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5 pointsv1.2.4 of the project has been released on GitHub in the releases section. https://github.com/Thor110/Expanded-Galaxy-Main Main Patch Notes - Quite a number of changes, all relatively small. Port Patch Notes - A lot of changes and the inclusion of a custom launcher which I have been holding back for a while now. Brotherhood Patch Notes - Not many changes, this is just a release to keep it in line with the other parts of the project, this still remains largely a proof of concept that porting other mods is fairly easy and requires little work. It's worth noting that Brotherhood still isn't fully tested. I have been holding back this latest release for a little while now, it's still far from perfect but the new launcher makes things a little more fancy! Also, a reminder, that my current goal is to finalise the creation of this foundational framework for expanding the games before adding in new content. My next step is to finish writing the Save Importer and Save Converter into the launcher, which will allow users to import saves from KotOR1 to use in the port and import completed game saves from KotOR1 to effect the choices you can make in KotOR2. From there I can finally begin to think about laying out the additional content for the new worlds in both games. As well as creating an overhaul portion of the project that updates the games visuals, models and textures. Extra Notes : Thor110
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4 pointsHello, and welcome to the first Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes. In this second Dev Diary, I shall focus on the very first level of the mod – the introduction and the Jedi Temple (Please let me know if any of the links and/or images are broken) After you create your character, as we discussed in the last diary, you go through an opening crawl just as you would expect. In the following spoiler, I have written the opening crawl text that you’ll see on screen: After viewing the opening crawl in-game about a week before the mod’s release I actually realized that this is not the final opening crawl draft I had written. Though instead of delaying the mod’s release to fix this, I decided to keep it unchanged as the text still somewhat reflects the current setup of the mod. The only thing I want to address is the part about Bastila Shan, but I shall talk about her later on in the Dev Diary alongside the rest of the Jedi Council. An updated opening crawl text may be added in a future revision of the intro cinematic, or if it’s easy to change the text it can be added in one of our upcoming bug fix updates. After the crawl, the screen pans down to the Tyrena Station from the Demo. Tyrena Station’s model has been updated and the planet you see is Corellia, not Earth as some users have been teasingly suggesting. I would like to point out that, when writing the dialogues, I always imagined Tyrena Station to resemble the Tie Fighter Factory from The Force Unleashed video game. Whilst this updated model is a massive improvement, it still looks a bit small from this perspective so if you’ve seen this new Tyrena Station and felt that my dialogue is a bit odd this is the reason why. For those of us who haven’t yet played or watched the Demo on YouTube, Tyrena Station was attacked by a “Phantom Ship” which destroyed the entire station and then disappeared from the scene without a trace. For the first half of the old ROR mod, there was the mystery of exactly "what" the Phantom Ships were, were they were coming from, and who were behind them (Sith, Hutts, and the Exchange were culprits) before the player would discover that it was the "True Sith" who were responsible sending out the Phantom Ships. This lore was written before the release of the TOR MMO, and since we want the ROR mod to act as a bridge between Kotor II and TOR we’ve rewritten the Tyrena Disaster plotline to accommodate this. The scene opens up to Tyrena Station with a Republic Ship, the Sojourn, flying past it. It then explodes. When I wrote this scene out, I wanted it to be a bit more cinematic than what we have right now. I imagined the scene would play out similar to The Phantom Menace where the screen pans down from the crawl towards the ship and the camera would physically rotate as it flew past (like it does in BOSSR), the next shot would be this scene but when the station starts to explode the Sojourn would take a hard right to avoid the explosions and a piece of debris would suddenly fly towards the camera turning it black and ending the scene. Of course, what I’ve just described isn’t what was produced - but considering this mod has been in development for over a decade, has been cancelled before, and many of you didn’t have faith that we would ever release this mod in any capacity… we’re happy that we can present you, the player, with something, not to mention that this scene is still inherently better than what we had in the original demo. Whilst it isn’t yet shown, I imagine that only a chunk of Tyrena Station has been destroyed instead of the entire station itself being destroyed. I do hope that when we get the updated cinematic cutscene of the player’s ship arriving at Corellia we can see the gutted Tyrena Station floating near the planet with little ships trying to tractor it away to have it scrapped for parts. This scene I’ve described would only be made if we have a finalized Tyrena Station model and the textures and skybox on Corellia are finalized. In the original Demo, the next scene took place inside the opening crawl movie cutscene similar to how the Darth Sion, Darth Nihilus, and Darth Traya intro scenes were all shown in their own respective movie cutscene. This meant that, just like those cutscenes, all you had to do was right click and you could miss the scene entirely. The reason why this cutscene took place in the .BIK movie format is because the Coruscant set you see in the background was added in via a bluescreen effect. Once you completed the original demo, the game would teleport you inside the bluescreen area that was used to make this scene. In this cutscene, King Bardok had requested for Jedi intervention in the Tyrena investigation offscreen and the Chancellor, the General, and a few Senators debated the request amongst themselves. But in the new ROR, the first cutscene has been changed so that it now depicts King Bardok making the actual request in a cutscene in-game. The scene opens up inside the Royal Palace on Corellia, with the Chancellor, the General, and one Senator in attendance as holograms and two new NPCs flanking the King. These two NPCs are Grand Moff Julio to the left in the green and to the right is Octavian, the Grand Vizier. Julio's uniform is seen in the Demo though it's been slightly edited (more on that in a future dev diary), Julio's head was lifted from BOSSR and his hat texture used photo-sourced elements of his uniform which was made by RedRob41. The Grand Vizier's head was made by me with photo-sourced elements from Daemon Drexl's head texture (again from BOSSR) for his eyebags and his body texture is by 90SK from his classic K1 Robes mod. Their backgrounds shall be explored in a future dev diary. Fun fact: The first four lines of dialogue, the brief pause at the start with the flags and King Bardok's three lines were supposed to have Bardok kneeling before the holograms. This was removed as only the animation on the very last line worked, so for the start of the convo he'd be standing up but then at the last second he'd drop down like this. Also in attendance is General Shabayev, a General in the Republic military. In the demo, Shabayev wore a simple soldiers uniform despite being a General. In the screenshot below, General Shabayev now has his very own uniform – this uniform was actually made by RedRob41 for Carth Onasi but since the popular and highly recognizable Admiralty mod by Jinger/Kreia has free permission I decided to give Carth the familiar Admiralty uniform whilst Carth’s original uniform was given to Shabeyev. Despite this change, Carth will still have the new head RedRob41 made for him. Carth appears as a cameo towards the end of Episode One so we’ll talk more about him when we reach that point in the dev diary series . Much like in the Demo, General Shabayev is a sceptic to the New Jedi Order and as such it’ll take much good on your part to sway him to your side should you take a pro-Republic path in the mod. In the original Demo, there were two Senators: Bail Antilles and Maris Foron. These Senators used generic appearances and commoner clothing making them indistinguishable from the likes of Gana Lavin and her Waiter from Kotor I. And what’s worse, since these two appeared in a .BIK cutscene you couldn’t even check the dialogue feed to check their names. In the new ROR, Maris Foron has been removed from the initial cutscene (though may appear with a new appearance later on a different planet) whilst Bail Antilles has been replaced with a brand-new character. I did this as the name “Bail Antilles” is the name of an Alderaanian Senator mentioned in The Phantom Menace and has been used quite a bit in Legends lore due to the name being one of the old names made up by George Lucas during his early Star Wars drafts back in the 70s. This new Character is “Aurin Solo”, the Prince-Senator of Corellia and the youngest son of King Bardok. I was inspired by the character Gaul Panteer, the Prince-Senator of Alderaan in TOR. As Bardok’s youngest son, Aurin Solo isn’t the immediate heir to the Corellian throne hence why he’s on Coruscant acting as Corellia’s Senator. Here's a screenshot from the end of Episode One with better visibility than what's visible in this scene. Even though you can’t see it that well, his head was entirely done by me. His body, much like the Grand Vizier, is from 90SK's K1 Robes mod. I gave him this green outfit by 90SK for two reasons: 1) King Bardok’s outfit is also green. 2) The Green Jedi from TOR. The Green Jedi are a wayward sect of Jedi based on Corellia. In my early drafts of the ROR plotline, the Corellian Jedi were actually present in the plot but Logan23 ultimately didn’t want them and so I wrote them out (though your actions in ROR “may” result in the Green Jedi Order’s founding, though this isn’t confirmed for now). In the Legends lore, the Corellian Jedi’s robes were inspired from the old Corellian flag, which you can see in the background in this mod. If you go the Canon path for Corellia, your actions can also see the green flag changed to the brown flag Corellia is known for, though you may also be given the choice of keeping the green flag or having a different color for the flag depending on your choices. This NPC is the Supreme Chancellor, an Arkanian by the name of Helena Cinn. She succeeded Chancellor Tol Cressa in 3945 BBY after the Gordian Reach crisis in which G0-T0 droids overthrew the Sector government there. There isn’t much to say about Helena as her role as a main character will become quite apparent as the mod continues, needless to say, if you are a Dark Sider who becomes Anti-Republic then she would obviously not be your ally. Fun fact: Ancient ROR lore from 2008 suggests that her last name was originally "Marr", this was probably changed to avoid confusion with Visas Marr's character. In the spoiler below, I'm leaving another one of my controversial proposals that I wish player feedback on. Just like with my last dev diary, if you don't care about what I have to say here then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section. Once the Chancellor approves Jedi intervention and General Shabayev utters the line “I got a bad feeling about this” you are taken to the Jedi Temple where you wake up in the medical bay. This scene from the Demo has been massively reworked. · Firstly, the room now actually looks like a medical bay and is no longer a reuse of Jorran’s hiding spot. · Secondly, the dialogue has been updated and improved. · Thirdly, whilst we don’t have a new voice for this character we did give him some generic beeping VO, so it isn’t mute. · Fourthly, he has a new appearance. Fun fact: This skin actually was made for another mod. Through the Medical Droid, you have the opportunity to have your species affect you stats. In the Demo, there was no information on these stat changes but I decided to list the effects in-game and the stats I listed in-game are now listed down below: These stats are unchanged from the Demo and so they may be changed upon player feedback and testing, if you do not like these stats you can always simply choose the “Species will not affect stats” and so you can have your desired build and play your desired species without your species ruining your ideal build. Special alien abilities like Zeltrons being able to read emotions, Kiffar being able to read inanimate objects, Echani having the Echani Strike feats, and all the other possible alien-based powers are not yet in the mod. We don’t want to make one species overpowered thus rendering the other alien species weak by comparison. If we are to add unique, species based, dialogue or feat options that can be considered an “advantage” then most, if not all, player species will need their own advantageous dialogue and/or feats to make up for it. The player head you chose will also determine how NPCs react to you. For example, a human player would be accepted on a human majority world like Corellia whereas an alien majority world like Nar Shaddaa may discriminate against a human player. Each species you can play as will have certain traits that NPCs can praise or discriminate you with, many of these traits are taken from their Wookieepedia pages. For example, Arkanians are known to be arrogant and so NPCs can discriminate against you because of that, Mirialans are supposed to be flexible so if you’re trying to convince someone that you’re a capable person that may give you an edge in persuading someone over other species. NPCs will be able to recognize that a Chiss has red eyes or that a Miraluka has no eyes, this can result in dialogue in which an NPC acknowledges your features or dialogue in which said NPC becomes frightened by your appearance thus making it harder for you to interact with them than other species. Most player species have NPC equivalents, so whilst Arkanian players can be discriminated against by other NPCs their fellow Arkanians won’t do such a thing and may even be easier to deal with than if you were a non-Arkanian. The only species who don’t get this are the Kalzerians, Miralukans, and Rattataki (but only because the Rattataki NPCs only appear in one area whereas the other species appear everywhere else). Arkanian Offshoots are supposed to be extinct by the time of the Jedi Civil War, so your Arkanian Offshoot player is a hybrid with another species thus retconning that plot hole. Another retconned plot hole is the fact that Arkanians see things in the infrared spectrum, Arkanian players have an “eye implant” that makes them see things normally. Zeltrons are… the opposite of a hopeless romantic if you view their Wookieepedia page. Zeltron NPCs may get unique dialogue responses in future Episodes to reflect this, and they may even get the opportunity to attempt to flirt with party members who you otherwise couldn’t regardless of their gender (Meaning you can try to flirt with the male player’s female love interest as a woman and vice versa but it’ll go nowhere, though do know there are plans for actual same-sex relationships outside of being a Zeltron player). Once you talk to the Medical Droid, you equip your Padawan Robe. There was a unique Jedi Robe based on your class that you used to get back in the Demo, but I had Logan remove that as player’s would typically want to wear the unique Jedi Robe whilst giving Drayen, your Jedi Master, your Padawan Robe. You will have the opportunity to obtain your unique Jedi Robe later on in the mod. I also have not yet touched the Lightsabers in this mod, so we still have this Lightsaber Form color crystal system from the Demo. This “might” be changed in the future to make way for modern Lightsaber designs, both in terms of Lightsaber models and reworked implementation. But for now, the Lightsaber system remains unchanged – though I do vaguely recall being able to obtain Kyle Katarn’s Lightsaber in the Demo, that was removed long ago. Drayen then comes in and starts talking, though without sound... so you have to read. The reason why Drayen, and many main characters, do not have a unique voice right now is in this spoiler below: For now, as many of us can assume, the animations these silent NPCs use are there to compensate for them being mute as they help convey the emotions these characters are going through. Fun fact: just before launch Logan actually used an experimental dialogue editor which is meant to replace the DLGEditor and using it caused all the animations to break thus disabling them all. We had to go through earlier builds of the ROR mod to try and salvage dialogues that still had the animations so that we didn’t have waste hours trying to restore the hundreds of animations we lost. Through Drayen, you are given the option to set the mod to “Canon” or “Non-Canon”. Unlike Atton in K2, there isn’t really a way to get this to work without breaking the fourth wall so this is one of the few points in the mod where we have to break the fourth wall so we can allow you to set your game to one of the two following options: “Canon” means the mod takes the Revan novel into account – meaning the Exile and T3-M4 are dead, Scourge is immortal and is waiting for the TOR Protagonist, Revan is imprisoned and is influencing the Emperor to stop him from attacking the Republic. The Canon ROR mod acts as a bridge between Kotor II and TOR, allowing you to close up any loose threads from Kotor I and II and end the Kotor trilogy on a good note before the TOR era begins… or you can do your own thing and set up a hypothetical different TOR scenario as if you were a time traveller changing the timeline. Do not be surprised if there is no literal “Revan’s Revenge” in this path. “Non-Canon” means the mod will not take the Revan novel into account, however, whilst the Exile and T3-M4 may potentially still be dead, Revan will not be imprisoned like he was in the novel and will not be actively influencing the Emperor to prevent him from attacking the Republic. The endings of the ROR mod between Canon and Non-Canon may be different, where Canon endings will simply bridge Kotor II and TOR the Non-Canon endings will give some sort of definitive conclusion to the Kotor trilogy. Drayen also quizzes you on Revan and the Exile. As this is part of an official test, I have removed the Atton-style one liners from the Demo and added a fade to black system which implies that you are reciting a historical topic you have studied offscreen. I shall discuss the varies ways a Dark Side/Light Side and Male/Female Revan and Exile impacts the story as these Dev Diaries continue. There’s a fade to black, a door closing sound effect, and Drayen is now gone allowing you to look around the room. You’ll notice that we removed the Remote droid, it was supposed to be a parody of the Episode IV Remote Obi-Wan used to train Luke with but in the Kotor II engine the player would actually fight the droid head on. Going outside, you meet your childhood friend – Liana. After you deal with her, you’ll notice that the god-ugly ray shield from the Demo has been removed. It now uses a proper door from the Vulkar Garage that is long enough to stretch across the entire hall. The Jedi operating the terminal is now a Republic Officer who will, in a future update, one day be promoted to a proper Temple Guard. He has some AI generated audio, a brand-new feature of the ROR mod we shall discuss in the next Dev Diary. Going ahead, you’ll meet your second childhood friend – Kyle. Unlike in the Demo, he won’t take the player to visit Moza who subsequently becomes the victim of an assassination attempt by a Batu-Rem copycat. The characters Liana and Kyle are both slated to become party members in future episodes, in the pre-Demo lore you were originally going to recruit two older Jedi who would become your Master figure but with the lore rewrites due to TOR your Jedi companions will now be your childhood friends. These are the main NPCs whom the player may wish to start a romantic relationship with, you recruit them the same way you recruit Brianna and Mical… via your gender, though we may change this so that you can choose one or the other regardless of gender. Though do know that our current plan is to only recruit Liana at first whilst we develop Kyle as an opponent to the player like he was in the Demo. Once Kyle’s opponent and Liana’s party member content is made then we’ll add the opposite, Kyle’s party member and Liana’s opposition content. In the room to the left, there was originally a Padawan studying the news and a Jedi Master in the corner. I originally removed the random Jedi Master and kept the Padawan though when Logan told me that the random Jedi Master I had removed was supposed to be Liana’s Jedi Master and was "important" for her plot I retconned the Padawan and made her Liana’s Master instead. Fun Fact: All of the Exile headed Jedi from the Demo used the Onderon Commoner appearances for some reason, if they were wearing clothes they'd look like this. Liana's Master is now a Yoda creature, she uses the same model and texture as the Jedi Master who trains the Younglings in the Demo. That Master has since had his species swapped to avoid similarities between him and another character in the franchise. There are currently three Yoda characters in the mod - Liana's Master, Ulon Tuain on the Jedi Council, and a third Yoda character who is yet to be revealed. Like the generic Padawan NPC in the Demo, Liana's Master also serves to introduce the player to the HoloNet news feature: Ryloth HoloNet has been downgraded, the Hologram no longer spawns upon interacting with a terminal and is spawned in by default. We may restore the spawn in functionality of the Hologram later on though for now it is easier for us just to have the Hologram spawned in from the start and it will be easier for you, the player, to spot where the HoloNet news locations are. An idea I had for the HoloNet news is "news categories". Similar to the 2002 Website, news articles would be divided into categories with many of the articles found in those categories being filler. As I didn't want to delay the mod's release by another year writing fictional tabloids for a fan-fiction mod, I haven't yet implemented this feature and for the moment you only have the one "BREAKING NEWS" category which will either be relevant to the current plot, foreshadowing the future plot, or reflects on either Revan's, the Exile's, or your past actions. On Coruscant, there are currently three articles you can listen to: the Duros Restoration Project, the Onderon Civil War, or the Tyrena Disaster article. The Duros Restoration Project is written to foreshadow the lore for the planet Duro. When the planet Duro comes out, some of things foreshadowed in this article may be present though the Duros Episode may come with a revision to the Coruscant HoloNet news to account for any future changes. The Onderon Civil War article reflects the Exile’s decision on Onderon. If the Exile was Light Side then Queen Talia is still ruling Onderon and is still part of the Republic. If the Exile was Dark Side then General Vaklu would’ve won and seceded from the Republic, the article tells you how Vaklu sending volunteers to Citadel Station at the end of Kotor II convinced the Banking Clan to fund Vaklu’s regime and allow Onderon to secede - an act the Galactic Republic was too weak to stop. After Kotor II, General Vaklu is assassinated by a beast-rider and his son is now the King of Onderon, you can imagine Effix’s Son of Vaklu head is what ROR’s current Onderon King looks like. The Tyrena Disaster article informs you about the Tyrena Disaster. This sort of article is directly relevant to the plot you’re going to face in the first Episode. Fun fact: Before the current setup with the Beast-Rider Assassin, Vaklu’s regime had a brief war with Czerka over the legal status of Dxun and Vaklu died when a Czerka starfighter Green Leadered Vaklu’s Command Ship. I’m sure we can agree the current setup is more reasonable. Each planet will have a HoloNet news hologram to speak to, and each hologram will have different news articles that’ll either detail current events you’re about to go through, foreshadow future events, or discuss the outcomes of your previous actions. Entering the fountain room you see a Rodian Jedi, she is using a head that was made by JCarter426 as part of a modder’s resource he released some years back. You will see certain aliens wearing armors and other accessories that otherwise weren’t possible in Kotor I and II. This droid guards the landing pad, this version of the Jedi Temple is based on the Jedi Temple mod so this door would lead to the landing pad the Ebon Hawk would land on in that mod. This door is now locked, in the Demo it had another ugly ray shield door and I didn't want to use the Vulkar Garage door trick twice. The Speeder bike from the Demo has been removed, the Twi’lek Padawan (who used an elderly Twi’lek head for some reason) has been moved over here and is now browsing a filing cabinet. Fun fact: The reason there was a Speeder bike inside the Jedi Temple was related to the old lore, in the pre-Demo lore the planet Coruscant could be revisited, and you had to break into the Temple and sneakily retrieve something, once you found it you would be discovered, and you would literally run to this Speeder bike and use it to flee through the window above. Returning to Coruscant, breaking into the Temple, and escaping like that has been removed. This is the training room, and if you’re a follower of my K1 mods something should become quite apparent to you. The Younglings are wearing clothes from my K1 Clothing Pack mod. Yes, the K1 Clothing Pack is fully integrated into the ROR mod, and you can spot more clothes from this mod throughout the ROR mod. The Master training them used to be the Yoda character we saw in the newsroom, at one point Logan changed it to an orange Twi’lek, but when we added JC’s alien heads to ROR we made him a Sullustan. Whilst you don’t get the chance to go sicko mode with the Younglings in this mod, you have the dialogue option to bully them before you leave. You’ll speak to Drayen near the door which led to the Jedi Council chamber from the Jedi Temple mod, and he’ll take you to the ROR mod’s Jedi Council. I must warn you that the Jedi Council scene was a pain to make and is really glitchy, behind the scenes it’s amazing that the game is even holding itself together. The scene begins with an "out the window" shot, and as you can see... we've got permission from Kexikus to include his High Quality Skybox for Coruscant. When it comes to using HQ Skyboxes in ROR, I believe the policy is this - we can reuse skyboxes only if said skybox is for the same planet in ROR. This means we'll be using Nar Shaddaa's HQ Skybox in Episode Two as the HQ Skybox is being used for Nar Shaddaa, whereas we cannot take the HQ Taris Skybox and reskin it to look like Corellia, we cannot take HQ Taris' Skybox and then use it for Corellia either - if we use the HQ Taris Skybox then it must be used for Taris. ROR Skyboxes will vary in quality due to this, like how Corellia's skybox is comparable to vanilla quality in terms of texture resolution. Though with our talented art team I'm certain we will deliver satisfactory skyboxes for all the new ROR planets that'll be worthy of your Kotor III roleplaying experience. Depending on the Exile’s alignment, you’ll be warped into either cort.mod or evcort.mod. Both modules are the exact same except cort.mod has Brianna and Mical in attendance whilst evcort.mod doesn’t, you’re taken to cort.mod if the Exile was Light Side and evort.mod if the Exile was Dark Side. The Exile’s actions in Kotor II impacts the Kotor II party members, so if Exile was Light Side that means Brianna is a Jedi Historian and Mical sits on the Jedi Council whilst a Dark Side Exile has Brianna become a psychotic Jedi-hunting assassin whilst Mical becomes a cold-hearted Senator. If the Exile was Light Side then these two party members appear in the Jedi Council scene whereas a Dark Side Exile will have these two party members later on in areas that fit their Dark Side personalities. You might be wondering; why are they both present? To which I have two reasons. Brianna canonically travelled with a female Exile alongside Mical even though it’s impossible to do in-game without PartySwap. It’s easier for us as modders just to have them both appear in-game as we don’t have to factor in conditionals for whether the Exile was male or female alongside the alignment conditionals. When I previously talked about the current opening crawl, I wanted to speak about Bastila. Obviously we didn’t know of Bastila’s canonical insignificance post-Kotor II before the Revan novel and TOR were released so Logan would’ve written the old Council to imply that Bastila was the leader back in the Demo. Canonically, according to Gnost-Dural, Bastila served as a Jedi Master in the years that followed the Revan novel but later decided to spend the rest of her life with her son, Vaner Shan. I’ve compromised with this new lore by keeping Bastila on the Council as a Jedi Master and, assuming the mod is set to “Canon”, and the player takes all the Canon paths, she will retire from the Council and will end the mod living with her Son. But of course, if Revan was female than Bastila wouldn’t have a son – whilst it hasn’t been decided yet, Bastila’s son might be replaced with a fan-fiction depiction of Carth’s daughter with Revan as her mother if Revan was female. We will also add a dialogue option to give you the option to set a female Revan to be with Juhani instead of Carth, possibly removing Revan’s child entirely or creating a fan-fiction depiction of an adopted child depending on player feedback to the idea. Outside of the romance possibilities, there is also the fact that Revan could’ve gone Dark Side and that Bastila is partially, or fully, responsible for the murder of Jolee Bindo, Juhani, Mission Vao, Zaalbar, Admiral Dodonna, Master Yandar, and the hundreds, if not thousands, of Jedi Knights, Republic Pilots, Republic Officers, and Republic Soldiers who perished at the Battle over Lehon. So whilst it may've made sense for Bastila to have become the leader of the new Jedi Order if she never had a child, with the possibility that Bastila has violated the Jedi Code at best, and is a potential war criminal at worst, there’s no way Bastila could possibly be the Grand Master of the Order if Revan was Dark Sided. So since it's easier for us modders, Bastila is simply a member of the Jedi Council and is not the Grand Master of the Order regardless of alignment or romance status. So, who is the Grand Master? Well, I believe the Jedi Council in ROR should lead by a policy of “Collective Leadership”. The lack of a Grand Master following Nomi Sunrider can be easily explained away thanks to Disney who merged all of the Expanded Universe stories into one confusing “Legends” timeline. You see, Nomi Sunrider was the Grand Master of the Jedi Order… and yet her last documented appearance in the Legends timeline was the time she participated in the Second Battle of Onderon. This story was written by the Wizards of the Coast company to promote their line of Kotor miniature sets that they had released, but because all the Expanded Universe stories were merged into the "Legends" umbrella this story, written to promote a toy line, had become Canon to the overall Legends Star Wars timeline (Canon as in the "Legends" timeline, not to be confused with Disney Canon). And you know what that means? Nomi Sunrider, the Grand Master of the Jedi Order, canonically joined Revan and the Revanchists, just like the Exile did, and fought in the Second Battle of Onderon alongside Revan, Meetra Surik, and General Vaklu against the Mandalorians… and this happened because Wizards of the Coast wanted to promote a toy line in 2008 once. This story written for a toy promotion holds just as much weight in the Legends timeline as the two Kotor games thanks to Disney, and we know from the Kotor games the only Jedi who returned to face judgement by the Jedi Council was the Exile, Meetra Surik, so that means Nomi Sunrider died during the Mandalorian Wars or fell to the Dark Side and joined Revan because that’s what the Kotor games heavily implies happened to the Revanchists. With this new bit of lore, courtesy of Disney, we can assume the Jedi Council during the Mandalorian Wars operated under a “Collective Leadership” policy which continued into Kotor II and has since continued into the ROR mod. Now, let’s talk about the other Jedi Council members. The other Jedi Council members, as you can probably guess, were not Jedi Council members before the First Jedi Purge. These would’ve been Jedi Knights during the time of the Jedi Civil War who went into exile after the war had ended and would later take it upon themselves to become the new members of the Jedi Council. Other than Bastila, Brianna, and Mical, you have new characters like Ulon Tuain, Zane Parlayy, Agnook Acib, Gruku Avadro, Piadre Doaki, and Nawbeca. Zane Parlayy and Piadre Doaki are humans, so we can assume that they were Jedi Knights during the Jedi Civil War, probably weren’t promoted to Masters due to the First Jedi Purge and would later promote themselves to the rank of Master following the restoration of the Order. Fun fact: Zane Parlayy did not have a unique appearance in the Demo, he outright reused Gendar’s appearance from the first game. I’ve reskinned the Gendar head so that Zane looks somewhat different from Gendar. Ulon Tuain and Nawbeca could be old, we know Yoda was over 900 years old by the time of the Movies whilst Chewbacca was around 200 years old. The problem these characters face is that it would make sense for these characters to have been around during the Great Sith War in 3996 BBY and the Great Galactic War in 3681 BBY. When writing these characters, we need to explain why they weren’t present for the events prior to ROR and why they don’t appear in TOR. For Nawbeca, we can assume that he was someone who kept a low-profile, not joining Revan during the Mandalorian Wars and had either gone into exile on Kashyyyk following the Jedi Civil War or on another jungle planet where he could remain hidden. Depending on his age, it is possible that Newbeca could die of old age before the time of TOR though it is also possible for him to have died through other means – various Jedi Council members in The Phantom Menace who do not make an appearance in Attack of the Clones were killed off in novels and comic books to explain their absence in the movie. For Ulon Tuain, this one is a tricky one. If we are to take Disney Canon into account than this guy was definitely alive during the Great Sith War, though due to his species decelerated aging it is possible that he was a Jedi Knight by the time of the Jedi Civil War whose role in the Order was too small to have played any important role in the Jedi Civil War, Mandalorian War, or Exar Kun War. For the same reason as Newbeca, it is also possible that Ulon died before the events of TOR, though it is more likely that he was murdered than having died of old age. Master Yarael Poof and Yaddle from Legends both canonically died doing heroic deeds to save others outside of an active war, so perhaps the same happened to Ulon or Nawbeca. For Gruku Avadro, I actually wrote some backstory for this character. He fought in the Jedi Civil War and lead the Republic forces in the Battle of Rodia against the Sith forces, the Sith were hoping to use their fleet to bomb the planet just as they did Telos and Taris but the Republic victory on that planet repelled the Sith and caused Rodia to side with the Republic during the course of the war. The above Battle of Rodia is Canon in the Legends universe, though in ROR the Battle of Rodia has been expanded for the sake of this character’s backstory. Following the Republic victory, Rodia fell into a civil war between the followers of the pro-Republic Grand Protector and the defeated Sith collaborators who waged a bloody insurgency on the planet. The concept of Rodia being a violent place full of bloody infighting is also Canon, and the idea of an insurgency occurring after one side is victorious in a war is present throughout history. Two modern examples would be Iraq and Afghanistan. Gruku Avadro stayed on Rodia and helped put down the pro-Sith Rodian insurgency, though in doing so he was MIA for many years and once the Rodian Civil War was over the new Jedi Order had already established itself. For Agnook Acib, this one is a bit tricky. There is no Canon or Legends idea of how long these guys live for, and in Legends these guys live on Mon Cala with the Mon Calamari (Admiral Ackbar’s species) who live in semi-isolation with only a few leaving their homeworld to visit the greater galaxy (Loppak Slusk, Visquis, and Saquesh are examples of Quarren who left their homeworld). This means Mon Cala is not part of the Republic and due to it being a water world it’d be difficult for a Jedi to have recruited Agnook when he was a baby. For Agnook, I’d say he developed his Force powers independently of any Force using organization (The Jedi and Sith aren't the only Force using groups in the galaxy, the Baron Do referenced in Kotor II is another Force using group) as a child and would later be banished from Mon Cala for misusing his Force Powers. It is possible that he encountered a Jedi, or the Sith, during the Jedi Civil War and fell into the company of a lone Jedi before the First Jedi Purge. This Jedi took him on as his or her Padawan and he went on to join the new Jedi Council, you could head canon this unidentified Jedi as one of the other Jedi Council members present. I personally discovered that, if you feed Kotor alien VO into ElevenLabs, it uses the alien sample to produce a usable voice. As of right now, the Jedi Agnook and your future party member Nindo from the Demo shall use AI generated VO using their species VO. This scene was a real pain to setup, I took the dialogue from the vanilla Jedi Council scene and removed 99% of the dialogue so that I could use the 5 pre-set “sitting down” animations for the Jedi Masters here before adding 4 more animations so that all 9 of the ROR Jedi Council can sit down. I then used the “Copy Node” and “Paste Node As New” function in the DLGEditor for all the lines in this scene so that I didn’t have to manually add 9 sitting down animations per dialogue. Fun fact: If I had manually added the animations, I would’ve had to have manually added this animation 378 times. As you can see from these screenshots, and in-game, this workaround paid off as we now have an authentic Jedi Council scene. However, there is a rather annoying bug with this scene. If you try to rapid fire spam click your mouse, it will not rapidly fire through the dialogues. Instead, it ends one dialogue line and makes you wait for several seconds before the next dialogue fires and this repeats until the scene ends. And what’s worse, this applies to the player responses. Due to the several second delay, it is possible for the player to select all four dialogue responses though the game will only register the first dialogue response you clicked. This particular line spoken by Piadre Doaki was originally Master Drayen’s line, but upon setting up the Council scene like this the game would always crash every time it came time for Drayen to speak. For some unknown reason, the fix for this crash was to make a Council member says his line for him so I decided to give his line to the underused Piadre. As previously established, Brianna and Mical won’t be present in this scene if the Exile was Dark Side, but for some reason, the game would freeze at the very start of the scene during the opening shot by the window if Brianna and Mical's UTC files weren't present so to fix this we replaced Brianna and Mical with generic NPCs as a temporary bug fix in the Dark Side version of this scene. In order for me to keep the Jedi Council members facing the camera when they spoke, I had to add 9 invisible NPCs directly in front of them. In the dialogue, the Jedi Council member who speaks is the “Speaker” whilst the “Listener” is an invisible NPC standing right in front of them. When I first tested this out, I didn’t realize I had replaced the invisible NPC appearance with a CEC Protocol Droid so here is how the Jedi Council scene would look if you could actually see the invisible NPCs. And at one point before this, half of the NPC puppets I was using to test how I would add these NPCs were hostile resulting in this funny screenshot. As you have probably seen in the mod already, the Jedi Council here informs you of the Tyrena Disaster and you and your Master are sent to Corellia to aid in the Republic’s Tyrena Disaster Investigation, thus kickstarting the plot of the Revenge of Revan mod. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod you can now play for yourself.
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3 pointsHello there! This is my first-ever post here on DeadlyStream, and I’m coming with some hopefully exciting news. This month I will be launching a new mod for KOTOR 1: Sleheyron: Story Mode. Built upon the legendary SithSpecter’s 2014 Sleheyron Demo, this new mod will be adding several hours of new gameplay to KOTOR 1. I was inspired by SithSpecter’s work, and I’m hoping in the future my mod will be compatible with his. It would be a worthy venture for me to undertake to make our Sleheyron stories co-exist. After all, I owe him a HUGE debt of thanks for permitting other modders to build off his Sleheyron demo! The mod is actually out of development now and is in beta testing. Feedback has been pretty good so far. Bugs to fix, but none gamebreaking. If anyone else is interested in beta testing, please do let me know. This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A several hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story (including a Leviathan rescue). 3: Approximately 30 new modules of various shapes and sizes (including the four published by SithSpecter, which are amazing and I owe him a huge thanks!) 4: New weapons and armor. 5: Lots of connections to Tales of the Jedi, as I am a big fan of those comics. If this sounds interesting to you, I would be pleased to share an early version of my first dialog from the mod, via the Reddit link below. I hope it’s an exciting enough plot hook! https://www.reddit.com/r/kotor/s/EeoYqeLFJ9 And just one small disclaimer: At this time, the mod is not confirmed compatible with other mods. I plan to update its compatibility this summer, however. I look forward to releasing this mod this month!
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3 pointsI'm hoping someone will be able to extract the texture from the relevant KotOR1 Dantooine module for the Lethisk-class armed freighter. That's the ship that's parked on top of the Sandral Estate. (Pictures attached.) I just want to have it for two reasons: To upscale that texture myself and then archive it For the unlikely possibility that someone else may be able to use that texture as a reference if they wanted to work on this previous request of mine. But at this point, it's mostly this first one.
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3 pointsThe same way TOR does it - by not recognizing a female Revan. If you choose a female Revan, even if you did everything exactly canonical you can assume the result of your ROR playthrough will not lead up to the events of TOR as Satele Shan couldn't possibly have been born. To reach the events of TOR, you'd have to play ROR in a very particular way to get to those chain of events. Of course, strictly following the canon path is not what we recommend players do. Different play styles and choices will result in radically different outcomes, Revan's gender and alignment is one of them. We'd want players to freely choose their options just like you would in Kotor I and Kotor II and we want players to replay the ROR mod to explore different scenarios.
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3 pointsUpdate/Not really an update: I was about 16 when I thought this mod was about 30 minutes away from it's first release, now I'm 23 and it's still in pretty much the same place it was then. I'm not really sure how that happened but I promise it's been haunting me the entire time. Since my last attempt getting back into this about a year ago (could never figure out how to get SithCodec to get the dialog to play on steam), I've had computer trouble that almost resulted in all the files being permanently lost. That scare would've be the perfect motivation to finally just get it done if it hadn't left me without a laptop or computer that can run games for the foreseeable future. Because of this I've decided I''m finally just going to release HK-48 as is. I probably should've done this years ago but I kept holding off because every time I was convinced it would be silly to release it incomplete when it's so close to done. I don't really like the idea of releasing it incomplete and I'm not expecting anyone to finish it for me or even really anyone to still be interested after so long (willing to bet the guy this was originally a mod request for before i got carried away isn't still around), because someone took the time to do the voice acting for this and did such a good job that I need to upload it just to make sure that work is never lost forever. I've attached the folder basically as-is from what I could recover from when I was last tinkering with it. It has the TSLPatcher installer so there shouldn't be much issue getting to play it. I have no idea if the voice lines will play in game, there's several versions of the lines in the attached folder all formatted in different ways by the SithCodec but none worked. I can't remember much specifics so I probably can't be much help. I'll try and tidy up the files and do a proper release for it (would something like this be a modder's resource or can you label unfinished mods on the main page, i can't remember?) because it would be nice for people to see it. Like I said I'm not expecting anyone to finish it for me, but I'll still probably do a run-down in the read me of exactly what needed fixing/finishing and what stuff still needed implementing (iirc it's literally just scripts to position HK-48 properly during the cutscenes - you'll need a door unlocker armband because HK-48 gets stuck behind a locked door). There may be other bugs you come across if you play, if you encounter any please let me know. TL:DR; I'm still committed to finishing this mod (don't laugh), but nearly losing all the files recently made me think I should upload it as-is so it doesn't get lost forever. HK-48 [WIP].zip
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2 pointsView File Manaan Rapid Transit system Main idea Has the time it takes to get from one end of Ahto City to the other ever seemed too long ? Has it ever annoyed you ? If so, this mod is exactly what you need. It adds a custom speeder, using LoneWanderer’s modder resource, to every part of the city, allowing you to traverse it in seconds. This mod is more an add-on to Capitaine Spoque’s Taris Rapid Transit System than a standalone one. Thus, to get the best game experience and as I used some of his sound files, you will first have to download his mod. You can find it here : https://www.nexusmods.com/kotor/mods/1666 However, if for some reason you don’t want it, you have 2 options : 1) You won’t have power on and off sounds for the speeder, even though it will still be enjoyable, don’t worry. 2) You download Capitaine Spoque’s mod but you do not install it on your game installation. You will instead go to his tslpatchdata folder, take the In.wav and out.wav files and put them in your streamwaves folder. Then you will have the power on and off sounds. I recommend copying these 2 files somewhere near my mod's location in case you need to reinstall it. After having done that, you can delete the rest of his mod from your computer. To give more realism to my mod, and in order to having a better insertion into the game, I added a new line to the security selkath who opens you the door to the city, as well as some directly on the speeders. You will have to load a save before entering Ahto City. Starting a game where you are in the docking bay module (and in which you’ve never been further into the city) should be good. Installation 1) Make sure you have Capitaine Spoque's mod installed, unless you don't want to use it 2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip) 3) Run the installer and follow the instructions given by it 4) This is where you will do the option 2 steps given in the Main section if you really don’t want to use Capitaine Spoque’s mod. 5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated. To uninstall this mod, you will have to do what HoloPatcher put in the "backup" folder when you downloaded the mod (taking MOD and 2DA backup files, putting them back in your game installation, and removing my mod's files from Override and streamwaves). You can also delete the In and out .wav files from streamwaves if you didn't use Capitaine Spoque's mod. Compatibility My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It should also be compatible with K1R but I haven’t tried. It will basically be compatible with everything, as I used HoloPatcher to modify the .2da and .mod files directly in your game installation. I also named my files with the most customized names I could, so you shouldn’t have any conflict with mods you already have installed. However, if for some reason you encounter any issue, feel free to report to me. Thanks 1) SAO, who generously gave me a base for the mod, that I just had to improve and make compatible with HoloPatcher. 2) Capitaine Spoque for his brilliant Taris Rapid Transit System, as well as the help he brought. Thanks for teaching me how to modify MOD and GIT files, and how to set up the Patcher properly. 3) LoneWanderer for his awesome speeder port from SWTOR 4) All the amazing people who made the awesome tools I used for this mod : Holocron Toolset, Kotor Scripting Tool, ChangeEdit and HoloPatcher. 5) The KOTOR and, more precisely, DeadlyStream community (even more precisely, those who download the mod 😁), as the game is still alive thanks to all of you. Permissions If you need to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. Submitter The_Chaser_One Submitted 05/09/2025 Category Mods K1R Compatible Yes
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2 pointsHello there Salk! 1) So the 2 doors on each opposite side hide the blackness or some akward background from the level. I felt it was more natural like this. The middle door is not that necessary, but once again i felt it was more natural and it also hides a bit of the akward geometry. Maybe the doors should be optional. 2) Nice catch about the MusicNight row. I am working on a module that use the swoop platform geometry, so I surely edited this without noticing! I am going to upload a file with the fixed music, because it absolutely changes the mood for this part of the game. Ty for bringing attention to this. 3) Indeed. For swoop bikers, i noticed they use the same uv/low texture from the Niktos in game, i simply used upscaled textures for Niktos as a replacement. Their model is still very low poly, but there are some welcome extra details from the textures (especially the faces). The upscaled textures are exclusive to the nikto bikers and won't affect the other Nikto creatures. Nice feedback here, so i'm fixing the music and providing an optional patch for the doors!
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2 points
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2 pointsI have questions. Here are a few . . . to start. What's your modding experience? As you’ve never posted here before, no one here is likely to know of any work you may (or may not) have done before. What's the size of your beta team? Who is working with you on this? Is it mostly a solo affair? Do you have any screenshots other than the galaxy map which could have come straight from Sithspecter's mod? With some minimal research, I see you’ve posted two videos on YouTube. Will all of your characters be aliens? If so, is that why you say there won’t be any AI voices? In those two videos, I don’t think I saw any lip sync for the dialogues? Are you planning to fix that, preferably before the next teaser video release? (But especially before a mod release.) Why are you starting with a planet mod as your first KotOR mod? So, it sounds like there are about 26 new modules in your mod that Sithspecter hasn’t created. Are they actually new or are they reskinned previous modules? Speaking of skins, have you made any new ones? Or is it a combination of recycling of materials found in the base game combined with what Sithspecter may have provided in his previous effort? This last one may be out of left field but I just have to ask: Are there any areas in the mod which render characters as orange colored?
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2 points
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2 pointsHey there, everyone. This is the mod idea, to make an Ajunta Pall reskin (as it has been done before) but with the look of the Red-Armored Sith we saw in the Tales of the Jedi - Golden Age of the Sith #0. I always thought that Red-Armored Sith Lord were supposed to be the First Dark Lord of the Sith, the one that Sith species treated as a god, as you can see in the comic: However, it was a surprise to me when I looked for more information about the original Sith Lords and found out one of those original Sith Lords (the Leader) was called Ajunta Pall, who appeared on KotOR as a ghost, thinking we was going to have the Red-Armored guy I saw in the comic (spoiler: it was not, it's another Sith Lord that hasn't been definited). So I decided to play the game for the 1st time, and when I arrived to Korriban I figured out Ajunta Pall had this generic Sith Warrior skin: It seems that other fans had the same dissapointment, so I started looking for mods to replace Ajunta Pall skin with a more menancing one. The 2 mods that I found were this ones, made by Silveredge9, and VarsityPuppet: I found this mods amazing, but I still would like to see Ajunta Pall as the Red-Armored Sith Lord I saw in the TotJ: GAotS #0 comic. There's a better look of this Red-Amored Sith Lord The Dark Side Sourcebook (2001): Yeah, I know this Sith probably was never meant to be Ajunta Pall, but I still like the idea. Its design is amazing and it could be an interesting lore connection with Tales of the Jedi comics if this Sith is actually Ajunta Pall, the 1st Dark Lord of the Sith. So it would be amazing if this idea could become possible!
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2 pointsBastila's Sith Holocron strongly implies that she left Korriban to find Revan, here is the full dialogue: Looking at this dialogue, it's somewhat conflicting with what's presented in TOR as what Bastila says here somewhat aligns with what Kreia says about Revan even though what Kreia says about Revan is directly retconned in TOR. The retcon could be explained as Kreia 'projecting' her own views onto Revan, though what Bastila says here will inevitably have to be explained in the ROR mod. I have a feeling the answer as to what Revan's "technique of mass conversion" is is probably explained in the half hour lore-dump that is the Enclave scene. Another bit of useful Dark Side Bastila lore is what she says to T3-M4: Using both the Sith Holocron and T3-M4, we can assume that Revan left his Sith Empire around 3954 BBY. Without the strong, unifying leader that is Revan, the Sith started fighting one another for control of the Empire. The Sith who remained were too weak to control the Star Forge, thus rendering it useless for producing new ships. Bastila appears to be somewhat aware of the threat of the "True Sith" on Dromuund Kaas and so instead of dying in the Sith Civil War she set out to look for Revan. It can be assumed that an alternative version of the Revan novel took place where, between Kotor I and Kotor II, Darth Revan, T3-M4 and Canderous went to Rekkiad and found Mandalore's Mask. After leaving Canderous behind, Darth Revan and T3-M4 took the Ebon Hawk to Nathema where they were shot down by Darth Nyriss and Scourge. After capturing Darth Revan, T3 was left alone on Nathema and spent years repairing the Ebon Hawk so that he could return to the known galaxy. By the time he had finished his repairs, it was 3951 BBY... just in time for the events of Kotor II. And just like in the Light Side ending, Bastila gave T3 the orders as stated above - "If he leaves, he will take you with him - but not I. He knows the bond we share may prove a weakness... but he will take you. If something happens, T3, then I need you to return to the Republic and find me. And if you cannot, then I need you to seek whatever help you can elsewhere, whether Jedi or the Sith... or someone in-between." It is possible that Bastila became privy to Revan's actual plans, Goto and Disicple both speak of Malak as a conquering brute whereas Revan's agenda seems to have run deep and alluded them both. It is possible that Bastila left Korriban to find Revan, she might've found Nathema, though she did not find the True Sith who had captured Revan and so, as she ordered T3, had returned to the Republic as they were the only ones with the capacity to stop the True Sith now. And as I've probably discussed in the diary, only Carth would've known of the full extent of Bastila's betrayal if Revan was Dark Sided. It makes no difference whether Revan and Light Side or Dark Side as Bastila was technically a Sith in both endings, one has her redeemed and save the day and the other has her "redeemed" years later (Again, only Carth would know of the full extent of Bastila's betrayal so everyone else is oblivious to her past). Logan wants "replayability" with the ROR mod, you see that sort of thing with the player species and you'll see it here with Revan and Exile's gender and alignments wherein what you set impacts the story of past characters. In the case of Bastila, we can assume her thoughts and motivations towards the end of the mod will differ based on these factors. At the start of Drayen's dialogue in the Jedi Temple the player asks Drayen how his trip to Dantooine was to which Drayen directly mentions Luur Jada by name. As to what extent, I cannot say, but I can say he will make a cameo one way or another beyond this name drop.
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2 pointsTo save you time as I saw this post, I wrote a tutorial on porting levels between the two games which is my tutorial series in the tutorials section, it's a fairly straight forward process, much easier to do from scratch than sorting through the files in my project to isolate the files needed for doing that. I have considered adding the tombs back in myself, but I think it's kind of fitting that they are blocked off and likely supposed to have collapsed, plus I have enough work to do for the project as it is so I avoid making more for myself.
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2 pointsAlright maybe a port of Freedom Nadd's Tomb for Sorzus Syn Maybe How About a Port of Freedon Nadd's tomb from KOTOR II
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2 pointsWow congratulations on your release. It's amazing the dedication you and your team have to see the mod through after all these years. I just started a game and did the introduction and am already hooked. I picked the non-canon version of the story since I am a huge fan of the Jedi Exile and do not like what the novel did to them. I just have one minor complaint since the dialogue is not voiced the onscreen text moves too fast sometimes and I am not a fast reader. But no big deal I had the same problem in the vanilla game with some of the alien's dialogue.
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1 pointI actually didn't know that. Nice one. However, I still think the best place to ask important questions is at the bottom of that page ( https://deadlystream.com/files/file/2739-manaan-rapid-transit-system/?tab=comments ) in the comments section. Then you just have to scroll down instead of clicking a button. It's not a big deal, but beginners like me might not know that this "Get support" button is actually important. I always look at the Reviews / Comments section first and I'm pretty sure I'm not the only one.
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1 pointHello! Thanks for the answer! I always used to ask my querstions clicking on the "Get Support" button that every released modification gets when they are published. It automatically takes me here. Perhaps it is not the right place, but in that case, which page is right? Cheers!
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1 pointHey @Salk , glad you like it ! For the textures, there are several main reasons : 1) Actual reasons : - I wanted to use @LoneWanderer's modders' resource's SWTOR speeders as I thought they looked great - The yellow taxi was looking bad with Manaan colors imo ; Furthermore, from what I've understood, Ahto City and Manaan have basically 2 main colors : blue and white / grey. Thus, the choice of model was quite obvious. - As you said, the yellow taxi, when compared to Capitaine Spoque's mod, could imply that you would have to pay. I have included plot explanations for why it is free, for more realism. 2) Plot reason : - The speeder, in my interpretation / explanation, could be built by an Ahto City's official public company, which is why the security selkath now has his new line. Therefore, the speeders' colors should match the city's. I have my own question though. Why don't you comment directly on the mod's page ? This way, more people would see your comment as well as my answer ! Have a nice day/evening !
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1 pointView File [K1] Swoop platform model repairs Swoop platform models repairs =============== By ZobiZob ------------------ Description There are notoriously some problems with most of the levels geometry, models and textures. They are not ultra noticeable, but once you see it, you can't unsee it. As i am working on a custom module using the swoop platform geometry, i decided to fix some of these problems, and also add numerous details like venting effects, animated light and distant swoop riders with upscaled textures for their bikes + different colors for riders. The full pack also displays your swoop in the module. Fixed music changes from 1.5 with version 1.6. Installation 3 options, either the full pack with the swoop you use during the race displayed, no swoop bike displayed and also an option without the doors. 1) Use the holopatcher.exe included and you're ready to go. If you're not satisfied with an option or the other, you can always come back and reinstall the desired option. Known Bugs and Incompatibilities Everything should be fine. If you replace the m03af.git file after installing the doors that i added in the distance will disappear. The upscaled textures only affect the swoop bikers and won't change the textures for Niktos/swoopgang creatures. Permissions You are free to incorporate this into any of your work without asking, just credit me and shiningredHD for the upscaled textures (swoop riders, swoop bikes). Acknowledgements All materials and copyrights belong to LucasArts, and Bioware. Upscaled textures from ShiningRedHD. I own none of the materials, and I'm not making any money out of this mod. This mod is not to be distributed for profit, either. Submitter CapitaineSpoque Submitted 04/26/2025 Category Mods K1R Compatible Yes
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1 pointSo the bikers are not creatures, but models within the level geometry. They do not use at all a row in appearance.2da. That's why they use a different model from niktos and different texture names I edited this using Blender. No problem! It's a part of the huge Kotor Expansion Pack i'm working on right now, i'm trying to release some of this stuff as standalone. Ty for your feedback aswell, especially regarding the music!
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1 pointHello, @CapitaineSpoque! I have a couple of questions about some changes made by this modification to the .git area file and one about some included upscaled textures. 1) What's the point of the 3 additional doors? 2) I noticed that there is also a change in the MusicNight field from the original 30 to 10. Is it because the MusicDay field originally is 10 too? 3) lts_swpg.tga is a texture that should be used on RedRos just like lts_swpg1.tga should be used for the other Nikto guarding Bastila? I'm asking because from what little I understand, it would seem that those NPCs use appearance 45 and 262 respectively. When I check this in the appearance.2da file it seems the texture used is N_Swoopgang01 and N_Swoopgang02? If I'm not wrong (and I could very well be), doesn't this mean that the upscaled textures are unused in the game? Thanks!
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1 pointHey there, Salk. Good questions. Both have been asked before so I probably should have included them in my original post. 1: Yes, I’ve tried to contact SithSpecter. I just haven’t had any luck with it. He has a pending friend request from me on Discord. Plan A was to offer to collaborate, or at least talk out what I had in mind. I’d love to meet the guy, but I also found a 2019 post from him where he said his modding work is going fully private. 2: Compatibility: So I have a few different options for compatibility between my work and SithSpecter’s. Right now the most realistic option, I think, is setting his mod and mine in different areas of Sleheyron. I’ve found that SithSpecter named the city on Sleheyron “Sleheyron City,” so I named my area “Malron District.” I’m looking into the possibility of making the galaxy map planet selection GUI extra large with the ability to click two different sides of the world, for two different spaceport destinations. Click the left half of the planet to get info on Sleheyron City, right half for Malron. If that doesn’t work, I was going to put a shuttle in the modules that let players travel from Sleheyron City to Malron and vice versa. If you’ve ever played SWTOR, I was inspired by the system where players can travel to Corellia or the Black Hole area of the planet.
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1 pointHello, SAO1138. I commend you for the ambitious idea, but I do have a couple of questions that perhaps are crossing the minds of other people reading your announcement: 1) Have you tried to contact Sith Specter about lending help in completing his own Sleheyron project rather than embark on a "solo mission"? Now, I must admit I have my share of doubts about whether Sith Specter will ever finish his Sleheyron modification considering the ludicrous amount of time that has passed since its inception, but perhaps dedicated help would have been a way to kick things in motion again? 2) You wrote that you are hoping to make it compatible with Sith Specter's own Sleheyron modification, but we have to be realistic. It won't. Sith Specter must have been working on his own areas, characters, quests, and so on. How could two massive projects focusing both on restoring a new planet ever be compatible? This question connects directly to the first one where I was suggesting that combining forces would be the way to go. Said that, I wish you the best luck!
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1 pointI would rather post the screenshots when it’s actually finished. But that being said: if you want to message me on discord (I’m sao1138), I’d gladly send you the beta download link. You could then take and post whatever screenshots you like. There are still bugs I’m fixing in the beta, but it is a full story that can be played from start to finish. Otherwise, I’ll be back in a week or two with more info.
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1 pointHello there everyone ! I'm sorry to be that late, unfortunately when you all wrote these posts I was 8 years old... If you're still playing the game, I just made what you need :
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1 pointView File Proper Korriban quests ending Main idea Have you ever, while playing KOTOR, been disappointed by the way the prestige quests’ storyline on Korriban was organized, because you couldn’t tell Uthar Wynn about every quest you’d done before going to Naga Sadow’s tomb just because you “had enough prestige to become a Sith in full” ? And then, they would stay in your quests journal forever. Or maybe, you were annoyed when you discovered that to finish Ajunta Pall’s quest, you had to give away his sword and you couldn’t get it back ? Especially with amazing mods that make it look so beautiful and actually enjoyable in-game ? Personally, I’m thinking about Ebmar’s Legends blade. If, like me, this made you upset, and/or if you want it to be fixed for your playthrough, this mod is for you. You might, if you’re really into modding, have installed some files from K1R that remove the quests from your journal once you get to Naga Sadow’s tomb, but I promise you, this is a way better alternative, as it could be considered added, but also restored, content. This is my first relatively big/important mod. It contains 3 main components. You will now have in your game : 1) The possibility to tell Uthar about every prestige quests you’ve completed, even after reaching max prestige. You will, to get this dialog option to actually make the difference, have to complete one or several prestige quests after having reached max prestige and Uthar giving you his speech about Sadow’s tomb. You do not need to do the full quest after that dialog, but only to report to master Uthar BEFORE going to Naga Sadow’s tomb for your final test. To be very honest, this is mostly for dark side players, but I’m sure there are lots out there. Furthermore, I’ve played as a neutral/slightly light side character and I still had that problem (1 or 2 quests I couldn’t finish). 2) My best work on this mod in my opinion (or at least the most time-consuming one), the possibility to get Ajunta Pall’s sword back in every situation, after having completed your final test. I added new dialog options, adapted to the character of Uthar, with voice and synchronized lips movements, all for realism and better insertion into the game. If you really want to know where the sword will be, please look at the spoilers section in the ReadMe file. However, I do not recommend it. It’s always better to find out in the game. For the best game experience, I advise to do Korriban after the Leviathan part and to gain Uthar’s full trust in order to get his dialog at the very end of the planet’s storyline (after having killed Yuthura). HOWEVER, no worries, it will work if you side with Yuthura aswell, or even with none of them. It will also work if you haven't gone to the Leviathan yet. The way to get back the blade will just be different. 3) New rewards for every prestige quest you report to Uthar. They will be credits (the quantities of which increase as you complete quests), but also and mainly custom new items, as shown in one of the screenshots (I didn’t put everything to not spoil them), that I made the most lore accurate possible (not only to the game itself but also to the period’s lore). There shouldn’t be any spelling, grammar or syntax error/mistake as I put love, time, focus and perfectionism on this, but if you do find one, please tell me so I can fix it. Don’t be too harsh, I’m French, and English is by no means my first language. Same goes with the new items. They should be good, but if you think they are over/under powered, feel free to tell me about it. Optional I’m sure you will be pleased to know this mod is very customizable. It has 3 main very useful options, which you will find in my “Optional” folder : 1) “Darker unique Ajunta Pall's blade” : this will give Ajunta’s blade the red variant of IRobert’s double vibroblade’s mod instead of the white one you find in Ebmar’s mod. To me, white is beautiful, but doesn't really fit a sword imbued with the dark side (if you don’t agree with me, just ignore this option). It will also give some other swords a new variant (more lore accurate imo) so Ajunta’s one gets to be the only double red sword in the game, in order to make it more unique. For this option to work, Ebmar’s mod is mandatory. 2) “Holocron + Lashowe killed = 1 prestige only” : This is for people who don’t want to miss any of my items (or the necessary prestige level to begin the final test’s plot to be reached so easily). It’s very simple. In the vanilla game, you get 2 prestige points for bringing the Holocron to Uthar while telling him you killed Lashowe. This will reduce the bonus to 1 prestige point. This is perfect for people who aren’t afraid of being stuck because of prestige level too low but who still want a plot-friendly experience, as you don’t notice the reduction in-game (the dialog still makes you think you gained more prestige). Note that my rewards only go to 9 prestige points, which is the maximum you can get if you have this option. If you don’t take it, know that you can reach 10 prestige points, in which case you will not only lose one of the rewards, but also not get anything for reaching 10 points. 3) No Ebmar's Legends Blade : If, for some reason, you don’t want to use Ebmar’s Legends Ajunta Pall’s Blade, please put this folder’s files into your Override folder after having installed the main mod to make it compatible with the vanilla sword. Finally, there are 3 smaller but not less useful options. If, for an unknown reason hidden deep within your mind : - You only want the prestige quests fix : you don't have to run the installer, just take kor35_utharwynn.dlg and mostintrstng.lip from the "tslpatchdata" folder and put it in your Override. Same for mostintrstng.wav but you put that one in your Streamwaves folder instead of Override. Yes, it's basically only 3 files that were needed to fix this... I was really surprised when I saw no one did it before me so I thought I'd do it myself, with some improvements. - You don’t want to get the new items while completing your quests : After having run the installer, delete givePrstg_reward.ncs from your Override folder. - You don't want Ajunta Pall's blade back : After having run the installer, delete gvPallswrdkll.ncs ; givRvn_swrd.ncs ; kor35_enter.ncs and kor39_utharwynn.dlg from your Override folder. Requirements For the main part of my mod (prestige quests fix), nothing is needed. If you don't want the new items nor Ajunta Pall's blade parts of the mod, jump straight to the installation section. For the Ajunta Pall's blade AND new items parts of my mod to work, you must download 2 other mods first : 1) [K1] Vibroweapons replacement pack retexture by IRobert : 2) [K1] Legends - Ajunta Pall's Blade by Ebmar : This one is optional but highly recommended. It is needed for main option 1. If you really don’t want to use it, see 3) in optional section. Installation 1) Make sure you have the necessary mods installed 2) Download mine and unzip it (small tip if you’re struggling : use 7-Zip) 3) Run the installer and follow the instructions given by it 4) If you want 1, 2 or the 3 options, open the right folder(s), take all of the files and drop them into your Override folder (after the main mod). 5) You’re good to go. If you enjoy the mod (or even if you didn't, as long as it's constructive), feel free to leave a review. Doesn’t cost much and is really appreciated. See in the ReadMe file for uninstallation. Compatibility My mod is fully compatible with K1CP, as it is now (in 2025) the main reference for modders. It should also be compatible with K1R but I haven’t tried. It will not be compatible with any mod that modifies Uthar’s dialog in the Sith Academy and/or in Naga Sadow’s tomb. If you encounter any issue, feel free to report to me. Thanks 1) LanguageWriter123 (aka CollisionalConch), without whom I literally couldn't have made this. His help with the scripts and dialogs was essential, given the beginner with KOTOR modding that I am. 2) SAO for his excellent and detailed advices as well as his suggestion to make new custom items instead of using boring vanilla ones. Thanks to his help, every new item has a backstory that you can read when you get it (or later). 3) JCarter for his exhaustive and accurate help with teaching me how to make lip files. 4) IRobert for his amazing Vibroweapons replacement pack for K1. My mod would be a lot uglier without it. Other credits to seph6, Deadman and RevanDark for the vibroweapons, DarthParametric, BioWare and LucasArts. 5) Ebmar for his Legends - Ajunta Pall's Blade for K1. Man, this sword is gorgeous. 6) All the amazing people who made the awesome tools I used for this mod : Lips tools, Holocron Toolset, KOTOR Tool, Kotor Scripting Tool, ERFEdit, TSLPatcher tools and HoloPatcher. 7) The KOTOR and, more precisely, DeadlyStream community (even more precisely, those who download the mod lol), as the game is still alive thanks to all of you. Permissions If you need to know more, please contact me on DeadlyStream or Discord KOTOR / DeadlyStream server : “The_Chaser_One”. Submitter The_Chaser_One Submitted 05/03/2025 Category Mods K1R Compatible Yes
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1 point"Extract"? You mean get the name? It's LDA_FreightL01. It also has a normal map, LDA_FreightL01b, but it's unused.
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1 pointAh. This is after the Dark Side ending? If so, that requires manually patching the exe yourself in a hex editor, since ndix UR never updated his patcher with the info. I provided some info on how to do it in the description of this mod:
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1 pointAs they mentioned here, apparently it still forces validation and downloading of the .obb files through the app store. So I think it's the equivalent of the editable executable available for either game already available on this site. It's just a matter of determining where it came from, attribution, permissions and it it's allowed generally I believe.
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1 pointHrm, I was supposed to add a K1 version as a modder's resource. I guess I never got around to that? Whoops. Shouldn't be a big deal, I just need to recompile the model. I'll take a look at it tomorrow. As to the scaling, regardless of whether you want to scale the body up or the Rodian down, you should do a uniform scale of the whole body, matched against a static target mesh. At least to get things into the ballpark. Then you'll need to tweak to get them to mate nicely. Looks like you've got a scale mismatch between the meshes and the rig.
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1 pointView File Revenge of Revan Revenge of Revan Episode 1 ----------------------------------------------------------------- DESCRIPTION ----------------------------------------------------------------- Revenge of Revan is sequel to The Knights of the Old Republic 2 (Sith Lords). The game takes place 8 years after kotor2 where you will find the Jedi Order starting to rebuild as they find their place in the Republic that has been absent from the Jedi Order for some years. An event on Corellia will set events in motion as you try to unravel this mystery before it's too late. RoR is a stand alone original story that allows you, the player, to continue your saga with whatever choices you made in kotor1 and kotor2 whether you use the canon setup or your own personal version. The mod is a bridge between kotor2 and SWTOR. You will see cameos and interact with some former characters from kotor1 and kotor2, depending on your choice setup. ----------------------------------------------------------------- Revenge of Revan Supported Kotor 2 Versions ----------------------------------------------------------------- We support these kotor 2 versions as of right now. Steam Steam LegacyPC Disc 1.0b patch GoG Legacy GoG Amazon ----------------------------------------------------------------- Features ----------------------------------------------------------------- New original story Well over 50 PC heads including aliens with the ability to wear headgear. Species optional based attributes setup. Around 3 hours of gameplay Some New original music tracks Dialogue options based on your Jedi Class Characters will at times react to your species choice Limited VO for low level human NPCs Choosing Revan and Jedi Exile’s Alignment and Gender will impact RoR ----------------------------------------------------------------- Installation ----------------------------------------------------------------- First download a new kotor 2 game. For Steam users you must make sure you unsubscribe to the Steam workshop mods since Steam will try to update your new install with these workshop mods. Download the Revenge of Revan mod. Use your choice of program to unzip/extract the RoR Installer folder to somewhere on your computer. Do not place it in the kotor 2 game folder. Now open the RoR Installer folder, next Click the HoloPatcher-x64 or HoloPatcher-x86. Newer computers should use the x64. Once clicked this will give you the Installer window. Make sure you choose the right version of the RoR mod. Then select the location from the drop down or select a location for the mod to install to. A pop up will ask if you want to replace TSL with RoR and simply click yes. You have successfully installed RoR and it's ready to play. ----------------------------------------------------------------- Uninstall ----------------------------------------------------------------- You will uninstall kotor 2 and then simply delete the kotor folder or simply select the left over folders and delete them. We are hoping to have a functional uninstaller exe soon, so you don't have to do it this way. ----------------------------------------------------------------- FAQ ----------------------------------------------------------------- Q - What is Revenge of Revan (RoR)? A - RoR is a large story mod that uses the kotor2 game and creates a sequel by moddifying the game and creating new features and physical assets for it. Q - Does Revenge of Revan replace the main storyline/game? A - yes the game replaces the original main storyline but there is a quick easy way to switch between the kotor2 and RoR games; described in the install section and also the install video. Q - What are the requirements? A - A legal copy of Star Wars Knights of the Old Republic 2 The Sith Lords. Q - What does 'Canon' and 'Non-Canon' mean in ROR? A - The Canon option sets the mod to adhere to the events of the Revan novel which sets up the TOR MMO whilst the Non-Canon option sets the mod to adhere to an alternative scenario. The endings in the mod may be different depending on what option you chose. Q - Will my choices in kotor1 and kotor2 carry over to RoR? A - Yes, the player will be able to decide the gender and alignment of Revan and Jedi Exile (through in-game conversation prompts), along with other choices made during that game which are given to the player as you play through the game. Q - Will you be including the kotor2 Cut Content events/choices from TSLRCM? A - Yes, though they will be vague to allow players to form their own head canon. If an NPC mentions how the Exile and her companions went to Malachor, you can interpret whether that means TSLRCM is canon, if they're referring to Mira's presence in the base game, or something that happened offscreen. Q - What if I want to play canon? A - The player will be given in the first dialogue with Master Drayen a chance to define the Revan/Jedi Exile gender/alignment for canon or noncanon. Q - How long is Episode 1? A - Episode 1 is about 3 hours long. Q - Are there new Features? A - Yes, there are new features included into the mod as we release new episodes. Q - When will the next episode be released? A - When it's ready. ----------------------------------------------------------------- RoR Team ----------------------------------------------------------------- Project Director Logan23 Writer N-DReW25 Design Team Logan23 N-DRew25 RedRob41 Zac Art Team Malkior N-DReW25 RedReb41 Thor110 Scripting Logan23 N-DReW25 Thor110 Music Composer Paige Lehnert Movies DarthValeria ----------------------------------------------------------------- Beta Testers ----------------------------------------------------------------- Basil Bonehead DarthValeria Malkior Petro Thor110 ----------------------------------------------------------------- SPECIAL THANKS ----------------------------------------------------------------- Lord of Hunger - Hand of Silence JediExile Vordyn_Kael SimonKTemplar VarsityPuppet JoeWJ Darthstoney Bead-V Fair Strides Wizard Darth Varkor Sith Holocron Cortisol Lachjames Kyvios/Divide and Conquer Canderis Doc Valentine Quanon Holtyl-5 Kateel Michael DeJesus JuniorModder Zhaboka SilverEdge9 Sithspecter Jonathan7 Qui-Don Jorn Fred Tetra - Kotor tool Tk102 K-GFF GFF Editor/DLGEditor Stoffe - ERF Editor/TSLPatcher Cchargin/JDNoa - MDLOps JDNoa - Lipsynch Editor Cortisol/Wizard - Holocron Toolset Lachjames - kotor unity editor Seedhartha - Reone Bead-v - MdlEdit ElevenLabs SCi-Fi 3D.com -Tobias Schmidt (Zorbi)..................."Coruscant 3" image -Top (Original)................................."Coruscant" ----------------------------------------------------------------- PERMISSIONS ----------------------------------------------------------------- - Permission granted from Deathdisco to allow the use of the Coruscant module. - Permission granted from Doc Valentine to use images of the Coruscant skybox. - Permission granted from Darth Darkus to allow the use of Armored Jedi Robes mod. - Permission granted from DarthParametric to allow the use of one of his lightsabers. - Permission granted from TriggerGod to allow the use of one of his lightsabers. - Permission granted from Kuai-Donn Jorn to allow the use of the HOTOR Mod. - Permission granted from SilverEdge9 as per their post on Deadlystream to allow the use of the Brotherhood of Shadow: Solomon's Revenge (assets). - Permission granted from Ecce as per their readme to allow the use of the PC Recolor Clothes(CorSec Commando body skins/ the Soldier texture). - Permission granted from Bead-v to allow the use of the armband for cameras. - Permission granted from 90SK's to allow the use of the K1 Robes for TSL. - Permission granted from Sith Holocron to allow the use of the Upscale hammerhead texture. - Permission granted from Thor110 to allow the use of the RoR gui and color. - Permission granted from Seedhartha to allow the use of the Edits to the Corellia module. - Permission granted from 90SK's to allow the use of the Texture Photosourcing. - Permission granted from Jonathan7 to allow the use of the Force Fashion II. - Permission granted from Qui-don Jorn to allow the use of the lightsabers-HOTOR Mod. - Permission granted from Fair Strides to allow the use of the NPC Auto-Leveller. - Permission granted from Dak Drexl as per the Dak's Endar Spire Retexture 1.0.0 mod's download page to allow modders to use assets from his other mods - we used assets from Dak's Big Skin Pack mod. - Permission granted from Thor110 to allow the use of the Expanded Galaxy resources. - Permission granted from TSLRCM Team to allow the use of the TSLRCM Content. - Permission granted from SpaceAlex as per their readme to allow the use of the SpaceAlex's K1 Enhancement Pack. - Permission granted from Ignatz to allow the use of the Stardrifter - Highdock. - Permission granted from Jinger as per their readme to allow the use of the Admiralty Mod. - Permission granted from JC as per their readme to allow the use of the JC's Heads for K2 (a Modding Resource). - Permission granted from Kexikus HQ Skyboxes for Coruscant. - Permission granted from SilverEdge9 as per their readme to allow the use of the Dark Side Jolee Head Reskin mod. ----------------------------------------------------------------- \'bb DISTRIBUTION AND USAGE NOTES ----------------------------------------------------------------- This mod, or any of its individual components, may not be modified or distributed without the explicit permission of the author(s) unless restricted to your own personal usage. ----------------------------------------------------------------- \'bb LEGAL\ ----------------------------------------------------------------- THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Logan23 Submitted 04/03/2025 Category Mods TSLRCM Compatible No
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1 pointView File Sentinel Sneak Attack with Multiclassing (KotOR) Overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Sentinels from Scoundrels to continue increasing their Sneak Attack. Description The Sentinel class corresponds to the Scoundrel, having the most skill points, affinity for Stealth and Security (at least in TSL), and the Sneak Attack feat line... they don't get Sneak Attack Feats? Well then what do they get... Other mods have added Sneak Attack to Sentinels before, however, if a Scoundrel character became a Sentinel, they would gain very little benefit from the progression, despite being the most natural choice, as their Sneak Attack die would already be higher than any that they could be granted from the Sentinel class. This mod overhauls the Sneak Attack feat line, giving it to Jedi Sentinels, as well as implementing a system for characters that multiclass into Sentinels from Scoundrels to continue increasing their Sneak Attack. The original Sneak Attack feats are no longer granted when leveling up. Instead, new dummy versions have been added to the feat interface to tell you when you will get a new Sneak Attack die. Scoundrels gain a new Sneak attack die every 2 levels, starting at level 1 (1,3,5,7,etc.), while Sentinels gain a new die every 4 levels, starting at level 1 (1,5,9,13,17). Multiclass characters will add all of their dice from these classes together when calculating their final Sneak Attack rank. For example, a Level 7 Scoundrel/Level 13 Jedi Sentinel would have 4 ranks from Scoundrel, and 4 ranks from Jedi Sentinel, giving them a total Sneak Attack level of 8. The maximum possible Sneak Attack rank remains 10, and this cannot be changed. Install/Uninstall Run the installer.exe file. If you are on Linux or Mac, appropriate HoloPatcher installers can be found on DeadlyStream. See the docs folder for more information. Compatibility This mod uses a k_ai_master.ncs Heartbeat script, as well as creature Hide items, to implement its changes, and will likely have compatibility issues with other mods that use similar implementations. They will likely need compatibility patching. Fully compatible with KotOR 1 Community Patch. Fully compatible with Multifire and Autofire and Finesse. Fully compatible with Improved AI (v1.2.7 or higher). You must install Improved AI AFTER all of my mods, and let its k_ai_master.ncs file replace mine. Recommended Mods KotOR 1 Community Patch is strongly recommended. Consular Sentinel Class Skill Swap (or KotOR 1 Community Patch which includes it) is recommended if you really want the Sentinel class to fill its role as the Jedi Scoundrel. You can find the TSL version here. Special Thanks/Acknowledgements KOTOR Tool – Fred Tetra DeNCS – JdNoa & Dashus DLGEditor – tk102 K-GFF – tk102 TSL Patcher – stoffe KotOR Scripting Tool - Blue Holocron Toolset and HoloPatcher – Cortisol & th3w1zard1 Credits DarthParametric - Scripts from KOTOR 1 Community Patch Mirrors Nexus ModPub Other Links Nexus ModPub Deadlystream YouTube Twitch Discord Twitter darth@darthbdaman.com Sentinel Sneak Attack with Multiclassing by darthbdaman is licensed under CC BY-SA 4.0 Submitter darthbdaman Submitted 04/18/2025 Category Mods K1R Compatible Yes
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1 pointI'm far more worried about the differentiation between companions than I am balance implications, though balance isn't an entirely irrelevant factor. My main concern is making sure that some companions do have access to talents which are unique, and keeping Crush & Enlightenment wholly locked to the Exile is critical for me. I would be okay with being able to train Atton with Precognition, as his Echani training does make him predisposed to already having some basic understanding of it, as well as the Disciple actually (since Kreia praises him so much for his insight), but nobody else.
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1 pointTomb of Adas Reused Module: Tomb of Ajunta Pall Located: Near the Edge of the Valley a Reused Sith Sarcophagus for it's entrance You don't fight any enemies when you enter this tomb, But you have to fight Adas' Demonic Spirit who reused to let anyone take his axe (you need to be had Level 16 at most) In his Sarcophagus you will find Adas' Armour and Adas' battleaxe Tomb of XoXaan Reused Module(s): Krayt Dragon cave, Tomb of Ludo Kressh (Ported to KOTOR 1) Located: You will find it in a cave deep in the valley You will have to fight Dark Jedi Wraiths within the Tomb and You encounter her Spectre a completely custom model based on her appearance in Legacy which you fight and kill (You need to be at Level 14) In her Sarcophagus you find her Lightsabers, her Dagger and her robes Tomb of Sorzus Syn Reused Module: completely Custom made Located: next to Naga Sadow's Tomb Like before a Sith Sarcophagus is reused for the Entrance as the tomb is underground Inside you go down a long staircase where you Encounter Sith Apprentice Specters when you reached a large chamber with a door at the end lead to the Sarcophagus, in Sorzus Syn's Sarcophagus is Her writings, her Double Bladed Lightsaber, Her Holocron with a Recorded message from her and her mask All three tombs are mentioned by Dak with new lines This is all part of one mod titled "Valley Of the Dark Lords Expansion" It does NOT use TSLPatcher If anyone make these tomb ideas happen please do,
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1 pointUpscaled the HK-48 character texture to save people some time. I'll leave any work on the portrait texture to others. P_HK48_01.tga
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1 pointAdding a companion to that section, even if just a temporary one is a good idea as it is quite difficult from what I remember. With regards to the audio files, I think the steam version can only play .mp3 from what I remember people saying, but I have no problem playing .wav files from the first game in the aspyr version of the game, so it could just be a slight encoding variance or issue or perhaps it can only play .mp3 files from the override folder, I am not too sure on the specifics as I haven't personally encountered the issue so perhaps someone else can fill in the details. This seems like the sort of thing I would be tempted to add to the Expanded Galaxy Project, with permission of course, perhaps if you reach out to me on Discord I can offer some assistance with finishing the base mod either way. It sounds like you are most of the way there and are just left to tackle a few small issues such as the audio and some scripting issues. I started my mod project over 6 years ago and it's still years away from being completed, so don't let that bother you, there are plenty around in similar positions too.
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1 pointOnly global changes belong in the Override folder. Module scripts get injected into the appropriate MOD file in the Modules folder. Can you attach a save file? The problem I had last time was that I couldn't reproduce the issue, so I was never entirely certain of the root cause.
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1 pointUpdated to 1.0.1 1.0.1 Update fix list: - Fixed the ability to remove party members from party in certain modules - Fixed dialogue in the 3rd recording in Tyrena station where it won't give you the updated journal entry - Fixed the king seeing you as a Miraluka when you're a Mirialan - Fixed the dialogue script typo which wouldn't set Exile as a male under canon choice To resolve these issues for those who downloaded the earlier version, you can download newest version and run the installer which will patch over it. But this will only affect saved games which are before these points.
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1 pointA few days ago, I decided to start turning the Coruscant cutscene level into a functional landing pad for Coruscant. It has taken quite a lot of work but I have got the model itself to an acceptable state, at least, as it appears in Blender, however I haven't got it in-game yet because there are some issues with geometry and the walkmeshes moving when exported from Blender. The focus of this project has been to improve my skills with Blender, but I would also like to finish this and get it in-game to replace the Nar Shaddaa reskin from the Coruscant mod. But, it might end up being an overhaul for the Coruscant mod, only time will tell. For reference, here is a screenshot of the original level. And this is how it looks now. So far I have put around 15-20 hours into this and I think it looks good, I need to add some more buildings and do some work with the surrounding area, but it's coming along nicely. I have re-used the hallway from the council chambers to create this cross section corridor and the elevator from Peragus to be used to access different parts of Coruscant. It took quite a while to get these corners made and looking right, as well as the floor and ceiling textures. While it's not perfect, it was the best I could manage with the geometry and textures available to me. I also noticed that on the Nar Shaddaa landing pad and these landing pads, they are missing the safety barriers, which I think is fine for Nar Shaddaa, but not for Coruscant. As seen here, there were no barriers at three of the edges of the landing pad, but I added them in. The Ebon Hawk is now fixed, not sure what happened to the texture previously, I have also included the changes made by WildKarrde which gives the Ebon Hawk transparent windows. And that's everything so far, I am not entirely sure if I will finish this, but if I don't I will release the .blend file as a modders resource. Though I am hoping to fix the current issues and get it in-game! Thor110
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1 pointGreat job so far. Down the line I may use this for a possible "cutscene" that may take place between Atris and Revan where Revan speaks to her about the Exile's whereabouts (which is canonical).
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1 pointView File KotOR High Resolution Menus Bubbling up from the font of dark knowledge, ndix UR presents KotOR High Resolution Menus, a UI mod package providing full high resolution menu and UI support for Knights of the Old Republic. The tyrrany of 640x480 menus and 6-item lists is over. Normally, when you increase the game's resolution using a widescreen patcher like UniWS, the menus stay very small in the middle of the screen and the borders get larger. This package is designed to be used *after* the widescreen patcher has done its work. It scales the menu screens up so that they fill the screen. This package requires modification of the swkotor.exe file using a supplied patcher, and is only known to work with GoG, 4-CD, and macOS (x86) versions of the game. It should be compatible with any Steam version that uses UniWS. The main content of the package are sets of GUI files (.gui), scaled for specific resolutions. The package contains GUI files for over 30 common resolutions with the following aspect ratios: 4:3, 16:10, 16:9, 21:9, and 32:9. Here is a list of the currently supported resolutions: Installation Find the gui.WxH folder matching your resolution, modify your executable using the supplied patcher, copy the GUI files to your Override/ folder. The details for this process can be found in the package README.pdf file. Read it. Follow the instructions therein. The documentation includes everything you need to know to manually patch your EXE if the patcher does not work for your version. Uninstallation Remove the GUI files, restore the original backed up version of your swkotor.exe file. IMPORTANT NOTES: This is not a resolution hack or widescreen patch, such as you get from using UniWS. You should already be successfully running the game at the resolution you are trying to get menus and UI for. Nothing in this package will give you any additional resolutions available. That is not what this does. If you are trying to get high-res menus for one of the resolutions supported by default (800x600, 1024x768, etc.) there is probably no point to using the GUI files named 'mipc*' provided by this package (mostly the in-game "HUD"), however, this scenario is untested. There are a few of the GUI files in this package you can use without modifying your executable. Here is that 'safe' list, in case you are unable to modify your executable: It gets you the main menu, some dialogs, and the in-game HUD elements. Thanks DarthParametric for testing, contributing a double-clickable thing for Windows users, and prompting me to finally figure out the needed EXE modifications. tk102 for GFF2XML and XML2GFF source code, which made it a lot easier to get this up and running. Known Issues The patcher is currently incredibly limited, making no effort to search for values, only looking at specific locations where they are in the executables I have access to. This package does not contain any higher resolution artwork. At high resolutions, menu backgrounds will be blocky, and the striped list backgrounds are unlikely to line up with list items. For numerous reasons, you will want to get a high resolution menu art package. The game's initial character selection screen does not lay out the selectable characters properly according to GUI file field values. It is useable, but not perfect. The blue hilight borders had to be removed from around the characters to maintain a clean look. The map screen is scaled up, but the map itself is not. Furthermore, the position of the map within the frame is somewhat random/poorly understood. The map, however, is completely useable, and the points of interest and player indicator are all positioned accurately relative to the map. Some of the 3D models in menus, such as on the character stats or character generation screens, display line artifacts over them. This is caused by the very low quality graphics being scaled up to provide the border overlays. Extracting the graphics as TGAs, scaling them up, and placing them into Override/ sometimes solves these problems. This package omits statussummary.gui and dialog.gui. Scaling them up cause problems. The files don't behave as expected, and it seems to not require a customized version in order for them to work as one would want. You might notice 1280x1080 in 21:9 even though it is not 21:9. It is for split-screen on 21:9 monitors. Rescaling the dialog/cut-scene letterbox (which is optional) seems to introduce occasional issues with letterbox placement, particularly when the letterbox animation happens. This may be fixed at some point in the future. There is no scaling on font size, and as far as I know no one has figured out how to do it, so users on TV/couch setups may not find the help they are looking for with this. Upgrading 1.4 to 1.5: If your resolution was not previously supported, copy new .gui files to your Override/ Upgrading 1.3 to 1.4: If you have Polish version, you can run EXE patching process If you have 32:9 display, copy new .gui files to your Override/ Upgrading 1.2 to 1.3: Copy all the .gui files to your Override/ Upgrading 1.1 to 1.2: Repeat the EXE patching process on a backup EXE if you want letterbox scaling Upgrading 1.0 to 1.1: Remove dialog.gui from your Override/ Copy 1.1 pazaakgame.gui to your Override/ Submitter ndix UR Submitted 10/29/2017 Category Mods K1R Compatible Yes
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1 pointAh, so I was confused then. Here's how it is fixed in my mod, which is evidentially not what you're asking for. What you consider this problem fixed if the second Quarren was replaced with another species? The other tables have different species sharing the same table so if someone were to replace the low-poly Quarren with a Duro (using a Duros texture not used in that room to make him unique) with matching dialogue would this fix your issue? If this fix would be suitable, I could roll it in with the NPC Overhaul request to make a two for one deal. For K1, I do plan a sort of "Alien pack" which would include Quarrens. I'm currently focusing on the aliens already available in K1 like Duros and Aqualish as, in my experience, going about and adding new alien NPCs to the game resulted in me almost removing most of the vanilla aliens as they kept being replaced with new aliens in my planning. For Quarrens, I planned to add four new Quarren textures to the game. What I could do is make these Quarren textures and release a K2 mod using these skins which would give unique Quarren appearances to Loppak Slusk, Visquis, Saquesh, Qimtiq, and the three Quarren in the Nar Shaddaa Cantina. Didn't Thor already make this? An old, pre-TSLRCM mod (by Zbyl2 ironically enough) did just this. The Ravager Rewrite mod had it so that the Ravager quest would begin at the beginning of the Battle for Citadel Station and not after, it'd be just Mandalore and Visas doing the Proton Core mission (Which worked as Zuka referred to the player as "Mandalore") and at the end when you reached the Bridge there'd be a small cutscene of Mandalore leaving Visas at the door. The player would arrive, run up to the Bridge, meet up with Visas, and fight Nihilus together. This mod also restored the TSLRCM Mandalore/Visas scene in a very weird way, so if someone were to redo the Ravager Rewrite they'd have to add a scene where Mandalore returns to the Bridge post-fight to get hit with the blast or the entire scene would have to be moved to Malachor which could be done utilizing the Malachor VI modder's resource. I suspect Obsidian's intention might've been for Mandalore to fight him hand to hand as Esok has the complex unarmed animations feat, though since doing that isn't restorable just giving him a weapon would be better. Would you consider this fixed if I added it to my Bug Fix Collection? At some point, I intend to convert my Beta Peragus Miner Pack into a general "Peragus Miner Improvement" mod with Beta Peragus Miners being only an optional feature. This mod is going to be mentioned for another one of your requests down the line, but since my Beta Peragus Miner Pack already covers items (Restoring the vanilla Miner Uniform that can be used alongside Kainzorus Prime's Peragus Mining Gear mod) would you consider this request fulfilled if the Vibrocutter was added to a corpse/that locked locker in the security room as an optional install (meaning you don't have to install the rest)? I think AI would be your only option here, Zuka has the cutscene with the exploding wires and the Sith Assassin ambush where he is currently so moving him to the Hangar will only be a pain in the ass to make. The TSF fighting the Mercenaries was added by TSLRCM, in vanilla the TSF simply ignored all forms of combat around. I'm not sure if the TSF AI is dumb enough to fight the Sullustan alongside you if you go that route, though I'm positive they'll ignore TSLRCM's Masked Duros Attacker. I do agree with your idea of having the Sullustan run away instead of fighting him, though I'd go a step further... make the Mercenaries unarmed. Think about it, the Mercenaries are in the Cantina trying to have a drink. A Blaster Pistol makes sense as they'd have a holster for it, but why is one of them carrying a rifle? I'd say remove the blasters and have one of them unarmed with the complex unarmed animation feat whilst the other uses a Stun Baton. When they'd attack the Sullustan, they wouldn't be shooting him, they'd quite literally be beating the shit out of him just as they were threatening to do. And since the player has the option of not crafting Long Swords at a workbench or buying weapons from the Dobo brothers, having one Mercenary unarmed and the other armed with a Stun Baton would be fairly balanced and would more realistic in comparison to the Merc with a pistol and the Merc with an entire rifle getting beaten to death by the player, a guy and an old woman with one hand. It's not a fan voice over, it's genuine cut-content. A reason why the line sounds so bad is that the scene it appears in might've been cut early on, leaving us with this shitty take that should've been reshot but wasn't. This line was spoken by a Sith Soldier, if his UTC character file was left unused in the game files then it's possible Obsidian intended to have this line be filtered but it wasn't. It might be a good idea to have this line filtered with a Sith Soldier/Storm Trooper filter and see for yourself if it's an improvement. If you'd like to avoid the filter route, a mod that fixes this could also change the Sith Soldier into an Officer so that the filter isn't needed. Alternatively, I'd like to bring your attention to the K2 Alternative Voice Overs mod. How this mod was made is that I took lines from the vanilla game, feed it into ElevenLabs' Voice Changer feature and it'd take the lines and replaced the voice with an AI voice model of my choosing. I could experiment with this line and see if I can create a better sounding version of it, and better yet... I could have a filter applied to the AI recreation to enhance the results. If Kreia is in the party, are her lines Lip Synced or do her lips not move? I expect that her lips don't move as it's an "in your head" conversation, and if they don't move Lip Sync files would have to be made for her lines in addition to the removal of the echo filter. If her lips do move, then that's even weirder still. Could this "banking" system you speak of be added to the Ebon Hawk's security terminal? You go to this otherwise useless terminal to collect your digital debt money from Ramana/Red Eclispe from time to time. The Jekk'Jekk Tarr is a complete mess lore wise. Whilst it'd make sense to have the Jekk'Jekk Tarr locked so that you don't enter it until once you've been invited by Visquis, doing so would cut all the unique dialogue where the aliens refer to you as not wearing a Space Suit. I think it might be easier to have the aliens distinguish through dialogue that the Jekk'Jekk Tarr air is just freighter exhaust/Nagnol gas, meaning you need a Breath Mask/Poison Implant/Antidote Kits to survive breathing that stuff, but once Visquis invites you he'll lock you in the entrance and flood you with Cyanogen which Visquis will make clear that the Cyanogen is deadlier than the normal Nagnol gas which fills the Jekk'Jekk Tarr. Doing it like this will also explain why the player doesn't start choking again if the Force Breath ability runs out, as by that point they'd be breathing Nagnol and not toxic Cyanogen. The Holocron Toolset makes moving NPCs like this a breeze (assuming that they're pre-spawned in the module). I could add this to my Bug Fix Collection or Thor could add it to his Czerka Site Cleanup mod. Just wanted to point out that exactly what you want is already present for the Onderon Palace so it'd just be a Mandalorian parody of that. Just looked it up in the dialog.tlk, the slip-up appears to be even worse. AI or a splice can easily fix this. How about a splice along the lines of this? It keeps the general gist of what he's saying, he now doesn't repeat himself, it doesn't require cutting an entire line, and cutting it like this gives the "It won't take long for the Sith to realize" a whole new context - that they'd learn about the attack on Dxun and then only after would they realize Vaklu double crossed them. So I have a mod idea I'm calling the "K2 Restored Content Plus" mod, it's similar to the Unofficial TSLRCM Tweak Pack in that our mods are modular but my mod adds minor restored content back to the game. I've actually gone through the hk47.dlg for the K2CR+ mod and I've done extensive bug fixing, dialogue rearrangements, restored missing lines, so much so that I've actually kept a list of all the changes I've made to the file. I've actually just added this fix to the K2CR+ hk47.dlg, I could send you my list in private so you can judge what I've other fixes I've done for yourself. It would really depend on how the "making party member unusable" feature works, but if it's something that can be flicked on and have T3 unusable for all modules then that could work. I don't think it'd be easy to stop T3 from moving around the ship and repairing it in his "broken state", but perhaps we can keep that and have T3 express that he's broken through dialogue. You try to speak to him and the dialogue box goes "[T3-M4 appears to be broken in several areas]" to which the player has to fix him through dialogue with either a Repair Part or a Repair Kit to get him out of that broken state and to reenable him for party selection. I would like to say that having him reduced to 0 HP would kill T3, if this happens on the Ebon Hawk when T3 is outside the party that'll result in either the "I am broken, so very very broken" glitch or T3 will be restored to 1 HP and either he'll regen naturally on his own or the unique +3 Regen upgrade he gets from Peragus will regen him back to full health anyway. Now there's something we aren't considering here - would it be possible to break T3, make him unselectable in the party menu but then do Nar Shaddaa? T3 is required to get the Codes from Vogga's warehouse, most likely the game will force you to use T3 despite any "T3 actually breaks" feature we may add. That was Obsidian's intention according to their dev notes in the dialogue, it's the only thing TSLRCM didn't restore from Obsidian's Visas ambush notes. I think the reason it wasn't restored is that the game removes your party whenever you board the Ebon Hawk, so you can board the Ebon Hawk with Bao-Dur and Atton in the party, the game removes your party members as you are entering the Ebon Hawk, the Visas ambush cutscene scripts dictate that all party members who aren't in your party be dumped in Kreia's room, Bao-Dur and Atton technically aren't in your party as the game auto-removed them so they get added to Kreia's room too. This doesn't apply to the Red Eclipse fight scene as that scene doesn't take place on the Ebon Hawk. The "Ebon Hawk" in-game is the module 003EBO, entering this module will auto-remove your party members, whereas the Red Eclipse fight on the Ebon Hawk takes place in the module 004EBO which doesn't have the auto-remove feature. You could create a stunt Ebon Hawk module just like how Obsidian did for the Red Eclipse scene, but then you'd have to remove the Visas ambush content from 003EBO, move all of the Visas ambush content from 003EBO into the new stunt module, and be willing to accept the fact that, after you walk out of the medbay with Handmaiden you'll warp from the "Ebon Hawk" to the "Ebon Hawk/003EBO" and you won't be in the same hallway where you were in the stunt module as you'd have to watch a bunch of party member banter as per the usual when entering the Ebon Hawk/003EBO. I agree with this, just goes to show that the Jekk'Jekk Tarr is a complete mess lore wise. These lines are actually part of an incomplete cut sidequest, it went along the lines of having Bao-Dur temporarily leave the party to stay at the shop to help Tienn as you went to the Dock Pylons to do some quest. Once that quest was done, Tienn's protocol droid would explode and possibly kill Tienn (The killing Tienn part might've been scrapped before the quest itself got scrapped, do recall how Nar Shaddaa was completed two weeks before K2 was released). JCarter might know more about it, or could fetch the side quest lines from the tlk to discuss it with you. My response to "Jek'Jek'Tarr and Suits" would cover this one. I'm looking at the lines and they're even more confusing. The player didn't even mention its destruction, if she isn't familiar with Peragus how would she have known it was destroyed? It might be good to swap the second lines it around so that it instead goes. And once you ask her once both dialogue options become locked so you can't just keep re-asking her different questions that have the same answer over and over again. Though otherwise cutting one of the dialogues would make sense and I do agree this entire dialogue design is terrible. I believe the "Fallen" bark plays when she succeeds with a Critical Strike, or at least that's what the SSF file is telling me. Adding more barks isn't possible, there are six battle cry barks but the game only uses 5 or 4 of those whilst two barks remain unusued. You ever hear Kreia shout "Battle calls" in the middle of a fight? You haven't because it can't be played in-game. Random fun fact: The tlk line for "Fallen" is actually "Fall!" so Kreia shouting "Fallen!" might've been a mistake on Sara Kestelman's part. Could this be something like BOSSR where the player warps to stunt versions of these locations for these vision scenes to take place? Perhaps you, or anyone else, can provide a screenshot of this? Could this be a problem with the texture, an easy fix, or could this be a similar issue to Master Vandar in the vanilla game where the inside of his mouth is blue just like his robe, a model fix. So the shuttle module only ever existed in the game files as a model, it was less complete than the HK Factory and M4-78 on Xbox as at least those areas had module files, everything about the shuttle scenes is modder made hence the quality. What options do we have to work with here? The skybox outside the shuttle is the Polar Region hence why the first shuttle scene has the camera pointing away from the window and inside the shuttle. There might be some seat placeables that won't look too out of place inside the shuttle, the cutscene will have to start with a second or two of black screen so that Kreia and the Exile can sit down without the player being able to see them sit down. If not seats, maybe Kreia could meditate on the floor? And when the ship gets shot, Kreia and the Exile could use the unconscious, kneeling, or horror animations during these parts. 1) That's fair. 2) I think that would require an edit to the on-enter script which undresses the party, puts all the items in the lockers, and puts default clothing on them, this point is possible. 3) I think this here might be impossible to fix. I suspect this is being determined by the Baseitem.2da file where in these companion armor's "base item" types are set to default clothing. 4) If permission was granted from Leilukin for the icons of her TSL Improved Party Outfits or 90SK for the icons of his K2 Armor Fix Metastasis mod, would these suffice? Perhaps you, or anyone else, can provide a screenshot of the first one? That way it'll be easy for someone with just TSLRCM to warp to the HK Factory and check if the bug is present there. And I agree whole heartedly with the second one. Perhaps you, or anyone else, can provide a screenshot of this? I trust you are aware that TSLRCM added the ability to get the Lightsaber back from Atris after you kill her on Telos, and if you are I take it that this request is about getting your Lightsaber on Telos during the first visit? I'd like just to mention that there is actually cut dialogue that indicates that, should the player piss her off enough, that Atris would outright attack you with the Lightsaber. I wonder if it's possible to somehow restore the ability to kill Atris and the Handmaidens on the first visit without ruining the lore.
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1 pointwhen i try to extract i get an unexpected error 0x8096002A any work around? cause all that extracts is a folder thats empty named source
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1 pointTextures that match the colors and structures of the character's clothing would be enough for me, to be honest. I didn't expect a complete model or anything like that.
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1 pointThe original version of the mod released 14 years ago today on KotORFiles. I was originally angry about the unvoiced dialogue present in the existing Padawan mods, and set out to fix that. It was incredibly different from what exists today, but I am eternally grateful that I started working on it. I've released a new major update, which reworks the mod substantially. It replaces Tutorial Remover as well, as you now have the option to not be a Jedi, so I no longer need to maintain separate mods with the same functionality. It should be much cleaner and more compatible, and uses a more modern installer, that has version for linux and mac if needed. Thanks to everyone who has downloaded the mod over the years. I've gotten a lot of good feedback (and bad obviously), but I only really remember the good stuff. Thank you!
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1 pointI'd need to play it myself to see, of course, but conceptually this sounds excellent. KOTOR 2's higher level cap and scaling make the game easier than it should be at basically any point after Telos, and lowered BAB on certain classes, plus reduced scaling AC, should help restore at least some of that difficulty. I'd be excited to try it, and even in the event I didn't like all changes it should--I hope--not be too difficult to create an install variant that contains just the changes desired for the builds.
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1 pointMate, I think what's happened is he's missed out scripts for his mod... I think you need to extract these two vanilla scripts and rename them with _old against them... k_ptat17ab_enter.ncs k_ptat18ac_enter.ncs Extract the above vanilla scripts into a seperate folder and rename them to: k_ptat17ab_enter_old.ncs k_ptat18ac_enter_old.ncs And then place them in your override folder, I could be wrong though haha. This is the decompiled k_ptat18ac_enter.ncs file I extracted with DeNCS: void main() { if (((!GetLocalBoolean(OBJECT_SELF, 40)) && (GetEnteringObject() == GetFirstPC()))) { SetLocalBoolean(OBJECT_SELF, 40, 1); object oKrayt_skel = CreateObject(64, "krayt_skel", Location(Vector(344.99, 327.62, 81.32), 90.0), 0); CreateItemOnObject("info_pad", oKrayt_skel, 1); } ExecuteScript("k_ptat18ac_enter_old", OBJECT_SELF, 0xFFFFFFFF); } But there is no k_ptat18ac_enter_old.ncs file in the tslpatchdata folder
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1 pointDon't say I never did anything for you: DP_Bao-Dur_Armour_and_Robes.7z I haven't even looked at it for about 3 1/2 years though, so you're on your own as far as doing anything with it. The adjusted head to match was already released as a modder's resource. Edit: To clarify for people arriving here in the future, the attached file is a modder's resource. You can use it in your own work with the usual constraints - don't redistribute it by itself, and provide credit in any released work.