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N-DReW25 last won the day on June 21
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1,447 The Chosen OneAbout N-DReW25

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ROR Writer
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https://www.youtube.com/channel/UCom7p_fuByYeU4W25Dq-G-w
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Download that mod, rename "N_Strkiller_H.tga" to "PMHC01.tga" and drop that file in the Override. Doing so should convert one of the vanilla player heads into Starkiller.
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Look 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".
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@SAO1138 Congrats on the release, however, there is one big issue with the release page here. You appear to have copied the text from the Nexusmods release page and pasted it for the Deadlystream release page. The problem with doing that is that you also copied a bunch of irrelevant Vortex junk from the Nexusmods release page and pasted it here on Deadlystream. You should probably remove them.
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I just checked and the Movie Style Replacement Lightsaber Hilts (K1) mod doesn't touch the upcrystals.2da file.
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TSL patcher changes.ini error
N-DReW25 replied to ITSAMEMARIOYAHO's topic in General Kotor/TSL Modding
Is "ship.mod" inside the tslpatchdata folder?- 10 replies
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There'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.
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Are you quoting Fair Strides? You do know you can click on the "eye" icon on the top of the comment box and use quotes like I am now, doing so will make your comment much easier for others to follow. The sale of mods in the Kotor Modding Community is prohibited, hence why that part is moot. But ignoring the prospect of making money, modding is a hobby - if we wanted to make money doing stuff like this we'd either join a game dev company or focus on indie video game development. He didn't give a deadline, and so there is no expectations for him to release it any time soon. This gives him an unlimited amount of time to development and perfect his mod. Almost 20 years of development and the most recent preview he released is this. That video is pure gold, absolutely amazing stuff, and I'm more than happy to forget about Sleheyron for the time being so that, one day, he can release his mod to that quality. I'm sure if we looked back at SithSpecter's Sleheyron back in 2008 when it was first being developed, if we compared 6 months worth of development to his most up to date almost 20 years of development I'm sure even SithSpecter would agree that the 6 months worth of work is garbage when you compare it to his most up to date work. I'll tell you this, ROR reentered development in the late 2010s and had an internal release of 2021 - everyone would've loved a 2021 ROR release, but if it was released in 2021 it would've been to the exact same quality as the 2011 Demo. We obviously missed the 2021 deadline, but by not announcing it we could just... move on and go about developing the mod as if nothing had happened. There was no outside pressure to release a half-finished mess and by giving ROR more time, and not giving a release deadline, we were able to release ROR Episode One which many can agree is way better than the 2011 Demo. This is why the veteran modders here are pointing out the deadline, albeit I do agree that it does seem a bit harsh. I'm on the same page as Mephiles550 in that I do want to see this mod released. But for modders who lived to see TSLRP and all the drama surrounding that mod back in the day, seeing Sao pop up out of nowhere, claim he's been working on Sleheyron, claim that it's already fully voiced, claim that it already has 30 new areas, claim that it already has a recruitable character, claim that the mod is already finished in May and will be released within May and then go on to withhold screenshots does feel as if history is just repeating itself for these guys. And trust me, I've seen users claim they'll make a recruitable character, then go on to us prominent modders and send a hundred page manuscript for said recruitable character and it turns out the character is a self-insert of the user irl and is just hundreds of pages of pure slop, not even AI just pure handwritten slop, then go on to beg modders like us to make the recruitable character mod for them and then go on to confess that they only have Kotor on the original Xbox. And then there was that one guy who tried to gaslight people into making his "Recruitable Sarna" mod for him too. That's just the stuff I've witnessed, these guys had to deal with Darth Balor and his shenanigans back in the late 2000s. I know Sao isn't like those guys, but the negative reactions here are coming from people who have historically had to deal with crazy people like what I just described. Here's the thing, he hadn't shown screenshots. From the point of view of one of us, Sao is just a profile picture and a username - how do we know he's being serious without screenshots? As I've described, we have had really delusional people in the past make such ambitious projects and they're genuinely Chris Chan level of pathetic. Sao did send screenshots... today, not when SH asked for screenshots hence why there was doubt. But now that Sao has shown us screenshots, it shows us that there is a genuine mod in the works. I'm glad he's posted them and I hope it does see the light of day. I need you to understand that, from our point of view, we wouldn't know that he did any of that - how would we know anyway??? Revenge of Revan is being worked on, but none of you know what's being worked on because we're not revealing it to the public - the same applies here in this situation. She means you're not the team leader of the mod. The team leader would usually be the one to upload the mod when it's ready, and Sao hasn't publicly announced that you're on the Sleheyron: Story Mode dev team - hence her skepticism. It's just like how I'm not the team leader of the Revenge of Revan mod, Logan23 is. Like Sao, you are likewise new to the community. Even if I were the one defending Sao's work, no one is going to change the minds of the veteran modders so there isn't much point in vigorously defending against them. They aren't going to care for your defense and wouldn't care if you blocked them, maybe a proper release could change their minds but even still when Revenge of Revan came out the joke went from "ROR's never going to release" to "remind me in 2045 when Episode Two's going to come out" so there's little point fussing over their opinions. From our own experiences, 10% of WIP threads produce actual mod releases. The other 90% were "making false promises". Trust me, if someone else joined and made another ambitious WIP thread they'll probably think the same thing for their mods too.
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No, it isn't. There is a content updated in development, though of course I'm micromanaging the development of several other mods at a time so the only timetable I can give you is "follow the mod via the follow feature on the download page so you'll get a notification for when I do update it."
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TSL patcher changes.ini error
N-DReW25 replied to ITSAMEMARIOYAHO's topic in General Kotor/TSL Modding
What Thor110 is trying to say is you've downloaded a .zip of the mod and you've only partially extracted it whether intentional or not. Delete the BOSSR folder, extract the mod for a second time, and search for a "changes.ini" file. If it's not present again, let us know.- 10 replies
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Yes, they shall be added to the K1 Alien Pack in a future update. Yes, those will be added at some point and will be announced in their correct threads.
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I'm afraid what your asking for is impossible to make due to a variety of unpredictable factors, if I did make something like this I could hypothetically make it possible to reinstall RC-K1CP on top of older versions of the mod, however, that would come at the cost of nuking just about every other mod you have installed. Below is my advice on how you should deal with new updates of the RC-K1CP going forward. I use the Steam version of Kotor, but if you aren't using Steam I'm sure you can figure out how to follow these steps: 1) Either reinstall Kotor for the first time or delete Kotor and reinstall it entirely. 2) Install any 1080p/widescreen fixes you may need afterwards. 3) copy "swkotor" to a folder, let's name it "backups", on your desktop. This swkotor should just be the vanilla game + widescreen fixes. Rename this "swkotor" to "swkotorvanilla". This means you have swkotor in the Kotor game directory and swkotorvanilla as a backup in your desktop. 4) Install K1CP into the swkotor in your Kotor game directory. 5) Copy that swkotor into your backups folder and rename it to "swkotork1cp".This means you have swkotor in the Kotor game directory and swkotorvanilla and swkotork1cp as backups in your desktop. 6) Install RC-K1CP into the swkotor in your Kotor game directory. 7) If RC-K1CP gets a content update, delete swkotor in your Kotor game directory that has K1CP and the old RC-K1CP. Copy swkotork1cp from the backups folder and into the Kotor game directory where swkotor used to be. Rename swkotork1cp to swkotor. Install the new RC-K1CP. 8,) If it's K1CP that has the new update, delete swkotor in your Kotor game directory that has the old K1CP. Copy swkotorvanilla from the backups folder and into the Kotor game directory where swkotor used to be. Rename swkotorvanilla to swkotor. Install the new K1CP. Delete the old swkotork1cp in your backups folder, copy the swkotor in your Kotor game directory with the new K1CP into the backups folder and rename it to swkotork1cp. I am very sorry this has happened to you, though do know RC-K1CP is still a "Demo" and so new content updates are planned for the future even though these won't be compatible with older updates. If I could prevent this I could, but I'm afraid that's just how the Kotor mod files work.
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That's very strange. I can say that that scene is literally running on steam even when its working normally, trying to rapid fire spam your way through the dialogue is impossible due to a lag spike delays per every line of dialogue - it's possible to click all four dialogue response options during the player response scenes though only your first choice is detected by the game. So what you're saying is the mod is incompatible with the Legacy PC version of Kotor II but works just fine on the Aspyr update on Steam?
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TSL patcher changes.ini error
N-DReW25 replied to ITSAMEMARIOYAHO's topic in General Kotor/TSL Modding
Is "'changes.ini" inside the tslpatchdata folder?- 10 replies
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View File K1 Alien Pack A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 31.05.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given a few options. Each option will install a different alien species into your game, to get all the aliens the pack offers you'll need to install all options one after the other. Bith- This option will add 4 new Bith variants across the game. Ithorian- This option will add 2 new Ithorian variants across the game. Duros- This option will add 2 new Duros variants across the game. Devaronian- This option will add Devaronians to the game. They come in 5 variants with each variant having a matching Czerka variant. Description: This mod adds brand new aliens to the game whether it be entirely new aliens or expansions to the already available aliens from the vanilla game. Each and every alien, both vanilla and new, shall have five variants. For expanded pre-existing aliens, for example the Rodians (when they are added) will only have one new appearance as there are already four generic Rodian variants in the vanilla game whereas the Duros get two new appearances as they only have three whilst the Bith get four new appearances as they only have one. New aliens, if applicable, shall have unique soundsets and new VO wherever possible. These new aliens may replace pre-existing aliens, for example a Devaronian may replace a Twi'lek and its Twi'lek VO whilst other hypothetical aliens like the Zabraks may replace previously human NPCs with Zabraks. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SilverEdge9: For the Brotherhood of Shaodow: Solomon's Revenge mod, this mod photo sourced and modified elements of Lukeo H'tiba's texture for one of the Biths. RedRob41: For his artwork in the Revenge of Revan mod by Logan23, this mod photo sourced and modified elements of his Bith textures for several Bith redesigns. BithBiter: For his TSL Party Project mod, this mod photo sourced and modified elements of his Bith texture for several Bith redesigns. Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! h3w1zard1: For the HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 05/31/2025 Category Mods K1R Compatible No