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Posts posted by N-DReW25
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15 hours ago, DeathScepter said:with a female Revan, Regardless of Alignment, How are you going to link Bastila Shan to Satele Shan?
The same way TOR does it - by not recognizing a female Revan.
If you choose a female Revan, even if you did everything exactly canonical you can assume the result of your ROR playthrough will not lead up to the events of TOR as Satele Shan couldn't possibly have been born. To reach the events of TOR, you'd have to play ROR in a very particular way to get to those chain of events.
Of course, strictly following the canon path is not what we recommend players do. Different play styles and choices will result in radically different outcomes, Revan's gender and alignment is one of them. We'd want players to freely choose their options just like you would in Kotor I and Kotor II and we want players to replay the ROR mod to explore different scenarios.
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4 hours ago, Spectrometer said:1. If Revan is Dark side, wouldn't it make more sense for Bastila to be either dead or with a similar fate as Dark Side Brianna? I don't remember well her dialogue at the TSL holocron, but I thought it was at least implied that she didn't survive Korriban's civil war. It also would solve the uneasiness of having a former Shadow Hand/War Criminal as a council master instead of just a low profile master.
Bastila's Sith Holocron strongly implies that she left Korriban to find Revan, here is the full dialogue:
QuoteWhoever survives this Sith Civil War shall not be one I wish to follow. There is only Revan. Only he can shape this galaxy as it is meant to be shaped. He lives still, this I know. If he will not return, then I shall find him and discover why. I cannot remain here, not knowing. I've become certain there is something he remembered in the Unknown Regions. It is a technique he learned fighting the Mandalorians, that allowed him to convert the last of the Jedi who fought beside him - and murder those who would not. And he fears it is still out there... and silent for far too long.
Looking at this dialogue, it's somewhat conflicting with what's presented in TOR as what Bastila says here somewhat aligns with what Kreia says about Revan even though what Kreia says about Revan is directly retconned in TOR.
The retcon could be explained as Kreia 'projecting' her own views onto Revan, though what Bastila says here will inevitably have to be explained in the ROR mod. I have a feeling the answer as to what Revan's "technique of mass conversion" is is probably explained in the half hour lore-dump that is the Enclave scene.
Another bit of useful Dark Side Bastila lore is what she says to T3-M4:
QuoteT3, I have one last order for you. Our master does not know about this, and I order you to keep it a secret. Every day as we build upon Korriban, more of his memories return - and the bond he and I share cannot hide it from me. He believes a threat lurks on the edge of the galaxy. Something that could threaten his power. I... fear he will go there... and I fear he will not return. If he leaves, he will take you with him - but not I. He knows the bond we share may prove a weakness... but he will take you. If something happens, T3, then I need you to return to the Republic and find me. And if you cannot, then I need you to seek whatever help you can elsewhere, whether Jedi or the Sith... or someone in-between. This is my last order to you, T3. Obey it - and do not let me lose my Master... even if he believes he is protecting me.
Using both the Sith Holocron and T3-M4, we can assume that Revan left his Sith Empire around 3954 BBY. Without the strong, unifying leader that is Revan, the Sith started fighting one another for control of the Empire. The Sith who remained were too weak to control the Star Forge, thus rendering it useless for producing new ships. Bastila appears to be somewhat aware of the threat of the "True Sith" on Dromuund Kaas and so instead of dying in the Sith Civil War she set out to look for Revan.
It can be assumed that an alternative version of the Revan novel took place where, between Kotor I and Kotor II, Darth Revan, T3-M4 and Canderous went to Rekkiad and found Mandalore's Mask. After leaving Canderous behind, Darth Revan and T3-M4 took the Ebon Hawk to Nathema where they were shot down by Darth Nyriss and Scourge. After capturing Darth Revan, T3 was left alone on Nathema and spent years repairing the Ebon Hawk so that he could return to the known galaxy. By the time he had finished his repairs, it was 3951 BBY... just in time for the events of Kotor II.
And just like in the Light Side ending, Bastila gave T3 the orders as stated above - "If he leaves, he will take you with him - but not I. He knows the bond we share may prove a weakness... but he will take you. If something happens, T3, then I need you to return to the Republic and find me. And if you cannot, then I need you to seek whatever help you can elsewhere, whether Jedi or the Sith... or someone in-between."
It is possible that Bastila became privy to Revan's actual plans, Goto and Disicple both speak of Malak as a conquering brute whereas Revan's agenda seems to have run deep and alluded them both. It is possible that Bastila left Korriban to find Revan, she might've found Nathema, though she did not find the True Sith who had captured Revan and so, as she ordered T3, had returned to the Republic as they were the only ones with the capacity to stop the True Sith now.
And as I've probably discussed in the diary, only Carth would've known of the full extent of Bastila's betrayal if Revan was Dark Sided. It makes no difference whether Revan and Light Side or Dark Side as Bastila was technically a Sith in both endings, one has her redeemed and save the day and the other has her "redeemed" years later (Again, only Carth would know of the full extent of Bastila's betrayal so everyone else is oblivious to her past).
Logan wants "replayability" with the ROR mod, you see that sort of thing with the player species and you'll see it here with Revan and Exile's gender and alignments wherein what you set impacts the story of past characters. In the case of Bastila, we can assume her thoughts and motivations towards the end of the mod will differ based on these factors.
4 hours ago, Spectrometer said:2. Since the demo I would have really liked if Deesra Luur Jada was part of the Jedi Council. I hope he still makes an appearance as an steemed Jedi survivor.
At the start of Drayen's dialogue in the Jedi Temple the player asks Drayen how his trip to Dantooine was to which Drayen directly mentions Luur Jada by name.
As to what extent, I cannot say, but I can say he will make a cameo one way or another beyond this name drop.
4 hours ago, Spectrometer said:About the change for the beginning:
I really like your idea for a new beginning scene. As much as I like world building and exposition, an ellipisis which would not show the King requesting for the Jedi (immediately cutting from the explosion to the Temple), and would keep him and his palace as more mysterious, to be revealed when you visit the planet, would perhaps fit well narratively. And vague references to the Duros plot would serve as a nice foreshadowing. I think you should also add the Supreme Chancellor to the scene though, or introduce her more formally at the meeting at the end of the Chapter.
SpoilerWhen the Duros content is released, we will consider our options with this alternative scene.
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Hello, and welcome to the first Dev Diary of the Revenge of Revan mod.
For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes.
In this second Dev Diary, I shall focus on the very first level of the mod – the introduction and the Jedi Temple
(Please let me know if any of the links and/or images are broken)
After you create your character, as we discussed in the last diary, you go through an opening crawl just as you would expect. In the following spoiler, I have written the opening crawl text that you’ll see on screen:
SpoilerIn the years following the victory over Telos IV, the remaining Jedi Knights have emerged to rebuild their Order under the leadership of the elusive BASTILA SHAN.
After decades of sporadic warfare, the galaxy has been left in a state of TURMOIL. Unable to repay its loans, the Republic is now at the mercy of crime lords to maintain its reconstruction efforts.
In the Corellian system, a diplomatic envoy returns home aboard the Sojourn oblivious to the imminent danger brewing in Corellia's orbit.
After viewing the opening crawl in-game about a week before the mod’s release I actually realized that this is not the final opening crawl draft I had written. Though instead of delaying the mod’s release to fix this, I decided to keep it unchanged as the text still somewhat reflects the current setup of the mod. The only thing I want to address is the part about Bastila Shan, but I shall talk about her later on in the Dev Diary alongside the rest of the Jedi Council. An updated opening crawl text may be added in a future revision of the intro cinematic, or if it’s easy to change the text it can be added in one of our upcoming bug fix updates.
After the crawl, the screen pans down to the Tyrena Station from the Demo. Tyrena Station’s model has been updated and the planet you see is Corellia, not Earth as some users have been teasingly suggesting.
I would like to point out that, when writing the dialogues, I always imagined Tyrena Station to resemble the Tie Fighter Factory from The Force Unleashed video game. Whilst this updated model is a massive improvement, it still looks a bit small from this perspective so if you’ve seen this new Tyrena Station and felt that my dialogue is a bit odd this is the reason why.
For those of us who haven’t yet played or watched the Demo on YouTube, Tyrena Station was attacked by a “Phantom Ship” which destroyed the entire station and then disappeared from the scene without a trace. For the first half of the old ROR mod, there was the mystery of exactly "what" the Phantom Ships were, were they were coming from, and who were behind them (Sith, Hutts, and the Exchange were culprits) before the player would discover that it was the "True Sith" who were responsible sending out the Phantom Ships.
This lore was written before the release of the TOR MMO, and since we want the ROR mod to act as a bridge between Kotor II and TOR we’ve rewritten the Tyrena Disaster plotline to accommodate this.
The scene opens up to Tyrena Station with a Republic Ship, the Sojourn, flying past it.
It then explodes.
When I wrote this scene out, I wanted it to be a bit more cinematic than what we have right now. I imagined the scene would play out similar to The Phantom Menace where the screen pans down from the crawl towards the ship and the camera would physically rotate as it flew past (like it does in BOSSR), the next shot would be this scene but when the station starts to explode the Sojourn would take a hard right to avoid the explosions and a piece of debris would suddenly fly towards the camera turning it black and ending the scene.
Of course, what I’ve just described isn’t what was produced - but considering this mod has been in development for over a decade, has been cancelled before, and many of you didn’t have faith that we would ever release this mod in any capacity… we’re happy that we can present you, the player, with something, not to mention that this scene is still inherently better than what we had in the original demo.
Whilst it isn’t yet shown, I imagine that only a chunk of Tyrena Station has been destroyed instead of the entire station itself being destroyed. I do hope that when we get the updated cinematic cutscene of the player’s ship arriving at Corellia we can see the gutted Tyrena Station floating near the planet with little ships trying to tractor it away to have it scrapped for parts. This scene I’ve described would only be made if we have a finalized Tyrena Station model and the textures and skybox on Corellia are finalized.
In the original Demo, the next scene took place inside the opening crawl movie cutscene similar to how the Darth Sion, Darth Nihilus, and Darth Traya intro scenes were all shown in their own respective movie cutscene. This meant that, just like those cutscenes, all you had to do was right click and you could miss the scene entirely.
The reason why this cutscene took place in the .BIK movie format is because the Coruscant set you see in the background was added in via a bluescreen effect. Once you completed the original demo, the game would teleport you inside the bluescreen area that was used to make this scene.
In this cutscene, King Bardok had requested for Jedi intervention in the Tyrena investigation offscreen and the Chancellor, the General, and a few Senators debated the request amongst themselves. But in the new ROR, the first cutscene has been changed so that it now depicts King Bardok making the actual request in a cutscene in-game. The scene opens up inside the Royal Palace on Corellia, with the Chancellor, the General, and one Senator in attendance as holograms and two new NPCs flanking the King.
These two NPCs are Grand Moff Julio to the left in the green and to the right is Octavian, the Grand Vizier. Julio's uniform is seen in the Demo though it's been slightly edited (more on that in a future dev diary), Julio's head was lifted from BOSSR and his hat texture used photo-sourced elements of his uniform which was made by RedRob41. The Grand Vizier's head was made by me with photo-sourced elements from Daemon Drexl's head texture (again from BOSSR) for his eyebags and his body texture is by 90SK from his classic K1 Robes mod.
Their backgrounds shall be explored in a future dev diary.
Fun fact: The first four lines of dialogue, the brief pause at the start with the flags and King Bardok's three lines were supposed to have Bardok kneeling before the holograms. This was removed as only the animation on the very last line worked, so for the start of the convo he'd be standing up but then at the last second he'd drop down like this.
Also in attendance is General Shabayev, a General in the Republic military. In the demo, Shabayev wore a simple soldiers uniform despite being a General.
In the screenshot below, General Shabayev now has his very own uniform – this uniform was actually made by RedRob41 for Carth Onasi but since the popular and highly recognizable Admiralty mod by Jinger/Kreia has free permission I decided to give Carth the familiar Admiralty uniform whilst Carth’s original uniform was given to Shabeyev.
Despite this change, Carth will still have the new head RedRob41 made for him. Carth appears as a cameo towards the end of Episode One so we’ll talk more about him when we reach that point in the dev diary series
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Much like in the Demo, General Shabayev is a sceptic to the New Jedi Order and as such it’ll take much good on your part to sway him to your side should you take a pro-Republic path in the mod.
In the original Demo, there were two Senators: Bail Antilles and Maris Foron. These Senators used generic appearances and commoner clothing making them indistinguishable from the likes of Gana Lavin and her Waiter from Kotor I. And what’s worse, since these two appeared in a .BIK cutscene you couldn’t even check the dialogue feed to check their names.
In the new ROR, Maris Foron has been removed from the initial cutscene (though may appear with a new appearance later on a different planet) whilst Bail Antilles has been replaced with a brand-new character. I did this as the name “Bail Antilles” is the name of an Alderaanian Senator mentioned in The Phantom Menace and has been used quite a bit in Legends lore due to the name being one of the old names made up by George Lucas during his early Star Wars drafts back in the 70s.
This new Character is “Aurin Solo”, the Prince-Senator of Corellia and the youngest son of King Bardok. I was inspired by the character Gaul Panteer, the Prince-Senator of Alderaan in TOR. As Bardok’s youngest son, Aurin Solo isn’t the immediate heir to the Corellian throne hence why he’s on Coruscant acting as Corellia’s Senator. Here's a screenshot from the end of Episode One with better visibility than what's visible in this scene.
Even though you can’t see it that well, his head was entirely done by me. His body, much like the Grand Vizier, is from 90SK's K1 Robes mod. I gave him this green outfit by 90SK for two reasons:
1) King Bardok’s outfit is also green.
2) The Green Jedi from TOR.
The Green Jedi are a wayward sect of Jedi based on Corellia. In my early drafts of the ROR plotline, the Corellian Jedi were actually present in the plot but Logan23 ultimately didn’t want them and so I wrote them out (though your actions in ROR “may” result in the Green Jedi Order’s founding, though this isn’t confirmed for now). In the Legends lore, the Corellian Jedi’s robes were inspired from the old Corellian flag, which you can see in the background in this mod. If you go the Canon path for Corellia, your actions can also see the green flag changed to the brown flag Corellia is known for, though you may also be given the choice of keeping the green flag or having a different color for the flag depending on your choices.
This NPC is the Supreme Chancellor, an Arkanian by the name of Helena Cinn. She succeeded Chancellor Tol Cressa in 3945 BBY after the Gordian Reach crisis in which G0-T0 droids overthrew the Sector government there. There isn’t much to say about Helena as her role as a main character will become quite apparent as the mod continues, needless to say, if you are a Dark Sider who becomes Anti-Republic then she would obviously not be your ally.
Fun fact: Ancient ROR lore from 2008 suggests that her last name was originally "Marr", this was probably changed to avoid confusion with Visas Marr's character.
In the spoiler below, I'm leaving another one of my controversial proposals that I wish player feedback on. Just like with my last dev diary, if you don't care about what I have to say here then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section.
SpoilerThe entire first scene with King Bardok contacting the Chancellor from his palace could be removed and replaced with an alternative scene that I wrote but did not implement in-game. In this alternative scene, it begins all the way back to the opening crawl - once you read the crawl and the camera pans down it would pan down onto the Sojourn but then an in-game cutscene would play.
This alternative cutscene would take place inside the Sojourn between a hologram of King Bardok, a Corellian diplomat (possibly Senator Aurin), a Duros diplomat who is yet to be introduced, and Admiral Onasi. This scene would be tied to content planned for the planet Duros and would foreshadow the main plotline of that planet. The scene would then be interrupted by an alarm, and a second .BIK cutscene would play depicting the Tyrena disaster.This alternative scene could replace the Palace scene, or maybe this scene could be added in so that this scene plays first and afterwards the scene at the Palace would play second.
Once the Chancellor approves Jedi intervention and General Shabayev utters the line “I got a bad feeling about this” you are taken to the Jedi Temple where you wake up in the medical bay.
This scene from the Demo has been massively reworked.
· Firstly, the room now actually looks like a medical bay and is no longer a reuse of Jorran’s hiding spot.
· Secondly, the dialogue has been updated and improved.
· Thirdly, whilst we don’t have a new voice for this character we did give him some generic beeping VO, so it isn’t mute.
· Fourthly, he has a new appearance.
Fun fact: This skin actually was made for another mod.
Through the Medical Droid, you have the opportunity to have your species affect you stats. In the Demo, there was no information on these stat changes but I decided to list the effects in-game and the stats I listed in-game are now listed down below:
SpoilerHuman:
· The privilege of being a human.
Arkanian:
· Intelligence: +1
· Constitution: -1
Arkanian-Offshoot:
· Constitution: +1
· Charisma: -1
Chiss:
· Intelligence: +1
· Dexterity: -1
Echani:
· Dexterity: +1
· Wisdom: -1
Kalzerian:
· Charisma: +1
· Dexterity: -1
Kiffar:
· Intelligence: +1
· Constitution: -1
Miralukan:
· The ability to use the Force Sight ability if you press Caps Lock on your keyboard in-game.
Mirialan:
· Wisdom: +1
· Charisma: -1
Rattataki:
· Constitution: +1
· Intelligence: -1
Zeltron:
· Charisma: +1
· Constitution: -1
Twi’lek:
· Dexterity: +1
· Strength: -1
Devaronian:
· Strength: +1
· Wisdom: -1
These stats are unchanged from the Demo and so they may be changed upon player feedback and testing, if you do not like these stats you can always simply choose the “Species will not affect stats” and so you can have your desired build and play your desired species without your species ruining your ideal build.
Special alien abilities like Zeltrons being able to read emotions, Kiffar being able to read inanimate objects, Echani having the Echani Strike feats, and all the other possible alien-based powers are not yet in the mod. We don’t want to make one species overpowered thus rendering the other alien species weak by comparison. If we are to add unique, species based, dialogue or feat options that can be considered an “advantage” then most, if not all, player species will need their own advantageous dialogue and/or feats to make up for it.
The player head you chose will also determine how NPCs react to you. For example, a human player would be accepted on a human majority world like Corellia whereas an alien majority world like Nar Shaddaa may discriminate against a human player. Each species you can play as will have certain traits that NPCs can praise or discriminate you with, many of these traits are taken from their Wookieepedia pages. For example, Arkanians are known to be arrogant and so NPCs can discriminate against you because of that, Mirialans are supposed to be flexible so if you’re trying to convince someone that you’re a capable person that may give you an edge in persuading someone over other species.
NPCs will be able to recognize that a Chiss has red eyes or that a Miraluka has no eyes, this can result in dialogue in which an NPC acknowledges your features or dialogue in which said NPC becomes frightened by your appearance thus making it harder for you to interact with them than other species. Most player species have NPC equivalents, so whilst Arkanian players can be discriminated against by other NPCs their fellow Arkanians won’t do such a thing and may even be easier to deal with than if you were a non-Arkanian. The only species who don’t get this are the Kalzerians, Miralukans, and Rattataki (but only because the Rattataki NPCs only appear in one area whereas the other species appear everywhere else).
Arkanian Offshoots are supposed to be extinct by the time of the Jedi Civil War, so your Arkanian Offshoot player is a hybrid with another species thus retconning that plot hole. Another retconned plot hole is the fact that Arkanians see things in the infrared spectrum, Arkanian players have an “eye implant” that makes them see things normally. Zeltrons are… the opposite of a hopeless romantic if you view their Wookieepedia page. Zeltron NPCs may get unique dialogue responses in future Episodes to reflect this, and they may even get the opportunity to attempt to flirt with party members who you otherwise couldn’t regardless of their gender (Meaning you can try to flirt with the male player’s female love interest as a woman and vice versa but it’ll go nowhere, though do know there are plans for actual same-sex relationships outside of being a Zeltron player).
Once you talk to the Medical Droid, you equip your Padawan Robe. There was a unique Jedi Robe based on your class that you used to get back in the Demo, but I had Logan remove that as player’s would typically want to wear the unique Jedi Robe whilst giving Drayen, your Jedi Master, your Padawan Robe. You will have the opportunity to obtain your unique Jedi Robe later on in the mod.
I also have not yet touched the Lightsabers in this mod, so we still have this Lightsaber Form color crystal system from the Demo. This “might” be changed in the future to make way for modern Lightsaber designs, both in terms of Lightsaber models and reworked implementation. But for now, the Lightsaber system remains unchanged – though I do vaguely recall being able to obtain Kyle Katarn’s Lightsaber in the Demo, that was removed long ago.
Drayen then comes in and starts talking, though without sound... so you have to read.
The reason why Drayen, and many main characters, do not have a unique voice right now is in this spoiler below:
SpoilerLet’s say I got someone named “Bob” to voice Master Drayen, ideally I would want Bob to voice Drayen in Episode One and Episode Two when he is alive and for any Force Ghost or Force vision scenes we need of him in later Episodes. That would be ideal, but let’s assume Episode Two will take a year to develop before it’s ready for Beta testing – who’s to say Bob will still be around to voice the character? What if he got hit by a car and died? What if "Eurasia" invaded his home country of "Listenbourg" and he is either drafted or killed in the fighting? What if he got cancer and is unable to finish all of his voice lines before he passes? What if he moves on from Gaming and we can’t contact him? What if he just backs out because he feels like it?
All of the above examples have happened to mod developers and mod actors alike in other modding projects, the most famous example in the Kotor Community of an actor disappearing before they could finish their lines is DarthVarkor's 2018 fan film The Prodigal Knight where lead character, Zekk Vornn, had to be recast as his actor for the previous films had disappeared.
Another problem with voice actors, especially actors who voice big characters like Drayen, is that they want money for their job. Imagine if we payed someone to voice Drayen for Episode One and they got hit by a car and died before Episode Two was finished – we’d have to pay another actor to voice Drayen's Episode One and Two’s lines meaning Bob’s work was done and paid for absolutely nothing.And even if we did get voice lines for Episode One, Two and any future appearances of Drayen, what if we wanted to go back and change something? If we go back and change dialogue lines that means the VO already paid and recorded will be discarded, we'd have wasted money paying Bob to film the lines we'd later cut and we wasted Bob's time as he filmed VO that got cut.
And I can tell you, there WILL be lines changed in Episode One and I shall get into that when we encounter them in future dev diaries (Here is a hint, Drayen hints at something that some player’s don’t particularly like, so we plan on changing it to be accommodating to those players demands).
So, our plan is simple, until all the lines of a character is written, and a characters story can be considered “finished”, those characters will remain silent. Characters like Drayen won’t get VO until their story is over and we feel their lines are final.
This does not mean there won’t be VO done by actors for characters, characters from Episode One’s optional side quest like the Widow and the CEC guy who wants datapads who both appeared in the Demo could receive VO right now. Side characters like King Bardok could receive VO at some point beyond Episode Two once we know his characters plotline is “finished”, we know he won’t be making any further appearances, and his lines are final. That means characters like Bardok might one day be voiced before the mod is “finished” meaning you can play it from start to finish.
For now, as many of us can assume, the animations these silent NPCs use are there to compensate for them being mute as they help convey the emotions these characters are going through.
Fun fact: just before launch Logan actually used an experimental dialogue editor which is meant to replace the DLGEditor and using it caused all the animations to break thus disabling them all. We had to go through earlier builds of the ROR mod to try and salvage dialogues that still had the animations so that we didn’t have waste hours trying to restore the hundreds of animations we lost.
Through Drayen, you are given the option to set the mod to “Canon” or “Non-Canon”. Unlike Atton in K2, there isn’t really a way to get this to work without breaking the fourth wall so this is one of the few points in the mod where we have to break the fourth wall so we can allow you to set your game to one of the two following options:
- “Canon” means the mod takes the Revan novel into account – meaning the Exile and T3-M4 are dead, Scourge is immortal and is waiting for the TOR Protagonist, Revan is imprisoned and is influencing the Emperor to stop him from attacking the Republic. The Canon ROR mod acts as a bridge between Kotor II and TOR, allowing you to close up any loose threads from Kotor I and II and end the Kotor trilogy on a good note before the TOR era begins… or you can do your own thing and set up a hypothetical different TOR scenario as if you were a time traveller changing the timeline. Do not be surprised if there is no literal “Revan’s Revenge” in this path.
- “Non-Canon” means the mod will not take the Revan novel into account, however, whilst the Exile and T3-M4 may potentially still be dead, Revan will not be imprisoned like he was in the novel and will not be actively influencing the Emperor to prevent him from attacking the Republic. The endings of the ROR mod between Canon and Non-Canon may be different, where Canon endings will simply bridge Kotor II and TOR the Non-Canon endings will give some sort of definitive conclusion to the Kotor trilogy.
Drayen also quizzes you on Revan and the Exile. As this is part of an official test, I have removed the Atton-style one liners from the Demo and added a fade to black system which implies that you are reciting a historical topic you have studied offscreen. I shall discuss the varies ways a Dark Side/Light Side and Male/Female Revan and Exile impacts the story as these Dev Diaries continue.
There’s a fade to black, a door closing sound effect, and Drayen is now gone allowing you to look around the room. You’ll notice that we removed the Remote droid, it was supposed to be a parody of the Episode IV Remote Obi-Wan used to train Luke with but in the Kotor II engine the player would actually fight the droid head on.
Going outside, you meet your childhood friend – Liana.
After you deal with her, you’ll notice that the god-ugly ray shield from the Demo has been removed. It now uses a proper door from the Vulkar Garage that is long enough to stretch across the entire hall.
The Jedi operating the terminal is now a Republic Officer who will, in a future update, one day be promoted to a proper Temple Guard. He has some AI generated audio, a brand-new feature of the ROR mod we shall discuss in the next Dev Diary. Going ahead, you’ll meet your second childhood friend – Kyle. Unlike in the Demo, he won’t take the player to visit Moza who subsequently becomes the victim of an assassination attempt by a Batu-Rem copycat.
The characters Liana and Kyle are both slated to become party members in future episodes, in the pre-Demo lore you were originally going to recruit two older Jedi who would become your Master figure but with the lore rewrites due to TOR your Jedi companions will now be your childhood friends. These are the main NPCs whom the player may wish to start a romantic relationship with, you recruit them the same way you recruit Brianna and Mical… via your gender, though we may change this so that you can choose one or the other regardless of gender. Though do know that our current plan is to only recruit Liana at first whilst we develop Kyle as an opponent to the player like he was in the Demo. Once Kyle’s opponent and Liana’s party member content is made then we’ll add the opposite, Kyle’s party member and Liana’s opposition content.
In the room to the left, there was originally a Padawan studying the news and a Jedi Master in the corner. I originally removed the random Jedi Master and kept the Padawan though when Logan told me that the random Jedi Master I had removed was supposed to be Liana’s Jedi Master and was "important" for her plot I retconned the Padawan and made her Liana’s Master instead.
Fun Fact: All of the Exile headed Jedi from the Demo used the Onderon Commoner appearances for some reason, if they were wearing clothes they'd look like this.
Liana's Master is now a Yoda creature, she uses the same model and texture as the Jedi Master who trains the Younglings in the Demo. That Master has since had his species swapped to avoid similarities between him and another character in the franchise. There are currently three Yoda characters in the mod - Liana's Master, Ulon Tuain on the Jedi Council, and a third Yoda character who is yet to be revealed.
Like the generic Padawan NPC in the Demo, Liana's Master also serves to introduce the player to the HoloNet news feature:
Ryloth HoloNet has been downgraded, the Hologram no longer spawns upon interacting with a terminal and is spawned in by default. We may restore the spawn in functionality of the Hologram later on though for now it is easier for us just to have the Hologram spawned in from the start and it will be easier for you, the player, to spot where the HoloNet news locations are.
An idea I had for the HoloNet news is "news categories". Similar to the 2002 Website, news articles would be divided into categories with many of the articles found in those categories being filler. As I didn't want to delay the mod's release by another year writing fictional tabloids for a fan-fiction mod, I haven't yet implemented this feature and for the moment you only have the one "BREAKING NEWS" category which will either be relevant to the current plot, foreshadowing the future plot, or reflects on either Revan's, the Exile's, or your past actions.
On Coruscant, there are currently three articles you can listen to: the Duros Restoration Project, the Onderon Civil War, or the Tyrena Disaster article.
- The Duros Restoration Project is written to foreshadow the lore for the planet Duro. When the planet Duro comes out, some of things foreshadowed in this article may be present though the Duros Episode may come with a revision to the Coruscant HoloNet news to account for any future changes.
- The Onderon Civil War article reflects the Exile’s decision on Onderon. If the Exile was Light Side then Queen Talia is still ruling Onderon and is still part of the Republic. If the Exile was Dark Side then General Vaklu would’ve won and seceded from the Republic, the article tells you how Vaklu sending volunteers to Citadel Station at the end of Kotor II convinced the Banking Clan to fund Vaklu’s regime and allow Onderon to secede - an act the Galactic Republic was too weak to stop. After Kotor II, General Vaklu is assassinated by a beast-rider and his son is now the King of Onderon, you can imagine Effix’s Son of Vaklu head is what ROR’s current Onderon King looks like.
- The Tyrena Disaster article informs you about the Tyrena Disaster. This sort of article is directly relevant to the plot you’re going to face in the first Episode.
Fun fact: Before the current setup with the Beast-Rider Assassin, Vaklu’s regime had a brief war with Czerka over the legal status of Dxun and Vaklu died when a Czerka starfighter Green Leadered Vaklu’s Command Ship. I’m sure we can agree the current setup is more reasonable.
Each planet will have a HoloNet news hologram to speak to, and each hologram will have different news articles that’ll either detail current events you’re about to go through, foreshadow future events, or discuss the outcomes of your previous actions.
Entering the fountain room you see a Rodian Jedi, she is using a head that was made by JCarter426 as part of a modder’s resource he released some years back. You will see certain aliens wearing armors and other accessories that otherwise weren’t possible in Kotor I and II.
This droid guards the landing pad, this version of the Jedi Temple is based on the Jedi Temple mod so this door would lead to the landing pad the Ebon Hawk would land on in that mod.
This door is now locked, in the Demo it had another ugly ray shield door and I didn't want to use the Vulkar Garage door trick twice.
The Speeder bike from the Demo has been removed, the Twi’lek Padawan (who used an elderly Twi’lek head for some reason) has been moved over here and is now browsing a filing cabinet.
Fun fact: The reason there was a Speeder bike inside the Jedi Temple was related to the old lore, in the pre-Demo lore the planet Coruscant could be revisited, and you had to break into the Temple and sneakily retrieve something, once you found it you would be discovered, and you would literally run to this Speeder bike and use it to flee through the window above. Returning to Coruscant, breaking into the Temple, and escaping like that has been removed.This is the training room, and if you’re a follower of my K1 mods something should become quite apparent to you. The Younglings are wearing clothes from my K1 Clothing Pack mod. Yes, the K1 Clothing Pack is fully integrated into the ROR mod, and you can spot more clothes from this mod throughout the ROR mod.
The Master training them used to be the Yoda character we saw in the newsroom, at one point Logan changed it to an orange Twi’lek, but when we added JC’s alien heads to ROR we made him a Sullustan.
Whilst you don’t get the chance to go sicko mode with the Younglings in this mod, you have the dialogue option to bully them before you leave.
You’ll speak to Drayen near the door which led to the Jedi Council chamber from the Jedi Temple mod, and he’ll take you to the ROR mod’s Jedi Council. I must warn you that the Jedi Council scene was a pain to make and is really glitchy, behind the scenes it’s amazing that the game is even holding itself together.
The scene begins with an "out the window" shot, and as you can see... we've got permission from Kexikus to include his High Quality Skybox for Coruscant.
When it comes to using HQ Skyboxes in ROR, I believe the policy is this - we can reuse skyboxes only if said skybox is for the same planet in ROR. This means we'll be using Nar Shaddaa's HQ Skybox in Episode Two as the HQ Skybox is being used for Nar Shaddaa, whereas we cannot take the HQ Taris Skybox and reskin it to look like Corellia, we cannot take HQ Taris' Skybox and then use it for Corellia either - if we use the HQ Taris Skybox then it must be used for Taris. ROR Skyboxes will vary in quality due to this, like how Corellia's skybox is comparable to vanilla quality in terms of texture resolution. Though with our talented art team I'm certain we will deliver satisfactory skyboxes for all the new ROR planets that'll be worthy of your Kotor III roleplaying experience.
Depending on the Exile’s alignment, you’ll be warped into either cort.mod or evcort.mod. Both modules are the exact same except cort.mod has Brianna and Mical in attendance whilst evcort.mod doesn’t, you’re taken to cort.mod if the Exile was Light Side and evort.mod if the Exile was Dark Side. The Exile’s actions in Kotor II impacts the Kotor II party members, so if Exile was Light Side that means Brianna is a Jedi Historian and Mical sits on the Jedi Council whilst a Dark Side Exile has Brianna become a psychotic Jedi-hunting assassin whilst Mical becomes a cold-hearted Senator. If the Exile was Light Side then these two party members appear in the Jedi Council scene whereas a Dark Side Exile will have these two party members later on in areas that fit their Dark Side personalities.
You might be wondering; why are they both present? To which I have two reasons.
- Brianna canonically travelled with a female Exile alongside Mical even though it’s impossible to do in-game without PartySwap.
- It’s easier for us as modders just to have them both appear in-game as we don’t have to factor in conditionals for whether the Exile was male or female alongside the alignment conditionals.
When I previously talked about the current opening crawl, I wanted to speak about Bastila. Obviously we didn’t know of Bastila’s canonical insignificance post-Kotor II before the Revan novel and TOR were released so Logan would’ve written the old Council to imply that Bastila was the leader back in the Demo.
Canonically, according to Gnost-Dural, Bastila served as a Jedi Master in the years that followed the Revan novel but later decided to spend the rest of her life with her son, Vaner Shan. I’ve compromised with this new lore by keeping Bastila on the Council as a Jedi Master and, assuming the mod is set to “Canon”, and the player takes all the Canon paths, she will retire from the Council and will end the mod living with her Son.
But of course, if Revan was female than Bastila wouldn’t have a son – whilst it hasn’t been decided yet, Bastila’s son might be replaced with a fan-fiction depiction of Carth’s daughter with Revan as her mother if Revan was female. We will also add a dialogue option to give you the option to set a female Revan to be with Juhani instead of Carth, possibly removing Revan’s child entirely or creating a fan-fiction depiction of an adopted child depending on player feedback to the idea.
Outside of the romance possibilities, there is also the fact that Revan could’ve gone Dark Side and that Bastila is partially, or fully, responsible for the murder of Jolee Bindo, Juhani, Mission Vao, Zaalbar, Admiral Dodonna, Master Yandar, and the hundreds, if not thousands, of Jedi Knights, Republic Pilots, Republic Officers, and Republic Soldiers who perished at the Battle over Lehon. So whilst it may've made sense for Bastila to have become the leader of the new Jedi Order if she never had a child, with the possibility that Bastila has violated the Jedi Code at best, and is a potential war criminal at worst, there’s no way Bastila could possibly be the Grand Master of the Order if Revan was Dark Sided. So since it's easier for us modders, Bastila is simply a member of the Jedi Council and is not the Grand Master of the Order regardless of alignment or romance status.
So, who is the Grand Master?
Well, I believe the Jedi Council in ROR should lead by a policy of “Collective Leadership”. The lack of a Grand Master following Nomi Sunrider can be easily explained away thanks to Disney who merged all of the Expanded Universe stories into one confusing “Legends” timeline.
You see, Nomi Sunrider was the Grand Master of the Jedi Order… and yet her last documented appearance in the Legends timeline was the time she participated in the Second Battle of Onderon. This story was written by the Wizards of the Coast company to promote their line of Kotor miniature sets that they had released, but because all the Expanded Universe stories were merged into the "Legends" umbrella this story, written to promote a toy line, had become Canon to the overall Legends Star Wars timeline (Canon as in the "Legends" timeline, not to be confused with Disney Canon).
And you know what that means? Nomi Sunrider, the Grand Master of the Jedi Order, canonically joined Revan and the Revanchists, just like the Exile did, and fought in the Second Battle of Onderon alongside Revan, Meetra Surik, and General Vaklu against the Mandalorians… and this happened because Wizards of the Coast wanted to promote a toy line in 2008 once.
This story written for a toy promotion holds just as much weight in the Legends timeline as the two Kotor games thanks to Disney, and we know from the Kotor games the only Jedi who returned to face judgement by the Jedi Council was the Exile, Meetra Surik, so that means Nomi Sunrider died during the Mandalorian Wars or fell to the Dark Side and joined Revan because that’s what the Kotor games heavily implies happened to the Revanchists.
With this new bit of lore, courtesy of Disney, we can assume the Jedi Council during the Mandalorian Wars operated under a “Collective Leadership” policy which continued into Kotor II and has since continued into the ROR mod.
Now, let’s talk about the other Jedi Council members.
The other Jedi Council members, as you can probably guess, were not Jedi Council members before the First Jedi Purge. These would’ve been Jedi Knights during the time of the Jedi Civil War who went into exile after the war had ended and would later take it upon themselves to become the new members of the Jedi Council.
Other than Bastila, Brianna, and Mical, you have new characters like Ulon Tuain, Zane Parlayy, Agnook Acib, Gruku Avadro, Piadre Doaki, and Nawbeca.
Zane Parlayy and Piadre Doaki are humans, so we can assume that they were Jedi Knights during the Jedi Civil War, probably weren’t promoted to Masters due to the First Jedi Purge and would later promote themselves to the rank of Master following the restoration of the Order.
Fun fact: Zane Parlayy did not have a unique appearance in the Demo, he outright reused Gendar’s appearance from the first game. I’ve reskinned the Gendar head so that Zane looks somewhat different from Gendar.
Ulon Tuain and Nawbeca could be old, we know Yoda was over 900 years old by the time of the Movies whilst Chewbacca was around 200 years old. The problem these characters face is that it would make sense for these characters to have been around during the Great Sith War in 3996 BBY and the Great Galactic War in 3681 BBY. When writing these characters, we need to explain why they weren’t present for the events prior to ROR and why they don’t appear in TOR.
For Nawbeca, we can assume that he was someone who kept a low-profile, not joining Revan during the Mandalorian Wars and had either gone into exile on Kashyyyk following the Jedi Civil War or on another jungle planet where he could remain hidden. Depending on his age, it is possible that Newbeca could die of old age before the time of TOR though it is also possible for him to have died through other means – various Jedi Council members in The Phantom Menace who do not make an appearance in Attack of the Clones were killed off in novels and comic books to explain their absence in the movie.
For Ulon Tuain, this one is a tricky one. If we are to take Disney Canon into account than this guy was definitely alive during the Great Sith War, though due to his species decelerated aging it is possible that he was a Jedi Knight by the time of the Jedi Civil War whose role in the Order was too small to have played any important role in the Jedi Civil War, Mandalorian War, or Exar Kun War. For the same reason as Newbeca, it is also possible that Ulon died before the events of TOR, though it is more likely that he was murdered than having died of old age. Master Yarael Poof and Yaddle from Legends both canonically died doing heroic deeds to save others outside of an active war, so perhaps the same happened to Ulon or Nawbeca.
For Gruku Avadro, I actually wrote some backstory for this character. He fought in the Jedi Civil War and lead the Republic forces in the Battle of Rodia against the Sith forces, the Sith were hoping to use their fleet to bomb the planet just as they did Telos and Taris but the Republic victory on that planet repelled the Sith and caused Rodia to side with the Republic during the course of the war.
The above Battle of Rodia is Canon in the Legends universe, though in ROR the Battle of Rodia has been expanded for the sake of this character’s backstory. Following the Republic victory, Rodia fell into a civil war between the followers of the pro-Republic Grand Protector and the defeated Sith collaborators who waged a bloody insurgency on the planet. The concept of Rodia being a violent place full of bloody infighting is also Canon, and the idea of an insurgency occurring after one side is victorious in a war is present throughout history. Two modern examples would be Iraq and Afghanistan. Gruku Avadro stayed on Rodia and helped put down the pro-Sith Rodian insurgency, though in doing so he was MIA for many years and once the Rodian Civil War was over the new Jedi Order had already established itself.
For Agnook Acib, this one is a bit tricky. There is no Canon or Legends idea of how long these guys live for, and in Legends these guys live on Mon Cala with the Mon Calamari (Admiral Ackbar’s species) who live in semi-isolation with only a few leaving their homeworld to visit the greater galaxy (Loppak Slusk, Visquis, and Saquesh are examples of Quarren who left their homeworld). This means Mon Cala is not part of the Republic and due to it being a water world it’d be difficult for a Jedi to have recruited Agnook when he was a baby. For Agnook, I’d say he developed his Force powers independently of any Force using organization (The Jedi and Sith aren't the only Force using groups in the galaxy, the Baron Do referenced in Kotor II is another Force using group) as a child and would later be banished from Mon Cala for misusing his Force Powers.
It is possible that he encountered a Jedi, or the Sith, during the Jedi Civil War and fell into the company of a lone Jedi before the First Jedi Purge. This Jedi took him on as his or her Padawan and he went on to join the new Jedi Council, you could head canon this unidentified Jedi as one of the other Jedi Council members present.
I personally discovered that, if you feed Kotor alien VO into ElevenLabs, it uses the alien sample to produce a usable voice. As of right now, the Jedi Agnook and your future party member Nindo from the Demo shall use AI generated VO using their species VO.
This scene was a real pain to setup, I took the dialogue from the vanilla Jedi Council scene and removed 99% of the dialogue so that I could use the 5 pre-set “sitting down” animations for the Jedi Masters here before adding 4 more animations so that all 9 of the ROR Jedi Council can sit down. I then used the “Copy Node” and “Paste Node As New” function in the DLGEditor for all the lines in this scene so that I didn’t have to manually add 9 sitting down animations per dialogue.
Fun fact: If I had manually added the animations, I would’ve had to have manually added this animation 378 times. As you can see from these screenshots, and in-game, this workaround paid off as we now have an authentic Jedi Council scene.However, there is a rather annoying bug with this scene. If you try to rapid fire spam click your mouse, it will not rapidly fire through the dialogues. Instead, it ends one dialogue line and makes you wait for several seconds before the next dialogue fires and this repeats until the scene ends. And what’s worse, this applies to the player responses. Due to the several second delay, it is possible for the player to select all four dialogue responses though the game will only register the first dialogue response you clicked.
This particular line spoken by Piadre Doaki was originally Master Drayen’s line, but upon setting up the Council scene like this the game would always crash every time it came time for Drayen to speak. For some unknown reason, the fix for this crash was to make a Council member says his line for him so I decided to give his line to the underused Piadre.
As previously established, Brianna and Mical won’t be present in this scene if the Exile was Dark Side, but for some reason, the game would freeze at the very start of the scene during the opening shot by the window if Brianna and Mical's UTC files weren't present so to fix this we replaced Brianna and Mical with generic NPCs as a temporary bug fix in the Dark Side version of this scene.
In order for me to keep the Jedi Council members facing the camera when they spoke, I had to add 9 invisible NPCs directly in front of them. In the dialogue, the Jedi Council member who speaks is the “Speaker” whilst the “Listener” is an invisible NPC standing right in front of them. When I first tested this out, I didn’t realize I had replaced the invisible NPC appearance with a CEC Protocol Droid so here is how the Jedi Council scene would look if you could actually see the invisible NPCs.
And at one point before this, half of the NPC puppets I was using to test how I would add these NPCs were hostile resulting in this funny screenshot.
As you have probably seen in the mod already, the Jedi Council here informs you of the Tyrena Disaster and you and your Master are sent to Corellia to aid in the Republic’s Tyrena Disaster Investigation, thus kickstarting the plot of the Revenge of Revan mod.
And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod you can now play for yourself.
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1 hour ago, Salk said:Hello, @N-DReW25.
I was wondering something about the latest version uploaded. In the archive I find both a PLC_SSldCrps.tga and a PLC_SSldCrps.tpc file. Which one should be used?
Thanks!
I'm going to assume you should try the TPC first, the worst thing that could happen is that the texture is transparent in-game.
When I get the chance, I'll get around to removing the redundant file.
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8 hours ago, Aragon said:When is the updated release coming out with more VO's?
In the Episode Two release, the hologram news reporter will have AI VO and the party member Nindo shall also have AI VO.
Voice lines filmed by real actors will have to wait until all the character's lines are completed, for many characters this won't be until the whole mod is finished unfortunately.
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11 hours ago, keegs said:I am using the community patch
By any chance are you also using the Restored Content mod for the Community Patch? My mod edits the new Dantooine Star Map DLG added in K1CP to restore some cut lines for Bastila.
If you aren't, then my mod isn't causing your problem - though it's obviously best for me to check just incase my mod is somehow "restoring" a bug K1CP fixed.
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10 hours ago, DiscoAquinas said:Heyo.
Any chance I could request a mod?
I've always hated that in KOTOR II, the orange, ochre grass textures from the first game were replaced with this green colour.
Perhaps this is thematically appropriate or whatever (new life on Dantooine after Malak bombed it!) but I'd really rather the orangey-brown tones from the first game make an appearance in the second. It made Dantooine nice and alien.
So, is a texture swap possible? I notice there are mods for the first game which make the grass there green, in line with KOTOR II (which you can find here), but none of the opposite sort.
Is this really only a matter of, say, taking the texture files from the first game and firing them into the override folder of the second?
Whilst Thor110 and Effix's solutions are superior, my Bug Fix Collection for K2 has these orange grass textures from K1 in the "Higher Quality Areas" component of said mod and my K1 Dantooine Textures Restoration mod exists though it was made before porting was allowed so the grass isn't exactly the same as K1, I can update it with the correct textures if you'd like.
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8 hours ago, TheMegaBeast said:Great work on the mods, guys! I've been expecting this ever since the demo first dropped way back when. I've been recording some footage of the mod which I'll upload later, but in the meantime, there are a few things here and there that I've noticed that were spelt wrong or I had some suggestions to make if that's not too much (minor stuff, like increasing some dB to Master Quarren voice). I wanted to know where I could provide this feedback, email or just PM here on the forums.
PM on the forums or contact via Discord will be fine.
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21 hours ago, Samriel said:How many episodes are planned?
That would depend on how many planets we choose to add.
I can confirm that one planet has been scrapped for good with its content being recycled for another planet. Another planet has also been cut, however, there is a high possibility it can be added back as either a small planet to visit or as DLC to be added in an update after all the episodes are released and the mod is "done". Some planets have also been "swapped" meaning the content that was planned for planet A is still going to happen but planet A has been replaced with planet B and planet A's content will occur on planet B.
At some point the player will return to Corellia so there'll be another episode about Corellia. There's also the matter of the Canon vs Non-Canon endings, if you're going for a Canon "bridge between K2 and TOR" playthrough I'd imagine the ending be a direct conclusion whereas a Non-Canon "end of the trilogy" playthrough I imagine would take a bit longer to end.
So to answer your question, we do not know for certain, though we do know there'll be plenty of content between Episode One and any of the mod's endings.
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On 3/30/2025 at 3:36 AM, Nm6k said:For the companion feats idea (Which I do like the idea of. I really enjoyed all the bonuses you get in 2 from interacting with your companions) if you have very high influence (or whatever ends up being used) with a companion, I don't see the point of an alignment check unless it's for a force power or something similar that relays on one's state of being
I think you're right on this. You'd need to have done actions that said party member would find impressive for them to get influence in the first place, why should a player be punished because their alignment is 59 when the alignment requirement for Light Side is 60.
On 3/30/2025 at 4:50 AM, Spectrometer said:I like the idea for the Jedi robes, I always felt like the Jedi padawan robes model was more appropiate and the Master model was a little too big. I would like if you could mantain the Jal Shey models for some other armor item, though, they are nice models. I always use this mod in K2 for them:
Do know that the proposed Jedi Robe rework hasn't been done yet. You can, especially in later Episodes, use the Jal Shay items right now and use Effix's mod with ROR to get the same Jal Shay textures you'd get in a normal playthrough.
If we do add the proposed Jedi Robe rework, we could make a Jal Shay "ROR Addon" as a seperate mod so you could install ROR, install the Jal shay Addon, and then Effix's mod so you can have your preferred setup.
QuoteAnd I am also glad you are now able to use ported assets from the first game. It adds so much variety and possibilities for level design!
Since ROR Episode One is out, you can see the ported assets for yourself. Be warned that they don't have a new reskin... yet.
On 3/31/2025 at 7:49 AM, Lewok2007 said:I think your idea works the best. I'm assuming the way the pc characters as npcs would work is like the guy who claims ownership of the ebon hawk on NS in TSL, where he has 1 default head but if the player has the same head he uses another.
That is exactly how it'd work.
QuoteI think removing the pc characters as npcs would be a bummer and not be as immersive. I don't think the vanilla clothing would necessarily fit for RoR. The potato robes the player wears for clothing always seemed to be something inconspicuous the exile wears to blend in with crowds and something cheap/basic.
RoR is looking good though. Looking forward to reading the next Dev Diary.
Stick around for Dev Diary 2 because I do discuss the clothing in greater detail there. And since you've presumably already played the mod I can assure you that the Corellia setup doesn't currently use any player heads, so if you found our current setup to be good imagine how good it'd be if we could get some player heads amongst them.
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On 9/4/2023 at 4:19 PM, Samriel said:Mod is pretty much dead despite the dev best intentions.
Not all mods end up completed or get even past the demo stage.
Too bad.
I bet you feel real silly right now 🤪
The mod is now released, enjoy the first Episode of the Revenge of Revan mod everyone.
ROR Dev Diaries shall continue to be made, so feel free to keep following along as those are published for unique dev sight into the content that Episode One offers.
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Shem Robe Revival [Cloaked Edition]
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0.0 Release Date: 01.04.2024
Installation:
This mod comes with reskins for JC's Fashion Line I: Cloaked Jedi Robes for K1 and the JC's Fashion Line I: Cloaked Hybrid Robes for K1, thus you need to install ONE of these two mods prior to this mod to get the intended reskins that this mod offers.These two mods are incompatible with one another, so you'll have to decide whether you want Cloaked Robes or Cloaked Hybrid Robes before installing this mod.
If you installed the Cloaked Hybrid Robes for K1 mod, open the "Cloaked Hybrid" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there).
If you installed the Cloaked Jedi Robes for K1 mod, open the "Cloaked Normal" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there).
Description:
Ladies and gentlemen, come with me now on a journey to the savage days of years gone by... to a time when porting was a bannable offense, to a time when people seriously used the medium and low texture settings for a performance boost when playing the Kotor games, to a time before M4-78 was restored, to a time when TSLRP was still in development, to a time when the high quality weapon and skybox mods we take for granted were simply inconceivable, to a time when the TSLPatcher was brand new, to a time when Kotor Tool and MDLOps were the pinnacle of modding tools, to a time when Windows Vista was the current Windows OS and the Xbox 360 was the current gen console, to a time when most mods didn't have a TSLPatcher and even if they did they were an incompatible hack job - this was the time of the early Kotor modding community.In 2025, most players use TSLRCM and K1CP, the big planet mod is M4-78EP, High Quality Weapon mods are a must, High Quality Skyboxes and Planet reskins are a must, every player and party member has an ultra HD reskin by Dark Hope, every Jedi Robe in K1 has a cloak ported from K2 by JCarter. But back in 2006, the mods that were available to the early players were far more limiting and lesser quality than the mods we have today. Two mods from this era was Shem L's Prequel Style Robes for both K1 and K2, you probably haven't used them before but you might recognize them from some of Shem L's old YouTube videos.
Shem's Prequel Style Robes would've been a viable mod to use between 2006 and 2014 until Kainzorus Prime released his Prequel Robe Replacement mod which updated the robe model with something far superior. Kainzorus Prime's Prequel Robe Replacement would likewise have been viable from 2014 to 2018 when JCarter426 released his JC's Fashion Line I: Cloaked Jedi Robes for K1 which ported the cloaked Jedi Robes from K2, a feature the players had been craving for over a decade by that point.
It should be no surprise to anyone that JC's Cloaked Jedi Robe mod is the number 1 robe mod for Kotor 1 whilst Kainzorus Prime's Prequel Robe Replacement is a minor competitor and Shem L's Prequel Style Robes is virtually forgotten.
And this is where I come in.
Back in 2022, I tried to change the above fact by releasing my K1 Movie-Style Jedi Master Robes. This mod ported DeadMan's Movie-Style Jedi Master Robes to K1 and gave you an option to replace the Star Forge 2DA slot with the Cloaked Movie-Style Robes so that you can use Kainzorus Prime's Prequel Robe Replacement alongside it, meaning you can have Cloaked Robes by DeadMan and Prequel Robes by Kainzorus Prime at the same time.
This mod does something similar but for Shem L's old mod, this mod takes Shem L's Prequel Style Robes for both K1 and K2 and makes them compatible with JC's Cloaked Jedi Robes. Shem L's K2 Prequel Style Robes will replace JC's Cloaked Jedi Robes whilst Shem L's K1 Prequel Style Robes will replace JC's Hybrid Robes.
Known Bugs:
This mod shouldn't have bugs but if there is Just PM me on Deadlystream.
Incompatibilities:
Please report any incompatibilities!
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Thanks:
Obsidian: For such an amazing sequel!
Bioware: For such an amazing gameJCarter426: For making the original Cloaked Jedi Robe and Cloaked Hybrid Robe mods, without you this mod wouldn't be here today.
Shem L: The original author behind the two Prequel Style Robe mods, without you this mod wouldn't be here today.heyorange: For the CollarFix.psd which he made freely avaliable in his collar fix for JC's Cloaked Jedi Robes
Prime: The author who made the base robe texture of what would become Shem L's K1 Prequel Style Robes mod.
Darth Moeller, Achilles, Oldflash, & Svösh: For assets used in Shem L's K2 Prequel Style Robes.
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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Submitted04/01/2025
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K1R CompatibleYes
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On 5/11/2023 at 1:14 PM, Snigaroo said:Vaklu Repeats Himself - Fulfilled by @SuperChameau here, though I think Drew is also going to take a crack at this
So I made my own version but I gave it to SuperChameau to add as an alternative fix for his mod so that there aren't two versions of the same fix in different mods.
His mod now comes with two versions, his fix which I believe is what you originally suggested, and my fix which is what I suggested. You pick one or the other during the installation process.
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Hello, and welcome to the first Dev Diary of the Revenge of Revan mod.
For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes, but first… I need to address the following.
Whilst the ROR mod is a spiritual successor to Kotor II, emphasis on “spiritual”, it is NOT Kotor III! Kotor III was a video game that was cancelled by LucasArts in the late 2000s, the ROR mod is entirely fan fiction. Whilst we do strive to make the characters, locations, and elements of the mod faithful to the canonical Legends material, the story you shall experience in the ROR mod is entirely NON-CANON and should be treated as such. The ROR mod is intended to act as a bridge between Kotor II and TOR MMO, you can play a strictly canonical playthrough that would hypothetically lead to the events of TOR or play a non-canonical playthrough that sees you defeat the Sith menace once and for all. We shall get into further detail about this in the next Dev Diary.
For those who may be wondering, the ROR Dev Diaries serves a few purposes.
1) It allows for you, the player, to get a taste of the mod without having to download it first.
2) Assuming someone makes a YouTube video about the mod once it's released, thus making purpose 1 redundant, it serves to give you developer commentary on some of the choices made in the development of the ROR mod. Giving you a unique insight into the mod and may serve to answer any questions you may have had when playing, or you can ask your own questions in the comment section of this dev diary relating to the content I've showcased in-case I didn't answer your question.
3) It serves as a space for the ROR Developers to pitch feature proposals to the player base before we commit our time and effort into developing them. We wouldn't want to waste an entire year developing something the players aren't going to like. With the feedback and your opinions which you'll hopefully leave in the comments we may get an idea of what the player base actually wants which will hopefully influence our decision on said feature.
In this first Dev Diary, I shall focus on everything you see just before starting a new game – the Main Menu & Player Creation.
And be warned, this entire Dev Diary is just the Main Menu & Player Creation. We actually start playing the mod in the second Dev Diary so stick around for when that comes out.
(Please let me know if any of the links and/or images are broken)
Starting off the mod, you arrive at the main menu screen.
The character you see to the left is described as a Sith Witch though canonically she is a Sith Sorcerer, do know that she is not the main antagonist of the mod. Similar to Kotor II, there shall be a group of Sith who you will encounter throughout your journey, including the Sith Twins you encountered all the way back in the Demo, this Torguta character on the main screen, and more Sith who are yet to be announced.
Many of the characters introduced in the ROR mod have unique and innovative designs, this character is based on a heavily modified variant of Kreia’s model. You can see the Darth Traya-style Sith Robes she’s wearing though her head has been heavily modified to resemble a Torguta. Here is a side by side comparison that shows you what I'm describing.
This character will rely on Force attacks when you battle her in-game as she is a Sorceress, whereas the Sith Twins from the Demo will focus on melee combat as they're both Sith Assassins.
As you can see in the screenshot, her head Montrals and Lekku head tails are short, similar to . They’re probably like this because the game would have trouble rendering/animating Shaak Ti sized Montrals and Lekkus (or at least they would back in 2011 when this character was made). And just for anyone who's curious, someone actually did try to make a Shaak Ti head for Kotor and this and this was the result... I'm sure you can see why we're sticking with our current appearance. Since we can't add a proper Shaak Ti sized head for this character, she'll probably be young, around the player character’s age, in-game when you encounter her to explain her appearance. And for any of you who still aren't sold on her appearance... just know that Disney's done worse by having Ahsoka's character design go from this to .
This character is similar to Darth Sion in that she's on the menu for the start of the game but will be replaced by another, much stronger, character as the game progresses. I believe @Logan23 showcased the next Sith Lord who appears on the main menu on Moddb back in the day, which I shall once again showcase here.
This character is based off Atris' cut Darth Traya model. She is another Sith Sorceress and is paired together with the Sith Torguta, I imagine this character would be the Torguta’s Master and would be a lot stronger than the Torguta. This later character also isn’t the big main bad guy of the mod, there’s more characters who’ll replace her on the main menu screen. Now I know it’s possible to set the menus manually via the config in the main game folder, though do know that these later characters have not yet been implemented into the menu as of right now – though there is a bug where if you try messing with the config. This is probably a remnant of Thor110’s Expanded Galaxy mod… speaking of which!
The ROR mod will now utilize ported assets from the first game as porting has been allowed in our modding community since 2018. Thor110’s ported K1 modules from the Expanded Galaxy mod will be used to make new areas for the ROR mod whether it be reskinning K1 areas to make new areas for new planets or possibly even allowing you to revisit areas from the first game (emphasis on “possibly”).
Thor110 has also improved the menus for the ROR mod. Kotor I’s menus are blue, Kotor II’s menus are green, the menus in The Jedi Master’s and Edge of Darkness mods are both red, and ROR’s menus are orange... or at least they're supposed to be. To demonstrate the extent of Thor110's improvements to ROR's menus, here is a screenshot showing the skill menu during the player creation menu. On the top is how the skill menu used to look like back in the old Demo, and below is how the skill menu looks today.
Thor110 has also released other menu colour mods for Kotor II which you can see in the links embedded in the text. If you would like see ROR’s orange menus released as a standalone mod for Kotor II, let us know in the comment section of this Dev Diary and we might consider releasing the ROR menu to the public should the mod team agree to it.
Unlike in the Demo, this mod has proper loading screens for all the modules you shall be visiting. The legal load screen and the default load screen are still untouched from the Demo and will need modern redesigns, though other than those two you'll have new load screens based off JC's Loadscreen Template for K2 meaning these load screens will be accurate to the ones you see in Kotor II. We shall see more of them in upcoming dev diaries, this heavily outdated load screen from the 2020 build should give you a taste of what's to come.
Moving on to the player character selection screen:
The player options are virtually unchanged from the Demo, you'll still have over 50 player heads to choose from, including a plethora of alien heads, and the default clothing is still the K1 Jedi Robes. Though this could change in the future.
We won’t be adding any more alien player variants, though we may add new alien NPC variants that you can encounter throughout the game. That means, for example, we won’t add Kel Dor players though we may add Kel Dor NPCs if the models and textures become available to us. The only exception to the “no new alien player variant” rule would be to add female Devaronians. We already the male Devaronian heads, and I hope one day that we can add a female equivalent for this species at some point.
With the male Twi'lek player heads, something I never noticed was that they have a revamped head model. I thought this was added between 2011 and 2020 but it turns out these heads were in the Demo from the beginning.
Incase you can't see it, the Twi'lek player's neck isn't fat like they are in the vanilla Kotor II - they normally look like this. What's really strange about the improved Twi'lek heads of the ROR mod is that, as of right now, only the Twi'lek players get these updated models - Twi'lek NPCs still have the default fat necked heads.
I have previously shared the concept of ROR Submods called "Addons", these mods would be released separately to the main ROR mod but wouldn't work without the ROR mod. If you're still confused about how that would look, I previously shared a screenshot of the Yoda character "Ulon" with an updated model and texture from the High Quality Aliens: Master Vandar mod which is for Kotor I. If we get permission from Ashton Scorpius, a version of his mod, Better Male Twi'lek Heads, may be released as a ROR Addon to give your male Twi'lek player character and Twi'lek NPCs improved heads with 3D ears.
I would also like to point out that there are also these Twi'lek head variants with head coverings. These Twi'leks are unique in that, similar to your underwear in the Kotor games, their head coverings actually changes color when you fall to the Dark Side. Here is a side by side of the Dark Side and Light Side Twi'lek with head coverings.
Many of the player heads in ROR unfortunately do not have Dark Side transitions... yet. We hope to add these to the ROR mod through updates.
Even though it isn't integrated into the ROR mod right now, most, if not all, of the human ROR players now have Dark Side transitions and they're available to the public right now through RedRob41's RoR Playable Humans for TSL mod. But if the lack of Dark Side transitions frightens you then do not worry - for you won't be able to completely fall to the Dark Side in the first ROR release without cheating.
Another possible change we are considering for the player character would be the player clothing. The K1 Robe clothing was a unique element of the ROR Demo back in the day as porting between Kotor I and Kotor II wasn’t allowed back then, the ROR mod got past the no porting rule due to the fact that the K1 Robe models and the brown K1 Robe texture were actually hidden with Kotor II’s game files and thus could be used without porting. And just like the robes, quite a few K1 heads were also hidden within the Kotor II game files.
In this blog post by Sith Holocron, you can see in the K2 heads section that there are a few K1 heads like PFHC03 - you obviously can't play as PFHC03 in Kotor II but both the head model and texture was buried in the game files meaning it isn't considered porting if you were to mod it into your game. You can also notice a few white heads in Sith Holocron's list, these are heads who's models are in the game files but their textures are not. That means you can use the head PMHB04 without porting but if you were to grab his texture from Kotor II then it would be porting.
So if that's the case, you might be wondering how we used PMHB04 back in 2011 without porting the K1 texture.
From what I understand of the process, RedRob41 was able to use this head model without the K1 texture by mapping out the model's UV layout in a separate mudding program. Once he had the UV layout, he was able to take samples from the textures of Kotor II player heads and he was able to literally stitch together a brand new texture using only the Kotor II head textures - this method is called "Photo Sourcing" I believe.
But alas, porting is no longer an issue in our modding community and such measures are no longer necessary going forward. So you might be wondering how this relates to our K1 Robe Clothing? Well, now that porting is allowed I’m sure many of the new and younger players of the ROR mod won’t find the K1 Robe Clothing as impressive as it was back when porting was a cultural taboo. Whilst he may not share this view in particular, Logan23 has expressed a desire to get rid of these K1 Robe Clothing and his reasoning is simple - he wants to use player heads as NPCs just like how Obsidian used player heads for various NPCs across Kotor II… but he can’t do that because the default clothing for the ROR players as NPCs will always be the K1 Jedi Robes.
So to prevent you from walking into a Cantina full of people wearing Jedi Robes, Logan gave these NPCs different armors. Below is an example of two NPCs with the player appearances as NPCs, if they were given clothing they'd both be wearing the K1 Robe Clothing as seen above.
And if you follow this link, you'll see what a Cantina full of these NPCs would look like - you simply can't tell who's a bounty hunter, who's a commoner, or if anyone in this room has a special sidequest as literally everyone in this screenshot sticks out like a sore thumb.
I would like to make this clear, we have not touched the player clothing just yet - though we also haven't used player appearances for NPCs either due to the above mentioned problem. Just as there are now alien player head options, most of these aliens will be available as generic heads meaning there will be aliens on Corellia who'll not only wear proper clothes, but they won't reuse a player head option.
So right now, we are torn between three different options in regards to the player's clothing moving forward:
Option 1) Remove the K1 Jedi Robes and restore the vanilla default clothing, meaning your clothes will look like this again - what Logan23 wants.
Option 2) Keep the K1 Jedi Robes and simply don't use ROR players as NPCs - what RedRob41 wants.
Option 3) My own personal compromise between these two positions.
In the spoiler below will be my very own proposal for a radical rework of how Jedi Robes work as an item in the ROR mod. If you don't care about this then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section.
SpoilerMy idea for a Jedi Robe rework goes like this: we remove the K1 Jedi Robes as default clothing, restoring the default commoner clothing just like Logan23 wants, and reimplement the K1 Jedi Robes as an actual robe item so that they aren't cut.
In vanilla Kotor II, there are two Jedi Robe types in the baseitems.2DA and in the appearance.2DA - the Jedi Padawan Robe and the Jedi Master Robe.
In my proposed robe rework, the Jedi Padawan Robe would be replaced with the K1 Jedi Robe, the Jedi Master Robe would be replaced with the Jedi Padawan Robe, and the Jal Shay Armor would be replaced with the Jedi Master Robe.
The Jedi Padawan Robe item that looks like this will be replaced with a K1 Jedi Robe model and will look like this. The Jedi Knight Robe item which looks like this will be replaced with a Jedi Padawan Robe model and will look like this (The Jedi Robe item in the vanilla game). The Jedi Master Robes shall be pretty much unchanged from their vanilla appearance though they shall now occupy the 2DA slot the Jal Shay armor currently does as their 2DA slot will be replaced by the new Knight Robe type.
The textures RedRob41 made for the player clothing shall be recycled as proper Jedi Robe items you can find throughout the game, and with the modder's resources that are available to us I predict we can add up to 15 K1 Jedi Robe items.
You might be wondering, if the Jal Shay robes are removed does that mean ROR won't have any armor robes? Nope. Logan23 got permission from Darth Darkus to use his Armored Robes, the character Kyle from the Demo wears one of these Armored Robes. Since these Robes are based on the Jedi Padawan model, this proposed rework of the Jedi Robes won't affect Armor Robes as they Jal Shay Armors will simply be replaced with Darth Darkus style armors.
A second, more controversial, component of this proposal is a "nerf" for these robes.
The Jedi Padawan Robe type using the K1 Jedi Robe model will have no nerfs, but their stats will typically be low. That means these robes will have low defense even if the item in question is rare and has high attribute stats like Wisdom.
The Jedi Knight Robe type using K2's Jedi Padawan Robe model will have an added dexterity restriction of 5. They'll be similar to a Combat Suit meaning if you go above dexterity 20 you won't get the additional dexterity bonuses beyond 20, though unlike a Combat Suit you can still use Force Powers. They'll have slightly stronger defense than Jedi Padawan Robes.
The Jedi Master Robe type will have an added dexterity restriction of 3. They'll be similar to a Military Suit meaning if you go above dexterity 16 you won't get the additional dexterity bonuses beyond 16, though unlike a Military Suit you can still use Force Powers. They'll have a reasonably strong defense comparable to light armor to make up for the dexterity restriction.
The Armored Robe type using K2's Jedi Padawan Robe model will have an added dexterity restriction of 1. They'll be similar to Battle Armor meaning if you go above dexterity 12 you won't get the additional dexterity bonuses beyond 12, though unlike Battle Armor you can still use Force Powers. Their defense will be stronger than what is expected of a robe item with defense bonuses comparable to medium armor to make up for the dexterity restriction.
This robe rework is intended to shape how a player chooses to build their player and party members. The K1 Jedi Robes will have no dexterity restriction, will typically give good attribute bonuses for rare variants of this type but will have low defense. The Jedi Knight and Jedi Master Robes will have higher defense but will have higher dexterity restrictions and less bonus attributes, do you use K1 Jedi Robes to max out your dexterity and other attributes or do you limit your dexterity so you can use Knight and Master Robes for higher defense and moderate attributes? And if you're someone who doesn't really need bonuses to attributes are you willing to sacrifice your dexterity for an Armored Robe with insane defense?
And for those of you wondering - why a dexterity restriction? Well, the idea is that your cloak is weighing you down - the Master Robe cloak is heavier than the Knight Robe and the Armored Robe also has heavy armor plates in addition to a cloak.
For those of you who like my proposal, I may consider making this proposal a separate Kotor II mod as a means of testing how this proposal would actually work in-game. Even if you don't think this should be added to ROR, there might still be a really good mod idea to come from all of this.
In terms of attributes and skills, there haven’t been any changes that I know of, though if you think there’s good reason to change something like attributes and class skills etc, we’d love to hear your case.
Much like in Kotor II, the attributes and skills you pick can appear in your dialogue response options if said attribute or skill is high enough. So whilst we haven’t yet added droids to repair or terminals to slice into, the Computer Use and Repair skill can both be helpful in certain dialogues and can even help you in influencing droid or computer-expert companions in dialogue, so there’s a good reason to invest in your skills in this mod.
Here is an example of the Awareness skill appearing in dialogue:
Feats and Force Powers will undergo some changes in the ROR mod. For starters, I believe Logan23 has gone through and changed many of the Feat and/or Force Power requirements so that you need to be a higher level than you would in Kotor I or Kotor II. This is to prevent your young, inexperienced Padawan character from getting Force Storm on the fourth planet as well as to prevent you from getting Wound and Force Shock in front of Drayen during the first mission to Corellia.
Below is a second one of my "totally not controversial" proposals, feel free to skip over it if you don't want to hear it but we would appreciate it if you gave us your feedback on this idea.
SpoilerAssuming the player can complete the game (as in the entire mod from start to finish) at Level 19 for example, we “may” consider implementing a Level Cap (Yes, we can do this). For example, we could Cap the player’s Level at possibly Level 20, Level 25, Level 30 etc. If we can implement a Level Cap like this, I’d also consider “removing” all of the added Kotor II Feats and Force Powers so that the Feat and Force Power options are similar to how it was in Kotor I.
Now you might be wondering “WHY WOULD YOU DO THAT?!”, to which I say this: the player character isn’t the war veteran Exile, they are a young and inexperienced Padawan, similar to how Revan was an inexperienced Padawan due to his/her memory reprogramming. Instead of the ROR player being able to train their Force sensitive companions and teaching them your Feats and Force Powers like the Exile can... in ROR, it’s going to be the opposite.
Feats like Close Combat, Stealth Run, Regen Force Points, and Class Skill feats won’t be available through the Level Up screen, they have to be taught to the player via NPCs or Companions. Force Powers are the same; Sonic Scream, Battle Meditation, Beast Trick, Hold Breath will all need to be taught by an NPC or Companion.
We can also do the same with modded Force Powers, we could potentially add powers like Force Pull and Force Flame to the mod that can only be obtained by the player via training with NPCs, companions, and/or Holocrons you find throughout the game.
So, assuming you only have the K1 feats and are restricted to Level 20, you’ll have to gain influence with your companions in order to convince them to train you more abilities, here are some examples of what this may look like:
1) A party member can teach you a “Class Skill” based on their own class, for example a party member with the Soldier class like Uldir can teach you the Demolitions Class Skill if you’re a Jedi Consular who doesn’t have that Class Skill assuming you have high influence over him.
2) Similar to how Kotor II companions react to your alignment, ROR party members can not only react to your alignment but offer to teach you new abilities if your alignment matches there’s. So if the party member Nindu likes you and you’re both Dark Side he may teach you the Dual Strike feats.
3) Your own character build may also influence your party member's decision to train you. A Jedi party member like Drayen may be unimpressed if you have Wisdom 8 and may refuse to teach you a new feat and/or force power, though said Jedi party member may teach you the new feat and/or force power if you have a high set amount of Wisdom. This would apply to most attributes, so it’ll be nearly impossible to get all the feats and abilities through every companions without cheating.
4) A party member may even be able to give you an exclusive feat that you , the player, aren’t supposed to have (assuming the game isn’t hardcoded to prevent it from working). This means you, a Jedi, could have the opportunity to obtain Scoundrel’s Luck, Force Jump, Evasion, Uncanny Dodge, Sneak Attack, Echani Strike, Implant Switching, Point Guard, Weapon Proficiency: Wrist Mounted Rockets and more.
The above is just a proposal, if the player base approves of these concepts we may one day add them, if they strongly oppose them we don’t, and if people give their own ideas on how to improve/rework these proposals these could also be taken into consideration.
But what does the ROR mod add in terms of feats right now? Well…
Players will receive a feat based on their species, we will talk more about these feats in the next Dev Diary though do know that these feats will be used by NPCs to determine the player’s species, allowing these NPCs to react your species via dialogue. Here is a screenshot of an NPC reacting to a Miraluka player, the same species that Visas Marr is in Kotor II:
Let's say if Gorton Colu was in the mod, he’d be able to recognize if you’re a human or not… your species is no longer a cosmetic choice, you can be rewarded or punished for the species you have chosen at random points in the mod. Obviously a racist like Gorton Colu isn’t going to like a Twi’lek player, though a Twi’lek character might be equally discriminative towards a human player than they would to a fellow Twi’lek.
Oh, and don't forget how I previously mentioned how almost every alien you can play as will also have alien NPC commoner variants, so expect dialogue and NPC encounters to get... spicy throughout your playthrough. This feature will be discussed at greater length in the next Dev Diary.
There is currently a bug where the player will still receives the War Veterans feat, even though the player isn’t a War Veteran we'll most likely keep the Feat by renaming it to imply something else so you can get those sweet 30 Vitality Points at the start of the game that this feat gives you.
And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be yours to play soon.
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13 hours ago, Yasurikressh said:when I install this mod combined with mtslrcm on my mobile, my player character is completely invisible and I cannot move her from spawn right outside her kolto tank.
please help
I can interact with the kolto tank but I remain invisible.
my character interface in settings also has no depiction of my character
Which other mods are you using?
On 12/27/2022 at 5:27 PM, JCarter426 said:Compatibility
This mod is incompatible with other mods that alter the player's underwear models and textures.
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Here's something that reaches the criteria:
https://www.gamefront.com/games/knights-of-the-old-republic/file/female-pfhc01-head-reskins
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12 hours ago, Liserg said:Given your awareness of this matter, it would be an unforgivable mistake on my part not to ask you about the readiness level at which the developers left the Vulkar Sublevel in the game.
The Bioware Developers? Just watch this video and judge for yourself, that's exactly how Bioware left it and what we modders are left to start with.
12 hours ago, Liserg said:And how do you determine the line where your decision doesn't deviate from the original intent of the developers
That is entirely up to the individual modder to decide.
For example, TSLRP restored Kaevee and the GenoHaradan and used custom content to restore them. TSLRCM didn't restore the GenoHaradan as it was custom content but restored Kaevee anyway with custom content.12 hours ago, Liserg said:In my opinion, there is a certain contradiction here. If you have done your job professionally and it aligns with the developers' original vision for the game, then this material should not be optimized or cut—it should definitely be added to the game. This way, synergy with the game's creators is achieved.
K1R optimized cut content, dare I say the Pazaak Tournament was mostly costume content as the only evidence of it existing was that old Pazaak player in the Cantina having lines to reference it.
The K1R Vulkar Sublevel bar had an additional mechanic, some added food placeables, and an entirely custom Duro waiter. The Duro waiter adds no bearing to the level, you wouldn't even know it's custom... but it IS custom and thus deviates from the developer's original vision.
In the original Vulkar Sublevel which you can see in the video above, there is an asian woman with a man's voice and a man with an old man's voice. If a modder changes these NPC appearances, is that deviating from developer intent? We will never know.
The bartender encounter in K1R has it so that he speaks for a little bit, then he performs a "talk_forceful" animation, then pulls out a short sword which he then drops. Since that was done by a modder, is that deviating from developer intent? And even worse, the cut dialogue in the game files uses Duro VO even though an english spoken line is in the game files... so what was the Developers intent? To use the English VO or to have the Bartender be a Duro and use Duro VO?
There are three versions of the Vulkar Coward exist in the dialog.tlk, the Twi'lek we have in the final game, the english voiced version we see in K1R, and a version in the tlk which has VO labelled but the text in the TLK does not match the recorded VO - this text is what suggests that the terminal should be in the Vulkar Coward's room and that the Barracks should have a footlocker with the passcard. Which one do I use? Which one do I use as to not deviate from developer intent.
The matter of the fact is this, we modders decide where to draw the line, and sometimes picking things and improving cut content is the only way to restore cut content in a way that is enjoyable. Trust me, no one wants to play the HK Factory in K2 the way Obsidian left it on the Xbox disk.
12 hours ago, Liserg said:I strongly disagree with you. If you have done your job well and the material aligns with the developers' vision for the game, then it should be mandatory to include it, at least out of respect for your work and the effort of the developers who created such an inspiring game
Are you talking from the perspective of a Bioware developer or from Salk's as a modder?
If it's Salk's, he is under no obligation to release his private work and can do what he likes with the Vulkar Sublevel (Nothing's stopping him from turning it into an Iriaz Zoo after all).If it's from a Bioware developer, the developers don't get a choice. They have shareholders to appease, publishers aka LucasArts to appease and they have to publish something if they want to get paid. If that means shortening the Vulkar Base to get it finish than that's what they had to do, trust me - cutting the Vulkar Base sublevel was done better than how Obsidian dealt with cut content.
12 hours ago, Liserg said:Honestly, Taris has its flaws
But if the game’s entire purpose is to get a lightsaber as quickly as possible
It's entire purpose is a roleplaying game, of course we can say this with hindsight but from the perspective of someone from 2003 who just bought the game for the Xbox it's a traditional Star Wars story of a character going on a roleplaying adventure who becomes a Jedi Knight just like the Star Wars traditional heroes like Luke Skywalker from the movies.
12 hours ago, Liserg said:If you were able to get in touch with the K1R developer, and if the reasons for abandoning the project weren’t personal, could you share why they decided to cease work on it?
That's the problem, no one can do that.
They are gone without a trace, it's as if they passed away years ago and no one has found out about it.
12 hours ago, Liserg said:If you ask people what they know about Star Wars, most of them will answer that it's Darth Vader, Lightsabers, and the Force. Whether that's good or bad, this is the narrative that, for now, cannot be changed.
And yet those same people still play Republic Commando and love Clone Troopers and the Andor television show, elements of Star Wars without the Jedi and everything associated with it.
12 hours ago, Liserg said:By the way, Peragus II, like Taris, didn't appeal to everyone. It turns out there's a certain pattern here: most of the criticism was directed at the first planets in both games
On Peragus you were literally the only person alive on an isolated asteroid with an army of droids and your three companions.
Taris, on the other hand, had six party members, had interesting level designs like the Upper City which was full of life and was similar to Coruscant, the Lower City which was full of gangsters reminiscent of the criminal elements of the movies, the Under City was literally a unique take on Zombies, the Sewers were interesting as they had Gamorreans and Rancors from Episode 6 appear, you had Swoop Racing which was similar to Pod Racing in Episode One (I do agree that Swoop Racing is a letdown in these games), you had diverse enemies which diverse loot, you had merchants on Taris to buy better loot, you had unique quests like bounty hunting, the cure quest, and the duel arena, you had Hutts appear, you could steal Sith Armor like Luke and Han did in the movies, you got to play as a Wookiee, a Twi'lek, and an Astromech droid.
In short, Taris has that appeal if you're a fan from 2003 who only just got the game and has no other context of what to expect whilst Peragus will always be that slow, dull, drag.
12 hours ago, Liserg said:I won't hide that I wish the publisher hadn't interfered or rushed BioWare and Obsidian with the release of the games, so that the studios could have realized all their ideas and visions and presented them to us in all their glory. But unfortunately, this is just a dream. Thank you to the modders for your invaluable work—it's thanks to you that ordinary gamers can get as close as possible to the creators' original vision.
The shareholders say otherwise, the same is still true today as people love to hate on newly released video games like Jedi Survivor who claim that the devs for that game released it early even though it wasn't fully optimized for medium-end PCs and current gen consoles - it would be great for developers to really bug test and add everything that they want in their game, but the unholy trinity of publisher, shareholder, and dollar says otherwise.
12 hours ago, Liserg said:I'm not saying it's specifically this mod, but I used a similar mod before, and it changed all of Revan's companions into Jedi classes, even T3-M4 and HK-47. In my opinion, it's more appropriate to use KSE for such purposes. It's not really about the mod, and if I understood @Salk thought correctly, the Star Wars universe is so multifaceted that it's not worth limiting your vision to just the Force and the Jedi.
I was more so being sarcastic, but the mod I changed I only changes the main character into a Jedi.
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On 3/19/2025 at 6:50 AM, JasonRyder said:Will you also be restoring the Hidden Beks and Commoners outside the Bek base? What about the Swoop Platform accessible from the Lower City Apartments?
Hidden Beks, at some point yes.
The commoners are a little tricky... the only reason they need to be restored is that they have dialogue for if you're wearing the Sith Uniforms. These commoners exist in the Cantina, but obviously you can't wear the Sith Uniform in the Cantina without cheats. I'll think of a way to have these guys restored without having a bunch of random people out and about in a gang war zone.
16 hours ago, Liserg said:If I’m not mistaken, early versions of the Community Patch did not conflict with K1R. However, there were reports on forum about bugs related to the Pazaak tournament on Manaan.
The early versions of K1CP was simply too small to have made any incompatibilities with K1R back then. K1R as it stands now is inherently broken, and since the K1R team leader is gone the mod will be fixed - that's why K1CP abandoned K1R compatibility and why I made RC-K1CP to act as an alternative to it.
16 hours ago, Liserg said:Hardly anyone would deny that Taris is more meticulously detailed compared to the other planets in KotOR. Moreover, one of the planets, Sleheyron, didn’t even make it into the game’s final release. I might be mistaken, but this was likely one of the main reasons for the criticism directed at Taris: a significant portion of the content was cut from the game to free up resources for the development of this planet.Sleheyron was cut fairly early on, all the Sleheyron screenshots we see are from a time before the Odyssey Engine was adopted. We have very little restorable Sleheyron content outside of one broken arena module and a hallway and the planet textures because of this, it could just be that the Bioware developers decided very early on that the list of planets they had wasn't feasible and so they decided to simply cut a planet to make time for all the planets.
16 hours ago, Liserg said:Perhaps the issue lies in the fact that both fans and casual lovers of Star Wars have become hostages to a certain concept. For them, the Star Wars Universe is primarily associated with the Force, Lightsabers, Jedi, Sith, the vast expanses of the galaxy, and an immense variety of planets. When they start playing the game, they find that their expectations are disappointed.
Star Wars Battlefront is more focused on the whole "war" side of Star Wars and Republic Commando has very little Jedi inclusion in its plotline.
Personally, I think the plotline for Taris fits just fine and the conversion into a Jedi on Dantooine blends well with the story the developers are trying to tell. But your concerns were heard, it's why Obsidian Entertainment chose to make the player a Jedi from the beginning - that decision was derived from fan feedback.
16 hours ago, Liserg said:If we step away from the main topic, wouldn’t you, as a content creator, want to use your work to complete what the developers didn’t have time to finish for various reasons, thereby bringing the game closer to their original vision? Perhaps I’m mistaken, but I have a feeling that this content is secondary for you
I think many of the things cut by Bioware were cut for good reasons, for example:
* Bioware Devs couldn't waste their time trying to place every item into the game so some those items that were forgotten were cut.
* Gloveless Commoner clothing required a texture variant for each skin tone, increasing the clothing textures from 9 to 27 - why waste time making all of those when you can just have gloves.
* The Vulkar Sublevel was either too confusing or its development was taking too long so they got rid of it and shortened the level to save time.
* The Outcast Children are literally starving children, who's to say if Bioware kept them in the game that they wouldn't have caused an uproar back in 2004?
* There are also audio soundset files for the children NPCs, I'm hoping we all know what a "soundset" in Kotor is and exactly what that entails.
Bioware cut many things for good reasons, mostly to save time to get the game more polished. We modders simply come around to collect the pieces and try to bring them back to life in the form of mods like RC-K1CP.
16 hours ago, Liserg said:And to conclude the topic of questions about the material that didn’t make it into the final release of the game: am I correct in understanding that, aside from the Lost Modules Pack, there is no mention of an additional level for Shadowlands in the game files?
No, there isn't.
Though since the module itself does exist, it wouldn't take much for someone to come along and repopulate the module with objects and critters to fight.
7 hours ago, Salk said:That's why I wrote that the Vulkar sublevel was cut for good reason. It is not originally a particularly inspired kind of material and it was in an incomplete state. Said that, with some work done on it, it is possible to make its inclusion in the game more than a decent extra. For me personally, it's perfectly fine to have that in the game. But for those who cannot stomach Taris, I'd say they should keep it out of their installation since it's obviously going to make them wait longer to wield their adored lightsaber. 😁
You guys are arguing about Jedi and Lightsabers as if the Jedi from the Start mod isn't a thing.
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15 hours ago, Liserg said:When working with dialog.tlk, have you come across any mention of the Gamorrean Stronghold in the Undercity?
There are no mentions of the Gamorrean Stronghold, the only evidence of its existence are a few pre-release screenshots.
The Taris Undercity was developed very early on in development, it was at this stage in 2002 that a lot of the Kotor assets we know and take for granted simply weren't present. I theorize that Bioware came up with the Outcast Village, as it was better than whatever the Gamorrean Stronghold was going to be, and then moved the Gamorrean's into the sewers to have them be a foe there.
Here are some screenshots of the very early Outcast Village.
SpoilerGendar uses the generic fat commoner model found in the game files today (Furko Nelis and the Vulkar Sublevel Junkie use this appearance) with a head that ultimately didn't make it into the game. This head was either going to be a player head that got replaced with the PMHC01 head we have today, or it was going to be a commoner head as this same head is visible in other screenshots as Smuggler and Jedi Council Member appearances (Holdan incorrectly had a Jedi Council Member appearance in one of the screenshots but it used this head and the Smuggler appearance in the screenshots is the one Holdan uses today).
Rukil uses Jolee's appearance, I theorize that Jolee's appearance was made before Zelka Thorn's generic head as you can take Jolee and Zelka's head textures, overlay them in Photoshop, and see that Jolee's eyes are present on Zelka's head texture.
The Rakghouls in one of the screenshots are inside the Outcast village as the barriers to keep them inside the quarantine cage weren't implemented yet.
I theorize the droid you see in this screenshot is actually the same droid K1R restored in the Undercity, something I do wish to do at some point.
15 hours ago, Liserg said:I’d be curious to hear your thoughts on Rakghouls—do you have any plans to modify or port them from TOR?
I have no plans to port anything from TOR for a restored content mod, another modder may wish to do this as a standalone mod but that isn't something I do.
5 hours ago, JasonRyder said:I've seen a mod that restores this, along with other parts of the Taris Undercity. It's this one on Gamefront. But it's 17 years old.
It's custom content, and due to its age it'll probably won't be compatible with modern day mods. I "might" try to recreate this at some point, though it would be a separate mod to RC-K1CP.
5 hours ago, JasonRyder said:Out of all the cut content in the Undercity, I'd like to see the Outcast Children restored because children are mentioned in dialogues, and their dialogue is fully voiced and complete.
Those will be added at some point.
5 hours ago, JasonRyder said:Other restorations I'd like to see are the Echani Mercenary on Manaan and the Iriaz on Dantooine. The Echani Mercenary's dialogue was fully voiced and the Iriaz are mentioned in the "Murdered Settler" quest dialogues. I actually got one of Bolook's questions wrong by choosing the "There are no Iriaz for him to hunt out here" the first time I did the quest because the Iriaz weren't present.
Those will also be restored at some point, I can also say that I suspect it'll be easier to restore these two options than it'd be to restore the Outcast Children. Though that'll only mean that the Outcast Children will be added in an update after the Echani Merc and the Iriaz.
5 hours ago, JasonRyder said:These things would likely be easier to restore than the Vulkar Base Sub-Level.
That is correct, you'll probably see the Echani Merc and Iriaz before the Sublevel... and I do hope we see the Outcast Children before the Sublevel too.
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On 3/14/2025 at 8:27 AM, Liserg said:This is good news! It would be interesting to hear your vision for this location. Are you planning to remove anything from it or, on the contrary, add new elements?
The dialog.tlk suggested the Vulkar main level would've been different, these alternate changes might be added to the main RC-K1CP mod whilst the sublevel is an optional installation. The computer in the main hall was supposed to be inside the small room the Vulkar Coward is guarding and the Lieutenants wouldn't be carrying the pass cards, those would instead be found inside a footlocker inside the barracks.
If I change the Vulkar main level to be more like the cut content, this will give you a few options of getting into the garage level.
1) Fight your way through the Vulkar hoard to reach the footlocker with the pass cards.
2) The player uses stealth to get the pass card from the footlocker without alerting the Vulkar hoard.
3) Use the computer to overload the power conductor in the barracks to eliminate the Vulkar hoard without a fight.
4) Use the computer to disable the turrets, thus bypassing the barracks.
I also plan to do one of two things, either increase the amount of spikes needed to overload the power conductor so that it's as expensive as disabling the turrets (So both will cost something ridiculous like 10), or I'd swap the prices around so that disabling the turrets is really cheap whilst overloading the power conductor is the more expensive option.
For the actual sublevel itself, I plan on making the level completely optional. You will be able to get the mechanic ID card from the junkie through the Spice quest, you will be able to find the mechanic ID card the old man locked in the locker room, or you can overload the heat system to disable the turrets. You can still do any of the previously 4 mentioned options on the first level allowing you to completely ignore the sublevel if you'd prefer, this should hopefully prevent a K1R situation where players ended up getting trapped in the sublevel as it going through it was the only way down to the garage level.
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On 2/26/2025 at 3:02 AM, Liserg said:Apologies if this question has already been asked before, but do you have any plans to restore another level of the Black Vulkar Base (with the spice lab)?
I do have plans, yes.
16 hours ago, crypirate said:apologies if this is not the place to ask this, but since it's been mentioned in the thread and the mod seems to restore cut content, i decided to try my luck. does this mod include the option to get both the sith interrogation and the party events that give sith armor?
It does not, the mod is currently missing many features you'd expect in a restored content mod (Think of it as an "early-access" mod). I do intend to add this at some point, but not at this time.
16 hours ago, crypirate said:if not, by any chance is there a way to get the other event if you have already done the other? i ask because i did the party without knowing the other event which i much prefer, and i would like to explore everything i can. i tried changing some quest globals with save editor but no luck, and i have no kotor modding experience so any help at all is much appreciated!
The only way you can undo that is to reload a previous save from before you went to the party or simply start a new game. I'd recommend making multiple saves so you can go back and make different choices if you don't like the ones you've already made.
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On 3/9/2025 at 9:14 AM, djh269 said:Please be aware that when I try to run the Main part of this mod it causes an error, in due to these lines in the changes.ini file:
AddRow15=appearance_row_unique_marl_01_0
AddRow16=appearance_row_unique_gerlon_01_0
AddRow17=appearance_row_unique_ice_01_0
AddRow18=appearance_row_unique_twitch_01_0
AddRow19=appearance_row_unique_mika_01_0
AddRow20=appearance_row_unique_adum_01_0
AddRow21=appearance_row_unique_gluupor_01_0These aren't referenced anywhere else in the file and causes one of these errors:
KeyError: "The [appearance_row_unique_marl_01_0] section was not found in the ini, referenced by 'AddRow15=appearance_row_unique_marl_01_0' in [appearance.2da]"
KeyError: "The [appearance_row_unique_gerlon_01_0] section was not found in the ini, referenced by 'AddRow16=appearance_row_unique_gerlon_01_0' in [appearance.2da]"
I have since removed the above lines and it runs fine
Thank you for reporting this, I must've forgotten to remove them when I made those appearances standalone installs. I'm surprised I didn't spot those myself actually.
I'll be sure to add this bug fix as soon as I can
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On 3/4/2025 at 9:12 AM, Buzbey said:Is there any progress about this? Can we get help from AI to solve this incompatibility issue? Did you started recreating the mod from scratch?
AI can't do anything to help a modder in this situation. The problem with USM is that it was released on June 12th 2005, Kotor II was less than a year old and TSLRP was no where near finished at that point, let alone TSLRCM.
From what I can tell, the USM team fixed a few bugs in the vanilla game which was great for 2005 but with TSLRCM in 2025 (which not only fixes those bugs, but does so in a better way) it creates countless incompatibilities.
The way one would fix the USM mod would be to take the Lightsaber models from TSLRCM and redo all the content that required scripts and dialogue edits using TSLRCM's modified files like most modern mods do nowadays, however, the reason modder's don't do that is for the following reason - we'd need permission from all the people who made the original USM models for this TSLRCM compatibility version to be made, and since these modders from twenty years ago are no longer with us, this would be impossible to do, therefore the USM/TSLRCM compatibility patch would be impossible to create.
I would like to say this - as an alternative to USM, people can always try out Kaidon Jorn's Schematic Lightsaber Mod as it's the closest thing we're going to get to USM in the modern times. It's fully compatible with TSLRCM and the Lightsabers in it are really well made.
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1 hour ago, alvyjereza said:Hi, I was also missing this but also need legs for the droid in the central zone entrance. Anyone know where?
I believe they're sold by that suspicious protocol droid in the Central Zone, the one who tries to scam you.
Kotor on android
in General Kotor/TSL Modding
Posted
Wouldn't this allow users to install Kotor without having to pay for it? This "mod" could be considered piracy if that is the case.