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Showing content with the highest reputation since 04/12/2025 in File Reviews

  1. 2 points
    I just want to say great work and thank you for making such an enjoyable mod for my favourite game of all time! Its been a long time since I played a Kotor mod that aimed to continue the story of the first two games. I'm excited for future episodes. Also, I realize any critiques I mentioned are all things that take a ton of time and effort to accomplish so please don't think I don't have respect for what was done with this mod. Critiques: 1) I am a little baffled at the decision for secondary and even background characters to get voice overs but some main story characters get none. Makes it feel less polished. It would be nice for all the companion characters, main story line characters and the council to be voiced. I get its a mod but with something that is so story driven it just makes me feel less invested having to read a lot of the dialogue. 2) I would love to have seen some new feats/powers be added. Maybe ones that are specific to the player character, maybe based on species/Jedi class combination. I know there are attribute changes based on which species you chose so more depth there would be really interesting. We have all likely played Kotor 1&2 multiple if not hundreds of times and having new options for building your characters would make the experience feel more like a 3rd game rather than a mod. 3) Last critique, the movies being in original quality is really jarring. Not sure if this is something I can edit with an HD movie mod (compatibility issue?) but I was expecting more custom cut scenes like the establishing shot of Corellia which sure isn't a Hollywood quality cut scene but man it shocked me how well that looked compared to some of the low res movies used elsewhere, which were just cuts of the original movies. Now what I liked: 1) The story is REALLY good. The writing particularly is impressive here. I almost want this to be two different likes but ill keep it in one. Is there some broken or sometimes meaningless dialogue? Yes, but its definitely on the lesser side compared to the really well crafted dialogue and story. Clearly lots of time and meticulous work went into both writing and story. I was interested from the moment I started playing. Without spoiling the plot, it fits almost seamlessly into the period after the Jedi Civil War/Dark Wars and those events. The Republic and Jedi Order are rebuilding and the Galaxy has to learn how to trust both again. We even get a familiar choice, allowing us to decide some of the events of the previous games to set up the story beats in this mod. Very well done. 2) The way you populated the worlds, its just great. One of my biggest gripes with vanilla Kotor is how empty the worlds feel at times. Obviously this was due to hardware limitations back in the day and not being able to have hundreds of NPCs running around who you can interact with. But great job making cities like Corellia and others really populated. 3) Love being able to play as aliens. I always thought it was silly that you couldn't play as aliens in vanilla Kotor. So a really nice touch adding them. also the number of head models is great too! 4) Kinda surprised by how seamless this was to install. I would have expected a mod of this nature to require more hands on install but you did fantastic work here. 5) Music was good. Smart use of other Star Wars tracks but the custom music doesn't feel out of place whatsoever. I will say some track give me late 90s early 2000s MMO music vibes but I find that charming so I'm cool with it. There is much more about the mod I could talk about but I think my ramble sums up my most pertinent opinions. Really great work and I am super excited for more! I gave 4/5 stars simply because I think this mod has SOO much potential. I'm hoping when its all finished that the community looks at this mod with the same regard as TSLRCM. I think it can be that good. Also, if anyone knows compatibility for mods like HD movies, HD UI, Modern FOV and so on, please comment saying so. I went in just with this RoR for the best compatibility possible.
  2. 2 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!
  3. 1 point
    Well, after watching for this mod for like 15 years, I've finally been able to play Episode One. (Very minor spoilers ahead, you can read this review even if you haven't played the mod). I'm glad I could, this mod is fantastic, it really feels like an official story from the Old EU, another story from the Old Republic era. It begins, naturally, with space politicians asking for help to a Jedi, just like with Ben Kenobi and Qui Gon Jinn, so just by that you can see that the writing team understands the style of Star Wars. It also has numerous references to obscure EU lore (just like the Jedi Masters mod) and, of course, to both KOTOR games (giving you choices, just like TSL, about the plot of the previous games), so that's what what makes it's world building so great and interconnected to the saga. It also has some elements of a crime story, which surprised me and was a nice touch. The design of the new levels is great, I feel like they did a really good job with the planets you visit. Some things could be polished a little to make the game more distinct, but overall the design is really good. Same with the skins, armors and NPCs, which all feel very polished and very diverse, but with a consistent aesthetic. Lastly, the gameplay was correct. There were no deviations in combat and leveling from TSL as far as I know, but I appreciate that they give you decent loot and gear at the first levels, so you can make various gamplay choices with your party, and you are not stuck as a kind of weakling one trick pony that spams blaster shots or flurry at the start of the game, you can use some combat strategies and buffs. There was some use of skills and classes in dialogue that was also nice from a roleplay perspective. The bad things? I think the writing at the first hour of gameplay or so was a little dense. It had a lot of exposition, which is only exasperated by the lack of audio on the main characters. I think this will be improved when audio is added in the future and the dialogue can be made to have more inflections and tones, which will make the exposition much more entertaining; but I also think that they could add a little more of comical relief at the first hour of gameplay, so that the plot feels less dense. Once you get a mcguffin for the main plot, however (at roughly half of the episode), the plot catches on and begins to be much more dynamic and similar to TSL, mantaining both an entertaining story and complex plot lines in the background. Another problem is that your party characters seem sometimes too angry, or even jerky to you. Again, this could be due to the lack of voice acting, but the dialogue can sometimes feel that way. But overall, those problems didn't take me away from what has been a great experience, a mod worthy of being a sequel or spin off from the KOTOR saga, and a worthy part of the old EU.
  4. 1 point
    Thank 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.
  5. 1 point
    I died to a gizka. 10/10
  6. 1 point
    Does what it's supposed to do, surprising to see how much content I missed out on just because I didn't rotate my party enough. Great mod, would highly recommend.
  7. 1 point
    Not only does it look good, it gives me a fair warning when I'm about to get obliterated on impossible difficulty (curse the need to stay under-leveled on Taris!). XD
  8. 1 point
    This is exactly the kind of mod I've been looking for! A proper reworking of the Class Outfits without changing them extensively.
  9. 1 point
    I like this mod, I play it with every time, but I docked this one star because, despite my love of this mod and what it does, currently two of the Bastila files causes bugs: p_bastilla001.utc and p_bastill002.utc. 001 causes the bug where she is invisible during the interrogation on the Leviathan, and 002 causes the black-screen bug after finishing the Unknown World (light-side) and crashes the game upon playing the cutscene. Until it's fixed, be warned when installing this mod. It plays fine if you remove the two .utc files.
  10. 0 points
    Hi bro, thank you on behalf of the entire Kotor community for this beautiful work. I love it... But I'd like it in Spanish. I have experience translating games and mods. I'd like to know if there's a possibility we can chat so I can help you translate the entire mod into Spanish.
  11. 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.
  12. 0 points
    An essential (IMO) patch that fixes one of Obsidian's most awful and obnoxious design decisions with this game. I overall love the individual planet storylines in KotOR 2, they're the main reason I keep coming back to it, but the interrupting railroading on Nar Shaddaa is damn near insufferable. Especially with how low the trigger threshold is. I feel like this should be part of the Community Patch. Perhaps as an optional (if highly recommended) one in deference to anyone who feels it's unnecessary and/or extreme, although I doubt many would feel that way. Frankly, I think Aspyr should adjust their versions to make this vanilla behavior in them - that's how grating Obsidian's bad design here is.