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Everything posted by N-DReW25
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Hello, I'm N-DReW25: a writer for the Revenge of Revan mod. The mod's development is going well, though any discussion of the mod's development can be done in the return of ROR thread as this post is concerning another topic. During the development of the ROR mod, I've personally thought up something called a "Revenge of Revan Addon mod" or "ROR Addon" for short. A ROR Addon is a mod which is designed to work with the ROR mod and can only be used with the ROR mod (A mod which was made for K2 which is also fully compatible with ROR isn't considered a ROR Addon, though a "What's compatible with ROR" thread might be opened upon ROR Episode 1's release!). Originally, I thought I would be announcing the ROR Addon concept sometime after the release of ROR Episode 1, however, due to the release of a recent mod I am pleased to announce that a new ROR Addon has been made which I can happily show the general public without leaking anything from the modern ROR mod which is still in development. And the first (and hopefully not last) ROR Addon is called: "High Quality Aliens: Yoda Species" The Revenge of Revan mod currently has not one, not two, but three Yoda species NPCs. Whilst I have made 3 skins, currently only one of the Yoda NPCs is used in the mod though since none of you realistically know who "Ulon Tuain" is I might as well call it "High Quality Aliens: Yoda Species". This here is now Ulon appears in the ROR Demo and how he will look in the future releases of the ROR mod: And here is how Ulon will appear with the HQ Yoda Species ROR Addon installed!: Disclaimer: Every Jedi Council member in the ROR Demo had names, you could only see them in the dialogue feedback menu once the Jedi Council cutscene ended. Just because Ulon Tuain has a ROR Addon made for him and the fact that I've revealed his name to the public doesn't make him "important" in the grand scheme of the ROR plot, as many of the fine details of later content of ROR is still up in the air it is possible that Ulon Tuain might just be "a Jedi Council member" character and that's it, or it might be possible that the Jedi Council members will play a bigger role which hasn't been written in yet... we just don't know (in 2022). And the dialogue is of course experimental, if overall community feedback dislikes the Yoda speak then remove from the mod we will! So when will this ROR Addon be released? I am not certain of that, and I have two very good reasons as to why this mod might not be released soon. 1) ROR Episode 1 hasn't been released yet: If I released this mod tomorrow then the players would only be able to play this mod with the ROR Demo which was released in 2011 (How many of us are playing the ROR Demo in 2022?) 2) Stormie's ported model hasn't been thoroughly tested: When I imported the model into MDLEdit (One of you model modders probably had a stroke reading that) I received an error message. This is very, VERY likely the result of MDLEdit not being prepared to load a "custom model completely built from scratch using modern 3D asset creation techniques" (as Stormie puts it). MDLEdit probably had a stroke as the following was the error message I recieved: As you can see from my screenshot, I believe the ported model works just fine in K2... however, I think it might be best to wait some time and hope Stormie himself ports his work to K2 and I'll just use that model instead. But I want it now! I am also very, VERY open to the idea of releasing all 3 High Quality Yoda skins for ROR as replacements for the original Vandar mod. That means you will be able to pick one of the 3 ROR Yoda's and have it replace the Vandar texture in K1 (You WILL require Stormie's original mod to be installed first!) In-conclusion: Let me know what you guys think of both the High Quality Vandar reskin and the concept of Addon mods for the ROR mod! Do you think ROR Addons are a good idea? Would you play with Addons when ROR is released? Do you think this is a bad idea? Should I release the Yoda skins for K1? Let me know what you think in the comments, your feedback (good and bad) would be helpful for Logan and the team! All credit goes to Stormie97 for the original model and texture!
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Vandar also appears in the Full Jedi Council mod by Kexikus who modified Vandar's sitting animation. The problem with the original Vandar sitting animation is that, due to his size, he would sit as if he was a normal NPC which meant he didn't "fit" on any chairs so I believe Kexikus modified his animation to make him float above the ground so that it'd appear as if he was sitting in his Jedi Council seat.
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This might be my personal opinion, but unless you intend to use Dark Hope's texture in your mod then you probably shouldn't use it in your preview screenshots. It'll seem misleading to the players and while it does sound stupid I assure you there are definitely players who would assume Dark Hope's texture is included in your mod based on nothing but your screenshot. If you are INDEED planning on using Dark Hope's texture, might I ask why? It'll look silly to include a 4K head texture for a single NPC when the goal of your mod is to "Overhaul" the already existing NPCs in the game. You'd either have to give other NPCs 4K heads of similar quality or stick to not having a Yuthura head texture in the mod (You could always recommend player's use Dark Hope's mod without including it in the package). And for her robe, did you get permission from OldFlash to use the texture? OldFlash disappeared years ago and there (at least to my knowledge) is not way to contact him, did their mod something written in their readme which states modder's can use this texture in their own mods as long as credit is given?
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I created my theory before Jacqylfrost jumped into the game files and now I say that he is probably right. It explains why the NPCs are based on the PC version despite having XBOX Gui. Now instead of them using low res Xbox textures they instead used the worst AI Upscaling technology they could find because my GOD I could probably make better textures then what Apsyr did for these ports!
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I want you to picture this, the Kotor player heads are 256x256 in resolution whereas Armors and body textures are 512x512 in resolution. On the XBOX version most, if not all, of the textures are reduced to 256x256 resolution. This means things like Armor textures look bad on the XBOX whilst the heads don't look that much different. I theorize that the Kotor Switch port is a port of the XBOX version due to the near identical GUI, however, I also suspect that Apsyr "modernized" Kotor on the Switch by replacing the XBOX modules with the PC modules to remove the NPC cloned appearances of the XBOX and by upscaling the XBOX textures from the low-res 256x256 to the PC 512x512 resolution. This creates a weird result where the 256x256 textures on the PC such as player heads look stunning whereas the usual PC 512x512 textures look awful on the Switch as it was made using AI.
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All the screenshots on the back of the old XBOX Covers are Pre-Release Screenshots, I actually have most of the OG Pictures on my hard drive so I shall be making features of them eventually. (I do have plans on making a slight addon to that mod so that HK-47 is more balanced for a Taris start and that he interacts with Taris NPCs through dialogue) This will eventually be a feature in the K1 Pre-Release pack. I would also like to point out that a K2 Pre-Release mod is in development and that any Pre-Release feature in the K1 and K2 versions will be added to the other game. For example, the gloveless Commoner Clothing from K1 will be an option for K1 players whilst a K2 feature (If I can justify it) might be added as an option for this mod.
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View File K1 Pre-Release Pack A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 20.06.2021 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. WARNING: If you wish to use Gloveless Sith Officers and Albino Sith Officers at the same time, please install Gloveless Sith Officers FIRST and Albino Sith Officers SECOND! Uninstallation: Depends on what you've chosen to install. Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: July 15 2003 was the day Kotor 1 was released for the first time on Xbox. If you've played Kotor on the Xbox or have played my Knights of the Old XBOX mod then you might be aware that the Xbox version and the PC version of these games are different, but what if I told you there was a 3rd version of Kotor which you might not have heard of before? Between 2002 and early 2003, the original Kotor website published a series of images which ranged from concept art to promotional screenshots of the game during its Beta/Pre-Release stage of development. Whilst these promotional screenshots might appear worse than the vanilla game (As these are pre-release/in-development screenshots), a few eagle eyed observers might notice some features in said screenshots which the vanilla game lacks. What this mod will do is add these features into the vanilla PC game. WARNING: Please be sure to consult the mod's screenshots before installing (Or ask the mod author in the comments), the installer for this mod is modular allowing you to install things at your leisure, however, some features might be perceived as lower quality than others so it is recommended to be 100% sure of what you want to install before installing anything. None of the features should break your game, it's merely a matter of your own opinion on whether or not you like the aesthetic of a specific feature or not. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Gloveless Jedi Robes do not receive the grey Dark Side transitions, meaning the player character will have a grey head with normal hands. The best way to fix this would be to use a mod which removes the Dark Side transitions. Incompatibilities: Would be incompatible with any mods which modifies Mission Vao's body/underwear/head texture and portraits, Trask Ulgo's unique head texture and portraits, Jedi Robe textures and models, Sith Officer body/head textures or models Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 06/20/2022 Category Mods K1R Compatible No
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Version 1.3
330 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 20.06.2021 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. WARNING: If you wish to use Gloveless Sith Officers and Albino Sith Officers at the same time, please install Gloveless Sith Officers FIRST and Albino Sith Officers SECOND! Uninstallation: Depends on what you've chosen to install. Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: July 15 2003 was the day Kotor 1 was released for the first time on Xbox. If you've played Kotor on the Xbox or have played my Knights of the Old XBOX mod then you might be aware that the Xbox version and the PC version of these games are different, but what if I told you there was a 3rd version of Kotor which you might not have heard of before? Between 2002 and early 2003, the original Kotor website published a series of images which ranged from concept art to promotional screenshots of the game during its Beta/Pre-Release stage of development. Whilst these promotional screenshots might appear worse than the vanilla game (As these are pre-release/in-development screenshots), a few eagle eyed observers might notice some features in said screenshots which the vanilla game lacks. What this mod will do is add these features into the vanilla PC game. WARNING: Please be sure to consult the mod's screenshots before installing (Or ask the mod author in the comments), the installer for this mod is modular allowing you to install things at your leisure, however, some features might be perceived as lower quality than others so it is recommended to be 100% sure of what you want to install before installing anything. None of the features should break your game, it's merely a matter of your own opinion on whether or not you like the aesthetic of a specific feature or not. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Gloveless Jedi Robes do not receive the grey Dark Side transitions, meaning the player character will have a grey head with normal hands. The best way to fix this would be to use a mod which removes the Dark Side transitions. Incompatibilities: Would be incompatible with any mods which modifies Mission Vao's body/underwear/head texture and portraits, Trask Ulgo's unique head texture and portraits, Jedi Robe textures and models, Sith Officer body/head textures or models Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware: For such an amazing game Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.- 3 comments
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So I've been reading some of the gaming articles on the Kotor 2 Switch DLC and thus far they've made no mention of how the DLC is based upon the TSLRCM mod and they word their articles as if Apsyr did ALL the work behind the restorations 🤦♂️
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I think the worst part of reading about these Kotor 2 Switch DLC posts/articles is seeing how mad everyone is getting over how save games without the DLC cannot work with the DLC content once it's installed.
And the entire time I'm just thinking "Poor people, if only they knew how this works"
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According to the Nexus post for the original mod, the author's permission policy is as follows: I take it that we aren't allowed to upload the original mod to Deadlystream without permission, but since you've ported it to K2 I'd say that you altered the mod therefore you could include the textures in this mod and not require the players to copy the textures from the original (Admins, feel free to refute this!). (The above statement does NOT apply to the Mask mod, keep that mod as it is!) However, since K2 adds a couple of new blasters with new textures you could, hyperthetically, take one of the WMO models and reskin its textures to cover the new weapons. Are you able to do this?
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Thank you! When I was preparing the mod I kept thinking things like to myself "this readme is so messy", "the feature list looks like a word salad" and "the screenshots aren't good enough". Glad to see the players seem to have found them useful (Especially the Gendar screenshots, I was fully expecting people to comment "bUt I cAn'T tElL tHe DiFfErEnCe BeTwEeN tHe TwO!"). I'll have that fixed shortly, it seems to be an old 'info.rtf' file from 2017... oh, the memories!
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I actually have a handful of pre-release screenshots of the game which shows actual NPCs in the place of Lite NPCs in the final release, so you probably are correct. The Lite NPC Restoration feature really is just to satisfy my own OCD and for the lovers of the original Tomb Raider.
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View File Unofficial K1CP Tweak Pack A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.6.1 Release Date: 12.05.2024 Installation: This mod requires the Kotor 1 Community Patch to be installed FIRST before ANY other mod: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ Alongside the "Readme.txt" file will be the following folders: "Override Mods" "TSLPatcher Mods" * To install Override Mods, open the Override Mods folder and select which mod you'd like to install and simply copy the files within the mod folder into your swkotor "Override" folder. * To install TSLPatcher Mods, simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic (Do note: This mod, as of version 1.0.0, only has a single TSLPatcher mod). Description: 9 years ago, Pavijan357 released their Unofficial TSLRCM Tweak Pack. That mod changed numerous aspects of TSLRCM based on Pavijan's personal tastes including, but not limited to, the removal of Kaevee or the restoration of Saedhe's original generic head. This mod uses that concept and applies it to the K1 Community Patch where I change, revamp or remove certain features of the K1 Community Patch based on my own personal opinion on that particular feature. Features: Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com Incompatibilities: Report further any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Do NOT claim credit for the K1 Community Patch or any of its integrated mods, please consult the K1CP developers for permission to utilize their assets in your own mod. Thanks: A Future Pilot: For kickstarting the K1 Community Patch mod! DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates! DarthParametric again: For improving the mod logo on the main download page! Bioware: For such an amazing game! Stoffee: For TSLPatcher! Fred Tetra: For Kotor Tool! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 05/14/2022 Category Mods K1R Compatible No
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Version 1.8.0
1,591 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.6.1 Release Date: 12.05.2024 Installation: This mod requires the Kotor 1 Community Patch to be installed FIRST before ANY other mod: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ Alongside the "Readme.txt" file will be the following folders: "Override Mods" "TSLPatcher Mods" * To install Override Mods, open the Override Mods folder and select which mod you'd like to install and simply copy the files within the mod folder into your swkotor "Override" folder. * To install TSLPatcher Mods, simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic (Do note: This mod, as of version 1.0.0, only has a single TSLPatcher mod). Description: 9 years ago, Pavijan357 released their Unofficial TSLRCM Tweak Pack. That mod changed numerous aspects of TSLRCM based on Pavijan's personal tastes including, but not limited to, the removal of Kaevee or the restoration of Saedhe's original generic head. This mod uses that concept and applies it to the K1 Community Patch where I change, revamp or remove certain features of the K1 Community Patch based on my own personal opinion on that particular feature. Features: Known Bugs: This mod shouldn't have bugs but if there is report it on Deadlystream.com Incompatibilities: Report further any incompatibilities to me on Deadlystream.com Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Do NOT claim credit for the K1 Community Patch or any of its integrated mods, please consult the K1CP developers for permission to utilize their assets in your own mod. Thanks: A Future Pilot: For kickstarting the K1 Community Patch mod! DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates! DarthParametric again: For improving the mod logo on the main download page! Bioware: For such an amazing game! Stoffee: For TSLPatcher! Fred Tetra: For Kotor Tool! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
That would depend on exactly what the mod does. A trailer is kind of like advertisement, your trailer should pitch the mod to the audience and should make them want to download your mod. The key to making a good Kotor mod trailer is to get things like the music, footage and other special effects to work with what you're presenting. A common error I see Kotor mod trailer's make is that they record their mod footage with either the game's background music, background ambient noises or NPC chatter when these sounds would be best left out of the trailer. If you wanted to show an NPC talking, go into the sound menu of K1 or K2 and turn down the music and background noises to 0 whilst keeping the NPC dialogue up, in-game, you will only hear the NPC speak and the rest of the game will be silent. This would be useful if you wanted to have GLIntercept flyby shots of an area and the scene faded into another scene, you wouldn't want to have a soft flyby of Manaan hearing the loud crashing of the ocean's wave only to fade into Tatooine and unnaturally go from ocean waves to dust winds with no transition. Or you wouldn't want to loudly hear a ship take off in the background when an NPC is talking. If needed, you could use the vanilla game's/mod's sound effect files and add them in your video editor so you, the trailer maker, can choose when these sound effects play to complement the trailer instead of them being an annoyance in the background (A spooky Korriban mod trailer for example would do great with some Sith whispers and background screams which we hear in-game). In addition to the in-game audio, you'll want to make sure whatever music you picked isn't 'too loud'. I remember one of TSLRCM's old trailers having a part with Kreia narrating something and all I can hear is the Sith theme screeching over the top of her... the lesson we can learn from that trailer is: make sure the music isn't loud enough to overshadow the narrator and/or mod footage you are trying to showcase. When it comes to things like music, your pick should 'work' with the 'theme' of your mod. Is your mod an action packed custom content mod? You probably wouldn't want the K2's Rebuilt Enclave music playing for that. Many Kotor trailer's have music and features which work with their video theme, but sometimes these video features don't work whether it be with the video itself or with the mod you're showcasing. I could use various Kotor mod trailers as examples but I wouldn't want to draw criticism on the mods or their authors (Even if their trailers aren't good, most of the times the mods are amazing!). I would like to reiterate what Malkior has stated: I think that a trailer should only be made when the mod is essentially complete (You can discuss and plan it privately before hand, but that's it). You wouldn't want to have a trailer with half finished/poorly made content or, as Malkior put it, have a trailer which shows pre-rendered content which isn't even in the mod (If that was to be done, it'll only leave a bad impression on both your "mod" and yourself as a modder). If it's a teaser, it can be as short as 20 seconds or as long as a 1:30 depending on what exactly you want to show. The teaser should only 'tease' the mod whereas the trailer hence why it should be on the shorter end of the stick, whereas a trailer you'd go all out and do a 1 minute or 3 minute trailer, of course the timing of your trailer will be different depending on what the mod does: Does it rely heavily on combat? Is it voiced? Is it custom content? Is the mod big? etc. Trailers shouldn't really go for longer than 4 minutes I would say.
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View File Darth Sapiens’ T3-M4 HD 2k [Ported to Kotor 1] A Mod for Star Wars Knights of The Old Republic Authors: N-DReW25 1.0.0 Release Date: 11.05.2022 Description: On the 21st of February 2015, Darth Sapiens released his T3-M4 HD 2k reskin mod to Deadlystream.com (http://deadlystream.com/forum/files/file/514-darth-sapiens-presents-t3m4-hd-2k/). In the years following his release, Sith Holocron recolored Sapiens’ texture for the other astromech droids in the game /( https://deadlystream.com/files/file/971-refurbished-astromech-droids/) What we didn’t know is that Sith Holocron recolored the T3-M4 texture for his own personal uses as he was attempting to get closer to the coloring seen in the original “vanilla” T3-M4 texture. Sapiens’ original mod can only work in K1 if the player renames the original texture (and the associated TXI file) to the K1 name structure. To quote from Darth Sapiens’ original mod page: "this is a t3m4 skin I have had in the works for a little while now, my usual rules apply, use this however you'd like but give me credit and a PM, all the disclaimers and stuff apply. thanks obsidian and bioware, NO thanks Disney." With this is mind, I have decided to publish Sith Holocron’s modified version of the T3-M4 HD 2k mod for Kotor 1 in particular. All the credit goes to Darth Sapiens for making the original mod. (Please see Credit section for additional credits.) Installation: For Star Wars Knights of the Old Republic - Extract all files into the Star Wars Knights of the Old Republic/Override folder. Uninstallation: Take it out again. Known Bugs: None known at this time. Credits: This mod would not have been possible with Darth_Sapiens' mod so primary credit belongs to him. Oh . . . and credit to Sith Holocron for the recoloring and responding quickly to my questions about this mod. And the screenshots! Additional Mod Suggestions: If you like the look of Sapiens’ mod, may I recommended to you also download and install Sith Holocron’s Refurbished Astromech Droids mod? (https://deadlystream.com/files/file/971-refurbished-astromech-droids/) Unlike this mod, no renaming was required for that mod. You’ll have the added benefit of Darth Sapiens’ design being standard through the game. This of course is optional. Of course, you may prefer Sapiens’ coloring of T3-M4, especially as some of you have been using that texture in TSL for years. That seems fair to me! In that case, I recommend you download Sapiens’ mod (linked above) to your desktop and do the following: - First uninstall this mod - Rename P_t3m4_01.DDS to P_t3m3_01.DDS - Rename P_t3m4_01.txi to P_t3m3_01.txi - Rename PO_PT3m4.tga to P_pt3m3_01.tga - Rename PO_PT3m4.txi to P_pt3m3_01.txi - Move the renamed files and the remaining unnamed files in that folder to your Override folder. Legal Disclaimer: All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless by permission of me. This mod is not to be distributed for profit, either. Sith Holocron's Policy: I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested AND approved by me before your use. Submitter N-DReW25 Submitted 05/10/2022 Category Skins K1R Compatible Yes