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Showing content with the highest reputation since 08/14/2025 in File Comments
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2 pointsThe way the holograms are broken in the vanilla game does like this: Head models and body models are two separate models whilst the head model is animated meaning there are parts inside the head to animate the mouth and the eyes. The holograms makes the NPC transparent with a holographic filter, resulting in this 'hidden' bits being made visible to the player. Admiralty Redux fixes this by taking the two separate models and merging them into one to fix the inside of the neck being visible and it removes those bits inside the head so that they aren't visible in the hologram. Upon thinking about it, if you install ONLY the Proper Peragus Corpses and Peragus NPC Overhaul installs than this mod is compatible with the Admiralty mod. I'm actually going to update the mod page to specify this. For the Tiered Peragus Miners install, there would have to be a patch for it though since I don't know how to fix the NPCs like the Admiralty mod does than it would have to be done by someone else. DarthParametric would know how, though I doubt he would as he mainly focuses on the first game as he doesn't like the second game. If any other modder would like to try, I'm more than happy to take it to the PMs to discuss it. All you'd need to do is merge the Czerka body model and the Armored Flight Suit model to the correct Peragus NPC heads and try to recreate what DP did for the Admiralty when it comes to fixing the heads.
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1 pointSo far, this seems really cool. It has an interesting start. I've only done Ilium and gone to 1 other planet. Is this a final product? Or are there going to be more updates to this in the future? While this is a great mod already, it does seem to be a little empty and so far, doesn't provide a lot of challenge. I just can't find much information about this mod other than the posting here and a couple of reddit pages that state this exists. What videos I can find, I don't want to watch due to possible spoilers. But if there's going to be more updates to this, I might wait until there's more so that I don't ruin an amazing first experience. I'm doing the same with Revenge of Revan. Been waiting on that one for far too long haha. But I do like this so far. Also, I noticed one thing that seemed a little weird. When talking to Yimille, her voice lines seem to change from alien language to english. I only noticed this when talking with her on the Ebon Hawk. I haven't tried to talk with her outside of that
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1 pointYes, there seems to be an issue with certain models compiled by MDLEdit on Linux for some reason. Fortunately this can be resolved by importing the model into KBlender and re-exporting. It will be addressed in the next full release, but I'll see about pushing a hotfix for Linux users in the meantime.
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1 point@offthegridmorty You could take a look at this old mod here https://www.gamefront.com/games/knights-of-the-old-republic/file/k1-force-pack They've implemented a similar Force Camouflage power that affects the whole team, a force power which affects the whole party and which you can activate during combat too
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1 point@Gaak78 I'm @ing you here because I can't respond to a review. As a modder, I am very much convinced that you do have M4-78 installed and you just don't know it. Unless Leilukin can prove otherwise, those journal entries aren't left over content regarding M4-78, rather, those are journal entries added by the M4-78EP mod. I imagine you unknowingly installed M4-78EP and installed this mod on top thus causing a conflict, or you have M4-78EP subscribed on the Steam Workshop unknowingly and this is how you're getting this bug. Again, Leilukin could swoop in and prove me wrong or you can check for yourself and prove me wrong again - but this is what you're bug seems like to me. I think the idea is that the area Vash is in is on the other side of Ludo Kresh's tomb area. In Kreia's dialogue, she says there is a "chamber" beyond that tomb area which can lead the player out - that is where Vash is being held in this mod. Though you are correct, the "chamber" is quite literally a reuse of the very front of the tomb. That could work, it doesn't even need to be AI I think a spliced or a reused dialogue could do what you want. Though that would be up for Leilukin to decide.
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1 pointIt was done intentionally. The 2011 Demo did have voice overs, but that was in 2011. Between 2011 and 2025 the plans for how the mod should be released have since changed. All the voice overs in the mod as of right now are AI generated, the background NPCs and the random vendor use generic templates offered from ElevenLabs whilst the Quarren Jedi is quite literally the Quarren alien VO that's been cloned using AI. The Duros party member Nindu who appears at the end of the 2011 Demo and as a cameo in the Episode One release will have a hybrid between Kotor I and Kotor II Duros VO and will be fully voiced. As for why we didn't voice any of the important characters, like Master Drayen and Uldir, we did that because their roles aren't finished and because they aren't finished there are quite a few problems preventing us from voicing these characters: 1) Reworks/Rewrites/Revisions/Improvements/Player Feedback: We want to take on player feedback as we develop the mod so we can improve upon the previous content. One piece of feedback that we've received from players is that they don't like how Drayen implies that he trained the Jedi Exile without mentioning Kavar and Vima Sunrider. We're going to go back and improve upon that piece of content by mentioning the Exile's other masters, but if Drayen was voiced than we couldn't have done that. 2) Good voice actors want to be paid for their work: People hate mods with bad VO, pre-1.3 M4-78EP and Cathalan are disliked by most players with poor VO being a big reason for them not liking those mods. Actors who can voice good VO lines would probably want to be paid for their work as they can turn this skill into something that pays them, and considering Drayen and Uldir would have between 100 and 500 lines in Episode One alone these actors would no doubt want to be paid. 3) Actors might be rendered unavailable and/or disappear: Since the ROR mod isn't finished, we wouldn't want to pay someone to voice Uldir for a few Episodes only for those actors to have a stroke in five years time and then become unavailable to record the final two Episode lines. We'd be forced to remove all of that actor's lines, meaning we paid him for nothing, and we'd have to pay another actor to revoice those previous lines meaning more money is being wasted. The most ideal way to prevent all of these problems is to have the VO recorded last. That way we can go back and change dialogue and content we need changed without fear or wasting VO and money, we can bulk bill actors to voice thousands of audio lines if need be and we'd only have to pay them once and be done with it, and if we do it like that then the actors can disappear afterwards without impacting the ROR mod.
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1 pointHi everyone! This may be an ignorant question, but don't NPC dialogues have audio? I mean, a voice actor or something like that. I'm asking because I saw several videos from the previous beta, and they did have voice actors. Maybe I didn't install it correctly, or there's something I'm missing. Cheers! Edit n1: I found two NPCs who actually have voice actors. The first is a Quarren attending the Jedi Council just before leaving for Corellia, and the other was a vendor at the Corellian spaceport. However, the most frequent characters (like my Master) don't have voices. Perhaps it's something implicit and I didn't notice, but I really wanted to know if it was a mistake and or it was really done intentionally.
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1 point@The_Chaser_One I’ve considered it but the mod heavily relies on TSL-only script function so it would take significant rewriting, if it’s even possible. For sure you can activate stealth w/o solo mode in K1 but making everything function smoothly and without bugs like in TSL is a different story. I will look into it.
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1 pointOnly mistake is Jolee rewards. He has his own narrative on Manaan, where his old friend was accused of murder and breaking Selkath neutrality agreement. Depending on this side quest, Jolee may be fooled, chose old friendship above law and justice, or vice versa. Thus changing him somewhat. Solving existential problems deserves a reward. I would propose will increase, although it's repetitive. Also it is implied, that after KOTOR Jolee disappears somewhere (either to his hermit, travel around galaxy to rethink his life and make holocron, or create his own school of Grey Jedi), never returning to Jedi Council, despite them insisting on it, and even calling Jolee "Master" (acording to book or wookiepedia lore if I recall correctly). It, and those possibilities, could be used to create unique reward for him, like his holocron (replacing gloves), Wisdom, or Intelligence boost, or finally being accepted by Order and given the rank of Jedi Master (thus increasing his Force Points pool significantly). Also his alligement could shift, although, I myself am a fan of fully neutral Jolee Bindo. Alternatively perhaps unique crystal for lightsaber?
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1 pointI don't remember what happened (I'll deny any involvement) but at some point there's a corpse inside the Republic base on Manaan. The Rodian model in this mod gets a new filename, but a simple change in placeables.2da fixes things for the sitting ones and with that the corpse (which uses the sitting placeable).
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0 pointsFor those that have OCD like me and are annoyed by items being oversized (sticking out of item box): I resized all the textures while keeping their resolution so they don't lose any quality. I didn't wanna make this a separate page and risk OP not getting as much recognition for their mod (even tho I would've have def credited them) so I figured uploading in the comments would be best.My Modification of HD Icon mod.rar
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