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N-DReW25

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  1. I took the normal Sith Soldier soundset and used a filter in Audacity to make the male soundset sound famine. What are you saying? Are you saying that the female Sith Soldier is present but makes no sounds?
  2. It would be possible to just make a new vision cutscene to replace the old one. The following is how I, a modder, would go about making it (and how it would be less daunting than you may think). Star Map visions depict the Star Map opening as the camera softly pans around it. To recreate this, you, or a volunteer modder, can follow the following steps to achieve this: 1) Install GLIntercept, activating this mod in-game will allow you to move the camera around freely. 2) Set the Star Map inside the Tatooine Temple so that it'll open if you click on it. 3) Download JC's Toolbox for K1 and specifically install JC's Invisible Disguises for K1. It adds an armband which can make the character completely invisible (not stealth mode, as in the player just isn't rendered at all). Equip this armband in-game. 4) Inside the module tat_m18ac, press Caps Lock on your keyboard to go into first person mode and type "warp m19aa" into the cheat console. Doing so will warp you into the Tatooine Temple and, due to a glitch, will disable your GUI so the mouse cursor, icons, portraits, menus, and everything else is rendered invisible. Pressing Caps Lock twice after this (going back into and out of first person mode) will undo this glitch. 5) Down and install the OBS Studio screen recorder. 6) With the invisibility armband and the glitch above in effect, the player and main menus cannot be seen. Move to and stand in front of the Star Map. 7) Slowly drag your cursor to the left using your mouse to cause the camera to pan in a circle around your camera. Since the Player is invisible, use GLIntercept to set your camera back a little bit so that it perfectly pans around the Star Map as it opens in the next step. 8,) When you are confident that you've set everything up properly, press record for OBS and click on the Star Map. Using the technique described above, pan the camera around the Star Map as it opens. Repeat until you're satisfied. 9) Using a video editor of your choosing, add a quick fade in and fade out from black at the beginning and end of the footage. If possible, add an overlay effect over the screen that resembles the vision effect from the original scene. If need be, mute the audio of your recording and outright rip the audio from the original vision and add it to your recording. Ensure that the recording is about 9 seconds long as per the original visions. 10) Convert your .MP4 file into a .BIK file. 11) Test in-game and see if it worked. Whilst many of us can agree that the Star Map needs to be inside the Temple, I think that we should not let the vision cutscene hold us back on creative freedom here. Even if we can't make the scene right now, we still have two options in our sleeves: 1) Make the Tatooine Temple with the Star Map in it, ensure that the Temple is the best it can possibly be, and either make, or have someone else make, the new vision scene later and last. 2) Add two installations, one has the Star Map in the cave and the other has the Star Map in the Temple. This'll appease everyone, those who hate the inconsistency/hate the new vision and those who want the Star Map in the Temple will both have what they want whilst angering none. What triggers are they? From what I can tell, the Player just clicks on the Star Map and the Star Map opens - it doesn't have any triggers. If the cave option is to be retained, I think this might be the best course of action as the Temple will still be required to continue the plotline. Even if the Star Map is removed, I'm sure those triggers will still work. I've been sharing with JuniorModder over Discord some ideas of my own on how these puzzles should be dealt (as I was the one who gave him the idea in the first place). After doing some testing, I have removed the barriers in the temple and have given the Player free reign over the Temple. However, as the Star Map is locked (either in the Saarlac room or in the Cave) then having free reign over the Temple isn't really a benefit as it would be in the current setup. Instead, runed Obelisks inside the Temple would have strange poems and forgotten lore of the Rakatta and their slave races etched into them and, through a combination of this lore and the Storyteller's Lore, the Player will be able to recite the answers to the Ancient Droid and, if spoken correctly, the Player will be able to unlock the Star Map. In my version of the lore, it is implied that the Rakattans moved the Sarlaac into the pit and used it as a site of religious worship and sacrifice. Around the pit I intend to add "sacrifice urns" that were used as sacrificial offerings though some of them will contain basic Lightsaber crystals as loot. The reason why there is no Sarlaac inside the pit is because it'll also be implied that the Rakatta "took it away" before they glassed the planet. Right now the working name for the Sarlaac is "Bar'baloth" and this Sarlaac, despite not being present, plays a religious role in Sand People and Jawa mythology which will be taught to the Player via the Sand Person Chieftan, Storyteller, and Iziz the Jawa. In the lore I'm working on, I have it so that it is the Jawa's outside the Temple who give the Player a third Krayt Dragon Pearl as a reward for clearing out the Temple (this might be exclusive to the DS ending wherein the Player encourages them to migrate into the Temple instead of leaving it). That is something I am considering. I intend to replace the Rakata either with this, or with a Hologram of a Rakata that thinks it is the real Rakata it is depicting when it isn't (imagine a Ronald Reagan AI thinking it is the real Ronald Reagan, that's what this'll be). The above where I suggested removing the barriers as part of the Temple questline would fix this. The following wall of text inside the spoiler below is what I sent to JuniorModder as to why I think the Rakata inside the Temple is a horrible idea: If this character could be replaced with the Ancient Droid, or a delusional hologram of a Rakata that thinks it is a Rakata even though it speaks Twi'lek or something, could remove many of the plot holes I talk about below. By removing the Rakata we need not worry about either porting or making weird Lightsaber designs. This would require voice acted VO, I think the Dantooine one where the droid cycles through slave alien VO would be better as it means we can just reuse VO and not create new ones. That, and the Party recognizes the Player can understand the Rakata on Lehon. If there is a Rakata on Tatooine that's a massive plot hole. The very first thing the Dantooine droid says is in Rakatan yet the Player does not understand. I think the timeline of events in regards to the Player understanding Rakatan goes like this: 3959 BBY > Revan uses the Force to rip the knowledge of the Rakatan language from the Rakata he/she encounters and uses the Force to make the Rakata understand basic, this is confirmed by The Elders and The One. 3957 BBY > Revan is captured and the Jedi Council wipe his/her mind, as a result the memory of being able to understand Rakatan is suppressed. Endar Spire, Taris, and Dantooine > the Player does not understand Rakatan as he/she has amnesia. Korriban > When the Player picks up the Wraith Box, even if it's the first planet, and gets zapped inside the Mind Prison Revan has remembered how to understand Rakatan again. The Imprisoned One implies that Rodians and other creatures got zapped into the box but couldn't understand the Imprisoned One and so ran into the void out of frustration. Lehon > The Player still remembers how to to understand Rakatan to which the Party will acknowledge this in dialogue. For this reason, the Player must be able to understand Rakatan but doing so will cause a plot hole as the Party will recognize this as they do on Lehon. By moving any such lore to the Ancient Droid or Hologram I propose we can keep both the lore and not have plot holes. Correct, perhaps if the Ancient Droid/Hologram believes that the planet is still green that'll serve as some real nice bit of lore for the mod. In my lore I removed the Tusken and all the Speederbikes, how on Earth would anyone get speeder bikes in there? I actually expanded the Jawa bit to have an entire encampment of Jawa's in that little area to compensate for her loss. More on them will be detailed down below. I think a simple conditional after completing the puzzles would work here, it'll function similar to the Kashyyyk Star Map this way. I actually proposed this to JuniorModder but he doesn't like the idea as it reminds him of the plotline of the book series/movie "Dune", however, I'll share my ideas on the matter. Gaining the Eastern Dune Sea Map from either the Sand People Chieftan or Iziz the Jawa should make it clear that the Star Map is inside the Temple whilst the Sand Person Chief in particular talks about how the Temple is taboo in Sand People culture as, not only does the Krayt Dragon guard it, but the God "Bar'baloth" and her "Child" dwell in there and those who go in never return. He goes on to imply that the one who goes in there and defeats Bar'baloth and the Child will go on to become the Sand Person Messiah who'll unify the Sand People under their rule and drive out the invaders. Bar'baloth is the Sarlaac whilst the "Child of Bar'baloth" is actually a Terentatek that is residing inside the Temple. Do note that this particular Terentatek was missed during the Great Hunt that wiped them out and so you'll be able to tell Deesra Luur Jada on Dantooine about how you killed it on Tatooine. Inside an Obelisk as loot you'll find the Saarlac Tooth and from the remains of the Terentatek you'll get a hide of some kind to prove that you killed it. If you were to give both to the Sand Person Chief you'll be proclaimed the Messiah, the Tribe will make plans to migrate into the Temple, you'll be given free reign to loot their belongings, and you won't be able to kill them after this as they'll go through great lengths to prevent you from pissing them off. The Sand Person Chief will imply that he expects you to return after the Star Forge quest to help them drive Czerka off of Tatooine. Proclaiming yourself as the Messiah is a Dark Side ending because the Temple and the Star Map are of the Dark Side and so having them migrate into the Temple is a bad thing (imagine giving the uncontacted Sentinel Islander tribe the One Ring from the Lord of the Rings for example) and having Sand People migrate into the Cave puts the Jawa camp already in there in danger. If you give the Sand Person Chief the Saarlac Tooth and lie about not being able to kill the Terentatek then you'll prevent the Sand People from going there but you won't be proclaimed the Messiah. The Jawa camp I keep talking about got down there because the Jawa's are small enough, and knowledgeable enough of the geography of Tatooine, to have squeezed through the tight cracks on the surface to sneak into the cave system without going near the Krayt Dragon. The reason they're outside the Temple and not in the Temple is because the Terentatek/Ancient Droids keep killing them when they go in there. After the Player defeats the Terentatek the Player can encourage them to stay in the cave which is Dark Side or leave the cave which is Light Sided. As a reward for killing the Terentatek, the Jawa's leader (which I've made a Chadra-Fan) will give a Krayt Dragon Pearl as a reward. I agree with this, though with my Bar'baloth Saarlac lore I've mentioned the idea that the Rakatans "moved it" out of there could imply that this Saarlac that is Bar'baloth could possibly be the same one from the movies - though it's entirely open ended as to whether or not you want to believe that. I am glad that my reasoning appears to have gotten through! I do not think that'll be necessary, the Kashyyyk Star Map can be approached before you talk to the Rakata Computer and it simply doesn't open. This could likewise be done on Tatooine should the Star Map be kept in the cave. I'll have to test it, but I'm certain the Calo Nord encounter in tat_m18ac is not connected to the Star Map. If the Star Map is gone if you walk to the end of the cave they should all still spawn as normal. I don't think this'll make a difference. If the Star Map is in the Cave but requires the Player to complete the puzzles in the Temple, the Player comes back and unlocks the Star Map and leaves. If the Star Map is in the Temple, the Player simply uses the Krayt Dragon cave as an entrance and does everything inside the Temple. And if the content with the Sarlaac Tooth and even the Terentatek hide being required to complete the Sand Person Messiah content is added to the mod then the new content doesn't end in the Temple, the new content would end in the Sand People Camp. This is probably the only justifiable reason as to keep the Star Map in the cave, but should a new vision scene be made then keeping in the cave becomes less tenable as the Temple Star Map becomes easier and easier. It is of my opinion that a Temple Star Map should be attempted, and if it succeeds make it an optional install so that players who want a Temple Star Map get their Temple Star Map whilst Players who want a Cave Star Map get their Cave Star Map.
  3. I'm obviously not RedRob, though I'd assume no as Kotor II didn't have Party Underwear models whereas Kotor I did hence why he made his own models and textures for Kotor II and for Kotor I we instead get his upscale work as part of the AI Upscale pack.
  4. There is a little bag in the Rancor room containing a belt item that activates the speeder, though said belt may be hidden underneath a dung heep placeable if my memory of my exploration of the Temple via Holocron Toolset is correct. I do believe that this is meant to serve as an absolute bare bones attempt at a bonus side quest, hence why it's confusing in its vagueness (not throwing shade at JuniroModder ofc).
  5. 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.
  6. 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.
  7. 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?
  8. 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.
  9. 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?
  10. It's called the NPC Diversity Pack mod.
  11. 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?
  12. 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".
  13. 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.
  14. 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.
  15. 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?
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