N-DReW25

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Posts posted by N-DReW25


  1. 13 minutes ago, Revanbeta50 said:

    Wtf man ur so awsome 😍

    One thing though did u make a obi-wan

    One because the class is awsome

    But of its ok because there still awsome 

    I did not make the Obi-Wan robe, this is because I chose to follow the "vanilla" robe setup (Brown, Black, Red, Blue, Qel-Droma). It is possible to make the Obi-Wan robe, though I'd rather make that (along with other textures) at a later date post-release.

     

    I have sent you the Beta via PM.


  2. Lite Alien 01 Restoration


    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.0.0 Release Date: 30.09.2021

     

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

    The alien is HD by default, the "Different Resolutions" folder contains a backup of the HD texture, a texture which matches the same resolution as every other NPC in the game and a Lite texture which is a low-res texture which matches the other Lite NPCs.

     

    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:
    In the game files exists several "Lite" low-poly Alien NPC models, these are the Quarren (N_alien02_low), the Chadra-Fan (N_alien03_low) and the Gran (N_alien05_low).
    In the Taris section of the texture files exists a file called "LTS_Crowd01.tga" which most likely contains an early draft of the Duel Arena spectator crowd, on this texture exists two strange aliens, one which looks like a Gand and another which could only be described as a pink punk.

    Spoiler

    Capture.PNG

    In the model files, I found an unused model called "N_alien01_low" which lacked a texture but looked suspiciously like the pink punk from the crowd texture... this leads me to believe that the pink punk was going to be "N_alien01_low" whereas the Gand would've been "N_alien01_low".

    Spoiler

    Capturfe.png

    This mod gives "N_alien01_low" a texture and restores the NPC in several places in the game, you can find him on:

    * Dantooine as Kni
    * Manaan as a Shady Pazaak Dealer
    * Tatooine as the guy who gives you the Gizka

    I could've added this alien in more places, though I thought seeing the same low-poly Lite NPC over and over again would get old real quick. I might add this guy in more locations based on suggestions and popular demand.

     

    Whilst I am confident no Legends material has named this alien species YET... I have chosen a name for it. it's called a "Pyrath". This name was chosen by me, @N-DReW25, simply because this guy doesn't exist in either Star Wars Legends or Canon and in the words of Effix: it's simply a generic filler alien. I chose the name "Pyrath" as this species would be from the planet "Pyr" which is in same system as Manaan. By choosing this name, there might be a way to create some form of connection between Selkath and the "Pyrath" species.

     

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

     

    Incompatibilities:
    Would be incompatible with any mods which modify dan14_kni.utc, ebo46_jorulkurax.dlg, man26_shady.utc, man26_shady.dlg or tat17_jorul.utc  
    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.

     

    Thanks to:

    DarthParametric: For contributing the N_alien01_low's UV texture layout, for which this mod wouldn't be possible without! In addition, also helping me with a 2DA oversight which, again, saved the mod tremendously in the end.

    Mephiles550: Contributing to the Forum thread/suggesting that N_alien04_low was a gand.

    Jango32: Contributing to the Forum thread/suggesting that N_alien04_low was a gand.

    Effix: Contributing to the Forum thread.

    Mr Ardvark: For reporting a critical TSLPatcher bug in 1.0.0
    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
      10/31/2021
    • Category
    • K1R Compatible
      Yes

     

    • Like 3

  3. The mod has been released, just needs to be approved by a moderator... so god knows how long that'll be!

     

    But for those wondering, this will be the eventually link to the mod. If the mod isn't approved then this should just lead to a blank tab (Unless you are a moderator of course 😁), but when it is approved this link will lead to the mod, and for you future viewers of this post, enjoy the mod:

     

    Thank you to everyone who contributed to the mod in someway/contributed to this thread in someway, I couldn't have done it without you guys! I hope to make more mods in the future, and to answer @Mephiles550's observation of The Champ's species being in K1, I have indeed discovered where exactly the Chadra-Fan where going to spawn, so that might be one of my next mods coming in the future!

    • Like 1

  4. Knights of the Old XBOX


    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.2.0 Release Date: 27.01.2024

     

    Installation:

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

     

    "Audio Mods"
    "Movie Cutscene Mods"
    "Override Mods"

     

    * To install Audio Mods: Open the Audio Mods folder, open the Taris Sith Raid XBOX VO folder, open the Streamwaves and copy all 4 .WAV files to this directly (swkotor\streamwaves\m02aa\prer99) and overwrite the vanilla files.

    * To install Movie Cutscene Mods: Open the Movie Cutscene Mods folder, select which mod you'd like to install and simply copy the .BIK file into your swkotor "movies" folder and overwrite the original .BIK files.

    * To install Override Mods: Open the Override Mods folder, select which mod you'd like to install and copy the files within the mod folder into your swkotor "Override" folder. You cannot install both Dark Jedi mods as they use the same files, please pick only one Dark Jedi mod to install.

     

    Uninstallation:

    Depends on what you've chosen to uninstall.

    * For Audio Mods, open the "Backup (Vanilla Files)" and copy the .WAVs inside to the prer99 folder and overwrite the Xbox .WAVs you added.
    * For Movie Cutscene Mods, open the "Backup (Vanilla Cutscenes)" folder and copy the .BIKs inside to your swkotor movies folder and overwrite the Xbox .BIKs.
    * For Override mods, delete the files you copied into your Override.

     

    Description:
    As you may know, or may even remember, Star Wars Knights of the Old Republic was released on July 15 2003 whilst the PC edition was released on November 19 2003. Obviously, the original Xbox console from 2003 has gone out of fashion a LONG time ago and 95% of the Kotor Modding and Gaming Community in general have migrated over to the glorious PC Master- *Cough* I mean, to the PC.

     

    But did you know that Bioware gave Kotor one final improvement before releasing the full game to the PCs? if you've actually played Kotor on the original Xbox (Or maybe even the Xbox 360, Xbox One or even the Xbox Series X) then you'll recall how on the Console edition of Kotor had a variety of oddities like lower resolution textures, different appearances for NPCs, incorrect appearances for NPCs, alternative VO, bugs/glitches, Yavin 4 being locked behind DLC and more...

     

    This mod pack is similar to my TSL Mini Mod Collection mod, every update to the KOTOX will include more Xbox inspired mods for the player to install and experience.

     

     

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

    Incompatibilities:
    Would be incompatible with any mods which modify the Taris Sith Raid dlg, the legal and Revan's death .BIKs and any Dark Jedi texture mods.

    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.

     

    Thanks to:

    l2daorch: For contributing the Taris Sith Raid audio!
    DarthParametric: For contributing the Xbox textures!
    DrMcCoy and DarthParametric (again): For helping me with Xoreo's Tools!
    Effix: For helping me operate the Command Prompt!
    Asxdefter on YouTube: For his 2010 playthrough of Kotor on the Xbox 360. His Kotor videos were a massive inspiration for making this mod! 
    BlueShadePlays on YouTube: For their 2017 playthrough of Kotor on the Xbox One. As the Xbox One Kotor has 1080p support, their Kotor videos provided HD crystal clear footage of the Xbox features which I recreated in this mod!
    Bioware: For such an amazing game!
    JCarter428: For SithCodec!
    Stoffee: For TSLPatcher!
    Fred Tetra: For Kotor Tool!

     

    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
      09/12/2021
    • Category
    • K1R Compatible
      No

     


  5. N-DReW's Bug Fix Collection for TSL


    N-DReW's Bug Fix Collection for TSL
    A Mod for Star Wars Knights of The Old Republic 2
    Author: N-DReW25
    1.4.0 Release Date: 25.11.2024


    Installation:
    Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions.

    It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional.

    This mod is divided into two parts, the TSLPatcher component and the Override Component.

    To install Override Component features, simply open their folders and copy their mod files to the Kotor 2 Override folder.

    To install TSLPatcher Component features, simply click on the HoloPatcher.exe, click install, and sit back and watch the installer do its magic.

    WARNING: It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.


    Description:
    My Bug Fix Collection is another bug fix mod, though unlike most bug fix mods that have been made for the Kotor games this mod is for Kotor 2 in particular. The popular TSLRCM and K2CP mods are two excellent mods that bug fix hundreds of bugs throughout the game... though they haven't fixed all the bugs. Since TSLRCM development is essentially finished and the K2CP dev team are focused on the K1CP mod, I made my own bug fix mods to squash the rest I could.

     

    Contents:

    Spoiler

    Content:

    Universal
    * Restored the unused Sonic Land Mine icon.
    * Mercenary soundsets have been reworked. Male low-Ranking Mercenaries will use Male Commoner soundsets, male mid-ranking Mercenaries will use Republic Soldier soundsets and male high-ranking Mercenaries shall use Republic Officer soundsets. Female mercenaries shall use Female Commoner soundsets regardless of rank.
    * Mercenaries now have consistent armor across the game. Low-Ranking Mercenaries will wear Light Battle Armor, mid-ranking Mercenaries will wear Battle Armor and high-ranking Mercenaries shall wear Heavy Battle Armor. Special Mercenaries like Azkul are unaffected by these changes.
    * Droid Warfare and Battle Upgrade items no longer give Prerequisite feat, thus preventing T3-M4 & G0-T0 from equipping Blaster Rifles.
    * Restored the unused K1 textures for Heavy Battle Armor, Powered Battle Armor and Verpine Zal Alloy Mesh.
    * Restored Calo Nord's Battle Armor texture for the M'uhk'gfa Armor.
    * Restored Darth Bandon's Fiber Armor texture for the Mandalorian Combat Suit.
    * Restored the Baragwin Shadow Armor texture for the Echani Shield Suit.
    * Restored the Jal Shey Neophyte Armor texture.
    * Blasters now use the same textures as they did in K1.

    Peragus
    * Generic Peragus Miner's shall no longer use PC heads.
    * One of Coorta's thugs will no longer use the Peragus Dock Officer's head as they are two different characters.
    * The "Lite" Sith Assault Troopers who board the Ebon Hawk now use the normal, higher poly Sith Soldier appearance.

    Harbinger
    * On the Bridge, Admiral Cede wore a Soldier's uniform and was named "Republic General" instead of "Admiral Cede". This has been fixed.
    * On the Bridge, the Republic Medical Officer is named "Republic Doctor". This has been fixed.
    * In the Crew Quarters, the Republic Medical Officer wore a Soldier's uniform unlike her appearance on the Bridge. This has been fixed.
    * The male Republic Soldier who appears in Sion's escape recording was supposed to be the aforementioned female Republic Medical Officer. This has been fixed.


    Telos
    * In the Citadel Hangar, the Twi'lek Czerka Officer who tries to bribe you in the docks is named "Exchange Leuitenant". This has been fixed.
    * The Thugs who attack you in the Hangar are described in both the journal entries and the modified hold out blaster as being masked. They now used a Devaronian and PC heads to show their masks.
    * In the Citadel Cantina, Corrun Falt has an Ithorian soundset which can be heard at the end of the TSLRCM "Corrun Falt" sidequest. This has been fixed.
    * As part of TSLRCM's "Corrun Falt" sidequest, a Czerka Twi'lek speaks whilst a Czerka Commander accompanies him without any dialogue. Now the Czerka Commander speaks whilst the Czerka Twi'lek accompanies him instead.
    * Restored an unused medpac icon for the medical supplies that Samhan.
    * When the player follows Corran Falt to his home he is totally unarmed. Since he has a concealed Blaster Pistol during TSLRCM's "Corrun Falt" sidequest, this fix will give Corran Falt his concealed Blaster Pistol for this path.
    * Chodo Habat has a new, higher quality texture.
    * If you used Stealth to obtain the Bachani plant without disabling the security system, the Ithorian will comment on it but the dialogue is silent as the Ithorian dialogue was never set. The Ithorian dialogue has now been set and you will now hear the Ithorian speak.
    * The TSF Lieutenant involved in Samhan questline used a TSF Soldier's uniform whilst the TSF Bay Control in the Ebon Hawk's Hangar used a TSF Lieutenant's uniform despite not being a Lieutenant. Their appearances have been swapped.
    * The TSF Lieutenant involved in Samhan questline was previously unarmed. She has been given a Blaster Pistol.
    * In the Exchange Office, Luxa has a female Twi'lek soundset. This was swapped for a female Commoner soundset as Luxa isn't a Twi'lek.
    * The Czerka Mercenaries who attack the Ithorian compound now have the same appearances as the Czerka Mercenaries who attack the Czerka Headquarters.
    * The Czerka Mercenaries who attack the Czerka Headquarters now have melee weapons as they do in the Ithorian compound.
    * The Mercenary Bodyguard who accompanies the Mercenary Leader says "Sir, we have some visitors" when the player arrives to save Jana Lorso, but this Mercenary is silent during the similar scene with Chodo Habat. The Mercenary Bodyguard will now say the same line when the player arrives to save Chodo Habat.
    * The Czerka Mercenaries on Telos' Surface wore mask items such as Breath Masks though you could not see them as these Mercenaries used K1 generic heads. These Mercenaries have been given Player Heads so you can now see their masks in-game.
    * The Sentry Droids on Telos' Surface used the same appearance as the unique Sentry Droids in the Underground Military Base. They have been given generic Sentry Droid appearances that were seen in K1.
    * The Warbots on Telos' Surface are visually equipped with Repeating Blasters yet shoot Sonic bubbles at you. Their Sonic Rifles have been replaced with Repeating Blasters so that their blaster shots match the weapon they are holding.
    * The Telos Sentry Droid has a new, higher quality texture.
    * The Militia who fight in the Battle of Telos are called "Koonda Militia". They have been renamed to "Militia" to be consistent with the Militia on Dantooine.

    Nar Shaddaa
    * In the Pazaak Den, a Quarren patron has a K1 "Lite" NPC model. This has been fixed.
    * The Twi'lek Majordomo looking for dancers had an inconsistent appearance between the Cantina and the Docks. This has been fixed so that his Dock appearance is used in the Cantina.
    * The blue Mandalorians in the Apartments have several barking lines but only one could be heard as their dialogue lacked the randomizer conditional. This fix adds the randomizer conditional so you can now hear all three of these barking lines.
    * Even though Atton didn't kill them, the Twin Suns drop loot in the Entertainment Promenade. This fix will remove the loot drops and the XP from this fight, you'll get the loot on the Visionary instead.
    * Stripped the Twin Suns of their Energy Shields and Medpacs in the Entertainment Promenade, they instead have these on the Visionary.
    * The Twin Suns had almost no feats on the Visionary, thus making them push overs when the Exile faces them. With the aforementioned loot changes, the Twin Suns should be more of a challenge on the Visionary.

    * The Bith Scientist's severed arm holding clearly belongs to a human. This placeable has been reskinned to resemble a Bith's arm.
    * The Zhug Brothers had a graphical error on their hands, this has been fixed.

    Dantooine
    * All the Kath Hounds on Dantooine had too much vitality. This has been fixed.
    * Due to a mistake in the appearance.2da, Dillan's Militia Armor was portrayed as Czerka Clothing. This has been fixed so her Milita Armor will appear as intended.
    * Suulru claims he owns a Blaster Rifle, yet uses a Hold Out Blaster in the Battle of Khoonda. This fix gives Suulru his Blaster Rifle.
    * The Mercenaries accompanying Azkul in Khoonda use player heads, this results in these NPCs showing a Dark Side transition. These NPCs now have generic heads to hide this.

    Dxun
    * Outside the Sith Tomb, a Boma had a female Twi'lek soundset. This has been fixed.
    * Outside the Sith Tomb, a Turret lack a proficiency feat thus disabling it's weapons. This has been fixed.
    * Inside the Sith Tomb, a Sith Officer had too much vitality. This has been fixed.

    Onderon
    * Onderon NPCs shall no longer use player heads.
    * When interacting with two specific terminals in the Merchant Square, a Soldier NPC at each terminal will tell you to back away from the terminal but when you speak to the same two Soldiers afterward they'll use generic Soldier VO whose voice does not match the terminal VO. This fix will remove the generic VO.
    * Kiph's Twi'lek girlfriend (Not canon) seen next to Kiph in the Cantina is wearing a dancer's outfit despite being a Cantina patron and not a dancer. This fix will give her some proper clothing.
    * Jonna Far, the Twi'lek Vaklu Supporting Swoop rider, is also wearing a dancer's outfit despite not being a dancer. This fix will give her some proper clothing.
    * During S-0D3's recording cutscene, S-0D3 is incorrectly named SOD3 if you checked the message feedback log. This has been fixed. 
    * During the Onderon Civil War, Dark Side players would meet Vaklu Soldiers in the Merchant Square who are supposed to several barking lines, however, the dialogue lacked the randomizer conditional thus locking the dialogue so that only one line fires. This fix adds the randomizer conditional so you can now hear all three of these barking lines.
    * When looting the Onderon Palace Museum, if a player keeps the game paused whilst clicking on the Museum Treasure it's possible to gain multiple items per click (Allowing the player to gain infinite Museum loot thus gaining infinite credits/components). This fix will ensure the player only gains 4 items from the museum as per the original design.

    Korriban
    * During the post-Sion duel, Kreia telepathically communicates with the player as she usually does, however, she is visibly inside the Academy when she is supposed to be inside the Ebon Hawk. This fix will make the camera show the exit of the Academy with a telepathic screen effect, this way it does not suggest Kreia is physically inside the Academy.
    * Inside the hidden Sith Tomb, Darth Malak has a male Dark Jedi soundset even though the Darth Malak soundset exists. This fix gives him his own soundset.
    * During the Dxun Vision in the tomb, the player will do a "Talk_Sad" react when listening to the Republic General, based on the VO for this General I have a gut feeling the player's "Talk_Sad" reaction was meant to be applied to the General. This has been fixed so that the General uses the "Talk_Sad" react animations.

    Ravager
    * On the Ravager's deck, the Mandalorians had male Dark Jedi soundsets. This has been fixed.
    * On the Ravager's deck, the male and female Sith Officer's had Sith Soldier soundsets. These were both swapped for male and female Commoner soundsets as per consistency with the rest of the game.                                                                                                                                                                                                                                                                                     


    Known Bugs:
    This mod shouldn't have bugs but if there is Just PM 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:
    Bioware: For such an amazing game!
    Obsidian: For such an amazing sequel!
    Fred Tetra: For Kotor Tool!
    th3w1zard1: For both the HoloPatcher and for helping me debug this mod's HoloPatcher during the development of version 1.4!
    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
      10/17/2021
    • Category
    • TSLRCM Compatible
      Yes

     


  6. 4 hours ago, Mephiles550 said:

    The more I'm looking at it, I'm guessing that @Jango32 was correct and that this definitely feels more like an Early Selkath attempt than anything else. Makes sense, I guess.

    Now that it's reskinned, I'm starting to see exactly what you guys mean. I'm sure this game was the first real appearance for the Selkath so that doesn't seem too far fetched.

     

    I wonder if "Pyrath" would be a good name for this species, this name was chosen as this species would be from "Pyr" which is a planet in the same system as Manaan. This way there could be some form of connection between Selkath and the "Pyrath" species.

     

    4 hours ago, Mephiles550 said:

    Good job restoring what you could.

    I was actually contacted by DarthParametric yesterday and it turns out that I had set the wrong body type in the 2da, that resulted in the broken animations and by fixing it I have since restored the animations of the NPC.

     

    So I will hopefully get a mod ready real soon!

    • Thanks 2

  7. Got some good news... and some bad news.

     

    The good news, I made the skin!:

    20211022144900_1.thumb.jpg.bd74375f281c0384371c780a1f5350d1.jpg

     

    And I'm sure from that screenshot above, you can already see what the bad news is.

     

    For those who aren't familiar with models, that "T-Pose" the alien is doing is the result of a lack of animations, very similar to what I theorized with @Mephiles550 above. I tested this bad boy out, and it turns out he lacks an idle animation, a walking animation, a death animation and presumably combat animations. That means my plan of adding this guy in random locations in the galaxy isn't going to be a thing after all :cry:

     

    Oddly enough, when you speak to the alien he THEN has animations as seen here:

    20211022144904_1.thumb.jpg.39ead14da57c880fb951ea6f5a8311ef.jpg

    After the convo

    20211022144939_1.thumb.jpg.ecf7d8d603108e44d1f2df8c496f7d3f.jpg

     

    But when you leave the module and return he's back to T-Posing! :growl:

     

    So what I think I'm going to do is restore him in the Manaan Swoop Track area, taking the place of one of the Gran's as their ambient scripts make them perform animations which prevents T-Posing. 

    20211022144757_1.thumb.jpg.bb278eeef33fb94bb8f4b2bfcdd9120b.jpg

    • Like 3

  8. 13 hours ago, Effix said:

    Uh, there is an N_alien01_low model? Where?

    Inside the models.bif as part of the BIF section of Kotor Tool. No texture exists for this alien, just the model.

     

    Here are some more screenshots of the alien from different angles.

    20211018210525_1.thumb.jpg.8466bb510e44e58bf34100b666b60d43.jpg

    20211018210540_1.thumb.jpg.40f7563be2a2a6279f259e8c6eae0ee8.jpg

     

    13 hours ago, Effix said:

    Anyway, I'd go for "unknown generic filler alien".

    I had a look through a bunch of Star Wars aliens, could not find one which matched the model.

     

    If I'm able to reskin it and still can't find it's species, I might consider allowing the community to submit name proposals and we'll all vote on the species new name.

     

    11 hours ago, Mephiles550 said:

    The red one could be a messed up version of the Devaronian, just without the horns. The clothing also gives that away to me, alot of Devaronians are seen wearing that type of garb (bulky and open upper jacket, too-cool-for-school look, biker gang, etc)

    I was thinking something like that, the Bulky Jacket does feel like a biker gang type of NPC... though I don't think it's a Devaronian per say.

     

    Quote

    The blue one could be a Gand, It's got the same bug head thing going on that the Gand have.

    I agree with you on this one! The body of this alien looks similar to the K1 Quarren, though look closely at the arms.

     

    Notice how the Gands arms are sticking out in a T-Pose? That's usually how NPC models look like when viewed from a model viewing program.

    Here's an example:

    Spoiler
    Spoiler

    z72M7P1.jpg&f=1&nofb=1

     

    Assuming the NPC has NO animations in-game (like, none at all, no breathing, no idle animations etc), it will appear in-game as a T-Pose and if it was moving across the map then it simply glides along the ground in that T-Pose because the leg's aren't animated either. If this Gand was a very early draft alien, then it could be assumed that it was never animated and thus appears as a T-Pose in the image here:

    Capturfe.png

     

    Quote

    It could also be a Sullistan, but the eyes aren't spaced quite the same.

    Unlikely, it looks more like a fly then whatever this is supposed to be:

    Spoiler

    databank_sullustan_01_169_01e4c3e0.jpeg?

     

    And as we both know, the Gand do look like flies.

     

    Quote

    Those feint blue streaks coming down from the head to the torso on sprite also match the same pattern of the Gand's breathing tubes seen in Kotor 2.

    That could be possible.

     

    Quote

    Both species would be seen in Kotor 2 and some species had model updates from K1 to K2, so it's not a big revelation to think that these sprites were cutouts of older models for the Gands and Devaronians. Alien01's (the one I suspect is a very early Gand WIP) model height could be attributed to how they barely worked on the thing and didn't put time in to provide it with the proper height. 

    You see, I don't think Obsidian would've selected their new aliens based on one unused sprite in the game files of K1. Inside the alien VO 2da file exists an entry for  an alien species called a "Gotal": https://starwars.fandom.com/wiki/Gotal

     

    Only the name is ever mentioned, there is absolutely no evidence of Gotal's being a thing for K2 other than that one name mention in a 2da. It can safely be assumed the Gotal's probably became Devaronian's in the end and that the decision to make the K2 aliens were totally independent from K1.

     

    Quote

    What I find interesting is that the bottom left sprite is a perfect match to that little mouse alien in Kotor 2 (the one in the Nar Shaddaa cantina who helps T3 get into Vogga's warehouse). That means that they must've already had the model finished, but didn't include it into Kotor 1 for some reason.

    That's because it IS. That mouse alien is called a Chadra-Fan, though in the game files it's only ever referred to as N_alien03_low as I wrote on the image. 

     

    In K2, the N_alien02_low Gran was replaced with the actual Gran alien and the N_alien05_low Quarren was replaced by an actual Quarren. But N_alien03_low was unchanged, why? That is because N_alien03_low, the Chadra-Fan, was never used in K1 despite it existing in the game files.

     

    97282_1.jpg&f=1&nofb=1

     

    Oh, and an interesting thought:

    Spoiler

    789899041.JPG&f=1&nofb=11adee394a9dcff6eb4b9d79a3c673231.jpg&f=1

    199px-Visquis.png&f=1&nofb=1

    Tessek_bg.jpg&f=1&nofb=1

     

    The reason why I suspect the Chadra-Fan was unused in K1 was because the Quarren, Gran and Chadra-Fan were supposed to be "Lite" NPCs. And since they were just designated as "aliens" they simply existed to be background characters, that is why you only see 1 Quarren with Bith VO (Pre-release screens from early 2003 show more Quarren background NPCs on Tatooine who were cut), the Gran simply exist as two swoop fans on Manaan with Duro VO and a has a small role as a GenoHaradan target with Gamorrean VO (Inconsistent) so the Chadra-Fan were probably intended to be background unimportant NPCs with Jawa VO most likely.

     

    It's a good thing Obsidian used them and gave them unique VO though.

    • Like 1

  9. In the Taris Duel Arena texture files, a file called "LTS_Crowd01.tga" exists which contains these 6 aliens.

    Capture.thumb.PNG.15f987ed2367b3476b27a8524de73903.PNG

     

    These low poly, 2D images were probably going to be sprites in the Taris Duel Arena crowd before being left unusued in the end. In this image, you can see a Twi'lek (A very common NPC), a Gran (Only 3 Gran's exist in K1), a Quarren (Only 1 Quarren exists in K1), a Chadra-Fan (An unused alien which was later used in K2) and a purple robed alien and a pink alien of unknown origin.

     

    The Twi'lek was probably using the Lite model, which looks like this:

    Spoiler

    N_Twilek_low_M

    366588486_TwilekMaleB.png.3d53c45d6eed74

     

    The rest of the aliens that do exist in K1 use the N_alien models. N_alien01_low is missing, N_alien02_low is a Quarren, N_alien03_low is a Chadra-Fan, N_alien04_low is missing and N_alien05_low is a Gran.

     

    What's the point of mentioning all of this?

    Well, I found N_alien01_low's model in the game files. Since it's texture does not exist, I decided to apply N_alien01_low''s model to N_alien05_low thus giving  N_alien01_low a Gran texture, this is the result:
    20211018000409_1.thumb.jpg.35167f85e0457f4ff6dd7b11b833c58a.jpg

     

    After seeing this model, I belief I have found some sort of missing link here:
    Capturfe.png.95e31e6bc3a9f750e3eae44425b02b7c.png

     

    Now the final missing link here is: WTF IS THIS THING SUPPOSED TO BE? And what is N_alien04_low supposed to be as well? Keep in mind, N_alien04_low's model doesn't exist in the game files unfortunately.

     

    If someone could fetch me the UV layout of N_alien01_low's model, I will happily attempt to create a texture for this bad boy... and for you non-Modder's, let's theorize what on earth I found and what species this thing is.


  10. On 10/14/2021 at 6:30 AM, orgrafrog29 said:

    Where can we download the chris cornell mod?

    Since this is a WIP thread for VarsityPuppet and the Chris Cornell head was posted by VarsityPuppet in this WIP thread, it can be a safe bet that Chris Cornell's head would be uploaded by VarsityPuppet.

     

    But since Chris Cornell's head hasn't yet been uploaded, a more appropriate question would be to ask @VarsityPuppet if he has any intention of uploading the Chris Cornell head.

    • Like 1

  11. 6 hours ago, RossiRoo54 said:

    So my game runs very poorly and I thought it was because the widescreen mods but I disabled all of them and made a fresh install of the game and the game still runs very poorly. I don't know how to fix it I've looked online and couldn't find anything so I am coming here to ask for help. Any help on getting it to run smoothly with widescreen fixes would be greatly appreciated. 

    Could you describe your system specs? Have you played Kotor before installing the widescreen mods? If you have, did Kotor lag then? Can you describe how the game runs very poorly? Does it run poorly the moment you boot up the game? Does it run poorly and lag when you create a character? Does it run poorly in-game? Does it run poorly when the player character is near smoke effects? How exactly does it run poorly?

     

    These are some of the questions we'll need answered if we are to determine the source of your problem:
     

    It is recommended you answer these following questions from 1 to 12, this can be used as a framework to keep your answers organised for us modder's to read.

    Quote

    1) During the game, when did the problem begin to occur?
    2) Did you install the latest version of the mod?
    3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version?
    4) Did you update your game as required by your game's region? (4-CD version ONLY)
    5) Did you use the TSLPatcher, if provided?
    6) Were there any errors in the TSLPatcher installation?
    7) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.)
    😎 Can you be more specific about the error? At what point did it happen?
    9) Have you tried re-downloading the mod?
    10) Have you tried using a different save game?
    11) Have you tried starting a new game?
    12) What Operating System do you use? (List Virtual Machines as well if you are using them.)

     


  12. Hello to all who might take interest in this, I was recently testing out some textures for another user who made some textures for Nar Shaddaa. During playtesting, I noticed what appeared to be a minor, yet visibly obvious, a bug that appears to be present in one of the 303NAR module models. I removed the texture mod and as expected these bugs were visible even with the original textures as you can see here below:

     

    Exhibit A: Notice how the terminal on the left is brightly lit up, whilst the terminal on the right is dark.

    Spoiler

    20210911163556_1.thumb.jpg.850d56987a585d35ba76a5b4d5afc227.jpg


    Exhibit B: This terminal is in the exact same room as exhibit A, this terminal and the other terminal might be part of the same room model.

    Spoiler

    20210911163601_1.thumb.jpg.6598808b3977956ddec82c4ef240bbdf.jpg

     

    Both of these light and dark terminals are found in the droid control room inside Vogga's warehouse, where T3 acquires the ID signature. But these aren't the only locations in the same module where these terminals occur, in the image below you can see the same dark terminal texture in the cut dock rooms but this time the dark terminal on the left is lit up like the terminal on the right:

    Spoiler

    20210911163637_1.thumb.jpg.6a202b8e3453016f8041c12211cf71f3.jpg

     

    I theorize that this is some sort of lighting issue with the model, this isn't urgently in need of a fix; though it would be good if it was fixed as this issue was *really* noticeable when playing with Nar Shaddaa texture packs.

     

    In addition to the lighting issue, there is also this massive crack in the wall outside the Docks which can X-Ray into the apartments as you can see here:

    Spoiler

    20211010005505_1.thumb.jpg.379b7761e7286f70c84576c6114ba39e.jpg

    20210909141047_1.thumb.jpg.7d8390eaca17d04d05baf50f430abde5.jpg20210909141042_1.jpg

     

    • Like 1

  13. Non-Aligned passage for Sith Tomb


    A Mod for Star Wars Knights of The Old Republic II The Sith Lords
    Author: N-DReW25
    Release Date: 03.10.2021

     

    Installation:
    Simply copy and paste/drag and drop the file within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder

    Uninstallation:
    Remove/delete the files from your Star Wars Knights of The Old Republic 2 override folder

     

    Description:
    You might be aware of the Sith Tomb found within the Cave on Korriban, and if you are, you might also be aware that only high Light Side and Dark Side players are allowed inside.

    In vanilla/TSLRCM, you need to be Level 9 or above whilst your alignment needs to be below 26 (High Dark Side) OR above 74 (High Light Side). 

    This mod will remove the alignment restrictions replacing it with a higher Level restriction. You now only need to be Level 15 or above to enter the tomb, this requirement doesn't conflict with the lore behind the tomb.

     

    Known Bugs:
    This mod shouldn't have bugs, but do keep in mind that the tomb is designed to be easier for Dark Side players and harder for Light Side players... it is unknown what would happen if a neutral player enters the tomb but most likely nothing noticeable would occur.


    But if anything does happen feel free to leave a bug report on Deadlystream.

     

    Incompatibilities:
    Is incompatible with anything that edits "sec_tomb.dlg".

     

    Permissions:
    Do NOT claim credit for this mod

     

    Thanks:
    Bioware: For such an amazing first game
    Obsidian: For such an amazing sequel
    Fred Tetra: For Kotor Tool 
    Sniggles: For requesting the mod on Discord 
    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
      10/03/2021
    • Category
    • TSLRCM Compatible
      Yes

     


  14. 18 hours ago, Salk said:

    Hello, @N-DReW25!

    I have downloaded this modification of yours and browsed through some of the files and I have a curiosity: what NPC(s) are you using the Sullustan model for? Pretty cool to have Sullustan too in KotOR.

    I also like the PMBI31/PFBI31 texture. :cheers:

    My memory on that is a bit stiff, but I do recall putting Sullustan's on Manaan (With English VO, replaces a Republic Soldier), in the Hidden Bek Base (A Sullustan is 100% inside the Control Room) and possibly inside the Lower City Cantina (As I replaced most of the commoner NPCs with aliens).

     

    Thank you for the compliments, I'm sure it has more to love... though do keep in mind that this mod may still have some "minor" bugs but 98% of the time the mod should still be fun and enjoyable. If you run into a bug, have a complaint or have general feedback feel free to hit me up in the PMs or leave it on the mod's comment section on the file page and I'll be happy to assist!

    • Like 1

  15. 7 hours ago, djh269 said:

    I love the Robe! Maybe have him equip his armor when his battle comes around :)

    That's actually possible!

    The utc for Davik's intro and the utc for Davik's battle are two different files meaning just this is possible.

     

    I did something very similar for my K1 Gameplay Improvement mod actually:

    20200208014404_1.jpg.f2573f812ef0c4b5eab

    • Like 2

  16. On 12/22/2020 at 1:11 AM, deltametal141 said:

    First I do know ZM90's intention and also I can get Carth out for awhile. I want to talk about getting the uniform itself.

    We have two events. Sith party or saving Hidden Bek spy. As far as I know K1R made both events appeat in one playthrough so we can get Carth's uniform. But I seemed to stuck, if I go to party Hidden Bek spy doesn't appear and vice versa. Is this a bug or am I missing something? Need help.

    In vanilla, let's say if you went to the Sith Party then the Hidden Bek spy doesn't spawn, if you went to the Hidden Bek spy instead then the Sith Party doesn't spawn.

     

    In K1R, both of them spawn regardless. You go to one event and then you go to the next event, if one of them hasn't spawned then most likely you got an incompatibility/bug on your hand.


  17. 7 hours ago, SetJudgment said:

    Has the updated version been uploaded yet? I've looked everywhere and can't find this great mod anywhere.

    Reread LDR's last response:

    Quote

    I've really thought about it, but honestly I still feel the mod was pretty amateurish and I'd rather upload the updated version once I have the time to get around to finishing it.

     

    Since LDR hasn't yet announced he's finished the updated Kotor 1 Improvement mod, we know that he hasn't uploaded it.


    I know he's recently finished another mod he's been working on... so I'm not sure if finishing and releasing another so soon is on his agenda, perhaps @LDR can chip in here?


  18.  

    1 hour ago, PirateofRohan said:

    Yes, yes, it is a well-tread path I walk in saying I'm going to reassign and retexture the armors appearing in The Sith Lords. However, no mods of similar design quite go all the way. Enter me.

    I don't mean to be the one to crush one's hopes and dreams, but...

     

    Spoiler

    TSL NPC Overhaul and TSL Loot and Immersions fixes the Heavy Battle Armor texture (They might've fixed more, but I can't confirm that. It's been years since I last played either).

     

    I also made a mod called TSL Armor fix, it fixed all of the broken sloppy armours like Heavy Battle Armor whilst also restoring K1 Armor textures for items like Light Battle Armor which received a new Obsidian texture.

     

    While I don't want to discourage you from making this mod, you may, unfortunately, have to pick a new name for the mod. Due to the unpopularity of the TSL Armor Fix, it was added into the more popular TSL Mini Mod Collection which is a modpack of all of my fix mods.

     

    And here is something I'd know would be useful for you: The K2 Armor Nitpicks mod

    It does something similar to what you plan on doing, I do not mean to discourage you from making this mod... but let's say if someone installs a mod like the TSL Armor Fix, K2 Armor Nitpicks and the K2 Armor fix on top of each other, we could have a compatible merge of all mods.

     

    Even if TK-664 has changed armours you plan on changing, I still encourage you to go ahead with it. Let's say if I like TK-664's work more, I'd install his mod last to overwrite the K2 Armor fix, if I like your mod more then I would install your mod last to overwrite his mod. My point being is that the players themselves will be able to choose what features from what mod they want to see in their game which I feel is a good thing.

     

    Quote
    • The Light Combat Suit will now take its cues from the Peragus Mining Uniform (so it will basically be just a brown leather suit).

    I like the idea of that! Would love to see the finished result.

     

    Quote
    • The Mandalorian Combat Suit will take its cues from the Cinnegar Weave Armor of K1, to better match description.

    I picture the Cinnegar Weave Armor but in blue?

     

    Quote
    • The Mandalorian Heavy Suit might get Bandon's Fiber Armor recolored, again to better match the item description (although kudos to Obsidian for putting in the bare minimum effort of making the combat suit texture indigo).

    Might I suggest this:

    You change the Ulic Qel Droma's Mesh Suit texture to the K1 texture as seen here:

    UQDMS_Default_Texture.JPG

     

    And change the Mandalorian Heavy Suit texture into Ulic Qel Droma's Obsidian texture:

    latest?cb=20070711223550&f=1&nofb=1

     

    It should still work with your mods intent, you'd be turning a Combat Suit into a Heavy Combat Suit which would make sense as the blue Mandalorian Combat Suit would logically become a Mandalorian Heavy Combat Suit as it is the "next tier" of armor.

     

    Quote
    • The Echani Shield Suit I'm considering a recolored version of K1's Baragwin Shadow Armor. Not ideal, but better than the obviously Mandalorian armor from before.

    Wasn't the Echani Shield suit either a K1 Baragwin Shadow Armor or a red Bonadon Heavy Combat Suit before? I still approve of reskinning it though.

     

    Quote
    • The Sith Battle Suit will now resemble a red version of K1's Environmental bastion armor.

    I like.

     

    Quote
    • The Verpine Fiber Ultramesh gets recolored slightly--more gold added to the shoulders and tubes. We don't know where Davik got his armor, but we do know a Verpine color scheme when we see one.

    I'd like to point out something here:
     

    This here is the Verpine Fiber Mesh armor, its green and purple... it uses a Military Suit model and has 8 defence. This is the 1st tier of Verpine armor. 

    Spoiler

    latest?cb=20160103215159&f=1&nofb=1

     

    This here is the Verpine Fiber Ultramesh armor and as you've pointed out this is Davik's War Suit texture. I'm confident that the reason why Davik's War Suit became Ultramesh armor is because the War Suit was intended to be an upgradeable item in K1, it wasn't, but left over files confirms it was and I've since made a mod for that. Have you noticed how the Baragwin items, Darth Bandon's Fiber Armor and all the other upgradeable items from K1 aren't present in K2? I believe that was done because of Obsidian's new upgrade system and because of that they didn't want players going "But Cassus Fett's armor had Immunity Critical Strike in K1, why can't I get it in K2?" though that is just my best guess.

     

    This armor has wine red and purple and it has a yellow logo on it... it uses a Military Suit model again but has 10 defence. This is the 2nd tier of Verpine armor. 

    Spoiler

    Davik%252BKang%252B2.jpg&f=1&nofb=1

     

    This here is the Verpine Zal Alloy Mesh armor, I am specifically showing you the K1 texture as I do believe this here fits best with the 3 tier Verpine armor.

     

    This armor has grey and purple and it has the exact same logo Davik's armor on the chest except here its now purple... it uses the Battle Armor model and has 12 defence. This is the 3rd tier of Verpine armor.

    Spoiler

    latest?cb=20110504103749&f=1&nofb=1

     

    I do believe that these textures are ideal for the Verpine Armors, though if you disagree I'd like to hear your reasonings.

     

    Quote
    • The Corellian Powersuit takes its cues from the Powered Battle Suit to better match the item description.

    This I like.

     

    Quote
    • M'uhk'gfa is my own attempt using the Battle Armor base with a modified weave over the leather parts to better match the item description.

    It's changes like this which will really put you in competition with the K2 Armor Nitpick mod, but I'd like to see what you can produce... I would to be given a variety of textures to chose from when I play the game.

     

    Quote
    • The Iotran Braceman Armor takes its cues from the class eight Mandalorian armor now (what was previously the Echani Shield Suit), better matching the item description which categorizes them as a warrior society.

    So the Echani Shield Suit and the Iotran Braceman Armor are now Mandalorian armors now?

     

    Quote
    • The Fenelar Armor now bares its correct name, and has been recolored to distance it from Jurgan Kalta's Power Suit, although the implication of the identified Fenelar design on the origins of Kalta's armor is up to you.

    I believe the similarities between Jurgan Kalta's Power Suit and the Fenelar armor was intended, but go ahead with this.

     

    Quote
    • The Matrix Armor is untouched (because I refuse to call it Cassus Fett's armor) but has a modified description which implies a link between either starship plating and beskar or the armor's design and those of the Mandalorians depending on how you take it.

    I can accept that.

     

    Quote

    They are in various stages of completion, but I'll post images as I get to them. As always, feedback is welcome!

    Can't wait to see what you can produce!


  19. 1 hour ago, kallas_br said:

    ok, is it possible to have a mod that locks your alignment from the beginning of the game to full light or dark?

    that no matter your choices, the alignment doesn't change?

    I suppose there might be possible to make a mod in which the Light Side and Dark Side points are broken and do nothing when you select an LS or DS choice, if one adds a script which adds max LS or DS points to the player on the Trask dialogue I suppose that might work out the way you want it.

     

    But wouldn't that ruin the game, in a way? Here is your player killing innocent civilians, robbing old ladies and aiding the most immoral groups you can find and here's Bastila ogling you for being a "better Jedi" than her.

     

    And this sort of system would break Kotor 2, that is because K2 offers a variety of differing options which aren't black and white allowing for a diverse set of choices every time you play. Let's assume LS and DS points won't work and your player is 100% light side at the games start, your party members are most likely going to react to "Dark Side" options even if you don't get the points and assuming you still maintain 100% influence over them that means you could train your party as proper Jedi as Kreia gives you a Jedi Prestige Class whilst the Exile is helping the Mercs on Dantooine, helping the Exchange on Nar Shaddaa, killing the Jedi Masters, helping Vaklu and helping Lorso on Telos.

     

    The mod you want is very much possible, but wouldn't this just remove a chunk of the Star Wars RPG experience?

     

    1 hour ago, kallas_br said:

    this way you can make the choices you want without worrying about losing bonuses or accessing specific equipment,

    You mean a mod like this?

     


  20. 11 hours ago, jc2 said:

    Honestly, cannot remember. Most likely it won't have an effect, but I'd give it a try if desired. 

    I think it goes like this: If a player recruits a party member without this mod, let's say they recruit Carth, save the game and then install this mod... loading that save would have a Level 3 Carth whilst the rest of the party, like Mission, would be level 1.


  21. On 8/30/2021 at 9:33 PM, Tyler lelie C said:

    Hi everyone their is a mod I really want the person to create for everyone the jedi temple mod for kotor2 only for Android version think about it their is a jedi temple mod only for the pc version of kotor2 right but not for the android of kotor2 so why not make one for the android version so everyone who has the android kotor2 version can get all the badass jedi and sith stuff 

    Technically you can install any mod, including the Jedi Temple mod, onto an Android device... but as you might be aware, you'd need a PC for that.

     

    If you wanted a "watered down for Android" version of Jedi Temple, in which you can install it without a PC, it "may" be possible for one to make it... though you probably aren't going to get all of the badass Jedi and Sith stuff. Some of those items require a 2da file to work properly and the only way to make the Jedi Temple mod work on Android without breaking TSLRCM is a TSLPatcher installer... which can only be used on a PC.

     

    Plus, I'm not even sure if an Android friendly version of the Jedi Temple mod can be made... we'd need permission from deathdisco to do this and I doubt many will see the point of creating an Android version of a mod when Android can already install and play this mod as long as they have a PC.

     

    Also, here's a tip: when talking about a mod or a forum thread... don't use the Thumbnail of a YouTuber's video, use the mod link (Just copy the link from the search bar and just copy it into the thread):

     

    • Like 1

  22. 9 hours ago, EAF97 said:

    Would someone be able to or interesting in porting Darth Sion's head/skin into K1 as a playable character? Please let me know.

    Porting Darth Sion is totally possible!

    20190716002941_1.jpg.a5fecd3893dccc122d7

     

    He's an NPC in my K1 Gameplay Improvement mod. I believe it would be possible to make him a player head, however, you wouldn't be able to visibly see Armor equipped on him unless someone was able to do additional work to separate the head from the body.

    • Like 2
    • Thanks 1