N-DReW25

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N-DReW25 last won the day on May 20

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About N-DReW25

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  1. Hraith, you are partially correct in that K1R isn't obsolete and that it is complete. However, K1R isn't receiving content updates because its lead developers have vanished and the mod has several critical bugs in it (game breaking Lashowe bug etc), it is for this reason why the K1CP mod, a bug fix mod, didn't bother making their mod compatible with K1R. Since we can't get permission from the K1R team to make their mod compatible, I made RC-K1CP from scratch as an alternative to K1R for those who use K1CP. As The_Chaser_One pointed out, K1CP is very popular despite the lack of restored content and if I never made RC-K1CP thousands of players would prioritize K1CP over K1R. If you aren't going to use K1CP, you might as well use K1R if you're willing to tolerate the bugs - I'm not here to make you change your mind. K1CP will never include that because K1CP is a bug fix mod, not a restoration mod. RC-K1CP will eventually have it, but for now you are correct in that K1R is the only mod that currently has it. However, the logic of "the developers intended it to be there" is a bit disingenuous. My RC-K1CP mod restores a bunch of things that K1R doesn't, like both Impossible & Very Easy difficulties, upgradeable Davik's War Suit, female Republic Soldiers, gloveless commoner clothing, Carth's cut theme, the 4th Black Vulkar who threatens Calo Nord in the Lower City Cantina, Chadra-Fan on Tatooine, party dialogue for Kashyyyk Star Map, the green breath mask texture, restored armors and weapons etc. K1R isn't less complete because it doesn't have those I listed above, and K1R isn't bad because Major Hurka's appearance is fan made, the bartender in the Vulkar Sublevel is fan made, and 95% of the Pazaak Tournament is fan made. RC-K1CP includes both Impossible and Very Easy difficulties, I'm not going to turn around and trash talk K1R because it didn't include the Very Easy difficulty even though the "developer intention" logic applies to it. I would like to say that the see through glitch with Bastila is probably because all the Xbox textures were 256x256 and were low-res, it's possible that the Bioware developers messed up something when they upscaled Bastila's textures thus causing the transparency glitch.
  2. Make sure they're labelled as "Modder's Resource" or in the readme, generally under permission, it says something akin to "Free to use/no permission required". If they don't have those, you'll have to politely ask the author for permission.
  3. The latest update should fix these installation errors.
  4. It's a modder's resource, you don't have to force players to use the modder's resource since you can outright use those files in your mod so long as you credit newbiemodder for the assets.
  5. This seems to be an exact copy and paste of the private DM you sent me, do know for the next time that there is no point in messaging someone in private if you're just going to ask the exact same question in a public thread. But as for your question, LoneWanderer's answer is the correct one - the module injection method is the only way you can modify NPCs without NPCs in different modules being affected.
  6. If you're editing NPCs inside their .MOD module files (provided by TSLRCM ideally), you'll need to use a save from before you enter the module you're editing. For example, if you're editing Luxa in 208TEL you'll want to use a save from before you entered that module. Even loading a Peragus save and warping to 208TEL will work. If you do what I've just said and you can't see the changes, chances are what you've done hasn't been implemented properly.
  7. @DIANEXKING @Cinder Skye Can you guys try again with this new .ZIP? It's possible that your anti-virus software's could be flagging the HoloPatcher.exe as a virus.
  8. As I might've previously said I would do, this has been fulfilled in my new Kotor II Restored Content Plus mod, formally N-DReW's Mini Mod Collection for TSL. I believe I sent you the changelog list early, though if you've lost it it's now included in the mod. If during testing you see that this problem hasn't been fixed (it should've), or any other problems (there shouldn't be, but just in-case), feel free to let me know and I'll get right on it. I also analyzed Visually Repair HK-47 and that mod simply patches the content into a fresh TSLRCM hk47.dlg meaning it should (hypothetically) be real easy for Kexikus to make a compatibility patch.
  9. N-DReW's Mini Mod Collection is dead! Long live Kotor II Restored Content Plus! My former Mini Mod Collection, last updated in 2022, has evolved into a new mod. As the old Collection was mostly restored content, that mod has now become a restored content centric mod whilst the bug fix elements of the old Collection have since been transferred to my Bug Fix Collection mod. Whilst the format of K2RC+ is similar to my Kotor I restored content mod, the RC-K1CP, this new mod is NOT a replacement/alternative to TSLRCM like RC-K1CP is to K1R. Instead, K2RC+ is an addon FOR TSLRCM restoring cut content TSLRCM either missed, didn't know exist, or don't want to restore. This mod is also highly decentralized meaning you can choose to avoid certain restorations if you don't want them. The mod is already updated, and unlike RC-K1CP there are plenty of screenshots of the mod page of some of the restorations in-game. I'm sure some of these restorations look as if I'm really scrapping the bottom of the barrel for content restoring things I'm sure we can live without, and then there's the street dancer content that was cut from the Citadel Docks. I'm certain most of you looking at this mod will notice the restored unique appearance for the Harbinger Captain. And I know for a fact the only reason you care about this unique head is so that you can ask "Is it compatible with Fixed Hologram Models and Admiralty Redux for TSLRCM?" And the answer is... kind of. Unless DP updates his mod to give his Republic Captain this head, you won't have this captain with the fixed hologram, though if you install the Unique Appearance Restorations component of K2RC+ first and then Fixed Hologram Models and Admiralty Redux for TSLRCM afterwards you'll get Ralon's new appearance and you will get DP's own Republic Captain with the Hologram fix. Much like my RC-K1CP WIP thread, I'll be posting updates to this mod when I get around to tinkering with future restored content for this game. For a full list of restorations in this mod, please visit this link!
  10. Many of these are already found in my N-DReW's Bug Fix Collection for TSL and my Dxun and Onderon Item Restoration Pack. Players who want to play this mod can disregard my Dxun and Onderon Item Restoration Pack for the time being, it's long over due for an update and even if it is updated there's no point to installing mine when yours already has the restorations. As for my Bug Fix Collection, my mod is twice as big as yours and it would be a determent to both our mods if you continued to add bug fixes I've already added. That being said, there are some bug fixes that are already different in yours, bug fixes I plan to fix differently than you, and things I won't add for my own reasons. My Nebelish fix will have a different appearance. I won't include this as this fix is subjective as to whether this was a "bug" or not. I won't include this as this fix is subjective as to whether this was a "bug" or not. I think you fixed this by doing the exact same thing I did where I made his appearance consistent with the 303NAR appearance, but you could make your mod different by using the 306NAR appearance instead. Totally up to you if you'd like to do this, I will make a mod that does this, but it won't be my Patch mod and it won't be labelled as a "bug fix" mod like yours. I'll do the same but with a different appearance. I did this too but I did this via changing the heads.2da directly. I did this too but we haven't exactly copied each other, you've even added a texture from the K1EP modder's resource whilst I've stuck with reusing Kotor I textures. You are aware that TSLRCM already fixes the greenish tint issue, right? Though RedRob41 probably added a few minor fixes to Kreia's model beyond what TSLRCM did. Here is a fix that is totally unique to your mod and something I cannot alone fix myself. A lot of Kotor II textures are extremely low quality whilst their Kotor I counterparts are normal. I included the Ithorians plus many more textures in my mod, I even made custom textures for the Telos Droids and Chodo Habat from scratch (before RedRob41 did this mind you). I won't include this as this fix is subjective as to whether this was a "bug" or not. If you choose to add this bug fix, it'll be unique to your mod. My advice for players would be to install my Bug Fix Collection first and your mod on top of mine, a majority of bugs you fix are already fixed in my mod and the bugs I haven't yet fixed will be fixed via your mod. I don't think there should be any incompatibilities as far as I'm aware.
  11. This may or may not help you, but I want to tell you this as it'll help you understand the magnitude of what you're trying to ultimately accomplish. Imagine for a moment that you remade Kotor II from scratch using the power of modding and your version of Kotor II is superior to the vanilla Kotor II experience made by Obsidian - that is the Kotor 2 Unofficial Patch mod. I've played it, just as you have - and I do agree it's instantly better than vanilla Kotor II no questions asked and I also agree that it's better than the Kotor II experience with TSLRCM. Of course, just because we think it's better than TSLRCM doesn't mean players will agree with us. If the Unofficial Patch mod came out in 2010 there would be no TSLRCM as everyone else would just use the Unofficial Patch instead. But here's the problem, as Sith Holocron has previously said elsewhere, not enough players play the Unofficial Patch to justify focusing on it and the entire modding community is centered around TSLRCM meaning not many players will give the Unofficial Patch a look in until a TSLRCM compatible version or an Unofficial Patch compatible TSLRCM is made. So there'll be no hype and payoff until after you completed this project, and like you I've looked into its files of the Unofficial Patch and I can say this - it'll be harder than it looks because I wasn't lying when I said the modder remade Kotor II from scratch. The Unofficial Patch uses .MOD files, but mods like Kainzorus Prime's NPC Overhaul is not compatible with it because the Unofficial Patch created brand new UTC character files. It created brand new UTC character files, renamed dialogue names, added new cameras, new objects, rewrote entire scripts, gave everything new names etc. It remade the entire game, and a lot of the problems that you are encountering is because of this. For example, 601DAN.mod is the Khoonda plains - but it won't be easy to just 'move' the TSLRCM files from TSLRCM's 601DAN.mod by inserting it into the Unofficial Patches 601DAN.mod because 601DAN.mod in the Unofficial Patch is hardly resembles TSLRCM's 601DAN.mod in terms of files, and that applies to all the modules. I'm not saying you should give up, but you should be aware of these things if you plan on going through with this.
  12. So I just checked it out and the K1R version of Bastila on Korriban is incompatible with K1CP, though whether or not it'll break your game is untested. As a result, I shall look into making a K1CP compatible version of the mod at some point - whether it'll be part of RC-K1CP or as a standalone mod will be decided at a later date.
  13. View File Pick a Peragus A Mod for Star Wars Knights of The Old Republic Author N-DReW25 1.0.0 Release Date 0905.2025 Installation Pick which Peragus you would like to install, you CANNOT pick both. If you want the Realistic Peragus from the Cinematic cutscenes, copy "PER_Plnt01.tga" from the "Realistic Version" folder - doing so will convert the planet Peragus in the Peragus levels into the realistic Peragus as seen in the Prologue. If you want the Artistic Peragus from the Concept Art, copy "EBO_Per.tga" from the "Artistic Version" folder - doing so will convert the planet Peragus in the Prologue into the Artistic Peragus as seen in the Peragus levels. Description There are two Peragus planet textures in the game, one for the Prologue and one for the Peragus Levels, and they're both two different textures that do not match despite being the same planet. The Peragus seen in the Prologue is the same Peragus you see in the Cinematic cutscenes (Harbinger Arrival, Ebon Hawk escape etc) whilst the Peragus seen in the Peragus Levels appears to have been taken from early Concept Art for the game. This mod offers you two fixes to this inconsistency, you can either choose the Realistic Peragus to fix the Peragus Levels so that Peragus is consistent with both the Prologue and the Cinematic cutscenes or you can choose to convert the Prologue Peragus into the Artistic Peragus so that it matches the Concept Art Peragus you see in the Peragus Levels. Known Bugs This mod shouldn't have bugs but if there are just report them to me on Deadlystream. Incompatibilities Incompatible with ANY textures that alter "PER_Plnt01.tga" or "EBO_Per.tga". Permissions Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks Bioware: For such an amazing game Obsidian: For such an amazing sequel and for keeping these textures in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWAREOBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERSSPONSORS 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 05/08/2025 Category Skins TSLRCM Compatible Yes  
  14. N-DReW25

    Pick a Peragus

    Version 1.0.0

    23 downloads

    A Mod for Star Wars Knights of The Old Republic Author N-DReW25 1.0.0 Release Date 0905.2025 Installation Pick which Peragus you would like to install, you CANNOT pick both. If you want the Realistic Peragus from the Cinematic cutscenes, copy "PER_Plnt01.tga" from the "Realistic Version" folder - doing so will convert the planet Peragus in the Peragus levels into the realistic Peragus as seen in the Prologue. If you want the Artistic Peragus from the Concept Art, copy "EBO_Per.tga" from the "Artistic Version" folder - doing so will convert the planet Peragus in the Prologue into the Artistic Peragus as seen in the Peragus levels. Description There are two Peragus planet textures in the game, one for the Prologue and one for the Peragus Levels, and they're both two different textures that do not match despite being the same planet. The Peragus seen in the Prologue is the same Peragus you see in the Cinematic cutscenes (Harbinger Arrival, Ebon Hawk escape etc) whilst the Peragus seen in the Peragus Levels appears to have been taken from early Concept Art for the game. This mod offers you two fixes to this inconsistency, you can either choose the Realistic Peragus to fix the Peragus Levels so that Peragus is consistent with both the Prologue and the Cinematic cutscenes or you can choose to convert the Prologue Peragus into the Artistic Peragus so that it matches the Concept Art Peragus you see in the Peragus Levels. Known Bugs This mod shouldn't have bugs but if there are just report them to me on Deadlystream. Incompatibilities Incompatible with ANY textures that alter "PER_Plnt01.tga" or "EBO_Per.tga". Permissions Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks Bioware: For such an amazing game Obsidian: For such an amazing sequel and for keeping these textures in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWAREOBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERSSPONSORS 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.