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Anyone have SpaceAlex's K1 Enhancement Pack?

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-----Moved topic to Mod Requests-----

 

Thankfully, Fallen Guardian included a link in his mod release thread:

 

https://onedrive.live.com/?id=AF290B5E544EBB56%21121&cid=AF290B5E544EBB56

 

Be sure to download FG's mod as well since it fixes the invisible head issue:

 

http://deadlystream.com/forum/files/file/417-spacealexs-k1ep-invisible-head-fix/

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So all it is, is an NPC reskin with some little extras here and there with a few new items he mentions, and mabye a new feature or two like a door closing and bodies staying...  Not that much from what he writes.. Also he left it unfinished (understandable) . I don't really see the appeal except for the Chainz.2da mods included and the Bastila Revelation outfit which is a standalone mod. 

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Hey, this seems like a great mod, but has anyone actually finished the NPC part of it? I would really like to use it, but I'm kind of a noob when it comes to that kind of modding.

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Hey, this seems like a great mod, but has anyone actually finished the NPC part of it? I would really like to use it, but I'm kind of a noob when it comes to that kind of modding.

Not what you're looking for but I am, using aspects and parts of the Enhancement Pack, creating my own version of NPC Overhaul for my K1 Gameplay Improvement mod- http://deadlystream.com/forum/files/file/888-n-drews-k1-gameplay-improvement-demo/

 

It's a WIP Demo phase meaning the mod will be updated with new content making the mod better over time until completion. This isn't something I'd recommend installing on top of other mods though, best to install this mod first and use re-skin mods with it to avoid incompatibility.

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Not what you're looking for but I am, using aspects and parts of the Enhancement Pack, creating my own version of NPC Overhaul for my K1 Gameplay Improvement mod- http://deadlystream.com/forum/files/file/888-n-drews-k1-gameplay-improvement-demo/

That looks like a great project! Keep it up! Unfortunately, at this point my game is too modded to try it.

 

I was really looking forward to SpaceAlex's mod replacing the low-poly background NPCs, but then I read he didn't finish that part. And having the named NPCs look unique would have been awesome, but my mod folder is currently stable with no conflicts, and the Improvement mod would introduce conflicts and too many new files that I can't tell what they do, so it seems also like a mod that should be installed first.

 

Looks like I have to make a few edits by hand, like the unique wookies, Zaerdra, Nemo, etc., which will take forever...

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What particular textures would everyone personally recommend out of this pack - if I was willing to go through them one by one?

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That looks like a great project! Keep it up! Unfortunately, at this point my game is too modded to try it.

 

I was really looking forward to SpaceAlex's mod replacing the low-poly background NPCs, but then I read he didn't finish that part. And having the named NPCs look unique would have been awesome, but my mod folder is currently stable with no conflicts, and the Improvement mod would introduce conflicts and too many new files that I can't tell what they do, so it seems also like a mod that should be installed first.

 

Looks like I have to make a few edits by hand, like the unique wookies, Zaerdra, Nemo, etc., which will take forever...

Thanks for the support. The ideal way to play my mod, as well as anyone else's incompatible mod, is to copy a vanilla swkotor folder to your desktop as a backup and install my mod into the not-Backup swkotor game. Once you've done that rename the modded swkotor file to anything besides "swkotor" so for example "swkotorngid" for example. After you've done that copy your back up swkotor into your game folder (The location will differ based on the version of kotor you got whether it be Steam, Gog or retail) and install another mod into the swkotor file like K1R. Obviously, you'd repeat the process of copying, installing and renaming and whenever you want to play a mod like the Improvement mod, K1R, Bossr etc you'd rename the folder back to swkotor.

 

What particular textures would everyone personally recommend out of this pack - if I was willing to go through them one by one?

This mod is more complexed than just textures. For example, the replaced low poly background NPC's where done via the appearance.2da replacing the Lite's slots with player appearance's meaning that commoner's on the streets had player heads (I believed he used the Jedi with player heads to replace the Lite models and turned their clothing slot into the commoner clothes so that the head gets swapped for another head if the player head is the same as the commoner's head). 

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That looks like a great project! Keep it up! Unfortunately, at this point my game is too modded to try it.

 

I was really looking forward to SpaceAlex's mod replacing the low-poly background NPCs, but then I read he didn't finish that part. And having the named NPCs look unique would have been awesome, but my mod folder is currently stable with no conflicts, and the Improvement mod would introduce conflicts and too many new files that I can't tell what they do, so it seems also like a mod that should be installed first.

 

Looks like I have to make a few edits by hand, like the unique wookies, Zaerdra, Nemo, etc., which will take forever...

 

I think you might enjoy checking this mod out by Curtis1973 : https://www.nexusmods.com/kotor/mods/1145

 

It is strictly reskins of several NPCs and shouldn't cause any conflicts, unless you already have reskins of those people. 

Not, entirely sure if you are looking for this from what you wrote, but I think you'd be interested in this for all of those random NPCs that don't look very good. 

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I think you might enjoy checking this mod out by Curtis1973 : https://www.nexusmods.com/kotor/mods/1145

 

It is strictly reskins of several NPCs and shouldn't cause any conflicts, unless you already have reskins of those people. 

Not, entirely sure if you are looking for this from what you wrote, but I think you'd be interested in this for all of those random NPCs that don't look very good. 

Actually, that mod is what started my quest for hi-res NPCs. It's good for reskinning commoners and such, but what I mainly wanted was a fix for the super low-poly "filler" background NPCs like the two women talking outside the Jedi enclave as you head to the plains (near Nemo). Their faces are made up of like 4 polygons, and their hands are mittens, and Alex's mod advertised replacing that kind of characters with normal NPCs (that could use the skins from the mod you linked).

 

I think at this point I have to give up on the dream of no low-poly NPCs and just make some of the named NPCs unique, like Nemo, Belaya, Sunry, etc., but I am reluctant to run the installer from Alex's mod because it seems to include a ton of other stuff besides what I want in the NPC redux. That's why I am going to try and do them one at a time and only change the appearance. I wish he had made partial installers for just the Twi'leks, just the gangs, etc.

 

In case someone has or can easily put together a version of his NPC mod that *only* adds the extra variation of alien characters (more Twi'leks, Rodians, and other variations) without anything else, I would really appreciate that!

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What particular textures would everyone personally recommend out of this pack - if I was willing to go through them one by one?

Did you mean Alex's pack? Personally, I really liked the idea of differentiable named wookies, so I started with those. They're also the easiest to implement in my opinion. Also Belaya having a unique head seems cool. I don't know how to add extra variety to the alien species, so for now I just copied some of the textures and renamed them to fit the original variants.

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When SpaceAlex designed this mod he didn't want to use the module folders, he wanted everything to be within the override folder where possible. I've played multiple playthroughs of his mod and it always amazes me how much content is in it. 

 

 

IIRC only Korriban, the Unknown World and the Star Forge wasn't covered by his mod. The biggest bugs were certain modules spawning the same NPCs twice or having other strange effects but it was never anything game breaking. His goal was to make K1 feel more alive by adding more NPCs in certain areas, add a better diversification of items and appearances, enhance the battles and also adding different/better choices to completing certain parts of the game. 

 

He's also added a better hierarchy to the various factions, like the Mandalorians, Dark Jedi + the Wookies. 

 

It certainly isn't just an appearance overhaul!

 

What particular textures would everyone personally recommend out of this pack - if I was willing to go through them one by one?

 

Czerka, Twileks, Armor, Commoner clothing reskins are my personal favourites. But I'd first change the unique characters, then the commoners or background NPCs in the areas like: Taris - Taris Nobles, Kashyyk - Wookies etc. 

 

It wouldn't be difficult to make a complete overhaul of most of the games characters with what he's already released, it would require a lot of extracting and messing around with .UTC files with the KGFF tool though.  

 

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It wouldn't be difficult if I knew how to map new textures and MDLs to the appearance2da, but I might as well learn now if anyone is willing to give me a brief instruction on how I could do that.

PM is fine if this is too off topic.

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So I've done this; but Marl's head is coming up as invisible to me, anyone help me figure out why?

Although it *was* a while ago, I actually went through SpaceAlex's mod file-by-file and decided what I wanted to keep.

 

Because I can't remember exactly what I did (sorry about that!) I'm just operating purely on memory and a bit of instinct. Just by taking a quick peek, I think the issue is with your appearance file. Anyone correct me if I'm wrong, but I believe the appearance file references the heads file via the normalhead column. So what you basically have is Marl's line in the appearance file referencing a non-existent line in the heads file. For your game, change the entry in the normalhead column from 133 to 109 and see if that helps.

 

 

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Is "normal heads" a separate 2da from heads.2da?

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Is "normal heads" a separate 2da from heads.2da?

No, it's a column in appearance.2da.

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