N-DReW25

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Posts posted by N-DReW25


  1. 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).


  2. On 9/5/2022 at 3:23 AM, zbyl2 said:

    * Telos: Rebalanced the HK Factory

    thumb.jpg

    (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?

    • Haha 2

  3. 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!


  4. On 8/15/2022 at 9:12 AM, Darth Imperitus said:

    @N-DReW25

    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.

     

    Quote

    I 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!

     

    Quote

    I 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.

     

    Quote

      Did 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!

     

    Quote

    The 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.

     

    Quote

    One 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.

     

     

    Quote

    One 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.

    • Like 2

  5. @Darth Imperitus

     

    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! :thumbsup:

    • Like 3
    • Thanks 1
    • Light Side Points 1

  6. 23 hours ago, Salk said:

    N-DReW-25,

    thanks for this new interesting modification. But I think you need to include the .mod files else the TSL Patcher won't be able to make the necessary .utc changes for users that do not have such .mod files already in their /modules folder.

    True, though I did state that I recommended users install the K1CP, K1R or NPC Overhaul to get the .MOD files in my readme.

     

    Quote

    Please install either the K1 Community Patch, K1R or the K1 NPC Overhaul FIRST before this mod!

    Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic.

     

    But if you, or anyone else, feels that I should make this mod compatible with users who don't use K1CP, K1R or NPC Overhaul I can add the compatibility in.

    • Like 1

  7. Ladies of the Sith Army


    Ladies of the Sith Army
    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.3.0 Release Date: 11.12.2022


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

    Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic.

    Once the mod is installed, delete "PLC_SSldCrps.tpc" from the Override folder.


    Description:
    On Taris, you encounter a female off duty Sith by the name of Sarna who says the following:

    "I'm off duty right now, so I'm not in uniform. My name is Sarna - junior officer first class with the Sith occupation force."- Sarna

    A 'first class junior officer' makes it sound as if she is one of the many female Sith Officer NPCs you encounter throughout the game, however, the player has the option of stealing her Sith Armor which instead suggests she is a Female Sith Soldier... so where are the Female Sith Soldiers?

    This mod will add Female Sith Soldiers throughout the K1 story alongside their male comrades in arms, they can be found in the following locations:

    Endar Spire
    Taris Undercity 
    Taris Military Base
    Manaan Military Base
    Leviathan
    Star Forge

    These new NPCs are a rework of the default Sith Trooper model, giving them feminine curves and the female animations. This, combined with the new Female Sith Soldier soundset (an edit of the normal Sith Soldier soundset), 
    will present authentic Female Sith Soldiers. Only the appearances and soundsets of the modified Sith are changed, the difficulty and loot drops of the affected Sith Soldiers remain unchanged.


    Known Bugs:
    This mod shouldn't have bugs but if there is Just PM me on Deadlystream.

    When the Female Sith Soldier dies, her arms sometimes appear to clip into the ground. This is an issue with the model and isn't something I can fix. 


    Incompatibilities:
    Please report any incompatibilities!

    Should be compatible with most Sith Trooper reskins!


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

    The Female Sith Soldier models, however, are free for everyone to use!


    Thanks to:
    Maris Fett: For the neat model!
    A Future Pilot: For making the Sith Soldier Texture Restoration mod which was merged with 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
    • Submitted
      08/06/2022
    • Category
    • K1R Compatible
      No

     

    • Light Side Points 1

  8. Hello, I'm N-DReW25: a writer for the Revenge of Revan mod.

     

    The mod's development is going well, though any discussion of the mod's development can be done in the return of ROR thread as this post is concerning another topic.

     

    During the development of the ROR mod, I've personally thought up something called a "Revenge of Revan Addon mod" or "ROR Addon" for short. A ROR Addon is a mod which is designed to work with the ROR mod and can only be used with the ROR mod (A mod which was made for K2 which is also fully compatible with ROR isn't considered a ROR Addon, though a "What's compatible with ROR" thread might be opened upon ROR Episode 1's release!).

     

    Originally, I thought I would be announcing the ROR Addon concept sometime after the release of ROR Episode 1, however, due to the release of a recent mod I am pleased to announce that a new ROR Addon has been made which I can happily show the general public without leaking anything from the modern ROR mod which is still in development.

     

    And the first (and hopefully not last) ROR Addon is called: "High Quality Aliens: Yoda Species"

     

    The Revenge of Revan mod currently has not one, not two, but three Yoda species NPCs. Whilst I have made 3 skins, currently only one of the Yoda NPCs is used in the mod though since none of you realistically know who "Ulon Tuain" is I might as well call it "High Quality Aliens: Yoda Species".

     

    This here is now Ulon appears in the ROR Demo and how he will look in the future releases of the ROR mod:

    Spoiler

    20220724213510_2.jpg.70055b988e3ca5f156b59109c4416948.jpg

     

    And here is how Ulon will appear with the HQ Yoda Species ROR Addon installed!:

    Spoiler

    20220723152718_1.jpg.18eea83ba4b87cbf5fe4a9350d6a64f0.jpg

     

    Disclaimer: Every Jedi Council member in the ROR Demo had names, you could only see them in the dialogue feedback menu once the Jedi Council cutscene ended. Just because Ulon Tuain has a ROR Addon made for him and the fact that I've revealed his name to the public doesn't make him "important" in the grand scheme of the ROR plot, as many of the fine details of later content of ROR is still up in the air it is possible that Ulon Tuain might just be "a Jedi Council member" character and that's it, or it might be possible that the Jedi Council members will play a bigger role which hasn't been written in yet... we just don't know (in 2022).

     

    And the dialogue is of course experimental, if overall community feedback dislikes the Yoda speak then remove from the mod we will! :P

     

    So when will this ROR Addon be released?

    I am not certain of that, and I have two very good reasons as to why this mod might not be released soon.

     

    1) ROR Episode 1 hasn't been released yet: If I released this mod tomorrow then the players would only be able to play this mod with the ROR Demo which was released in 2011 (How many of us are playing the ROR Demo in 2022?)

     

    2) Stormie's ported model hasn't been thoroughly tested: When I imported the model into MDLEdit (One of you model modders probably had a stroke reading that) I received an error message.

     

    This is very, VERY likely the result of MDLEdit not being prepared to load a "custom model completely built from scratch using modern 3D asset creation techniques" (as Stormie puts it). MDLEdit probably had a stroke as the following was the error message I recieved:

    Capture.PNG.4c1b764a410d5bb99be5369b107fdf16.PNG

     

    As you can see from my screenshot, I believe the ported model works just fine in K2... however, I think it might be best to wait some time and hope Stormie himself ports his work to K2 and I'll just use that model instead.

     

    But I want it now!
     

    I am also very, VERY open to the idea of releasing all 3 High Quality Yoda skins for ROR as replacements for the original Vandar mod. That means you will be able to pick one of the 3 ROR Yoda's and have it replace the Vandar texture in K1 (You WILL require Stormie's original mod to be installed first!)

     

    In-conclusion:
    Let me know what you guys think of both the High Quality Vandar reskin and the concept of Addon mods for the ROR mod! 

     

    Do you think ROR Addons are a good idea? Would you play with Addons when ROR is released? Do you think this is a bad idea? Should I release the Yoda skins for K1? Let me know what you think in the comments, your feedback (good and bad) would be helpful for Logan and the team!

     

    All credit goes to Stormie97 for the original model and texture!

    • Like 1
    • Light Side Points 1

  9. 11 hours ago, Sith Holocron said:

    I know Vander appears as a hologram in TSL. Any chance of TSL version down the line?

    Vandar also appears in the Full Jedi Council mod by Kexikus who modified Vandar's sitting animation. The problem with the original Vandar sitting animation is that, due to his size, he would sit as if he was a normal NPC which meant he didn't "fit" on any chairs so I believe Kexikus modified his animation to make him float above the ground so that it'd appear as if he was sitting in his Jedi Council seat.

    aa5dd5ba36ec881e17bcc922e2e0bbfe-star-wa


  10. 5 hours ago, EAF97 said:

    Here is a new updated look for Yuthura Ban, with Dark Hope's texture for her head and oldflash's Sith/Jedi robe texture for her robe. Let me know what you guys think.

    This might be my personal opinion, but unless you intend to use Dark Hope's texture in your mod then you probably shouldn't use it in your preview screenshots. It'll seem misleading to the players and while it does sound stupid I assure you there are definitely players who would assume Dark Hope's texture is included in your mod based on nothing but your screenshot.

     

    If you are INDEED planning on using Dark Hope's texture, might I ask why? It'll look silly to include a 4K head texture for a single NPC when the goal of your mod is to "Overhaul" the already existing NPCs in the game. You'd either have to give other NPCs 4K heads of similar quality or stick to not having a Yuthura head texture in the mod (You could always recommend player's use Dark Hope's mod without including it in the package).

     

    And for her robe, did you get permission from OldFlash to use the texture? OldFlash disappeared years ago and there (at least to my knowledge) is not way to contact him, did their mod something written in their readme which states modder's can use this texture in their own mods as long as credit is given?

    • Like 1

  11. K1 Pre-Release Pack


    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.0.0 Release Date: 20.06.2021


    Installation:
    Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic.

    WARNING: If you wish to use Gloveless Sith Officers and Albino Sith Officers at the same time, please install Gloveless Sith Officers FIRST and Albino Sith Officers SECOND!


    Uninstallation:
    Depends on what you've chosen to install.
    Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite.


    Description:
    July 15 2003 was the day Kotor 1 was released for the first time on Xbox. If you've played Kotor on the Xbox or have played my Knights of the Old XBOX mod then you might be aware that the Xbox version and the PC version of these games are different, but what if I told you there was a 3rd version of Kotor which you might not have heard of before?

    Between 2002 and early 2003, the original Kotor website published a series of images which ranged from concept art to promotional screenshots of the game during its Beta/Pre-Release stage of development.

    Whilst these promotional screenshots might appear worse than the vanilla game (As these are pre-release/in-development screenshots), a few eagle eyed observers might notice some features in said screenshots which the vanilla game lacks.
    What this mod will do is add these features into the vanilla PC game.

     

    WARNING: Please be sure to consult the mod's screenshots before installing (Or ask the mod author in the comments), the installer for this mod is modular allowing you to install things at your leisure, however, some features might be perceived as lower quality than others so
    it is recommended to be 100% sure of what you want to install before installing anything. None of the features should break your game, it's merely a matter of your own opinion on whether or not you like the aesthetic of a specific feature or not.


    Known Bugs:
    This mod shouldn't have bugs but if there is Just PM me on Deadlystream.

    Gloveless Jedi Robes do not receive the grey Dark Side transitions, meaning the player character will have a grey head with normal hands. The best way to fix this would be to use a mod which removes the Dark Side transitions. 


    Incompatibilities:
    Would be incompatible with any mods which modifies Mission Vao's body/underwear/head texture and portraits, Trask Ulgo's unique head texture and portraits, Jedi Robe textures and models, Sith Officer body/head textures or models


    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
    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
    • Submitted
      06/20/2022
    • Category
    • K1R Compatible
      No

     


  12. 5 minutes ago, DarthParametric said:

    It wasn't a stylistic choice, it was a performance optimisation. I very much doubt Bioware's original vision for the game was characters looking like there were taken straight out of the original Tomb Raider.

    I actually have a handful of pre-release screenshots of the game which shows actual NPCs in the place of Lite NPCs in the final release, so you probably are correct.


    The Lite NPC Restoration feature really is just to satisfy my own OCD and for the lovers of the original Tomb Raider.


  13. Unofficial K1CP Tweak Pack


    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.6.1 Release Date: 12.05.2024


    Installation:
    This mod requires the Kotor 1 Community Patch to be installed FIRST before ANY other mod: https://deadlystream.com/files/file/1258-kotor-1-community-patch/

    Alongside the "Readme.txt" file will be the following folders:

    "Override Mods"
    "TSLPatcher Mods"

    * To install Override Mods, open the Override Mods folder and select which mod you'd like to install and simply copy the files within the mod folder into your swkotor "Override" folder.
    * To install TSLPatcher Mods, simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic (Do note: This mod, as of version 1.0.0, only has a single TSLPatcher mod). 


    Description:
    9 years ago, Pavijan357 released their Unofficial TSLRCM Tweak Pack. That mod changed numerous aspects of TSLRCM based on Pavijan's personal tastes including, but not limited to, the removal of Kaevee or the restoration of Saedhe's original generic head.

    This mod uses that concept and applies it to the K1 Community Patch where I change, revamp or remove certain features of the K1 Community Patch based on my own personal opinion on that particular feature.

    Features:

    Spoiler

    Override Mods:


    1) K1 Outcast Clothing Fix
    In the vanilla game, the hand texture of the NPC commoner clothing has two parts: the hand itself (glove) and the fingers. For most clothing textures, the hand (usually a blueish green glove) and the fingers are the same color.


    However, the Outcast Clothing has a black hand (glove) texture with green fingers. Whilst it's hard to notice in-game, if you look closely you CAN see green on the fingers of the Outcast NPCs.

    This is a simple fix which will turn the Outcast's fingers black to properly match their gloves.


    2) Fixed Male 01 Clothing
    The default NPC commoner clothing (N_CommM01) is often described as being an ugly 'potato-sack' in K1. For K2, Obsidian fixed this by replacing the potato-sack texture with an updated improved looking texture.

    The K1CP developers decided to fix the K1 'potato-sack' with the superior K2 "N_CommM/F01" texture (It should be noted that the K2 texture simply looks better, they are both the exact same 512x512 resolution).

    What you might not have known is that both the original K1 'potato-sack' and the superior K2 texture both contain the same graphical error, the Commoner clothing has a section for the hand (glove) and the fingers. For K1, the glove is blueish green whereas the fingers are the same color as the shirt. For K2, the glove is brown whilst the fingers are blueish green.

    For this reason, this mod has been divided into two options:

    Option 1: K1 Comm 01 Clothing
    This option will restore the original 'potato-sack' outfit for both male and female Commoner NPCs. The male fingers are now blueish green, thus matching the glove.

    Option 2: K2 Male 01 Clothing
    This option will simply overwrite K1CP's original K2 texture with the fixed texture (If you want this texture for K2, please checkout "N-DReW's Bug Fix Collection for TSL")!


    3) Persuade Fixes
    The DLGs of Janis Nall, Sith Receptionist and Taris Drunks have player replies which allow the player to perform the "Persuade" option. However, despite the DLG having the possibility of failing the persuade check the persuade conditional is missing.

    As a result, the persuade option will always, without fail, be successful even if you have 0 Persuade skill. This mod will restore the persuade conditionals and will make it possible to fail the persuade options.


    4) Regeneration
    It's possible to enable player/party regeneration when outside of combat via the regeneration.2da file. This mod will enable the regeneration for the player/party when outside of combat.

     

    TSLPatcher Mods:

    1) Main Bug Fixes
    These bug fixes are bug fixes which are NOT present in the most up to date version of the K1CP mod, these bug fixes include:

    * Endar Spire Sith Soldier HP Fix: The very first two Sith Soldiers you fight on the Endar Spire, the Soldier to the left has 1 hit point which means he dies in 1 hit even if you are unarmed. This fix gives him 15 hit points like all the other Sith on the Endar Spire.

    * Undercity Canderous & Undercity Merc Fix: Once the Rakghouls are dead in the Undercity, Canderous refers to his surviving mercs as "boys" despite only 1 surviving. This fix sets one of the mercs destined to die to minimum 1 HP so that 2 mercs always survive. Canderous' stats here have been modified to match the Canderous you recruit and play as.

    * Shasa Challenge Rating Fix: NPCs have a "Challenge Rating" modifier that determines how much XP an NPC gives. Shasa the Selkath has a CR of 0 meaning she gives little or no XP upon death, this fix gives her a CR of 6 to match the other Selkath.

    * Tatooine Commoner Head variant for Tatooine NPCs only Fix: An OCD fix that ensures the commoner heads labelled "Tatooine" are exclusive to the planet Tatooine.

    * Ixgil the Bith fix: Turns Ixgil, the NPC who gets shot outside your apartment, into a Bith to match his VO & Soundset.

    * Karath's Red Sith Soldier fix: The normal Sith Soldiers on the Leviathan Bridge are labelled "Sith Heavy Trooper" which are usually red Sith Soldiers in other parts of the game. Several pre-release screenshots show these Sith Soldiers as red as well.

    * Tukata Brute to Warrior fix: An OCD fix where in a Tukata beast is called a Brute in the base game despite its UTC file suggesting it was supposed to be a warrior.

    * Javyar's Cantina Sitter fix: An OCD fix which swaps one of the Cantina Sitters into a Nikto to match its UTC name

    * danm14ad Mandalorian Blaster fix: A Mandalorian on Dantooine dual wields Blaster Rifles. Swaps the Rifles for Pistols.

    * Tatooine Gamorrean fix: The Dune Sea Gamorrean Ambush NPCs all have the same appearances in the Dune Sea despite having different appearances in the Tatooine Cantina.

    * Gamorrean Battleaxe Fix: The cut Gamorrean Battleaxe is broken in the base game, this fix makes it work like it does in K2.

    * Wookiee Warblade and Gamorrean Battleaxe price fix: The Wookiee Warblade and Gamorrean Battle have no prices in the base game.

    * Dark Jedi Robe icon fix: The Dark Jedi Robe, Knight Robe and Master Robe all have different icons despite sharing the same texture when worn. This fix gives the Knight and Master Robes the Dark Jed Robe icon because this icon matches the actual Dark Jedi Knight and Master Robe texture in-game.

    * Massassi Ceremonial Armor Stat fix: Armor UTC files in K1 have a noticeable pattern. The armor labelled 01, like g_a_class4001, will always be the weakest of its type and the higher the number goes the stronger the armor gets (for example g_a_class4003 is stronger and more expensive then g_a_class4002). The Massassi Ceremonial Armor is g_a_class4005 and costs 3000, the Cinnagar Weave Armor is g_a_class4004 and costs 2000 despite the Massassi armor having 5 Defense and the Cinnagar armor having 6 defense. By following the noticeable pattern, it would make sense for the Massassi armor to have 7 Defense instead of 5.


    * Twisted Rancor Trio Datapad fix (No plot flags): You can now sell and get rid of the Twisted Rancor Trio Datapad instead of keeping it forever.

    * Calo Nord fix: Fixes Calo Nord's blasters on Taris and makes Calo Nord's Stats and loot drops on Tatooine, Kashyyyk, Manaan and Korriban consistent.

     

     

    2) Optional Bug Fixes
    These bug fixes are bug fixes which are NOT present in the most up to date version of the K1CP mod, however, these fixes are directly incompatible with my NPC Diversity Pack. ONLY install these fixes if you DON'T plan on using the NPC Diversity Pack. These bug fixes include:

    * K1CP Endar Spire Republic Soundset Reversal: An OCD fix that restores the vanilla Republic Soldier Soundsets to the Endar Spire which were replaced with Commoner & Smuggler Soundsets to prevent repeated death cries.
    * K1CP Javyar's Cantina Bounty Hunter Reversal: An OCD fix which removes the custom armor from the Lower City Bounty Hunters, making them appear exactly how Bioware intended.


    3) Class Skill Persuade
    A simple fix that makes the Persuade skill a class skill for all player classes.


    4) Lite NPCs Restored
    In K1CP, the low poly 'Lite' NPCs were removed with the addition of A Futre Pilot's K1 Lite Upgrader Mod.

    The way Lite Upgrader works is that a Lite appearance is replaced with an NPC with pre-determined clothing with either a generic or player head, this means that instead of seeing the same Lite NPCs you'll instead see the same normal NPCs wearing the same color clothes with the same player head every single time.

    If you're someone like me, you might agree with me when I say that the K1 Lite Upgrader mod isn't necessarily a bug fix but rather an aesthetic mod which isn't 100% faithful to Bioware's original vision for the game.

    This mod will not only restore the vanilla Lite NPCs, but it will also provide a bug fix for the "Lite_Commoner_Male_01" appearance who, in the vanilla game, used the texture of "Lite_Commoner_Male_05" instead of the 01 texture variant.


    DISCLAIMER:
    Some of the features in this mod might eventually be added in a future update of the K1CP mod, if that happens then this mod will be updated accordingly and will remove any features which were added to K1CP.


    Known Bugs:
    This mod shouldn't have bugs but if there is report it on Deadlystream.com


    Incompatibilities:
    Report further any 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.

    Do NOT claim credit for the K1 Community Patch or any of its integrated mods, please consult the K1CP developers for permission to utilize their assets in your own mod.


    Thanks:
    A Future Pilot: For kickstarting the K1 Community Patch mod!
    DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates!

    DarthParametric again: For improving the mod logo on the main download page!
    Bioware: For such an amazing game!
    Stoffee: For TSLPatcher!
    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
    • Submitted
      05/14/2022
    • Category
    • K1R Compatible
      No

     

    • Like 2

  14. 4 hours ago, Sith Holocron said:

    So I had a random thought: What sort of things should be in a KOTOR/TSL mod trailer?  And what sort of things shouldn't be bothered with?

    Keep in mind that I'm thinking of larger scale mods: think planet mods, arena mods, or any of the larger content mods. 

    Other questions I was thinking about: what's a good length of a trailer?  If you wish to get into specifics like teaser trailers compared to a a final release trailer, feel free to do so.

    That would depend on exactly what the mod does.

     

    A trailer is kind of like advertisement, your trailer should pitch the mod to the audience and should make them want to download your mod. The key to making a good Kotor mod trailer is to get things like the music, footage and other special effects to work with what you're presenting.

     

    A common error I see Kotor mod trailer's make is that they record their mod footage with either the game's background music, background ambient noises or NPC chatter when these sounds would be best left out of the trailer. If you wanted to show an NPC talking, go into the sound menu of K1 or K2 and turn down the music and background noises to 0 whilst keeping the NPC dialogue up, in-game, you will only hear the NPC speak and the rest of the game will be silent.

     

    This would be useful if you wanted to have GLIntercept flyby shots of an area and the scene faded into another scene, you wouldn't want to have a soft flyby of Manaan hearing the loud crashing of the ocean's wave only to fade into Tatooine and unnaturally go from ocean waves to dust winds with no transition. Or you wouldn't want to loudly hear a ship take off in the background when an NPC is talking.

     

    If needed, you could use the vanilla game's/mod's sound effect files and add them in your video editor so you, the trailer maker, can choose when these sound effects play to complement the trailer instead of them being an annoyance in the background (A spooky Korriban mod trailer for example would do great with some Sith whispers and background screams which we hear in-game). 

     

    In addition to the in-game audio, you'll want to make sure whatever music you picked isn't 'too loud'. I remember one of TSLRCM's old trailers having a part with Kreia narrating something and all I can hear is the Sith theme screeching over the top of her... the lesson we can learn from that trailer is: make sure the music isn't loud enough to overshadow the narrator and/or mod footage you are trying to showcase.

     

    When it comes to things like music, your pick should 'work' with the 'theme' of your mod. Is your mod an action packed custom content mod? You probably wouldn't want the K2's Rebuilt Enclave music playing for that. Many Kotor trailer's have music and features which work with their video theme, but sometimes these video features don't work whether it be with the video itself or with the mod you're showcasing. I could use various Kotor mod trailers as examples but I wouldn't want to draw criticism on the mods or their authors (Even if their trailers aren't good, most of the times the mods are amazing!).

     

    I would like to reiterate what Malkior has stated: I think that a trailer should only be made when the mod is essentially complete (You can discuss and plan it privately before hand, but that's it). You wouldn't want to have a trailer with half finished/poorly made content or, as Malkior put it, have a trailer which shows pre-rendered content which isn't even in the mod (If that was to be done, it'll only leave a bad impression on both your "mod" and yourself as a modder).

     

    If it's a teaser, it can be as short as 20 seconds or as long as a 1:30 depending on what exactly you want to show. The teaser should only 'tease' the mod whereas the trailer hence why it should be on the shorter end of the stick, whereas a trailer you'd go all out and do a 1 minute or 3 minute trailer, of course the timing of your trailer will be different depending on what the mod does: Does it rely heavily on combat? Is it voiced? Is it custom content? Is the mod big? etc. Trailers shouldn't really go for longer than 4 minutes I would say.

    • Like 1

  15. Darth Sapiens’ T3-M4 HD 2k [Ported to Kotor 1]


    A Mod for Star Wars Knights of The Old Republic
    Authors: N-DReW25
    1.0.0 Release Date: 11.05.2022 

     

    Description: 

    On the 21st of February 2015, Darth Sapiens released his T3-M4 HD 2k reskin mod to Deadlystream.com (http://deadlystream.com/forum/files/file/514-darth-sapiens-presents-t3m4-hd-2k/). In the years following his release, Sith Holocron recolored Sapiens’ texture for the other astromech droids in the game /( https://deadlystream.com/files/file/971-refurbished-astromech-droids/)

     

    What we didn’t know is that Sith Holocron recolored the T3-M4 texture for his own personal uses as he was attempting to get closer to the coloring seen in the original “vanilla” T3-M4 texture. Sapiens’ original mod can only work in K1 if the player renames the original texture (and the associated TXI file) to the K1 name structure.

     

    To quote from Darth Sapiens’ original mod page: "this is a t3m4 skin I have had in the works for a little while now, my usual rules apply, use this however you'd like but give me credit and a PM, all the disclaimers and stuff apply. thanks obsidian and bioware, NO thanks Disney."

     

    With this is mind, I have decided to publish Sith Holocron’s modified version of the T3-M4 HD 2k mod for Kotor 1 in particular. All the credit goes to Darth Sapiens for making the original mod. (Please see Credit section for additional credits.)

     

    Installation: 

    For Star Wars Knights of the Old Republic - Extract all files into the Star Wars Knights of the Old Republic/Override folder. 

     

    Uninstallation:

    Take it out again. ;)

     

    Known Bugs: 

    None known at this time.

     

    Credits:

    This mod would not have been possible with Darth_Sapiens' mod so primary credit belongs to him. 

     

    Oh . . . and credit to Sith Holocron for the recoloring and responding quickly to my questions about this mod. And the screenshots!

     

    Additional Mod Suggestions: 

    If you like the look of Sapiens’ mod, may I recommended to you also download and install Sith Holocron’s Refurbished Astromech Droids mod? (https://deadlystream.com/files/file/971-refurbished-astromech-droids/)

    Unlike this mod, no renaming was required for that mod. You’ll have the added benefit of Darth Sapiens’ design being standard through the game.  This of course is optional.

     

    Of course, you may prefer Sapiens’ coloring of T3-M4, especially as some of you have been using that texture in TSL for years. That seems fair to me!

     

    In that case, I recommend you download Sapiens’ mod (linked above) to your desktop and do the following:

    -    First uninstall this mod

    -    Rename P_t3m4_01.DDS to P_t3m3_01.DDS

    -    Rename P_t3m4_01.txi to P_t3m3_01.txi

    -    Rename PO_PT3m4.tga to P_pt3m3_01.tga

    -    Rename PO_PT3m4.txi to P_pt3m3_01.txi

    -    Move the renamed files and the remaining unnamed files in that folder to your Override folder.

     

    Legal Disclaimer:

    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either.

     

    Sith Holocron's Policy: I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use.


    • Submitter
    • Submitted
      05/10/2022
    • Category
    • K1R Compatible
      Yes

     

    • Like 1

  16. 10 hours ago, MarkXT9000 said:

    Its 12AM here in Philippines and my mother is monitoring me to go to sleep, so I can't post screenshots of the bug happening, i'll do it tomorrow afternoon.

    No problem! Get back to me when it is convenient for you, there is no rush.

     

    Quote

    Though I can assure you that the least time it took to wait to have the cutscene hang was the very start of the cutscene (where G0-T0 is floating inbetween his minions) and the longest time was the G0-T0 hologram giving a warning to his minions ("if this knowledge is bled to them, your lif"-- game freezes).

    So it's seemingly random?

    That last comment you mentioned, that sounds as if the game is freezing at the moment the camera is supposed to change.

     

    Quote

    I'm not sure a "critical file involved", no error window was given when the game crashed during that cutscene. Has to ctrl+alt+del and open task managed to force close it.

    Don't worry, I don't expect you to find the file for me. I highly suspect the file that might be causing this is the .GIT file for that module.

     

    When you are ready, can you attach the "352nar.git" file inside your Override folder here so I may have a look at it?


  17. 4 hours ago, MarkXT9000 said:

    Bug: Whenever the first G0-T0 scene (with GenoHaradan, Twin Suns, HanHarr, and 3 HK-51s included) is shown, somewhere in the middle of the cutscene, the game freezes where the only way to close the game while freezing is to push ctrl+alt+del and choose Task Manager to "Kill" that game.

    If you can, would you be able to tell me where exactly the cutscene crashes? You can tell me this by screenshotting/quoting what the last line of dialogue an NPC says before the game crashes.

     

    4 hours ago, MarkXT9000 said:

    Mods I installed: Most of them are from the official mods from r/kotor KOTOR 2 mod build (TSLRCM, Partyswap, Extended Enclave and its compatch installed), but with additonal mods from outside of that list
    Dustil Restoration
    Dynamic John Williams Original Trilogy Soundtrack
    Balance Tweak Patch
    JC's Feat Fixes
    Main Menu Widescreen Fix

    So you have the entire Reddit mod build installed I take it? 

    That build was built around the idea of simply improving the vanilla game, added content such as M4-78, GenoHaradan Legacy or Dustil Restoration etc. aren't part of the build due to custom content mods being developed with different levels of efforts (People hate M4-78 for its content, Dustil Restoration goes out of its way with custom cameras, GenoHaradan Legacy tries to restore the incomplete GenoHaradan plot etc).

     

    For this bug, we'll need to figure out what mods in your build might be conflicting with GenoHaradan Legacy. Since you got halfway through the cutscene, I highly doubt it was the texture mods as they'd crash the moment the cutscene loaded.

     

    Do keep in mind, when Goto says his final line where he warns the Bounty Hunters not to work with the GenoHaradan or else he'd kill them the camera will change several times showing the faces of the bounty hunters, could a critical file involved in that cutscene be stuffing it all up perhaps?


  18. Qel-Droma Hybrid Robes for JC's Cloaked Hybrid Robes


    A Mod for Star Wars Knights of The Old Republic
    Authors: N-DReW25, Effixan and Constantinople33
    1.0.0 Release Date: 08.05.2022


    Installation:
    1) Install JC's Fashion Line I: Cloaked Hybrid Robes for K1 FIRST! (No exceptions!!!): https://deadlystream.com/files/file/1758-jcs-fashion-line-i-cloaked-hybrid-robes-for-k1/

    2) Install Effixan's Qel-Droma Robes Reskin SECOND!: https://deadlystream.com/files/file/2019-effixians-qel-droma-robes-reskin-for-jcs-cloaked-jedi-robes/

    3) Open the "For Override" folder and copy the files within to your swkotor Override folder and select the "Overwrite" option when it pops up.


    Description:
    March 11th 2021 saw the release of the Lore-Friendly Qel Droma Robes by Constantinople33 which was a 2K resolution reskin of the vanilla K1 Jedi Robe texture to make the Qel-Droma Robe item look more like the canonical Robe as
    worn by Qel-Droma in the Kotor Comics. I personally thought the skin looked AMAZING with its extensive detail, but at the time I used JC's Cloaked Jedi Robe mod so I took no heed to the mod as both mods were incompatible.

    But upon looking into JC's Cloaked Hybrid Robe mod, I realized that it would be possible to "merge" Constantinople33's work with one of JC's Cloaked Jedi Robe skin to make a "Hybrid" robe. At first, I was intending to use
    Salk's Qel-Droma Robe texture (which was uploaded by StellarExile) as the Cloaked texture of my Hybrid mod, but after my initial work on the Hybrid Robe the modder Effixan published his own take on a unique Qel-Droma Cloaked Robe.

    From what I can tell, Salk had requested Effixan to professionally make his version of Qel-Droma's Cloaked Robe using Salk's work as an inspiration... as such, after getting permission from Constantinople33 and the fact Effixan stated in his
    readme that users can use his Qel-Droma Robe with credit, I have merged the Lore-Friendly Qel-Droma Robe with Effixan's Qel-Droma Robes Reskin mod.


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

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


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

    To use Constantinople33's texture in your mod, please ASK HIM for permission as it is his original work!

    Thanks:
    Constantinople33: For making the original Lore-Friendly Qel-Droma Robes!
    Effixan: For creating his own Qel-Droma Cloaked Robe texture which was used in this mod!
    Salk: The one responsible for the design of the Qel-Droma Cloaked Robes!
    Bioware: For such an amazing game
    Fred Tetra: For Kotor Tool
    And everyone who downloads the mod!


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


    • Submitter
    • Submitted
      05/08/2022
    • Category
    • K1R Compatible
      Yes

     

    • Like 1

  19. 2 minutes ago, Sith Holocron said:

    I don't understand why he missed the link in the post directly above his.

    It could be because Deadlystream in 2016 didn't display the mod's image like it does now, but I agree with you whole heartedly: how on earth didn't he even read the entire thread before asking that 5 years later?


  20. On 1/16/2022 at 6:32 PM, Vabulletizer said:

    Hello there, i saw a topic asking to release an update for this mod, but unfortunately there was no any progress, i would like to know, it is even possible to get these two mods to work correctly together?

    In my experience, the hardest thing about compatibility is merging the Korriban tomb's TSLRCM content with the mod's content WITHOUT restoring the vanilla bugs.

     

    On 4/26/2022 at 10:06 PM, Revanbeta50 said:

    Yeah let's see if I can get the other modders availability 

    You certainly won't be getting modders for this project by making your own copy of this very thread.

     

    This user created this thread and managed to follow the rules when creating their post and yet the community didn't have answer to give!

     

    Keep this in mind, Vabulletizer asked their question in a reasonable and sensable manner and was ignored... in your thread you wrote the following:

    Quote

     

    From what you have shown the other modders on this site is that you cannot follow most of our General Posting Habits, Spam or Bumping rules... why would any of us want to work on a project you are requesting?

    • Light Side Points 3

  21. 9 hours ago, Revanbeta50 said:

    if possible please help us with this because I can't ues the appearance file so I can't really use the mod how it was fully meant to be unless someone makes a patch for mobile compatibility 1546905870_Screenshot_20220422-222404_OperaMini.thumb.jpg.44c45d7c6f36a0099c7e227a4d205afc.jpg

    I have stated in your other thread that a BOSSR mod for Android "might" be possible, but I can assure you, never in our lives will an Android version of the NPC Overhaul mod be compatible with the Android of Kotor 2... EVER!

     

    On PC, the NPC Overhaul mod has a very delicate system of TSLPatching. This TSLPatching method mainly consists of injecting NPC files directly into the .MOD files in the modules folder, this is because many NPCs in Kotor 2 use the exact same file name as one another and the only way to modify these NPCs is to place them directly into the .MOD files to prevent a conflict.

     

    This mod is a real b*tch to install even on PC, it is a core reason why people don't like this mod. The TSLPatcher injection method has to be injected into each .MOD file and if you don't know what a .MOD file is it's essentially the file which contains all of an areas data (Citadel Hangar, TSF Station, the Citadel Apartments and Ithorian Compound areas are called 201TEL.mod, 202TEL.mod, 203TEL.mod and 204TEL.mod for example). Because there are about 80 areas in Kotor 2, that means you have to install the NPC Overhaul mod up to 80 TIMES just to install the mod properly, and this is on PC.

     

    Only people who are super dedicated to a modded Kotor 2 would install that mod, what makes you think a modder would put themselves through that installation process if the chances of NPC Overhaul being compatible with Android is less than 20%.


  22. 9 hours ago, Revanbeta50 said:

    I know it's possible u guys did kotor 2 tslrcm for android why can't u do this 

    Let me explain:
     

    Spoiler

    Kotor 2 on its own is 'broken' in a way, full of stupid bugs and too much cut content. The TSLRCM fixes many of those bugs and restores the necessary cut content back into the game, this is why 99% of all Kotor 2 players use TSLRCM. The TSLRCM devs DIDN'T have to make a Mobile port, but they did... obviously, the Mobile version has its own limitations and as such the TSLRCM devs needed to change certain parts of TSLRCM for it to work on BOTH Android and iOS (hence why Mobile TSLRCM is a separate mod from the PC TSLRCM).

     

    Brotherhood of Shadow would have this same logic, but the problem with BOSSR is that it ISN'T TSLRCM...

     

    TSLRCM has to be installed FIRST whenever you want to play with TSLRCM, no exceptions! (This rule also applies to the Android version). Since this mod is installed first, just about every other big mod is designed by us modders to require TSLRCM for the sake of compatibility: mods like M4-78EP, Kotor 2 Community Patch, Extended Enclave, GenoHaradan Legacy, Goto Overhaul and more are created like this... because if your mod doesn't accommodate TSLRCM then that means the 99% of players who use TSLRCM won't play your mod.

     

    But the K1 is different, and the Android version of K1 is even more different!

     

    You see, mods are installed with a thing called a "TSLPatcher" which is an EXE executable file which will merge a mod with the mods you've already installed. Since the Android/iOS version doesn't support EXE files then that means the TSLPatcher doesn't work for you... that is the KEY reason why mods don't work for Android. We cannot create an Android alternative to the TSLPatcher, Androids and iOS devices inherently don't support TSLPatching.

     

    That is the reason why people keep telling you "Connect your Android device to a PC, copy the Android Kotor files to your PC, direct the TSLPatcher to install your mod into the Android Kotor files, copy the Android Kotor files back to the Android and the mod will be installed on Android" is because this is the ONLY way an Android player can actually get to experience a TSLPatcher mod.

     

    Just about all the mods for the Kotor games are built around compatibility with one another, if they weren't then we wouldn't be able to play with more than one mod. But without a TSLPatcher, that is unfortunately your reality, you can only really play with one mod IF you are lucky. Your only real hope is to one day buy a PC to play mods on Android.

     

     

    However, like you said, it is "possible" to have an Android BOSSR mod and I'll tell you below how such a mod would look like:

     

    First off, you'd have no custom VO. The Android versions of Kotor don't support modded VO so that means all the uniquely voiced characters will be silent. There is nothing we modders can do to fix this.

     

    Second, the Czerka HQ area crashes on Android, this might be due to the density of NPCs in that area and as such it might be possible to remove a lot of the unimportant NPCs to make it not crash on Android. But this will result in a half empty area, again, nothing we modders can do to fix that.

     

    Third, you'd have to install the mod by copying files to your Override and Modules folder. You CANNOT, under ANY circumstances, have any other mod already installed or you WILL break them... this wouldn't be a problem with a TSLPatcher, but without one this is something you'll have to do.

     

    Once you've installed the mod, you then CANNOT, under ANY circumstances, install any other mod afterwards or you WILL the BOSSR mod... this wouldn't be a problem with a TSLPatcher, but without one this is something you'll have to do.

     

    Fourth, even if a modder did make an Android BOSSR you have to keep in mind that most modders don't even own Androids... so how would we even be able to test the mod? And since we don't own Androids, would we even have the motivation to do bug fixes and patches?

     

    When people don't give you the answer you want when it comes to requesting Android version of mods, it is not because we dislike you or anything to do with you... rather, it is a fact that Android modding (without a PC) is a living hell. It is far better to just buy a PC and either install the mod for Android using said PC or playing the mod on the PC version of Kotor.

     

    • Thanks 1