N-DReW25

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Everything posted by N-DReW25

  1. It's 100% something I forgot to remove, though the HoloPatcher doesn't do anything with it so all it's doing is occupying space in the zip file.
  2. So the name of the mod is "Malak Redone 2024" but it contains other characters besides Malak, this name is very misleading and I feel it should be named to something else ("Elayerfawkes45's skin pack" or something like that). Also, your Mission Vao screenshots uses Mira-INSPIRED Default Clothing Reskin for Mission Vao for the body despite your mod changing her normal clothes. If this is the case, then this screenshot is very misleading.
  3. It could very well be a global problem as I got the animation script from the Sith in the Manaan Hangar modules, the one you meet Ithorak in. Not right now. I think there should be one for the Library, the hall is long enough to have a proper patrol go through it. These should be the decompiled scripts from the mod, the first one controls animations and the second one directs the NPC to face the computers. k_pkor_ambient01.nss k_pkor_ambient02.nss I could add that in, yes. Thank you for reminding me of that mod.
  4. Work on my Dark Jedi/Sith Academy mod is starting up, but in order for me to start that mod properly I need to finish up the first release of my K1 Alien Pack mod. The Ithorians are ready, the Bith are 90% ready, and the Duros are 50% ready... these are the three species that will be in the first release of the pack. I've already showed off the Ithorians, now it's time to show off the Bith. The goal of the pack is to ensure every species has 5 alien variants, this will be easy for Aqualish and Rodians as they only have 4 variants meaning only one texture needs to be made for those species... this isn't true for the Bith as they only have 1 variant. The vanilla black Bith will only appear as Cantina Musicians whilst the Bith you'll encounter in-game will use my new appearances. Whilst I did make the reskins you'll see, I also photo sourced assets from BithBiter's TSL Party Project 1.01 (as the mod page says the mod's assets can be used with credit given), and assets from the Revenge of Revan mod by RedRob41 (used with permission). For the Bith appearances, I used Wookieepedia to determine that Bith skin color can be yellow, green, pale pink, and red... so those are the colors I used in these appearances. Whilst I think the new appearances are "alright", I personally feel some of the skin colors don't "fit" with the scenes they're currently in... which is why I would like your opinion on whether or not I should switch certain Bith appearances around. Green Bith: This one was especially jarring to see when I first saw it in-game in this scene. Red Bith: His skin and his outfit are so dark, so much so that he's almost camouflaging into the dark environment around him. Pale Pink Bith: I rather like this appearance, I could change the color palette of his clothing if this is desired. Pale Yellow Bith: Dare I say this Bith is without flaw. So... what do we think of these new Biths?
  5. Unfortunately, the Pazaak Tournament on Manaan would be one of the last things I add due to the sheer size of it.
  6. View File Complete Sith Academy [BETA] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.11.2024 Installation: Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms. In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory. For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now. At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1. The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location. Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise. There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod. Known Bugs: If you click on the Sith Students on the computers too much, they stop doing their "typing" animations. This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base. Thanks to: Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist! Obsidian Entertainment: For adding these new rooms to the second game! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher and the Holocron Toolset! 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 11/14/2024 Category Mods K1R Compatible No  
  7. Version 1.1.0

    36 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 14.11.2024 Installation: Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic. Description: In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms. In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory. For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now. At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1. The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location. Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise. There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod. Known Bugs: If you click on the Sith Students on the computers too much, they stop doing their "typing" animations. This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base. Thanks to: Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist! Obsidian Entertainment: For adding these new rooms to the second game! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher and the Holocron Toolset! 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.
  8. Do these droids join the final battle of Khoonda alongside the droids of the north droid station?
  9. N-DReW25

    Ginger PMHC04

    Here are some improved Dark Side transitions. pmhc04ad1.tga pmhc04ad2.tga
  10. I do know @Marius Fett recently deleted his old mods as he intends to reupload updated/revised versions of those old mods. If Marius did ever make a Lightsaber blade reskin mod, it's possible you can't find it because it's been deleted.
  11. The problem with those is that for Carth the warning about the Katarn was never intended for Kashyyyk. Kotor 1 had an E3 Demo much like Kotor 2, and just like how the Kotor 2 Demo contained elements that weren't in the final game the K1 Demo had a few oddities. First off, the game's engine wasn't final so the game looked like this, it was set on Dantooine, you could recruit Carth and T3-M4 (who was owned by Bastila), there was a Sith Base on Dantooine (It possibly reused the cut Czerka Depot), the player was a Jedi who wore Nemo Robes (So the player character Jedi you see throughout the vanilla game were the players in the Demo), and Katarns were the primary enemy on Dantooine. The Carth quote about the Katarns goes like this: "CARTH: Is your communicator on? It's Carth. Just wanted to remind you to be careful out there. Don't end up as a meal for one of the katarn." That line exists on TLK number 380, and you'll see that "CARTH" is actually written on that line. The very next line, 381, goes like this: "CARTH: Get back to the base! The Sith have attacked! Just follow the smoke! Hurry!" So... there isn't much to go off of in terms of restoring the Katarn warning because it was never intended for the actual game. And as for the HK-47 lines about the Sand People Messiah, as far as I'm concerned I've never found, or heard of other modders finding, the cut lines which could be used to restore such a scene. We all most likely know about the Sand People Messiah content through former Bioware devs who worked on the game instead of through cut dialogue lines, so again a mod that adds the Sand People Messiah would have to be costume made. As an actual discussion forum, perhaps, but there are still mods being worked on, published, and updated by modders and said mods are still being downloaded by players. So the mod hosting element of Deadlystream is still kicking, and the Discord side of the Deadlystream community is thriving, if you think this site is dead that's where everyone went.
  12. You know, I had some reservations about this mod hearing about it... and I was willing to give you a chance if I could see the mod for myself through this WIP thread, and you haven't disappointed me. These in-game changes are very well made, they're a massive improvement over your old work and I hope your other old work is improved upon in the same way as well. Judging from the screenshots, you've given characters like Dak Vesser a unique head. So if you're giving unique heads to NPCs who used generic heads, why are you giving unique heads to characters who already had unique heads? Instead of giving those NPCs a new head, why not use those heads for other NPCs without a unique head instead? The bottom screenshot was clearly made by using the Caps Lock first person view whilst the example I kept on the top is a cropped down screenshot of a dialogue. Please, from now on, stick to the Caps Lock first person style screenshots. I don't want to have to squint to see what an NPC looks like, and I'm sure everyone else would agree with this. Are there any issues with the K2 ported heads? I know I tried to port Dak Vesser's head myself and the jaw and the hair ended up breaking, as it quite common when you're straight up converting from K2 to K1 via MDLEdit. I agree with this too, it's hard to get into the details when I'm losing track of what it is I'm reading because all the lines are too close together. JC's Back in Black, Shem's old Sith Student mod, Heyorange's Sith Uniform Reformation mod, Kainzorous Prime's Old K1 NPC Overhaul, the K1 Enhancement Project... there are quite a few mods that did change the Sith Academy students. Whilst I understand why you wouldn't like this mod on the grounds you've listed, I don't think that should be a deterrent for EAF97 to stop making this mod. By having a variety of different mods available, players will pick and choose what they want to play with and I'm certain many players would love to play with the K2 Sith Uniforms.
  13. I know I've reported a few noticeable issues on Manaan to the K1CP bug tracker a while back and they've since fixed them in the 1.10 update. When you download K1CP, it comes with a list of the things the mod has fixed (alternatively, this same list might also be on one of their public GitHubs). You could use this list to see what they've fixed so that you can fix them in your own mod, I wouldn't want to use your mod and find out it undoes the model fixes of K1CP. The Endar Spire. Even with the K1CP mod installed, which already does fix pre-existing holes, if you look for them you can still find holes. Off by memory, the first module end_m01aa is still ripe with holes in the walls. But I think this model problem is something you'd be interested in. In the hallways of the starboard section (end_m01ab), if you look up at the ceiling you'll see overhead pipes yet in the hallways of the Command Module (end_m01aa), the parts of the ceiling where the overhead pipes should be are empty. And yet there are Beta screenshots of the Command Module halls having overhead pipes as seen here.
  14. View File K2 Alternative Voice Overs A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 23.10.2024 Installation: Each and every voice has to be installed ONE AT A TIME, for now there is no way to install all the voice options at once. All voices are OPTIONAL, if you don't like the new voice of a certain character you don't have to install that specific voice. The "Voices" folder contains the modded VO, the "Listenable" contains the vanilla VO in .MP3 format so you can listen to the vanilla lines, and the "Backup" folder contains the vanilla VO and their folders just in-case you wish to uninstall this mod. Batono Mercenary- To install the Batono Mercenary's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\203" and delete the folder named "mercbat". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "mercbat" folder and copy that to the 203 folder where the vanilla "mercbat" folder used to be. Odis- To install Odis's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\302" and delete the folder named "ODIS". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "ODIS" folder and copy that to the 302 folder where the vanilla "ODIS" folder used to be. Saedhe- To install Saedhe's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\601" and delete the folder named "saedhe". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "saedhe" folder and copy that to the 601 folder where the vanilla "saedhe" folder used to be. You might be wondering the following question, why do I need to delete game files to install this? That is because this mod uses the .MP3 audio format instead of the .WAV format Kotor 2 uses. Whilst it would be logical to make my modded audio files .WAV and simply make an installer to overwrite the vanilla .WAV files, the Steam version of Kotor 2 is known to ignore modded .WAV files thus breaking any mod that uses them... and since I use the Steam version it's very likely that replacing the vanilla .WAV files with modded .WAV files would simply break the audio files I was intending to replace. It is also possible to rename all of my modded audio files to something new and use a TSLPatcher to edit the dialogue files to refer to my new audio names instead of the vanilla audio. However, that could pose the risk to compatibility with other mods, especially if they just dump dialogue files into the Override or if I make a mistake in my own TSLPatcher and the installer assigns the wrong audio to the wrong lines. By deleting the folders that contain all of the vanilla audio and replacing those folders with identical folders containing replacement audio, the game will detect the modded .MP3s and will use the modded audio for all of the lines spoken by said NPC. Description: The two Kotor games are home to some of the best voice acting in video game history. There are some actors and actresses who voice only one character for their game and absolutely nail the performance, like Sara Kestelman who voiced Kreia. There are other actors and actresses who voice multiple characters, and even though it's the same actor voicing all these characters you would never realize that G0-T0, Captain Bostuco, Corrun Falt, Ponlar, Xarga, the Peragus Security Officer, and the Harbinger Captain were all voiced by Daran Norris. But... then there are instances where an actor or actress voices more than one character and when you compare these characters you swear these characters share the exact same voice. This mod intends to fix that phenomenon by replacing the voice of some characters who sound like they're the long lost twin of another character. This is NOT to say that the actors who voiced the characters affected by this mod did a bad job, not at all, and this mod does not aim to completely remove the voice of certain actors by removing every character they voiced for Kotor 2. For example, if a voice actor voiced "Character X" and "Darth Vader" and Character X sounds like Darth Vader then the voice of Character X would be replaced in this mod whilst the voice of Darth Vader would remain untouched. Now replace "Character X" and "Darth Vader" with the Kotor 2 characters mentioned down below and you'll understand what I'm doing. How does this mod replace already existing VO? It uses the "Voice Changer" feature of the ElevenLabs website to replace the "voice" of Kotor 2 VO with default generic AI voice samples provided by the Site. This means the exact same pace, tone, pronunciations, and accent from the original VO is preserved with only the audio sound of the voice being changed. The in-game result is a character whose voice is unique to that character. Voices affected in the mod and video previews are found in this spoiler below: Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. If you use the "Verify integrity of game files" feature on Steam, then Steam might try to redownload the vanilla .WAV files you deleted to install this mod. If it does so, the game will use the .WAV files in-game instead of the .MP3 files thus disabling the modded VO. You'll need to reinstall the mod if you've done this. 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! ElevenLabs Website: For the custom AI VO service! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 10/23/2024 Category Mods TSLRCM Compatible Yes
  15. It is somewhat implied that a group of Jedi excavated the tomb, these Jedi would turn on each other due to the visions with Nebelish being the last survivor before starving to death. Why they excavated the tomb? Unknown - the only explanation as to why Korriban makes little sense is cut content, Master Vash wasn't supposed to be on Korriban after all. A better way to explain the Tomb of Ludo Kresh would be to make a mod for K2 that explains it rather than shoe-horning it into the first game. A room animation would be the only way, you can't blow up the cave exit and have the player warp to a copy of the K2 cave. Any unlooted placeables from the old module would be gone, any landmines placed by the player would be gone, any enemies you didn't kill would be gone, and it'd be very difficult to setup the cave entrance in the Valley of the Dark Lords to account for this change. If there's even a chance the warping method could work, all of the above would have to be figured out for it to work. What would Revan's visions even be (especially if this happens before the Revelation scene on the Leviathan)? If the vision acts anything like it did for the Exile then it'd be logical for Emperor Vitiate to be one of the vision characters (even if Revan doesn't realize who it is at the time), so if you include, or exclude, characters such as Vitiate from the vision either way I can see that being controversial for some players.
  16. Version 1.0.0

    20 downloads

    A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 23.10.2024 Installation: Each and every voice has to be installed ONE AT A TIME, for now there is no way to install all the voice options at once. All voices are OPTIONAL, if you don't like the new voice of a certain character you don't have to install that specific voice. The "Voices" folder contains the modded VO, the "Listenable" contains the vanilla VO in .MP3 format so you can listen to the vanilla lines, and the "Backup" folder contains the vanilla VO and their folders just in-case you wish to uninstall this mod. Batono Mercenary- To install the Batono Mercenary's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\203" and delete the folder named "mercbat". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "mercbat" folder and copy that to the 203 folder where the vanilla "mercbat" folder used to be. Odis- To install Odis's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\302" and delete the folder named "ODIS". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "ODIS" folder and copy that to the 302 folder where the vanilla "ODIS" folder used to be. Saedhe- To install Saedhe's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\601" and delete the folder named "saedhe". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "saedhe" folder and copy that to the 601 folder where the vanilla "saedhe" folder used to be. You might be wondering the following question, why do I need to delete game files to install this? That is because this mod uses the .MP3 audio format instead of the .WAV format Kotor 2 uses. Whilst it would be logical to make my modded audio files .WAV and simply make an installer to overwrite the vanilla .WAV files, the Steam version of Kotor 2 is known to ignore modded .WAV files thus breaking any mod that uses them... and since I use the Steam version it's very likely that replacing the vanilla .WAV files with modded .WAV files would simply break the audio files I was intending to replace. It is also possible to rename all of my modded audio files to something new and use a TSLPatcher to edit the dialogue files to refer to my new audio names instead of the vanilla audio. However, that could pose the risk to compatibility with other mods, especially if they just dump dialogue files into the Override or if I make a mistake in my own TSLPatcher and the installer assigns the wrong audio to the wrong lines. By deleting the folders that contain all of the vanilla audio and replacing those folders with identical folders containing replacement audio, the game will detect the modded .MP3s and will use the modded audio for all of the lines spoken by said NPC. Description: The two Kotor games are home to some of the best voice acting in video game history. There are some actors and actresses who voice only one character for their game and absolutely nail the performance, like Sara Kestelman who voiced Kreia. There are other actors and actresses who voice multiple characters, and even though it's the same actor voicing all these characters you would never realize that G0-T0, Captain Bostuco, Corrun Falt, Ponlar, Xarga, the Peragus Security Officer, and the Harbinger Captain were all voiced by Daran Norris. But... then there are instances where an actor or actress voices more than one character and when you compare these characters you swear these characters share the exact same voice. This mod intends to fix that phenomenon by replacing the voice of some characters who sound like they're the long lost twin of another character. This is NOT to say that the actors who voiced the characters affected by this mod did a bad job, not at all, and this mod does not aim to completely remove the voice of certain actors by removing every character they voiced for Kotor 2. For example, if a voice actor voiced "Character X" and "Darth Vader" and Character X sounds like Darth Vader then the voice of Character X would be replaced in this mod whilst the voice of Darth Vader would remain untouched. Now replace "Character X" and "Darth Vader" with the Kotor 2 characters mentioned down below and you'll understand what I'm doing. How does this mod replace already existing VO? It uses the "Voice Changer" feature of the ElevenLabs website to replace the "voice" of Kotor 2 VO with default generic AI voice samples provided by the Site. This means the exact same pace, tone, pronunciations, and accent from the original VO is preserved with only the audio sound of the voice being changed. The in-game result is a character whose voice is unique to that character. Voices affected in the mod and video previews are found in this spoiler below: Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. If you use the "Verify integrity of game files" feature on Steam, then Steam might try to redownload the vanilla .WAV files you deleted to install this mod. If it does so, the game will use the .WAV files in-game instead of the .MP3 files thus disabling the modded VO. You'll need to reinstall the mod if you've done this. 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! ElevenLabs Website: For the custom AI VO service! 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.
  17. It's so surreal walking through the K1 Academy and ending up in the K2 Academy rooms in K1. I hope someone can adapt this module to the korr_m35aa module so that these rooms can be accessed in the normal Academy. Also, do you think it's possible (or necessary) to have the right arch on the screenshot below mirrored so that the left arch isn't damaged?
  18. When your mod does comes out, I'll have a look at what it does and what files you've modified and I'll give a final judgement on if a compatibility patch is needed and/or what components people should avoid with my mods. If you're mod is one big mod, do know that my NPC Overhaul is a series of different smaller mods. Let's say I do release my hypothetical Sith Academy mod, players can simply choose not to install that mod for whatever reasons. And do know the "core" of my NPC Overhaul revolves around the NPC Diversity Pack, without the other mods of this series I'm sure you can see how it's quite basic in how it achieves its overhaul ("Basic" in comparison to what you're planning, that is).
  19. You might want to touchup the wrinkle on the forehead, other than that this is a very good job!
  20. We should all know the problem I am referring to. You're playing Kotor 2 with the TSLRCM mod installed and you are in the middle of Telos playing through the game, you finish a dialogue and then suddenly... the screen goes black, followed by this thing entering the frame. After seeing that this thing is is a ship, you are then greeted with an unskippable cutscene. This is triggered when you gain a set number (20-30 maybe?) of LS or DS points, this means the cutscene will play at a different point in the game during each playthrough. The problem with this is that it often times comes out of nowhere, you're talking to Chodo Habat and once the scene ends you're suddenly greeted by the space ship cutscene followed by a two minute unskippable cutscene or you gain Dark Side points after saying you're going to murder someone but the moment you enter combat... BAM, space ship cutscene followed by two minute unskippable cutscene. And the second problem is that, once you get off Telos, all you need to do is travel to a planet and then immediately board the Ebon Hawk and Visas will already be inside the Ebon Hawk even though you've just left Telos. So this mod request has several parts to fix the issues I have listed: 1) Remove the alignment=cutscene mechanic and instead have the cutscene play after the Jedi Council hologram cutscene. My reasoning for having it done here is because the Jedi Council cutscene takes place in the module 950MAL instead of 003EBO (the main Ebon Hawk module), even though 950MAL lacks a load screen most players would assume they're in the Ebon Hawk and not an Ebon Hawk clone. As of right now, the game goes from Telos Academy > Ebon Hawk (Jedi Council Cutscene) > Ebon Hawk. If the Visas cutscene takes place after the Jedi Council cutscene, the game will instead go Telos Academy > Ebon Hawk (Jedi Council Cutscene) > Ravager (Visas Cutscene) > Ebon Hawk. Just give 950MAL the 003EBO load screen and it'll give off the illusion that you're warping from and back to the Ebon Hawk. As it is now with the alignment system, the "disturbance" Visas refers to is the player growing stronger in either the Light or Dark Side though it looks stupid when that "disturbance" is the player committing tax fraud on Telos or some other lowly action. If the scene takes place after the Jedi Council scene, this "disturbance" can now be interpreted as the Exile not only getting stronger but also making plans to find/hunt down the Jedi Masters. 2) Instead of Visas spawning on the Ebon Hawk after the Ravager scene takes place, it should take place after you complete one planet. So instead of leaving Telos, landing on Nar Shaddaa, immediately turning around and finding Visas, you instead have to complete Nar Shaddaa, deal with Zez-Kai Ell, return to the Ebon Hawk and only then you find Visas. 3) This part isn't really necessary, but when you enter the Hawk the party you had outside will be part of your party whilst the other party members are unconscious in Kreia's room. When the encounter with Visas begins, she'll use Force Stasis/Stun to incapacitate these party members so that it's just you alone fighting Visas. This was apparently Obsidian's original intention as there is a dev note that says "{[After a second, she gets to her feet, and she advances toward the player, she will cast a Force Stun at the other party members - like Bastilla in the first game.]}". Again, this problem isn't nearly as bad as the first two problems so it shouldn't really be a priority I feel.
  21. If that's DP's Kel Dor modder's resource, I do believe the head has a few problems when speaking to it as an NPC hence why it was released as a player head mod. I don't quote me on this, but @DarthParametric has said in the past that he might release the ported TOR Kel Dor head from his Jedi Diversity on the Star Forge mod as a modder's resource to replace the old modder's resource at some point. Though when, or if, it's released is entirely when DP feels like it.
  22. So you'd have a model you can show as a proof of concept? So you've merged two models into one (the Rodian and mask model) but it uses two different textures? I know some other mods that do similar things do it so that it uses one texture with one on the left and the other texture on the right. JC's Czerka mod has a Czerka Rodian that merges the Rodian animations, Rodian hands and Rodian head to a Czerka body model and it handles the texture by having a Rodian on the left side of the texture and a Czerka texture on the right (or vice versa, but you get the idea). DP's Scoundrel Clothes with Scout legs uses a similar method. This might prevent any memory leak related issues if you can replicate this. I have given you a list of reasons as to why it can't be done, and yet you've tossed my reasons out the window and demonstrated that I should've kept my mouth shut. Those are amazing results! If you check Effix's distribution note on the main page, you'll see that he said "You can use the files from this mod in your own mod if you simply credit me". So that means, as long as you give credit to Effix as the original maker of the skin, you can outright use that skin in a "Twitch mod" that has the visor. I've done so myself for my Galaxy of Faces mod for compatibility reasons.
  23. You'll get there if you keep at it. The animated spark I think is a placeable in its own right, though if that doesn't work there might be a spark VFX effect that could be applied to the placeable. Either I'm confused, or you're confused. I'll re-explain my idea so the core concept sticks - the grenades would be inside the Footlocker, if you used security you would be able to obtain the grenades, if you instead bash the footlocker and took its HP to 0 it would, upon "death", explode and the Footlocker would be deleted... it does that because it is the "grenades" inside the Footlocker exploding. Admittedly, I didn't even bother fixing the open mouth bug. I've ported other hands and I'd get that same bug except it's graphically worse and the lips don't move at all, since Bao-Dur's lips do move that was enough to satisfy me. I think you should first look into a bald female head, the best one in the game is PFHC05. All you'd need to do is chop off her ponytail, reskin the shaven hair bits and, in your case, apply the horns. That could work, actually. That may cause more trouble then you think if you're thinking of giving Twitch a mask. It'd be incompatible with High Quality Rodians and it could be incompatible with mods like Effixan's Arena mod or Galaxy of Faces that gives him a unique appearance. Not to mention a full face mask wouldn't work, a visor over the eyes probably wouldn't work and I doubt a Neural Band type mask would work with all of his animations. Plus, even if it did work how do you know the mask won't be gigantic in comparison to the little Rodian head? (Though I suppose you could just shrink it if your beast mod is anything to go by.) But generic human NPCs, Twi'leks and possibly even Duros are PRIME real estate for this. I'm not sure if you knew but there's a bug in the game engine where if an NPC is wearing a mask and a player is wearing a mask then the NPC's mask will be rendered invisible. This bug can only be prevented if the mask model is physically merged with the head model in question, so for example Davik's head would have his visor on it as part of his head model and not as a seperate model like it works with the players (It would be possible to set it up so that Davik's 1st encounter uses his normal head and his hangar encounter uses his visor head).
  24. I concur with SH, I think you should release it - I think it's a real improvement! I'm not sure if you're aware, but there's a mod called High Quality Skyboxes which should add a proper Coruscant skybox for the Jedi Temple mod, so there's no need to worry about making a new skybox for this mod.
  25. Welcome to the club, and from what I can see you've already advanced in areas in 9 months that I haven't in almost 9 years I'm not sure if you're the same guy I told this to on Discord, but are you aware of the "Swoop Droid"? Not the one that spawns on the Ebon Hawk on the Xbox, but the actual Swoop Droid that was fully voiced and has leftover VO in the game files. Maybe you can use the VO to your advantage here. I hope you add an option to pick up the turret once you're done with it, and maybe a limit too so the player doesn't just add a thousand turrets to kill a boss. Maybe have it so that you place one down, you lose the turret item, you can speak to the turret out of combat, you pick the dialogue option to "Pick it up", it removes the turret NPC and you gain the turret item again. Now that is an interesting concept. You might want to adjust the Ritual Beast camera so it shows the enlarged Terentatek. Now that might be a fun thing to add randomly throughout the game, depending on whether or not it makes sense for something to explode. Maybe you can lock one of the grenade footlockers and if you bash it it explodes. So I was personally was going to do this for an alien NPC mod I have planned, the install would be modular meaning you could hypothetically install Zabraks and no other species. But unlike your mod, I was going to use reskins of Bao-Dur's head and I was going to have them strategically replace pre-existing NPCs in the game. For example, the Exchange Debt Collector in the Lower City or one of the Bounty Hunters in Zax's office who I'd deck out in Zabrak gear, this way the Zabraks would speak English and wouldn't need any TOR Zabrak lines. Are you planning on merging Inyri's horn mask item with the head model itself? If you are would you consider making some female Zabraks as well? I like that, but my only concern is that you may have to make multiple versions for different screen resolutions. Cursed! I do like the idea of this! What sort of stats do you have in mind for the bandoliers? How many bandoliers do you plan to have? Is it possible to have the bandoliers be equipable in the armor slot? So... like merging Davik's head with his visor so you can see him wearing his mask for example? This one sounds dubious to me, though I'm sure what you have in mind for this mod idea is better than what I'm imaging.