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Showing content with the highest reputation on 03/19/2025 in all areas

  1. 2 points
    This is fucking incredible
  2. 1 point
    There are no mentions of the Gamorrean Stronghold, the only evidence of its existence are a few pre-release screenshots. The Taris Undercity was developed very early on in development, it was at this stage in 2002 that a lot of the Kotor assets we know and take for granted simply weren't present. I theorize that Bioware came up with the Outcast Village, as it was better than whatever the Gamorrean Stronghold was going to be, and then moved the Gamorrean's into the sewers to have them be a foe there. Here are some screenshots of the very early Outcast Village. Gendar uses the generic fat commoner model found in the game files today (Furko Nelis and the Vulkar Sublevel Junkie use this appearance) with a head that ultimately didn't make it into the game. This head was either going to be a player head that got replaced with the PMHC01 head we have today, or it was going to be a commoner head as this same head is visible in other screenshots as Smuggler and Jedi Council Member appearances (Holdan incorrectly had a Jedi Council Member appearance in one of the screenshots but it used this head and the Smuggler appearance in the screenshots is the one Holdan uses today). Rukil uses Jolee's appearance, I theorize that Jolee's appearance was made before Zelka Thorn's generic head as you can take Jolee and Zelka's head textures, overlay them in Photoshop, and see that Jolee's eyes are present on Zelka's head texture. The Rakghouls in one of the screenshots are inside the Outcast village as the barriers to keep them inside the quarantine cage weren't implemented yet. I theorize the droid you see in this screenshot is actually the same droid K1R restored in the Undercity, something I do wish to do at some point. I have no plans to port anything from TOR for a restored content mod, another modder may wish to do this as a standalone mod but that isn't something I do. It's custom content, and due to its age it'll probably won't be compatible with modern day mods. I "might" try to recreate this at some point, though it would be a separate mod to RC-K1CP. Those will be added at some point. Those will also be restored at some point, I can also say that I suspect it'll be easier to restore these two options than it'd be to restore the Outcast Children. Though that'll only mean that the Outcast Children will be added in an update after the Echani Merc and the Iriaz. That is correct, you'll probably see the Echani Merc and Iriaz before the Sublevel... and I do hope we see the Outcast Children before the Sublevel too.
  3. 1 point
    The dialog.tlk suggested the Vulkar main level would've been different, these alternate changes might be added to the main RC-K1CP mod whilst the sublevel is an optional installation. The computer in the main hall was supposed to be inside the small room the Vulkar Coward is guarding and the Lieutenants wouldn't be carrying the pass cards, those would instead be found inside a footlocker inside the barracks. If I change the Vulkar main level to be more like the cut content, this will give you a few options of getting into the garage level. 1) Fight your way through the Vulkar hoard to reach the footlocker with the pass cards. 2) The player uses stealth to get the pass card from the footlocker without alerting the Vulkar hoard. 3) Use the computer to overload the power conductor in the barracks to eliminate the Vulkar hoard without a fight. 4) Use the computer to disable the turrets, thus bypassing the barracks. I also plan to do one of two things, either increase the amount of spikes needed to overload the power conductor so that it's as expensive as disabling the turrets (So both will cost something ridiculous like 10), or I'd swap the prices around so that disabling the turrets is really cheap whilst overloading the power conductor is the more expensive option. For the actual sublevel itself, I plan on making the level completely optional. You will be able to get the mechanic ID card from the junkie through the Spice quest, you will be able to find the mechanic ID card the old man locked in the locker room, or you can overload the heat system to disable the turrets. You can still do any of the previously 4 mentioned options on the first level allowing you to completely ignore the sublevel if you'd prefer, this should hopefully prevent a K1R situation where players ended up getting trapped in the sublevel as it going through it was the only way down to the garage level.
  4. 1 point
    If I did it wouldn't be part of this mod but would instead be part of a separate mod as it would require custom content to restore it (like how M4-78 isn't part of TSLRCM but is its own separate mod).
  5. 1 point

    Version 1.0.0

    172 downloads

    Deadmans TFU Lightsaber pikes for K1 1.0 By djh269 Date:18.02.2024 Description: As per request I have ported over Deadmans Saber pikes from TSL into K1. You can find the Pikes on one of Korribans merchants. https://deadlystream.com/files/file/138-tfu-lightsaber-pikes-for-tsl/ Compatibility: Should be compatible with any mods, if not, reach out and I will seek to change that. Credits: Deadman - For the original TSL mod Holopatcher - Cortisol
  6. 1 point

    Version v0.1.5.0

    3,247 downloads

    About Kotor Scripting Tool Kotor Scripting Tool is my attempt at a scripting interface for nwnnsscomp.exe. I originally designed this tool to aid me in my scripting efforts back in the day. My desire was to create a scripting tool with some of the creature comforts that today's coders have come to expect. The core features that were important for me were the ability to have NWScript function name Auto Completion and Syntax Highlighting. If anyone is interested in helping to extend its functionality be sure to check out the link to the GItHub repo below. Anyways that's enough rambling for now! Happy Modding! Features include: Compile .nss Scripts Syntax highlighting AutoComplete Suggestions (Beta) Tabbed Text Editor Advanced Find & Replace Browsable nwscript function list Browsable nwscript constants list Zip Archive Download and extract the zip file. Once extracted navigate to the directory and run Kotor Scripting Tool.exe This program was compiled in C# with version 4.0 of the .NET Framework if you do not already have it downloaded you will need to download it [here]. The source code has been released on my GitHub account https://github.com/KobaltBlu/KotOR-Scripting-Tool.