N-DReW25

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Everything posted by N-DReW25

  1. Wouldn't this allow users to install Kotor without having to pay for it? This "mod" could be considered piracy if that is the case.
  2. The same way TOR does it - by not recognizing a female Revan. If you choose a female Revan, even if you did everything exactly canonical you can assume the result of your ROR playthrough will not lead up to the events of TOR as Satele Shan couldn't possibly have been born. To reach the events of TOR, you'd have to play ROR in a very particular way to get to those chain of events. Of course, strictly following the canon path is not what we recommend players do. Different play styles and choices will result in radically different outcomes, Revan's gender and alignment is one of them. We'd want players to freely choose their options just like you would in Kotor I and Kotor II and we want players to replay the ROR mod to explore different scenarios.
  3. Bastila's Sith Holocron strongly implies that she left Korriban to find Revan, here is the full dialogue: Looking at this dialogue, it's somewhat conflicting with what's presented in TOR as what Bastila says here somewhat aligns with what Kreia says about Revan even though what Kreia says about Revan is directly retconned in TOR. The retcon could be explained as Kreia 'projecting' her own views onto Revan, though what Bastila says here will inevitably have to be explained in the ROR mod. I have a feeling the answer as to what Revan's "technique of mass conversion" is is probably explained in the half hour lore-dump that is the Enclave scene. Another bit of useful Dark Side Bastila lore is what she says to T3-M4: Using both the Sith Holocron and T3-M4, we can assume that Revan left his Sith Empire around 3954 BBY. Without the strong, unifying leader that is Revan, the Sith started fighting one another for control of the Empire. The Sith who remained were too weak to control the Star Forge, thus rendering it useless for producing new ships. Bastila appears to be somewhat aware of the threat of the "True Sith" on Dromuund Kaas and so instead of dying in the Sith Civil War she set out to look for Revan. It can be assumed that an alternative version of the Revan novel took place where, between Kotor I and Kotor II, Darth Revan, T3-M4 and Canderous went to Rekkiad and found Mandalore's Mask. After leaving Canderous behind, Darth Revan and T3-M4 took the Ebon Hawk to Nathema where they were shot down by Darth Nyriss and Scourge. After capturing Darth Revan, T3 was left alone on Nathema and spent years repairing the Ebon Hawk so that he could return to the known galaxy. By the time he had finished his repairs, it was 3951 BBY... just in time for the events of Kotor II. And just like in the Light Side ending, Bastila gave T3 the orders as stated above - "If he leaves, he will take you with him - but not I. He knows the bond we share may prove a weakness... but he will take you. If something happens, T3, then I need you to return to the Republic and find me. And if you cannot, then I need you to seek whatever help you can elsewhere, whether Jedi or the Sith... or someone in-between." It is possible that Bastila became privy to Revan's actual plans, Goto and Disicple both speak of Malak as a conquering brute whereas Revan's agenda seems to have run deep and alluded them both. It is possible that Bastila left Korriban to find Revan, she might've found Nathema, though she did not find the True Sith who had captured Revan and so, as she ordered T3, had returned to the Republic as they were the only ones with the capacity to stop the True Sith now. And as I've probably discussed in the diary, only Carth would've known of the full extent of Bastila's betrayal if Revan was Dark Sided. It makes no difference whether Revan and Light Side or Dark Side as Bastila was technically a Sith in both endings, one has her redeemed and save the day and the other has her "redeemed" years later (Again, only Carth would know of the full extent of Bastila's betrayal so everyone else is oblivious to her past). Logan wants "replayability" with the ROR mod, you see that sort of thing with the player species and you'll see it here with Revan and Exile's gender and alignments wherein what you set impacts the story of past characters. In the case of Bastila, we can assume her thoughts and motivations towards the end of the mod will differ based on these factors. At the start of Drayen's dialogue in the Jedi Temple the player asks Drayen how his trip to Dantooine was to which Drayen directly mentions Luur Jada by name. As to what extent, I cannot say, but I can say he will make a cameo one way or another beyond this name drop.
  4. N-DReW25

    Revenge of Revan

    I'm afraid that isn't possible, and if it was you'd only be able to play the vanilla game as trying to install mods like TSLRCM into ROR will only break both mods. Though here's a trick you can do that's close to what you've described. I'm using Steam in this example, but this should work for any version of Kotor II. Create a folder called "Backups" on your Desktop, uninstall and reinstall Kotor II, go to the Kotor II directory and copy the "Knights of the Old Republic II" folder and paste it into the "Backups" folder on the Desktop, by copying that folder into the "Backups" folder you've created two copies of the Kotor II game files, install ROR, rename the "Knights of the Old Republic II" in the Kotor II directory to "Knights of the Old Republic IIROR", copy the "Knights of the Old Republic II" folder in the "Backups" folder into the Kotor II directory, install TSLRCM into this new "Knights of the Old Republic II" folder, rename the new "Knights of the Old Republic II" folder in the Kotor II to "Knights of the Old Republic IITSLRCM", copy the "Knights of the Old Republic II" folder in the "Backups" folder into the Kotor II directory again. If you've done it this way, all you need to do to switch between the regular game and ROR is to rename the "Knights of the Old Republic IIROR" folder to "Knights of the Old Republic II" or "Knights of the Old Republic IITSLRCM" to "Knights of the Old Republic II". Does this make sense to you? I'm afraid this is a flaw with porting Kotor I modules that cannot be fixed as of now. I'll have a look at this. I think Logan listed the bug fixes in the site's changelog for this mod.
  5. Hello, and welcome to the first Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes. In this second Dev Diary, I shall focus on the very first level of the mod – the introduction and the Jedi Temple (Please let me know if any of the links and/or images are broken) After you create your character, as we discussed in the last diary, you go through an opening crawl just as you would expect. In the following spoiler, I have written the opening crawl text that you’ll see on screen: After viewing the opening crawl in-game about a week before the mod’s release I actually realized that this is not the final opening crawl draft I had written. Though instead of delaying the mod’s release to fix this, I decided to keep it unchanged as the text still somewhat reflects the current setup of the mod. The only thing I want to address is the part about Bastila Shan, but I shall talk about her later on in the Dev Diary alongside the rest of the Jedi Council. An updated opening crawl text may be added in a future revision of the intro cinematic, or if it’s easy to change the text it can be added in one of our upcoming bug fix updates. After the crawl, the screen pans down to the Tyrena Station from the Demo. Tyrena Station’s model has been updated and the planet you see is Corellia, not Earth as some users have been teasingly suggesting. I would like to point out that, when writing the dialogues, I always imagined Tyrena Station to resemble the Tie Fighter Factory from The Force Unleashed video game. Whilst this updated model is a massive improvement, it still looks a bit small from this perspective so if you’ve seen this new Tyrena Station and felt that my dialogue is a bit odd this is the reason why. For those of us who haven’t yet played or watched the Demo on YouTube, Tyrena Station was attacked by a “Phantom Ship” which destroyed the entire station and then disappeared from the scene without a trace. For the first half of the old ROR mod, there was the mystery of exactly "what" the Phantom Ships were, were they were coming from, and who were behind them (Sith, Hutts, and the Exchange were culprits) before the player would discover that it was the "True Sith" who were responsible sending out the Phantom Ships. This lore was written before the release of the TOR MMO, and since we want the ROR mod to act as a bridge between Kotor II and TOR we’ve rewritten the Tyrena Disaster plotline to accommodate this. The scene opens up to Tyrena Station with a Republic Ship, the Sojourn, flying past it. It then explodes. When I wrote this scene out, I wanted it to be a bit more cinematic than what we have right now. I imagined the scene would play out similar to The Phantom Menace where the screen pans down from the crawl towards the ship and the camera would physically rotate as it flew past (like it does in BOSSR), the next shot would be this scene but when the station starts to explode the Sojourn would take a hard right to avoid the explosions and a piece of debris would suddenly fly towards the camera turning it black and ending the scene. Of course, what I’ve just described isn’t what was produced - but considering this mod has been in development for over a decade, has been cancelled before, and many of you didn’t have faith that we would ever release this mod in any capacity… we’re happy that we can present you, the player, with something, not to mention that this scene is still inherently better than what we had in the original demo. Whilst it isn’t yet shown, I imagine that only a chunk of Tyrena Station has been destroyed instead of the entire station itself being destroyed. I do hope that when we get the updated cinematic cutscene of the player’s ship arriving at Corellia we can see the gutted Tyrena Station floating near the planet with little ships trying to tractor it away to have it scrapped for parts. This scene I’ve described would only be made if we have a finalized Tyrena Station model and the textures and skybox on Corellia are finalized. In the original Demo, the next scene took place inside the opening crawl movie cutscene similar to how the Darth Sion, Darth Nihilus, and Darth Traya intro scenes were all shown in their own respective movie cutscene. This meant that, just like those cutscenes, all you had to do was right click and you could miss the scene entirely. The reason why this cutscene took place in the .BIK movie format is because the Coruscant set you see in the background was added in via a bluescreen effect. Once you completed the original demo, the game would teleport you inside the bluescreen area that was used to make this scene. In this cutscene, King Bardok had requested for Jedi intervention in the Tyrena investigation offscreen and the Chancellor, the General, and a few Senators debated the request amongst themselves. But in the new ROR, the first cutscene has been changed so that it now depicts King Bardok making the actual request in a cutscene in-game. The scene opens up inside the Royal Palace on Corellia, with the Chancellor, the General, and one Senator in attendance as holograms and two new NPCs flanking the King. These two NPCs are Grand Moff Julio to the left in the green and to the right is Octavian, the Grand Vizier. Julio's uniform is seen in the Demo though it's been slightly edited (more on that in a future dev diary), Julio's head was lifted from BOSSR and his hat texture used photo-sourced elements of his uniform which was made by RedRob41. The Grand Vizier's head was made by me with photo-sourced elements from Daemon Drexl's head texture (again from BOSSR) for his eyebags and his body texture is by 90SK from his classic K1 Robes mod. Their backgrounds shall be explored in a future dev diary. Fun fact: The first four lines of dialogue, the brief pause at the start with the flags and King Bardok's three lines were supposed to have Bardok kneeling before the holograms. This was removed as only the animation on the very last line worked, so for the start of the convo he'd be standing up but then at the last second he'd drop down like this. Also in attendance is General Shabayev, a General in the Republic military. In the demo, Shabayev wore a simple soldiers uniform despite being a General. In the screenshot below, General Shabayev now has his very own uniform – this uniform was actually made by RedRob41 for Carth Onasi but since the popular and highly recognizable Admiralty mod by Jinger/Kreia has free permission I decided to give Carth the familiar Admiralty uniform whilst Carth’s original uniform was given to Shabeyev. Despite this change, Carth will still have the new head RedRob41 made for him. Carth appears as a cameo towards the end of Episode One so we’ll talk more about him when we reach that point in the dev diary series . Much like in the Demo, General Shabayev is a sceptic to the New Jedi Order and as such it’ll take much good on your part to sway him to your side should you take a pro-Republic path in the mod. In the original Demo, there were two Senators: Bail Antilles and Maris Foron. These Senators used generic appearances and commoner clothing making them indistinguishable from the likes of Gana Lavin and her Waiter from Kotor I. And what’s worse, since these two appeared in a .BIK cutscene you couldn’t even check the dialogue feed to check their names. In the new ROR, Maris Foron has been removed from the initial cutscene (though may appear with a new appearance later on a different planet) whilst Bail Antilles has been replaced with a brand-new character. I did this as the name “Bail Antilles” is the name of an Alderaanian Senator mentioned in The Phantom Menace and has been used quite a bit in Legends lore due to the name being one of the old names made up by George Lucas during his early Star Wars drafts back in the 70s. This new Character is “Aurin Solo”, the Prince-Senator of Corellia and the youngest son of King Bardok. I was inspired by the character Gaul Panteer, the Prince-Senator of Alderaan in TOR. As Bardok’s youngest son, Aurin Solo isn’t the immediate heir to the Corellian throne hence why he’s on Coruscant acting as Corellia’s Senator. Here's a screenshot from the end of Episode One with better visibility than what's visible in this scene. Even though you can’t see it that well, his head was entirely done by me. His body, much like the Grand Vizier, is from 90SK's K1 Robes mod. I gave him this green outfit by 90SK for two reasons: 1) King Bardok’s outfit is also green. 2) The Green Jedi from TOR. The Green Jedi are a wayward sect of Jedi based on Corellia. In my early drafts of the ROR plotline, the Corellian Jedi were actually present in the plot but Logan23 ultimately didn’t want them and so I wrote them out (though your actions in ROR “may” result in the Green Jedi Order’s founding, though this isn’t confirmed for now). In the Legends lore, the Corellian Jedi’s robes were inspired from the old Corellian flag, which you can see in the background in this mod. If you go the Canon path for Corellia, your actions can also see the green flag changed to the brown flag Corellia is known for, though you may also be given the choice of keeping the green flag or having a different color for the flag depending on your choices. This NPC is the Supreme Chancellor, an Arkanian by the name of Helena Cinn. She succeeded Chancellor Tol Cressa in 3945 BBY after the Gordian Reach crisis in which G0-T0 droids overthrew the Sector government there. There isn’t much to say about Helena as her role as a main character will become quite apparent as the mod continues, needless to say, if you are a Dark Sider who becomes Anti-Republic then she would obviously not be your ally. Fun fact: Ancient ROR lore from 2008 suggests that her last name was originally "Marr", this was probably changed to avoid confusion with Visas Marr's character. In the spoiler below, I'm leaving another one of my controversial proposals that I wish player feedback on. Just like with my last dev diary, if you don't care about what I have to say here then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section. Once the Chancellor approves Jedi intervention and General Shabayev utters the line “I got a bad feeling about this” you are taken to the Jedi Temple where you wake up in the medical bay. This scene from the Demo has been massively reworked. · Firstly, the room now actually looks like a medical bay and is no longer a reuse of Jorran’s hiding spot. · Secondly, the dialogue has been updated and improved. · Thirdly, whilst we don’t have a new voice for this character we did give him some generic beeping VO, so it isn’t mute. · Fourthly, he has a new appearance. Fun fact: This skin actually was made for another mod. Through the Medical Droid, you have the opportunity to have your species affect you stats. In the Demo, there was no information on these stat changes but I decided to list the effects in-game and the stats I listed in-game are now listed down below: These stats are unchanged from the Demo and so they may be changed upon player feedback and testing, if you do not like these stats you can always simply choose the “Species will not affect stats” and so you can have your desired build and play your desired species without your species ruining your ideal build. Special alien abilities like Zeltrons being able to read emotions, Kiffar being able to read inanimate objects, Echani having the Echani Strike feats, and all the other possible alien-based powers are not yet in the mod. We don’t want to make one species overpowered thus rendering the other alien species weak by comparison. If we are to add unique, species based, dialogue or feat options that can be considered an “advantage” then most, if not all, player species will need their own advantageous dialogue and/or feats to make up for it. The player head you chose will also determine how NPCs react to you. For example, a human player would be accepted on a human majority world like Corellia whereas an alien majority world like Nar Shaddaa may discriminate against a human player. Each species you can play as will have certain traits that NPCs can praise or discriminate you with, many of these traits are taken from their Wookieepedia pages. For example, Arkanians are known to be arrogant and so NPCs can discriminate against you because of that, Mirialans are supposed to be flexible so if you’re trying to convince someone that you’re a capable person that may give you an edge in persuading someone over other species. NPCs will be able to recognize that a Chiss has red eyes or that a Miraluka has no eyes, this can result in dialogue in which an NPC acknowledges your features or dialogue in which said NPC becomes frightened by your appearance thus making it harder for you to interact with them than other species. Most player species have NPC equivalents, so whilst Arkanian players can be discriminated against by other NPCs their fellow Arkanians won’t do such a thing and may even be easier to deal with than if you were a non-Arkanian. The only species who don’t get this are the Kalzerians, Miralukans, and Rattataki (but only because the Rattataki NPCs only appear in one area whereas the other species appear everywhere else). Arkanian Offshoots are supposed to be extinct by the time of the Jedi Civil War, so your Arkanian Offshoot player is a hybrid with another species thus retconning that plot hole. Another retconned plot hole is the fact that Arkanians see things in the infrared spectrum, Arkanian players have an “eye implant” that makes them see things normally. Zeltrons are… the opposite of a hopeless romantic if you view their Wookieepedia page. Zeltron NPCs may get unique dialogue responses in future Episodes to reflect this, and they may even get the opportunity to attempt to flirt with party members who you otherwise couldn’t regardless of their gender (Meaning you can try to flirt with the male player’s female love interest as a woman and vice versa but it’ll go nowhere, though do know there are plans for actual same-sex relationships outside of being a Zeltron player). Once you talk to the Medical Droid, you equip your Padawan Robe. There was a unique Jedi Robe based on your class that you used to get back in the Demo, but I had Logan remove that as player’s would typically want to wear the unique Jedi Robe whilst giving Drayen, your Jedi Master, your Padawan Robe. You will have the opportunity to obtain your unique Jedi Robe later on in the mod. I also have not yet touched the Lightsabers in this mod, so we still have this Lightsaber Form color crystal system from the Demo. This “might” be changed in the future to make way for modern Lightsaber designs, both in terms of Lightsaber models and reworked implementation. But for now, the Lightsaber system remains unchanged – though I do vaguely recall being able to obtain Kyle Katarn’s Lightsaber in the Demo, that was removed long ago. Drayen then comes in and starts talking, though without sound... so you have to read. The reason why Drayen, and many main characters, do not have a unique voice right now is in this spoiler below: For now, as many of us can assume, the animations these silent NPCs use are there to compensate for them being mute as they help convey the emotions these characters are going through. Fun fact: just before launch Logan actually used an experimental dialogue editor which is meant to replace the DLGEditor and using it caused all the animations to break thus disabling them all. We had to go through earlier builds of the ROR mod to try and salvage dialogues that still had the animations so that we didn’t have waste hours trying to restore the hundreds of animations we lost. Through Drayen, you are given the option to set the mod to “Canon” or “Non-Canon”. Unlike Atton in K2, there isn’t really a way to get this to work without breaking the fourth wall so this is one of the few points in the mod where we have to break the fourth wall so we can allow you to set your game to one of the two following options: “Canon” means the mod takes the Revan novel into account – meaning the Exile and T3-M4 are dead, Scourge is immortal and is waiting for the TOR Protagonist, Revan is imprisoned and is influencing the Emperor to stop him from attacking the Republic. The Canon ROR mod acts as a bridge between Kotor II and TOR, allowing you to close up any loose threads from Kotor I and II and end the Kotor trilogy on a good note before the TOR era begins… or you can do your own thing and set up a hypothetical different TOR scenario as if you were a time traveller changing the timeline. Do not be surprised if there is no literal “Revan’s Revenge” in this path. “Non-Canon” means the mod will not take the Revan novel into account, however, whilst the Exile and T3-M4 may potentially still be dead, Revan will not be imprisoned like he was in the novel and will not be actively influencing the Emperor to prevent him from attacking the Republic. The endings of the ROR mod between Canon and Non-Canon may be different, where Canon endings will simply bridge Kotor II and TOR the Non-Canon endings will give some sort of definitive conclusion to the Kotor trilogy. Drayen also quizzes you on Revan and the Exile. As this is part of an official test, I have removed the Atton-style one liners from the Demo and added a fade to black system which implies that you are reciting a historical topic you have studied offscreen. I shall discuss the varies ways a Dark Side/Light Side and Male/Female Revan and Exile impacts the story as these Dev Diaries continue. There’s a fade to black, a door closing sound effect, and Drayen is now gone allowing you to look around the room. You’ll notice that we removed the Remote droid, it was supposed to be a parody of the Episode IV Remote Obi-Wan used to train Luke with but in the Kotor II engine the player would actually fight the droid head on. Going outside, you meet your childhood friend – Liana. After you deal with her, you’ll notice that the god-ugly ray shield from the Demo has been removed. It now uses a proper door from the Vulkar Garage that is long enough to stretch across the entire hall. The Jedi operating the terminal is now a Republic Officer who will, in a future update, one day be promoted to a proper Temple Guard. He has some AI generated audio, a brand-new feature of the ROR mod we shall discuss in the next Dev Diary. Going ahead, you’ll meet your second childhood friend – Kyle. Unlike in the Demo, he won’t take the player to visit Moza who subsequently becomes the victim of an assassination attempt by a Batu-Rem copycat. The characters Liana and Kyle are both slated to become party members in future episodes, in the pre-Demo lore you were originally going to recruit two older Jedi who would become your Master figure but with the lore rewrites due to TOR your Jedi companions will now be your childhood friends. These are the main NPCs whom the player may wish to start a romantic relationship with, you recruit them the same way you recruit Brianna and Mical… via your gender, though we may change this so that you can choose one or the other regardless of gender. Though do know that our current plan is to only recruit Liana at first whilst we develop Kyle as an opponent to the player like he was in the Demo. Once Kyle’s opponent and Liana’s party member content is made then we’ll add the opposite, Kyle’s party member and Liana’s opposition content. In the room to the left, there was originally a Padawan studying the news and a Jedi Master in the corner. I originally removed the random Jedi Master and kept the Padawan though when Logan told me that the random Jedi Master I had removed was supposed to be Liana’s Jedi Master and was "important" for her plot I retconned the Padawan and made her Liana’s Master instead. Fun Fact: All of the Exile headed Jedi from the Demo used the Onderon Commoner appearances for some reason, if they were wearing clothes they'd look like this. Liana's Master is now a Yoda creature, she uses the same model and texture as the Jedi Master who trains the Younglings in the Demo. That Master has since had his species swapped to avoid similarities between him and another character in the franchise. There are currently three Yoda characters in the mod - Liana's Master, Ulon Tuain on the Jedi Council, and a third Yoda character who is yet to be revealed. Like the generic Padawan NPC in the Demo, Liana's Master also serves to introduce the player to the HoloNet news feature: Ryloth HoloNet has been downgraded, the Hologram no longer spawns upon interacting with a terminal and is spawned in by default. We may restore the spawn in functionality of the Hologram later on though for now it is easier for us just to have the Hologram spawned in from the start and it will be easier for you, the player, to spot where the HoloNet news locations are. An idea I had for the HoloNet news is "news categories". Similar to the 2002 Website, news articles would be divided into categories with many of the articles found in those categories being filler. As I didn't want to delay the mod's release by another year writing fictional tabloids for a fan-fiction mod, I haven't yet implemented this feature and for the moment you only have the one "BREAKING NEWS" category which will either be relevant to the current plot, foreshadowing the future plot, or reflects on either Revan's, the Exile's, or your past actions. On Coruscant, there are currently three articles you can listen to: the Duros Restoration Project, the Onderon Civil War, or the Tyrena Disaster article. The Duros Restoration Project is written to foreshadow the lore for the planet Duro. When the planet Duro comes out, some of things foreshadowed in this article may be present though the Duros Episode may come with a revision to the Coruscant HoloNet news to account for any future changes. The Onderon Civil War article reflects the Exile’s decision on Onderon. If the Exile was Light Side then Queen Talia is still ruling Onderon and is still part of the Republic. If the Exile was Dark Side then General Vaklu would’ve won and seceded from the Republic, the article tells you how Vaklu sending volunteers to Citadel Station at the end of Kotor II convinced the Banking Clan to fund Vaklu’s regime and allow Onderon to secede - an act the Galactic Republic was too weak to stop. After Kotor II, General Vaklu is assassinated by a beast-rider and his son is now the King of Onderon, you can imagine Effix’s Son of Vaklu head is what ROR’s current Onderon King looks like. The Tyrena Disaster article informs you about the Tyrena Disaster. This sort of article is directly relevant to the plot you’re going to face in the first Episode. Fun fact: Before the current setup with the Beast-Rider Assassin, Vaklu’s regime had a brief war with Czerka over the legal status of Dxun and Vaklu died when a Czerka starfighter Green Leadered Vaklu’s Command Ship. I’m sure we can agree the current setup is more reasonable. Each planet will have a HoloNet news hologram to speak to, and each hologram will have different news articles that’ll either detail current events you’re about to go through, foreshadow future events, or discuss the outcomes of your previous actions. Entering the fountain room you see a Rodian Jedi, she is using a head that was made by JCarter426 as part of a modder’s resource he released some years back. You will see certain aliens wearing armors and other accessories that otherwise weren’t possible in Kotor I and II. This droid guards the landing pad, this version of the Jedi Temple is based on the Jedi Temple mod so this door would lead to the landing pad the Ebon Hawk would land on in that mod. This door is now locked, in the Demo it had another ugly ray shield door and I didn't want to use the Vulkar Garage door trick twice. The Speeder bike from the Demo has been removed, the Twi’lek Padawan (who used an elderly Twi’lek head for some reason) has been moved over here and is now browsing a filing cabinet. Fun fact: The reason there was a Speeder bike inside the Jedi Temple was related to the old lore, in the pre-Demo lore the planet Coruscant could be revisited, and you had to break into the Temple and sneakily retrieve something, once you found it you would be discovered, and you would literally run to this Speeder bike and use it to flee through the window above. Returning to Coruscant, breaking into the Temple, and escaping like that has been removed. This is the training room, and if you’re a follower of my K1 mods something should become quite apparent to you. The Younglings are wearing clothes from my K1 Clothing Pack mod. Yes, the K1 Clothing Pack is fully integrated into the ROR mod, and you can spot more clothes from this mod throughout the ROR mod. The Master training them used to be the Yoda character we saw in the newsroom, at one point Logan changed it to an orange Twi’lek, but when we added JC’s alien heads to ROR we made him a Sullustan. Whilst you don’t get the chance to go sicko mode with the Younglings in this mod, you have the dialogue option to bully them before you leave. You’ll speak to Drayen near the door which led to the Jedi Council chamber from the Jedi Temple mod, and he’ll take you to the ROR mod’s Jedi Council. I must warn you that the Jedi Council scene was a pain to make and is really glitchy, behind the scenes it’s amazing that the game is even holding itself together. The scene begins with an "out the window" shot, and as you can see... we've got permission from Kexikus to include his High Quality Skybox for Coruscant. When it comes to using HQ Skyboxes in ROR, I believe the policy is this - we can reuse skyboxes only if said skybox is for the same planet in ROR. This means we'll be using Nar Shaddaa's HQ Skybox in Episode Two as the HQ Skybox is being used for Nar Shaddaa, whereas we cannot take the HQ Taris Skybox and reskin it to look like Corellia, we cannot take HQ Taris' Skybox and then use it for Corellia either - if we use the HQ Taris Skybox then it must be used for Taris. ROR Skyboxes will vary in quality due to this, like how Corellia's skybox is comparable to vanilla quality in terms of texture resolution. Though with our talented art team I'm certain we will deliver satisfactory skyboxes for all the new ROR planets that'll be worthy of your Kotor III roleplaying experience. Depending on the Exile’s alignment, you’ll be warped into either cort.mod or evcort.mod. Both modules are the exact same except cort.mod has Brianna and Mical in attendance whilst evcort.mod doesn’t, you’re taken to cort.mod if the Exile was Light Side and evort.mod if the Exile was Dark Side. The Exile’s actions in Kotor II impacts the Kotor II party members, so if Exile was Light Side that means Brianna is a Jedi Historian and Mical sits on the Jedi Council whilst a Dark Side Exile has Brianna become a psychotic Jedi-hunting assassin whilst Mical becomes a cold-hearted Senator. If the Exile was Light Side then these two party members appear in the Jedi Council scene whereas a Dark Side Exile will have these two party members later on in areas that fit their Dark Side personalities. You might be wondering; why are they both present? To which I have two reasons. Brianna canonically travelled with a female Exile alongside Mical even though it’s impossible to do in-game without PartySwap. It’s easier for us as modders just to have them both appear in-game as we don’t have to factor in conditionals for whether the Exile was male or female alongside the alignment conditionals. When I previously talked about the current opening crawl, I wanted to speak about Bastila. Obviously we didn’t know of Bastila’s canonical insignificance post-Kotor II before the Revan novel and TOR were released so Logan would’ve written the old Council to imply that Bastila was the leader back in the Demo. Canonically, according to Gnost-Dural, Bastila served as a Jedi Master in the years that followed the Revan novel but later decided to spend the rest of her life with her son, Vaner Shan. I’ve compromised with this new lore by keeping Bastila on the Council as a Jedi Master and, assuming the mod is set to “Canon”, and the player takes all the Canon paths, she will retire from the Council and will end the mod living with her Son. But of course, if Revan was female than Bastila wouldn’t have a son – whilst it hasn’t been decided yet, Bastila’s son might be replaced with a fan-fiction depiction of Carth’s daughter with Revan as her mother if Revan was female. We will also add a dialogue option to give you the option to set a female Revan to be with Juhani instead of Carth, possibly removing Revan’s child entirely or creating a fan-fiction depiction of an adopted child depending on player feedback to the idea. Outside of the romance possibilities, there is also the fact that Revan could’ve gone Dark Side and that Bastila is partially, or fully, responsible for the murder of Jolee Bindo, Juhani, Mission Vao, Zaalbar, Admiral Dodonna, Master Yandar, and the hundreds, if not thousands, of Jedi Knights, Republic Pilots, Republic Officers, and Republic Soldiers who perished at the Battle over Lehon. So whilst it may've made sense for Bastila to have become the leader of the new Jedi Order if she never had a child, with the possibility that Bastila has violated the Jedi Code at best, and is a potential war criminal at worst, there’s no way Bastila could possibly be the Grand Master of the Order if Revan was Dark Sided. So since it's easier for us modders, Bastila is simply a member of the Jedi Council and is not the Grand Master of the Order regardless of alignment or romance status. So, who is the Grand Master? Well, I believe the Jedi Council in ROR should lead by a policy of “Collective Leadership”. The lack of a Grand Master following Nomi Sunrider can be easily explained away thanks to Disney who merged all of the Expanded Universe stories into one confusing “Legends” timeline. You see, Nomi Sunrider was the Grand Master of the Jedi Order… and yet her last documented appearance in the Legends timeline was the time she participated in the Second Battle of Onderon. This story was written by the Wizards of the Coast company to promote their line of Kotor miniature sets that they had released, but because all the Expanded Universe stories were merged into the "Legends" umbrella this story, written to promote a toy line, had become Canon to the overall Legends Star Wars timeline (Canon as in the "Legends" timeline, not to be confused with Disney Canon). And you know what that means? Nomi Sunrider, the Grand Master of the Jedi Order, canonically joined Revan and the Revanchists, just like the Exile did, and fought in the Second Battle of Onderon alongside Revan, Meetra Surik, and General Vaklu against the Mandalorians… and this happened because Wizards of the Coast wanted to promote a toy line in 2008 once. This story written for a toy promotion holds just as much weight in the Legends timeline as the two Kotor games thanks to Disney, and we know from the Kotor games the only Jedi who returned to face judgement by the Jedi Council was the Exile, Meetra Surik, so that means Nomi Sunrider died during the Mandalorian Wars or fell to the Dark Side and joined Revan because that’s what the Kotor games heavily implies happened to the Revanchists. With this new bit of lore, courtesy of Disney, we can assume the Jedi Council during the Mandalorian Wars operated under a “Collective Leadership” policy which continued into Kotor II and has since continued into the ROR mod. Now, let’s talk about the other Jedi Council members. The other Jedi Council members, as you can probably guess, were not Jedi Council members before the First Jedi Purge. These would’ve been Jedi Knights during the time of the Jedi Civil War who went into exile after the war had ended and would later take it upon themselves to become the new members of the Jedi Council. Other than Bastila, Brianna, and Mical, you have new characters like Ulon Tuain, Zane Parlayy, Agnook Acib, Gruku Avadro, Piadre Doaki, and Nawbeca. Zane Parlayy and Piadre Doaki are humans, so we can assume that they were Jedi Knights during the Jedi Civil War, probably weren’t promoted to Masters due to the First Jedi Purge and would later promote themselves to the rank of Master following the restoration of the Order. Fun fact: Zane Parlayy did not have a unique appearance in the Demo, he outright reused Gendar’s appearance from the first game. I’ve reskinned the Gendar head so that Zane looks somewhat different from Gendar. Ulon Tuain and Nawbeca could be old, we know Yoda was over 900 years old by the time of the Movies whilst Chewbacca was around 200 years old. The problem these characters face is that it would make sense for these characters to have been around during the Great Sith War in 3996 BBY and the Great Galactic War in 3681 BBY. When writing these characters, we need to explain why they weren’t present for the events prior to ROR and why they don’t appear in TOR. For Nawbeca, we can assume that he was someone who kept a low-profile, not joining Revan during the Mandalorian Wars and had either gone into exile on Kashyyyk following the Jedi Civil War or on another jungle planet where he could remain hidden. Depending on his age, it is possible that Newbeca could die of old age before the time of TOR though it is also possible for him to have died through other means – various Jedi Council members in The Phantom Menace who do not make an appearance in Attack of the Clones were killed off in novels and comic books to explain their absence in the movie. For Ulon Tuain, this one is a tricky one. If we are to take Disney Canon into account than this guy was definitely alive during the Great Sith War, though due to his species decelerated aging it is possible that he was a Jedi Knight by the time of the Jedi Civil War whose role in the Order was too small to have played any important role in the Jedi Civil War, Mandalorian War, or Exar Kun War. For the same reason as Newbeca, it is also possible that Ulon died before the events of TOR, though it is more likely that he was murdered than having died of old age. Master Yarael Poof and Yaddle from Legends both canonically died doing heroic deeds to save others outside of an active war, so perhaps the same happened to Ulon or Nawbeca. For Gruku Avadro, I actually wrote some backstory for this character. He fought in the Jedi Civil War and lead the Republic forces in the Battle of Rodia against the Sith forces, the Sith were hoping to use their fleet to bomb the planet just as they did Telos and Taris but the Republic victory on that planet repelled the Sith and caused Rodia to side with the Republic during the course of the war. The above Battle of Rodia is Canon in the Legends universe, though in ROR the Battle of Rodia has been expanded for the sake of this character’s backstory. Following the Republic victory, Rodia fell into a civil war between the followers of the pro-Republic Grand Protector and the defeated Sith collaborators who waged a bloody insurgency on the planet. The concept of Rodia being a violent place full of bloody infighting is also Canon, and the idea of an insurgency occurring after one side is victorious in a war is present throughout history. Two modern examples would be Iraq and Afghanistan. Gruku Avadro stayed on Rodia and helped put down the pro-Sith Rodian insurgency, though in doing so he was MIA for many years and once the Rodian Civil War was over the new Jedi Order had already established itself. For Agnook Acib, this one is a bit tricky. There is no Canon or Legends idea of how long these guys live for, and in Legends these guys live on Mon Cala with the Mon Calamari (Admiral Ackbar’s species) who live in semi-isolation with only a few leaving their homeworld to visit the greater galaxy (Loppak Slusk, Visquis, and Saquesh are examples of Quarren who left their homeworld). This means Mon Cala is not part of the Republic and due to it being a water world it’d be difficult for a Jedi to have recruited Agnook when he was a baby. For Agnook, I’d say he developed his Force powers independently of any Force using organization (The Jedi and Sith aren't the only Force using groups in the galaxy, the Baron Do referenced in Kotor II is another Force using group) as a child and would later be banished from Mon Cala for misusing his Force Powers. It is possible that he encountered a Jedi, or the Sith, during the Jedi Civil War and fell into the company of a lone Jedi before the First Jedi Purge. This Jedi took him on as his or her Padawan and he went on to join the new Jedi Council, you could head canon this unidentified Jedi as one of the other Jedi Council members present. I personally discovered that, if you feed Kotor alien VO into ElevenLabs, it uses the alien sample to produce a usable voice. As of right now, the Jedi Agnook and your future party member Nindo from the Demo shall use AI generated VO using their species VO. This scene was a real pain to setup, I took the dialogue from the vanilla Jedi Council scene and removed 99% of the dialogue so that I could use the 5 pre-set “sitting down” animations for the Jedi Masters here before adding 4 more animations so that all 9 of the ROR Jedi Council can sit down. I then used the “Copy Node” and “Paste Node As New” function in the DLGEditor for all the lines in this scene so that I didn’t have to manually add 9 sitting down animations per dialogue. Fun fact: If I had manually added the animations, I would’ve had to have manually added this animation 378 times. As you can see from these screenshots, and in-game, this workaround paid off as we now have an authentic Jedi Council scene. However, there is a rather annoying bug with this scene. If you try to rapid fire spam click your mouse, it will not rapidly fire through the dialogues. Instead, it ends one dialogue line and makes you wait for several seconds before the next dialogue fires and this repeats until the scene ends. And what’s worse, this applies to the player responses. Due to the several second delay, it is possible for the player to select all four dialogue responses though the game will only register the first dialogue response you clicked. This particular line spoken by Piadre Doaki was originally Master Drayen’s line, but upon setting up the Council scene like this the game would always crash every time it came time for Drayen to speak. For some unknown reason, the fix for this crash was to make a Council member says his line for him so I decided to give his line to the underused Piadre. As previously established, Brianna and Mical won’t be present in this scene if the Exile was Dark Side, but for some reason, the game would freeze at the very start of the scene during the opening shot by the window if Brianna and Mical's UTC files weren't present so to fix this we replaced Brianna and Mical with generic NPCs as a temporary bug fix in the Dark Side version of this scene. In order for me to keep the Jedi Council members facing the camera when they spoke, I had to add 9 invisible NPCs directly in front of them. In the dialogue, the Jedi Council member who speaks is the “Speaker” whilst the “Listener” is an invisible NPC standing right in front of them. When I first tested this out, I didn’t realize I had replaced the invisible NPC appearance with a CEC Protocol Droid so here is how the Jedi Council scene would look if you could actually see the invisible NPCs. And at one point before this, half of the NPC puppets I was using to test how I would add these NPCs were hostile resulting in this funny screenshot. As you have probably seen in the mod already, the Jedi Council here informs you of the Tyrena Disaster and you and your Master are sent to Corellia to aid in the Republic’s Tyrena Disaster Investigation, thus kickstarting the plot of the Revenge of Revan mod. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod you can now play for yourself.
  6. I'm going to assume you should try the TPC first, the worst thing that could happen is that the texture is transparent in-game. When I get the chance, I'll get around to removing the redundant file.
  7. In the Episode Two release, the hologram news reporter will have AI VO and the party member Nindo shall also have AI VO. Voice lines filmed by real actors will have to wait until all the character's lines are completed, for many characters this won't be until the whole mod is finished unfortunately.
  8. If you're looking for Restored Content with the Community Patch than this mod is your answer.
  9. By any chance are you also using the Restored Content mod for the Community Patch? My mod edits the new Dantooine Star Map DLG added in K1CP to restore some cut lines for Bastila. If you aren't, then my mod isn't causing your problem - though it's obviously best for me to check just incase my mod is somehow "restoring" a bug K1CP fixed.
  10. N-DReW25

    Revenge of Revan

    I'm going to go out on a whim and say the installer isn't compatible with your setup. I'm not 100% sure what a "Linux Ubuntu Steam Deck" is, I vaguely know "Linux", "Ubuntu", and "Steam Deck" as separate things but I wouldn't exactly know where to start when it comes to installing ROR on those as we mainly test on Windows PC. This would be a difficult thing to do. There are hundreds, maybe thousands, of lines you'd need to update into Spanish (or any language). Translating Episode One would take time, and we'd need to rely on you to be around so you can translate Episode Two, Three and so forth. Even if we were rushing, the mod might take years until it is "finished" and even then we may have to rewrite dialogue and text in Episode One if we need to change or revise something meaning your translations may not be up to date with the English mod.
  11. Whilst Thor110 and Effix's solutions are superior, my Bug Fix Collection for K2 has these orange grass textures from K1 in the "Higher Quality Areas" component of said mod and my K1 Dantooine Textures Restoration mod exists though it was made before porting was allowed so the grass isn't exactly the same as K1, I can update it with the correct textures if you'd like.
  12. N-DReW25

    Revenge of Revan

    Feel free to report these bugs, it's the only way they're going to get fixed. I'll have to have a look at this, though I do believe there is the option to meditate with Drayen to heal your force points so there's that. I would like to stress that this was caused not by our inability to spell but due to the inconvenient modding tool we use to write the dialogues. That little box with the "Leave me alone - I have nothing to say to you" is where the dialogue is written, and when it comes to writing big dialogue trees it can sometimes take hours to do and it is all done in that tiny box. So it's not a matter of "I can't spell", it's a matter of "I literally couldn't see the spelling mistake to begin with". So please, feel free to list all of the spelling mistakes and typos you found and we'll go about fixing them. Thank you, could you please tell us where Revan and the Exile got misgendered so that we can fix it? I do believe there is a conditional that isn't firing meaning players like you are still getting the pre-Tyrena crash site dialogue after you've passed that part of the mod. This shall be fixed. I did notice a lag spike when the Sith Master spawns in. I'm personally not sure what causes it though I'm sure if Logan can find a solution to reduce the lag he'll implement it. As Logan and the others have said, he wants to hold off on the player getting Dark Side points for the duration of the time you're with Master Drayen and once you're outside of his care then you'll be given free reign to go Dark Side. Until that time comes, we are considering the player feedback we are getting. When we release new Episodes, we do plan to update the previous Episodes with any new content and/or revisions that would improve those planets. Once the mod progresses beyond Drayen, we may consider going back and adding Dark Side points for the duration that you're with Drayen - though I believe if we were to do that there'd be double the opportunities for Light Side points then there would be Dark Side points, that means there might be 8 Dark Side points and 12 Light Side points for example. If we have that system as described above, a Dark Side player like you can go the Dark Side path whilst a player playing randomly is unlikely to fall to the Dark Side unintentionally and would remain neutral. There'll also be too few Dark Side points to turn into a grey zombie in front of Drayen. Do note that Logan could swoop in and say no to anything I say, but as I've already said, player feedback in the future might be what it takes to change his mind. I can easily see the mod being halfway complete and then realizing "Oh shit, it's actually impossible to go 100% Dark Side even if you do all the Dark Side options. Let's go back and add some Dark Side options." Master Drayen is a higher level to reflect his status as your Master, since he will still be with you in Episode Two it is entirely possible he'll level up on Nar Shaddaa. Truth be told, I set it up like that for three reasons. 1) It justifies having the Torguta on the main menu (She was on the main menu in the Demo but made no appearance). 2) The Sith Cyborg was going to appear in a cameo like just this in Episode Two, but if we released Episode One without the Sith Cyborg I was afraid people would dig into the mod files, find his files, and when Episode Two came along the reveal wouldn't be as great because people already found his files. 3) Assuming worse comes to worse and Logan permanently disappears and Episode Two never comes out at least you guys got to see these awesome characters (this isn't going to happen but obviously before Episode One's release the optimism wasn't as great as it is today). You don't have to do this, but if you were to watch the ROR Demo on YouTube you will know how much work we've put into Episode One to make sure Corellia doesn't feel like Onderon. Trust me, Demo Corellia felt so much like Onderon you wouldn't be surprised if General Vaklu made an appearance. If you'd like to give an in-depth bug report, feel free to PM one of us and we'll see about fixing the bugs you've found.
  13. PM on the forums or contact via Discord will be fine.
  14. N-DReW25

    Revenge of Revan

    @Nm6k You posted some questions to be answered in the Reviews, since I can't access the Reviews I shall answer some of them here to the best of my ability. I believe the music track should be the same as it was in the Demo, though in areas where we removed combat like the Jedi Temple & the City you can't hear that music as there is no combat though we may move those missing tracks to other planets potentially. The current species stats will be listed in the second Dev Diary that will be posted in the ROR Forum's here on Deadlystream. Whilst something akin to a tutorial level could be added, it'll probably be added at a later date. I'm sure players wouldn't want an Episode to be delayed because we're too busy making a tutorial level for mechanics we already know. Whilst it wasn't going to be removed, it was at one point in the early 2020s moved to Nar Shaddaa before being moved back. Thank you for this report, can you tell me where exactly this occurred (and use a spoiler box like I've used below) That was intentional, after looking at the TJM's and EoD mods I wanted the player's who play ROR to use the same sort of strategy you're given in the Kotor games. Whilst we can't yet add repairable droids or computer terminals, we did add plenty of opportunities to use Stealth, Grenades, Land Mines, Masks, and special blaster types to your advantage throughout Episode One with the opportunity to sell and purchase better gear in-between sections.
  15. N-DReW25

    Revenge of Revan

    As DP has already pointed out, the III is hidden amongst the symbol behind the Kotor logo. The reason it looks like this is because our main graphics artist, RedRob41, wanted the ROR logo to imply that the mod is Kotor III because it obviously isn't, Kotor III would've been an official video game whilst this is just a fan-fiction video game mod.
  16. That would depend on how many planets we choose to add. I can confirm that one planet has been scrapped for good with its content being recycled for another planet. Another planet has also been cut, however, there is a high possibility it can be added back as either a small planet to visit or as DLC to be added in an update after all the episodes are released and the mod is "done". Some planets have also been "swapped" meaning the content that was planned for planet A is still going to happen but planet A has been replaced with planet B and planet A's content will occur on planet B. At some point the player will return to Corellia so there'll be another episode about Corellia. There's also the matter of the Canon vs Non-Canon endings, if you're going for a Canon "bridge between K2 and TOR" playthrough I'd imagine the ending be a direct conclusion whereas a Non-Canon "end of the trilogy" playthrough I imagine would take a bit longer to end. So to answer your question, we do not know for certain, though we do know there'll be plenty of content between Episode One and any of the mod's endings.
  17. I think you're right on this. You'd need to have done actions that said party member would find impressive for them to get influence in the first place, why should a player be punished because their alignment is 59 when the alignment requirement for Light Side is 60. Do know that the proposed Jedi Robe rework hasn't been done yet. You can, especially in later Episodes, use the Jal Shay items right now and use Effix's mod with ROR to get the same Jal Shay textures you'd get in a normal playthrough. If we do add the proposed Jedi Robe rework, we could make a Jal Shay "ROR Addon" as a seperate mod so you could install ROR, install the Jal shay Addon, and then Effix's mod so you can have your preferred setup. Since ROR Episode One is out, you can see the ported assets for yourself. Be warned that they don't have a new reskin... yet. That is exactly how it'd work. Stick around for Dev Diary 2 because I do discuss the clothing in greater detail there. And since you've presumably already played the mod I can assure you that the Corellia setup doesn't currently use any player heads, so if you found our current setup to be good imagine how good it'd be if we could get some player heads amongst them.
  18. Revenge of Revan Episode One is out.

     

     

    As a wise man once said, "better late than never."

  19. I bet you feel real silly right now 🤪 The mod is now released, enjoy the first Episode of the Revenge of Revan mod everyone. ROR Dev Diaries shall continue to be made, so feel free to keep following along as those are published for unique dev sight into the content that Episode One offers.
  20. If I were to make that it'd be an optional install for the Unofficial K1CP Tweak Pack as it's the K1CP mod that makes that switch.
  21. Maybe you did this before he released it, but he did release all the cloaked Jedi Robe assets as a modder's resource. But hey, I know how it feels like to have a mod idea, make it, and have someone else release it before you - I've even released the mod, and have someone else release the same mod later on. Not yet, but if there is a demand for it I'll consider converting Shem's character robes too. Do note that I'll be using the gloveless hands by JCarter and not Shem as JCarter's gloveless hands are higher quality than Shem's.
  22. View File Shem Robe Revival [Cloaked Edition] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 01.04.2024 Installation: This mod comes with reskins for JC's Fashion Line I: Cloaked Jedi Robes for K1 and the JC's Fashion Line I: Cloaked Hybrid Robes for K1, thus you need to install ONE of these two mods prior to this mod to get the intended reskins that this mod offers. These two mods are incompatible with one another, so you'll have to decide whether you want Cloaked Robes or Cloaked Hybrid Robes before installing this mod. If you installed the Cloaked Hybrid Robes for K1 mod, open the "Cloaked Hybrid" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there). If you installed the Cloaked Jedi Robes for K1 mod, open the "Cloaked Normal" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there). Description: Ladies and gentlemen, come with me now on a journey to the savage days of years gone by... to a time when porting was a bannable offense, to a time when people seriously used the medium and low texture settings for a performance boost when playing the Kotor games, to a time before M4-78 was restored, to a time when TSLRP was still in development, to a time when the high quality weapon and skybox mods we take for granted were simply inconceivable, to a time when the TSLPatcher was brand new, to a time when Kotor Tool and MDLOps were the pinnacle of modding tools, to a time when Windows Vista was the current Windows OS and the Xbox 360 was the current gen console, to a time when most mods didn't have a TSLPatcher and even if they did they were an incompatible hack job - this was the time of the early Kotor modding community. In 2025, most players use TSLRCM and K1CP, the big planet mod is M4-78EP, High Quality Weapon mods are a must, High Quality Skyboxes and Planet reskins are a must, every player and party member has an ultra HD reskin by Dark Hope, every Jedi Robe in K1 has a cloak ported from K2 by JCarter. But back in 2006, the mods that were available to the early players were far more limiting and lesser quality than the mods we have today. Two mods from this era was Shem L's Prequel Style Robes for both K1 and K2, you probably haven't used them before but you might recognize them from some of Shem L's old YouTube videos. Shem's Prequel Style Robes would've been a viable mod to use between 2006 and 2014 until Kainzorus Prime released his Prequel Robe Replacement mod which updated the robe model with something far superior. Kainzorus Prime's Prequel Robe Replacement would likewise have been viable from 2014 to 2018 when JCarter426 released his JC's Fashion Line I: Cloaked Jedi Robes for K1 which ported the cloaked Jedi Robes from K2, a feature the players had been craving for over a decade by that point. It should be no surprise to anyone that JC's Cloaked Jedi Robe mod is the number 1 robe mod for Kotor 1 whilst Kainzorus Prime's Prequel Robe Replacement is a minor competitor and Shem L's Prequel Style Robes is virtually forgotten. And this is where I come in. Back in 2022, I tried to change the above fact by releasing my K1 Movie-Style Jedi Master Robes. This mod ported DeadMan's Movie-Style Jedi Master Robes to K1 and gave you an option to replace the Star Forge 2DA slot with the Cloaked Movie-Style Robes so that you can use Kainzorus Prime's Prequel Robe Replacement alongside it, meaning you can have Cloaked Robes by DeadMan and Prequel Robes by Kainzorus Prime at the same time. This mod does something similar but for Shem L's old mod, this mod takes Shem L's Prequel Style Robes for both K1 and K2 and makes them compatible with JC's Cloaked Jedi Robes. Shem L's K2 Prequel Style Robes will replace JC's Cloaked Jedi Robes whilst Shem L's K1 Prequel Style Robes will replace JC's Hybrid Robes. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Obsidian: For such an amazing sequel! Bioware: For such an amazing game JCarter426: For making the original Cloaked Jedi Robe and Cloaked Hybrid Robe mods, without you this mod wouldn't be here today. Shem L: The original author behind the two Prequel Style Robe mods, without you this mod wouldn't be here today. heyorange: For the CollarFix.psd which he made freely avaliable in his collar fix for JC's Cloaked Jedi Robes Prime: The author who made the base robe texture of what would become Shem L's K1 Prequel Style Robes mod. Darth Moeller, Achilles, Oldflash, & Svösh: For assets used in Shem L's K2 Prequel Style Robes. And 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 04/01/2025 Category Skins K1R Compatible Yes  
  23. Version 1.0.0

    34 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 01.04.2024 Installation: This mod comes with reskins for JC's Fashion Line I: Cloaked Jedi Robes for K1 and the JC's Fashion Line I: Cloaked Hybrid Robes for K1, thus you need to install ONE of these two mods prior to this mod to get the intended reskins that this mod offers. These two mods are incompatible with one another, so you'll have to decide whether you want Cloaked Robes or Cloaked Hybrid Robes before installing this mod. If you installed the Cloaked Hybrid Robes for K1 mod, open the "Cloaked Hybrid" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there). If you installed the Cloaked Jedi Robes for K1 mod, open the "Cloaked Normal" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there). Description: Ladies and gentlemen, come with me now on a journey to the savage days of years gone by... to a time when porting was a bannable offense, to a time when people seriously used the medium and low texture settings for a performance boost when playing the Kotor games, to a time before M4-78 was restored, to a time when TSLRP was still in development, to a time when the high quality weapon and skybox mods we take for granted were simply inconceivable, to a time when the TSLPatcher was brand new, to a time when Kotor Tool and MDLOps were the pinnacle of modding tools, to a time when Windows Vista was the current Windows OS and the Xbox 360 was the current gen console, to a time when most mods didn't have a TSLPatcher and even if they did they were an incompatible hack job - this was the time of the early Kotor modding community. In 2025, most players use TSLRCM and K1CP, the big planet mod is M4-78EP, High Quality Weapon mods are a must, High Quality Skyboxes and Planet reskins are a must, every player and party member has an ultra HD reskin by Dark Hope, every Jedi Robe in K1 has a cloak ported from K2 by JCarter. But back in 2006, the mods that were available to the early players were far more limiting and lesser quality than the mods we have today. Two mods from this era was Shem L's Prequel Style Robes for both K1 and K2, you probably haven't used them before but you might recognize them from some of Shem L's old YouTube videos. Shem's Prequel Style Robes would've been a viable mod to use between 2006 and 2014 until Kainzorus Prime released his Prequel Robe Replacement mod which updated the robe model with something far superior. Kainzorus Prime's Prequel Robe Replacement would likewise have been viable from 2014 to 2018 when JCarter426 released his JC's Fashion Line I: Cloaked Jedi Robes for K1 which ported the cloaked Jedi Robes from K2, a feature the players had been craving for over a decade by that point. It should be no surprise to anyone that JC's Cloaked Jedi Robe mod is the number 1 robe mod for Kotor 1 whilst Kainzorus Prime's Prequel Robe Replacement is a minor competitor and Shem L's Prequel Style Robes is virtually forgotten. And this is where I come in. Back in 2022, I tried to change the above fact by releasing my K1 Movie-Style Jedi Master Robes. This mod ported DeadMan's Movie-Style Jedi Master Robes to K1 and gave you an option to replace the Star Forge 2DA slot with the Cloaked Movie-Style Robes so that you can use Kainzorus Prime's Prequel Robe Replacement alongside it, meaning you can have Cloaked Robes by DeadMan and Prequel Robes by Kainzorus Prime at the same time. This mod does something similar but for Shem L's old mod, this mod takes Shem L's Prequel Style Robes for both K1 and K2 and makes them compatible with JC's Cloaked Jedi Robes. Shem L's K2 Prequel Style Robes will replace JC's Cloaked Jedi Robes whilst Shem L's K1 Prequel Style Robes will replace JC's Hybrid Robes. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Obsidian: For such an amazing sequel! Bioware: For such an amazing game JCarter426: For making the original Cloaked Jedi Robe and Cloaked Hybrid Robe mods, without you this mod wouldn't be here today. Shem L: The original author behind the two Prequel Style Robe mods, without you this mod wouldn't be here today. heyorange: For the CollarFix.psd which he made freely avaliable in his collar fix for JC's Cloaked Jedi Robes Prime: The author who made the base robe texture of what would become Shem L's K1 Prequel Style Robes mod. Darth Moeller, Achilles, Oldflash, & Svösh: For assets used in Shem L's K2 Prequel Style Robes. And 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.
  24. So I made my own version but I gave it to SuperChameau to add as an alternative fix for his mod so that there aren't two versions of the same fix in different mods. His mod now comes with two versions, his fix which I believe is what you originally suggested, and my fix which is what I suggested. You pick one or the other during the installation process.
  25. Hello, and welcome to the first Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes, but first… I need to address the following. Whilst the ROR mod is a spiritual successor to Kotor II, emphasis on “spiritual”, it is NOT Kotor III! Kotor III was a video game that was cancelled by LucasArts in the late 2000s, the ROR mod is entirely fan fiction. Whilst we do strive to make the characters, locations, and elements of the mod faithful to the canonical Legends material, the story you shall experience in the ROR mod is entirely NON-CANON and should be treated as such. The ROR mod is intended to act as a bridge between Kotor II and TOR MMO, you can play a strictly canonical playthrough that would hypothetically lead to the events of TOR or play a non-canonical playthrough that sees you defeat the Sith menace once and for all. We shall get into further detail about this in the next Dev Diary. For those who may be wondering, the ROR Dev Diaries serves a few purposes. 1) It allows for you, the player, to get a taste of the mod without having to download it first. 2) Assuming someone makes a YouTube video about the mod once it's released, thus making purpose 1 redundant, it serves to give you developer commentary on some of the choices made in the development of the ROR mod. Giving you a unique insight into the mod and may serve to answer any questions you may have had when playing, or you can ask your own questions in the comment section of this dev diary relating to the content I've showcased in-case I didn't answer your question. 3) It serves as a space for the ROR Developers to pitch feature proposals to the player base before we commit our time and effort into developing them. We wouldn't want to waste an entire year developing something the players aren't going to like. With the feedback and your opinions which you'll hopefully leave in the comments we may get an idea of what the player base actually wants which will hopefully influence our decision on said feature. In this first Dev Diary, I shall focus on everything you see just before starting a new game – the Main Menu & Player Creation. And be warned, this entire Dev Diary is just the Main Menu & Player Creation. We actually start playing the mod in the second Dev Diary so stick around for when that comes out. (Please let me know if any of the links and/or images are broken) Starting off the mod, you arrive at the main menu screen. The character you see to the left is described as a Sith Witch though canonically she is a Sith Sorcerer, do know that she is not the main antagonist of the mod. Similar to Kotor II, there shall be a group of Sith who you will encounter throughout your journey, including the Sith Twins you encountered all the way back in the Demo, this Torguta character on the main screen, and more Sith who are yet to be announced. Many of the characters introduced in the ROR mod have unique and innovative designs, this character is based on a heavily modified variant of Kreia’s model. You can see the Darth Traya-style Sith Robes she’s wearing though her head has been heavily modified to resemble a Torguta. Here is a side by side comparison that shows you what I'm describing. This character will rely on Force attacks when you battle her in-game as she is a Sorceress, whereas the Sith Twins from the Demo will focus on melee combat as they're both Sith Assassins. As you can see in the screenshot, her head Montrals and Lekku head tails are short, similar to . They’re probably like this because the game would have trouble rendering/animating Shaak Ti sized Montrals and Lekkus (or at least they would back in 2011 when this character was made). And just for anyone who's curious, someone actually did try to make a Shaak Ti head for Kotor and this and this was the result... I'm sure you can see why we're sticking with our current appearance. Since we can't add a proper Shaak Ti sized head for this character, she'll probably be young, around the player character’s age, in-game when you encounter her to explain her appearance. And for any of you who still aren't sold on her appearance... just know that Disney's done worse by having Ahsoka's character design go from this to . This character is similar to Darth Sion in that she's on the menu for the start of the game but will be replaced by another, much stronger, character as the game progresses. I believe @Logan23 showcased the next Sith Lord who appears on the main menu on Moddb back in the day, which I shall once again showcase here. This character is based off Atris' cut Darth Traya model. She is another Sith Sorceress and is paired together with the Sith Torguta, I imagine this character would be the Torguta’s Master and would be a lot stronger than the Torguta. This later character also isn’t the big main bad guy of the mod, there’s more characters who’ll replace her on the main menu screen. Now I know it’s possible to set the menus manually via the config in the main game folder, though do know that these later characters have not yet been implemented into the menu as of right now – though there is a bug where if you try messing with the config. This is probably a remnant of Thor110’s Expanded Galaxy mod… speaking of which! The ROR mod will now utilize ported assets from the first game as porting has been allowed in our modding community since 2018. Thor110’s ported K1 modules from the Expanded Galaxy mod will be used to make new areas for the ROR mod whether it be reskinning K1 areas to make new areas for new planets or possibly even allowing you to revisit areas from the first game (emphasis on “possibly”). Thor110 has also improved the menus for the ROR mod. Kotor I’s menus are blue, Kotor II’s menus are green, the menus in The Jedi Master’s and Edge of Darkness mods are both red, and ROR’s menus are orange... or at least they're supposed to be. To demonstrate the extent of Thor110's improvements to ROR's menus, here is a screenshot showing the skill menu during the player creation menu. On the top is how the skill menu used to look like back in the old Demo, and below is how the skill menu looks today. Thor110 has also released other menu colour mods for Kotor II which you can see in the links embedded in the text. If you would like see ROR’s orange menus released as a standalone mod for Kotor II, let us know in the comment section of this Dev Diary and we might consider releasing the ROR menu to the public should the mod team agree to it. Unlike in the Demo, this mod has proper loading screens for all the modules you shall be visiting. The legal load screen and the default load screen are still untouched from the Demo and will need modern redesigns, though other than those two you'll have new load screens based off JC's Loadscreen Template for K2 meaning these load screens will be accurate to the ones you see in Kotor II. We shall see more of them in upcoming dev diaries, this heavily outdated load screen from the 2020 build should give you a taste of what's to come. Moving on to the player character selection screen: The player options are virtually unchanged from the Demo, you'll still have over 50 player heads to choose from, including a plethora of alien heads, and the default clothing is still the K1 Jedi Robes. Though this could change in the future. We won’t be adding any more alien player variants, though we may add new alien NPC variants that you can encounter throughout the game. That means, for example, we won’t add Kel Dor players though we may add Kel Dor NPCs if the models and textures become available to us. The only exception to the “no new alien player variant” rule would be to add female Devaronians. We already the male Devaronian heads, and I hope one day that we can add a female equivalent for this species at some point. With the male Twi'lek player heads, something I never noticed was that they have a revamped head model. I thought this was added between 2011 and 2020 but it turns out these heads were in the Demo from the beginning. Incase you can't see it, the Twi'lek player's neck isn't fat like they are in the vanilla Kotor II - they normally look like this. What's really strange about the improved Twi'lek heads of the ROR mod is that, as of right now, only the Twi'lek players get these updated models - Twi'lek NPCs still have the default fat necked heads. I have previously shared the concept of ROR Submods called "Addons", these mods would be released separately to the main ROR mod but wouldn't work without the ROR mod. If you're still confused about how that would look, I previously shared a screenshot of the Yoda character "Ulon" with an updated model and texture from the High Quality Aliens: Master Vandar mod which is for Kotor I. If we get permission from Ashton Scorpius, a version of his mod, Better Male Twi'lek Heads, may be released as a ROR Addon to give your male Twi'lek player character and Twi'lek NPCs improved heads with 3D ears. I would also like to point out that there are also these Twi'lek head variants with head coverings. These Twi'leks are unique in that, similar to your underwear in the Kotor games, their head coverings actually changes color when you fall to the Dark Side. Here is a side by side of the Dark Side and Light Side Twi'lek with head coverings. Many of the player heads in ROR unfortunately do not have Dark Side transitions... yet. We hope to add these to the ROR mod through updates. Even though it isn't integrated into the ROR mod right now, most, if not all, of the human ROR players now have Dark Side transitions and they're available to the public right now through RedRob41's RoR Playable Humans for TSL mod. But if the lack of Dark Side transitions frightens you then do not worry - for you won't be able to completely fall to the Dark Side in the first ROR release without cheating. Another possible change we are considering for the player character would be the player clothing. The K1 Robe clothing was a unique element of the ROR Demo back in the day as porting between Kotor I and Kotor II wasn’t allowed back then, the ROR mod got past the no porting rule due to the fact that the K1 Robe models and the brown K1 Robe texture were actually hidden with Kotor II’s game files and thus could be used without porting. And just like the robes, quite a few K1 heads were also hidden within the Kotor II game files. In this blog post by Sith Holocron, you can see in the K2 heads section that there are a few K1 heads like PFHC03 - you obviously can't play as PFHC03 in Kotor II but both the head model and texture was buried in the game files meaning it isn't considered porting if you were to mod it into your game. You can also notice a few white heads in Sith Holocron's list, these are heads who's models are in the game files but their textures are not. That means you can use the head PMHB04 without porting but if you were to grab his texture from Kotor II then it would be porting. So if that's the case, you might be wondering how we used PMHB04 back in 2011 without porting the K1 texture. From what I understand of the process, RedRob41 was able to use this head model without the K1 texture by mapping out the model's UV layout in a separate mudding program. Once he had the UV layout, he was able to take samples from the textures of Kotor II player heads and he was able to literally stitch together a brand new texture using only the Kotor II head textures - this method is called "Photo Sourcing" I believe. But alas, porting is no longer an issue in our modding community and such measures are no longer necessary going forward. So you might be wondering how this relates to our K1 Robe Clothing? Well, now that porting is allowed I’m sure many of the new and younger players of the ROR mod won’t find the K1 Robe Clothing as impressive as it was back when porting was a cultural taboo. Whilst he may not share this view in particular, Logan23 has expressed a desire to get rid of these K1 Robe Clothing and his reasoning is simple - he wants to use player heads as NPCs just like how Obsidian used player heads for various NPCs across Kotor II… but he can’t do that because the default clothing for the ROR players as NPCs will always be the K1 Jedi Robes. So to prevent you from walking into a Cantina full of people wearing Jedi Robes, Logan gave these NPCs different armors. Below is an example of two NPCs with the player appearances as NPCs, if they were given clothing they'd both be wearing the K1 Robe Clothing as seen above. And if you follow this link, you'll see what a Cantina full of these NPCs would look like - you simply can't tell who's a bounty hunter, who's a commoner, or if anyone in this room has a special sidequest as literally everyone in this screenshot sticks out like a sore thumb. I would like to make this clear, we have not touched the player clothing just yet - though we also haven't used player appearances for NPCs either due to the above mentioned problem. Just as there are now alien player head options, most of these aliens will be available as generic heads meaning there will be aliens on Corellia who'll not only wear proper clothes, but they won't reuse a player head option. So right now, we are torn between three different options in regards to the player's clothing moving forward: Option 1) Remove the K1 Jedi Robes and restore the vanilla default clothing, meaning your clothes will look like this again - what Logan23 wants. Option 2) Keep the K1 Jedi Robes and simply don't use ROR players as NPCs - what RedRob41 wants. Option 3) My own personal compromise between these two positions. In the spoiler below will be my very own proposal for a radical rework of how Jedi Robes work as an item in the ROR mod. If you don't care about this then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section. For those of you who like my proposal, I may consider making this proposal a separate Kotor II mod as a means of testing how this proposal would actually work in-game. Even if you don't think this should be added to ROR, there might still be a really good mod idea to come from all of this. In terms of attributes and skills, there haven’t been any changes that I know of, though if you think there’s good reason to change something like attributes and class skills etc, we’d love to hear your case. Much like in Kotor II, the attributes and skills you pick can appear in your dialogue response options if said attribute or skill is high enough. So whilst we haven’t yet added droids to repair or terminals to slice into, the Computer Use and Repair skill can both be helpful in certain dialogues and can even help you in influencing droid or computer-expert companions in dialogue, so there’s a good reason to invest in your skills in this mod. Here is an example of the Awareness skill appearing in dialogue: Feats and Force Powers will undergo some changes in the ROR mod. For starters, I believe Logan23 has gone through and changed many of the Feat and/or Force Power requirements so that you need to be a higher level than you would in Kotor I or Kotor II. This is to prevent your young, inexperienced Padawan character from getting Force Storm on the fourth planet as well as to prevent you from getting Wound and Force Shock in front of Drayen during the first mission to Corellia. Below is a second one of my "totally not controversial" proposals, feel free to skip over it if you don't want to hear it but we would appreciate it if you gave us your feedback on this idea. The above is just a proposal, if the player base approves of these concepts we may one day add them, if they strongly oppose them we don’t, and if people give their own ideas on how to improve/rework these proposals these could also be taken into consideration. But what does the ROR mod add in terms of feats right now? Well… Players will receive a feat based on their species, we will talk more about these feats in the next Dev Diary though do know that these feats will be used by NPCs to determine the player’s species, allowing these NPCs to react your species via dialogue. Here is a screenshot of an NPC reacting to a Miraluka player, the same species that Visas Marr is in Kotor II: Let's say if Gorton Colu was in the mod, he’d be able to recognize if you’re a human or not… your species is no longer a cosmetic choice, you can be rewarded or punished for the species you have chosen at random points in the mod. Obviously a racist like Gorton Colu isn’t going to like a Twi’lek player, though a Twi’lek character might be equally discriminative towards a human player than they would to a fellow Twi’lek. Oh, and don't forget how I previously mentioned how almost every alien you can play as will also have alien NPC commoner variants, so expect dialogue and NPC encounters to get... spicy throughout your playthrough. This feature will be discussed at greater length in the next Dev Diary. There is currently a bug where the player will still receives the War Veterans feat, even though the player isn’t a War Veteran we'll most likely keep the Feat by renaming it to imply something else so you can get those sweet 30 Vitality Points at the start of the game that this feat gives you. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be yours to play soon.