N-DReW25

Modders
  • Content Count

    2,195
  • Joined

  • Last visited

  • Days Won

    131

Everything posted by N-DReW25

  1. For K1? I don't think that'd be possible, feats are hard coded in these games and as such we cannot modify them unfortunately.
  2. View File Non-Aligned passage for Sith Tomb A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 03.10.2021 Installation: Simply copy and paste/drag and drop the file within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove/delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: You might be aware of the Sith Tomb found within the Cave on Korriban, and if you are, you might also be aware that only high Light Side and Dark Side players are allowed inside. In vanilla/TSLRCM, you need to be Level 9 or above whilst your alignment needs to be below 26 (High Dark Side) OR above 74 (High Light Side). This mod will remove the alignment restrictions replacing it with a higher Level restriction. You now only need to be Level 15 or above to enter the tomb, this requirement doesn't conflict with the lore behind the tomb. Known Bugs: This mod shouldn't have bugs, but do keep in mind that the tomb is designed to be easier for Dark Side players and harder for Light Side players... it is unknown what would happen if a neutral player enters the tomb but most likely nothing noticeable would occur. But if anything does happen feel free to leave a bug report on Deadlystream. Incompatibilities: Is incompatible with anything that edits "sec_tomb.dlg". Permissions: Do NOT claim credit for this mod Thanks: Bioware: For such an amazing first game Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool Sniggles: For requesting the mod on Discord Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 10/03/2021 Category Mods TSLRCM Compatible Yes  
  3. Version 1.0.0

    841 downloads

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 03.10.2021 Installation: Simply copy and paste/drag and drop the file within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove/delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: You might be aware of the Sith Tomb found within the Cave on Korriban, and if you are, you might also be aware that only high Light Side and Dark Side players are allowed inside. In vanilla/TSLRCM, you need to be Level 9 or above whilst your alignment needs to be below 26 (High Dark Side) OR above 74 (High Light Side). This mod will remove the alignment restrictions replacing it with a higher Level restriction. You now only need to be Level 15 or above to enter the tomb, this requirement doesn't conflict with the lore behind the tomb. Known Bugs: This mod shouldn't have bugs, but do keep in mind that the tomb is designed to be easier for Dark Side players and harder for Light Side players... it is unknown what would happen if a neutral player enters the tomb but most likely nothing noticeable would occur. But if anything does happen feel free to leave a bug report on Deadlystream. Incompatibilities: Is incompatible with anything that edits "sec_tomb.dlg". Permissions: Do NOT claim credit for this mod Thanks: Bioware: For such an amazing first game Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool Sniggles: For requesting the mod on Discord Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  4. My memory on that is a bit stiff, but I do recall putting Sullustan's on Manaan (With English VO, replaces a Republic Soldier), in the Hidden Bek Base (A Sullustan is 100% inside the Control Room) and possibly inside the Lower City Cantina (As I replaced most of the commoner NPCs with aliens). Thank you for the compliments, I'm sure it has more to love... though do keep in mind that this mod may still have some "minor" bugs but 98% of the time the mod should still be fun and enjoyable. If you run into a bug, have a complaint or have general feedback feel free to hit me up in the PMs or leave it on the mod's comment section on the file page and I'll be happy to assist!
  5. Is it just me, or is like EVERY Kotor 2 mod on Gamefront now "missing"?

    1. N-DReW25

      N-DReW25

      I would like to clarify that the mods of Gamefront have since been restored, the outage was probably a temporary crash with their servers like DP said.

       

      @ajdrenterDon't upload them here, as SH stated that would be against the rules.

    2. Sith Holocron

      Sith Holocron

      @N-DReW25  @ajdrenter That's not what I was pointing out in Rule 18.  It's this:

      Quote

      In cases of abandonware mods (defined as being content which is no longer publicly available and whose authors have been entirely unreachable for a duration of no less than two years), a process exists for these mods to be reuploaded as archived content on Deadlystream; the specific guidelines are included in the second reply to this thread. If you wish to submit mod that qualifies, you may submit a request to the administrators and they will proceed with the steps towards having the mod publicly uploaded.

      So, you might wanna re-read the Rules pages and upload some mods in accordance to what the page says.  Just in case Gamefront decides to give up the ghost again. (Next time permanently?)

    3. N-DReW25

      N-DReW25

      @Sith HolocronOk, that was honestly my mistake! Shoulda checked the rules to make sure they haven't been updated before making a comment like that.

       

      Sorry for the inconvenience.

    4. Show next comments  60 more
  6. That's actually possible! The utc for Davik's intro and the utc for Davik's battle are two different files meaning just this is possible. I did something very similar for my K1 Gameplay Improvement mod actually:
  7. I'm late by 8 days... but:

     

    Spoiler

    Happy 10th Birthday Cathalan 🎂🥳

     

    1. djh269

      djh269

      Happy Birthday Cathalan! Still waiting on Cathalan 2.0!

    2. Basil Bonehead

      Basil Bonehead

      Cathalan 2.0 is a thing?

  8. Critical bug detected: The TSLPatcher inserts the "m02ac.git" file into the "tar_m02ac.rim" file. Since mods like K1R and K1CP both replace "tar_m02ac.rim" with "tar_m02ac.mod" and the game will prioritize the .mod, the problem becomes that the game will always use the unmodified m02ac.git file from tar_m02ac.mod instead of the modded m02ac.git from the .rim as installed here. Solution: Give the TSLPatcher 2 installation options, the first option will be called "Main Installation" which will install the m02ac.git into the rim file. The second option will be installed afterwards, this one will be called "K1R/K1CP Compatibility", this second installer will install a copy of the modded git file into the "tar_m02ac.mod" file as introduced by K1R and K1CP thus fixing the problem. I only tested this mod a little bit and instantly found this issue, if you got more .git files then you'll probably need to repeat this installer method for them as well. Feel free to PM me for instructions on how to setup a TSLPatcher with 2 installers. Edit: Just checked the TSLPatcher itself, it appears as if most of the files necessary for the mod to work are installed via the rim files. Feel free to PM me @brents742 so I may instruct you how to fix this issue.
  9. Version 1.3.0

    480 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2.0 Release Date: 27.01.2024 Installation: Alongside the "Readme.txt" file will be the following folders: "Audio Mods" "Movie Cutscene Mods" "Override Mods" * To install Audio Mods: Open the Audio Mods folder, open the Taris Sith Raid XBOX VO folder, open the Streamwaves and copy all 4 .WAV files to this directly (swkotor\streamwaves\m02aa\prer99) and overwrite the vanilla files. * To install Movie Cutscene Mods: Open the Movie Cutscene Mods folder, select which mod you'd like to install and simply copy the .BIK file into your swkotor "movies" folder and overwrite the original .BIK files. * To install Override Mods: Open the Override Mods folder, select which mod you'd like to install and copy the files within the mod folder into your swkotor "Override" folder. You cannot install both Dark Jedi mods as they use the same files, please pick only one Dark Jedi mod to install. Uninstallation: Depends on what you've chosen to uninstall. * For Audio Mods, open the "Backup (Vanilla Files)" and copy the .WAVs inside to the prer99 folder and overwrite the Xbox .WAVs you added. * For Movie Cutscene Mods, open the "Backup (Vanilla Cutscenes)" folder and copy the .BIKs inside to your swkotor movies folder and overwrite the Xbox .BIKs. * For Override mods, delete the files you copied into your Override. Description: As you may know, or may even remember, Star Wars Knights of the Old Republic was released on July 15 2003 whilst the PC edition was released on November 19 2003. Obviously, the original Xbox console from 2003 has gone out of fashion a LONG time ago and 95% of the Kotor Modding and Gaming Community in general have migrated over to the glorious PC Master- *Cough* I mean, to the PC. But did you know that Bioware gave Kotor one final improvement before releasing the full game to the PCs? if you've actually played Kotor on the original Xbox (Or maybe even the Xbox 360, Xbox One or even the Xbox Series X) then you'll recall how on the Console edition of Kotor had a variety of oddities like lower resolution textures, different appearances for NPCs, incorrect appearances for NPCs, alternative VO, bugs/glitches, Yavin 4 being locked behind DLC and more... This mod pack is similar to my TSL Mini Mod Collection mod, every update to the KOTOX will include more Xbox inspired mods for the player to install and experience. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modify the Taris Sith Raid dlg, the legal and Revan's death .BIKs and any Dark Jedi texture mods. Report any unknown incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: l2daorch: For contributing the Taris Sith Raid audio! DarthParametric: For contributing the Xbox textures! DrMcCoy and DarthParametric (again): For helping me with Xoreo's Tools! Effix: For helping me operate the Command Prompt! Asxdefter on YouTube: For his 2010 playthrough of Kotor on the Xbox 360. His Kotor videos were a massive inspiration for making this mod! BlueShadePlays on YouTube: For their 2017 playthrough of Kotor on the Xbox One. As the Xbox One Kotor has 1080p support, their Kotor videos provided HD crystal clear footage of the Xbox features which I recreated in this mod! Bioware: For such an amazing game! JCarter428: For SithCodec! Stoffee: For TSLPatcher! Fred Tetra: For Kotor Tool! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  10. In vanilla, let's say if you went to the Sith Party then the Hidden Bek spy doesn't spawn, if you went to the Hidden Bek spy instead then the Sith Party doesn't spawn. In K1R, both of them spawn regardless. You go to one event and then you go to the next event, if one of them hasn't spawned then most likely you got an incompatibility/bug on your hand.
  11. Reread LDR's last response: Since LDR hasn't yet announced he's finished the updated Kotor 1 Improvement mod, we know that he hasn't uploaded it. I know he's recently finished another mod he's been working on... so I'm not sure if finishing and releasing another so soon is on his agenda, perhaps @LDR can chip in here?
  12. I don't mean to be the one to crush one's hopes and dreams, but... I like the idea of that! Would love to see the finished result. I picture the Cinnegar Weave Armor but in blue? Might I suggest this: You change the Ulic Qel Droma's Mesh Suit texture to the K1 texture as seen here: And change the Mandalorian Heavy Suit texture into Ulic Qel Droma's Obsidian texture: It should still work with your mods intent, you'd be turning a Combat Suit into a Heavy Combat Suit which would make sense as the blue Mandalorian Combat Suit would logically become a Mandalorian Heavy Combat Suit as it is the "next tier" of armor. Wasn't the Echani Shield suit either a K1 Baragwin Shadow Armor or a red Bonadon Heavy Combat Suit before? I still approve of reskinning it though. I like. I'd like to point out something here: This here is the Verpine Fiber Mesh armor, its green and purple... it uses a Military Suit model and has 8 defence. This is the 1st tier of Verpine armor. This here is the Verpine Fiber Ultramesh armor and as you've pointed out this is Davik's War Suit texture. I'm confident that the reason why Davik's War Suit became Ultramesh armor is because the War Suit was intended to be an upgradeable item in K1, it wasn't, but left over files confirms it was and I've since made a mod for that. Have you noticed how the Baragwin items, Darth Bandon's Fiber Armor and all the other upgradeable items from K1 aren't present in K2? I believe that was done because of Obsidian's new upgrade system and because of that they didn't want players going "But Cassus Fett's armor had Immunity Critical Strike in K1, why can't I get it in K2?" though that is just my best guess. This armor has wine red and purple and it has a yellow logo on it... it uses a Military Suit model again but has 10 defence. This is the 2nd tier of Verpine armor. This here is the Verpine Zal Alloy Mesh armor, I am specifically showing you the K1 texture as I do believe this here fits best with the 3 tier Verpine armor. This armor has grey and purple and it has the exact same logo Davik's armor on the chest except here its now purple... it uses the Battle Armor model and has 12 defence. This is the 3rd tier of Verpine armor. I do believe that these textures are ideal for the Verpine Armors, though if you disagree I'd like to hear your reasonings. This I like. It's changes like this which will really put you in competition with the K2 Armor Nitpick mod, but I'd like to see what you can produce... I would to be given a variety of textures to chose from when I play the game. So the Echani Shield Suit and the Iotran Braceman Armor are now Mandalorian armors now? I believe the similarities between Jurgan Kalta's Power Suit and the Fenelar armor was intended, but go ahead with this. I can accept that. Can't wait to see what you can produce!
  13. I suppose there might be possible to make a mod in which the Light Side and Dark Side points are broken and do nothing when you select an LS or DS choice, if one adds a script which adds max LS or DS points to the player on the Trask dialogue I suppose that might work out the way you want it. But wouldn't that ruin the game, in a way? Here is your player killing innocent civilians, robbing old ladies and aiding the most immoral groups you can find and here's Bastila ogling you for being a "better Jedi" than her. And this sort of system would break Kotor 2, that is because K2 offers a variety of differing options which aren't black and white allowing for a diverse set of choices every time you play. Let's assume LS and DS points won't work and your player is 100% light side at the games start, your party members are most likely going to react to "Dark Side" options even if you don't get the points and assuming you still maintain 100% influence over them that means you could train your party as proper Jedi as Kreia gives you a Jedi Prestige Class whilst the Exile is helping the Mercs on Dantooine, helping the Exchange on Nar Shaddaa, killing the Jedi Masters, helping Vaklu and helping Lorso on Telos. The mod you want is very much possible, but wouldn't this just remove a chunk of the Star Wars RPG experience? You mean a mod like this?
  14. I think it goes like this: If a player recruits a party member without this mod, let's say they recruit Carth, save the game and then install this mod... loading that save would have a Level 3 Carth whilst the rest of the party, like Mission, would be level 1.
  15. Technically you can install any mod, including the Jedi Temple mod, onto an Android device... but as you might be aware, you'd need a PC for that. If you wanted a "watered down for Android" version of Jedi Temple, in which you can install it without a PC, it "may" be possible for one to make it... though you probably aren't going to get all of the badass Jedi and Sith stuff. Some of those items require a 2da file to work properly and the only way to make the Jedi Temple mod work on Android without breaking TSLRCM is a TSLPatcher installer... which can only be used on a PC. Plus, I'm not even sure if an Android friendly version of the Jedi Temple mod can be made... we'd need permission from deathdisco to do this and I doubt many will see the point of creating an Android version of a mod when Android can already install and play this mod as long as they have a PC. Also, here's a tip: when talking about a mod or a forum thread... don't use the Thumbnail of a YouTuber's video, use the mod link (Just copy the link from the search bar and just copy it into the thread):
  16. My M4-78 Alternate Skybox Pack has been updated!

     

    The most recent update contains a fix to the broken Quanon Skybox from the 1.0 version and adds Loading Screens to the mod for all 3 Skyboxes.

     

    The 3 Skyboxes you can pick are: Obsidian's original M4-78 Skyboxes, Bioware's Sleheyron Skyboxes and Stoney's M4-78 Skyboxes by Quanon.

  17. Porting Darth Sion is totally possible! He's an NPC in my K1 Gameplay Improvement mod. I believe it would be possible to make him a player head, however, you wouldn't be able to visibly see Armor equipped on him unless someone was able to do additional work to separate the head from the body.
  18. That's true, that proposal is just an idea though. Yes, I am aware of that compatibility patch as I was the one who requested it be made. I'm always thinking 5 steps ahead. Just want to clarify here, the last update of my Extended Enclave Patch fixed the game breaking Darth Sion Peragus bug. My memory is sketchy... but I do believe that bug is present in the Extended Enclave patch as well, it's not just my patch which has it. I could take a look at it in the future, though I am unfamiliar with how the whole Handmaiden/Disciple thing works in terms of scripting and Party Swap... I could totally learn it in the future, but at this time I'm in the same lake as Leilukin AND I released this mod as a means of clearing up space for Revenge of Revan (This mod was more of a pain in the ass to development then you could possible imagine, lol)
  19. Whose ready for some Star Wars ANIME?!?!
     

     

    1. Malkior

      Malkior

      Well, there is a precedent for this, The Animatrix, but it's fairly old (for many people) so I don't know if many remember it. I find it ironic that everyone says Disney is "targeting the anime crowd" when anime multimedia events were somewhat common back then, and every part of this looks like the Animatrix did. 

      One thing I can say is, if the directors of each episode is anything close to what I saw before, we should be in for some truly unique and visually stunning takes on Star Wars as a mythos.

    2. N-DReW25

      N-DReW25

      An afterthought I had last night, this is all going to be uploaded on Disney Plus... and much of the Star Wars content on Disney Plus has multiple languages options, and not just subtitles but FULL audio as well.

       

      Most animes are typically Japanese because obviously its a Japanese company making said anime for a Japanese audience with English dubs being made sometime after the initial release, but even though 7 Japanese companies working on this anime Disney is still the company making this ship sail.

       

      So I'm just guessing what on earth is going to happen in regards to what language this show is going to be in:

      1) Will it be dubbed in Japanese with English subtitles like the trailer was?

       

      2) Will it be dubbed in Japanese with the option to change your VO language to another language, including English.

       

      3) For American and English speaking Disney Plus Users, will it be dubbed in English with the option to change the language to Japanese if desired? Thus making the Japanese dubbed trailer kinda redundant in a way?

      And something else I notice in certain Animes is that, for example, we see a sign written in Japanese on the wall and if the Anime has English subtitles it will show a translation of the sign. No doubt any signs or images in this anime will be written in Aurabesh which 98% of the time we Star Wars Fans don't get a translation on Aurabesh anything, so would Disney choose to have Aurabesh signs in the anime translated in English/Japanese or other languages or would they leave that out at the risk of alienating Anime fans who only have this feudal anime as their first real taste of Star Wars content.

       

      I'm overthinking this aren't I?

    3. AmanoJyaku

      AmanoJyaku

      You're overthinking it. It will have both an English and Japanese dub, and I expect the Japanese dub will have subtitles. Also, there's an English dub of the trailer.

      As for the player, it can switch languages and subtitles while you're in the video. It's common for a Disney+ title to be dubbed into multiple languages after production, including Japanese. All that's different in this case is two languages are recorded during production instead of one.

      I don't think any signs are going to be translated, it's never happened before.

    4. Show next comments  60 more
  20. I actually got started on the robes, I've been juggling through multiple other mods in development as well as Revenge of Revan development. I'll just go through the drive to find it and see what's left to do! 👍
  21. Why yes, I believe the tool Logan uses is the Kotor Level Editor or KLE for short. This tool allows Logan to place NPCs and placeables inside of a module within a week instead of a month as it was manually typing in coordinates back in the day. At this current stage, Logan has just about filled each and every module which will be part of the Episode 1 release with placeables AND NPCs and the current bucket list of "things to do" consists of mostly dialogues, scripts and side quests (This might sound bad to a non-modder, but this Unity tool has made development SO much better!). Your questions regarding the Kotor Level Editor might be better answered in the Official KLE release thread down below:
  22. I honestly don't know why, I found him to be one of the more enjoyable characters in the mod. Allow me to clarify what my plan is on that:
  23. Ok, I had a bit of a further look into M4-78EP in recent months and discovered this: Assuming you killed Vrook, Zez-Kai Ell, Kavar and did M4-78 last only then do you have the opportunity to save Vash. I am 95% sure that is merely an Easter Egg by the devs and isn't something many players actually do. I do plan on someday returning to the Extended Enclave Patch for some minor new additions for the mod, and maybe one day a "Save Vash" option might be possible... however, I most likely *will* require the use of experimental AI which can take samples of VO to make Vash say lines during the Enclave meeting and Kreia dialogue when referring to Vash (And maybe even Zhaboka to voice Kaah if I wanted him to make an appearance, just imagine: instead of Visas ambushing Kreia and getting forced choked it's Kaah instead).
  24. N-DReW25

    GenoHaradan Legacy

    It's a complete game overhaul, just like the original Demo. For installation, here is my recommendation: For more information regarding Revenge of Revan, please visit the Revenge of Revan Forum Section: https://deadlystream.com/forum/5-revenge-of-revan/ From there you are able to make a thread asking further questions or you might direct them to the latest announcement page found here:
  25. That is partly true, but also partly misconception. At E3 2004, Obsidian needed to develop a "Demo" for K2 as a means to showing off all the new cool features that Obsidian had added. This Demo was made only available to the X-Box consoles present at E3 to allow visitors to play the game and see the new features, according to Obsidian interviews, the Demo was supposed to be played for 5 minutes but if one took their time with the Demo it was possible for the Demo to last 45 minutes. This Demo never had a "pick your class", "pick your gender", "pick your appearance" and "pick your stat" setup as K2 does today. I believed most likely the player had the option to selecting a Pre-Set character which was the Dark Side Arren Kae or the Light Side Eras Jast, I think this is the case as the Demo shows high evidence that the player travelled through Telos' surface and encountered the Merc Gang outside the compound. The Merc leader in K2 says "Hrmph... the "Jedi." whereas in the Demo he instead says "Hrmph... Arren Kae." or "Hrmph... Eras Jast." which I feel proves my theory that the player was forced to play as either Arren Kae or Eras Jast. Arren Kae, as you've pointed out, uses PFHC06 whereas Eras Jast had PMHH01. Fun fact, if your game breaks it is possible for the Exile to "morph into Arren Kae" gaining what I presume are her original stats from the Demo. I assume Arren Kae and Eras Jast obtained different weapons and items for the sake of showing off the game, Eras Jast appears to have 1 Silver Lightsaber and a Jedi Knight Robe whereas Arren Kae had two Red Lightsabers and a Dark Jedi Knight Robe. Does this mean Kreia/Arren Kae was going to look like PFHC06? Technically not, the Demo was merely made by Obsidian to show off their product to the public. PFHC06 and PMHH01 are both new player heads so Obsidian had to show those off, PMHH01 was a Hispanic head (K1 never had playable Hispanics) so they kept his had Light Side and since PFHC06 was Caucasian (K1 did have playable Caucasians) she became the Dark Side choice. I feel most likely that the name "Arren Kae" was just a cool little name floating around on the chalk board in May 2004 that the Devs just threw it in the Demo because it was cool and later threw the same name into the full game as a cameo as they found the name to be cool. Fun fact: Arren Kae is only mentioned directly by name TWICE in the full K2 so I think my theory of Obsidian "just needing a quick name" and then reusing the Demo character name to be very likely. It would be hypothetically possible to make that work, people in the past have cut PFCH06's bun clean off, merged the Scout Pants and Smuggler Jacket into one model, gave Handmaiden long hair and more. I know this isn't what you asked for, but this mod down below is a pretty good "Young Arren Kae/Kreia" reskin.