N-DReW25

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About N-DReW25

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  1. It's 100% something I forgot to remove, though the HoloPatcher doesn't do anything with it so all it's doing is occupying space in the zip file.
  2. So the name of the mod is "Malak Redone 2024" but it contains other characters besides Malak, this name is very misleading and I feel it should be named to something else ("Elayerfawkes45's skin pack" or something like that). Also, your Mission Vao screenshots uses Mira-INSPIRED Default Clothing Reskin for Mission Vao for the body despite your mod changing her normal clothes. If this is the case, then this screenshot is very misleading.
  3. It could very well be a global problem as I got the animation script from the Sith in the Manaan Hangar modules, the one you meet Ithorak in. Not right now. I think there should be one for the Library, the hall is long enough to have a proper patrol go through it. These should be the decompiled scripts from the mod, the first one controls animations and the second one directs the NPC to face the computers. k_pkor_ambient01.nss k_pkor_ambient02.nss I could add that in, yes. Thank you for reminding me of that mod.
  4. Work on my Dark Jedi/Sith Academy mod is starting up, but in order for me to start that mod properly I need to finish up the first release of my K1 Alien Pack mod. The Ithorians are ready, the Bith are 90% ready, and the Duros are 50% ready... these are the three species that will be in the first release of the pack. I've already showed off the Ithorians, now it's time to show off the Bith. The goal of the pack is to ensure every species has 5 alien variants, this will be easy for Aqualish and Rodians as they only have 4 variants meaning only one texture needs to be made for those species... this isn't true for the Bith as they only have 1 variant. The vanilla black Bith will only appear as Cantina Musicians whilst the Bith you'll encounter in-game will use my new appearances. Whilst I did make the reskins you'll see, I also photo sourced assets from BithBiter's TSL Party Project 1.01 (as the mod page says the mod's assets can be used with credit given), and assets from the Revenge of Revan mod by RedRob41 (used with permission). For the Bith appearances, I used Wookieepedia to determine that Bith skin color can be yellow, green, pale pink, and red... so those are the colors I used in these appearances. Whilst I think the new appearances are "alright", I personally feel some of the skin colors don't "fit" with the scenes they're currently in... which is why I would like your opinion on whether or not I should switch certain Bith appearances around. Green Bith: This one was especially jarring to see when I first saw it in-game in this scene. Red Bith: His skin and his outfit are so dark, so much so that he's almost camouflaging into the dark environment around him. Pale Pink Bith: I rather like this appearance, I could change the color palette of his clothing if this is desired. Pale Yellow Bith: Dare I say this Bith is without flaw. So... what do we think of these new Biths?
  5. Unfortunately, the Pazaak Tournament on Manaan would be one of the last things I add due to the sheer size of it.
  6. View File Complete Sith Academy [BETA] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.11.2024 Installation: Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms. In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory. For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now. At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1. The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location. Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise. There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod. Known Bugs: If you click on the Sith Students on the computers too much, they stop doing their "typing" animations. This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base. Thanks to: Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist! Obsidian Entertainment: For adding these new rooms to the second game! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher and the Holocron Toolset! 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 11/14/2024 Category Mods K1R Compatible No  
  7. Version 1.1.0

    36 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.11.2024 Installation: Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms. In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory. For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now. At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1. The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location. Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise. There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod. Known Bugs: If you click on the Sith Students on the computers too much, they stop doing their "typing" animations. This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base. Thanks to: Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist! Obsidian Entertainment: For adding these new rooms to the second game! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher and the Holocron Toolset! 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.
  8. Do these droids join the final battle of Khoonda alongside the droids of the north droid station?
  9. N-DReW25

    Ginger PMHC04

    Here are some improved Dark Side transitions. pmhc04ad1.tga pmhc04ad2.tga
  10. I do know @Marius Fett recently deleted his old mods as he intends to reupload updated/revised versions of those old mods. If Marius did ever make a Lightsaber blade reskin mod, it's possible you can't find it because it's been deleted.
  11. The problem with those is that for Carth the warning about the Katarn was never intended for Kashyyyk. Kotor 1 had an E3 Demo much like Kotor 2, and just like how the Kotor 2 Demo contained elements that weren't in the final game the K1 Demo had a few oddities. First off, the game's engine wasn't final so the game looked like this, it was set on Dantooine, you could recruit Carth and T3-M4 (who was owned by Bastila), there was a Sith Base on Dantooine (It possibly reused the cut Czerka Depot), the player was a Jedi who wore Nemo Robes (So the player character Jedi you see throughout the vanilla game were the players in the Demo), and Katarns were the primary enemy on Dantooine. The Carth quote about the Katarns goes like this: "CARTH: Is your communicator on? It's Carth. Just wanted to remind you to be careful out there. Don't end up as a meal for one of the katarn." That line exists on TLK number 380, and you'll see that "CARTH" is actually written on that line. The very next line, 381, goes like this: "CARTH: Get back to the base! The Sith have attacked! Just follow the smoke! Hurry!" So... there isn't much to go off of in terms of restoring the Katarn warning because it was never intended for the actual game. And as for the HK-47 lines about the Sand People Messiah, as far as I'm concerned I've never found, or heard of other modders finding, the cut lines which could be used to restore such a scene. We all most likely know about the Sand People Messiah content through former Bioware devs who worked on the game instead of through cut dialogue lines, so again a mod that adds the Sand People Messiah would have to be costume made. As an actual discussion forum, perhaps, but there are still mods being worked on, published, and updated by modders and said mods are still being downloaded by players. So the mod hosting element of Deadlystream is still kicking, and the Discord side of the Deadlystream community is thriving, if you think this site is dead that's where everyone went.
  12. You know, I had some reservations about this mod hearing about it... and I was willing to give you a chance if I could see the mod for myself through this WIP thread, and you haven't disappointed me. These in-game changes are very well made, they're a massive improvement over your old work and I hope your other old work is improved upon in the same way as well. Judging from the screenshots, you've given characters like Dak Vesser a unique head. So if you're giving unique heads to NPCs who used generic heads, why are you giving unique heads to characters who already had unique heads? Instead of giving those NPCs a new head, why not use those heads for other NPCs without a unique head instead? The bottom screenshot was clearly made by using the Caps Lock first person view whilst the example I kept on the top is a cropped down screenshot of a dialogue. Please, from now on, stick to the Caps Lock first person style screenshots. I don't want to have to squint to see what an NPC looks like, and I'm sure everyone else would agree with this. Are there any issues with the K2 ported heads? I know I tried to port Dak Vesser's head myself and the jaw and the hair ended up breaking, as it quite common when you're straight up converting from K2 to K1 via MDLEdit. I agree with this too, it's hard to get into the details when I'm losing track of what it is I'm reading because all the lines are too close together. JC's Back in Black, Shem's old Sith Student mod, Heyorange's Sith Uniform Reformation mod, Kainzorous Prime's Old K1 NPC Overhaul, the K1 Enhancement Project... there are quite a few mods that did change the Sith Academy students. Whilst I understand why you wouldn't like this mod on the grounds you've listed, I don't think that should be a deterrent for EAF97 to stop making this mod. By having a variety of different mods available, players will pick and choose what they want to play with and I'm certain many players would love to play with the K2 Sith Uniforms.
  13. I know I've reported a few noticeable issues on Manaan to the K1CP bug tracker a while back and they've since fixed them in the 1.10 update. When you download K1CP, it comes with a list of the things the mod has fixed (alternatively, this same list might also be on one of their public GitHubs). You could use this list to see what they've fixed so that you can fix them in your own mod, I wouldn't want to use your mod and find out it undoes the model fixes of K1CP. The Endar Spire. Even with the K1CP mod installed, which already does fix pre-existing holes, if you look for them you can still find holes. Off by memory, the first module end_m01aa is still ripe with holes in the walls. But I think this model problem is something you'd be interested in. In the hallways of the starboard section (end_m01ab), if you look up at the ceiling you'll see overhead pipes yet in the hallways of the Command Module (end_m01aa), the parts of the ceiling where the overhead pipes should be are empty. And yet there are Beta screenshots of the Command Module halls having overhead pipes as seen here.
  14. View File K2 Alternative Voice Overs A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 23.10.2024 Installation: Each and every voice has to be installed ONE AT A TIME, for now there is no way to install all the voice options at once. All voices are OPTIONAL, if you don't like the new voice of a certain character you don't have to install that specific voice. The "Voices" folder contains the modded VO, the "Listenable" contains the vanilla VO in .MP3 format so you can listen to the vanilla lines, and the "Backup" folder contains the vanilla VO and their folders just in-case you wish to uninstall this mod. Batono Mercenary- To install the Batono Mercenary's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\203" and delete the folder named "mercbat". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "mercbat" folder and copy that to the 203 folder where the vanilla "mercbat" folder used to be. Odis- To install Odis's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\302" and delete the folder named "ODIS". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "ODIS" folder and copy that to the 302 folder where the vanilla "ODIS" folder used to be. Saedhe- To install Saedhe's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\601" and delete the folder named "saedhe". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "saedhe" folder and copy that to the 601 folder where the vanilla "saedhe" folder used to be. You might be wondering the following question, why do I need to delete game files to install this? That is because this mod uses the .MP3 audio format instead of the .WAV format Kotor 2 uses. Whilst it would be logical to make my modded audio files .WAV and simply make an installer to overwrite the vanilla .WAV files, the Steam version of Kotor 2 is known to ignore modded .WAV files thus breaking any mod that uses them... and since I use the Steam version it's very likely that replacing the vanilla .WAV files with modded .WAV files would simply break the audio files I was intending to replace. It is also possible to rename all of my modded audio files to something new and use a TSLPatcher to edit the dialogue files to refer to my new audio names instead of the vanilla audio. However, that could pose the risk to compatibility with other mods, especially if they just dump dialogue files into the Override or if I make a mistake in my own TSLPatcher and the installer assigns the wrong audio to the wrong lines. By deleting the folders that contain all of the vanilla audio and replacing those folders with identical folders containing replacement audio, the game will detect the modded .MP3s and will use the modded audio for all of the lines spoken by said NPC. Description: The two Kotor games are home to some of the best voice acting in video game history. There are some actors and actresses who voice only one character for their game and absolutely nail the performance, like Sara Kestelman who voiced Kreia. There are other actors and actresses who voice multiple characters, and even though it's the same actor voicing all these characters you would never realize that G0-T0, Captain Bostuco, Corrun Falt, Ponlar, Xarga, the Peragus Security Officer, and the Harbinger Captain were all voiced by Daran Norris. But... then there are instances where an actor or actress voices more than one character and when you compare these characters you swear these characters share the exact same voice. This mod intends to fix that phenomenon by replacing the voice of some characters who sound like they're the long lost twin of another character. This is NOT to say that the actors who voiced the characters affected by this mod did a bad job, not at all, and this mod does not aim to completely remove the voice of certain actors by removing every character they voiced for Kotor 2. For example, if a voice actor voiced "Character X" and "Darth Vader" and Character X sounds like Darth Vader then the voice of Character X would be replaced in this mod whilst the voice of Darth Vader would remain untouched. Now replace "Character X" and "Darth Vader" with the Kotor 2 characters mentioned down below and you'll understand what I'm doing. How does this mod replace already existing VO? It uses the "Voice Changer" feature of the ElevenLabs website to replace the "voice" of Kotor 2 VO with default generic AI voice samples provided by the Site. This means the exact same pace, tone, pronunciations, and accent from the original VO is preserved with only the audio sound of the voice being changed. The in-game result is a character whose voice is unique to that character. Voices affected in the mod and video previews are found in this spoiler below: Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. If you use the "Verify integrity of game files" feature on Steam, then Steam might try to redownload the vanilla .WAV files you deleted to install this mod. If it does so, the game will use the .WAV files in-game instead of the .MP3 files thus disabling the modded VO. You'll need to reinstall the mod if you've done this. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Obsidian: For such an amazing sequel! ElevenLabs Website: For the custom AI VO service! 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 10/23/2024 Category Mods TSLRCM Compatible Yes
  15. It is somewhat implied that a group of Jedi excavated the tomb, these Jedi would turn on each other due to the visions with Nebelish being the last survivor before starving to death. Why they excavated the tomb? Unknown - the only explanation as to why Korriban makes little sense is cut content, Master Vash wasn't supposed to be on Korriban after all. A better way to explain the Tomb of Ludo Kresh would be to make a mod for K2 that explains it rather than shoe-horning it into the first game. A room animation would be the only way, you can't blow up the cave exit and have the player warp to a copy of the K2 cave. Any unlooted placeables from the old module would be gone, any landmines placed by the player would be gone, any enemies you didn't kill would be gone, and it'd be very difficult to setup the cave entrance in the Valley of the Dark Lords to account for this change. If there's even a chance the warping method could work, all of the above would have to be figured out for it to work. What would Revan's visions even be (especially if this happens before the Revelation scene on the Leviathan)? If the vision acts anything like it did for the Exile then it'd be logical for Emperor Vitiate to be one of the vision characters (even if Revan doesn't realize who it is at the time), so if you include, or exclude, characters such as Vitiate from the vision either way I can see that being controversial for some players.