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Iriaz. Another RC-K1CP update is almost ready, and as per tradition I would release an update, add something completely obscure, and then I'll get the endless moaning of "where's the Outcast Children and where are the Iriaz" instead of "wow, I sure do love the restored line from that one NPC I didn't even pay attention to". Well, you can all stop moaning... for now, for one of those things that you guys just love to complain about is actually being added in the next update! But no Outcast Children just yet... But when that update does come out I may or may not announce it with this: So, how do Iriaz work in RC-K1CP? Well, I believe in K1R the Iriaz would walk around the map and follow certain way point directions similar to how some Kath Hounds behave, however, the Iriaz will largely wander around aimlessly as the left over Iriaz .UTC file in the Sandrale Estate exterior module was programmed to do just that. Instead of just "walking around" doing nothing the Iriaz will do something... and it's going to be an absolute bloodbath as you journey across the Dantooine planes now. When you enter a Dantooine module, somewhere in that module there will be Iriaz and Kath Hounds fighting each other. Sometimes an Iriaz may take down a Kath Hound or two, but more often than not the Kath Hounds always wipe out the Iriaz. Of course, that happens without Player intervention. Through Player intervention it can be possible for you to save some of the doomed Iriaz, however, simply standing around and letting the Iriaz get mowed down will in-fact chip down some of the Kath Hounds health so there is some benefit to letting them die. And of course, the Iriaz will also be attacked by Mandalorians. In lore, the Iriaz are docile and can get 'provoked' into aggression, and combined with the pre-existing warrior lore of the Mandalorians it does in-fact make sense for these two groups to be fighting. I have taken measures to try and make sure that Iriaz herds are not too close to Mandalorians so there shouldn't be too many instances of Mandalorians being led away from their group by rogue Iriaz's or something stupid like Sherruk running after an Iriaz and leaving his men to die. Now, K1R does have a bug wherein the Iriaz actually break that one cutscene with the Mandalorian and the "wife and children" bit. I have made it so that the Iriaz in that particular area are hostile to the Player meaning they should not break that cutscene and the Player will be able to kill some of these Iriaz themselves. Again, they are "docile" and not "friendly" and so it makes sense why some would want to kill you when others would rather fight Kath Hounds. There is a bug where the Iriaz stand completely still for about five to ten seconds before their AI kicks in, here is an example of this: Here is when their AI kicks in: And this is the result when the Player lets them die: As you can see, despite being outnumbered the Kath Hounds still win the fight. Since this is near Bolook his line "there are plenty of Iriaz around" now makes sense as you literally either just saw a bunch of Iriaz die or saved them and now they're roaming about nearby. I do not yet have screenshots of the Player being attacked by Iriaz, however, I do plan to add screenshots of restored content for the main mod page so I may add them there when this update is finally ready. Now that the one thing you all wanted is out, time for the obscure garbage no one cares about (this list may not be complete/some of it you may recognize if you ever played my ancient K1GI mod from back in the day/some of it may not be added if I can't get it to work flawlessly): * Restored an unused civilian dialogue for one of the male patrons of the Lower City Cantina. * Restored the "search database for planetary launch codes" option for all the Sith Base terminals, this will always fail as the Governor has them. * The Receptionist Terminal, the Computer Terminal, and the Control Center Terminal now have three unique interactions. The Receptionist Terminal offers almost no real benefits besides upload area schematics. The Computer Terminal offers most functions except for open elevator, disable assault droid shield, and overload power conduit. The Control Center Terminal has every function available. * The Hangar Terminal and the Barracks Terminal now have two unique interactions. The Hangar Terminal has no actual function besides the ability to disable the Hangar Security whilst the Barracks Terminal has all the functions except the ability to disable the Hangar Security. * You can now download the Ebon Hawk codes via the Barracks terminal, allowing you to bypass Hudrow. * Restored the cut door model for Davik's Hangar. * You can now attempt to open the Hangar Bay doors via the terminals in the Prison Block and Command Deck, this'll always fail. * You can now overload the power conduit in the Sith Trooper barracks in the Prison Block, this is an alternative to starting a prison riot and then gassing both the Sith and the prisoners. * You'll now have to unlock the Elevator after rescuing the Player. * The Command Deck terminal will now mention the Bridge lockdown before you login. This'll be removed when you open the Hangar doors and the lockdown is lifted. * You can no longer unlock all security doors on the Command Deck as options to unlock specific doors have been restored. * You can now attempt to open the Bridge Security Door, this'll always fail. * You can now use the Command Deck terminal to discover that you can use a Space Suit to access the airlock to bypass the Bridge Security Door. * You can no longer return to the Prison Block if the Hangar is open. That's all for today, please let me know what you think!3 points
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We are not owed an explanation and the development of this modification touches me only tangentially, but I also find it very curious to drop development a few hours after publishing the first version and having shared detailed development plans. I am sure JuniorModder has his more than valid reasons for it, though. Thanks for the work done, JM!3 points
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Personally I think keeping the Star Map in the Krayt Dragon cave is the best choice, for multiple reasons: 1. It will be easier on us to mod, not having to worry about the Calo Nord encounter in module m18ac, a new force vision cutscene and any other things connected to the Star Map triggers. 2. It bookends the mod: once the player completes The Lost Temple, they return to the Krayt Dragon Cave and complete the quest as usual, and are left feeling accomplished and intrigued for what's ahead in the story (with the Sandpeople, and Rakata on the Unknown Planet), instead of sad, detached, accepting that the new level is over. 3. It maintains the original location of the Star Map, which is faithful to what we got in the final version of the original game. But we are still deciding on what the best course of action is.3 points
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If your preferred Taris reskin mod has the file "LTS_lodor03.tga" or "LTS_lodor03.tpc" in it then the cut door in Davik's Estate shall be replaced. How do these look? If anyone would like to take a crack at reskinning these doors, just look for the texture LTS_lodor03 in the game files and work your way from there. As Salk has said, this mod isn't K1R - K1R has been abandoned for a decade now. This WIP thread is for the Restored Content for K1 Community Patch mod, the RC-K1CP mod.2 points
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I love this mod, I still can't believe someone even made this after all these years. I do have a few rough ideas I brainstormed after replaying it a few times just cause I'm so excited so see where this mod can go. To answer your last 2 questions, I think it should be a mandatory part of the star map quest while expanding both the lore of the Rakata AND the sand people's predecessor species in a way you were already alluding to in the mod currently! While I would prefer the Star Map be inside the temple, the vision shows it clearly in the cave where you find it in-game. All of the other visions are 100% accurate with their locations so this would break consistency. Plus moving the star map could break a few triggers I think, best to just leave it as is. Maybe what could be done is have the player be required to activate some mechanism/terminal inside the temple to grant access to the Star Map in the cave in the first place? That would still remain consistent with the story, triggers and vision. I think all the important stuff only happens once you activate the Star Map in that module, such as Calo/Bandon spawning or the game acknowledging you got another map in the first place. Dantooine and Kashyyyk make the player go through a bunch of (easy) puzzles/trials to have the player activate the map. Maybe instead of the terminals just immediatlely allowing you to lower the barriers, you have to solve a lore-question about the the history of the Rakatan and/or the Tuskens and you have to get it correct. The Tusken Storyteller you give the Krayt Pearl to can help you get the info you need to solve these questions. If you get the questions wrong, you'll have to fight constatnly self-repairing Rakatan Droids just like the Dantooine temple. The one Rakatan droid who you can't understand could have an expanded role to help explain all this to you. Rakatan lore is one of the coolest things of Kotors story. I really like the story in the mod, but also again think consistency with the main story and established EU lore should be considered. The temple has the same exact decals as the temple on Dantooine and Lehon so there should be an explanation for why. Maybe along with saying that the Rakata took the temple from the Sand People as their own, have the archeologist records say that the Builders added their own designs or murals and overhauled/expanded the temple through slave labor of the Tuskens. I think your mod kind of implies this is already the case, but maybe it could go in more detail about the process of how this was done, such as how the Rakatan forced the Tuskens to remove their old designs in favor of new ones that show the Rakatan subjugating the Tuskens. The Tusken lore should also be expanded on here to refer back what the Tusken storyteller would tell the player, how the planet was once green and lush. The builders came, make the Tusken/Jawa predecessor species slaves and forces them to build machines, but the storyteller also references the Rakatan plague, saying that the natives sabotaged Rakatan machines to fight back to seize the opportunity. As a result, the Rakatan glassed the planet. Really the temple's lore and records should both compliment or expand what the storyteller describes, but from Rakatan perspective. I think the barrier system progression is a great idea, the only change I would recommend is removing the barrier currently in place for the central chamber and placing it directly at the entrance of the cave area where the Rakata enemy is so the player is allowed to go through that little shortcut between the room with the Jawa and the area right infront of the Sarlaac chamber. There's a lot of backtracking throughout the entire module that could be prevented with that shortcut. The Rakatan also should probably be a ghost of some kind, similar to how Ajunta Pall with his shield effect (or translucency with the right mods). The lightsaber is a good idea, but in lore they used giant Force Sabers that definitely look a little different from modern sabers. If this saber pike mod from TSL could be ported to K1, it would be a near perfect fit for a type of Force Saber as an non-upgradable weapon. IDK if we should be able to understand the Rakatan language he speaks at this point, neither. I mean, we can't understand it from the droid on Dantooine and we can't understand the same droid on Tatooine here. On Kashyyyk the Rakatan hologram had to speak basic after it's "primary neuro-recognition" was done. The Rakatan might have to speak another language for lore consistency, I think the story implication was that Revan only suddenly understood the Rakatan language after he got his memories back. I know the player can understand the Rakatan in the Mysterious Box, that quite frankly that makes no sense considering you can get that right after Dantooine and I always attributed that to the box kinda being a wonky "world" where thoughts were likely transmitted in different ways. I like the dialogue you gave to the Rakatan, a lot of neat ideas to interpret here. I think he's referring to how the Rakatan would get the plague and ruin each other and he and a love interest were caught in the crossfire. But hey that's just my interpretation, it's well written and can be interpreted one way or another. If I had one think I would change, him referencing the "Dune" Sea might be problematic, as back in his time it wouldn't have been a dune but still an oceanic/green world. But I guess maybe he could've been around to see the glassing of the planet and maybe he is the one who coined the original term "Dune Sea"? Again, really cool dialogue, lots of implications. Only other thing I would do with him besides changing his appearance and maybe language would be placing him directly in the central chamber and not the entrance in front of it, especially if you move the barrier like I suggested earlier. That way you won't be able to see him before lowering the barrier. That just leaves the Jawa and the Tusken NPCs. Maybe the Tusken can give you a reward for fixing her bike? Maybe something that you use to either fix or activate a hypothetical terminal activating the Star Map? That way you will have to do multiple quests within the module to get your ultimate goal. The bike could also need multiple parts to fix it scattered throughout the temple, not just one and the Jawa could provide one of them. Maybe 3-4 parts scattered throughout? Maybe the Tusken could also have hints dropped that she is here to pay homage to the temple's Sarlacc or something and it wants you to find a way to lower the barrier so she can go to the main chamber to do so. Maybe this could include a reference to the cut Sand People Messiah quest but heavily revised, something like how the Tusken legends speak of an evil spirit guarding the Sarlacc and only the Sand People's messiah can defeat it to grant the tuskens acess to the pit. Once you fulfill this quest, the Tusken here will refer to you as their messiah. It's nowhere near what the original quest was like but I think it's a neat reference. Speaking of the Sarlaac, I don't think it should be the Great pit of Carkoon. The Rakatan ruins are already at least 10k years old, an additional 3500 years wouldn't completely get rid of literally everything around the pit and change the setting to the point it looks like in Return of the Jedi's Carkoon. Tatooine probably has multiple Sarlaacs. Maybe call it the "Great Pit of the Rak" in reference to the Rakata, idk. This mod is the start of something really fantastic, these are all rough ideas and I'm looking forward to seeing where it all goes. I'd love to help contribute to elements of a revised story if you'd like, I love the lore of the Infinite Empire. For stuff like the walkmeshes, geometry issues and party members being stuck, that's beyond my scope. It only was in issue with me once in multiple playthroughs thankfully so I don't think it's a real big deal. Honestly just replacing the white void with a dark yellow one solved the modules biggest visual issue in my opinion, amazing what a small change like that can do Only thing I could think of is either placing a lot of Rakatan ruin placeables in the rough areas like in the open cave areas so the player can't walk there anyway, or have the player only be able to enter the cave by themself without party members in a manner similar to the TSL Korriban cave.2 points
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FYI Folks, many new patches have been released. https://github.com/LaneDibello/Kotor-Patch-Manager New Aspyr Fixes: Lightsaber Hilt rendering - Lightsaber modders rejoice, the hilt textures no longer disappear Bump Map Restoration - bump maps are back! Others: Allowing all 12 of the K2 Portraits to be visible on party select - Modders can now use a slot for a recruitment mod by using whatever slot the user isn't using for mira/hanarr, and no longer need to utilize the armband while using partyswap. Wiring for Good and Very Good Alignment heads. - If any modders want to take up making good and very good alignment heads, these were in heads.2da already but there wasn't any exe logic calling to them, it now works at 70 and 90 alignment. Also working on a patch to expand the max dynamic lights to 9 instead of the vnailla 3. All of J's fixes have been ported as well.2 points
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Good job as always, N-DReW25! I have a suggestion about the restored door. It's an interesting restoration, but I find the two additional panels to the right quite bizarre. Could they be removed in favor of just purple background? I am looking forward to this new version.1 point
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More great additions to the game! And I like the new hanger door in Davik's Estate. Wonder if it will be overridden if I use a texture mod for Taris.1 point
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Here you go. I'm not sure if your game being non-English will be a problem after being saved in my English version. Dantooine_Ruins_Door_Fix_xispect.zip Crash? There shouldn't be any crash. What you encountered is a "soft lock". You managed to break the script that triggers the cutscene, leaving you with no way to continue the main quest. I still don't know how people manage to break it, hence why it's not fixed. I can't replicate the problem on my end.1 point
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Hope this can help someone. Improved How To Scale And Rig Player Models In Kotor(1).mp41 point
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PartySwap has been updated to 1.5, by making the PartySwap item to an optional add-on, since the Full Party Select patch from KotOR Patch Manager provides another method to allow you to keep being able to add Handmaiden to your party after Disciple joins your party.1 point
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Sounds interesting, but I would welcome a more detailed installation instructions for Windows users.1 point
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Why are you using ASCIIs if you're using KBlender?1 point
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I just have to ask: Why? I've only heard positive feedback about this so far so dropping it now seems odd.1 point
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Ah that's a bummer, I was a big fan of your modding start here, and I was looking forward to seeing more of what you make! I appreciate you freeing the module to other modders... But I do hope you decide to come back to KOTOR modding at some point! You have a talent for it!1 point
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This may come as a disappointment to some, and good news to others, but I've decided to leave this project and let other modders use the module to make their own versions and tell their own stories. I had a lot of fun working on it and learned a lot from it, and I am grateful for the positive reception and enthusiasm from the KotOR community, and it will be exciting to see what other modders can create with it. Hopefully the walkmesh and cave models can be repaired. Anyone is free to use all of the files in the mod however they wish, the only things I really added to it aside from the bare bones level design were the minimap and loading screen. I hope that my words and ideas expressed in this thread and the original mod can serve as inspiration and guidance to the ones who will pick up where I left off. Thank you for downloading! JM1 point
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It would be possible to just make a new vision cutscene to replace the old one. The following is how I, a modder, would go about making it (and how it would be less daunting than you may think). Star Map visions depict the Star Map opening as the camera softly pans around it. To recreate this, you, or a volunteer modder, can follow the following steps to achieve this: 1) Install GLIntercept, activating this mod in-game will allow you to move the camera around freely. 2) Set the Star Map inside the Tatooine Temple so that it'll open if you click on it. 3) Download JC's Toolbox for K1 and specifically install JC's Invisible Disguises for K1. It adds an armband which can make the character completely invisible (not stealth mode, as in the player just isn't rendered at all). Equip this armband in-game. 4) Inside the module tat_m18ac, press Caps Lock on your keyboard to go into first person mode and type "warp m19aa" into the cheat console. Doing so will warp you into the Tatooine Temple and, due to a glitch, will disable your GUI so the mouse cursor, icons, portraits, menus, and everything else is rendered invisible. Pressing Caps Lock twice after this (going back into and out of first person mode) will undo this glitch. 5) Down and install the OBS Studio screen recorder. 6) With the invisibility armband and the glitch above in effect, the player and main menus cannot be seen. Move to and stand in front of the Star Map. 7) Slowly drag your cursor to the left using your mouse to cause the camera to pan in a circle around your camera. Since the Player is invisible, use GLIntercept to set your camera back a little bit so that it perfectly pans around the Star Map as it opens in the next step. 8,) When you are confident that you've set everything up properly, press record for OBS and click on the Star Map. Using the technique described above, pan the camera around the Star Map as it opens. Repeat until you're satisfied. 9) Using a video editor of your choosing, add a quick fade in and fade out from black at the beginning and end of the footage. If possible, add an overlay effect over the screen that resembles the vision effect from the original scene. If need be, mute the audio of your recording and outright rip the audio from the original vision and add it to your recording. Ensure that the recording is about 9 seconds long as per the original visions. 10) Convert your .MP4 file into a .BIK file. 11) Test in-game and see if it worked. Whilst many of us can agree that the Star Map needs to be inside the Temple, I think that we should not let the vision cutscene hold us back on creative freedom here. Even if we can't make the scene right now, we still have two options in our sleeves: 1) Make the Tatooine Temple with the Star Map in it, ensure that the Temple is the best it can possibly be, and either make, or have someone else make, the new vision scene later and last. 2) Add two installations, one has the Star Map in the cave and the other has the Star Map in the Temple. This'll appease everyone, those who hate the inconsistency/hate the new vision and those who want the Star Map in the Temple will both have what they want whilst angering none. What triggers are they? From what I can tell, the Player just clicks on the Star Map and the Star Map opens - it doesn't have any triggers. If the cave option is to be retained, I think this might be the best course of action as the Temple will still be required to continue the plotline. Even if the Star Map is removed, I'm sure those triggers will still work. I've been sharing with JuniorModder over Discord some ideas of my own on how these puzzles should be dealt (as I was the one who gave him the idea in the first place). After doing some testing, I have removed the barriers in the temple and have given the Player free reign over the Temple. However, as the Star Map is locked (either in the Saarlac room or in the Cave) then having free reign over the Temple isn't really a benefit as it would be in the current setup. Instead, runed Obelisks inside the Temple would have strange poems and forgotten lore of the Rakatta and their slave races etched into them and, through a combination of this lore and the Storyteller's Lore, the Player will be able to recite the answers to the Ancient Droid and, if spoken correctly, the Player will be able to unlock the Star Map. In my version of the lore, it is implied that the Rakattans moved the Sarlaac into the pit and used it as a site of religious worship and sacrifice. Around the pit I intend to add "sacrifice urns" that were used as sacrificial offerings though some of them will contain basic Lightsaber crystals as loot. The reason why there is no Sarlaac inside the pit is because it'll also be implied that the Rakatta "took it away" before they glassed the planet. Right now the working name for the Sarlaac is "Bar'baloth" and this Sarlaac, despite not being present, plays a religious role in Sand People and Jawa mythology which will be taught to the Player via the Sand Person Chieftan, Storyteller, and Iziz the Jawa. In the lore I'm working on, I have it so that it is the Jawa's outside the Temple who give the Player a third Krayt Dragon Pearl as a reward for clearing out the Temple (this might be exclusive to the DS ending wherein the Player encourages them to migrate into the Temple instead of leaving it). That is something I am considering. I intend to replace the Rakata either with this, or with a Hologram of a Rakata that thinks it is the real Rakata it is depicting when it isn't (imagine a Ronald Reagan AI thinking it is the real Ronald Reagan, that's what this'll be). The above where I suggested removing the barriers as part of the Temple questline would fix this. The following wall of text inside the spoiler below is what I sent to JuniorModder as to why I think the Rakata inside the Temple is a horrible idea: If this character could be replaced with the Ancient Droid, or a delusional hologram of a Rakata that thinks it is a Rakata even though it speaks Twi'lek or something, could remove many of the plot holes I talk about below. By removing the Rakata we need not worry about either porting or making weird Lightsaber designs. This would require voice acted VO, I think the Dantooine one where the droid cycles through slave alien VO would be better as it means we can just reuse VO and not create new ones. That, and the Party recognizes the Player can understand the Rakata on Lehon. If there is a Rakata on Tatooine that's a massive plot hole. The very first thing the Dantooine droid says is in Rakatan yet the Player does not understand. I think the timeline of events in regards to the Player understanding Rakatan goes like this: 3959 BBY > Revan uses the Force to rip the knowledge of the Rakatan language from the Rakata he/she encounters and uses the Force to make the Rakata understand basic, this is confirmed by The Elders and The One. 3957 BBY > Revan is captured and the Jedi Council wipe his/her mind, as a result the memory of being able to understand Rakatan is suppressed. Endar Spire, Taris, and Dantooine > the Player does not understand Rakatan as he/she has amnesia. Korriban > When the Player picks up the Wraith Box, even if it's the first planet, and gets zapped inside the Mind Prison Revan has remembered how to understand Rakatan again. The Imprisoned One implies that Rodians and other creatures got zapped into the box but couldn't understand the Imprisoned One and so ran into the void out of frustration. Lehon > The Player still remembers how to to understand Rakatan to which the Party will acknowledge this in dialogue. For this reason, the Player must be able to understand Rakatan but doing so will cause a plot hole as the Party will recognize this as they do on Lehon. By moving any such lore to the Ancient Droid or Hologram I propose we can keep both the lore and not have plot holes. Correct, perhaps if the Ancient Droid/Hologram believes that the planet is still green that'll serve as some real nice bit of lore for the mod. In my lore I removed the Tusken and all the Speederbikes, how on Earth would anyone get speeder bikes in there? I actually expanded the Jawa bit to have an entire encampment of Jawa's in that little area to compensate for her loss. More on them will be detailed down below. I think a simple conditional after completing the puzzles would work here, it'll function similar to the Kashyyyk Star Map this way. I actually proposed this to JuniorModder but he doesn't like the idea as it reminds him of the plotline of the book series/movie "Dune", however, I'll share my ideas on the matter. Gaining the Eastern Dune Sea Map from either the Sand People Chieftan or Iziz the Jawa should make it clear that the Star Map is inside the Temple whilst the Sand Person Chief in particular talks about how the Temple is taboo in Sand People culture as, not only does the Krayt Dragon guard it, but the God "Bar'baloth" and her "Child" dwell in there and those who go in never return. He goes on to imply that the one who goes in there and defeats Bar'baloth and the Child will go on to become the Sand Person Messiah who'll unify the Sand People under their rule and drive out the invaders. Bar'baloth is the Sarlaac whilst the "Child of Bar'baloth" is actually a Terentatek that is residing inside the Temple. Do note that this particular Terentatek was missed during the Great Hunt that wiped them out and so you'll be able to tell Deesra Luur Jada on Dantooine about how you killed it on Tatooine. Inside an Obelisk as loot you'll find the Saarlac Tooth and from the remains of the Terentatek you'll get a hide of some kind to prove that you killed it. If you were to give both to the Sand Person Chief you'll be proclaimed the Messiah, the Tribe will make plans to migrate into the Temple, you'll be given free reign to loot their belongings, and you won't be able to kill them after this as they'll go through great lengths to prevent you from pissing them off. The Sand Person Chief will imply that he expects you to return after the Star Forge quest to help them drive Czerka off of Tatooine. Proclaiming yourself as the Messiah is a Dark Side ending because the Temple and the Star Map are of the Dark Side and so having them migrate into the Temple is a bad thing (imagine giving the uncontacted Sentinel Islander tribe the One Ring from the Lord of the Rings for example) and having Sand People migrate into the Cave puts the Jawa camp already in there in danger. If you give the Sand Person Chief the Saarlac Tooth and lie about not being able to kill the Terentatek then you'll prevent the Sand People from going there but you won't be proclaimed the Messiah. The Jawa camp I keep talking about got down there because the Jawa's are small enough, and knowledgeable enough of the geography of Tatooine, to have squeezed through the tight cracks on the surface to sneak into the cave system without going near the Krayt Dragon. The reason they're outside the Temple and not in the Temple is because the Terentatek/Ancient Droids keep killing them when they go in there. After the Player defeats the Terentatek the Player can encourage them to stay in the cave which is Dark Side or leave the cave which is Light Sided. As a reward for killing the Terentatek, the Jawa's leader (which I've made a Chadra-Fan) will give a Krayt Dragon Pearl as a reward. I agree with this, though with my Bar'baloth Saarlac lore I've mentioned the idea that the Rakatans "moved it" out of there could imply that this Saarlac that is Bar'baloth could possibly be the same one from the movies - though it's entirely open ended as to whether or not you want to believe that. I am glad that my reasoning appears to have gotten through! I do not think that'll be necessary, the Kashyyyk Star Map can be approached before you talk to the Rakata Computer and it simply doesn't open. This could likewise be done on Tatooine should the Star Map be kept in the cave. I'll have to test it, but I'm certain the Calo Nord encounter in tat_m18ac is not connected to the Star Map. If the Star Map is gone if you walk to the end of the cave they should all still spawn as normal. I don't think this'll make a difference. If the Star Map is in the Cave but requires the Player to complete the puzzles in the Temple, the Player comes back and unlocks the Star Map and leaves. If the Star Map is in the Temple, the Player simply uses the Krayt Dragon cave as an entrance and does everything inside the Temple. And if the content with the Sarlaac Tooth and even the Terentatek hide being required to complete the Sand Person Messiah content is added to the mod then the new content doesn't end in the Temple, the new content would end in the Sand People Camp. This is probably the only justifiable reason as to keep the Star Map in the cave, but should a new vision scene be made then keeping in the cave becomes less tenable as the Temple Star Map becomes easier and easier. It is of my opinion that a Temple Star Map should be attempted, and if it succeeds make it an optional install so that players who want a Temple Star Map get their Temple Star Map whilst Players who want a Cave Star Map get their Cave Star Map.1 point
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Currently I've updated his weapon to Rakatan Battle Wand, but I think there is a real possibility that his character will be cut from the final version. There might be a force ghost or hologram instead to replace him, but I'm leaning towards cutting him entirely, and focusing instead on adding new dialogue for the Rakata Elders on the Unknown World. What's really important to me is deepening the lore and providing new context for the player regarding the Rakatan's motivations and history, while maintaining a distinct ambiguity to it. While I want to provide more answers and shed new light on the history of the Rakata and Revan's interactions with them, I think it's important to preserve a sense of unknowable mystery to the origins of the Star Wars universe. That's why I created this character in the first place. However, as others have communicated to me, it doesn't make much sense for this character to have survived imprisoned in the temple for thousands of years, even if they were some sort of unimaginably powerful Sith Lord. So there is definitely still much room for development in regards to the story!! I love Revan (and the Exile) and I am passionate about further developing and resolving their storylines! lol (soy mucho mega kotor nerd) JM1 point
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v1.1 is now live! V1.1 update This version has been tested and ensured for compatibility for the following mods: K1R v1.2 K1CP v1.10.0 K1CP+RP Demo v0.13.0 Sleheyron Story Mode and Battle Arena v3.31 point
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View File Twisted Rancor Trio (Movie-Style Holograms For Twisted Rancor Trio Puzzle 1.0.0) I created textures for the Movie-Style Holograms For Twisted Rancor Trio Puzzle 1.0.0 mod. 1. Download: DP_Holo.rar 2. Copy all files to the Knights of the Old Republic's Override folder. (Example location - C:\Program Files (x86)\Steam\steamapps\common\swkotor\Override) 3. Delete the .tpc files with the same name.. 4. If you like the mod; leave a comment or endorse! (It would be much appreciated) Made with love. Submitter Dark Hope Submitted 07/10/2026 Category Mods K1R Compatible Yes1 point
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The Look In Override option just has it parse 2DAs in the Override whenever a 2DA is used in a template like a UTI, UTC, etc. It won't show up in the main asset browser. You'll have to open it manually via the 2DA editor (1st button under the top menu row). But KTool is old and creaky and not recommended to be used any more. There are multiple alternatives these days, including a new 2DA editor that was literally just released in the last 24 hours.1 point
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Hello. So a while back, I made a post called "Dumb question, but what graphics are required for a smooth dissaperance in a cutscene?". The post basically was about the way Darth Nihilus fades away as he dissolves into a red "cloud" of dark side energy. Back then, I didn't have the game yet, and now I do. There are some playtrhough videos on YouTube of KOTOR II, both TSLRCM and TSL vanilla, that have Darth Nihilus fade away gradually and become transparent before completely vanishing in the red cloud. The way he vanishes into the scarlet red dark side "smoke" looks super clean and transitions nicely, his model fades and becomes more transparent as he fades away in the cloud. However, there are other playthroughs of the game, both vanilla and TSLRCM, in which he doesn't vanish the same way as others. Instead, he just glitches out of existence after the dark side energies combust out of him without fading gradually and becoming more transparent. His model just stays the same before he just pops out of existence in the cloud. I really like the effect where his model becomes transparent and fades away in the cloud, as it looks more realistic and looks like a visually stunning effect, but in my own personal playthrough of the game, my fear was true. He just glitches out of existence, the one where he doesn't become transparent. I made a video of what I want the death of Nihilus to look like vs what I have in my actual game. I want to make him become transparent and fade out gradually, but I don't know if it is graphic or resolution issues or a script thing. To give you more context, here is what I have on my game. I have the GOG version of the game, (Good Old Games), specifically the GOG Galaxy version of the game. I am running this on a Nimo Gaming laptop. I had installed TSLRCM to my computer, then I installed the Unofficial TSLRCM Tweak Pack, specifically the tweak that removes the Visas Marr and Mandalore conversation on the Ravager and makes the cutscenes run like in the vanilla game. The footage you see is from my game with those mods installed. I then began to wonder if this was a product of the Tweak Pack and/or TSLRCM, so I uninstalled those mods and played the save game of that level vanilla, but same result, (to be fair though, I was playing from the same save after I uninstalled the mods, so I dunno). This is all REALLY weird because I myself am making a mod where I use the sithritual001 effect on Darth Sion in the final battle level with him on Malachor V, and he has the transparent gradual fadeout but somehow Nihilus doesn't. You can see a snippet of my "earlier revision" of the Darth Sion mod here, where he is seen fading out and becoming transparent. I want to find the root of this problem, mind if anyone helps me please? Help would be greatly appreciated. Darth Nihilus fadeout.mp4 Video Project 4.mp41 point
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Those files are correct. Your override folder is a subfolder of "Knights of the Old Republic II"? Again, I don't have any experience with the mobile version. You could try https://kotor.neocities.org/modding/mod_builds/#androidios for hints.1 point
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Like it says on the tin. If someone is willing to port Disciple's head model from TSL to K1, or has it already laying around, I'd much appreciate it.1 point
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View File K1 Marked Empty Containers Description Appends " (empty)" to the floating hover name of any container or lootable corpse that currently holds nothing. Now you can tell an empty footlocker from a full one at a glance without stopping to open it. Shows the moment you first see an initially-empty container. Updates live the instant you loot one empty, while you're still hovering over it. Covers lootable corpses too (KOTOR stores them as "Remains" containers) Installation instructions 1. Copy these three files into your KOTOR folder, next to `swkotor.exe` (typically `C:\Program Files (x86)\Steam\steamapps\common\swkotor\`): - MarkEmptyContainers.exe - Apply Container Patch.bat - Revert Container Patch.bat 2. Double-click `Apply Container Patch.bat`. It prints `SUCCESS` and makes a backup. Launch the game and enjoy. Uninstallation instructions 1. Double-click `Revert Container Patch.bat`. This restores `swkotor.exe` exactly as it was (from the backup it made: `swkotor.exe.MarkEmpty.bak`). Requirements Requires the KOTOR Editable Executable mod to allow the patcher to work. https://deadlystream.com/files/file/1320-kotor-editable-executable/ Submitter ShaeMyName Submitted 06/29/2026 Category Mods K1R Compatible Yes1 point
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It's a very straight forward reskin mod, copy files to the override folder. You don't need to start a new game for texture replacements. I have no experience with modding the mobile version, but I assume you also have an Override folder.1 point
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So... how are we all feeling about the Star Wars: Fate of the Old Republic announcement? Methinks they're using it as a testing ground for the reception to the potential remakes.1 point
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Today's little demo: This patch was originally put together by @LanguageWriter123 (see here). He and I worked together to see what it would take to port this over, and today I decided to give it a shot, and I'm very pleased with the results! cc @darthbdaman as you asked about level caps earlier1 point
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[TUTORIAL] - KotOR Modding Tutorial Series These tutorials should be enough to get anybody started making levels for the game using the available resources and tutorials / tools etc IMPORTANT NOTE : A lot of the tools I use are outdated now that Holocron Toolset is out, however I still prefer working with each filetype as I am use to the programs that edit them directly that I use throughout this tutorial. So if you are using Holocron Toolset or KotOR Level Editor, things will be different, but the general idea should be the same. I suggest trying out Holocron Toolset if you want an all in one program for editing levels, it does everything KotOR Level Editor does and most of what all the tools I have below do, except perhaps findrefs, dencs, kotor gui editor, walkswitch, anicam, ptheditor and lip synch editor, but it does everything the rest of the programs do and it might even do some of the things from the programs I just mentioned, I am not sure! Available Source Material & Tools These are the tools I use for modding the game. Lots of source material is available on DeadlyStream as well as many tutorials, some old, some new and very detailed information on the filetypes and the game itself, so make sure to have a good look around. .nss scripts for every script I have been able to access from both games are available in the GitHub repositories for my project. Some scripts from KotOR1 require the files to be trimmed of some excess bytes, there is some information on it around here somewhere and I will post a link to it when I next find it, the scripts in question are some of those from Tatooine, Manaan, Kashyyyk and the Unknown World. Actually Decompiling Scripts Steam KotOR Tool Issues KotOR2 Expanded Galaxy Thor110/Expanded-Galaxy-Main: Expanded Galaxy Main (github.com) KotOR1 in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Port: Expanded Galaxy Port (github.com) Brotherhood of Shadow : Solomon's Revenge in TSL Expanded Galaxy Thor110/Expanded-Galaxy-Hood: Expanded Galaxy Hood (github.com) PLEASE do not redistribute the entire project anywhere without my express permission, but feel free to learn from the source material to make as many modifications to the game as you wish. If you wish to work on the project or contribute by offering or allowing your mod to be included with the project feel free to contact me on here or elsewhere. In future I might go beyond these basic scripting tutorials and add other types of tutorials such as texturing and modelling that are focused around KotOR2 TSL or working with others towards making a comprehensive KotOR modding guide. Most material I write will be aimed at KotOR 2 TSL, though a lot of the structure of the game is very similar between them both if not almost identical. For now here are some really basic written tutorials for getting setup with Blender and modding for KotOR or just messing around with the models from the game. I will continue to work on these providing screenshots and more as necessary. The first two blender tutorials here are a little outdated, there is a new version of KotORBlender for example which can import MDL files without the need for them to be converted to ASCII. I advise having a folder with all of the games model files ( mdl/mdx/wok/dwk/pwk ) and related files ( .lyt/.vis ) as well as textures ( swpc_tex_tpa/swpc_tex_gui ) And even all of the .gui files, this way you can use that folder to instantly import an entire level as well as properly display .gui files in the KotOR GUI Editor. Blender Tutorial 00 - Getting Blender Setup ( OUTDATED ) Blender Tutorial 01 - Asset Editing ( OUTDATED ) Blender Tutorial 02 - Creating A Placeable Blender Tutorial 03 - Character Editing Blender Tutorial 04 - Level Editing Outdated Tutorials & Intro Individually written and quite specific tutorials, mostly scripts and guidance towards achieving specific goals or tasks. 01 - [TUTORIAL] - Creating a Module for TSL using a KotOR Map! The first tutorial should be a great guide for porting a level from the first game into the second game as well as that it shouldn't be too difficult to work out how to do it the other way around from there on out! These are some useful links that I have found around that might guide you towards making mods for the game. Useful Links for learning to mod TSL & KotOR Thor110 In the following post in this topic are many more tutorials that I am working on to guide people through the process of making mods for KotOR.1 point
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Well, I suppose technically he was a knight for the duration of one conversation. Then he became a master. But that's beside the point. I don't know how else to explain it. Every Jedi character that appears in the game is called either a padawan or a master. Bastila is a padawan in training to become a master. Apprentices are bestowed the rank of padawan upon completing trials, which is exactly how knighting works in other stories. No, she was still a padawan too. She still had a master and was in training. That's the collective term again. I'm talking about knight as a distinct rank between padawan and master. For example, "A small squadron of Jedi Knights in snub fighters could penetrate the Sith blockade and dock on the space station." Vandar isn't talking about Jedi with the rank of knight, specifically. Surely some of them are masters. Some of them may be padawans. But they're all "Jedi Knights". The only named characters ever called knights in the game are actually Revan and Malak, but I don't see any clear mention of that as their specific either - just that Revan was a "charismatic knight" and so on. The word only shows up 44 times in the TLK, and a lot of those instances are due to the game's title or item names.1 point