N-DReW25

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N-DReW25 last won the day on March 18

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About 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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    Tyrena Station

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  1. So what is this skin supposed to be? Is it a player head or is it an NPC head? I'm curious if this is a first draft of the black commoner heads you've recently posted.
  2. I'm back & I'm once again sharing some more restored content that I've added to the RC-K1CP. I've now restored the 4th Black Vulkar who was suppose to threaten Calo Nord in Javyar's Cantina. The most important thing about this restoration is that the 4th Black Vulkar actually has an English speaking line. In-game you will have this Black Vulkar speak English during this scene. Some minor changes have been made to this scene, so instead of having one English speaking Twi'lek and two non-English speaking Twi'leks you'll have one English speaking Twi'lek (using the restored orange appearance), one non-English speaking Twi'lek who's green and a Nikto. Other than the presence of the 4th Vulkar and a restored English speaking line, there's not really much difference as to the outcome of this scene. Please be sure to let me know what you think of this small little restorations, and if there's any bugs you encounter in regards to this scene feel free to report it to me on the mod's page found here.
  3. The Echani aren't going to be added here, the goal of this mod is to simply use vanilla assets via the K1CP's .MOD files. However, I do have plans for the Echani in particular and I can assure you that a reuse of RedRob's/SpaceAlex's work will be unnecessary for what I have planned. 😉 The Vulkar/Bek armors and color schemes will come in their own mod at some point. The recent K1 Loot Overhaul was released so I may use it as a "base" for future weapons & armor mods. You don't HAVE to use the K1 Loot Overhaul, but any future use of the Combat Suit modder's resource will be based upon the loot drops of the K1 Loot Overhaul. This is to ensure that the Combat Suits are added in a balanced way in-game, the K1 Loot Overhaul didn't remove the Echani Fiber Armor on Taris so a Vulkar Combat Suit can replace it and make the player OP for no reason.
  4. You can just outright skip the Taris Duelist Component if you plan on using Effix's mod, his mod will give you both the appearances & the combat suits. But do know that Effix's mod installs his changes to the UTC files directly to the Override whilst my mod affects the .MOD files added through the K1CP. As the NPC Diversity Pack also changes UTC files via the .MODs, if you don't install Effix's mod but install Galaxy of Faces you can get the armors added via the NPC Diversity Pack instead (That's what you see in the screenshots btw).
  5. You install the K1 Community Patch first, the NPC Diversity Pack after that and Galaxy of Faces after that. The duelist are an optional component of the mod, if you already have Effix's mod installed you don't have to install the duelist component. Twitch, however, is included in the Rodian component. If you install the Rodian component after Effix's mod there will be two Twitch's in the appearance.2da, however, this won't cause any issues in-game so it's safe to install the Rodian component in this case.
  6. The problem is RC-K1CP, a fix that was intended for the Czerka Protocol Officer was applied to the Tatooine White Commoner by mistake & as you can see in-game that fix is broken anyway. Hope to have a fix for that out soon! Off-topic, for the NPC Diversity Pack I am planning on merging some, or all, of the side installations of the mod into the main NPC Overhaul component. That means you'll get diversified NPCs, diversified soundsets, diversified weapons & GIT Tweak all at once. Now, is there anyone opposed to this change before I start the merge?
  7. I don't recall anything in regards to TSLRCM in the old Demo, though when ROR was in its infancy so was TSLRCM so I can understand if something like this was hinted at... it was a different time back then. We treat ROR like this: the base game is the "core content" that cannot be disputed (akin to how the Expanded Universe under both Disney and Lucas treats the Movies) whereas TSLRCM is secondary canon and other mods are third canon. And as you've said, there aren't a lot of differences between the vanilla and base game when you really think about it. By our own rules, Fassa should be a Twi'lek instead of a Toydarian in ROR because that's what he was in the base game... but instead Fassa outright doesn't appear on Nar Shaddaa. Is Fassa a Twi'lek or is he a Toydarian? That's up to you, the player, to decide. If it's has the potential to cause problems but is minor enough to be ignored it simply won't be referenced. Is Batu Rem a GenoHaradan Agent? Did Jorran steal Suulru's farming equipment or was it Kaevee? Did B4-D4 end up in Vogga's warehouse? Did the party get their asses kicked by Kreia? That's up to you, the player, to decide... ROR won't directly conflict with either vanilla or TSLRCM where it can be avoided. Other mods might be referenced as cameos, an NPC might make reference to a Sith holdout on a "legendary droid planet" or make reference to a pirate named "Daemon Drexl" but ROR will never outright say the Exile or Master Vash went to M4-78 or that Solomon's Revenge actually happened as were depicted in M4-78EP & BOSSR. When Revan appears in ROR, he will have a set pre-determined appearance for both male & female which cannot be changed in-game, however, our pre-set appearance can actually be changed via a ROR addon which will act very similar to the Revan Unmasked mod where you'd download our addon, overwrite the ROR Revan head with a K1 player head from the addon and you can have mullet man, Logan Star or however as your Revan. The same could apply to the Exile, though that all depends on their role in the story (A Force Ghost Exile looks more likely, though take that claim with a grain of salt). As I believe I mentioned before, you can choose the alignments of both Revan and Exile alongside their genders. This will change how NPCs view each former protagonist and can allow for some unique things to happen that didn't in TOR, such as Revan and Carth having a child instead of Bastila and such. You could pick the canonical LS male Revan and LS female Exile and not end up in the TOR timeline if you pick the "wrong" choices in ROR or you could do the "right" choices in ROR that should lead to the TOR timeline but still not end up in that timeline as you can choose to not follow the Revan novel, have a DS female Revan and an LS male Exile. Unlike TOR, ROR will have customization & whilst it is possible to do a faithful TOR playthrough it would be encouraged to do whatever you wish. Though do know the non-canonical version of ROR, with a Revan who "escaped" Dromuund Kaas, is the ROR in development with the canonical version being slated for development after the non-canonical version is made.
  8. N-DReW25

    K1 Loot Overhaul

    I was able to recreate the Footlocker bugs on my own end, but Kebla worked fine. Just have the UTM file that was generated on my end, make sure you're using a save from before you exit the apartment or else her old loot will remain. keblastore.utm You'll know it worked when you scroll down and see Heavy Battle Armor (amongst other good things)!
  9. There's no way SH would've known that, if he did I'm sure he wouldn't have made a snarky remark. That's debatable. Also debatable, and as if that doesn't happen in other modding communities. Modding isn't a quick or easy task, and modding Kotor isn't easy to learn. The dwindling number (also debatable) of modders doesn't mean the Kotor community is dying as a whole. The modder's work would be in vain if not for the hundreds of non-modders who download and play our mods, and with YouTubers and Gaming websites claiming Kotor is one of the best Star Wars game ever made, the lackluster progress of the Kotor remake, the controversy of the TSLRCM DLC cancellation and the release of Kotor to modern gaming systems like Android, iOS, Xbox Series X and the Switch the number of people flocking our community will only increase as these old games are introduced to a younger audience. If an entire decade is taken into account then yes, NexusMods has skyrocketed thanks to the hundreds of Gamefront archive mods which were added and later removed within the past decade. Calling Kotor a "late state in it's shelf life" is very much debatable, considering what I mentioned earlier about it being released on modern gaming systems + the Kotor Remake. In this case, the opinion of the guy who made the mod in question outweighs the opinions of the Nexus users I'm afraid. Do your gamer friends play Kotor? Nexus hosts mods for many different video games whilst Deadlystream almost exclusively caters to the Kotor games, and with the Deadlystream forum for the discussion of Kotor mods and the Deadlystream Staff being associated with the Kotor community Reddit and Discord (just checked right now and there's over a 1000 users active in that Discord) it makes sense why many Kotor mods are dominated by Deadlystream and not Nexus. Not to mention the controversy with NexusMods a few years back with their updated terms & conditions, I'm sure another user can chip in on that as some users of Deadlystream really didn't like that change. And with me, I don't care where I get my mods from. I'll download K1CP from Deadlystream and some HD graphic mods from Nexus, and I don't care... because at the end of the day it isn't about "brand loyalty". If you want to play a mod from Nexus, do it... if you want to play a mod from Deadlystream, do it. But I would never expect Kotor modders on Nexus to migrate to Deadlystream just because I want to download all my mods from the same place. Now you're opening a can of worms with that proposal. That proposal has been proposed time & time again on Deadlystream, Reddit, Nexus, Discord and beyond and each time these proposals for a unified mod pack falls flat on its face for a variety of reasons. Let's say a mod I've made, Heart of Beskar for example, is added to this mod pack. What if I update my mod and change things? What if I update my mod and fix things? What if I totally revamp my mod from the ground up? Can I trust the author behind the mod pack to update the pack accordingly? And even if they do why should *I* have to ensure that they do this, why should I have to worry about making my mod compatible for someone else's mod pack? Now you're concerned about modders leaving the community and abandoning their mods, how would I know if the author behind the mod pack doesn't also leave the community? If that happens that means this mod pack can't be updated, so if there's any bugs in the pack it *can't* be fixed. A major problem with Kotor mod packs is *what* exactly is included in this pack? What if you decide to add all the popular HD texture packs, DarkHope's character texture and HQ models and the overall mod pack size is several terabytes? Why on earth would I want to download that when I can pick exactly what I want if I download them individually? What if your pack contains K1R? I don't want to play K1R, I want to play the K1CP + RC-K1CP. What if your pack contains K1CP + RC-K1CP, I don't want to play those mods... I want to play K1R. What if your pack contains BOSSR? I don't want to play BOSSR. What if your pack doesn't contain BOSSR? I want to play BOSSR. As with the example above, you'll inevitably get a problem where people will just keep proposing and proposing new mods to be added to the project which fundamentally change the style and the flow of the overall pack, leading to conflicts that'll need to be meshed out and a lot of hard work to be done to maintain this gigantic Frankenstein of a mod pack. Let's say for example there are 5 of my mods in this mod pack, why should I then debug and bug fix my 5 mods when 50 radically different and incompatible mods are causing the problems. Why would I want to deal with other people's work and why would other people want to deal with mine? Mods are constantly updating, either because of new content or bug fixes. By making a mod pack, you need to keep track of these updates and ensure that these mods aren't conflicting. The closest thing the Kotor Modding Community has ever gotten to a mod pack is the Kotor 1 and 2 Community Patches, and whilst these mods have become dominant behemoths in the Modding Community standing side by side with TSLRCM and eclipsing K1R in terms of popularity, these mods have somewhat "ruined" bug fix mods. Why would other modders now make bug fix mods when you can simply report it on the K1CP github and have DarthParametric fix the bug for you and add it to the K1CP instead. Many of my old mods are part of the K1CP, and now since K1CP has become the "must have" mod my old mods are now obsolete from a certain point of view. Now, K1CP *does* have its benefits... it's ONLY a bug fix mod pack and general improvements mod and it's really strict in that regard, now if you have a mod pack of a bunch of different popular mods this same effect could happen to many more mods then just bug fix mods. Why would I want to make a Jedi Robe reskin when JC's Cloaked Robes is included in the popular mod pack everyone plays? Why would I want to make more mods if it's just going to get added to the mod pack? Why would I want to update my mods when this can cause problems for the big mod pack? If anything, an all encompassing mod pack of textures and bug fixes and restorations and BOSSR and whatever else could harm the modding community instead of saving it. People are making their mods and releasing them today just fine without a mod pack, and the continuously updated Mod Builds serves as both a list and as a guide for compatible mods which could all be used together. Why have an all encompassing mod pack when you can have an all encompassing mod build that players can pick and choose what they want, they can install mods based on their system requirements and their own tastes. Install all the mod build mods, or don't, it doesn't really matter... and that's the point! In your opinion. Tell me... what projects are you referring to? Modding is a hobby, it doesn't matter if the mod is TSLRCM or the Brutal Carth mod. TSLRCM was made and finished because Zbyl2 and the TSLRCM dev team pushed through, BOSSR was made and finished because SilverEdge9 and his contributors pushed through, K1R was made and abandoned because ZM90 left the community, ROR was made and was abandoned for some time because Logan had medical issues. At the end of the day, modding is a hobby and all modders have the right to step away from the community if we wish. Modding isn't a job, we don't get paid, this is our passion and our hobby... if more pressing matters pop up we have every right to leave the community. Not only that, we have every right to work, or not to work, on the mods we want to make. Many modders don't want to drop their own mods and their irl plans to work on some greater project. I don't want to work on K1CP and DarthParametric probably doesn't want to work on something I'm working on. And you're not the only one who shares this opinion, but the others who wish everyone could unite to make some epic big Kotor mod has also come to learn that modders want to do their own thing, and that's just the way it is. From my own interpretation, SH only gave a vague sense of permission if you included it in another mod with credit. You just reuploaded it to NexusMods first as is and only afterwards did you ask him for permission. If you had contacted him before you uploaded the mod he would've told you no and you wouldn't have had to remove it. This is the lesson to be learned from all of this. Ok, bringing porting into this as a sort of gotcha is like pointing a gun at every single modder and user in the Kotor Community who has ever ported, or has ever used, a ported content mod. Modding as a whole is a legal gray area, I can think of no better way of getting Deadlystream and its mods banned then contacting the mega game dev corporations with armies of lawyers at their disposal... and that includes BOSSR, and subsequently, the so-called "legacy" you are trying to build. You chose to upload SH's mod to NexusMods first and then asked him for permission after the fact, he told you "no, remove it". That's it, end of story. And his permission clearly stated it had to be included IN another mod, not reuploaded. And no offense, BOSSR is just another mod in our eyes. It isn't the end of the world if you can't download the legal screen mod from Nexus. SH's work is preserved... on Deadlystream, if he wants to upload it to Nexus he'll upload it himself if he wanted to. Now, what do you mean by "compilations"? If that's just a fancy word for "mod pack" then I'm sure that, with my previous wall of text, you should already have a good idea of why a mod pack on different websites isn't going to work. I have no idea what any of those things are or what significance they may have. Now... why can't we preserve our own mods how we wish? Why should I give permission for someone else to upload my mod to Nexus when I can do it myself? Now, I really want you to know that I'm not trying to belittle you for your views. You're a very passionate person when it comes to Kotor mods, I too used to adore BOSSR when I was younger, it's why I became a modder in the first place. But I need you to understand that many modders don't share your view on things. The majority of Kotor mods are on Deadlystream and the major Kotor communities like Reddit and Discord would all agree that Deadlystream outclasses NexusMods in many metrics when it comes to the Kotor games. Your odd beliefs where the Kotor Community is somehow "dying" whilst the NexusMods Kotor section is simultaneously growing and how it is "so necessary" to migrate our mods to Nexus for the sake of archiving them is either a sign of severe bias to NexusMods or a sign of delusion. And I need to make this last point clear, the internet is an anonymous place (not really, but my point still stands). If I walk past SH in the streets, I wouldn't know it, and he wouldn't know it was me... because we're "anonymous". I'm just "N-DReW25" with the Scout profile and SH is just "Sith Holocron" with a Sith Holocron profile. He doesn't really know me just as I don't really know him. Just as we don't really know you, how can SH and I know what you've just told me is the truth? How do we know you haven't written up a sob story in hopes SH will change his mind & go "Oh, I'll let you upload it to NexusMods". So as I said earlier, Sith Holocron is a hard-liner when it comes to mod rules... and I doubt it'll ever change.
  10. Send me the file "danm14aa.mod" from your Modules folder and check if "N_CommF20", "N_CommFA20", "N_CommFB20", or "N_CommFC20" are in the Override. And if they are in the Override, please tell me whether they are a TPC or a TGA.
  11. N-DReW25

    K1 Loot Overhaul

    This has been a pattern with you when reporting bugs, so please, stop finding bugs and asking "is this intentional?". No, I would not introduce a broken feature intentionally. Those are bugs and they're to be fixed. But thank you for reporting them! So the Sith Governor's room and the Mod Armor box were unchanged, but the other loot was changed and working as intended? I know there was an old bug with Heart of Beskar which replaced his Gloves with the Mandalorian Blaster. Assuming Brejik is working in the K1 Loot Overhaul, this might be a case of the old mod causing problem. I'll investigate all 3 reports and see what's going on, if there are problems I'll release an update
  12. Can you send me a screenshot? The NPC Diversity Pack alone shouldn't touch textures or models so it might be an incompatibility of some kind.
  13. I agree, if he isn't including it in some greater BOSSR mod pack why on earth would he upload it to Nexus? If you're making a list of mods, whether it be one person's "guide" or Snigaroo's Mod Builds, the fact that it is a list means that all the mods listed are optional as the user has free will to pick and choose what mods they want to use. With that in mind, what benefit does this guy get by having your mod on Nexus if this is all for a guide? Sith Holocron is a hard-liner when it comes to mod rules. <Insert 1984 joke here>
  14. N-DReW25

    K1 Loot Overhaul

    This mod doesn't add literal new items or change existing item stats, it merely reshuffles the vanilla loot of the game so you're more likely to try out existing gear you'd previously haven't used in a balanced matter.