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Everything posted by N-DReW25
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I'm going to be honest with you, I think with Holocron Toolset it would be really easy to recreate the old Gamorrean Stronghold mod from scratch. Just have faith in yourself and I think you could make a Gamorrean Stronghold mod just fine - just bare in mind that the original Gamorrean Stronghold mod is custom content so don't feel forced to follow the original plotline from that mod.
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View File Alt-PMHB03 A Mod for Star Wars Knights of The Old Republic Authors: N-DReW25 1.0.0 Release Date: 29.06.2025 Installation: 1) Select which head variant you'd like to install, the "Movie DS Transition" textures have a movie-style dark side transition with yellow eyes whilst the "Vanilla DS Transition" has the texture turn grey like in the vanilla game. 2) Once you've picked the head variant you'd like, open the "For Override" folder and copy the files within to your swkotor "Override" folder and select the "Overwrite" option if prompted. Description: In 2009, the modder SpaceAlex developed the first Kotor NPC Overhaul style mod, the "K1 Enhancement Pack". Whilst it was developed, it was never properly finished and as such it wasn't released to the public until 2014 as a Modder's Resource. As a "Modder's Resource", modders are free to take SpaceAlex's assets from this mod and use them in their own mod. SpaceAlex, all the way back in 2009, was already doing things that were only really experimented with in the 2020s - unique heads for multiple characters, upscaled textures, expanded generic appearances, expanded clothing for generic commoners, additional placeables and NPCs, and much, much more. One such feature he added in the K1EP mod was unique heads for Gerlon, Ice, and Marl. In 2023, I released a mod called "Galaxy of Faces" which intends to give every named NPC in the game a unique character appearance and since I preferred Effixan's Taris Arena Changes mod for Gerlon, Ice, and Marl, I took SpaceAlex's Gerlon, Ice, and Marl and gave their textures to Dak Vesser, the Hidden Bek Lookout, and Dorak Quinn. Strangely though, ever since I added these skins from the K1EP into the GoF mod I've users praise SpaceAlex's Gerlon Two-Fingers appearance as Dak Vesser with one user actually requesting I make the appearance a player head. So... here it is, SpaceAlex's Gerlon Two-Fingers head, the Galaxy of Faces' Dak Vesser head, as a player head. It replaces the bald "Mace Windu" style head, hence why it's called "Alt-PMHB03". If there is enough support for this mod, I might come back and make portraits for this appearance. Known Bugs: This mod shouldn't have bugs, but if there any please report them on Deadlystream.com Incompatibilities: Incompatible with any PMHB03 player head models or reskins. Report any unknown incompatibilities to me on Deadlystream.com Permissions: You are free to use the assets from this mod in your own mod. Thanks: SpaceAlex: For making the original skin! Shem L: For making the Movie-Style Dark Side Transitions mod which the "Movie DS Transition" install is based on! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! 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 06/29/2025 Category Skins K1R Compatible Yes
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Define "completed" for me. Taris has about 30 or so restorations and has the most restored content out of any planet as of version 0.10.1. If you mean "where are the Outcast children" and "where is the Vulkar Sublevel" then I'll say the Outcast children are close and the Vulkar Sublevel is far away. Currently, I'm looking to have Shuma from Dantooine restored soon and followed by the Iriaz. By the time you start and finish this playthrough I probably won't have the Outcast children ready, let alone the Sublevel. Unless you're thinking of other restored content and I'm missing? Yes, I do fully intend to restore Trask' missing soundset at some point. Everything Trask Ulgo related will be an optional install to maintain compatibility with Jedi from the Start. In terms of cut content for the Endar Spire, there are entire tutorials that were cut. For example, when you kill your first two Sith Soldiers in that hallway the door to the room with the Combat Suit was supposed to lock and so Trask would tell you to hop on the Computer Terminal, use spikes to summon an Astromech Droid, the Astromech Droid would be damaged and so you'd need repair parts to fix the droid to get it to unlock the door for you. Other isolated bits of cut dialogue include more lines regarding the mini-map, a prompt that would tell you to check your mini-map if you went the wrong way, dialogue on the bridge about a tutorial regarding level ups, a line from Trask warning the player about unstable power conduits, an alternative line from Carth that if restored would require me to cut several other lines, two lines from Trask about the random Jedi that need AI to recreate as they were never recorded. All in all, most of the Trask lines need LIP sync files for me to restore and until I can make LIP syncs, or get someone else who can do it for me, I can't restore these things. I'm sure you can live without these Endar Spire restorations in the mean time, though. I'll definitely consider it once I get around to updating the mod. In recent news, the modder @The_Chaser_One, with permission from Fair Strides, has ported K1R's Pazaak Tournament from K1R to act as a standalone mod. With permission from both Fair Strides and The_Chaser_One, I do plan on adding the Pazaak Tournament from K1R into the RC-K1CP mod with my own edits as a separate optional install. I do plan on expanding on what K1R's Pazaak Tournament established in ways that "blends" better with the vanilla game so that it feels more like a genuine feature and less like a mod (though admittedly that won't be easy). For better or for worse, The_Chaser_One has modified the K1R Pazaak Tournament to be "better" in his own view. I'm sure many of us would like receiving a cool Lightsaber as a reward from the Tournament, though custom content features like that won't be part of RC-K1CP. If players prefer The_Chaser_One's custom content version then they can use his mod, but players who prefer my "restored content purist" version can use the version that'll be part of RC-K1CP. When I do get around to toying with the Pazaak Tournament files myself, I will showcase my changes to the Pazaak Tournament here in this thread.
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That's a fair way to put it. Well, that satisfies any of my concerns then. I'm rather curious about this because, as far as I know, Feat and Force Powers (mostly Feats) are hard coded. For me it's not a matter of what "appeals to me" but rather "what could you have done with these hard coded limitations?" You're talking about you being am amateur, but what amateur makes 60 Feats with these limitations? Are any of the Feats/Force Powers ready to be shown, or discussed? I'm rather curious as to how NPCs will use these Feats and Force Powers as I suspect (though I may be wrong) that NPCs couldn't use modded Feats/Force Powers due to other hard coded reasons. I hope you keep that attitude up when you release, because trust me they're out there and they may just leave an essay in your comment section about how their very narrow subjective interpretation of something is a matter of life or death. I can't wait to see this in action. I would like to point out that MariusFett made the original Female Sith Soldier variant as a modder's resource, they simply deleted the original modder's resource and thus my mod became the only archive of the files. I simply put those models in-game as actual Sith Soldiers, made the unique female soundset, and implemented that soundset in-game. What is this "chromas" you keep refering to? Maybe they could be uploaded as a separate mod to act as an addon for K1CP, their update cycle takes quite a while so for bugs that I personally find I add them to my Unofficial K1CP Tweak Pack until K1CP eventually adds the fix themselves. I do like the idea behind this. That second idea could be the way to go, turn that long path that leads into the Ritual area into the transition to the cut Shadowlands module and dedicate the module to the Ritual Beast encounter that you've moved from the second Shadwolands module into here. The way I'd handle a module like this would be to try and keep it to the same "quality" as the vanilla game. It doesn't have to be some uber Brotherhood of Shadow level of detail, and in this case it'd just need wandering red Kinrath, maybe some Tach, some rocks, a few scattered corpses that contain loot no different from the vanilla Shadowlands (maybe restore a minor cut item or two). Your idea of moving the Ritual Beast into this cut module is an easy, vanilla-friendly, and fun way of restoring this module I feel. Honestly, you can't even really think of many ideas for this area because the vanilla module is so broken you can only see five feet ahead of you at all times, sometimes the walkmesh is broken so you can't travel to certain areas, and the lighting is broken so being inside the temple has the same lighting as if you were outside. Really difficult thing to make plans for, though even if you just fixed this module as a minimum then that could really help things along I feel. Any plans for the Czerka Depot? I notice you use the vanilla textures for the mask and skirt textures. You might be trying to reconcile the fact that some Sith Soldiers drop mask items but would it be possible to replace the vanilla mask texture with a reskinned mask texture to make it look as if the mask was part of the actual helmet? For example, reskin the Vacuum Mask yellow and the visor black to make it appear as if it wasn't obviously two models merged into one? Even if you don't agree, what I'm saying could work and since you're giving free permission for modders to reuse your work this could be a possibility one way or another. Do you have a number for how many Sith Soldier reskins you have? Because I have some reskins of my own for a future Sith Army NPC Overhaul mod and I think things like the skirt and some mask combinations might work nicely. Has that Ubese been reskinned? I know that texture is really low-res in the vanilla game though maybe you haven't and I'm just imagining things. Are you using my Children NPC Fixes for the blonde child? Or did you recreate it yourself? (Even if you did use my work I wouldn't mind) Ah, tiered Jedi Robes? You know, you can make your robes compatible with JC's Hybrid Cloaked Robes.
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@SithNadd I believe the K1 Enhancement Pack contained a feature that allowed for this, since it is a modder's resource you can study how SpaceAlex made his doors work for when you make your own.
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Version 1.0.0
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A Mod for Star Wars Knights of The Old Republic Authors: N-DReW25 1.0.0 Release Date: 29.06.2025 Installation: 1) Select which head variant you'd like to install, the "Movie DS Transition" textures have a movie-style dark side transition with yellow eyes whilst the "Vanilla DS Transition" has the texture turn grey like in the vanilla game. 2) Once you've picked the head variant you'd like, open the "For Override" folder and copy the files within to your swkotor "Override" folder and select the "Overwrite" option if prompted. Description: In 2009, the modder SpaceAlex developed the first Kotor NPC Overhaul style mod, the "K1 Enhancement Pack". Whilst it was developed, it was never properly finished and as such it wasn't released to the public until 2014 as a Modder's Resource. As a "Modder's Resource", modders are free to take SpaceAlex's assets from this mod and use them in their own mod. SpaceAlex, all the way back in 2009, was already doing things that were only really experimented with in the 2020s - unique heads for multiple characters, upscaled textures, expanded generic appearances, expanded clothing for generic commoners, additional placeables and NPCs, and much, much more. One such feature he added in the K1EP mod was unique heads for Gerlon, Ice, and Marl. In 2023, I released a mod called "Galaxy of Faces" which intends to give every named NPC in the game a unique character appearance and since I preferred Effixan's Taris Arena Changes mod for Gerlon, Ice, and Marl, I took SpaceAlex's Gerlon, Ice, and Marl and gave their textures to Dak Vesser, the Hidden Bek Lookout, and Dorak Quinn. Strangely though, ever since I added these skins from the K1EP into the GoF mod I've users praise SpaceAlex's Gerlon Two-Fingers appearance as Dak Vesser with one user actually requesting I make the appearance a player head. So... here it is, SpaceAlex's Gerlon Two-Fingers head, the Galaxy of Faces' Dak Vesser head, as a player head. It replaces the bald "Mace Windu" style head, hence why it's called "Alt-PMHB03". If there is enough support for this mod, I might come back and make portraits for this appearance. Known Bugs: This mod shouldn't have bugs, but if there any please report them on Deadlystream.com Incompatibilities: Incompatible with any PMHB03 player head models or reskins. Report any unknown incompatibilities to me on Deadlystream.com Permissions: You are free to use the assets from this mod in your own mod. Thanks: SpaceAlex: For making the original skin! Shem L: For making the Movie-Style Dark Side Transitions mod which the "Movie DS Transition" install is based on! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! 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.-
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Here me out here, would it be possible to release the mod as updates or separate mods? You might be familiar with my own NPC Overhaul Series, the NPC Diversity Pack was lackluster when it came out and it's been updated over the years to include new content. Mods like Hearts of Beskar are part of the series but are separate incase people do not want, or cannot use, said mods but still want an NPC Overhaul via the Diversity Pack. The K1 Alien Pack isn't done, far from it, and all the aliens are added via separate installs meaning you can add Devaronians to your game without the Bith and you can add Quarren later when they're added for example. Would you be willing to tell us why this is important? Because I've ported Sith Commandos to Kotor I before, and the inclusion of Sith Commandos in Kotor I doesn't really negate Kotor II. I know you've ported a lot of Kotor II assets into Kotor I, and things like adding Devaronians or Mining Droids into Kotor I wouldn't hurt Kotor II. In the words of the famous Calo Nord: "Smart." Now this is what I mean when I suggest releasing these as separate mods. Having one big Frankenstein of a mod pack is bound to cause issues down the line with other Force Power and Feat mods, and not to mention that if players don't like the feats or powers you add they might just not play the mod, thus missing out on all your added content in-game because they didn't want the powers. Now if the mod was divided into multiple mods, you'd obviously play with all your separate mods together as that is the original intent but others might choose to not use your Feat and Force Power mod, or they might only play with your Feat and Force Power mod. Ultimately, separating your mods will be better because let's say if there is a bug with one of your Force Powers you'd only have to worry about your one Feat and Force Power mod instead of worrying about updating your big mega mod. What I'm saying here isn't your fault by any means, but I know there is at least one player who is boycotting the K1CP mod because of the Sentinel and Consular Class Skill Swap fix included in that mod. Petty, very much so... but if you have your class revisions as a standalone mod you won't have to deal with people downvoting your mod and writing entire essays as to why your changes to the classes are wrong (as is what happened with the K1CP). Can you explain how this works in-game? I thought classes were hard-coded. Care to show us some of these appearances? You mentioned "voice lines". Will these be voiced by an actor or by an AI? I obviously don't care about AI as I used AI to add voices for the generic background characters in the Revenge of Revan mod, but other players definitely do care about AI. Much like the guy who boycotts the K1CP because of the Sentinel and Consular Class Skill Swap fix, players might just avoid your mod if it uses AI. Again, if you were to divide your mod into multiple smaller mods that means the Anti-AI crowd would only avoid the one mod that uses AI whilst they might still use your previously mentioned Feat and Force Power mod and Class revisions mod for example. Will you be uploaded these fixes as standalone fix mods or donate them to the K1CP? I know many players play Kotor I and II with just the restored content mods and bug fix mods so these would definitely be valued as standalone mods without Feats, Force Powers, 100 new appearances, and possible AI voice lines. So what you're saying is that you took Kotor II placeables and "combined" them with the Kotor I modules, this is how you added the Oil Bath in the screenshot you provided without adding a new placeable, right? I would love to see this in-action! I would like to see what you have made here. I would like to hear some of your plans for these modules, and if you aren't wiling to reveal your plans in private then feel free to message me privately. I would like to see what you're doing for the restored Black Vulkar Base, my RC-K1CP mod will restore it at some point but as an optional install so our two mods may just be compatible with one another. I know there was another team working on the Enclave Sublevel, is this a separate project or are you collaborating with, or taking over, the work they did previously? I believe I donated a texture to that project too. I am curious as to how you plan to expand the Dantooine Crystal Cave, it logically makes sense that the cave is small in Kotor I but by the time of Kotor II the Militia bombed the original entrance and so the Kinrath dug out a larger cave system into the Khoonda plains. Are you just going to add new Kinrath enemies/lightsaber crystals, or is this where your disregard for Kotor II comes into play? I believe you've shown some of these off already on YouTube, and just like I've been saying I think separation of the mod into smaller mods, or at least different optional installs like what I did for my K1 Alien Pack might be for the best here. I do recall you added a Kotor II inspired cutscene in the Cantina where a bartender droid shows off the Upper City Cantina, this I felt was a work of art and I would 100% use it... should it be standalone from the other two examples I'm about to list. You added a female Sith Guard to the Sith Base on Taris, and even if she's voiced by an AI or an actor I felt the inclusion of her would be subjective. Some players might like the encounter, others might not. I 100% would use the Protocol Droid scene in the Cantina but might not be so keen on this cutscene. One cutscene I am not keen on is your enhanced Undercity Patrol. I believe you added a parody of the "Death Troopers" from the movie Rogue One with audio ported from Star Wars Battlefront II, unless I am mistaken. You've said that you joined the Kotor Modding Community last year, that's fine - but when I joined the Community almost 10 years ago I joined during the time when porting between Kotor I and II was a bannable offense. I think either TSLRCM or M4-78EP was removed from this site at one point because the end credits included the theme "The Old Republic" from Kotor I in its ending credits. Fun fact: I believe before the ban was lifted in 2018 the Administrators uploaded a blatantly obvious port of audio from Kotor I to Kotor II to see if people would even notice, well I noticed and I pointed it out. I guess you could say my logic in pointing it out back then was "If I can't port, you can't port". Thankfully, porting has been allowed for some time now and it's made the Kotor Modding Community so much more interesting with the mods we're now making. But as someone who made mods during a time when you couldn't port between Kotor I and II, can you understand why I'd be uncomfortable to play a mod that ports audio from Star Wars Battlefront II into Kotor I? Again, I'd happily use your Protocol Droid in the Upper City and probably many of your appearances too, but the Death Trooper is one that I would skip out on... though on the flip side someone might happily use the Death Trooper and skip the Protocol Droid in the Upper City. Regardless of what you might think of my opinion on the Sith Guard and Death Trooper, should you ever release the Protocol Droid in the Upper City, regardless if its standalone or part of a massive mega mod, would you be willing to make a compatibility patch with my RC-K1CP mod which restores the original Protocol Droid bartender to the Upper City Cantina? This is going to sound really dumb after everything I've said but do you think you can add the Taris Middle City into Kotor I? If you're using AI then dialogue and voices for already existing characters and new characters won't be a problem and, through model editing work, you seem to have the competency to make new and unique modules for a hypothetical Middle City section for Taris. But I understand if you don't want to. That'll be good! Also very good, don't make promises - the mod comes when it appears on the site out of the blue. I mean... maybe if you do go with the 'Frankstein Mega Mod' route I might be able to separate things that I like for you. Despite my criticisms with a few things, the standalone assets you've made thus far are fantastic!
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Thank you so much for investigating this. I'll keep this in mind for when I return to the GenoHaradan Legacy update!
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MOD:All Hands on Deck for the Leviathan Prison Break
N-DReW25 replied to DarthParametric's topic in Mod Releases
There's your problem. Refer to the quoted section from the mod page. Try using the cheat "warp lev_m40aa", if that doesn't work then that means not even cheating can fix your problem. -
Download that mod, rename "N_Strkiller_H.tga" to "PMHC01.tga" and drop that file in the Override. Doing so should convert one of the vanilla player heads into Starkiller.
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Look inside the TSLPatchdata folder of this mod and look for the files with the ".uti" expension. Uti files are the item files, so the word before ".uti" on those files are the cheat codes. For example, the cheat code for the file "g_a_class4099.uti" is "giveitem g_a_class4099".
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@SAO1138 Congrats on the release, however, there is one big issue with the release page here. You appear to have copied the text from the Nexusmods release page and pasted it for the Deadlystream release page. The problem with doing that is that you also copied a bunch of irrelevant Vortex junk from the Nexusmods release page and pasted it here on Deadlystream. You should probably remove them.
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I just checked and the Movie Style Replacement Lightsaber Hilts (K1) mod doesn't touch the upcrystals.2da file.
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TSL patcher changes.ini error
N-DReW25 replied to ITSAMEMARIOYAHO's topic in General Kotor/TSL Modding
Is "ship.mod" inside the tslpatchdata folder?- 10 replies
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There's only one way you can go back and redo your build, you use the Kotor Savegame Editor. Now it is possible to use KSE to cheat whether it be giving yourself all the items, all the feats, max skill, max stats etc. Don't do that for this case, let's say if you had 8 feats if you wanted to remove the Dueling and replace it with the Two-Weapon Fighting feat it's technically not cheating as all you've done is swap the two feats around.
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Are you quoting Fair Strides? You do know you can click on the "eye" icon on the top of the comment box and use quotes like I am now, doing so will make your comment much easier for others to follow. The sale of mods in the Kotor Modding Community is prohibited, hence why that part is moot. But ignoring the prospect of making money, modding is a hobby - if we wanted to make money doing stuff like this we'd either join a game dev company or focus on indie video game development. He didn't give a deadline, and so there is no expectations for him to release it any time soon. This gives him an unlimited amount of time to development and perfect his mod. Almost 20 years of development and the most recent preview he released is this. That video is pure gold, absolutely amazing stuff, and I'm more than happy to forget about Sleheyron for the time being so that, one day, he can release his mod to that quality. I'm sure if we looked back at SithSpecter's Sleheyron back in 2008 when it was first being developed, if we compared 6 months worth of development to his most up to date almost 20 years of development I'm sure even SithSpecter would agree that the 6 months worth of work is garbage when you compare it to his most up to date work. I'll tell you this, ROR reentered development in the late 2010s and had an internal release of 2021 - everyone would've loved a 2021 ROR release, but if it was released in 2021 it would've been to the exact same quality as the 2011 Demo. We obviously missed the 2021 deadline, but by not announcing it we could just... move on and go about developing the mod as if nothing had happened. There was no outside pressure to release a half-finished mess and by giving ROR more time, and not giving a release deadline, we were able to release ROR Episode One which many can agree is way better than the 2011 Demo. This is why the veteran modders here are pointing out the deadline, albeit I do agree that it does seem a bit harsh. I'm on the same page as Mephiles550 in that I do want to see this mod released. But for modders who lived to see TSLRP and all the drama surrounding that mod back in the day, seeing Sao pop up out of nowhere, claim he's been working on Sleheyron, claim that it's already fully voiced, claim that it already has 30 new areas, claim that it already has a recruitable character, claim that the mod is already finished in May and will be released within May and then go on to withhold screenshots does feel as if history is just repeating itself for these guys. And trust me, I've seen users claim they'll make a recruitable character, then go on to us prominent modders and send a hundred page manuscript for said recruitable character and it turns out the character is a self-insert of the user irl and is just hundreds of pages of pure slop, not even AI just pure handwritten slop, then go on to beg modders like us to make the recruitable character mod for them and then go on to confess that they only have Kotor on the original Xbox. And then there was that one guy who tried to gaslight people into making his "Recruitable Sarna" mod for him too. That's just the stuff I've witnessed, these guys had to deal with Darth Balor and his shenanigans back in the late 2000s. I know Sao isn't like those guys, but the negative reactions here are coming from people who have historically had to deal with crazy people like what I just described. Here's the thing, he hadn't shown screenshots. From the point of view of one of us, Sao is just a profile picture and a username - how do we know he's being serious without screenshots? As I've described, we have had really delusional people in the past make such ambitious projects and they're genuinely Chris Chan level of pathetic. Sao did send screenshots... today, not when SH asked for screenshots hence why there was doubt. But now that Sao has shown us screenshots, it shows us that there is a genuine mod in the works. I'm glad he's posted them and I hope it does see the light of day. I need you to understand that, from our point of view, we wouldn't know that he did any of that - how would we know anyway??? Revenge of Revan is being worked on, but none of you know what's being worked on because we're not revealing it to the public - the same applies here in this situation. She means you're not the team leader of the mod. The team leader would usually be the one to upload the mod when it's ready, and Sao hasn't publicly announced that you're on the Sleheyron: Story Mode dev team - hence her skepticism. It's just like how I'm not the team leader of the Revenge of Revan mod, Logan23 is. Like Sao, you are likewise new to the community. Even if I were the one defending Sao's work, no one is going to change the minds of the veteran modders so there isn't much point in vigorously defending against them. They aren't going to care for your defense and wouldn't care if you blocked them, maybe a proper release could change their minds but even still when Revenge of Revan came out the joke went from "ROR's never going to release" to "remind me in 2045 when Episode Two's going to come out" so there's little point fussing over their opinions. From our own experiences, 10% of WIP threads produce actual mod releases. The other 90% were "making false promises". Trust me, if someone else joined and made another ambitious WIP thread they'll probably think the same thing for their mods too.
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No, it isn't. There is a content updated in development, though of course I'm micromanaging the development of several other mods at a time so the only timetable I can give you is "follow the mod via the follow feature on the download page so you'll get a notification for when I do update it."
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TSL patcher changes.ini error
N-DReW25 replied to ITSAMEMARIOYAHO's topic in General Kotor/TSL Modding
What Thor110 is trying to say is you've downloaded a .zip of the mod and you've only partially extracted it whether intentional or not. Delete the BOSSR folder, extract the mod for a second time, and search for a "changes.ini" file. If it's not present again, let us know.- 10 replies
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Yes, they shall be added to the K1 Alien Pack in a future update. Yes, those will be added at some point and will be announced in their correct threads.
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I'm afraid what your asking for is impossible to make due to a variety of unpredictable factors, if I did make something like this I could hypothetically make it possible to reinstall RC-K1CP on top of older versions of the mod, however, that would come at the cost of nuking just about every other mod you have installed. Below is my advice on how you should deal with new updates of the RC-K1CP going forward. I use the Steam version of Kotor, but if you aren't using Steam I'm sure you can figure out how to follow these steps: 1) Either reinstall Kotor for the first time or delete Kotor and reinstall it entirely. 2) Install any 1080p/widescreen fixes you may need afterwards. 3) copy "swkotor" to a folder, let's name it "backups", on your desktop. This swkotor should just be the vanilla game + widescreen fixes. Rename this "swkotor" to "swkotorvanilla". This means you have swkotor in the Kotor game directory and swkotorvanilla as a backup in your desktop. 4) Install K1CP into the swkotor in your Kotor game directory. 5) Copy that swkotor into your backups folder and rename it to "swkotork1cp".This means you have swkotor in the Kotor game directory and swkotorvanilla and swkotork1cp as backups in your desktop. 6) Install RC-K1CP into the swkotor in your Kotor game directory. 7) If RC-K1CP gets a content update, delete swkotor in your Kotor game directory that has K1CP and the old RC-K1CP. Copy swkotork1cp from the backups folder and into the Kotor game directory where swkotor used to be. Rename swkotork1cp to swkotor. Install the new RC-K1CP. 8,) If it's K1CP that has the new update, delete swkotor in your Kotor game directory that has the old K1CP. Copy swkotorvanilla from the backups folder and into the Kotor game directory where swkotor used to be. Rename swkotorvanilla to swkotor. Install the new K1CP. Delete the old swkotork1cp in your backups folder, copy the swkotor in your Kotor game directory with the new K1CP into the backups folder and rename it to swkotork1cp. I am very sorry this has happened to you, though do know RC-K1CP is still a "Demo" and so new content updates are planned for the future even though these won't be compatible with older updates. If I could prevent this I could, but I'm afraid that's just how the Kotor mod files work.
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- k1cp
- community patch
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That's very strange. I can say that that scene is literally running on steam even when its working normally, trying to rapid fire spam your way through the dialogue is impossible due to a lag spike delays per every line of dialogue - it's possible to click all four dialogue response options during the player response scenes though only your first choice is detected by the game. So what you're saying is the mod is incompatible with the Legacy PC version of Kotor II but works just fine on the Aspyr update on Steam?
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TSL patcher changes.ini error
N-DReW25 replied to ITSAMEMARIOYAHO's topic in General Kotor/TSL Modding
Is "'changes.ini" inside the tslpatchdata folder?- 10 replies
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- tslpatcher
- brotherhood of shadow
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