N-DReW25

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Everything posted by N-DReW25

  1. I just checked, Marl has the "Jedi_Council_Male" soundset... an unused soundset. Maybe you thought it was female as you've probably never heard it before.
  2. View File Duros: Armed & Ready! A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 17.06.2023 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on this mod's INSTALL.exe, click install, sit back, and watch the TSLPatcher do its magic. Description: In the Kotor games, certain alien NPCs can wear the same robes and armor the player can (such as the Twi'leks and the Devaronians) whilst other aliens can't (such as Trandoshans and Rodians). The reason why this is is because of the way these aliens are setup, for example, the Twi'lek is made up of two models: the head and the body, whilst the Rodian is one single model containing both the head and the body. The Duros NPCs are one of the aliens that use 1 model for the entire NPC instead of two, this prevents the Duros from visibly wearing any armor that's equipped on the Duros NPC. Whilst most players won't really notice the single model alien NPCs who can't wear armor, what they might notice is how the Duros on Dantooine who are aligned with the Mandalorian faction there aren't wearing the iconic Mandalorian armor. One could argue that the Duros themselves aren't Mandalorians as they're only ever referred to as "allies" of the Mandalorians, but one longer has to argue, as this mod is here to change everything! In 2015, JCarter426 released his Head Modder's Resource for K2 on MediaFire which took many one model aliens and separated the heads from their bodies. This allowed one model NPCs like Rodians to wear Jedi Robes when previously they couldn't. This was not a mod; however, it was a resource for other modders to pick out assets they wanted to use in their own mods. In the past 8 years, the only thing that has come from the Modder's Resource was the Duros Jedi cameo in the Full Jedi Council mod by Kexikus and Duros Mandalorians in the Smash City Studios fan film "Star Wars KOTOR: Episode 1: A Familiar Path". The idea of Mandalorian Duros has been a dream ever since I first saw the "A Familiar Path" fan film, and today we get to live that dream! The Duros who accompany the Mandalorians on Dantooine and the Duros who work as Miners on Tatooine shall wear Mandalorian armor and Czerka uniform instead of the Duros outfit we all know and love. Originally, I wanted to have two totally different separate mods that edited the Mandalorian Duros and the Duros Miners on Tatooine separately... but to ensure the cleanest installation process I've decided to release this mod, "Duros: Armed and Ready!", before those two mods so that if players don't like those two secret mods then players can simply opt for this simplier mod instead! Those two secret mods shall require "Duros: Armed and Ready!" for the Duros aspect of those mods to work properly, but until those mods are released players do not have to worry about this. Known Bugs: This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream. It is possible that Duros modified in this mod shall perform 'idle' animations that clip through the Duros head (such as when an NPC brushes their hair, the Duros who perform this animation will brush right through their face). This bug isn't fixable without brute work modding (possibly involving a new unique Duros heavy battle armor and Czerka body model with different animations), though it shouldn't really be noticable as the Mandalorian Duros will turn hostile and attack the player if you approach them... the bug is only noticable if you focus on the Duros Miners. When the Duros Miners on Tatooine speak, their lips will not move. This might either be an oversight on JCarter426's part back when he made the heads or a result of porting the head to K1, this might be fixed in a future update. Incompatibilities: Please report any incompatibilities! Will be incompatible with any mod that changes the Mandalorian Duros on Dantooine or the Duros Miners on Tatooine, though I don't know of any mods that do this. The Duros in this mod use the heavy battle armor and Czerka uniform body model, so any changes to these models will affect the Duros (Again, I don't know of any mods that do this). Duros reskins, Mandalorian Armor reskins and Czerka uniform reskins should be compatible with this mod, though how they look together is up to personal opinion! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. The Duros head models themselves are free for any modder to use! Thanks to: JCarter426: For creating the Duros heads in the first place, without you this mod wouldn't have been possible! Smash City Studios: For using the Duros heads in the "Star Wars KOTOR: Episode 1: A Familiar Path" fan film, their appearance greatly inspired this mod! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 06/17/2023 Category Mods K1R Compatible No  
  3. A new mod has been made for the series called "Duros: Armed & Ready!" You may refer to the below screenshot to get an idea of what this mod does! Similar to the Sith Governor mod I released a while back, this mod was originally part of a much bigger mod that was released early as a standalone feature. Once the mod has been approved by Admins, you can download Duros: Armed & Ready! from this link here: Why did I release this mod? And what is the 'much bigger mod' it was originally apart of? Well, I released this mod to get the Duros feature out of the main mod... this way if you don't like the main mod you can still have the Duros feature without it. And what is this "main mod" I keep referencing? Well, let's just say if you install Duros: Armed & Ready! before the "main mod" you will greatly enhance the Mandalorian Duros on Dantooine... alongside all the other Mandalorians in the game! I present to you, the name of the "main mod"... further details of this mod shall be released when development progresses!
  4. Version 1.3.0

    840 downloads

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

    Evil Sith Flags

    Version 1.0.0

    525 downloads

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

    K1 Clothing Pack

    Of course not, this mod simply adds clothing. Here's what I think is the problem. In the game there are "Commoner NPCs" and there are "Dirty Commoner NPCs", Commoner NPCs use generic heads and are capable of wearing clothing. Dirty Commoner NPCs, on the other hand, are *forced* to wear the K1 Outcast Clothing... hence why they're 'dirty'. In this mod, I swapped all of the Outcast appearances to use "Commoner NPC" appearances instead of "Dirty Commoner NPC" appearances... this is how I got them to wear the new TSL clothing. Since Shaleena's cut head is also *forced* to wear K1 Outcast Clothing that's how your bug came to be. Since this mod only touches Clohting, I might be able to add my own alternative installation to restore Shaleena's head with TSL clothing. Might be a bug, though I do have one more unreleased mod that WILL affect Rukil Intended! If I ever do restore the Outcast Children I will consider it.
  15. And what am I going to say exactly? I said I was going to fix the bug when I get the time to, I have a life outside of modding and I do these mods for free so please be patient when waiting for updates. The vanilla game has like 3 unique Twi'lek appearances... you can only go so far when there are 6 Twi'lek NPCs to cover. I'll see what I can do but we may just have to wait for my Twi'lek mod. This mod in particular only uses vanilla assets, anything from SpaceAlex's assets would have to be a separate mod I'm afraid. Yes, though install them after the NPC Diversity Pack.
  16. Rename the two last numbers at the end of those 3 textures to a number of your choosing. You have between 1-99 to pick from though the vanilla game already uses 1-7 so realistically you only have 8-99 to pick from. Other mods have already picked a number before you so I recommend going through your Override (if you have a bunch of mods installed) to see what numbers your mods currently use. For example, if you see the file "PMBC24.tga" in your Override you'll know that a mod already uses number 24 so that means you can't use 24 as that'd make your mod incompatible with the mod you already have installed. For this example, I'll use "99" so rename your files to the following: "ia_class4_099.tga", "PFBC99.tga" and "PMBC99.tga". Open Kotor Tool and go to the following directory: Kotor I > BIFs > templates.bif > Blueprint, Item. Under "Blueprint, Item", you'll see all the vanilla UTi item files. For this example, I'll open the Echani Fiber Armor UTI "g_a_class4009.uti". Once you've opened the UTI, go down to "Texture Variation" and change the number to your desired number, in my case I've changed it to "99". Save the UTI file and if you've done it right you can drop the UTI and the TGA files into your Override and the files will take effect!
  17. Compatible. Compatible. Should be compatible with the Diversity Pack. Might be incompatible with the Diversity Pack as my mod adds the DS End Game Sith Masters to different planets. If you're intent on using it, install Dark Jedi Wear Robes after the Diversity Pack!
  18. If you look at the upscaled texture in-game the Ithorian's skin looks like it was painted on, I reckon this paint effect would've been less pronounced with the K1 texture, however, I doubt people are going to look beyond the hat to notice
  19. N-DReW25

    K1 Clothing Pack

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

    K1 Clothing Pack

    Version 1.1.1

    684 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 12.12.2023 Installation: Please install the K1 Community Patch FIRST before this mod! If you plan on using it, install the Unofficial K1CP Tweak Pack mod SECOND! (The Tweak Pack is optional and is NOT required for this mod to work. Do NOT install "Fixed Male 01 Clothing" or "K1 Outcast Clothing Fix" from this mod as these fixes are included in THIS mod!) If you want to use it, install the Restored Content for K1CP mod BEFORE this mod. Make sure you install the NPC Diversity Pack mod BEFORE this mod in its entirety for best results! Once you're ready to install the mod, simply click on this mod's TSLPatcher.exe and you'll be faced two options. This mod comes in 2 parts, and since these parts are optional you'll be given two installation options. The "K2 to K1 Clothing Install" shall install the ported K2 clothing component of the pack whilst the "K1EP Clothing Install" shall install the K1EP component of the mod, for more details on these installations please refer to the "Description" section of this readme. Click which install you'd like to install, click install, sit back and watch the TSLPatcher do its magic. Once the installer has finished, click the INSTALL.exe again and repeat this process. Description: In terms of commoner clothing, Obsidian added various new outfits for their NPCs in Kotor 2. The default 'potato sack' outfit was given a stylish facelift, the bloodied Outcast outfit was replaced with the Refugee outfits we see today and on Telos we saw the introduction of a new noble outfit. This mod will port those Kotor 2 clothing textures to Kotor 1... but with a twist! The Kotor 1 Community Patch does the same thing as Obsidian did, it replaced K1's 'potato sack' outfit "N_CommM01" with Kotor 2's default outfit and Gendar's bloodied Outcast outfit "N_CommM07" was replaced with an Refugee outfit. This mod won't do that, instead, K1's 'potato sack' and K2's default clothing shall be two different outfits NPCs can wear. The removal of the clothing replacement is most pronounced in the Outcast village where almost every NPC now wears a Refugee outfit instead of the K1 bloodied Outcast outfit... except for the Outcasts infected with the Rakghoul disease, their clothing shall still use the K1 bloodied Outcast outfit texture. This mod shall also add the K2 noble outfit, but even this outfit has a twist of its own! In K2, the male noble outfit was blue whilst the female noble outfit was purple... in this mod, you will find 2 noble outfits across the galaxy: a blue male and female noble outfit and a purple male and female outfit. In the latest 1.1 update, I've added the new clothing from the K1 Enhancement Pack modder's resource. This will come in the form of an alternative installation which will work great with the previous K2 to K1 Clothing component. In addition to the K1EP clothing, I've added compatibility for the latest update of the Restored Content for K1CP Demo, if you have that mod installed the new clothing added in this mod shall be gloveless as they are in that mod. If you aren't familiar with any of the above mentioned outfits, please check the screenshots on the mod page so you'll know whether or not this mod is for you. Known Bugs: This mod shouldn't have bugs, but if there feel free to report it to me on Deadlystream. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game! Obsidian: For such an amazing sequel and for making the K2 textures! SpaceAlex: For releasing the K1EP as a modder's resource! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  25. This is semi-intentional, I wanted the generic Commoners to be aliens without touching their dialogues. The lore would support this as the Lower City is where most of the aliens are segregated to and since Twi'leks do speak English in Kotor it isn't too much of a stretch for the commoners to be Twi'leks. However, I don't recall adding a female. If the female Twi'lek has male VO than it is indeed a bug and I will correct that.