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N-DReW25

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  1. Very nice! I have some questions about these new models. Is this female scout model ported from another video game/mod or is it custom made? Will there be more uniform mods like for male scout, female and male scoundrels, and female and male soldiers?
  2. Doesn't the Steam version of Kotor II in particular go up to 4K screen resolution?
  3. Look in the background to the right, near the player, those 3 crate placeables are also three times bigger than what they are in the base game (they can be found on Kashyyyk). I believe the Vulkar Garage level has the massive crates as part of their "module model" too. I'm sorry, the Ebon Hawk is the game's all-encompassing what? I suppose the developers thought the same thing and improved upon the model, the same cannot be said about speeders and the Iridorian model you can see in this same screenshot - those appear unchanged even in this early demo. And look at the hands, the final version has them wear gloves whereas here you can see white flesh. I suppose they couldn't set it up properly as you can see the player character is clearly using the Mace Windu style head. I restored something similar in my RC-K1CP mod wherein I removed the gloves from the Commoner clothing as there were a few left over textures without the gloves. That would be the player character, a lot of the K2 beta screenshots have K1 players wearing K1 robes as the K2 heads and robes weren't ready yet.
  4. This is Sleheyron Story Mode, right? And T3 has been replaced with Nomi Sunrider, right? @SAO1138 is the mod author of that mod and so would be the one to fix these problems. The reason why I (not the author) am even commenting is because obviously SAO would know whether or not he missed something and I know that my Unofficial K1CP Tweak Pack mod modifies the post-Leviathan dialogue. If let's say that SAO did in-fact change that scene but you installed my mod on top of Sleheyron that explains why Nomi doesn't appear in that particular scene. The bug my mod fixes is as follows:
  5. Looking good! You know, I actually reskinned Mission Vao to resemble her appearance in one of these beta screenshots. Your edit appears to focus on the oldest beta, whereas my one is based on the second oldest beta which had the final model but the same old texture. Are those photos of a prima guide book you took? I managed to snag a bunch of screenshots via the Way Back Machine's Library and the quality of mine are abysmal. Now that you're fixing Kotor models, I may have some things you may wish to take a look at. My K1 Pre-Release Pack tries to make the game look more like the Beta (this is where my screenshots come from), and something I've noticed is that there are module problems between the beta version and the release version. In the above spoiler is a comparison of Karal Kaar as an Ithorian in the beta via the prima guide and the K1 Pre-Release Pack turning Karal into an Ithorian. As you can see, the boxes from the beta behind Karal Kaar are missing in the final game. In the spoiler above is beta Trask, in the screenshot of beta Trask you can very clearly see overhead pipes which are not present in the final version. However, if you were to go into the Starboard Section where the escape pods are you'll see that the overhead pipes are present there. And one last thing, what is your status on permission on your recent fixes and previous mods? Would you allow modders to use your work in their own mod on the condition that you are credited as the original author or should modders instead reach out to you and ask directly so that you can give permission on a case-by-case basis?
  6. Very good. Might I suggest you use the Caps Lock first person mode to take a full body screenshot? You did the same for your Jolee Mod and as such it is easier to see the detail of the full NPC. I might be wrong here, but Mission's lekkus are weird in the fact that the lekku texture isn't being drawn from the head texture like it is with the other Twi'lek NPCs in the game, but rather, Mission's lekkus are drawn from her body texture which explains how Stellar Exile missed them.
  7. I don't believe so. This mod only takes place on Malachor V, so as long as you have a save from before you arrive on Malachor V you should be good to install this mod. I would recommend creating saves from before and during Malachor V until you reach this scene. The mod replaces all of the vanilla audio with with new audio that applies a new hologram filter over the old lines so that the "make my sacrifice mattter" line with the hologram filter matches the other lines. If, hypothetically, the lines were mute and/or some lines don't work feel free to report this to me and I shall fix it (the save games you'd have made will be used if there is a bug fix update). I do know the "Steam Deck" version of Kotor II reportedly has issues with .MP3 files and audio formatting, and since I only use the Steam version of Kotor II on a Windows PC it's hard for me to get these things working right across various operating systems which I don't even use.
  8. So I decided to hop on the band wagon and I've released the work I did on Bao-Dur's sacrifice in the form of an addon to this mod. My mod takes place on Malachor V and it adds the "make my sacrifice" matter line to the end of the hologram sequence, I think it will pair well when installed with this mod.
  9. View File Bao-Dur's Sacrifice A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 05.10.2025 Installation: It is strongly advised that you install the Bao-Dur's Departure mod beforehand. Simply click on the HoloPatcher.exe, click install, and sit back and watch the HoloPatcher do its magic. Description: This mod is an unofficial addon for the mod Bao-Dur's Departure by WildKarrde. In the Bao-Dur's Departure mod, Bao-Dur goes with HK-47 down to the Telos Underground Facility but instead of sacrificing himself so that HK-47 can deal with the Factory Bao-Dur instead stays inside the Telos Underground Facility and spends his time preparing the Remote for the mission to re-activate the Mass Shadow Generator. That mod ends just before travelling to Malachor V where you can see Bao-Dur observing the Ebon Hawk just before the Exile leaves Telos before going to Malachor, thus confirming that he survived the events of Kotor II. This mod, however, is a very basic mod which restores the line "make my sacrifice matter". In this mod, once the Remote has re-activated the Mass Shadow Generator the hologram of Bao-Dur will conclude with the line "make my sacrifice matter". The idea is that the line has been recontextualized from 'Bao-Dur dies in a heroic sacrifice' to 'Bao-Dur's first detonation of the Mass Shadow Generator was the sacrifice' and that the Remote re-activating it to defeat the Sith is what makes the sacrifice ultimately matter. I have discussed this privately with other modders and some of them did disagree with my reinterpretation, the sacrifice in this new context could refer to the sacrifice of countless Republic Soldiers and Jedi during the first activation of the Mass Shadow Generator, the sacrifice referring to Bao-Dur metaphorically as in his PTSD and/or guilt he got after that battle etc. Either way, unless someone makes a 'real' Bao-Dur's sacrifice where he actually dies onscreen this mod is the best we have to offer which restores the line. The original line was infamous for having music playing through it, the line in this mod is the original that was edited with AI to remove that music and it has an audio filter through it so that it fits in with the other hologram lines. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: Incompatible with mods that touch "901bao.dlg" and "sensorfi.dlg" Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Sith Holocron: For providing the filter on the audio lines. WildKarrde: For making the Bao-Dur's Departure mod! ElevenLabs Website: For the custom AI VO service! Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 10/04/2026 Category Mods TSLRCM Compatible Yes  
  10. Version 1.0.0

    36 downloads

    A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 05.10.2025 Installation: It is strongly advised that you install the Bao-Dur's Departure mod beforehand. Simply click on the HoloPatcher.exe, click install, and sit back and watch the HoloPatcher do its magic. Description: This mod is an unofficial addon for the mod Bao-Dur's Departure by WildKarrde. In the Bao-Dur's Departure mod, Bao-Dur goes with HK-47 down to the Telos Underground Facility but instead of sacrificing himself so that HK-47 can deal with the Factory Bao-Dur instead stays inside the Telos Underground Facility and spends his time preparing the Remote for the mission to re-activate the Mass Shadow Generator. That mod ends just before travelling to Malachor V where you can see Bao-Dur observing the Ebon Hawk just before the Exile leaves Telos before going to Malachor, thus confirming that he survived the events of Kotor II. This mod, however, is a very basic mod which restores the line "make my sacrifice matter". In this mod, once the Remote has re-activated the Mass Shadow Generator the hologram of Bao-Dur will conclude with the line "make my sacrifice matter". The idea is that the line has been recontextualized from 'Bao-Dur dies in a heroic sacrifice' to 'Bao-Dur's first detonation of the Mass Shadow Generator was the sacrifice' and that the Remote re-activating it to defeat the Sith is what makes the sacrifice ultimately matter. I have discussed this privately with other modders and some of them did disagree with my reinterpretation, the sacrifice in this new context could refer to the sacrifice of countless Republic Soldiers and Jedi during the first activation of the Mass Shadow Generator, the sacrifice referring to Bao-Dur metaphorically as in his PTSD and/or guilt he got after that battle etc. Either way, unless someone makes a 'real' Bao-Dur's sacrifice where he actually dies onscreen this mod is the best we have to offer which restores the line. The original line was infamous for having music playing through it, the line in this mod is the original that was edited with AI to remove that music and it has an audio filter through it so that it fits in with the other hologram lines. Known Bugs: This mod shouldn't have bugs but if you find any report it to me on Deadlystream.com. Incompatibilities: Incompatible with mods that touch "901bao.dlg" and "sensorfi.dlg" Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Sith Holocron: For providing the filter on the audio lines. WildKarrde: For making the Bao-Dur's Departure mod! ElevenLabs Website: For the custom AI VO service! Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  11. I was referring to the Party Mind reading scenes after the Enclave scene. After the Jedi Masters die and/or the Exile "die" the party can have their minds read, Bao-Dur included - which the Extended Enclave mod further elaborates on. Regardless, I shall go through and correct the Extended Enclave Tweaks mod. I do believe that mod adds a new module which is where its new vision dialogues have been moved too. I'll remove Bao-Dur's lines and, in the readme, recommend players use this mod in addition to the Extended Enclave mod.
  12. Fantastic Work! An important thing of note though, some of the Bao-Dur lines that take place "within the Exile's head" actually appear in the Enclave sequences in TSLRCM (I am 90% certain) and the Extended Enclave mod (100% certain). I shall do you a solid though, as I am the developer of the Extended Enclave Tweaks mod I shall remove Bao-Dur's lines from the Enclave sequences for you when I get the chance.
  13. If we were to ignore the intended premise of the mod this mod is essentially the "Restore Malachor V to the Galaxy Map" mod? I'm not saying that's a bad thing if that's the case, I've been waiting for this to be properly restored for a long time and the fact that you managed to do a two-in-one mod (restore the galaxy map and the re-equip party for Malachor) only makes it better! There is another mod you might wish to add to this list. You may or may not know this, but M4-78EP 1.5 is in a fairly broken state. That is why the M4-78EP Unofficial Patch mod was made to make it playable with as few bugs as possible.
  14. Why are you referring to yourself in the third person? Why even speak like this if you're reporting a bug? Did you copy & paste this from an LLM? But jokes aside, I have fixed your reported issues in version 1.2.2. If the problem persists, or if there are new problems, feel free to report those too and I shall fix them as soon as I can.
  15. I am actually planning on doing this as an optional install for the NPC Diversity Pack. In the vanilla game, for normal heads there are 3 white male, 3 asian male, 3 white females, 3 asian female, 2 black male, and 2 black female heads (when you include the Tatooine commoners as the 3rd white and asian heads, that is) and for the senior heads there are 2 white male, 2 asian male, 2 white females, 2 asian females, 2 black males, and 2 black female heads. TLDR, there are 16 generic commoner heads and 12 generic senior commoner heads. In my update, I plan to increase everyone's head count from 2 or 3 all the way up to 5. With my mod, for normal heads there will be 5 white male, 5 asian male, 5 white females, 5 asian female, 5 black male, and 5 black female heads and for the senior heads there will be 5 white male, 5 asian male, 5 white females, 5 asian females, 5 black males, and 5 black female heads. Most of the textures are ready, and with permission granted from Lily (and help porting the models) I've been able to use Lily's NPC Overhaul in my work. Do note that whilst Lily's mod is a HD mod, mine isn't and so the textures I'm using have been reduced to the vanilla 512x512 quality. Below is an example of me testing one of these new textures on Deadeye Duncan's head model, I don't think I'll use this texture on Deadeye's model and I'm certainly not replacing Deadeye's texture but this is to see that the texture looks good in-game. I have also began experimenting with the other head models with the vanilla textures, if I don't use the models and/or textures in the NPC Diversity Pack I'll most likely use it in the Galaxy of Faces mod.
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