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Posts posted by N-DReW25
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6 hours ago, LDR said:This might have to be described to me like I'm 5 years old, but what are the differences between this, Diverse Galaxy, and Kainzorous Prime's NPC Overhaul mod? They all seem to be doing the same thing, just achieving it in different ways?
As someone on the outside looking in (and as someone who has also made NPC changes in my LKIM 2.0 mod, lol!), I don't understand the different nuances at first glance.
Ah yes! There are quite a few differences between my mod and the original NPC Overhaul mod by Kainzorous Prime, here are some of the differences:
1) Installation: The NPC Overhaul by Kain utilizes .MOD files which makes it totally incompatible with K1R and the K1CP mod. My mod, on the other hand, modifies the NPC's UTC file directly inside their .MOD files (as provided by K1CP as it is a requirement before installing my mod) without the need to hard overwrite .MOD files or .UTC files inside said .MOD files!
2) No unique items: NPC Overhaul notoriously (at least in my opinion) uses 'unique armor' for NPCs. For example, on the mod page it shows the merchant Eli Gand wearing Exar Kun's Battle Armor.
I find things like this lore breaking as Exar Kun's Battle Armor is supposed to be just one item whereas a Combat Suit, for example, is mass produced. It is for this same reason why I dislike Inyri Forge's Enhanced Merchant mod as it does the same thing with unique items (I believe Adum Larp sells up to 4 Naga Sadow Poison Blades on Dantooine for example).
This screenshot is but one example of how Kainzorous has used unique items on NPCs, from memory I believe some Black Vulkars have Baragwin Armor, Redros the Vulkar Swoop Racer has Jurgan Kalta's Power Suit, Davik's Armor was removed to make way for Verpine Zal Alloy Mesh and so on.
3) Loot: This part is actually notorious in TSL's NPC Overhaul but in the K1 NPC Overhaul I do know it's possible to leave Taris with Eriadu Prototype Armor and Verpine Zal Alloy Mesh.
And in K2 it's possible to get some high quality/end game tier gear as guaranteed loot from the Citadel Hangar Assassins, no need to save up to buy from a merchant or rely on random loot drops with TSL NPC Overhaul you'll get half of the overpowered items from the end game at the start!
My mod does not touch loot, at all! The only thing this mod will do is touch up the clothing, armor and appearances of the NPCs you find in the game in a lore-friendly manner.4) Bonuses: The original NPC Overhauls for both games come with bonus content that aren't necessarily related to NPC diversity, the most glaring of these 'bonuses' is obviously the new Imperial Officer uniforms:
Now let's compare Kain's work to mine:
My mod doesn't add anything new, that means players can install their own Officer reskins and the like and my mod won't break it whereas with Kain's mod it kind of forces you to play with his new Imperial uniforms unless you know how to personally remove the associated files.
As I'm sure we can see from my screenshots and the original NPC Overhaul mod found here I've definitely taken my own unique take on all of the NPC appearances to offer a different experience than the one offered in Kain's NPC Overhaul mod.
Plus, this mod isn't necessarily meant to be stand alone... in the spoiler in the very first post of this thread I've made a list of other mods which will be made after this mod, this ranges from a Twi'lek specific NPC Overhaul, a mod which adds more fat commoners to the game, a mod which adds Onderon style commoners to the game and so on.
6 hours ago, LDR said:(and as someone who has also made NPC changes in my LKIM 2.0 mod, lol!)
With your experience with NPCs in mind, did you ever encounter the 1st bug I mentioned in the 2nd post? And if so how did you manage to fix it?
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With the Fashion of the Old Republic and Lite of my Life mods about 95% done, I am ready to announce that I've made up my mind on how exactly I plan to release these mods!
My plan is to have Diverse Galaxy, Fashion of the Old Republic and Lite of my Life be part of the same mod, however, the TSLPatcher will allow player's to install them separately.My reason for doing this is that the other NPC Overhaul type mods I plan to make (the ones listed above that won't be part of this main mod) will require all 3 mods installed for the best results. Considering the already released TSL NPC Overhaul needs to be installed 60 times over for the full mod to be installed, I personally don't think my mod with it's 3 installers is that bad especially considering you can install just 1 of these mods and still have a good time.
This mod will be added to the already released Diverse Galaxy mod once I iron out a few bugs, but in the mean time I'd wish to share with the community some screenshots of what exactly you'll be receiving in this update. Keep in mind that all of these screenshots have K1CP, Diverse Galaxy, Fashion of the Old Republic and Lite of my Life installed!
Taris:
Spoiler1) The Officer in the Taris Sith Raid now has the appearance of an old man to better match his voice whilst his victim, Ixgil, is now a Bith.
2) Kadir the Janitor is now 20 years older and has a new appearance to better match his description as a borderline senile old janitor.
3) The Tatooine commoner head variants can now be seen across the galaxy.
4) Zelka and Gurney both wear white clothing to better match their descriptio as doctors.
5) The NPCs of the debt collector encounter all have brand new appearances.
6) Kebla Yurt is now wearing Battle Armor, she does own the Star Wars equivalent of a gun shop after all.
7) In the vanilla game, the Cantina NPCs mostly wore either white clothing for women or red clothing for men. Now every NPC wears their own unique clothing.
8), Low quality Lite NPCs once populated the entire Cantina, now these Lite NPCs have been replaced with generic commoner heads with their own unique clothing.
9) The Taris Duelist once all wore generic Combat Suits, now the duelists will all wear their own unique armor.
10) Gorton Colu, the street preaching Fascist who calls for the persecution of aliens, will now wear armor to reinforce the idea that Gorton is a wannabe strong man dictator.
11) Largo, the paranoid man who owes money to Davik, has barricaded himself inside his apartment with a combat suit for added protection.
12) The Exchange thug in the Lower City now wears superior protection than just a messily combat suit.
13) The Bek Base Lookout now wears superior protection than just a measily combat suit, the Echani Suit was chosen in particular due to the Lower City's status as an alien hub. Her appearance has also been swapped to make her appear older as she flex's her veteran gangster status to the player in her dialogue.
14) The Undercity mercs, including Canderous, now wear proper armor for their deadly salvaging mission.
Dantooine:
Spoiler1) Important Jedi NPCs, not including the Jedi Council and Nemo, have been given new Jedi Robes.
2) Generic Jedi NPCs have been given the unused Jedi NPC appearances with some donning the unused Jedi clothing variants.
3) Jon, a man out for revenge, is wearing a Combat Suit in-case he chooses to take matters into his own hands.
4) Rillka and Gar now have different clothing.
5) Elise is now a middle aged woman with new clothing.
Tatooine:
Spoiler1) As with the other Dark Jedi encounters, the female Dark Jedi has been added for diversity and the trio are now led by a unique colored Dark Jedi.
2) The higher ranking Czerka employees will now use the Czerka Commander appearance.
Manaan:Spoiler1) Where possible, many of the Republic Soldiers have been given generic commoner heads which are unique from the helmeted heads. In this particular shot, one of the Republic Soldiers had the appearance of an officer in the vanilla game which has since been fixed.
2) The Republic and Sith Lawyer NPCs now have unique generic heads instead of the capped officer heads. The Selkath judges here also no longer share the same identical appearance.
3) The Echani mercs now wear Echani armor. Since this mod uses vanilla assets these mercs currently use the generic human heads, this may be changed in a future mod.
4) The other mercs now have appropriate armor.
5) Duan now has a generic head instead of the capped officer's head.
Korriban:
Spoiler1) Many of the background NPCs in Dreshdae, including the Lite NPCs, have diverse clothing and generic heads.
2) Whilst there has been an attempt to diversify the Sith Students in Dreshdae, the Sith Academy has been left untouched as I might cover those areas in more complex mods.
Star Forge:
Spoiler1) In the vanilla game, 5 out of the 9 Jedi you meet on the Star Forge all use the player's Mullet Man head. With this mod installed you'll only see Mullet Man once, in addition, all the Jedi aboard the Star Forge will now have Jedi robe variants alongside the previously unused Jedi Council Member appearance.
2) The ladies no longer outnumber the Star Forge's Dark Jedi population, male Dark Jedi have been sprinkled throughout the Star Forge to allow for more diversity amongst your enemies.
As we can see from my screenshots, the mod is in a decent shape... so why haven't I released them yet?
I haven't released them due to two seemingly minor yet very annoying bugs, the 1st bug can be found in this screenshot down below:
If you reading this are at all familiar with how the Kotor clothing mechanics work you might first think that al of these generic NPCs are wearing the Clothes item aka "g_a_clothes01" because those beige colored clothes are from the "N_CommM/F01" texture in the game files.
The problem I've encountered here is that NONE of the NPCs in this screenshot are wearing "g_a_clothes01"... they're all wearing a random assortment of clothes from "g_a_clothes02" to ""g_a_clothes09". That means if an NPC is wearing "g_a_clothes03" that should mean that the clothing they're wearing should use the "N_CommM/F03" texture.
This same method of applying clothing to NPCs at random is applied to other areas of the mod as well, such as this screenshot here:
As we can see in this screenshot, one of the NPCs does use the "N_CommM/F01" texture but that's only because he IS indeed wearing the "g_a_clothes01" Clothing item. The other NPCs are wearing a random assortment of clothes and, as intended, they're in-game clothing are different.
This bug where the NPC's clothing doesn't show as intended appears to only happen to Lite NPCs (they're Lite NPCs in the vanilla game) in tar_m02ad (Largo's apartment), danm14aa (Enclave exterior) and manm26ab (Manaan Swoop track) and manm26ac (Area where you pay the Manaan docking fee).
It should be noted that this bug is not present in Kainzorous Prime's NPC Overhaul mod.
The 2nd bug is even more illusive to me, and it involves the TSLPatcher!
The TSLPatcher seems to work for 99% of the 100+ NPCs this mod modifies, but for some reason it seems to think that one NPC in particular doesn't have "instructions" so it's skipped. Checking over the TSLPatcher log it appears as if the TSLPatcher has INDEED patched the NPC in question and going in-game seems to show that the NPC has been properly installed... so why am I getting an error?
Here is an excerpt of the TSLPatcher log with the relevant details, the directory of where I keep the mod itself has been cut down for my own ease of mind though everything else is untouched.Quote• GFF FILE: kor33_mekfight2.utc and kor33_mekfight2.utc.
• GFF FILE: kor33_mekfight2.utc and kor33_mekfight2.utc.
• GFF Check: 1_kor33_mekfight2.utc.
• GFF Check: 2_C:\Program Files (x86)\Steam\steamapps\common\swkotor\modules\korr_m33ab.mod.
• GFF Check: 3.
• GFF Check: 4_C:\Users\Desktop\Diversity K1\tslpatchdata\Fashion\_erfpath_temp.
• GFF Check: 5_kor33_mekfight2.utc kor33_mekfight2.utc..
• GFF Check: 6.
• GFF Check: SPECIAL_ ResType is .utc and utc.
• GFF Check: Special_kor33_mekfight2..utc Overwrite: 0.
• GFF Check: 7_Extracting file from ERF..
• File "kor33_mekfight2.utc" already exists in archive "korr_m33ab.mod", modifying existing file...
• GFF Check: 10_C:\Users\Desktop\Diversity K1\tslpatchdata\Fashion\erfpatch_temp\kor33_mekfight2.utc.
• GFF File result: True.
• GFF File kor33_mekfight2.utc does exists: C:\Users\Desktop\Diversity K1\tslpatchdata\Fashion\erfpatch_temp\.
• Modifying GFF file kor33_mekfight2.utc...
• Finished updating GFF file "kor33_mekfight2.utc" in "modules\korr_m33ab.mod"...
• GFF Check: 0_Preparing to load ERF.
• GFF Check: 0_ERF is Loaded.
• GFF Check: 0_Added file.
• GFF Check: 0_Saved ERF.
• Saving modified file "kor33_mekfight2.utc" in archive "korr_m33ab.mod".
• Error: No instruction section found for file kor33_mekfight2.utc, skipping...
It should also be noted that there aren't any hard overwrites being done either, the TSLPatcher is simply going into the UTC file inside the .MOD file and switching out the clothing the NPC is wearing.
If anyone would like the full TSLPatcher log or even the full mod to test out the TSLPatcher to find a solution on how to fix it, I'll be happy to send it through.
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It's been a long time since I've made a WIP thread here on Deadlystream, usually I just make a mod in private and (if it is finished) I release it. This WIP thread isn't about a single mod, however.
The release of my latest mod, Diverse Galaxy, marks the beginning of my NPC Overhaul series. The NPC Overhaul series shall be multiple mods which 'Overhaul' many of the NPCs within Kotor 1 (with the possibility of K2 versions of these mods being made at a later date).
Kotor has a reputation of having a sort of 'clone' effect where you'll see the same set of generic heads in close proximity to each other in-game. the Diverse Galaxy mod will swap the appearances of over 150 NPCs to ensure that you'll encounter more variety in the game, this mod only changes the NPC's heads and will not affect the Lite NPCs. As the K1 Community Patch is REQUIRED for this mod to work the Lite NPC's will be upgraded by the K1CP mod anyway.
As this is a series, more mods are planned to be made which do similar things for the game's NPCs, however, I am at a lost as to how the first few mods should be made. I wanted to release these mods separately so that users can install what they want, but I also have the option of simply adding these first few mods directly into the Diverse Galaxy mod as part of updates. The mod ideas are as follows:
* Diverse Galaxy: Will diversify the heads and appearances of Kotor's NPCs. RELEASED!* Fashion of the Old Republic: Will diversify the clothing of Kotor's NPCs and will apply lore-friendly armor when applicable (This armor does not drop) RELEASED!
* Lite of my Life: Will convert the generic NPCs who use the Lite appearances into standard generic NPCs, will use the heads, appearances and clothing style as DG and FotOR meaning this mod would be installed 3rd alongside them both. RELEASED!
These mods will all use vanilla assets and won't really 'add' anything to the game other than swapping out appearances/clothing in the .MOD files, this would make it easy for me to add these 3 mods into one mod. I'm thinking of having 3 separate TSLPatcher installations with one being Diverse Galaxy, the other being Fashion of the Old Republic and 3rd being Lite of my Life.
Feel free to leave your opinions and suggestions!
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NPC Diversity Pack [Beta/K1]
NPC Diversity Pack [K1]
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
0.10.0 Beta Release Date: 02.01.2025
Installation:
Please install the K1 Community Patch FIRST before this mod!If you plan on using it, install the Unofficial K1CP Tweak Pack mod SECOND (This mod is optional and is NOT required for this mod to work)!
Once you click on the HoloPatcher.exe, you'll be given a few install options.
1) Main mod: Installs the main component of the mod, it edits over 600 NPCs with changes to their appearances, weapons, soundsets, and more!
2) Player Head Commoners: This install will add new commoner NPC variants who use the player heads. This option will greatly diversify the Kotor galaxy as it'll greatly reduce the generic commoner head count and with so many new player head commoners it's unlikely you'd see two of the same NPC variant in the same playthrough. If a player head commoner uses the player's head, it will be swapped for another head (So if you're playing Mullet Man then the Mullet Man commoner who appears in-game will use a different head). You WILL have to install this option AFTER the main mod.
IT IS ADVISED THAT YOU INSTALL PLAYER HEAD COMMONERS SECOND (AFTER THE MAIN MOD BUT BEFORE THE OTHER OPTIONS)
3) Fat Commoners: This install will add generic commoner NPCs who use the fat commoner body model. In vanilla, only two fat commoner variants exist and they both use player heads, the female variant is cut whilst the male variant is only used once or twice. This install adds fat commoner variants which all use the generic NPC heads and places them randomly throughout the game ensuring that fat NPCs will be found in normal gameplay. This install uses DarthParametric's Fat Commoner Body Models Modder's Resource to improve the UVs of the models, allowing for compatibility with clothing variant textures and modded clothing variant textures like Dark Hope's NPC Clothing mods and my K1 Clothing Pack mod.
4) Onderon Commoners: This install will add generic commoner NPCs who use the Onderon commoner body model. In K2, Onderonian commoner NPCs wear unique robe-like clothing which differentiates them from the default commoner NPCs. This install adds Onderonian commoner variants which all use the generic NPC heads and places them randomly throughout the game ensuring that Onderonian commoner NPCs will be found in normal gameplay. Though just because this install is called "Onderonian Commoner" it doesn't mean these NPCs are Onderonian, depending on the texture these new Onderonian commoner variants will replace rich noble and poor downtrodden NPCs alike. The Onderonian commoner textures used in this install come from Effixian's Zeison Sha/Jal Shey to Onderon Clothing mod.
Description:
As with many modders, I have a vision for a comprehensive NPC Overhaul. This mod is currently in a BETA stage, whilst I don't expect bugs, I do expect player criticism/feedback alongside reports of possible mod conflicts with certain mods... updates will be released to fix any possible bugs, add popular player suggestions, possible hotfixes for incompatible mods and new content as they become possible.What does this mod do?
This mod is comprised of several smaller mods that have been merged into one big mod, resulting in an immersive NPC Overhaul which is compatible with the K1 Community Patch.
This mod swaps the heads of hundreds of NPCs to prevent the 'clone' effect, it replaces the low poly Lite NPCs with actual NPC appearances, it diversifies the clothing, armor and weapons worn by NPCs without touching any of the NPC Loot drops, it modifies the .GIT files in some areas to remove duplicated NPCs, it swaps the soundsets of over 200 NPCs so that the enemies you fight have a truly random "death grunt" sound as they die and MORE! With this mod, over 600 NPCs will be affected (including NPCs which are commonly affected by other mods).
It is HIGHLY advised to install this mod (AFTER the K1CP mod) BEFORE you install any new appearance mods. For example, Galaxy of Faces is a mod which adds new appearances. Installing the NPC-DP BEFORE that mod will allow you to have GoF appearances alongside the NPC-DP's NPC Overhaul as intended.
Known Bugs:
This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream.
Incompatibilities:
Please report any incompatibilities!Player head commoners are affected by player head reskins, if you install weird player head reskins (The Mullet Man to DC Universe Joker for example) then the player head commoner with Mullet Man's head will use that skin.
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.Any assets that I've used that are not mine that come from mods like Modder's Resources and mods where the author has declared free use in their readmes can be used in your own mod.
Thanks to:
ebmar: For his attempt at fixing a problem with the TSLPatcher pre-0.4.1!
Effix: For creating the Effixian's Zeison Sha/Jal Shey to Onderon Clothing mod!
JCarter426/DarthParametric: For pointing out major flaws with the old TSLPatcher setups!
DarthParametric: For creating the Fat Commoner Body Models - Modder's Resource mod!
SpaceAlex: For fixing the old clothing bug in his K1 Enhancement Project for which his fix was carried over to this mod!
Cortisol/th3w1zard1: For the HoloPatcher!
Fred Tetra: For Kotor Tool!
Bioware: For such an amazing game!
Obsidian Entertainment: For creating the sequel!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
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Submitted02/03/2023
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I would like to contribute an audio piece I have on hand, it is the attempt of a Discord user named "LordYoda14715" to try and digitally remove the music from the original Bao-Dur sacrifice audio. This was released in the discussion's channel of the public Kotor Discord... hence is how I have it in my possession.
This was his associated comment, I don't think permission would be an issue here.
SpoilerHey everyone! So, I was messing around with an impressive online vocal remover/isolator AI called X-Minus Pro when I got the idea to try it out on the KOTOR 2 VO demo that had Bao-Dur's "make my sacrifice matter" line in it. I think it turned out pretty good. I thought I'd post the result here in case anyone might have a use for it
Now, onto your audio... I have heard a lot of Kotor AI audio and a lot of it SUCKS, truth be told I was expecting the worst when I saw this post but after hearing the provided audio I must say these are good! Though do keep in mind the average AI audio I've listened to is riddled with static or they break down the longer the audio is, these ones seem stable and sound as clear as day!
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On 1/26/2023 at 5:54 PM, Salk said:Hello again!
One more question: what head texture would the Sith Governor in Taris use in the original game? And do you know what other NPCs use that same texture?
The Sith Governor uses the 2nd Sith Apprentice head texture.
From memory, the other NPCs who use the 2nd head in the vanilla game are: the Endar Spire Dark Jedi, the Sith Governor, a Sith Master on the Leviathan, Malak's Sith Aide on the Star Forge, some of Darth Bandon's goons and the Lehon Sith Master.
QuoteThanks!
(e) A detail about changing the appearance of the Dark Jedi in the Manaan Hangar. Shouldn't you also change the soundset value from 41 to 61 and perhaps other values in the .utc file?
I might just do that, I chose that Dark Jedi because in vanilla he was a Twi'lek Sith Officer for some reason which I suspect K1CP fixed so I thought it'd fit in there.
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17 hours ago, Salk said:I will try this later too. What I was trying to say was that in my game I already had an upscaled N_SithAppren01_H texture and from what I understand, you were telling us that it is never used in the game and that your modification restores it for a few NPCs. Correct?
Correct. Chances are if you're using an AI Upscale texture pack the mod author just grabbed all of the vanilla head textures and upscaled them without much thought as to what they actually upscaled.
My mod will restore the 1st SIth Apprentice Head and adds it to a select few NPCs in the game meaning you will see both the 1st and 2nd Sith Apprentice heads.
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12 hours ago, Salk said:1) Dirty Commoner Head Variant Male. From the screenshot it looks good, but I wonder what kind of texture file it uses because your modification doesn't seem to include one for it. Is it an original game's texture?
Yes, it is an original vanilla texture which is left unused. The way it appears in this mod is that the head model makes reference to the unused texture in the MDL file, the only reason a texture would appear in the mod is either due to a fix or because the texture isn't part of the PC game.
12 hours ago, Salk said:2) Dirty Commoner Head Variant Female. This one instead has its own texture in your modification, it seems (N_Comm_f_m2), but when I opened it, it confirmed the weirdness I think I noticed looking at the screenshot. The face is way too pale and clean compared to the rest of the texture.
Did you read the part in the readme where it says her texture was ported from the Nintendo Switch version of Kotor? It isn't included in either the PC or XBOX versions of Kotor, I suspect (baseless theory incoming) that maybe LucasArts has some sort of archive of Kotor, it's engine and assets which were used in the development of the Mobile, Xbox One and Switch ports of Kotor.
In the Nintendo Switch version, the Female Dirty Commoner Head Variant replaces the Blonde White Commoner head (Ice's vanilla head etc.) resulting in this:
The Nintendo Switch's textures were, from my observation, probably upscaled from the original XBOX textures meaning 256x256 textures went up to 1K in resolution. Aspyr might've mixed up the Blonde White Commoner head with this unused dirty head from their resources and added it to the game, this is all just a theory. All that matters is that this mod makes it avaliable for PC players.
Here is the original Switch texture, the dirt on her face might be more noticeable with this texture.
12 hours ago, Salk said:3) Sith Apprentice 1 Head. I would like to ask more about this one. The game has two head textures for sith apprentices, N_SithAppren01_H and N_SithAppren02_H. You are replacing the first with your own version.
Nope, the 1st Sith Apprentice head is totally unused whilst the 2nd version is the one we see in the vanilla game.
12 hours ago, Salk said:From what I understand, you are telling us that the original game doesn't make any use of N_SithAppren01_H and that you wanted to use that one (modifying the texture to remove the scar that is present in the other Sith Apprentice texture) for a few NPCs?
If I didn't remove the scar then the area of the head where the scar would appear would appear visually bugged, try removing N_SithAppren01_H from your Override folder and you'll see what I mean in-game.
There weren't very many appearances of the Sith Apprentice NPC model so I was left with very few places to restore the 1st Sith Apprentice head variant.
12 hours ago, Salk said:I did notice the sides of the ears look bad but I didn't notice this little bit on the side of the head, I would have to check on the side of the vanilla PFHA02 head and see if this bug exists on that one. If it doesn't then I'll need to investigate the unused head texture and see if I need to change somethings though if the bug DOES appear on the actual player head then I might need to report this to the K1 Community Patch github.
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Unused Head Restoration Pack
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.1.0 Release Date: 18.06.2023
Installation:Please install the K1 Community Patch FIRST before this mod!
Simply click on the TSLPatcher.exe and you'll be given 4 installation options. Each option will install 1 head (a single option may come with 2 heads depending on which one you pick) so pick which head you'd like, if you want all the heads you'll have to install the mod 4 times.
Click the option you'd like to be directed to that options installation menu, click install and sit back and watch the TSLPatcher do its magic.
Repeat the process for any other heads you'd like to install!
Description:
Kotor 2 has a few popular heads which were cut from the final game, they include: Saedhe's unique head, Hussef's unique head and the "Jedi Master 4" head which was used for Kaevee.Whilst these heads were restored in TSLRCM, no such restoration of unused heads exists for K1... until now!
This mod will present up to 5 restored faces which you will see across the Kotor galaxy, they include:
1) "Sith Apprentice 1 Head": In-game, the armored Sith Apprentice's use the 2nd Sith Apprentice Head variant whilst the 1st head variant is neglected.
As only a texture exists for this head, I had to modify this head's texture to hide the mapping for the scar which is present for the 2nd Sith Apprentice Head
but not this one. This new Sith Apprentice head is used by the Taris Sith Govenor, the Dark Jedi in the Manaan Hangar, the Dark Jedi Master trio in the Leviathan Command Deck
and the Lehon Sith Master.
2) "Dirty Commoner Head Variant Male": This head is a variant of the classic Batu-Rem generic head with a dirty, scratched up reskin.
This head will be used by the Infected Outcasts who you can cure in the Undercity.
3) "Dirty Commoner Head Variant Female": This head is a variant of the generic head used by Sarna with a dirty, scratched up reskin to match the male variant.
This skin is special as it was never included in either the PC or the XBOX versions of Kotor, so how did I get my hands on this texture?
When Aspyr released Kotor for the Nintendo Switch, they accidentally replaced the generic blonde white female head with this dirty head variant instead, resulting in
characters like Ice using this head texture instead of their usual blonde head. To restore this head for it's intended purpose (as a dirty head variant), I had the texture ripped
from the Switch and ported to PC.From my observation, the Nintendo Switch version of Kotor uses an upscaled version of the XBOX textures upgrading their textures from 256x256 (the standard XBOX quality)
to 1024x1024 resolution (This is why the graphics on the Nintendo Switch look so strange).
The skin included in this mod has been downsized to 256x256 to match the texture quality of the male head variant which WAS included in the PC game files.This head will be used by the Infected Outcasts who you can
cure in the Undercity.
4) "Asian Commoner Head Variant Male": This head is listed in the game files amongst the other generic commoner heads, it can be assumed this head was scrapped and it's model became the basis
of the PHMA01 player head. As of right now, this head will be used by Tanis Venn!Why Tanis? Well, his unique appearance isn't really that 'unique'. His vanilla appearance uses the generic Tatooine Asian male head with a smuggler's jacket, by giving Tanis this previously unused
head it makes Tanis' appearance a proper 'unique' appearance.
5) "Asian Commoner Head Variant Female": This head is listed in the game files amongst the other generic commoner heads, it can be assumed this head was scrapped and it's model became the basis
of the PHFA02 player head. As of right now, this head will be used by the Czerka Protocol Officer!Why the Czerka Protocol Officer? Well, her unique appearance isn't really that 'unique'. Her vanilla appearance uses the generic Tatooine Asian female head with the Czerka clothing texture
locked in by default, by giving the Czerka Protocol Officer this previously unused head it makes her appearance a proper 'unique' appearance.Please refer to the screenshots on this mod's Deadlystream download page for a visual reference.
Known Bugs:
This mod shouldn't have bugs but if there is Just PM me on Deadlystream.The Sith Apprentice head might have a minor graphical error on it's right cheek, with the original texture this minor graphical error appears much worse and my modifications to the texture
was done to make this error less noticable. You can't really notice any graphical error unless you really keep your eyes peeled for it so you probably won't even notice it.
Incompatibilities:
Please report any incompatibilities!Will be incompatible with any mod which adds "N_SithAppren01_H.tga" or "N_SithAppren01_H.tpc".
If you installed a mod which has "N_SithAppren01_H.tga", even if it's an AI Upscale, it will most likely restore the previously fixed graphical error on the Sith Apprentice's cheek.
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Thanks to:
SpaceAlex: For modifying the "N_SithAppren01_H" texture in his K1 Enhancement Pack mod, this mod was a basis for my own fixed texture!
Jacqylfrost: For porting the infamous female dirty commoner head texture from the Nintendo Switch, without his work this component wouldn't have been possible!
Bioware: For such an amazing game!
Aspyr: For including the female dirty commoner head texture on the Nintendo Switch!
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.
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Submitter
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Submitted01/23/2023
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Category
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K1R CompatibleNo
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13 hours ago, Revanbeta50 said:Didn't u watch the video
Why is the video taken during the Carth cutscene?
You could've just pressed Caps Lock on your keyboard to enter the first person camera mode which is ideal for screenshots, the screenshot below was taken like this and required no mods to do, it's a vanilla feature.Even if you were going to record the bug from your Phone, having the workbench shown using the first person mode would put the bug right in the forefront. Your video, on the other hand, has it in the background which doesn't really help us, and as SH has already said, if you post a video with no text as context no one can really help you!
11 hours ago, Revanbeta50 said:Alright sorry holocrcon I understand btw thx for telling me to read the rules
QuoteNo I don't think it is cus that's exactly why this site exists
That quote of yours is not from this thread, it's from your other thread... that isn't really relevant in this thread.
QuoteOk got it and about the mod it's not a tsl patch it's a manual download it says put it in override
When someone on this site tells you to do something... you do it exactly how they tell you to do something.
You were told to "List the mods you have installed", you instead tell us that the mod you're using is a manual install... why don't you tell us the mod you're using, we're modders... all you need to give us is a full name of the mod and we'll know exactly what mod you're talking about and how it is installed.
And, if you list all the mods you have installed we might be able to say "Oh, this mod here conflicts with this other mod!" and tell you what files you need to delete... but until we, the modders, know what mods you have installed we can't possibly know what caused your problem or how to fix it.
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I've personally gone into the NPC Overhaul mod and fetched the files required to get the Imperial Officer appearances without the entire NPC Overhaul mod.
Due to permission complication, I know the Imperial Officer uniform can't be uploaded as a standalone mod but I'm unsure if I could attach it to a public post here so I sent it to @Revanbeta50 via PM.-
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2 hours ago, Thor110 said:Then follow my instructions and you will be good to go.
I think I know what he wants, but he's left out crucial details.
The "Imperial Officers" he's referring to is the new body model shown in the screenshot, they're included in the NPC Overhaul mod:
I suspect, based on his previous threads, that he wants to use both the K1 NPC Overhaul + K1 Community Patch but they're incompatible so he just wants to rip the Imperial Officer models/textures from the NPC Overhaul for independent use.
This could be as easy as snatching the models/textures from the NPC Overhaul, all he'd need to know are the file names but if there's some additional setup like 2DA edits then I don't think we can do that without the mod author's permission.
If 2DA edits are involved, it would still be possible to "get" the Imperial Officers and make them a separate mod but again we can't do that publicly without permission which means someone would have to leave instructions on how this user can do it themselves.
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Quarterstaff Replacement Pack for K1
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0.0 Release Date: 04.01.2023
Installation:
Copy & Paste the files inside the "For Override" folder and place them into the "Override" folder inside your "swkotor" directory.
Description:
Since the 2010s, there have been many attempts at creating high quality models and textures for the weapons found in the Kotor games, however, there are several types of weapons which don't have any HD mods in 2023: Gamorrean Battleaxes, Stun Batons and Quarterstaffs.But some of you might recall DeadMan's Quarterstaff Replacement Pack from 2012 which replaced the Quarterstaff models with high quality models and textures... this mod was made for Kotor 2 though and was never ported for K1 players to enjoy... until now!
10 years after the release of the original, the Quarterstaff Replacement Pack has now been ported to K1 replacing the Quarterstaff and the Massassi Battle Staff.
Quarterstaffs can either be bought from merchants or wielded by NPCs as weapons (such as the Black Vulkars and Outcast NPCs on Taris)
Known Bugs:
This mod shouldn't have bugs but if there is Just PM me on Deadlystream.It should be noted that the Massassi Battle Staff sometimes doesn't extend if equipped when the player is doing the "battle pose" animation. The weapon will be able to extend once this animation stops.
Incompatibilities:
Report any unknown incompatibilities to me on Deadlystream.com
Permissions:
You are free to use this models as you like as long as you give proper credit to DeadMan.
Under NO CIRCUMSTANCES CAN ASSETS OF THIS MOD TO BE UPLOADED TO STEAM WORKSHOP.Special Thanks to:
DeadMan: For the original mod!
SithSpecter, RevanDark and AshuraDX: Assets used in the original mod by DeadMan!
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.
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Submitter
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Submitted01/03/2023
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Category
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K1R CompatibleYes
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1
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3 hours ago, Revanbeta50 said:How is this screenshot relevant?
Maybe you press "it was no problem" and then the dialogue breaks... but I can only guess because you haven't specified the problem in specific detail.
3 hours ago, Revanbeta50 said:The Main mods i ues is community patch and slm kotor 1 light Saber mod
And that new dialog mod
And what is this "new dialog mod" mentioned? Most modders can identify the words "Community Patch" and "SLM" but "new dialog mod" is extremely vague... links to the all the mods you're using would be helpful.
3 hours ago, Revanbeta50 said:These screenshots don't help us modders determine what sort of problem you have on your hands.
You're better off answering this questionnaire as, by answering it, you'll give us modders the info we need to determine what could've caused this problem.
Spoiler1) During the game, when did the problem begin to occur?
2) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version?
3) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.)
4) Can you be more specific about the error? At what point did it happen?
5) Have you tried using a different save game?You appear to be using the PC version of Kotor instead of using the Android version without the TSLPatcher, I hope you're using the TSLPatcher to install these mods on PC.
Also, the best we can do as modders is determine what mod conflict you have and recommend you reinstall Kotor without installing the conflicting mod.
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Miro42's Naga Sadow PC Head
The old Naga Sadow PC Head mod should be iconic to some of us as being the head of Lord Scourge in Smash City Studios' Kotor trilogy fan films. Unlike most of Miro42's mods, the Naga Sadow PC Head mod is not hosted on Deadlystream.com and was instead found hosted on his seemingly abandoned personal website.
In the event that his website's domain expires, the Naga Sadow PC head mod would be lost to history... since Miro has authorized free use for his mod in his OG description I've decided to upload the Naga Sadow PC Head mod here on Deadlystream for Archival purposes.
The original author of this mod is @miro42 and I took no part in the creation of this mod.
Miro42's original readme.
Quote===============================================================
Knights of the Old Republic The Sith Lords - Naga Sadow PC Head
===============================================================author: miro42
email: ashortfilminc@hotmail.com
website: miro42.deviantart.com
name: Naga Sadow PC
credits (thanks): All those at Holowan labs, especially settoken for discovering the ability to add geometery to head models. Myself, for being so awesome and of course, thanks go to Bioware, Obsidian, and LucasArts for bringing KOTOR to life.filename: Naga Sadow PC.zip
file size: 1.99MB (3.13MB unzipped)
date released: 7 June 2010description: It's a new PC head that replaces PMHB10 (the bald bearded dude) with my rendetion of Naga Sadow, Dark Lord of the Sith.
installation: Extract contents of the zip file. Place the .mdl, .mdx, and .tga files into override (x:Program\Files\LucasArts\SWKOTOR2 by default). Start KOTOR! How easy is that?!
uninstallation (is that a word?): delete the .mdl, .mdx, and .tga files from the override.
notes: This is my first TSL mod as well as my first from scratch texture, so yay!
permissions: You may use this for whatever you want. However, a heads up would be nice as well as a link to your project.
THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
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Submitter
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Submitted12/16/2022
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Category
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TSLRCM CompatibleYes
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Sith Commandos [K1]
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0.0 Release Date: 11.12.2022
Installation:
1) This mod requires .MOD files in order to work, these can be acquired by installing the K1 Community Patch.2) Install the K1CP first: https://deadlystream.com/files/file/1258-kotor-1-community-patch/
3)Once you have that mod installed, simply click on this mod's INSTALL.exe, click install, sit back and watch the TSLPatcher do its magic.
Recommended, but not required, mods to install are:Commandos of the Old Republic, adds Commandos for the Republic!- https://deadlystream.com/files/file/2033-commandos-of-the-old-republic/
Effixian's Sith Commando Reskins, gives the Sith Commandos a higher quality skin - https://deadlystream.com/files/file/1998-effixians-sith-commando-reskins/
Description:
Whilst many Star Wars fans may know of the many Trooper variants which exist in the Star Wars Canon and Legends universe, the Legends video game Star Wars Knights of the Old Republic doesn't offer many notable Trooper variants presenting only gold and red Sith Troopers as enemies who exist solely to be an obstacle in the way of the player and don't really offer anything valuable lore wise.KoTOR's sequel, The Sith Lords, tries to somewhat fix this issue with the Sith Army by adding "Sith Commandos", Sith Commandos are an odd appearance in Kotor 2 as they appear towards the end game but aren't really introduced to the player in any way which is impactful (like seeing gold Sith Troopers butcher Republic Soldiers or having a red Sith Soldier confront you up close and personal in the Undercity). Sith Commandos are so mundane in TSL it wouldn't come as a surprise if some of us never noticed them, however, Sith Commandos are unique from Bioware's Sith Soldiers in that they possess a unique model and texture.
This mod will port the Sith Commandos from Kotor 2 and add them into Kotor 1, placing them strategically amongst the Sith you encounter across the galaxy.
Do be warned, for better or worse, this mod will only change the name and appearance of Sith Soldiers thus converting them into Sith Commandos. Their stats and equipment will remain the same, this means they won't kill you easily with overpowered stats and won't drop odd loot, however, they won't be any stronger than Sith Soldiers despite being 'Commandos'.
Known Bugs:
This mod shouldn't have bugs but if there is Just PM me on Deadlystream.It should be noted that the vanilla Sith Commando model has a hole underneath one of the armpits, if this is fixed in the K2 Community Patch I will seek permission to include the fixed model in my mod.
Incompatibilities:
Report any unknown incompatibilities to me on Deadlystream.com
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Special Thanks to:
Bioware: For such an amazing game!
Obsidian: For the original Sith Commando model and texture!
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.
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Submitter
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Submitted12/11/2022
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Category
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K1R CompatibleNo
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I'll admit that mod does require an update, though several other large mods occupies much of the little time I have for modding I'm afraid. I'll see about hiding that mod from the public view for the time being until a proper fix can be developed.
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5 hours ago, Marius Fett said:Does it not appear in TSL anyway? I don’t recall seeing one, but I’m fairly sure the files for it are all there, even if they’re not used.
I'm fairly confident they're in the files just not used.
15 hours ago, Marius Fett said:More to come. Just thought I'd post a little update incase anyone cares!
I've done these in my old K1 Gameplay Improvement mod. I took that mod down as I planned to release my K1GI features as they're standalone mods, and for anyone interested in my standalone mods they're coming along well!
I've been meaning to make a TSL to K1 alien mod as part of this project of mine though I've had the issue where either the model would "half T-pose" or, in the case of Devaronians, the mouths wouldn't fully close (it was ignorable but it was still a problem).Other than that, my alien mod managed to implement the alien soundsets so when you release this mod it would really speed things up on my end!
Incase you're interested, I have two ideas for model mods you could make:
SpoilerFemale Sith Commandos and Female Mandalorians!
Sith Commandos are a variant of Sith Soldier found towards the end of Kotor 2, they look like this:
Modded texture by Effix
I'm also planning on releasing a Sith Commando mod for K1 so assuming you eventually make the Female Sith Commandos mod I could make a compatibility patch for the Female Sith Soldier mod.
A Female Mandalorian mod already does exist, but it was made by Inyri Forge back in the day and wasn't released as a Modder's Resource.
My Female Sith Commando request is really just to cover my own hide with my own mods, but I know many people have desired to use Inyri's Female Mandalorians only to back down once they realize they can't get permission as they aren't active nowadays. If you make your own version of Female Mandalorians and release it as a Modder's Resource some of us would be able to bypass Inyri Forge all together.
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1 hour ago, modder 9 said:I could not manage to defeat the cool looking sith guys at the end without cheating
You weren't supposed to, that fight is very similar to the Revan VS Malak fight on the Leviathan.
Mild spoiler for the Demo:
SpoilerAfter they were at half health a cutscene was supposed to play were your Master sacrifices himself by attacking the Sith alone, giving you and your companion Uldir to blow the entrance to the cave and escape. Your Master would die but the Sith would be unable to pursue you afterward.
Much of the Demo's plot is considered 'old lore' now, after Corellia the player will get to experience two new planets before your Master's sacrifice (One of these planets is Nar Shaddaa which will appear in Act 1 and the other planet, alongside your Master's sacrifice, will appear in Act 2).
1 hour ago, modder 9 said:your jedi master (I forget his name)
Your player's Jedi Master is named "Quan Drayen".
1 hour ago, modder 9 said:How does this coordinate with the events of swtor?
For the events of ROR to align with the events of SWTOR, the player would have to pick very specific dialogue choices and actions. This is because we can't, and shouldn't, sacrifice playability just to compromise with TOR. The ROR mod is planned to be divided into two playable versions, the Canon version and the non-Canon version.
The Canon version will have the events of the Revan novel play out which will mean T3-M4 is dead, the Exile is betrayed by Lord Scourge and Revan was imprisoned by Vitiate for the next 100 years.
The Non-Canon version will NOT follow the events of the Revan novel, some things might still exist like Dromuund Kaas, Nathema, Scourge and Vitiate but that's about it. Revan would've most likely have been freed by the Jedi Exile and would be able to interact with your player character.
Also, the player can still customize their Revan and Exile to their heart's content despite what version they play. You can set it so that a male Light Side Exile get killed by Scourge and a female Dark Side Revan is imprisoned for 300 years in the Canon Version OR you can meet the canon male Light Side Revan in the Non-Canon version.
Of course, if Revan is female that would mean that Revan's canonical son, Vaner Shan, isn't born and if he isn't born that means Satele Shan isn't born either. In my opinion, don't worry about what is or isn't canon to TOR, just try to have fun playing the mod the same way you'd have fun playing Kotor 2 even if Exile is supposed to be light side female named "Meetra Surik". Once the mod is fully finished, I'm sure we'll open a thread about the precise Canon path for TOR and what Logan considers to be the Canon ending for ROR out of all the possible endings.
I believe the Non-Canon version will be developed before the Canon one, so players would experience the cooler Non-Canon playthrough first!
1 hour ago, modder 9 said:What side of the force will revan be on? it will take effort to create two diffrent stories and to explain why revan suddenly changed his ways from light to dark or vise versa
The Non-Canon version of Revan you'd meet would probably be neutral, as you said he is either the Dark Lord of the Sith or the parodical knight who saved the Republic. The reason Revan becomes neutral is because he regained his full identity through recovering all of his lost memories, Revan no longer wishes to be the Dark Lord of the Sith as he knows that Vitiate is using Revan as a pawn, he doesn't want to be a Jedi hero either as that identity was programmed into him by the Jedi Council and he alone knows that a greater threat lurks in the Unknown Regions.
The Revan you'd meet would be neutral and would, for the most part, be the same regardless of if he/she was Light Side or Dark Side... but the consequences of the LS and DS endings would still remain (Namely Carth hating Revan for betraying the party and Bastila believing Revan to still be a Sith Lord if Dark Side).
Bear this in mind, everything I just said about Revan's alignment is based souly on what I think is easiest both lore wise and programming (as in actual modding implementation) wise. Logan, the lead mod author, could easily swoop in and make Revan totally different when the time comes to add him to the mod. So take everything I've said with a grain of salt.
6 hours ago, modder 9 said:the title of the mod is revenge of revan after all so this makes me think that revvan will be pure evil
Not necessarily, Revan's "Revenge" could be targeted against the True Sith. Of course, since the player has the option of being either Light Side or Dark Side as well as being aligned to various different groups and factions it could be entirely possible that the player could stand in the way of Revan's ambitions making Revan a sort of antagonist.
The ROR mod was first drafted in 2008, due to the numerous rewrites since then the "Revenge of Revan" title might not make too much sense if you're wishing to follow a TOR friendly Canon playthrough of ROR.
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17 hours ago, zbyl2 said:I just thought the animation was a bit shoddy and didn't really add anything to the scene. It existed because there was a GP's note to have one. I remember that I even created the first version of it (that was probably worse?). If someone thinks I'm totally wrong about this, I'm willing to hear the argument, it can be modded back in in about 10 seconds.
If the general public says the cutscene should be removed/they don't care if its removed then maybe it should stay removed, however, it is totally justified having it in the mod as the dev note requested it.
What we could do instead is add it to a submod which can be downloaded by players if they REALLY wanted to have the old scene, to this day we can still get Mandalore stepping on a landmine in 1.8.6 thanks to the tweak pack submod!
TSLRCM also has a number of custom content to make other restorations work, like "Mira's escape from the Jekk'Jekk Tarr" has a few modder written lines for Visquis to make it all work and the Rebuilt Jedi Enclave and the revamped Carth intro at the Battle of Telos use extensive modder made content... but if we removed said custom content the players probably wouldn't like that as this custom content made the restored content better (despite it being half custom content).
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On 9/5/2022 at 3:23 AM, zbyl2 said:* Telos: Rebalanced the HK Factory
(This image is a joke... I don't like wasting 10 minutes fighting a single HK-50 droid before wasting another 10 minutes fighting his HK buddy!)
On 9/5/2022 at 3:23 AM, zbyl2 said:* Nar Shaddaa: Removed animated camera from the Red Eclipse boarding cutscene
The one which flies from the boarding ramp and into the Cockpit?
Why was this one removed?
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19 hours ago, horsti772 said:If I have M4-78 installed I personally like the option to fight Vash in the Enclave. Sadly that's not possible with the Extended Enclave patch. Would there be a possibility to add an option like the original Extended Enclave did? (Or am I the only one who does weird stuff like that? :D)
Considering the M4-78 mod is literally infamous for having Vash die on M4-78, can you forgive me that I didn't know about the Easter Egg ending where Vash goes to Dantooine if the other Jedi Masters are already dead?
19 hours ago, horsti772 said:Also I think I found a bug. If the player kills the 3 Jedi Masters and goes into the Enclave alone, the cutscene with Kreia starts where she sits down, then she says "The years have not been kind to us both, it seems.", then the screen goes black and nothing happens.
I looked it up in DLGEditor and the Dialogue ends there:
So what you're saying is the original EE mod had the blank red dialogue fade to black with the blue response dialogue executing a script to continue the Enclave whereas my mod removed the blue response thus removing the script thus breaking the game?
If that is so, I'll get around to making an update.I've been meaning on updating this mod for a while now, I'll hopefully get around to it soon!
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On 8/15/2022 at 9:12 AM, Darth Imperitus said:What I enjoyed about the mod were the dialogue changes, script changes, new animations
Stuff like that, especially the new animations, will be its own mod. However, the dialogues which get modified will be done so after much consideration due to the need of compatibility with other mods.
You probably aren't going to see party member dialogue get animations and then released as a mod friendly 100% compatible mod... but I'm fairly certain 75% of other dialogues can be given fresh animations!
On 8/15/2022 at 9:12 AM, Darth Imperitus said:and the changes you made to different areas like Kebla Yurt's shop and the Upper City Cantina; the way you rearranged Kebla Yurt's shop makes much more sense than the way it was laid out originally.
Kebla Yurt's shop can be made into a mod without much worry.
On 8/15/2022 at 9:12 AM, Darth Imperitus said:I liked how you had the ability to change the cantina music using the console in the music room
This can also be made into a mod, however, the music from ROR will not be present. As a ROR writer, I can confirm that the music in the original ROR Demo (made in 2010-2011) may be replaced with modern music at some point (This is merely an opinion held by most of the ROR Team and there are no concrete plans to change the music as of now, but I do personally think changing the music is on the to-do list for the far future).
On 8/15/2022 at 9:12 AM, Darth Imperitus said:and how the player character eavesdrops on the two dueling fans discussing their favorite duelists after the match. Small elements like that add more interaction to the game.
That is something I'm surprised people actually liked, whilst I could make this into its own standalone mod I'd like for it to be compatible with the Taris Dueling Arena Adjustment mod so this one might be done later.
QuoteI liked how you rearranged the dialogue and made it possible to get through all the different dialogue options when talking to an NPC without having to cycle back through the same dialogue or having to exit out of a conversation and click back on a character when you want to ask a different question. It makes it less tedious.
I think I recall doing something like this! I remember one of these was the Republic Officer recruiting mercs on Manaan, if I can find these fixes justifiable I might even add it to my Unofficial K1CP Tweak Pack mod!
QuoteI also liked how more vocal your companions are when they interjected during a conversation; they spoke different lines of dialogue that I hadn't heard before, probably because they're dependent on the sex of your character or party composition.
I recall adding Carth randomly interjecting in more dialogues on Taris, I could make something akin to this in the future though my primary concern with a mod like this would be compatibility with other mods.
I also recall modifying Carth's romance dialogues so that the players can hear very specific romance dialogue lines if the player was male, these lines I added were rather neutral and didn't reference gender or romance so it did spice up the cutscenes.
QuoteDid Sarna use an alternate voice over? Her voice sounded a bit different. It made her seem more genuine.
Sarna's dialogue was actually recorded twice, I simply swapped out the audio recordings in vanilla for the audio recording which was left out of the game. I do remember I actually restored the bribing Sarna and Yun Genda for Sith Uniforms regardless of gender. This here can be restored in a restored content mod which is also in development!
QuoteThe new music was great and added a lot to the ambience of the game. Honestly, I'd grown bored of the game's music so it was refreshing to hear something different.
This is also a very possible mod for me to make, though the problem for me would be deciding where each music track would play.
QuoteOne of the best parts about the mod was the encounter with Bastila on the Rakatan Temple. The fight plays out more dramatically with Jolee and Juhani disabled. The way you reworked the dialogue was excellent. It made the scene more dramatic. I liked how there's a pause in the fighting, an exchange of words, and then the fight continues with your two companions. It felt like an real showdown. It reminded me of one of the duels from Episode I or III.
I believe that was lifted and heavily modified from the K1 Enhancement Pack, as always I can probably turn this into a standalone mod but I'll have to look into it to see what I'd need to do to make it compatible with other mods which alter the same scene.
QuoteOne of the few things I didn't care for were some of the Jedi robes. They were a bit too low res for my liking and were incompatible with the Cloaked Jedi Robe mod.
As much as I am sad to admit this, the K1GI Jedi Robes were partially a disaster.
The idea was that K1 Jedi Robes remained in-tact whilst K2 Jedi Robes replaced the Star Forge robes. I ended up removing much of the vanilla robe drops due to it being kinda weird to find Jedi Master Robes in a Krayt Dragon cave or in Master Uthar's personal footlocker, but since I didn't add these robes in other locations in the end the only K2 robe the player could've worn was Jolee's robes.
I might see if there's a way to recreate the K2 Jedi Robes replacing Star Forge robes using the Cloaked Jedi Robe mod but don't keep your hopes up for this one.
Just keep in mind, the "low res" Jedi Robes were actually the default 512 x 512 resolution of the base vanilla game... but if you play with HD Ai upscale mods then yes they would be "low res" in comparison to those mods.
16 hours ago, DeathScepter said:i always enjoyed this mod, N-Drew, great deal and I will wait for a future version of this mod.
The mods in development probably won't outright say "K1 Gameplay Improvement" on the title, but you can probably notice right away that a mod of mine is a successor to the K1GI (even if its entirely new content you've ever seen before). If the mod modifies multiple and/or adds new appearances then you can count that it is a K1GI successor mod.
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8 minutes ago, Arson Hole said:Either it's cancelled, or they removed to make way for a more polished version.
It wasn't perfect, (hell it was damn-near unplayable in some areas) but it'd still be a major shame if it was cancelled, as there are still a lot of things I liked about it 😕What Arson has stated right here is exactly why it was taken down!
In my quest for K1R compatibility I decided it was best to make the mod compatible with the K1 Community Patch instead as many, many players requested I add the bug fixes from that mod.
However, K1R and K1CP all had the same problem... it was far easier to start again and build the mod from the ground up with my improved 2022 modding knowledge to present a far better mod experience.
And here's the best part... it's not cancelled!
The K1GI mod will live on in the form of various smaller mods which can work with or without each other and will be compatible with the K1CP mod (And probably K1R as well).
I am on the verge of publishing a Czerka NPC Overhaul which will add K1GI's Czerka content + new Czerka content into a standalone mod which is again compatible with K1CP and most other popular mods.
I can also confirm that similar "NPC Overhaul" mods with different themes are also in the making!
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N-DReW's NPC Overhaul Series
in Work In Progress
Posted
For those of us following the project, the main 3 NPC Overhaul mods "Diverse Galaxy", "Fashion of the Old Republic" and "Lite of my Life" have been released as part of the already released Diverse Galaxy mod.
Now, instead of leading to the Diverse Galaxy mod the previous link I shared now lead to the "NPC Diversity Pack" mod for K1!
As per the previous critical bugs, the latest release did not include the NPCs affected by the clothing bug:
You will NOT see this in the mod!
And the for that really weird installation bug, that's unfortunately still in the current build of the mod though I highly suspect the bug doesn't actually do anything... and even if it did the WORST it could do is fail to patch 1 single NPC out of over 100 NPCs. Should a fix be found, it will definitely be fixed in a later update!
Speaking of updates...
I am in the process of planning out some future content updates for the NPC Diversity Pack, for the time being I'll reveal that these updates will center around Republic Soldiers and the Black Vulkars in some way
But for those of us who want something NOW, I present to you a preview of the next mod in the NPC Overhaul Series!... the "Smuggler's Deluxe" mod!
Please stop cringing at the title of the mod, and please stop cringing at my poorly photoshopped title image for the mod... let me explain what the mod does!
The Smuggler NPCs in Kotor wear the Smuggler's Jacket as shown in the image above, in the vanilla game there are only 3 Smuggler NPC appearances consisting of White Commoner 01, Black Commoner 01 and Asian Commoner 01.
In Smuggler's Deluxe, each and every single male generic head will now have their own Smuggler variant!
This mod is but the first of many mods which will be made to act as 'addons' for the NPC Diversity Pack mod, I personally intend for players to install the K1CP, the NPC-DP mod and addons such as Smuggler's Deluxe in order to receive one of the most comprehensive NPC Overhauls to date.
Whilst you *could* install Smuggler's Deluxe without the NPC-DP mod, I wouldn't recommend it as I replace several Lite NPCs with Smuggler NPCs.
And before you mention it, just because an NPC is given a Smuggler's Jacket doesn't mean that NPC is a Smuggler... it's just a neat little jacket to enhance the diversity amongst Kotor NPCs.
More of these 'addons' are still in development and I've left a little teaser for these addons at the very start of the thread!