N-DReW25

Modders
  • Content Count

    2,302
  • Joined

  • Last visited

  • Days Won

    154

Posts posted by N-DReW25


  1. 1 hour ago, Salk said:

    Hello, @N-DReW25.

    I was wondering something about the latest version uploaded. In the archive I find both a PLC_SSldCrps.tga and a PLC_SSldCrps.tpc file. Which one should be used?

    Thanks!

    I'm going to assume you should try the TPC first, the worst thing that could happen is that the texture is transparent in-game.

     

    When I get the chance, I'll get around to removing the redundant file.

    • Like 1

  2. 8 hours ago, Aragon said:

    When is the updated release coming out with more VO's?

    In the Episode Two release, the hologram news reporter will have AI VO and the party member Nindo shall also have AI VO.

     

    Voice lines filmed by real actors will have to wait until all the character's lines are completed, for many characters this won't be until the whole mod is finished unfortunately.

    • Like 1

  3. 10 hours ago, DiscoAquinas said:

    Heyo.

    Any chance I could request a mod?

    I've always hated that in KOTOR II, the orange, ochre grass textures from the first game were replaced with this green colour.

    Perhaps this is thematically appropriate or whatever (new life on Dantooine after Malak bombed it!) but I'd really rather the orangey-brown tones from the first game make an appearance in the second. It made Dantooine nice and alien.

    So, is a texture swap possible? I notice there are mods for the first game which make the grass there green, in line with KOTOR II (which you can find here), but none of the opposite sort.

    Is this really only a matter of, say, taking the texture files from the first game and firing them into the override folder of the second?

    Whilst Thor110 and Effix's solutions are superior, my Bug Fix Collection for K2 has these orange grass textures from K1 in the "Higher Quality Areas" component of said mod and my K1 Dantooine Textures Restoration mod exists though it was made before porting was allowed so the grass isn't exactly the same as K1, I can update it with the correct textures if you'd like.

    • Like 3

  4. 8 hours ago, TheMegaBeast said:

    Great work on the mods, guys! I've been expecting this ever since the demo first dropped way back when. I've been recording some footage of the mod which I'll upload later, but in the meantime, there are a few things here and there that I've noticed that were spelt wrong or I had some suggestions  to make if that's not too much (minor stuff, like increasing some dB to Master Quarren voice). I wanted to know where I could provide this feedback, email or just PM here on the forums.

    PM on the forums or contact via Discord will be fine. :thumbsup:


  5. 21 hours ago, Samriel said:

    How many episodes are planned?

    That would depend on how many planets we choose to add.

     

    I can confirm that one planet has been scrapped for good with its content being recycled for another planet. Another planet has also been cut, however, there is a high possibility it can be added back as either a small planet to visit or as DLC to be added in an update after all the episodes are released and the mod is "done". Some planets have also been "swapped" meaning the content that was planned for planet A is still going to happen but planet A has been replaced with planet B and planet A's content will occur on planet B.

     

    At some point the player will return to Corellia so there'll be another episode about Corellia. There's also the matter of the Canon vs Non-Canon endings, if you're going for a Canon "bridge between K2 and TOR" playthrough I'd imagine the ending be a direct conclusion whereas a Non-Canon "end of the trilogy" playthrough I imagine would take a bit longer to end.

     

    So to answer your question, we do not know for certain, though we do know there'll be plenty of content between Episode One and any of the mod's endings.

    • Like 2

  6. On 3/30/2025 at 3:36 AM, Nm6k said:

    For the companion feats idea (Which I do like the idea of. I really enjoyed all the bonuses you get in 2 from interacting with your companions) if you have very high influence (or whatever ends up being used) with a companion, I don't see the point of an alignment check unless it's for a force power or something similar that relays on one's state of being 

    I think you're right on this. You'd need to have done actions that said party member would find impressive for them to get influence in the first place, why should a player be punished because their alignment is 59 when the alignment requirement for Light Side is 60.

     

    On 3/30/2025 at 4:50 AM, Spectrometer said:

    I like the idea for the Jedi robes, I always felt like the Jedi padawan robes model was more appropiate and the Master model was a little too big. I would like if you could mantain the Jal Shey models for some other armor item, though, they are nice models. I always use this mod in K2 for them:

    Do know that the proposed Jedi Robe rework hasn't been done yet. You can, especially in later Episodes, use the Jal Shay items right now and use Effix's mod with ROR to get the same Jal Shay textures you'd get in a normal playthrough.

     

    If we do add the proposed Jedi Robe rework, we could make a Jal Shay "ROR Addon" as a seperate mod so you could install ROR, install the Jal shay Addon, and then Effix's mod so you can have your preferred setup.

     

    Quote

    And I am also glad you are now able to use ported assets from the first game. It adds so much variety and possibilities for level design!

    Since ROR Episode One is out, you can see the ported assets for yourself. Be warned that they don't have a new reskin... yet.

     

    On 3/31/2025 at 7:49 AM, Lewok2007 said:

    I think your idea works the best. I'm assuming the way the pc characters as npcs would work is like the guy who claims ownership of the ebon hawk on NS in TSL, where he has 1 default head but if the player has the same head he uses another.

    That is exactly how it'd work.

     

    Quote

    I think removing the pc characters as npcs would be a bummer and not be as immersive. I don't think the vanilla clothing would necessarily fit for RoR. The potato robes the player wears for clothing always seemed to be something inconspicuous the exile wears to blend in with crowds and something cheap/basic.

     

    RoR is looking good though. Looking forward to reading the next Dev Diary.

    Stick around for Dev Diary 2 because I do discuss the clothing in greater detail there. And since you've presumably already played the mod I can assure you that the Corellia setup doesn't currently use any player heads, so if you found our current setup to be good imagine how good it'd be if we could get some player heads amongst them.

    • Like 3

  7. On 9/4/2023 at 4:19 PM, Samriel said:

    Mod is pretty much dead despite the dev best intentions.

    Not all mods end up completed or get even past the demo stage.

    Too bad.

    I bet you feel real silly right now 🤪

     

    The mod is now released, enjoy the first Episode of the Revenge of Revan mod everyone.

     

     

    ROR Dev Diaries shall continue to be made, so feel free to keep following along as those are published for unique dev sight into the content that Episode One offers.

    • Like 4
    • Light Side Points 2

  8. Shem Robe Revival [Cloaked Edition]


    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.0.0 Release Date: 01.04.2024


    Installation:
    This mod comes with reskins for JC's Fashion Line I: Cloaked Jedi Robes for K1 and the JC's Fashion Line I: Cloaked Hybrid Robes for K1, thus you need to install ONE of these two mods prior to this mod to get the intended reskins that this mod offers.

    These two mods are incompatible with one another, so you'll have to decide whether you want Cloaked Robes or Cloaked Hybrid Robes before installing this mod.

    If you installed the Cloaked Hybrid Robes for K1 mod, open the "Cloaked Hybrid" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there).

    If you installed the Cloaked Jedi Robes for K1 mod, open the "Cloaked Normal" folder, copy all of the .TPC files from that folder and copy them into your Override (make sure you overwrite the files already in there).


    Description:
    Ladies and gentlemen, come with me now on a journey to the savage days of years gone by... to a time when porting was a bannable offense, to a time when people seriously used the medium and low texture settings for a performance boost when playing the Kotor games, to a time before M4-78 was restored, to a time when TSLRP was still in development, to a time when the high quality weapon and skybox mods we take for granted were simply inconceivable, to a time when the TSLPatcher was brand new, to a time when Kotor Tool and MDLOps were the pinnacle of modding tools, to a time when Windows Vista was the current Windows OS and the Xbox 360 was the current gen console, to a time when most mods didn't have a TSLPatcher and even if they did they were an incompatible hack job - this was the time of the early Kotor modding community.

    In 2025, most players use TSLRCM and K1CP, the big planet mod is M4-78EP, High Quality Weapon mods are a must, High Quality Skyboxes and Planet reskins are a must, every player and party member has an ultra HD reskin by Dark Hope, every Jedi Robe in K1 has a cloak ported from K2 by JCarter. But back in 2006, the mods that were available to the early players were far more limiting and lesser quality than the mods we have today. Two mods from this era was Shem L's Prequel Style Robes for both K1 and K2, you probably haven't used them before but you might recognize them from some of Shem L's old YouTube videos.

    Shem's Prequel Style Robes would've been a viable mod to use between 2006 and 2014 until Kainzorus Prime released his Prequel Robe Replacement mod which updated the robe model with something far superior. Kainzorus Prime's Prequel Robe Replacement would likewise have been viable from 2014 to 2018 when JCarter426 released his JC's Fashion Line I: Cloaked Jedi Robes for K1 which ported the cloaked Jedi Robes from K2, a feature the players had been craving for over a decade by that point.

    It should be no surprise to anyone that JC's Cloaked Jedi Robe mod is the number 1 robe mod for Kotor 1 whilst Kainzorus Prime's Prequel Robe Replacement is a minor competitor and Shem L's Prequel Style Robes is virtually forgotten.

    And this is where I come in.

    Back in 2022, I tried to change the above fact by releasing my K1 Movie-Style Jedi Master Robes. This mod ported DeadMan's Movie-Style Jedi Master Robes to K1 and gave you an option to replace the Star Forge 2DA slot with the Cloaked Movie-Style Robes so that you can use Kainzorus Prime's Prequel Robe Replacement alongside it, meaning you can have Cloaked Robes by DeadMan and Prequel Robes by Kainzorus Prime at the same time.

    This mod does something similar but for Shem L's old mod, this mod takes Shem L's Prequel Style Robes for both K1 and K2 and makes them compatible with JC's Cloaked Jedi Robes. Shem L's K2 Prequel Style Robes will replace JC's Cloaked Jedi Robes whilst Shem L's K1 Prequel Style Robes will replace JC's Hybrid Robes.


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


    Incompatibilities:
    Please report any incompatibilities!


    Permissions:
    Do NOT claim credit for this mod and do not use assets from this mod without my permission.


    Thanks:
    Obsidian: For such an amazing sequel!
    Bioware: For such an amazing game

    JCarter426: For making the original Cloaked Jedi Robe and Cloaked Hybrid Robe mods, without you this mod wouldn't be here today.
    Shem L: The original author behind the two Prequel Style Robe mods, without you this mod wouldn't be here today.

    heyorange: For the CollarFix.psd which he made freely avaliable in his collar fix for JC's Cloaked Jedi Robes
    Prime: The author who made the base robe texture of what would become Shem L's K1 Prequel Style Robes mod.
    Darth Moeller, Achilles, Oldflash, & Svösh: For assets used in Shem L's K2 Prequel Style Robes.
    And everyone who downloads the mod!


    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


    • Submitter
    • Submitted
      04/01/2025
    • Category
    • K1R Compatible
      Yes

     


  9. On 5/11/2023 at 1:14 PM, Snigaroo said:

    Vaklu Repeats Himself - Fulfilled by @SuperChameau here, though I think Drew is also going to take a crack at this

    So I made my own version but I gave it to SuperChameau to add as an alternative fix for his mod so that there aren't two versions of the same fix in different mods.

     

    His mod now comes with two versions, his fix which I believe is what you originally suggested, and my fix which is what I suggested. You pick one or the other during the installation process.

    • Like 1

  10. Hello, and welcome to the first Dev Diary of the Revenge of Revan mod.

    723081441_RevengeofRevanLogo(1).png.224324c1017def8ca0cb5b4ad88cc065.png

    For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes, but first… I need to address the following.

     

    Whilst the ROR mod is a spiritual successor to Kotor II, emphasis on “spiritual”, it is NOT Kotor III! Kotor III was a video game that was cancelled by LucasArts in the late 2000s, the ROR mod is entirely fan fiction. Whilst we do strive to make the characters, locations, and elements of the mod faithful to the canonical Legends material, the story you shall experience in the ROR mod is entirely NON-CANON and should be treated as such. The ROR mod is intended to act as a bridge between Kotor II and TOR MMO, you can play a strictly canonical playthrough that would hypothetically lead to the events of TOR or play a non-canonical playthrough that sees you defeat the Sith menace once and for all. We shall get into further detail about this in the next Dev Diary.

     

    For those who may be wondering, the ROR Dev Diaries serves a few purposes.

     

    1) It allows for you, the player, to get a taste of the mod without having to download it first.

    2) Assuming someone makes a YouTube video about the mod once it's released, thus making purpose 1 redundant, it serves to give you developer commentary on some of the choices made in the development of the ROR mod. Giving you a unique insight into the mod and may serve to answer any questions you may have had when playing, or you can ask your own questions in the comment section of this dev diary relating to the content I've showcased in-case I didn't answer your question.

    3) It serves as a space for the ROR Developers to pitch feature proposals to the player base before we commit our time and effort into developing them. We wouldn't want to waste an entire year developing something the players aren't going to like. With the feedback and your opinions which you'll hopefully leave in the comments we may get an idea of what the player base actually wants which will hopefully influence our decision on said feature.

     

    In this first Dev Diary, I shall focus on everything you see just before starting a new game – the Main Menu & Player Creation.

    And be warned, this entire Dev Diary is just the Main Menu & Player Creation. We actually start playing the mod in the second Dev Diary so stick around for when that comes out.

    (Please let me know if any of the links and/or images are broken)

     

    Starting off the mod, you arrive at the main menu screen.

    208580_6435.jpg.9d20fc0242606ff31c8896a0a0aeeb78.jpg

    The character you see to the left is described as a Sith Witch though canonically she is a Sith Sorcerer, do know that she is not the main antagonist of the mod. Similar to Kotor II, there shall be a group of Sith who you will encounter throughout your journey, including the Sith Twins you encountered all the way back in the Demo, this Torguta character on the main screen, and more Sith who are yet to be announced.

     

    Many of the characters introduced in the ROR mod have unique and innovative designs, this character is based on a heavily modified variant of Kreia’s model. You can see the Darth Traya-style Sith Robes she’s wearing though her head has been heavily modified to resemble a Torguta. Here is a side by side comparison that shows you what I'm describing.

    1281041831_208580_13855(1).png.8e11cb9fd51c1ddff32c645ef66715d3.png

    This character will rely on Force attacks when you battle her in-game as she is a Sorceress, whereas the Sith Twins from the Demo will focus on melee combat as they're both Sith Assassins.

     

    As you can see in the screenshot, her head Montrals and Lekku head tails are short, similar to . They’re probably like this because the game would have trouble rendering/animating Shaak Ti sized Montrals and Lekkus (or at least they would back in 2011 when this character was made). And just for anyone who's curious, someone actually did try to make a Shaak Ti head for Kotor and this and this was the result... I'm sure you can see why we're sticking with our current appearance. Since we can't add a proper Shaak Ti sized head for this character, she'll probably be young, around the player character’s age, in-game when you encounter her to explain her appearance. And for any of you who still aren't sold on her appearance... just know that Disney's done worse by having Ahsoka's character design go from this to .

     

    This character is similar to Darth Sion in that she's on the menu for the start of the game but will be replaced by another, much stronger, character as the game progresses. I believe @Logan23 showcased the next Sith Lord who appears on the main menu on Moddb back in the day, which I shall once again showcase here.

    K3_00201.jpg

     This character is based off Atris' cut Darth Traya model. She is another Sith Sorceress and is paired together with the Sith Torguta, I imagine this character would be the Torguta’s Master and would be a lot stronger than the Torguta. This later character also isn’t the big main bad guy of the mod, there’s more characters who’ll replace her on the main menu screen. Now I know it’s possible to set the menus manually via the config in the main game folder, though do know that these later characters have not yet been implemented into the menu as of right now – though there is a bug where if you try messing with the config. This is probably a remnant of Thor110’s Expanded Galaxy mod… speaking of which!

     

    The ROR mod will now utilize ported assets from the first game as porting has been allowed in our modding community since 2018. Thor110’s ported K1 modules from the Expanded Galaxy mod will be used to make new areas for the ROR mod whether it be reskinning K1 areas to make new areas for new planets or possibly even allowing you to revisit areas from the first game (emphasis on “possibly”).

     

    Thor110 has also improved the menus for the ROR mod. Kotor I’s menus are blue, Kotor II’s menus are green, the menus in The Jedi Master’s and Edge of Darkness mods are both red, and ROR’s menus are orange... or at least they're supposed to be. To demonstrate the extent of Thor110's improvements to ROR's menus, here is a screenshot showing the skill menu during the player creation menu. On the top is how the skill menu used to look like back in the old Demo, and below is how the skill menu looks today.

    208580_6455.png.45ae1ece3c52ad33323b0d3b519f727a.png

     Thor110 has also released other menu colour mods for Kotor II which you can see in the links embedded in the text. If you would like see ROR’s orange menus released as a standalone mod for Kotor II, let us know in the comment section of this Dev Diary and we might consider releasing the ROR menu to the public should the mod team agree to it.

     

    Unlike in the Demo, this mod has proper loading screens for all the modules you shall be visiting. The legal load screen and the default load screen are still untouched from the Demo and will need modern redesigns, though other than those two you'll have new load screens based off JC's Loadscreen Template for K2 meaning these load screens will be accurate to the ones you see in Kotor II. We shall see more of them in upcoming dev diaries, this heavily outdated load screen from the 2020 build should give you a taste of what's to come.

     

    Moving on to the player character selection screen:

    208580_6439.jpg.9992c34115093b8ff3a109cf0f5602a4.jpg

    The player options are virtually unchanged from the Demo, you'll still have over 50 player heads to choose from, including a plethora of alien heads, and the default clothing is still the K1 Jedi Robes. Though this could change in the future.

     

    We won’t be adding any more alien player variants, though we may add new alien NPC variants that you can encounter throughout the game. That means, for example, we won’t add Kel Dor players though we may add Kel Dor NPCs if the models and textures become available to us. The only exception to the “no new alien player variant” rule would be to add female Devaronians. We already the male Devaronian heads, and I hope one day that we can add a female equivalent for this species at some point.

     

    With the male Twi'lek player heads, something I never noticed was that they have a revamped head model. I thought this was added between 2011 and 2020 but it turns out these heads were in the Demo from the beginning.

    208580_6162.jpg.6a290b84a3dafd941613a2429f2cee5a.jpg

    Incase you can't see it, the Twi'lek player's neck isn't fat like they are in the vanilla Kotor II - they normally look like this. What's really strange about the improved Twi'lek heads of the ROR mod is that, as of right now, only the Twi'lek players get these updated models - Twi'lek NPCs still have the default fat necked heads.

     

    I have previously shared the concept of ROR Submods called "Addons", these mods would be released separately to the main ROR mod but wouldn't work without the ROR mod. If you're still confused about how that would look, I previously shared a screenshot of the Yoda character "Ulon" with an updated model and texture from the High Quality Aliens: Master Vandar mod which is for Kotor I. If we get permission from Ashton Scorpius, a version of his mod, Better Male Twi'lek Heads, may be released as a ROR Addon to give your male Twi'lek player character and Twi'lek NPCs improved heads with 3D ears.

     

    I would also like to point out that there are also these Twi'lek head variants with head coverings. These Twi'leks are unique in that, similar to your underwear in the Kotor games, their head coverings actually changes color when you fall to the Dark Side. Here is a side by side of the Dark Side and Light Side Twi'lek with head coverings.

    208580_13882.png.94a28b6b77fbc1cfd6951891ea995a15.png

    Many of the player heads in ROR unfortunately do not have Dark Side transitions... yet. We hope to add these to the ROR mod through updates.

    Even though it isn't integrated into the ROR mod right now, most, if not all, of the human ROR players now have Dark Side transitions and they're available to the public right now through RedRob41's RoR Playable Humans for TSL mod. But if the lack of Dark Side transitions frightens you then do not worry - for you won't be able to completely fall to the Dark Side in the first ROR release without cheating.

     

    Another possible change we are considering for the player character would be the player clothing. The K1 Robe clothing was a unique element of the ROR Demo back in the day as porting between Kotor I and Kotor II wasn’t allowed back then, the ROR mod got past the no porting rule due to the fact that the K1 Robe models and the brown K1 Robe texture were actually hidden with Kotor II’s game files and thus could be used without porting. And just like the robes, quite a few K1 heads were also hidden within the Kotor II game files.

     

    In this blog post by Sith Holocron, you can see in the K2 heads section that there are a few K1 heads like PFHC03 - you obviously can't play as PFHC03 in Kotor II but both the head model and texture was buried in the game files meaning it isn't considered porting if you were to mod it into your game. You can also notice a few white heads in Sith Holocron's list, these are heads who's models are in the game files but their textures are not. That means you can use the head PMHB04 without porting but if you were to grab his texture from Kotor II then it would be porting.

    So if that's the case, you might be wondering how we used PMHB04 back in 2011 without porting the K1 texture.

    208580_6444.jpg.0bc78d54319e0172728b531eb24e293d.jpg

    From what I understand of the process, RedRob41 was able to use this head model without the K1 texture by mapping out the model's UV layout in a separate mudding program. Once he had the UV layout, he was able to take samples from the textures of Kotor II player heads and he was able to literally stitch together a brand new texture using only the Kotor II head textures - this method is called "Photo Sourcing" I believe.

     

    But alas, porting is no longer an issue in our modding community and such measures are no longer necessary going forward. So you might be wondering how this relates to our K1 Robe Clothing? Well, now that porting is allowed I’m sure many of the new and younger players of the ROR mod won’t find the K1 Robe Clothing as impressive as it was back when porting was a cultural taboo. Whilst he may not share this view in particular, Logan23 has expressed a desire to get rid of these K1 Robe Clothing and his reasoning is simple - he wants to use player heads as NPCs just like how Obsidian used player heads for various NPCs across Kotor IIbut he can’t do that because the default clothing for the ROR players as NPCs will always be the K1 Jedi Robes.

    208580_6448.png.eb164f2aed65304b3c15e7d891489889.png

    So to prevent you from walking into a Cantina full of people wearing Jedi Robes, Logan gave these NPCs different armors. Below is an example of two NPCs with the player appearances as NPCs, if they were given clothing they'd both be wearing the K1 Robe Clothing as seen above.

    208580_13887.jpg.1735df7eb86047a8170a111991d3f5d7.jpg

    And if you follow this link, you'll see what a Cantina full of these NPCs would look like - you simply can't tell who's a bounty hunter, who's a commoner, or if anyone in this room has a special sidequest as literally everyone in this screenshot sticks out like a sore thumb.

     

    I would like to make this clear, we have not touched the player clothing just yet - though we also haven't used player appearances for NPCs either due to the above mentioned problem. Just as there are now alien player head options, most of these aliens will be available as generic heads meaning there will be aliens on Corellia who'll not only wear proper clothes, but they won't reuse a player head option.

     

    So right now, we are torn between three different options in regards to the player's clothing moving forward:

     

    Option 1) Remove the K1 Jedi Robes and restore the vanilla default clothing, meaning your clothes will look like this again - what Logan23 wants.

    Option 2) Keep the K1 Jedi Robes and simply don't use ROR players as NPCs - what RedRob41 wants.

    Option 3) My own personal compromise between these two positions.

     

    In the spoiler below will be my very own proposal for a radical rework of how Jedi Robes work as an item in the ROR mod. If you don't care about this then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section.

     

    Spoiler

     

    My idea for a Jedi Robe rework goes like this: we remove the K1 Jedi Robes as default clothing, restoring the default commoner clothing just like Logan23 wants, and reimplement the K1 Jedi Robes as an actual robe item so that they aren't cut.

     

    In vanilla Kotor II, there are two Jedi Robe types in the baseitems.2DA and in the appearance.2DA - the Jedi Padawan Robe and the Jedi Master Robe.

     

    In my proposed robe rework, the Jedi Padawan Robe would be replaced with the K1 Jedi Robe, the Jedi Master Robe would be replaced with the Jedi Padawan Robe, and the Jal Shay Armor would be replaced with the Jedi Master Robe.

     

    The Jedi Padawan Robe item that looks like this will be replaced with a K1 Jedi Robe model and will look like this. The Jedi Knight Robe item which looks like this will be replaced with a Jedi Padawan Robe model and will look like this (The Jedi Robe item in the vanilla game). The Jedi Master Robes shall be pretty much unchanged from their vanilla appearance though they shall now occupy the 2DA slot the Jal Shay armor currently does as their 2DA slot will be replaced by the new Knight Robe type.

     

    The textures RedRob41 made for the player clothing shall be recycled as proper Jedi Robe items you can find throughout the game, and with the modder's resources that are available to us I predict we can add up to 15 K1 Jedi Robe items.

     

    You might be wondering, if the Jal Shay robes are removed does that mean ROR won't have any armor robes? Nope. Logan23 got permission from Darth Darkus to use his Armored Robes, the character Kyle from the Demo wears one of these Armored Robes. Since these Robes are based on the Jedi Padawan model, this proposed rework of the Jedi Robes won't affect Armor Robes as they Jal Shay Armors will simply be replaced with Darth Darkus style armors.

     

    A second, more controversial, component of this proposal is a "nerf" for these robes.

     

    The Jedi Padawan Robe type using the K1 Jedi Robe model will have no nerfs, but their stats will typically be low. That means these robes will have low defense even if the item in question is rare and has high attribute stats like Wisdom.

     

    The Jedi Knight Robe type using K2's Jedi Padawan Robe model will have an added dexterity restriction of 5. They'll be similar to a Combat Suit meaning if you go above dexterity 20 you won't get the additional dexterity bonuses beyond 20, though unlike a Combat Suit you can still use Force Powers. They'll have slightly stronger defense than Jedi Padawan Robes.

     

    The Jedi Master Robe type will have an added dexterity restriction of 3. They'll be similar to a Military Suit meaning if you go above dexterity 16 you won't get the additional dexterity bonuses beyond 16, though unlike a Military Suit you can still use Force Powers. They'll have a reasonably strong defense comparable to light armor to make up for the dexterity restriction.

     

    The Armored Robe type using K2's Jedi Padawan Robe model will have an added dexterity restriction of 1. They'll be similar to Battle Armor meaning if you go above dexterity 12 you won't get the additional dexterity bonuses beyond 12, though unlike Battle Armor you can still use Force Powers. Their defense will be stronger than what is expected of a robe item with defense bonuses comparable to medium armor to make up for the dexterity restriction.

     

    This robe rework is intended to shape how a player chooses to build their player and party members. The K1 Jedi Robes will have no dexterity restriction, will typically give good attribute bonuses for rare variants of this type but will have low defense. The Jedi Knight and Jedi Master Robes will have higher defense but will have higher dexterity restrictions and less bonus attributes, do you use K1 Jedi Robes to max out your dexterity and other attributes or do you limit your dexterity so you can use Knight and Master Robes for higher defense and moderate attributes? And if you're someone who doesn't really need bonuses to attributes are you willing to sacrifice your dexterity for an Armored Robe with insane defense?

     

    And for those of you wondering - why a dexterity restriction? Well, the idea is that your cloak is weighing you down - the Master Robe cloak is heavier than the Knight Robe and the Armored Robe also has heavy armor plates in addition to a cloak.

     

    For those of you who like my proposal, I may consider making this proposal a separate Kotor II mod as a means of testing how this proposal would actually work in-game. Even if you don't think this should be added to ROR, there might still be a really good mod idea to come from all of this.

     

    In terms of attributes and skills, there haven’t been any changes that I know of, though if you think there’s good reason to change something like attributes and class skills etc, we’d love to hear your case.

     

    Much like in Kotor II, the attributes and skills you pick can appear in your dialogue response options if said attribute or skill is high enough. So whilst we haven’t yet added droids to repair or terminals to slice into, the Computer Use and Repair skill can both be helpful in certain dialogues and can even help you in influencing droid or computer-expert companions in dialogue, so there’s a good reason to invest in your skills in this mod.

    Here is an example of the Awareness skill appearing in dialogue:

    208580_13893.jpg.d5281cdcbd342557207b956534e9f52a.jpg

    Feats and Force Powers will undergo some changes in the ROR mod. For starters, I believe Logan23 has gone through and changed many of the Feat and/or Force Power requirements so that you need to be a higher level than you would in Kotor I or Kotor II. This is to prevent your young, inexperienced Padawan character from getting Force Storm on the fourth planet as well as to prevent you from getting Wound and Force Shock in front of Drayen during the first mission to Corellia.

     

    Below is a second one of my "totally not controversial" proposals, feel free to skip over it if you don't want to hear it but we would appreciate it if you gave us your feedback on this idea.

     

    Spoiler

    Assuming the player can complete the game (as in the entire mod from start to finish) at Level 19 for example, we “may” consider implementing a Level Cap (Yes, we can do this). For example, we could Cap the player’s Level at possibly Level 20, Level 25, Level 30 etc. If we can implement a Level Cap like this, I’d also consider “removing” all of the added Kotor II Feats and Force Powers so that the Feat and Force Power options are similar to how it was in Kotor I.

     

    Now you might be wondering “WHY WOULD YOU DO THAT?!”, to which I say this: the player character isn’t the war veteran Exile, they are a young and inexperienced Padawan, similar to how Revan was an inexperienced Padawan due to his/her memory reprogramming. Instead of the ROR player being able to train their Force sensitive companions and teaching them your Feats and Force Powers like the Exile can... in ROR, it’s going to be the opposite.

     

    Feats like Close Combat, Stealth Run, Regen Force Points, and Class Skill feats won’t be available through the Level Up screen, they have to be taught to the player via NPCs or Companions. Force Powers are the same; Sonic Scream, Battle Meditation, Beast Trick, Hold Breath will all need to be taught by an NPC or Companion.

     

    We can also do the same with modded Force Powers, we could potentially add powers like Force Pull and Force Flame to the mod that can only be obtained by the player via training with NPCs, companions, and/or Holocrons you find throughout the game.

     

    So, assuming you only have the K1 feats and are restricted to Level 20, you’ll have to gain influence with your companions in order to convince them to train you more abilities, here are some examples of what this may look like:

     

    1) A party member can teach you a “Class Skill” based on their own class, for example a party member with the Soldier class like Uldir can teach you the Demolitions Class Skill if you’re a Jedi Consular who doesn’t have that Class Skill assuming you have high influence over him.

    1839846251_Uldirtall1.png.eeab8cf4d45cc6bd3fd832591c1aa836.png

    2) Similar to how Kotor II companions react to your alignment, ROR party members can not only react to your alignment but offer to teach you new abilities if your alignment matches there’s. So if the party member Nindu likes you and you’re both Dark Side he may teach you the Dual Strike feats.

    104591032_Nindotall1.png.9cd702bbf9c0c5b7f1b0e8368277a6c8.png

    3) Your own character build may also influence your party member's decision to train you. A Jedi party member like Drayen may be unimpressed if you have Wisdom 8 and may refuse to teach you a new feat and/or force power, though said Jedi party member may teach you the new feat and/or force power if you have a high set amount of Wisdom. This would apply to most attributes, so it’ll be nearly impossible to get all the feats and abilities through every companions without cheating.

    p6mGxtdplMbSMvVirCV4Zw.jpeg.png.f1182999de93510bc42d4631b2ad2a03.png

     

    4) A party member may even be able to give you an exclusive feat that you , the player, aren’t supposed to have (assuming the game isn’t hardcoded to prevent it from working). This means you, a Jedi, could have the opportunity to obtain Scoundrel’s Luck, Force Jump, Evasion, Uncanny Dodge, Sneak Attack, Echani Strike, Implant Switching, Point Guard, Weapon Proficiency: Wrist Mounted Rockets and more.

     

    The above is just a proposal, if the player base approves of these concepts we may one day add them, if they strongly oppose them we don’t, and if people give their own ideas on how to improve/rework these proposals these could also be taken into consideration.

     

    But what does the ROR mod add in terms of feats right now? Well…

     

    Players will receive a feat based on their species, we will talk more about these feats in the next Dev Diary though do know that these feats will be used by NPCs to determine the player’s species, allowing these NPCs to react your species via dialogue. Here is a screenshot of an NPC reacting to a Miraluka player, the same species that Visas Marr is in Kotor II:

    208580_4125.jpg.825a7a179c3a7fd9c4c3971e03dcc4e7.jpg

    Let's say if Gorton Colu was in the mod, he’d be able to recognize if you’re a human or not… your species is no longer a cosmetic choice, you can be rewarded or punished for the species you have chosen at random points in the mod. Obviously a racist like Gorton Colu isn’t going to like a Twi’lek player, though a Twi’lek character might be equally discriminative towards a human player than they would to a fellow Twi’lek.

     

    Oh, and don't forget how I previously mentioned how almost every alien you can play as will also have alien NPC commoner variants, so expect dialogue and NPC encounters to get... spicy throughout your playthrough. This feature will be discussed at greater length in the next Dev Diary.

     

    There is currently a bug where the player will still receives the War Veterans feat, even though the player isn’t a War Veteran we'll most likely keep the Feat by renaming it to imply something else so you can get those sweet 30 Vitality Points at the start of the game that this feat gives you.

    208580_6458.jpg.0751f03210755b2dc4084ed69ddc9225.jpg

     

    And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be yours to play soon.

    • Like 3
    • Light Side Points 2

  11. 13 hours ago, Yasurikressh said:

    when I install this mod combined with mtslrcm on my mobile, my player character is completely invisible and I cannot move her from spawn right outside her kolto tank.

    please help :(

    I can interact with the kolto tank but I remain invisible.

    my character interface in settings also has no depiction of my character 

    Which other mods are you using?

     

    On 12/27/2022 at 5:27 PM, JCarter426 said:
     

    Compatibility

    This mod is incompatible with other mods that alter the player's underwear models and textures.

     

    • Like 1

  12. 12 hours ago, Liserg said:

    Given your awareness of this matter, it would be an unforgivable mistake on my part not to ask you about the readiness level at which the developers left the Vulkar Sublevel in the game.

    The Bioware Developers? Just watch this video and judge for yourself, that's exactly how Bioware left it and what we modders are left to start with.

     

    12 hours ago, Liserg said:

    And how do you determine the line where your decision doesn't deviate from the original intent of the developers

    That is entirely up to the individual modder to decide.


    For example, TSLRP restored Kaevee and the GenoHaradan and used custom content to restore them. TSLRCM didn't restore the GenoHaradan as it was custom content but restored Kaevee anyway with custom content.

     

    12 hours ago, Liserg said:

    In my opinion, there is a certain contradiction here. If you have done your job professionally and it aligns with the developers' original vision for the game, then this material should not be optimized or cut—it should definitely be added to the game. This way, synergy with the game's creators is achieved.

    K1R optimized cut content, dare I say the Pazaak Tournament was mostly costume content as the only evidence of it existing was that old Pazaak player in the Cantina having lines to reference it.

     

    The K1R Vulkar Sublevel bar had an additional mechanic, some added food placeables, and an entirely custom Duro waiter. The Duro waiter adds no bearing to the level, you wouldn't even know it's custom... but it IS custom and thus deviates from the developer's original vision.

     

    In the original Vulkar Sublevel which you can see in the video above, there is an asian woman with a man's voice and a man with an old man's voice. If a modder changes these NPC appearances, is that deviating from developer intent? We will never know.

     

    The bartender encounter in K1R has it so that he speaks for a little bit, then he performs a "talk_forceful" animation, then pulls out a short sword which he then drops. Since that was done by a modder, is that deviating from developer intent? And even worse, the cut dialogue in the game files uses Duro VO even though an english spoken line is in the game files... so what was the Developers intent? To use the English VO or to have the Bartender be a Duro and use Duro VO?

     

    There are three versions of the Vulkar Coward exist in the dialog.tlk, the Twi'lek we have in the final game, the english voiced version we see in K1R, and a version in the tlk which has VO labelled but the text in the TLK does not match the recorded VO - this text is what suggests that the terminal should be in the Vulkar Coward's room and that the Barracks should have a footlocker with the passcard. Which one do I use? Which one do I use as to not deviate from developer intent.

     

    The matter of the fact is this, we modders decide where to draw the line, and sometimes picking things and improving cut content is the only way to restore cut content in a way that is enjoyable. Trust me, no one wants to play the HK Factory in K2 the way Obsidian left it on the Xbox disk.

     

    12 hours ago, Liserg said:

    I strongly disagree with you. If you have done your job well and the material aligns with the developers' vision for the game, then it should be mandatory to include it, at least out of respect for your work and the effort of the developers who created such an inspiring game:) 

    Are you talking from the perspective of a Bioware developer or from Salk's as a modder?

    If it's Salk's, he is under no obligation to release his private work and can do what he likes with the Vulkar Sublevel (Nothing's stopping him from turning it into an Iriaz Zoo after all).

     

    If it's from a Bioware developer, the developers don't get a choice. They have shareholders to appease, publishers aka LucasArts to appease and they have to publish something if they want to get paid. If that means shortening the Vulkar Base to get it finish than that's what they had to do, trust me - cutting the Vulkar Base sublevel was done better than how Obsidian dealt with cut content.

     

    12 hours ago, Liserg said:

    Honestly, Taris has its flaws :) But if the game’s entire purpose is to get a lightsaber as quickly as possible

    It's entire purpose is a roleplaying game, of course we can say this with hindsight but from the perspective of someone from 2003 who just bought the game for the Xbox it's a traditional Star Wars story of a character going on a roleplaying adventure who becomes a Jedi Knight just like the Star Wars traditional heroes like Luke Skywalker from the movies.

     

    12 hours ago, Liserg said:

    If you were able to get in touch with the K1R developer, and if the reasons for abandoning the project weren’t personal, could you share why they decided to cease work on it?

    That's the problem, no one can do that.

     

    They are gone without a trace, it's as if they passed away years ago and no one has found out about it.

     

    12 hours ago, Liserg said:

    If you ask people what they know about Star Wars, most of them will answer that it's Darth Vader, Lightsabers, and the Force. Whether that's good or bad, this is the narrative that, for now, cannot be changed.

    And yet those same people still play Republic Commando and love Clone Troopers and the Andor television show, elements of Star Wars without the Jedi and everything associated with it.

     

    12 hours ago, Liserg said:

    By the way, Peragus II, like Taris, didn't appeal to everyone. It turns out there's a certain pattern here: most of the criticism was directed at the first planets in both games :(  

    On Peragus you were literally the only person alive on an isolated asteroid with an army of droids and your three companions.

    Taris, on the other hand, had six party members, had interesting level designs like the Upper City which was full of life and was similar to Coruscant, the Lower City which was full of gangsters reminiscent of the criminal elements of the movies, the Under City was literally a unique take on Zombies, the Sewers were interesting as they had Gamorreans and Rancors from Episode 6 appear, you had Swoop Racing which was similar to Pod Racing in Episode One (I do agree that Swoop Racing is a letdown in these games), you had diverse enemies which diverse loot, you had merchants on Taris to buy better loot, you had unique quests like bounty hunting, the cure quest, and the duel arena, you had Hutts appear, you could steal Sith Armor like Luke and Han did in the movies, you got to play as a Wookiee, a Twi'lek, and an Astromech droid.

    In short, Taris has that appeal if you're a fan from 2003 who only just got the game and has no other context of what to expect whilst Peragus will always be that slow, dull, drag.

     

    12 hours ago, Liserg said:

    I won't hide that I wish the publisher hadn't interfered or rushed BioWare and Obsidian with the release of the games, so that the studios could have realized all their ideas and visions and presented them to us in all their glory. But unfortunately, this is just a dream. Thank you to the modders for your invaluable work—it's thanks to you that ordinary gamers can get as close as possible to the creators' original vision.

    The shareholders say otherwise, the same is still true today as people love to hate on newly released video games like Jedi Survivor who claim that the devs for that game released it early even though it wasn't fully optimized for medium-end PCs and current gen consoles - it would be great for developers to really bug test and add everything that they want in their game, but the unholy trinity of publisher, shareholder, and dollar says otherwise.

     

    12 hours ago, Liserg said:

    I'm not saying it's specifically this mod, but I used a similar mod before, and it changed all of Revan's companions into Jedi classes, even T3-M4 and HK-47. In my opinion, it's more appropriate to use KSE for such purposes. It's not really about the mod, and if I understood @Salk thought correctly, the Star Wars universe is so multifaceted that it's not worth limiting your vision to just the Force and the Jedi.

    I was more so being sarcastic, but the mod I changed I only changes the main character into a Jedi.

    • Like 1

  13. On 3/19/2025 at 6:50 AM, JasonRyder said:

    Will you also be restoring the Hidden Beks and Commoners outside the Bek base? What about the Swoop Platform accessible from the Lower City Apartments? 

    Hidden Beks, at some point yes.

     

    The commoners are a little tricky... the only reason they need to be restored is that they have dialogue for if you're wearing the Sith Uniforms. These commoners exist in the Cantina, but obviously you can't wear the Sith Uniform in the Cantina without cheats. I'll think of a way to have these guys restored without having a bunch of random people out and about in a gang war zone.

     

    16 hours ago, Liserg said:

    If I’m not mistaken, early versions of the Community Patch did not conflict with K1R. However, there were reports on forum about bugs related to the Pazaak tournament on Manaan.

    The early versions of K1CP was simply too small to have made any incompatibilities with K1R back then. K1R as it stands now is inherently broken, and since the K1R team leader is gone the mod will be fixed - that's why K1CP abandoned K1R compatibility and why I made RC-K1CP to act as an alternative to it.

     

    16 hours ago, Liserg said:
    Hardly anyone would deny that Taris is more meticulously detailed compared to the other planets in KotOR. Moreover, one of the planets, Sleheyron, didn’t even make it into the game’s final release. I might be mistaken, but this was likely one of the main reasons for the criticism directed at Taris: a significant portion of the content was cut from the game to free up resources for the development of this planet.

    Sleheyron was cut fairly early on, all the Sleheyron screenshots we see are from a time before the Odyssey Engine was adopted. We have very little restorable Sleheyron content outside of one broken arena module and a hallway and the planet textures because of this, it could just be that the Bioware developers decided very early on that the list of planets they had wasn't feasible and so they decided to simply cut a planet to make time for all the planets.

     

    16 hours ago, Liserg said:

    Perhaps the issue lies in the fact that both fans and casual lovers of Star Wars have become hostages to a certain concept. For them, the Star Wars Universe is primarily associated with the Force, Lightsabers, Jedi, Sith, the vast expanses of the galaxy, and an immense variety of planets. When they start playing the game, they find that their expectations are disappointed.

    Star Wars Battlefront is more focused on the whole "war" side of Star Wars and Republic Commando has very little Jedi inclusion in its plotline.

     

    Personally, I think the plotline for Taris fits just fine and the conversion into a Jedi on Dantooine blends well with the story the developers are trying to tell. But your concerns were heard, it's why Obsidian Entertainment chose to make the player a Jedi from the beginning - that decision was derived from fan feedback.

     

    16 hours ago, Liserg said:

    If we step away from the main topic, wouldn’t you, as a content creator, want to use your work to complete what the developers didn’t have time to finish for various reasons, thereby bringing the game closer to their original vision? Perhaps I’m mistaken, but I have a feeling that this content is secondary for you :( 

    I think many of the things cut by Bioware were cut for good reasons, for example:

     

    * Bioware Devs couldn't waste their time trying to place every item into the game so some those items that were forgotten were cut.

    * Gloveless Commoner clothing required a texture variant for each skin tone, increasing the clothing textures from 9 to 27 - why waste time making all of those when you can just have gloves.

    * The Vulkar Sublevel was either too confusing or its development was taking too long so they got rid of it and shortened the level to save time.

    * The Outcast Children are literally starving children, who's to say if Bioware kept them in the game that they wouldn't have caused an uproar back in 2004?

    * There are also audio soundset files for the children NPCs, I'm hoping we all know what a "soundset" in Kotor is and exactly what that entails.

     

    Bioware cut many things for good reasons, mostly to save time to get the game more polished. We modders simply come around to collect the pieces and try to bring them back to life in the form of mods like RC-K1CP.

     

    16 hours ago, Liserg said:

    And to conclude the topic of questions about the material that didn’t make it into the final release of the game: am I correct in understanding that, aside from the Lost Modules Pack, there is no mention of an additional level for Shadowlands in the game files?

    No, there isn't.

     

    Though since the module itself does exist, it wouldn't take much for someone to come along and repopulate the module with objects and critters to fight.

     

    7 hours ago, Salk said:

    That's why I wrote that the Vulkar sublevel was cut for good reason. It is not originally a particularly inspired kind of material and it was in an incomplete state. Said that, with some work done on it, it is possible to make its inclusion in the game more than a decent extra. For me personally, it's perfectly fine to have that in the game. But for those who cannot stomach Taris, I'd say they should keep it out of their installation since it's obviously going to make them wait longer to wield their adored lightsaber. 😁

    You guys are arguing about Jedi and Lightsabers as if the Jedi from the Start mod isn't a thing.

    • Like 1
    • Dark Side Points 1

  14. 15 hours ago, Liserg said:

    When working with dialog.tlk, have you come across any mention of the Gamorrean Stronghold in the Undercity?

    There are no mentions of the Gamorrean Stronghold, the only evidence of its existence are a few pre-release screenshots.

     

    420564-knights_011.jpg.74d765413a6f4570401dfcb00a8bed84.jpg

     

    The Taris Undercity was developed very early on in development, it was at this stage in 2002 that a lot of the Kotor assets we know and take for granted simply weren't present. I theorize that Bioware came up with the Outcast Village, as it was better than whatever the Gamorrean Stronghold was going to be, and then moved the Gamorrean's into the sewers to have them be a foe there.

     

    Here are some screenshots of the very early Outcast Village.

    Spoiler

    461282-kotor_004.jpg.b277cf88fa91ec70b42969f456846f82.jpg461283-kotor_005.jpg.87baa4294e719c0a0898c59078fa838a.jpg511735718.jpg.d17acfdb14ec9bec3e3326f1ba75d81b.jpg415489-kotor_010.jpg.4d8d1353e8304c039a6f7eeed0031f1d.jpg

     

    Gendar uses the generic fat commoner model found in the game files today (Furko Nelis and the Vulkar Sublevel Junkie use this appearance) with a head that ultimately didn't make it into the game. This head was either going to be a player head that got replaced with the PMHC01 head we have today, or it was going to be a commoner head as this same head is visible in other screenshots as Smuggler and Jedi Council Member appearances (Holdan incorrectly had a Jedi Council Member appearance in one of the screenshots but it used this head and the Smuggler appearance in the screenshots is the one Holdan uses today).

     

    Rukil uses Jolee's appearance, I theorize that Jolee's appearance was made before Zelka Thorn's generic head as you can take Jolee and Zelka's head textures, overlay them in Photoshop, and see that Jolee's eyes are present on Zelka's head texture.

     

    The Rakghouls in one of the screenshots are inside the Outcast village as the barriers to keep them inside the quarantine cage weren't implemented yet.

     

    I theorize the droid you see in this screenshot is actually the same droid K1R restored in the Undercity, something I do wish to do at some point.

     

    15 hours ago, Liserg said:

    I’d be curious to hear your thoughts on Rakghouls—do you have any plans to modify or port them from TOR?

    I have no plans to port anything from TOR for a restored content mod, another modder may wish to do this as a standalone mod but that isn't something I do.

     

    5 hours ago, JasonRyder said:

    I've seen a mod that restores this, along with other parts of the Taris Undercity. It's this one on Gamefront. But it's 17 years old.

    It's custom content, and due to its age it'll probably won't be compatible with modern day mods. I "might" try to recreate this at some point, though it would be a separate mod to RC-K1CP.

     

    5 hours ago, JasonRyder said:

    Out of all the cut content in the Undercity, I'd like to see the Outcast Children restored because children are mentioned in dialogues, and their dialogue is fully voiced and complete. 

    Those will be added at some point.

     

    5 hours ago, JasonRyder said:

    Other restorations I'd like to see are the Echani Mercenary on Manaan and the Iriaz on Dantooine. The Echani Mercenary's dialogue was fully voiced and the Iriaz are mentioned in the "Murdered Settler" quest dialogues. I actually got one of Bolook's questions wrong by choosing the "There are no Iriaz for him to hunt out here" the first time I did the  quest because the Iriaz weren't present. 

    Those will also be restored at some point, I can also say that I suspect it'll be easier to restore these two options than it'd be to restore the Outcast Children. Though that'll only mean that the Outcast Children will be added in an update after the Echani Merc and the Iriaz.

     

    5 hours ago, JasonRyder said:

    These things would likely be easier to restore than the Vulkar Base Sub-Level. 

    That is correct, you'll probably see the Echani Merc and Iriaz before the Sublevel... and I do hope we see the Outcast Children before the Sublevel too.

     

    • Like 2

  15. On 3/14/2025 at 8:27 AM, Liserg said:

    This is good news! It would be interesting to hear your vision for this location. Are you planning to remove anything from it or, on the contrary, add new elements?

    The dialog.tlk suggested the Vulkar main level would've been different, these alternate changes might be added to the main RC-K1CP mod whilst the sublevel is an optional installation. The computer in the main hall was supposed to be inside the small room the Vulkar Coward is guarding and the Lieutenants wouldn't be carrying the pass cards, those would instead be found inside a footlocker inside the barracks.

     

    If I change the Vulkar main level to be more like the cut content, this will give you a few options of getting into the garage level.

     

    1) Fight your way through the Vulkar hoard to reach the footlocker with the pass cards.

    2) The player uses stealth to get the pass card from the footlocker without alerting the Vulkar hoard.

    3) Use the computer to overload the power conductor in the barracks to eliminate the Vulkar hoard without a fight.

    4) Use the computer to disable the turrets, thus bypassing the barracks.

     

    I also plan to do one of two things, either increase the amount of spikes needed to overload the power conductor so that it's as expensive as disabling the turrets (So both will cost something ridiculous like 10), or I'd swap the prices around so that disabling the turrets is really cheap whilst overloading the power conductor is the more expensive option.

     

    For the actual sublevel itself, I plan on making the level completely optional. You will be able to get the mechanic ID card from the junkie through the Spice quest, you will be able to find the mechanic ID card the old man locked in the locker room, or you can overload the heat system to disable the turrets. You can still do any of the previously 4 mentioned options on the first level allowing you to completely ignore the sublevel if you'd prefer, this should hopefully prevent a K1R situation where players ended up getting trapped in the sublevel as it going through it was the only way down to the garage level.

    • Like 3

  16. On 2/26/2025 at 3:02 AM, Liserg said:

    Apologies if this question has already been asked before, but do you have any plans to restore another level of the Black Vulkar Base (with the spice lab)?

    I do have plans, yes.

     

    16 hours ago, crypirate said:

    apologies if this is not the place to ask this, but since it's been mentioned in the thread and the mod seems to restore cut content, i decided to try my luck. does this mod include the option to get both the sith interrogation and the party events that give sith armor?

    It does not, the mod is currently missing many features you'd expect in a restored content mod (Think of it as an "early-access" mod). I do intend to add this at some point, but not at this time.

     

    16 hours ago, crypirate said:

    if not, by any chance is there a way to get the other event if you have already done the other? i ask because i did the party without knowing the other event which i much prefer, and i would like to explore everything i can. i tried changing some quest globals with save editor but no luck, and i have no kotor modding experience so any help at all is much appreciated!

    The only way you can undo that is to reload a previous save from before you went to the party or simply start a new game. I'd recommend making multiple saves so you can go back and make different choices if you don't like the ones you've already made.


  17. On 3/9/2025 at 9:14 AM, djh269 said:

    Please be aware that when I try to run the Main part of this mod it causes an error, in due to these lines in the changes.ini file: 

    AddRow15=appearance_row_unique_marl_01_0
    AddRow16=appearance_row_unique_gerlon_01_0
    AddRow17=appearance_row_unique_ice_01_0
    AddRow18=appearance_row_unique_twitch_01_0
    AddRow19=appearance_row_unique_mika_01_0
    AddRow20=appearance_row_unique_adum_01_0
    AddRow21=appearance_row_unique_gluupor_01_0

    These aren't referenced anywhere else in the file and causes one of these errors: 

    KeyError: "The [appearance_row_unique_marl_01_0] section was not found in the ini, referenced by 'AddRow15=appearance_row_unique_marl_01_0' in [appearance.2da]"

    KeyError: "The [appearance_row_unique_gerlon_01_0] section was not found in the ini, referenced by 'AddRow16=appearance_row_unique_gerlon_01_0' in [appearance.2da]"

    I have since removed the above lines and it runs fine :D

     

    Thank you for reporting this, I must've forgotten to remove them when I made those appearances standalone installs. I'm surprised I didn't spot those myself actually.

     

    I'll be sure to add this bug fix as soon as I can :thumbsup:


  18. On 3/4/2025 at 9:12 AM, Buzbey said:

    Is there any progress about this? Can we get help from AI to solve this incompatibility issue? Did you started recreating the mod from scratch?

    AI can't do anything to help a modder in this situation. The problem with USM is that it was released on June 12th 2005, Kotor II was less than a year old and TSLRP was no where near finished at that point, let alone TSLRCM.

     

    From what I can tell, the USM team fixed a few bugs in the vanilla game which was great for 2005 but with TSLRCM in 2025 (which not only fixes those bugs, but does so in a better way) it creates countless incompatibilities.

     

    The way one would fix the USM mod would be to take the Lightsaber models from TSLRCM and redo all the content that required scripts and dialogue edits using TSLRCM's modified files like most modern mods do nowadays, however, the reason modder's don't do that is for the following reason - we'd need permission from all the people who made the original USM models for this TSLRCM compatibility version to be made, and since these modders from twenty years ago are no longer with us, this would be impossible to do, therefore the USM/TSLRCM compatibility patch would be impossible to create.

     

    I would like to say this - as an alternative to USM, people can always try out Kaidon Jorn's Schematic Lightsaber Mod as it's the closest thing we're going to get to USM in the modern times. It's fully compatible with TSLRCM and the Lightsabers in it are really well made.


  19. 1 hour ago, alvyjereza said:

    Hi, I was also missing this but also need legs for the droid in the central zone entrance. Anyone know where?

    I believe they're sold by that suspicious protocol droid in the Central Zone, the one who tries to scam you.


  20. Just now, Liserg said:

    Thank you for your work! Tell me, please, do you plan to restore the Rakata Temple on Tatooine as part of your project? And will you use any resources from the Lost Modules Pack mod?

    If I did it wouldn't be part of this mod but would instead be part of a separate mod as it would require custom content to restore it (like how M4-78 isn't part of TSLRCM but is its own separate mod).

    • Like 2

  21. 12 hours ago, nonameperson66 said:

    Hello everyone! I really love the Kotor 2 unofficial patch mod a lot, but it has two major issues in my mind. One of them is that battle for Khoonda (where you choose to either side with the mercs or the settlers) is using the cutscenes from the vanilla version of Kotor 2. I have been trying to figure out if there is any way to get the TSLRCM version of the battle and put it into the Kotor 2 unofficial patch mod. I want to be clear and state that I would not be uploading this mod to any website. It would just be for my use only.

    So I've personally had a look into the mod files for the Kotor 2 Unofficial Patch mod and I can tell you that they've completely redone much of the files.

     

    For example, all of the NPCs within the K2UP's .MOD files are not the same as those from the vanilla game. That means mods that edit UTC character files like the NPC Overhaul wouldn't be compatible with the K2UP mod. Many more mods are also presumably incompatible with the K2UP mod as many of the scripts in K2UP would've had to of been rewritten to account for these NPC and file name changes alongside all of the new features added within the K2UP.


    To get what you want, you have to either recreate the Battle of Khoonda from scratch or somehow port the Battle of Khoonda from TSLRCM's .MOD and into K2UP's .MOD file for Dantooine.


  22. The first update of 2025 is on the horizon - and I have quite a few screenshots to share with you all!

     

    First, the male Jedi in this screenshot currently uses a female appearance by mistake. This bug will be fixed in the next update as seen below:

    Spoiler

    32370_12999.jpg.752681d79208ea9f276999de87400904.jpg

     

    For those of us who haven't yet realized that RC-K1CP restores the unused Jedi appearances on Dantooine and the Star Forge, do be aware that you can still install the NPC Diversity Pack and other mods like DP's Jedi Diversity on the Star Forge after RC-K1CP so that you can get your modded Jedi appearances without RC-K1CP ruining that for you with incompatibilities or inconsistencies.

     

    There will be a few more minor additions done to Dantooine, such as this guy's new appearance.

    Spoiler

    32370_13003.jpg.5c8f959b5018fd018516b56a0fc00a62.jpg

     

    He gets the orange Twi'lek appearance that was restored in K1CP, as far as I'm aware the K1CP only uses that appearance on Taris so I've added it to several more NPCs that you'll find throughout the game.

     

    Another appearance change comes in the form of Deesra Luur Jada.

    Spoiler

    32370_13005.jpg.b1d0958fe2ba12e5a6d133a766df0742.jpg

    He now uses the Twi'lek Jedi variant which, in the vanilla game, only appears on the Star Forge. If you are a fan of the KotOR 1 Twi'lek Male NPC Diversity mod by Leilukin, do know that Deesra is still wearing his brown Jedi Robe even though you can't see it. That means you can safely install Leilukin's mod after RC-K1CP and still get Leilukin's unique Deesra appearance without any fear of incompatibilities.

     

    But you might be wondering why I gave him this appearance in the first place? Well, he is a green Twi'lek who wears brown robes... you know who else is a green Twi'lek who wears brown robes?

     

    32370_13017.jpg.b382c3c922faf6c51ebfeb8761e2083e.jpg

     

    I have successfully recreated the Garrum and Tar'eelok Restoration using the source scripts provided in Sekan and Seamhainn's original gamefront mod.

     

    Here are some screenshots of the arguing Master and Padawan duo within the next update of the RC-K1CP mod:

     

    Spoiler

    32370_13021.jpg.96f0760ec435bce2f4d504a8c7ca705d.jpg32370_13043.jpg.8027e3c9fe2620a7af84ea947ee6398a.jpg32370_13057.jpg.249cf3898575bb78c8f7bc8098726697.jpg32370_13070.jpg.a08ee1ec911b693b1c3bfec5ad025ec5.jpg32370_13074.jpg.037589b2d5a5e3c3e78ddf5789094ebc.jpg32370_13073.jpg.ad4afc2662bd39f87c855b4758047725.jpg

     

    In addition to these restorations, there will also be the restoration of unused Czerka, Sith Officer, and Republic Soldier variants alongside fixes and restorations of in-game music that is heard across the game. For now, I shall show you a teaser of the Republic Soldiers.

     

    Spoiler

    32370_13077.jpg.4c5e3dab908e102630caf1319ac6e052.jpg

    The restoration of Republic Officers, especially on the Endar Spire, allows me to restore the cut Republic Officer soundset. A major gripe players had with the Endar Spire fight scene was that all the Republic Soldiers use the exact same Republic Soldier soundset when they die, K1CP tried to fix that by giving the soldiers random male soundsets. With RC-K1CP, you'll hear a mix of Republic Soldier soundsets, Republic Officer soundsets, and female soundsets with this next restoration.

     

    Spoiler

    32370_13083.jpg.5ab28bc6ce539d331d4af4a8c39bde5a.jpg

     

    The female Republic Soldier has also been restored, though they have only been restored as a sort of background NPC you can never interact with. If you wish to have female Republic Soldiers you can interact with, my Female Republic Soldier Restoration mod can be installed after RC-K1CP. Not only does this mod restore the female Republic Soldiers, but also adds AI generated VO so you can speak with the female Republic Soldiers you encounter on Manaan.

    • Like 3

  23. On 2/11/2025 at 7:51 PM, ZeldaTheSwordsman said:

    1. A dialogue cheat-sheet for T3-M4 to compensate for the bad design of his lines being untranslated droidspeak when the player needs to actually know what they say.

    So, if you actually click on T3's response line and actually listen to the dialogue lines being spoken you'll see how most of the droids will say stuff like "What's that? You want me to repeat the instructions". Most of T3's dialogue lines are usually railroaded with one or two responses that lead to the same outcome with the droids pretty much repeating what T3 said in droid speak in English.

     

    Now, here is the dialogue cheat-cheat for T3-M4... you ready?

     

    It's in here:

    Spoiler

    It's called playing G0-T0 or HK-47, all three droid companions have matching dialogues with different subtitle texts that all lead to the same outcome. Don't like T3, don't play as him... simple.

     

    This bad game design exists in the vanilla game in the form of the Droid Warehouse quest, and the bad design of not being able to understand the Astromech was introduced all the way back in 1977 with the first Star Wars movie.

     

    Quote

    2. The item ID for the missing "Fixing Droids" quest item so that people can cheat it into their inventory.

    Isn't this the same problem you had three years ago? If I told you the item IDs now, three years later, what good would that do you now?

     

    And this request is a bit vague and out of context, I've played M4-78EP a couple of times but I don't think I ever found the "Fixing Droids" sidequest.

     

    If this is the one I'm thinking of, for the droid who can't walk you need the "Droid Legs" item which you can buy from the Black Market Droid in the Central Zone and for the other droid you need the "Droid Collar" which can be found in the box next to the Central Zone terminal.