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Everything posted by N-DReW25
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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
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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.
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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.
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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?
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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.
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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.
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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.
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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.
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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
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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.
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AI can't do anything to help a modder in this situation. The problem with USM is that it was released on June 12th 2005, Kotor II was less than a year old and TSLRP was no where near finished at that point, let alone TSLRCM. From what I can tell, the USM team fixed a few bugs in the vanilla game which was great for 2005 but with TSLRCM in 2025 (which not only fixes those bugs, but does so in a better way) it creates countless incompatibilities. The way one would fix the USM mod would be to take the Lightsaber models from TSLRCM and redo all the content that required scripts and dialogue edits using TSLRCM's modified files like most modern mods do nowadays, however, the reason modder's don't do that is for the following reason - we'd need permission from all the people who made the original USM models for this TSLRCM compatibility version to be made, and since these modders from twenty years ago are no longer with us, this would be impossible to do, therefore the USM/TSLRCM compatibility patch would be impossible to create. I would like to say this - as an alternative to USM, people can always try out Kaidon Jorn's Schematic Lightsaber Mod as it's the closest thing we're going to get to USM in the modern times. It's fully compatible with TSLRCM and the Lightsabers in it are really well made.
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I believe they're sold by that suspicious protocol droid in the Central Zone, the one who tries to scam you.
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If I did it wouldn't be part of this mod but would instead be part of a separate mod as it would require custom content to restore it (like how M4-78 isn't part of TSLRCM but is its own separate mod).
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So I've personally had a look into the mod files for the Kotor 2 Unofficial Patch mod and I can tell you that they've completely redone much of the files. For example, all of the NPCs within the K2UP's .MOD files are not the same as those from the vanilla game. That means mods that edit UTC character files like the NPC Overhaul wouldn't be compatible with the K2UP mod. Many more mods are also presumably incompatible with the K2UP mod as many of the scripts in K2UP would've had to of been rewritten to account for these NPC and file name changes alongside all of the new features added within the K2UP. To get what you want, you have to either recreate the Battle of Khoonda from scratch or somehow port the Battle of Khoonda from TSLRCM's .MOD and into K2UP's .MOD file for Dantooine.
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The first update of 2025 is on the horizon - and I have quite a few screenshots to share with you all! First, the male Jedi in this screenshot currently uses a female appearance by mistake. This bug will be fixed in the next update as seen below: For those of us who haven't yet realized that RC-K1CP restores the unused Jedi appearances on Dantooine and the Star Forge, do be aware that you can still install the NPC Diversity Pack and other mods like DP's Jedi Diversity on the Star Forge after RC-K1CP so that you can get your modded Jedi appearances without RC-K1CP ruining that for you with incompatibilities or inconsistencies. There will be a few more minor additions done to Dantooine, such as this guy's new appearance. He gets the orange Twi'lek appearance that was restored in K1CP, as far as I'm aware the K1CP only uses that appearance on Taris so I've added it to several more NPCs that you'll find throughout the game. Another appearance change comes in the form of Deesra Luur Jada. He now uses the Twi'lek Jedi variant which, in the vanilla game, only appears on the Star Forge. If you are a fan of the KotOR 1 Twi'lek Male NPC Diversity mod by Leilukin, do know that Deesra is still wearing his brown Jedi Robe even though you can't see it. That means you can safely install Leilukin's mod after RC-K1CP and still get Leilukin's unique Deesra appearance without any fear of incompatibilities. But you might be wondering why I gave him this appearance in the first place? Well, he is a green Twi'lek who wears brown robes... you know who else is a green Twi'lek who wears brown robes? I have successfully recreated the Garrum and Tar'eelok Restoration using the source scripts provided in Sekan and Seamhainn's original gamefront mod. Here are some screenshots of the arguing Master and Padawan duo within the next update of the RC-K1CP mod: In addition to these restorations, there will also be the restoration of unused Czerka, Sith Officer, and Republic Soldier variants alongside fixes and restorations of in-game music that is heard across the game. For now, I shall show you a teaser of the Republic Soldiers. The restoration of Republic Officers, especially on the Endar Spire, allows me to restore the cut Republic Officer soundset. A major gripe players had with the Endar Spire fight scene was that all the Republic Soldiers use the exact same Republic Soldier soundset when they die, K1CP tried to fix that by giving the soldiers random male soundsets. With RC-K1CP, you'll hear a mix of Republic Soldier soundsets, Republic Officer soundsets, and female soundsets with this next restoration. The female Republic Soldier has also been restored, though they have only been restored as a sort of background NPC you can never interact with. If you wish to have female Republic Soldiers you can interact with, my Female Republic Soldier Restoration mod can be installed after RC-K1CP. Not only does this mod restore the female Republic Soldiers, but also adds AI generated VO so you can speak with the female Republic Soldiers you encounter on Manaan.
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This was an April Fools mod from 2018, the entire premise of the mod is a goof on how pre-TSLRCM 1.8 had a scene where Mandalore randomly stepped on a landmine on the Ravager as a means to restore a cutscene between Mandalore and Visas. The joke here is that the whole concept was bad, and it was parodied here to add salt to the wound.
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So, if you actually click on T3's response line and actually listen to the dialogue lines being spoken you'll see how most of the droids will say stuff like "What's that? You want me to repeat the instructions". Most of T3's dialogue lines are usually railroaded with one or two responses that lead to the same outcome with the droids pretty much repeating what T3 said in droid speak in English. Now, here is the dialogue cheat-cheat for T3-M4... you ready? It's in here: Isn't this the same problem you had three years ago? If I told you the item IDs now, three years later, what good would that do you now? And this request is a bit vague and out of context, I've played M4-78EP a couple of times but I don't think I ever found the "Fixing Droids" sidequest. If this is the one I'm thinking of, for the droid who can't walk you need the "Droid Legs" item which you can buy from the Black Market Droid in the Central Zone and for the other droid you need the "Droid Collar" which can be found in the box next to the Central Zone terminal.
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You see, this here is a REALLY good idea. With this popular mega-mod with the likes of DarthParametric as a lead developer, I'm sure calling their work a "tumor" will sure encourage them to remove the feature you don't like even though they never reverted the Lite NPC changes or added the restored content everyone else wanted when those people asked for it nicely. /s I'm going to make the argument for why I think this here was intended and why the Sentinel-Consular Skill Swap mod is part of the K1CP. If we look over the Strategy Wiki which details all the class stats, you'll see that: * Guardians get 9 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills. * Sentinels get 7 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills. * Consulars get 7 Feats, 25 Force Powers, and Computer Use, Demolitions, Awareness, Persuade, Repair, and Treat Injury as Class Skills. In your wall of text, you've correctly identified that the Sentinel and Guardians share the exact same class skills and you propose that the K1CP team randomly redesign the Jedi class skills so that each class in the game has their own unique class skills. However, if we compare the Feats and Force Powers we will see that two classes will always have an identical number of Feats or Force Powers whilst the third class will have a slightly higher number of Feats or Force Powers. Based on that pattern, it is most likely that Bioware fully intended for two Jedi classes to have the exact same Class Skills. But as it stands in vanilla, the Jedi Consular is overpowered as they have a buff in both Force Powers and Skills, the Guardian only has a buff in Feats and the Sentinel, by comparison, becomes the weakest Jedi Class in the game as they don't have any advantage over the other two classes. By swapping the Consular's class skills with the Sentinel, it gives the Sentinel class some form of advantage over the other two classes. But if you're so insistent, why not install this mod on top of K1CP, or any other skill mod, so that you don't have to experience the Consular-Sentinel Class Skill Swap mod. Something being "subjective" goes both ways, and in your case the guys who think the high-poly Lite NPCs are good enough to be included in a massive bug fix mod are the guys who are developing this mod and so get the final say. You can argue for the Lite NPCs to be reverted, you can argue for restored content, and you can give good reasons as to why your ideas are good - but ultimately they get the final say and clearly they aren't going to do anything they aren't convinced on. They list can be found in the mod's readme included in the ZIP file and are all highlighted blue with LINKS imbedded in them. That's where you have to use something called "Common Sense". There is a GitHub link on this mod page and on this GitHub link you can find all the reported problems that are pending a fix. These pending fixes have a green circle and are called "Open Issues" whilst the bugs that have been fixed already have purple circles and are called "Closed Issues". Now, why would someone as talented as DarthParametric fill the mod's readme with bugs that have both been fixed and bugs that have NOT been fixed and fail to distinguish between the two??? It is clear that DarthParametric personally fixed all the bugs listed under his name, and the users who reported the bugs and brought them to his attention over on GitHub were credited for their contribution to the project. Because it's a Dark Jedi inside a top secret Republic research facility? It doesn't matter if it was necessary, the modders who made the mod thought so and so they added it.
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I've been thinking about this, and it's been conflicting me. If you remove the Affect Mind and Dominate Mind dialogues from the companion dialogues, that edits their DLG files and makes them cripplingly incompatible with other mods. However, I just realized all one would have to do is add a "bogus conditional" to the Affect Mind and Dominate Mind dialogues so that they're never accessible by the player and thus will appear to have been removed when they haven't. By doing it like this, it will be possible to add such a basic change to the DLG via the TSLPatcher and thus make said mod compatible with other mods that hard edit dialogues (like PartySwap for example).