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About This File

Tired of seeing the same five people everywhere on Taris? Struggling to tell the Vulkars and Beks apart? Want your named quest-givers to stand out in a crowd? Then this is your mod.

Uses TSLPatcher to make the following changes:

[Main Mod]

The serving staff now has a uniform more or less: red for Upper City, green for Javyar's Cantina.
(Note: I chose to leave Gerlon in his red clothes with the logic that he's actively trying to blend into the background given that he's, y'know. A scammer.)

Kandon Ark is now orange, and his bodyguard is green.

Zelkor and Gurney both wear green now. Like unofficial Tarisian scrubs.

Davik's Agent uses an alternate Black Commoner model, as does Hudron.


Throughout the Lower City:
Various modifications to the Vulkars and Beks to a) give them a little more gender/species equality and b) to color-code the gangs/alien stock models.
Now when Matrik says you aren't in Hidden Bek colors, it might actually make sense.
Beks: Blue/aqua
Vulkars: Orange/red

(Note: I left Davik's Estate unchanged. Based on Canderous's intro scene, it seems like Davik has an arrangement with the swoop gangs--either officially or on an individual basis. Indentured servitude: the Exchange at its finest.)

In the Undercity:
Hester now uses the Black Female Dirty Commoner model so she's not identical to both vanilla!Shaleena and one of the rakghoul victims.
The Gate Guard Trewin has his name back.
Igear is now Asian, while both of the beggars use different Black Commoner models (because we already have Gurney fullfilling almost the same role and that's just unfairly lazy).

The Republic Soldier is in uniform.

[Unique Heads]

Dia now has a unique head based off PFHA02.

Matrik has Zhar's head and wears Cinnegar Weave Armor.

Holdan now has a unique head based off Dustil's, giving him a scruffy beard as well as a scar from Dia's vibroblade.

Unique heads for Ice, Gerlon, and Marl based off PFHC03, PMHC05, and Gendar respectively, and a unique jumpsuit for Twitch colored to match the combat suits of his fellow duelists.

Rukil has whiter hair, blue eyes, and a few tattoos/brands marking him as an Outcast and believer in the Promised Land.

On the Swoop Track: Phirk gets a teal-colored jumpsuit to make him stand out while still following the Bek color scheme, while Redros has greener skin than his fellow Nikto and Doba has a morph of a regular and lite Rodian.

[Undercity Culture]

Gives all the Undercity commoners tattoos that say "Outcast" in Aurebesh. They aren't too obvious, but they do exist.

[Optional Asian Shaleena]

Gives Shaleena a unique Asian head based primarily on PFHA05.

[Davik's Gamorrean Guest]

Changes Davik's Rodian guest into a Gamorrean. For the lols.

 


What's New in Version 2.0   See changelog

Released

Missing heads now appear.

Patcher no longer searches for files that aren't part of the mod's changes.

Select Vulkars no longer neutral.

NOTE: because KotOR reuses the same 9 Vulkar character files for each Lower City module, this means that one of the affected files is the Vulkar in conversation with Canderous/Davik's Agent. I've lowered his perception as far as I can while keeping him hostile, but this workaround is imperfect and involves you having to sprint towards Davik's Agent so that the cutscene activates before the Vulkar notices you. Alternatively, remove file tar03_blackv035.utc from your override and just make do with a Vulkar in Bek colors.

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So ive noticed when in the undercity apartments this mod seems to make some of the Vulkars Friendly?

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Just wanted to point out Holdan's head from the Unique heads option makes his head completely white. There are also four Vulkars that are no longer hostile, two in each apartment section of the lower city. (I have the file above installed).

Also, one of the male undercity outcasts who is infected with the Rakghoul disease that turns and you end up fighting them, also has a white head.

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You're missing tar03_blackv034 in your fixed files, at the very least, they've also been edited to non-hostile.

Should probably playtest a fix at least once before publishing it.

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Your words are heard and acknowledged. While I did test it out, a fresh install revealed some errors that I believed I had corrected. I'm going to go through it from the bottom up and see if I can't get it sorted out. The Vulkars are particularly puzzling since I didn't touch their hostility rating to begin with. I'll need to just pull them direct from the game again and sort through it.

Sorry for the delay, life has been busy.

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On 11/19/2021 at 5:55 PM, PirateofRohan said:

Your words are heard and acknowledged. While I did test it out, a fresh install revealed some errors that I believed I had corrected. I'm going to go through it from the bottom up and see if I can't get it sorted out. The Vulkars are particularly puzzling since I didn't touch their hostility rating to begin with. I'll need to just pull them direct from the game again and sort through it.

Sorry for the delay, life has been busy.

Why don't you just set the TSLPatcher to insert the Vulkar's utc files directly into .mod files?

What .mod files are are files which contain a module's information without touching the vanilla module files, this allows modders to "clone" a module's content so that we can mess up whatever we want without messing up the vanilla game files. If this mod's TSLPatcher injected the utc NPC files into the .mod files, you could modify the Black Vulkar's in tar_m03aa.mod, tar_m010aa.mod and so on without causing a single conflict.


The K1 NPC Overhaul mod, K1R and the K1 Community Patch utilize these .mod files so at worst your mod would require one of those three mods to work... however, most people use K1 Community Patch nowadays so it shouldn't be an issue.

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