N-DReW's K1 Gameplay Improvement DEMO 1.22.1

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About This File

A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0 Release Date: 03.7.2016
1.22.1 Release Date: 12.12.2019

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!

1.21.1
Fixed a bug which broke the Grove Module
Modified Jon's dialogue
Fixed a minor inconsistency with "Mandalorian Recruits" and "Mandalorian Novices" with their armors

1.22.0
Added JC's Female Republic Soldier fix
Added Dak Drexl's Republic Soldier texture for male and female soldiers
Added JC's Bastila Slave Outfit
Removed Bastila's Lightsaber, for the duration of Taris the player will be unable to obtain a Lightsaber until Dantooine
Added Female Mandalorians by Inyri Forge, not only do you have the chance to see female Mandalorians you can also see Mandalorian variants from K1GI as females
Added Inyri Forge's Repulsor Shields mod, expect to see more enemies with Shields across the galaxy throughout future updates
Added Inyri Forge's Sunglasses mod, they can be obtained by a new Ithorian Merchant in Anchorhead and dropped from various NPCs in the future
Added the Force Pike from TSL, to be scattered across the galaxy in future updates
Sherruk has a unique appearance from the K1EP mod and now wields a Shield
Added DeadMan's Lightsaber Pikes
Removed the Mandalorian Vibroblade and replaced it with the Traditional Mandalorian Blades Resource by ndix UR
Added Cassus Fett on Lehon, he replaces the Mandalorian Commander and drops all of the "Cassus Fett" branded items
Added Camo variant Mandalorians on Kashyyyk
Added Armored Jedi Robes
Added Peragus Miner cameo
Added Jolee has new robes on Jolee and Malak's Jedi Robes inside the Lehon temple

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
NPC Loot Drops overhauled
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
"Blasters Reloaded" style balance
Ported TSL Items
Various Cameos and custom created characters that are seen throughout the journey
New items


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

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
Obsidian for the second game and its assests
Fred Tetra for Kotor Tool
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, Jedi Robe Skins- 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, Manaan Sith Soldier Skins- Dak Drexl
Scout/Scoundrel uniforms- jonathan7 & FoolInTheWave
Force Fashion 2- jonathan7
Sungladdes, Shields, Female Mandalorians by Inyri Forge
Saber Pikes by DeadMan
Brotherhood of Shadow Assests- Silveredge9
Female republic soldier skin and the HD republic soldier skins- Dark Hope
Republic Helmet- SithSpector 
Revenge of Revan Assets- Logan423, RedRobe41, Paige Lehnert
Various Textures- Whyp
JC2, TheRealDarthRevan- Scripting aid
Sith Stalker- Qui-Gon Glenn, Dak Drexl, redrob41, Marius Fett, Varsity Puppet and j7
JC's Heads Modders Resource- JCarter426
Saeikan's Armors of the Old Republic Textures- Saeikan
Leviathan Differentiated Dialogue- Revanator
K1 Better Twi'lek Heads- Ashton Scorpius
Robes for Korriban Sith Students assests- Shem
JC's Vision Enchantment- JCarter426

This mod contains assets ported from Star Wars: Knights of the Old Republic II - The Sith Lords by Obsidian Entertainment.

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 1.22.1   See changelog

Released

1.21.1
Fixed a bug which broke the Grove Module
Modified Jon's dialogue
Fixed a minor inconsistency with "Mandalorian Recruits" and "Mandalorian Novices" with their armors

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Domino5555, it's not only you. I also have problems entering the Lower City Apartments. In fact it was the apartment near the entrance of the Lower City when we met Canderous for the first time. The other one, I enter without problems. I hope the modder see this and solve the problem, This mod is very good.

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I'm not sure if it's just me, but I'm receiving a CTD when trying to enter the Lower City Apartments.

 

Domino5555, it's not only you. I also have problems entering the Lower City Apartments. In fact it was the apartment near the entrance of the Lower City when we met Canderous for the first time. The other one, I enter without problems. I hope the modder see this and solve the problem, This mod is very good.

I noticed that. There is also a crash in the Upper City Cantina. I think the Lower City Apartments (Matrik's Apartment specifically) crashes because I tried implementing Khriby's Bith Musician Instruments into the chest that usually has the Echani Armor but because that mod is OP I've decided to dissect the Bith Insutrments mod and implement it into this mod in a way that's balanced but since it hasn't been done yet it crashes and I think the Upper City Cantina crashes because I tried writing a script to give you Bendak Starkillers Armor from Ajuur but I guess I didn't write it correctly. I will fix that in a bug fix update.

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I noticed that. There is also a crash in the Upper City Cantina. I think the Lower City Apartments (Matrik's Apartment specifically) crashes because I tried implementing Khriby's Bith Musician Instruments into the chest that usually has the Echani Armor but because that mod is OP I've decided to dissect the Bith Insutrments mod and implement it into this mod in a way that's balanced but since it hasn't been done yet it crashes and I think the Upper City Cantina crashes because I tried writing a script to give you Bendak Starkillers Armor from Ajuur but I guess I didn't write it correctly. I will fix that in a bug fix update.

Good thing this is a demo then.

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Good thing this is a demo then.

Updates usually come every Month. Reason it took so long with the newest update is because I couldn't mod for two weeks straight. But I can make an exception and hopefully push a bug fix update soon.

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What changes did you make to 1.10.2?

I see I forgot to update the readme on the download page

 

Off the top of my head

 

I've added fire to the Endar Spire

Scouts and Scoundrels get a republic soldier helmtet

Soldiers get a republic commando mask from bossr

Rewrote Trask dialogue

Added Jedi general robes from bossr

Added new commoner clothing variants for male, female and fat

Added commoners wearing Scout clothing (WIP, More to come)

Changed all of the stats of weapons

 

 

 

 

 

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Can you talk to Kainzorus Prime about making a version of dialog.tlk with PC Response Moderation included?
While I could do that I’d have to wait until the project is done because I edit the dialog.tlk file to modify the descriptions of feats while Kains mod simply changes the dialogue options of certain dialogues. I could instead modify said dialogues and give them Kain style dialogue choices instead of Biowarw ones, again once the project is in a finished state.

 

Also, Trask as a Jedi still doesn't seem to work.
What specifically doesn’t work? I need to know this so I can fix it.

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What specifically doesn’t work? I need to know this so I can fix it.
Never mind, I just tested it with a new override (should've been first step) and it worked. I have no idea what's causing the issue, because there are no direct file conflicts, but the mod is fine. Sorry about that (happy new year BTW).

 

While I could do that I’d have to wait until the project is done because I edit the dialog.tlk file to modify the descriptions of feats while Kains mod simply changes the dialogue options of certain dialogues. I could instead modify said dialogues and give them Kain style dialogue choices instead of Biowarw ones, again once the project is in a finished state.
That sounds like a lot of work (then again so would compatibility editing the tlk), but would be awesome if so. Whether or not you do that, this'll definitely be super cool when finished.

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Never mind, I just tested it with a new override (should've been first step) and it worked. I have no idea what's causing the issue, because there are no direct file conflicts, but the mod is fine. Sorry about that (happy new year BTW).

I'm not going to lie I will still probably fix up things like punctuation and choice of wording for Trask at some point.

 

That sounds like a lot of work (then again so would compatibility editing the tlk), but would be awesome if so. Whether or not you do that, this'll definitely be super cool when finished.

Cool indeed. As this is a Gameplay Improvement Mod I am not opposed to doing this for dialogues in the game.

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N-DreW25 your mod is improving in each update.

 

I don't know if you solve or noted but some items aren't appearing the icons, like with the Sith Governor Robe or one Bith item in the Igear inventory. Could you solve those little things, please.

 

Thank you and have a good 2018 :)

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Sorry N-DreW25, I found also another bug in which the lightsabers of Bastila and your first lightsaber in Dantooine appears with the wrong color description once you put them in the workbench. If you had an yellow lightsaber it appears as if it were a violet one. It seems an bug on the crystal, I don't know. I hope you can solve it.

 

Many thanks for this great mod. 

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N-DreW25 your mod is improving in each update.

"That's the point, Sergeant"

 

I don't know if you solve or noted but some items aren't appearing the icons, like with the Sith Governor Robe or one Bith item in the Igear inventory. Could you solve those little things, please.

Sith Governor Robe icon will be fixed. If you've noticed I've fixed the Black Vulkar Combat Suit Icon in this recent update. As for the Bith Item, I will probably remove that from Igear's inventory and readd the Bith Instruments as fully functioning weapons later on in another location on Taris.

 

Sorry N-DreW25, I found also another bug in which the lightsabers of Bastila and your first lightsaber in Dantooine appears with the wrong color description once you put them in the workbench. If you had an yellow lightsaber it appears as if it were a violet one. It seems an bug on the crystal, I don't know. I hope you can solve it.

So yellow Lightsabers are appearing purple? Can you please tell me if all the Yellow Lightsabers are purple? (Double Bladed, Single Hilt, Short Hilt etc) and can you confirm if all the purple Lightsabers appear purple?

 

This was my fault as all Lightsabers now have new crystal properties meaning the Crystal upgrades have new stats now though I took the easy way of changing the stats of all Lightsabers and now this is the mistake I made.

"That's the point, Sergeant"

 

I don't know if you solve or noted but some items aren't appearing the icons, like with the Sith Governor Robe or one Bith item in the Igear inventory. Could you solve those little things, please.

Sith Governor Robe icon will be fixed. If you've noticed I've fixed the Black Vulkar Combat Suit Icon in this recent update. As for the Bith Item, I will probably remove that from Igear's inventory and readd the Bith Instruments as fully functioning weapons later on in another location on Taris.

 

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Oh, thanks for the reply NDreW25. I use the KSE and I could see that the lightsabers and the doublelightsabers are with the colors all mixed. The short ones are ok, as far as I could see.

 

:)

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Something that I liked about your mod is how the increased difficulty is seamless integrated while we move forward in the game. Finally I can say that Taris is a great, major improvement. We can get an reasonable quality loot. To me this is something that should have on others mods as well.

 

I have one question, you removed the plus eight dexterity of the robes if I'm not mistaken. It's because you have in mind more unique robes in mind? That would be great if true.

 

Do you know the mods of curtis1973 in Nexus? He did an incredible job in bring all the npcs, player faces, robes, armors, lightsabers, etc to a higher resolution. If you didn't check it out. It has an tremendous value and quality.

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I have one question, you removed the plus eight dexterity of the robes if I'm not mistaken. It's because you have in mind more unique robes in mind? That would be great if true.

That is a dexterity restriction: Normally you'd not get a plus 8 or more in a playthrough for the robes to restrict it so it's been removed, besides its a rob,  it shouldn't restrict at all. I also removed the Jedi Defense requirement so non-Jedi party members can wear the robes

 

 

Do you know the mods of curtis1973 in Nexus? He did an incredible job in bring all the npcs, player faces, robes, armors, lightsabers, etc to a higher resolution. If you didn't check it out. It has an tremendous value and quality.

I am familiar with his mods, though I will not seek to add his mods to my own. Reason for this is that the new armours and NPC's will look extremely low res compared to his work by default. Mods like his should be installed after mine if the user wants to use mods like that, that's what I'd do.

 

Also, I have a future plan to add more commoner NPC head variants into the mod at some point in the future so adding Curtis' mod into mine will definitely make these new commoners look low res.

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