N-DReW25

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Everything posted by N-DReW25

  1. 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?
  2. 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.
  3. 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!
  4. 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?
  5. 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.
  6. 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.
  7. 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.
  8. 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!
  9. 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!
  10. I... don't see how Smuggler's Deluxe is causing that. Have you checked out the other areas of the game? Maybe only some NPCs from Onderon Fashion aren't working, or maybe Onderon Fashion somehow didn't install properly? Install Onderon Fashion after JCarter's Korriban: Back in Black if you want to have Onderon-style Sith Instructors.
  11. If you look at the upscaled texture in-game the Ithorian's skin looks like it was painted on, I reckon this paint effect would've been less pronounced with the K1 texture, however, I doubt people are going to look beyond the hat to notice
  12. N-DReW25

    K1 Clothing Pack

    It's intended to be, from the top of my head only Gendar is modified by both mods. If you install Onderon Fashion before this mod I believe this mod will undo what Onderon Fashion does for the Outcast village so it's highly recommend to install the K2 to K1 Clothing Pack after Onderon Fashion. I did just check the files for both mods and all I found was that I forgot to give Shen his new clothing in the Sandral Estate, that's being updated right now. If there are more NPCs affected by both Onderon Fashion and the K2 to K1 Clothing Pack that I'm unaware of, please tell me!
  13. View File K1 Clothing Pack A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 12.12.2023 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! (The Tweak Pack is optional and is NOT required for this mod to work. Do NOT install "Fixed Male 01 Clothing" or "K1 Outcast Clothing Fix" from this mod as these fixes are included in THIS mod!) If you want to use it, install the Restored Content for K1CP mod BEFORE this mod. Make sure you install the NPC Diversity Pack mod BEFORE this mod in its entirety for best results! Once you're ready to install the mod, simply click on this mod's TSLPatcher.exe and you'll be faced two options. This mod comes in 2 parts, and since these parts are optional you'll be given two installation options. The "K2 to K1 Clothing Install" shall install the ported K2 clothing component of the pack whilst the "K1EP Clothing Install" shall install the K1EP component of the mod, for more details on these installations please refer to the "Description" section of this readme. Click which install you'd like to install, click install, sit back and watch the TSLPatcher do its magic. Once the installer has finished, click the INSTALL.exe again and repeat this process. Description: In terms of commoner clothing, Obsidian added various new outfits for their NPCs in Kotor 2. The default 'potato sack' outfit was given a stylish facelift, the bloodied Outcast outfit was replaced with the Refugee outfits we see today and on Telos we saw the introduction of a new noble outfit. This mod will port those Kotor 2 clothing textures to Kotor 1... but with a twist! The Kotor 1 Community Patch does the same thing as Obsidian did, it replaced K1's 'potato sack' outfit "N_CommM01" with Kotor 2's default outfit and Gendar's bloodied Outcast outfit "N_CommM07" was replaced with an Refugee outfit. This mod won't do that, instead, K1's 'potato sack' and K2's default clothing shall be two different outfits NPCs can wear. The removal of the clothing replacement is most pronounced in the Outcast village where almost every NPC now wears a Refugee outfit instead of the K1 bloodied Outcast outfit... except for the Outcasts infected with the Rakghoul disease, their clothing shall still use the K1 bloodied Outcast outfit texture. This mod shall also add the K2 noble outfit, but even this outfit has a twist of its own! In K2, the male noble outfit was blue whilst the female noble outfit was purple... in this mod, you will find 2 noble outfits across the galaxy: a blue male and female noble outfit and a purple male and female outfit. In the latest 1.1 update, I've added the new clothing from the K1 Enhancement Pack modder's resource. This will come in the form of an alternative installation which will work great with the previous K2 to K1 Clothing component. In addition to the K1EP clothing, I've added compatibility for the latest update of the Restored Content for K1CP Demo, if you have that mod installed the new clothing added in this mod shall be gloveless as they are in that mod. If you aren't familiar with any of the above mentioned outfits, please check the screenshots on the mod page so you'll know whether or not this mod is for you. Known Bugs: This mod shouldn't have bugs, but if there feel free to report it to me on Deadlystream. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Obsidian: For such an amazing sequel and for making the K2 textures! SpaceAlex: For releasing the K1EP as a modder's resource! 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 06/03/2023 Category Skins K1R Compatible No  
  14. I believe those are credited to RebRob41, so I'd either have to reach out to him for permission or make my own... since he's a rather hard guy to reach out to nowadays I think I'll risk making my own. I'm going to say no, though you could attempt to install his mod AFTER my mod so his work overwrites my own. I can promise you this; I do intend to use Heyorange's mod as a base for my own Sith Officer mod. Imagine it as the same quality as Heyorange's mod but with my own twist to it, and it'd be 100% compatible with this mod. What I can't promise you is the release date for this. It should be compatible, my mod doesn't touch those NPCs. I've investigated it, I must say the problem is immediately obvious to me. The reason being is that the file in question "tar03_blackv038.utc" is modified several times over across several modules so it's difficult to pinpoint which one exactly is breaking and why exactly it's breaking. At absolute worst this bug is causing a single Black Vulkar to remain unaffected, this shouldn't impact the quality of the game in any noticeable way or would it crash your game. When a solution to this problem is discovered, it shall be fixed immediately.
  15. A new mod for the series has been uploaded and is pending approval! The mod's main logo can be found here: Once an Admin approves the mod, it shall be found via this here link: https://deadlystream.com/files/file/2310-k2-to-k1-clothing-pack/ I would also like to subtly hint at one of my next mods for the series, those who can translate the following should get a pretty big idea of what it might entail! .-..-. - .... .. ... / .. ... / - .... . / .-- .- -.-- .-..-.
  16. Where did you find the 256x256 resolution Ithorian texture? I say this because in K2 the Ithorian textures are a low-res 256x256 whereas in K1 the "C_Ithorian01/2/3" textures should be the standard 512x512.
  17. N-DReW25

    K1 Clothing Pack

    Version 1.1.1

    511 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 12.12.2023 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! (The Tweak Pack is optional and is NOT required for this mod to work. Do NOT install "Fixed Male 01 Clothing" or "K1 Outcast Clothing Fix" from this mod as these fixes are included in THIS mod!) If you want to use it, install the Restored Content for K1CP mod BEFORE this mod. Make sure you install the NPC Diversity Pack mod BEFORE this mod in its entirety for best results! Once you're ready to install the mod, simply click on this mod's TSLPatcher.exe and you'll be faced two options. This mod comes in 2 parts, and since these parts are optional you'll be given two installation options. The "K2 to K1 Clothing Install" shall install the ported K2 clothing component of the pack whilst the "K1EP Clothing Install" shall install the K1EP component of the mod, for more details on these installations please refer to the "Description" section of this readme. Click which install you'd like to install, click install, sit back and watch the TSLPatcher do its magic. Once the installer has finished, click the INSTALL.exe again and repeat this process. Description: In terms of commoner clothing, Obsidian added various new outfits for their NPCs in Kotor 2. The default 'potato sack' outfit was given a stylish facelift, the bloodied Outcast outfit was replaced with the Refugee outfits we see today and on Telos we saw the introduction of a new noble outfit. This mod will port those Kotor 2 clothing textures to Kotor 1... but with a twist! The Kotor 1 Community Patch does the same thing as Obsidian did, it replaced K1's 'potato sack' outfit "N_CommM01" with Kotor 2's default outfit and Gendar's bloodied Outcast outfit "N_CommM07" was replaced with an Refugee outfit. This mod won't do that, instead, K1's 'potato sack' and K2's default clothing shall be two different outfits NPCs can wear. The removal of the clothing replacement is most pronounced in the Outcast village where almost every NPC now wears a Refugee outfit instead of the K1 bloodied Outcast outfit... except for the Outcasts infected with the Rakghoul disease, their clothing shall still use the K1 bloodied Outcast outfit texture. This mod shall also add the K2 noble outfit, but even this outfit has a twist of its own! In K2, the male noble outfit was blue whilst the female noble outfit was purple... in this mod, you will find 2 noble outfits across the galaxy: a blue male and female noble outfit and a purple male and female outfit. In the latest 1.1 update, I've added the new clothing from the K1 Enhancement Pack modder's resource. This will come in the form of an alternative installation which will work great with the previous K2 to K1 Clothing component. In addition to the K1EP clothing, I've added compatibility for the latest update of the Restored Content for K1CP Demo, if you have that mod installed the new clothing added in this mod shall be gloveless as they are in that mod. If you aren't familiar with any of the above mentioned outfits, please check the screenshots on the mod page so you'll know whether or not this mod is for you. Known Bugs: This mod shouldn't have bugs, but if there feel free to report it to me on Deadlystream. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Obsidian: For such an amazing sequel and for making the K2 textures! SpaceAlex: For releasing the K1EP as a modder's resource! 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.
  18. This is semi-intentional, I wanted the generic Commoners to be aliens without touching their dialogues. The lore would support this as the Lower City is where most of the aliens are segregated to and since Twi'leks do speak English in Kotor it isn't too much of a stretch for the commoners to be Twi'leks. However, I don't recall adding a female. If the female Twi'lek has male VO than it is indeed a bug and I will correct that.
  19. The NPC Diversity Pack only affects vanilla appearances on NPCs, it will be compatible with most, if not all, Jedi Robe mods.
  20. So you mentioned the K1 Enhancement Project yet you list RedRob's Echani Head reskin. This isn't a bad thing as you've picked up on a very important point, the SpaceAlex used RedRob's work as a base for its own mod... that muddies things up in terms of permission as RedRob's assets might not be "free to use" like SpaceAlex's assets are. This shouldn't be a problem for me personally as I could just make my own Echani skins, when this is eventually made I'll probably leak it to my WIP thread regarding my NPC Overhaul Series (My WIP thread for a bunch of NPC mods) found here: https://deadlystream.com/topic/9820-n-drews-npc-overhaul-series/page/2/ I'll investigate this!
  21. You mean this mod? The mod made by Ebmar? This mod does not touch Ajunta Pall so it should work! You might also be thinking about VarsityPuppet's mod, that should work too! Nope! The reason being is that it's incompatible with the K1 Community Patch. The K1R devs have almost all abandoned Kotor modding so the critical bugs left in K1R 1.2 will never be fixed so there's no point in downloading it, I do plan to make some of my own restorations for the K1 Community Patch as an alternative to K1R at some point in the future. I guess we all have our own visions for a what a 'good' NPC Overhaul mod might look like, and I'm afraid my vision and EAF97's vision are different. My NPC Overhaul is a series of mods, not just one. Mods like the NPC Diversity Pack, Smuggler's Deluxe, Unique Sith Governor, Onderon Fashion etc. are intended to be all installed together but if a player wants to, either because of their taste in style or compatibility reasons, they can pick and choose what they want. I'm not sure if EAF97's NPC Overhaul, from what I've seen, would be suited for that. I personally disagree with much of what he's done for his NPC Overhaul, and yet he might hold what he's done very dearly. Should he have to abandon the work that he's worked hard on, and should he let go of his ideas that he likes just to accommodate my views? And the most important thing: he hasn't been online since April 6th so it's a moot point!
  22. When I get around to it I'll test out the Selven mod to make sure if there's actually an incompatibility with it, if there is I'll see what I can do on my end or if there's something Ebmar can do to prevent an incompatibility.
  23. Two questions about the Scuba Merc NPC! 1) What happens if I chose that player head? Will it swap to another player head or will we have clones? Is it possible for players/modders to swap out that head for a generic commoner head or would that require some extra backbone to implement (From the perspective of someone who doesn't do custom model mods)? And 2) What happens when the Scubba Merc NPC gets eaten by the Firaxa? Is there a sort of panicked reaction or is there just a blank reaction as the camera zooms in on his face like this:
  24. Did you install Selven Legends after the NPC Diversity Pack? If you did, then I'll have a look into it because that mod should be compatible with mine if you install it afterwards as it would completely overwrite my own changes to Selven. If you installed it before the NPC Diversity Pack, that's why it broke... if you did this I'll make it abundantly clear in the next readme edit that mods like that should be installed after the NPC Diversity Pack. I'll have to check the files again, but I swear I didn't touch Handon's files in this mod. And since I don't edit dialogues, I'm not sure how the NPC Diversity Pack could be the cause of that. That is correct, I'm fixing that now as we speak!
  25. Not at this current time. This may be done at some point in the future though, possibly through a separate mod! You mean the K1 Gameplay Improvement mod? No. That mod was removed at my request as I specifically wanted to start again, that mod got so convoluted that I realized it'd be easier to start again from scratch. The NPC Diversity Pack and the associated mods I'm making as part of this NPC Overhaul series is the legacy and continuation of what the K1 Gameplay Improvement was supposed to be, and since you probably know the K1GI mod was MUCH bigger than these current mods you can be rest assured that I have a LOT planned to compensate for the K1GI's loss.