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Showing content with the highest reputation on 05/27/2025 in all areas
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2 pointsNot really. When AFP first started it and it was just a collection of pre-existing fixes, there was no issue because the scope was pretty limited. It wasn't until JC and I got involved and the project changed from a collection of other people's mods to custom fixes that encompassed every facet of the game that incompatibilities started to creep in. It was just an inevitability when faced with two mods both trying to make fundamental changes to the same crucial components like OnEnters, plot-critical DLGs, and so forth. Add to that, once JC and AFP went AWOL and control of the project was ceded to me, there was never going to be any effort to try and address the incompatibilities simply because I have zero interest in K1R and what it does.
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2 points
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1 point
Version 1.0.1
23 downloads
Gives each of the Jedi Masters a unique set of robes. TSLRCM required. SUMMARY: This mod equips each of the Jedi Masters with a new and unique set of robes, giving them each a more distinct look. In vanilla it looks like they all went shopping together without telling Atris. For example, now Vrook gets a set of red robes inspired by his K1 robes. See screenshots. The robes can all be obtained and worn by the player, each providing a unique set of stat bonuses. They’re strong without being overpowered compared to other high level robes. They have the same defense as Jedi Master Robes and don’t provide large attribute bonuses, but do give various bonuses to FP regen, saving throws, and more, including different advantages against DS opponents. See details below. Naturally the Masters also get these bonuses in battle. Since their defense and attributes aren’t substantially changed, it shouldn’t have a big effect on balance. They’ll each just gain a slight edge compared to vanilla. NEW ROBES: Click below to see the robe stats. All the robes are restricted to Light Side. If you’re playing Dark Side, you can still sell them for a nice sum or give them to a LS party member. INSTALLATION: Make sure TSLRCM is installed first. Run HoloPatcher.exe and select the main install option. After installing, if you have Lonna Vash Mod for TSLRCM installed, run the compatibility patch. Unaltered copies of any modified files will be placed inside the "backup" folder in the location of HoloPatcher.exe. UNINSTALLATION: Remove the following files from override: a_compdlg.ncs, vash.utc, vash_container.utp, a_robe_kavar.uti, a_robe_vrook.uti, a_robe_vash.uti, a_robe_zez.uti, pfbn61.tga through pfbn64.tga, and ia_mastrrobe_061.tga through ia_mastrrobe_064.tga Move 501ond.mod, 503ond.mod, 506ond.mod, 511ond.mod, 512ond.mod, 601dan.mod, 602dan.mod, 604dan.mod, 650dan.mod, and 950cor.mod from inside backup/Modules to the Modules folder. Move any files inside backup/Override to the Override folder. To uninstall the patch for Lonna Vash Mod, remove a_vash_ondeath.ncs, vash.utc, and vash_container.utp from the override folder. Move 711kor.mod from the backup folder to the Modules folder. Alternatively, you can run the uninstall script via HoloPatcher (Tools > Uninstall Mod). COMPATIBILITY: Requires TSLRCM to be installed first. Should be compatible with most other mods. When in doubt, install this mod last. Not compatible with mods that change the vanilla robe model (e.g. Movie-Style Jedi Robes). Likely incompatible with M4-78EP. I haven’t tested them together so I don’t know how severe the conflicts are. At the very least, Vash on M4-78 will not be wearing the robes. Compatible with Lonna Vash Mod for TSLRCM by Leilukin ONLY if the included patch is used. Make sure both this mod and Lonna Vash Mod for TSLRCM are installed first before installing the patch. Should be compatible with Thematic Jedi Masters. PERMISSIONS: Please do not reupload this mod’s files without my expressed permission. Redistribution of source files for the compatibility patch is subject to the terms of the original mod. CREDITS: offthegridmorty Sikon, Leilukin - source files for Lonna Vash Mod patch KOTOR Tool - Fred Tetra Holopatcher - Cortisol, th3w1zard1 TSLPatcher - stoffe, Fair Strides K-GFF - tk102 Holocron Toolset - Cortisol Screenshots use New Lightsaber Blade Model by Crazy34 -
1 point
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1 pointI, as other have said, understand your viewpoint as regards restored content and how you would like to have as much of it as possible. There's no issue with that, or with recommending such content to other users. However, with that being said, saying something specifically like this does not do your viewpoint any favors, because realistically what you're suggesting is almost certainly false. To my knowledge--and I have had many, many years to look--no KOTOR developer has ever come forth and stated that any content cut from the basegame was removed due to time constraints. There is reasonable indication that SOME of the content was cut due to technical limitations (be they engine or enduser hardware) or persistent bugs/unintended consequences with attempts to implement them (such as the Iriaz), but the amount of content to which that does--or even could--apply is miniscule as compared to the volume of restorations that K1R makes. As @N-DReW25 pointed out, fundamentally there are several parts of K1R which simply cannot be "intended" because there was not enough in the game files to even restore and most of the content as implemented is fanmade. But for the sake of making a good-faith argument I'll ignore those cases and focus solely on fully developer-produced content that K1R restores. Unlike in the case of KOTOR 2's development, KOTOR was not rushed. Indeed, far beyond not being rushed, BioWare actually deliberately took an additional six months of development time before the game's release to iron out bugs, polish content and ensure that the game released in a completed state. And I am not talking about the six-month delay after the Xbox release of the game before it was ported to PC, I am referring to a very well-documented six-month delay prior to the game's initial release, which BioWare employees specifically said was undertaken in order to deliver a fully polished and well-made product, even though the game was already A-Z playable at the time of the original intended release date. With this in mind, why would all this cut content exist? Sure, perhaps there would be some here or there that BioWare couldn't have gotten around to in the six months of extra time they had, but not the amount left lying around that K1R has available to restore, and as Drew notes K1R doesn't even restore everything there is! Why might this be? The most probable answer is quite simply that most of that content was cut entirely purposefully. This happens in game development literally all the time--if a sequence doesn't flow well (such as dragging on, or having an impact on the game's balance due to its existence); if a particular item is nonsensical or overbalanced; if a character is seen as superfluous or distracting. Game developers are not gods. Often they design things that they believe will be impactful and well-received at the point they design it only to discover in live testing that the implementation is simply poor, or functioning unintentionally. And game developers (especially game developers in the early 2000s, driven by a razor-thin profit margin) do not operate under the same philosophy of "any content is good content" that some modern players do. They have the entire scope of the playerbase to bear in mind, many of whom would prefer a trimmer, leaner and more coherent experience than one with more content but less direction. So what do they do in those cases? They cut anything they can which they believe doesn't work and would leave behind an ultimately more balanced, coherent and enjoyable experience. Given that no BioWare dev I have ever seen has discussed any content cut from the game due to time constraints; the simple fact that the game lacked any meaningful time constraints at all, and even had an additional half-year of development time; and the reality that many of the things which K1R restores are sequences which one can easily see a dev viewing as disruptive (the third level of the Vulkar base would drag on to a casual player; the pillar reward on Lehon was overpowered; Major Hurka allows the player to bypass most of the Leviathan, which trivializes the game's design in that area, just to name a few), it is overwhelmingly likely that at least 50% of K1R's restorations, and likely much more than that, were cut fully deliberately. This is not to say that that content is bad, that you are wrong for wanting to use it, or that others should not use it if they have a mind. Users should always play with what they want to. However, it is unreasonable to cite developer intent when wanting to use K1R where parts of K1R are entirely fanmade and at least half of it was quite probably restored in spite of the developer's intent, not in line with it. I say again: there is NOTHING wrong with wanting to use that content. The developers are not infallible, and the game they designed was, at the end of the day, the game they believed would be best-received by the widest audience. For those who view any amount of new content as a blessing, K1R is wonderful. But saying that it's all as the developers wanted is simply an unreasonable claim, unless you can dig up an example of a BioWare dev actually arguing that there were significant cuts made to the game that they didn't intend for.
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1 pointHraith, you are partially correct in that K1R isn't obsolete and that it is complete. However, K1R isn't receiving content updates because its lead developers have vanished and the mod has several critical bugs in it (game breaking Lashowe bug etc), it is for this reason why the K1CP mod, a bug fix mod, didn't bother making their mod compatible with K1R. Since we can't get permission from the K1R team to make their mod compatible, I made RC-K1CP from scratch as an alternative to K1R for those who use K1CP. As The_Chaser_One pointed out, K1CP is very popular despite the lack of restored content and if I never made RC-K1CP thousands of players would prioritize K1CP over K1R. If you aren't going to use K1CP, you might as well use K1R if you're willing to tolerate the bugs - I'm not here to make you change your mind. K1CP will never include that because K1CP is a bug fix mod, not a restoration mod. RC-K1CP will eventually have it, but for now you are correct in that K1R is the only mod that currently has it. However, the logic of "the developers intended it to be there" is a bit disingenuous. My RC-K1CP mod restores a bunch of things that K1R doesn't, like both Impossible & Very Easy difficulties, upgradeable Davik's War Suit, female Republic Soldiers, gloveless commoner clothing, Carth's cut theme, the 4th Black Vulkar who threatens Calo Nord in the Lower City Cantina, Chadra-Fan on Tatooine, party dialogue for Kashyyyk Star Map, the green breath mask texture, restored armors and weapons etc. K1R isn't less complete because it doesn't have those I listed above, and K1R isn't bad because Major Hurka's appearance is fan made, the bartender in the Vulkar Sublevel is fan made, and 95% of the Pazaak Tournament is fan made. RC-K1CP includes both Impossible and Very Easy difficulties, I'm not going to turn around and trash talk K1R because it didn't include the Very Easy difficulty even though the "developer intention" logic applies to it. I would like to say that the see through glitch with Bastila is probably because all the Xbox textures were 256x256 and were low-res, it's possible that the Bioware developers messed up something when they upscaled Bastila's textures thus causing the transparency glitch.
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1 point@HraithPlease read the whole post before answering. As I said, K1R has a main goal which is to restore content. K1CP fixes way more things, but it doesn't add everything K1R adds, obviously. Is K1R done ? Is it not ? Depends on the definition. You have no idea exactly what Bioware cut and what they didnt. K1R only restores what its team knew the existence of. Anyway, I'm pretty sure you didn't look at all of my links because I sent you to the Restored content project for K1CP which is in development right now. It already adds quite a lot of things actually, including this : You should take a look at it. I linked it to you in my first post. So no, it doesn't restore everything. But yes, K1CP+RC-K1CP is a better idea than K1R. "I can only assume you didn't link to the "other things that can be added to K1CP" because you couldn't find them either". Again, depends what we're talking about. I linked to the Iriaz restoration, because for me it's one of the best things, makes Dantooine way more alive, but I'm pretty sure there are other things out there, I'm just too lazy to look for them, however you can do it yourself. I feel like I'm providing enough here. You're not even looking at everything I link to anyway. K1CP is also way better because of compatibility. It's basically compatible with everything. Not K1R. I'm making the Pazaak tournament come back with a better quality and compatibility, so yes, there is restored content for K1CP, already existing and coming out regularly. If you really want the beer contest stuff, you can directly ask @N-DReW25 who's currently working on the RC-K1CP and he might include it. Perhaps I can make it myself, and include it as an option to the Pazaak Tournament. I just need permission to use the files. K1CP is a work in progress to make the game better, in bug and other issues fixing for K1CP as well as in content restoring for RC-K1CP, and it does that perfectly. Again, you can play the game with K1R, it's fine. It's actually what I'm doing on my phone. But do your computer a favour, make your PC installation K1CP / RC-K1CP. And bro, please tell me you're not the kind of guy who's saying this seriously : "Bastilla's bright blue eyes and slightly see thru lingerie"...
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1 point
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1 point
Version 1.10.0
227,870 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. -
1 pointThere have been three major repositories of KotOR mods: PCGamemods.com between about 2004-2006, KotORFiles, between about 2007-2012, and DeadlyStream. PCGamemods.com tapped out at around 750 mods for KotOR and 800 for TSL, or roughly about 1550 mods total. KotORFiles'counter stopped working at 1978 files for both games. Today, DeadlyStream has 1200 KotOR files, and 1184 TSL files. This makes it the largest KotOR modding repository ever! 🎉
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1 pointI wish there was a way to access all the mods once on PCGamemods.
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1 pointThank you for producing this. I was determined to use the K1R on my first playthrough of KotOR I in ~15 years. Extra content sounded awesome. Well, I should have done more research before downloading that mod. Ran into tons of bugs. Lesson learned that K1CP is better. Running across this mod was a delight. Rather than picking between K1R and K1CP, it looks like we'll get to have our cake and eat it too. Looking forward to future updates with more K1R content.
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0 points@LoneWandererI get what you mean, even though I don't agree with everything you said. As I wrote in one of the posts up there, you can definitely play with K1R, even more if you count BOSSR, which we indeed didn't talk about. Yes, people are indeed looking for restored content, for which K1R is a good solution for most once in a life time KOTOR players. From what I've understood though, there are issues with the K1R, reported by users. for example, this one : This comment was under the RC-K1CP mod and is apparently approved by many other users. This proves your point, because yes, people want restored content, but also mine in which K1R does have big issues that if you're not blind you are going to notice. So imo, people want the K1CP because it actually fixes issues that were in the vanilla game (without counting the ones K1R and BOSSR bring). People want K1R because it restores content, yes, but if you look more closely, the RC-K1CP is becoming bigger and bigger and as I said earlier, K1CP + RC-K1CP > K1R. Now BOSSR is indeed an interesting point. To be very honest though, BOSSR apparently brings many issues, especially on other devices than PC, such as mobiles. Which is why I think people are expected to play it once (the guy who did it even included a save especially to do that) and that's it. So finally, it's up to users what they prefer. This guide doesn't have any issue imo, it's just that an alternative with K1CP could be made. I think the debate K1R/K1CP is still worth it though. I might try to mess around with BOSSR files to see if I can make some kind of compatibility patch. Apparently there aren't that many issues between K1CP and BOSSR. Perhaps @DarthParametric or @N-DReW25 could do it themselves ? Edit : For BOSSR, a compatibility patch doesnt cause any permission issue (yes, it is definitely going to take time though lol), and for the drinking contest, I have permission from FairStrides. For now @LoneWanderer, you can still be right. Soon, there won't be any place for disagreement heheheha ! Oh and one more thing : @SAO1138's Sleheyron story mode will be compatible with K1CP, but I'm not sure about K1R. Pazaak Tournament incoming !
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