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N-DReW25

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  1. For anyone who gets stuck just know that you cannot progress through the entire temple without T3-M4 in the party as the terminals require him to deactivate the ray shields. I am also interested in enhancing this mod. I've just gone through the mod and have made up a small list on how things could be improved to make it better.
  2. It shouldn't be incompatible with Sleheyron Story Mode as the head developer, SAO, tries to make it compatible with RC-K1CP. Of course, there have been historic problems in the past which has made it incompatible with RC-K1CP, though in those instances those incompatibilities where due to the unforeseen bugs which later got patched. For Sleheyron Story Mode, I would recommend asking the Sleheyron Story Mode devs themselves as they're the ones responsible for compatibility with RC-K1CP. The latest patch fixes an RC-K1CP incompatibility but if you were to, for whatever reason, discover a new incompatibility you would have to report that to SAO on the Sleheyron Story Mode page. Whilst I do agree that BOSSR is an amazing mod, it's simply too big and too old of a mod for me to worry about compatibility wise, this is the same philosophy as the K1CP devs as well so it's possible it might not even be compatible with K1CP and if it was it's purely by coincidence and not by design. That would depend on exactly what it is you want to see and how complex that bit of restored content is. For the longest time people wanted the Echani in RC-K1CP and they have since been added, in terms of very possible restorations the Iriaz and Outcast Children are my top priority for this mod. Long term, the Pazaak Tournament will be added as I have received permission from Fair Strides to port it from K1R into RC-K1CP. The RC-K1CP's version of the Pazaak Tournament shall be different from K1R's version and The_Chaser_One's version. As The_Chaser_One here is a Sleheyron Story Mode dev, I would trust his advice on both BOSSR and Sleheyron Story Mode compatibility with RC-K1CP.
  3. Very nice! Do you plan on uploading these male Twi'leks when they are all finished as a mod or are they just going to stay here in this WIP thread?
  4. I do not support the K1R mod as the K1R mod is both broken and the dev team has abandoned it. I advise that you use the K1 Community Patch mod and the RC-K1CP mod as that is the on-going restored content mod for K1. Whilst I haven't added it in this most recent update I might just do that in the future due to the mod's recent rebrand. So I've actually removed the restored appearances from RC-K1CP and have moved them into this mod. The whole reason those installs were separate from RC-K1CP's main install is because they were incompatible with certain other popular mods. And the reason those same installs were removed from RC-K1CP and added here is because the install options for the RC-K1CP was, I felt, too bloated and so I've added them here to both revive this mod and make installing RC-K1CP less tedious.
  5. Wait a minute, this is a Kotor 2 mod. I was under the impression that this was a Kotor 1 T3-M4 mod because if it was a Kotor 2 T3-M4 mod you'd just copy all the files into the Override folder and it'll work. Do you have any other mods installed? Do you have any folders inside the Override folder? Do you have "P_t3m4_01.tga" and "P_t3m4_01.tpc" in the Override folder?
  6. It's called the NPC Diversity Pack mod.
  7. N-DReW25

    K1 Alien Pack

    Curious. Can you use the cheat console to warp to Manaan and check up on Yortal the Droid Merchant? If you've installed the K1 Alien Pack and NOT the Galaxy of Faces mod then Yortal should look greenish. Now if you HAVE installed the Galaxy of Faces mod with the K1 Alien Pack, Yortal will instead look like this: If Yortal isn't green, or if you don't have Galaxy of Faces and Yortal still isn't green and is unchanged from vanilla, warp to the module "danm14aa" and see if there are two Ithorians outside the Sublevel door. If none of these changes are present then you must've forgotten to install the Ithorian Component of the K1 Alien Pack. You mean like this? The idea behind the Apartment Duros is that he should always have green skin, but in the Apartment he's wearing clothes whilst in the Sith Base he's in stereotypical prison orange. However, this component for the Apartment Duros is part of the Galaxy of Faces mod and NOT the K1 Alien Pack. Are you using the Galaxy of Faces mod? And if you are, can you please confirm that the Duros in the apartment has matching green skin (but no matching outfit) to his Sith Base appearance?
  8. Are they correctly named "P_t3m4_01.tga"? Kotor I has T3's texture file named as "P_t3m3_01.tga" so if you're installing Kotor I mods into Kotor II they aren't working because Obsidian changed the filenames for T3. Simply renaming them to "P_t3m4_01.tga" will most likely work if they're called "P_t3m3_01.tga".
  9. When I say this this is not directed at JasonRyder. As a modder who has spent a decade at this, I have dealt with many players who are genuinely brain dead when it comes to them installing mods. Following dodgy mod builds made in 2014, not using the TSLPatcher installers, using K1R and K1CP together, to even installing the Lonna Vash in the Korriban Tomb mod with M4-78EP. And those are just the genuinely stupid/ignorant people, in this case the mod page and the readme possess conflicting information - install Sleheyron first VS install K1CP first. Now, for Kotor I you treat K1CP as you treat TSLRCM in Kotor II - K1CP is the "base" mod upon which all other mods come afterwards. But for someone who doesn't make mods or is familiar with this game's file structure, the K1CP being installed first might not seem obvious. And when the mod team leader, SAO, has written "install Sleheyron first" on the mod page why would these users ever think to think otherwise? It's safe to assume that most users who play Kotor mods have never made a mod for any other game, they would look up to the mod author as a "wise sage" who knows what he's doing. If SAO says install Sleheyron first, why wouldn't users trust his word when it's on the mod page, the first page that they read? If SAO added "delete System32" on the mod page's installation process, people would probably follow that instruction and not think twice about it. Again, most people are dumb - unlike you. That, and you literally became a modder yourself, proving that you are far more committed to learning about this game and how Kotor mods work then 90% of users. People will be dumb, and we modders just got to deal with that. And in this case, the inconsistent install order on the mod page and in the readme is the cause of this confusion and not user stupidity. If this problem has been present since the mod has been released back in 2025, then the fact that the mod page's incorrect install order has only just now been reported in June 2026 probably proves that most users probably HAVE followed the readme's installation and not the mod page's installation. Yeah, and they chose the mod page over the readme. SAO wrote the mod page, and users will assume he wrote the readme too (even if you wrote his readme, users will assume SAO wrote it). With most mods, the readme included in the mod is identical to the text found on the mod page so reading the mod page is almost always the same as reading the readme file. If Sleheyron Story Mode's readme file is different from the text on the mod page, that is a massive problem as most users aren't going to read both - they'll pick one or the other. And since users are faced with the mod page before downloading the mod, and reading the readme is optional, users will most likely read the mod page over the readme. As a modder myself, I more often then not leave my info.rtf files blank because I assume that if people have activated the HoloPatcher then players aren't going to stop to read whatever is written on the info.rtf file. The moment they click on the HoloPatcher.exe is after they have already committed to installing the mod. Now I'm sure he had a genuine technical reason as to why he did that, and he just didn't realize that my mod relies on K1CP being installed first or else the Giant Gizka spawns throughout the game as a bug. To be fair, SAO is just some guy who came in out of nowhere in 2025 and dropped the biggest mod to ever release in years, outside of Edge of Darkness and ROR, with up to 30 modules and a recruitable character. He probably self taught himself how to mod the game, maybe even for years too, so I can understand why he focused 100% on Sleheyron and that he is only just now, after the mod has been released, sort of been forced to consider compatibility with vaguely named mods (K1 Community Patch VS Restored Content for the K1 Community Patch etc) because the player base expects to be able to have an uber dubber bug fix + restored content + Sleheyron playthrough. To be fair on SAO, installing Sleheyron first might've worked had it not have been for my use of K1CP's orange Twi'leks so I can entirely forgive him for missing it. And the fact that he's corrected the install instructions means that he's listened to our report, I don't see their being any further reason to continue being mad over this considering he just fixed the problem.
  10. Are you agreeing with me that the install order was K1CP, Sleheyron, then RC-K1CP? Or are you saying that it was meant to be Sleheyron, followed by K1CP, followed by RC-K1CP. Do know that it was I who informed SAO that installing K1CP after Sleheyron broke RC-K1CP and, therefore, the K1CP, Sleheyron, and RC-K1CP order of install was required. Also, not going to lie, if you're referring to the info.rtf file which the HoloPatcher projects before the install I'm fairly certain most users, modders included, ignore that. Most people read the main mod page and/or the mod's readme for the install instructions, and I can confirm that the main mod page did, in-fact, say Sleheyron, followed by K1CP, and followed by RC-K1CP for the installer. Did you tell SAO personally, via DMs, the correct install order or did you rely solely on SAO reading the HoloPatcher info.rtf? JasonRyder probably followed this mod page's instructions which, before this most recent update, said Sleheyron, K1CP, and RC-K1CP.
  11. There's the problem. You have to install K1CP first, your game probably isn't too broken but every single instance of an orange Twi'lek will be replaced with a giant Gizka. SAO, if you're here can you please confirm whether or not you recommend players install Sleheyron Story Mode first?
  12. I was going to post an update for the development of RC-K1CP soon, but since JasonRyder commented I'll update you all now. The Unused Head Restoration Pack mod, which hasn't been updated in several years, shall be renamed to the K1 Appearance Restoration Pack to match its Kotor 2 counterpart. The reason this is happening is because most of the appearance restorations from RC-K1CP, mainly the optional ones, are being removed from RC-K1CP and are instead being added to the K1 Appearance Restoration Pack. The reason I am doing this is because they're mostly incompatible with the NPC Diversity Pack mod. The appearances of RC-K1CP are added solely to restore the unused appearances whereas the NPC-DP is a genuine NPC Overhaul. By installing both mods, it is possible that the end result is not one that I personally intended for the player. Whilst these incompatibilities do not break the game in any way, I am certain players would prefer Restored Content and an NPC Overhaul without these two concepts "meshing" with one another. There are also actual incompatibilities that do impact the game, the Sith Officer Uniform Restoration install is incompatible with heyorange's Sith Army Reformation mod and the Jedi Appearance Restoration install is incompatible with Diversified Jedi on the Star Forge if you install that mod before RC-K1CP. Once this update goes ahead, the RC-K1CP will have most of its restored appearances removed. If players want a "pure" restored content game with no NPC Overhauls they can install the K1 Appearance Restoration Pack whereas if they want an NPC Overhaul they can instead download the NPC Diversity Pack. The unique heads for Tanis and the Czerka Rep on Tatooine from the Unused Head Restoration Pack are going to be added in the Galaxy of Faces mod so NPC Overhaul enjoyers will not need the K1 Appearance Restoration Mod if they want those two heads in particular. This update has been delayed to the development of the M4-78 Unofficial Patch mod this year, and whilst I do intend to make something special for ROR this update shall come eventually. And also, Carth's Restored Blaster icon is being removed in that update until it can genuinely be fixed. Whilst I can see why you'd report it as an RC-K1CP bug, this is actually a Sleheyron Story Mode bug in its entirety. K1CP restores the orange Twi'lek variant and RC-K1CP simply borrows that appearance for the fourth Vulkar. This means either one of two things have happened, you either: A) broke your install. B,) the Sleheyron Story Mode mod's installer is broken and therefore it has broken your game. The orange Twi'lek added in K1CP occupies line 509 of the appearance.2da. If @SAO1138 had setup his tslpatcher/holopatcher correctly then a new appearance number would've been assigned to your appearance.2da, the only way his big Gizka would replace the orange Twi'lek added in K1CP would be if Sleheyron's installer hard overwrote the existing appearance.2da with a pre-made one (which is very bad from a modding standpoint). Can you please attach your appearance.2da file here, since the orange Twi'lek should occupy line 509 of the appearance.2da being able to view your appearance.2da should confirm at least part of my suspicion. SAO, if we get to the bottom of this and it turns out that, by some miracle, it isn't Sleheyron Story Mode as I suspect I do apologizing for pinging you here.
  13. N-DReW25

    Kotor Ewok

    I have tested the appearance out in-game as an NPC and I have discovered some issues. As you can see, the area between the hood and the face has holes in it allowing you to see right through the NPC. There are also some minor clipping issues with dialogue animations and there's an oddity where the heard lurches forward when it dies, though I suppose that's to be expected. The Ewok's dead body also clips into the floor, which I suspect might be fixable, however.
  14. N-DReW25

    Kotor Ewok

    Interesting, is this Ewok a custom made asset from this SWBF2 Mod Tools SDK 2020 mod or is it a vanilla asset from Star Wars Battlefront II 2005? And what is the status of permission should Kotor modders wish to add the Ewok into the game as an NPC for separate mods?
  15. It would've been sadder had these problems never have been fixed. Thank you! If it doesn't I'll be sure to one day add the fixes for the things you have reported here. Are you referring to the part where you're testing I1-02 but he's spawned in deactivated in the loading area? If so, are you saying multiple copies of the same NPC spawn every time you enter the Industrial Zone, thus creating clones? Or are you saying they spawn inside one another, meaning you can't see them as they're merged with one another but doing this over and over again lags the game? I would recommend, if you are to ever play this mod, to test that out when you reach that point in the mod. M4-78EP 1.5 split the Industrial Zone into 3 and Thor110 reduced that split to 2 so it's possible it might've gotten fix but I can say for sure that I wasn't the one who fixed, or even noticed, this problem. The Environmental Zone had lag???? Can you tell me where and when you experience lag in the Environmental Zone? Does it only occur after you speak with ES-05 and the friendly Environmental Zone droids respawn or is there something else that triggers it? I say this because I haven't really experienced lag in the Environmental Zone, ever. If you are thinking of the Industrial Zone lag, then yes - 100%! And not only did we fix the lag, but we brought back most of the NPCs which were cut so that the second half of the Industrial Zone where the lag was once situated is still heavily populated but without the lag. The 1.2 ending has been restored so this should be fixed. If you play through it and it doesn't play, please let me know. These Sith Assassins have been fully removed as the 1.2 ending was restored. I did restore Kaah's dialogue in regards to this quest, however, it may not be fully fixed. I will again require someone to test it in-game and see where exactly it breaks down so that I may fix it.
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