N-DReW25

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Everything posted by N-DReW25

  1. If you had the files, it's possible to replace all the modified textures with the vanilla textures. Personally, I'm unable to help because I don't know how I would make the mod to your specifications. It's a neat mod idea though, and I really like how you photoshopped the Evil Atris X Traya mashup as a preview... not many requesters go through such an effort. May I ask why? Is it because of technical limitations like a Mac or something? The TSLPatcher is used to merge mod files with your files in the Override, without the Patcher certain mods simply cannot be installed.
  2. Ackchyually The rodian body model itself was not rextured in JC's mod, the human Czerka model was reshaped to have the Rodian animations with Rodian hands. Below is an example from Revenge of Revan of a Rodian who was reskinned, not remodeled, to look like something else (a Jedi).
  3. The same reason using that same music in a YouTube video will get your video demonetized at best or taken down at worse... that reason is copyright. Think of it like this, if this Jeremy Soule music mod is made and is uploaded to Deadlystream... what's to stop a lawyer from pointing at the mod and claiming we're hosting pirated content because the mod contains MP3 files of music that Bioware & Obsidian hold the rights to. And since this website is a Star Wars website, who would want to risk Deadlystream being forcibly taken offline over music that isn't even Star Wars... I wouldn't want to die on that hill.
  4. The problem with adding more Duros is part of an overall theme of my NPC Overhaul style mods. With the tools and resources we have today, I believe it's possible to give every NPC in the game a unique appearance. The problem is that we don't have enough NPCs for all these possible unique appearances, with the limited number of Duros who appear in Kotor and the possibility of future Duros skins (albeit unlikely) it might be very difficult to implement more Duros with the ability to wear Armors. And as for a K2 variant, I can foresee a few issues with that. The Duros' lips don't move, this might just be a bug as a result of porting JCarter's head model to K1 or maybe JCarter didn't bother/didn't know how to make the lips move when he originally made the head resource. If the Duros' lips don't move, this won't work with an NPC like Samhan Dobo who has proper in-game dialogues. I do intend to port most of my K1 NPC Overhaul style mods to K2 at some point, however, for now I'm simply sticking to K1 as I still have more mods to make. If I do ever get around to porting this mod to K2, I would have to map out & decide which NPCs will get a Duros with armor appearance (Off the top of my head there aren't many contenders who could use a Duros in armor). As many of us can guess, this mod is rather basic... whilst it would be possible to create body variants with new alien hands or reshape the entire model entirely to fit the Duros structure, I'm afraid that is beyond the scope of my modding capabilities.
  5. Yes, that mod only affects Janos the Ithorian and the Rodian NPCs. This mod only affects Duros! Fully compatible!
  6. Send me your tar_m02ae.mod file from your Modules folder. Using this file I will be able to see what soundset your Marl has been set to.
  7. @Leilukin I have developed an optional patch which should undo my own changes, this will allow players to install your Twi'lek NPC Diversity mod without any trouble with Bolook.
  8. I just checked, Marl has the "Jedi_Council_Male" soundset... an unused soundset. Maybe you thought it was female as you've probably never heard it before.
  9. View File Duros: Armed & Ready! A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 17.06.2023 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on this mod's INSTALL.exe, click install, sit back, and watch the TSLPatcher do its magic. Description: In the Kotor games, certain alien NPCs can wear the same robes and armor the player can (such as the Twi'leks and the Devaronians) whilst other aliens can't (such as Trandoshans and Rodians). The reason why this is is because of the way these aliens are setup, for example, the Twi'lek is made up of two models: the head and the body, whilst the Rodian is one single model containing both the head and the body. The Duros NPCs are one of the aliens that use 1 model for the entire NPC instead of two, this prevents the Duros from visibly wearing any armor that's equipped on the Duros NPC. Whilst most players won't really notice the single model alien NPCs who can't wear armor, what they might notice is how the Duros on Dantooine who are aligned with the Mandalorian faction there aren't wearing the iconic Mandalorian armor. One could argue that the Duros themselves aren't Mandalorians as they're only ever referred to as "allies" of the Mandalorians, but one longer has to argue, as this mod is here to change everything! In 2015, JCarter426 released his Head Modder's Resource for K2 on MediaFire which took many one model aliens and separated the heads from their bodies. This allowed one model NPCs like Rodians to wear Jedi Robes when previously they couldn't. This was not a mod; however, it was a resource for other modders to pick out assets they wanted to use in their own mods. In the past 8 years, the only thing that has come from the Modder's Resource was the Duros Jedi cameo in the Full Jedi Council mod by Kexikus and Duros Mandalorians in the Smash City Studios fan film "Star Wars KOTOR: Episode 1: A Familiar Path". The idea of Mandalorian Duros has been a dream ever since I first saw the "A Familiar Path" fan film, and today we get to live that dream! The Duros who accompany the Mandalorians on Dantooine and the Duros who work as Miners on Tatooine shall wear Mandalorian armor and Czerka uniform instead of the Duros outfit we all know and love. Originally, I wanted to have two totally different separate mods that edited the Mandalorian Duros and the Duros Miners on Tatooine separately... but to ensure the cleanest installation process I've decided to release this mod, "Duros: Armed and Ready!", before those two mods so that if players don't like those two secret mods then players can simply opt for this simplier mod instead! Those two secret mods shall require "Duros: Armed and Ready!" for the Duros aspect of those mods to work properly, but until those mods are released players do not have to worry about this. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. It is possible that Duros modified in this mod shall perform 'idle' animations that clip through the Duros head (such as when an NPC brushes their hair, the Duros who perform this animation will brush right through their face). This bug isn't fixable without brute work modding (possibly involving a new unique Duros heavy battle armor and Czerka body model with different animations), though it shouldn't really be noticable as the Mandalorian Duros will turn hostile and attack the player if you approach them... the bug is only noticable if you focus on the Duros Miners. When the Duros Miners on Tatooine speak, their lips will not move. This might either be an oversight on JCarter426's part back when he made the heads or a result of porting the head to K1, this might be fixed in a future update. Incompatibilities: Please report any incompatibilities! Will be incompatible with any mod that changes the Mandalorian Duros on Dantooine or the Duros Miners on Tatooine, though I don't know of any mods that do this. The Duros in this mod use the heavy battle armor and Czerka uniform body model, so any changes to these models will affect the Duros (Again, I don't know of any mods that do this). Duros reskins, Mandalorian Armor reskins and Czerka uniform reskins should be compatible with this mod, though how they look together is up to personal opinion! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The Duros head models themselves are free for any modder to use! Thanks to: JCarter426: For creating the Duros heads in the first place, without you this mod wouldn't have been possible! Smash City Studios: For using the Duros heads in the "Star Wars KOTOR: Episode 1: A Familiar Path" fan film, their appearance greatly inspired this mod! 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. Submitter N-DReW25 Submitted 06/17/2023 Category Mods K1R Compatible No  
  10. A new mod has been made for the series called "Duros: Armed & Ready!" You may refer to the below screenshot to get an idea of what this mod does! Similar to the Sith Governor mod I released a while back, this mod was originally part of a much bigger mod that was released early as a standalone feature. Once the mod has been approved by Admins, you can download Duros: Armed & Ready! from this link here: Why did I release this mod? And what is the 'much bigger mod' it was originally apart of? Well, I released this mod to get the Duros feature out of the main mod... this way if you don't like the main mod you can still have the Duros feature without it. And what is this "main mod" I keep referencing? Well, let's just say if you install Duros: Armed & Ready! before the "main mod" you will greatly enhance the Mandalorian Duros on Dantooine... alongside all the other Mandalorians in the game! I present to you, the name of the "main mod"... further details of this mod shall be released when development progresses!
  11. Version 1.3.0

    686 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 17.06.2023 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on this mod's INSTALL.exe, click install, sit back, and watch the TSLPatcher do its magic. Description: In the Kotor games, certain alien NPCs can wear the same robes and armor the player can (such as the Twi'leks and the Devaronians) whilst other aliens can't (such as Trandoshans and Rodians). The reason why this is is because of the way these aliens are setup, for example, the Twi'lek is made up of two models: the head and the body, whilst the Rodian is one single model containing both the head and the body. The Duros NPCs are one of the aliens that use 1 model for the entire NPC instead of two, this prevents the Duros from visibly wearing any armor that's equipped on the Duros NPC. Whilst most players won't really notice the single model alien NPCs who can't wear armor, what they might notice is how the Duros on Dantooine who are aligned with the Mandalorian faction there aren't wearing the iconic Mandalorian armor. One could argue that the Duros themselves aren't Mandalorians as they're only ever referred to as "allies" of the Mandalorians, but one longer has to argue, as this mod is here to change everything! In 2015, JCarter426 released his Head Modder's Resource for K2 on MediaFire which took many one model aliens and separated the heads from their bodies. This allowed one model NPCs like Rodians to wear Jedi Robes when previously they couldn't. This was not a mod; however, it was a resource for other modders to pick out assets they wanted to use in their own mods. In the past 8 years, the only thing that has come from the Modder's Resource was the Duros Jedi cameo in the Full Jedi Council mod by Kexikus and Duros Mandalorians in the Smash City Studios fan film "Star Wars KOTOR: Episode 1: A Familiar Path". The idea of Mandalorian Duros has been a dream ever since I first saw the "A Familiar Path" fan film, and today we get to live that dream! The Duros who accompany the Mandalorians on Dantooine and the Duros who work as Miners on Tatooine shall wear Mandalorian armor and Czerka uniform instead of the Duros outfit we all know and love. Originally, I wanted to have two totally different separate mods that edited the Mandalorian Duros and the Duros Miners on Tatooine separately... but to ensure the cleanest installation process I've decided to release this mod, "Duros: Armed and Ready!", before those two mods so that if players don't like those two secret mods then players can simply opt for this simplier mod instead! Those two secret mods shall require "Duros: Armed and Ready!" for the Duros aspect of those mods to work properly, but until those mods are released players do not have to worry about this. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. It is possible that Duros modified in this mod shall perform 'idle' animations that clip through the Duros head (such as when an NPC brushes their hair, the Duros who perform this animation will brush right through their face). This bug isn't fixable without brute work modding (possibly involving a new unique Duros heavy battle armor and Czerka body model with different animations), though it shouldn't really be noticable as the Mandalorian Duros will turn hostile and attack the player if you approach them... the bug is only noticable if you focus on the Duros Miners. When the Duros Miners on Tatooine speak, their lips will not move. This might either be an oversight on JCarter426's part back when he made the heads or a result of porting the head to K1, this might be fixed in a future update. Incompatibilities: Please report any incompatibilities! Will be incompatible with any mod that changes the Mandalorian Duros on Dantooine or the Duros Miners on Tatooine, though I don't know of any mods that do this. The Duros in this mod use the heavy battle armor and Czerka uniform body model, so any changes to these models will affect the Duros (Again, I don't know of any mods that do this). Duros reskins, Mandalorian Armor reskins and Czerka uniform reskins should be compatible with this mod, though how they look together is up to personal opinion! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The Duros head models themselves are free for any modder to use! Thanks to: JCarter426: For creating the Duros heads in the first place, without you this mod wouldn't have been possible! Smash City Studios: For using the Duros heads in the "Star Wars KOTOR: Episode 1: A Familiar Path" fan film, their appearance greatly inspired this mod! 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.
  12. Don't worry, I've dealt with dumber users. Your post might not've been the most convenient but it was only a few rough edges to an otherwise acceptable post! We all need to get the idea firmly placed in our heads that the NPC Diversity Pack changes NPCs only, just NPCs and only NPCs. If the Bolook sidequest, or any sidequest, is broken, it is very unlikely to be a result of the NPC Diversity Pack. The only bug I can foresee with the NPC Diversity Pack and the Bolook quest is a glitch with the Bolook NPC itself, and the worst I imagine with this glitch is that Bolook will wear default commoner clothing when he isn't supposed to.
  13. View File Evil Sith Flags A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 17.06.2023 Installation: There are two versions of this mod to pick from! DarthVarkor Inspired Version: This flag is the default 128x128 resolution, the same as the vanilla flag. This flag closely resembles the Sith flag seen in DarthVarkor's fan film "Star Wars: KOTOR - Heart of Darkness". HD Version: This flag is 512x512 in resolution, an upgrade from the DarthVarkor Inspired Version. Pick which flag you want, open the "For Override" folder in your selected version and copy PLC_SithFlag.tga to your Override folder. This mod works for Kotor 2 as this same flag appears in the Secret Tomb on Korriban. Description: One of the main inspirations for the Galactic Empire back when "Star Wars: A New Hope" was being developed was real life N*zi Germany. Ever since the release of the Original Trilogy, the writers of the Star Wars Expanded Universe (nowadays called "Legends") and even the writers of modern day Disney Canon draw upon the imagery of the F*scist regimes of old to create their own authoritarian factions that exist in the Galaxy far, far away. The flag of N*zi Germany is commonly parodied in Star Wars as authors often replace the Sw*stika with the Imperial Crest alongside some minor detail edits to make the parody look less obvious. Whilst Bioware's 2011 Star Wars: The Old Republic MMO did this with Vitiate's Sith Empire, Bioware's 2003 Star Wars: Knights of the Republic RPG did not do this with Revan's Sith Empire. Across various digital signs throughout the game, such as the Sith Base on Taris to the Sith Embassy on Manaan, the Crest of the Sith Empire is dark blue in color with a light blue background. Additionally, at the end of the Dark Side ending, players can spot an odd yellow and green colored flag with the Sith Crest on it in the end cutscene. This mod will change those flags at the very end of the game to appear more like the flags of the TOR Sith Empire and the Galactic Empire with their F*scist influences. This mod was greatly influenced by DarthVarkor's Heart of Darkness Kotor fan film, his film also modified the Sith flag and edited it to look more like the flag found in this mod. Whilst the flag seen in Heart of Darkness is modded, the flag seen in that film is NOT the one found in this mod as I, N-DReW25, saw that film on YouTube and then made the flag found in this mod from scratch! This mod will not modify the before mentioned Sith signs found throughout the Sith Bases as other mods do a far superior job at editing those signs than I ever could. Known Bugs: Please report any bugs to me on Deadlystream! Incompatibilities: Incompatible with any mods that edit "PLC_SithFlag.tga" or "PLC_SithFlag.tpc" Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: DarthVarkor: For showing the original flag in his fan film "Star Wars: KOTOR - Heart of Darkness"! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! 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 06/16/2023 Category Skins K1R Compatible Yes  
  14. N-DReW25

    Evil Sith Flags

    Version 1.0.0

    431 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 17.06.2023 Installation: There are two versions of this mod to pick from! DarthVarkor Inspired Version: This flag is the default 128x128 resolution, the same as the vanilla flag. This flag closely resembles the Sith flag seen in DarthVarkor's fan film "Star Wars: KOTOR - Heart of Darkness". HD Version: This flag is 512x512 in resolution, an upgrade from the DarthVarkor Inspired Version. Pick which flag you want, open the "For Override" folder in your selected version and copy PLC_SithFlag.tga to your Override folder. This mod works for Kotor 2 as this same flag appears in the Secret Tomb on Korriban. Description: One of the main inspirations for the Galactic Empire back when "Star Wars: A New Hope" was being developed was real life N*zi Germany. Ever since the release of the Original Trilogy, the writers of the Star Wars Expanded Universe (nowadays called "Legends") and even the writers of modern day Disney Canon draw upon the imagery of the F*scist regimes of old to create their own authoritarian factions that exist in the Galaxy far, far away. The flag of N*zi Germany is commonly parodied in Star Wars as authors often replace the Sw*stika with the Imperial Crest alongside some minor detail edits to make the parody look less obvious. Whilst Bioware's 2011 Star Wars: The Old Republic MMO did this with Vitiate's Sith Empire, Bioware's 2003 Star Wars: Knights of the Republic RPG did not do this with Revan's Sith Empire. Across various digital signs throughout the game, such as the Sith Base on Taris to the Sith Embassy on Manaan, the Crest of the Sith Empire is dark blue in color with a light blue background. Additionally, at the end of the Dark Side ending, players can spot an odd yellow and green colored flag with the Sith Crest on it in the end cutscene. This mod will change those flags at the very end of the game to appear more like the flags of the TOR Sith Empire and the Galactic Empire with their F*scist influences. This mod was greatly influenced by DarthVarkor's Heart of Darkness Kotor fan film, his film also modified the Sith flag and edited it to look more like the flag found in this mod. Whilst the flag seen in Heart of Darkness is modded, the flag seen in that film is NOT the one found in this mod as I, N-DReW25, saw that film on YouTube and then made the flag found in this mod from scratch! This mod will not modify the before mentioned Sith signs found throughout the Sith Bases as other mods do a far superior job at editing those signs than I ever could. Known Bugs: Please report any bugs to me on Deadlystream! Incompatibilities: Incompatible with any mods that edit "PLC_SithFlag.tga" or "PLC_SithFlag.tpc" Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: DarthVarkor: For showing the original flag in his fan film "Star Wars: KOTOR - Heart of Darkness"! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! 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.
  15. @ShayOrdo When you paste a Deadlystream link here on Deadlystream, the link will appear as a proper link for several seconds before expanding to display the mod's image. For a few seconds after this, you should see a message appear at the bottom of the text box that says "Your link has been automatically embedded. Display as a link instead" Click "Display as link instead" and it will restore the expanded link into a proper link, the comment you posted above could be 5 times smaller if you have done this earlier. https://deadlystream.com/topic/9818-modnpc-diversity-pack-betak1/page/2/?tab=comments#comment-89516 (An example of a link done using the above mentioned process). Also, don't @ mod authors of the mods you're using. You've directed this question at me and by @ing people you send them a notification drawing them to your post. The modder Dark Hope is a graphics artist with no knowledge of the sort of NPC mods I do so it's a waste of her time to come here. I also need everyone to understand this: if you send me a wall of text to respond to, if I respond to walls of texts I won't have time to actually develop these mods. So for you I'll point out the mods I personally wouldn't use from your list! TOR Ports: Handon's Enhanced Waistline- This mod might break Bolook due to a previous incompatibility that I discovered a few days ago involving his clothing, I'm in the process of developing a patch for this specific problem! Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)- The NPC Diversity Pack modifies the Dark Jedi NPCs throughout the game and it might cause a few NPCs from the Dark Jedi wear Robes mod to have the wrong appearances. I'd say they're incompatible. Medium Armor Pack and Battle Armor Pack- These mods both have the exact same problem, they're both ancient mods from almost 15 years ago that might not have the most up to date installation methods. These old mods and their odd installers might inherently corrupt the game in some way, these two mods you've listed might not necessarily be bad but I'd stay away from them. Masked Revan Star Forge Robes Mod- Whilst you could get away with using the gamefront mods, do NOT use this mod! I wouldn't trust anything that comes from a non-English foreign website, literally there are similar mods that add Revan style Star Forge robes from more reliable English websites that are safer. Even if you can't find it, it's better to go without than risk downloading that! Yes.
  16. First of all... Bruh! And second of all... if all the NPC Diversity Pack mod does is swap NPC appearances, gives some NPCs armor and swaps soundsets around... what makes you think a K2 version of the NPC Diversity Pack would contain bug fixes?
  17. You need to use a save from before you enter the Bek Base, this means you either have to start a new game or load a save from when you first enter the Lower City.
  18. Yes, that is indeed a bug with the Soundset aspect of the mod. This shall be fixed in the next update, please continue to report any further "odd" NPC Soundsets!
  19. That's a lot of words to say you just want the PMHB09 head ported to K1, it can be done. That's a lot of words for a question that can be answered with: "That's entirely up to you, you are the one writing this character... do you want your fan fiction character to look like Richard Roundtree?" Again, this is your mod request. I personally wouldn't use a TSL head in K1 and I'm sure many would agree with me, but if you want to play with a TSL head in K1 why should my opinion stop you?
  20. So my intent with Bolook was that he's wearing Nemo Robes, the diversity pack swapped his appearance to the Twi'lek with the Nemo Robe model and the Commoner clothing was supposed to give him the same unique texture as the female Jedi on the Star Forge (The "You made it!" Jedi). What other mods do you have that might affect Bolook? I assume most mods assume Bolook would wear his normal Jedi Robe item so it's possible whatever mod you have must not have expected him to wear Clothing.
  21. N-DReW25

    K1 Clothing Pack

    Of course not, this mod simply adds clothing. Here's what I think is the problem. In the game there are "Commoner NPCs" and there are "Dirty Commoner NPCs", Commoner NPCs use generic heads and are capable of wearing clothing. Dirty Commoner NPCs, on the other hand, are *forced* to wear the K1 Outcast Clothing... hence why they're 'dirty'. In this mod, I swapped all of the Outcast appearances to use "Commoner NPC" appearances instead of "Dirty Commoner NPC" appearances... this is how I got them to wear the new TSL clothing. Since Shaleena's cut head is also *forced* to wear K1 Outcast Clothing that's how your bug came to be. Since this mod only touches Clohting, I might be able to add my own alternative installation to restore Shaleena's head with TSL clothing. Might be a bug, though I do have one more unreleased mod that WILL affect Rukil Intended! If I ever do restore the Outcast Children I will consider it.
  22. And what am I going to say exactly? I said I was going to fix the bug when I get the time to, I have a life outside of modding and I do these mods for free so please be patient when waiting for updates. The vanilla game has like 3 unique Twi'lek appearances... you can only go so far when there are 6 Twi'lek NPCs to cover. I'll see what I can do but we may just have to wait for my Twi'lek mod. This mod in particular only uses vanilla assets, anything from SpaceAlex's assets would have to be a separate mod I'm afraid. Yes, though install them after the NPC Diversity Pack.
  23. Rename the two last numbers at the end of those 3 textures to a number of your choosing. You have between 1-99 to pick from though the vanilla game already uses 1-7 so realistically you only have 8-99 to pick from. Other mods have already picked a number before you so I recommend going through your Override (if you have a bunch of mods installed) to see what numbers your mods currently use. For example, if you see the file "PMBC24.tga" in your Override you'll know that a mod already uses number 24 so that means you can't use 24 as that'd make your mod incompatible with the mod you already have installed. For this example, I'll use "99" so rename your files to the following: "ia_class4_099.tga", "PFBC99.tga" and "PMBC99.tga". Open Kotor Tool and go to the following directory: Kotor I > BIFs > templates.bif > Blueprint, Item. Under "Blueprint, Item", you'll see all the vanilla UTi item files. For this example, I'll open the Echani Fiber Armor UTI "g_a_class4009.uti". Once you've opened the UTI, go down to "Texture Variation" and change the number to your desired number, in my case I've changed it to "99". Save the UTI file and if you've done it right you can drop the UTI and the TGA files into your Override and the files will take effect!
  24. Compatible. Compatible. Should be compatible with the Diversity Pack. Might be incompatible with the Diversity Pack as my mod adds the DS End Game Sith Masters to different planets. If you're intent on using it, install Dark Jedi Wear Robes after the Diversity Pack!