N-DReW25

Modders
  • Content Count

    2,311
  • Joined

  • Last visited

  • Days Won

    154

Everything posted by N-DReW25

  1. View File K1 Alien Pack A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 31.05.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given a few options. Each option will install a different alien species into your game, to get all the aliens the pack offers you'll need to install all options one after the other. Bith- This option will add 4 new Bith variants across the game. Ithorian- This option will add 2 new Ithorian variants across the game. Duros- This option will add 2 new Duros variants across the game. Devaronian- This option will add Devaronians to the game. They come in 5 variants with each variant having a matching Czerka variant. Description: This mod adds brand new aliens to the game whether it be entirely new aliens or expansions to the already available aliens from the vanilla game. Each and every alien, both vanilla and new, shall have five variants. For expanded pre-existing aliens, for example the Rodians (when they are added) will only have one new appearance as there are already four generic Rodian variants in the vanilla game whereas the Duros get two new appearances as they only have three whilst the Bith get four new appearances as they only have one. New aliens, if applicable, shall have unique soundsets and new VO wherever possible. These new aliens may replace pre-existing aliens, for example a Devaronian may replace a Twi'lek and its Twi'lek VO whilst other hypothetical aliens like the Zabraks may replace previously human NPCs with Zabraks. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SilverEdge9: For the Brotherhood of Shaodow: Solomon's Revenge mod, this mod photo sourced and modified elements of Lukeo H'tiba's texture for one of the Biths. RedRob41: For his artwork in the Revenge of Revan mod by Logan23, this mod photo sourced and modified elements of his Bith textures for several Bith redesigns. BithBiter: For his TSL Party Project mod, this mod photo sourced and modified elements of his Bith texture for several Bith redesigns. Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! h3w1zard1: For the HoloPatcher! 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 05/31/2025 Category Mods K1R Compatible No  
  2. Good catch, Salk. I shall look into this when I get around to it. Ahlan Matale's face should be the same though his outfit changes between modules. In the main NPC Diversity Pack, Ahlan in danm13 and danm14ad are wearing two different clothing outfits whilst danm14ad Ahlan is wearing Durasteel Battle Armor. The idea is that he's gone home and changed outfits between danm13 and danm14ab whilst in danm14ad he's obviously prepared to siege the Sandrale Estate himself hence why he's wearing armor. If you install the Onderon Fashion install or the Galaxy of Faces mod, Ahlan will wear fancy Onderon style clothes in danm14ad as you've noticed. Now for everyone else. I haven't been focusing on the NPC Overhaul Series for the past few months what with the much anticipated release of the Revenge of Revan mod's first episode at the start of the year. I would like to announce that I've released the start of the K1 Alien Pack which you'll be able to access once the mod's been approved. Since it's been so long since I first previewed the K1 Alien Pack here in this thread, I've added two more aliens to the release including the Ithorians and Bith... the Duros and Devaronians. As for the NPC Diversity Pack itself, I'd like to fix a problem I've been encountering for a while now. There are plenty of male NPCs, but there are so few female NPCs that I run out of females NPCs for my addons like the Onderon Clothing and the Fat Commoner addons. To fix this issue, I'm considering adding an installation, or just outright adding it to the main install, which adds brand new NPCs into the game. These NPCs will still use the generic VO from the base game and will resemble the normal NPCs, an example of what this might look like is an NPC repairing a swoop bike on Dantooine or new traveller NPCs in the Republic Embassy module on Manaan where there are no traveller NPCs in the base game.
  3. N-DReW25

    K1 Alien Pack

    Version 1.0.0

    115 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 31.05.2025 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the INSTALL.exe, you'll be given a few options. Each option will install a different alien species into your game, to get all the aliens the pack offers you'll need to install all options one after the other. Bith- This option will add 4 new Bith variants across the game. Ithorian- This option will add 2 new Ithorian variants across the game. Duros- This option will add 2 new Duros variants across the game. Devaronian- This option will add Devaronians to the game. They come in 5 variants with each variant having a matching Czerka variant. Description: This mod adds brand new aliens to the game whether it be entirely new aliens or expansions to the already available aliens from the vanilla game. Each and every alien, both vanilla and new, shall have five variants. For expanded pre-existing aliens, for example the Rodians (when they are added) will only have one new appearance as there are already four generic Rodian variants in the vanilla game whereas the Duros get two new appearances as they only have three whilst the Bith get four new appearances as they only have one. New aliens, if applicable, shall have unique soundsets and new VO wherever possible. These new aliens may replace pre-existing aliens, for example a Devaronian may replace a Twi'lek and its Twi'lek VO whilst other hypothetical aliens like the Zabraks may replace previously human NPCs with Zabraks. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SilverEdge9: For the Brotherhood of Shaodow: Solomon's Revenge mod, this mod photo sourced and modified elements of Lukeo H'tiba's texture for one of the Biths. RedRob41: For his artwork in the Revenge of Revan mod by Logan23, this mod photo sourced and modified elements of his Bith textures for several Bith redesigns. BithBiter: For his TSL Party Project mod, this mod photo sourced and modified elements of his Bith texture for several Bith redesigns. Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! h3w1zard1: For the HoloPatcher! 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.
  4. What do you mean "back-up file"? There probably aren't other mods that I've made that include features from this mod. There are some restorations that won't be included in this mod, that includes restorations belonging to the Jedi Enclave as those are part of the Extended Enclave Tweaks mod. The Beta Peragus Miners mod contains many options to customize the Peragus Miners, you can convert all of the Peragus Miners to use their Beta uniforms for that "what if Obsidian used this design" roleplay or you can go down the minimalist route and give only two Peragus Miners the Beta uniforms so you can use these uniforms with other Peragus Miner mods. For any future restorations that can be considered "Beta" features, these will be part of their own mod called "K2 Pre-Release Pack" which will be similar to its K1 counterpart as seen here.
  5. Hraith, you are partially correct in that K1R isn't obsolete and that it is complete. However, K1R isn't receiving content updates because its lead developers have vanished and the mod has several critical bugs in it (game breaking Lashowe bug etc), it is for this reason why the K1CP mod, a bug fix mod, didn't bother making their mod compatible with K1R. Since we can't get permission from the K1R team to make their mod compatible, I made RC-K1CP from scratch as an alternative to K1R for those who use K1CP. As The_Chaser_One pointed out, K1CP is very popular despite the lack of restored content and if I never made RC-K1CP thousands of players would prioritize K1CP over K1R. If you aren't going to use K1CP, you might as well use K1R if you're willing to tolerate the bugs - I'm not here to make you change your mind. K1CP will never include that because K1CP is a bug fix mod, not a restoration mod. RC-K1CP will eventually have it, but for now you are correct in that K1R is the only mod that currently has it. However, the logic of "the developers intended it to be there" is a bit disingenuous. My RC-K1CP mod restores a bunch of things that K1R doesn't, like both Impossible & Very Easy difficulties, upgradeable Davik's War Suit, female Republic Soldiers, gloveless commoner clothing, Carth's cut theme, the 4th Black Vulkar who threatens Calo Nord in the Lower City Cantina, Chadra-Fan on Tatooine, party dialogue for Kashyyyk Star Map, the green breath mask texture, restored armors and weapons etc. K1R isn't less complete because it doesn't have those I listed above, and K1R isn't bad because Major Hurka's appearance is fan made, the bartender in the Vulkar Sublevel is fan made, and 95% of the Pazaak Tournament is fan made. RC-K1CP includes both Impossible and Very Easy difficulties, I'm not going to turn around and trash talk K1R because it didn't include the Very Easy difficulty even though the "developer intention" logic applies to it. I would like to say that the see through glitch with Bastila is probably because all the Xbox textures were 256x256 and were low-res, it's possible that the Bioware developers messed up something when they upscaled Bastila's textures thus causing the transparency glitch.
  6. Make sure they're labelled as "Modder's Resource" or in the readme, generally under permission, it says something akin to "Free to use/no permission required". If they don't have those, you'll have to politely ask the author for permission.
  7. The latest update should fix these installation errors.
  8. It's a modder's resource, you don't have to force players to use the modder's resource since you can outright use those files in your mod so long as you credit newbiemodder for the assets.
  9. This seems to be an exact copy and paste of the private DM you sent me, do know for the next time that there is no point in messaging someone in private if you're just going to ask the exact same question in a public thread. But as for your question, LoneWanderer's answer is the correct one - the module injection method is the only way you can modify NPCs without NPCs in different modules being affected.
  10. @AxConsortium
  11. If you're editing NPCs inside their .MOD module files (provided by TSLRCM ideally), you'll need to use a save from before you enter the module you're editing. For example, if you're editing Luxa in 208TEL you'll want to use a save from before you entered that module. Even loading a Peragus save and warping to 208TEL will work. If you do what I've just said and you can't see the changes, chances are what you've done hasn't been implemented properly.
  12. @DIANEXKING @Cinder Skye Can you guys try again with this new .ZIP? It's possible that your anti-virus software's could be flagging the HoloPatcher.exe as a virus.
  13. As I might've previously said I would do, this has been fulfilled in my new Kotor II Restored Content Plus mod, formally N-DReW's Mini Mod Collection for TSL. I believe I sent you the changelog list early, though if you've lost it it's now included in the mod. If during testing you see that this problem hasn't been fixed (it should've), or any other problems (there shouldn't be, but just in-case), feel free to let me know and I'll get right on it. I also analyzed Visually Repair HK-47 and that mod simply patches the content into a fresh TSLRCM hk47.dlg meaning it should (hypothetically) be real easy for Kexikus to make a compatibility patch.
  14. N-DReW's Mini Mod Collection is dead! Long live Kotor II Restored Content Plus! My former Mini Mod Collection, last updated in 2022, has evolved into a new mod. As the old Collection was mostly restored content, that mod has now become a restored content centric mod whilst the bug fix elements of the old Collection have since been transferred to my Bug Fix Collection mod. Whilst the format of K2RC+ is similar to my Kotor I restored content mod, the RC-K1CP, this new mod is NOT a replacement/alternative to TSLRCM like RC-K1CP is to K1R. Instead, K2RC+ is an addon FOR TSLRCM restoring cut content TSLRCM either missed, didn't know exist, or don't want to restore. This mod is also highly decentralized meaning you can choose to avoid certain restorations if you don't want them. The mod is already updated, and unlike RC-K1CP there are plenty of screenshots of the mod page of some of the restorations in-game. I'm sure some of these restorations look as if I'm really scrapping the bottom of the barrel for content restoring things I'm sure we can live without, and then there's the street dancer content that was cut from the Citadel Docks. I'm certain most of you looking at this mod will notice the restored unique appearance for the Harbinger Captain. And I know for a fact the only reason you care about this unique head is so that you can ask "Is it compatible with Fixed Hologram Models and Admiralty Redux for TSLRCM?" And the answer is... kind of. Unless DP updates his mod to give his Republic Captain this head, you won't have this captain with the fixed hologram, though if you install the Unique Appearance Restorations component of K2RC+ first and then Fixed Hologram Models and Admiralty Redux for TSLRCM afterwards you'll get Ralon's new appearance and you will get DP's own Republic Captain with the Hologram fix. Much like my RC-K1CP WIP thread, I'll be posting updates to this mod when I get around to tinkering with future restored content for this game. For a full list of restorations in this mod, please visit this link!
  15. Many of these are already found in my N-DReW's Bug Fix Collection for TSL and my Dxun and Onderon Item Restoration Pack. Players who want to play this mod can disregard my Dxun and Onderon Item Restoration Pack for the time being, it's long over due for an update and even if it is updated there's no point to installing mine when yours already has the restorations. As for my Bug Fix Collection, my mod is twice as big as yours and it would be a determent to both our mods if you continued to add bug fixes I've already added. That being said, there are some bug fixes that are already different in yours, bug fixes I plan to fix differently than you, and things I won't add for my own reasons. My Nebelish fix will have a different appearance. I won't include this as this fix is subjective as to whether this was a "bug" or not. I won't include this as this fix is subjective as to whether this was a "bug" or not. I think you fixed this by doing the exact same thing I did where I made his appearance consistent with the 303NAR appearance, but you could make your mod different by using the 306NAR appearance instead. Totally up to you if you'd like to do this, I will make a mod that does this, but it won't be my Patch mod and it won't be labelled as a "bug fix" mod like yours. I'll do the same but with a different appearance. I did this too but I did this via changing the heads.2da directly. I did this too but we haven't exactly copied each other, you've even added a texture from the K1EP modder's resource whilst I've stuck with reusing Kotor I textures. You are aware that TSLRCM already fixes the greenish tint issue, right? Though RedRob41 probably added a few minor fixes to Kreia's model beyond what TSLRCM did. Here is a fix that is totally unique to your mod and something I cannot alone fix myself. A lot of Kotor II textures are extremely low quality whilst their Kotor I counterparts are normal. I included the Ithorians plus many more textures in my mod, I even made custom textures for the Telos Droids and Chodo Habat from scratch (before RedRob41 did this mind you). I won't include this as this fix is subjective as to whether this was a "bug" or not. If you choose to add this bug fix, it'll be unique to your mod. My advice for players would be to install my Bug Fix Collection first and your mod on top of mine, a majority of bugs you fix are already fixed in my mod and the bugs I haven't yet fixed will be fixed via your mod. I don't think there should be any incompatibilities as far as I'm aware.
  16. This may or may not help you, but I want to tell you this as it'll help you understand the magnitude of what you're trying to ultimately accomplish. Imagine for a moment that you remade Kotor II from scratch using the power of modding and your version of Kotor II is superior to the vanilla Kotor II experience made by Obsidian - that is the Kotor 2 Unofficial Patch mod. I've played it, just as you have - and I do agree it's instantly better than vanilla Kotor II no questions asked and I also agree that it's better than the Kotor II experience with TSLRCM. Of course, just because we think it's better than TSLRCM doesn't mean players will agree with us. If the Unofficial Patch mod came out in 2010 there would be no TSLRCM as everyone else would just use the Unofficial Patch instead. But here's the problem, as Sith Holocron has previously said elsewhere, not enough players play the Unofficial Patch to justify focusing on it and the entire modding community is centered around TSLRCM meaning not many players will give the Unofficial Patch a look in until a TSLRCM compatible version or an Unofficial Patch compatible TSLRCM is made. So there'll be no hype and payoff until after you completed this project, and like you I've looked into its files of the Unofficial Patch and I can say this - it'll be harder than it looks because I wasn't lying when I said the modder remade Kotor II from scratch. The Unofficial Patch uses .MOD files, but mods like Kainzorus Prime's NPC Overhaul is not compatible with it because the Unofficial Patch created brand new UTC character files. It created brand new UTC character files, renamed dialogue names, added new cameras, new objects, rewrote entire scripts, gave everything new names etc. It remade the entire game, and a lot of the problems that you are encountering is because of this. For example, 601DAN.mod is the Khoonda plains - but it won't be easy to just 'move' the TSLRCM files from TSLRCM's 601DAN.mod by inserting it into the Unofficial Patches 601DAN.mod because 601DAN.mod in the Unofficial Patch is hardly resembles TSLRCM's 601DAN.mod in terms of files, and that applies to all the modules. I'm not saying you should give up, but you should be aware of these things if you plan on going through with this.
  17. So I just checked it out and the K1R version of Bastila on Korriban is incompatible with K1CP, though whether or not it'll break your game is untested. As a result, I shall look into making a K1CP compatible version of the mod at some point - whether it'll be part of RC-K1CP or as a standalone mod will be decided at a later date.
  18. View File Pick a Peragus A Mod for Star Wars Knights of The Old Republic Author N-DReW25 1.0.0 Release Date 0905.2025 Installation Pick which Peragus you would like to install, you CANNOT pick both. If you want the Realistic Peragus from the Cinematic cutscenes, copy "PER_Plnt01.tga" from the "Realistic Version" folder - doing so will convert the planet Peragus in the Peragus levels into the realistic Peragus as seen in the Prologue. If you want the Artistic Peragus from the Concept Art, copy "EBO_Per.tga" from the "Artistic Version" folder - doing so will convert the planet Peragus in the Prologue into the Artistic Peragus as seen in the Peragus levels. Description There are two Peragus planet textures in the game, one for the Prologue and one for the Peragus Levels, and they're both two different textures that do not match despite being the same planet. The Peragus seen in the Prologue is the same Peragus you see in the Cinematic cutscenes (Harbinger Arrival, Ebon Hawk escape etc) whilst the Peragus seen in the Peragus Levels appears to have been taken from early Concept Art for the game. This mod offers you two fixes to this inconsistency, you can either choose the Realistic Peragus to fix the Peragus Levels so that Peragus is consistent with both the Prologue and the Cinematic cutscenes or you can choose to convert the Prologue Peragus into the Artistic Peragus so that it matches the Concept Art Peragus you see in the Peragus Levels. Known Bugs This mod shouldn't have bugs but if there are just report them to me on Deadlystream. Incompatibilities Incompatible with ANY textures that alter "PER_Plnt01.tga" or "EBO_Per.tga". 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 and for keeping these textures in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWAREOBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERSSPONSORS 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 05/08/2025 Category Skins TSLRCM Compatible Yes  
  19. N-DReW25

    Pick a Peragus

    Version 1.0.0

    32 downloads

    A Mod for Star Wars Knights of The Old Republic Author N-DReW25 1.0.0 Release Date 0905.2025 Installation Pick which Peragus you would like to install, you CANNOT pick both. If you want the Realistic Peragus from the Cinematic cutscenes, copy "PER_Plnt01.tga" from the "Realistic Version" folder - doing so will convert the planet Peragus in the Peragus levels into the realistic Peragus as seen in the Prologue. If you want the Artistic Peragus from the Concept Art, copy "EBO_Per.tga" from the "Artistic Version" folder - doing so will convert the planet Peragus in the Prologue into the Artistic Peragus as seen in the Peragus levels. Description There are two Peragus planet textures in the game, one for the Prologue and one for the Peragus Levels, and they're both two different textures that do not match despite being the same planet. The Peragus seen in the Prologue is the same Peragus you see in the Cinematic cutscenes (Harbinger Arrival, Ebon Hawk escape etc) whilst the Peragus seen in the Peragus Levels appears to have been taken from early Concept Art for the game. This mod offers you two fixes to this inconsistency, you can either choose the Realistic Peragus to fix the Peragus Levels so that Peragus is consistent with both the Prologue and the Cinematic cutscenes or you can choose to convert the Prologue Peragus into the Artistic Peragus so that it matches the Concept Art Peragus you see in the Peragus Levels. Known Bugs This mod shouldn't have bugs but if there are just report them to me on Deadlystream. Incompatibilities Incompatible with ANY textures that alter "PER_Plnt01.tga" or "EBO_Per.tga". 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 and for keeping these textures in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWAREOBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERSSPONSORS 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.
  20. I like how this mod is so simple, so basic, yet you've taken such a unique spin on the idea that it now stands as a brilliant piece of work!
  21. So I've just created Dark Side transitions for the Dak Head so I could go about releasing it as a standalone player head reskin mod.
  22. Wouldn't this allow users to install Kotor without having to pay for it? This "mod" could be considered piracy if that is the case.
  23. The same way TOR does it - by not recognizing a female Revan. If you choose a female Revan, even if you did everything exactly canonical you can assume the result of your ROR playthrough will not lead up to the events of TOR as Satele Shan couldn't possibly have been born. To reach the events of TOR, you'd have to play ROR in a very particular way to get to those chain of events. Of course, strictly following the canon path is not what we recommend players do. Different play styles and choices will result in radically different outcomes, Revan's gender and alignment is one of them. We'd want players to freely choose their options just like you would in Kotor I and Kotor II and we want players to replay the ROR mod to explore different scenarios.
  24. Bastila's Sith Holocron strongly implies that she left Korriban to find Revan, here is the full dialogue: Looking at this dialogue, it's somewhat conflicting with what's presented in TOR as what Bastila says here somewhat aligns with what Kreia says about Revan even though what Kreia says about Revan is directly retconned in TOR. The retcon could be explained as Kreia 'projecting' her own views onto Revan, though what Bastila says here will inevitably have to be explained in the ROR mod. I have a feeling the answer as to what Revan's "technique of mass conversion" is is probably explained in the half hour lore-dump that is the Enclave scene. Another bit of useful Dark Side Bastila lore is what she says to T3-M4: Using both the Sith Holocron and T3-M4, we can assume that Revan left his Sith Empire around 3954 BBY. Without the strong, unifying leader that is Revan, the Sith started fighting one another for control of the Empire. The Sith who remained were too weak to control the Star Forge, thus rendering it useless for producing new ships. Bastila appears to be somewhat aware of the threat of the "True Sith" on Dromuund Kaas and so instead of dying in the Sith Civil War she set out to look for Revan. It can be assumed that an alternative version of the Revan novel took place where, between Kotor I and Kotor II, Darth Revan, T3-M4 and Canderous went to Rekkiad and found Mandalore's Mask. After leaving Canderous behind, Darth Revan and T3-M4 took the Ebon Hawk to Nathema where they were shot down by Darth Nyriss and Scourge. After capturing Darth Revan, T3 was left alone on Nathema and spent years repairing the Ebon Hawk so that he could return to the known galaxy. By the time he had finished his repairs, it was 3951 BBY... just in time for the events of Kotor II. And just like in the Light Side ending, Bastila gave T3 the orders as stated above - "If he leaves, he will take you with him - but not I. He knows the bond we share may prove a weakness... but he will take you. If something happens, T3, then I need you to return to the Republic and find me. And if you cannot, then I need you to seek whatever help you can elsewhere, whether Jedi or the Sith... or someone in-between." It is possible that Bastila became privy to Revan's actual plans, Goto and Disicple both speak of Malak as a conquering brute whereas Revan's agenda seems to have run deep and alluded them both. It is possible that Bastila left Korriban to find Revan, she might've found Nathema, though she did not find the True Sith who had captured Revan and so, as she ordered T3, had returned to the Republic as they were the only ones with the capacity to stop the True Sith now. And as I've probably discussed in the diary, only Carth would've known of the full extent of Bastila's betrayal if Revan was Dark Sided. It makes no difference whether Revan and Light Side or Dark Side as Bastila was technically a Sith in both endings, one has her redeemed and save the day and the other has her "redeemed" years later (Again, only Carth would know of the full extent of Bastila's betrayal so everyone else is oblivious to her past). Logan wants "replayability" with the ROR mod, you see that sort of thing with the player species and you'll see it here with Revan and Exile's gender and alignments wherein what you set impacts the story of past characters. In the case of Bastila, we can assume her thoughts and motivations towards the end of the mod will differ based on these factors. At the start of Drayen's dialogue in the Jedi Temple the player asks Drayen how his trip to Dantooine was to which Drayen directly mentions Luur Jada by name. As to what extent, I cannot say, but I can say he will make a cameo one way or another beyond this name drop.
  25. N-DReW25

    Revenge of Revan

    I'm afraid that isn't possible, and if it was you'd only be able to play the vanilla game as trying to install mods like TSLRCM into ROR will only break both mods. Though here's a trick you can do that's close to what you've described. I'm using Steam in this example, but this should work for any version of Kotor II. Create a folder called "Backups" on your Desktop, uninstall and reinstall Kotor II, go to the Kotor II directory and copy the "Knights of the Old Republic II" folder and paste it into the "Backups" folder on the Desktop, by copying that folder into the "Backups" folder you've created two copies of the Kotor II game files, install ROR, rename the "Knights of the Old Republic II" in the Kotor II directory to "Knights of the Old Republic IIROR", copy the "Knights of the Old Republic II" folder in the "Backups" folder into the Kotor II directory, install TSLRCM into this new "Knights of the Old Republic II" folder, rename the new "Knights of the Old Republic II" folder in the Kotor II to "Knights of the Old Republic IITSLRCM", copy the "Knights of the Old Republic II" folder in the "Backups" folder into the Kotor II directory again. If you've done it this way, all you need to do to switch between the regular game and ROR is to rename the "Knights of the Old Republic IIROR" folder to "Knights of the Old Republic II" or "Knights of the Old Republic IITSLRCM" to "Knights of the Old Republic II". Does this make sense to you? I'm afraid this is a flaw with porting Kotor I modules that cannot be fixed as of now. I'll have a look at this. I think Logan listed the bug fixes in the site's changelog for this mod.