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N-DReW25 last won the day on September 22
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1,516 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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Actually, I just realized something. Do NOT use M4-78EP with the Lonna Vash mod, that WILL break your install. My advice would be to drop M4-78EP and just stick with the Lonna Vash mod. M4-78EP is a mod you would want to test out as a standalone mod that you want to test out and see how it feels, a fair majority of players don't use M4-78EP because they felt M4-78EP is either too long (3 hours of added content which I can only describe as a slow burn dungeon crawler with little to no combat through several giant modules) or breaks meaning you're stuck on the planet and lose your 20+ hour playthrough. Lonna Vash, on the other hand, adds M4-78's Jedi Master to Korriban so it's less of a headache to deal with for new players.
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- 52 comments
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- k1cp
- community patch
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Kotor I has four Hutt skins though one is unused. There was a Hutt named "Shuma" which used Ajuur's Hutt texture in a pre-release screenshot leading me to believe the unused texture was actually Ajuur's texture but Ajuur ended up being assigned Shuma's texture. This unused Kotor I texture is used by Vogga the Hutt in Kotor II, however, Obsidian had actually reduced the texture quality of many of the original Kotor I textures from 512x512 down to 256x256. It's really weird because many textures from Kotor I had a texture downgrade as I just mentioned, other textures had their shaders removed (like the Mandalorians), and yet some of the new textures introduced by Obsidian like the Gran and the Mining Droids have 1K resolution textures on PC. If you plan on making a Kotor II version of your Kotor Visual Resurgence mod, I would recommend you look at the NPC textures to make sure there isn't a higher quality version in Kotor I. If there is a higher quality version in Kotor I, I'd just find a way to port the one you made for Kotor I into Kotor II (There's a 99% chance you've already done Vogga's texture for your mod).
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Could a watered down alternative "Snigaroo Cut" install work? There would be the main install, which is the mod as it stands now, and the Snigaroo Cut which would contain only the bug fixes you want for the Mod Build whilst excluding the bug fixes you don't want. Also, I gave Esok and his goons Mandalorian Assault Rifles several updates ago. I take it that'll be one of the excluded fixes as "For Mandalore" already does what you want?
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Half of this request has been fulfilled. The health reduction for the first level HK-50s has been added to my Fix Collection mod.
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An update on the K1 Alien Pack update: It is almost ready, though there are other mods that I am developing that I'm too absorbed in thus resulting in the delay of the K1 Alien Pack and the RC-K1CP update that'll restore the Echani. This post is mostly being made as a reminder for myself so that if I see likes and/or comments on this post it'll spur me to finish the update. The K1 Alien Pack shall include the above previewed Echani NPCs, three new additional Trandoshan Skins and 32 new Gamorrean skins. The Gamorrean skins are nothing special to look at. As we may know, there are four Gamorrean skins in the game each with their own unique outfit and Gamorrean appearance. I would describe these four Gamorrean appearances as ranging from young, adult, middle-aged, and old. What I've done is that I've taken the four different outfit and applied them all to the other appearances, so imagine the old Gamorrean variant that usually wears blue wearing the red outfit that's usually worn by the young Gamorrean and vice versa. Doing this resulted in the the Gamorrean skins increasing from 4 to 16. I then made another four new clothing variants for the Gamorreans, thus increasing the skins from 16 to 31. The end result is that every single Gamorrean in the game will have a unique appearance as no two Gamorrean appearances will be used anywhere else in the game because there are just so many Gamorrean skins. Again, all of this is almost ready so hopefully we shall be seeing this update sooner rather than later.
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There are two restored content mods for Kotor I. Kotor 1 Restoration (K1R) which is the older, complete restored content mod that is both incompatible with K1CP and has its own game breaking bugs that haven't been fixed due to the team leader leaving the community after the 1.2 release almost a decade ago. Restored Content for K1CP (RC-K1CP) is my own take on the restored content mod that is compatible with K1CP but it is incomplete. When I say it is incomplete, you'll read my "what's restored list" and see that there is clearly cut content that is missing from the K1R mod, however, my mod also has restored content K1R doesn't have and, even though my mod isn't done, the content that is already restored is, for all intents and purposes, finished. Unlike Kotor II, the Kotor I cut content is content many see as being content that was actually meant to be cut unlike Kotor II which is a bug filled and clearly incomplete experience. Not using the restored content mod for Kotor I isn't going to hurt your game.
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It should be fixed now.
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- restored
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I put that mod together, I might be able to help you here. I would like to ask you for extreme specifics as to what you are trying to do. I am aware of your Kotor Let's Play Series on YouTube and how you're almost finished Kashyyyk. I'm fairly certain you aren't already using the Wookiee Redux mod so what exactly are you planning to do? Are you trying to add them to the Kashyyyk modules in your already existing playthrough? A save game file saves the module as is, so if you install a mod afterwards the mod will never appear in your save but if you were to start a new game the mod would appear. Are you trying to spawn them in a stunt module? As in, you make a clone of Chuundar's house so that you can have modded NPCs and modded content for roleplay purposes but, from the perspective of your audience, they aren't aware that you're in a stunt module? (Kotor II's red eclipse encounter uses a cloned Ebon Hawk for that scene, you aren't on the actual Ebon Hawk but you don't realize that.) Are you using another mod to spawn them in? Like an armband mod that can spawn them in and you want me to reconfigure your armband mod to use my appearances instead of the vanilla appearances? Or would you rather not reveal your plans in public as to prevent spoiling your plans to your audience who may lurk this site? If so, we may take it to the DMs so that it stays between you and me? Do know that my mod doesn't touch the vanilla appearances, it simply adds the modded appearances as brand new appearances on the appearance.2da file and applies them to the NPCs inside the .MOD files (module files containing all the module related files). Let me know what you're trying to do and I'll see what can be done
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It is not compatible. This mod was made in 2017, just over 8 years ago. I didn't know everything about the TSLPatcher as I do now, therefore the proper steps to make these files compatible with other mods weren't followed. I shall try to update this mod when I get the chance so that it's up to modern standards, if I fail to do so feel free to remind as I probably forgot.
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Episode Two's development of ROR goes well, however, this post isn't about Episode Two - it's about the bug fix update 1.0.2. Since Logan has once again gone awol to deal with his new job, I have been left to develop Episode Two's Nar Shaddaa. Of course, should I somehow complete the entirety of Episode Two without Logan to the best of my abilities we are left with the risk of the mod going into limbo again as I can't physically go on to 100% finish the Episode without Logan. So, here is what I am doing to avoid that happening. I am trying to learn how to create quests for Kotor II, something I haven't delved into before... until now: (the typo shall obviously be corrected before released ) This is something many players were expecting when they first played Episode One, and were disappointed for when these characters played no role in their playthrough. Their side quest was cut towards the end of Episode One's development for the same reason Obsidian Entertainment ended up cutting a bunch of stuff - to ultimately save time and release the mod before June of 2025. Now, in bug fix 1.0.2, their side quest is being brought back. The original side quest that was planned had mercenaries spawn in who would harass Beedo, the Rodian, who were sent by Tokro, the Hutt, to get him to pay off his debt. The player could negotiate to get them to backoff or fight them to save Beedo. You would then go to Tokro who, as a businessman, wanted you to plant a bomb on some cargo crates in the spaceport module (these crates are where the Beast Rider encounter happened in the Onderon Spaceport) belonging to a rival company. Doing so would result in a CorSec Officer spotting you to which you could either hand in the bomb and confess to Tokro's crime or you could convince the CorSec Officer to leave you alone and have the bomb planted. This version of the sidequest was cut for a few reasons. First, the mercenaries were to spawn after you went to the Royal Palace and recruited Uldir - instead a bug would occur where they spawned immediately upon entering the module. Second, the old scripts from 2011 were so broken that only some of the mercenaries went hostile and/or left if you convinced them to backdown. And third, no matter how much you nerfed the mercenaries they would always one shot kill the player and Drayen due to how weak you were that early in the game. And as for the setup of Tokro's actual quest, the idea was that the bomb would explode the cargo in transit meaning it'd blow up in space. However, the idea that a Jedi Padawan, in the company of their Jedi Master, and Uldir, a Police Officer, would even contemplate doing this side quest for even a minute wouldn't make too much sense. Not to mention that, if you were to confess and surrender the bomb to the CorSec Officer, Tokro technically wouldn't cancel his debt as you didn't deploy the bomb. These bugs combined with the logical inconsistency of the quest resulted in me deciding to cut the quest as I'd rather focus my energy on making progress instead of banging my hand against the wall trying to get this quest to work. The new quest is still in its infancy of development, but the new version I'm writing has it so that there are no mercenaries and that Beedo, instead of his landspeeder being damaged by the mercenaries, is now trying to sell his landspeeder for the 10,000 credits he owes Tokro. You'd go to Altol Cantina where Tokro can be found and you would mention Beedo to Tokro. Tokro would then tell you that you cannot realistically pay off Beedo's debt even if you were to use the "givecredits" cheat as his debt is 10,000 credits plus interest. He reveals himself to be the CEO of a Corellian banking company and that he will be willing to drop the debt if you were to find a banking manifest that has ended up in the Agrilat Swamps due to the Tyrena disaster. The manifest shall be found somewhere beyond the damaged landspeeder, meaning you'll have to complete the Esbek Hotel murder quest before you can retrieve the manifest. When this update is released, I shall tell you's all here where the manifest can be found. Once you return the manifest to Tokro, he will cancel Beedo's debt and the quest will be over. I do have plans to add a Dark Side ending to this quest where, instead of giving it to Tokro, you give the manifest to a Czerka NPC who'll use it to blackmail Tokro into making a deal with Czerka. This Czerka element will not be added in this next update and will be added in another update unless Logan disagrees and either changes or rejects the Czerka idea entirely. There may also be a second optional side quest, if it can be made for update 1.0.2 I shall reveal more details here, if I cannot be made for update 1.0.2 it might have to wait until update 1.0.3 or Episode Two's release. This update will come in the form of a ROR Addon/separate mod as I cannot obviously update the mod myself and Logan doesn't want to risk accidentally releasing Episode Two files in this update. So that means update 1.0.2 will be a separate mod that you'll install after ROR and it won't be added into the actual ROR until Episode Two is released. Update 1.0.2 will come with a plethora of very minor, but very good, bug fixes to certain modules of ROR Episode One that I won't delve into until the mod is actually released to which I shall post a changelog of all the changes made in update 1.0.2. By developing this side quest I hope to achieve two things: give you, the players, something to enjoy to whilst Episode Two is underway, and to give me the experience necessary to develop and finish the planned Episode Two side quests independent of Logan so that there'll be less for us to do before Episode Two's release. Please let me know what you think.
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I'm afraid I wouldn't know how to help you at this time. As a developer, I'm restricted to the platforms that I have - and that's the Steam version of Kotor II on a Windows 11 PC with the Aspyr update. This is why other users have reported system related crashes in regards to the Jedi Council and the Ending scenes. I wasn't thinking of anyone else or their systems when developing the mod, and that is because I was pushing for it to be released first and foremost. I'm working on Episode Two right now, but as with Episode One I obviously cannot update ROR to Episode Two without Logan. Therefore, I can guarantee this - before Episode Two is released I will try and tell Logan about your issues so we can figure out a better way to have ROR installed on an Android/Mobile device.
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N-DReW25 started following Logical Jekk'Jekk Tarr
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I also see that the Goon is using the Dock Officer's head even though he's dead in the Dormitories so that's something I'll have to fix. Judging from the screenshots, you have all three PMO installs installed and these guys are supposed to have Tiered Peragus Uniforms though only their holograms wear the correct uniforms. Coorta wears the Peragus Mining Gear from the mod, a goon wears the vanilla Miner's Uniform, and the other goon wears the Beta uniform (Or Peragus Mining Gear depending on how bad the appearance bug is). You mean their corpses don't perfectly align with the holograms or that the computer goon corpse and the regular goon corpse are swapped and are in the wrong locations?
- 6 comments
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- miner uniform
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I like what I see, Vurt. Will these be released separately, or at least as separate downloads on the one mod page? The reason I ask is that having over 1600+ upscaled textures in one download will take a very long time to download. Plus, I would want to use other peoples mods alongside your mod - I wouldn't want to wait hours for your mod to download if I'm just going to use other people's area retextures. Of course, it'd be impossible to divide the mod in a way that makes everyone happy, but I'm sure if there was an NPC component, an area component, a party member component etc it'd be easier to download the NPC component and then replace your Rodians with High Quality Rodians than it would've been to have them all in the same package. You might want to take a look at RedRob41's similar project. He had to fix the models and/or textures of various NPCs because of various misalignments and model problems. One example is how the commoner clothing has a problem wherein parts of the actual clothing would end up on the gloves and you'd see miscolored parts on their hands. God I love how Ajuur looks here. I think the criticism people are pointing out, and one that I agree with, is that the skin of both Bastila and Carth doesn't quite feel right - it looks more like sand stone than skin. Other than that, everything else in these images is 11/10 - Taris, Ajuur, Tatooine, the Armor, Bastila's outfit are all simply stunning! I really love how this isn't just a generic AI upscale of the original textures. It's as if you are allowing the AI to reinterpret the textures and that's what's going to make this mod standout as a serious competitor to RedRob41's and ShiningRedHD's (on Nexus) AI overhauls.