N-DReW25

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Posts posted by N-DReW25


  1. Logical Jekk'Jekk Tarr


    A Mod for Star Wars Knights of The Old Republic II
    Author: N-DReW25
    1.0.0 Release Date: 27.07.2025


    Installation:
    Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions!

    It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional.

    This mod is divided into two parts, you need to install "Part 1" first followed by "Part 2" to properly install the mod.

    Click on the HoloPatcher.exe, select on the "Part 1" install, click install and sit back and watch the HoloPatcher do its magic.

    Repeat the process, click on the HoloPatcher.exe, this time select on the "Part 2" install, click install and sit back and watch the HoloPatcher do its magic.

    The mod will be installed.


    Description:
    In both vanilla and with TSLRCM, the Jekk'Jekk Tarr is quite illogical.

    It is a mythical bar in which drinks are not served. Instead, you breathe the fumes - and these fumes are toxic to humans. The gas inside the Jekk'Jekk Tarr is so toxic that the gas would kill you if it was absorbed through the skin. This is shown in-game, you collapse to the ground and almost die before you learn the Breath Control ability which grants you immunity to all poison based damage.

    The illogical part comes into play before the Visquis mission, you can enter the Jekk'Jekk Tarr with your entire party of humans and... survive? You get poisoned if you are in there, but this is the good ol' Kotor poison which turns your health bar green and SLOWLY withers away at your heatlh over time - a breath mask or an antidote kit can keep you alive indefinitely inside the Jekk'Jekk Tarr.

    Okay, so maybe you aren't supposed to enter the Jekk'Jekk Tarr early, right?

    Wrong.

    Aliens inside the Jekk'Jekk Tarr have dialogue for if you are wearing a space suit (Mira) or if you aren't wearing a space suit (the player), and there are only two times when you can enter the Jekk'Jekk Tarr without a space suit: during the Visquis mission wherein you murder all of these aliens without talking to them, or before the Visquis mission if you enter early.

    If any part of Kotor II screams "incomplete" - it's the Jekk'Jekk Tarr. I personally have a feeling the concept of a poisonous cantina for aliens as a plot point was devised after the GenoHaradan got cut and was thrown together at the last minute.

    Why do I believe this?

    The Devaronian Bartender states that the first chamber is for the Trandoshans and Devaronians (he is the only Devaronian in that room and Twi'leks and Rodians are also in there) whilst the side room is for Twi'leks, Weequay, and the Nikto (Only a single Twi'lek Domo is in there, he never talks about the Rodians, and the Lunar Shadow crew state that Nikto, like humans, would die in the Jekk'Jekk Tarr). The Weequay with proper dialogue will reference piercing your space suit even if you're talking to him before the Visquis mission as the player character and aren't wearing a space suit. Heck, even in TSLRCM, restored dialogue with the Twi'lek Domo suggests that drinks can be served even though the bartender explicitly states that there are no drinks.

    This mod aims to fix many of the problems with the Jekk'Jekk Tarr, this mod makes the Jekk'Jekk Tarr "logical" by doing the following:

    * The Jekk'Jekk Tarr uses Nagnol gas instead of a mix of Nagnol and Cyanogen Cas. Nagnol gas would instantly kill a human, but the Peragus lore which states the player character has been trained to resist toxins justifies why you don't drop dead instantly. You instead get the poison effect which slowly kills you if you enter the Jekk'Jekk Tarr before the Visquis mission.
    * Replaces the Jekk'Jekk Tarr Rodians with Nikto and turns the Lunar Shadow Crew from Nikto into Duros. This is consistent with the Devaronian Bartender who mentions that Nikto can enter the Jekk'Jekk Tarr, and since a major Bounty Hunter Faction is made up of Duros, the Zhug Brothers, it makes sense this way lore wise as to why they would attack your party and not the Jekk'Jekk Tarr.
    * Repositioned the Lunar Shadow Crew so that they're less janky.
    * The filename for the Twi'leks wearing armor is "aquabar" whilst "aquathug" is an unfinished dialogue that mentions that "aqua" means "Aqualish". The Aqualish have been restored in the same room as the Weequays and are now mentioned by the Devaronian Bartender.
    * The Twi'leks wearing armor are now Devaronians as the Devaronian Bartender states that the room they are in are for Trandoshans and Twi'leks.
    * Moved the Trandoshans, Twi'lek turned Devaronians, and Rodians turned Nikto into the correct rooms as designated by the Devaronian Bartender.
    * The Trandoshan and Aqualish dialogues have been split into two. One set of Trandoshans/Aqualish have barking dialogue whilst the other have small conversations.
    * The Weequay with the small conversation dialogue will now only reference your space suit if you are Mira wearing said space suit.
    * The cut character Garagesh, a Gamorrean Guard, has been restored outside Visquis' lair.
    * Restored Visquis' cut dialogue, dialogue which heavily implies that Loppak Slusk was his brother.
    * When Mira is zapped, that scene is unskippable.
    * Atton's dialogue after Visquis' conversation has been edited to remove most mentions of Cyanogen and how it targets the skin.
    * During the Visquis mission, Visquis' dialogue for when you enter the Jekk'Jekk Tarr without a space suit has been rewritten to specify that Visquis is flooding the door chamber with ten times the lethal level of Cyanogen gas - a gas in this mod is not present in the normal Jekk'Jekk Tarr, this is to explain why you can enter the Jekk'Jekk Tarr before the mission but almost die during the mission.

     

    Known Bugs:
    This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream.


    Incompatibilities:
    To be added!


    Permissions:
    Do NOT claim credit for this mod and do not use my assets from this mod without my permission.


    Thanks to:
    Snigaroo: For giving out mod ideas in his Mod Build mod request thread, some of his ideas directly inspired this mod to be made!
    Bioware: For such an amazing game!
    Cortisol: For the Holocron Toolset!
    th3w1zard1: For HoloPatcher!
    Everyone who downloads the mod!


    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


    • Submitter
    • Submitted
      07/26/2025
    • Category
    • TSLRCM Compatible
      Yes

     


  2. On 5/11/2023 at 1:14 PM, Snigaroo said:

     Jek'Jek'Tarr and Suits

      Hide contents

    The Weequay you can speak to in the Jek'Jek'Tarr to reveal the room in the bar where the captain of the Lunar Shadow is located says he would puncture your suit if he weren't in a good mood. But if you speak to him before Mira takes your suit and enters the JJT you're not in a suit--his dialogue should be changed. Maybe "puncture your flesh-suit" would be okay.

    And also, if you've gone to the Jek'Jek'Tarr prior to the call from Visquis, the dialogue between Atton and yourself about where the bar is and its gaseous environments should be altered and just focused down on the need for an environment suit, preferably with a bit of AI VO to let Atton comment about how you know how dangerous it is in there and how it'd be safer to take a suit this time.

     

    Lunar Shadow Positioning Adjustment

    Spoiler

    The Lunar Shadow crew is positioned oddly in their room on the docks, with the only member who will speak to you furthest in the back, surrounded by his compatriots and harder to see. It'd be nice if he were in front, to make it more obvious to the player there's someone there they can speak to.

    These two have been fulfilled in my newest mod, the Logical Jekk'Jekk Tarr mod.

     

    Amongst other things, the Weequay won't reference your space suit if you aren't Mira and the Lunar Shadow Crew have been reoriented to be easier to see.

    Spoiler

    208580_7827.jpg.49122c8f2b037c7e02c2e0aa94dc5045.jpg208580_15546.jpg.3ea1adf0848fc0da27e16b59bfd73fad.jpg

     

    I do think, however, after a proper test that feedback could be given to further improve the LJJT mod to meet your specific Mod Build centered tastes.

    • Like 1

  3. Kebla Yurt Renovation


    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.0.0 Release Date: 15.07.2025


    Installation:
    Please install the K1 Community Patch FIRST before this mod!

    Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic.


    Description:
    Kebla Yurt's Equipment Emporium is a weapons store that you'll come across at the beginning of the game, the entire shop is decked out with blasters, swords, grenades, armor, and other props to really sell the point across that this IS a weapons store.

    Some noticeable issues with Kebla Yurt's Equipment Emporium is that Kebla herself stands by a desk in the center of the room even though there is a shop window at the back of the shop that's very similar to the shop window that fellow shop owner Janice Nall stands behind in her nearby Droids by Janice store. This shop window is also obscured by a kiosk and two part piles which do a poor job at hiding the shop window behind it.

    Another issue is that there are several metal boxes at the back of the shop to the left which clips into an armor display.

    The Kebla Yurt Renovation mod does the following:

    * Moves two of the three metal boxes to the right side of the store right at the front of the store right next to the entrance. 
    * Moves the third of the three metal boxes between an armor display and some bags in the middle of the left wall. 
    * Moves the Kiosk away from the shop window and moves it to the far left side of the wall.
    * Moves the part piles away from the shop window and moves them to the area where the three metal boxes used to be.
    * Makes Kebla Yurt's desk invisible.
    * Moves Kebla Yurt behind the shop window.


    Known Bugs:
    This mod shouldn't have any bugs but if there are please report them to me on Deadlystream.


    Incompatibilities:
    To be added!


    Permissions:
    Do NOT claim credit for this mod and do not use my assets from this mod without my permission.


    Thanks to:
    Dark Hope: For pointing out the clipping issue with the three metal boxes on a Deadlystream post!
    Bioware: For such an amazing game!
    Cortisol: For the Holocron Toolset!
    th3w1zard1: For HoloPatcher!
    Everyone who downloads the mod!


    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


    • Submitter
    • Submitted
      07/15/2025
    • Category
    • K1R Compatible
      Yes

     


  4. On 7/12/2025 at 7:10 AM, Dark Hope said:

    Good afternoon) Is it possible to fix this:

      Hide contents

    KotOR0000.png.9ca34755b5009d820fb9e9fb1f6cb77a.png

     

    I got some good news and some bad news:

    The good news is is that I fixed the issue seen here:

    Spoiler

    726373234_Screenshot2025-07-15012704.png.82f981ad9e63dffbd0b1563196ce938b.png

     

    The bad news is that I didn't see the issue here:

    Spoiler

    779685527_Screenshot2025-07-15012716.png.d0f16eada919edd443a66d386f1445d2.png

     

    I've just uploaded a mod called "Kebla Yurt Renovation" which fixes the armor with the boxes by moving the boxes and it also moves Kebla into the little store window.

    Spoiler

    32370_15217.jpg.e077d75117e187614f11ec731d89c377.jpg32370_15216.jpg.9fd7d9a3e98b81c2cbccb8d7a80a7059.jpg32370_15215.jpg.06af906670d64ae015703d743368bb92.jpg

     

    It's late at night here, so I'm going to have to update my mod to fix the armor issue that I missed.

    • Like 1

  5. 18 hours ago, jonpolkenobi said:

    Between Exar Kun war and KotOR it happened 40 years (it is not that much time), however we never see any Taung during KotOR games, nor the armours the saw them wearing on Tales of the Jedi. So, the idea would be incluing not just some Taung species Mandalorians, but also some similars Taung-Mandalorian armours they wear on Tales of the Jedi: The Sith War, to make it more Lore-Friendly with the Tales of the Jedi comics.

    On the Wookieepedia article for Taung's I found the following quote:

    Quote

    The Mandalorian Wars had been one of the bloodiest conflicts in the history of the Republic, and the casualties among the Taung species had been severe. By the war's end, most believed that the Taungs had been driven to extinction, though at least one Mandalorian Taung—an unsubstantiated claimant to the title of Mand'alor—survived for several years after the war's end.

     

    It appears that, during Kotor, the Taung were on the verge of extinction, not quite, but still few enough in number that their lack of an appearance makes sense.

    • Like 2

  6. BOSSR Hybrid Robes for JC's Cloaked Hybrid Robes


    A Mod for Star Wars Knights of The Old Republic
    Authors: N-DReW25
    1.0.0 Release Date: 07.07.2025


    Installation:
    1) Install Brotherhood of Shadow - Solomons Revenge: https://www.nexusmods.com/kotor/mods/95

    2) Install JC's Fashion Line I: Cloaked Hybrid Robes for K1 FIRST! (No exceptions!!!): https://deadlystream.com/files/file/1758-jcs-fashion-line-i-cloaked-hybrid-robes-for-k1/3) Open the "For Override" folder and copy the files within to your swkotor Override folder and select the "Overwrite" option when it pops up.

     


    Description:
    15 years ago, the "Brotherhood of Shadow - Solomon's Revenge" mod was released. BOSSR adds 8 hours worth of new content to Kotor, adding a brand new subplot to the game in which you team up with a companion from the player's past to defeat an ancient threat with the help of some new friends complete with 11 new areas, full voice acting, new bonus side quests, and new items.

    Some of these items include new Jedi Robe items, and much like everything else in the BOSSR mod these Jedi Robes are highly detailed.

    Unfortunately, the BOSSR mod has its criticisms:

    * It completely derails the Star Forge questline for 8 hours, especially with the flash back scenes.
    * The voice acting, whilst good, used low quality microphones as they were recorded between 2006 and 2009.
    * The dialogue is almost Shakespearean, this is especially noticeable with player response lines as the player usually speaks like an immature goof in the vanilla game yet has a full personality switch in the BOSSR content.
    * If there is a mod conflict towards the end of the BOSSR mod then you've potentially wasted 7 hours for nothing.
    * Due to its sheer size, it's highly incompatible with other mods and it's hard to determine if other mods will break BOSSR as breaks can occur very late in the BOSSR mod.
    * Popular mods like K1R and K1CP aren't compatible with it, making it an instant rejection by many in the fanbase.

    Despite all of the above criticisms, the BOSSR mod still has its dedicated fanbase who would be willing to neglect modern mainstream mods like K1CP to use BOSSR instead. Whilst I do agree that BOSSR is arguably one of the best Kotor mods ever made, I don't play it due to those incompatibilities.

    I wouldn't have made this mod had it not been for the request made by StellarExile, so if you're one of those diehard BOSSR fans then this mod is for you!

    JC's Cloaked Jedi Robe mod is a very popular, if not THE most popular, Jedi Robe mod for Kotor, and as the name would imply it adds the cloaked Jedi Robes from Kotor II into Kotor I. And as with every other popular Kotor mod, it's incompatible with BOSSR... or should I say "was" incompatible with BOSSR.

    Now, if you install JC's Cloaked Hybrid Robes on top of BOSSR and then install this mod afterwards, all of the BOSSR Jedi Robes will be converted into Cloaked Jedi Robes.

    JC's Cloaked Hybrid Robes merges the Kotor I robes with the Kotor II cloaked robes, so in-game the BOSSR robes will appear just as they did before except now they all have the fancy Kotor II cloak.


    Known Bugs:
    This mod shouldn't have bugs, but if there any please report them on Deadlystream.com


    Incompatibilities:
    Report any unknown incompatibilities to me on Deadlystream.com


    Permissions:
    SilverEdge9 gave everyone permission to use his BOSSR assets, this includes the Jedi Robe textures.

    JC's Cloaked Robe textures were sourced from JC's Cloaked Jedi Robes & Supermodel Port Modder's Resource.

    As this mod utilizes assets that are both not my own and have free permission for both assets, you are free to utilize these skins as you wish.


    Thanks:
    SilverEdge9: For making the original Jedi Robes included in the BOSSR mod!
    JCarter426: For creating the Cloaked Jedi Robes and Cloaked Hybrid Robes mod!
    StellarExile: For requesting the mod!
    Bioware: For such an amazing game
    Fred Tetra: For Kotor Tool
    And everyone who downloads the mod!


    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


    • Submitter
    • Submitted
      07/06/2025
    • Category
    • K1R Compatible
      No

     


  7. Some bad news and some good news.


    The bad news: the restored Carth's dialogue when you're initially tossing and turning in your bed has been removed as a temporary solution to a game breaking bug.


    The good news: the update that removed the above restored content replaced it with Shuma the Hutt.

     

    Here is how he appears in the pre-release screenshots:

    475483-ko_009.jpg.cd5a45774d313dbb72a001420afd3f86.jpg

     

    Here is how he appears in RC-K1CP:
    32370_15025.jpg.c940bf68334efa8a4c9a3437057ed482.jpg

     

    The old restoration mods and K1R all restore Shuma out in the Hangar Bay even though the above pre-release screenshot exists and the fact that Shuma greets you to his "humble abode" - a term that would make much more sense if he were inside an actual room and not out in the open in the Hangar Bay. To both differentiate RC-K1CP from K1R and to remain faithful to Bioware's original intention with the character, I have restored Shuma inside Elise's room, the one where she appears after you complete the missing droid sidequest. Elise, her boyfriend/her droid will now spawn in the hallway just outside the room to make way for Shuma.

     

    In the game files there are four Hutt textures whilst in the vanilla game there only three Hutts. With Shuma added, that brings the total up to four Hutts and as you can probably tell Shuma is using Ajuur's old appearance. To prevent two identical Hutts in your game I decided to restore the unused Hutt texture for Ajuur on Taris.

     

    Ajuur will now look like this:

    32370_15052.jpg.1227acfa05baf3254c9c4bb1c0ec9a7c.jpg

     

    • Like 2

  8. 19 hours ago, The_Chaser_One said:

    I'd like to make a new version of the Gamorrean Stronghold such as what I just did with the Pazaak Tournament on Manaan, but I guess I'd need to seek permission, and a 17 years old mod... Not sure I'll ever reach out to the author.

    I'm going to be honest with you, I think with Holocron Toolset it would be really easy to recreate the old Gamorrean Stronghold mod from scratch.

     

    Just have faith in yourself and I think you could make a Gamorrean Stronghold mod just fine - just bare in mind that the original Gamorrean Stronghold mod is custom content so don't feel forced to follow the original plotline from that mod.

    • Light Side Points 1

  9. Alt-PMHB03


    A Mod for Star Wars Knights of The Old Republic
    Authors: N-DReW25
    1.0.0 Release Date: 29.06.2025


    Installation:
    1) Select which head variant you'd like to install, the "Movie DS Transition" textures have a movie-style dark side transition with yellow eyes whilst the "Vanilla DS Transition" has the texture turn grey like in the vanilla game.

    2) Once you've picked the head variant you'd like, open the "For Override" folder and copy the files within to your swkotor "Override" folder and select the "Overwrite" option if prompted.


    Description:
    In 2009, the modder SpaceAlex developed the first Kotor NPC Overhaul style mod, the "K1 Enhancement Pack". Whilst it was developed, it was never properly finished and as such it wasn't released to the public until 2014 as a Modder's Resource. As a "Modder's Resource", modders are free to take SpaceAlex's assets from this mod and use them in their own mod.

    SpaceAlex, all the way back in 2009, was already doing things that were only really experimented with in the 2020s - unique heads for multiple characters, upscaled textures, expanded generic appearances, expanded clothing for generic commoners, additional placeables and NPCs, and much, much more.

    One such feature he added in the K1EP mod was unique heads for Gerlon, Ice, and Marl. In 2023, I released a mod called "Galaxy of Faces" which intends to give every named NPC in the game a unique character appearance and since I preferred Effixan's Taris Arena Changes mod for Gerlon, Ice, and Marl, I took SpaceAlex's Gerlon, Ice, and Marl and gave their textures to Dak Vesser, the Hidden Bek Lookout, and Dorak Quinn.

    Strangely though, ever since I added these skins from the K1EP into the GoF mod I've users praise SpaceAlex's Gerlon Two-Fingers appearance as Dak Vesser with one user actually requesting I make the appearance a player head.

    So... here it is, SpaceAlex's Gerlon Two-Fingers head, the Galaxy of Faces' Dak Vesser head, as a player head. It replaces the bald "Mace Windu" style head, hence why it's called "Alt-PMHB03".

    If there is enough support for this mod, I might come back and make portraits for this appearance.


    Known Bugs:
    This mod shouldn't have bugs, but if there any please report them on Deadlystream.com


    Incompatibilities:
    Incompatible with any PMHB03 player head models or reskins.

    Report any unknown incompatibilities to me on Deadlystream.com


    Permissions:
    You are free to use the assets from this mod in your own mod.


    Thanks:
    SpaceAlex: For making the original skin!
    Shem L: For making the Movie-Style Dark Side Transitions mod which the "Movie DS Transition" install is based on!
    Bioware: For such an amazing game!
    Fred Tetra: For Kotor Tool!
    And everyone who downloads the mod!


    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


    • Submitter
    • Submitted
      06/29/2025
    • Category
    • K1R Compatible
      Yes

     


  10. On 6/30/2025 at 8:42 AM, Darth Imperitus said:

    I was thinking of doing another playthrough and I was wondering if you had an estimate for when Taris will be completed? No worries if you don't. I'd just like the Endar Spire and Taris to be completed before I commit to doing another playthrough so I don't miss out on any content.

    Define "completed" for me.

     

    Taris has about 30 or so restorations and has the most restored content out of any planet as of version 0.10.1.

     

    If you mean "where are the Outcast children" and "where is the Vulkar Sublevel" then I'll say the Outcast children are close and the Vulkar Sublevel is far away. Currently, I'm looking to have Shuma from Dantooine restored soon and followed by the Iriaz.

     

    By the time you start and finish this playthrough I probably won't have the Outcast children ready, let alone the Sublevel.

     

    Unless you're thinking of other restored content and I'm missing?

     

    On 6/30/2025 at 8:42 AM, Darth Imperitus said:

    Also, will you be adding Trask's missing soundsets back in? Besides those, what else is missing from the Endar Spire?

    Yes, I do fully intend to restore Trask' missing soundset at some point. Everything Trask Ulgo related will be an optional install to maintain compatibility with Jedi from the Start.

     

    In terms of cut content for the Endar Spire, there are entire tutorials that were cut. For example, when you kill your first two Sith Soldiers in that hallway the door to the room with the Combat Suit was supposed to lock and so Trask would tell you to hop on the Computer Terminal, use spikes to summon an Astromech Droid, the Astromech Droid would be damaged and so you'd need repair parts to fix the droid to get it to unlock the door for  you.

     

    Other isolated bits of cut dialogue include more lines regarding the mini-map, a prompt that would tell you to check your mini-map if you went the wrong way, dialogue on the bridge about a tutorial regarding level ups, a line from Trask warning the player about unstable power conduits, an alternative line from Carth that if restored would require me to cut several other lines, two lines from Trask about the random Jedi that need AI to recreate as they were never recorded.

     

    All in all, most of the Trask lines need LIP sync files for me to restore and until I can make LIP syncs, or get someone else who can do it for me, I can't restore these things.

     

    I'm sure you can live without these Endar Spire restorations in the mean time, though.

     

    On 6/30/2025 at 8:42 AM, Darth Imperitus said:

    One other thing, can you please make the alternate voice lines optional since in some cases the final voiceovers are superior to the restored voice acting, I'm thinking of Carth's and Canderous' interactions in the cantina which sound better in the final version. Other than that, keep up the great work and thanks for finally making a restoration mod that is compatible with K1CP.

    I'll definitely consider it once I get around to updating the mod. :thumbsup:

     

    In recent news, the modder @The_Chaser_One, with permission from Fair Strides, has ported K1R's Pazaak Tournament from K1R to act as a standalone mod.

     

    With permission from both Fair Strides and The_Chaser_One, I do plan on adding the Pazaak Tournament from K1R into the RC-K1CP mod with my own edits as a separate optional install.

     

    I do plan on expanding on what K1R's Pazaak Tournament established in ways that "blends" better with the vanilla game so that it feels more like a genuine feature and less like a mod (though admittedly that won't be easy).

     

    For better or for worse, The_Chaser_One has modified the K1R Pazaak Tournament to be "better" in his own view. I'm sure many of us would like receiving a cool Lightsaber as a reward from the Tournament, though custom content features like that won't be part of RC-K1CP. If players prefer The_Chaser_One's custom content version then they can use his mod, but players who prefer my "restored content purist" version can use the version that'll be part of RC-K1CP.

     

    When I do get around to toying with the Pazaak Tournament files myself, I will showcase my changes to the Pazaak Tournament here in this thread.

    • Light Side Points 1

  11. On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    I explained it a bit but im gonna try to be clearer here. As an end user myself, the process of installing thousand separate mods is very tedious, and only the most persevering players out there do it. It also requires each time to have a compatibility patch for the hundreds of mods out there, which make it even more tedious (also regarding the installing order). As i said, what it will lack in modularity (having things separated into hundred pieces), it will gain in install ease.

    That's a fair way to put it.

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    That being said... I said i'd be hopefully releasing my content as modder's ressource, and my mod will be entirely free to edit. So if anyone out there do want to separate the content into smaller pieces, especially regarding the quality of life content (such as model repairs), they will be free to do so and i don't see any problem with this. Honestly this project is already so big that separating everything into little chunk would take me twice the time, and i'd like to hopefully finish this before the next century 😅

    Well, that satisfies any of my concerns then.

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    So specifically about force powers and feats: Once again, its only my take and my vision on all of this. I am trying to improve Kotor's sandbox as best as i can, and as i said i'm gathering most of the possible feats and force powers that can be done and implemented into K1 (which include K2 force powers and community's ideas). I am not trying to appeal or adapt to most people out there (and it would be an error to do so), because anyone has its takes and ideas. I cannot appeal to everyone, i cannot fit into everyone's expectation. People also have to realize this, and that its only an amateur work, something i am first doing for myself and not for the others.

    But once again, if someone wants to extract portion of my mods to release smaller or edited portion of it, they are free to do so :) Also, while we are on force powers and feats... Enemies are able to use them. So can you imagine? I'd have to edit separately EVERY npc sheet from the game to implement the feats? Then do the same for force powers? Items? I have neither the courage, nor the time. I am a single dude out there, an amateur afterall.

    I'm rather curious about this because, as far as I know, Feat and Force Powers (mostly Feats) are hard coded. For me it's not a matter of what "appeals to me" but rather "what could you have done with these hard coded limitations?"

     

    You're talking about you being am amateur, but what amateur makes 60 Feats with these limitations?

     

    Are any of the Feats/Force Powers ready to be shown, or discussed? I'm rather curious as to how NPCs will use these Feats and Force Powers as I suspect (though I may be wrong) that NPCs couldn't use modded Feats/Force Powers due to other hard coded reasons.

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    Unfortunately, if something does not appeal to someone, then they can install something else. As i said, I'm not here to appeal to most people, or make my work fit their expectations. I am doing this project for myself first ;) But as i said, if someone wants to separate the work into smaller piece, they can.

    I hope you keep that attitude up when you release, because trust me they're out there and they may just leave an essay in your comment section about how their very narrow subjective interpretation of something is a matter of life or death.

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    So this is pretty simple. In K1, it is not possible to create new spellcaster classes because custom spellcaster classes do not gain any force power points (hence why the jedi companions will keep their default classes), BUT we can definitely add new non jedi classes. All of this process is done editing the Classes.2da file most notably, but there are definitely some limitations.

    I can edit freely: The amount of HP per level, the attack bonus table/saving throwtable (because, it uses a separate .2da file that basically specify how much attack bonus you get at a specified level) and the amount of skill points gained, if you get or not the effects from leveling up at each level (feats, skills...).

    There is a limitation regarding: Classes defense bonus, feat table, skill table, spellgain table and featgain, as there is a limitation in the number of classes (8 max). 

    So with all of this in mind, we can already make pretty nice variations over the base classes. For instance, my new "Pilot" class for Carth uses everything from soldier, but he gets an additionnal skill point per level and has access to the scout skills. My new "Mandalorian" class for Canderous make him gain extra attack bonus per level, so instead of 1 per level (20 max), he now gets 1.25 attack per level (25 max). 

    Aside from this, i've performed some unique feats to distinguish them even more. These new feats are directly tied to the companions character sheet, so it does not affect anyone else in game. Most of the time, the effects are performed editing the hide item. So, for instance, Carth now has a +2 attack bonus against dark sided characters, Canderous is immuned to fear, Juhani now has +10 Awareness and is immuned to sneak attacks instead of the force camouflage, Jolee gets an extra force point regeneration... 

    Some other feats are performed editing various scripts. The heartbeat has been edited to provide a "Wookie rage" feat for big Z. When he falls below 25% vp, he is now immuned to fear and get attack bonus, strength bonus, while it depletes its defense, reflex and will.

    Having unique class and feats for each companion allows now to have specific item for each of them. So, for instance, the flight armor suits from K2 will hopefully be restricted to Carth! Some new implants will be restricted to Canderous! And so so much more...

    I can't wait to see this in action.

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    So you can see some heavy sith soldiers (i've recently done the female variant thanks to your assets)

    I would like to point out that MariusFett made the original Female Sith Soldier variant as a modder's resource, they simply deleted the original modder's resource and thus my mod became the only archive of the files. I simply put those models in-game as actual Sith Soldiers, made the unique female soundset, and implemented that soundset in-game.

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    some twilek chromas

    What is this "chromas" you keep refering to?

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    I tried to contact the mod uploader but i didnt have answer yet. But yep of course, if something reach the quality bar to be introduced into some mod, i'm very opened to sharing the ressources.

    Maybe they could be uploaded as a separate mod to act as an addon for K1CP, their update cycle takes quite a while so for bugs that I personally find I add them to my Unofficial K1CP Tweak Pack until K1CP eventually adds the fix themselves.

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    So this is not a secret at all, if anyone get inspired by the ideas its ok for me.

    • Taris Back Alley: As you may know, there is an elevator access in lower city apartments. In vanilla, it leads nowhere and K1R used this to access the Swoop platform. I figured this elevator would be a good access to a module about Black Market, drug dealing and illegal street/free fights. To access this module, you'd need a proper "password" of some sort. There'd definitely be a Chandrafan linked to this in the cantina. This would act as an inverted mirror of the upper town, especially regarding the non lethal fights from the upper city cantina. A module filled with aliens that dislike humans, where you'd be able to get some spice (from the vulkar spice lab!), some exclusive shop with poison weapons, disruptors or other illegal stuff, and you could also participate into street fighting. Each fight would have its specific rules (so, maybe you're fighting bare knuckle, another time you face 2 or 3 opponents...) and one of the idea would be that the people watching the fight could randomly throw items such as weapons in the middle to spice things up. You could start a quest about smuggling (much like the quest in TSL on Telos) and one idea i had was to make use of the sith fighters near the sith base, the shady guy could have some kind of sith contact that could get past the sith blockade, so you'd need to put a package into one of the sith fighters. The idea is to make use of unused areas, create new stories and interactions, new content and make the lower city way more believable as a place.

    I do like the idea behind this.

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:
    • Kashyyk's shadowland cut module: The wookie society is not really that much defined in K1. Maybe this could be a good "hunting" ground for young wookies, with some K2 beasts. It could also be entirely used for the ritual beast encounter and make it something more memorable. Maybe there could be a crystal somewhere? Here i do not have very precise ideas in mind.

    That second idea could be the way to go, turn that long path that leads into the Ritual area into the transition to the cut Shadowlands module and dedicate the module to the Ritual Beast encounter that you've moved from the second Shadwolands module into here.

     

    The way I'd handle a module like this would be to try and keep it to the same "quality" as the vanilla game. It doesn't have to be some uber Brotherhood of Shadow level of detail, and in this case it'd just need wandering red Kinrath, maybe some Tach, some rocks, a few scattered corpses that contain loot no different from the vanilla Shadowlands (maybe restore a minor cut item or two). Your idea of moving the Ritual Beast into this cut module is an easy, vanilla-friendly, and fun way of restoring this module I feel.

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:
    • Tatooine's cut temple: Here i'd love to have more lore about the builders and stuff. Why not having a section with some crystals aswell? Not very precise ideas there aswell, but the star map would definitely be in there.

    Honestly, you can't even really think of many ideas for this area because the vanilla module is so broken you can only see five feet ahead of you at all times, sometimes the walkmesh is broken so you can't travel to certain areas, and the lighting is broken so being inside the temple has the same lighting as if you were outside.

     

    Really difficult thing to make plans for, though even if you just fixed this module as a minimum then that could really help things along I feel.

     

    Any plans for the Czerka Depot?

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    Sans titre 3.jpg

    Sans titre 1.jpg

    Sans titre 2.jpg

    Sans titre 1.jpg

    I notice you use the vanilla textures for the mask and skirt textures. You might be trying to reconcile the fact that some Sith Soldiers drop mask items but would it be possible to replace the vanilla mask texture with a reskinned mask texture to make it look as if the mask was part of the actual helmet? For example, reskin the Vacuum Mask yellow and the visor black to make it appear as if it wasn't obviously two models merged into one?

     

    Even if you don't agree, what I'm saying could work and since you're giving free permission for modders to reuse your work this could be a possibility one way or another.

     

    Do you have a number for how many Sith Soldier reskins you have? Because I have some reskins of my own for a future Sith Army NPC Overhaul mod and I think things like the skirt and some mask combinations might work nicely.

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    display.jpg

    Has that Ubese been reskinned? I know that texture is really low-res in the vanilla game though maybe you haven't and I'm just imagining things.

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    childs.jpg

    Are you using my Children NPC Fixes for the blonde child? Or did you recreate it yourself? (Even if you did use my work I wouldn't mind)

     

    On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

    Sans titre 7.jpg

    Sans titre 10.jpg

    Sans titre 9.jpgSans titre 11.jpg

    Ah, tiered Jedi Robes?

    You know, you can make your robes compatible with JC's Hybrid Cloaked Robes.


  12. 12 hours ago, CapitaineSpoque said:

    TLDR: Now i'm working (almost) full time on this fan community project that i called "The Kotor Expansion Pack". I am aware of the size of this project and that it will probably not be completed for several years, but I am determined to see it through. But enough talking about me now, let's talk about this project.

    Here me out here, would it be possible to release the mod as updates or separate mods?

     

    You might be familiar with my own NPC Overhaul Series, the NPC Diversity Pack was lackluster when it came out and it's been updated over the years to include new content. Mods like Hearts of Beskar are part of the series but are separate incase people do not want, or cannot use, said mods but still want an NPC Overhaul via the Diversity Pack. The K1 Alien Pack isn't done, far from it, and all the aliens are added via separate installs meaning you can add Devaronians to your game without the Bith and you can add Quarren later when they're added for example.

     

    12 hours ago, CapitaineSpoque said:

    This mod does not care much about K2's continuity and sees K1 mostly as a standalone thing. I'm trying not to create too incohesive scenarios and things, but K2's lore continuity is absolutely not my priority and I take some freedom here, especially since im extracting and using K2's assets to improve K1.

    Would you be willing to tell us why this is important?

     

    Because I've ported Sith Commandos to Kotor I before, and the inclusion of Sith Commandos in Kotor I doesn't really negate Kotor II.

     

    I know you've ported a lot of Kotor II assets into Kotor I, and things like adding Devaronians or Mining Droids into Kotor I wouldn't hurt Kotor II.

     

     

    12 hours ago, CapitaineSpoque said:

    This mod will use K1CP as a basis and will be made compatible (and mandatory to install).

    In the words of the famous Calo Nord: "Smart."

     

    12 hours ago, CapitaineSpoque said:

    I have currently around 60 new feats and around 50 new force powers, inspired by K2 and also by what the community has pulled out.

    Now this is what I mean when I suggest releasing these as separate mods. Having one big Frankenstein of a mod pack is bound to cause issues down the line with other Force Power and Feat mods, and not to mention that if players don't like the feats or powers you add they might just not play the mod, thus missing out on all your added content in-game because they didn't want the powers.

     

    Now if the mod was divided into multiple mods, you'd obviously play with all your separate mods together as that is the original intent but others might choose to not use your Feat and Force Power mod, or they might only play with your Feat and Force Power mod. Ultimately, separating your mods will be better because let's say if there is a bug with one of your Force Powers you'd only have to worry about your one Feat and Force Power mod instead of worrying about updating your big mega mod.

     

    12 hours ago, CapitaineSpoque said:

    The classes have been revised, from feats, feat gains, skills... 

    What I'm saying here isn't your fault by any means, but I know there is at least one player who is boycotting the K1CP mod because of the Sentinel and Consular Class Skill Swap fix included in that mod.

     

    Petty, very much so... but if you have your class revisions as a standalone mod you won't have to deal with people downvoting your mod and writing entire essays as to why your changes to the classes are wrong (as is what happened with the K1CP).

     

    12 hours ago, CapitaineSpoque said:

    Each companion now has a unique class (jedis aside) and new properties to make them more unique and/or viable gameplay wise.

    Can you explain how this works in-game? I thought classes were hard-coded.

     

    12 hours ago, CapitaineSpoque said:

    100 new appearances already implemented with new alien races, droids, voicelines and much more to come.

    Care to show us some of these appearances?

     

    You mentioned "voice lines". Will these be voiced by an actor or by an AI?


    I obviously don't care about AI as I used AI to add voices for the generic background characters in the Revenge of Revan mod, but other players definitely do care about AI.

     

    Much like the guy who boycotts the K1CP because of the Sentinel and Consular Class Skill Swap fix, players might just avoid your mod if it uses AI.

    Again, if you were to divide your mod into multiple smaller mods that means the Anti-AI crowd would only avoid the one mod that uses AI whilst they might still use your previously mentioned Feat and Force Power mod and Class revisions mod for example.

     

    12 hours ago, CapitaineSpoque said:

    A LOT of modeling to fix the various problems that plagues K1 modules such as geometry holes or wrong animations

    Will you be uploaded these fixes as standalone fix mods or donate them to the K1CP?

     

    I know many players play Kotor I and II with just the restored content mods and bug fix mods so these would definitely be valued as standalone mods without Feats, Force Powers, 100 new appearances, and possible AI voice lines.

     

    12 hours ago, CapitaineSpoque said:

    A LOT of modeling to improve the modules sceneries, as it is not possible to introduce placeable due to the limitation with K1 engine

    So what you're saying is that you took Kotor II placeables and "combined" them with the Kotor I modules, this is how you added the Oil Bath in the screenshot you provided without adding a new placeable, right?

     

    12 hours ago, CapitaineSpoque said:

    A LOT of scripting to either fix problems or improve the base game, with things as basics as npcs properly reorienting instead of facing the direction you last spoke to them

    I would love to see this in-action!

     

    12 hours ago, CapitaineSpoque said:

    A ton of new items to make Kotor's sandbox shine

    I would like to see what you have made here.

     

    12 hours ago, CapitaineSpoque said:

    New modules such as a Back alley for Taris, restored Black Vulkar base, the jedi enclave sublevel, Dantooine crystal cave... Are on the way! I'm also fixing the cut Czerka Depot, Kashyyk shadowland module and i'm looking forward to restore Tatooine's temple.

    I would like to hear some of your plans for these modules, and if you aren't wiling to reveal your plans in private then feel free to message me privately.

     

    I would like to see what you're doing for the restored Black Vulkar Base, my RC-K1CP mod will restore it at some point but as an optional install so our two mods may just be compatible with one another.

     

    I know there was another team working on the Enclave Sublevel, is this a separate project or are you collaborating with, or taking over, the work they did previously? I believe I donated a texture to that project too.


    I am curious as to how you plan to expand the Dantooine Crystal Cave, it logically makes sense that the cave is small in Kotor I but by the time of Kotor II the Militia bombed the original entrance and so the Kinrath dug out a larger cave system into the Khoonda plains. Are you just going to add new Kinrath enemies/lightsaber crystals, or is this where your disregard for Kotor II comes into play?

     

    12 hours ago, CapitaineSpoque said:

    New characters, new dialogs, new and revised interactions!

    I believe you've shown some of these off already on YouTube, and just like I've been saying I think separation of the mod into smaller mods, or at least different optional installs like what I did for my K1 Alien Pack might be for the best here.

     

    I do recall you added a Kotor II inspired cutscene in the Cantina where a bartender droid shows off the Upper City Cantina, this I felt was a work of art and I would 100% use it... should it be standalone from the other two examples I'm about to list.

     

    You added a female Sith Guard to the Sith Base on Taris, and even if she's voiced by an AI or an actor I felt the inclusion of her would be subjective. Some players might like the encounter, others might not. I 100% would use the Protocol Droid scene in the Cantina but might not be so keen on this cutscene.

     

    One cutscene I am not keen on is your enhanced Undercity Patrol. I believe you added a parody of the "Death Troopers" from the movie Rogue One with audio ported from Star Wars Battlefront II, unless I am mistaken.

     

    You've said that you joined the Kotor Modding Community last year, that's fine - but when I joined the Community almost 10 years ago I joined during the time when porting between Kotor I and II was a bannable offense. I think either TSLRCM or M4-78EP was removed from this site at one point because the end credits included the theme "The Old Republic" from Kotor I in its ending credits.

     

    Fun fact: I believe before the ban was lifted in 2018 the Administrators uploaded a blatantly obvious port of audio from Kotor I to Kotor II to see if people would even notice, well I noticed and I pointed it out. I guess you could say my logic in pointing it out back then was "If I can't port, you can't port".

     

    Thankfully, porting has been allowed for some time now and it's made the Kotor Modding Community so much more interesting with the mods we're now making. But as someone who made mods during a time when you couldn't port between Kotor I and II, can you understand why I'd be uncomfortable to play a mod that ports audio from Star Wars Battlefront II into Kotor I? Again, I'd happily use your Protocol Droid in the Upper City and probably many of your appearances too, but the Death Trooper is one that I would skip out on... though on the flip side someone might happily use the Death Trooper and skip the Protocol Droid in the Upper City.

     

    Regardless of what you might think of my opinion on the Sith Guard and Death Trooper, should you ever release the Protocol Droid in the Upper City, regardless if its standalone or part of a massive mega mod, would you be willing to make a compatibility patch with my RC-K1CP mod which restores the original Protocol Droid bartender to the Upper City Cantina?

     

    12 hours ago, CapitaineSpoque said:

    The current state and future of this project

    At the very moment, I am working on Taris. I am diving into the Lower city part, as the upper city is "mostly" done.

    This is going to sound really dumb after everything I've said but do you think you can add the Taris Middle City into Kotor I?

     

    If you're using AI then dialogue and voices for already existing characters and new characters won't be a problem and, through model editing work, you seem to have the competency to make new and unique modules for a hypothetical Middle City section for Taris.

     

    But I understand if you don't want to.

     

    12 hours ago, CapitaineSpoque said:

    I'll be releasing the mod in a pre alpha build for people to experience the mod/give a proper feedback. 

    That'll be good!

     

    12 hours ago, CapitaineSpoque said:

    I wish to release this alpha build at the beginning of 2026, but I cannot make any promise.

    Also very good, don't make promises - the mod comes when it appears on the site out of the blue.

     

    12 hours ago, CapitaineSpoque said:

    Finally, know that i'll be doing my best to share all of my work as a modder's ressource.

    I mean... maybe if you do go with the 'Frankstein Mega Mod' route I might be able to separate things that I like for you.

     

    Despite my criticisms with a few things, the standalone assets you've made thus far are fantastic!

    • Like 4

  13. 10 hours ago, justsomeuser2k said:

    Hi,

    I played through your mod a few days ago and enjoyed it really much, so at first I wanted to say thank you for creating it. :)
    I found two issues while playing through it:
    1) If the player kills the thug (202tel.mod\g_201thug001.utc) which spawns after giving Grenn the information about Batu Rem before the main quest with the Ithorian droid is done, the game softlocks when doing the Ithorian droid quest (only tested the Czerka version, but I think both should have this problem) when starting the cutscene where the thugs show up at the Ithorian hangar. I looked into it and I think the problem is 202tel.mod\g_201thug001.utc has the k_ptel_ma_d.ncs assigned as OnDeath script (the mod itself doesn't touch this utc as far as I can see, but the script is assigned by default). This script increments the global "201TEL_Thugs", which I think shouldn't happen when killing the 202tel.mod\g_201thug001.utc (resetting "201TEL_Thugs" to 0 before doing the droid quest fixed the problem for me.), probably the OnDeath script should be changed for something like k_def_death01.ncs instead?
    2) After Zez-Kai Ell rescues the player at the end of the mod the player is teleported to the nar shaddaa docks (In 323NAR.mod\a_geno.ncs "StartNewModule("303nar", "", "", "", "", "", "", "");" is used to do this). I think the waypoint is missing here, because the player starts out at the entrance of the map instead of the hideout, I changed it to StartNewModule("303nar", "FROM_305NAR", "", "", "", "", "", ""); and the scene worked out fine afterwards.

    Thank you so much for investigating this. I'll keep this in mind for when I return to the GenoHaradan Legacy update!

    • Like 1
    • Thanks 1

  14. 17 hours ago, jbd2025 said:

    Hi Salk,

    Can I ask how you got around the transition from the Ebon Hawk to Leviathon? My screen seems to black out. Also using K1R.

    There's your problem.

     

    Refer to the quoted section from the mod page.

    On 6/13/2022 at 5:13 AM, DarthParametric said:
     

    Compatibility:

    Probably not compatible with K1R. Use at your own risk as no support will be offered.

     

    Try using the cheat "warp lev_m40aa", if that doesn't work then that means not even cheating can fix your problem.

    • Like 1

  15. 4 hours ago, KotorPlayer1971 said:

    I downloaded this mod and the items didnt appear in ordos inventory, are there item id's for cheats so I can see if the mod worked that way?

    Look inside the TSLPatchdata folder of this mod and look for the files with the ".uti" expension.

     

    Uti files are the item files, so the word before ".uti" on those files are the cheat codes.

     

    For example, the cheat code for the file "g_a_class4099.uti" is "giveitem g_a_class4099".

    • Like 1

  16. On 6/2/2025 at 8:03 AM, Banefanboy said:

    I got to dantooine and got the lightsaber handling feat and I thought the dueling feat stacked with it but it doesn't. so, I was wondering if there is a mod that lets me respect my character because I would like to improve on my build.

    Thank you so much!!

    There's only one way you can go back and redo your build, you use the Kotor Savegame Editor.

     

    Now it is possible to use KSE to cheat whether it be giving yourself all the items, all the feats, max skill, max stats etc. Don't do that for this case, let's say if you had 8 feats if you wanted to remove the Dueling and replace it with the Two-Weapon Fighting feat it's technically not cheating as all you've done is swap the two feats around.

    • Like 1

  17. 40 minutes ago, The_Chaser_One said:

    "While you do seem to edit your posts a lot instead of taking the time to craft a reply, my comment was not out of trust." Yeah sorry about all the edits, I'm trying to reply fast but perhaps I should take my time a bit more, especially since being french doesn't help while discussing stuff like that in english. Thanks for "my comment was not out of trust."

    Are you quoting Fair Strides? You do know you can click on the "eye" icon on the top of the comment box and use quotes like I am now, doing so will make your comment much easier for others to follow.

     

    40 minutes ago, The_Chaser_One said:

    "Most mods are free, so that part is moot." : Well, why ? Even if it's supposed to be free, it's still a lot of work. Work that's not paid in any way, which can make the schedule change (everyone has a life 😅). So he's giving something to us. I don't feel like we can expect anything in a severe way.

    The sale of mods in the Kotor Modding Community is prohibited, hence why that part is moot.

     

    But ignoring the prospect of making money, modding is a hobby - if we wanted to make money doing stuff like this we'd either join a game dev company or focus on indie video game development.

     

    40 minutes ago, The_Chaser_One said:

    Look at SithSpecter's project. From what I understood, it's been 20 years since he's announced it, or at least since he's been working on it. You'll tell me, he didn't give a deadline. Fine, but what do you prefer ? Waiting 20 years or waiting 6 months + 1 additional because the deadline given was a bit short ?

    He didn't give a deadline, and so there is no expectations for him to release it any time soon. This gives him an unlimited amount of time to development and perfect his mod.

     

    Almost 20 years of development and the most recent preview he released is this. That video is pure gold, absolutely amazing stuff, and I'm more than happy to forget about Sleheyron for the time being so that, one day, he can release his mod to that quality.

     

    I'm sure if we looked back at SithSpecter's Sleheyron back in 2008 when it was first being developed, if we compared 6 months worth of development to his most up to date almost 20 years of development I'm sure even SithSpecter would agree that the 6 months worth of work is garbage when you compare it to his most up to date work.

     

    I'll tell you this, ROR reentered development in the late 2010s and had an internal release of 2021 - everyone would've loved a 2021 ROR release, but if it was released in 2021 it would've been to the exact same quality as the 2011 Demo. We obviously missed the 2021 deadline, but by not announcing it we could just... move on and go about developing the mod as if nothing had happened. There was no outside pressure to release a half-finished mess and by giving ROR more time, and not giving a release deadline, we were able to release ROR Episode One which many can agree is way better than the 2011 Demo.

     

    This is why the veteran modders here are pointing out the deadline, albeit I do agree that it does seem a bit harsh.

     

    I'm on the same page as Mephiles550 in that I do want to see this mod released. But for modders who lived to see TSLRP and all the drama surrounding that mod back in the day, seeing Sao pop up out of nowhere, claim he's been working on Sleheyron, claim that it's already fully voiced, claim that it already has 30 new areas, claim that it already has a recruitable character, claim that the mod is already finished in May and will be released within May and then go on to withhold screenshots does feel as if history is just repeating itself for these guys.

     

    And trust me, I've seen users claim they'll make a recruitable character, then go on to us prominent modders and send a hundred page manuscript for said recruitable character and it turns out the character is a self-insert of the user irl and is just hundreds of pages of pure slop, not even AI just pure handwritten slop, then go on to beg modders like us to make the recruitable character mod for them and then go on to confess that they only have Kotor on the original Xbox. And then there was that one guy who tried to gaslight people into making his "Recruitable Sarna" mod for him too. That's just the stuff I've witnessed, these guys had to deal with Darth Balor and his shenanigans back in the late 2000s.

     

    I know Sao isn't like those guys, but the negative reactions here are coming from people who have historically had to deal with crazy people like what I just described.

     

    40 minutes ago, The_Chaser_One said:

    I've read SH's advices on SAO's project and this time it's me who can assure you something : he definitely listened to SH's advices. Indeed, he took more time to improve the overall quality of the mod ; he diversified the sound files as well as lips for better realism ; He fixed a lot of issues that almost only fellow modders would see ; he did send some screenshots, even if I agree with you, he could make a bit more. But are you sure you want this ? What about the surprise ?

    Here's the thing, he hadn't shown screenshots.

     

    From the point of view of one of us, Sao is just a profile picture and a username - how do we know he's being serious without screenshots? As I've described, we have had really delusional people in the past make such ambitious projects and they're genuinely Chris Chan level of pathetic. Sao did send screenshots... today, not when SH asked for screenshots hence why there was doubt.

     

    But now that Sao has shown us screenshots, it shows us that there is a genuine mod in the works. I'm glad he's posted them and I hope it does see the light of day.

     

    1 hour ago, The_Chaser_One said:

    Indeed, he took more time to improve the overall quality of the mod ; he diversified the sound files as well as lips for better realism ; He fixed a lot of issues that almost only fellow modders would see ; he did send some screenshots, even if I agree with you, he could make a bit more. But are you sure you want this ? What about the surprise ?

    I need you to understand that, from our point of view, we wouldn't know that he did any of that - how would we know anyway???

     

    Revenge of Revan is being worked on, but none of you know what's being worked on because we're not revealing it to the public - the same applies here in this situation.

     

    40 minutes ago, The_Chaser_One said:

    I'm not sure I understand what you mean here.

    She means you're not the team leader of the mod. The team leader would usually be the one to upload the mod when it's ready, and Sao hasn't publicly announced that you're on the Sleheyron: Story Mode dev team - hence her skepticism.

     

    It's just like how I'm not the team leader of the Revenge of Revan mod, Logan23 is.

     

    40 minutes ago, The_Chaser_One said:

    Indeed, I'm supporting SAO because I believe it's a worthy project. And the guy really has good intentions and does an amazing work.

    Like Sao, you are likewise new to the community. Even if I were the one defending Sao's work, no one is going to change the minds of the veteran modders so there isn't much point in vigorously defending against them. They aren't going to care for your defense and wouldn't care if you blocked them, maybe a proper release could change their minds but even still when Revenge of Revan came out the joke went from "ROR's never going to release" to "remind me in 2045 when Episode Two's going to come out" so there's little point fussing over their opinions.

     

    40 minutes ago, The_Chaser_One said:

    It's more the "making false promises" that annoyed me

    From our own experiences, 10% of WIP threads produce actual mod releases. The other 90% were "making false promises".

     

    Trust me, if someone else joined and made another ambitious WIP thread they'll probably think the same thing for their mods too.

    • Light Side Points 2

  18. 7 hours ago, Jeff1742 said:

    Hi mate, has this mod been abandoned?

    No, it isn't.

     

    There is a content updated in development, though of course I'm micromanaging the development of several other mods at a time so the only timetable I can give you is "follow the mod via the follow feature on the download page so you'll get a notification for when I do update it."


  19. 8 hours ago, ITSAMEMARIOYAHO said:

    All I’ve done is download the mod straight from the page tho?

    What Thor110 is trying to say is you've downloaded a .zip of the mod and you've only partially extracted it whether intentional or not.

     

    Delete the BOSSR folder, extract the mod for a second time, and search for a "changes.ini" file. If it's not present again, let us know.