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N-DReW25

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  1. For the Kotor games it is very difficult, if not impossible, to uninstall mods. You are to uninstall Kotor, reinstall Kotor, copy the swkotor folder into a folder called "Backups" on your Desktop, and reinstall the mods you wish to use without this mod. By having the swkotor folder as a separate backup on your desktop should you ruin your install again you can simply revert back to the vanilla backup and start over without having to reinstall the game again. It's annoying, it sucks, but it's what has to be done.
  2. Links are updated.
  3. I agree with this assessment, plus the screenshot and the texture somewhat suggest that the Neural Band was based off of Lobot though obviously with the head variety they couldn't have the band wrap around the skull due to head shapes and hair. Maybe having the bald player character wear the Neural Bands was an intentional nod to Lobot as well. This is the texture for it, btw. It took me a bit to realize what you were saying but once I saw it my jaw dropped. For anyone else reading, if you squint on the gold visor texture you can see 4 really low res door textures on it.
  4. I believe this specific head and the yellow Lightsaber of this kind are shown in the Bastila vs Revan cutscene after the Swoop Race on the Xbox version. The PC version had their models updated in that scene so on PC a Jedi in the background with Bastila had the generic Asian Commoner head whilst on Xbox he used the head you're seeing above. My Knights of the Old Xbox mod adds this cutscene back in, though I'm sure any Xbox playthrough will have the scene shown so you can view this for yourself on YouTube.
  5. I actually restored this mask in RC-K1CP by having it replace the Baragwin Mask. All I did for the icon, though, was recolor the original to match the green one. You should check out the cut neural band model. The model itself is absent from the game, but its texture still remains and it's called "I_NeuralBand" and the in-game mask is worn in this beta screenshot alongside an unused beta head.
  6. So this is a really old mod of mine from almost a decade ago, hence why K1R was a requirement. I'll probably update this mod again to have modern install standards, though for now there are two alternatives for you. 1) the NPC Diversity Pack mod which instead requires the K1CP mod and it adds female Dark Jedi alongside up to 400 or so changes to the vanilla NPCs to make them unique. 2) the RC-K1CP mod which is the modern day restored content mod for Kotor 1 which, as the name implies, is built for the K1CP mod. Whilst it doesn't have all of K1R's features it still boasts a formidable list of restorations including restorations not restored in K1R. Whilst female Dark Jedi are not yet in RC-K1CP, I'll most definitely add them in an upcoming update.
  7. Oh, I genuinely didn't realize that was the case. Maybe I was wrong then. I'm going to have a look through those mods, and this mod, at some point in the future and if I find anything I'll report it or contact you about it.
  8. On a similar, but maybe not so similar, note to what has been discussed here - I have gone through my Extended Enclave Tweaks mod and can confirm that, in the last update a year or so ago, I removed Bao-Dur's lines which were used in this mod. The problem, however, is that the Extended Enclave mod has some of Bao-Dur's lines in its 020EBO.MOD module file. The exact scene is even shown on the mod page.
  9. Very nice! I have some questions about these new models. Is this female scout model ported from another video game/mod or is it custom made? Will there be more uniform mods like for male scout, female and male scoundrels, and female and male soldiers?
  10. Doesn't the Steam version of Kotor II in particular go up to 4K screen resolution?
  11. Look in the background to the right, near the player, those 3 crate placeables are also three times bigger than what they are in the base game (they can be found on Kashyyyk). I believe the Vulkar Garage level has the massive crates as part of their "module model" too. I'm sorry, the Ebon Hawk is the game's all-encompassing what? I suppose the developers thought the same thing and improved upon the model, the same cannot be said about speeders and the Iridorian model you can see in this same screenshot - those appear unchanged even in this early demo. And look at the hands, the final version has them wear gloves whereas here you can see white flesh. I suppose they couldn't set it up properly as you can see the player character is clearly using the Mace Windu style head. I restored something similar in my RC-K1CP mod wherein I removed the gloves from the Commoner clothing as there were a few left over textures without the gloves. That would be the player character, a lot of the K2 beta screenshots have K1 players wearing K1 robes as the K2 heads and robes weren't ready yet.
  12. This is Sleheyron Story Mode, right? And T3 has been replaced with Nomi Sunrider, right? @SAO1138 is the mod author of that mod and so would be the one to fix these problems. The reason why I (not the author) am even commenting is because obviously SAO would know whether or not he missed something and I know that my Unofficial K1CP Tweak Pack mod modifies the post-Leviathan dialogue. If let's say that SAO did in-fact change that scene but you installed my mod on top of Sleheyron that explains why Nomi doesn't appear in that particular scene. The bug my mod fixes is as follows:
  13. Looking good! You know, I actually reskinned Mission Vao to resemble her appearance in one of these beta screenshots. Your edit appears to focus on the oldest beta, whereas my one is based on the second oldest beta which had the final model but the same old texture. Are those photos of a prima guide book you took? I managed to snag a bunch of screenshots via the Way Back Machine's Library and the quality of mine are abysmal. Now that you're fixing Kotor models, I may have some things you may wish to take a look at. My K1 Pre-Release Pack tries to make the game look more like the Beta (this is where my screenshots come from), and something I've noticed is that there are module problems between the beta version and the release version. In the above spoiler is a comparison of Karal Kaar as an Ithorian in the beta via the prima guide and the K1 Pre-Release Pack turning Karal into an Ithorian. As you can see, the boxes from the beta behind Karal Kaar are missing in the final game. In the spoiler above is beta Trask, in the screenshot of beta Trask you can very clearly see overhead pipes which are not present in the final version. However, if you were to go into the Starboard Section where the escape pods are you'll see that the overhead pipes are present there. And one last thing, what is your status on permission on your recent fixes and previous mods? Would you allow modders to use your work in their own mod on the condition that you are credited as the original author or should modders instead reach out to you and ask directly so that you can give permission on a case-by-case basis?
  14. Very good. Might I suggest you use the Caps Lock first person mode to take a full body screenshot? You did the same for your Jolee Mod and as such it is easier to see the detail of the full NPC. I might be wrong here, but Mission's lekkus are weird in the fact that the lekku texture isn't being drawn from the head texture like it is with the other Twi'lek NPCs in the game, but rather, Mission's lekkus are drawn from her body texture which explains how Stellar Exile missed them.
  15. I don't believe so. This mod only takes place on Malachor V, so as long as you have a save from before you arrive on Malachor V you should be good to install this mod. I would recommend creating saves from before and during Malachor V until you reach this scene. The mod replaces all of the vanilla audio with with new audio that applies a new hologram filter over the old lines so that the "make my sacrifice mattter" line with the hologram filter matches the other lines. If, hypothetically, the lines were mute and/or some lines don't work feel free to report this to me and I shall fix it (the save games you'd have made will be used if there is a bug fix update). I do know the "Steam Deck" version of Kotor II reportedly has issues with .MP3 files and audio formatting, and since I only use the Steam version of Kotor II on a Windows PC it's hard for me to get these things working right across various operating systems which I don't even use.
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