N-DReW25

Modders
  • Content Count

    2,070
  • Joined

  • Last visited

  • Days Won

    116

Everything posted by N-DReW25

  1. JC has to fix it in a bug fix update for his mod. I'm not sure when I told you that, but I'm going to say you probably shouldn't use KSR 2022. The reviews for that mod state there are bugs with the Bolook quest and since the mod hasn't been updated since 2022 you're going to have problems with that mod regardless to whether or not you're using multiple mods or just KSR 2022. Not only is DP correct, it isn't his responsibility to ensure compatibility with other mods... but you've already reported this to me. It is my mod that is the problem and it is my responsibility to fix it, and since I'm busy with both irl responsibilities and other mods I'll get around to fixing it when I get around to it. You aren't going to get any help from anywhere except from me, and my help requires patience.
  2. Maybe I wasn't too specific in my post, but the idea is that you'd get a different card from the Coward. This new card would unlock the elevator that leads to the sublevel, from there you can obtain a passcard without having to fight a crowd of enemies at once. So I had a similar idea which I'm sure you'd really like. The idea was to add a second Vulkar coward in the sublevel which would be the Twi'lek coward from the vanilla game whilst the Vulkar coward on the ground floor is the human one. The Twi'lek coward in the sublevel would be guarding the heating system generator room whilst the human coward is guarding the Vulkar control room. I say control room as dialogue from the TLK seems to suggest the computer terminal which is found in the main open area near the armory was supposed to be inside the room with the coward NPC: "I don't know. Maybe you could use the main terminal in this room to override the security system, if you're good with computers. Otherwise you'll need to get your hands on a pass card."- Vulkar Coward This would suggest that the coward was guarding a control room akin to the one found in the Hidden Bek Base (the one that's famously locked forever in the vanilla game) instead of just some random room as we got in vanilla. My plan had the Vulkar Lieutenants from the barracks moved to the sublevel so that the barracks would have the passcard in a footlocker guarded by 10 enemies whereas the Lieutenants would have energy shields but would have fewer guards protecting them. By having the Twi'lek coward in the sublevel as an NPC, his dialogue on the Lieutenants still works as there are Lieutenants on the sublevel with him. I also know there's an option to disable the turrets by disabling them via the computer terminal, but that option is way more expensive then just overriding the power conduit in the barracks (10 spikes VS 3 spikes). I think I might change it so that both disabling the turrets and overriding the power conduit would cost the same, this means you either disable the turrets or override the power conduit to avoid fighting the Vulkars for a Spike fee or you simply attack the Vulkar swarm head on and risk getting killed if you're playing on Impossible difficulty.
  3. The Circlet of Saresh already drops on the PC version, this mod is unfortunately not for the Xbox version as it's intended to be used with the K1 Community Patch.
  4. "giveitem g_a_jedirobe003" should do the trick, but ONLY in the Sith Governor's Room. Install my mod after his and it should work.
  5. N-DReW25

    Damaged Calo Nord

    @Lewok2007 You might want to add an upscaled normal Calo Nord so that the texture quality is consistent between Taris & Post-Taris appearances with Build a Calo.
  6. The K1 Community Patch itself causes that. I've already reported it to the K1CP Github, so it's up to the K1CP team whether or not they want to fix it in their next major update. In the mean time, the Unofficial K1CP Tweak Pack will be updated to fix that problem as part of its bug fixes. This update will come around the same time as the next RC-K1CP update!
  7. darthbdaman is allowed to mention the cut Pass Card feature, though the K1R implementation may just have to be the way to go as it had cut VO to support it. I'd say the Echani Mercenary would come first, followed by Outcast Children, followed by Sith disguises. Whilst the Echani Mercenary is coming soon, it won't be in the update coming out next.
  8. N-DReW25

    Build a Calo

    You're welcome to post the link here, can't wait to see what you've made!
  9. That'd be a good idea going forward, using the K1EP as a legitimate mod in the 2020's is going to cause a world of pain when using modern mods.
  10. @Vampir999You're trying to upload a mod, right? You've done it incorrectly, you don't make a thread and attach a file to it. Here's how you actually upload a mod. Go to the "Downloads" tab of this site and click on blue "Submit File" on the top right corner of the screen. This'll take you to an interface which will allow you to properly upload the mod. Once the mod is uploaded, an Administrator will have to approve your mod... once it's approved a dedicated page will be created for your mod and a "Mod Release" thread will be automatically generated. Have a look at all the other threads in the "Mod Release" section, they all have links leading to their mod pages... not attachments like what's been done here. I hope this helps
  11. Let's talk about the cut Vulkar Sublevel! I got some ideas floating about how the Vulkar Sublevel shall be restored in RC-K1CP, and I'd like to share with you all some of my ideas. The Vulkar Sublevel in K1R was hated for the most part because, in earlier versions, the flow of the Sublevel used to be so convoluted with side quests and custom content. To make things worse, the players HAD to complete this content in order to access the Garage, and since this setup was so confusing players would often get stuck in the Vulkar Sublevel thus preventing them from progressing the game. This alone caused many players to uninstall K1R and vow never to touch the mod due to the Sublevel changes alone. In K1R 1.2, most of that convoluted content was removed and the current flow is much more streamlined allowing for a quick playthrough of the Sublevel without getting stuck over stupid mod design. But the legacy of the old Sublevel lives on as the Vulkar Sublevel content in K1R is now an optional install separate from the main K1R mod. As with K1R, my own Sublevel will be an optional installation though my rendition of the Sublevel will be different from K1R's. For example, the Sublevel will be 100% optional. If you guys have played K1R, you'll know the Twi'lek Vulkar Coward NPC used to be a human with human VO speaking of the cut Sublevel. You would speak to this Coward and he'll give you the pass card to access the Sublevel. However, his dialogue in the dialog.tlk file does not much the spoken VO... here are some examples: VO: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay? Remember, I can make things very profitable for you by unlocking the central elevator." TLK: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay?" VO: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by thermal-guided laser cannons." TLK: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by a nest of blaster turrets." VO: "The garage is off-limits to most of us, maybe one of the mechanics from the second level can help you out. They all got access cards to get past the security cannons." TLK: "Brejik's lieutenants carry them, and there might be an extra one in the barracks. But there's a small army in that room. Even you might have a tough time taking them all on at once." VO: "I can unlock the central elevator for you, but it only goes up... not down. An access card is the only way to get past those cannons protecting the security elevator to the basement." TLK: "You'll need a pass card to get by those cannons protecting the security elevator to the basement." As you can see, some lines of dialogue are extended in the VO version whilst others have been completely rewritten. I suspect the VO was recorded first, before the Sublevel was cut, and later, after the Sublevel was cut, Bioware went back and edited the human Vulkar Coward dialogue to remove references to the Sublevel. The final version we got in-game, however, was a complete rewrite of the old dialogue with alien Twi'lek VO to prevent the original voice actor from doing more takes. With the power of modern day AI VO cloning, I plan to bring some of those TLK lines to life and merge the Sublevel dialogue with the unused dialogue. For players who wish to avoid the Sublevel, the players can go to the Vulkar Barracks and either fight (or override the power conductor) through the Vulkars and obtain the pass card from a Footlocker. This will allow you to enter the Garage without ever going to the Sublevel. For players who do go to the Sublevel, you'll have 3 ways of getting to the Garage. Either you get the Spice for the junkie mechanic and get his Mechanic ID, you use the Magnetic Power Cell to crank up the heat & blind the turrets or you fight or you can kill the Vulkar Lieutenants who'll drop their own cards (they'll be moved from the main level barracks to the Sublevel with the Barracks instead containing a Footlocker with a pass card instead). So... what do you guys think of this setup? Is this something you'd like to see in RC-K1CP?
  12. That's a dialogue edit, my friend. It doesn't touch Grann's appearance. That being said, I do plan on restoring the unused Sith Officer uniforms at some point, however, I plan to make that restoration an optional installation as it would be incompatible with this mod.
  13. At some point... perhaps, though a TSL NPC Diversity Pack will require a lot of effort to make. The GIT Tweak feature in the K1 version only touches 5 modules or less for a few NPCs, a TSL version will need GIT Tweak for most of the modules with a major population of NPCs I'm afraid.
  14. RedRob's Echani Head mod, yes Anything from SpaceAlex's K1 Enhancement Pack, unlikely
  15. N-DReW25

    Build a Calo

    I probably cannot make that skin on my own, but if any other modder would like to make a Calo Nord reskin with a burnt/torn blue outfit and a scarred face that hypothetical reskin would definitely work with Build a Calo.
  16. N-DReW25

    Build a Calo

    That is correct! You could have Watcher07's Calo Nord recolor for Taris whilst for all his post-Taris appearances he can use the alternative K1EP Calo Nord reskin (this version is the default skin of Build a Calo). But of course you can mix and match Calo Nord reskins to your heart's content.
  17. View File Build a Calo A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 22.03.2024 Pre-Installation: Please install the K1 Community Patch FIRST before this mod! If you plan on using any of JCarter426's Cloaked Jedi Robe mods, please ensure that his mods are installed before Build a Calo. This mod is divided into two versions, the "Normal Versions" which uses the vanilla Calo Nord model and the "JC's Cloaked Robe Compatible version" which uses JC's Calo Nord hotfix model. If you plan on using the Cloaked Robes, install that mod before Build a Calo and use the "JC's Cloaked Robe Compatible version" of this mod, if you don't plan on using those mods then please use the "normal version" instead. Installation: Simply click on the INSTALL.exe and you'll be given two install options. "Calo Nord Head & Body" will allow you to modify Calo Nord's head & body post-Taris. "Calo Nord Body Only" will only allow you to modify Calo Nord's body post-Taris. This means the head texture you use on Taris will also appear post-Taris. Calo Nord's post-Taris appearance will now use the skin "N_CaloNord02.tga" in the Override and "N_CaloNordH02.tga" if you used "Calo Nord Head & Body". Once you've selected your desired option, click install then sit back and watch the TSLPatcher do its magic. If you do nothing after installing this mod, Calo Nord will use SpaceAlex's brown outfit post-Taris from the K1EP. You can install the "N_CaloNord02.tga" texture from the Optional Black Outfit folder to make Calo Nord's post-Taris outfit use Watcher07's black outfit (the same one recommended on the Kotor Mod Build website). You can download other Calo Nord textures & rename them to make them work with Build a Calo. For example, if you download "Quanon's Calo Nord Skin" you can install the "GameLook" option first and this will replace Calo's appearance on Taris. If you open "QSLook" and rename the following files, placing these renamed files in the Override will instead replace Calo's appearance post-Taris: N_CaloNord01.tga -------> N_CaloNord02.tga N_CaloNord01.txi -------> N_CaloNord02.txi N_CaloNordH01.tga -------> N_CaloNordH02.tga N_CaloNordH01.txi -------> N_CaloNordH02.txi This feature is intended to be customizable, instead of using Quanon's "GameLook" for Taris and "QSLook" post-Taris you can have it be reversed, or you could have Emperor Turnip's HD Calo Nord textures. Just remember to have the Taris skins set to 01 with the post-Taris skins set to 02 as shown above. And remember, N_CaloNordH02.tga will ONLY work with the "Calo Nord Head & Body" installation option. Description: Calo Nord is a bounty hunter in Kotor who is iconic for his colorful attire. Throughout the years, mods have sprung up which alter Calo Nord's appearance by changing the overall color scheme of his outfit or by changing his entire style, in the early to late 2000s these modded skins used the default 512x512 resolution whilst newer mods made in the late 2010s & beyond use higher texture resolutions to add more detail to the skins. 2024 is the year which saw the release of N-DReW25's take on the character with his "Build a Calo" mod. Breaking with the tradition of crafting a new skin to add to the collection of other Calo Nord skins which have come & gone, I've instead chosen to craft an elaborate little mod which uses other people's Calo Nord reskins in a way never before seen. The way "Build a Calo" works is that Calo Nord will appear on Taris with one set appearance, whilst after Taris he's wearing a different outfit. If you install this mod & boot up the game, Calo will wear his blue outfit on Taris whilst after Taris he'll wear a new brown outfit from the defunct K1 Enhancement Pack. If you choose to install the "Optional Black Outfit" AFTER installing Build a Calo, you'll have Calo use Watcher07's reskin (the same one from Snigaroo's Kotor Mod Build) after Taris. Now, if you look at the screenshots on the Build a Calo mod page, you'll see that it's possible to install "Quanon's Calo Nord Skin" found on Deadlystream with the "Gamelook" version appearing on Taris whilst the "QsLook" version appearing after Taris. Before Build a Calo, you'd have to pick either "Gamelook" or "QsLook"... it was one or the other, but with Build a Calo you can now have both. With this mod, you "Build" Calo Nord to your liking. Do you want to use both of Quanon's Calo Nord skins at once? Would you rather swap Quanon's Calo Nord skins so "QsLook" appears on Taris whilst "Gamelook" appears after Taris? Do you want to use Watcher07's black reskin on Taris whilst Calo uses the brown K1EP reskin after Taris? Will you install the "Calo Nord Head & Body" version of Build a Calo and use Quanon's skins to change both Calo's outfit & head? Or will you customise Calo Nord even further? Would you rather install "Calo Nord Body Only" version of Build a Calo & use Quanon's "Gamelook" version of Calo Nord's head on both Taris & after whilst his body uses Emperor Turnip's HD Calo Nord outfit texture on Taris and Quanon's "QsLook" texture after Taris? Or will new mods be published after Build a Calo? Maybe some new HD texutres for Calo Nord in the future may also be used alongside Build a Calo, maybe someone could make a "battle damaged" version of Calo Nord which can be used with this mod for his appearance after Taris. The possibilities are endless! Known Bugs: If there are bugs feel free to report them to me on Deadlystream. Incompatibilities: Incompatible with any mods that change Calo Nord's model & character files post-Taris. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. You are more then welcome to talor your Calo Nord reskins to be used alongside Build a Calo if you wish. Thanks to: SpaceAlex: For releasing his K1 Enhancement Project as a modder's resource & for making the Calo Nord reskin included in said mod! Watcher07: For making the Calo Nord Recolor mod! Quanon: Whilst I did not use your skin in my mod, your Calo Nord reskins inspired me to make this mod in the first place! JCarter426: For creating the Cloaked Robes mod & the hotfix for Calo Nord to make his character model work with the new supermodels of that mod. His hotfix for Calo Nord was included in Build a Calo for the sake of compatibility between our mods! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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 03/21/2024 Category Mods K1R Compatible No  
  18. I would just like to confirm that I, too, am getting the shiny Calo Nord bug with the "GameLook" option. I am using no other HD mods nor is the CM_Baremetal texture in the Override.
  19. N-DReW25

    Build a Calo

    Version 1.0.0

    17 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 22.03.2024 Pre-Installation: Please install the K1 Community Patch FIRST before this mod! If you plan on using any of JCarter426's Cloaked Jedi Robe mods, please ensure that his mods are installed before Build a Calo. This mod is divided into two versions, the "Normal Versions" which uses the vanilla Calo Nord model and the "JC's Cloaked Robe Compatible version" which uses JC's Calo Nord hotfix model. If you plan on using the Cloaked Robes, install that mod before Build a Calo and use the "JC's Cloaked Robe Compatible version" of this mod, if you don't plan on using those mods then please use the "normal version" instead. Installation: Simply click on the INSTALL.exe and you'll be given two install options. "Calo Nord Head & Body" will allow you to modify Calo Nord's head & body post-Taris. "Calo Nord Body Only" will only allow you to modify Calo Nord's body post-Taris. This means the head texture you use on Taris will also appear post-Taris. Calo Nord's post-Taris appearance will now use the skin "N_CaloNord02.tga" in the Override and "N_CaloNordH02.tga" if you used "Calo Nord Head & Body". Once you've selected your desired option, click install then sit back and watch the TSLPatcher do its magic. If you do nothing after installing this mod, Calo Nord will use SpaceAlex's brown outfit post-Taris from the K1EP. You can install the "N_CaloNord02.tga" texture from the Optional Black Outfit folder to make Calo Nord's post-Taris outfit use Watcher07's black outfit (the same one recommended on the Kotor Mod Build website). You can download other Calo Nord textures & rename them to make them work with Build a Calo. For example, if you download "Quanon's Calo Nord Skin" you can install the "GameLook" option first and this will replace Calo's appearance on Taris. If you open "QSLook" and rename the following files, placing these renamed files in the Override will instead replace Calo's appearance post-Taris: N_CaloNord01.tga -------> N_CaloNord02.tga N_CaloNord01.txi -------> N_CaloNord02.txi N_CaloNordH01.tga -------> N_CaloNordH02.tga N_CaloNordH01.txi -------> N_CaloNordH02.txi This feature is intended to be customizable, instead of using Quanon's "GameLook" for Taris and "QSLook" post-Taris you can have it be reversed, or you could have Emperor Turnip's HD Calo Nord textures. Just remember to have the Taris skins set to 01 with the post-Taris skins set to 02 as shown above. And remember, N_CaloNordH02.tga will ONLY work with the "Calo Nord Head & Body" installation option. Description: Calo Nord is a bounty hunter in Kotor who is iconic for his colorful attire. Throughout the years, mods have sprung up which alter Calo Nord's appearance by changing the overall color scheme of his outfit or by changing his entire style, in the early to late 2000s these modded skins used the default 512x512 resolution whilst newer mods made in the late 2010s & beyond use higher texture resolutions to add more detail to the skins. 2024 is the year which saw the release of N-DReW25's take on the character with his "Build a Calo" mod. Breaking with the tradition of crafting a new skin to add to the collection of other Calo Nord skins which have come & gone, I've instead chosen to craft an elaborate little mod which uses other people's Calo Nord reskins in a way never before seen. The way "Build a Calo" works is that Calo Nord will appear on Taris with one set appearance, whilst after Taris he's wearing a different outfit. If you install this mod & boot up the game, Calo will wear his blue outfit on Taris whilst after Taris he'll wear a new brown outfit from the defunct K1 Enhancement Pack. If you choose to install the "Optional Black Outfit" AFTER installing Build a Calo, you'll have Calo use Watcher07's reskin (the same one from Snigaroo's Kotor Mod Build) after Taris. Now, if you look at the screenshots on the Build a Calo mod page, you'll see that it's possible to install "Quanon's Calo Nord Skin" found on Deadlystream with the "Gamelook" version appearing on Taris whilst the "QsLook" version appearing after Taris. Before Build a Calo, you'd have to pick either "Gamelook" or "QsLook"... it was one or the other, but with Build a Calo you can now have both. With this mod, you "Build" Calo Nord to your liking. Do you want to use both of Quanon's Calo Nord skins at once? Would you rather swap Quanon's Calo Nord skins so "QsLook" appears on Taris whilst "Gamelook" appears after Taris? Do you want to use Watcher07's black reskin on Taris whilst Calo uses the brown K1EP reskin after Taris? Will you install the "Calo Nord Head & Body" version of Build a Calo and use Quanon's skins to change both Calo's outfit & head? Or will you customise Calo Nord even further? Would you rather install "Calo Nord Body Only" version of Build a Calo & use Quanon's "Gamelook" version of Calo Nord's head on both Taris & after whilst his body uses Emperor Turnip's HD Calo Nord outfit texture on Taris and Quanon's "QsLook" texture after Taris? Or will new mods be published after Build a Calo? Maybe some new HD texutres for Calo Nord in the future may also be used alongside Build a Calo, maybe someone could make a "battle damaged" version of Calo Nord which can be used with this mod for his appearance after Taris. The possibilities are endless! Known Bugs: If there are bugs feel free to report them to me on Deadlystream. Incompatibilities: Incompatible with any mods that change Calo Nord's model & character files post-Taris. Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. You are more then welcome to talor your Calo Nord reskins to be used alongside Build a Calo if you wish. Thanks to: SpaceAlex: For releasing his K1 Enhancement Project as a modder's resource & for making the Calo Nord reskin included in said mod! Watcher07: For making the Calo Nord Recolor mod! Quanon: Whilst I did not use your skin in my mod, your Calo Nord reskins inspired me to make this mod in the first place! JCarter426: For creating the Cloaked Robes mod & the hotfix for Calo Nord to make his character model work with the new supermodels of that mod. His hotfix for Calo Nord was included in Build a Calo for the sake of compatibility between our mods! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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.
  20. This is just an idea, but maybe for these draft textures could be used as textures unique heads instead. Think of how Uthar and Vrook have unique head models and textures, it'd function like that but for characters who don't have a unique head in-game... that "less natural" head texture you showed earlier could be used by Kebla Yurt for example. The modder Ebmar has done something similar with your other textures with your permission I believe, though he hasn't yet released them In-game, only the mysterious man NPC on Manaan would use that HD bald head.
  21. 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.
  22. 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.
  23. 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.
  24. 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).
  25. 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.