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N-DReW's K1 Gameplay Improvement Demo
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0 Release Date: 03.7.2016
1.16.0 Release Date: 06.01.2019

Installation:
1) Make sure you install my mod first before any other

2) Simply place the ALL the files within the "For Override" Folder into your Star Wars Knights of The Old Republic override folder

3) Then place ALL the files within the "For modules" Folder into your Star Wars Knights of The Old Republic modules folder

4) Make sure you place all the VO audio in "For Streamwaves" into your Star Wars Knights of The Old Republic streamwaves folder

5) Then place the "dialog.tlk" into the Star Wars Knights of The Old Republic folder and overwrite the one currently in there

This is not necessary though if you want the soldier uniforms in High Quality simply open the "Optional" folder and copy ALL the files within "HD Soldier textures" and place then in your override folder

Description:
N-DReW's Gameplay Improvement is an upcoming mod project that plans to cover the whole game by improving certain features in the game including NPC's, Party Members, Merchant Loot, Custom and Restored Content, Items, dialogue and much more. Future updates may yield content including small side quests! Please be aware this is only a DEMO and is incomplete but it does *plan* to span across the entire game and add new content!

1.16
Added the Sandral Estate and Sandral Matalae Content
Restored the indecent proposal to Rahasia or Shen, regardless of gender.
All modded and vanilla implants all have new individual implants
Rahasia, Shen, Nurik, Ahlan, Bayala, Jon and Nemo all have unique heads
Implemented the Dantooine Ruins, with custom and restored content inside (Feedback is welcomed)
Nemo has been moved inside the Enclave, he is also never sent to the ruins meaning you can hear his restored lines
Modified the Settlers outside the Enclave
Removed the option to trick Gar into entering the Enclave (Pretty pointless in my opinion)
Restored Carth comments on the Kath Hounds and Matale Battle Droids
Fixed a Taris Strongbox containing a Mandalorian Disruptor Pistol and a Bothan Sensory Visor (Really OP items)
A female bystander with Gorton Colu has been restored
Drunk Taris Pedestrian line has been restored and dlg modified (Persuasion Options)
Fixed Commoners in the North Apartments having the same clothes
Fixed Igears inventory
Fixed the ambient Undercity sounds so it sounds like the Undercity instead of the Shadowlands
Restored Hendar and Hester lines
Restored the Undercity Black Vulkar and removed the Republic Soldier
Began porting K2 music to the mod


For previous updates please check the update log

Main Features:
Trask is now a lore friendly Jedi Twi'lek (No more Trask Tutorial)
NPCs overhauled throughout all areas the mod covers
Merchant loot overhauled (Merchants now have lore friendly loot worth buying)
Item stats overhauled
Party Member and player stats overhauled
Movie Style Dark Side Transitions
Realistic Visual Effects
New items

Known Bugs:
*The Black Vulkar Bartender will require the player to talk to them before they actually attack you meaning if you don't talk to them they'll ignore you completely
*Trask's Jedi Dialogue may have spelling errors and/or punctuation errors...please report these
*The Republic Helmet might clip through some heads (Won't crash or anything but just weird)...Currently unfixable
*Some Endar Spire textures in the optional blue reskin may be red still. Will be fixed soon.
*I didn't use Erf Edit I used Kotor Tool mod builder so if there's a bug in the .mod files that could be the reason as to why

Incompatibilities:
Will be incompatible with anything that uses .mod files (So yes k1R and K1 NPC overhaul aren't compatible), appearance.2da, baseitems.2da, classes.2da, classpowergain.2da, featgain.2da, and regeneration.2da

If you want to know if a certain mod is incompatible with my mod please PM me on Deadlystream

Upcoming Features:
Option to skip the tutorial
Improving the Trask Jedi content 
the Other Parts of the Game
Bug fixes on Taris
Possible Larrim/ Merchant sidequest
Possible Selkath Merchant
Possible Black Market Merchant
Possible Outcast NPC you can chat to
Restoration of the Undercity Black Vulkar
More items
Restoration of Sith Base Dialogue
Replace More Module music
Properly Implement Bith Items

If you have any suggestions for future idea's please give me a PM on Deadlystream and give me a detailed description of what you want and it may be considered (Don't be shy). If you would like to help the mod out I will accept whatever help I can especially if you can script or make textures!

Permissions:
You can NOT edit, upload to other websites or claim as your own without permission from me.

Thanks:
Bioware for such an amazing game
Fred Tetra for Kotor Tool
DarthParametric for helping me get the Light Combat Suit, Trask Ulgo Jedi unique look, and working and for helping me get the Sith Commander working
Kexikus for helping me get the Sith Commander working
superSzym for helping me get the Sith Commander working
FairStrides for trying to help me with ERF Edit

VO Talent:
Zhaboka- Kaah Ohtok

Credits:
Bith Musician items/HK Melee Mod- Khrizby 
Dark Side Reimagined Mod- darksidebirdie
Jedi from the Start scripts- darthbdaman 
M200 Intervention Sniper model- Skateordie808
Realistic Visual Effects Mod- Shem 
Various textures- 90SK
K1 Enchantment Pack assests- SpaceAlex
Wookiee, Echani, Combat Suit skins- redrob41
Dark Jedi Robe texture- Ankh
MedHypo mod- Rtas Vadum
Sith Commander Skin- Dak Drexl
Scout/Scoundrel uniforms- jonathan7 & FoolInTheWave
Brotherhood of Shadow Assests- Silveredge9
Female republic soldier skin and the HD republic soldier skins- Dark Hope
Republic Helmet- SithSpector 
Various Textures- Whyp
JC2- Scripting aid


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 1.16.0   See changelog

Released

1.16
Added the Sandral Estate and Sandral Matale Content
Restored the indecent proposal to Rahasia or Shen, regardless of gender.
All modded and vanilla implants all have new individual implants
Rahasia, Shen, Nurik, Ahlan, Bayala, Jon and Nemo all have unique heads
Implemented the Dantooine Ruins, with custom and restored content inside (Feedback is welcomed)
Nemo has been moved inside the Enclave, he is also never sent to the ruins meaning you can hear his restored lines
Modified the Settlers outside the Enclave
Removed the option to trick Gar into entering the Enclave (Pretty pointless in my opinion)
Restored Carth comments on the Kath Hounds and Matale Battle Droids
Fixed a Taris Strongbox containing a Mandalorian Disruptor Pistol and a Bothan Sensory Visor (Really OP items)
A female bystander with Gorton Colu has been restored
Drunk Taris Pedestrian line has been restored and dlg modified (Persuasion Options)
Fixed Commoners in the North Apartments having the same clothes
Fixed Igears inventory
Fixed the ambient Undercity sounds so it sounds like the Undercity instead of the Shadowlands
Restored Hendar and Hester lines
Restored the Undercity Black Vulkar and removed the Republic Soldier
Began porting K2 music to the mod
 

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NDreW25 I'm using your updated version of this mod and I can't progress to North City Taris after defeat the two bandits. When I enter ther passage to the north I ended up in front of the Medical Facility. I even had to defeat the to bandits again.

I hope that you may solve this problem.

Thank you

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On 10/7/2018 at 7:22 AM, diegodb said:

NDreW25 I'm using your updated version of this mod and I can't progress to North City Taris after defeat the two bandits. When I enter ther passage to the north I ended up in front of the Medical Facility. I even had to defeat the to bandits again.

I hope that you may solve this problem.

Thank you

Fixed! The southern apartments where the hideout is is called "tar_m02aa", the southern streets with Zelka are called "tar_m02ac", the northern streets is called "tar_m02ab". This was just a mix up with tar_m02ac was the old version of tar_m02ac and tar_m02ab was accidentally the new version of tar_m02ac.

 

Enjoy!

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2 hours ago, N-DReW25 said:

Fixed! The southern apartments where the hideout is is called "tar_m02aa", the southern streets with Zelka are called "tar_m02ac", the northern streets is called "tar_m02ab". This was just a mix up with tar_m02ac was the old version of tar_m02ac and tar_m02ab was accidentally the new version of tar_m02ac.

 

Enjoy!

Okay, many thanks :) And... The Force be with you... always

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20 hours ago, diegodb said:

I'm very sorry to bother you again N-DreW25 but the problem still isn't fixed. I still am stuck in the same point.

By any chance have you tried loading a save from the apartments? If not try loading a save from the apartments, I think if you left those apartments and saved it with the old version perhaps the fix might not have changed.

 

I'll still check on my end to make sure the problem doesn't persist.

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10 hours ago, N-DReW25 said:

By any chance have you tried loading a save from the apartments? If not try loading a save from the apartments, I think if you left those apartments and saved it with the old version perhaps the fix might not have changed.

 

I'll still check on my end to make sure the problem doesn't persist.

ok

 

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Modified NPCs and Placeables within the Lower City to add a darker feeling to the module

What you're doing with the [seems to be corpse's PLC?] placeables looks awesome! Hats-off with the creativity. :cheers:

I'm downloading the latest update now, and looking to have it installed in my next playthrough!

Edit: Sorry for the double-post, I have asked the admins to delete the latter.

Edited by ebmar

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21 minutes ago, ebmar said:

What you're doing with the [seems to be corpse's PLC?] placeables looks awesome! Hats-off with the creativity. :cheers:

I'm downloading the latest update now, and looking to have it installed in my next playthrough!

I must warn you, install my mod first before any other mod! 

As this is a Demo there may still be bugs at places and some areas maybe unfinished.

 

TLDR the mod will get better and better with each passing update.

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5 hours ago, N-DReW25 said:

I must warn you, install my mod first before any other mod!

As this is a Demo there may still be bugs at places and some areas maybe unfinished.

Thanks for the heads-up! Yes, I'm aware of that- looking by its nature, and as I don't a see any patcher in the package.

Quote

...the mod will get better and better with each passing update.

Sure thing! I have been following the development from months ago, and looks like you've been adding more-and-more interesting and improved stuffs to the mod. Best of luck on making this zero-to-none with bugs. :cheers:

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8 hours ago, downloadman1 said:

Hi Ndrew maybe I'm being stupid but where is the dialog.tlk file?? I cant find it in the latest version. Thank you for the mod

Gosh, darn it! So what I did was work on Lip files and the model files inside that main folder and when I deleted and moved them all away I accidentally deleted the TLK.

 

1.15.1 restores the TLK

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4 hours ago, N-DReW25 said:

Gosh, darn it! So what I did was work on Lip files and the model files inside that main folder and when I deleted and moved them all away I accidentally deleted the TLK.

 

1.15.1 restores the TLK

Haha its ok mate no worries. Thank you for uploading another file. I'm really looking forward to trying this 

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Nemo has been moved inside the Enclave, he is also never sent to the ruins meaning you can hear his restored lines

You're doing a Council's work, man. Bravo! :cheers:

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