N-DReW25

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Everything posted by N-DReW25

  1. N-DReW25

    TRASK ULGO HD

    Technically, tga textures are the same format in both games so dropping "N_RepSold.tga" into the override should do the trick, that "N_RepSold.txi" file on the other hand... probably won't work. @Dark Hopewould have to fix the txi to work in TSL should the texture not work. Other than that, she would need to make a texture for the male Republic Soldier helmet NPC, female Republic Soldier NPC, the TSF male and female NPCs and maybe even the male and female Republic and TSF Officer NPCs. Also, I think this mod (if you rename the male Republic Soldier texture right) can work with JC's Female Republic Soldier fix mod: Not even change the names, just outright drop the tga into TSL and you're good.
  2. Imma take that as an April Fools joke, but just to be sure... Imma just leave this right here: This technically is the same mod but it does lightning instead: https://www.gamefront.com/games/knights-of-the-old-republic/file/force-electrocution
  3. This is a VERY innovative design, I love it!
  4. I believe in order for him to spawn you need to use a save before going to Dantooine. I believe either the "on-enter script", the module's git file or the Dantooine intro dialogue will spawn him into the module, for any of these three spawning methods to work properly you require a pre-Dantooine save because a save where you've already visited Dantooine will result in no Jedi Tailor because the game is "saved" after the point where he is meant to be spawned. @JCarter426 could probably explain this better.
  5. Those NPCs weren't cheering and celebrating when 2021 came around 😆
  6. Title: Too long Readme: In need of revision The mod itself: Absolutely Brilliant, 11/10
  7. No, it does not work with PartySwap. Everyone will need to wait for the PartySwap patch for EEP to be released (Which will be a component of the original Extended Enclave Party Swap Compatibility patch mod so be on the look out for that update!)
  8. View File Extended Enclave Patch Extended Enclave Patch A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 26.02.2021 1.0.2 Release Date: 28.05.2021 INSTALLATION: (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) As this is an add-on for TSLRCM, TSLRCM 1.8.6 is REQUIRED. It will not work otherwise, so have that installed first. As this is a patch for Extended Enclave, Extended Enclave 2.5.1 is REQUIRED. It will not work otherwise. So have that after TSLRCM and before Extended Enclave Patch. M4-78EP appears to be fully compatible with Extended Enclave, so no compatibility patch for M4-78EP and Extended Enclave Patch exists at this time. The M4-78EP compatibility patch for M4-78EP checks to see if Master Vash is present amongst the Jedi Masters, this is impossible to achieve in M4-78EP so therefore this mod won't break with M4-78EP. But REGARDLESS, please leave feedback if you play with M4-78EP of both ANY BUGS you may encounter or if your game WORKED with M4-78. To install, extract the Extended Enclave Patch folder to anywhere you like, as long as it is not the SWKotOR2 folder. When you run the installer, it will present you with two options, the option "Main Installation" is REQUIRED base mod and "CARTH FIX" is OPTIONAL, select "Main Installation" and run it. "CARTH FIX" can be installed after "Main Installation", this option fixes an inconsistency with Carth's armor as seen in TSLRCM. DO NOT USE THIS OPTION if you use DarthParametric's "TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch" Uninstallation: Depends on what you've chosen to install Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: This is a patch for the Extended Enclave mod which extends version the Rebuilt Enclave sequence with new restored dialogue, scenes and other missing content. The following scenes have been modified: 1. "Tobin's Message" Previously in TSLRCM and Extended Enclave, Tobin's scene with Nihilus was totally unzippable. Presumably as this scene harboured important information regarding the games plot, specifically how Nihilus came to discover Telos and why he chose to attack it. This patch makes it so that the player can skip through most of Tobin's dialogues and get back into the action. 2. "Admiration" Scenes in the Jedi Enclave where the dialogue shows an animated fly-by camera have now been made unskippable for the duration of the camera, this was done to allow players to admire the scene for a brief moment rather than mindlessly skip it like you can in vanilla 3. "Disciple's Choice." The "Disciple's Choice" restored content has been moved from the Ebon Hawk to the Enclave. Once inside the Enclave, Kreia telepathically goads Disciple into telling the Republic what's happening but in doing so, he'd endanger the Exile. 3. "Disciple's Distress Call" Knowing that Kreia is a Sith and that the Exile and Jedi were in danger, the Disciple instead contacts Atris for help who in turn sends her Handmaidens to Dantooine. 4. "Alternate Lines." A handful of 'alternate lines' exist within the Enclave files including: 2nd takes like: Extended Enclave: "Including Master Zhar. Master Vandar." -> Patch: "Including Master Zhar... Master Vandar..." From alternate lines like: Extended Enclave: "And at last, you saw." -> Patch: "And at last, you saw the truth." To totally expanded lines like: Extended Enclave: "Yeah... I know." -> Patch: "Yeah... and she knows it. She's known it all along. She's used your own ability to form connections against you." 5. "Reaching Out." The Exile, believed to be deceased, will now be taken back to the Ebon Hawk where they will lie unconscious in the medical bay as the party believe them to be dead. The subsequent mind reading scene shall have additional lines. 6. "A bridge?" A plot hole has been covered up, kinda. Once Kreia outs herself as a Sith to the party, she takes the Ebon Hawk to Telos with Handmaiden/s and once she departs the crew, with their leader seemingly dead, return to Dantooine just in-time for the Exile to recover. 7. "I have to do this, or I will die inside, just as I died at Malachor V." Bao-Dur's mind reading scene will now include the famous TSLRP style animated camera. In my opinion, this patch is a very small mod at the current time. In the future, I shall further update the mod with new content which I hope will touch upon the scenes including the Jedi Masters, Kreia, Visas, Sion and more! Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: This mod may not be modified or distributed without the explicit permission of the authors. Thanks and Credits: danil-ch & Darth Hayze: Extended Enclave mod and associated files Zbyl2: Help with getting it ready for TSLRCM 1.8.6 JCarter426: TSLRP Inspired Camera Leilukin: For her amazing Partywap compatibility patch Sith Holocron: The Awesome logo and screenshot edits Exile007: Sion related files LoneWanderer: Extensive Beta Testing and identifying solutions to 1.0.0 bugs Alex Star: Discovering the Sion Harbinger and Atris Academy Bypass bugs in version 1.0.0 mackmitchell94: Identifying issues with 1.0.1 installation TSLRCM Team: TSLRCM 1.8.6 and associated files Team Gizka: Creating the original Ebon hawk camera Bioware: For such an amazing game Obsidian: For such an amazing sequel and for keeping the cut content in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Extended Enclave Credits: danil-ch and Darth Hayze: Pretty much most stuff, this included lots of scripting, vo splicing, picking up slack when one of us disappeared, etc... Thanks go the entire TSLRCM team; your work has been outstanding. Hassat Hunter; for help with getting it ready for TSLRCM 1.8.2 Sith Holocron; for suggesting a mod collaboration and the cool logo zbyl2; for help with getting it ready for TSLRCM 1.8.3 Exile007; for contribuitng his early work on the Sion scenes TESTERS: Loki147, Malkior 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 02/26/2021 Category Mods TSLRCM Compatible Yes  
  9. Version 1.0.4

    4,006 downloads

    Extended Enclave Patch A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 26.02.2021 1.0.2 Release Date: 28.05.2021 INSTALLATION: (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) As this is an add-on for TSLRCM, TSLRCM 1.8.6 is REQUIRED. It will not work otherwise, so have that installed first. As this is a patch for Extended Enclave, Extended Enclave 2.5.1 is REQUIRED. It will not work otherwise. So have that after TSLRCM and before Extended Enclave Patch. M4-78EP appears to be fully compatible with Extended Enclave, so no compatibility patch for M4-78EP and Extended Enclave Patch exists at this time. The M4-78EP compatibility patch for M4-78EP checks to see if Master Vash is present amongst the Jedi Masters, this is impossible to achieve in M4-78EP so therefore this mod won't break with M4-78EP. But REGARDLESS, please leave feedback if you play with M4-78EP of both ANY BUGS you may encounter or if your game WORKED with M4-78. To install, extract the Extended Enclave Patch folder to anywhere you like, as long as it is not the SWKotOR2 folder. When you run the installer, it will present you with two options, the option "Main Installation" is REQUIRED base mod and "CARTH FIX" is OPTIONAL, select "Main Installation" and run it. "CARTH FIX" can be installed after "Main Installation", this option fixes an inconsistency with Carth's armor as seen in TSLRCM. DO NOT USE THIS OPTION if you use DarthParametric's "TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch" Uninstallation: Depends on what you've chosen to install Copy the files within the generated "backup" folder and place the file inside your modules folder, make sure you overwrite. Description: This is a patch for the Extended Enclave mod which extends version the Rebuilt Enclave sequence with new restored dialogue, scenes and other missing content. The following scenes have been modified: 1. "Tobin's Message" Previously in TSLRCM and Extended Enclave, Tobin's scene with Nihilus was totally unzippable. Presumably as this scene harboured important information regarding the games plot, specifically how Nihilus came to discover Telos and why he chose to attack it. This patch makes it so that the player can skip through most of Tobin's dialogues and get back into the action. 2. "Admiration" Scenes in the Jedi Enclave where the dialogue shows an animated fly-by camera have now been made unskippable for the duration of the camera, this was done to allow players to admire the scene for a brief moment rather than mindlessly skip it like you can in vanilla 3. "Disciple's Choice." The "Disciple's Choice" restored content has been moved from the Ebon Hawk to the Enclave. Once inside the Enclave, Kreia telepathically goads Disciple into telling the Republic what's happening but in doing so, he'd endanger the Exile. 3. "Disciple's Distress Call" Knowing that Kreia is a Sith and that the Exile and Jedi were in danger, the Disciple instead contacts Atris for help who in turn sends her Handmaidens to Dantooine. 4. "Alternate Lines." A handful of 'alternate lines' exist within the Enclave files including: 2nd takes like: Extended Enclave: "Including Master Zhar. Master Vandar." -> Patch: "Including Master Zhar... Master Vandar..." From alternate lines like: Extended Enclave: "And at last, you saw." -> Patch: "And at last, you saw the truth." To totally expanded lines like: Extended Enclave: "Yeah... I know." -> Patch: "Yeah... and she knows it. She's known it all along. She's used your own ability to form connections against you." 5. "Reaching Out." The Exile, believed to be deceased, will now be taken back to the Ebon Hawk where they will lie unconscious in the medical bay as the party believe them to be dead. The subsequent mind reading scene shall have additional lines. 6. "A bridge?" A plot hole has been covered up, kinda. Once Kreia outs herself as a Sith to the party, she takes the Ebon Hawk to Telos with Handmaiden/s and once she departs the crew, with their leader seemingly dead, return to Dantooine just in-time for the Exile to recover. 7. "I have to do this, or I will die inside, just as I died at Malachor V." Bao-Dur's mind reading scene will now include the famous TSLRP style animated camera. In my opinion, this patch is a very small mod at the current time. In the future, I shall further update the mod with new content which I hope will touch upon the scenes including the Jedi Masters, Kreia, Visas, Sion and more! Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: This mod may not be modified or distributed without the explicit permission of the authors. Thanks and Credits: danil-ch & Darth Hayze: Extended Enclave mod and associated files Zbyl2: Help with getting it ready for TSLRCM 1.8.6 JCarter426: TSLRP Inspired Camera Leilukin: For her amazing Partywap compatibility patch Sith Holocron: The Awesome logo and screenshot edits Exile007: Sion related files LoneWanderer: Extensive Beta Testing and identifying solutions to 1.0.0 bugs Alex Star: Discovering the Sion Harbinger and Atris Academy Bypass bugs in version 1.0.0 mackmitchell94: Identifying issues with 1.0.1 installation TSLRCM Team: TSLRCM 1.8.6 and associated files Team Gizka: Creating the original Ebon hawk camera Bioware: For such an amazing game Obsidian: For such an amazing sequel and for keeping the cut content in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Extended Enclave Credits: danil-ch and Darth Hayze: Pretty much most stuff, this included lots of scripting, vo splicing, picking up slack when one of us disappeared, etc... Thanks go the entire TSLRCM team; your work has been outstanding. Hassat Hunter; for help with getting it ready for TSLRCM 1.8.2 Sith Holocron; for suggesting a mod collaboration and the cool logo zbyl2; for help with getting it ready for TSLRCM 1.8.3 Exile007; for contribuitng his early work on the Sion scenes TESTERS: Loki147, Malkior 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. Greatly appreciate the entire mod list but we still have problems. My only guess is that you've somehow corrupted your mod installation, this could be done by installing mod versions over the top of older versions like what you did with GenoHaradan Legacy Demo 1.4 and GenoHaradan Legacy 1.0.2. My advice would be to reinstall the game, install the mods again with their latest and most up to date versions and try that, in my opinion your mod setup shouldn't break at all so doing this should work like a hitch.
  11. N-DReW25

    pfbn01-15.tga

    I think, from what I can tell by comparing vanilla with RCM's textures, that the vanilla textures have a specific section just above the top of the torso there is a circle with a crooked line running through it, on the left is just a static light brown colour and on the right is a static dark brown colour. Whereas in RCM, that previously mentioned static light brown colour has been replaced by something which looks like fabric. I am assuming that section is for the neck area of the robe.
  12. I think I am missing something very important here!

    To run Xoreo's tools do I require an additional software to run it or was there additional steps I did not follow? All of the tools with .exe extensions have no icons and clicking any of them it launches a command prompt for a brief second before terminating.

    Am I missing something here?? 🤔

    1. DarthParametric

      DarthParametric

      Am I missing something here??

      Yes. They are commandline tools. You need to run them from a command prompt or use batch files. If you run the program with no arguments it will show the help output which will tell you what arguments are available.

    2. Effix

      Effix

      Probably a bit challenging if you're not from the DOS era.

      With Windows key+R you get "Run", here you type "cmd" to launch the command prompt.
      Now you need to navigate to where the programs are located.
      To change drives, for example D:, you type d:
      To change directory you type "cd nameoffolder".
      Once you're there you can type the filename to run it, it should then give more instructions about how to use those arguments/parameters. Random example: filename.exe -argument1 argument2

  13. Can you please list all of the mods you have installed? This will help me determine if another mod is the cause of your issue.
  14. Is this a reskin? Or a new area completely? Either way, looking forward to it!
  15. GenoHaradan Legacy DEMO 1.4 is out of date. Please try the latest release instead:
  16. Does anyone know where one can find and download the original files for the HK-Factory?

    Repeat, the original, unedited, straight from Xbox, incomplete HK-Factory modules... the modules from TSLRCM have been edited and fixed up, I specifically want the original HK-Factory files for analysis reasons.

    1. Sith Holocron
    2. N-DReW25

      N-DReW25

      @Sith Holocron It appears that DarthParametric was able to lend me the files through the official Kotor Modding Discord channel.

       

      Consider this request fulfilled.

  17. Very interesting to hear! Perhaps if he wanted to, @DarthParametric could hypothetically publish the Bao-Dur Armor types as a Modder's Resource like he had done with the "Kel Dor" and the "Thigh High Boots" Modder's Resources so that a mod could be made from the assets he has created. Then again, DP would probably need to find the files and organize them which is understandably a feat he probably wouldn't want to do 🤷‍♂️.
  18. Did you check that mods requirements? It needs this mod installed first to function? If you don't have this than that's the cause of your issue. Once you install that mod, then install "Handmaiden and Female Exile - Disciple and Male Exile Romance" on top of it and it should work. Though I am not sure how exactly that mod works so I never knew that it allowed females to recruit Handmaiden and males to recruit Disciple. Alternatively, have you seen this mod? It's called 'PartySwap' and it allows you to recruit Handmaiden and Disciple together meaning if you are female you'll get Handmaiden as well as Disciple. To install this, just install "TSLRCM" first, then "PartySwap" and if you'd like install the PartySwap compatibility patch version of "Handmaiden and Female Exile - Disciple and Male Exile Romance". As @Leilukinif the mod author of the mod you listed and should have some experience with what you are desiring to install perhaps if my advice is not the one you are searching for perhaps she could aid you as it is her mod.
  19. This thread is a "Work In Progress" or a "WIP". A mod thread in the Work In Progress section simply means that, even though in said thread you can clearly view screenshots of the mod that the author has shared, the mod isn't finished yet meaning that outside of previews and screenshots the author shows you that there are sections which are either incomplete or aren't done yet. When can you download this particular mod? Well until the mod author @Kexikus says other wise this mod isn't finished and isn't ready for release. There is a saying on this site and that's "it will be done when its done", the reason that saying is said is because when mod authors release there mods early they are bug riddled and unplayable and since Kexikus started this mod 5 years ago it could take him another 5 years to complete if it means that this mod is bug free and fun to play at the end of the day.
  20. Here is an example of where I forgot to be coherent, when I refer to 'success' here is what I mean: Let's say Bao-Dur has the Craft Feat, he can craft Jedi Padawan Robes and other very basic Robes stat wise. This would be considered a success which I imagine would go something like this. Bao-Dur: Bao-Dur: "Let me take a look at what you've got." Player: "[Give Bao-Dur 1 Jedi Robe and Component]" Bao-Dur: "[Success] Yeah, this should work. If you let me have it, I can make some changes so it'll fit me. Of course, after I'm through with it, no one else will be able to use it either."" Now let's say if you gave him a Jedi Master Robe when Bao-Dur has craft. Bao-Dur: "Let me take a look at what you've got." Player: "[Give Bao-Dur 1 Jedi Master Robe and Component]" Bao-Dur: "[Failure] I can't use that." Player: "Ok, I will return when your craftsmanship improves." So, in order for the player to be able to 'fix up' every single robe, including rare robes, the player would need to get all the Mastercraft Armor feats. This can be done by player choice at level up, similar to how HK-47 has "Droid Interface" which is an optional feat which helps HK-47 translate a droid in M4-78EP, in Bao-Dur's case, the player can chose to waste a precious feat at level up on Mastercraft Armor which would unlock more capabilities of Bao-Dur fixing up robes for himself. If the feat is given to Bao-Dur via levels then perhaps this restriction would be given via levels, if it is possible, it would be better if Bao-Dur recieved Mastercraft Armor when he becomes a Jedi so that way the player doesn't just hold off talking to Bao-Dur to allow the player to auto-level Bao-Dur to Mastercraft 3. Keep in mind, once these robes are 'fixed up' by Bao-Dur they get a restriction tag making Bao-Dur the only one who can wear it. When I say 'component' this is merely a restriction to the process which prevents the player from converting every single robe in their inventory into Bao-Dur robes at once, in theory, this component alongside the robe shall be permanently deleted after a 'success' and the player shall be given a Bao-Dur robe in place of the vanilla robe. No, literally nothing is known about that feat as even its description wasn't written. When I was pondering for ideas for TSL Gameplay Improvement I was thinking maybe add the Craft Feat as an option feat which is required to allow the craft and break down dialogue option to appear at a workbench, in theory that can still be added in a mod. Maybe the player character receives Craft while most of the party doesn't, let's say HK-47 doesn't have the craft feat and tries to access a workbench in the HK Factory, the result would be the craft and break down dialogue not appearing and the tutorial simply mentioning how the player requires the craft feat to access the craft and break down function. I am highly sceptical that one could modify the actual crafting system so that certain upgrades cannot be crafted without a feat, so Mastercraft Armor and Weapons for Bao-Dur exclusively was simply a smart way for me to restore the feats as realistically Bao-Dur is the only one who'd craft armor. By this logic, auto granting Bao-Dur the feats via level-up once he becomes a Jedi would be the best choice then. Maybe grant Master Craft Weapons to Bao-Dur as a tech specialist at a much lower rate, maybe like every 5 levels as in my idea these feats would change what type of energy shield Bao-Dur gives you and Mastercraft weapons 3 gives Verpine Prototype Shields. I am glad you like my idea, if I may ask how did you discover the audio files and did you ever mention these audio files to the TSLRCM team or anyone by any chance?
  21. I really do like how you uploaded your first mod with a TSLPatcher, not very often do you see that.
  22. Hypothetically, if you started a New Game as a Male first and then change your appearance to that of a female what you are proposing might work. Though, I wouldn't really recommend this as since you have mentioned KSE that means you do most likely have a PC and therefore can safely install mods. Is there any particular reason you don't want to use a mod for this endeavour?
  23. I really do approve of this idea! Might I request for a similar patch to be made for the following mod? Movie-Style Jedi Master Robes by DeadMan merely does the Jedi Master Robe model while this mod listed above covers the Jedi Padawan Robe model in a very similar fashion to DeadMan's Master Robes.
  24. I wrote this very early in the morning, if certain sections might not make sense or are incoherent or any reason that is the reason why. I encourage the readers, modders or no, to share their thoughts and ideas on my idea. Just to clarify this isn't so much of a 'Mod Request' as this is simply my ideas for a mod which I could probably do myself if I had the necessary files on me, I'm just putting this idea out here so the general public and leave feedback and criticize my idea in-case it isn't as straight forward as I would hope. As we may know, Bao-Dur cannot wear Heavy Armor, Jedi Robes, Zal Shey Armor or Flight Suit items and as such lacks any models to support him wearing them. While it is possible with the power of modding to create a new set of models to fill out Bao-Dur's missing armor slots as shown down below, the issue still remains where both Jedi Robes models, Zal Shey Armor and Flight Suit all still have the annoying "Cannot Equipt: Bao-Dur" tag on every single applicable item. My Theory as to why Obsidian did this: My theory as to why Bao-Dur has a "Cannot Equipt" restriction tag on Robes, Zhal Shey Armor and Flight Suits and not Heavy Armor is because if Bao-Dur is locked out of the Heavy Armor Feat then it'd be impossible to ever wear a Heavy Armor (Which is precisely what happens in vanilla). Whereas, if the restriction tag isn't set on Flight Suits then Bao-Dur could wear Flight Suits alongside Zal Shey Armor as they require a Light Armor Feat to wear which is a Feat Bao-Dur has, if the player trains Bao-Dur as a Jedi then Dur would also recieve "Jedi Defence" thus allowing Bao-Dur to wear Jedi Robes if he didn't have a restriction tag. As Bao-Dur lacks an underwear model in vanilla K2 (His underwear model is a copy n paste of his clothes) I shall assume that Obsidian lacked the time to create Bao-Dur's underwear and other body models and as such just thought it'd be easier to simply lock Bao-Dur from ever equipping a Heavy Armor, Jedi Robe, Zal Shey Armor or Flight Suit for that reason. My solution: Clearly, the modded models for Bao-Dur to wear the unavailable Armor and robe items which were made by @DarthParametric do exist which lay the possibility of some sort of mod to be made but obviously as long as that restriction tag remains any mod would be impossible. The Underwear and the Heavy Armor can easily be restored simply by adding a Heavy Armor Feat to Bao's utc file, but for the robes, here is my "fix" to that issue: In the TLK file and in audio form, Bao-Dur has these very suggestive unused audio files: "It's always been tough for me to find proper equipment. Working as a technician, I didn't have much need for anything out of the ordinary." "But if we're going to keep running into fights, some armor would be useful." "I can wear some types of armor with slight modifications. If you find any of it, bring it to me, and I can fix it up." "Let me take a look at what you've got." "Nope, I don't think I can use any of that." "I can wear a few types of armor with modifications." "Yeah, this should work. If you let me have it, I can make some changes so it'll fit me. Of course, after I'm through with it, no one else will be able to use it either." "That's all right. I should be able to get by without it." "This won't take long.{Fade out}" "{Fade in}There, it's all set. Thanks, General, this will be helpful." Eagle eyed Deadlystreamers may have recognized those VO lines from @Kaidon Jorn's old "Bao-Dur's Electromesh Armor" which added in a quest where, similar to your Lightsaber, the player needed to find a special Electromesh Armor frame and an additional part to which Bao-Dur could use them to build up his Electromesh Armor which would allow Bao-Dur to use his Force Powers along with decent protections to counteract his poorly buffed character. https://deadlystream.com/files/file/667-bao-durs-electromesh-armor/ As evidenced by Shem L's old "Bao-Dur wears Jedi Robes" mod, the old Revan J slot doesn't have a restriction tag for Bao-Dur, therefore, we can use it. https://deadlystream.com/files/file/741-bao-dur-wears-jedi-robes/ The Slave Outfit slot is obviously an exclusive use for female characters and doesn't have a restriction tag for Bao-Dur, therefore, we can use it. Why am I bringing up Revan Robes and Slave Outfits? Well, since Bao-Dur cannot wear either of those items it would then be possible to replace those two slots with Jedi Padawan and Jedi Master Robe models (I am omitting Flight Suits and Zal Shey Armor because in vanilla there are only 2 Flight Suit textures and 1 unused texture so why waste a perfect slot on that and for the Zal Shey Armor unless another slot was found then we couldn't use it unfortunately as I would value Master and Padawan Robes as more important). Similar to Kaidon Jorn's mod, once the player talks to Bao-Dur they'll need the actual item and a part of some sort in order to convert said item into an item Bao-Dur can wear. So Korn's mod goes "Electromesh Frame and part" whereas the fix would go "Any vanilla Jedi Robe item and part". While it would be simple to allow the player to ask Bao-Dur about his Armor as soon as you recruit him I feel that'd be best saved for once the player leaves Telos IV as Bao's line "But if we're going to keep running into fights" would make much more sense that way. Once you give Bao-Dur the Jedi Robe plus a part of some sort (I'm thinking this part could be a component or a new item which can be crafted at a workbench maybe), the finished product shall be a brand new item which 'mimics' vanilla items. What I mean by this is that, for example, vanilla Dark Jedi Master Robes and Bao-Dur's Dark Jedi Master Robes would be two seperate uti files Bao's uit having a restriction tag to make sure only Bao-Dur can wear it, plus, the Baseitem would be referring to either the Revan Robe or Slave Outfit slot and (should the appearance.2da file be set correctly) work well when only Bao-Dur wears the Jedi Robes with his visible arm. Another idea which I was thinking of implementing is that when Bao-Dur says "Let me take a look at what you've got." despite having both the Robe you want to convert and its required part what happens is that success of items being converted into Bao-Dur robes is dependent on whether or not Bao-Dur has the 'Craft' feat. I do not know what the cut Craft feat does as its description in the TLK at number "48164" simply says "Craft Description" which indicates Obsidian never finished it, so I'll through my two cents on how I can restore it here. In addition to Craft, there is also "Mastercraft: Weapons 1, 2 and 3' and "Mastercraft: Armor 1, 2 and 3". Craft could be given to Bao-Dur in his utc file and a description could be written to pretty much say that through his technician skills Bao-Dur is really skillful and can craft energy shields. Mastercraft Armor 1, 2 and 3 would be the requirements for certain Robe items so for example Mastercraft Armor 1 makes Jedi Padawan Robe model items, Mastercraft Armor 2 makes basic Jedi Master Robe model items and Mastercraft Armor 3 makes the high quality Jedi Master Robe model items. Mastercraft Weapons could also be integrated alongside Mastercraft Armor, maybe if Bao-Dur has Mastercraft Weapons 1 he gives out Energy Shields, Arkanian Shields and Mandalorian Melee Shields, Mastercraft Weapons 2 he gives Echani Shields and Mandalorian Power Shields and Mastercraft Weapons 3 he gives Verpine Prototype Shields. Interestingly, it appears that the three tiers of Armor/Weapons Craft uses the exact same Feat Icon (I got a good feeling that "if_finesse02" could be used as one of the replacement Weapons Craft Feat Icon).
  25. I estimate that mod placed a file named (or named similar) "HK-50.utc" or something, a file like that is used extensively during the game and if it is inside the override it'd break every NPC with the tag "HK-50" for example. What is sadder, yet beneficial for you, is that the restored items are restored in TSLRCM and M4-78EP.