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N-DReW25

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About N-DReW25

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    https://www.youtube.com/channel/UCom7p_fuByYeU4W25Dq-G-w

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  1. Almost a year ago now, the first Episode of the Revenge of Revan mod was released to the public - allowing you to play the first visit to Corellia. Now, in the Big 2026, I am here with an update to the mod's ongoing development. Despite the silence here on Deadlystream and, sadly, in the ROR Community's Discord server, development of the mod is going well. ROR Episode 1.5 is slated to appear on Deadlystream at some point this year. This will be a ROR Addon which will be uploaded here on Deadlystream and will be installed after ROR Episode One. ROR Episode 1.5 will add bug fixes, quality of life changes, and even the much requested side quest, into ROR Episode One. The content which will shall experience in the ROR Episode 1.5 Addon will be included in ROR's Episode Two update which will add Nar Shaddaa to ROR which can be played after the Party leaves Corellia, instead of end credits as there is now you shall be teleported to Nar Shaddaa and the game will continue with new areas, NPCs, and side quests to play. In the mean time, I am displeased to announce that the current Revenge of Revan Community Discord Server is going to be discontinued. In its wake, I am pleased to announce that I shall be making a new Revenge of Revan Community Discord Server to replace the old one. The problem with the original ROR Discord Server, the one that Logan launched with the release of ROR Episode One, is that Logan was both the sole Admin and didn't use Discord meaning it is vulnerable to spam attacks as no one active in the Discord dev team can do anything to stop the intrusions. This new Discord Server is obviously the best solution I can implement to curtail the spamming problem in the ROR Community as I, and active member of the community, shall be at the helm as Administrator. I do hope that, with the launch of the new server, that players like yourselves shall be able to engage with the community without having to deal with spammers. It is advised to all users in the original Discord Server to leave and join the new one. I shall get around to posting the old screenshot leaks from the old Discord Server and into the new one, alongside some brand new screenshots previewing the current work. Here is the link to the Discord Server, please let me know if the link is not working for you.
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  2. N-DReW25

    Kirin's Armor

    Two things: One - can we get a reskin of the Sion's textures for the armor so that it doesn't look like an obvious Sion rip? (FYI - the model itself is AMAZING!) Two - I noticed there is some clipping on the male model where the Sion legs meets the Bandon body near the abdomen. Is this fixable or is this the cost for cool armor?
  3. I too have been a fan of your work and I was excited to see your work done on the area textures come to fruition. It's a shame to see you go when the work you've released and were working on was such high quality. On the topic of SH's suggestion, if not a modder's resource compilation of unfinished work for others to finish could there be any other place for modders here to contact you in the event any of us would ask you for your permission to use the assets you have already uploaded?
  4. There is no model, there are only textures. Make sure the file PMHC01.tga is in the Override and that similar named files like PMHC01.tpc are not in the Override.
  5. And what of my Extended Enclave Tweaks mod?
  6. You mean to say that this setup below in the corresponding UTI file doesn't work in-game?
  7. It's not "foolish" at all, I highly encourage you to keep up your work! They're some of the best in the community.
  8. Are you making this mod? Because I can assure you it's very easy to make if you know what you're doing and very easy to learn if you don't know what you're doing.
  9. I agree with you, though I would like to mention that Dark Hope's first language isn't English and so your mods might get lost in translation for her if you speak too complexly. I would like to say that if Dark Hope doesn't have a copy of Kotor II, meaning she can't get the textures, I'm sure many of us modders who do own Kotor II would be willing to give her the textures that she'd want to work on.
  10. The Russian modder did just that, but since he's presumably gone he can't come back and bug fix his own work or release it to the English-speaking Kotor Community. But as for why no one else has done it, it's simple - it takes effort to make a good quality mod. The TSL Expanded Ending mod adds a really high quality ending that puts TSLRCM's ending to shame, but it was made by a very talented modder. If he ever decides to work on the rest of Malachor, it probably won't be released for a very long time as it'd take a long time to not only make but ensure it's compatible with TSLRCM and other popular mods as there are lots of variables to consider for the end game - and this even includes him using Malachor VI as a base for his work, good mods take time to make and it's very easy to get burnt out during that process.
  11. Not yet, I simply could not comprehend what was happening at the time so I figured I'd just release what I got working thus far and kick the can down the road.
  12. The mod currently has two installs. The "No New Voice" install does not add a new voice, it uses the vanilla human voice. The "Quarren Voice" ports the alien Quarren voice from Kotor II, this is the same voice that Loppak Slusk and Visquis use. There was going to be an AI version which took the Quarren voice and made it speak English, the ROR mod does this for the Quarren Jedi Master NPC but when this voice was used in-game it was sped up and the pitch raised for some unknown reason. Because of this bug you currently cannot install the AI version but it exists for when it eventually does get fixed. Open each folder inside the tslpatcher folder and click on the .MP3 files to hear what the new voices sound like. Thank you both! If you installed the 1.0.0 version with the bugged Death Field animation just copy "Q_Quarren.mdl" and "Q_Quarren.mdx" from the 1.1.0 version and paste them into your Override overwriting the old version.
  13. The problem simply didn't happen with ROR, it played in-game exactly the same as it does when you listen to the .MP3 audio file. If you open the tslpatcher folder and open the folder named "ai" the affected VO is in there if anyone wanted to see the problem for themselves. If you listen to the audio as an .MP3 file it plays as it should but in-game the speed and pitch is somehow increased to the point that it sounds like Alvin from Alvin and the Chipmunks. Marius Fett sent me a fixed version of the models earlier today. I've just updated the mod with their fixed models and in my testing the Death Field effect now projects from the hands as it should.
  14. View File Quarren Sith Master A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 05.02.2026 Installation: Simply click on the HoloPatcher.exe, select your swkotor directory, click install and sit back and watch the HoloPatcher do its magic. Description: In the 19th Century, European Colonizers would use non-European collaborators to help pacify and/or assimilate non-European cultures into their Empires. The European Colonizers and the non-European target for colonization might have major linguistic and cultural differences making dialogue between the two groups almost impossible, but by taking a non-European collaborator of the Europeans and using them as an intermediary between the two groups the non-European group might become more suspectable to the Europeans through the use of the non-European collaborator who is closer to the non-European group than they are to the Europeans. A random example of this might be the Italians using the Arabs to help them colonize the Somalis. The Italians want to colonize Somalia but they do not speak Somali and aren't at all culturally similar, whereas the Somalis would more than likely know Arabic and would be more culturally similar to Arabs so using Arabs to help Italians colonize the Somalis would be a viable tactic. This concept of wanting to colonize a group that is different from you so you instead use a culturally similar group to make it easier for you to colonize the original group is central to this mod. On Manaan, the Sith Empire is secretly training Selkath youths into becoming Dark Jedi and Sith Agents to one day stage a coup against the Manaan government to take over their planet and exploit their precious resources. Similar to the real life example above the same hurdles that applied to Europeans and non-Europeans still apply to the Sith in this scenario. The Sith Empire is predominantly human and are shown to be quite racist to non-human species throughout the game. The Selkath are an aquatic alien species so not only is there a differing alien culture the Sith have to deal with but the Selkath primarily live underwater. The leader behind this Sith plot to train Selkath youth is a human Sith Master who appears as a generic Sith Master in-game. This mod changes this NPC so that the Sith Master is now an alien Quarren, another aquatic alien species. With this mod installed, it makes much more sense as to why the Sith are trying to train and convert Selkath youth to the Sith when the mastermind behind this plot is a fellow aquatic alien who would be much more culturally similar to his Selkath students and would be a much easier leader for the Selkath to blindly follow despite this master serving an empire that would be racist towards them all. Known Bugs: This mod shouldn't have any bugs but if you find any please feel free to report them on Deadlystream.com. A third install was planned but could not be implemented due to a bizarre bug. The third option was a version of the vanilla dialogue which had an AI filter over it to make it sound like the Quarren from Kotor II (this same method was used in the ROR mod for the Quarren Jedi Master). This could not be added as the VO in-game would be sped up with the pitch increased for reasons unknown to me. This install has been included in the mod but cannot currently be installed, when this bug can be fixed I will add the ability to install it. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The textures for this mod comes from Quanon's Big Sellout, a modder's resource that was published on LucasForums back in the day. These are the same textures that are used in Quanon's Sith Quarren PC mod found on NexusMods. As these textures came from Quanon's Big Sellout, they can be used in your mod though I strongly advise you credit Quanon as the original artist and acknowledge Quanon's Big Sellout to avoid people thinking you stole it from the Sith Quarren PC mod. Thanks to: Quanon: For making the original textures and including it in your Big Sellout modder's resource! Marius Fett: For fixing the Death Field animation bug which projected the lightning from his feet instead of his hands! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Obsidian Entertainment: For creating the original Quarren models, textures, and VO! Fred Tetra: For Kotor Tool! th3w1zard1: For 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 02/06/2026 Category Mods K1R Compatible No  
  15. A new mod has been added to the series and I have an update to the main NPC Diversity Pack mod. When the mod goes live, this link shall take you to the Quarren Sith Master mod - a mod which turns the Manaan Sith Master into a Quarren using textures from Quanon's Big Sellout modder's resource. The update for my NPC Diversity Pack is in the works and shall include new generic commoner heads with some ported outright from Kotor II and some made from scratch. Right now, there are the following generic heads: 3 white male, 2 black male, 3 asian male, 3 white female, 2 black female, 3 asian female, 2 old white male, 2 old black male, 2 old asian male, 2 old white female, 2 old black female, and 2 old asian female bringing the total to 28 generic heads in the vanilla game. The final plan of the NPC Diversity Pack is to increase each race to 5 heads meaning there'll be 5 white male, 5 black male, 5 asian male, 5 white female, 5 black female, 5 asian female, 5 old white male, 5 old black male, 5 old asian male, 5 old white female, 5 old black female, and 5 old asian female which will bring the total of generic heads all the way up to 60. Right now, only the non-old heads are ready meaning, with this update, you can optionally install 14 additional generic heads into your game that'll be spread out amongst the generic NPCs across the game. Whilst this update is not yet finished, here are some previews as to what some of these heads will look like: In addition to these new heads, I am planning on reconfiguring some of the genders of the NPCs in the modules. For example, the NPCs in the Dantooine Enclave exterior are all women and the Anchorhead Town NPCs are all men. I plan on replacing some of these NPCs with the opposite gender so that the female heads from these optional addons can be added to more planets and more areas throughout the game without having them congested in certain areas that are segregated by gender. More updates on this will be released closer to the updates release whenever that'll be.
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