N-DReW25

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Everything posted by N-DReW25

  1. I take it you're using Kotor's in-built screenshot system? You should really find a better method of screenshotting. On the Steam version you can press F12 and it'll take a screenshot instantly, there is no need to time it. Surely there is a 3rd party software you can use to make screenshotting easier for you. Female Republic Soldier Restoration has 2 install options. A vanilla install that adds default Female Republic Soldiers and Soldiers with new VO and an NPC Diversity Pack install which only adds the new Soldiers with the VO. If you don't install FRSR, the Diversity Pack will add Female Republic Soldiers but they won't speak, they'll only exist in the background. Installing the FRSR's Diversity Pack install will add additional Diversified Female Republic Soldiers who'll speak with AI VO. If I'm remembering correctly, this is also part of the K1CP.
  2. N-DReW25

    K1 Loot Overhaul

    This bug is confirmed to have been caused by the K1 Loot Overhaul, I will investigate why this is happening.
  3. No point, you've already shown me this. What version of Kotor are you using? Are you using Steam?
  4. Now I appreciate you reporting the bug, but come on... That's the screenshot you've attached above, why on earth did you use a far away shot of the bug when you could've triggered the cutscene and actually shown me a closeup of the problem.
  5. Yes, the NPC Diversity Bug... that's not relevant to this thread! No, and for good reason. For example, the Brejik dropping a Mandalorian Blaster feature used to be part of Heart of Beskar but is now part of the Loot Overhaul. If I had HOB installed how would I know if I successfully ported this feature from HOB to the Loot Overhaul.
  6. I will fix this in the next update. I plan on attempting a playthrough with the NPC Diversity Pack, RC-K1CP and Loot Overhaul so I can find bugs for all of them and fix them all simultaneously.
  7. I'm afraid not as this time, currently the mod only includes female Sith Soldier NPCs with matching female soundsets. Female players will still get the male disguise.
  8. Sarcastic Response: No, this mod is very clearly incompatible with the K1CP. I specifically tell people to install the K1 Community Patch before this mod so people will break their installation for the lols. I'm going to assume you didn't bother to read the mod's main page, because if you did you would've known that this mod is indeed compatible with the K1CP from the get-go.
  9. If any of you follow the K1 Pre-Release Pack, I like to show my K1P-RP comparison screenshots by vaguely telling you where the Pre-Release Screenshot came from and when it was taken alongside a screenshot from the mod imitating the Pre-Release Screenshot. Below are my K1P-RP style screenshots for the RC-K1CP's restored content: It is planned, I already have plans for Deadeye Duncan on Manaan for other mods so to make those mods work I'd need a mod to restore him. The two examples you've given me are already restored. Ulic Qel-Droma's mesh suit is sold by Mika Dorin and the Stealth field enhancer is sold by Crattis Yurkal. Of course, not all of the items are restored right now. But the "Items Restored in RC-K1CP.txt" file included in RC-K1CP next to the readme is literally a list of what's restored and where it's found. Here's a copy & paste of it so you can translate it from here: If you can't find the item listed, then that is a bug that needs to be fixed. I am not restoring that as there is a much better mod for that already, and it's compatible with the K1CP: Not a problem
  10. appearance.2da isn't what you're looking for, only the PMBE06, PFBE06 and ia_class6_006 files determine an Exar Kun reskin. They end in ".tga" so "PMBE06.tga" Have you tried K1R? I vaguely remember seeing those files in that mod years ago. If it's not in K1R, and you can't find it in either the NPC Overhaul or Shem's mod, as SH has said already we can't be of much help without images of the armor in question.
  11. PMBE06, PFBE06 and ia_class6_006 are the names of Exar Kun's Battle Armor textures. If these textures are in the NPC Overhaul, download the Overhaul mod and copy those three files out and place them in the Override. That'll allow you to play with those textures with modern mods like K1CP without the outdated NPC Overhaul.
  12. Here is a preview of the next update to the RC-K1CP. This update shall not only impact the RC-K1CP, it shall also impact the Unofficial K1CP Tweak Pack and the K1 Pre-Release Pack! A number of Tweak Pack features will be removed from the Tweak Pack and will be added to the RC-K1CP: this includes the restored turret soundset, Davik's upgradeable armor, Eli's alternative clothing and the soundset fixes. The Lite NPC restoration shall also be added to the RC-K1CP, but the Lite NPCs shall be made an optional install! In addition, the Lite NPC restoration shall simultaneously remain in the Tweak Pack. Tweak Pack shall have a copy of the Lite NPCs restoration as it undoes the controversial Lite Upgrader feature in the K1CP, hence it fits the description of the "tweak pack". But for Lite NPC restoration in RC-K1CP, there is a unique reason it's being added here. In a future update, there shall be a 3rd install option called "Lite NPC restoration plus" which shall restore all of the Lite NPCs which were not used in the vanilla game. If you install the main RC-K1CP mod, the Lite NPC restoration mod and the Lite NPC restoration plus mod together you'll get to experience the full arsenal of Bioware's original Lite NPCs. Below are some screenshots of the unused Lite NPCs in question, courtesy of A Future Pilot and his Lite Upgrader mod. Now what about the K1 Pre-Release Pack? The K1P-RP mod is similar to the RC-K1CP mod, except this mod restores content shown in official Bioware Pre-Release screenshots. Below is an example: Now, in the game files for Anchorhead are dialogues for cut NPCs such as Chadra-Fans and Ithorians but the Pre-Release screenshots show quite a bit of cut content in Anchorhead. In this screenshot, we have the cut Ithorian Miner NPC. In this screenshot, we have a hover sled with engine in the background and a little drone floating about. In this screenshot, we have a Protocol Droid, a Quarren and two Dewbacks In this screenshot, we have a landspeeder in the background. This creates a problem, do I restore these features in the K1P-RP mod or do I restore them in the RC-K1CP mod? Well, I've made a decision. The NPCs shall be restored in RC-K1CP whilst the placeables will be restored in K1P-RP! RC-K1CP: K1P-RP And to finish this preview off, this update will also fix the syntax errors that have been plaguing the mod since release! So have fun installing it with no guaranteed error messages.
  13. Now that is cursed, in a good way! When I first saw the mod's main image with the Xbox logo I thought someone had copied my Knights of the Old XBOX TSL mod. Much like everyone else, I was not expecting an Xbox TSLRCM Port in 2024.
  14. Looks like he's using the Kotor Mod Builds. The author of the list would be @Snigaroo.
  15. JC has to fix it in a bug fix update for his mod. I'm not sure when I told you that, but I'm going to say you probably shouldn't use KSR 2022. The reviews for that mod state there are bugs with the Bolook quest and since the mod hasn't been updated since 2022 you're going to have problems with that mod regardless to whether or not you're using multiple mods or just KSR 2022. Not only is DP correct, it isn't his responsibility to ensure compatibility with other mods... but you've already reported this to me. It is my mod that is the problem and it is my responsibility to fix it, and since I'm busy with both irl responsibilities and other mods I'll get around to fixing it when I get around to it. You aren't going to get any help from anywhere except from me, and my help requires patience.
  16. Maybe I wasn't too specific in my post, but the idea is that you'd get a different card from the Coward. This new card would unlock the elevator that leads to the sublevel, from there you can obtain a passcard without having to fight a crowd of enemies at once. So I had a similar idea which I'm sure you'd really like. The idea was to add a second Vulkar coward in the sublevel which would be the Twi'lek coward from the vanilla game whilst the Vulkar coward on the ground floor is the human one. The Twi'lek coward in the sublevel would be guarding the heating system generator room whilst the human coward is guarding the Vulkar control room. I say control room as dialogue from the TLK seems to suggest the computer terminal which is found in the main open area near the armory was supposed to be inside the room with the coward NPC: "I don't know. Maybe you could use the main terminal in this room to override the security system, if you're good with computers. Otherwise you'll need to get your hands on a pass card."- Vulkar Coward This would suggest that the coward was guarding a control room akin to the one found in the Hidden Bek Base (the one that's famously locked forever in the vanilla game) instead of just some random room as we got in vanilla. My plan had the Vulkar Lieutenants from the barracks moved to the sublevel so that the barracks would have the passcard in a footlocker guarded by 10 enemies whereas the Lieutenants would have energy shields but would have fewer guards protecting them. By having the Twi'lek coward in the sublevel as an NPC, his dialogue on the Lieutenants still works as there are Lieutenants on the sublevel with him. I also know there's an option to disable the turrets by disabling them via the computer terminal, but that option is way more expensive then just overriding the power conduit in the barracks (10 spikes VS 3 spikes). I think I might change it so that both disabling the turrets and overriding the power conduit would cost the same, this means you either disable the turrets or override the power conduit to avoid fighting the Vulkars for a Spike fee or you simply attack the Vulkar swarm head on and risk getting killed if you're playing on Impossible difficulty.
  17. The Circlet of Saresh already drops on the PC version, this mod is unfortunately not for the Xbox version as it's intended to be used with the K1 Community Patch.
  18. "giveitem g_a_jedirobe003" should do the trick, but ONLY in the Sith Governor's Room. Install my mod after his and it should work.
  19. N-DReW25

    Damaged Calo Nord

    @Lewok2007 You might want to add an upscaled normal Calo Nord so that the texture quality is consistent between Taris & Post-Taris appearances with Build a Calo.
  20. The K1 Community Patch itself causes that. I've already reported it to the K1CP Github, so it's up to the K1CP team whether or not they want to fix it in their next major update. In the mean time, the Unofficial K1CP Tweak Pack will be updated to fix that problem as part of its bug fixes. This update will come around the same time as the next RC-K1CP update!
  21. darthbdaman is allowed to mention the cut Pass Card feature, though the K1R implementation may just have to be the way to go as it had cut VO to support it. I'd say the Echani Mercenary would come first, followed by Outcast Children, followed by Sith disguises. Whilst the Echani Mercenary is coming soon, it won't be in the update coming out next.
  22. N-DReW25

    Build a Calo

    You're welcome to post the link here, can't wait to see what you've made!
  23. That'd be a good idea going forward, using the K1EP as a legitimate mod in the 2020's is going to cause a world of pain when using modern mods.
  24. @Vampir999You're trying to upload a mod, right? You've done it incorrectly, you don't make a thread and attach a file to it. Here's how you actually upload a mod. Go to the "Downloads" tab of this site and click on blue "Submit File" on the top right corner of the screen. This'll take you to an interface which will allow you to properly upload the mod. Once the mod is uploaded, an Administrator will have to approve your mod... once it's approved a dedicated page will be created for your mod and a "Mod Release" thread will be automatically generated. Have a look at all the other threads in the "Mod Release" section, they all have links leading to their mod pages... not attachments like what's been done here. I hope this helps