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Showing content with the highest reputation on 01/01/2021 in all areas

  1. 2 points
    Happy New Year to my favorite modding community! Thanks for making 2020 suck less and here's to hoping for even more awesome mods for KOTOR & TSL in 2021. 😇
  2. 1 point

    Version 1.1

    49,761 downloads

    *********************************** Knights of the Old Republic *********************************** TITLE: Ebon Hawk Camera Replacement AUTHOR: LDR FILENAME: ebon_hawk_camera FILESIZE: 3 KB -------------------------- INSTALLATION INSTRUCTIONS -------------------------- Simply put the 2da file and the vis file into the Override folder in the KotOR directory. To uninstall, remove the 2da file and the vis file from the Override folder in the KotOR directory. ------------ Permissions ------------ You may not use any assets of this mod in your own mod without first contacting me (and Darth Parametric). ------------ DESCRIPTION ------------ Changes the Ebon Hawk camera to where it reduces the zoom on the player, akin to the "default" camera. ----- BUGS ----- None I hope. If you find any please post them in the comments. I will address them as soon as I can. -------------- COMPATABILITY -------------- So long as there isn't another mod that makes edits to the camerastyle.2da or m12aa.vis, there shouldn't be any mod conflicts with K1R or any other KotOR 1 mod. Note: there will be a hard incompatibility with any other mod that edits the m12aa.vis file. It can only be resolved with manual merging, since TSLPatcher doesn't allow for dynamic patching of VIS files (or LYTs). ------- Credits ------- Darth Parametric for his m12aa.vis file that fixed an issue where some Ebon Hawk rooms weren't visible due to the increased camera radius. Fred Tetra for his very useful KotOR Tool. Fair Strides. All of you who downloaded this mod! Thank You!
  3. 1 point

    Version 1.10.0

    203,013 downloads

    The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent. A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file. List of Contributing Authors (alphabetical): A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation: Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first. N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here. It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Translation: The mod now has translations in French and Russian, available as separate patches. To use, first download the base K1CP v1.10.0 archive and extract it to your harddrive. Download your translation patch of choice and extract its contents into K1CP's tslpatchdata folder. Proceed to install the mod as normal. Traduction (Français - Harlockin): Le mod a maintenant des traductions en français et en russe, disponibles sous forme de patchs séparés. Pour l'utiliser, téléchargez d'abord l'archive de base de K1CP v1.10.0 et extrayez-la sur votre disque dur. Téléchargez le patch de traduction de votre choix et extrayez son contenu dans le dossier tslpatchdata de K1CP. Procédez à l'installation du mod comme d'habitude. Переводы (Русский - olegkuz1997): Мод теперь включает в себя переводы на французский и русский языки, доступные в виде отдельных патчей. Для использования сперва скачайте базовый архив K1CP v1.10.0 и распакуйте его на жесткий диск. Скачайте нужный вам патч с переводом и извлеките его содержимое с заменой в папку tslpatchdata K1CP. После чего приступите к установке мода как обычно. Compatibility/Known Issues: K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible. K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know. The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/ These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder. Uninstallation: Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed. Permissions: Due to this mod being a compilation from many different authors, please do not distribute/rehost it. Acknowledgements: All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION.
  4. 1 point

    Version 5.2

    55,097 downloads

    In an attempt to salvage some material from the now defunct SW:KotOR Upgrade project, I have decided to share this modification with the community. This file is meant to replace the original dialog.tlk that comes with the original game. It is meant to be used exclusively with the English version of the game. It is technically compatible with every other modification that alter this same file by patching it, provided this is installed first. Two versions are offered: one that includes only corrections and a revised one that includes most of the changes found in the PC Response Moderation modification by Kainzorus Prime. Enjoy!
  5. 1 point

    Version 1

    64,925 downloads

    AUTHOR: jonathan7 EMAIL: Message me via lucas forums user name is jonathan7 NAME: Character Start Up Changes CREDITS: Fred Tetra for the wonderful KotOR tool, all at Lucas Forums for the various Tutrials and Stoffe for TSLpatcher. FILENAME: Character Start Up Changes FILE SIZE: 725kb unzipped DATE RELEASED: 12/12/2010 DESCRIPTION: This essentially changes the starting feats for the three classes and makes pretty much all the feats availible for the player to select for their individual PC. Personally it always bugged me that often my PC would end up with quite a few useless feats that she did not need. So what this does is delete all the preset feats for the classes and give you free selectable ones, the Soldiers have the most, then Scouts then Scoundrels; you have the same ammounts of feats as in the vanilla game but you are free to choose what you want. I think this does improve the RPG aspect of the game, be warned however to make sure you specialise in either melee weapons or some form of blaster, otherwise you won't be doing much in combat! The mod also changes Persuade into a class skill, so it's availible to all three classes, always struck me as silly that Bioware didn't do this, as the PC is the only charachter who can actually use Persuade, seemed unfair only one of the classes got it; but maybe thats just me. A couple of pre-set feats remain; for the Scout the Implant Feat 1, because the scount automatically gets them as the PC is leveled up. The scoundrel keeps Scoundrels luck for obvious reasons, not that its a selectable feat, but things like that and "uncanny dodge" I have left alone. INSTALLATION INSTRUCTIONS:"Extract from the zip and then run the installer, simple enough! COMMENTS: Enjoy! BUGS: Should be none, may well require a little work to make compatible with other mods which edit these .2da's - Shem's extra feat mod spring to mind, but to be honest if you have that, then I don't see why your installing this :-p PERMISSIONS: PM me at LF to discuss useage. THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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.
  6. 1 point

    Version 1.0.2

    20,755 downloads

    When fading, a portion of the screen fades out of sync with the rest of the screen while using widescreen resolutions. This is a simple fix to solve that issue. To use: 1. Download 2. Move the file from the folder that corresponds to your display resolution into your override folder.
  7. 1 point

    Version 1.0.0

    2,052 downloads

    Grey Jedi Freedom THE GREY JEDI MOD "FOLLOW YOUR OWN RULES" Description: This is a mod for TSL using TSLRCM This mod will allow you to play as grey Jedi, so you needn't to be lightside or darkside at all. A new option: Freedom Don't worry about the LS or DS points of your actions, play free, you are the exile. Do you actually believe on the Jedi code? Are you a worthless Sith? If you think the only thing is the force and you aren't agree with the Jedi council nor the evil sith lords, your path is the Grey Jedi path. This mod fits perfect with the storyline. You are an exiled Jedi.You spent some years alone, away from the Jedi rules.You hate the Sith enemies, but you aren't agree with the people that exiled you, so you follow your own code. Kreia, who is helping you find the force is quite "grey" indeed. This mod is lore Friendly and suitable for new and first playthroughs Features: This mod removes the alignment restrictions needed to advance the story. You don't have to worry about making stupid and nonsense actions to get DS or LS points. -The penalties for using force powers on the neutral side are reduced, so walking near the 50% LS/DS is as good as pure dark or light. 70% or 20% are the worst levels so is better to stay near the 50% -Getting prestige class: The request is to reach level 16. Kreia will talk about Jedi or Sith classes based on your slight alignment. You are free to return later if you want to earn some LS or DS points to change the options. -Visas Marr Vision: Now you need 70% LS or DS,but the most important thing: Visas Marr will appear with 30 DS/LS points in any way .You needn't to be that 20% LS or DS, you need to earn 30 points either light or dark (instead of 50 needed by default). -Access The Korriban Tomb : You need to reach level 18 to access the tomb. That's all Specific Rules : How works the Power cost table: LIGHTSIDE VALUES: Alignement Powercost penalty Lightside Darkside Powers 10 1.75 9 1.5 8 1.1 ------------ -------------- Grey jedi Zone 7 0.8 6 0.7 5 1 6 0.7 7 0.6 ------------ ----------------Grey jedi Zone 8 0.8 9 0.7 10 0.5 Lightside Lightside Powers Fair enough IMO. If you play pure LS, you have the same advantages and penalties as the original TSL values. The changes are made on the "Grey jedi Zone". There is a penalty for being just in the middle, so you have to choose a side. The Darkside Table is the same, but inverted. XXOOXX Notes: This mod has been lost in my hard drives for years. The work was lost after a hard drive fail, but I recently was able to restore all data from the damaged hard drive. The mod is proven to work since I have it installed by default in my kotor 2 copy, the problem was to identify the mod files in a very heavy loaded override folder, Now I finally found my source working files. Regards: Shiva
  8. 1 point

    Version v1.0

    5,074 downloads

    Couple little re-compiled scripts after modifying the include files to just disable all *random* fighter battles (I got sick of 'em). This won't do anything about story-related ones that are meant to happen, but you shouldn't get any more random ones when going planet to planet. Some games, I like to just kinda fly around a lot and it gets really old to have to keep dealing with this little mini-game. Especially on today's faster machines. Anyways, drop 'em in override. If they conflict, you're already using something that modifies those scripts, so best to not break whatever you already had going on (don't copy 'em). I don't have the source for these anymore, it was a long time ago, in a galax... er, yeah. It was a while back. I am planning a major update on this though soon. Not sure if I can do everything I wanna do yet, but I'll find out when I get in there and start breaking fixing stuff. ^-^ -Kitt
  9. 1 point

    Version 1.1

    43,169 downloads

    Summary This is a collection of various things that I found annoying enough to alter. I collect things that I don't think warrant their own mods into a single mod, to be released to the general public when it becomes more substantial. Contents I've divided this mod into five categories: Straight Fixes, Bug Fixes, Resolution Fixes, Aesthetic Improvements, and Things What Bother Me Fixes. Straight Fixes are fixes for issues I think are genuine errors or mistakes or oversights or what have you. There's a problem, here's a fix for it. No artistic license is involved. Bug Fixes really fall under straight fixes but I've separated them into their own category because they're more severe and there's absolutely no reason not to have them. They fix bugs that could potentially break your game. What I've included are either well known and easy for me to do a quick fix or came to my attention directly. There are lots of other bugs this mod doesn't fix, so I strongly suggest that you seek out a more extensive bug-fixing mod. Resolution Fixes are all textures from the game for which there were identical, higher resolution textures somewhere else in the game files. So I've swapped the lower resolution ones for the higher resolution ones. I've separated these from the straight fixes because a) I didn't make any of the content here - it's all extracted from the game, and b) they don't actually fix "problems" per se - it's just an increase in resolution. It looks the same, with slightly more pixels. Aesthetic Improvements are my attempts to improve the visual quality in certain areas. I've tried to maintain the original aesthetic of the game while improving the quality. But the nature of the improvements necessitates new content created by me. You might not like my work, or you might use a different mod that touches on these areas, or whatever, so I've isolated these from the other fixes. Things What Bother Me Fixes fix things what bother me. They might not bother you but they bother me, so I've isolated those as well. For a full release history, see the accompanied file.
  10. 1 point

    Version 2.0

    6,864 downloads

    When you first arrive at Dantooine, you start your training to be a Jedi, after a long dialog/cutscene of your player learning the ways of the force - Master Zhar sends you off to Master Dorak who will guide you through choosing a lightsaber crystal. You speak to Dorak and he tells you about the colours of a lightsaber, although you only get to choose, blue, green & yellow, what position within the order they're associated with and then you get to choose your class and colour. You go back to Zhar and then you make your lightsaber. Now here is where this little mod comes into effect, normally you'd go to the workbench, fiddle around with nothing and look like a total pleb while doing it, by you I mean your PC not you personally - I'm sure you don't look like a pleb, anyway after that you then have a nice whatever colour you chose lightsaber. What this mod does is, before you go over to the workbench, you'll have two questions to answer - the first is what kind of lightsaber you'd like and the choices are; * Standard Lightsaber * Double-Bladed Lightsaber * Short lightsaber The second question is which colour would you like, now it is important what you select here because you won't get the colour you told Dorak earlier you will get the colour you select now. Anyway we now have more choices, you can select any default game colour you'd like instead of just blue, green or yellow. The choices are; * Blue * Green * Yellow * Red * Purple After selecting the type and colour of the lightsaber, your PC will go to the workbench and look like a pleb while fiddling with nothing, like normal. If you already have a file called dan13_zhar.dlg in your override folder, or packaged into a .mod file, then you will have problems with this, if this is the case PM on Lucas Forums or mine (deadlystream.com) with the name of the mod that file came from and I'll contact the author and see if I can make them compatible. There shouldn't be any bugs or glitches with this but if you do find one please let me know. Installation: Copy the 'override' folder into your main KOTOR directory. To uninstall delete the files 'dan13_zhar.dlg' & 'deadly_g1 - g15.ncs' from your override folder.
  11. 1 point
    I honestly don't know, but that's the original author's decision to make. No matter how nonsensical something might seem, you still have to respect other people's wishes. Yes, it does. And there was never any bad blood on my part. I was simply concerned darthbdaman didn't understand the consequences: years of your work was wasted, people looking forward to the mod are left without, and a rift was created with some modders. Fortunately, you can create something else in its place. To you, as well, friend! I'm writing a tool that's even more proprietary than a mod, and I plan to release its source freely along with a detailed explanation of its design methodology. So, I agree with you in spirit. Still, if someone else has restrictions on their work I will respect those restrictions. If you think that's wrong then you need to discuss that with folks. That's just how life is.
  12. 1 point
    That's like saying it was so much better than contracting herpes. True, but not necessarily a high bar to pass.
  13. 1 point

    Version 1.0.0

    17,076 downloads

    This is a simple edit of the camera model for the workbench upgrade screen that alters some of the camera angles/positions to zoom in a bit closer to certain weapon types, most notably lightsabers, so you can get a better look at the models when running the game at higher resolutions. Mostly intended for those using modded weapons. Installation Instructions Simply drop the MDL/MDX in your Override folder. Known Issues Requires ndix UR's KOTOR High Resolution Menus mod to work as intended. Only tested at 1080p. Results may vary at other resolutions/aspect ratios. Modded weapons that are excessively large will likely go off-screen, but they probably do that already. Acknowledgements Thanks to @bead-v for MDLEdit and KOTORMax. Thanks to @ndix UR for the High Res Menus mod.
  14. 1 point
  15. 1 point
    It whould be great if someone could make a mod that allows you to bleed lightsaber crystals (more specifically lightsaber crystals of the jedi that you find in the game. Vrook,sez kai ell,Kavar,Kaevee,etc...) giving you dark side points in the process.
  16. 1 point

    Version 1.0

    42,599 downloads

    Quanons Gammoreans Reskin Pack: This little mod will update all the Gammorean skins. All of them had their size increased to 1024x1024. I've been able to put in some extra details, on the faces; better looking eyes. Leather look to their armors. Tweaked the contrast/ brightness; etc... A good overall polish to make them their best, even though they are pigs Installing: Copy and paste all 5 files from my pack. That's it!
  17. 1 point

    Version 1.0

    34,677 downloads

    As many of you know, Pazaak is a rigged game in KOTOR 1. There are already mods that make the opponents' hands all 0 cards, but I always felt like that was too easy. This mod is a nice middle of the road. The original 3 decks used by opponents are as follows: Deck Level Card 1 Card 2 Card 3 Card 4 Card 5 Card 6 Card 7 Card 8 Card 9 Card 10 Deck 1 +3 -3 +4 -4 +5 -5 +5 -3 +4 -5 Deck 2 ±6 +4 -4 -2 +3 -2 -3 +3 +2 ±1 Deck 3 ±3 ±3 ±2 ±2 ±4 ±4 ±2 ±2 ±1 ±1 This mod changes them to this: Deck Level Card 1 Card 2 Card 3 Card 4 Card 5 Card 6 Card 7 Card 8 Card 9 Card 10 Deck 1 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 Deck 2 +3 -3 +4 -4 +5 -5 +5 -3 +4 -5 Deck 3 ±4 +4 -4 -2 +3 -2 -3 +3 +2 ±1 Obviously I can't fix the RNG where sometimes the opponent will just draw to 20 (4 times in a row...), but hey...chalk that up to shady characters cheating NOTE: I give permission for anybody to do whatever they like with this file. If you're unsure if the thing that you're doing is safe, legal, or possible, that's your problem
  18. 1 point

    Version 2.0

    3,293 downloads

    Note: This is included in the KOTOR Community Patch beginning with version 1.8 Everyone hates how slow the underwater section of KOTOR 1 is. Well this is the fix for it! It speeds up your character while adjusting the animation to not make it look bad. The max speed is still slightly less than normal running speed, but it won't take you 20 minutes to get anywhere anymore! Here's a gif: As usual, do whatever you want with this file (if it shows up in Sony's mainframe, it's not my fault). I don't even need credit, but If you wanna credit me, that's cool.
  19. 1 point

    Version 2.0.0

    2,381 downloads

    When first playing Kotor 1 not too long ago I considered that the implants in the game were lacking some punch. They're rare, can be very expensive and on top of that they require spending feat points to even equip. So I went in and "upgraded" all but two (including the ones added by Yavin Station). The two left out are the implants that make the user immune to poison and mind-affecting. These two bonuses are good enough as they are without adding more on top of them. These are not meant to be "cheat" items. I consider them to be properly balanced within the vanilla game. Hope they are enjoyed. Credits: Kotor Tool by Fred Tetra
  20. 1 point
    Same here, maybe its conflict? idk. I have a bunch of other added content mod on top of all the texture and sound mod. 🤷 EDIT: pretty sure there is no voice over intended whatsoever. Watched a few YouTube videos and none of them have voice over.
  21. 1 point
    Well, I've finished another playthrough with KotOR1, this time with Restoration version and I would like share in its page with all of you the -long- list of the MODs used, the vast most of them working fine and several of them without K1R compatibility officially confirmed. Installed step by step, planet to planet (or module to module of the game) for avoid as much as possible conflicts between them or possible bugs. In strict order of installation: - Brotherhood of Shadow: Solomon's Revenge 1.5 https://deadlystream.com/files/file/761-brotherhood-of-shadow-solomons-revenge (Installed after a fresh KotOR installation before start the Playthrough). Aside its own bugs I found some problems with it later on in my Playthrough with Shadow already recruited but reinstalling the entire MOD solved it. - KotOR 1 Restoration 1.2 https://deadlystream.com/files/file/558-kotor-1-restoration (Installed before starts the Playthrough). With a lot of problems in Taris Vulkar Base Second Level. - KOTOR 1 Community Patch 1.7 https://deadlystream.com/files/file/1258-kotor-1-community-patch (Installed before start the Playthrough). - Jedi From The Start 2.2.0 by darthbdaman https://deadlystream.com/files/file/174-jedi-from-the-start (Installed before start the Playthrough). - Sith Stalker 0.9 by jonathan7 https://deadlystream.com/files/file/350-sith-stalker (Installed before starts the Playthrough). Working fine but with the odd issue that the Stalker takes the skin and robes of Akirakon Sin from BoS SR. - Character Start Up Change 1 by jonathan7 https://deadlystream.com/files/file/349-character-start-up-change (Installed before start the Playthrough). - Health Regeneration by MVacc224 https://deadlystream.com/files/file/458-health-regeneration (Installed before start the Playthrough). A small issue, every time I enter a new area the Health Points and the Force Points are a little decreased for automatically start to refill. - Carth's Republic Uniform and Flight Suit by Marius Fett https://deadlystream.com/files/file/231-carths-republic-uniform-and-flight-suit (Installed before meet with Carth in the Endar's Spiral). - Enhanced Merchants by Shem https://deadlystream.com/files/file/697-enhanced-merchants (Installed before reach Taris, at the end of Endar's Spiral. I suppose it can be installed while in the Hideout before exit to South Apartments for the first time, where you find the first merchant of the game. I didn't remember that the Hide and SA are different modules). - Recruitable Maxis 1.5 by DarthRevan101 https://deadlystream.com/files/file/831-recruitable-maxis (Installed before reach Taris, at the end of Endar's Spiral). - Rece's Upgradeable Vanilla Robes 1.0 by Rece https://deadlystream.com/files/file/562-reces-upgradeable-vanilla-robes (Installed while in Taris) - Weapon Base Stats Re-balance (K1) by TK-664 https://deadlystream.com/files/file/1248-weapon-base-stats-re-balance-k1 (Installed while in Taris South Apartments). - Effixian's T3-M4 Blue & Red by Effix https://deadlystream.com/files/file/1013-effixians-t3-m4-blue-red (Installed while in Taris Upper City South before enter to Upper City North where is located the Droids Shop). - Animated Cantina Sign for KotOR 1 1.0 by Sith Holocron https://deadlystream.com/files/file/1129-animated-cantina-sign-for-kotor-1 (Installed while in Taris Upper City South). - Revan Items 1.1 by ChAiNz.2da https://deadlystream.com/files/file/85-revan-items (Installed while in Taris Lower City before enter Undercity for the first time). This MOD hasn't installer, just drag'n'drop files, it had a conflict -using the same file- with "upcrystals.2da" file from Recruitable Maxis 1.5. I decided merge both files and it seems has worked fine. I'm not sure when or why (I suspect due BoS SR) but at some point of the Playthrough, whatever clothes/armor you wear is always seen Revan's Armor. - Zaalbar's Items by Shem https://deadlystream.com/files/file/696-zaalbars-items (Installed while in Undercity before enter Lower Sewers for the first time). It didn't work (just found the normal items) but the files of the MOD were in my override folder so I tried with KSE and I got them. - Davik's Upgradable Armor Mod 1.0 by N-DReW25 https://deadlystream.com/files/file/890-daviks-upgradable-armor-mod (Installed before talk with Canderous to gain access to Davik's State). - Canderous Overhaul 1.0 by djh269 https://deadlystream.com/files/file/1065-canderous-overhaul (Installed before talk with Canderous to gain access to Davik's State). I think it can be installed before enter Lower City to see Canderous in the previous cutscenes with the new outfit. - Revan's HoodlessMaskless Flowing Robes For K1 1.1 by DarthParametric https://deadlystream.com/files/file/1099-revans-hoodlessmaskless-flowing-robes-for-k1 (Installed before board the Ebon Hawk for the first time at the end of Taris Davik's State). Besides I installed Revan's Flowing Cape and Belt Fix 1.1 by Sithspecter https://deadlystream.com/files/file/709-revans-flowing-cape-and-belt-fix as is recommended and the result was that the Starforge Robes stay static while the robes from Revan Items 1.1 MOD, before static, now had movement. - Lightsaber Forms by deathdisco https://deadlystream.com/files/file/586-lightsaber-forms-by-deathdisco (Installed before board the Ebon Hawk for the first time at the end of Taris Davik's State). - Dantooine Training Lightsabers 1.0 by Kexikus https://deadlystream.com/files/file/704-dantooine-training-lightsabers (Installed before board the Ebon Hawk for the first time at the end of Taris Davik's State). The reason of install these lasts MODs while in Taris is that when we board the Ebon Hawk the game place us directly in the landing zone, Jedi Enclave module, in Dantooine, a game module involved in these MODs. - Sherruk - Attacks With Lightsabers by Shem https://deadlystream.com/files/file/693-sherruk-attacks-with-lightsabers (Installed while in Dantooine before leave Jedi Enclave for the first time). - Juhani Real Cathar Head by miro42 https://deadlystream.com/files/file/702-juhani-real-cathar-head (Installed while in Dantooine before leave Jedi Enclave for the first time). - Bug Juhani's Quest (Installed while in Dantooine before leave Jedi Enclave for the first time). I'm sorry but I've lost the link and I have no idea where I got the file, so no link and no credits. - Junkyard ebon hawk rar by zane https://deadlystream.com/files/file/929-junkyard-ebon-hawk (Installed while in Dantooine before re enter to Jedi Enclave from the Courtyard for the first time). - Ebon Hawk Camera Replacement 1.0 by LDR https://deadlystream.com/files/file/827-ebon-hawk-camera-replacement (Installed while in Dantooine before board the Hawk for the first "normal" time). - High Quality Cockpit Skyboxes 1.0 by Sithspecter https://deadlystream.com/files/file/938-high-quality-cockpit-skyboxes (Installed while in Dantooine before board the Hawk for the first "normal" time). - The EbonHawk-HDTP R1 by desmasic https://deadlystream.com/files/file/442-the-ebonhawk-hdtp (Installed while in Dantooine before board the Hawk for the first "normal" time). This is a drag'n'drop files MOD and I've combined it with the files of Ebon Hawk Texture Enhancement 1.0 by Fallen Guardian https://deadlystream.com/files/file/282-ebon-hawk-texture-enhancement (drag'n'drop too) and some .txi files provided by ebmar . The result is excelent. - K1 Galaxy Map Fix Pack 1.1 by Kexikus https://deadlystream.com/files/file/1068-k1-galaxy-map-fix-pack (Installed while in Dantooine before board the Hawk for the first "normal" time). - Crystal Cave redux and upgradeable crystal 1.2 by djh269 https://deadlystream.com/files/file/1070-crystal-cave-redux-and-upgradeable-crystal (Installed while in Dantooine inside the Ebon Hawk). During installation I had 115 warnings although it has been working fine until find some troubles with the personal Crystal and dialogs later on. - Emperor Turnip's HD Gizka 1.0 by Emperor Turnip https://deadlystream.com/files/file/1190-emperor-turnips-hd-gizka (Installed in Dantooine while in the Ebon Hawk before reach Yavin Station for the first time). - Exar Kun Battle-suit 2.0 by xavier1985 https://deadlystream.com/files/file/286-exar-kun-battle-suit (Installed in Dantooine while in the Ebon Hawk before reach Yavin Station for the first time). - Tomb of Exar Kun by deathdisco https://deadlystream.com/files/file/587-tomb-of-exar-kun-by-deathdisco (Installed in Dantooine while in the Ebon Hawk before reach Yavin Station for the first time). - Kill Marlena 3.0 by jc2 https://deadlystream.com/files/file/1056-kill-marlena (Installed while in the Ebon Hawk before disembark on Tatooine for the first time). It worked fine except the very end part of the dialog that was not shown. - Easy Swoop Racing mod (sorry, I'm not found the author) http://www.geocities.ws/d333mods/minig.html (Installed while in Tatooine before enter Swoop Registration for the first time, although I think it can be installed anytime). Ok, ok... I admit I 'm not a good Swoop pilot... - Helena Shan Improvement by VarsityPuppet https://deadlystream.com/files/file/1218-helena-shan-improvement (Installed while in Tatooine before enter Anchorhead Cantina for the first time). - Quanons HK-47 Reskin 1.0 by Quanon https://deadlystream.com/files/file/1001-quanons-hk-47-reskin (Installed while in Tatooine before enter Droid Shop for the first time). - Desert Wraid & Shyrack Texture Fix by Red Hessian https://deadlystream.com/files/file/323-desert-wraid-shyrack-texture-fix (Installed while in Tatooine Anchorhead, before enter Dune Sea for the first time). - Emperor Turnip's HD Dewback 1.0 by Emperor Turnip https://deadlystream.com/files/file/1189-emperor-turnips-hd-dewback (Installed while in Tatooine Anchorhead, before enter Dune Sea for the first time). - Sandpeople Disguise Drop Fix 1.0 by Kexikus https://deadlystream.com/files/file/540-sandpeople-disguise-drop-fix (Installed while in Tatooine, Anchorhead, before enter Dune Sea for the first time). It hasn't worked to me and after some failed tests I uninstalled it. - Korriban Academy Workbench 2.0 by InSidious https://deadlystream.com/files/file/375-korriban-academy-workbench (Installed while in Korriban, Dreshdae, before talk with Yuthura to gain access to Sith Academy). - No Random Fighter Battles v1.0 by Antonia https://deadlystream.com/files/file/807-no-random-fighter-battles (Well, no many words needed, I'm a better gunner that a Swoop pilot but it's more a no waste time matter than enjoy playing the mini-game). - Day Kashyyyk HD 1 by Dark Hope https://deadlystream.com/files/file/981-day-kashyyyk-hd (Installed while in the Ebon Hawk before disembark on Kashyyyk for the first time). - Remove Force Alignment Restriction 1.1 by N-DReW25 https://deadlystream.com/files/file/894-remove-force-alignment-restriction (Installed -partially- while in Kashyyyk, Great Walkway, before go down to Upper Shadowlands). This is another drag'n'drop files MOD and the partial installation is due another MOD I want install later on in Korriban's Tombs. Drag and drop files system permits it very easily. - Give Kinrath to Nubassa 1.0.0 by LDR https://deadlystream.com/files/file/1287-give-kinrath-to-nubassa (Installed while in the Ebon Hawk before disembark on Manaan for the first time). Really I don't know if the MOD works because talking with Nubassa the dialog option wasn't shown. After he leaves, checking my inventory I hadn't any Kinrath corpse and I'm not sure if I had sold before and, no corpses, no dialog option. - Revenge On The Sith (Lady) 1.50a by jc2 https://deadlystream.com/files/file/1178-revenge-on-the-sith-lady (Installed while in the Ebon Hawk before disembark on Manaan for the first time). - Shanilia 1.6ab by jc2 https://deadlystream.com/files/file/1044-shanilia (Installed while in the Ebon Hawk before disembark on Manaan for the first time). The MOD has been working fine but at the final cutscenes of the Pazaak Tournament in Manaan the game always crashes. I had to use a Savegame made before sign up for the tournament and avoid this part. Aside this problem the MOD has worked fine until the end of the game. - Genoharadan - Light Side by DarthRevan101 https://deadlystream.com/files/file/1031-genoharadan-light-side (Installed while in Manaan, Docking Bay, before enter West Central for the first time). - Animated Manaan Cantina Sign for KotOR1 1.0 by Sith Holocron https://deadlystream.com/files/file/1135-animated-manaan-cantina-sign-for-kotor1 (Installed while in Manaan, Docking Bay, before enter West Central for the first time). - Kylo Ren's Lightsaber by Sithspecter https://deadlystream.com/files/file/766-kylo-rens-lightsaber (Installed while in Manaan, Docking Bay, before go to Sith Base). - K1 Faster Scuba 1.0 by Future Pilot https://deadlystream.com/files/file/1297-k1-faster-scuba (Installed while in Manaan, Hrakert Station, before reach Sea Floor). - Leviathan Differentiated Dialogue 1.1 by Revanator https://deadlystream.com/files/file/895-leviathan-differentiated-dialogue (Installed while in the Ebon Hawk before leave Manaan -that was my case- and be captured by the Leviathan). - Party on the Leviathan! 1.1 by Fair Strides https://deadlystream.com/files/file/567-party-on-the-leviathan (Installed while in the Ebon Hawk before leave Manaan -that was my case- and be captured by the Leviathan). - Saul Karath's Pistol 1.0 by Revanator https://deadlystream.com/files/file/884-saul-karaths-pistol (Installed while in the Leviathan before reach the Bridge). - Spectral Ajunta Pall Canonical Appearance 1.0.0 by VarsityPuppet https://deadlystream.com/files/file/1276-spectral-ajunta-pall-canonical-appearance (Installed while in Korriban, Valley of the Dark Lords, before enter Ajunta Pall's tomb). - Improved Korriban Tomb Loot 1.0 by Revanator https://deadlystream.com/files/file/913-improved-korriban-tomb-loot (Installed while in Korriban, Valley of the Dark Lords, before enter any tomb). - Upgradable Sith Lightsaber 1.0 by GhostlyBreadbin https://deadlystream.com/files/file/910-upgradable-sith-lightsaber (Installed while in Korriban, Sith Academy, before talk with Uthar to gain access to Naga Sadow's tomb). - Juhani Romance Enhancement 1.0 by Kexikus https://deadlystream.com/files/file/772-juhani-romance-enhancement (Installed before reach the Unknown World). Another MOD that I don't really know if works. Playing with a female PC something must be happened that I couldn't get the romance with Juhani with the talk options, so I couldn't see the MOD working. Maybe I broke the romance somehow with the talks (really it would surprise me, and I don't know how or when) or simply the romance has been bugged some manner. - BK2's Recruitable Luo 1.0 1.0 by BK2-Modder https://deadlystream.com/files/file/765-bk2s-recruitable-luo-10 (Installed before reach the Unknown World). - Star Forge Door Fix 1.50 by jc2 https://deadlystream.com/files/file/1195-star-forge-door-fix (Installed while in the Ebon Hawk before leave the Unknown World and reach the Starforge). Surely I have overpassed some issues without realize, but I've passed most of the time enjoying KotOR and all these MODs and I've finished my Playthrough with no major problems. Thanks to BoS SR team, to K1R team and all of you who spend your time and effort to make KotOR greatest and making happy all those of us that like videogames and love the Star Wars Universe. Do not loosen.
  22. 1 point

    Version 1.0

    1,006 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 19.12.2017 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: Much like Infinite Energy Shields mod for K1 and TSL, this mod will make all the droid utility items such as flamethrowers infinite preventing it from ever running out of charges. Known Bugs: None but if there is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with things that edits g_i_drdutldev001.uti g_i_drdutldev002.uti g_i_drdutldev003.uti g_i_drdutldev004.uti g_i_drdutldev005.uti g_i_drdutldev006.uti g_i_drdutldev007.uti g_i_drdutldev008.uti g_i_drdutldev009.uti g_i_drdutldev010.uti g_i_drdutldev011.uti Permissions: You are NOT allowed to claim this work to be your own Thanks: Bioware for such an amazing game, Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  23. 0 points
    Oh I get it. So, "Pure Restoration" only includes the dialogue that Obsidian intended for Dustil to say and "Added Content Installation" includes the stuff that Fallen Guardian decided to add to it?
  24. 0 points
    Obviously, I agree with this and think everyone should ask permission as a courtesy. I still think it is healthy to point out that closed permissions should not be the default mindset of mod authors, and there isn't any good reason why it has become so.
  25. 0 points
    Hello, DI! No apology needed at all. Thank you for keeping in touch here and giving me your reasons. You have always been very polite and kind to me in the past and perhaps that was one of the reasons I had assumed that your permission for more of your content was nothing but a formality. Yes, you are right about that and I apologized for it but truth to be told, at that page I did write that the list was just a WIP list (I removed the list so that disclaimer cannot be read anymore but I hope some of you may have noticed it) and not final by any means. It was mostly meant to show that it was a community project with many contributors that were willing to be part of it. I swear I was going to ask permission for each new piece of modification that I would've in the end decided to include (I had already started the process with @eNoodles, @jc2, @DeadMan, @uwadmin12, @N-DReW25, @R2-X2and @ndix UR. They all can confirm that I have sent messages to them and obtained permission from them this last month and half, when a release date was getting closer. Plus others from other communities, like Nexus, and from which I received permission). I was leaving last those I was truly convinced would never deny permission like yourself, @Kexikus and @JCarter426. Again, I had assumed that it was mostly a formality for people that had known me for a long time and with whom I collaborated (like @DarthParametric, for instance, a real mentor and source of inspiration, just like @Fallen Guardianhas been in the past) and with whom I have always considered myself at friendly terms. I do understand that it did leave a sour taste although I understand a little less why anyone who agreed to be onboard would deny permission for other modifications produced later. I am the same person, I was crediting properly the author, thanking everyone there for their contributions, including the original Read Me files of the mod and I was going to put a link to the original modifications as well. Not to mention I was surely going to keep the content updated in case the original author would come out with a new version. So... all I am trying to say is I don't understand what harm I was going to do with this project. It was a gift to the community and an homage to all of you. I, like every other modder, was not profiting from this in any way and was trying to offer a single modification for the users to install to get the best of all worlds (at least in my opinion). Your three mods are very nice but by all means they are not truly "necessary" but after you DarthParametric joined in denying permission for his own modifications and he has authored really many that were part of SW: KotOR Upgrade because he is a great and talented modder. There was a cascade effect that perhaps would have not stopped there but could have extended to other authors that, like you, took offense. Still, even if it was just your own three modifications to be missing I would have still felt poorly about a release. I had actually edited your SIth Holocron because in my install the icon was too big and wouldn't fit in with the original Bioware look for inventory items. I didn't want to "downgrade" what I was trying to create and cripple something that was working beautifully well. I could not guarantee compatibility with the removed modifications because they were integrated inside SW: KotOR Upgrade and there were edits made and it would simply have not worked. My own work, which was quite considerable, cannot really be at this point released as a series of mini-mods and it's thus not going to see the light of the day. I could post WIP of much of what I created. I wrote over 300 new scripts for the game. I tried to improve some AI behavior and created custom content of various kind. It's all going to be lost but it's alright. I can personally still enjoy what I made of course but I am sad nobody else will ever do. I'm still very, very grateful for everyone that created and shared their modifications. Cheers! - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Hello @AmanoJyaku! Absolutely. I respect the wishes of the original authors. I am sure they have their reasons but, just like you, I don't know what they are. Yes, looking back of course I would have behaved differently. I didn't really need this and it saddened me because my integrity was sort of questioned and I don't feel like I deserved it. I made a mistake but I am no thief. Have a great 2021 and thanks for the work you are doing for this community.
  26. 0 points
    Hey @Logan23. I wouldnt mind helping where you need it. I have experience coding, mainly in web based code like java, js, html, css etc. but i know at least the general premises of other languages like C, C++. I could help out wherever you need it ideally. I have a system that can handle the game quite well. I got my degree in March of 2020 in software development let me know mate!
  27. 0 points
    Thank you very much. That installlog was very useful and allowed me to find the culprit: There's something wrong with the 401dxn.mod coming with my mod but so far I have been unable to figure out what exactly. I'll continue investigating this issue but for the time being you can just delete 401dxn.mod from the modules folder after installing this mod if you have this issue and it should be fixed. You will loose the fog changes I made to that module but that's better than broken cutscenes. I'll get back to you once I know more @Pimpnkill@mackmitchell94@1Leonard Update: I found the issue and uploaded a fix. The installation is slightly more complicated if you have an older version of the mod installed, so make sure you read the read-me. Most likely you will only have to delete 401dxn.mod and 510ond.mod from your modules folder before installing the new version but check the full instructions to be sure.
  28. 0 points
    Hello @AmanoJyaku, There won't be a next time. All the original work that I have produced will never be released in any form. And, unlike what DarthParametric seemed to imply with his post above, there was a lot of original content there, including restoration of unseen material (for the latest WIP of one of the most important part interested people can take a look here) and a considerable number of various improvements, some of which I have even posted here through the years. Of course work was under way. I have been working on this for years. But it was not a rogue operation. My error, for which I apologize(d), was to make a temporary list public before I could gather the new permissions for new mods released by authors that in the past okayed the inclusion of some of their work. A wrong assumption, I realize, but on the other hand, why would someone say "All right" to one and "No" to another? I admit I have thought it was more of a formality than anything else but I have learned the hard way that I should have kept that list private and asked each contributor first. In the end, it would have been shut down anyway because DarthParametric clearly said he would have denied permission for many of the modifications I intended to include and the whole point of this project of mine was to provide the end user with a single modification that would take care of everything, making sure possible mod conflicts were properly removed, working with the original material for proper integration. I am left wondering what kind of harm could I ever have caused to anyone by making something available to the community which I believed had value, by properly crediting every and each author, by going as far as including the original modification Read Me when available. Perhaps someone can be so kind to explain it to me. Well, I am sorry about that but there was nothing I could have done to make it happen anyway. I have been asked for permission to use my material sometimes both in public and in private, I contributed (being also credited) to the K1 Community Project and I am still doing it. I have never denied permission nor did I ever ask for being credited (although it is nice when that happens) for anything I created. My main mistake has been to believe that fellow modders of this community who have known me for years shared the same philosophy and trusted me enough to not harm any of them by releasing something that I have since inception identified as a Community Project. Life goes on and I hope there won't be any bad blood left. Happy new year!
  29. 0 points
    So, I see that you're still working on the project alone and I thought I might give some insight as to why, just based on everything I can see in this thread. Right now, we only have an eight page concept doc for what you're pitching as a literal sequel to KOTOR II. A concept doc is a great starting point, but as it stands, it looks like you might be putting the cart ahead of the horse, as you're already going into level design and putting cutscenes together. Ten years of modding experience is fantastic, but how much writing experience do you have? Narrative writing, I mean. Is this another area you have a lot of experience in? I took a look at your work, and it seems to be mainly technical stuff. Don't get me wrong, you look like you know what you're doing as a modder, but I think the skepticism is coming with the story itself and if it has been fully thought out. For reference, a script to a feature film can sometimes take up to a year to write. At least, if you want it to be good. An RPG story, meanwhile, would take much longer unless you were an incredibly experienced writer or had other writers helping you out (and even then, I don't think they'd be able to do it in just a week). So I guess a lot of people might be wondering if you have anything more to show than the concept you linked at the beginning? Is there a full script you're working from? Do you have a firm understanding of plot mechanics, story structure, worldbuilding, character writing, themes, etc? Does your story have its own unique hook? Have you sought out help to fully realise your ideas on a writing level? Have you given thought to what the story will be about on that broader, thematic level? What made KOTOR II really work was Chris' focus on deconstructing The Force and the RPG genre, which allowed him to explore existential themes of freewill and the like. You'll also notice that every character in the game is broken in some way, and that is very much by design. The story is that of a broken galaxy filled with broken planets that are the homes extremely broken people. This was the first time we'd really seen the aftermath of one of these huge, galactic conflicts and seen the consequences of such wars from the point of view of everyday people. If you want your mod to live up to that legacy, it'll need its own hook. It will need an incredible amount of thought put into what kind of meaningful story you can tell in this universe. How do the threads left behind by the last two games converge in a thoughtful way? I haven't worked on a game before, but I have worked on film and other creative projects, and I'll tell you from experience, no one is going to jump on board unless you have a polished script in place. Especially when no one is being payed, it's difficult to commit to a story-driven project that doesn't have concrete story beyond an outline. And let's not mince words, this is a story-driven project, no matter how the mod turns out. KOTOR isn't an action game. The gameplay on its own is never going to be compelling enough to sustain a full-length campaign, so the story and characters really have to be strong for this to be worthwhile. This might be difficult to hear, but I'm only saying this because I want this project to be amazing. I'm still tweaking my own screenplay after a year and half of redrafting. Still taking on feedback and getting different perspectives on it, and some of the most important elements of my story came months after that initial draft, the majority of the most important moments in my story weren't even in my initial outline, an outline that was still about 40 pages long, and this is only for a ninety minute film. There's just not much here to really grasp onto beyond the curiosity of how the project is going to unfold, so that's why a lot of people probably aren't leaping at the chance to help. The promise of KOTOR III is enticing, but only if there is a solid foundation in place, which right now, there really isn't. My advice would be to keep your assets and everything you've done so far, maybe continue to work on the mod on & off, but refocus on your priorities on creating a finished, polished script that tells a compelling story with branching paths. You really want the characters, themes and worldbuilding to leap off the page before you commit them to the game itself. I know this might not be the easiest thing to hear, and I'm not trying to be harsh by any measure, I just know how much work these huge project are, and what always makes or breaks them is how much time was spent in the planning stages, and right now, it's looking like you spent a week on it before immediately moving into development. I could be very off-base here, but from the outside, it does look like there's only a rough outline and everything else is kind of being made up as you go along. Perhaps instead of trying to get modders on board, you should be looking for people with writing experience to flesh out the story. People who are great with characters. People who know the Star Wars universe inside & out. People who have a solid understand of plot and structure to help bring your vision to its fullest potential before it even reaches a game screen. You're free to do what you want, but that's how I feel you'll get more people on board. People will gladly work for free if they have full confidence or are extremely compelled by a concept. At the moment, it's looking a bit half-baked, so you might want to flesh things out before proceeding. Conversely, this will also speed development along, as you won't be figuring out all the details as you go along. It'll give you a completed blueprint, and the main challenge will be the "how" as opposed to the "what".