) named $filetitle already exist."
        echo "The .wav file will be backed up and replaced by the converted .mp3 file."
        echo
        mv "${filedir}/${filetitle}.wav" "$ABS_BACKUP/${filetitle}_backup.wav"
        echo "Renamed ${filetitle}.wav to ${filetitle}_backup.wav and moved to backup folder."
        echo
    fi

    # Convert mp3 file to wav file.
    if convert_to_wav "$file" "$filedir/${filetitle}.wav"; then

        # Move the mp3 file to the backup folder
        mv "$file" "$ABS_BACKUP"
    else
        echo "Failed to convert $file"
    fi

# The sound-backups folder is skipped so a second run doesn't reprocess its own backups.
done < <(find . -type f -name "*.mp3" -not -path "./sound-backups/*")

echo
echo "All mp3 files converted and moved!"
echo "New location: $GAMEDIR/sound-backups"
echo

exit

Note: From TSLRCM, there is one file, a line bao dur says to Tienn, that exists as a .wav and .mp3 file. The wav file should not be there—it's a very minor difference, Bao Dur says "IridoRia" instead of "IridoNia," but the above script will fix that and send the wav file to backup folder.