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1,545 The Chosen OneAbout N-DReW25

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ROR Writer
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Issues in creating disguise
N-DReW25 replied to Friendly_Techpriest's topic in General Kotor/TSL Modding
An armband you say? Is your current appearance P_FEM_C_SML_01? If it is, have you tried wearing clothing and not armor/robes?- 1 reply
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Make sure TSLRCM is installed first before the K2CP. In Kotor II the restored content mod is the "base" mod that all other mods are installed onto, whereas in Kotor I the K1CP is the "base" mod. I am currently experimenting with adding more dialogue wherein NPCs/party members acknowledge the GenoHaradan. Should a dialogue changed by PartySwap also be changed by GL then I'll be sure to include a compatibility patch. These mods take place in the end game after the GenoHaradan content ends. I am not adding a Darth Traya GenoHaradan predicition using AI in this update so these two mods are fine. I'm fairly certain the GL won't touch Korriban and I'm sure the UTTP mod is too specific in its features to cause any real problems. These mods should be safe. GL won't touch the remote. This mod is safe. GL won't touch the prologue. This mod is safe. GL won't touch robe models or Daralaa's merchant inventory. This mod is safe. GL probably won't touch T3-M4's dialogue, though if I do I'll include a compatibility patch. This mod is safe. This drops in the Telos Academy, right? GL won't touch the Telos Academy. This mod is safe. GL is an added content mod, it won't touch character stat progression. This mod is safe. Whilst the Nar Shaddaa arrival intro is under consideration, Korriban's arrival intro isn't. This mod is safe. GL won't retexture Mira. This mod is safe. GL won't retexture Chodo Habat. This mod is safe. GL won't touch the Handmaiden Sisters. This mod is safe. That is an interesting question. Usually you install TSLRCM first, M4-78EP second if you are going to use it, and install the bigger content driven mods after that before going to the smaller ones. In your install order, I'd say install TSLRCM, K2CP, and then GL. If you were to somehow experience bugs in your future playthrough, report them to me and I'll see whether or not they're my fault or if there is an unknown incompatibility somewhere.
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So there's some bad news and good news. This mod hasn't been properly updated since the 2010s, so MVE compatibility is very unlikely as of 1.1 as it stands now. 1.2, the next update that'll have Jekk'Jekk Tarr content, shall have MVE directly integrated into GenoHaradan Legacy alongside the Logical Jekk'Jekk Tarr mod. Compatibility shall not be an issue when that version drops as you won't even need to install MVE.
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I reckon 99% of texture mods are compatible with K1R (the first restored content mod for Kotor I) and the RC-K1CP mod (the second restored content mod that was made for the K1 Community Patch which is a massive bug fix mod for the game) so there shouldn't be any worries there Define "collection". There are large texture pack mods that covers thousands of textures including NPCs, UI, areas, weapons, icons, and such. The problem with large texture packs like this is what makes them so rare, so here are the problems: 1) File Size: A single super-mega texture pack that covers everything is going to either take up gigabytes or terabytes on your hard drive. I personally wouldn't want to download such a large mod and so I would avoid said mod in favor of smaller, individual texture mods. As a modder, I wouldn't want players to avoid my mod due to the file size and I certainly wouldn't want to have to wait hours zipping a 50 gigabyte texture mod so I'd opt to make my texture mods separate from one another. 2) Biases: We all wouldn't download a texture mod if we didn't like the design of said texture mod. Let's say if I were to make a single super-mega texture pack and every NPC looked like this and you didn't like this design then you aren't going to download and play my mod. This is another reason why modders don't usually compile all of their textures into one big mod because if my single super-mega texture pack contained A, B, C, X, Y, and Z and you didn't like C and Y then you aren't downloading the mod. What you'll usually see is modders uploading texture mods that cover a specific area and it becomes up to you, the player, to pick and choose what textures you want. Have I mentioned AI? As AI has become a widely available tool, you'll notice how some mods are now utilizing AI to make new textures from scratch whether it be using AI to upscale the low-res textures or feeding the textures into an AI to "reinterpret" them. Whatever you think of AI can also make or break a specific texture mod for you, and I assure you there are entire collections like what you're looking for that are made using AI. The modder Dark Hope is a popular texture artist who does exactly what you want. The only downside is that you have to go to her page and manually download her mods to get the full package. If you do download all of her mods and install them, however, you'll be given a seamless and consistent upgrade for much of the base game's graphics. This is the person who makes the ultra-HD ultra-realistic textures for NPCs, armors, and other textures, if you were to install them all than about 70% of the NPCs shall be in this consistent new design. Her work is still ongoing, and so she is still working on textures that'll be released in the future. Do note that her first language is Russian, that is why many of her mod names are weird as she's translating them directly from Russian. The Ultimate Character Overhaul is an AI upscaled texture pack that upscales all of the textures into a higher resolution. Unlike Dark Hope's mods, this mod maintains the Kotor aesthetic whilst improving the texture quality of the NPCs giving them a fresh/crisp look. Vurt's KotOR Visual Resurgence is probably as close as you're going to get to one big single super-mega texture pack mod that is one download and one install, however, all of the problems I listed above apply. It's a 2 gigabyte download and it'll be even bigger when you extract it and it's made by using AI to reinterpret the textures. If you are fine with both of those, this can be the mod for you. But as I said, players usually download smaller mods and use them side by side. You can download Vurt's KotOR Visual Resurgence, install it, and then replace his textures with textures from smaller mods so that, in the end, you are using 20% of Vurt's mods whilst the remaining 80% is made up of a variety of different mods. Personally, I like to install Dak's Endar Spire Retexture and then pick out and add ONLY the animated textures from the ENDAR SPIRE Complete Overhaul on top of it. Though the idea of mixing texture mods is a bit risky, especially for a noobie, so I wouldn't recommend it. The point being is that no two players are going to agree on what is good, what is bad, what is right, and what is wrong, and sometimes the big single super-mega texture pack mod isn't the answer if you disagree with the design the author was going for. You should check out the the Mod Builds that is maintained by one of our Admins. The mods on this list for both games are highly tested and are compatible with one another, this can serve as a sort of catalogue as to what mods exist without going through Deadlystream's and NexusMod's entire library of mods.
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Could you give us more details? Are you having issue extracting the mod at all or are you able to install 99% of the mod except for the load screen?
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Yes, we do hope to add more skill, attribute, alignment, class, and alien based player responses in future Episodes of the mod. Though whether or not these responses will dramatically alter the trajectory of a side quest ultimately depends on how far into the mod you are, I estimate they'll be similar to how they are in Episode One in Episode Two though there is content planned later on in which certain stat-based factors will be pivotal. When it comes to making big mod projects, what you can make is what you get and what you can't make but can get from other modders is all you're going to get. Whilst it would be good to have Unreal Cinema style cinematics for space cutscenes, we can't get those unless someone were to make them for us... and making them sure isn't easy. The same applies to mod requests, you'll see people request large scale/difficult to make mods that go unanswered because no one wants to make them. Whilst the space cutscenes could be better, and they may be improved in the future, we on the team are grateful are that we got anything at all as there are so many others who wanted things to be done for them which never got done.
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Carth head remesh higher poly and retextured (v2)
N-DReW25 commented on Elayerfawkes45's file in Mods
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That depends on how you define compatible. They are in compatible in the fact that if you were to install Dark Hope's HD alien skins with the K1 Alien Pack her skins will appear. But they aren't compatible in the fact that the newly added aliens will be in the vanilla quality. So you'll get these: Side by side with these: However, the installation is modular so you can chose to not install the Duros and Ithorians so you can get, for example, Echani and Devaronians but not the Duros and Ithorians.
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"Elimination Required" in ver 1.5
N-DReW25 replied to Darth_Delator's topic in M4-78 Enhancement Project
That droid was removed in version 1.5 I believe. The reason he was in the mod is because people kept complaining about the long walk between the ventilation terminal and the central zone terminal and so that droid was added so that you would have NPCs to meet along the way of the ventilation and central zone terminal so that you would have something to do in-between the walk. In version 1.5, Zbyl2 added a teleportation function wherein you are auto-teleported to the correct terminals as to bypass the walk hence making the droid and his side quest redundant. The three police droids in the industrial zone who try to arrest your droid who you can later fight as the Exile were also removed, however, it is currently bugged where they can still spawn in the radiation module - you just have to run back to find them.- 2 replies
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What exactly is it that I'm looking at? I know you're making new textures via AI but are all these trees in the background of Dantooine and Telos part of the skybox or are they in-game models? Those Dxun plants are definitely in-game models, are they part of the module's model (like Dantooine's normal trees) or are they placeables (like footlockers)?
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It's a no brainer that VP's mod is better looking than my mod, it's a HD mod that uses a custom model. However, this mod isn't intended to be "better" than any of the two major Ajunta Pall mods. It's only intent is to resemble the statue inside the tomb and it does so in a way that blends well with the vanilla aesthetics. People will have their preferences, and if the TOR aesthetics and the user's inability to remove the modded VO is a deciding factor than people will inevitably play what they wish. Do note that this bug is also present in SilverEdge9's Ajunta Pall mod as well, the one that is currently in the Mod Builds.
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What do you mean by "future skill checks"? There are already skill checks in dialogue that add more skill based dialogue responses should said skill be a certain level. So this is the Loganverse team's latest rebrand I take it? As SH has already said, they seldom collaborate with others or share their own assets with modders. I had no idea who this is, I tried searching for them on YouTube and the only thing that came up was a Let's Play channel. The thing about Kotor Machiminas is that what you see on screen isn't as deep or as complex as the scene itself depicts. You might see an awesome scene with combat and the like but in reality what's going on behind the scenes is that NPCs are being directed to do things via JC's Toolbox and what you might think is an epic cutscene might actually be 5 separate choppy in-game cutscenes that were recorded and edited together to look like one scene when in reality they aren't. When it comes to any sort of animation, what isn't seen on screen doesn't need to be animated - this is especially true with 3D animation. I say this because something that might look cool in a Machimina might not actually work properly in-game as a mod. Remember how Revan and Kreia used Darth Malak's Lightsaber pose? In-game the ability to use blasters, the ability to use security on a door, or dialogue animations might be broken as those were never seen in the movie and thus could be left broken. Even if you ignore the fact that SWST and Varkor take their time making VO, there only value as voice actors for the ROR mod is for the character Revan and we aren't even up to writing that character's dialogue let alone finalizing his script. There will definitely be voice acted characters before Revan, so why would we want famous examples like SWST and Varkor for those characters when we can have unsung actors play these roles and do a good job at those roles (and not take 3-5 years to produce the lines for those roles too). And should by some miracle we do finish the entire mod and get to voicing Revan should these two be unable, unwilling, or no longer be here to voice the character we will inevitably have to look for different people. We are working on Episode Two and the patch for Episode One, though SH is right in saying that a collaboration at this stage is very very unlikely. I can assure you, work for Episode Two is well underway and it is going well without a major collaboration at this present time.
