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1 pointStar Wars : Knights of the Old Republic II : The Sith Lords : The Expanded Galaxy Project The Expanded Galaxy Project aims to combine both games into one installation utilizing the second games engine and allowing the player to select whether to choose the first, or the second game, as well as the bonus option of Brotherhood of Shadow : Solomon's Revenge, an excellent mod for the first game which I have also ported over to the second game. All three parts of the project now have an installer! Which handles everything. The project is still very much a work in progress, I suggest just trying out the main project for most users as the port and brotherhood are likely to have a lot more bugs! Brotherhood Of Shadow : Solomon's Revenge! This is a short trailer for the KotOR Port, a part of the Expanded Galaxy Project, the trailer was made for me by CatDaddy407, so a big thanks to them for that! I thought I would drop a link to the video here for people to see, though it doesn't show anything special, but it does highlight the state of the project quite well. NOTE : The port is currently not available on DeadlyStream and is only available on ModDB or from the GitHub repository. NOTE : The port is an add-on for the Expanded Galaxy Project. Expanded Galaxy Project The goal of the Expanded Galaxy Project is to provide as much additional content for both games as possible utilising the second games engine. Please join the Discord to find out more about the project and to get access to the latest patches. ( Link at the bottom of this post ) Install Instructions Progress & Plans Current progress for the Expanded Galaxy Project overall is as follows : 1 : Expanded Galaxy Project : Main : Demo (Complete) <-- 100% --> The base of the project is complete. ( Early Demo ) 2 : Expanded Galaxy Project : Port : Demo (Complete) <-- 100% --> The base of the port is complete. 3 : Expanded Galaxy Project : Brotherhood Of Shadow : Solomon's Revenge : Demo (Complete) <--- 100% ---> Brotherhood Of Shadow : Solomon's Revenge has been ported in it's entirety and seems to work almost flawlessly. ( Early Demo ) There is still a lot left to be done, much of which is not documented anywhere currently. Mod Compatibility Overall I have heard that people generally have success installing other mods alongside this but not always or entirely, there are also still many issues remaining in the project on it's own. Currently I do not know what mods do or do not work with my project but I do plan to try and provide compatibility for as many mods as possible in the future. Note : texture, model, item and many other simple mods should work if installed after the rest of the required or optional files for the project. KotOR Modding Tools Here is a list of tools that made this project possible. Included Mods Below is a list of all mods that are included with the Expanded Galaxy Project. Contributions Here is a list of contributors that helped early on with advice on KotOR modding or who contribute to the project heavily. I wanted to say a big thank you to all the creators of the tools that made this project possible and I wanted to provide an accurate list of the tools I used to make this project possible here, I also want to say thank you to everybody that has supported or contributed ideas to the project, if your name is not found anywhere above please feel free to let me know and I will make sure to include you and your contribution above. Thor110 Rate (ModDB), Like (Facebook & DeadlyStream), Watch & Follow (Twitch & Twitter), Watch, Like & Subscribe (YouTube) and get involved on or join the Discord to get the latest updates!
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1 pointHello everyone, First a little about the mod that I'm working on: This is a very raw WIP progress update clip, but I wanted to be able to show people more clearly what I was working on, so I figurd I'd shar the clip anyway The mod stage is currently: Created the entire dialoge tree, and setup some conditionals to make Seelah behave immersively to the player in the relatively short conversation they have. Setup scripts for making Mission a Jedi, and giving corresponding class coloured lightsabers (3), along with the "Vao Family Robe" (Custom Jedi Robe unique to Mission, slightly better stats wise to Jedi Mater robes). Setup scripts that through dialogue, allow you to push Mission either to the Dark or Iight side. This means that if during the dialogue with Seelah, that you choose the DS conversational options for training Mission, that she'll have an altered aligntment to DS when she becomes a Jedi. This option is also present for the light side, however given as she's already LS from basegame, all I did with the LS path from a technichal point of view, was to match the the placement on the alignment scale (which were chosen for balance and costumizability reasons). The alignment choice gives you some additional control, over which kind of Jedi you'd like Mission to be, both from a technichal PoV (affects force power usage), but also from an RP PoV. Begun work on using custom AI VA's for Mission and Seelah, and in progress of converting text to AI VA, along with fine tuneing the AI VA work. Lips files created, and will be continued to be created as I make more dialogue voiced. Additionally I've begun work on Missions conversation tree Globally (i.e when you talk to her anywhere), where I've setup conditional scripts so that Mission will have unique alignment restricted responses to some of your questions. This is also a place where you get to ask Mission about everything in relation to becoming a Jedi, suddenly finding out she has a Sister, etc. A brief TL DR overview of the dialogue with Seelah, is that she introduces Mission to "The Vao Legacy" that Mission discovers she's a part of, along with "The Vao Philosophy" that allows for Seelah to teach Mission either the DS or LS side of becoming a Jedi. She informs Mission of her Moter (who was also a Jedi), and the conversation also has a foreshadowing commentary thrown into the mix, as I have plans to continue work on the mod with a minor quest on Manaan once I've finished everything I've set out to do. Mission also has a truly unique "Family Robe" that she gets from Seelah (and which belonged to Misions's mother), that's made from a bug interaction between a RH Robe and an interaction with JC's masters robe (I've gotten permission to use both in my mod, so as to be able to provide the texture installed without user having to do anything). The Mod is near completion, with a TSL installer already setup, but I end up improving or adding new things to the mod, so ETA is currently unknown (particularly as I have an AI VA Quota limit that I'm dependent on). A "don't hang me up on it" estimate should be that it's done around 1 month from now at the latest (might very well be earlier). Progress currently needed still: Work on converting more of the text into AI VA, and fine tune it to sound good. Continue work on Mission Global Dialogue file. If people enjoy my mod, I have a continuation mod planned where I've begun the early steps on making it (very early steps), that involved meeting Seelah on Manaan who's got a lead on the person she believes killed Mission's Mother, that'll involve a minor "undercover with the Sith" aspect, kulmintating in a LS "Have Mercy" or DS "Get revenge" conclusion, that'll serve as the full conclusion to the K1 content I have planned in relation to Mission. Sometimes it can be hard to retain motivation over longer periods of time (I've already spend countless hours on this project), so if anyone has any thoughts to share on what I've written, or just want to let me know that they're excited to see what I've come up with, it would all be very appreciated. ^^ Ps. Will provide a WIP clip of what I've worked on so far, whenever I've managed to exhaust my new AI VA Quota for this month.
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1 pointI'm sure many of us play the Kotor 1 Community Patch (K1CP), it's the 4th most downloaded mod on Deadlystream after all! And I'm sure many of us might also know that the K1CP isn't compatible with the Kotor 1 Restoration (K1R mod)... you might be wondering, why is that? K1R is similar to it's K2 cousin, TSLRCM, in that it restores cut content, fixes bugs in the vanilla game and it expects you to install it first and any other mods installed afterwards need to be made compatible with it. But K2 was rushed, Obsidian was forced to leave content unfinished and cut the rest to make way to make way for a release before the 2004 Christmas sales... this not only gutted much of the plot but it also left a plethora of bugs upon release. TSLRCM undoes all of this by restoring much of Obsidian's intended content for early 2005 and fixing many of the game breaking bugs. K1, on the other hand, wasn't like this. What was cut by Bioware was stuff that most players agree was *actually* cut for a good reason, and the bugs in the vanilla game weren't nearly as bad as they were in vanilla K2. In K1R's "prime" from its full release in 2015 until K1CP's first release in 2018, K1R competed with many mods that were incompatible with it such as Kainzorus Prime's NPC Overhaul Mod... and since all K1R had to offer was minor and controversial restored content and minor bug fixes many players, including myself, opted for the much better incompatible mods. With the release of K1R's 1.2 update, there have been a handful of critical bugs in the mod with some capable of breaking the game. This would normally be fixed by the Dev Team behind the mod, but one by one the original K1R Devs left the Kotor Community with only 2 K1R Devs remaining in the community. The mod's leader, ZM90, also vanished... without him, it's impossible to update K1R as he's the one who hosts it, more importantly, we can't obtain permission to update K1R or use assets from K1R. With K1R being seen as undesirable by many and with no hope of it ever being fixed, the developers of the newly emerging K1CP mod abandoned K1R compatibility... just over 5 years later and K1R has become a obsolete relic of the past whilst the K1CP has become the ultimate bug fix mod for K1 standing alongside TSLRCM in importance (Not anywhere near as close, TSLRCM is still King... but its far superior to K1R). Some modders might still make their mods K1R compatible, but I don't bother since K1R has those before mentioned game breaking bugs... why on earth would I put in the effort to make my mods K1R compatible if your game is guaranteed to break because you installed K1R? I'd much rather focus on K1CP compatibility as their dev team is active, are willing to fix bugs with their mod and are still working to this day to fix more vanilla bugs. So this creates a problem... many of us play K1CP, but we can't have Restored Content due to K1CP being incompatible with K1R, and no one can update K1R as the original K1R Devs have abandoned the community... so how do we update K1R? How do we get K1CP compatible with K1R if K1CP Devs refuse to do it? My answer: forget K1R... The K1 Community Patch has already taken the mantle of the "main Kotor mod" from K1R and we can't change that, but we can work with this! This thread is a WIP thread for an upcoming mod, one that you will install after the K1CP mod, one that will restore Kotor 1's cut content whilst having K1CP and it's many, many bug fixes installed! I present to you: Restored Content for the K1 Community Patch or RC-K1CP for short! Now we have to keep our expectations in check... this is currently a one man project, and I alone cannot recreate K1R in its entirety from scratch... though I can, however, restore much of the lesser restored content like impossible difficulty before working my way up to the big leagues like the Vulkar Sublevel. Much of what can be restored is limited to my own modding abilities, so if I can't restore the Vulkar Sublevel constantly requesting it won't make me restore it... it'll be restored when I'm able to restore it, and if that time is not now it'll be some time in the future. You might be wondering; won't this impact the development of my NPC Overhaul mod development? The answer is no... that is because the first release of the RC-K1CP Demo is ready for release! In the coming week or two, I'm planning on releasing some screenshots from the mod to demonstrate what the mod has thus far alongside a YouTube video of an ambitious restoration. Once these are posted here, I shall release the RC-K1CP Demo here on Deadlystream for you to try out! Updates for the RC-K1CP shall be done in two ways; they shall be done in either content updates which adds restorations and bug fix updates which fixes bugs with the mods. As with any other mods, I'd like for players to be ever vigilant for possible bugs and to report any if bugs do arise! RC-K1CP does not follow the same "rules" as K1R and TSLRCM did, so you might see some restored content K1R avoided or never knew existed... so keep that in mind! With release version 0.1.0, you shall enjoy the following restorations from the RC-K1CP. And lastly, there are some things you might consider 'cut content' which might be added to the RC-K1CP. If this cut content was found in pre-release screenshots between 2001-early 2003 before the games release it could be added to the K1 Pre-Release Pack instead and if it's from the XBOX version but was cut from the PC version it might be added to the Knights of the Old XBOX mod (which is due for an update anyway). What do we think? Do you have any suggestions or recommendations? Anything you dislike in K1R you don't want to see in RC-K1CP?
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1 pointDone. In K2, crystals were added to the inventories of Daraala, Geeda and Kex. K2 version is compatible with Movie-style Jedi Master robes, Movie Robes 2.2 and Jedi Journeyman Robes (Luke ROTJ Outfit). In K1, crystals were added to the inventories of Orgultoovak (Two-head) on Tatooine, Eli Gand on Kashyyyk and Tyvark on Manaan. For the items to appear, you need to have a save before the first conversation with the merchants. The mod adds scripts to merchant dialogues, so compatibility with non-English versions hasn't been confirmed. Haven't tested TSLPatcher installation setup. This and updating the Readme file is up to you. ROTJ Luke Pack by Evasto 2023 beta.7z