-
Content Count
2,243 -
Joined
-
Last visited
-
Days Won
140
N-DReW25 last won the day on March 30
N-DReW25 had the most liked content!
Community Reputation
1,374 The Chosen OneAbout N-DReW25

-
Rank
ROR Writer
Contact Methods
-
Website URL
https://www.youtube.com/channel/UCom7p_fuByYeU4W25Dq-G-w
Profile Information
-
Gender
Male
-
Location
Tyrena Station
Recent Profile Visitors
174,834 profile views
-
So I made my own version but I gave it to SuperChameau to add as an alternative fix for his mod so that there aren't two versions of the same fix in different mods. His mod now comes with two versions, his fix which I believe is what you originally suggested, and my fix which is what I suggested. You pick one or the other during the installation process.
-
N-DReW25 started following ROR Dev Diary 1 - Main Menu & Character Creation
-
Hello, and welcome to the first Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes, but first… I need to address the following. Whilst the ROR mod is a spiritual successor to Kotor II, emphasis on “spiritual”, it is NOT Kotor III! Kotor III was a video game that was cancelled by LucasArts in the late 2000s, the ROR mod is entirely fan fiction. Whilst we do strive to make the characters, locations, and elements of the mod faithful to the canonical Legends material, the story you shall experience in the ROR mod is entirely NON-CANON and should be treated as such. The ROR mod is intended to act as a bridge between Kotor II and TOR MMO, you can play a strictly canonical playthrough that would hypothetically lead to the events of TOR or play a non-canonical playthrough that sees you defeat the Sith menace once and for all. We shall get into further detail about this in the next Dev Diary. For those who may be wondering, the ROR Dev Diaries serves a few purposes. 1) It allows for you, the player, to get a taste of the mod without having to download it first. 2) Assuming someone makes a YouTube video about the mod once it's released, thus making purpose 1 redundant, it serves to give you developer commentary on some of the choices made in the development of the ROR mod. Giving you a unique insight into the mod and may serve to answer any questions you may have had when playing, or you can ask your own questions in the comment section of this dev diary relating to the content I've showcased in-case I didn't answer your question. 3) It serves as a space for the ROR Developers to pitch feature proposals to the player base before we commit our time and effort into developing them. We wouldn't want to waste an entire year developing something the players aren't going to like. With the feedback and your opinions which you'll hopefully leave in the comments we may get an idea of what the player base actually wants which will hopefully influence our decision on said feature. In this first Dev Diary, I shall focus on everything you see just before starting a new game – the Main Menu & Player Creation. And be warned, this entire Dev Diary is just the Main Menu & Player Creation. We actually start playing the mod in the second Dev Diary so stick around for when that comes out. (Please let me know if any of the links and/or images are broken) Starting off the mod, you arrive at the main menu screen. The character you see to the left is described as a Sith Witch though canonically she is a Sith Sorcerer, do know that she is not the main antagonist of the mod. Similar to Kotor II, there shall be a group of Sith who you will encounter throughout your journey, including the Sith Twins you encountered all the way back in the Demo, this Torguta character on the main screen, and more Sith who are yet to be announced. Many of the characters introduced in the ROR mod have unique and innovative designs, this character is based on a heavily modified variant of Kreia’s model. You can see the Darth Traya-style Sith Robes she’s wearing though her head has been heavily modified to resemble a Torguta. Here is a side by side comparison that shows you what I'm describing. This character will rely on Force attacks when you battle her in-game as she is a Sorceress, whereas the Sith Twins from the Demo will focus on melee combat as they're both Sith Assassins. As you can see in the screenshot, her head Montrals and Lekku head tails are short, similar to . They’re probably like this because the game would have trouble rendering/animating Shaak Ti sized Montrals and Lekkus (or at least they would back in 2011 when this character was made). And just for anyone who's curious, someone actually did try to make a Shaak Ti head for Kotor and this and this was the result... I'm sure you can see why we're sticking with our current appearance. Since we can't add a proper Shaak Ti sized head for this character, she'll probably be young, around the player character’s age, in-game when you encounter her to explain her appearance. And for any of you who still aren't sold on her appearance... just know that Disney's done worse by having Ahsoka's character design go from this to . This character is similar to Darth Sion in that she's on the menu for the start of the game but will be replaced by another, much stronger, character as the game progresses. I believe @Logan23 showcased the next Sith Lord who appears on the main menu on Moddb back in the day, which I shall once again showcase here. This character is based off Atris' cut Darth Traya model. She is another Sith Sorceress and is paired together with the Sith Torguta, I imagine this character would be the Torguta’s Master and would be a lot stronger than the Torguta. This later character also isn’t the big main bad guy of the mod, there’s more characters who’ll replace her on the main menu screen. Now I know it’s possible to set the menus manually via the config in the main game folder, though do know that these later characters have not yet been implemented into the menu as of right now – though there is a bug where if you try messing with the config. This is probably a remnant of Thor110’s Expanded Galaxy mod… speaking of which! The ROR mod will now utilize ported assets from the first game as porting has been allowed in our modding community since 2018. Thor110’s ported K1 modules from the Expanded Galaxy mod will be used to make new areas for the ROR mod whether it be reskinning K1 areas to make new areas for new planets or possibly even allowing you to revisit areas from the first game (emphasis on “possibly”). Thor110 has also improved the menus for the ROR mod. Kotor I’s menus are blue, Kotor II’s menus are green, the menus in The Jedi Master’s and Edge of Darkness mods are both red, and ROR’s menus are orange... or at least they're supposed to be. To demonstrate the extent of Thor110's improvements to ROR's menus, here is a screenshot showing the skill menu during the player creation menu. On the top is how the skill menu used to look like back in the old Demo, and below is how the skill menu looks today. Thor110 has also released other menu colour mods for Kotor II which you can see in the links embedded in the text. If you would like see ROR’s orange menus released as a standalone mod for Kotor II, let us know in the comment section of this Dev Diary and we might consider releasing the ROR menu to the public should the mod team agree to it. Unlike in the Demo, this mod has proper loading screens for all the modules you shall be visiting. The legal load screen and the default load screen are still untouched from the Demo and will need modern redesigns, though other than those two you'll have new load screens based off JC's Loadscreen Template for K2 meaning these load screens will be accurate to the ones you see in Kotor II. We shall see more of them in upcoming dev diaries, this heavily outdated load screen from the 2020 build should give you a taste of what's to come. Moving on to the player character selection screen: The player options are virtually unchanged from the Demo, you'll still have over 50 player heads to choose from, including a plethora of alien heads, and the default clothing is still the K1 Jedi Robes. Though this could change in the future. We won’t be adding any more alien player variants, though we may add new alien NPC variants that you can encounter throughout the game. That means, for example, we won’t add Kel Dor players though we may add Kel Dor NPCs if the models and textures become available to us. The only exception to the “no new alien player variant” rule would be to add female Devaronians. We already the male Devaronian heads, and I hope one day that we can add a female equivalent for this species at some point. With the male Twi'lek player heads, something I never noticed was that they have a revamped head model. I thought this was added between 2011 and 2020 but it turns out these heads were in the Demo from the beginning. Incase you can't see it, the Twi'lek player's neck isn't fat like they are in the vanilla Kotor II - they normally look like this. What's really strange about the improved Twi'lek heads of the ROR mod is that, as of right now, only the Twi'lek players get these updated models - Twi'lek NPCs still have the default fat necked heads. I have previously shared the concept of ROR Submods called "Addons", these mods would be released separately to the main ROR mod but wouldn't work without the ROR mod. If you're still confused about how that would look, I previously shared a screenshot of the Yoda character "Ulon" with an updated model and texture from the High Quality Aliens: Master Vandar mod which is for Kotor I. If we get permission from Ashton Scorpius, a version of his mod, Better Male Twi'lek Heads, may be released as a ROR Addon to give your male Twi'lek player character and Twi'lek NPCs improved heads with 3D ears. I would also like to point out that there are also these Twi'lek head variants with head coverings. These Twi'leks are unique in that, similar to your underwear in the Kotor games, their head coverings actually changes color when you fall to the Dark Side. Here is a side by side of the Dark Side and Light Side Twi'lek with head coverings. Many of the player heads in ROR unfortunately do not have Dark Side transitions... yet. We hope to add these to the ROR mod through updates. Even though it isn't integrated into the ROR mod right now, most, if not all, of the human ROR players now have Dark Side transitions and they're available to the public right now through RedRob41's RoR Playable Humans for TSL mod. But if the lack of Dark Side transitions frightens you then do not worry - for you won't be able to completely fall to the Dark Side in the first ROR release without cheating. Another possible change we are considering for the player character would be the player clothing. The K1 Robe clothing was a unique element of the ROR Demo back in the day as porting between Kotor I and Kotor II wasn’t allowed back then, the ROR mod got past the no porting rule due to the fact that the K1 Robe models and the brown K1 Robe texture were actually hidden with Kotor II’s game files and thus could be used without porting. And just like the robes, quite a few K1 heads were also hidden within the Kotor II game files. In this blog post by Sith Holocron, you can see in the K2 heads section that there are a few K1 heads like PFHC03 - you obviously can't play as PFHC03 in Kotor II but both the head model and texture was buried in the game files meaning it isn't considered porting if you were to mod it into your game. You can also notice a few white heads in Sith Holocron's list, these are heads who's models are in the game files but their textures are not. That means you can use the head PMHB04 without porting but if you were to grab his texture from Kotor II then it would be porting. So if that's the case, you might be wondering how we used PMHB04 back in 2011 without porting the K1 texture. From what I understand of the process, RedRob41 was able to use this head model without the K1 texture by mapping out the model's UV layout in a separate mudding program. Once he had the UV layout, he was able to take samples from the textures of Kotor II player heads and he was able to literally stitch together a brand new texture using only the Kotor II head textures - this method is called "Photo Sourcing" I believe. But alas, porting is no longer an issue in our modding community and such measures are no longer necessary going forward. So you might be wondering how this relates to our K1 Robe Clothing? Well, now that porting is allowed I’m sure many of the new and younger players of the ROR mod won’t find the K1 Robe Clothing as impressive as it was back when porting was a cultural taboo. Whilst he may not share this view in particular, Logan23 has expressed a desire to get rid of these K1 Robe Clothing and his reasoning is simple - he wants to use player heads as NPCs just like how Obsidian used player heads for various NPCs across Kotor II… but he can’t do that because the default clothing for the ROR players as NPCs will always be the K1 Jedi Robes. So to prevent you from walking into a Cantina full of people wearing Jedi Robes, Logan gave these NPCs different armors. Below is an example of two NPCs with the player appearances as NPCs, if they were given clothing they'd both be wearing the K1 Robe Clothing as seen above. And if you follow this link, you'll see what a Cantina full of these NPCs would look like - you simply can't tell who's a bounty hunter, who's a commoner, or if anyone in this room has a special sidequest as literally everyone in this screenshot sticks out like a sore thumb. I would like to make this clear, we have not touched the player clothing just yet - though we also haven't used player appearances for NPCs either due to the above mentioned problem. Just as there are now alien player head options, most of these aliens will be available as generic heads meaning there will be aliens on Corellia who'll not only wear proper clothes, but they won't reuse a player head option. So right now, we are torn between three different options in regards to the player's clothing moving forward: Option 1) Remove the K1 Jedi Robes and restore the vanilla default clothing, meaning your clothes will look like this again - what Logan23 wants. Option 2) Keep the K1 Jedi Robes and simply don't use ROR players as NPCs - what RedRob41 wants. Option 3) My own personal compromise between these two positions. In the spoiler below will be my very own proposal for a radical rework of how Jedi Robes work as an item in the ROR mod. If you don't care about this then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section. For those of you who like my proposal, I may consider making this proposal a separate Kotor II mod as a means of testing how this proposal would actually work in-game. Even if you don't think this should be added to ROR, there might still be a really good mod idea to come from all of this. In terms of attributes and skills, there haven’t been any changes that I know of, though if you think there’s good reason to change something like attributes and class skills etc, we’d love to hear your case. Much like in Kotor II, the attributes and skills you pick can appear in your dialogue response options if said attribute or skill is high enough. So whilst we haven’t yet added droids to repair or terminals to slice into, the Computer Use and Repair skill can both be helpful in certain dialogues and can even help you in influencing droid or computer-expert companions in dialogue, so there’s a good reason to invest in your skills in this mod. Here is an example of the Awareness skill appearing in dialogue: Feats and Force Powers will undergo some changes in the ROR mod. For starters, I believe Logan23 has gone through and changed many of the Feat and/or Force Power requirements so that you need to be a higher level than you would in Kotor I or Kotor II. This is to prevent your young, inexperienced Padawan character from getting Force Storm on the fourth planet as well as to prevent you from getting Wound and Force Shock in front of Drayen during the first mission to Corellia. Below is a second one of my "totally not controversial" proposals, feel free to skip over it if you don't want to hear it but we would appreciate it if you gave us your feedback on this idea. The above is just a proposal, if the player base approves of these concepts we may one day add them, if they strongly oppose them we don’t, and if people give their own ideas on how to improve/rework these proposals these could also be taken into consideration. But what does the ROR mod add in terms of feats right now? Well… Players will receive a feat based on their species, we will talk more about these feats in the next Dev Diary though do know that these feats will be used by NPCs to determine the player’s species, allowing these NPCs to react your species via dialogue. Here is a screenshot of an NPC reacting to a Miraluka player, the same species that Visas Marr is in Kotor II: Let's say if Gorton Colu was in the mod, he’d be able to recognize if you’re a human or not… your species is no longer a cosmetic choice, you can be rewarded or punished for the species you have chosen at random points in the mod. Obviously a racist like Gorton Colu isn’t going to like a Twi’lek player, though a Twi’lek character might be equally discriminative towards a human player than they would to a fellow Twi’lek. Oh, and don't forget how I previously mentioned how almost every alien you can play as will also have alien NPC commoner variants, so expect dialogue and NPC encounters to get... spicy throughout your playthrough. This feature will be discussed at greater length in the next Dev Diary. There is currently a bug where the player will still receives the War Veterans feat, even though the player isn’t a War Veteran we'll most likely keep the Feat by renaming it to imply something else so you can get those sweet 30 Vitality Points at the start of the game that this feat gives you. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be yours to play soon.
-
MOD:JC's Fashion Line A: Jedi Player Undergarments for K2
N-DReW25 replied to JCarter426's topic in Mod Releases
Which other mods are you using? -
Here's something that reaches the criteria: https://www.gamefront.com/games/knights-of-the-old-republic/file/female-pfhc01-head-reskins
- 2 replies
-
- 1
-
-
- request
- suggestion
-
(and 3 more)
Tagged with:
-
The Bioware Developers? Just watch this video and judge for yourself, that's exactly how Bioware left it and what we modders are left to start with. That is entirely up to the individual modder to decide. For example, TSLRP restored Kaevee and the GenoHaradan and used custom content to restore them. TSLRCM didn't restore the GenoHaradan as it was custom content but restored Kaevee anyway with custom content. K1R optimized cut content, dare I say the Pazaak Tournament was mostly costume content as the only evidence of it existing was that old Pazaak player in the Cantina having lines to reference it. The K1R Vulkar Sublevel bar had an additional mechanic, some added food placeables, and an entirely custom Duro waiter. The Duro waiter adds no bearing to the level, you wouldn't even know it's custom... but it IS custom and thus deviates from the developer's original vision. In the original Vulkar Sublevel which you can see in the video above, there is an asian woman with a man's voice and a man with an old man's voice. If a modder changes these NPC appearances, is that deviating from developer intent? We will never know. The bartender encounter in K1R has it so that he speaks for a little bit, then he performs a "talk_forceful" animation, then pulls out a short sword which he then drops. Since that was done by a modder, is that deviating from developer intent? And even worse, the cut dialogue in the game files uses Duro VO even though an english spoken line is in the game files... so what was the Developers intent? To use the English VO or to have the Bartender be a Duro and use Duro VO? There are three versions of the Vulkar Coward exist in the dialog.tlk, the Twi'lek we have in the final game, the english voiced version we see in K1R, and a version in the tlk which has VO labelled but the text in the TLK does not match the recorded VO - this text is what suggests that the terminal should be in the Vulkar Coward's room and that the Barracks should have a footlocker with the passcard. Which one do I use? Which one do I use as to not deviate from developer intent. The matter of the fact is this, we modders decide where to draw the line, and sometimes picking things and improving cut content is the only way to restore cut content in a way that is enjoyable. Trust me, no one wants to play the HK Factory in K2 the way Obsidian left it on the Xbox disk. Are you talking from the perspective of a Bioware developer or from Salk's as a modder? If it's Salk's, he is under no obligation to release his private work and can do what he likes with the Vulkar Sublevel (Nothing's stopping him from turning it into an Iriaz Zoo after all). If it's from a Bioware developer, the developers don't get a choice. They have shareholders to appease, publishers aka LucasArts to appease and they have to publish something if they want to get paid. If that means shortening the Vulkar Base to get it finish than that's what they had to do, trust me - cutting the Vulkar Base sublevel was done better than how Obsidian dealt with cut content. It's entire purpose is a roleplaying game, of course we can say this with hindsight but from the perspective of someone from 2003 who just bought the game for the Xbox it's a traditional Star Wars story of a character going on a roleplaying adventure who becomes a Jedi Knight just like the Star Wars traditional heroes like Luke Skywalker from the movies. That's the problem, no one can do that. They are gone without a trace, it's as if they passed away years ago and no one has found out about it. And yet those same people still play Republic Commando and love Clone Troopers and the Andor television show, elements of Star Wars without the Jedi and everything associated with it. On Peragus you were literally the only person alive on an isolated asteroid with an army of droids and your three companions. Taris, on the other hand, had six party members, had interesting level designs like the Upper City which was full of life and was similar to Coruscant, the Lower City which was full of gangsters reminiscent of the criminal elements of the movies, the Under City was literally a unique take on Zombies, the Sewers were interesting as they had Gamorreans and Rancors from Episode 6 appear, you had Swoop Racing which was similar to Pod Racing in Episode One (I do agree that Swoop Racing is a letdown in these games), you had diverse enemies which diverse loot, you had merchants on Taris to buy better loot, you had unique quests like bounty hunting, the cure quest, and the duel arena, you had Hutts appear, you could steal Sith Armor like Luke and Han did in the movies, you got to play as a Wookiee, a Twi'lek, and an Astromech droid. In short, Taris has that appeal if you're a fan from 2003 who only just got the game and has no other context of what to expect whilst Peragus will always be that slow, dull, drag. The shareholders say otherwise, the same is still true today as people love to hate on newly released video games like Jedi Survivor who claim that the devs for that game released it early even though it wasn't fully optimized for medium-end PCs and current gen consoles - it would be great for developers to really bug test and add everything that they want in their game, but the unholy trinity of publisher, shareholder, and dollar says otherwise. I was more so being sarcastic, but the mod I changed I only changes the main character into a Jedi.
-
Why not just copy the details of the readme on the mod page? Not only that, there is no readme in the downloaded .ZIP folder. There is an installlog.txt and uninstall/backup folders that are all generated after a HoloPatcher install. The only way I was able to find the readme was by opening the info.rtf word doc inside the "Main" folder. I would suggest removing the installlog.txt and the uninstall/backup folders and adding a readme.txt or readme word document for us to easily access. I want it to be clear that I do like what you've done with this mod through the screenshots provided, but you know how you said you were inspired by Leilukin's mod... where you aware of my mod called the Galaxy of Faces mod? One that does something similar to this mod? I've looked into the files of your mod and I've noticed some oddities. 1) There are a bunch of .UTC files even though your HoloPatcher doesn't install them anywhere, these should be deleted to reduce filespace. 2) In addition to RedRob's Combat Suits, you have armor textures from K1EP and Master Waffle's "The Lower City Merchant K1" armor texture in it. Do note Master Waffles armor is free to use, but I do think you should credit him for the texture. If the texture I am referencing is NOT from his mod, feel free to let me know. (From your info.rtf) Can you tell me which exact Sith this is? (From your info.rtf) Here are some mods I've made I think may be incompatible to a degree: Unused Head Restoration Pack- It currently replaces the Sith Governor, though in a future update I do plan to switch it around so that the head is used by another NPC. Unique Sith Governor- This mod is only compatible with your mod if they install it after H-NPC-D. Heart of Beskar- The file "N_Mandalorian06.tga" is used in HOB as the Mandalorian Heavy Trooper skin whilst "N_Mandalorian05.tga" is the Mandalorian Marauder skin. Your mod uses the Mandalorian Marauder skin from K1EP as "N_Mandalorian06.tpc" which would cause problems with my Mandalorian Heavy Troopers. You'll have to tell me which NPC uses "N_Mandalorian06.tpc" in your mod so we can arrange a compatibility patch between our mods. Galaxy of Faces- Many K1EP design decisions were copied by both our mods, so you can go to the main mod page of my mods and see duplicates of things you've done on my mod page. I wouldn't recommend installing our two mods together because my mod has a few creative differences that'll clash with your mod - like Sunry's head being used by Dorak in my mod so if our mods are installed together Sunry and Dorak will be twins. K1 Clothing Pack- Your mod clashes with this mod because your mod uses the same texture filenames as my mod. All you have to do is rename your clothing to use different number variables, set the UTI files to match your new variables and you'll be able to use this mod with your clothing with my mod. Czerka Redux- The use of RedRob41's Czerka Combat Suit and, more importantly, the unique appearances introduced in your mod conflicts with the designs of Czerka Redux. The Tatooine Port Master has a new uniform in CR whilst your mod gives him a Czerka Combat Suit. If your mod allows for the Czerka Combat Suit to be obtained then there remains the possibility of a player obtaining two different Czerka Combat Suits introduced in our mods. I do think a compatibility patch to give your unique appearances my Czerka Redux uniforms would make your mod compatible with mine. NPC Diversity Pack- My mod relies on the K1CP mod for the .MOD files, I don't see why your mod doesn't do the same but I'll ignore this point. I've looked into your files and HoloPatcher and from what I can tell your setup should work with the NPC-DP should you install my mod first.
-
Shouldn't it be green, blue, and purple? Other than that, I like the idea of Kreia stealing the Master's Lightsabers and making you fight them. Is it possible to get the floating Lightsabers to use a Double Bladed Lightsaber? And did you make sure to give the Lightsabers a "Droid Hide" to prevent the player from poisoning them?
-
-
N-DReW25 started following Complete Sith Academy [BETA]
-
Hidden Beks, at some point yes. The commoners are a little tricky... the only reason they need to be restored is that they have dialogue for if you're wearing the Sith Uniforms. These commoners exist in the Cantina, but obviously you can't wear the Sith Uniform in the Cantina without cheats. I'll think of a way to have these guys restored without having a bunch of random people out and about in a gang war zone. The early versions of K1CP was simply too small to have made any incompatibilities with K1R back then. K1R as it stands now is inherently broken, and since the K1R team leader is gone the mod will be fixed - that's why K1CP abandoned K1R compatibility and why I made RC-K1CP to act as an alternative to it. Sleheyron was cut fairly early on, all the Sleheyron screenshots we see are from a time before the Odyssey Engine was adopted. We have very little restorable Sleheyron content outside of one broken arena module and a hallway and the planet textures because of this, it could just be that the Bioware developers decided very early on that the list of planets they had wasn't feasible and so they decided to simply cut a planet to make time for all the planets. Star Wars Battlefront is more focused on the whole "war" side of Star Wars and Republic Commando has very little Jedi inclusion in its plotline. Personally, I think the plotline for Taris fits just fine and the conversion into a Jedi on Dantooine blends well with the story the developers are trying to tell. But your concerns were heard, it's why Obsidian Entertainment chose to make the player a Jedi from the beginning - that decision was derived from fan feedback. I think many of the things cut by Bioware were cut for good reasons, for example: * Bioware Devs couldn't waste their time trying to place every item into the game so some those items that were forgotten were cut. * Gloveless Commoner clothing required a texture variant for each skin tone, increasing the clothing textures from 9 to 27 - why waste time making all of those when you can just have gloves. * The Vulkar Sublevel was either too confusing or its development was taking too long so they got rid of it and shortened the level to save time. * The Outcast Children are literally starving children, who's to say if Bioware kept them in the game that they wouldn't have caused an uproar back in 2004? * There are also audio soundset files for the children NPCs, I'm hoping we all know what a "soundset" in Kotor is and exactly what that entails. Bioware cut many things for good reasons, mostly to save time to get the game more polished. We modders simply come around to collect the pieces and try to bring them back to life in the form of mods like RC-K1CP. No, there isn't. Though since the module itself does exist, it wouldn't take much for someone to come along and repopulate the module with objects and critters to fight. You guys are arguing about Jedi and Lightsabers as if the Jedi from the Start mod isn't a thing.
-
There are no mentions of the Gamorrean Stronghold, the only evidence of its existence are a few pre-release screenshots. The Taris Undercity was developed very early on in development, it was at this stage in 2002 that a lot of the Kotor assets we know and take for granted simply weren't present. I theorize that Bioware came up with the Outcast Village, as it was better than whatever the Gamorrean Stronghold was going to be, and then moved the Gamorrean's into the sewers to have them be a foe there. Here are some screenshots of the very early Outcast Village. Gendar uses the generic fat commoner model found in the game files today (Furko Nelis and the Vulkar Sublevel Junkie use this appearance) with a head that ultimately didn't make it into the game. This head was either going to be a player head that got replaced with the PMHC01 head we have today, or it was going to be a commoner head as this same head is visible in other screenshots as Smuggler and Jedi Council Member appearances (Holdan incorrectly had a Jedi Council Member appearance in one of the screenshots but it used this head and the Smuggler appearance in the screenshots is the one Holdan uses today). Rukil uses Jolee's appearance, I theorize that Jolee's appearance was made before Zelka Thorn's generic head as you can take Jolee and Zelka's head textures, overlay them in Photoshop, and see that Jolee's eyes are present on Zelka's head texture. The Rakghouls in one of the screenshots are inside the Outcast village as the barriers to keep them inside the quarantine cage weren't implemented yet. I theorize the droid you see in this screenshot is actually the same droid K1R restored in the Undercity, something I do wish to do at some point. I have no plans to port anything from TOR for a restored content mod, another modder may wish to do this as a standalone mod but that isn't something I do. It's custom content, and due to its age it'll probably won't be compatible with modern day mods. I "might" try to recreate this at some point, though it would be a separate mod to RC-K1CP. Those will be added at some point. Those will also be restored at some point, I can also say that I suspect it'll be easier to restore these two options than it'd be to restore the Outcast Children. Though that'll only mean that the Outcast Children will be added in an update after the Echani Merc and the Iriaz. That is correct, you'll probably see the Echani Merc and Iriaz before the Sublevel... and I do hope we see the Outcast Children before the Sublevel too.
-
The dialog.tlk suggested the Vulkar main level would've been different, these alternate changes might be added to the main RC-K1CP mod whilst the sublevel is an optional installation. The computer in the main hall was supposed to be inside the small room the Vulkar Coward is guarding and the Lieutenants wouldn't be carrying the pass cards, those would instead be found inside a footlocker inside the barracks. If I change the Vulkar main level to be more like the cut content, this will give you a few options of getting into the garage level. 1) Fight your way through the Vulkar hoard to reach the footlocker with the pass cards. 2) The player uses stealth to get the pass card from the footlocker without alerting the Vulkar hoard. 3) Use the computer to overload the power conductor in the barracks to eliminate the Vulkar hoard without a fight. 4) Use the computer to disable the turrets, thus bypassing the barracks. I also plan to do one of two things, either increase the amount of spikes needed to overload the power conductor so that it's as expensive as disabling the turrets (So both will cost something ridiculous like 10), or I'd swap the prices around so that disabling the turrets is really cheap whilst overloading the power conductor is the more expensive option. For the actual sublevel itself, I plan on making the level completely optional. You will be able to get the mechanic ID card from the junkie through the Spice quest, you will be able to find the mechanic ID card the old man locked in the locker room, or you can overload the heat system to disable the turrets. You can still do any of the previously 4 mentioned options on the first level allowing you to completely ignore the sublevel if you'd prefer, this should hopefully prevent a K1R situation where players ended up getting trapped in the sublevel as it going through it was the only way down to the garage level.
-
I do have plans, yes. It does not, the mod is currently missing many features you'd expect in a restored content mod (Think of it as an "early-access" mod). I do intend to add this at some point, but not at this time. The only way you can undo that is to reload a previous save from before you went to the party or simply start a new game. I'd recommend making multiple saves so you can go back and make different choices if you don't like the ones you've already made.
-
Thank you for reporting this, I must've forgotten to remove them when I made those appearances standalone installs. I'm surprised I didn't spot those myself actually. I'll be sure to add this bug fix as soon as I can
-
You can download TSLRCM from this link right here. Once you reinstall Kotor 2, I'd recommend copying the "Knights of the Old Republic II" folder onto your desktop as a backup so that if you do mess up the modding process you can simply delete the messed up folder, and copy your clean backup folder so you don't have to keep reinstalling the game every time.