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File Comments posted by N-DReW25
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14 hours ago, Alexlos93 said:Gotcha, thanks for the response! Still a bit confused though I apologize, is there any way to have the female Sith soldiers that spawn around the world map to be in the silver armor or will they always be wearing white?
For females in particular, you shall see silver armored Sith Soldiers on the Leviathan and in the Sith Base.
Is this concern about the silver Sith Soldiers derived from any concerns with compatibility with Sith Soldier reskins per chance?
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18 hours ago, Revanbeta50 said:im getting a new bug. i get the revan and bastila fight 2 times when i am suppost to get it once after i save bastila
When is this? Is this on Lehon when you side with her to go Dark Side or is this on the Star Forge when you're Light Sided?
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16 hours ago, Alvar007 said:So you mean adding the cards to those models? I suppose it could be done yeah.
I believe the Kotor 1 Community Patch contains the higher poly commoner models that are linked here.
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14 hours ago, Alexlos93 said:Do the soldiers only spawn in the white armor? I don't know if it's a bug on my end, but they only seem to spawn with the elite sith white color.
You have the colors back to front.
In the game files, there are 3 Sith Soldier variants - white is 01, red is 02, and silver is 03. There is a glitch in the vanilla game which depicts Sith_Soldier_01 using the silver texture meaning the intended white texture goes unused whilst both the normal Sith Troopers and the Elite Sith Troopers both use the exact same silver texture. As Marius Fett fixed this bug in his female Sith Soldier models, I decided it to simply stick with the fix as I personally had problems accessing the models with the MDLEdit tool.
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2 hours ago, PoopaPapaPalpatine said:(Ported Alien VO mod)
Maybe link that mod so that The_Chaser_One knows what's you're talking about.
2 hours ago, PoopaPapaPalpatine said:Hmm, it must be with the K1CP-RC or NPC Diversity mod that's futzing with something then.
I am willing to bet that the NPC Diversity Pack is probably doing this. Since Jolan the Nikto uses Rodian VO and doesn't explicitly say that he is a Nikto I turned him into a Rodian.
This is a conflict between the Diversity Pack and whatever ported alien VO mod you're using.
2 hours ago, PoopaPapaPalpatine said:I'm on Manaan and Hulas the Duros from the Genoharadan quest is now also a Rodian.
Whilst I do think Bioware intended for Hulas to be a Duros at some point, he is indeed a Rodian: https://starwars.fandom.com/wiki/Hulas
2 hours ago, PoopaPapaPalpatine said:the line he said he was "a traveller from Duro" made me think he was a Duros, too.
His game file is "n_duros001.utc" and his soundset in the vanilla game when you fight him is also the Duros soundset.
Canonically, Hulas is a Rodian from Duro the same way Barrack Obama is from Hawaii - he might've been born in Hawaii but that doesn't mean he is a Hawaiian.The same applies to Queedle, he is an Ithorian from Ando though since a voiced NPC directly refers to him as an Aqualish that needed to be fixed in K1CP.
I think Bioware changed Queedle and Hulas because of game limitations with the original Xbox. Having diverse NPCs on the original Xbox would make the game lag so Queedle was made identical to the Ithorian Droid Merchant and Hulas was made identical to the Shady Pazaak Merchant to make the game run smoother.
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I'm going to temporarily remove that restoration until a work around to the problem and be achieved.
As for @PoopaPapaPalpatine and @The_Chaser_One, you do not need to delete your entire mod build over this bug - simply go into your Override folder and delete "cut00_convers.dlg". This will remove the restoration and thus allow you to bypass the post-Taris vision sequences.
As "compensation" for this bug, I'm adding Shuma in version 0.11 which shall be added to the site shortly.
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On 4/28/2025 at 3:17 AM, Panther1700 said:I'd love to see that
@Panther1700 Once it is approved by an Admin you can download it from here.
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On 6/15/2025 at 3:20 AM, Vanguard2023 said:If I use this alongside the KOTOR 2 mod build by Snigaroo, when should I install it?
I'm not too familiar with the KOTOR 2 mod build personally, I'd say install my mod after the K2 Community Patch but you may need to ask Snigaroo personally for his opinion.
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Another awesome banger by offthegridmorty! Will there be a K1 version?
Also, I'm a little curious by the idea of the "NPCs Use Mines" bit. Does that mean certain enemies have been given land mines in their inventories that they'll literally place down in front of them to be used against the player? -
@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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15 minutes ago, EbonHawkStowaway999 said:Could anyone tell me, please, how to correctly install new versions of this mod on top of the old ones? If I try to simply run TSLPatcher.exe and point it to my modded KOTOR folder, it creates duplicate NPCs in my game (for example, another droid bartender is added to the Upper City cantina module), and I have to reinstall everything from scratch for this mod to function correctly. It would be nice to have two versions of the installer - for the first time and existing users, so that the installer doesn't copy the mod files that have already been installed previously.
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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On 5/21/2025 at 1:35 AM, Cinder Skye said:Also, N-Drew, it looks like the only component in the HK-47 Override portion is what appears to be a back-up file? Am I misunderstanding?
What do you mean "back-up file"?
6 hours ago, Samriel said:Are there any restorations from your previous mods that this mod does not cover?
Or ones from other mods that are not included by this mod (and hopefully compatible)?
Just wanting to know before a Ultimate fixes and restoration run.
There probably aren't other mods that I've made that include features from this mod. There are some restorations that won't be included in this mod, that includes restorations belonging to the Jedi Enclave as those are part of the Extended Enclave Tweaks mod. The Beta Peragus Miners mod contains many options to customize the Peragus Miners, you can convert all of the Peragus Miners to use their Beta uniforms for that "what if Obsidian used this design" roleplay or you can go down the minimalist route and give only two Peragus Miners the Beta uniforms so you can use these uniforms with other Peragus Miner mods.
For any future restorations that can be considered "Beta" features, these will be part of their own mod called "K2 Pre-Release Pack" which will be similar to its K1 counterpart as seen here.
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4 hours ago, Hraith said:KR1 isn't being worked on anymore because it's done. It's not obsolete, it's complete.
Hraith, you are partially correct in that K1R isn't obsolete and that it is complete. However, K1R isn't receiving content updates because its lead developers have vanished and the mod has several critical bugs in it (game breaking Lashowe bug etc), it is for this reason why the K1CP mod, a bug fix mod, didn't bother making their mod compatible with K1R.
Since we can't get permission from the K1R team to make their mod compatible, I made RC-K1CP from scratch as an alternative to K1R for those who use K1CP. As The_Chaser_One pointed out, K1CP is very popular despite the lack of restored content and if I never made RC-K1CP thousands of players would prioritize K1CP over K1R. If you aren't going to use K1CP, you might as well use K1R if you're willing to tolerate the bugs - I'm not here to make you change your mind.
4 hours ago, Hraith said:I'm thinking of simple little things like the drinking contest on Manaan. K1CP doesn't include that, the developers intended it to be there, and there is no stand a lone mod to put it back.
K1CP will never include that because K1CP is a bug fix mod, not a restoration mod. RC-K1CP will eventually have it, but for now you are correct in that K1R is the only mod that currently has it.
However, the logic of "the developers intended it to be there" is a bit disingenuous. My RC-K1CP mod restores a bunch of things that K1R doesn't, like both Impossible & Very Easy difficulties, upgradeable Davik's War Suit, female Republic Soldiers, gloveless commoner clothing, Carth's cut theme, the 4th Black Vulkar who threatens Calo Nord in the Lower City Cantina, Chadra-Fan on Tatooine, party dialogue for Kashyyyk Star Map, the green breath mask texture, restored armors and weapons etc.
K1R isn't less complete because it doesn't have those I listed above, and K1R isn't bad because Major Hurka's appearance is fan made, the bartender in the Vulkar Sublevel is fan made, and 95% of the Pazaak Tournament is fan made.
4 hours ago, Hraith said:Including Impossible difficulty. It's all Vanilla.
RC-K1CP includes both Impossible and Very Easy difficulties, I'm not going to turn around and trash talk K1R because it didn't include the Very Easy difficulty even though the "developer intention" logic applies to it.
4 hours ago, Hraith said:The stock PC version of this game is the abomination. They cut so much stuff! We can still play the Xbox version to even see! Bastilla's bright blue eyes and slightly see thru lingerie, these things are vanilla and were on Xbox!
I would like to say that the see through glitch with Bastila is probably because all the Xbox textures were 256x256 and were low-res, it's possible that the Bioware developers messed up something when they upscaled Bastila's textures thus causing the transparency glitch.
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On 5/26/2025 at 2:19 AM, AxConsortium said:Didn't know that, nice to see mod policy is so open. I will keep this in mind for the future. Thanks again!
Make sure they're labelled as "Modder's Resource" or in the readme, generally under permission, it says something akin to "Free to use/no permission required".
If they don't have those, you'll have to politely ask the author for permission.
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On 5/24/2025 at 5:49 PM, AxConsortium said:Should've been more thorough, thank you
I'll update description accordingly.It's a modder's resource, you don't have to force players to use the modder's resource since you can outright use those files in your mod so long as you credit newbiemodder for the assets.
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@DIANEXKING @Cinder Skye Can you guys try again with this new .ZIP?
It's possible that your anti-virus software's could be flagging the HoloPatcher.exe as a virus.
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Many of these are already found in my N-DReW's Bug Fix Collection for TSL and my Dxun and Onderon Item Restoration Pack.
Players who want to play this mod can disregard my Dxun and Onderon Item Restoration Pack for the time being, it's long over due for an update and even if it is updated there's no point to installing mine when yours already has the restorations.
As for my Bug Fix Collection, my mod is twice as big as yours and it would be a determent to both our mods if you continued to add bug fixes I've already added.
That being said, there are some bug fixes that are already different in yours, bug fixes I plan to fix differently than you, and things I won't add for my own reasons.
QuoteOn Korriban, there is a dead Jedi named Nebelish. It may not be noticeable at first, but this NPC uses Dustil’s appearance and was originally intended to be Dustil. I swapped him out for one of the commoner appearances and gave him a Jedi Knight Robe instead of dirty clothing.'
My Nebelish fix will have a different appearance.
QuoteThe Kreia vision in the Tomb of Ludo Kressh used a blue lightsaber. I swapped this one out for a red since she is portrayed as a Dark Jedi.
I won't include this as this fix is subjective as to whether this was a "bug" or not.
QuoteSwapped out the bowcasters from Taepalae and another NPC since they aren’t wookies.
I won't include this as this fix is subjective as to whether this was a "bug" or not.
QuoteThe Twi’lek domo had an inconsistency in his appearance. This issue has been fixed.
I think you fixed this by doing the exact same thing I did where I made his appearance consistent with the 303NAR appearance, but you could make your mod different by using the 306NAR appearance instead.
Totally up to you if you'd like to do this,
QuoteRestored Ralon’s appearance.
I will make a mod that does this, but it won't be my Patch mod and it won't be labelled as a "bug fix" mod like yours.
QuoteChanged Tolas’ appearance so he is not Davik.
I'll do the same but with a different appearance.
QuoteChanged the Onderon journalist’s appearance so he isn’t Deadeye Duncan (to keep these NPCs from KOTOR 1 unique).
I did this too but I did this via changing the heads.2da directly.
QuoteSeveral items have had their textures changed to remove duplicates. The most notable is the Jal Shey Neophyte Armor which had a unique texture but didn’t use it properly.
I did this too but we haven't exactly copied each other, you've even added a texture from the K1EP modder's resource whilst I've stuck with reusing Kotor I textures.
QuoteKreia’s model occasionally uses incorrect lighting with a greenish tint. This issue has been fixed with a model edit by redrob41.
You are aware that TSLRCM already fixes the greenish tint issue, right? Though RedRob41 probably added a few minor fixes to Kreia's model beyond what TSLRCM did.
QuotePFHC02 had some issues with the neck (fix provided by DarthParametric).
Here is a fix that is totally unique to your mod and something I cannot alone fix myself.
QuoteThe Ithorian textures were extremely low quality. The original textures from the first game have been restored.
A lot of Kotor II textures are extremely low quality whilst their Kotor I counterparts are normal. I included the Ithorians plus many more textures in my mod, I even made custom textures for the Telos Droids and Chodo Habat from scratch (before RedRob41 did this mind you).
On 5/8/2025 at 1:52 PM, JasonRyder said:One more thing you could add is Thorium Charges to the dead Mandalorian on Dxun. The datapad he carried indicated he was attempting to blow open the cache with them.
I won't include this as this fix is subjective as to whether this was a "bug" or not. If you choose to add this bug fix, it'll be unique to your mod.
My advice for players would be to install my Bug Fix Collection first and your mod on top of mine, a majority of bugs you fix are already fixed in my mod and the bugs I haven't yet fixed will be fixed via your mod. I don't think there should be any incompatibilities as far as I'm aware.
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On 5/10/2025 at 8:04 AM, reiplays said:Hello do you plan on restoring the option of bastila on korriban or is that something that can already be done with the current bastila on korriban mod K1R version mod.
So I just checked it out and the K1R version of Bastila on Korriban is incompatible with K1CP, though whether or not it'll break your game is untested.
As a result, I shall look into making a K1CP compatible version of the mod at some point - whether it'll be part of RC-K1CP or as a standalone mod will be decided at a later date.
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I like how this mod is so simple, so basic, yet you've taken such a unique spin on the idea that it now stands as a brilliant piece of work!
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14 hours ago, Panther1700 said:Hey! Love the mod, and I was hoping you could help me with something. I really like the head you used for Dak here, and I noticed that you mentioned it's a reuse of Gerlon's head from K1EP. This might be a long shot, but I would love to use one or both of those heads on a player character. I don't know anything about creating new player heads, but I might be willing to give it a try just to use those.
So I've just created Dark Side transitions for the Dak Head so I could go about releasing it as a standalone player head reskin mod.
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16 hours ago, Kruemel said:I’d love to have the option in the “New Game” menu to choose between the mod and the regular game, so I don’t have to uninstall it every time. If that’s possible, it would be awesome.
I'm afraid that isn't possible, and if it was you'd only be able to play the vanilla game as trying to install mods like TSLRCM into ROR will only break both mods.
Though here's a trick you can do that's close to what you've described. I'm using Steam in this example, but this should work for any version of Kotor II.
Create a folder called "Backups" on your Desktop, uninstall and reinstall Kotor II, go to the Kotor II directory and copy the "Knights of the Old Republic II" folder and paste it into the "Backups" folder on the Desktop, by copying that folder into the "Backups" folder you've created two copies of the Kotor II game files, install ROR, rename the "Knights of the Old Republic II" in the Kotor II directory to "Knights of the Old Republic IIROR", copy the "Knights of the Old Republic II" folder in the "Backups" folder into the Kotor II directory, install TSLRCM into this new "Knights of the Old Republic II" folder, rename the new "Knights of the Old Republic II" folder in the Kotor II to "Knights of the Old Republic IITSLRCM", copy the "Knights of the Old Republic II" folder in the "Backups" folder into the Kotor II directory again.
If you've done it this way, all you need to do to switch between the regular game and ROR is to rename the "Knights of the Old Republic IIROR" folder to "Knights of the Old Republic II" or "Knights of the Old Republic IITSLRCM" to "Knights of the Old Republic II".
Does this make sense to you?
16 hours ago, Kruemel said:In the hotel and also in the remains of Tyrenna Station, the map doesn’t work properly, so not all sectors become correctly “visible.”
I'm afraid this is a flaw with porting Kotor I modules that cannot be fixed as of now.
16 hours ago, Kruemel said:The option to get healed by Drayen unfortunately doesn’t work either – he always says you’re in good shape.
I'll have a look at this.
16 hours ago, Kruemel said:That’s all from me for now. I saw there’s already a newer version out – I’ll check that one out to see if a few of the bugs might already be fixed.
I think Logan listed the bug fixes in the site's changelog for this mod.
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Just now, LusoJedi said:Right. I meant content that was cut, not unintentionally inacessible due to bugs. 👍
If you're looking for Restored Content with the Community Patch than this mod is your answer.
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On 4/10/2025 at 1:40 PM, mysticjedi8521 said:hi im trying to run the installer on my linux ubuntu steam deck and it says it needs the asper steam version of the game but i do have that- am i doing something wrong>
I'm going to go out on a whim and say the installer isn't compatible with your setup. I'm not 100% sure what a "Linux Ubuntu Steam Deck" is, I vaguely know "Linux", "Ubuntu", and "Steam Deck" as separate things but I wouldn't exactly know where to start when it comes to installing ROR on those as we mainly test on Windows PC.
On 4/11/2025 at 2:55 AM, Kolixe said:Wow, thank you for this work! If you are interested I could look into translating it into Spanish, I would love to participate in that case! great job!
This would be a difficult thing to do.
There are hundreds, maybe thousands, of lines you'd need to update into Spanish (or any language). Translating Episode One would take time, and we'd need to rely on you to be around so you can translate Episode Two, Three and so forth. Even if we were rushing, the mod might take years until it is "finished" and even then we may have to rewrite dialogue and text in Episode One if we need to change or revise something meaning your translations may not be up to date with the English mod.
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BOSSR Hybrid Robes for JC's Cloaked Hybrid Robes
in Skins
Posted
If you played K1CP and BOSSR together with no other mods and it worked then that's good for you.
Whilst I do agree that BOSSR is a good mod, but for modders BOSSR compatibility is like the Wild West. It might've worked for you, it might work for someone who's willing to try it in the future, but as a modder who players sort of look up to for compatibility advice my advice will always be "don't risk it" and if you do risk it it's just like I said... it's the Wild West
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