N-DReW25

Modders
  • Content Count

    2,195
  • Joined

  • Last visited

  • Days Won

    131

Everything posted by N-DReW25

  1. So here's my reasoning for Komad's Clothing. This mod is part of a "series" of other mods that also affect the NPCs similar to other past NPC Overhaul type mods. The idea behind these mods is that you'd install this mod first and you'd install these other mods to further diversify the NPCs found in the game. Komad is actually impacted by one of these mods, it's called the K2 to K1 Clothing Pack! A feature of the K2 to K1 Clothing Pack is that it takes the K2 default clothing and makes it a new clothing item without replacing the K1 default clothing. In the spoiler below, you can see the K2 default clothing and K1 default clothing... with this mod you'll be able to see both outfits in-game, this makes the mod unique as most mods tend to replace the K1 clothing with the K2 texture instead. In this mod, Komad will wear the K2 default clothing in the Hunter's Lodge but in the Desert he wears a rugged K2 outfit, the same outfit seen in this image here: He wears that specific outfit as the player can assume he's wearing the same clothing as he wore in the Hunter's Lodge, though when he entered the desert it got dirty. That's my reason as to why Komad wasn't affected in this mod, though perhaps you are right... maybe Komad should wear proper armor. Truth be told, I can't remember adding this change though I'll be sure to investigate this so I can be sure! I think it might be for the best that I remove this change and bring back the Dark Jedi, as I've said earlier this mod is intended to be the "base" mod which is installed before other mods as part of my NPC Series so making the 2nd Dark Jedi unique from the 1st is kind of out of the scope of this mod. And unfortunately, down the road in my NPC Series will be mods which add other 'NPC variants' to replace Saul's bodyguards. At the current time, I'm working on a Mandalorian mod whose progress can be checked in this thread! Though I do know DP's Dark Jedi wear Robes mod already does just that!
  2. That might certainly come in useful for the more complex restorations like the Pazaak tournament! Are PyKotor and HoloPatcher new or are they currently in-development? I haven't seen many mods with these installers (Assuming they're installers by the word 'Patcher'). Yep, this would be a good stepping stone to form the basis of an Armor restoration... I do believe the DLGs are already setup expecting the player to interact with the NPC already wearing a Sith Armor disguise (So you'd speak to the NPC with the intent to get the 2nd disguise) but that dialogue isn't seen in-game as the NPCs disappear when the first armor is obtained. For anyone else reading this, the RC-K1CP Demo has been uploaded and can be found in the following link once it's approved by an Administrator:
  3. Version 0.8.0

    2,344 downloads

    Restored Content for K1CP [DEMO] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 0.7.0 Demo Release Date: 03.08.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given five options. Main Mod- This is the installation which installs the RC-K1CP mod. Lite NPCs Restored- This restores the Lite NPCs that were removed in the K1CP, install this option if you want these back in your game. Restored Gloveless Clothing- Left over textures and pre-release screenshots suggests that the commoner clothing didn't always have gloves that hid the NPCs hands, with this option installed all the generic NPCs will have exposed hands that correspond with the skin color of that NPCs race (White, Black and Asian). This option is fully compatible with the K1 Clothing Pack but is incompatible with Dark Hope's Commoner Clothing reskins. Restored Sith Officer Uniforms- Restores the unused Sith Officer uniform variants throughout the game, this option is incompatible with Heyorange's Sith Uniform Reformation. Restored Party Dialogue- As of right now, this option restores unused lines for Canderous' dialogue about Korriban. This option is cripplingly incompatible with mods that edit "k_hcan_dialog.dlg" so don't install this option if that file is already in your Override folder. Description: The Kotor 1 Community Patch (K1CP) is the biggest bug fix mod for Kotor 1 and is arguably the number one go-to mod for Kotor 1, similar to TSLRCM for Kotor 2. The Kotor 1 Restoration (K1R) mod is NOT compatible with the K1CP and as such players have to pick between hundreds of bug fixes offered by the K1CP or the restored content of K1R, they couldn't pick both... until now! Restored Content for K1CP is a restoration mod for Kotor 1 which has been developed for use alongside the K1CP mod, with this mod installed you shall experience restored content alongside the bug fixes of the K1CP mod. This mod also does not follow the same "rules" as K1R, that means this mod might restore cut content that K1R didn't restore either because the original K1R Dev Team didn't want to restore it or because they didn't know about it. This mod is an INDEPENDENT project developed by a single modder (and any future contributors) with no connection to the original K1R mod, everything in this mod was developed from scratch as getting permission to use K1R assets is impossible due to the disappearance of the K1R team leader. This mod is a DEMO meaning it does not restore all the cut content that K1R restores, future updates shall add more content and fix any bugs present in the mod. Whilst this mod is a Demo, it is not necessarily incomplete... what little restored content this mod has to offer is complete and will not standout as unfinished (in terms of the mod itself, your opinion on the cut content might be different). If you have feedback or any bugs to report for the next update, I urge you to report these to me so that the Restored Content for K1CP mod may be the best it can be! 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 assets from this mod without my permission. Thanks to: SithRevan (RIP): Beginning the restoration effort for K1! K1R Team: For developing the original K1R mod! Leilukin: For granting me permission to integrate her Juhani Dialogue Restoration mod into the RC-K1CP! SpaceAlex: For making the Bastila's Extra Dialog on Tatooine and allowing modders to use it freely! A Future Pilot: For kickstarting the K1 Community Patch mod and for making the Sith Soldier Texture Restoration mod and allowing modders to use it freely! DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates! DarthParametric, th3w1zard1 and Salk: For valuable feedback! Sith Holocron: For the mod logo! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher 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.
  4. I... don't think that'd work; my main goal is to make a restoration mod that's compatible with and is installed after the K1CP and I see K1R 1.2 as being too broken to do that without intervention. In a hypothetical scenario in which I had full permission to use K1R's assets, I'd mainly strip it down, like you would an old car for parts, only to take the assets and files I'd need to recreate K1R's restored content. Using the Injured Sith Apprentice as an example, I'd extract the scripts, triggers, dialogue and NPC coordinates from K1R's .MOD files and create a TSLPatcher to inject these 'raw' K1R files into the K1CP .MOD. Of course, not all the restored content would be that easy, I'd have to edit the scripts, journal and 2DAs to account for any new conditionals and whatnot. But your last comment sums up my attitude on K1R quite well, I'm quite content with creating my own restorations from scratch... anything that's over the top complicated (for me) that would actually require me to fish out files from K1R just isn't worth the hassle... I can live without a Pazaak Tournament for example. These will come eventually, but let me explain point by point as to why these might be delayed for a time (they'll come in future updates eventually!) K1R had a bug where the Outcast Children would wander out of the Village gate and into the Undercity, I'd have to experiment with the random walk script to see what I can do to prevent that from happening. I suspect the Outcast adults who walk around are walking on a set path so I might have to replicate that. Real easy, though I'll have to make some considerations here. The Governor's Robe has 1 Defense Bonus and -5 to all saving throughs, it'd be suicide for the player to wear an item with those debuffs. I do intend to restore the actual Dark Jedi Robe item at some point so I might consider removing the debuffs and the Defense Bonus as, assuming the player only uses K1CP and RC-K1CP, by the time the player finishes their Jedi training they'll have the brown Jedi Robe and the black Governor's Robe that share the same stats... I don't want to encourage players to wear Sith Robes upon becoming a Padawan... by not having any Defence Bonus on the Governor's Robes it makes the brown Jedi Robe on Dantooine actually useful and on Taris the player can give the Governor's Robes to Bastila to replace her default Clothing. Though that might be subjective, so I think it's better to wait and receive feedback then for me to add Governor's Robes with no Defence Bonus on day 1 release and get complaints. And for the Sith War Sword, it's actually already restored in the mod... it's on Lehon. I was hoping to keep it a surprise hence why I didn't say what it was, though do not worry... I do intend to add more Sith War Swords in the game at some point. However, you must keep this in mind... there are only 5 Double-Bladed Vibroswords you can obtain in Kotor with 2 of them being on Taris. Since the Sith Governor already drops 1 of 4 Double-Bladed Vibroswords, if I replace his Double-Bladed Vibrosword with the Sith War Sword that'd reduce the number of Double-Bladed Vibroswords in the game to 4. Since you obtain a Double-Bladed Vibrosword through killing the Hidden Beks, a Light Side player would then be restricted to just 3 Double-Bladed Vibroswords and I do plan on replacing the Dantooine Mandalorian's Double-Bladed Vibrosword with a modded weapon in another mod so then it'd become 2 Double-Bladed Vibroswords. But... I do intend to make loot mods that could add more Double-Bladed Vibroswords in the game either through enemy drops, placeable loot or merchants... so it's possible that once these mods are made and released I might consider restoring the Sith War Sword on the Sith Governor. This shouldn't be too hard to recreate, I believe K1R borrowed a script from one of the old Lower City Restoration mods from Filefront with permission... though a random walk script that prevents them from stumbling into the Canderous cutscene in the Lower City shouldn't be too difficult. Here's a little something I learned in ROR. When the player talks to an NPC, that NPC will rotate to face the placer... if I just add Shuma to the Enclave if I where to speak to Shuma from his left the Hutt's entire body is rotated to face me... that's considered a bug. You see; with Ajuuur, Zax and Motta their NPC file is locked facing a single direction and if you try to speak to them from their left the player is instead teleported in font of the Hutt and a static camera is pointed at the Hutt as they talk to try and hide the teleportation. This is why Ajuur and Zax are pressed against a wall with couches to their left and right, its done as a way to force the player to stand in front of the Hutt when they interact with them... the idea is that if the player is standing in front of the Hutt as they try to talk to them it'd be even less obvious that the player was teleported, without this elaborate 'freezing the Hutt' and teleporting the player feature the Hutt NPCs would rotate their entire bodies and it'd look real stupid. Why do I mention this? I'd have to recreate this sort of teleportation system with Shuma if I'm to properly restore him. What's worse is that I have evidence that Shuma was intended by Bioware to appear in the Enclave apartments, and those apartments are usually occupied by S'olaa the Pazaak Player, the Matales and Sandrale NPCs and the Droid Widow lady. This shouldn't be too diffcult. If all the associated dueling scripts exist in the game files, all I'd need to do is add them in-game and add triggers to fire their dialogues. This one isn't so easy for a non-scripter like myself. I think I'd need to modify the on-enter script for the Enclave and I'd need to modify this script to see if the flags for giving Sharina Fizark the credits are active. If these flags are active I'd then have to spawn her in using the script. This is definitely one of the restored content features I'd analyze to get an idea of how this content is supposed to be restored, though I do believe there are independent Sharina Fizark mods I could analyze. Didn't @Leilukin restore this already? Her mod's permission does say this: If that's the case, I might integrate her mod with my own at some point. I personally haven't studied this cut content in the files, and I've never played K1R far enough to encounter it. All I know is that is exists, and it looks complicated... out of your entire list this here might be the most unlikely one to be done by me any time soon The TSLPatchdata folder in this one only has a changes.ini and the info.rtf, no files. However, I should be able to recreate the scripts using the sources files and rewire the changes.ini to inject its content into K1CP's .MOD files. This is a great first step, though I've read the readme for this mod and I'd like to ask about this last bit. So the Sith Guard at the elevator will check for two Sith Soldier disguises and Gadon will take two Sith Soldier disguises... but the way you get the second disguise is that the backpack at the party will carry two Sith Soldier disguises and a second Sith Soldier during the interrogation will drop a second Sith Soldier disguise? I bring this up as, in the cut content/K1R, the player was supposed to attend both the party and the interrogation. You'd pick up one disguise from one event and you could wear it to another, the interrogators dialogue would change if you're wearing a Sith Soldier disguise and the party Sith won't invite you into the party if you're wearing a Sith Soldier disguise.
  5. That's the idea behind it! That would in turn create a problem where modded reskins of the vanilla Military Suit would not affect Brejik. I could add this as an optional installation, are you planning on making a unique armor reskin for Brejik?
  6. I'm sure many of us play the Kotor 1 Community Patch (K1CP), it's the 4th most downloaded mod on Deadlystream after all! And I'm sure many of us might also know that the K1CP isn't compatible with the Kotor 1 Restoration (K1R mod)... you might be wondering, why is that? K1R is similar to it's K2 cousin, TSLRCM, in that it restores cut content, fixes bugs in the vanilla game and it expects you to install it first and any other mods installed afterwards need to be made compatible with it. But K2 was rushed, Obsidian was forced to leave content unfinished and cut the rest to make way to make way for a release before the 2004 Christmas sales... this not only gutted much of the plot but it also left a plethora of bugs upon release. TSLRCM undoes all of this by restoring much of Obsidian's intended content for early 2005 and fixing many of the game breaking bugs. K1, on the other hand, wasn't like this. What was cut by Bioware was stuff that most players agree was *actually* cut for a good reason, and the bugs in the vanilla game weren't nearly as bad as they were in vanilla K2. In K1R's "prime" from its full release in 2015 until K1CP's first release in 2018, K1R competed with many mods that were incompatible with it such as Kainzorus Prime's NPC Overhaul Mod... and since all K1R had to offer was minor and controversial restored content and minor bug fixes many players, including myself, opted for the much better incompatible mods. With the release of K1R's 1.2 update, there have been a handful of critical bugs in the mod with some capable of breaking the game. This would normally be fixed by the Dev Team behind the mod, but one by one the original K1R Devs left the Kotor Community with only 2 K1R Devs remaining in the community. The mod's leader, ZM90, also vanished... without him, it's impossible to update K1R as he's the one who hosts it, more importantly, we can't obtain permission to update K1R or use assets from K1R. With K1R being seen as undesirable by many and with no hope of it ever being fixed, the developers of the newly emerging K1CP mod abandoned K1R compatibility... just over 5 years later and K1R has become a obsolete relic of the past whilst the K1CP has become the ultimate bug fix mod for K1 standing alongside TSLRCM in importance (Not anywhere near as close, TSLRCM is still King... but its far superior to K1R). Some modders might still make their mods K1R compatible, but I don't bother since K1R has those before mentioned game breaking bugs... why on earth would I put in the effort to make my mods K1R compatible if your game is guaranteed to break because you installed K1R? I'd much rather focus on K1CP compatibility as their dev team is active, are willing to fix bugs with their mod and are still working to this day to fix more vanilla bugs. So this creates a problem... many of us play K1CP, but we can't have Restored Content due to K1CP being incompatible with K1R, and no one can update K1R as the original K1R Devs have abandoned the community... so how do we update K1R? How do we get K1CP compatible with K1R if K1CP Devs refuse to do it? My answer: forget K1R... The K1 Community Patch has already taken the mantle of the "main Kotor mod" from K1R and we can't change that, but we can work with this! This thread is a WIP thread for an upcoming mod, one that you will install after the K1CP mod, one that will restore Kotor 1's cut content whilst having K1CP and it's many, many bug fixes installed! I present to you: Restored Content for the K1 Community Patch or RC-K1CP for short! Now we have to keep our expectations in check... this is currently a one man project, and I alone cannot recreate K1R in its entirety from scratch... though I can, however, restore much of the lesser restored content like impossible difficulty before working my way up to the big leagues like the Vulkar Sublevel. Much of what can be restored is limited to my own modding abilities, so if I can't restore the Vulkar Sublevel constantly requesting it won't make me restore it... it'll be restored when I'm able to restore it, and if that time is not now it'll be some time in the future. You might be wondering; won't this impact the development of my NPC Overhaul mod development? The answer is no... that is because the first release of the RC-K1CP Demo is ready for release! In the coming week or two, I'm planning on releasing some screenshots from the mod to demonstrate what the mod has thus far alongside a YouTube video of an ambitious restoration. Once these are posted here, I shall release the RC-K1CP Demo here on Deadlystream for you to try out! Updates for the RC-K1CP shall be done in two ways; they shall be done in either content updates which adds restorations and bug fix updates which fixes bugs with the mods. As with any other mods, I'd like for players to be ever vigilant for possible bugs and to report any if bugs do arise! RC-K1CP does not follow the same "rules" as K1R and TSLRCM did, so you might see some restored content K1R avoided or never knew existed... so keep that in mind! With release version 0.1.0, you shall enjoy the following restorations from the RC-K1CP. And lastly, there are some things you might consider 'cut content' which might be added to the RC-K1CP. If this cut content was found in pre-release screenshots between 2001-early 2003 before the games release it could be added to the K1 Pre-Release Pack instead and if it's from the XBOX version but was cut from the PC version it might be added to the Knights of the Old XBOX mod (which is due for an update anyway). What do we think? Do you have any suggestions or recommendations? Anything you dislike in K1R you don't want to see in RC-K1CP?
  7. Yes, that's exactly it... and I just found a screenshot to confirm it! Though if you think about it the red and blue jumpsuit Dark Jedi looked no more unique then the grey goons you saw throughout the galaxy by that point. I could still remove the red and blue Dark Jedi so the red and blue unique Dark Jedi are found only on the Star Forge... as I said that might be better for the Dark Jedi Wear Robes mod.
  8. No, I'm referring to the ones on the Star Forge DP pictured above. Unless DP can confirm otherwise, that is absolutely not the case... DP's mod replaces the appearances of the 3 Sith Masters on the Star Forge though my mod uses them on Tatooine and Kashyyyk assuming you wouldn't use DPs mod. That means if you use Dark Jedi Wear Robes & NPC Diversity Pack you could get the exact same Dark Jedi you see in DP's above screenshot. If you don't mind that, then yes you can play both mods just fine assuming you install Dark Jedi Wear Robes after the NPC Diversity Pack, but if not I will say this: the use of the Star Forge Sith Masters on generic Dark Jedi does not have to be a permanent feature of the NPC Diversity Pack. The Czerka greeter on Tatooine who you pay to enter Tatooine and the Czerka Merchant on Korriban both use the Czerka Commander appearance, but that's not permanent as I intend to eventually make a Czerka themed mod to replace those guys & give them unique appearances... right now I'm developing the Mandalorian themed mod. Eventually, I'll make my own Dark Jedi themed mod which would do the same thing as Hearts of Beskar which would add new Dark Jedi variants to the game. I'm not sure if this mod would be compatible with DP's Dark Jedi Wear Robes as my mod would be very uniformed meaning, for example, Sith Assassins have a distinct look, Dark Jedi have a distinct look, Sith Lords have a distinct look... whereas Dark Jedi Wear Robes doesn't have anything like that, in-fact, it looks as if males have Sith Lord mask whilst females have a Sith Assassin mask. What I'm saying is, it might not look good alongside my highly uniformed work. But for now, if requested, I might consider replace the generic Dark Jedi who use Star Forge Master appearances to ensure compatibility between the two mods.
  9. Ok, now I understand... typically the word 'Mary Sue' is used to describe a poorly written protagonist, not an enemy type... the word 'overpowered' or OP for short would've gotten the message across much better. And yes, I've already taken this into account. You would've known this had you have read this following quote from my Dantooine leak. So yes, they will be tested before release to ensure they can be defeated. It'd be considered a bug if they couldn't. Jedi Diversity on the Star Forge should work fine when installed after the NPC Diversity Pack mod, though any future NPC mod I make which affects Jedi would have to be installed before Jedi Diversity on the Star Forge. Dark Jedi Wear Robes is different, however, the reason it's different is that the NPC Diversity Pack swaps some of the Dark Jedi trio encounters with the Dark Jedi Master appearances from the Dark Side ending. You can install Dark Jedi Wear Robes after the NPC Diversity Pack if you want, but the worst I can see happen is that some Dark Jedi might have DP's unique Dark Jedi Master appearances and this might not look very good considering one of them is literally Darth Malgus.
  10. So... have an armor give the full tiers of Force Jump ability + Lightsaber Prerequsite. Whilst I highly doubt Snigaroo would add Hearts of Beskar to the Kotor Reddit Builds, I'm developing these mods as if they were anyway. If my mods can get by his standards, then chances are my mods will turn out good... and one thing I know Snigaroo despises is overpowered items. Whilst I can justify the Beskar giving large energy resistance bonuses, I can hardly justify giving Force Jump to non-Jedi party members in a Mandalorian theme mod (That is if Force Jump would even work with non-Jedi party members). But the Lightsaber Pre-Requisite for non-Jedi party members may be possible for a different mod, it would allow Canderous to use JC's Dark Saber! What are you talking about? This screenshot? Yes, as DP has already said, if you play as her head it will switch to a different player head to prevent clones. I also wanted to clarify that Hearts of Beskar does NOT turn Kandon Ark orange, I have this installed alongside the NPC Diversity Pack mod which does that instead. Hearts of Beskar should be compatible with other mods which give Kandon Ark a unique head, such as Leilukin's Twi'lek Male NPC Diversity mod.
  11. If I'm able too, I shall... though if I don't add a particular piece of Mandalorian content that you like there's a very high chance I might not know it exists. Should Hearts of Beskar release without certain Mandalorian content from Legends that you think would work in the Kotor game engine (aka no jetpacks etc.) feel free to suggest it here or on the future HOB mod page, I'll look into it and get back to you (or anyone else) as to whether or not I can add it. Today, I have a small leak for you all: That's Kandon Ark wearing the Mandalorian Combat Suit item from the Hearts of Beskar mod. Why is he wearing it? Well, 7 years before the start of the game in the year 3963 BBY was a little event called the Taris Siege where Taris was invaded by the Mandalorians during the Mandalorian Wars. The Hidden Beks and the Black Vulkars fought the Mandalorians during this time, you can canonically consider Gadon Thek, Zaedra and Brejik as all being veterans of the Mandalorian Wars as they technically fought the Mandalorians as partisans. The Mandalorian occupation of Taris lasted for 2 to 3 years finally ending with the Liberation of Taris which saw Revan drive out both the Mandalorians and the Exchange (for a time) from the planet, it's during this event where Juhani was freed from slavery. With that established, consider these things: Mandalorians have a warrior culture, Mandalorians develop overpowered weapons to fulfil the obligations of their warrior culture (fighting), Mandalorians forge heavy protective armor to fulfil the obligations of their warrior culture (surviving) and the Mandalorians built what's called War Forges to mass produce said overpowered weapons and heavy protective armor on occupied worlds close to the battlefront with the only two confirmed War Forges being on Jebble and Tarnith... two of Taris' own resource planets. What am I getting at? With Mandalorian Soldiers being killed in combat there's no doubt the Taris Resistance, the Hidden Beks, the Black Vulkars and the Exchange would've taken Mandalorian equipment off their corpses to be used for their own purposes. By the time of Kotor, it's not unreasonable to assume that Mandalorian equipment is flowing through the black market. Now from a gameplay perspective, Taris is the starting planet... I cannot add overpowered modded items on Taris as it would both make enemies extremely difficult to kill and if the player gets these overpowered modded items it can ruin the balance of the game as normal enemies would either do no damage to the player if they're wearing modded armor or will die instantly if the player's using modded weapons. The Mandalorian Combat Suit is one of the few Mandalorian items which works on Taris as it's something one can believe is a black market item and it isn't overpowered. The Mandalorian Combat Suit only has 5 Defense Bonus and 5% immunity to melee damage, this makes it weaker than the Republic Mod Armor and the Echani Fiber Armor. The Mandalorian Combat Suit can also only be obtained by killing Kandon Ark, which is only possible if the player does the light side ending for the Prototype Swoop Engine quest... why is this important? If a player does the dark side ending, it ends with the player killing the entire Hidden Bek gang and gaining all of their items, credits and XP. With Hearts of Beskar, this mod adds a bit of weight to your decision on how you complete the Prototype Swoop Engine quest: If you go Dark Side you get a bunch of XP for killing the enemy Beks and their generic item loot you're bound to gain later (Light Battle Armor, Military Suits, Double Vibrosword etc.) which can be sold for credits... but if you go Light Side you obtain a decent piece of armor from Kandon which isn't overpowered yet might fair useful against future melee NPCs on Taris (Sith Governor, Marl etc.) Since Kandon doesn't drop a Military Suit anymore, that drop has been moved to Brejik who now drops his Military Suit and a Mandalorian Blaster which does 2-7 energy Damage (generic Blaster Pistol does 1-6 energy damage) and +1 Attack Bonus. In the vanilla game, the Mandalorian Blaster is obtained from loot from the Kashyyyk Mandalorians though by then you've already obtained stronger weapons that make the Mandalorian Blasters obsolete by default... by having Mandalorian Blasters drop earlier, like on Brejik, it gives the player a proper opportunity to use this otherwise useless weapon at a point when it was actually useful. I still haven't decided on other NPCs on Taris who'll use black market Mandalorian gear, I'm considering adding the Mandalorian Melee Shield as a drop for select Black Vulkar NPCs though suggestions are welcome as I don't want to make these drops too overpowered. And to conclude this post; I also fixed the bug with Inyri Forge's Female Mandalorian model which turned the male Mandalorians into Female Mandalorians if Female Mandalorians were present in the module, Female Mandalorians now work as intended and won't affect their male counterparts.
  12. N-DReW25

    GenoHaradan Legacy

    That is correct, the additional installs where removed some time ago. I see I've failed to update the readme to account for this.
  13. N-DReW25

    GenoHaradan Legacy

    Thank you for the report, that error was a typo and has since been corrected in the latest update! I think, at worse, it might cause an issue with asking Vossk the price of the player's bounty on Nar Shaddaa on Nar Shaddaa... but it shouldn't crash the game.
  14. You're welcome to send that through for inspection. I wouldn't be sure of that until my mod is released, however, even in the event that it isn't compatible with Sherruk attacks with Lightsabers I might just make it so that Sherruk is given Lightsabers in this mod. I'm aware of such, I'm mostly referring to Disney canon to appeal to a modern audience that might be more familiar with the on-going TV Show rather than books from the mid 2000s. Other than the callbacks to Disney canon in my promotional screenshots and posts here, very little Disney canon content from The Mandalorian will be taken into consideration for the actual mod... whereas Legends content will.
  15. I would like to mention that I was mistaken about the Female Mandalorian mod last year, the blanket permission from Inryi does in-fact exist and it exists in the readme file in the mod itself rather than the Deadlstream mod page for the Female Mandalorian mods hence my previous confusion.
  16. Feature. Time for a leak for the Heart of Beskar mod! Thus far, most of my NPC Overhaul mods have been "very basic" or "minimum effort". What do I mean by this? Well, the NPC Diversity Pack is made using only what is available to me in the vanilla game. I only use vanilla appearances on the vanilla appearance.2da file and I only use vanilla clothing/armor to make my unique NPCs, by only using the vanilla assets this mod is compatible with most other mods and thus is considered "very basic". Other mods in the NPC Overhaul Series are "minimum effort" such as Onderon Fashion or Smuggler's Deluxe which either take a vanilla body model like the smugglers jacket or ports a K2 body model like Onderon Clothing and makes new NPC variants out of those body models to create further outfit diversity in the game... I consider these mods "minimum effort" as they were somewhat easy to make (in my opinion) though they're not all compatible with other mods like the NPC Diversity Pack is. For example, the standard quality smuggler's jackets of Smuggler's Deluxe would look strange next to AI Upscale texture packs or the AI Upscaled Onderon Clothing by Effix in Onderon Fashion would look strange next to Dark Hope's texture packs. But this mod, Hearts of Beskar, is something I'd consider a "complex mod", a mod that was harder to make which might not be compatible with some mods, and I have a few complex mods in planning... though for now Heart of Beskar is the one we shall focus on today! Heart of Beskar requires Duros: Armed & Ready to be installed beforehand, and as with my other NPC Overhaul mods, this mod shall require the K1 Community Patch to work as well! This mod is a total NPC Overhaul of ALL Mandalorian NPCs in the game, you might notice how my other NPC Overhaul seemingly randomizes NPC appearances to prevent the 'clone affect'... but since Mandalorians all wear identical armor you might ask "well how would you Overhaul the Mandalorians?" to which I answer: With New Mandalorian Ranks! 1) The Mandalorian Recruit: 2) The Mandalorian Initiate: 3) The Mandorian Trooper: The Mandalorian Trooper is the classic blue Mandalorian, there's nothing to show here. 4) The Mandalorian Scout: 5) The Mandalorian Marauder: 6) The Mandalorian Heavy Trooper: That's all for the Mandalorian ranks of the Dantooine Mandalorians, in my next leak of the Kashyyyk Mandalorians I shall reveal additional ranks that have yet to be implemented. The Heart of Beskar mod is not just limited to new Mandalorian ranks, however, it also adds the following: Helmetless Mandalorians for additional diversity: Alien Mandalorians for additional varity: The long awaited Female Mandalorian, who can appear with all the previously mentioned ranks (For example, a female Mandalorian Scout can be encountered!) This mod uses the models from Female Mandalorians by Inyri Forge, whilst the main page makes no mention of permission the readme in the downloaded mod does and it reads as follows: Inyri Forge has not been an active member of the community for a very long time, not posting since 2015. I once asked them permission years ago to use these same models for my now removed "N-DReW's K1 Gameplay Improvement" mod for the same thing I've done in Hearts of Beskar via email and they did in-fact give permission. Should my previously granted permission for the now removed K1GI not apply for Hearts of Beskar, I did in-fact make a reasonable effort to contact the author before altering their mod and Inyri is still an inactive user making them unreachable. As of right now, there seems to be a weird bug with Inyri's original female Mandalorian model. When a female Mandalorian is in the same module as a male Mandalorian the male Mandalorian shall instead use the female Mandalorian model instead of his default male model. This has created the cursed Sherruk with big titties bug! What other features shall Hearts of Beskar have? Well, this mod contains Mandalorian Iron... or Beskar if you're a fan of Disney's "The Mandalorian"! What does that mean? Well, most Mandalorian armors found in this mod shall contain Beskar in their metal chassis thus making it resistant to energy based damage. Now this mod won't turn every Mandalorian into DIn Djarin with his literal plot armor, but it will give the Mandalorians a buff against you when you fight them. For example, the armor of the Mandalorian Trooper was Mandalorian Battle Armor which had a Defense Bonus of 11 with 25 resistance to electricty damage. In Hearts of Beskar, the Mandalorian Battle Armor shall be renamed to "Mandalorian Light Armor" and shall instead have a Defense Bonus of 9 with 5% immunity to energy damage. This 5% immunity is caused by the Beskar, a material which is highly resistant to blaster bolts and lightsaber blades. The extremely rare "pure beskar" would make a wearer impervious to oncoming blaster shots and lightsaber strikes, Din Djarin of the Mandalorian wears (plot) armor forged from pure beskar. So Din Djarin can get shot and not take any damage because of pure Beskar, so why do other Mandalorian NPCs die in one hit like Storm Troopers? That is because those Mandalorians are wearing armor made from "Beskar Alloy", since Beskar is a rare material the mass production of Mandalorian armor is done via mixing what little pure beskar they can muster with other metals like Durasteel thus turning small amounts of pure Beskar into large amounts of weaker Beskar Alloy which can be used to forge the armor of the Mandalorian army. The Mandalorian Light Armor I used as an example is forged with Beskar Alloy, thus the 5% Immunity... though the next rank after Mandalorian Trooper, the Mandalorian Heavy Trooper, has a Defense Bonus of 10, immunity to mind-affecting, 10% immunity to energy damage and 5% immunity to fire damage. It's a pattern, with each rank that goes higher so too does the Beskar alloy become purer thus making the armor stronger and the Mandalorian NPC harder to defeat. An energy immunity of 100%, like Din Djarin, would make the Mandalorian wearing that overpowered armor almost invincible to all incoming damage. Even if the party can kill that Mandalorian with other damage types, I'm certain unsuspecting players would get their butts kicked trying to take him or her down. As of right now, an energy immunity of 90% is the highest thus far and it belongs to Cassus Fett's Battle Armor though I assure you this mod shall be play tested with a vanilla build and weapons to ensure that they can be defeated. If need be the armors offered shall be nerfed, though do expect the strongest Mandalorian Armors to have a high energy immunity. The new Mandalorian armors shall be scattered throughout the game as either loot dropped by enemies, loot found in objects or items to be bought from merchants. I do want to note that I really don't want Cassus Fett's Battle Armor, the strongest armor, sold on Dantooine by Adum Larp. I'm thinking of moving that armor to Mika Dorin on Korriban, a merchant restricted to post-Leviathan part of the game, or from the loot of the Mandalorian leader of Lehon as an end game reward. Thus far, that's what Hearts of Beskar has to offer on Dantooine! Stay tuned for future leaks regarding Kashyyyk, Lehon and any of your suggestions I may implement... and before you ask, this mod shall contain new Mandalorian items and weapons though those shall come in an update after the first release containing new Mandalorian ranks and armor. Feel free to leave feedback, suggestions, criticisms and recommendations! "This is the way!"
  17. Alright, then I have no idea what caused the problem you're encountering... if you installed Sith Stalkers 1.3.0 last then it should've replaced the lead Dark Jedi from Dark Jedi wear JC Robes to a Sith Stalker. Maybe you'll encounter more Sith Stalkers later, though I'm afraid this is all the support I can offer at this time as the general compatibility testing won't be possible until more mods of the NPC Overhaul Series, of which NPC Diversity Pack is apart of, are released so they all can be tested together.
  18. Now you should of mentioned that from the beginning, the Sith Stalker mod is compatible with the NPC Diversity Pack... but to use Sith Stalker with Dark Jedi wear JC's Robes and Sith Assassin Ambush requires extra leg work. First you install NPC Diversity Pack, then Dark Jedi wear JC's Robes, then Sith Assassin Ambush and then finally Sith Stalker. If you don't install these mods in that very specific order I listed above, you get conflicts like you've mentioned here. My guess is that you installed the NPC Diversity Pack first, then Sith Stalker, then Dark Jedi wear JC's Robes and then Sith Assassin Ambush. My point being is that you didn't install Sith Stalker last, thus meaning Dark Jedi wear JC's Robes replaced the Sith Stalker instead of the Sith Stalker replacing the Dark Jedi wear JC's Robes as you wanted. Can you send a screenshot of that? The K1 Community Patch removed the Lite NPCs, the only way you can be seeing Lite NPCs is if you installed them via my unofficial K1CP Patch... and did you install the "Lite of my Life" component... if you don't install that one then none of the Lite NPCs get changed.
  19. Just know that Dantooine is almost done, and once Dantooine is done I shall leak some screenshots of the finished work right here! That's because the vanilla game is the default source material for the Legends timeline. Vrook and Zhar wear red and blue even though they wear blue and read in the cutscene, Gana Lavin is canonically a brunette white female even though she's a black haired asian female in her encounter outside the cantina, Bolook is canonically orange even though Rickard calls him a "green skinned Nerf Herder!", Handon is canonically average build even though the player refers to him as being "fat", Iriaz are canon only because their head appears on Davik's wall and Bolook mentions them, Handon vaguely references Shuma the Hutt in his dialogue but since Shuma is cut content this Hutt Handon references is treated as a new character. Cut content and bug fixes aren't considered canon as the restorations/fixes weren't done by Lucas Games approved companies. Even TSLRCM isn't canon, the only part of TSLRCM that is canon is the HK-47 ambushing Goto on Malachor V... but that's only because that scene was referenced in a Star Wars information book that's considered canon to the Legends timeline. The planet M4-78 is canon because it's mentioned in passing in a Legends comic book. All mods, whether it's K1R, TSLRCM, K1CP, GenoHaradan Legacy... they're all non-canon to the Legends timeline. However, I will tell you why I think the Vrook & Zhar robe fix isn't contradictory to the Kotor comics. As we can see in this screenshot from the Kotor comics, you can see Atris as she appears in Kotor 2, we can see Vrook wearing his red robes from Kotor 1 and we can see Kavar and Zez-Kai Ell wearing their K2 cloaked robes. Obsidian developed the K2 cloaked robes to replace the K1 robes for their game, but this comic confirms that both the K2 cloaked robes and the K1 robes existed together in the Legends timeline. This here is a young Master Vrook wearing the blue robes, that is consistent with the Vrook & Zhar fix patch. Here's a screenshot from the TOR history cinematics that show Vrook & Zhar wearing some sort of hybrid between K2 cloaked robes and the colored K1 Robes, these look very similar to JCarters cloaked robes! Above we see Vrook wearing the K2 Cloaked Robes during the Exile's hologram cutscene, this takes place after the Mandalorian Wars and before the Jedi Civil War. So here's what we can assume: young Vrook wore blue robes, Vrook during the Mandalorian Wars wore red robes, Vrook after the Mandalorian Wars wore a cloaked robes, Vrook during the Jedi Civil War wore red robes and Vrook during Kotor 2 wore cloaked robes. With this in mind, it isn't necessarily a contradiction for Vrook to wear blue robes in Kotor 1... though that's just my opinion. As DarthParametric already done you, the K1CP is NOT a restoration mod. Sure, by restoring Sharina to Dantooine we get to explore her content further... but in the vanilla game her absence from Dantooine doesn't break the game in anyway and it's still a satisfactory conclusion for her to just leave Tatooine leaving it up to the players imagination what became of her. And as I said earlier, I'll try to restore cut content to the best of my ability when the time is right... but if I alone cannot restore Sharina Fizark on Dantooine than it won't come (because I might not know how to), no matter how much you ask of me.
  20. View File Brejik's New Repulsor Arm Brejik's New Repulsor Arm A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 24.06.2023 Installation: Please install the K1 Community Patch before this mod! Once you're ready to install this mod simply click on this mod's INSTALL.exe, click install, sit back and watch the TSLPatcher do its magic. Description: One night, I was browsing through the game files of K2 to see what assets could be ported over to K1... then I found the files for Bao-Dur and an idea popped in my head: could I port Bao-Dur's Repulsor Arm for other NPCs? After careful consideration, I decided Brejik was one of the only NPCs in K1 that I could replace without causing a conflict with other mods. As a character, Brejik is always said to be a tough and formidable leader of the Black Vulkar Swoop Gang... though his reputation is always reflected through dialogue of other characters. Since Brejik only has a single encounter in the game, we can only use our imaginations as to how Brejik gained this reputation. But with this mod installed, Brejik will be given Bao-Dur's body model for the Military Suit armor. That means Brejik's entire body will now be physically buff, making his Military Suit larger and more muscular than his vanilla model. These muscular details might be easy to miss, though what's not easy to miss is the elephant in the room... the Repulsor Arm itself! This Repulsor Arm is entirely an aesthetic feature, Brejik will NOT power punch your player and knock out their energy shields... the arm simply acts as a symbolic testament to Brejik's character, between the year 3962 BBY (when Brejik last appeared in the Kotor comics) and 3956 BBY (when Kotor takes place) we can assume he lost his arm at some point during his career as a Swoop Gangster, similar to how Gadon Thek lost his eyes in the vanilla game. If you are someone who believes the Repulsor Arm is something only Bao-Dur has, you are welcome to not install this mod. Known Bugs: This mod shouldn't have bugs, but feel free to report any bugs you might find! 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 to: Bioware: For such an amazing game! Obsidian Entertainment: For Bao-Dur's assets! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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 N-DReW25 Submitted 06/24/2023 Category Mods K1R Compatible No  
  21. Version 1.0.0

    442 downloads

    Brejik's New Repulsor Arm A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 24.06.2023 Installation: Please install the K1 Community Patch before this mod! Once you're ready to install this mod simply click on this mod's INSTALL.exe, click install, sit back and watch the TSLPatcher do its magic. Description: One night, I was browsing through the game files of K2 to see what assets could be ported over to K1... then I found the files for Bao-Dur and an idea popped in my head: could I port Bao-Dur's Repulsor Arm for other NPCs? After careful consideration, I decided Brejik was one of the only NPCs in K1 that I could replace without causing a conflict with other mods. As a character, Brejik is always said to be a tough and formidable leader of the Black Vulkar Swoop Gang... though his reputation is always reflected through dialogue of other characters. Since Brejik only has a single encounter in the game, we can only use our imaginations as to how Brejik gained this reputation. But with this mod installed, Brejik will be given Bao-Dur's body model for the Military Suit armor. That means Brejik's entire body will now be physically buff, making his Military Suit larger and more muscular than his vanilla model. These muscular details might be easy to miss, though what's not easy to miss is the elephant in the room... the Repulsor Arm itself! This Repulsor Arm is entirely an aesthetic feature, Brejik will NOT power punch your player and knock out their energy shields... the arm simply acts as a symbolic testament to Brejik's character, between the year 3962 BBY (when Brejik last appeared in the Kotor comics) and 3956 BBY (when Kotor takes place) we can assume he lost his arm at some point during his career as a Swoop Gangster, similar to how Gadon Thek lost his eyes in the vanilla game. If you are someone who believes the Repulsor Arm is something only Bao-Dur has, you are welcome to not install this mod. Known Bugs: This mod shouldn't have bugs, but feel free to report any bugs you might find! 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 to: Bioware: For such an amazing game! Obsidian Entertainment: For Bao-Dur's assets! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! 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.
  22. Shield breaker? I'm afraid not, this is simply a aesthetic feature. That's the idea behind it! Many NPC Overhaul type mods change Brejik and Gadon by swapping their Armor, but these two characters both appeared in the old Kotor comics wearing their vanilla armor with their Kotor appearances. I feel by giving Brejik a cybernetic arm would work as it'd both make Brejik unique from all the other antagonists in the game and it would be consistent with the Legends timeline... Brejik's last appearance in the comics was 3962 BBY, we can assume he lost his arm between then and 3956 BBY when Kotor takes place. Though if players agree with the idea that the Repulsor Arm is indeed Bao-Dur's own invention, players are more than welcomed to skip over this mod. And there's where a mod-conflict would arise, Kandon Ark is modified in Leilukin's KotOR 1 Twi'lek Male NPC Diversity mod. As I said in the post above, I'm very limited by assets available to me and NPCs that won't conflict with other popular mods... hence why only Brejik has the arm.
  23. Now I know I just leaked the "Heart of Beskar" mod, though that mod is still in active development... the mod I'm about to leak now is almost ready! Here's a bit of backstory on how this mod came to be! So one night I was brain storming ways I can create unique NPCs for future mods for this series, I then dug through TSLs game files to see what assets I could use... then I saw Bao-Dur's files and a lightbulb activated in my head! "YES!" I said out loud... I'm going to port Bao-Dur's Repulsor Arm to K1, but then it hit me, I only have Bao-Dur's clothing, the combat suit, heavy combat suit, military suit and light battle armor models with the Repulsor Arm and since Bao-Dur is a male that means no females with Repulsor Arms. Even if DarthParametrics DarthParametrics Bao-Dur arm modder's resource I'm still very, VERY limited to what NPCs I can give Repulsor Arms to. I have to be consistent with the lore of Kotor and I have to avoid mod conflicts, so I can't pick an NPC like Gerlon Two-Fingers as NPCs refer to him having a paralyzed hand... not a cybernetic hand. I can't give Davik a Repulsor Arm, in the vanilla game I could as he only wears his pink battle suit... though in my own NPC Diversity Pack he wears civillian clothing in his first appearance and in Onderon Fashion he instead wears Onderon robes, I don't have the knowledge to add the Repulsor Arm to those NPC models and this problem would only get worse for other peoples mods who add unique appearances to the game. In the end, I was left with 4 canidates: Deadeye Duncan, J'ane Khan, Gadon and Brejik. Deadeye Duncan: At first, this seemed like a good idea... then I realized all the Taris citizens who mock Duncan for his inflated ego and his clumsy combat skills will now instead be mocking an elderly disabled person who clearly isn't fit to participate in the arena... and Ajuur has set this disabled person for 54 duels, that he lost 54 times, and the other duelist happily kicked his ass every single time. And then I remembered you met Duncan on Manaan in cut content and since he wears commoner clothing, this makes his Repulsor Arm impossible (for me at least). J'ane Khan: He's the GenoHaradan Assassin in the Durasteel Battle Armor who fights alongside Hulas on Tatooine. He's simply a background character who you fight, the problem with J'ane is that if I, or any other modder, decide to change his appearance that would quickly make this mod incompatible with those other mods. Gadon: Gadon already had his eyes blown out in an off-screen swoop crash, it'd be cruel for this mod to also slice his arm off! Brejik: In the end, it turns out Brejik was the PERFECT NPC to give a Repulsor Arm to... and so "Brejik's New Repulsor Arm" was born! When can I download this mod? You can download the mod from the following link once an admin approves it!- https://deadlystream.com/files/file/2322-brejiks-new-repulsor-arm/ Stay tuned!
  24. As I said, that is beyond my personal scope... however, I may know someone who can. The modder @Stormie97 tinkers around with a project called "High Quality Aliens", I'm not sure what the current plan is with his mod as I know he goes through phases of developing ideas and break periods for various reasons, though maybe Stormie might consider taking inspiration from this mod if he ever makes his High Quality Duros mod. Maybe he can make a new Mandalorian model for his Duros, or maybe he can make a unique Mining outfit for the Duros on Tatooine. Ultimately, what Stormie does is up to him though my money is on him making something more complicated than this.