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N-DReW25 last won the day on April 27
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About N-DReW25

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- 84 comments
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May I request you keep the old one up as an archive whilst the new ones are uploaded seperately? Whilst I know your HD rework will be far superior to the old ones, some of us do like the 512x512 original quality aesthetic. I might be completely lost with what you are proposing here, but as a modder who uses your modders resources the way you setup your previous upscale mod was very convenient for me. When the mod is setup like this above, these three files are all part of the same download page but I can choose to download one or the other. If I was a player with a low-end PC and slow internet I wouldn't want to download the 4K TGA version due to the file size and so I'd stick with the 2K TPC version instead. This method best caters to everyone's needs, whether it be a low-end player, a player who wants to play with HD textures, and a modder who wants to access the raw TGA files. The only thing one could complain about is how there isn't a 2K TGA version for modders who want to view the lower resolution option. Of course, I might be missing the point of your thread completely - if I am please let me know!
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N-DReW25 started following HD Dol Grenn and TOR Inspired Sith Soldiers
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Jason is suggesting that I just outright add most, if not all, of K1R to RC-K1CP with no regards to gaining permission. The thing about permission is that it's like following the speed limit. You don't follow the speed limit because you personally want to do 40 on a road that looks as if 60 would work just fine, you follow the speed limit so that you don't get a speed ticket from the Police. Unless Deadlystream Staff and/or site owner Tyvokka decide to amend Rule 18 to allow for reusing assets from abandoned mods without needing to contact unreachable/AWOL authors as long as credit is given to said authors then I'm afraid Rule 18 will still be followed for the RC-K1CP mod. Here is a quotation of Rule 18 for reference: But as The_Chaser_One has pointed out, whilst K1R's lead developer, ZM90, is gone the other members of the K1R Team are still present and we can ask them for the assets that they personally made. The_Chaser_One asked Fair Strides, the modder behind K!R's Pazaak Tournament, for permission to take said Tournament out of K1R and now it's become it's own standalone mod. I, likewise, asked Fair Strides permission myself and I do intend to make my own Pazaak Tournament for RC-K1CP based on Fair Strides' work.
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I want to elaborate on this in my own words, and in my own experiences with AI, as I'm sure some player's couldn't give a damn about the ethics and would probably wholeheartedly want Jennifer Hale to evaporate mid dialogue. When making an AI clone of a voice, they rarely ever sound natural - and not in a "all AI generated content is bad no matter what" type of rarely ever sound natural, I'm talking about uncanny valley "that's NOT Carth Onasi, it's a Skin Walker" type of unnatural. And the thing about AI is that they seem to have underlying "accents" to them which are very difficult for users to change. In my experience, cloning Vrook's voice works almost flawlessly, Bao-Dur and Atton's voices are okayish, Carth and Bastila' voices are bad most of the time, and Batu Rem, Darth Traya, and Master Vash are physically impossible to pull off. With Batu Rem, AI genuinely makes him sound like a geeky twink no matter what you do to try and make him actually speak like Batu Rem's character. So what does this mean? Even if SAO took the most hardline pro-AI approach to his mod, 95% of the time the end result of AI generated party member voices would just be nothing but pure garbage and slop.
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I think we can both agree that too much time has passed for us to do anything about it now. Republic Soldier's New Shade and Commandos of the Old Republic do not directly affect Bandon or Trask. You could install just K1CP, Commandos of the Old Republic, and Republic Soldier's New Shade to test it for us. What I think most likely happened is that you had more mods installed and another mod conflicted with Bandon. If you were to test this out as I described, I'm confident that Bandon will work and you will be able to progress to the next part of the Endar Spire. If you do do this, and the bug still happens, you can tell me again and I'll personally try to replicate the bug and see what the problem is. But again, this mod doesn't touch Bandon or Trask and so a bug between those two is close to impossible.
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Huh. I will have to investigate this. Do you remember the exact moment the crash happened? I know I restored some Bastila lines during the cutscene but I do recall there were very specific crashes happening because of the K1CP mod due to its fixes of the Star Map model being incompatible with Mac or Linux or something like that. I have been in deep thought in regards to many of the restored appearances in this mod, and as such I do believe this might be a possibility going forward.
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View File TOR Inspired Sith Soldiers A Mod for Star Wars Knights of The Old Republic and Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 13.05.2026 Installation: This mod comes in three versions. The TOR Logo version: Adds TOR inspired Sith Soldiers with the logo of the TOR era Sith Empire on their shoulders. The Kotor Logo version: Adds TOR inspired Sith Soldiers with the logo of the Kotor era Sith Empire on their shoulders. The No Logo version: Adds TOR inspired Sith Soldiers without no logos on their shoulders. Select which version you want and copy "N_SithSoldier01.tga" and "N_SithSoldier02.tga" into your Override folder. Delete the files "N_SithSoldier01.tpc" and "N_SithSoldier02.tpc" if they exist in your Override.. Uninstallation: Delete the "N_SithSoldier01.tga" and "N_SithSoldier02.tga" files from your Override folder. Description: The idea for this mod came from the Revenge of Revan mod. In the hypothetical event that the plot of ROR has the Player confront the Sith Empire from TOR 300 years prior to their major appearance in TOR, I would need to create enemies for the player to fight. For ROR's Imperial Soldiers, I had two options - port the Imperial Soldiers from the TOR MMO, or make my own Imperial Soldiers. By reskinning the Kotor Sith Soldiers to resemble Imperial Soldiers, I have both made a convincing enemy for the Player to fight and did so in the laziest way possible. In the ROR mod, should these Imperial Soldier skins be used for enemies, the lore reason as to why they resemble Sith Soldiers is that, like how Revan duplicated the Leviathan ship via the Star Forge, he duplicated Kotor-era Imperial Soldier armor via the Star Forge which would produce white Imperial Soldier armor which is what the Sith Soldiers wore in Kotor. This excuse can be used as we don't know exactly where and/or how Revan designed the Sith Soldier armor - the Rakatans certainly didn't as they don't have Human proportions. And as to why the Imperial Soldiers in TOR don't resemble the ROR Imperial Soldiers, like how Phase I Clone Trooper Armor evolved into Phase II Clone Trooper Armor, the ROR Imperial Soldier Armor design would evolve into the TOR Imperial Soldier Armor design within the next 300 years. I decided to release these skins to the public as any appearance of actual Sith Empire forces would take years of ROR development to reach that point, if they even appear at all, so why should these cool skins go to waste rotting on my hard drive when you might want to use them in your Kotor game instead. Known Bugs: This mod shouldn't have bugs but if you find any please report them to me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modify "N_SithSoldier01.tga" and "N_SithSoldier02.tga" or add "N_SithSoldier01.tpc" and "N_SithSoldier02.tpc". This mod is fully compatible with Star Wars Knights of the Old Republic 2: The Sith Lords. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game and for making The Old Republic which inspired this mod! Fred Tetra: For Kotor Tool! 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 05/13/2026 Category Skins K1R Compatible Yes
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Version 1.1.0
35 downloads
TOR Inspired Sith Soldiers A Mod for Star Wars Knights of The Old Republic and Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.1.0 Release Date: 15.05.2026 Installation: This mod comes in two versions which each version having three sub-versions. The two versions are the "Normal Version" which is the default texture resolution and the "HD Version" which is the high quality texture resolution version. Inside both folders, these three sub-versions exist for both the Normal and the HD Version. The TOR Logo version: Adds TOR inspired Sith Soldiers with the logo of the TOR era Sith Empire on their shoulders. The Kotor Logo version: Adds TOR inspired Sith Soldiers with the logo of the Kotor era Sith Empire on their shoulders. The No Logo version: Adds TOR inspired Sith Soldiers without no logos on their shoulders. Select which version you want and copy "N_SithSoldier01.tga" and "N_SithSoldier02.tga" into your Override folder. Delete the files "N_SithSoldier01.tpc" and "N_SithSoldier02.tpc" if they exist in your Override. Uninstallation: Delete the "N_SithSoldier01.tga" and "N_SithSoldier02.tga" files from your Override folder. Description: The idea for this mod came from the Revenge of Revan mod. In the hypothetical event that the plot of ROR has the Player confront the Sith Empire from TOR 300 years prior to their major appearance in TOR, I would need to create enemies for the player to fight. For ROR's Imperial Soldiers, I had two options - port the Imperial Soldiers from the TOR MMO, or make my own Imperial Soldiers. By reskinning the Kotor Sith Soldiers to resemble Imperial Soldiers, I have both made a convincing enemy for the Player to fight and did so in the laziest way possible. In the ROR mod, should these Imperial Soldier skins be used for enemies, the lore reason as to why they resemble Sith Soldiers is that, like how Revan duplicated the Leviathan ship via the Star Forge, he duplicated Kotor-era Imperial Soldier armor via the Star Forge which would produce white Imperial Soldier armor which is what the Sith Soldiers wore in Kotor. This excuse can be used as we don't know exactly where and/or how Revan designed the Sith Soldier armor - the Rakatans certainly didn't as they don't have Human proportions. And as to why the Imperial Soldiers in TOR don't resemble the ROR Imperial Soldiers, like how Phase I Clone Trooper Armor evolved into Phase II Clone Trooper Armor, the ROR Imperial Soldier Armor design would evolve into the TOR Imperial Soldier Armor design within the next 300 years. I decided to release these skins to the public as any appearance of actual Sith Empire forces would take years of ROR development to reach that point, if they even appear at all, so why should these cool skins go to waste rotting on my hard drive when you might want to use them in your Kotor game instead. Known Bugs: This mod shouldn't have bugs but if you find any please report them to me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modify "N_SithSoldier01.tga" and "N_SithSoldier02.tga" or add "N_SithSoldier01.tpc" and "N_SithSoldier02.tpc". This mod is fully compatible with Star Wars Knights of the Old Republic 2: The Sith Lords. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game and for making The Old Republic which inspired this mod! Sith Holocron: For upscaling my textures! Fred Tetra: For Kotor Tool! 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. -
View File HD Dol Grenn A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 01.05.2026 Installation: Open the "For Override" folder and drag/copy the textures within and drop/paste them into your Kotor II Override folder. Delete the file "N_DolGrenH.tpc" if it is present. Uninstallation: Delete the N_DolGrenH.tga file from your Override folder. Description: Lieutenant Dol Grenn's head in Kotor II was made via photo sourcing elements of other old male heads from Kotor I. Most of his face and beard comes from Davik, his eyebrows and sideburns are Davik's eyebrows and sideburns that are recolored brown, and most of his hair is Deadeye Duncan's hair that has also been recolored brown. Using this exact same method described above, I was able to photo source elements of Dark Hope's Davik and Deadeye Duncan heads to make a HD Lieutenant Grenn head. Known Bugs: This mod shouldn't have bugs but if you find any report them to me on Deadlystream. Incompatibilities: Would be incompatible with any mods which add N_DolGrenH.tga or N_DolGrenH.tpc. Permissions: As Dark Hope gave free permission for anyone to use her mods, you are therefore allowed to use this mod as it was made using her work. Thanks to: Dark Hope: For giving everyone free permission to use her work and for making the Davik and Deadeye mods in the first place! Bioware: For such an amazing game! Obsidian Entertainment: For such an amazing sequel! Fred Tetra: For Kotor Tool! And 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 05/01/2026 Category Skins TSLRCM Compatible Yes
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Version 1.0.0
35 downloads
A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 01.05.2026 Installation: Open the "For Override" folder and drag/copy the textures within and drop/paste them into your Kotor II Override folder. Delete the file "N_DolGrenH.tpc" if it is present. Uninstallation: Delete the N_DolGrenH.tga file from your Override folder. Description: Lieutenant Dol Grenn's head in Kotor II was made via photo sourcing elements of other old male heads from Kotor I. Most of his face and beard comes from Davik, his eyebrows and sideburns are Davik's eyebrows and sideburns that are recolored brown, and most of his hair is Deadeye Duncan's hair that has also been recolored brown. Using this exact same method described above, I was able to photo source elements of Dark Hope's Davik and Deadeye Duncan heads to make a HD Lieutenant Grenn head. Known Bugs: This mod shouldn't have bugs but if you find any report them to me on Deadlystream. Incompatibilities: Would be incompatible with any mods which add N_DolGrenH.tga or N_DolGrenH.tpc. Permissions: As Dark Hope gave free permission for anyone to use her mods, you are therefore allowed to use this mod as it was made using her work. Thanks to: Dark Hope: For giving everyone free permission to use her work and for making the Davik and Deadeye mods in the first place! Bioware: For such an amazing game! Obsidian Entertainment: For such an amazing sequel! Fred Tetra: For Kotor Tool! And 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.