N-DReW25

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Everything posted by N-DReW25

  1. That isn't possible, I'm afraid.
  2. N-DReW25

    Sith Stalkers [K1]

    Start a new game and warp to the Star Forge from the Endar Spire. This won't jeopardize your already existing save files. If the Cheat console is disabled you can activate it via the swkotor.ini (tutorials online exist for this) and disable it once you're done.
  3. N-DReW25

    Sith Stalkers [K1]

    Can you open the command console and type "warp sta_m45aa"? That'll teleport you to the introduction scene with the Jedi on the Star Forge, I want you to do this and see if the Sith Stalker spawns there. Do note, not all of the Dark Jedi are meant to be Stalkers but if you do see Sith Stalkers then this might be a problem exclusive to Tatooine.
  4. N-DReW25

    Sith Stalkers [K1]

    My guess is that, out of the mods listed, you didn't install Sith Stalkers last. Is this on Tatooine? I take it you have two Sith Assassins and a Cloaked Dark Jedi who has Sith Stalker VO. You could fix this by reinstalling the Sith Stalker mod. By reinstalling it as the last mod of your build, you'll overwrite the Cloaked Dark Jedi in your game who are supposed to be Sith Stalkers thus fixing the problem. You will have double appearance lines in the appearance.2da but in-game that doesn't matter.
  5. It is that time of year again, time for me to reveal another mod for the NPC Overhaul Series! Our latest mod shall enhance everyone's not-so-favorite/infamous Corporation... Amazon Redux, uh... I mean... Czerka Redux! First and foremost, the one thing you'd expect from a Czerka overhaul mod... the Czerka Combat Suit from RedRob41's Modder's Resource! Do note the image above was taken with RC-K1CP, the cut Czerka Guard is in the Tatooine game files unused so Czerka Redux will change cut NPCs meaning you can play the mod with RC-K1CP, though if you don't use RC-K1CP then that's fine too. Most of the Czerka Guards will wear the Combat Suit, however, some Guards have been replaced with brand new NPC variants... like droids: Some of these droids will have droid shields and utility items like flame throwers, turning those redundant Czerka guys in the background of Chuundar's room from a force to be beckoned to a force to be reckoned... with. Of course, not all the new alternative guards are droids... you do have this Gamorrean here: He's from Brotherhood of Shadow: Solomon's Revenge by SilverEdge9. Speaking of BOSSR, the Technician Armor from BOSSR is also worn by the Mechanics of Czerka Corp: The Czerka Muscle Suit from BOSSR also makes an appearance as a rare Czerka item. Whilst the names and descriptions of these BOSSR items are almost unchanged from BOSSR, the stats certainly are. The Muscle Suit in BOSSR has a +5 Strength bonus, it has been severely nerfed in Czerka Redux alongside the rest of BOSSR's items though the Czerka Muscle Suit in particular is now upgradeable making it somewhat good for a rare item instead of overpowered as it was in BOSSR. And the Czerka Mining Suit from BOSSR is also in Czerka Redux. It is worn by the Miners of Tatooine, if you install Czerka Redux on its own it will give the Duros Miners the Czerka Mining Suit, but it won't be shown.... unless you plan on using Duros: Armed & Ready! With Duros: Armed & Ready, the Duros Miners who have the default Czerka outfit will now wear the Czerka Mining Suit for that extra immersion. Future alien mods of mine will do the same thing, the Czerka alien will have the default Czerka Outfit but with Czerka Redux this Czerka alien will wear the Czerka Armor of this mod. The Duros' head from Duros: Armed & Ready is by JCarter426. Speaking of JC, he made a male version of the Czerka Commoner outfit worn by the Czerka Protocol Officer in his JC's Fashion Line B: Commoner Clothing for K2 mod some years back. With his permission, I've added it for the Czerka Scientists and some other Czerka NPCs in the game. As you can see from these screenshots, this mod is compatible with the gloveless commoner clothing from RC-K1CP! There are two versions of the Czerka commoner clothing, the vanilla inspired one and the K1EP one. Whilst I do not have a screenshot of the K1EP clothing yet, I can confirm that I did use JC's male version to convert the once exclusively female K1EP clothing into a male variant. But whilst I lack the screenshot of the clothing, I can confirm I've added the K1EP Czerka Officer texture: Czerka Custom Officers shall now wear that new Czerka Officer outfit. The Czerka Officer outfits have been revamped in Czerka Redux, the green Czerka Officer outfit is traditionally worn by the Czerka Commander with the cap... now it is worn by Liason Officers and the like. You might be wondering, with all these changes... where are the original Czerka Officers? They're right here: Those 4 NPCs on Kashyyyk and Tatooine are now the ONLY Czerka Officers you will encounter in the entire game, the rest have been modified into new NPC variants. To modify most of these NPCs, I have had to change their appearances from Czerka Officers to Commoners to support the armors. As such, all of the NPCs from this mod are based on the NPC Diversity Pack, meaning if you install the NPC Diversity Pack and then Czerka Redux there will be a seamless transition between the two mods with comprising the other. Once I perform the final touches on the Czerka Redux, it won't be released immediately... for I need to make several patches. The 1st patch is a compatibility patch for the NPC Diversity Pack, this is to ensure people who don't use the Diversity Pack can install the main Czerka Redux mod whilst Diversity Pack players will have to install this compatibility patch to finish the installation. The 2nd patch is an addon for the RC-K1CP mod, I don't think this addon is necessary though it will improve the restored Czerka elements of the RC-K1CP quite well. I will share more info on this secretive addon once it is ready. The 3rd patch is an addon for JC's Czerka: Business Attire for K1. It will give the Rodians of that mod new Czerka outfits and new head reskins. The 4th patch is an addon for the main mod. It will add female Czerka Officers to the game. This includes female guards who you can fight and will have a female soundset at death and female NPCs you can speak to. This addon will utilize DarthParametric's Female Czerka Officer's Uniform Modder's Resource for some of these female NPCs.
  6. That looks like a workable build to me, though maybe install Loot Overhaul before Heart of Beskar. There shouldn't be any problems between the two but if you install Loot Overhaul before then there won't be any chance of Loot Overhaul overwriting any of HOB's loot (very very unlikely, but it's a precaution I would take).
  7. I take it you're using Kotor's in-built screenshot system? You should really find a better method of screenshotting. On the Steam version you can press F12 and it'll take a screenshot instantly, there is no need to time it. Surely there is a 3rd party software you can use to make screenshotting easier for you. Female Republic Soldier Restoration has 2 install options. A vanilla install that adds default Female Republic Soldiers and Soldiers with new VO and an NPC Diversity Pack install which only adds the new Soldiers with the VO. If you don't install FRSR, the Diversity Pack will add Female Republic Soldiers but they won't speak, they'll only exist in the background. Installing the FRSR's Diversity Pack install will add additional Diversified Female Republic Soldiers who'll speak with AI VO. If I'm remembering correctly, this is also part of the K1CP.
  8. N-DReW25

    K1 Loot Overhaul

    This bug is confirmed to have been caused by the K1 Loot Overhaul, I will investigate why this is happening.
  9. No point, you've already shown me this. What version of Kotor are you using? Are you using Steam?
  10. Now I appreciate you reporting the bug, but come on... That's the screenshot you've attached above, why on earth did you use a far away shot of the bug when you could've triggered the cutscene and actually shown me a closeup of the problem.
  11. Yes, the NPC Diversity Bug... that's not relevant to this thread! No, and for good reason. For example, the Brejik dropping a Mandalorian Blaster feature used to be part of Heart of Beskar but is now part of the Loot Overhaul. If I had HOB installed how would I know if I successfully ported this feature from HOB to the Loot Overhaul.
  12. I will fix this in the next update. I plan on attempting a playthrough with the NPC Diversity Pack, RC-K1CP and Loot Overhaul so I can find bugs for all of them and fix them all simultaneously.
  13. I'm afraid not as this time, currently the mod only includes female Sith Soldier NPCs with matching female soundsets. Female players will still get the male disguise.
  14. Sarcastic Response: No, this mod is very clearly incompatible with the K1CP. I specifically tell people to install the K1 Community Patch before this mod so people will break their installation for the lols. I'm going to assume you didn't bother to read the mod's main page, because if you did you would've known that this mod is indeed compatible with the K1CP from the get-go.
  15. If any of you follow the K1 Pre-Release Pack, I like to show my K1P-RP comparison screenshots by vaguely telling you where the Pre-Release Screenshot came from and when it was taken alongside a screenshot from the mod imitating the Pre-Release Screenshot. Below are my K1P-RP style screenshots for the RC-K1CP's restored content: It is planned, I already have plans for Deadeye Duncan on Manaan for other mods so to make those mods work I'd need a mod to restore him. The two examples you've given me are already restored. Ulic Qel-Droma's mesh suit is sold by Mika Dorin and the Stealth field enhancer is sold by Crattis Yurkal. Of course, not all of the items are restored right now. But the "Items Restored in RC-K1CP.txt" file included in RC-K1CP next to the readme is literally a list of what's restored and where it's found. Here's a copy & paste of it so you can translate it from here: If you can't find the item listed, then that is a bug that needs to be fixed. I am not restoring that as there is a much better mod for that already, and it's compatible with the K1CP: Not a problem
  16. appearance.2da isn't what you're looking for, only the PMBE06, PFBE06 and ia_class6_006 files determine an Exar Kun reskin. They end in ".tga" so "PMBE06.tga" Have you tried K1R? I vaguely remember seeing those files in that mod years ago. If it's not in K1R, and you can't find it in either the NPC Overhaul or Shem's mod, as SH has said already we can't be of much help without images of the armor in question.
  17. PMBE06, PFBE06 and ia_class6_006 are the names of Exar Kun's Battle Armor textures. If these textures are in the NPC Overhaul, download the Overhaul mod and copy those three files out and place them in the Override. That'll allow you to play with those textures with modern mods like K1CP without the outdated NPC Overhaul.
  18. Here is a preview of the next update to the RC-K1CP. This update shall not only impact the RC-K1CP, it shall also impact the Unofficial K1CP Tweak Pack and the K1 Pre-Release Pack! A number of Tweak Pack features will be removed from the Tweak Pack and will be added to the RC-K1CP: this includes the restored turret soundset, Davik's upgradeable armor, Eli's alternative clothing and the soundset fixes. The Lite NPC restoration shall also be added to the RC-K1CP, but the Lite NPCs shall be made an optional install! In addition, the Lite NPC restoration shall simultaneously remain in the Tweak Pack. Tweak Pack shall have a copy of the Lite NPCs restoration as it undoes the controversial Lite Upgrader feature in the K1CP, hence it fits the description of the "tweak pack". But for Lite NPC restoration in RC-K1CP, there is a unique reason it's being added here. In a future update, there shall be a 3rd install option called "Lite NPC restoration plus" which shall restore all of the Lite NPCs which were not used in the vanilla game. If you install the main RC-K1CP mod, the Lite NPC restoration mod and the Lite NPC restoration plus mod together you'll get to experience the full arsenal of Bioware's original Lite NPCs. Below are some screenshots of the unused Lite NPCs in question, courtesy of A Future Pilot and his Lite Upgrader mod. Now what about the K1 Pre-Release Pack? The K1P-RP mod is similar to the RC-K1CP mod, except this mod restores content shown in official Bioware Pre-Release screenshots. Below is an example: Now, in the game files for Anchorhead are dialogues for cut NPCs such as Chadra-Fans and Ithorians but the Pre-Release screenshots show quite a bit of cut content in Anchorhead. In this screenshot, we have the cut Ithorian Miner NPC. In this screenshot, we have a hover sled with engine in the background and a little drone floating about. In this screenshot, we have a Protocol Droid, a Quarren and two Dewbacks In this screenshot, we have a landspeeder in the background. This creates a problem, do I restore these features in the K1P-RP mod or do I restore them in the RC-K1CP mod? Well, I've made a decision. The NPCs shall be restored in RC-K1CP whilst the placeables will be restored in K1P-RP! RC-K1CP: K1P-RP And to finish this preview off, this update will also fix the syntax errors that have been plaguing the mod since release! So have fun installing it with no guaranteed error messages.
  19. Now that is cursed, in a good way! When I first saw the mod's main image with the Xbox logo I thought someone had copied my Knights of the Old XBOX TSL mod. Much like everyone else, I was not expecting an Xbox TSLRCM Port in 2024.
  20. Looks like he's using the Kotor Mod Builds. The author of the list would be @Snigaroo.
  21. JC has to fix it in a bug fix update for his mod. I'm not sure when I told you that, but I'm going to say you probably shouldn't use KSR 2022. The reviews for that mod state there are bugs with the Bolook quest and since the mod hasn't been updated since 2022 you're going to have problems with that mod regardless to whether or not you're using multiple mods or just KSR 2022. Not only is DP correct, it isn't his responsibility to ensure compatibility with other mods... but you've already reported this to me. It is my mod that is the problem and it is my responsibility to fix it, and since I'm busy with both irl responsibilities and other mods I'll get around to fixing it when I get around to it. You aren't going to get any help from anywhere except from me, and my help requires patience.
  22. Maybe I wasn't too specific in my post, but the idea is that you'd get a different card from the Coward. This new card would unlock the elevator that leads to the sublevel, from there you can obtain a passcard without having to fight a crowd of enemies at once. So I had a similar idea which I'm sure you'd really like. The idea was to add a second Vulkar coward in the sublevel which would be the Twi'lek coward from the vanilla game whilst the Vulkar coward on the ground floor is the human one. The Twi'lek coward in the sublevel would be guarding the heating system generator room whilst the human coward is guarding the Vulkar control room. I say control room as dialogue from the TLK seems to suggest the computer terminal which is found in the main open area near the armory was supposed to be inside the room with the coward NPC: "I don't know. Maybe you could use the main terminal in this room to override the security system, if you're good with computers. Otherwise you'll need to get your hands on a pass card."- Vulkar Coward This would suggest that the coward was guarding a control room akin to the one found in the Hidden Bek Base (the one that's famously locked forever in the vanilla game) instead of just some random room as we got in vanilla. My plan had the Vulkar Lieutenants from the barracks moved to the sublevel so that the barracks would have the passcard in a footlocker guarded by 10 enemies whereas the Lieutenants would have energy shields but would have fewer guards protecting them. By having the Twi'lek coward in the sublevel as an NPC, his dialogue on the Lieutenants still works as there are Lieutenants on the sublevel with him. I also know there's an option to disable the turrets by disabling them via the computer terminal, but that option is way more expensive then just overriding the power conduit in the barracks (10 spikes VS 3 spikes). I think I might change it so that both disabling the turrets and overriding the power conduit would cost the same, this means you either disable the turrets or override the power conduit to avoid fighting the Vulkars for a Spike fee or you simply attack the Vulkar swarm head on and risk getting killed if you're playing on Impossible difficulty.
  23. The Circlet of Saresh already drops on the PC version, this mod is unfortunately not for the Xbox version as it's intended to be used with the K1 Community Patch.