-
Content Count
429 -
Joined
-
Last visited
-
Days Won
1
Posts posted by JasonRyder
-
-
10 hours ago, Liserg said:When working with dialog.tlk, have you come across any mention of the Gamorrean Stronghold in the Undercity?
I've seen a mod that restores this, along with other parts of the Taris Undercity. It's this one on Gamefront. But it's 17 years old. Out of all the cut content in the Undercity, I'd like to see the Outcast Children restored because children are mentioned in dialogues, and their dialogue is fully voiced and complete.
Other restorations I'd like to see are the Echani Mercenary on Manaan and the Iriaz on Dantooine. The Echani Mercenary's dialogue was fully voiced and the Iriaz are mentioned in the "Murdered Settler" quest dialogues. I actually got one of Bolook's questions wrong by choosing the "There are no Iriaz for him to hunt out here" the first time I did the quest because the Iriaz weren't present.
These things would likely be easier to restore than the Vulkar Base Sub-Level. -
15 hours ago, N-DReW25 said:AI can't do anything to help a modder in this situation. The problem with USM is that it was released on June 12th 2005, Kotor II was less than a year old and TSLRP was no where near finished at that point, let alone TSLRCM.
From what I can tell, the USM team fixed a few bugs in the vanilla game which was great for 2005 but with TSLRCM in 2025 (which not only fixes those bugs, but does so in a better way) it creates countless incompatibilities.
The way one would fix the USM mod would be to take the Lightsaber models from TSLRCM and redo all the content that required scripts and dialogue edits using TSLRCM's modified files like most modern mods do nowadays, however, the reason modder's don't do that is for the following reason - we'd need permission from all the people who made the original USM models for this TSLRCM compatibility version to be made, and since these modders from twenty years ago are no longer with us, this would be impossible to do, therefore the USM/TSLRCM compatibility patch would be impossible to create.
I would like to say this - as an alternative to USM, people can always try out Kaidon Jorn's Schematic Lightsaber Mod as it's the closest thing we're going to get to USM in the modern times. It's fully compatible with TSLRCM and the Lightsabers in it are really well made.
Say, could you can Kaidon Jorn make a compatibility patch to make K1 Loot Overhaul compatible with KSR 2022?
-
On 9/12/2024 at 8:37 PM, N-DReW25 said:Ulic Qel-Droma's Mesh Suit I agree doesn't have any good reskins, mainly because the item is cut meaning player's can't obtain it without mods/cheats and most player's don't know it exists.
But for Exar Kun's Light Battle Suit, there is at least one reskin for it...
https://deadlystream.com/files/file/286-exar-kun-battle-suit/
Exar Kun's Light Battle Suit was reskinned by the K1 Restoration Team and it looks great! It's Black with Silver as the secondary color.
-
15 hours ago, N-DReW25 said:I don't think there will be, I have been in contact with Timbo about compatibility with my mods so if there are incompatibilities I'm sure we'll be able to work something out.
Thank you for the prompt reply and that's just the answer I was hoping for. Balance in the Force changes the loot for Kandon Ark and the Sith Governor on Taris and so does K1 Loot Overhaul. Guessing that installing K1 Loot Overhaul over Balance in the Force will give me the loot from K1 Loot Overhaul but the mechanics of Balance in the Force.
-
1
-
-
Great progress on your mods! Oh and I was thinking of installing Timbo's Balance in the Force Mod along with your cosmetic mods, K1 Loot Overhaul, and Senni Vek Restoration. Would there be any incompatibilities?
-
If you're making an SLM 2024 Mod for K1, would you be willing to make a compatibility patch for N-DReW25's K1 Loot Overhaul mod? I like using both.
-
-
23 hours ago, LordMerek said:It's always the murdered settler quest that gets broken. As far as I know it isn't a mod bug, it's a bug caused by an outdated/buggy version of TSLPatcher.
So, could this be fixed by using HoloPatcher instead?
-
15 hours ago, N-DReW25 said:I will fix this in the next update. I plan on attempting a playthrough with the NPC Diversity Pack, RC-K1CP and Loot Overhaul so I can find bugs for all of them and fix them all simultaneously.
Sounds great! Did you see my comment about the Human Black Vulkar in the Lower City meeting with Davik's Agent?
And will this playthrough include all your other K1 mods? -
SpoilerMassassi Brand: Found in the Taris Sith Base
Haven't been able to find this item in my playthroughs for some reason.
-
5 hours ago, N-DReW25 said:appearance.2da isn't what you're looking for, only the PMBE06, PFBE06 and ia_class6_006 files determine an Exar Kun reskin. They end in ".tga" so "PMBE06.tga"
Have you tried K1R? I vaguely remember seeing those files in that mod years ago. If it's not in K1R, and you can't find it in either the NPC Overhaul or Shem's mod, as SH has said already we can't be of much help without images of the armor in question.They WERE in K1R! Thank you so much for suggesting that I look there! Can't seem to find an icon for it though. Say, could I go into those files and restore the Outcast Children?
Lastly, I posted another topic on making a portrait for this resking of Zaalbar: Clicky! -
6 minutes ago, N-DReW25 said:PMBE06, PFBE06 and ia_class6_006 are the names of Exar Kun's Battle Armor textures.
If these textures are in the NPC Overhaul, download the Overhaul mod and copy those three files out and place them in the Override. That'll allow you to play with those textures with modern mods like K1CP without the outdated NPC Overhaul.
I couldn't find them in the "For Override" or in tslpatchdata for either mod. Tried looking in the appearances.2da files, but I couldn't open them.
-
That's the problem, I can't find it anywhere. I just remember seeing when I used those two mods. I tried looking up reskins of the armor, but didn't find any that looked like that, so it had to be from another mod. I remember playing K2 with the NPC Overhaul mod and the same texture was present on Exar Kun's Light Battle Armor there, so it's likely it's in the NPC Overhaul mod.
And I tried using KOTOR Tool to open the Appearances.2da file, but it gave me the one inside my own KOTOR directory instead and I couldn't figure out how to open the ones in Shem's and Kainzorus' mod files. -
I remember playing KOTOR with Kainzorus Prime's NPC Overhaul Mod and Shem's Robes for Korrbian Sith Students installed and I noticed that one of them reskinned Exar Kun's Light Battle Armor to look black and silver/grey. I tried looking for the related files to reskin the armor, but couldn't find them anywhere. I want to use this reskinned texture, but don't want to install either mod. Is there a way to find the necessary files? If so, could someone make a standalone mod that just reskins Exar Kun's Light Battle Suit?
-
On 9/20/2023 at 2:28 PM, gua543 said:I experienced the same issue as described by the author, but I followed the steps described above and managed a workaround. The only difference is that I am using a different lightsaber mod - KotOR Saber Replacement 2022. Fortunately, that mod also creates a backup of the danm14ac.mod file.
Found this same issue with KSR 2022. Interestingly, I don't remember this glitch last time I used it. I installed KSR early in my mod installation the first time and I later did it towards the end. Looks like you need to install it towards the beginning. Wonder if there's a peremanent fix for this that doesn't require copying and substituting files every time you get to this part of the game.
-
Looks great! Maybe in the mod itself you could make a version that looks more like Vanilla KOTOR and another that looks like Dark Hope's reskin.
-
On 4/8/2024 at 10:02 PM, N-DReW25 said:darthbdaman is allowed to mention the cut Pass Card feature, though the K1R implementation may just have to be the way to go as it had cut VO to support it.
I'd say the Echani Mercenary would come first, followed by Outcast Children, followed by Sith disguises.
Whilst the Echani Mercenary is coming soon, it won't be in the update coming out next.
I forgot to mention the Iriaz on Dantooine, but I found a standalone mod for it: Iriaz on Dantooine
Also, I found a mod that restores the Outcast Children, but it also adds things I don't care for: Taris Undercity and Gamorrean Stronghold Restoration
-
12 minutes ago, N-DReW25 said:darthbdaman is allowed to mention the cut Pass Card feature, though the K1R implementation may just have to be the way to go as it had cut VO to support it.
I'd say the Echani Mercenary would come first, followed by Outcast Children, followed by Sith disguises.
Whilst the Echani Mercenary is coming soon, it won't be in the update coming out next.
I also found that Calo Nord drops a Zabrak Tysteel Mark III blaster and an Arkanian Heavy Pistol instead of his two Mandalorian Heavy Blasters. Which mod is responsible?
-
I'm using the KOTOR Widescreen Mods and the Ultimate Character Overhaul Mod, and I noticed that some versions use TPC files and others use TGAs. I tried using those mods with some other texture mods like Heyorange's Sith Uniform Reformations and some other texture mods that mostly use TGA files. I find that installing TGA-based texture mods AFTER UCO mods, the TPC files take priority. Should I install the entire KOTOR Ultimate Series with the TGA versions? They take longer to download and unzip.
Also, do I install K1CP first or UCO first? The mod page for UCO says to install it first THEN K1CP, though most mods ask you to install K1CP first. -
-
15 hours ago, darthbdaman said:Two disguises wasn't necessarily the original intention. The party was originally the method to acquire the sith passcard to get into the military base (all the VO for this is in the game). You could also pay the same gender party goer to let you come (originally to get the passcard, later the disguise).
While it may not have been, it was implemented n K1R and I liked the feature.
-
11 hours ago, N-DReW25 said:Let's talk about the cut Vulkar Sublevel!
I got some ideas floating about how the Vulkar Sublevel shall be restored in RC-K1CP, and I'd like to share with you all some of my ideas.
The Vulkar Sublevel in K1R was hated for the most part because, in earlier versions, the flow of the Sublevel used to be so convoluted with side quests and custom content. To make things worse, the players HAD to complete this content in order to access the Garage, and since this setup was so confusing players would often get stuck in the Vulkar Sublevel thus preventing them from progressing the game.
This alone caused many players to uninstall K1R and vow never to touch the mod due to the Sublevel changes alone. In K1R 1.2, most of that convoluted content was removed and the current flow is much more streamlined allowing for a quick playthrough of the Sublevel without getting stuck over stupid mod design. But the legacy of the old Sublevel lives on as the Vulkar Sublevel content in K1R is now an optional install separate from the main K1R mod.
As with K1R, my own Sublevel will be an optional installation though my rendition of the Sublevel will be different from K1R's. For example, the Sublevel will be 100% optional.
If you guys have played K1R, you'll know the Twi'lek Vulkar Coward NPC used to be a human with human VO speaking of the cut Sublevel. You would speak to this Coward and he'll give you the pass card to access the Sublevel. However, his dialogue in the dialog.tlk file does not much the spoken VO... here are some examples:
VO: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay? Remember, I can make things very profitable for you by unlocking the central elevator."
TLK: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay?"VO: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by thermal-guided laser cannons."
TLK: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by a nest of blaster turrets."
VO: "The garage is off-limits to most of us, maybe one of the mechanics from the second level can help you out. They all got access cards to get past the security cannons."
TLK: "Brejik's lieutenants carry them, and there might be an extra one in the barracks. But there's a small army in that room. Even you might have a tough time taking them all on at once."VO: "I can unlock the central elevator for you, but it only goes up... not down. An access card is the only way to get past those cannons protecting the security elevator to the basement."
TLK: "You'll need a pass card to get by those cannons protecting the security elevator to the basement."As you can see, some lines of dialogue are extended in the VO version whilst others have been completely rewritten. I suspect the VO was recorded first, before the Sublevel was cut, and later, after the Sublevel was cut, Bioware went back and edited the human Vulkar Coward dialogue to remove references to the Sublevel. The final version we got in-game, however, was a complete rewrite of the old dialogue with alien Twi'lek VO to prevent the original voice actor from doing more takes.
With the power of modern day AI VO cloning, I plan to bring some of those TLK lines to life and merge the Sublevel dialogue with the unused dialogue.
For players who wish to avoid the Sublevel, the players can go to the Vulkar Barracks and either fight (or override the power conductor) through the Vulkars and obtain the pass card from a Footlocker. This will allow you to enter the Garage without ever going to the Sublevel.For players who do go to the Sublevel, you'll have 3 ways of getting to the Garage. Either you get the Spice for the junkie mechanic and get his Mechanic ID, you use the Magnetic Power Cell to crank up the heat & blind the turrets or you fight or you can kill the Vulkar Lieutenants who'll drop their own cards (they'll be moved from the main level barracks to the Sublevel with the Barracks instead containing a Footlocker with a pass card instead).
So... what do you guys think of this setup? Is this something you'd like to see in RC-K1CP?
I'd like this, but I think you should prioritize other content restorations such as:
-Having to get two disguises on Taris, requiring the player to both attend the party and stop the interrogation
-Outcast Children in the Outcast Village on Taris.
-The Echani Mercanary on Manaan that you can speak to about their ways. This Echani merc will also not speak to you if Canderous is in the party.
-
1
-
-
On 4/2/2024 at 4:02 PM, Effix said:Short answer; yes, and let us know if you run into problems.
This is digging a little deeper for Vrook:
He's wearing a Jedi Master Robe, but you could change that, have an edited npc_vrook.utc in your override with something else equipped.
With KotOR Tool you can change the vanilla item that's equipped to the chest, you need K-GFF to equip a non vanilla robe. For example, one that you added yourself, that uses/points to a new texture.
p.s. KotOR Tool also tends to destroy multi language aspects of an item, which is fine for most people, but that can also be avoided with K-GFF. It keeps a dynamic reference to a language specific version intact.I noticed that jonathan7's mod says to install Svosh's collar fix. Do I have to do that? I'm just going to use the Handmaiden robe texture, the Jolee Bindo robe texture, and the robe textures for Kavar and Lonna Vash. Guess I could install jonathan7's mod first, then put Shem's and Achillies mods on top of that and change Zez-Kai Ell and Vrook's robe textures.
-
1 hour ago, Effix said:Yes, there's 2 robe models in K2, the padawan one and the knight/master one. One has the flap in the middle and the other has 2 flaps and a gap in the middle. Textures only work with one of those 2 models. Apart from that, yes, you can replace things by making sure the filename is correct.
There's 2 approaches if you want to replace the knight/master model:
1 - Edit appearance.2da so that all the player and party members only use the padawan model.
2 - Replace all the item files so that they point to the padawan base item.
NPCs are a bit more flexible, you can dress them up with an item or you can change their default clothing (or no clothing look).Sounds like I can put in Override what I want, edit the filenames to the appearances I like, and for NPCs, just edit them in 2DA.
Restored Content for K1CP [WIP]
in Work In Progress
Posted
Will you also be restoring the Hidden Beks and Commoners outside the Bek base? What about the Swoop Platform accessible from the Lower City Apartments?