N-DReW25

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Everything posted by N-DReW25

  1. A new mod has been added to the series and I have an update to the main NPC Diversity Pack mod. When the mod goes live, this link shall take you to the Quarren Sith Master mod - a mod which turns the Manaan Sith Master into a Quarren using textures from Quanon's Big Sellout modder's resource. The update for my NPC Diversity Pack is in the works and shall include new generic commoner heads with some ported outright from Kotor II and some made from scratch. Right now, there are the following generic heads: 3 white male, 2 black male, 3 asian male, 3 white female, 2 black female, 3 asian female, 2 old white male, 2 old black male, 2 old asian male, 2 old white female, 2 old black female, and 2 old asian female bringing the total to 28 generic heads in the vanilla game. The final plan of the NPC Diversity Pack is to increase each race to 5 heads meaning there'll be 5 white male, 5 black male, 5 asian male, 5 white female, 5 black female, 5 asian female, 5 old white male, 5 old black male, 5 old asian male, 5 old white female, 5 old black female, and 5 old asian female which will bring the total of generic heads all the way up to 60. Right now, only the non-old heads are ready meaning, with this update, you can optionally install 14 additional generic heads into your game that'll be spread out amongst the generic NPCs across the game. Whilst this update is not yet finished, here are some previews as to what some of these heads will look like: In addition to these new heads, I am planning on reconfiguring some of the genders of the NPCs in the modules. For example, the NPCs in the Dantooine Enclave exterior are all women and the Anchorhead Town NPCs are all men. I plan on replacing some of these NPCs with the opposite gender so that the female heads from these optional addons can be added to more planets and more areas throughout the game without having them congested in certain areas that are segregated by gender. More updates on this will be released closer to the updates release whenever that'll be.
  2. Alright, the mask model is also broken so that'll be added to my list on things to fix. Below is how the mask is supposed to look.
  3. Could you buy the mask and put it on (Save your game if this is a playthrough so you can reload the save before you bought the mask)? When you wear the mask does it look like a green breath mask? If yes then only the icon is broken but if no then the mask model is broken like the Blaster. That is a K1CP feature from the K1CP mod, it is not added via RC-K1CP and as such is not something I can change on my end. The only way that feature could be made optional is if somebody else made a mod that undoes the changes - that means you'd install K1CP followed by a hypothetical Consular/Sentinel Vanilla Class Skills mod that would undo that specific change.
  4. The K1CP mod includes the Consular Sentinel Class Skill Swap mod. It is theorized that the Jedi Consular got the Sentinel skills by mistake, the idea behind the Jedi classes is that Guardians were supposed to get more feats, Consulars would get more powers, and Sentinels would get more skills but instead because they were swapped Guardians were got more feats, Consulars got more skills and powers, and Sentinels got nothing. RC-K1CP does not touch the Sand People so that's strange that it's happening. Do any of the Sand People drop sticks or clothes? Now this here is genuinely an RC-K1CP bug that I can fix! For me, only the blaster icon is white though the blaster model itself uses the default blaster texture for some reason. I shall look into this and release a bug fix update for this.
  5. What do you mean? Are you saying you installed K1R first, experienced the Lashowe bug, and then installed K1CP and RC-K1CP on top of K1R afterwards? If you have than you have broken your install and you need to either reinstall your backup of the game files or reinstall the game if you haven't backed up your game. K1CP 1.10 needs to be installed first, followed by RC-K1CP 0.12.1 for this mod to work. Could you tell me what you've done using the correct terms I have outlined above. So you're in her apartment for the party and it's not her voice over. So you're saying that Sarna is the one speaking but she's speaking Yun-Genda's lines. So what happens if Yun-Genda, the man, speaks. Does he use Sarna's lines or does he have the correct lines and it's just Sarna who's using the wrong lines? And you end up with a Sith Base Passcard. Is this found in the Backpack instead of Sith Armor or is it just given to you? If you've installed K1CP and an outdated RC-K1CP into K1R than there's your problem, you'll need to uninstall, reinstall, backup the vanilla game files with the unencrypted and run uniws so you don't have to keep reinstalling if you/my mods keep breaking your game, and reinstall K1CP and the latest version of RC-K1CP correctly and try again. If you do this and the scene works as intended than there's nothing wrong with RC-K1CP, if you can replicate this bug in a fresh K1CP and RC-K1CP install without any K1R stuff ups than I will have to investigate this deeper. What is a .tar.zst file? I have never seen this file extension format before.
  6. N-DReW25

    K1 Alien Pack

    They will appear in all modules except those three you listed. They include the Tatooine Swoop Registration, Hidden Bek Base, and the Kashyyyk Landing Pad modules. You should get a warning in the installer about those areas being missing and that their installs were skipped, but hopefully the rest should install just fine.
  7. N-DReW25

    K1 Alien Pack

    That is because this mod is supposed to be installed with the Kotor 1 Community Patch, it is that mod that provides the .MOD files to which my mod installs the Devaronians into K1CP's .MOD files. As long as K1R provides the same .MOD files my mod uses than you can install the Devaronians into K1R. Here is the list for the Devaronians. As long as K1R has these than you can have Devaronians in K1R. The installer only installs the .TPC file so the .TGA is untouched and won't cause any problems.
  8. N-DReW25

    K1 Alien Pack

    The installer is modular, so you can install just the Devaronians. You can try, though if K1R is missing a .MOD/module file that K1CP provides but K1R doesn't than there would be an incompatibility there. If K1R does have all the modules then the installer should install fine and you can install the Devaronian component into K1R.
  9. N-DReW25

    HD Belts textures

    Kotor went through one or more engine revamps during its early development before Bioware settled on the Odyssey Engine. That's how we have screenshots of Sleheyron even though it doesn't exist in the game files except one or two heavily broken module model files and some area textures. It is possible Bioware wanted to have belts, gauntlets, implants, and energy shields all be visible on a character when you wear them just like armor and mask items. Or, alternatively, Kotor was going to have a pick up and drop item feature similar to other games wherein you could find items on tables/on the floor and you'd pick them up and these were the textures they were going to use. It is possible that this feature was somewhat implemented in one of these pre-Odyssey Engine Kotor iterations before the Odyssey Engine was embraced and it became apparent that such a thing was not viable. So just like Sleheyron, only the unused textures from a bygone era remain in the game files.
  10. N-DReW25

    HD Belts textures

    These textures do not appear in-game, we only ever see their icons.
  11. Well - in the context of area reskins there are no plans within the mod like there are with NPC reskins with RedRob41. Nar Shaddaa will have Kexikus' High Quality Skyboxes but the terms of using Kexikus' work in ROR is that we can only use planets that appear in Kotor I or II in ROR - we can't take M4-78's skybox for a planet and use it for a planet that is not M4-78 for example. My biggest concern for HD textures in ROR is that the HD textures will bloat the already large file size. Why should ROR be 10 Gigabytes when it could be 4 Gigabytes? RedRob41's NPC HD Overhaul, if he doesn't publish it as a separate mod, would be downloaded from the main ROR page like this example here: You'd download the main mod on the top and the HD NPC Overhaul would be separate and optional, the above example shows five downloads but ROR would probably have two (though more may be needed if the file sizes are too big). But as of right now, any major HD texture work in regards to areas would most likely be a ROR Addon - a mod you install after ROR. And I can hint that such a mod will be a thing in the future
  12. I know this, I know what I'm looking at here. This isn't TSLRCM, this is the bootleg Malachor VI mod that a Russian modder made. Where did you download your mods from? You're playing a Russian mod that has not been translated for English users and is practically unknown to us. If you are using the mod that I am thinking of, then there are problems with it that prevents any translation work into English from being done. 1) It contains Visas audio files from the Ravager for Malachor of her dying. I suspect it's for if Visas dies on Malachor, but since the Russian modder named these files something like "907visassex.mp3" the other prominent modders I have shown this mod to assume the Russian modder added a sex scene to the mod and so refuse to probe into the mod any further. 2) The Russian modder I speak of has been missing since the start of the Russo-Ukrainian War in 2022, it is very much possible that the maker of this mod perished during the initial invasion of Ukraine and thus he can neither help us or give us permission to modify his mod.
  13. Why not include a second install which installs Differentiated Duelists into the tar_m02ae.MOD file instead of the Override? My mod cannot be installed without K1CP, so this hypothetical patch would require K1CP to be installed first, followed by Differentiated Duelists, followed by the NPC Diversity Pack. All my mod does is switch out Gerlon's head for the Tatooine Asian Head and give them different armors as seen here. My mod might make your mod harder as, even though they do get progressively stronger, I'd say my choice of armors are twice as strong as yours. The real sweetener for this hypothetical second install would be for compatibility with the Galaxy of Faces mod which adds Effix's heads and adds them as just the heads which are installed via the .MOD based installer as used in the Diversity Pack. With this in mind, if you were to make this hypothetical patch the install would require K1CP, followed by Differentiated Duelists, followed by the NPC Diversity Pack, and followed by Galaxy of Faces. I suppose you could mix and match them too - maybe install the NPC Diversity Pack before Differentiated Duelists so that the Galaxy of Faces duelists are given your armor alongside the NPC Overhaul.
  14. You have Kotor II module files in there, if they're named "101PER.mod" with numbers those are Kotor II mods. You might want to double check your Kotor II install as well as you probably installed a Kotor II mod in Kotor I. You might've even installed K1CP in your Kotor II folder as well 😬.
  15. No, not normal at all. All of K1CP's module files appear to be missing, hence why the 48 or so files that were modified inside the K1CP's .MOD module files didn't install. Can you please go to your swkotor folder, open the Module folder, and tell me if you can see any files with a .MOD extension?
  16. Do note that @ing someone on Deadlystream is the same as @ing someone on Discord - it sends a notification/ping to the @ed user and directs them here to this thread. You might not want to do that unless you want their direct input on the topic, if I alone can diagnose your problem then @ing Leulikin was pointless though if a compatibility patch is needed for her mod I can contact her privately as I have done with my other mods that require patches. This orange Twi'lek appearance was restored in the K1CP and RC-K1CP further restores it to a few more NPCs in the game, including Lur Arka Sulas. The ideal way of installing KotOR 1 Twi'lek Male NPC Diversity with RC-K1CP is to install her mod after RC-K1CP. This will overwrite the restored generic appearance with Leulikin's modded appearance. This here is the interest bit, so you're saying the two screenshots from above are from the same install? That on Dantooine Lur Arka Sulas is orange whilst on the Ebon Hawk he's yellow and wearing a Zabrak Combat Suit? This raises an interesting question, which mod turned Sasha into an Outcast Child and which mod gave Lur Arka Sulas armor? I'll check the RC-K1CP and the NPC-DP again as they're the most likely culprits, but this looks like something out of the old NPC Overhaul mod. This seems to be correct, though I'll have to investigate further to see what the problem is.
  17. You are correct. I shall update the Duros install when I get the chance
  18. Can I see a screenshot of this? Because the NPC-DP doesn't have changes to Bolook as far as I can remember because of that incompatibility with other Bolook mods.
  19. I'm afraid that is an RC-K1CP issue and one that is caused by you running the installer multiple times. The reason the patcher adds new NPCs instead of overwriting the .GIT file (which houses the NPC location data) is because if it were to overwrite the .GIT file it would be overwriting any previous modded content you've installed. Sleheyron Story Mode once used an overwriting system which is how installing SSM once broke RC-K1CP as, by overwriting the previously installed content, the installer would end up reverting all of the restored content back into vanilla content and thus removed most of the restored content added in my mod. By installing RC-K1CP multiple times, you have added Shuma, and an untold many number of other restored content, multiple times over. It is highly recommended that you keep a backup of your game files so that, assuming a mistake is made and/or a bug is found in the installer you can simply delete the ruined install, copy over the backup, and start again.
  20. RC-K1CP has been updated to 0.12.1, the installation errors have been fixed and it now uses the HoloPatcher. As a side note, if any of us see any oddities in-game whether it's suspected restored content not working properly, not appearing at all, or restored item descriptions being blank please report them as that may be a bug with the HoloPatcher (not HoloPatcher's fault but there may be some differences in the way TSLPatcher and HoloPatcher install their work).
  21. Bug fix patch is about 90% done, I got work tonight so expect a bug fix update within the next couple of days. For those of you who have already installed the mod, do not worry about reinstalling your game as this bug fix will only include some very minor restorations as well.
  22. Yes, a functionality like that can be made. Being able to buy/be rewarded with music disks which you can play at the Cantina or other locations would be something that can be implemented. Of course, this would only really be considered once said music tracks are available - but other than that a Jedi Survivor style Juke Box system can definitely work!
  23. I am aware of the first instance and I shall get around to fixing them soon. I am confident that this won't cause any real problems, you have installed 99% of the mod and these installation bugs will, unfortunately, ensure that two of the most minor, most mundane restorations aren't present in your game. This is still better than the game crashing though. The Sith Guard in the Upper City guarding the Lower City elevator was supposed to have a Mark IV Assault Droid with him, it only had one dialogue which goes "This droid is not programmed to speak with you" or something to that effect. This installation error means the droid will not spawn. In the Lower City Cantina, there are two generic male NPCs who I believe are duplicated to create four NPCs. RC-K1CP changes one of these men into a woman to restore the unused female dialogue for the generic Cantina NPC. Since this bug has taken place, this background NPC won't be changed into a woman. All I have to do to fix this problem is rename "utcanc" to "utc" and it should install just fine.
  24. 1) The text is a bit too big on the mod page here, you should reduce them to size 12 just like most mods on this site. 2) Isn't the textures of option two done by 90SK?
  25. Unique items are unrepeatable in Kotor I. Downscaled from 2K and 4K to 512x512 which is the normal resolution texture in Kotor I. Do know that Vogga's texture in Kotor II is 256x256 so he'll actually have a texture resolution increase in the ROR mod when he gets his 512x512 resolution texture. Yes, a complete HD overhaul for the ROR mod is definitely planned. The main artist for ROR, RedRob41, has begun his own HD overhaul for both Kotor games though I'll only link the Kotor II one here. The ROR textures would be upscaled just like these ones here, though RedRob is still working on the Kotor I and II mods and is a full time parent so work on that has been real slow.