Leaderboard
Popular Content
Showing content with the highest reputation since 06/09/2025 in Posts
-
6 pointsHi there! I've seen this topic quite recently, and i got in touch with Brents as i was working myself on the Jedi Enclave module for K1. I'll be sharing my ressources for my own mod to Brents Im not saying everything displayed here will make its way through, and i'm not making any promises instead of the author himself. Just saying i'm willing to give a hand, we did not settle on anything concrete yet and i wanted to showcase a bit of my own work without opening another thread. As there is a placeable limit in K1, everything you see in the video i'm linking is added into the module models themselves. I reused assets from K2 (Khoonda assets, Peragus kolto tank, Placeables...). The extracted placeables are not lightmapped yet, and i was wondering if it would cause troubles in the long run? There is also the sunlight from K1 Dantooine appearing in the main hall/garden.
-
4 pointsFirst, thank you for your interest over the mod N-DreW! I explained it a bit but im gonna try to be clearer here. As an end user myself, the process of installing thousand separate mods is very tedious, and only the most persevering players out there do it. It also requires each time to have a compatibility patch for the hundreds of mods out there, which make it even more tedious (also regarding the installing order). As i said, what it will lack in modularity (having things separated into hundred pieces), it will gain in install ease. Also, as i said, this is only "my take" on what i think is good, which is very subjective. Not saying that it inherently "is" good. Having everything into a single pack ensures that my vision about the game design and the mod philosophy is cohesive from start to finish. I totally understand that people may disagree on a lot of changes brought by my mod, but once again, this is only "my take" on this. That being said... I said i'd be hopefully releasing my content as modder's ressource, and my mod will be entirely free to edit. So if anyone out there do want to separate the content into smaller pieces, especially regarding the quality of life content (such as model repairs), they will be free to do so and i don't see any problem with this. Honestly this project is already so big that separating everything into little chunk would take me twice the time, and i'd like to hopefully finish this before the next century 😅 This is a disclaimer. I know there are K2 lovers out there. I'm not one of them, and i do not care that much about K2's lore and story to be honest. I am just being completely transparent about it, so hopefully people out here won't come to me and say : "Hey! This is not lore accurate with K2!" because honestly, i do not bother that much So specifically about force powers and feats: Once again, its only my take and my vision on all of this. I am trying to improve Kotor's sandbox as best as i can, and as i said i'm gathering most of the possible feats and force powers that can be done and implemented into K1 (which include K2 force powers and community's ideas). I am not trying to appeal or adapt to most people out there (and it would be an error to do so), because anyone has its takes and ideas. I cannot appeal to everyone, i cannot fit into everyone's expectation. People also have to realize this, and that its only an amateur work, something i am first doing for myself and not for the others. But once again, if someone wants to extract portion of my mods to release smaller or edited portion of it, they are free to do so Also, while we are on force powers and feats... Enemies are able to use them. So can you imagine? I'd have to edit separately EVERY npc sheet from the game to implement the feats? Then do the same for force powers? Items? I have neither the courage, nor the time. I am a single dude out there, an amateur afterall. I get what you mean tho and at the moment regarding my workflow, my work is separated to help me fix or add the things i need to work on (so, i've got the companions in a folder, the feats and force powers in another one, the items, the planet content...). As i said, i'd love to share this work and to have proper feedback, hence why i'll be releasing alpha/beta builds down the line with a proper discord server to gather feedback. Unfortunately, if something does not appeal to someone, then they can install something else. As i said, i'm not here to appeal to most people, or make my work fit their expectations. I am doing this project for myself first But as i said, if someone wants to separate the work into smaller piece, they can. So this is pretty simple. In K1, it is not possible to create new spellcaster classes because custom spellcaster classes do not gain any force power points (hence why the jedi companions will keep their default classes), BUT we can definitely add new non jedi classes. All of this process is done editing the Classes.2da file most notably, but there are definitely some limitations. I can edit freely: The amount of HP per level, the attack bonus table/saving throwtable (because, it uses a separate .2da file that basically specify how much attack bonus you get at a specified level) and the amount of skill points gained, if you get or not the effects from leveling up at each level (feats, skills...). There is a limitation regarding: Classes defense bonus, feat table, skill table, spellgain table and featgain, as there is a limitation in the number of classes (8 max). So with all of this in mind, we can already make pretty nice variations over the base classes. For instance, my new "Pilot" class for Carth uses everything from soldier, but he gets an additionnal skill point per level and has access to the scout skills. My new "Mandalorian" class for Canderous make him gain extra attack bonus per level, so instead of 1 per level (20 max), he now gets 1.25 attack per level (25 max). Aside from this, i've performed some unique feats to distinguish them even more. These new feats are directly tied to the companions character sheet, so it does not affect anyone else in game. Most of the time, the effects are performed editing the hide item. So, for instance, Carth now has a +2 attack bonus against dark sided characters, Canderous is immuned to fear, Juhani now has +10 Awareness and is immuned to sneak attacks instead of the force camouflage, Jolee gets an extra force point regeneration... Some other feats are performed editing various scripts. The heartbeat has been edited to provide a "Wookie rage" feat for big Z. When he falls below 25% vp, he is now immuned to fear and get attack bonus, strength bonus, while it depletes its defense, reflex and will. Having unique class and feats for each companion allows now to have specific item for each of them. So, for instance, the flight armor suits from K2 will hopefully be restricted to Carth! Some new implants will be restricted to Canderous! And so so much more... I'm linking some screenshots in a spoiler down below for a very small showcase, tho i'd like to separate this topic's displays into separate pieces. Everything is subject to change of course! New appearances include A LOT of K2's assets. So you can see some heavy sith soldiers (i've recently done the female variant thanks to your assets), sith honor guards for the Leviathan bridge, the (controversial!) death troopers, new child chromas/clothes, A LOT of commoner clothes variants that you can find here on deadlystream, some variants for jedi outfits (and one general robe retexture from Insidious mod), gamorrean variants (but they need to be edited), gran reskin that i released aswell, some twilek chromas, some rescaled creatures like the kinrath hive and the ritual beast terantatek, protocol droid variants, war droid variants (to dinstinguish MK1, 2, 3...) ... Anyway. This is but a taste of what's to come! At the moment only AI, but i definitely wish to hire some voice actors! I am writing the dialogs on the top of my head while im working on it, which does not make the process very easy to work with people. I tried to contact the mod uploader but i didnt have answer yet. But yep of course, if something reach the quality bar to be introduced into some mod, i'm very opened to sharing the ressources. So i've shared a bit about the appearances, i'll be sharing about the items in due time. I'd like this topic to be structured and ordered. Once i'll be ready to share more about it, i'll do it So this is not a secret at all, if anyone get inspired by the ideas its ok for me. Taris Back Alley: As you may know, there is an elevator access in lower city apartments. In vanilla, it leads nowhere and K1R used this to access the Swoop platform. I figured this elevator would be a good access to a module about Black Market, drug dealing and illegal street/free fights. To access this module, you'd need a proper "password" of some sort. There'd definitely be a Chandrafan linked to this in the cantina. This would act as an inverted mirror of the upper town, especially regarding the non lethal fights from the upper city cantina. A module filled with aliens that dislike humans, where you'd be able to get some spice (from the vulkar spice lab!), some exclusive shop with poison weapons, disruptors or other illegal stuff, and you could also participate into street fighting. Each fight would have its specific rules (so, maybe you're fighting bare knuckle, another time you face 2 or 3 opponents...) and one of the idea would be that the people watching the fight could randomly throw items such as weapons in the middle to spice things up. You could start a quest about smuggling (much like the quest in TSL on Telos) and one idea i had was to make use of the sith fighters near the sith base, the shady guy could have some kind of sith contact that could get past the sith blockade, so you'd need to put a package into one of the sith fighters. The idea is to make use of unused areas, create new stories and interactions, new content and make the lower city way more believable as a place. Black Vulkar Spice Lab: Here my aim would be very much like K1R, restore this portion to extend the vulkar base. Nothing more, nothing less. I'd like to revise the model from the spice room to make it feel like a proper drug lab! One thing i thought about is maybe depending on what you do here, it has an impact on drug dealing once you reach other planets such as Tatooine. Jedi Enclave Sublevel: The jedi enclave on Dantooine feels ultra small and claustrophobic. This is supposed to be an academy, yet the area lacks life and space. There is no padawan, you don't even see the republic... Having a republic ambassy can lead to pretty nice interactions. One major thing i'd like to do with my mod, is to have a kind of raising stake toward the end of the game, where your choices impact the star forge section (just like in Mass Effect or DAO). So some concepts would be maybe to turn some material to the republic (grenades, weapons, medpacks... Just like in DAO), to the jedis (sith or jedi artifacts?), have a proper plot regarding the kolto on manaan (very much like brents envisaged it), the library could provide informations about the kinrath and kath hounds (a new way to introduce informations to players, as i'll be revising how they work and their behaviours), there could be Juhani's master in the medical area aswell, the oil bath could serve as a fix for the permanent effects bug (while also providing a small temporary buff to reflex maybe), i'd love to bring M4-78 as a playabe planet aswell, and the galaxy map in the sublevel could be a good place for this... Just like obi wan with kamino, some planet that should be there but that is not in any archive. The overall idea is to make Dantooine more believable as a place, and have more impact on the player once this planet is completely lost. One thing i envisaged was to have a character fleeing to Manaan, and maybe you could witness Dantooine's destruction as a flashback by playing it. Once again, mostly concepts but nothing concrete done. Kashyyk's shadowland cut module: The wookie society is not really that much defined in K1. Maybe this could be a good "hunting" ground for young wookies, with some K2 beasts. It could also be entirely used for the ritual beast encounter and make it something more memorable. Maybe there could be a crystal somewhere? Here i do not have very precise ideas in mind. Dantooine crystal cave: Firstly, using the extended crystal cave from K2 allow to port the vanilla crystal cave from K1 to korriban. As i want to revise crystals aswell, it makes a new place to loot them while still retaining some kind of variety. The mandalorians on the planet could also dig this place to smuggle some crystals? Who knows! Having a crystal cave on Korriban would also allow to have some laigreks in there, to act as a mirror to Dantooine's crystal cave, with some fire dealing creatures! Tatooine's cut temple: Here i'd love to have more lore about the builders and stuff. Why not having a section with some crystals aswell? Not very precise ideas there aswell, but the star map would definitely be in there. Ye i getya. The line can be crossed easily when adding new content and interactions. Once again, it's only my take on all of this, i cannot make a separate install for every interaction, new appearance and so on if i want to finish this project before the next century. But ye, if someone wants to dissect this mod, they are free to do it once again. It'll definitely be easier to cut the mod once it'll be done, than cutting everything into very small parts from the start. If you want to use my bardroid model, texture, voicelines, dialogs and git edition for cameras, you can I didnt know about this, but atm gonna be honest i have so much to do already on Taris that its not in my plan at all. So i'd say "maybe"? But clearly not working on something like this at the moment Thanks for the kind words! I hope i properly answered your questions/concerns Appearances showcase
-
4 pointsHere me out here, would it be possible to release the mod as updates or separate mods? You might be familiar with my own NPC Overhaul Series, the NPC Diversity Pack was lackluster when it came out and it's been updated over the years to include new content. Mods like Hearts of Beskar are part of the series but are separate incase people do not want, or cannot use, said mods but still want an NPC Overhaul via the Diversity Pack. The K1 Alien Pack isn't done, far from it, and all the aliens are added via separate installs meaning you can add Devaronians to your game without the Bith and you can add Quarren later when they're added for example. Would you be willing to tell us why this is important? Because I've ported Sith Commandos to Kotor I before, and the inclusion of Sith Commandos in Kotor I doesn't really negate Kotor II. I know you've ported a lot of Kotor II assets into Kotor I, and things like adding Devaronians or Mining Droids into Kotor I wouldn't hurt Kotor II. In the words of the famous Calo Nord: "Smart." Now this is what I mean when I suggest releasing these as separate mods. Having one big Frankenstein of a mod pack is bound to cause issues down the line with other Force Power and Feat mods, and not to mention that if players don't like the feats or powers you add they might just not play the mod, thus missing out on all your added content in-game because they didn't want the powers. Now if the mod was divided into multiple mods, you'd obviously play with all your separate mods together as that is the original intent but others might choose to not use your Feat and Force Power mod, or they might only play with your Feat and Force Power mod. Ultimately, separating your mods will be better because let's say if there is a bug with one of your Force Powers you'd only have to worry about your one Feat and Force Power mod instead of worrying about updating your big mega mod. What I'm saying here isn't your fault by any means, but I know there is at least one player who is boycotting the K1CP mod because of the Sentinel and Consular Class Skill Swap fix included in that mod. Petty, very much so... but if you have your class revisions as a standalone mod you won't have to deal with people downvoting your mod and writing entire essays as to why your changes to the classes are wrong (as is what happened with the K1CP). Can you explain how this works in-game? I thought classes were hard-coded. Care to show us some of these appearances? You mentioned "voice lines". Will these be voiced by an actor or by an AI? I obviously don't care about AI as I used AI to add voices for the generic background characters in the Revenge of Revan mod, but other players definitely do care about AI. Much like the guy who boycotts the K1CP because of the Sentinel and Consular Class Skill Swap fix, players might just avoid your mod if it uses AI. Again, if you were to divide your mod into multiple smaller mods that means the Anti-AI crowd would only avoid the one mod that uses AI whilst they might still use your previously mentioned Feat and Force Power mod and Class revisions mod for example. Will you be uploaded these fixes as standalone fix mods or donate them to the K1CP? I know many players play Kotor I and II with just the restored content mods and bug fix mods so these would definitely be valued as standalone mods without Feats, Force Powers, 100 new appearances, and possible AI voice lines. So what you're saying is that you took Kotor II placeables and "combined" them with the Kotor I modules, this is how you added the Oil Bath in the screenshot you provided without adding a new placeable, right? I would love to see this in-action! I would like to see what you have made here. I would like to hear some of your plans for these modules, and if you aren't wiling to reveal your plans in private then feel free to message me privately. I would like to see what you're doing for the restored Black Vulkar Base, my RC-K1CP mod will restore it at some point but as an optional install so our two mods may just be compatible with one another. I know there was another team working on the Enclave Sublevel, is this a separate project or are you collaborating with, or taking over, the work they did previously? I believe I donated a texture to that project too. I am curious as to how you plan to expand the Dantooine Crystal Cave, it logically makes sense that the cave is small in Kotor I but by the time of Kotor II the Militia bombed the original entrance and so the Kinrath dug out a larger cave system into the Khoonda plains. Are you just going to add new Kinrath enemies/lightsaber crystals, or is this where your disregard for Kotor II comes into play? I believe you've shown some of these off already on YouTube, and just like I've been saying I think separation of the mod into smaller mods, or at least different optional installs like what I did for my K1 Alien Pack might be for the best here. I do recall you added a Kotor II inspired cutscene in the Cantina where a bartender droid shows off the Upper City Cantina, this I felt was a work of art and I would 100% use it... should it be standalone from the other two examples I'm about to list. You added a female Sith Guard to the Sith Base on Taris, and even if she's voiced by an AI or an actor I felt the inclusion of her would be subjective. Some players might like the encounter, others might not. I 100% would use the Protocol Droid scene in the Cantina but might not be so keen on this cutscene. One cutscene I am not keen on is your enhanced Undercity Patrol. I believe you added a parody of the "Death Troopers" from the movie Rogue One with audio ported from Star Wars Battlefront II, unless I am mistaken. You've said that you joined the Kotor Modding Community last year, that's fine - but when I joined the Community almost 10 years ago I joined during the time when porting between Kotor I and II was a bannable offense. I think either TSLRCM or M4-78EP was removed from this site at one point because the end credits included the theme "The Old Republic" from Kotor I in its ending credits. Fun fact: I believe before the ban was lifted in 2018 the Administrators uploaded a blatantly obvious port of audio from Kotor I to Kotor II to see if people would even notice, well I noticed and I pointed it out. I guess you could say my logic in pointing it out back then was "If I can't port, you can't port". Thankfully, porting has been allowed for some time now and it's made the Kotor Modding Community so much more interesting with the mods we're now making. But as someone who made mods during a time when you couldn't port between Kotor I and II, can you understand why I'd be uncomfortable to play a mod that ports audio from Star Wars Battlefront II into Kotor I? Again, I'd happily use your Protocol Droid in the Upper City and probably many of your appearances too, but the Death Trooper is one that I would skip out on... though on the flip side someone might happily use the Death Trooper and skip the Protocol Droid in the Upper City. Regardless of what you might think of my opinion on the Sith Guard and Death Trooper, should you ever release the Protocol Droid in the Upper City, regardless if its standalone or part of a massive mega mod, would you be willing to make a compatibility patch with my RC-K1CP mod which restores the original Protocol Droid bartender to the Upper City Cantina? This is going to sound really dumb after everything I've said but do you think you can add the Taris Middle City into Kotor I? If you're using AI then dialogue and voices for already existing characters and new characters won't be a problem and, through model editing work, you seem to have the competency to make new and unique modules for a hypothetical Middle City section for Taris. But I understand if you don't want to. That'll be good! Also very good, don't make promises - the mod comes when it appears on the site out of the blue. I mean... maybe if you do go with the 'Frankstein Mega Mod' route I might be able to separate things that I like for you. Despite my criticisms with a few things, the standalone assets you've made thus far are fantastic!
-
3 pointsI will do and post my work whenever possible. There is a new addition to the family. I have much less time now. I can't say anything about kotor 2.
-
3 pointsLet me dive into this today then How editing feats and force powers is possible New feats showcase So, some feats have either the same ideas as TamerBill or are exactly the same. Why can't I simply add my own feats on top of TamerBill's mod would you ask? And that's a great question. Well, firstly, i'd say around 30% of TamerBill's feat are either not working at all, not working as intended or have a wrong description. Secondly, some other feats make use of the hide slot from the characters (which i'm using for numerous other things). Thirdly, his mod edits the crucial scripts i spoke about earlier (k_ai_master, k_sup_grenades and so on), so it is not really possible to make anything compatible (hence why i'm trying to put as much content as possible within a single install!). Finally, numerous feats or force powers are not in line with my vision for the game. BUT there were GREAT ideas and concepts in there, so i'll be reusing some of them or tweaking some others! I'm using my own icons tho, just to make sure i do not "steal" any of TamerBill's original work. Jedi feats showcase: There are new exclusive feats for each class btw. Droid feats: In another message i'll showcase the companions unique feats, the class changes and also the force powers (A lot to cover as you can tell!). As you can see, everything is kinda intertwined depending on items, companions rebalances, class rebalances, force powers... Hence why i'm doing a single install for all this. That's A LOT of math, so there'll be be balancing issues for sure. I can't wait to open this to players so they can give proper feedback. I cannot wait to see the builds people will pull out aswell, because the variety is going to be WAYYYY better than vanilla! Well, this is one of the few drawbacks from modding. Some people take things for granted, or feel they "deserve" something. I'm doing this for free, entirely on my spare time, and for my own pleasure first. I can totally take people's feedback, and it's vital to have someone's opinion about your own work, because as a single worker on this, you can miss out on something. I do have "Spiceman" on discord, someone that follows my work nearly from the start and we're discussing A LOT about this project. His insights and feedbacks have been very valuable, huge thanks to him. Anyway, all that i mean is that i enjoy feedback, but people have to understand that's its only a fan made mod bearing its own vision and wishes. If they're not happy with this, i think they will survive lmao and i will survive mean comments too The credit list is updated! I meant their skin colors. So i've showcased the turquoise and brownish variants up there! I'll have more to showcase later like bib surool For sure! If you want to, we can talk about this and the type of content that could be included in there Nothing very precise in mind at the moment, but i've already started fixing the module. The only thing remaining now is the lighting and 2 holes. I should be able to fix a portion from the lighting reusing some assets from Kashyyk and Korriban that have the same geometry. Well i'll at least try this out someday for sure! I don't have that much at the moment, i've showcased most of them up there. But i'll do more of them for sure. As i said, i'm willing to share anything so if something interests you along the way tell me Nope but its using ShiningRedHD's upscaled textures Just like most of the new assets ported from TSL, i'm using his textures with his authorization. I know there are A LOT of visual improvements or upscales out there, but the things im enjoying the most are the ones closest to the vanilla art direction. I know Dark Hope is looking to redo a lot of assets from the first game, but IMO they look too realistic and most of the time are not in line with the game's art direction (even tho they look insanely good and its an amazing work). So its a decision from me to use upscaled textures from Vanilla by default. It also makes everything im adding completely in line with ShiningRed's ultimate mod serie that improves visually most of the game's textures. Ho well, now that you mention this... I have used your Smoothed hands texture for the female child for sure, over an upscaled texture from shiningredHD. I should have specified it. Other than this i've done the rest by myself (skin color especially since you did this aswell) I also think i've got some variants with gloves. Anyway, sorry for not specifying this, as i'm in the middle of thousand things its sometime hard to keep track of what i'm using or not, especially since its only showcases at the moment. Tho for a definitive release, i'll make sure 300% to have every permissions, don't wanna steal anyone's work or take credit for something that i didnt do myself. You have my apologies and the credit list is updated So its basically chromas to add a bit of variety to the robes. I have specific plans in mind for the jedi robes: I will remove the Star Forge robes model to replace them with the armored robes from K2. The star forge robes will become revan disguises to give a free column. Then i'll be replacing the vanilla robes with the cloaked robes from K2, but unlinke JC i will import a lot more variant instead of only having the 4 or 5 from K1 vanilla. JC released a modder's ressource with his supermodels separate from his mod. I'll also make the Jedi Master have master robes aswell. The vanilla robes i'm pulling out are mostly to add variety to the npcs jedis clothes, especially since im extending Dantooine with the Jedi Enclave sublevel But its a nice modder's ressource i guess aswell. Very long post but at least i answered to everything i guess? Next time i'll be covering the force powers for sure!
-
3 pointsView File Sleheyron- Story Mode 1.0 Introducing: Sleheyron Story Mod. A brand new planet expansion to add to your next KOTOR play-through: Sleheyron! Built upon the Sleheyron demo mod by the legendary SithSpecter (with his permission), this new mod adds a huge new story that brings this lost-absent planet back to KOTOR. This mod contains the following new content: 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! This new mod is my first ever project, and I’m quite excited to share it with you. Sleheyron will feature: 1: A roughly 5 hours long story, voice-acted (no AI voices either). 2: A fully-voice acted new party member, complete with a post-Sleheyron story and romance (The new companion can even do the Leviathan rescue!). 3: 25 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. Regarding compatibility: This first version of the mod was NOT designed with compatibility in mind. There will be a later release this summer of "Sleheyron+" that will use HoloPatcher to create a mod-compatible version of Sleheyron. Because compatibility was not a goal for the 1.0 version of the mod, this mod does not yet use a Patcher program. There is a detailed and simple ReadMe with installation instructions within the zipped folder, however. If you are interested in using other mods, I'm afraid the best thing I can say is "do so at your own risk!" If you are interested in using other mods, my tester has found that you can install the entire of the most recent Neocities Mod Build with Sleheyron; just be sure to download Neocities first, then Sleheyron (he also said this caused an animation glitch with Selkath, but that can be resolved by then installing the Custom Selkath Animations and NPC Overhaul Mods to fix it. But, again, these were not intended when developing the mod- it's just an interesting solution to an unforeseen problem. The story for Sleheyron: Story Mode starts shortly after the player gets their main mission from the Jedi Council on Dantooine. There is a save file in this mod that will allow players to skip right to that moment with a pre-built character. Then you just need to fly to Sleheyron... But I also encourage players to make their own characters, too! Sleheyron can be visited at any time between Dantooine and the Unknown World. I, of course, recommend going early to enjoy the new companion as long as you would like. Some acknowledgements! Modders: First and foremost, the absolute biggest thanks to SithSpecter: Not just for creating the Sleheyron Demo that this mod is built off of, but for granting permission to use that Demo. When the day comes your Sleheyron Restoration Mod is complete, I know that it will be the very best Sleheyron mod out there! Thor110, for helping me out with the basics of module design, as well as introduced me to some cut modules to use. DarthParametric, for teaching me to retexture NPCs as well as two "larger creature" mods that became resources for Sleheyron (is there a single KOTOR mod out there that he hasn't been credited on?). SithHolocron, who early on helped teach me how to retexture modules. ZobiZob, for amazing YouTube tutorials for how to use Holocron Toolset and solving my problem with playing movies. GlaspyLawson, who learned modding at the same time as me, and shared his knowledge; and for contributing a side quest to Sleheyron! JC for just answering so many of my questions through the entire modding process. Really, the whole Mod Development KOTOR Discord Group! Thank you for either offering advice or tolerating my simplistic questions! Testers: Mikael, the absolute most enthusiastic alpha tester anyone could ask for. The_Chaser_One, a painstakingly thorough beta tester that made sure this mod was ready for launch (and also providing the cover art). StellarExile, who helped me out with learning how to use the patcher. MistahJayGarrick for his high praise of the story content (and occasional blunt, but necessary, advice). Tool Developers: Cortisol and W1z4rd designed and kept updated the incredible Holocron Toolset, that was instrumental in this mod's design. I owe them a massive thanks for their work, and the hours they spent helping me out with bug-fixing! Voice cast: LadyandSaoRS, the talented actress that gave us the incredible voice of Vima; giving this long-standing fan-favorite character a perfectly excellent rendition. Mikael, for various voiceovers around Sleheyron that made the planet feel alive (including the dulcet tones of an exhausted Hutt). C4 for the excellent performance as Commander Forcay, praised by a tester as "Sounds exactly like a NPC from KOTOR!" PuckShadows for his Sith Lt. Savage. Juice Phanta for a pitch-perfect protocol droid. Black Rose for literally hundreds of Iridorian mercenary lines, giving me an impressively huge range of pitches to work with. Schofield-HD for an officer of vice and virtue (and more roles to come in Sleheyron 1.1!) Gwoopp and MerakiSky for two fun little roles in the Sleheyron cantina. Companies: Of course, BioWare and Lucasfilm, for making this game that we all enjoy so much. NexusMods and Deadly Stream for being the places to discuss and host mods. Discord for enabling communication that made this mod a collaborative effort. Final Dedications: My wife, who tolerated me spending nearly six months isolated to make this. To a relative who isn't around anymore to enjoy Sleheyron. I think this mod would make you proud! (even if you did spoil this game for me) My apologies if I missed anyone else; but I appreciate all of your hard work! I hope you all enjoy Sleheyron: Story Mode! Submitter SAO1138 Submitted 06/08/2025 Category Mods K1R Compatible No
-
3 pointsHi, I played through your mod a few days ago and enjoyed it really much, so at first I wanted to say thank you for creating it. I found two issues while playing through it: 1) If the player kills the thug (202tel.mod\g_201thug001.utc) which spawns after giving Grenn the information about Batu Rem before the main quest with the Ithorian droid is done, the game softlocks when doing the Ithorian droid quest (only tested the Czerka version, but I think both should have this problem) when starting the cutscene where the thugs show up at the Ithorian hangar. I looked into it and I think the problem is 202tel.mod\g_201thug001.utc has the k_ptel_ma_d.ncs assigned as OnDeath script (the mod itself doesn't touch this utc as far as I can see, but the script is assigned by default). This script increments the global "201TEL_Thugs", which I think shouldn't happen when killing the 202tel.mod\g_201thug001.utc (resetting "201TEL_Thugs" to 0 before doing the droid quest fixed the problem for me.), probably the OnDeath script should be changed for something like k_def_death01.ncs instead? 2) After Zez-Kai Ell rescues the player at the end of the mod the player is teleported to the nar shaddaa docks (In 323NAR.mod\a_geno.ncs "StartNewModule("303nar", "", "", "", "", "", "", "");" is used to do this). I think the waypoint is missing here, because the player starts out at the entrance of the map instead of the hideout, I changed it to StartNewModule("303nar", "FROM_305NAR", "", "", "", "", "", ""); and the scene worked out fine afterwards.
-
3 points
-
3 pointsThis is just a courtesy alert to everyone interested in fulfilling these requests that I am now intending to move up my testing schedule slightly. I now am hoping to complete a KOTOR test in August, and a KOTOR 2 test in September. That would see me pulling mods from this list for live testing likely within the first two weeks of August, so anyone who wants to have their content tested for the next build revision can treat mid-August as the rough "deadline" for testing inclusion for K1. Thanks all! EDIT: I've also included a new request to fix some Rodians with invisible Pazaak decks and an Aqualish drinking nothing, courtesy to @Salk for catching the problem!
-
2 pointsSome bad news and some good news. The bad news: the restored Carth's dialogue when you're initially tossing and turning in your bed has been removed as a temporary solution to a game breaking bug. The good news: the update that removed the above restored content replaced it with Shuma the Hutt. Here is how he appears in the pre-release screenshots: Here is how he appears in RC-K1CP: The old restoration mods and K1R all restore Shuma out in the Hangar Bay even though the above pre-release screenshot exists and the fact that Shuma greets you to his "humble abode" - a term that would make much more sense if he were inside an actual room and not out in the open in the Hangar Bay. To both differentiate RC-K1CP from K1R and to remain faithful to Bioware's original intention with the character, I have restored Shuma inside Elise's room, the one where she appears after you complete the missing droid sidequest. Elise, her boyfriend/her droid will now spawn in the hallway just outside the room to make way for Shuma. In the game files there are four Hutt textures whilst in the vanilla game there only three Hutts. With Shuma added, that brings the total up to four Hutts and as you can probably tell Shuma is using Ajuur's old appearance. To prevent two identical Hutts in your game I decided to restore the unused Hutt texture for Ajuur on Taris. Ajuur will now look like this:
-
2 pointsFor reasons I can't explain, ever since I played TSL for the first time far longer ago than I care to admit, I've always wanted to have the interior doors in the Ebon Hawk in the first game. I noticed nobody else had added this feature in as of yet, so I decided to take a crack at doing it myself: All of the doors are added in and working, but obviously once they've opened, they stay that way. This feels like it makes the mod a bit pointless, so I'm currently working on a way to have each door automatically close once you move a certain distance away from it. I originally planned to use an OnHeartbeat script attached to each door to close it once you move a certain distance away, but it didn’t come out as well as I’d hoped: It’s a bit janky and doesn’t always seem to work as intended, so I’m not sold on this method. I did try using a trigger instead, having the doors open/close using the OnEnter and OnExit scripts instead and it’s a LOT smoother, so I think I’m gonna switch to that. Setting all those triggers isn’t going to be the quickest process in the world though so… that’ll be fun! As you can see, since the doors were originally intended to only be seen from one side in TSL, so once you pass through, you can see some of the door geometry poking out the wall on the other side. I'm not too bothered with that though, since it's unlikely anyone is going to be stopping and turning around to look up every time they walk through a door. I did show it at the end off the video though, just as a point of interest. I’ll hopefully get all of the triggers set tomorrow, give it a thorough test and then maybe put up a new test video before I create an installer and package it up for release.
-
2 points
-
2 pointsThank you so much for investigating this. I'll keep this in mind for when I return to the GenoHaradan Legacy update!
-
2 pointsI was able to use geometry nodes to do some placement, but after quite a bit of effort, it still looks pretty bad. I think it especially looks out of place since it's not lightmapped. I think I'll abandon this endeavor and just settle for a retexturing I was doing separately. Thank you for the offer! I actually already had some mossy retextures that I was doing for the bark and soil, though. My hope was to add some geometry for moss on top of the retexture. But I think I'm okay with giving up on that at this point :)
-
2 pointsThis is just a courtesy alert to everyone interested in fulfilling these requests that I am now intending to move up my testing schedule slightly. I now am hoping to complete a KOTOR test in August, and a KOTOR 2 test in September. That would see me pulling mods from this list for live testing likely either the last week of August or first week of September, so anyone who wants to have their content tested for the next build revision can treat the end of August as the rough "deadline" for testing inclusion for K2. Thanks all!
-
2 points
-
2 points
-
1 pointHello everybody! It's been a while since i posted anything on the forum. I decided to officially start the topic for this big work in progress project, doing something way more structured than my original topic that you can see here : Zobizob's playground. The original topic was going in every direction and was a literal mess, but now i have got a proper aim and goal. You can find the informations within the spoilers down below, have a nice read! Who am I? Why this project? What is the "Kotor Expansion Pack"? The current state and future of this project The very first small showcase from this project, shaping the environments The credit list Thank you for reading, and stay tuned for more
-
1 pointHello there! So basically, i have done the same thing as force camouflage, with some more steps to make everything work. Here is the detailed process if anyone wish to do the same thing. In K1, the force camouflage feat itself does not do anything and is purely cosmetic. If Juhani can go into stealth, it's because she has got a stealth belt equipped into her creature hide slot. The stealth belts are obviously not equippable on droids in vanilla, but there is a column for this in baseitems.2da (Droid can use, or usertype, something like that). You can put 3 different values in there, 0 so both humans and droids can use the item, 1 so only humans can, and finally 2 so only droids can. However, i couldnt "just" change this value for the stealth belt, because it would cause the default stealth belts to be equippable on HK/T3 in their shield slots. So what i did is that i copied the Stealth Belt row in baseitems.2da and created a new row dedicated for droids only so it would not affect the default belts. There is also an annoying limitation that i couldnt get around with K1. In vanilla you cannot select the stealth skill in the GUI. I thought i could fix this by editing the Skills.2DA file, because its possible in there to edit if a class has access to a dedicated skill. However, even after opening the skill to the combat droid class, if you you try to click on Stealth and allocate skill points there with HK, you get a message telling you that droids cannot use Stealth. However, if you specify a higher "recommanded" priority number for Stealth than the other skills, you actually get skill points invested into stealth by clicking "Recommanded" in the GUI. This was not working really as i wanted it to be. Finally, a character cannot go into stealth if they do not have at the very least 1 point in their Stealth skill (even if they have items that provides them stealth skill point bonus). So basically, i've added 2 skill points into Stealth to HK by default when he joins you, so he is able to use the thing. I've changed his hide items type for his upgrades by the newly created stealth belt row dedicated for droids, and i've made each upgrade increase his stealth skill so there is still a progression. The belts also provide the newly created feat for HK, which is the same as G0-T0 in K2 btw. Purely cosmetic, just like force camouflage, but it tells the player the new passive. Kinda convoluted, but it works and that's all i wanted Also, while we are talking about HK and his hidden items... In K1, I noticed yesterday that HK's unarmed animations were broken (just like T3). He does have 2 unique melee animation, but It's broken because he didnt have a proper "pause" animation and dodge animation inbetween his melee hits. In K2 this has been fixed by Obsidian, the only thing they removed from K1 model is an animation for poison (cohesive, as droids cannot get poisoned in the game). So i've converted K2 model and now HK has got his unarmed animations fully working (same process as T3!). I'm wondering if I should provide HK some dedicated unarmed feats with his upgrades. Seeing this big robot perform kicks is hella terryfying lmao 😄
-
1 point
-
1 point
-
1 point
-
1 pointSeems the OdysseyTrimesh modifier had its mat colour overrides set to mid-grey, so that would be why. Try this one:
-
1 pointFor better or for worse ? I hope it's only for the better ! The only issue I encountered is that the module is now sometimes lagging a little. And actually, it isn't a lightsaber but a crystal. And it's not exactly a reward for winning the Tournament. I'd like to make a new version of the Gamorrean Stronghold such as what I just did with the Pazaak Tournament on Manaan, but I guess I'd need to seek permission, and a 17 years old mod... Not sure I'll ever reach out to the author.
-
1 pointThe triggers have been placed in the game and I think the effect is about as smooth as I'm going to get it: Much happier with this iteration of the mod than I was the previous one, so I think this going to be the approach I go with for the final product. I've done a little play-testing to make sure cutscenes aren't broken by the doors stopping NPC's moving etc and it all seems to be ok. The triggers all work as they should. There might be the odd bit of jank with NPC's getting lost for a second and turning on the spot while they wait for a door to open, but other than that, it's all good. Not that there are many proper cutscenes aboard the Ebon Hawk, anyway. At least not in ebo_m12aa, which is the only module I've added the doors to. The other stunt modules, I've left alone. I was mainly concerned that this would interfere with things like Sasha leaving the ship, but she just acts as above. Some of the doors go a little nuts if you try to follow her directly, as multiple creatures are entering/exiting the trigger areas at once, but don't do that it's fine. Well, here it is!
-
1 pointThanks for sharing, CapitaineSpoque! What you're set on doing reminds me a lot of what I was attempting myself several years prior. I'm still working on that project but it is, unfortunately, only to my own benefit, barring a few public contributions here and there. I'll keep an eye on the development. Cheers!
-
1 pointFixed it. If anyone else has the problem, make sure to set the game's language to English in Steam.
-
1 point
-
1 pointI really like the new reskin, specially the stone and lightning textures. I would add a little more color in the hallways, but that is just my personal opinion. I also like that you made Assasins have lightsabers, perhaps you could diversify them further if some of them had dual sabers (even one normal length and one short). And I still think some rooms could have more placeables (like the antechambers to the training room in front of the archives), or some placeables shuffled from the Dantooine enclave layout (for example, I think the dorm room with the lockboxes is the exact same one as the one in the Jedi Enclave, that could be changed to be more distinct), although I don't know if that is in the scope of the mod.
-
1 pointI'm wanting to add moss to the trees in the Shadowlands, and I'm wondering if you guys have any ideas on implementing it. My current idea is to just add planes with a moss textures as pictured. This seems like it would take a ton of manual labor and time to place each one though, since I'm want to essentially cover the existing trees with moss. If anyone has thoughts or suggestions I would really appreciate input!
-
1 pointLook inside the TSLPatchdata folder of this mod and look for the files with the ".uti" expension. Uti files are the item files, so the word before ".uti" on those files are the cheat codes. For example, the cheat code for the file "g_a_class4099.uti" is "giveitem g_a_class4099".
-
1 pointI've had a few fun ideas and "this would be cool" style moments over the year of replaying both Knights of the Old Republic games, but I've never really had anyone to share them with. I thought it might be fun to start a thread sharing these bits of "head canon" to see if anyone else found them interesting and see who else might have something similarly detailed or minor that would a fun little enhancement to the world of Kotor. Here are a few I can name off at the moment, though I may come back and share others as I think of them. -Juhani is one of the Jedi who is wiped out during the gathering on Katarr, which is why she doesn't have any unique items or mention in Kotor 2. Her death also adds to the threat of Nihilus and adds some "personal loss" for the player. -Jolee Bindo is either hunted down and killed by Darth Sion (something that makes Sion feel even more like a threat and adversary to the player), or loses badly to Sion and is able to fake his death to survive the purge (Newbiemodder's Korriban expansion gave me this idea a few years ago). -The SIth Ritual Master on Dxun in Freedon Nadd's tomb is a former Jedi Knight from the Mandalorian Wars, specifically Talvon Esan from the vision on Korriban. -*Some* of the other SIth Warships that make up Nihilus' assault fleet when he attacks Telos were salvaged from the wreckage of Lehon following the Battle of the Star Forge. -Darth Sion's Sith Assassins are immune to the effects of Battle Meditation on both the positive and negative ends of influence due to how they "feed" on their prey and due to the conditioning they are put through during training (not an actual effect in game but a cool thought). They are also unable to use force powers that provide inwardly directed stat increases due to them relying entirely on pulling strength from the Jedi they prey upon. Like a Battle Meld, but unconsciously linked to the force signature of their target. -Darth Bandon's master was Zez-Kai Ell (he mentions having a padawan who joined Revan during his meeting on Nar Shaddaa). Bandon left to join Revan later in the Mandalorian wars, he was not one of the first to join up and leave. Bandon leaves at the tail end of the conflict, partially due to listening to Zez-Kai Ell's beliefs that the council was partly wrong in condemning those who left to fight. Malak chose him as his apprentice partly due to him directly witnessing the hypocrisy of the Jedi Council. They're also both bald guys with double bladed lightsabers. 🤷♂️
-
1 pointPhotosource it from nature and layer it on with GIMP. LDA_Bark01.tga in Kashyyyk textures. etc I might be able to get some good moss photos, it's how I do everything, if that is of interest to you. You can reskin the bark textures to have a repeating moss pattern. I might be able to take some of this work on for you, if you're interested. I think this would help you implement further geometry, blending the textures there.
-
1 pointThere's only one way you can go back and redo your build, you use the Kotor Savegame Editor. Now it is possible to use KSE to cheat whether it be giving yourself all the items, all the feats, max skill, max stats etc. Don't do that for this case, let's say if you had 8 feats if you wanted to remove the Dueling and replace it with the Two-Weapon Fighting feat it's technically not cheating as all you've done is swap the two feats around.
-
1 pointBro wtf. Did you pay him to do his enormous mod ? No ? He's doing it for free, for us. So yeah, you'll have to wait a little bit more, as we all do. Furthermore, according to you, "Mod release deadlines are for those that don't care about quality". Well guess what ? He missed his deadline. You should be relieved by that...
-
1 pointAfter over 15 years of development hell few would honestly keep believing tbh. Most such projects that go for so long end up stuck for good. Though I doubt Logan would deliver without your help (and any other people that assisted him with this mod). That said congrats for your efforts and sheer determination to deliver despite all odds. Respect. I'm glad that I was wrong about the "dead" part. How many episodes are planned?
-
1 pointNew Headcanon: the Exar Kun's armor that we can get within game was his old Jedi Armor when he was a Jedi, not his Sith armor.
-
1 pointIs this mod still being worked on? Do we have any updated demos we can play. I was so hype for this back in the day
-
1 pointI know it's been said that Nihilis and the Exile were designed to be mirror opposites of eachother, but I personally think it goes deeper to the point that Nihilis and the Exile had the exact same connectivity to their fellow soldiers and jedi. So, while the Exile dealt with the trauma of the Mass Shadow Generator by cutting themselves off, Nihilis used it to survive the detonation and possible exposure to the vacuum of space. The Exile is also the one answer to Nihilis' endless hunger as it is impossible to absorb something that is no longer there or more accurately something that has effectively become its antimatter. So if one subscribes to the Unifying Force theory, it had a hand in creating Nihilis, but also created the Exile to cancel him out. (also as an aside, it'd have been pretty awesome to see the Exile use a visual effect when they defeat Nihilis like an accretion disk from a Black Hole that envelops then annihliates him until his empty mask lands on the ground where he once stood) I can understand why Kreia was so adamant about destroying the Force, but it makes me wonder if it might have found some way to stop her anyway. (Though I guess technically it does since the player can't actually agree to go through with her plan)
-
1 pointLooks I forgot to sort the smoothing out. I can see a couple of funky bits here and there. I’ll upload a fixed version in a bit. @ConansHair Here we go. That should look even better. Also exported a version for TSL. I can't think off the top of my head of anywhere it's used ingame, but it's there just in case. plc_kiosk3_fixed.zip
-
1 pointExactly, the head mesh uses 17 bones so the error message should go away with a more recent version of MDLEdit. I should add that I’ve only tested him with his normal K1 animations (essentially just standing around and taking). I did try replacing the PC with him to see the combat animations for fun so that wasn’t a rigourous test. I haven’t played ROR so depending on what those Yoda-likes do in the mod I might have to recheck the skin weights, especially on the lower body. I do hear that you’d need a TSL port so I’ll look into that shortly.
-
1 pointI mean there’s also 40 plus Jedi Knights and Masters hanging about. That alone would give them pause😅
-
1 pointIf this mod is truly dead (I really hope this is not the case, but many fans fear that the mod actually is dead), then please, at least, if Logan is reading this or You were actively involved in its development and still have the files You were working on, release the files with what You worked on so far! I understand it must be hard to let go, but let's face it: is it better for all the hard work to just "rot away", forgotten on some hard drive in an old PC, that is collecting dust in an attic, or would You prefer that people would be able to enjoy at least a part of Your hard work and creativity, with proper credit being given to Your effort! I am absolutely sure that all content made so far should be released, so that we could enjoy what has been made so far, and other young, dedicated modders could pick up the pace and continue Your excellent work! It could be uploaded to GitHub or even here and given "as is", and I bet lots of people would be much happier to play an incomplete mod than no mod at all! I know it must be hard to let years of work go, but it would be a pity to let pride completly lose and destroy the very work You spent so much of your youths on! Let's face it, it's been 10 years, it is a mod for a 15-year old game, it might not even run on the operating systems we will have 5-10 years from now :(( I know it is sad, but this is the reality, I am sure everyone will really appreciate being able to just play the mod as is right now, with all its missing content and bugs! Some of us are in their mid 30s to their 50s, we might not even live long enough to get to see the full mod released, if it ever gets finished...
-
1 point@Logan23 Hey, Logan! I've been following this project since its beggining! Noticed the website gone offline (domain expired), so I thought I could lend a helping hand... So, I managed to recover your website from archive.org and also got a new domain for it You're back online, check it out! Head to www.revengeofrevan.net You should be covered for the next three years (domain and hosting services have been paid in advance) and as soon as I get some extra "credits" to spare I'll extend the domain period more! It's the least I can do to support this awesome project!
-
1 pointHi everyone. I just got a job and I'm close to getting my health issue controlled. Over the next few weeks, I will be reviewing the RoR Mod and how to move forward to development. Thank you for you support and patience. ~ Logan23
-
1 pointHis original and my new implants are applied through hides, it's what the creatures of Kotor have to apply damage and defence properties. Lightsaber and Force Forms by Darth InSidious also applies the bonuses through hides also.
-
1 pointHi everyone I feel like i was frozen on Hoth the past several weeks. Good news- I have a place to live at now- so i won't be living under my work desk. Thanks to some fellow modders here I learned abit about editing module properties to create atmosphere. This new mood to the module was done just today and thanks to the new Toolset from Fair Strides , I have starting to populate and test changes way more quickly- an amazing modding tool! Here are some quick pics of Vogga's Ship (Goto's old module) Had to make them a little lighter since the images came out dark orginally More to Come Logan23
-
1 pointCan any one advise me on how to see the photos? when i click on them its just show grey box and spinning cirle like its going to open the pic , but it never does , it just keeps on loading .
-
1 pointI will be updating and adding pics of the Mod in this section. Please ignore the stretched icons on the top of the picture. This was due to the picture being taken while in window mode. These pics are all taken while i'm testing the game. Twi'lek PC shot Drayen and Uldir talking to the King of Corellia Rodian Jedi Master with a shot of Coruscant's new skybox Cain fighting a Storm Beast on Malachor V More Pics will be coming soon..... Logan
-
1 pointWell, it's been a long time since I actually ran through TSL(RCM). Last time for 1.8, multiple times. 1.8.1 and 1.8.2 were all made basically on "read about bug, load game, try to recreate bug, if so fix bug, try fix" without a full run through. But for 1.8.3 there's been another runthrough again... it's been a time. Also quite helpful since the original installer and fixes had their share of issues. Here's the semi-all-inclusive list of changes between the 1.8.3 installer and the coming new 1.8.3 installer. Will probably not copy all to the readme "fixlist", just the major ones, so if you want a complete (well, mostly), here's the post for you: * Typo fixes (dialog.tlk) * Fixed quest update from Lorso about luring Batono in a trap being set too early. It will only appear now if the actual global is also set to allow this option. * Corrected missing "exchange" quest update in 3 different instances. * 208TEL Gammorean use proper dialogue line now. * 262 camera changes to show force field. * 101 Fixed VO cutoff and overlay on PC. * 101 Kreia joining PC cut-scene didn't suppress background music (music clash) * 902 Mira different standpoint Hanharr lift * 950 Healing Bao-Dur again (in case fake replacement was healed in 262) * Musictable was missing from original files (my bad) * 231TEL: If Atton is in your party, he will say the first cache-line, Bao-Dur the second. Otherwise Bao-Dur will say both cache lines. * 201TEL; Prevents console oddity from script closed door to bay 2 when on the smuggling quest for the Ithorian shield. * 001/002; Slightly improved my quest update/ conversation break fix. * 404; 2 droids had the wrong script set so they appeared active after conversation (module isn't in TSLRCM yet). Issues fixed (403DXN); * Mandalorian Sergeant will, after conversation, look at the battle ring rather than away from it. * Modified Zuka's animations a bit so him using the computer loop while inside a conversation is much less likely to happen. * The Gate Guard and Patrol guard will now keep patrolling after being talked to, rather than permanently stop at that point. * Accidentally used the same local for a one-shot extra conversation for Zuka that was also set and unset for his animation. Changed the local. * 502: All small cages hold a tame Boma now. * 512; Fixed error with citizen dialogue not looping properly. * 512; 1B's repair now requires 5 repair skill instead of 1. * 512 & 601 & 301; 1B, Akkere and Kodin will generate one of 4 HK parts randomly now, instead of basing it on the players' possessed items (which could generate the pacifist package if all 4 were in the PC's inventory). * c_fixedskill. Kreia skill-lesson; Automatic completion if awareness was highest skill, unable to complete skill-lesson if awareness was lowest skill. Fixed now. * 003: Modified zbylfix scripts to acknowledge double-bladed sabers for giving error message to player with requirements for training with Visas. 003; Baotrain; Now, it is more prominently onscreen rather than tucked away at the top of the screen. * 003, a_pazaak; For some weird reason when copying right, left weapon on NPC's loses the left. So changed it to left,right instead so now Atton keeps his off-hand weapon instead of losing it playing Pazaak. It’s a good thing that I caught this now! * 301; TT32, fixed line without VO. C9t9; Fixed Lupo facing away from player and Modo instead of towards. * 303; Modified Mira noticing Disciple/Kreia 1.8.3 addition slightly. If Vogga's asleep, and you trigger the Hanharr intro his "sleep" flag is reset, so he wont appear awake, and still set as sleeping according to the flags. * 303, lootra; Turning over to Exchange will wield a lightsaber now too (like all other quest-resolutions), and will no longer be seen as a "light side" action by your team members. * 306 bartender; Fixed some lines going straight to the PC's responses. * 301, 302 and 303; Airtaxi altered to no longer show destination of current location (needlessly loading if selected). * 301, REcutatarr; Quello now turns to Cahmakt instead of player (not noticeable for refugee trigger, but it was for docks or central) * 302; If you lied to Sasquesh and he sold Adanna fast, then killed him, "Sold to the Hutts" would re-open with no way of finishing it anymore. This has been fixed. 301nar - attwarn2; Alien line got cut short. 305nar - hanend; Second latest line un-skippable too now. 351nar - Fixed some more issues with 'droid control' display, and fixed issue with count's 8 and 9 on consoles being broken and disallowing interaction with the console ever again. 350nar; Corrected Zhug brothers appearance 511: Corrected Mandalore facing, added "salute to PC" at end as intended, and force persuasion no longer requires 10 persuasion skill (instead dominate mind). 506: DS Kavar fight minor fixes (immediate attack, flourish, PC saber ignition) 403; Adding party members removed from the spawned ones. Unless you saved and loaded, then it would create clones. Hence now it's no longer able to change your party walking around the camp pre-Dxun Tomb. 604; ST/VO mismatch first line without Kreia, personal crystal without Kreia now has fixed camera standpoint rather than point somewhere random (and usually useless) * 710; Should focus on NPC's now when first line is spoken. Fixed conversation break if you had no team members at all. * 605 & 610; 2 new lines for Jorran (both in 610, 1 appearing in 605) * 304; Fixed "walk-through door" issue. * 202; TSF will no longer assist you in killing the Sullustan. * 301; All teammates will spawn outside the Hawk for the 'first' conversation. * 852; Some slight fixes to flourishing during Nihilus, also added his theme to his cut-scene. * BY DANIL-CH: PC now shows form just learned from the Jedi Master. During mid-battle Masters actually use form instead of flourish. * By DANIL-CH: Updated "c_lightsaber_eq" to acknowledge an off-hand saber. * By DANIL-CH: 301NAR Kreia Premonition cutscene. * M4-78EP ONLY(!); Changed learning "Niman" to "Juyo" for Sentinels, Assassins and Watchmasters, since Vash teaches Niman. * M4 - 802; Tukata > Tuk'ata * M4 - 804 & 809; New content * M4 - A whole bunch of minor fixes (forgot to note them down apparently :/. Easily over 25. Mostly typo fixes) * M4 – Black Market droid conversation break on Jedi type check. * M4 - Fixed missing "Droid planet fuel" check on node where you didn't roll up the smuggling ring. * Kreia; "Why didn't Atris or the other masters mention you?" now requires one found master. Handmaiden training animations when she's mind-read added. Forced player and Kreia to meditate a node earlier in 2 instances so they wont go to "rise and sit" on camera. Visas' lightsaber will no longer be sometimes invisible during training. * Bao-Dur; If Bao-Dur is set for Dark Side training but the PC is lightsided, the convo will no longer break without having any more chance to train him. * T3-M4: Revan now appears in LS Canderous conversation, conversation now requires high OR low inf (instead of just high). * Atton; 1.8.3 version since it was missing from the installer. * Mandalore; Fixed Revan being referred as 'his' in one instance due to a broken re-direct * Fixed slight error in my gloves fix for 1.8.3 (which was returning only 1 set of gloves ever again :/), fixed rounding error for low levels. * Spells; Beast Confusion could not be trained by Sith Assassins, fixed now. * Updated Adum (Khoonda) loot (wasn't included in previous fixes) FORCE PERSUASION: Several .dlg files along the modules.