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NPC Diversity Pack [K1]
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
0.8.0 Beta Release Date: 04.04.2024


Installation:

Please install the K1 Community Patch FIRST before this mod!

If you plan on using it, install the Unofficial K1CP Tweak Pack mod SECOND (This mod is optional and is NOT required for this mod to work)!

Once you click on the HoloPatcher.exe, you'll be given a few install options.

1) Main mod: Installs the actual mod (edits over 600 NPCs so this may take a few minutes to install).

2) Player Head Commoners: This install will add new commoner NPCs who use the player heads. This option will greatly diversify the Kotor galaxy as there are so many player head commoners it's unlikely you'll see them twice in one playthrough, and it greatly reduces the already existing generic commoner heads. If a player head commoner uses the player's head, it will be swapped for another head (So if you're playing Mullet Man then the Mullet Man who appears in-game will use a different head). You WILL have to install this option AFTER the main mod.


Description:

As with many modders, I have a vision for a comprehensive NPC Overhaul. This mod is currently in a BETA stage, whilst I don't expect bugs, I do expect player criticism/feedback alongside reports of possible mod conflicts with certain mods... updates will be released to fix any possible bugs, add popular player suggestions, possible hotfixes for incompatible mods and new content as they become possible.

What does this mod do?

This mod is comprised of several smaller mods that have been merged into one big mod, resulting in an immersive NPC Overhaul which is compatible with the K1 Community Patch.

This mod swaps the heads of hundreds of NPCs to prevent the 'clone' effect, it replaces the low poly Lite NPCs with actual NPC appearances, it diversifies the clothing, armor and weapons worn by NPCs without touching any of the NPC Loot drops, it modifies the .GIT files in some areas to remove duplicated NPCs, it swaps the soundsets of over 200 NPCs so that the enemies you fight have a truly random "death grunt" sound as they die and MORE! With this mod, over 600 NPCs will be affected (including NPCs which are commonly affected by other mods). 

It is HIGHLY advised to install this mod (AFTER the K1CP mod) BEFORE you install any new appearance mods. For example, Galaxy of Faces is a mod which adds new appearances. Installing the NPC-DP BEFORE that mod will allow you to have GoF appearances alongside the NPC-DP's NPC Overhaul.


Known Bugs:
This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream.


Incompatibilities:
Please report any incompatibilities!

 

Player head commoners are affected by player head reskins, if you install weird player head reskins (The Mullet Man to DC Universe Joker for example) then the player head commoner with Mullet Man's head will use that skin.


Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.


Thanks to:

ebmar: For his attempt at fixing a problem with the TSLPatcher pre-0.4.1!
JCarter426/DarthParametric: For pointing out major flaws with the old TSLPatcher setups.
SpaceAlex: For fixing the old clothing bug in his K1 Enhancement Project for which his fix was carried over to this mod!
Cortisol/th3w1zard1: For the HoloPatcher!
Fred Tetra: For Kotor Tool!
Bioware: For such an amazing game!
Everyone who downloads the mod!


Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


What's New in Version 0.10.0   See changelog

Released

0.10.0

* Removed the Sith Uniform variants, these have been moved to the Restored Content for K1CP as an optional component.

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1 minute ago, N-DReW25 said:

Yes, install that mod after this mod.

I see, I just installed this mod after the combination of other two:

https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/

and

https://deadlystream.com/files/file/1326-sith-assassin-ambush/

And even though they don't seem to have a conflict, while I do see the assasins from K2, but I stead of a Sith stalker in a middle I have a regular Dark Jedi in middle in Black Jc's robes 

Also many Tatooine settlers out side of Space port for me are default lite npc males with White clothes and green shoes

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1 minute ago, ShayOrdo said:

Now you should of mentioned that from the beginning, the Sith Stalker mod is compatible with the NPC Diversity Pack... but to use Sith Stalker with Dark Jedi wear JC's Robes and Sith Assassin Ambush requires extra leg work.

 

First you install NPC Diversity Pack, then Dark Jedi wear JC's Robes, then Sith Assassin Ambush and then finally Sith Stalker.

 

1 minute ago, ShayOrdo said:

And even though they don't seem to have a conflict, while I do see the assasins from K2, but I stead of a Sith stalker in a middle I have a regular Dark Jedi in middle in Black Jc's robes.

If you don't install these mods in that very specific order I listed above, you get conflicts like you've mentioned here.

 

My guess is that you installed the NPC Diversity Pack first, then Sith Stalker, then Dark Jedi wear JC's Robes and then Sith Assassin Ambush. My point being is that you didn't install Sith Stalker last, thus meaning Dark Jedi wear JC's Robes replaced the Sith Stalker instead of the Sith Stalker replacing the Dark Jedi wear JC's Robes as you wanted.

 

1 minute ago, ShayOrdo said:

Also many Tatooine settlers out side of Space port for me are default lite npc males with White clothes and green shoes

Can you send a screenshot of that?

The K1 Community Patch removed the Lite NPCs, the only way you can be seeing Lite NPCs is if you installed them via my unofficial K1CP Patch... and did you install the "Lite of my Life" component... if you don't install that one then none of the Lite NPCs get changed.

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8 minutes ago, N-DReW25 said:

Now you should of mentioned that from the beginning, the Sith Stalker mod is compatible with the NPC Diversity Pack... but to use Sith Stalker with Dark Jedi wear JC's Robes and Sith Assassin Ambush requires extra leg work.

 

First you install NPC Diversity Pack, then Dark Jedi wear JC's Robes, then Sith Assassin Ambush and then finally Sith Stalker.

 

If you don't install these mods in that very specific order I listed above, you get conflicts like you've mentioned here.

 

My guess is that you installed the NPC Diversity Pack first, then Sith Stalker, then Dark Jedi wear JC's Robes and then Sith Assassin Ambush. My point being is that you didn't install Sith Stalker last, thus meaning Dark Jedi wear JC's Robes replaced the Sith Stalker instead of the Sith Stalker replacing the Dark Jedi wear JC's Robes as you wanted.

 

Can you send a screenshot of that?

The K1 Community Patch removed the Lite NPCs, the only way you can be seeing Lite NPCs is if you installed them via my unofficial K1CP Patch... and did you install the "Lite of my Life" component... if you don't install that one then none of the Lite NPCs get changed.

I used unofficial k1cp and lite of my life patch, also installed them in the order you mentioned - Dark Jedi wear JC robes, Sith ambush and Sith stalker last, in fact, Sith stalker was my last mod to download even.

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8 minutes ago, ShayOrdo said:

I used unofficial k1cp and lite of my life patch, also installed them in the order you mentioned - Dark Jedi wear JC robes, Sith ambush and Sith stalker last, in fact, Sith stalker was my last mod to download even.

Alright, then I have no idea what caused the problem you're encountering... if you installed Sith Stalkers 1.3.0 last then it should've replaced the lead Dark Jedi from Dark Jedi wear JC Robes to a Sith Stalker.

 

Maybe you'll encounter more Sith Stalkers later, though I'm afraid this is all the support I can offer at this time as the general compatibility testing won't be possible until more mods of the NPC Overhaul Series, of which NPC Diversity Pack is apart of, are released so they all can be tested together.

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1 minute ago, N-DReW25 said:

Alright, then I have no idea what caused the problem you're encountering... if you installed Sith Stalkers 1.3.0 last then it should've replaced the lead Dark Jedi from Dark Jedi wear JC Robes to a Sith Stalker.

 

Maybe you'll encounter more Sith Stalkers later, though I'm afraid this is all the support I can offer at this time as the general compatibility testing won't be possible until more mods of the NPC Overhaul Series, of which NPC Diversity Pack is apart of, are released so they all can be tested together.

Well, I can use TSL patcher to uninstall and reinstall the mod anyway,just need to use to see of Sith stalker mod would work. 

25 minutes ago, N-DReW25 said:

Alright, then I have no idea what caused the problem you're encountering... if you installed Sith Stalkers 1.3.0 last then it should've replaced the lead Dark Jedi from Dark Jedi wear JC Robes to a Sith Stalker.

 

Maybe you'll encounter more Sith Stalkers later, though I'm afraid this is all the support I can offer at this time as the general compatibility testing won't be possible until more mods of the NPC Overhaul Series, of which NPC Diversity Pack is apart of, are released so they all can be tested together.

As for the Light npcs... Could https://www.nexusmods.com/kotor/mods/1145 have any of the models be in different format, preventing any of the lite npcs from being changed? I think that may be a possible reason. (I mean, it does even alter some of the heads on non lite npcs a bit and has the results showing even after Diverse Galaxy mod being installed.) and it is kinda worth using due to the mod affecting not only human or alien npcs, but also droids, animals and aliens (which are also getting affected)

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Quote

* Removed Fashion of the Old Republic and Lite of my Life installations and MERGED them with the Diverse Galaxy, when you install the Diverse Galaxy mod you shall get the complete features of the FOTOR and LOML mods as well. This means you'll have one long installation instead of 3 long installations.

Thank you! This will really streamline installation. 

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Doing another playthrough of KOTOR with @Leilukin's Twi'lek diversity mods, and as of now, Bolook is STILL wearing commoner clothing along with his new head. I can't find the patch to give him blue Jedi robes. Also, despite what the patch notes say, Nemo still wears his original Jedi robes. 

 

EDIT: I found an older version of the mod and installed the Bolook patch, but Bolook still has the commoner clothing. Do I have to load a save from before I arrived on Dantooine for it to work? 

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4 hours ago, JasonRyder said:

Do I have to load a save from before I arrived on Dantooine

Just before entering the Grove for the first time.

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4 hours ago, JasonRyder said:

Doing another playthrough of KOTOR with @Leilukin's Twi'lek diversity mods, and as of now, Bolook is STILL wearing commoner clothing along with his new head. I can't find the patch to give him blue Jedi robes. Also, despite what the patch notes say, Nemo still wears his original Jedi robes. 

 

EDIT: I found an older version of the mod and installed the Bolook patch, but Bolook still has the commoner clothing. Do I have to load a save from before I arrived on Dantooine for it to work? 

Yes, if you installed an older version of the Diversity Pack and Twi'lek Diversity and saved it with the glitch that save will forever keep the bugged Bolook appearance. As DP has stated, you need to load a save from before entering the Grove to see if the Bolook patch/latest update worked.

 

But the latest patch SHOULD have included a conversion for most Jedi NPCs in the game which should've removed the Nemo style robes and given them the proper Jedi Robe items. Characters like Nemo would wear blue Jedi Robes whilst Bolook shouldn't be touched at all now.


To tell the truth, I'm tinkering with another mod which modifies Nemo and I've discovered that he isn't wearing the intended blue Jedi Knight Robes as he should. I was going to investigate this though this potential bug report should hopefully spur me on to fix this sooner rather than later!

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10 hours ago, N-DReW25 said:

Yes, if you installed an older version of the Diversity Pack and Twi'lek Diversity and saved it with the glitch that save will forever keep the bugged Bolook appearance. As DP has stated, you need to load a save from before entering the Grove to see if the Bolook patch/latest update worked.

 

But the latest patch SHOULD have included a conversion for most Jedi NPCs in the game which should've removed the Nemo style robes and given them the proper Jedi Robe items. Characters like Nemo would wear blue Jedi Robes whilst Bolook shouldn't be touched at all now.


To tell the truth, I'm tinkering with another mod which modifies Nemo and I've discovered that he isn't wearing the intended blue Jedi Knight Robes as he should. I was going to investigate this though this potential bug report should hopefully spur me on to fix this sooner rather than later!

Thank you for the prompt reply and update to the mod! And thankfully, everything else pretty much works as intended. Only issue I had was Brejik not dropping a Mandalorian pistol. I installed KSR 2022, but IDK if that would do anything. And I used the latest version of the NPC Diversity pack. Had to look for an older version of the mod to get the Bolook patch. 

Also, why replace the two Jedi walking around the Ebon Hawk with floating security droids? 

Should I re-install KOTOR and my mods now that you've updated the NPC  Diversity Pack? 

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5 hours ago, JasonRyder said:

Only issue I had was Brejik not dropping a Mandalorian pistol.

I believe that's a feature for the Heart of Beskar mod, this mod doesn't affect loot drops I'm afraid.

 

5 hours ago, JasonRyder said:

I installed KSR 2022, but IDK if that would do anything.

I've heard rumors that it's plagued with bugs, though the only way you'll know for sure is if you either read up on the comments/bug reports on that mod... or play it and see how far you go.

 

5 hours ago, JasonRyder said:

Also, why replace the two Jedi walking around the Ebon Hawk with floating security droids? 

I just thought they were REALLY out of place just wandering around aimlessly on the landing pad. I believe DP's Diversified Jedi Captives on the Star Forge mod does have appearances based on the landing pad Jedi, though I've replaced the other Jedi walking in the hallways with the appearances from the landing pad so both mods are still consistent.

 

5 hours ago, JasonRyder said:

Should I re-install KOTOR and my mods now that you've updated the NPC  Diversity Pack? 

That's up to you, it's always a good idea to reinstall everything once a big major mod updates. I would say it's worth playing through what you have to see how far you'd get, I somewhat doubt a mod of my caliber is going to break too much though if you want to be 100% sure things will work then it's always advised you reinstall.

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Not sure what I did wrong here. But the install won't finish..it says unhandled error. It seems like it's saying it can't find the module files to patch. I'm seeing nothing but red in the patcher and then it won't complete. Am I missing files?

Edit: Nevermind. My fault.

Re-Edit: Nope. This is what I keep getting, No matter what I do:  Error: Unhandled exception: Access violation at address 00472E02 in module 'INSTALL.exe'. Read of address 00000000 (0)

Also this:     Error: No instruction section found for file tar03_blackv038.utc, skipping...
                      

Edited by zzImVineMan

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On 12/30/2023 at 11:39 AM, zzImVineMan said:

Also this:     Error: No instruction section found for file tar03_blackv038.utc, skipping..

 • Error: No instruction section found for file tar03_blackv038.utc, skipping...
 

Found this error, too. But it's listed as two errors for some reason. 

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38 minutes ago, JasonRyder said:

 • Error: No instruction section found for file tar03_blackv038.utc, skipping...
 

Found this error, too. But it's listed as two errors for some reason. 

That is a known bug that's been happening for a very long time now, I don't know the cause behind it but, at worse, all it will do is prevent a single Black Vulkar from being changed.

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Using HoloPatcher, and with some troubleshooting help from @th3w1zard1, the following errors exist in \tslpatchdata\Diversity\changes.ini:

Line 3019 - There is a spurious = at the end of the [kor33_pilot2.utc] block.

Line 213 - The GFFList entry File181=tar03_blackv037.utc points to a file that does not have a config block. TSLPatcher has a weird bug that it will report the file in the list before the one that actually causes the error.

Line 214 - The GFFList entry File182=tar03_blackv044.utc points to a file that does not have a config block.

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1 hour ago, th3w1zard1 said:

How does HoloPatcher handle the mod after the syntax error is cleared up?

In \tslpatchdata\Diversity\changes.ini:

[Warning] [15:35:10] Orphaned ini sections found in changes ini:
k33_prospective5.utc
gff_k33_prospective5_Dropable_0
gff_k33_prospective5_Equip_ItemList_0_0
gff_k33_prospective5_EquippedRes_0
[Note] [15:35:23] Patching existing file 'dan13_yuthura.utc' in the 'modules\danm14aa.mod' archive
[Error] [15:35:23] Unable to add struct to list in 'Equip_ItemList\0' is not an instance of a GFFList.
[Note] [15:35:23] Patching existing file 'dan14_ahlan14d.utc' in the 'modules\danm14ad.mod' archive

In \tslpatchdata\Weapon\changes.ini:

[Note] [15:45:03] Patching existing file 'tar03_blackv039.utc' in the 'modules\tar_m03ab.mod' archive
[Error] [15:45:03] Unable to modify Field 'EquippedRes'. Parent field at 'Equip_ItemList\1\EquippedRes' does not exist!
[Note] [15:45:04] Patching existing file 'tar03_blackv039.utc' in the 'modules\tar_m03ab.mod' archive
[Error] [15:45:04] Unable to modify Field 'EquippedRes'. Parent field at 'Equip_ItemList\1\EquippedRes' does not exist!
[Note] [15:45:04] Patching existing file 'tar03_blackv042.utc' in the 'modules\tar_m03ab.mod' archive

 

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2 hours ago, DarthParametric said:

Using HoloPatcher, and with some troubleshooting help from @th3w1zard1, the following errors exist in \tslpatchdata\Diversity\changes.ini:

Line 3019 - There is a spurious = at the end of the [kor33_pilot2.utc] block.

Line 213 - The GFFList entry File181=tar03_blackv037.utc points to a file that does not have a config block. TSLPatcher has a weird bug that it will report the file in the list before the one that actually causes the error.

Line 214 - The GFFList entry File182=tar03_blackv044.utc points to a file that does not have a config block.

Nice work! Anything I can do now about this? 

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29 minutes ago, JasonRyder said:

Nice work! Anything I can do now about this? 

For now, I would advise waiting for @N-DReW25 to look over it and release an update. There are multiple files that will need to be looked into and possibly have their configs regenerated.

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2 hours ago, DarthParametric said:

In \tslpatchdata\Diversity\changes.ini:


[Warning] [15:35:10] Orphaned ini sections found in changes ini:
k33_prospective5.utc
gff_k33_prospective5_Dropable_0
gff_k33_prospective5_Equip_ItemList_0_0
gff_k33_prospective5_EquippedRes_0

[Note] [15:35:23] Patching existing file 'dan13_yuthura.utc' in the 'modules\danm14aa.mod' archive
[Error] [15:35:23] Unable to add struct to list in 'Equip_ItemList\0' is not an instance of a GFFList.
[Note] [15:35:23] Patching existing file 'dan14_ahlan14d.utc' in the 'modules\danm14ad.mod' archive

In \tslpatchdata\Weapon\changes.ini:


[Note] [15:45:03] Patching existing file 'tar03_blackv039.utc' in the 'modules\tar_m03ab.mod' archive
[Error] [15:45:03] Unable to modify Field 'EquippedRes'. Parent field at 'Equip_ItemList\1\EquippedRes' does not exist!

[Note] [15:45:04] Patching existing file 'tar03_blackv039.utc' in the 'modules\tar_m03ab.mod' archive
[Error] [15:45:04] Unable to modify Field 'EquippedRes'. Parent field at 'Equip_ItemList\1\EquippedRes' does not exist!
[Note] [15:45:04] Patching existing file 'tar03_blackv042.utc' in the 'modules\tar_m03ab.mod' archive

 

Looks good to me. All of those errors are pretty self-explanatory of what the issue is. updating a field/struct directly when the struct doesn't exist, the mod's changes.ini needs to use AddField syntax.

EDIT: looks like the path holopatcher's outputting is wrong actually, should rather say 'Parent field at 'Equip_ItemList\1\' does not exist'. will fix in next release

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Found a bug with the latest version: Elise, the woman on Dantooin who lost her droid, now has a white, textureless body. Her head appears correctly though.

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18 hours ago, JasonRyder said:

Found a bug with the latest version: Elise, the woman on Dantooin who lost her droid, now has a white, textureless body. Her head appears correctly though.

Can you send me a screenshot?

 

The NPC Diversity Pack alone shouldn't touch textures or models so it might be an incompatibility of some kind.

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