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  1. 1 point

    Version 1.3

    3,841 downloads

    KOTOR features several conversations between party members which occur as you explore the various planets. Unfortunately, it is easy to miss some of them if you rarely use certain combinations of characters, such as Carth with Canderous or Bastila with Jolee. This mod moves these conversations to the Ebon Hawk and the Taris apartment hideout similar to KOTOR 2, guaranteeing that you can see nearly every conversation in a single playthrough. Conversations which directly refer to Taris are set to take place while you are still there, while the remaining conversations will occur in semi-random order up until (or possibly slightly after) the Leviathan sequence. Aside from the change in location, I have also made some slight edits to the conversations themselves, mainly relating to the timing of character animations. By default, conversations will also still occur on the various planets like in the vanilla game. They will only occur at the Ebon Hawk/hideout as required to catch you up on any that you may have missed. I have also provided an option to make the conversations happen only at the Ebon Hawk/hideout, never out on the planets. Thank you for downloading, and I hope you enjoy this mod! ------------------------------------------------------------------- INSTALLATION Run INSTALL.exe and select either the standard version or the KOTOR 1 Community Patch compatible version. If you would like the conversations to take place only at the Ebon Hawk/hideout, run INSTALL.exe again and select "OPTION: Ebon Hawk/Hideout Only". If you have other mods installed, it is normal to see warnings that ebo_m12aa.mod and/or tar_m02af.mod already exist and have been skipped. ------------------------------------------------------------------- COMPATIBILITY This mod is compatible with the KOTOR 1 Community Patch (K1CP) and incorporates its fixes to k_pebn_pophawk.ncs. It has not been tested with the KOTOR 1 Restoration (K1R), but in theory it should be compatible. It is not compatible with any mods that edit k_pebn_pophawk.ncs or banter.dlg. For best results, install this mod after K1CP, K1R, or any other mods that make significant edits to the Ebon Hawk interior or to the Taris apartment hideout. ------------------------------------------------------------------- CREDITS NWNSSCOMP by Torlack and tk102 DeNCS by JdNoa and Dashus K-GFF by tk102 DLGEditor by tk102 TSL Patcher by stoffe and Fair Strides ERFEdit by stoffe and Fair Strides Kotor Tool by Fred Tetra This mod includes fixes to k_pebn_pophawk.nss which were developed by the K1CP team. This mod was inspired by the following mod request thread on Deadly Stream: https://deadlystream.com/topic/5684-party-member-conversations-in-apartment-and-ebon-hawk-k1/. Thanks to everyone who participated in the original thread for their discussion, which provided a major source of inspiration. ------------------------------------------------------------------- VERSION HISTORY 1.0 - Initial Release 1.1 - Revised installation process and options - Revised the walk scripts in the Mission/Bastila conversation so that they do not need to be compiled during installation - Adjusted the camera angles the Mission/Bastila conversation - Adjusted the conditions for determining when conversations play before and after the Leviathan sequence - Added an extended fade to hide the party fading out and reappearing when entering the Ebon Hawk or Taris apartment - Revised implementation of edits to tar02_bastvision.dlg to reduce incompatibilities with other mods that edit the same file (i.e. K1CP 1.10). - Cleaned up and clarified comments in the script source files 1.2 - Added additional conditions to the Taris apartment entry script to prevent a rare issue where the vanilla conversation after "rescuing" Bastila did not occur. Thanks to PoopaPapaPalpatine for reporting the issue and testing the fix. 1.2.1 - Added additional conditions to the Ebon Hawk entry script to prevent a rare issue where the cutscenes before landing on Dantooine for the first time did not occur and the game softlocked. Thanks to CapitaineSpoque for reporting the issue and testing the fix. 1.3 - Adjusted camera angles and walk timing for the Mission/Bastila conversation on the Ebon Hawk to improve camera behavior. ------------------------------------------------------------------- DISCLAIMER AND PERMISSIONS This modification is provided as-is and is not supported by Disney, Lucasarts, or Bioware. Use at your own risk. The author shall not be held responsible for damage to your game installation, computer, or saved games resulting from the use of this mod. This mod shall not be reposted, in whole or in part, on any sites other than Deadly Stream without the author's permission. Assets from this mod shall not be redistributed in other modifications without the author's permission.
  2. 1 point

    Version 1.0.0

    490 downloads

    This mod will replace and update texture files. To Install 1. Download: N_comm_b_m.rar 2. Copy all files to the Knights of the Old republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. When/if prompted to overwrite files, press okay. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love.
  3. 1 point

    Version 1.0.0

    2,207 downloads

    This mod restores the Iriaz to the planes of Dantooine. Now they can roam the planes again, and be attacked by the vicious Kath Hounds. Released: 12 March 2015 Author: Cerez Description: This mod restores the Iriaz to the planes of Dantooine. They are peaceful native animals who were mentioned to be present in plenty on Dantooine in the original game's story, but were for some reason cut from the final version of the game when it was released. Now they can roam the planes again, and be attacked by the vicious Kath Hounds. Instructions: Place all the files in the Files folder into your game's Override folder. You will need to do this before stepping out to the planes of Dantooine for the first time. Otherwise, you will need to load a save game from when you still hadn't stepped out of the Jedi Academy/Enclave for the changes to take effect. License: You may freely use, develop, and release this mod in any way you like as long as you provide due credit for everyone's work involved. Naturally, I'm not taking any responsibilities for any misuse or damage that may arise from the use of this mod. There are no warranties or guarantees. Take it as is. Enjoy.
  4. 0 points
    There's a lot in here you'd expect from a Kotor total conversion mod. Very happy with what you guys have put out. It basically feels like this was made for me. Specific items I liked: Green dialogue + Corellian flags (small thing, but visually appealing) News holos (In ideas I've had for a TC mod, I have considered doing exactly this same thing in the same way) Togruta in the main menu (I have experimented with porting Togruta heads from SWTOR) Dialogue barks in the Corellian merchant square (Whoever was in charge of this did a seriously fantastic job) The first cutscene! Ronto quest Animations in dialogue The voice of a certain Duros Canon and Non-Canon options (ignoring the Revan novel but leaving things open for the possibility of SWTOR is exactly how I would do a K2 TC) Overall positives: It WORKS. Area transitions. Containers. NPCs. Objects. Just about everything that allows interaction actually responds. The reskins, module editing, and in particular the prop placement are done very well. Everything is cohesive. It doesn't feel scattered, disjointed, mismatched, etc. (In particular it appears the Iziz sky ramp models were removed from re-used Iziz modules, which if I saw correctly is a good example of what I'm talking about. The King's chamber, with all its props/objects, looks distinctly different from Talia's palace, too.) The concept of the story and the writing. Padawan assisting in an investigation. The lore of KOTOR era sources is taken into account and obviously appreciated in a way that it wasn't in SWTOR (Mentioning Tol Cressa, the situation in the Gordian Reach, the situation on Duro, the Exar Kun war, the aftermath of the JCW, etc.) Species-specific stats and dialogue Stat-relevant dialogue options Functioning quests Gripes (not particularly important, observations you may or may not take into account): Dialogue could use another couple passes to correct spelling mistakes, but also to tighten it up. Some lines could be improved simply by removing a word or two. Once in a while, characters will just talk a little too long. This isn't to say the dialogue overall is poor, but that it is in a decent state and could be made excellent. Bao-Dur, Quan Drayen, and Nessa at Esbek in particular Bao-Dur is pretty close to sounding right. There's a handful of things that felt like they were phrased out of character. Sometimes it feels like Quan Drayen is hitting me over the head and telling me I'm playing a video game. "A companion, if you will" (This one was amusing, but I think the rest of the things he said like this were not) Nessa repeatedly says "hubby" and it rips me right out of the experience. I get what kind of character she's supposed to be. It still seems out of place. Speaking of husbands, there is a woman in the cantina who refers to her "partner", and in the context of a lot of these characters being involved with the CEC, it is confusing if she means business partner or husband at first. Cut back on "Agrilat" just as an example. I think the husband in Esbek says something about his work "sinking in the Agrilat swamps". Drop the Agrilat. It's cleaner. Are the re-used Iziz modules supposed to take place in Coronet? I recall an area transition for "Corellian Merchant Square", which feels vague. It took me probably 10 to 15 minutes of running around to figure out there was an area trigger for the damaged speeder out in the swamps. The journal did mention the speeder, so I was able to figure it out eventually, but it wasn't clear to me the speeder was blocking the specific path I was supposed to go down. I thought at first maybe the mod was broken and I was supposed to enter a non-interactable door I had found. The PC interjecting about Revan in the King's chamber felt very forced. There seems to be no reason for the PC to think that, especially considering the way Drayen chides the PC for not paying attention to their studies. I have to talk to the bouncer to enter the cantina on Corellia, which triggers the same dialogue every time from Drayen about my decision-making. Anyway, I'm familiar with how much work this all is. I've played with Holocron Toolset, KLE, KBlender, K-GFF, etc. I only bring up gripes to possibly help hone the final product. I'm really impressed, really enjoyed playing. I've said before I have been following since I was a kid lurking on LucasForums, so it's really great to finally see this release. Thanks so much for sharing with us and keep up the great work!
  5. 0 points
    Around a decade past the original demo, and Revenge of Revan: Episode 1 is here! It was exciting to play this on stream. But how good is it? Well... I feel like this mod's original assets are absolutely stellar! The villains look really cool, and having your species actually affect some dialogue options was a good laugh. It's a super awesome mechanical feat that I didn't know was possible in KotOR. (I got called a worm-headed skank! 😨 Made me cackle.) The original music is also shockingly beautiful, I wish I could have them in my own Star Wars vibes playlist! It was that good. But... I wasn't a fan of how linear this felt. Every area had a bunch of stuff where it felt like "oh clearly I can come back here later" and I never did. Quests didn't even really update to accommodate for that to tell me where I should be going, but I knew where I should be anyway because there were no side areas anywhere. It was impossible to get lost, and for some reason I wasn't a fan of that. It felt a lot more restrictive than Kotor 2, or even Kotor 1. And that linear-ness wasn't helped very much by the amount of completely reused areas. Every module from Dxun is reused, minus the thunder and rain. There were a couple of neat set pieces that helped, like the end of the Jungle, but for the most part it felt like literally retreading old ground. Many aliens and props were also reused, and I struggle to find a concrete reason why some were there. The Market area of Onderon is the biggest offender, as there's so much stuff packed into that module that it felt really awkward and not very unified. I feel like a lot of the details could have been separated into other modules. Some retextures are desperately needed, I think, along with some of the aliens or creatures to make them fit more into a solid Corellian lore. There's also a big dialogue gripe that kept ticking me off. I get that you're only supposed to be a Padawan, but more often than not, it felt like you were punished by choosing skill-related options. You would get chided by your two companions for making an observation that they thought was obvious, or just plain wrong. It felt like you were called stupid for USING skills or stats that you put points into, rather than being rewarded with unique dialogue or rewards for it. (And I certainly felt stupid for putting points into any skills, because I never needed any of them.) It also felt like there were way too many options that should have just been a regular answer, rather than something smart or "aware" for you to say. Skill options should be few, but should have some sort of significant impact on the dialogue, like skipping a big chunk of explanation, or actually changing someone's mind. This isn't even mentioning that all of the actually important characters have no audio, something you'd think would be prioritized over some random guard with an AI Tiktok voice. My main complaint with the mod though is this: What does this story have to do with Revan OR the Exile? I get that this is only Episode 1 and Revan obviously isn't going to be seen now, but all the time I was just thinking "what does any of this have to do with Revan?" NPCs seem to just bring him up for seemingly no reason. Yes he's the Prodigal Knight, yes he conquered the Republic, yes nobody knows where he is, yes he should atone for some crimes, but Revan has nothing to do with these new Sith or the politics of Corellia, and we know this. Any mention of him just feels really artificial, and the Exile is treated even worse. The Exile is such an afterthought that Bao-Dur has to think about who you're talking about when you ask. And the weird part is, it would make more sense if it was ONLY the Exile's companions that knew of the Exile, and continued their legacy. If nobody else knew about the Exile, it'd be far more interesting if someone like Bao-Dur was the one to tell you about this person like they're this mythical deity of the Force, someone who learned to live without it, and came back to impart knowledge that would forever change the Force. It's just odd to see, especially since this mod is based on KotOR 2, the only game that has the Exile, and the game that characterized Revan way beyond the barebones depiction in the first game. I'll probably still play the next episode, but like... it just felt like nothing I did mattered. There was always a specific way to play, and a specific way my character was treated. It was a little frustrating. 5/10.
  6. 0 points
    But who will take the time to make it... Unfortunately it will be difficult to find... I don't understand though, why do you seem so precise but it doesn't look like it does exist ? Are you asking for a mod giving a precise idea of what you want ?