N-DReW25

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Everything posted by N-DReW25

  1. The time has come, the Echani are almost ready to be added to the K1 Alien Pack. These skins were, for the most part, made by me. The Echani textures in the K1EP are by RedRob41 and, I assume, aren't part of the modder's resource element of that mod. Below is an example of an Echani made by me. Since Brianna is supposed to be a hybrid of a human and an Echani (The human Arren Kae as the mother and the Echani Yusanis as the father) I wasn't inspired by her appearance when making the Echani, instead, I was inspired by the appearance of Raskta Lsu. This next skin is based on Daris Solomon's texture from BOSSR. As that mod can be used by modders as per SilverEdge9's blanket permission, I took Solomon's head and modified it to look like someone else despite still using the same head model. Below is the third Echani appearance, it isn't too visible but as you can see if you were to install the Devaronian install you'd get both species side by side. Since the cut Echani in the Ahto City Bar already has a UTC file, there are no extra compatibility patches for the K1 Alien Pack's Echani install and the RC-K1CP which will soon restore the Echani. Just install the RC-K1CP before the K1 Alien Pack's Echani and both the vanilla Echanis and the restored Echanis shall have Echani heads. There are 3 male Echani heads added with 8 NPCs across the entire game being converted into Echanis. Female Echanis may be added in a future update and named NPCs may get their own unique Echani heads in the Galaxy of Faces mod. If you think the K1 Alien Pack adds too few Echani, don't worry - the Echani are few only because the K1 Alien Pack will add more aliens throughout the game so no one alien species will be overrepresented. The K1 Alien Pack's Echani update shall come with another new alien species which I hope to share here once those ones are ready. Stay tuned!
  2. @Gaak78 I'm @ing you here because I can't respond to a review. As a modder, I am very much convinced that you do have M4-78 installed and you just don't know it. Unless Leilukin can prove otherwise, those journal entries aren't left over content regarding M4-78, rather, those are journal entries added by the M4-78EP mod. I imagine you unknowingly installed M4-78EP and installed this mod on top thus causing a conflict, or you have M4-78EP subscribed on the Steam Workshop unknowingly and this is how you're getting this bug. Again, Leilukin could swoop in and prove me wrong or you can check for yourself and prove me wrong again - but this is what you're bug seems like to me. I think the idea is that the area Vash is in is on the other side of Ludo Kresh's tomb area. In Kreia's dialogue, she says there is a "chamber" beyond that tomb area which can lead the player out - that is where Vash is being held in this mod. Though you are correct, the "chamber" is quite literally a reuse of the very front of the tomb. That could work, it doesn't even need to be AI I think a spliced or a reused dialogue could do what you want. Though that would be up for Leilukin to decide.
  3. N-DReW25

    Armor 9  HD

    They're referring to the armor type shown below: This might not translate well into Russian, but the armors "Battle Armor", "Powered Battle Armor", "Calo Nord's Battle Armor", and "Verpine Zal Alloy Mesh" are used in KOTOR.
  4. N-DReW25

    Revenge of Revan

    It was done intentionally. The 2011 Demo did have voice overs, but that was in 2011. Between 2011 and 2025 the plans for how the mod should be released have since changed. All the voice overs in the mod as of right now are AI generated, the background NPCs and the random vendor use generic templates offered from ElevenLabs whilst the Quarren Jedi is quite literally the Quarren alien VO that's been cloned using AI. The Duros party member Nindu who appears at the end of the 2011 Demo and as a cameo in the Episode One release will have a hybrid between Kotor I and Kotor II Duros VO and will be fully voiced. As for why we didn't voice any of the important characters, like Master Drayen and Uldir, we did that because their roles aren't finished and because they aren't finished there are quite a few problems preventing us from voicing these characters: 1) Reworks/Rewrites/Revisions/Improvements/Player Feedback: We want to take on player feedback as we develop the mod so we can improve upon the previous content. One piece of feedback that we've received from players is that they don't like how Drayen implies that he trained the Jedi Exile without mentioning Kavar and Vima Sunrider. We're going to go back and improve upon that piece of content by mentioning the Exile's other masters, but if Drayen was voiced than we couldn't have done that. 2) Good voice actors want to be paid for their work: People hate mods with bad VO, pre-1.3 M4-78EP and Cathalan are disliked by most players with poor VO being a big reason for them not liking those mods. Actors who can voice good VO lines would probably want to be paid for their work as they can turn this skill into something that pays them, and considering Drayen and Uldir would have between 100 and 500 lines in Episode One alone these actors would no doubt want to be paid. 3) Actors might be rendered unavailable and/or disappear: Since the ROR mod isn't finished, we wouldn't want to pay someone to voice Uldir for a few Episodes only for those actors to have a stroke in five years time and then become unavailable to record the final two Episode lines. We'd be forced to remove all of that actor's lines, meaning we paid him for nothing, and we'd have to pay another actor to revoice those previous lines meaning more money is being wasted. The most ideal way to prevent all of these problems is to have the VO recorded last. That way we can go back and change dialogue and content we need changed without fear or wasting VO and money, we can bulk bill actors to voice thousands of audio lines if need be and we'd only have to pay them once and be done with it, and if we do it like that then the actors can disappear afterwards without impacting the ROR mod.
  5. The time has come, this is the WIP thread for the Kotor II counterpart of my Kotor I NPC Overhaul Series. In this WIP thread, I shall be showcasing ports of my K1 NPC Overhaul into K2 alongside brand new NPC Overhaul mods specifically for K2. The Kotor II NPC Diversity Pack shall be very different from my Kotor I counterpart, instead of releasing a rather finished product and then perfecting that product through updates the first release shall include just Telos and will add new planets every update until most of the planets are complete. I say "most" planets because some planets simply don't have NPCs to overhaul like Peragus and Malachor for example. Unlike Kotor I, many of the commoner NPCs spread across the galaxy are just downright bad. What do I mean by this? Well, Commoners often have very few unique dialogues so a room with 10 men inside will each share the exact same dialogue with just three lines, the Commoner NPCs in the 201TEL Citadel Hangar will stop and remain stuck standing forever when you speak with them, a commoner in 202TEL will run away from the Mercenary fight and end up stuck in a corner, commoners in 202TEL are positioned weird with one man standing on the edge of a 500 foot drop, NPCs in 204TEL and 302NAR have this weird "random" walking script which doesn't take into account where that NPC actually is resulting in commoners entering the Ithorian Compound, not reacting to the Mercenary Battle, and Refugees ending up outside the Refugee Area stuck inside the ramp areas. And the worst part of Kotor II's commoner NPCs is that: 1) They all share the exact same filename, for example "n_telm01.utc" is spread between a few Telos modules. In my experience, this has caused havoc with the TSLPatcher and HoloPatcher (Though this could just be a skill issue on my part). 2) More often than not an NPCs UTC file will be duplicated inside the .GIT file, meaning there will always be two identical NPCs unless the .GIT file is modified to remove the duplicate. Now, compare these to Kotor I's commoner NPCs. There are multiple Commoner dialogues with multiple lines to give variety, the best example being the Taris Upper City. Commoners have unique walking scripts which directs them to do laps across a certain location of the map, the best examples being the Taris Upper City, Dantooine Jedi, and Anchorhead Commoners. 95% of Commoners have their own unique UTC file for each module and only 2% of NPCs have the .GIT file duplication problem. Kainzorus Prime's [TSL] NPC Overhaul Mod directly changed the .UTC files and nothing else. This means problems 1 and 2 mentioned above are in full force with this mod. Problem 1) All the commoner NPC files are the exact same between modules, and since this mod was made before the "FileName" functionality was introduced to the TSLPatcher this mod has to be installed more than 50 times as you are installing .UTC files into each individual module in the game. Problem 2) The duplicated NPCs are in this mod but they're less noticeable. Look at the screenshot down below, count how many Asian men wearing pink clothes you see. My NPC Diversity Pack for Kotor II shall fix both of these problems, to prevent having multiple .UTC files shared across multiple modules use the exact same .UTC file I've modified the .GIT files to replace the vanilla Commoner .UTC files files, like "n_telm01.utc" for example, with new modded .UTC files with unique file names per module. I've not only removed the duplicate NPCs from the .GIT file, but I've also added new NPCs and new placeables into different modules. In this spoiler down below, I've added NPCs to the background of the 202TEL Citadel module to imply that these are areas in which people are working and living in. A major hurdle in 202TEL is that Commoners will run away from the Mercenary fight and get stuck in the corner, TSF Officers will fight the Sullustan and not you if you went Dark Side, and no one seems to react to the Masked Duros Assassin fight. These have been fixed in a number of ways. The vanilla NPCs have been swapped out for NPCs with unique .UTC files and have all been moved into the airport area that leads to the Residential Modules. The airport area that leads to the Docks are empty to imply that the Transit Shuttle has just left leaving the area empty, this was done to improve the Masked Duros Fight so that he now isn't attacking you in front of civillians. Each of the new NPCs have their own unique dialogue, the child reuses the child line from the Onderon Child that goes "I'm not supposed to talk to offworlders". the Bith, Aqualish, and Ithorian shall use alien VO, the two other women in the background shall have "[This woman is ignoring you]" dialogue and will be mute, the Smuggler shall reuse traveller dialogue from 201TEL, the Onderonian is the Onderonian Diplomat from 204TEL as he'll be moved out of the Hospital Area and into this area. The TSF Patrols have been replaced with cleaning and maintenance droids, it will now make sense as to why they aren't properly reacting to the Mercenary fight or you murdering the Sullustan as these are low-intelligence droids who can't act as reliable witnesses to their/your crimes. Thus far, I've only started tinkering with 202TEL and 203TEL whenever I've felt like it. The first release of the K2 NPC-DP mod is nowhere near ready, but this is the NPC Overhaul "Series" WIP thread, and just like in K1 that means I'm developing other mods to be used alongside the K2 NPC-DP mod. A Peragus NPC Overhaul is 99% complete and could be released real soon, the problem is that I don't know "how" to release it. Do you guys know of my Beta Peragus Miner Pack? It adds a few optional installations for those who might want to restore the cut Peragus Uniforms that were based on the Czerka Uniforms. You can't install all of these installations all together though, one install might convert all the Peragus Miners into Beta Peragus Miners whilst another install might restore the Beta Peragus Miners for one or two Peragus Miners whilst the rest wear the vanilla Miner's Uniform. Right now, the Peragus NPC Overhaul is setup as an update to the Beta Peragus Miner Pack which I feel might overcomplicate the installation process. All together, there would be 9 installations if it goes ahead as an update. Here are the installations: 1) Everyone a Beta Miner: Self-explanatory, converts Peragus Miners into Beta Peragus Miners for those who want to roleplay "what if Obsidian kept the Beta model". 2) No Player Heads: Removes the Player Heads from the Peragus Miners, namely one of Coorta's Thugs, and replaces them with generic Commoner heads. 3) Some Beta Miners: Self-explanatory, only converts some of the Peragus Miners into Beta Peragus Miners so that some Miners wear Miner's Uniforms whilst others wear Beta Miner uniforms. 4) Proper Peragus Corpses: Turns the Peragus Corpse placeables invisible and spawns dead Peragus Miner NPCs on top of the invisible placeables. These dead Peragus Miners reuse the four Peragus Miner appearances meaning they'll be plenty of cloned appearances but, by comparison to the normal game like the Telos Militry Base, would fit right in. 5) Peragus NPC Overhaul: Cannot be installed without 'Proper Peragus Corpses'. Gives each and every dead Peragus Miner their unique appearance. Since there are so many bodies scattered throughout Peragus, the generic Commoner heads you'll see will only appear once with the only repeats being the Devaronians. 6) No more "Destroy Terminal" option: Removes the option to destroy the computer terminals on Peragus, thus forcing you to complete the Peragus questlines. 7) Lootable Lockers: The static lockers that you cannot access on Peragus will all be given randomly generated loot you can access. 8,) Tiered Peragus Miners: Requires the Peragus Mining Gear mod to be installed and cannot be installed without 'Proper Peragus Corpses' and 'Peragus NPC Overhaul'. With the Peragus Mining Gear mod installed, this install readds the vanilla Miner's Uniform back into the game as a seperate item to the Peragus Mining Gear armor. This install will change the dead Peragus Miner's so that they are wearing a mix of Peragus Mining Gear, Miner's Uniform, and Beta Peragus Uniform. 9) Vibrocutter Swap: Cannot be installed without 'Proper Peragus Corpses'. This install will render the Corpse with the Vibrocutter unusable and will move the Vibrocutter to the locker in the Peragus Security Office. Consider this install a compatibility patch as Lewok's mod won't work with this mod. So, what do we think? Should I partition the Beta Peragus Miner Pack update into several smaller mods? And if so, what how many mods and which sections will go into these mods? When I get around to working on the K2 NPC-DP mod, or any other mod in the K2 NPC Overhaul Series, I shall post my progress here. I look forward to hearing what you all think in the mean time. 😎
  6. NPC Diversity Pack, Human/Alien NPC Diversity, and my K1 Alien Pack together shouldn't exactly cause too much of a conflict when used together. Outside of CapitaineSpoque's WIP thread, you could privately tell me what you don't like about the NPC-DP mod and I might consider making some changes if the suggestions would work. You mean this? I can assure that isn't caused by my mod, but that is an unfortunately popular mod conflict that I am aware of with the K1CP. It's more likely than not some sort of appearance.2da conflict, possibly a hard overwrite of the K1CP's edited 2DA file with a different appearance.2da without K1CP's changes. Galaxy of Faces isn't considered "finished" yet hence why it's underwhelming right now. When I say this next part, I am not trying to imply anything negative about StellarExile but his Human/Alien NPC Diversity mod is more like "his own take on the Galaxy of Faces format". Looking at his screenshots and mine, you'll see a direct overlap where we've both used the same K1EP resource for the same character and conflicts where he's used K1EP resources in ways that I didn't.
  7. I'm fairly certain these "chambers" I refer too are either an exact, or near exact replica, of the vanilla crystal cave chamber with the crystals. If you were to "cut out" the crystal models from the Dantooine crystal cave and apply them to the model of the Korriban cave in the "chamber" I've listed above I'm sure it'd make for a very convincing crystal cave.
  8. Do you think you can convert one of the empty "chambers" of the Shyrack cave into a crystal cave? The "chambers" I refer to is the 3 big rooms between the entrance and the big opening at the end with the bridge where the Terentatek and Tomb entrances are, Thalia May and her friends occupy the far right chamber whilst the middle and far left chambers are empty.
  9. Personally, I would go for the easiest route of making custom content that non-modders would appreciate. In the words of HK-47 - "Doing more with less. It is 'art." Of course, you've just fixed the Shadowlands and Czerka Depot modules and you appear to be moving on to fix the Tatooine temple - you're definitely doing more than less. I personally didn't even think the Czerka Depot was that bad, all you had to do is lock one of the rooms with the broken walkmesh and everything would've been functional. Your planned cuts may make or break my following suggestion, but I think the Krayt Dragon in the cave should be protecting the cave that leads into the Tatooine Temple instead of the Star Map. Off from memory, the Tatooine Temple has a bunch of isolated rooms and the big central pit where the Star Map would've been. I think these rooms should all be locked and you should move room to room unlocking puzzles on computers or fighting Rakata Droid boss fight in order to prove yourself "worthy" to the Rakata security systems to advance into the next room until finally you enter the Sarlaac room. Perhaps the Sarlaac has been dead for thousands of years but through the Rakatan computers you learn that the ancient builders would sacrifice slaves and rebellious Rakata into the Sarlaac as part of an ancient Mayan influenced ritual, perhaps these computers can also reveal that this temple was built before the Rakatan's orbital bombardment that turned the green Tatooine into a desert and that the resulting climate change and the lack of sacrifices slowly killed the Sarlaac. Perhaps this security system that requires you to unlock the doors was altered by Revan in the same way he/she altered the Kashyyyk Star Map's security system, some of the correct answers to these questions in these computers could've been set by Darth Revan and so you're given the choice of answering the way Darth Revan would've answered them or you're forced to fight Rakata Droids. And just like on Kashyyyk, if you do Tatooine last the computer recognizes you as Revan. Also, if it is at all possible, I'd add some form of "Crystal Crystal" as I know there was a divide in the cave area that lead to a big open cave room (though I suspect that's the area you'd want to cut).
  10. Can I check your appearance.2da file too?
  11. This sounds as if there might've been a problem/incompatibility with the Lower City Cantina, tar_m03ae, wherein either the installer didn't add the 4th Vulkar/another mod overwrote the file that added the Vulkar and since that scene's scripts were modified to have the Vulkar move the game crashes as a result. Can you add your tar_m03ae.mod file so I can download it and have a look myself? I might be able to fix it for you.
  12. I don't know what to say here. I don't know how to help you activate your D Drive or what you should do if you somehow don't have a D Drive. All I can say is that the D Drive requirement wouldn't be there for no reason, so if you're having trouble installing HoloPatcher mods with the C Drive then yes - you can't use new mods.
  13. View File Logical Jekk'Jekk Tarr A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 27.07.2025 Installation: Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions! It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional. This mod is divided into two parts, you need to install "Part 1" first followed by "Part 2" to properly install the mod. Click on the HoloPatcher.exe, select on the "Part 1" install, click install and sit back and watch the HoloPatcher do its magic. Repeat the process, click on the HoloPatcher.exe, this time select on the "Part 2" install, click install and sit back and watch the HoloPatcher do its magic. The mod will be installed. Description: In both vanilla and with TSLRCM, the Jekk'Jekk Tarr is quite illogical. It is a mythical bar in which drinks are not served. Instead, you breathe the fumes - and these fumes are toxic to humans. The gas inside the Jekk'Jekk Tarr is so toxic that the gas would kill you if it was absorbed through the skin. This is shown in-game, you collapse to the ground and almost die before you learn the Breath Control ability which grants you immunity to all poison based damage. The illogical part comes into play before the Visquis mission, you can enter the Jekk'Jekk Tarr with your entire party of humans and... survive? You get poisoned if you are in there, but this is the good ol' Kotor poison which turns your health bar green and SLOWLY withers away at your heatlh over time - a breath mask or an antidote kit can keep you alive indefinitely inside the Jekk'Jekk Tarr. Okay, so maybe you aren't supposed to enter the Jekk'Jekk Tarr early, right? Wrong. Aliens inside the Jekk'Jekk Tarr have dialogue for if you are wearing a space suit (Mira) or if you aren't wearing a space suit (the player), and there are only two times when you can enter the Jekk'Jekk Tarr without a space suit: during the Visquis mission wherein you murder all of these aliens without talking to them, or before the Visquis mission if you enter early. If any part of Kotor II screams "incomplete" - it's the Jekk'Jekk Tarr. I personally have a feeling the concept of a poisonous cantina for aliens as a plot point was devised after the GenoHaradan got cut and was thrown together at the last minute. Why do I believe this? The Devaronian Bartender states that the first chamber is for the Trandoshans and Devaronians (he is the only Devaronian in that room and Twi'leks and Rodians are also in there) whilst the side room is for Twi'leks, Weequay, and the Nikto (Only a single Twi'lek Domo is in there, he never talks about the Rodians, and the Lunar Shadow crew state that Nikto, like humans, would die in the Jekk'Jekk Tarr). The Weequay with proper dialogue will reference piercing your space suit even if you're talking to him before the Visquis mission as the player character and aren't wearing a space suit. Heck, even in TSLRCM, restored dialogue with the Twi'lek Domo suggests that drinks can be served even though the bartender explicitly states that there are no drinks. This mod aims to fix many of the problems with the Jekk'Jekk Tarr, this mod makes the Jekk'Jekk Tarr "logical" by doing the following: * The Jekk'Jekk Tarr uses Nagnol gas instead of a mix of Nagnol and Cyanogen Cas. Nagnol gas would instantly kill a human, but the Peragus lore which states the player character has been trained to resist toxins justifies why you don't drop dead instantly. You instead get the poison effect which slowly kills you if you enter the Jekk'Jekk Tarr before the Visquis mission. * Replaces the Jekk'Jekk Tarr Rodians with Nikto and turns the Lunar Shadow Crew from Nikto into Duros. This is consistent with the Devaronian Bartender who mentions that Nikto can enter the Jekk'Jekk Tarr, and since a major Bounty Hunter Faction is made up of Duros, the Zhug Brothers, it makes sense this way lore wise as to why they would attack your party and not the Jekk'Jekk Tarr. * Repositioned the Lunar Shadow Crew so that they're less janky. * The filename for the Twi'leks wearing armor is "aquabar" whilst "aquathug" is an unfinished dialogue that mentions that "aqua" means "Aqualish". The Aqualish have been restored in the same room as the Weequays and are now mentioned by the Devaronian Bartender. * The Twi'leks wearing armor are now Devaronians as the Devaronian Bartender states that the room they are in are for Trandoshans and Twi'leks. * Moved the Trandoshans, Twi'lek turned Devaronians, and Rodians turned Nikto into the correct rooms as designated by the Devaronian Bartender. * The Trandoshan and Aqualish dialogues have been split into two. One set of Trandoshans/Aqualish have barking dialogue whilst the other have small conversations. * The Weequay with the small conversation dialogue will now only reference your space suit if you are Mira wearing said space suit. * The cut character Garagesh, a Gamorrean Guard, has been restored outside Visquis' lair. * Restored Visquis' cut dialogue, dialogue which heavily implies that Loppak Slusk was his brother. * When Mira is zapped, that scene is unskippable. * Atton's dialogue after Visquis' conversation has been edited to remove most mentions of Cyanogen and how it targets the skin. * During the Visquis mission, Visquis' dialogue for when you enter the Jekk'Jekk Tarr without a space suit has been rewritten to specify that Visquis is flooding the door chamber with ten times the lethal level of Cyanogen gas - a gas in this mod is not present in the normal Jekk'Jekk Tarr, this is to explain why you can enter the Jekk'Jekk Tarr before the mission but almost die during the mission. Known Bugs: This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. Thanks to: Snigaroo: For giving out mod ideas in his Mod Build mod request thread, some of his ideas directly inspired this mod to be made! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! 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 07/26/2025 Category Mods TSLRCM Compatible Yes  
  14. These two have been fulfilled in my newest mod, the Logical Jekk'Jekk Tarr mod. Amongst other things, the Weequay won't reference your space suit if you aren't Mira and the Lunar Shadow Crew have been reoriented to be easier to see. I do think, however, after a proper test that feedback could be given to further improve the LJJT mod to meet your specific Mod Build centered tastes.
  15. Version 1.0.0

    54 downloads

    A Mod for Star Wars Knights of The Old Republic II Author: N-DReW25 1.0.0 Release Date: 27.07.2025 Installation: Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions! It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional. This mod is divided into two parts, you need to install "Part 1" first followed by "Part 2" to properly install the mod. Click on the HoloPatcher.exe, select on the "Part 1" install, click install and sit back and watch the HoloPatcher do its magic. Repeat the process, click on the HoloPatcher.exe, this time select on the "Part 2" install, click install and sit back and watch the HoloPatcher do its magic. The mod will be installed. Description: In both vanilla and with TSLRCM, the Jekk'Jekk Tarr is quite illogical. It is a mythical bar in which drinks are not served. Instead, you breathe the fumes - and these fumes are toxic to humans. The gas inside the Jekk'Jekk Tarr is so toxic that the gas would kill you if it was absorbed through the skin. This is shown in-game, you collapse to the ground and almost die before you learn the Breath Control ability which grants you immunity to all poison based damage. The illogical part comes into play before the Visquis mission, you can enter the Jekk'Jekk Tarr with your entire party of humans and... survive? You get poisoned if you are in there, but this is the good ol' Kotor poison which turns your health bar green and SLOWLY withers away at your heatlh over time - a breath mask or an antidote kit can keep you alive indefinitely inside the Jekk'Jekk Tarr. Okay, so maybe you aren't supposed to enter the Jekk'Jekk Tarr early, right? Wrong. Aliens inside the Jekk'Jekk Tarr have dialogue for if you are wearing a space suit (Mira) or if you aren't wearing a space suit (the player), and there are only two times when you can enter the Jekk'Jekk Tarr without a space suit: during the Visquis mission wherein you murder all of these aliens without talking to them, or before the Visquis mission if you enter early. If any part of Kotor II screams "incomplete" - it's the Jekk'Jekk Tarr. I personally have a feeling the concept of a poisonous cantina for aliens as a plot point was devised after the GenoHaradan got cut and was thrown together at the last minute. Why do I believe this? The Devaronian Bartender states that the first chamber is for the Trandoshans and Devaronians (he is the only Devaronian in that room and Twi'leks and Rodians are also in there) whilst the side room is for Twi'leks, Weequay, and the Nikto (Only a single Twi'lek Domo is in there, he never talks about the Rodians, and the Lunar Shadow crew state that Nikto, like humans, would die in the Jekk'Jekk Tarr). The Weequay with proper dialogue will reference piercing your space suit even if you're talking to him before the Visquis mission as the player character and aren't wearing a space suit. Heck, even in TSLRCM, restored dialogue with the Twi'lek Domo suggests that drinks can be served even though the bartender explicitly states that there are no drinks. This mod aims to fix many of the problems with the Jekk'Jekk Tarr, this mod makes the Jekk'Jekk Tarr "logical" by doing the following: * The Jekk'Jekk Tarr uses Nagnol gas instead of a mix of Nagnol and Cyanogen Cas. Nagnol gas would instantly kill a human, but the Peragus lore which states the player character has been trained to resist toxins justifies why you don't drop dead instantly. You instead get the poison effect which slowly kills you if you enter the Jekk'Jekk Tarr before the Visquis mission. * Replaces the Jekk'Jekk Tarr Rodians with Nikto and turns the Lunar Shadow Crew from Nikto into Duros. This is consistent with the Devaronian Bartender who mentions that Nikto can enter the Jekk'Jekk Tarr, and since a major Bounty Hunter Faction is made up of Duros, the Zhug Brothers, it makes sense this way lore wise as to why they would attack your party and not the Jekk'Jekk Tarr. * Repositioned the Lunar Shadow Crew so that they're less janky. * The filename for the Twi'leks wearing armor is "aquabar" whilst "aquathug" is an unfinished dialogue that mentions that "aqua" means "Aqualish". The Aqualish have been restored in the same room as the Weequays and are now mentioned by the Devaronian Bartender. * The Twi'leks wearing armor are now Devaronians as the Devaronian Bartender states that the room they are in are for Trandoshans and Twi'leks. * Moved the Trandoshans, Twi'lek turned Devaronians, and Rodians turned Nikto into the correct rooms as designated by the Devaronian Bartender. * The Trandoshan and Aqualish dialogues have been split into two. One set of Trandoshans/Aqualish have barking dialogue whilst the other have small conversations. * The Weequay with the small conversation dialogue will now only reference your space suit if you are Mira wearing said space suit. * The cut character Garagesh, a Gamorrean Guard, has been restored outside Visquis' lair. * Restored Visquis' cut dialogue, dialogue which heavily implies that Loppak Slusk was his brother. * When Mira is zapped, that scene is unskippable. * Atton's dialogue after Visquis' conversation has been edited to remove most mentions of Cyanogen and how it targets the skin. * During the Visquis mission, Visquis' dialogue for when you enter the Jekk'Jekk Tarr without a space suit has been rewritten to specify that Visquis is flooding the door chamber with ten times the lethal level of Cyanogen gas - a gas in this mod is not present in the normal Jekk'Jekk Tarr, this is to explain why you can enter the Jekk'Jekk Tarr before the mission but almost die during the mission. Known Bugs: This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. Thanks to: Snigaroo: For giving out mod ideas in his Mod Build mod request thread, some of his ideas directly inspired this mod to be made! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! 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.
  16. The C ad D Drives aren't what's causing the false "virus detected" problem as others have reported, that is being looked into. As for the D Drive, this is a requirement for the HoloPatcher itself and not K2RC+ in particular. Any mod that uses the HoloPatcher, as in every mod that uses a HoloPatcher, has this requirement. If you go to the K1CP mod page, you'll see that the exact same D Drive warning is there as well. I only play Kotor I and II on Steam, and I know Steam installs the Kotor games into the C Drive though it's possible to have them moved to the D Drive via Steam itself. For a tutorial on how to do this, you'll have to Google it as that's how I moved my Kotor games when K1CP first got the HoloPatcher.
  17. I've updated my mod, both of the issues in this thread are now fixed.
  18. View File Kebla Yurt Renovation A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 15.07.2025 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: Kebla Yurt's Equipment Emporium is a weapons store that you'll come across at the beginning of the game, the entire shop is decked out with blasters, swords, grenades, armor, and other props to really sell the point across that this IS a weapons store. Some noticeable issues with Kebla Yurt's Equipment Emporium is that Kebla herself stands by a desk in the center of the room even though there is a shop window at the back of the shop that's very similar to the shop window that fellow shop owner Janice Nall stands behind in her nearby Droids by Janice store. This shop window is also obscured by a kiosk and two part piles which do a poor job at hiding the shop window behind it. Another issue is that there are several metal boxes at the back of the shop to the left which clips into an armor display. The Kebla Yurt Renovation mod does the following: * Moves two of the three metal boxes to the right side of the store right at the front of the store right next to the entrance. * Moves the third of the three metal boxes between an armor display and some bags in the middle of the left wall. * Moves the Kiosk away from the shop window and moves it to the far left side of the wall. * Moves the part piles away from the shop window and moves them to the area where the three metal boxes used to be. * Makes Kebla Yurt's desk invisible. * Moves Kebla Yurt behind the shop window. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. Thanks to: Dark Hope: For pointing out the clipping issue with the three metal boxes on a Deadlystream post! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! 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 07/15/2025 Category Mods K1R Compatible Yes  
  19. Is Armor 8 HD being worked on? The one with items like "Battle Armor" and "Calo Nord's Battle Armor" etc.
  20. I got some good news and some bad news: The good news is is that I fixed the issue seen here: The bad news is that I didn't see the issue here: I've just uploaded a mod called "Kebla Yurt Renovation" which fixes the armor with the boxes by moving the boxes and it also moves Kebla into the little store window. It's late at night here, so I'm going to have to update my mod to fix the armor issue that I missed.
  21. Version 1.1.0

    87 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 15.07.2025 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: Kebla Yurt's Equipment Emporium is a weapons store that you'll come across at the beginning of the game, the entire shop is decked out with blasters, swords, grenades, armor, and other props to really sell the point across that this IS a weapons store. Some noticeable issues with Kebla Yurt's Equipment Emporium is that Kebla herself stands by a desk in the center of the room even though there is a shop window at the back of the shop that's very similar to the shop window that fellow shop owner Janice Nall stands behind in her nearby Droids by Janice store. This shop window is also obscured by a kiosk and two part piles which do a poor job at hiding the shop window behind it. Another issue is that there are several metal boxes at the back of the shop to the left which clips into an armor display. The Kebla Yurt Renovation mod does the following: * Moves two of the three metal boxes to the right side of the store right at the front of the store right next to the entrance. * Moves the third of the three metal boxes between an armor display and some bags in the middle of the left wall. * Moves the Kiosk away from the shop window and moves it to the far left side of the wall. * Moves the part piles away from the shop window and moves them to the area where the three metal boxes used to be. * Makes Kebla Yurt's desk invisible. * Moves Kebla Yurt behind the shop window. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. Thanks to: Dark Hope: For pointing out the clipping issue with the three metal boxes on a Deadlystream post! Bioware: For such an amazing game! Cortisol: For the Holocron Toolset! 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.
  22. As long as it contains "N_SithSoldier03", "N_SithSoldier02", and "N_SithSoldier01" texture with either a ".tga" or ".tpc" extension it should work. As for Dark Hope's Sith Soldier HD mod, simply duplicate her N_SithSoldier03 texture and rename the duplicate to N_SithSoldier01 to replace her missing white texture with the silver texture. Doing so will make her mod compatible with mine.
  23. On the Wookieepedia article for Taung's I found the following quote: It appears that, during Kotor, the Taung were on the verge of extinction, not quite, but still few enough in number that their lack of an appearance makes sense.
  24. Can you be more specific, like in extreme detail?
  25. @SAO1138 "Sleheyron Story Mode 1.0.zip" is still available to download alongside the Sleheyron 1.1.1.zip update. May I suggest deleting the 1.0 version? Players, for whatever reason, can redownload old versions via the "See Changelog" button and having two zips only serves to confuse players. Every time you update a mod, you have to delete the old update and then add the new update or else both the old and the new can be downloaded as is the case right now.