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View File Peragus Miner Overhaul Peragus Miner Overhaul A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 02.09.2025 Installation: Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic. This mod has four install options, you do NOT need to install four but you must install them in this order. Proper Peragus Corpses comes first. Peragus NPC Overhaul comes second. Tiered Peragus Miners comes third. Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses. The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install. Description: Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else. This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features: 1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins. 2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances. 3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed. Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal. The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility. 4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: * This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod. * This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement. * This mod is NOT compatible with VarsityPuppet's Peragus Tweak. * This mod is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM. Report any incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon! ebmar: For providing help with the TSLPatcher! Kainzorus Prime: For making the Peragus Mining Gear mod! VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod! Lewok2007: For making the original Vibrocutter Changes mod! WildKarrde: For making the Peragus Medical Bay Enhancement mod! Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! 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 09/01/2025 Category Mods TSLRCM Compatible Yes
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- npc overhaul
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I've decided on dividing it into three mods. Beta Peragus Miners which shall remain unchanged. Peragus Miner Overhaul, the main NPC Overhaul which shall be seperate. And a third mod called the "Peragus Misc Pack" which shall contain the more random features. The Peragus Miner Overhaul mod has been uploaded and shall be available for download soon!
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Version 1.0.0
17 downloads
Peragus Miner Overhaul A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 02.09.2025 Installation: Simply click on the HoloPatcher.exe, select your option, click install and sit back and watch the HoloPatcher do its magic. This mod has four install options, you do NOT need to install four but you must install them in this order. Proper Peragus Corpses comes first. Peragus NPC Overhaul comes second. Tiered Peragus Miners comes third. Vibrocutter changes can be installed at any point AFTER Proper Peragus Corpses. The "Description" section of the readme will tell you what each install does. Make sure to read them to ensure that you've made an informed decision on what exactly you want to install. Description: Peragus is a strange place. It's a mine wherein all of the miners are dead, except those dead miners all look like burnt monkeys wearing beige jumpsuits in-game. Despite the holograms of the Miners all wearing the same Miner's Uniform the aforementioned corpses are all wearing beige, whilst the Maintenance Officer Corpse and the bodies in the Kolto tanks wear a Czerka inspired uniform not seen anywhere else. This mod serves as a collection of mods, allowing you to fully customize Peragus to your exact liking. This mod offers the following features: 1) Proper Peragus Corpses: Proper Peragus Corpses removes the low-poly corpse placeables from the Peragus Modules and replaces them with NPC Corpses. These NPCs use the four generic Peragus NPC appearances, meaning there will be clones though this is on-par with Obsidian's NPC Czerka Corpses in the Telos Underground ruins. 2) Peragus NPC Overhaul: An addon for Proper Peragus Corpses, Peragus NPC Overhaul will give all 60+ Peragus NPC Corpses an overhauled appearance. Whilst this new appearance will be a generic appearance, if you see a generic old white man with orange hair that specific appearance will be unique to just that specific corpse meaning only Twi'leks and Devaronians would have duplicate appearances. 3) Tiered Peragus Miners: This option requires Kainzorus Prime's Peragus Mining Gear mod and the Proper Peragus Corpses, and Peragus NPC Overhaul from this mod installed. Tiered Peragus Miners is designed around Kainzorus Prime's Peragus Mining Gear mod, it adds a second Miner's Uniform item based on the vanilla Miner's Uniform. This means you can have BOTH Kainzorus Prime's Peragus Mining Gear for the Defense Bonuses and the vanilla Peragus Miner's Uniform for the ability to use Force Powers at the same time. The loot for these uniforms has been changed so the vanilla Peragus Miner's Uniform is found in the Plasteel Cylinder at the start of the Mining Tunnels whilst the Peragus Mining Gear is found inside a Plasteel Cylinder at the Central Platform which can only be opened via the nearby terminal. The Peragus Mining Gear, Peragus Miner's Uniform, and the Beta Peragus Miner outfit will be worn by various Peragus Miner Corpses and Holograms where appropriate. The end result should be a fully diversified Peragus Mining Facility. 4) Vibrocutter Changes: Since this mod is NOT compatible with Lewok2007's Vibrocutter changes mod, the Vibrocutter Changes install serves as an alternative to his mod. This option will move the Vibrocutter from the Corpse near the start of Peragus to a locked Locker in the nearby Security Office, this will force you to use the Plasma Torch and Mining Blaster to fight the Mining Droids for a little bit. This option will NOT work without "Proper Peragus Corpses" option mentioned above. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: * This mod is compatible with Kainzorus Prime's Peragus Mining Gear mod. * This mod is compatible with WildKarrde's Peragus Medical Bay Enhancement. * This mod is NOT compatible with VarsityPuppet's Peragus Tweak. * This mod is NOT compatible with DarthParametric's Fixed Hologram Models and Admiralty Redux for TSLRCM. Report any incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: DarthParametric: For making the Female Czerka Officer's Uniform - A Modder's Resource, which the Medical Officer's Beta Uniform is based upon! ebmar: For providing help with the TSLPatcher! Kainzorus Prime: For making the Peragus Mining Gear mod! VarsityPuppet: For making the Peragus Tweak mod which inspired me to make this mod! Lewok2007: For making the original Vibrocutter Changes mod! WildKarrde: For making the Peragus Medical Bay Enhancement mod! Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! 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.- 1 comment
- 1 review
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- diversity
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- 1 comment
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- bug fix
- restoration
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Sorry if this has already been mentioned, but doesn't this mod do this? In that mod, if Goto succeeds in overcoming HK-47 or HK-47 isn't present then a Light Side player can no longer destroy Malachor. A WIP thread for my K2 NPC Diversity Pack has been made. It's very early in development and it hasn't seen much work as of yet as I'm currently focusing on other mods. It does, however, have some in-dev screenshots showing some concepts on how my mod would change the NPCs of Kotor II starting with the Citadel Station's Entertainment module (202TEL). A solution you seem to be veering towards is making the TSF respond to the player's criminal actions. Another thing I've seen requested (maybe not by you) is to add TSF Patrols to the other modules similar to 202TEL. My solution in dealing with the TSF problem in my K2 NPC Diversity Pack is as follows: Those are two of the screenshots found in my WIP thread, the idea is not to add more (make the TSF react to you or add more TSF to the other modules) but to add less. By converting the TSF patrols into cleaning droids, it now makes sense as to why they aren't responding to either the mercenaries or the player when they blatantly kill innocent people. This also feeds into the idea of the TSF being so weak that they're beholden to rogue mercenaries and Czerka at the start of the game. I am also somewhat interested in a mod which further reduces the player's "crime" on Citadel Station. An idea for this would be to remove the ability to murder the civillian who you can rob, remove the ability to murder the Exchange's door guards, replace the TSF Officer with a medical droid in the medical supply smuggling case, replace the Ithorian you murder for the shield with a droid who'll just give you the shield, and other things if I forgot to mention them here. If this is something that interests you, or if my concepts of a K2 NPC Overhaul are unacceptable, I could divert the TSF to cleaning droids feature to this "reduced crime" mod.
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I would like to request a mod with new visual effects, cutscenes and skins
N-DReW25 replied to Erdan5's topic in Mod Requests
Are you saying here that you don't want this as a mod but as an integral part of TSLRCM? That's never going to happen I'm afraid. It's already part of the Extended Enclave mod. Extended Enclave 'extends' the Enclave scene to restore the majority of the cut content available for it that wasn't restored by the TSLRCM mod. The Sion vs Nihilus scene is now tied to the Enclave. After Kreia kills the masters/wounds the player, she goes to the Ebon Hawk and the party has the "It's over - they've won" cutscene that's associated with the Sion vs Nihilus content except it's been recontextualized to be part of Kreia telling the party that the Exile is "dead". Sion is informed of the Exile's "death" on Malachor and travels to the Ravager to see Nihilus to which the Sion vs Nihilus scene plays. Everything you've described wanting is already part of the Extended Enclave mod. It's never going to be part of TSLRCM, but Extended Enclave is compatible with TSLRCM and is intended to be used with TSLRCM. There is no need to recreate or add this mod to your hypothetical mod because you can just download his mod and get the same in-game effect. This also wouldn't be added into TSLRCM as there is no indication in the game files that Nihilus' slaves dying was ever intended by Obsidian Entertainment. This would be considered "custom content" and wouldn't be considered for integration. Just like in that one Darth Varkor movie. This could work similar to my Build a Calo mod wherein the player can customize Calo's appearance between Taris and Tatooine. The same principle would apply here, except with Sion before Malachor and during Malachor. Here is some good news and bad news about the skin. The bad news: I'm willing to bet the original author, OBIWAN3001, is long gone and therefore getting permission to use his skin would be impossible. The good news: Observing the texture, the reskin is so basic it'd be easy to make a new, and possibly even better, reskin from scratch. I fully understand what you're saying here, though I think there can be arguments made against these requests. Darth Sion's entire character is that he's a walking corpse who's so full of anger that he just refuses to die. When you finally kill him, you actually "convince" him to willingly pass on and die - therefore it makes sense for his body to just drop dead and die. Of course, you could argue that his body evaporating into red mist would also make sense as his body would probably crumble into dust and that red mist would be his Dark Side energies leaving his physical remains. But this argument does not work for Kreia. Before she dies, she has her final "villain explains her reasonings" moment and one of those reasons for what she does throughout the entire game would be that she hates the Force. It'd be deeply ironic for Kreia, when she dies, to evaporate into a red Force induced mist. And not only that, if you are Dark Side, you get to literally throw Kreia over the edge and into the core of the planet meaning you can't just have her evaporate into a red mist. -
The time has come, the Echani are almost ready to be added to the K1 Alien Pack. These skins were, for the most part, made by me. The Echani textures in the K1EP are by RedRob41 and, I assume, aren't part of the modder's resource element of that mod. Below is an example of an Echani made by me. Since Brianna is supposed to be a hybrid of a human and an Echani (The human Arren Kae as the mother and the Echani Yusanis as the father) I wasn't inspired by her appearance when making the Echani, instead, I was inspired by the appearance of Raskta Lsu. This next skin is based on Daris Solomon's texture from BOSSR. As that mod can be used by modders as per SilverEdge9's blanket permission, I took Solomon's head and modified it to look like someone else despite still using the same head model. Below is the third Echani appearance, it isn't too visible but as you can see if you were to install the Devaronian install you'd get both species side by side. Since the cut Echani in the Ahto City Bar already has a UTC file, there are no extra compatibility patches for the K1 Alien Pack's Echani install and the RC-K1CP which will soon restore the Echani. Just install the RC-K1CP before the K1 Alien Pack's Echani and both the vanilla Echanis and the restored Echanis shall have Echani heads. There are 3 male Echani heads added with 8 NPCs across the entire game being converted into Echanis. Female Echanis may be added in a future update and named NPCs may get their own unique Echani heads in the Galaxy of Faces mod. If you think the K1 Alien Pack adds too few Echani, don't worry - the Echani are few only because the K1 Alien Pack will add more aliens throughout the game so no one alien species will be overrepresented. The K1 Alien Pack's Echani update shall come with another new alien species which I hope to share here once those ones are ready. Stay tuned!
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@Gaak78 I'm @ing you here because I can't respond to a review. As a modder, I am very much convinced that you do have M4-78 installed and you just don't know it. Unless Leilukin can prove otherwise, those journal entries aren't left over content regarding M4-78, rather, those are journal entries added by the M4-78EP mod. I imagine you unknowingly installed M4-78EP and installed this mod on top thus causing a conflict, or you have M4-78EP subscribed on the Steam Workshop unknowingly and this is how you're getting this bug. Again, Leilukin could swoop in and prove me wrong or you can check for yourself and prove me wrong again - but this is what you're bug seems like to me. I think the idea is that the area Vash is in is on the other side of Ludo Kresh's tomb area. In Kreia's dialogue, she says there is a "chamber" beyond that tomb area which can lead the player out - that is where Vash is being held in this mod. Though you are correct, the "chamber" is quite literally a reuse of the very front of the tomb. That could work, it doesn't even need to be AI I think a spliced or a reused dialogue could do what you want. Though that would be up for Leilukin to decide.
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It was done intentionally. The 2011 Demo did have voice overs, but that was in 2011. Between 2011 and 2025 the plans for how the mod should be released have since changed. All the voice overs in the mod as of right now are AI generated, the background NPCs and the random vendor use generic templates offered from ElevenLabs whilst the Quarren Jedi is quite literally the Quarren alien VO that's been cloned using AI. The Duros party member Nindu who appears at the end of the 2011 Demo and as a cameo in the Episode One release will have a hybrid between Kotor I and Kotor II Duros VO and will be fully voiced. As for why we didn't voice any of the important characters, like Master Drayen and Uldir, we did that because their roles aren't finished and because they aren't finished there are quite a few problems preventing us from voicing these characters: 1) Reworks/Rewrites/Revisions/Improvements/Player Feedback: We want to take on player feedback as we develop the mod so we can improve upon the previous content. One piece of feedback that we've received from players is that they don't like how Drayen implies that he trained the Jedi Exile without mentioning Kavar and Vima Sunrider. We're going to go back and improve upon that piece of content by mentioning the Exile's other masters, but if Drayen was voiced than we couldn't have done that. 2) Good voice actors want to be paid for their work: People hate mods with bad VO, pre-1.3 M4-78EP and Cathalan are disliked by most players with poor VO being a big reason for them not liking those mods. Actors who can voice good VO lines would probably want to be paid for their work as they can turn this skill into something that pays them, and considering Drayen and Uldir would have between 100 and 500 lines in Episode One alone these actors would no doubt want to be paid. 3) Actors might be rendered unavailable and/or disappear: Since the ROR mod isn't finished, we wouldn't want to pay someone to voice Uldir for a few Episodes only for those actors to have a stroke in five years time and then become unavailable to record the final two Episode lines. We'd be forced to remove all of that actor's lines, meaning we paid him for nothing, and we'd have to pay another actor to revoice those previous lines meaning more money is being wasted. The most ideal way to prevent all of these problems is to have the VO recorded last. That way we can go back and change dialogue and content we need changed without fear or wasting VO and money, we can bulk bill actors to voice thousands of audio lines if need be and we'd only have to pay them once and be done with it, and if we do it like that then the actors can disappear afterwards without impacting the ROR mod.
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The time has come, this is the WIP thread for the Kotor II counterpart of my Kotor I NPC Overhaul Series. In this WIP thread, I shall be showcasing ports of my K1 NPC Overhaul into K2 alongside brand new NPC Overhaul mods specifically for K2. The Kotor II NPC Diversity Pack shall be very different from my Kotor I counterpart, instead of releasing a rather finished product and then perfecting that product through updates the first release shall include just Telos and will add new planets every update until most of the planets are complete. I say "most" planets because some planets simply don't have NPCs to overhaul like Peragus and Malachor for example. Unlike Kotor I, many of the commoner NPCs spread across the galaxy are just downright bad. What do I mean by this? Well, Commoners often have very few unique dialogues so a room with 10 men inside will each share the exact same dialogue with just three lines, the Commoner NPCs in the 201TEL Citadel Hangar will stop and remain stuck standing forever when you speak with them, a commoner in 202TEL will run away from the Mercenary fight and end up stuck in a corner, commoners in 202TEL are positioned weird with one man standing on the edge of a 500 foot drop, NPCs in 204TEL and 302NAR have this weird "random" walking script which doesn't take into account where that NPC actually is resulting in commoners entering the Ithorian Compound, not reacting to the Mercenary Battle, and Refugees ending up outside the Refugee Area stuck inside the ramp areas. And the worst part of Kotor II's commoner NPCs is that: 1) They all share the exact same filename, for example "n_telm01.utc" is spread between a few Telos modules. In my experience, this has caused havoc with the TSLPatcher and HoloPatcher (Though this could just be a skill issue on my part). 2) More often than not an NPCs UTC file will be duplicated inside the .GIT file, meaning there will always be two identical NPCs unless the .GIT file is modified to remove the duplicate. Now, compare these to Kotor I's commoner NPCs. There are multiple Commoner dialogues with multiple lines to give variety, the best example being the Taris Upper City. Commoners have unique walking scripts which directs them to do laps across a certain location of the map, the best examples being the Taris Upper City, Dantooine Jedi, and Anchorhead Commoners. 95% of Commoners have their own unique UTC file for each module and only 2% of NPCs have the .GIT file duplication problem. Kainzorus Prime's [TSL] NPC Overhaul Mod directly changed the .UTC files and nothing else. This means problems 1 and 2 mentioned above are in full force with this mod. Problem 1) All the commoner NPC files are the exact same between modules, and since this mod was made before the "FileName" functionality was introduced to the TSLPatcher this mod has to be installed more than 50 times as you are installing .UTC files into each individual module in the game. Problem 2) The duplicated NPCs are in this mod but they're less noticeable. Look at the screenshot down below, count how many Asian men wearing pink clothes you see. My NPC Diversity Pack for Kotor II shall fix both of these problems, to prevent having multiple .UTC files shared across multiple modules use the exact same .UTC file I've modified the .GIT files to replace the vanilla Commoner .UTC files files, like "n_telm01.utc" for example, with new modded .UTC files with unique file names per module. I've not only removed the duplicate NPCs from the .GIT file, but I've also added new NPCs and new placeables into different modules. In this spoiler down below, I've added NPCs to the background of the 202TEL Citadel module to imply that these are areas in which people are working and living in. A major hurdle in 202TEL is that Commoners will run away from the Mercenary fight and get stuck in the corner, TSF Officers will fight the Sullustan and not you if you went Dark Side, and no one seems to react to the Masked Duros Assassin fight. These have been fixed in a number of ways. The vanilla NPCs have been swapped out for NPCs with unique .UTC files and have all been moved into the airport area that leads to the Residential Modules. The airport area that leads to the Docks are empty to imply that the Transit Shuttle has just left leaving the area empty, this was done to improve the Masked Duros Fight so that he now isn't attacking you in front of civillians. Each of the new NPCs have their own unique dialogue, the child reuses the child line from the Onderon Child that goes "I'm not supposed to talk to offworlders". the Bith, Aqualish, and Ithorian shall use alien VO, the two other women in the background shall have "[This woman is ignoring you]" dialogue and will be mute, the Smuggler shall reuse traveller dialogue from 201TEL, the Onderonian is the Onderonian Diplomat from 204TEL as he'll be moved out of the Hospital Area and into this area. The TSF Patrols have been replaced with cleaning and maintenance droids, it will now make sense as to why they aren't properly reacting to the Mercenary fight or you murdering the Sullustan as these are low-intelligence droids who can't act as reliable witnesses to their/your crimes. Thus far, I've only started tinkering with 202TEL and 203TEL whenever I've felt like it. The first release of the K2 NPC-DP mod is nowhere near ready, but this is the NPC Overhaul "Series" WIP thread, and just like in K1 that means I'm developing other mods to be used alongside the K2 NPC-DP mod. A Peragus NPC Overhaul is 99% complete and could be released real soon, the problem is that I don't know "how" to release it. Do you guys know of my Beta Peragus Miner Pack? It adds a few optional installations for those who might want to restore the cut Peragus Uniforms that were based on the Czerka Uniforms. You can't install all of these installations all together though, one install might convert all the Peragus Miners into Beta Peragus Miners whilst another install might restore the Beta Peragus Miners for one or two Peragus Miners whilst the rest wear the vanilla Miner's Uniform. Right now, the Peragus NPC Overhaul is setup as an update to the Beta Peragus Miner Pack which I feel might overcomplicate the installation process. All together, there would be 9 installations if it goes ahead as an update. Here are the installations: 1) Everyone a Beta Miner: Self-explanatory, converts Peragus Miners into Beta Peragus Miners for those who want to roleplay "what if Obsidian kept the Beta model". 2) No Player Heads: Removes the Player Heads from the Peragus Miners, namely one of Coorta's Thugs, and replaces them with generic Commoner heads. 3) Some Beta Miners: Self-explanatory, only converts some of the Peragus Miners into Beta Peragus Miners so that some Miners wear Miner's Uniforms whilst others wear Beta Miner uniforms. 4) Proper Peragus Corpses: Turns the Peragus Corpse placeables invisible and spawns dead Peragus Miner NPCs on top of the invisible placeables. These dead Peragus Miners reuse the four Peragus Miner appearances meaning they'll be plenty of cloned appearances but, by comparison to the normal game like the Telos Militry Base, would fit right in. 5) Peragus NPC Overhaul: Cannot be installed without 'Proper Peragus Corpses'. Gives each and every dead Peragus Miner their unique appearance. Since there are so many bodies scattered throughout Peragus, the generic Commoner heads you'll see will only appear once with the only repeats being the Devaronians. 6) No more "Destroy Terminal" option: Removes the option to destroy the computer terminals on Peragus, thus forcing you to complete the Peragus questlines. 7) Lootable Lockers: The static lockers that you cannot access on Peragus will all be given randomly generated loot you can access. 8,) Tiered Peragus Miners: Requires the Peragus Mining Gear mod to be installed and cannot be installed without 'Proper Peragus Corpses' and 'Peragus NPC Overhaul'. With the Peragus Mining Gear mod installed, this install readds the vanilla Miner's Uniform back into the game as a seperate item to the Peragus Mining Gear armor. This install will change the dead Peragus Miner's so that they are wearing a mix of Peragus Mining Gear, Miner's Uniform, and Beta Peragus Uniform. 9) Vibrocutter Swap: Cannot be installed without 'Proper Peragus Corpses'. This install will render the Corpse with the Vibrocutter unusable and will move the Vibrocutter to the locker in the Peragus Security Office. Consider this install a compatibility patch as Lewok's mod won't work with this mod. So, what do we think? Should I partition the Beta Peragus Miner Pack update into several smaller mods? And if so, what how many mods and which sections will go into these mods? When I get around to working on the K2 NPC-DP mod, or any other mod in the K2 NPC Overhaul Series, I shall post my progress here. I look forward to hearing what you all think in the mean time. 😎
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NPC Diversity Pack, Human/Alien NPC Diversity, and my K1 Alien Pack together shouldn't exactly cause too much of a conflict when used together. Outside of CapitaineSpoque's WIP thread, you could privately tell me what you don't like about the NPC-DP mod and I might consider making some changes if the suggestions would work. You mean this? I can assure that isn't caused by my mod, but that is an unfortunately popular mod conflict that I am aware of with the K1CP. It's more likely than not some sort of appearance.2da conflict, possibly a hard overwrite of the K1CP's edited 2DA file with a different appearance.2da without K1CP's changes. Galaxy of Faces isn't considered "finished" yet hence why it's underwhelming right now. When I say this next part, I am not trying to imply anything negative about StellarExile but his Human/Alien NPC Diversity mod is more like "his own take on the Galaxy of Faces format". Looking at his screenshots and mine, you'll see a direct overlap where we've both used the same K1EP resource for the same character and conflicts where he's used K1EP resources in ways that I didn't.
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I'm fairly certain these "chambers" I refer too are either an exact, or near exact replica, of the vanilla crystal cave chamber with the crystals. If you were to "cut out" the crystal models from the Dantooine crystal cave and apply them to the model of the Korriban cave in the "chamber" I've listed above I'm sure it'd make for a very convincing crystal cave.
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Do you think you can convert one of the empty "chambers" of the Shyrack cave into a crystal cave? The "chambers" I refer to is the 3 big rooms between the entrance and the big opening at the end with the bridge where the Terentatek and Tomb entrances are, Thalia May and her friends occupy the far right chamber whilst the middle and far left chambers are empty.
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Personally, I would go for the easiest route of making custom content that non-modders would appreciate. In the words of HK-47 - "Doing more with less. It is 'art." Of course, you've just fixed the Shadowlands and Czerka Depot modules and you appear to be moving on to fix the Tatooine temple - you're definitely doing more than less. I personally didn't even think the Czerka Depot was that bad, all you had to do is lock one of the rooms with the broken walkmesh and everything would've been functional. Your planned cuts may make or break my following suggestion, but I think the Krayt Dragon in the cave should be protecting the cave that leads into the Tatooine Temple instead of the Star Map. Off from memory, the Tatooine Temple has a bunch of isolated rooms and the big central pit where the Star Map would've been. I think these rooms should all be locked and you should move room to room unlocking puzzles on computers or fighting Rakata Droid boss fight in order to prove yourself "worthy" to the Rakata security systems to advance into the next room until finally you enter the Sarlaac room. Perhaps the Sarlaac has been dead for thousands of years but through the Rakatan computers you learn that the ancient builders would sacrifice slaves and rebellious Rakata into the Sarlaac as part of an ancient Mayan influenced ritual, perhaps these computers can also reveal that this temple was built before the Rakatan's orbital bombardment that turned the green Tatooine into a desert and that the resulting climate change and the lack of sacrifices slowly killed the Sarlaac. Perhaps this security system that requires you to unlock the doors was altered by Revan in the same way he/she altered the Kashyyyk Star Map's security system, some of the correct answers to these questions in these computers could've been set by Darth Revan and so you're given the choice of answering the way Darth Revan would've answered them or you're forced to fight Rakata Droids. And just like on Kashyyyk, if you do Tatooine last the computer recognizes you as Revan. Also, if it is at all possible, I'd add some form of "Crystal Crystal" as I know there was a divide in the cave area that lead to a big open cave room (though I suspect that's the area you'd want to cut).