4 Screenshots

About This File

Peragus Miner Overhaul
A Mod for Star Wars Knights of The Old Republic 2
Author: N-DReW25
1.0.0 Release Date: 02.09.2025


Installation:
Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic.

This mod has four install options, you do NOT need to install four but you must install them in this order.

Proper Peragus Corpses comes first.

Peragus NPC Overhaul comes second.

Tiered Peragus Miners comes third. The Peragus Mining Gear mod is required for this install.

Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses.

The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install.


Description:
Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else.

This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features:


1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins.

2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances.

3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed.

Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal.

The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility.


4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above.


Known Bugs:
This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com.


Incompatibilities:
* This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod.
* This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement.
* This mod is NOT compatible with VarsityPuppet's Peragus Tweak.
* The Tiered Peragus Miners component is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM.

Report any incompatibilities to me on Deadlystream.com.


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


Thanks:
DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon!
ebmar: For providing help with the TSLPatcher!
Kainzorus Prime: For making the Peragus Mining Gear mod!
VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod!
Lewok2007: For making the original Vibrocutter Changes mod!
WildKarrde: For making the Peragus Medical Bay Enhancement mod! 
Bioware: For such an amazing game!
Obsidian: For such an amazing sequel!
Fred Tetra: For Kotor Tool!
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.

  • Like 2



User Feedback

Recommended Comments

What's the incompatibility between this and Admiralty Redux? Will there be a patch for this at some point?

Share this comment


Link to comment
Share on other sites
4 hours ago, MotleyNerd said:

What's the incompatibility between this and Admiralty Redux?

The way the holograms are broken in the vanilla game does like this:

 

Head models and body models are two separate models whilst the head model is animated meaning there are parts inside the head to animate the mouth and the eyes.

 

The holograms makes the NPC transparent with a holographic filter, resulting in this 'hidden' bits being made visible to the player.

 

TSL_Fixed_Holograms_08_Peragus_Coorta.jp

 

Admiralty Redux fixes this by taking the two separate models and merging them into one to fix the inside of the neck being visible and it removes those bits inside the head so that they aren't visible in the hologram.

 

Upon thinking about it, if you install ONLY the Proper Peragus Corpses and Peragus NPC Overhaul installs than this mod is compatible with the Admiralty mod. I'm actually going to update the mod page to specify this.

 

Quote

Will there be a patch for this at some point?

For the Tiered Peragus Miners install, there would have to be a patch for it though since I don't know how to fix the NPCs like the Admiralty mod does than it would have to be done by someone else.

 

DarthParametric would know how, though I doubt he would as he mainly focuses on the first game as he doesn't like the second game.

 

If any other modder would like to try, I'm more than happy to take it to the PMs to discuss it. All you'd need to do is merge the Czerka body model and the Armored Flight Suit model to the correct Peragus NPC heads and try to recreate what DP did for the Admiralty when it comes to fixing the heads.

  • Like 1

Share this comment


Link to comment
Share on other sites
1 hour ago, N-DReW25 said:

The way the holograms are broken in the vanilla game does like this

The specific issue is mesh render order. Whether or not a particular mesh is animated is irrelevant. All that matters is what order a collection of meshes is being rendered in, which determines how alpha blending is calculated. Render order is determined by the model hierarchy. So a mesh inside another mesh (like an eyeball inside a head) needs to be lower in the hierarchy so that the containing mesh renders on top of it. The reason this is a problem for heads in particular is because by default skinned meshes (like the main head mesh) are always at the bottom of the hierarchy, so meshes doing double duty as bones and visible meshes like eyes/eyelids/teeth will be above them, thereby causing the weird rendering issue. The way to fix this is to reorder the hierarchy, with the skinned meshes at the top, above the rig/skeleton.

As to creating full bodies, this is done because separate heads end up in the middle of the hierarchy, as a child of the head hook. Since you need the head mesh to be above the torso to render in front of it, the only option is to have it all in one model.

Share this comment


Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Add a comment...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.