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4 pointsA small informal update on restoring Carth's cut dialog after Taris crash and the Enclave Sublevel modeling. Carth's dialog restoration, and post pod crash revisions Enclave sublevel modeling I can't wait to add proper content to the sublevel, i'm really proud of the near final result
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4 pointsI will do and post my work whenever possible. There is a new addition to the family. I have much less time now. I can't say anything about kotor 2.
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4 pointsFirst, thank you for your interest over the mod N-DreW! I explained it a bit but im gonna try to be clearer here. As an end user myself, the process of installing thousand separate mods is very tedious, and only the most persevering players out there do it. It also requires each time to have a compatibility patch for the hundreds of mods out there, which make it even more tedious (also regarding the installing order). As i said, what it will lack in modularity (having things separated into hundred pieces), it will gain in install ease. Also, as i said, this is only "my take" on what i think is good, which is very subjective. Not saying that it inherently "is" good. Having everything into a single pack ensures that my vision about the game design and the mod philosophy is cohesive from start to finish. I totally understand that people may disagree on a lot of changes brought by my mod, but once again, this is only "my take" on this. That being said... I said i'd be hopefully releasing my content as modder's ressource, and my mod will be entirely free to edit. So if anyone out there do want to separate the content into smaller pieces, especially regarding the quality of life content (such as model repairs), they will be free to do so and i don't see any problem with this. Honestly this project is already so big that separating everything into little chunk would take me twice the time, and i'd like to hopefully finish this before the next century 😅 This is a disclaimer. I know there are K2 lovers out there. I'm not one of them, and i do not care that much about K2's lore and story to be honest. I am just being completely transparent about it, so hopefully people out here won't come to me and say : "Hey! This is not lore accurate with K2!" because honestly, i do not bother that much So specifically about force powers and feats: Once again, its only my take and my vision on all of this. I am trying to improve Kotor's sandbox as best as i can, and as i said i'm gathering most of the possible feats and force powers that can be done and implemented into K1 (which include K2 force powers and community's ideas). I am not trying to appeal or adapt to most people out there (and it would be an error to do so), because anyone has its takes and ideas. I cannot appeal to everyone, i cannot fit into everyone's expectation. People also have to realize this, and that its only an amateur work, something i am first doing for myself and not for the others. But once again, if someone wants to extract portion of my mods to release smaller or edited portion of it, they are free to do so Also, while we are on force powers and feats... Enemies are able to use them. So can you imagine? I'd have to edit separately EVERY npc sheet from the game to implement the feats? Then do the same for force powers? Items? I have neither the courage, nor the time. I am a single dude out there, an amateur afterall. I get what you mean tho and at the moment regarding my workflow, my work is separated to help me fix or add the things i need to work on (so, i've got the companions in a folder, the feats and force powers in another one, the items, the planet content...). As i said, i'd love to share this work and to have proper feedback, hence why i'll be releasing alpha/beta builds down the line with a proper discord server to gather feedback. Unfortunately, if something does not appeal to someone, then they can install something else. As i said, i'm not here to appeal to most people, or make my work fit their expectations. I am doing this project for myself first But as i said, if someone wants to separate the work into smaller piece, they can. So this is pretty simple. In K1, it is not possible to create new spellcaster classes because custom spellcaster classes do not gain any force power points (hence why the jedi companions will keep their default classes), BUT we can definitely add new non jedi classes. All of this process is done editing the Classes.2da file most notably, but there are definitely some limitations. I can edit freely: The amount of HP per level, the attack bonus table/saving throwtable (because, it uses a separate .2da file that basically specify how much attack bonus you get at a specified level) and the amount of skill points gained, if you get or not the effects from leveling up at each level (feats, skills...). There is a limitation regarding: Classes defense bonus, feat table, skill table, spellgain table and featgain, as there is a limitation in the number of classes (8 max). So with all of this in mind, we can already make pretty nice variations over the base classes. For instance, my new "Pilot" class for Carth uses everything from soldier, but he gets an additionnal skill point per level and has access to the scout skills. My new "Mandalorian" class for Canderous make him gain extra attack bonus per level, so instead of 1 per level (20 max), he now gets 1.25 attack per level (25 max). Aside from this, i've performed some unique feats to distinguish them even more. These new feats are directly tied to the companions character sheet, so it does not affect anyone else in game. Most of the time, the effects are performed editing the hide item. So, for instance, Carth now has a +2 attack bonus against dark sided characters, Canderous is immuned to fear, Juhani now has +10 Awareness and is immuned to sneak attacks instead of the force camouflage, Jolee gets an extra force point regeneration... Some other feats are performed editing various scripts. The heartbeat has been edited to provide a "Wookie rage" feat for big Z. When he falls below 25% vp, he is now immuned to fear and get attack bonus, strength bonus, while it depletes its defense, reflex and will. Having unique class and feats for each companion allows now to have specific item for each of them. So, for instance, the flight armor suits from K2 will hopefully be restricted to Carth! Some new implants will be restricted to Canderous! And so so much more... I'm linking some screenshots in a spoiler down below for a very small showcase, tho i'd like to separate this topic's displays into separate pieces. Everything is subject to change of course! New appearances include A LOT of K2's assets. So you can see some heavy sith soldiers (i've recently done the female variant thanks to your assets), sith honor guards for the Leviathan bridge, the (controversial!) death troopers, new child chromas/clothes, A LOT of commoner clothes variants that you can find here on deadlystream, some variants for jedi outfits (and one general robe retexture from Insidious mod), gamorrean variants (but they need to be edited), gran reskin that i released aswell, some twilek chromas, some rescaled creatures like the kinrath hive and the ritual beast terantatek, protocol droid variants, war droid variants (to dinstinguish MK1, 2, 3...) ... Anyway. This is but a taste of what's to come! At the moment only AI, but i definitely wish to hire some voice actors! I am writing the dialogs on the top of my head while im working on it, which does not make the process very easy to work with people. I tried to contact the mod uploader but i didnt have answer yet. But yep of course, if something reach the quality bar to be introduced into some mod, i'm very opened to sharing the ressources. So i've shared a bit about the appearances, i'll be sharing about the items in due time. I'd like this topic to be structured and ordered. Once i'll be ready to share more about it, i'll do it So this is not a secret at all, if anyone get inspired by the ideas its ok for me. Taris Back Alley: As you may know, there is an elevator access in lower city apartments. In vanilla, it leads nowhere and K1R used this to access the Swoop platform. I figured this elevator would be a good access to a module about Black Market, drug dealing and illegal street/free fights. To access this module, you'd need a proper "password" of some sort. There'd definitely be a Chandrafan linked to this in the cantina. This would act as an inverted mirror of the upper town, especially regarding the non lethal fights from the upper city cantina. A module filled with aliens that dislike humans, where you'd be able to get some spice (from the vulkar spice lab!), some exclusive shop with poison weapons, disruptors or other illegal stuff, and you could also participate into street fighting. Each fight would have its specific rules (so, maybe you're fighting bare knuckle, another time you face 2 or 3 opponents...) and one of the idea would be that the people watching the fight could randomly throw items such as weapons in the middle to spice things up. You could start a quest about smuggling (much like the quest in TSL on Telos) and one idea i had was to make use of the sith fighters near the sith base, the shady guy could have some kind of sith contact that could get past the sith blockade, so you'd need to put a package into one of the sith fighters. The idea is to make use of unused areas, create new stories and interactions, new content and make the lower city way more believable as a place. Black Vulkar Spice Lab: Here my aim would be very much like K1R, restore this portion to extend the vulkar base. Nothing more, nothing less. I'd like to revise the model from the spice room to make it feel like a proper drug lab! One thing i thought about is maybe depending on what you do here, it has an impact on drug dealing once you reach other planets such as Tatooine. Jedi Enclave Sublevel: The jedi enclave on Dantooine feels ultra small and claustrophobic. This is supposed to be an academy, yet the area lacks life and space. There is no padawan, you don't even see the republic... Having a republic ambassy can lead to pretty nice interactions. One major thing i'd like to do with my mod, is to have a kind of raising stake toward the end of the game, where your choices impact the star forge section (just like in Mass Effect or DAO). So some concepts would be maybe to turn some material to the republic (grenades, weapons, medpacks... Just like in DAO), to the jedis (sith or jedi artifacts?), have a proper plot regarding the kolto on manaan (very much like brents envisaged it), the library could provide informations about the kinrath and kath hounds (a new way to introduce informations to players, as i'll be revising how they work and their behaviours), there could be Juhani's master in the medical area aswell, the oil bath could serve as a fix for the permanent effects bug (while also providing a small temporary buff to reflex maybe), i'd love to bring M4-78 as a playabe planet aswell, and the galaxy map in the sublevel could be a good place for this... Just like obi wan with kamino, some planet that should be there but that is not in any archive. The overall idea is to make Dantooine more believable as a place, and have more impact on the player once this planet is completely lost. One thing i envisaged was to have a character fleeing to Manaan, and maybe you could witness Dantooine's destruction as a flashback by playing it. Once again, mostly concepts but nothing concrete done. Kashyyk's shadowland cut module: The wookie society is not really that much defined in K1. Maybe this could be a good "hunting" ground for young wookies, with some K2 beasts. It could also be entirely used for the ritual beast encounter and make it something more memorable. Maybe there could be a crystal somewhere? Here i do not have very precise ideas in mind. Dantooine crystal cave: Firstly, using the extended crystal cave from K2 allow to port the vanilla crystal cave from K1 to korriban. As i want to revise crystals aswell, it makes a new place to loot them while still retaining some kind of variety. The mandalorians on the planet could also dig this place to smuggle some crystals? Who knows! Having a crystal cave on Korriban would also allow to have some laigreks in there, to act as a mirror to Dantooine's crystal cave, with some fire dealing creatures! Tatooine's cut temple: Here i'd love to have more lore about the builders and stuff. Why not having a section with some crystals aswell? Not very precise ideas there aswell, but the star map would definitely be in there. Ye i getya. The line can be crossed easily when adding new content and interactions. Once again, it's only my take on all of this, i cannot make a separate install for every interaction, new appearance and so on if i want to finish this project before the next century. But ye, if someone wants to dissect this mod, they are free to do it once again. It'll definitely be easier to cut the mod once it'll be done, than cutting everything into very small parts from the start. If you want to use my bardroid model, texture, voicelines, dialogs and git edition for cameras, you can I didnt know about this, but atm gonna be honest i have so much to do already on Taris that its not in my plan at all. So i'd say "maybe"? But clearly not working on something like this at the moment Thanks for the kind words! I hope i properly answered your questions/concerns Appearances showcase
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4 pointsHere me out here, would it be possible to release the mod as updates or separate mods? You might be familiar with my own NPC Overhaul Series, the NPC Diversity Pack was lackluster when it came out and it's been updated over the years to include new content. Mods like Hearts of Beskar are part of the series but are separate incase people do not want, or cannot use, said mods but still want an NPC Overhaul via the Diversity Pack. The K1 Alien Pack isn't done, far from it, and all the aliens are added via separate installs meaning you can add Devaronians to your game without the Bith and you can add Quarren later when they're added for example. Would you be willing to tell us why this is important? Because I've ported Sith Commandos to Kotor I before, and the inclusion of Sith Commandos in Kotor I doesn't really negate Kotor II. I know you've ported a lot of Kotor II assets into Kotor I, and things like adding Devaronians or Mining Droids into Kotor I wouldn't hurt Kotor II. In the words of the famous Calo Nord: "Smart." Now this is what I mean when I suggest releasing these as separate mods. Having one big Frankenstein of a mod pack is bound to cause issues down the line with other Force Power and Feat mods, and not to mention that if players don't like the feats or powers you add they might just not play the mod, thus missing out on all your added content in-game because they didn't want the powers. Now if the mod was divided into multiple mods, you'd obviously play with all your separate mods together as that is the original intent but others might choose to not use your Feat and Force Power mod, or they might only play with your Feat and Force Power mod. Ultimately, separating your mods will be better because let's say if there is a bug with one of your Force Powers you'd only have to worry about your one Feat and Force Power mod instead of worrying about updating your big mega mod. What I'm saying here isn't your fault by any means, but I know there is at least one player who is boycotting the K1CP mod because of the Sentinel and Consular Class Skill Swap fix included in that mod. Petty, very much so... but if you have your class revisions as a standalone mod you won't have to deal with people downvoting your mod and writing entire essays as to why your changes to the classes are wrong (as is what happened with the K1CP). Can you explain how this works in-game? I thought classes were hard-coded. Care to show us some of these appearances? You mentioned "voice lines". Will these be voiced by an actor or by an AI? I obviously don't care about AI as I used AI to add voices for the generic background characters in the Revenge of Revan mod, but other players definitely do care about AI. Much like the guy who boycotts the K1CP because of the Sentinel and Consular Class Skill Swap fix, players might just avoid your mod if it uses AI. Again, if you were to divide your mod into multiple smaller mods that means the Anti-AI crowd would only avoid the one mod that uses AI whilst they might still use your previously mentioned Feat and Force Power mod and Class revisions mod for example. Will you be uploaded these fixes as standalone fix mods or donate them to the K1CP? I know many players play Kotor I and II with just the restored content mods and bug fix mods so these would definitely be valued as standalone mods without Feats, Force Powers, 100 new appearances, and possible AI voice lines. So what you're saying is that you took Kotor II placeables and "combined" them with the Kotor I modules, this is how you added the Oil Bath in the screenshot you provided without adding a new placeable, right? I would love to see this in-action! I would like to see what you have made here. I would like to hear some of your plans for these modules, and if you aren't wiling to reveal your plans in private then feel free to message me privately. I would like to see what you're doing for the restored Black Vulkar Base, my RC-K1CP mod will restore it at some point but as an optional install so our two mods may just be compatible with one another. I know there was another team working on the Enclave Sublevel, is this a separate project or are you collaborating with, or taking over, the work they did previously? I believe I donated a texture to that project too. I am curious as to how you plan to expand the Dantooine Crystal Cave, it logically makes sense that the cave is small in Kotor I but by the time of Kotor II the Militia bombed the original entrance and so the Kinrath dug out a larger cave system into the Khoonda plains. Are you just going to add new Kinrath enemies/lightsaber crystals, or is this where your disregard for Kotor II comes into play? I believe you've shown some of these off already on YouTube, and just like I've been saying I think separation of the mod into smaller mods, or at least different optional installs like what I did for my K1 Alien Pack might be for the best here. I do recall you added a Kotor II inspired cutscene in the Cantina where a bartender droid shows off the Upper City Cantina, this I felt was a work of art and I would 100% use it... should it be standalone from the other two examples I'm about to list. You added a female Sith Guard to the Sith Base on Taris, and even if she's voiced by an AI or an actor I felt the inclusion of her would be subjective. Some players might like the encounter, others might not. I 100% would use the Protocol Droid scene in the Cantina but might not be so keen on this cutscene. One cutscene I am not keen on is your enhanced Undercity Patrol. I believe you added a parody of the "Death Troopers" from the movie Rogue One with audio ported from Star Wars Battlefront II, unless I am mistaken. You've said that you joined the Kotor Modding Community last year, that's fine - but when I joined the Community almost 10 years ago I joined during the time when porting between Kotor I and II was a bannable offense. I think either TSLRCM or M4-78EP was removed from this site at one point because the end credits included the theme "The Old Republic" from Kotor I in its ending credits. Fun fact: I believe before the ban was lifted in 2018 the Administrators uploaded a blatantly obvious port of audio from Kotor I to Kotor II to see if people would even notice, well I noticed and I pointed it out. I guess you could say my logic in pointing it out back then was "If I can't port, you can't port". Thankfully, porting has been allowed for some time now and it's made the Kotor Modding Community so much more interesting with the mods we're now making. But as someone who made mods during a time when you couldn't port between Kotor I and II, can you understand why I'd be uncomfortable to play a mod that ports audio from Star Wars Battlefront II into Kotor I? Again, I'd happily use your Protocol Droid in the Upper City and probably many of your appearances too, but the Death Trooper is one that I would skip out on... though on the flip side someone might happily use the Death Trooper and skip the Protocol Droid in the Upper City. Regardless of what you might think of my opinion on the Sith Guard and Death Trooper, should you ever release the Protocol Droid in the Upper City, regardless if its standalone or part of a massive mega mod, would you be willing to make a compatibility patch with my RC-K1CP mod which restores the original Protocol Droid bartender to the Upper City Cantina? This is going to sound really dumb after everything I've said but do you think you can add the Taris Middle City into Kotor I? If you're using AI then dialogue and voices for already existing characters and new characters won't be a problem and, through model editing work, you seem to have the competency to make new and unique modules for a hypothetical Middle City section for Taris. But I understand if you don't want to. That'll be good! Also very good, don't make promises - the mod comes when it appears on the site out of the blue. I mean... maybe if you do go with the 'Frankstein Mega Mod' route I might be able to separate things that I like for you. Despite my criticisms with a few things, the standalone assets you've made thus far are fantastic!
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3 pointsThe awakening is very nice. How did you create the eye opening blurred effect?
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3 pointsLet me dive into this today then How editing feats and force powers is possible New feats showcase So, some feats have either the same ideas as TamerBill or are exactly the same. Why can't I simply add my own feats on top of TamerBill's mod would you ask? And that's a great question. Well, firstly, i'd say around 30% of TamerBill's feat are either not working at all, not working as intended or have a wrong description. Secondly, some other feats make use of the hide slot from the characters (which i'm using for numerous other things). Thirdly, his mod edits the crucial scripts i spoke about earlier (k_ai_master, k_sup_grenades and so on), so it is not really possible to make anything compatible (hence why i'm trying to put as much content as possible within a single install!). Finally, numerous feats or force powers are not in line with my vision for the game. BUT there were GREAT ideas and concepts in there, so i'll be reusing some of them or tweaking some others! I'm using my own icons tho, just to make sure i do not "steal" any of TamerBill's original work. Jedi feats showcase: There are new exclusive feats for each class btw. Droid feats: In another message i'll showcase the companions unique feats, the class changes and also the force powers (A lot to cover as you can tell!). As you can see, everything is kinda intertwined depending on items, companions rebalances, class rebalances, force powers... Hence why i'm doing a single install for all this. That's A LOT of math, so there'll be be balancing issues for sure. I can't wait to open this to players so they can give proper feedback. I cannot wait to see the builds people will pull out aswell, because the variety is going to be WAYYYY better than vanilla! Well, this is one of the few drawbacks from modding. Some people take things for granted, or feel they "deserve" something. I'm doing this for free, entirely on my spare time, and for my own pleasure first. I can totally take people's feedback, and it's vital to have someone's opinion about your own work, because as a single worker on this, you can miss out on something. I do have "Spiceman" on discord, someone that follows my work nearly from the start and we're discussing A LOT about this project. His insights and feedbacks have been very valuable, huge thanks to him. Anyway, all that i mean is that i enjoy feedback, but people have to understand that's its only a fan made mod bearing its own vision and wishes. If they're not happy with this, i think they will survive lmao and i will survive mean comments too The credit list is updated! I meant their skin colors. So i've showcased the turquoise and brownish variants up there! I'll have more to showcase later like bib surool For sure! If you want to, we can talk about this and the type of content that could be included in there Nothing very precise in mind at the moment, but i've already started fixing the module. The only thing remaining now is the lighting and 2 holes. I should be able to fix a portion from the lighting reusing some assets from Kashyyk and Korriban that have the same geometry. Well i'll at least try this out someday for sure! I don't have that much at the moment, i've showcased most of them up there. But i'll do more of them for sure. As i said, i'm willing to share anything so if something interests you along the way tell me Nope but its using ShiningRedHD's upscaled textures Just like most of the new assets ported from TSL, i'm using his textures with his authorization. I know there are A LOT of visual improvements or upscales out there, but the things im enjoying the most are the ones closest to the vanilla art direction. I know Dark Hope is looking to redo a lot of assets from the first game, but IMO they look too realistic and most of the time are not in line with the game's art direction (even tho they look insanely good and its an amazing work). So its a decision from me to use upscaled textures from Vanilla by default. It also makes everything im adding completely in line with ShiningRed's ultimate mod serie that improves visually most of the game's textures. Ho well, now that you mention this... I have used your Smoothed hands texture for the female child for sure, over an upscaled texture from shiningredHD. I should have specified it. Other than this i've done the rest by myself (skin color especially since you did this aswell) I also think i've got some variants with gloves. Anyway, sorry for not specifying this, as i'm in the middle of thousand things its sometime hard to keep track of what i'm using or not, especially since its only showcases at the moment. Tho for a definitive release, i'll make sure 300% to have every permissions, don't wanna steal anyone's work or take credit for something that i didnt do myself. You have my apologies and the credit list is updated So its basically chromas to add a bit of variety to the robes. I have specific plans in mind for the jedi robes: I will remove the Star Forge robes model to replace them with the armored robes from K2. The star forge robes will become revan disguises to give a free column. Then i'll be replacing the vanilla robes with the cloaked robes from K2, but unlinke JC i will import a lot more variant instead of only having the 4 or 5 from K1 vanilla. JC released a modder's ressource with his supermodels separate from his mod. I'll also make the Jedi Master have master robes aswell. The vanilla robes i'm pulling out are mostly to add variety to the npcs jedis clothes, especially since im extending Dantooine with the Jedi Enclave sublevel But its a nice modder's ressource i guess aswell. Very long post but at least i answered to everything i guess? Next time i'll be covering the force powers for sure!
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3 pointsHi, I played through your mod a few days ago and enjoyed it really much, so at first I wanted to say thank you for creating it. I found two issues while playing through it: 1) If the player kills the thug (202tel.mod\g_201thug001.utc) which spawns after giving Grenn the information about Batu Rem before the main quest with the Ithorian droid is done, the game softlocks when doing the Ithorian droid quest (only tested the Czerka version, but I think both should have this problem) when starting the cutscene where the thugs show up at the Ithorian hangar. I looked into it and I think the problem is 202tel.mod\g_201thug001.utc has the k_ptel_ma_d.ncs assigned as OnDeath script (the mod itself doesn't touch this utc as far as I can see, but the script is assigned by default). This script increments the global "201TEL_Thugs", which I think shouldn't happen when killing the 202tel.mod\g_201thug001.utc (resetting "201TEL_Thugs" to 0 before doing the droid quest fixed the problem for me.), probably the OnDeath script should be changed for something like k_def_death01.ncs instead? 2) After Zez-Kai Ell rescues the player at the end of the mod the player is teleported to the nar shaddaa docks (In 323NAR.mod\a_geno.ncs "StartNewModule("303nar", "", "", "", "", "", "", "");" is used to do this). I think the waypoint is missing here, because the player starts out at the entrance of the map instead of the hideout, I changed it to StartNewModule("303nar", "FROM_305NAR", "", "", "", "", "", ""); and the scene worked out fine afterwards.
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2 points
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2 pointsHello everybody! It's been a while since i posted anything on the forum. I decided to officially start the topic for this big work in progress project, doing something way more structured than my original topic that you can see here : Zobizob's playground. The original topic was going in every direction and was a literal mess, but now i have got a proper aim and goal. You can find the informations within the spoilers down below, have a nice read! Who am I? Why this project? What is the "Kotor Expansion Pack"? The current state and future of this project The very first small showcase from this project, shaping the environments The credit list Thank you for reading, and stay tuned for more
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2 pointsOn the Wookieepedia article for Taung's I found the following quote: It appears that, during Kotor, the Taung were on the verge of extinction, not quite, but still few enough in number that their lack of an appearance makes sense.
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2 points
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2 pointsOh okay! Sorry, I didn't realize it was a movie. In KOTOR, a cutscene is a dialogue file.
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2 points
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2 pointsSome bad news and some good news. The bad news: the restored Carth's dialogue when you're initially tossing and turning in your bed has been removed as a temporary solution to a game breaking bug. The good news: the update that removed the above restored content replaced it with Shuma the Hutt. Here is how he appears in the pre-release screenshots: Here is how he appears in RC-K1CP: The old restoration mods and K1R all restore Shuma out in the Hangar Bay even though the above pre-release screenshot exists and the fact that Shuma greets you to his "humble abode" - a term that would make much more sense if he were inside an actual room and not out in the open in the Hangar Bay. To both differentiate RC-K1CP from K1R and to remain faithful to Bioware's original intention with the character, I have restored Shuma inside Elise's room, the one where she appears after you complete the missing droid sidequest. Elise, her boyfriend/her droid will now spawn in the hallway just outside the room to make way for Shuma. In the game files there are four Hutt textures whilst in the vanilla game there only three Hutts. With Shuma added, that brings the total up to four Hutts and as you can probably tell Shuma is using Ajuur's old appearance. To prevent two identical Hutts in your game I decided to restore the unused Hutt texture for Ajuur on Taris. Ajuur will now look like this:
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2 pointsFor reasons I can't explain, ever since I played TSL for the first time far longer ago than I care to admit, I've always wanted to have the interior doors in the Ebon Hawk in the first game. I noticed nobody else had added this feature in as of yet, so I decided to take a crack at doing it myself: All of the doors are added in and working, but obviously once they've opened, they stay that way. This feels like it makes the mod a bit pointless, so I'm currently working on a way to have each door automatically close once you move a certain distance away from it. I originally planned to use an OnHeartbeat script attached to each door to close it once you move a certain distance away, but it didn’t come out as well as I’d hoped: It’s a bit janky and doesn’t always seem to work as intended, so I’m not sold on this method. I did try using a trigger instead, having the doors open/close using the OnEnter and OnExit scripts instead and it’s a LOT smoother, so I think I’m gonna switch to that. Setting all those triggers isn’t going to be the quickest process in the world though so… that’ll be fun! As you can see, since the doors were originally intended to only be seen from one side in TSL, so once you pass through, you can see some of the door geometry poking out the wall on the other side. I'm not too bothered with that though, since it's unlikely anyone is going to be stopping and turning around to look up every time they walk through a door. I did show it at the end off the video though, just as a point of interest. I’ll hopefully get all of the triggers set tomorrow, give it a thorough test and then maybe put up a new test video before I create an installer and package it up for release.
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2 points
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2 pointsThank you so much for investigating this. I'll keep this in mind for when I return to the GenoHaradan Legacy update!
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2 points
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1 point
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1 pointYeah, it make sense not to see them on KotOR games 'cause a lot of them died in the Mandalorian Wars, but I think it would cool to have just a few on them during the game. Even better, fighting some of them and contributing for them to extint, and the mod could be configured for the Taung to leave some items explaining about how most of their race are already extint, and that there're just a few of them around during those days.
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1 pointIf there was a mod, Taung should be extremely rare and if a boss, Taung should be a Top Tiered Boss with Mandalorian themed weapons. He could be a Mandalorian Leader for Kashyyyk
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1 pointKebla Yurts store, I believe. I recognise the Taris textures and that’s the only place I can think of that has the armour models cut up and dotted around like that.
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1 point
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1 pointHello there! So basically, i have done the same thing as force camouflage, with some more steps to make everything work. Here is the detailed process if anyone wish to do the same thing. In K1, the force camouflage feat itself does not do anything and is purely cosmetic. If Juhani can go into stealth, it's because she has got a stealth belt equipped into her creature hide slot. The stealth belts are obviously not equippable on droids in vanilla, but there is a column for this in baseitems.2da (Droid can use, or usertype, something like that). You can put 3 different values in there, 0 so both humans and droids can use the item, 1 so only humans can, and finally 2 so only droids can. However, i couldnt "just" change this value for the stealth belt, because it would cause the default stealth belts to be equippable on HK/T3 in their shield slots. So what i did is that i copied the Stealth Belt row in baseitems.2da and created a new row dedicated for droids only so it would not affect the default belts. There is also an annoying limitation that i couldnt get around with K1. In vanilla you cannot select the stealth skill in the GUI. I thought i could fix this by editing the Skills.2DA file, because its possible in there to edit if a class has access to a dedicated skill. However, even after opening the skill to the combat droid class, if you you try to click on Stealth and allocate skill points there with HK, you get a message telling you that droids cannot use Stealth. However, if you specify a higher "recommanded" priority number for Stealth than the other skills, you actually get skill points invested into stealth by clicking "Recommanded" in the GUI. This was not working really as i wanted it to be. Finally, a character cannot go into stealth if they do not have at the very least 1 point in their Stealth skill (even if they have items that provides them stealth skill point bonus). So basically, i've added 2 skill points into Stealth to HK by default when he joins you, so he is able to use the thing. I've changed his hide items type for his upgrades by the newly created stealth belt row dedicated for droids, and i've made each upgrade increase his stealth skill so there is still a progression. The belts also provide the newly created feat for HK, which is the same as G0-T0 in K2 btw. Purely cosmetic, just like force camouflage, but it tells the player the new passive. Kinda convoluted, but it works and that's all i wanted Also, while we are talking about HK and his hidden items... In K1, I noticed yesterday that HK's unarmed animations were broken (just like T3). He does have 2 unique melee animation, but It's broken because he didnt have a proper "pause" animation and dodge animation inbetween his melee hits. In K2 this has been fixed by Obsidian, the only thing they removed from K1 model is an animation for poison (cohesive, as droids cannot get poisoned in the game). So i've converted K2 model and now HK has got his unarmed animations fully working (same process as T3!). I'm wondering if I should provide HK some dedicated unarmed feats with his upgrades. Seeing this big robot perform kicks is hella terryfying lmao 😄
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1 pointFor better or for worse ? I hope it's only for the better ! The only issue I encountered is that the module is now sometimes lagging a little. And actually, it isn't a lightsaber but a crystal. And it's not exactly a reward for winning the Tournament. I'd like to make a new version of the Gamorrean Stronghold such as what I just did with the Pazaak Tournament on Manaan, but I guess I'd need to seek permission, and a 17 years old mod... Not sure I'll ever reach out to the author.
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1 pointThe triggers have been placed in the game and I think the effect is about as smooth as I'm going to get it: Much happier with this iteration of the mod than I was the previous one, so I think this going to be the approach I go with for the final product. I've done a little play-testing to make sure cutscenes aren't broken by the doors stopping NPC's moving etc and it all seems to be ok. The triggers all work as they should. There might be the odd bit of jank with NPC's getting lost for a second and turning on the spot while they wait for a door to open, but other than that, it's all good. Not that there are many proper cutscenes aboard the Ebon Hawk, anyway. At least not in ebo_m12aa, which is the only module I've added the doors to. The other stunt modules, I've left alone. I was mainly concerned that this would interfere with things like Sasha leaving the ship, but she just acts as above. Some of the doors go a little nuts if you try to follow her directly, as multiple creatures are entering/exiting the trigger areas at once, but don't do that it's fine. Well, here it is!
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1 pointThanks for sharing, CapitaineSpoque! What you're set on doing reminds me a lot of what I was attempting myself several years prior. I'm still working on that project but it is, unfortunately, only to my own benefit, barring a few public contributions here and there. I'll keep an eye on the development. Cheers!
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1 pointI really like the new reskin, specially the stone and lightning textures. I would add a little more color in the hallways, but that is just my personal opinion. I also like that you made Assasins have lightsabers, perhaps you could diversify them further if some of them had dual sabers (even one normal length and one short). And I still think some rooms could have more placeables (like the antechambers to the training room in front of the archives), or some placeables shuffled from the Dantooine enclave layout (for example, I think the dorm room with the lockboxes is the exact same one as the one in the Jedi Enclave, that could be changed to be more distinct), although I don't know if that is in the scope of the mod.
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1 pointI am so glad this mod got released, despite the usual skepticism of some people in this community.
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1 pointI was able to use geometry nodes to do some placement, but after quite a bit of effort, it still looks pretty bad. I think it especially looks out of place since it's not lightmapped. I think I'll abandon this endeavor and just settle for a retexturing I was doing separately. Thank you for the offer! I actually already had some mossy retextures that I was doing for the bark and soil, though. My hope was to add some geometry for moss on top of the retexture. But I think I'm okay with giving up on that at this point :)
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1 pointBro wtf. Did you pay him to do his enormous mod ? No ? He's doing it for free, for us. So yeah, you'll have to wait a little bit more, as we all do. Furthermore, according to you, "Mod release deadlines are for those that don't care about quality". Well guess what ? He missed his deadline. You should be relieved by that...
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1 pointN-DReW's Mini Mod Collection is dead! Long live Kotor II Restored Content Plus! My former Mini Mod Collection, last updated in 2022, has evolved into a new mod. As the old Collection was mostly restored content, that mod has now become a restored content centric mod whilst the bug fix elements of the old Collection have since been transferred to my Bug Fix Collection mod. Whilst the format of K2RC+ is similar to my Kotor I restored content mod, the RC-K1CP, this new mod is NOT a replacement/alternative to TSLRCM like RC-K1CP is to K1R. Instead, K2RC+ is an addon FOR TSLRCM restoring cut content TSLRCM either missed, didn't know exist, or don't want to restore. This mod is also highly decentralized meaning you can choose to avoid certain restorations if you don't want them. The mod is already updated, and unlike RC-K1CP there are plenty of screenshots of the mod page of some of the restorations in-game. I'm sure some of these restorations look as if I'm really scrapping the bottom of the barrel for content restoring things I'm sure we can live without, and then there's the street dancer content that was cut from the Citadel Docks. I'm certain most of you looking at this mod will notice the restored unique appearance for the Harbinger Captain. And I know for a fact the only reason you care about this unique head is so that you can ask "Is it compatible with Fixed Hologram Models and Admiralty Redux for TSLRCM?" And the answer is... kind of. Unless DP updates his mod to give his Republic Captain this head, you won't have this captain with the fixed hologram, though if you install the Unique Appearance Restorations component of K2RC+ first and then Fixed Hologram Models and Admiralty Redux for TSLRCM afterwards you'll get Ralon's new appearance and you will get DP's own Republic Captain with the Hologram fix. Much like my RC-K1CP WIP thread, I'll be posting updates to this mod when I get around to tinkering with future restored content for this game. For a full list of restorations in this mod, please visit this link!
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1 pointHello, and welcome to the first Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes, but first… I need to address the following. Whilst the ROR mod is a spiritual successor to Kotor II, emphasis on “spiritual”, it is NOT Kotor III! Kotor III was a video game that was cancelled by LucasArts in the late 2000s, the ROR mod is entirely fan fiction. Whilst we do strive to make the characters, locations, and elements of the mod faithful to the canonical Legends material, the story you shall experience in the ROR mod is entirely NON-CANON and should be treated as such. The ROR mod is intended to act as a bridge between Kotor II and TOR MMO, you can play a strictly canonical playthrough that would hypothetically lead to the events of TOR or play a non-canonical playthrough that sees you defeat the Sith menace once and for all. We shall get into further detail about this in the next Dev Diary. For those who may be wondering, the ROR Dev Diaries serves a few purposes. 1) It allows for you, the player, to get a taste of the mod without having to download it first. 2) Assuming someone makes a YouTube video about the mod once it's released, thus making purpose 1 redundant, it serves to give you developer commentary on some of the choices made in the development of the ROR mod. Giving you a unique insight into the mod and may serve to answer any questions you may have had when playing, or you can ask your own questions in the comment section of this dev diary relating to the content I've showcased in-case I didn't answer your question. 3) It serves as a space for the ROR Developers to pitch feature proposals to the player base before we commit our time and effort into developing them. We wouldn't want to waste an entire year developing something the players aren't going to like. With the feedback and your opinions which you'll hopefully leave in the comments we may get an idea of what the player base actually wants which will hopefully influence our decision on said feature. In this first Dev Diary, I shall focus on everything you see just before starting a new game – the Main Menu & Player Creation. And be warned, this entire Dev Diary is just the Main Menu & Player Creation. We actually start playing the mod in the second Dev Diary so stick around for when that comes out. (Please let me know if any of the links and/or images are broken) Starting off the mod, you arrive at the main menu screen. The character you see to the left is described as a Sith Witch though canonically she is a Sith Sorcerer, do know that she is not the main antagonist of the mod. Similar to Kotor II, there shall be a group of Sith who you will encounter throughout your journey, including the Sith Twins you encountered all the way back in the Demo, this Torguta character on the main screen, and more Sith who are yet to be announced. Many of the characters introduced in the ROR mod have unique and innovative designs, this character is based on a heavily modified variant of Kreia’s model. You can see the Darth Traya-style Sith Robes she’s wearing though her head has been heavily modified to resemble a Torguta. Here is a side by side comparison that shows you what I'm describing. This character will rely on Force attacks when you battle her in-game as she is a Sorceress, whereas the Sith Twins from the Demo will focus on melee combat as they're both Sith Assassins. As you can see in the screenshot, her head Montrals and Lekku head tails are short, similar to . They’re probably like this because the game would have trouble rendering/animating Shaak Ti sized Montrals and Lekkus (or at least they would back in 2011 when this character was made). And just for anyone who's curious, someone actually did try to make a Shaak Ti head for Kotor and this and this was the result... I'm sure you can see why we're sticking with our current appearance. Since we can't add a proper Shaak Ti sized head for this character, she'll probably be young, around the player character’s age, in-game when you encounter her to explain her appearance. And for any of you who still aren't sold on her appearance... just know that Disney's done worse by having Ahsoka's character design go from this to . This character is similar to Darth Sion in that she's on the menu for the start of the game but will be replaced by another, much stronger, character as the game progresses. I believe @Logan23 showcased the next Sith Lord who appears on the main menu on Moddb back in the day, which I shall once again showcase here. This character is based off Atris' cut Darth Traya model. She is another Sith Sorceress and is paired together with the Sith Torguta, I imagine this character would be the Torguta’s Master and would be a lot stronger than the Torguta. This later character also isn’t the big main bad guy of the mod, there’s more characters who’ll replace her on the main menu screen. Now I know it’s possible to set the menus manually via the config in the main game folder, though do know that these later characters have not yet been implemented into the menu as of right now – though there is a bug where if you try messing with the config. This is probably a remnant of Thor110’s Expanded Galaxy mod… speaking of which! The ROR mod will now utilize ported assets from the first game as porting has been allowed in our modding community since 2018. Thor110’s ported K1 modules from the Expanded Galaxy mod will be used to make new areas for the ROR mod whether it be reskinning K1 areas to make new areas for new planets or possibly even allowing you to revisit areas from the first game (emphasis on “possibly”). Thor110 has also improved the menus for the ROR mod. Kotor I’s menus are blue, Kotor II’s menus are green, the menus in The Jedi Master’s and Edge of Darkness mods are both red, and ROR’s menus are orange... or at least they're supposed to be. To demonstrate the extent of Thor110's improvements to ROR's menus, here is a screenshot showing the skill menu during the player creation menu. On the top is how the skill menu used to look like back in the old Demo, and below is how the skill menu looks today. Thor110 has also released other menu colour mods for Kotor II which you can see in the links embedded in the text. If you would like see ROR’s orange menus released as a standalone mod for Kotor II, let us know in the comment section of this Dev Diary and we might consider releasing the ROR menu to the public should the mod team agree to it. Unlike in the Demo, this mod has proper loading screens for all the modules you shall be visiting. The legal load screen and the default load screen are still untouched from the Demo and will need modern redesigns, though other than those two you'll have new load screens based off JC's Loadscreen Template for K2 meaning these load screens will be accurate to the ones you see in Kotor II. We shall see more of them in upcoming dev diaries, this heavily outdated load screen from the 2020 build should give you a taste of what's to come. Moving on to the player character selection screen: The player options are virtually unchanged from the Demo, you'll still have over 50 player heads to choose from, including a plethora of alien heads, and the default clothing is still the K1 Jedi Robes. Though this could change in the future. We won’t be adding any more alien player variants, though we may add new alien NPC variants that you can encounter throughout the game. That means, for example, we won’t add Kel Dor players though we may add Kel Dor NPCs if the models and textures become available to us. The only exception to the “no new alien player variant” rule would be to add female Devaronians. We already the male Devaronian heads, and I hope one day that we can add a female equivalent for this species at some point. With the male Twi'lek player heads, something I never noticed was that they have a revamped head model. I thought this was added between 2011 and 2020 but it turns out these heads were in the Demo from the beginning. Incase you can't see it, the Twi'lek player's neck isn't fat like they are in the vanilla Kotor II - they normally look like this. What's really strange about the improved Twi'lek heads of the ROR mod is that, as of right now, only the Twi'lek players get these updated models - Twi'lek NPCs still have the default fat necked heads. I have previously shared the concept of ROR Submods called "Addons", these mods would be released separately to the main ROR mod but wouldn't work without the ROR mod. If you're still confused about how that would look, I previously shared a screenshot of the Yoda character "Ulon" with an updated model and texture from the High Quality Aliens: Master Vandar mod which is for Kotor I. If we get permission from Ashton Scorpius, a version of his mod, Better Male Twi'lek Heads, may be released as a ROR Addon to give your male Twi'lek player character and Twi'lek NPCs improved heads with 3D ears. I would also like to point out that there are also these Twi'lek head variants with head coverings. These Twi'leks are unique in that, similar to your underwear in the Kotor games, their head coverings actually changes color when you fall to the Dark Side. Here is a side by side of the Dark Side and Light Side Twi'lek with head coverings. Many of the player heads in ROR unfortunately do not have Dark Side transitions... yet. We hope to add these to the ROR mod through updates. Even though it isn't integrated into the ROR mod right now, most, if not all, of the human ROR players now have Dark Side transitions and they're available to the public right now through RedRob41's RoR Playable Humans for TSL mod. But if the lack of Dark Side transitions frightens you then do not worry - for you won't be able to completely fall to the Dark Side in the first ROR release without cheating. Another possible change we are considering for the player character would be the player clothing. The K1 Robe clothing was a unique element of the ROR Demo back in the day as porting between Kotor I and Kotor II wasn’t allowed back then, the ROR mod got past the no porting rule due to the fact that the K1 Robe models and the brown K1 Robe texture were actually hidden with Kotor II’s game files and thus could be used without porting. And just like the robes, quite a few K1 heads were also hidden within the Kotor II game files. In this blog post by Sith Holocron, you can see in the K2 heads section that there are a few K1 heads like PFHC03 - you obviously can't play as PFHC03 in Kotor II but both the head model and texture was buried in the game files meaning it isn't considered porting if you were to mod it into your game. You can also notice a few white heads in Sith Holocron's list, these are heads who's models are in the game files but their textures are not. That means you can use the head PMHB04 without porting but if you were to grab his texture from Kotor II then it would be porting. So if that's the case, you might be wondering how we used PMHB04 back in 2011 without porting the K1 texture. From what I understand of the process, RedRob41 was able to use this head model without the K1 texture by mapping out the model's UV layout in a separate mudding program. Once he had the UV layout, he was able to take samples from the textures of Kotor II player heads and he was able to literally stitch together a brand new texture using only the Kotor II head textures - this method is called "Photo Sourcing" I believe. But alas, porting is no longer an issue in our modding community and such measures are no longer necessary going forward. So you might be wondering how this relates to our K1 Robe Clothing? Well, now that porting is allowed I’m sure many of the new and younger players of the ROR mod won’t find the K1 Robe Clothing as impressive as it was back when porting was a cultural taboo. Whilst he may not share this view in particular, Logan23 has expressed a desire to get rid of these K1 Robe Clothing and his reasoning is simple - he wants to use player heads as NPCs just like how Obsidian used player heads for various NPCs across Kotor II… but he can’t do that because the default clothing for the ROR players as NPCs will always be the K1 Jedi Robes. So to prevent you from walking into a Cantina full of people wearing Jedi Robes, Logan gave these NPCs different armors. Below is an example of two NPCs with the player appearances as NPCs, if they were given clothing they'd both be wearing the K1 Robe Clothing as seen above. And if you follow this link, you'll see what a Cantina full of these NPCs would look like - you simply can't tell who's a bounty hunter, who's a commoner, or if anyone in this room has a special sidequest as literally everyone in this screenshot sticks out like a sore thumb. I would like to make this clear, we have not touched the player clothing just yet - though we also haven't used player appearances for NPCs either due to the above mentioned problem. Just as there are now alien player head options, most of these aliens will be available as generic heads meaning there will be aliens on Corellia who'll not only wear proper clothes, but they won't reuse a player head option. So right now, we are torn between three different options in regards to the player's clothing moving forward: Option 1) Remove the K1 Jedi Robes and restore the vanilla default clothing, meaning your clothes will look like this again - what Logan23 wants. Option 2) Keep the K1 Jedi Robes and simply don't use ROR players as NPCs - what RedRob41 wants. Option 3) My own personal compromise between these two positions. In the spoiler below will be my very own proposal for a radical rework of how Jedi Robes work as an item in the ROR mod. If you don't care about this then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section. For those of you who like my proposal, I may consider making this proposal a separate Kotor II mod as a means of testing how this proposal would actually work in-game. Even if you don't think this should be added to ROR, there might still be a really good mod idea to come from all of this. In terms of attributes and skills, there haven’t been any changes that I know of, though if you think there’s good reason to change something like attributes and class skills etc, we’d love to hear your case. Much like in Kotor II, the attributes and skills you pick can appear in your dialogue response options if said attribute or skill is high enough. So whilst we haven’t yet added droids to repair or terminals to slice into, the Computer Use and Repair skill can both be helpful in certain dialogues and can even help you in influencing droid or computer-expert companions in dialogue, so there’s a good reason to invest in your skills in this mod. Here is an example of the Awareness skill appearing in dialogue: Feats and Force Powers will undergo some changes in the ROR mod. For starters, I believe Logan23 has gone through and changed many of the Feat and/or Force Power requirements so that you need to be a higher level than you would in Kotor I or Kotor II. This is to prevent your young, inexperienced Padawan character from getting Force Storm on the fourth planet as well as to prevent you from getting Wound and Force Shock in front of Drayen during the first mission to Corellia. Below is a second one of my "totally not controversial" proposals, feel free to skip over it if you don't want to hear it but we would appreciate it if you gave us your feedback on this idea. The above is just a proposal, if the player base approves of these concepts we may one day add them, if they strongly oppose them we don’t, and if people give their own ideas on how to improve/rework these proposals these could also be taken into consideration. But what does the ROR mod add in terms of feats right now? Well… Players will receive a feat based on their species, we will talk more about these feats in the next Dev Diary though do know that these feats will be used by NPCs to determine the player’s species, allowing these NPCs to react your species via dialogue. Here is a screenshot of an NPC reacting to a Miraluka player, the same species that Visas Marr is in Kotor II: Let's say if Gorton Colu was in the mod, he’d be able to recognize if you’re a human or not… your species is no longer a cosmetic choice, you can be rewarded or punished for the species you have chosen at random points in the mod. Obviously a racist like Gorton Colu isn’t going to like a Twi’lek player, though a Twi’lek character might be equally discriminative towards a human player than they would to a fellow Twi’lek. Oh, and don't forget how I previously mentioned how almost every alien you can play as will also have alien NPC commoner variants, so expect dialogue and NPC encounters to get... spicy throughout your playthrough. This feature will be discussed at greater length in the next Dev Diary. There is currently a bug where the player will still receives the War Veterans feat, even though the player isn’t a War Veteran we'll most likely keep the Feat by renaming it to imply something else so you can get those sweet 30 Vitality Points at the start of the game that this feat gives you. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be yours to play soon.
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1 pointI hadn't noticed this, but I didn't really test it in-game very thoroughly with all the animations. I'll check it out. I had started to re-create some of those Combat Suits after I upscaled all the vanilla textures, but I hadn't finished them all yet. I'll try to get back to it someday and provide all new 2048x2048 versions. I can check out the Czerka texture then. I would hope that I had fixed the UVWs already in my new 4x mod, so that the old 512x512 textures should work with the new models. There's always room for improvement. There are a lot of little changes and fixes, both UVW & texture, that I didn't specifically point out in the screenshots. I spent months trying to clarify all the changes, both in screen shots and in the text in the spreadsheet. I didn't want to spend even more time trying to catalogue everything. I'm glad that you noticed though. I also texture fixed the shoulder seam on the female rags, but didn't document it. For the most part that previous Party model fixes is either duplicated or improved upon by this new 4x mod. The old mod is still required for the Bastila head texture. The 4x mod supplies a 1024x1024 upscale that is faithful to the original art style; just the seams have been fixed; and added the transparency on hair and eyelashes. The old party fix mod supplied a 2048x2048 texture that adds a lot of photo realistic detail. I do plan on combining my Party model fixes with my old K1 underwear mod and upscale everything as well. I'm just adding some photo real details to Mission's head texture right now. I might do the same with the male party members. Once that's done, both of those old mods will be obsolete. Juhani Catlike Head will remain a separate mod, but I'll upscale that as well. I hadn't seen this mod before, as I've only had time to work on my own stuff. No time to check out the great work by other modders here. I like this mod's Mission armour models being resized for her. I haven't done any adding of backfaces like that mod does. I've only been editing the existing UVW & XYZ coordinates using Taina's Replacer tool (which can't handle adding or subtracting polygons). I hear there have been some nice improvement to tools for compiling models from Blender, but I've never used them. Hopefully someday I will have some free time to give it a try. You can always try mixing and matching PapaZinos' models with my 4x textures. Maybe they will be compatible enough.
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1 pointIs this mod still being worked on? Do we have any updated demos we can play. I was so hype for this back in the day
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1 pointI know it's been said that Nihilis and the Exile were designed to be mirror opposites of eachother, but I personally think it goes deeper to the point that Nihilis and the Exile had the exact same connectivity to their fellow soldiers and jedi. So, while the Exile dealt with the trauma of the Mass Shadow Generator by cutting themselves off, Nihilis used it to survive the detonation and possible exposure to the vacuum of space. The Exile is also the one answer to Nihilis' endless hunger as it is impossible to absorb something that is no longer there or more accurately something that has effectively become its antimatter. So if one subscribes to the Unifying Force theory, it had a hand in creating Nihilis, but also created the Exile to cancel him out. (also as an aside, it'd have been pretty awesome to see the Exile use a visual effect when they defeat Nihilis like an accretion disk from a Black Hole that envelops then annihliates him until his empty mask lands on the ground where he once stood) I can understand why Kreia was so adamant about destroying the Force, but it makes me wonder if it might have found some way to stop her anyway. (Though I guess technically it does since the player can't actually agree to go through with her plan)
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1 pointLooks I forgot to sort the smoothing out. I can see a couple of funky bits here and there. I’ll upload a fixed version in a bit. @ConansHair Here we go. That should look even better. Also exported a version for TSL. I can't think off the top of my head of anywhere it's used ingame, but it's there just in case. plc_kiosk3_fixed.zip
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1 pointExactly, the head mesh uses 17 bones so the error message should go away with a more recent version of MDLEdit. I should add that I’ve only tested him with his normal K1 animations (essentially just standing around and taking). I did try replacing the PC with him to see the combat animations for fun so that wasn’t a rigourous test. I haven’t played ROR so depending on what those Yoda-likes do in the mod I might have to recheck the skin weights, especially on the lower body. I do hear that you’d need a TSL port so I’ll look into that shortly.
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1 pointHello, I'm N-DReW25: a writer for the Revenge of Revan mod. The mod's development is going well, though any discussion of the mod's development can be done in the return of ROR thread as this post is concerning another topic. During the development of the ROR mod, I've personally thought up something called a "Revenge of Revan Addon mod" or "ROR Addon" for short. A ROR Addon is a mod which is designed to work with the ROR mod and can only be used with the ROR mod (A mod which was made for K2 which is also fully compatible with ROR isn't considered a ROR Addon, though a "What's compatible with ROR" thread might be opened upon ROR Episode 1's release!). Originally, I thought I would be announcing the ROR Addon concept sometime after the release of ROR Episode 1, however, due to the release of a recent mod I am pleased to announce that a new ROR Addon has been made which I can happily show the general public without leaking anything from the modern ROR mod which is still in development. And the first (and hopefully not last) ROR Addon is called: "High Quality Aliens: Yoda Species" The Revenge of Revan mod currently has not one, not two, but three Yoda species NPCs. Whilst I have made 3 skins, currently only one of the Yoda NPCs is used in the mod though since none of you realistically know who "Ulon Tuain" is I might as well call it "High Quality Aliens: Yoda Species". This here is now Ulon appears in the ROR Demo and how he will look in the future releases of the ROR mod: And here is how Ulon will appear with the HQ Yoda Species ROR Addon installed!: Disclaimer: Every Jedi Council member in the ROR Demo had names, you could only see them in the dialogue feedback menu once the Jedi Council cutscene ended. Just because Ulon Tuain has a ROR Addon made for him and the fact that I've revealed his name to the public doesn't make him "important" in the grand scheme of the ROR plot, as many of the fine details of later content of ROR is still up in the air it is possible that Ulon Tuain might just be "a Jedi Council member" character and that's it, or it might be possible that the Jedi Council members will play a bigger role which hasn't been written in yet... we just don't know (in 2022). And the dialogue is of course experimental, if overall community feedback dislikes the Yoda speak then remove from the mod we will! So when will this ROR Addon be released? I am not certain of that, and I have two very good reasons as to why this mod might not be released soon. 1) ROR Episode 1 hasn't been released yet: If I released this mod tomorrow then the players would only be able to play this mod with the ROR Demo which was released in 2011 (How many of us are playing the ROR Demo in 2022?) 2) Stormie's ported model hasn't been thoroughly tested: When I imported the model into MDLEdit (One of you model modders probably had a stroke reading that) I received an error message. This is very, VERY likely the result of MDLEdit not being prepared to load a "custom model completely built from scratch using modern 3D asset creation techniques" (as Stormie puts it). MDLEdit probably had a stroke as the following was the error message I recieved: As you can see from my screenshot, I believe the ported model works just fine in K2... however, I think it might be best to wait some time and hope Stormie himself ports his work to K2 and I'll just use that model instead. But I want it now! I am also very, VERY open to the idea of releasing all 3 High Quality Yoda skins for ROR as replacements for the original Vandar mod. That means you will be able to pick one of the 3 ROR Yoda's and have it replace the Vandar texture in K1 (You WILL require Stormie's original mod to be installed first!) In-conclusion: Let me know what you guys think of both the High Quality Vandar reskin and the concept of Addon mods for the ROR mod! Do you think ROR Addons are a good idea? Would you play with Addons when ROR is released? Do you think this is a bad idea? Should I release the Yoda skins for K1? Let me know what you think in the comments, your feedback (good and bad) would be helpful for Logan and the team! All credit goes to Stormie97 for the original model and texture!
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1 point@Sith Holocron requested that I go into some general detail for the community about why the Steam Workshop is generally bad for modding, both to have all the issues laid out and easily referenced, and to clarify some common misconceptions. I can't count the number of issues I've had to troubleshoot as a result of the Workshop and I know its systems and limitations in detail, so I feel fairly qualified to explain what makes the system inadequate compared to the standard methods the community uses for mod installation. I'll first briefly explain how mods installed from the Workshop work, then detail situations where using the Workshop is sensible before explaining why using the Workshop is generally not a good idea. If you'd only like to see an explanation of why you should be downloading mods manually, skip on down to section #3. If you don't use the Steam version of the game with the most recent (Aspyr) patch, needless to say this doesn't really matter for you, as you don't have Workshop support for your title anyway. How the Workshop Works First, it's important to reiterate that the Workshop is only available on the Aspyr patch of the game (not the 'legacypc' beta install option) on Steam. This update causes not a few issues, which means that even if you own the game on Steam you might want to revert it to that legacypc version even before considering modding; an inability to apply new textures to lightsaber hilts, the loss of fog effects, and sometimes extreme game stuttering are but a few of the issues the Aspyr patch causes (though, in fairness, it of course also introduces many useful conveniences, including native widescreen support and controller support). To the topic at hand, however: on a basic level, the Workshop is just a download system for mods. It doesn't truly "install" them as such, as the TSLPatcher would do, it just takes stored data from archives and puts them in a repository which the Aspyr-patched version of the game can read. For example, if you install TSLRCM and two texture mods, the Workshop will take the file data from TSLRCM and those texture mods and separately store them in three different containing folders, which the game will then read on startup. A few of you might already see the problems with this, but we'll get into that in a moment. What the Workshop is Good For Jokes of "nothing" aside, the Workshop is actually very good for single-mod installs. If you want to use TSLRCM and only TSLRCM, go for it--the Workshop will download it and you can run it with no trouble at all. It will even keep the mod dynamically updated for you; the TSLRCM team even realized that this is a much easier and more foolproof method of installation for many users. And, so long as TSLRCM (or TSLRCM + M4-78) is the only mod you're using, it truly works fine. The issue comes in with multi-mod setups, which is how we get to.... Why You Should Avoid the Workshop Put simply, the Workshop was not well-designed when it comes to multi-mod installs, especially in the face of the array of tools the community has developed to encourage mod compatibility over the years, the TSLPatcher being foremost among them. For those that don't know, the TSLPatcher can append strings or modify individual lines within existing files (among a myriad of other things), which allows mods which would otherwise directly overwrite the same files to work together fine, so long as they're not editing the exact same data within the same files. Not only does the Workshop not have this, it also lacks a stunning array of other common-sense multi-mod features: Load orders are based on the order mods are subscribed to, and are overwritten in certain circumstances. This is a big one. Even the most archaic games have always allowed users to control file overwrites, deal with compatibility issues, and selectively prioritize one mod over another by controlling the order in which mods are installed, and oftentimes the specific files installed from mod to mod. Because the Workshop does not truly install mods as such and instead merely sits them in a folder to be read by the game, it's up to the Workshop which mods get read in which order, and which get prioritized. Mods subscribed to first are read first by the system, but because they're downloaded as complete packages ready-to-launch, it's not possible to remove files selectively unless you know exactly where to look--even then, the Workshop may try to repair your install of the mod, replacing files that you may have removed intentionally. Furthermore, no file manifest is given by the Workshop, which makes it that much more difficult to see which mods edit the same content, and incompatibility is a major systemic issue with the workshop as we'll see. Worst of all, mod updates or game reinstalls can entirely disrupt this subscription order and randomize the load order, making it difficult to achieve a stable load order even if you're doing all due diligence. One mod's changes can push out another's. Unlike the installation system typical with major mods where the TSLPatcher can minimize incompatibilities, there's no such protection here. Indeed the opposite, as having two mods with the same .2da file means that one's will inevitably win out, and the other's will lose, and the loser's data will be completely and totally ignored by the game. Not only does this guarantee that some mods are incompatible in function simply due to the Workshop's architecture, it means that you could encounter serious bugs if important files from one mod are overwritten by another. This is part of the reason why TSLRCM and M4-78 had to be combined on the Workshop eventually--despite being completely compatible with one another, the Workshop was ramming them together in incompatible ways. Mods installed manually don't play well with Workshop mods. Jumping off of the above, because mods aren't truly installed with the Workshop, a user can mod their game by installing files onto their game directory in steamapps/common as one would normally do, but also subscribe to mods on the Workshop. Yet the same issues as two mods editing the same file on the Workshop will now occur in this scenario: a loose .2da file in the override will conflict with a .2da file from a Workshop mod and one will completely cancel out the other, rather than taking each other into account whatsoever. This is a big reason why it's a good idea to do all one thing or all another, since combinations like this are invariably more work than simply modding with the right tools from the start. The Workshop has limited selection, and few exclusives. This is an indirect rather than direct issue with the Workshop, but it's worth pointing out all the same. Because of many of the above issues, the Workshop has a rather limited base of modifications, and most modifications released on the Workshop have also seen standard releases, either here on Deadlystream or on the KOTOR 2 Nexus. Because those mod versions would be more compatibility-friendly anyway, there's little reason to use the Workshop just for the sake of the mods on it; there's more variety and less headache installing mods elsewhere. Many Workshop mods are out-of-date and not supported by their authors. This is again (at least partly) an indirect issue, but I feel the need to mention it here because it does have consequences for users. It is very easy to upload mod content to the Workshop even if you aren't the original author, and difficult for original authors to get these reuploads taken down. Regardless of your stances on mod ownership or reuploading, the users who perform these uploads often drop them on the Workshop for quick downloads and kudos-padding and then abandon them, not providing any future updates or support that the original authors would at their typical download locations. This leads already-anemic Workshop content to also frequently suffer from being outdated, and lack proper support, as the uploaders are frequently not the original software authors and may not even understand how the content they've hosted works. While the above is by no means an exhaustive list, it does represent the bulk of the problems with the Workshop. I want to reiterate a final time that the Workshop is an easier install method, as it's a simple one-click solution, but, much like the dark side, it's an easy path that often brings its own problems down the line. It's never worth it to use the Workshop for a couple of mods only to find out that you have a serious incompatibility late into the game, and no clue how to resolve it. Manually downloading mods isn't much more difficult, and neither is their installation, while the compatibility benefits from doing so are significant. I hope this post has helped explain exactly why that is, and encouraged you to look into a traditional install instead. If concerns about compatibility now seem significant to you, or if you're new to modding and worried you'll simply be overwhelmed by the install process for mods, I (though biased) strongly recommend the mod builds. As fully-compatible mod lists, you won't need to worry about crashes from their use, and all the mods listed come with detailed instructions where necessary; spoiler-free builds are even available if you're a first-time player. With the builds as an option, there's really no reason not to skip the Workshop in favor of a much more content-rich and stable experience.
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1 pointIf this mod is truly dead (I really hope this is not the case, but many fans fear that the mod actually is dead), then please, at least, if Logan is reading this or You were actively involved in its development and still have the files You were working on, release the files with what You worked on so far! I understand it must be hard to let go, but let's face it: is it better for all the hard work to just "rot away", forgotten on some hard drive in an old PC, that is collecting dust in an attic, or would You prefer that people would be able to enjoy at least a part of Your hard work and creativity, with proper credit being given to Your effort! I am absolutely sure that all content made so far should be released, so that we could enjoy what has been made so far, and other young, dedicated modders could pick up the pace and continue Your excellent work! It could be uploaded to GitHub or even here and given "as is", and I bet lots of people would be much happier to play an incomplete mod than no mod at all! I know it must be hard to let years of work go, but it would be a pity to let pride completly lose and destroy the very work You spent so much of your youths on! Let's face it, it's been 10 years, it is a mod for a 15-year old game, it might not even run on the operating systems we will have 5-10 years from now :(( I know it is sad, but this is the reality, I am sure everyone will really appreciate being able to just play the mod as is right now, with all its missing content and bugs! Some of us are in their mid 30s to their 50s, we might not even live long enough to get to see the full mod released, if it ever gets finished...
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1 point@Logan23 Hey, Logan! I've been following this project since its beggining! Noticed the website gone offline (domain expired), so I thought I could lend a helping hand... So, I managed to recover your website from archive.org and also got a new domain for it You're back online, check it out! Head to www.revengeofrevan.net You should be covered for the next three years (domain and hosting services have been paid in advance) and as soon as I get some extra "credits" to spare I'll extend the domain period more! It's the least I can do to support this awesome project!
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1 pointHis original and my new implants are applied through hides, it's what the creatures of Kotor have to apply damage and defence properties. Lightsaber and Force Forms by Darth InSidious also applies the bonuses through hides also.
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1 pointHi everyone I feel like i was frozen on Hoth the past several weeks. Good news- I have a place to live at now- so i won't be living under my work desk. Thanks to some fellow modders here I learned abit about editing module properties to create atmosphere. This new mood to the module was done just today and thanks to the new Toolset from Fair Strides , I have starting to populate and test changes way more quickly- an amazing modding tool! Here are some quick pics of Vogga's Ship (Goto's old module) Had to make them a little lighter since the images came out dark orginally More to Come Logan23
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1 pointCan any one advise me on how to see the photos? when i click on them its just show grey box and spinning cirle like its going to open the pic , but it never does , it just keeps on loading .
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1 pointI will be updating and adding pics of the Mod in this section. Please ignore the stretched icons on the top of the picture. This was due to the picture being taken while in window mode. These pics are all taken while i'm testing the game. Twi'lek PC shot Drayen and Uldir talking to the King of Corellia Rodian Jedi Master with a shot of Coruscant's new skybox Cain fighting a Storm Beast on Malachor V More Pics will be coming soon..... Logan
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1 pointHey Everyone The Beta Testing for the Demo's content has started!! With this comes the next step Human VOs.... Post here is your interested in doing VO work for Revenge of Revan. Just need to know your age and wither your male or female along with what type of characters you believe you would be good for....villain, beggar, sad npc, happy npc, professional npc, soldier,..etc. I will send a PM to you where you can send me a sample of a VO you did. Then i will send out the parts/lines to the people by email. Roles will range from simple NPCs walking by to more detail roles. MORE TO COME..... Logan ----------------------------------------------------------------------- List of People who are Interested: Storm-Rider "Im interested in doing a VO for revenge of revan, Im 16, Male, I havent done it before but wanting to try it out, I'll be good at any character really, Although i'd like to try a villain," Sith Holocron Male age 30's JediExile "I'll try out. I'm a female in my 20s. I'd be good at a happy or professional NPC. Just let me know where to send the sample" JuniorModder Specialize in male children-adults, with British and American accents. However, I can do older adults. I can play many characters with unique voices at one time, so it's no problem for me to play multiple characters. ZimmMaster Will be 17 in nine days. I specialize in male characters, especially villains, with a deep bass voice. Cody I am Male and I am 19 years old. Though I am told that my voice makes me sound younger. I can do a voice for villains, beggars, sad npcs, happy npcs, young soldiers,young jedi/sith and child-young adult. Kreia001 Hi, I am a male and currently I am 17 years old. I can do VO's for everyone, though I would prefer a villain, jedi/sith, and if possible a major character. I am talanted at acting Makaveli I'm a male in my 20's. With accents, I can affect a southern american accent pretty well, otherwise unaccented (american). My voice is similar to Zherron/Nemo in a character sense, though I can raise the speed and pitch. I'm not really suited to a young or excitable character, but the others I could give a good shot.