N-DReW25

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File Comments posted by N-DReW25

  1. Galaxy of Faces [K1]

       739    30

    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.

  2. Revenge of Revan

       1,450    25

    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.

  3. Revenge of Revan

       1,450    25

    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.

    • Like 1
  4. Revenge of Revan

       1,450    25

    10 hours ago, Justplayinyk said:

    Spoilers!!
    Okay so i finished EP 1 and its great. Pretty linear, however, theres a lot of bugs. I played canon, Revan was a man with dark side ending, The exile was a woman with dark side ending.

    Feel free to report these bugs, it's the only way they're going to get fixed.

     

    10 hours ago, Justplayinyk said:

    1. The jedi master actually has the "you look fine to me" and "okay that should do it" dialogue flipped (when you ask him to heal you). I also did not see any healing effects from this even when i was low on hp. In fact im willing to say it increased my force points.

    I'll have to have a look at this, though I do believe there is the option to meditate with Drayen to heal your force points so there's that.

     

    10 hours ago, Justplayinyk said:

    2. There are numerous spelling mistakes throughout the whole game

    I would like to stress that this was caused not by our inability to spell but due to the inconvenient modding tool we use to write the dialogues.

     

    124351936_Screenshot2025-04-07124512.png.411cb66d8d4b4167746f34548c64b0cd.png

     

    That little box with the "Leave me alone - I have nothing to say to you" is where the dialogue is written, and when it comes to writing big dialogue trees it can sometimes take hours to do and it is all done in that tiny box. So it's not a matter of "I can't spell", it's a matter of "I literally couldn't see the spelling mistake to begin with".

     

    So please, feel free to list all of the spelling mistakes and typos you found and we'll go about fixing them.

     

    10 hours ago, Justplayinyk said:

    3. On numerous occasions Revan and The Exile get misgendered. It happened once, that in the same dialogue their pronoouns changed

    Thank you, could you please tell us where Revan and the Exile got misgendered so that we can fix it?

     

    10 hours ago, Justplayinyk said:

    4. When coming back from the king of corellia and going to find the bunker, Bao-dur still seems to have the old dialogue where he says smth along the lines of "If you dont have the [ship stuff] dont come back". Im pretty sure he didnt refer to the hard drives 

    I do believe there is a conditional that isn't firing meaning players like you are still getting the pre-Tyrena crash site dialogue after you've passed that part of the mod.

     

    This shall be fixed.

     

    10 hours ago, Justplayinyk said:

    5. The epilogue cutscene freezes, particularly at the end of it and when the male sith master appears for the first time.

    I did notice a lag spike when the Sith Master spawns in. I'm personally not sure what causes it though I'm sure if Logan can find a solution to reduce the lag he'll implement it.

     

    10 hours ago, Justplayinyk said:

    I think there should be much much more itneraction that give light/dark side points (I was doing a dark side playthrough, and managed to only ever get light points, and it happened once :/)

    As Logan and the others have said, he wants to hold off on the player getting Dark Side points for the duration of the time you're with Master Drayen and once you're outside of his care then you'll be given free reign to go Dark Side.

     

    Until that time comes, we are considering the player feedback we are getting. When we release new Episodes, we do plan to update the previous Episodes with any new content and/or revisions that would improve those planets. Once the mod progresses beyond Drayen, we may consider going back and adding Dark Side points for the duration that you're with Drayen - though I believe if we were to do that there'd be double the opportunities for Light Side points then there would be Dark Side points, that means there might be 8 Dark Side points and 12 Light Side points for example.

     

    If we have that system as described above, a Dark Side player like you can go the Dark Side path whilst a player playing randomly is unlikely to fall to the Dark Side unintentionally and would remain neutral. There'll also be too few Dark Side points to turn into a grey zombie in front of Drayen.

     

    Do note that Logan could swoop in and say no to anything I say, but as I've already said, player feedback in the future might be what it takes to change his mind. I can easily see the mod being halfway complete and then realizing "Oh shit, it's actually impossible to go 100% Dark Side even if you do all the Dark Side options. Let's go back and add some Dark Side options."

     

    10 hours ago, Justplayinyk said:

    It also throws me off a little that the jedi master does not level up, but it does actually make sense I guess.

    Master Drayen is a higher level to reflect his status as your Master, since he will still be with you in Episode Two it is entirely possible he'll level up on Nar Shaddaa.

     

    10 hours ago, Justplayinyk said:

    and the Sith lords are elusive enough. Im not sure whether it is a good idea to reveal that so many sith exist in the epilogue, considering for the while time we saw 2 people, who werent confirmed to be sith.

    Truth be told, I set it up like that for three reasons.

     

    1) It justifies having the Torguta on the main menu (She was on the main menu in the Demo but made no appearance).

    2) The Sith Cyborg was going to appear in a cameo like just this in Episode Two, but if we released Episode One without the Sith Cyborg I was afraid people would dig into the mod files, find his files, and when Episode Two came along the reveal wouldn't be as great because people already found his files.

    3) Assuming worse comes to worse and Logan permanently disappears and Episode Two never comes out at least you guys got to see these awesome characters (this isn't going to happen but obviously before Episode One's release the optimism wasn't as great as it is today).

     

    10 hours ago, Justplayinyk said:

    Im not sure if onderon was a good pick for corellia. Iirc from swtor corellia reminded me more of coursant, and planets like taris or nar shadda wouldve fit it more, but i might be making stuff up over here.

    You don't have to do this, but if you were to watch the ROR Demo on YouTube you will know how much work we've put into Episode One to make sure Corellia doesn't feel like Onderon. Trust me, Demo Corellia felt so much like Onderon you wouldn't be surprised if General Vaklu made an appearance.

     

    10 hours ago, Justplayinyk said:

    Msg me if you need smth more. Very nice mod and its going in great direction. Im open to further testing of it or providing more info of mistakes here and there.

    If you'd like to give an in-depth bug report, feel free to PM one of us and we'll see about fixing the bugs you've found.

    • Like 2
  5. Revenge of Revan

       1,450    25

    @Nm6k

    You posted some questions to be answered in the Reviews, since I can't access the Reviews I shall answer some of them here to the best of my ability.

     

    Quote

    1.While I do miss parts of the old demo soundtrack especially the combat track (though I think I hear parts of it in one of the new ambient tracks) the new music is very good too.

    I believe the music track should be the same as it was in the Demo, though in areas where we removed combat like the Jedi Temple & the City you can't hear that music as there is no combat though we may move those missing tracks to other planets potentially.

     

    Quote

    3. It would be nice once they are balance to the dev's team likeing that the species effects are listed somewhere outside the game.

    The current species stats will be listed in the second Dev Diary that will be posted in the ROR Forum's here on Deadlystream.

     

    Quote

    4. I think there should be a side quest or two on Coruscant maybe serving as a quick optional tutorial to new or old players who haven't played in a while 

    Whilst something akin to a tutorial level could be added, it'll probably be added at a later date. I'm sure players wouldn't want an Episode to be delayed because we're too busy making a tutorial level for mechanics we already know.

     

    Quote

    6. I'm happy that you kept in the choice about the pc homeworld from the old demo however small of a thing it is. 

    Whilst it wasn't going to be removed, it was at one point in the early 2020s moved to Nar Shaddaa before being moved back.

     

    Quote

    7. I had a bit of a bug with the Exile gender. I picked female and Bao-Dur kept calling the Exile him.

    Thank you for this report, can you tell me where exactly this occurred (and use a spoiler box like I've used below)

     

    Spoiler

    Post the details in one of these :)

     

    Quote

    9. There was some hard fights though nothing that took me more then two tries. I was playing on difficult so I view this as a good thing. Both KOTOR were a bit too easy even on the highest difficulty. I have not tried the new difficulty options yet

    That was intentional, after looking at the TJM's and EoD mods I wanted the player's who play ROR to use the same sort of strategy you're given in the Kotor games.

     

    Whilst we can't yet add repairable droids or computer terminals, we did add plenty of opportunities to use Stealth, Grenades, Land Mines, Masks, and special blaster types to your advantage throughout Episode One with the opportunity to sell and purchase better gear in-between sections.

     

    • Like 1
  6. Revenge of Revan

       1,450    25

    4 hours ago, JasonRyder said:

    Congratulations! Oh and I noticed there's four columns behind the KOTOR logo. Is it intended to be KOTOR IV? If so, where's KOTOR III? 

    As DP has already pointed out, the III is hidden amongst the symbol behind the Kotor logo. The reason it looks like this is because our main graphics artist, RedRob41, wanted the ROR logo to imply that the mod is Kotor III because it obviously isn't, Kotor III would've been an official video game whilst this is just a fan-fiction video game mod.

    • Like 1

  7. 1 hour ago, Squall Lionhart said:

    My man! Did this a while back but never released (mainly due to never receiving permission from JC).

    Maybe you did this before he released it, but he did release all the cloaked Jedi Robe assets as a modder's resource.

     

    But hey, I know how it feels like to have a mod idea, make it, and have someone else release it before you - I've even released the mod, and have someone else release the same mod later on.

     

    1 hour ago, Squall Lionhart said:

    By chance, did you include shem’s character robes that he made for the PC and various party members?

    Not yet, but if there is a demand for it I'll consider converting Shem's character robes too.

     

    Do note that I'll be using the gloveless hands by JCarter and not Shem as JCarter's gloveless hands are higher quality than Shem's.

  8. Human/Alien NPC Diversity

       103    2

    Quote

    See the readme for more details.

    Why not just copy the details of the readme on the mod page?

     

    Not only that, there is no readme in the downloaded .ZIP folder. There is an installlog.txt and uninstall/backup folders that are all generated after a HoloPatcher install. The only way I was able to find the readme was by opening the info.rtf word doc inside the "Main" folder. I would suggest removing the installlog.txt and the uninstall/backup folders and adding a readme.txt or readme word document for us to easily access.

     

    I want it to be clear that I do like what you've done with this mod through the screenshots provided, but you know how you said you were inspired by Leilukin's mod... where you aware of my mod called the Galaxy of Faces mod? One that does something similar to this mod?

     

    I've looked into the files of your mod and I've noticed some oddities.

     

    1) There are a bunch of .UTC files even though your HoloPatcher doesn't install them anywhere, these should be deleted to reduce filespace.

    2) In addition to RedRob's Combat Suits, you have armor textures from K1EP and Master Waffle's "The Lower City Merchant K1" armor texture in it. Do note Master Waffles armor is free to use, but I do think you should credit him for the texture. If the texture I am referencing is NOT from his mod, feel free to let me know.

     

    (From your info.rtf)

    Quote

    ●        Gave one of the Sith a player head and made the other an Echani due to the fact he refers to the player as “human.”

    Can you tell me which exact Sith this is?

     

    (From your info.rtf)

    Quote

    Incompatibilities:

    ●        None known. I will add any if I find any.

    Here are some mods I've made I think may be incompatible to a degree:

    Unused Head Restoration Pack- It currently replaces the Sith Governor, though in a future update I do plan to switch it around so that the head is used by another NPC.

    Unique Sith Governor- This mod is only compatible with your mod if they install it after H-NPC-D.

    Heart of Beskar- The file "N_Mandalorian06.tga" is used in HOB as the Mandalorian Heavy Trooper skin whilst "N_Mandalorian05.tga" is the Mandalorian Marauder skin. Your mod uses the Mandalorian Marauder skin from K1EP as "N_Mandalorian06.tpc" which would cause problems with my Mandalorian Heavy Troopers. You'll have to tell me which NPC uses "N_Mandalorian06.tpc" in your mod so we can arrange a compatibility patch between our mods.

    Galaxy of Faces- Many K1EP design decisions were copied by both our mods, so you can go to the main mod page of my mods and see duplicates of things you've done on my mod page. I wouldn't recommend installing our two mods together because my mod has a few creative differences that'll clash with your mod - like Sunry's head being used by Dorak in my mod so if our mods are installed together Sunry and Dorak will be twins.

    K1 Clothing Pack- Your mod clashes with this mod because your mod uses the same texture filenames as my mod. All you have to do is rename your clothing to use different number variables, set the UTI files to match your new variables and you'll be able to use this mod with your clothing with my mod.

    Czerka Redux- The use of RedRob41's Czerka Combat Suit and, more importantly, the unique appearances introduced in your mod conflicts with the designs of Czerka Redux. The Tatooine Port Master has a new uniform in CR whilst your mod gives him a Czerka Combat Suit. If your mod allows for the Czerka Combat Suit to be obtained then there remains the possibility of a player obtaining two different Czerka Combat Suits introduced in our mods. I do think a compatibility patch to give your unique appearances my Czerka Redux uniforms would make your mod compatible with mine.

    NPC Diversity Pack- My mod relies on the K1CP mod for the .MOD files, I don't see why your mod doesn't do the same but I'll ignore this point. I've looked into your files and HoloPatcher and from what I can tell your setup should work with the NPC-DP should you install my mod first.


  9. Quote

    - Original saber owners colors (green, yellow, purple)

    Shouldn't it be green, blue, and purple?

     

    Other than that, I like the idea of Kreia stealing the Master's Lightsabers and making you fight them. Is it possible to get the floating Lightsabers to use a Double Bladed Lightsaber?

    And did you make sure to give the Lightsabers a "Droid Hide" to prevent the player from poisoning them?

  10. Galaxy of Faces [K1]

       739    30

    On 1/24/2025 at 5:44 AM, StellarExile said:

    It looks outstanding! Was the OdysseyBase renamed?

    I'm assuming it should've been, though truth be told I am unfamiliar with that term.


  11. On 3/19/2025 at 10:13 AM, StellarExile said:

    I installed this mod and it works perfectly. The only thing off I noticed was two NPCs wearing regular Sith uniforms with the Back in Black patch. Just thought I’d let you know. 
    Amazing work as usual!

    Well, that's a real relief!

    I'll take a look at the Back in Black patch when I get the chance.

    • Thanks 1
  12. G0-T0 Overhaul

       3,741    31

    Just now, YUKKIRAZ said:

    ah, just scrolling through the forums, everyone says that you don't need to use mods from the workshop, and from the workshop you can only install TSLRCM, and it will contact with many mods from here; okay, I'll try to install everything from scratch, and manually install TSL, I'll write later somehow

    You can download TSLRCM from this link right here.

     

    Once you reinstall Kotor 2, I'd recommend copying the "Knights of the Old Republic II" folder onto your desktop as a backup so that if you do mess up the modding process you can simply delete the messed up folder, and copy your clean backup folder so you don't have to keep reinstalling the game every time.

  13. G0-T0 Overhaul

       3,741    31

    14 hours ago, YUKKIRAZ said:

    as soon as I go into the installer, I chose the first option, it didn't install completely, supposedly some errors were found (the game is clean, without mods, not taking into account TSL), the same with the 2nd option, and it flatly refused to install the 9th, I also don't understand why

    Most modern mods need TSLRCM to be installed first. Mods like this rely on TSLRCM's files for them to work, that's probably the reason why the installer is flatly refusing you as it can't detect the critical TSLRCM files it needs.


  14. On 2/12/2025 at 9:50 PM, Karanthir said:

    When will be new version? Because i don't know if I should wait or start new game with this version.

    I would say hold off from starting a new playthrough because the next version will be here sooner rather than later.

     

    I can confirm that, unfortunately, it won't include the Iriaz, but... it will contain another major Dantooine Restoration.

  15. Serocco Guard VO Fix

       2,307    4

    3 minutes ago, ZeldaTheSwordsman said:

    A decent workaround, good job.

    Speaking of this guy, you know what's even more egregious than the line read by the wrong guy? The fact that he reacts to you when you approach from the south, even though there are multiple doors between you and him. I wonder if he was supposed to have a duplicate at the southern entrance.

    What you're describing is definitely a bug, these guards probably share the same dialogue and so the game doesn't realize there are two guards so when you get a warning from one guard it applies to the other.

  16. Bao-Dur's Fate: A TSLRCM Add-On

       3,313    19

    6 hours ago, KingFiveString said:

    Better than nothing, but a supremely anti-climactic way for things to happen.

    This was an April Fools mod from 2018, the entire premise of the mod is a goof on how pre-TSLRCM 1.8 had a scene where Mandalore randomly stepped on a landmine on the Ravager as a means to restore a cutscene between Mandalore and Visas.

     

    The joke here is that the whole concept was bad, and it was parodied here to add salt to the wound.

  17. KOTOR 1 Community Patch

       222,950    283

    On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

    I would like to argue for the removal of the Sentinel-Consular Skill Swap Mod. I don't think it should be forced down people's throats as part of the patch. Frankly, I see it as a tumor.

    You see, this here is a REALLY good idea. With this popular mega-mod with the likes of DarthParametric as a lead developer, I'm sure calling their work a "tumor" will sure encourage them to remove the feature you don't like even though they never reverted the Lite NPC changes or added the restored content everyone else wanted when those people asked for it nicely.

    /s

     

    On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

    The real problem is that the Sentinel class has a duplicate of the Guardian class's skill list, rather than having its own unique skill list like every other class in the game.

     

    I'm going to make the argument for why I think this here was intended and why the Sentinel-Consular Skill Swap mod is part of the K1CP.

     

    If we look over the Strategy Wiki which details all the class stats, you'll see that:

    * Guardians get 9 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills.

    * Sentinels get 7 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills.

    * Consulars get 7 Feats, 25 Force Powers, and Computer Use, Demolitions, Awareness, Persuade, Repair, and Treat Injury as Class Skills.

     

    In your wall of text, you've correctly identified that the Sentinel and Guardians share the exact same class skills and you propose that the K1CP team randomly redesign the Jedi class skills so that each class in the game has their own unique class skills.

     

    However, if we compare the Feats and Force Powers we will see that two classes will always have an identical number of Feats or Force Powers whilst the third class will have a slightly higher number of Feats or Force Powers. Based on that pattern, it is most likely that Bioware fully intended for two Jedi classes to have the exact same Class Skills.

     

    But as it stands in vanilla, the Jedi Consular is overpowered as they have a buff in both Force Powers and Skills, the Guardian only has a buff in Feats and the Sentinel, by comparison, becomes the weakest Jedi Class in the game as they don't have any advantage over the other two classes.

     

    By swapping the Consular's class skills with the Sentinel, it gives the Sentinel class some form of advantage over the other two classes.

     

    But if you're so insistent, why not install this mod on top of K1CP, or any other skill mod, so that you don't have to experience the Consular-Sentinel Class Skill Swap mod.

     

    On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

    This is a good thought, honestly, both for performance and space reasons (especially important if someone is installing this on something other than a desktop computer) and the fact that any graphical tweaks beyond fixing mistakes from the vanilla game (including the extra mistakes from the PC versions) are a matter of subjective taste. Miscellaneous background NPCs using lite models specifically made for that purpose so that unimportant characters don't hog resources is not a mistake, it's an optimization.

    Something being "subjective" goes both ways, and in your case the guys who think the high-poly Lite NPCs are good enough to be included in a massive bug fix mod are the guys who are developing this mod and so get the final say.

     

    You can argue for the Lite NPCs to be reverted, you can argue for restored content, and you can give good reasons as to why your ideas are good - but ultimately they get the final say and clearly they aren't going to do anything they aren't convinced on.

     

    On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

    While that caters to the NPC models, Alice saying "For example" implies that's not the only graphical enhancement they think is causing issues. Mind you, it can be a right nuisance to find the list of included mods.

    They list can be found in the mod's readme included in the ZIP file and are all highlighted blue with LINKS imbedded in them.

     

    On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

    And the mod list/bug list in the readme is kind of a mess that doesn't always make it clear what was changed or if it's just a reported problem pending a fix.

    That's where you have to use something called "Common Sense".

     

    There is a GitHub link on this mod page and on this GitHub link you can find all the reported problems that are pending a fix. These pending fixes have a green circle and are called "Open Issues" whilst the bugs that have been fixed already have purple circles and are called "Closed Issues".

     

    Now, why would someone as talented as DarthParametric fill the mod's readme with bugs that have both been fixed and bugs that have NOT been fixed and fail to distinguish between the two???

     

    It is clear that DarthParametric personally fixed all the bugs listed under his name, and the users who reported the bugs and brought them to his attention over on GitHub were credited for their contribution to the project.

     

    On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

    "Changed the removal of the Dark Jedi corpse and its loot in Manaan Hrakert Station to a less intrusive implementation, refactoring the GIT's creature and placeable lists"
    Why was it removed in the first place, out of curiosity?

    Because it's a Dark Jedi inside a top secret Republic research facility?

     

    On 2/11/2025 at 11:45 AM, ZeldaTheSwordsman said:

    Also wondering if it's really necessary to hide masks during all those conversations. And I think the "Unnecessary security UI" thing on so many doors may have been an intentional choice to tease the player? At least for doors that you ultimately open via other means.

    It doesn't matter if it was necessary, the modders who made the mod thought so and so they added it.

  18. Vrook and Zhar fix

       6,268    5

    6 hours ago, ZeldaTheSwordsman said:

    I would dearly love to know why the PC version screwed so many things up.

    The old Xbox had problems with rendering too many NPCs with different appearances/colors all in the same module, I believe in the earliest days of Kotor's development there were no low-poly Lite NPCs and the devs tried to make Kotor using normal NPC appearances. Once it became apparent that Xbox's and Windows XP PC's lagged like hell with Kotor they added the low-poly Lite NPCs to replace the generic NPCs and for Xbox they made the NPCs less diverse. Jedi all wore blue, NPCs had the exact same heads and clothing, NPCs all wear combat suits, textures were all reduced to 256x256, and this was all done to ensure Kotor didn't lag the Xbox down to a grinding halt.

     

    The PC version of Kotor was a port of the Xbox version and since the PC was slightly stronger than the Xbox in those days Bioware devs probably went through and manually undid all their changes they did to the NPCs they did for the Xbox. It is most likely that whoever did this simply gave Vrook and Zhar the wrong robes, gave Bolook the wrong head, and forgot to switch the soundsets of the GenoHaradan Hunters and Davik's guards who were all Rodians on Xbox.


  19. 9 hours ago, ZeldaTheSwordsman said:

    "Restored Carth lines to the Alien Apartment Sith Raid (Audio created with AI)"
    Expunge the audio. Best left mute until you can find a soundalike to help.

    And why would I do that?

  20. K1 Loot Overhaul

       955    24

    6 minutes ago, akrios9494 said:

    The first was looting the remains of a black vulkar gang member in the barracks area of the black vulkar base,

    30-8040.jpg

     

    On the image above, could you use Microsoft Paint to circle which Vulkar crashed your game?

     

    6 minutes ago, akrios9494 said:

    the next was the right side footlocker in Davik's Estate the Trophy Room.

    Thank you for the reports, I will go investigate this when I get the chance.

     

    6 minutes ago, akrios9494 said:

    This has prompted to me to start deleting the mod files anticipating another crash.

    At that point it'd be advised you just reinstall Kotor as this mod makes changes inside the .MOD module files. Though if you do decide to keep playing, you can report possible future crashes to me and I'd be able to fix them, though you don't have to do this if you don't want to.

     

    6 minutes ago, akrios9494 said:

    small mention i think it is sort of fine on Hard but this mod makes the game kinda too easy as the sith assault gun and sith sniper rifle was made readily available at early levels. However we all know how incredibly weak blasters were In kotor 1.

    Don't those do 2-9 Energy Damage and +1 attack?

     

    Correct me if I'm wrong, but those blasters are in the armory of the Sith Military base so unless you're using the Recruit T3 early mod and you opened the base early you should've received those blasters towards the end of Taris. Do consider how you can buy a Sith Sniper Rifle from Kebla Yurt at any given point in the vanilla game so it isn't at all balance breaking to be fighting the Sith Governor with a Sith Sniper Rifle as it was already possible.

     

    6 minutes ago, akrios9494 said:

    My bad after posting this comment i just became aware this is not compatible with the restored content patch? thats prob why I have issues.

    When you say "restored content patch", do you mean K1R or the RC-K1CP (Restored Content for K1 Community Patch)? If it's K1R, then you would be correct as this mod is intended for the K1CP. If it's RC-K1CP, I shall investigate further.

  21. Galaxy of Faces [K1]

       739    30

    8 hours ago, StellarExile said:

    Where is the Dak head from?

    Dak Vesser's Head is a reuse of the Gerlon Two-Fingers head from the old K1EP mod.

     

    This head looks the way it does because it's a reskin of the bald black player head, the modder literally added hair to the bald parts of the bald head texture.

     

    The Galaxy of Faces version of this head uses Gadon Thek's head model which adds a ring to his left eye.

    • Light Side Points 1
  22. KOTOR 1 Community Patch

       222,950    283

    11 hours ago, ACrock21 said:

    I am having a very serious issue with this mod.... i have found the old face on ass texture glitch.... 
    i threw out every file in my override folder and tracked the problem down to the listed files below. 
    when i threw them out it fixed the glitch no more ass face. lol
     

    "K1 community patch v1.10.0

    texture glitch involving files...

    l_commf.mdl
    l_commf.mdx
    l_commm.mdl
    l_commm.mdx

    npc will walk around with major bug on entire character
    usually very dark blue no face...
    the face will be relocated all over the body 
    and the face will also be across the back of 
    the skirt/longshirt thing... 
    the famous "ass face" glitch "

    Is there a texture in your Override called "n_comm_low_m" with either a "tga" or "tpc" extension? There might be a number at the end of it, for example "N_Comm_low_M3", "N_Comm_low_M3b" or "N_Comm_low_M4" etc.

     

    If there is, those textures might be causing the incompatibility here.