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Everything posted by N-DReW25
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Version 1.1.0
703 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.1.0 Release Date: 18.06.2023 Installation: Please install the K1 Community Patch FIRST before this mod! Simply click on the TSLPatcher.exe and you'll be given 4 installation options. Each option will install 1 head (a single option may come with 2 heads depending on which one you pick) so pick which head you'd like, if you want all the heads you'll have to install the mod 4 times. Click the option you'd like to be directed to that options installation menu, click install and sit back and watch the TSLPatcher do its magic. Repeat the process for any other heads you'd like to install! Description: Kotor 2 has a few popular heads which were cut from the final game, they include: Saedhe's unique head, Hussef's unique head and the "Jedi Master 4" head which was used for Kaevee. Whilst these heads were restored in TSLRCM, no such restoration of unused heads exists for K1... until now! This mod will present up to 5 restored faces which you will see across the Kotor galaxy, they include: 1) "Sith Apprentice 1 Head": In-game, the armored Sith Apprentice's use the 2nd Sith Apprentice Head variant whilst the 1st head variant is neglected. As only a texture exists for this head, I had to modify this head's texture to hide the mapping for the scar which is present for the 2nd Sith Apprentice Head but not this one. This new Sith Apprentice head is used by the Taris Sith Govenor, the Dark Jedi in the Manaan Hangar, the Dark Jedi Master trio in the Leviathan Command Deck and the Lehon Sith Master. 2) "Dirty Commoner Head Variant Male": This head is a variant of the classic Batu-Rem generic head with a dirty, scratched up reskin. This head will be used by the Infected Outcasts who you can cure in the Undercity. 3) "Dirty Commoner Head Variant Female": This head is a variant of the generic head used by Sarna with a dirty, scratched up reskin to match the male variant. This skin is special as it was never included in either the PC or the XBOX versions of Kotor, so how did I get my hands on this texture? When Aspyr released Kotor for the Nintendo Switch, they accidentally replaced the generic blonde white female head with this dirty head variant instead, resulting in characters like Ice using this head texture instead of their usual blonde head. To restore this head for it's intended purpose (as a dirty head variant), I had the texture ripped from the Switch and ported to PC. From my observation, the Nintendo Switch version of Kotor uses an upscaled version of the XBOX textures upgrading their textures from 256x256 (the standard XBOX quality) to 1024x1024 resolution (This is why the graphics on the Nintendo Switch look so strange). The skin included in this mod has been downsized to 256x256 to match the texture quality of the male head variant which WAS included in the PC game files. This head will be used by the Infected Outcasts who you can cure in the Undercity. 4) "Asian Commoner Head Variant Male": This head is listed in the game files amongst the other generic commoner heads, it can be assumed this head was scrapped and it's model became the basis of the PHMA01 player head. As of right now, this head will be used by Tanis Venn! Why Tanis? Well, his unique appearance isn't really that 'unique'. His vanilla appearance uses the generic Tatooine Asian male head with a smuggler's jacket, by giving Tanis this previously unused head it makes Tanis' appearance a proper 'unique' appearance. 5) "Asian Commoner Head Variant Female": This head is listed in the game files amongst the other generic commoner heads, it can be assumed this head was scrapped and it's model became the basis of the PHFA02 player head. As of right now, this head will be used by the Czerka Protocol Officer! Why the Czerka Protocol Officer? Well, her unique appearance isn't really that 'unique'. Her vanilla appearance uses the generic Tatooine Asian female head with the Czerka clothing texture locked in by default, by giving the Czerka Protocol Officer this previously unused head it makes her appearance a proper 'unique' appearance. Please refer to the screenshots on this mod's Deadlystream download page for a visual reference. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. The Sith Apprentice head might have a minor graphical error on it's right cheek, with the original texture this minor graphical error appears much worse and my modifications to the texture was done to make this error less noticable. You can't really notice any graphical error unless you really keep your eyes peeled for it so you probably won't even notice it. Incompatibilities: Please report any incompatibilities! Will be incompatible with any mod which adds "N_SithAppren01_H.tga" or "N_SithAppren01_H.tpc". If you installed a mod which has "N_SithAppren01_H.tga", even if it's an AI Upscale, it will most likely restore the previously fixed graphical error on the Sith Apprentice's cheek. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: SpaceAlex: For modifying the "N_SithAppren01_H" texture in his K1 Enhancement Pack mod, this mod was a basis for my own fixed texture! Jacqylfrost: For porting the infamous female dirty commoner head texture from the Nintendo Switch, without his work this component wouldn't have been possible! Bioware: For such an amazing game! Aspyr: For including the female dirty commoner head texture on the Nintendo Switch! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.- 7 comments
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- restored content
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I'm afraid on my end I'm unable to open the female Sith Soldier models (both the headless modder's resource version and the full body version found in this mod) in MDLedit (tool used for porting) for unknown reasons. I do, however, have a list of which specific Sith Soldiers in TSL would be changed in a TSL version of the mod so all I'd need to do is find an alternative tool or request another use port the model on my behalf.
- 22 comments
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kotor workbench flickering fix please help
N-DReW25 replied to Revanbeta50's topic in General Kotor/TSL Modding
Why is the video taken during the Carth cutscene? You could've just pressed Caps Lock on your keyboard to enter the first person camera mode which is ideal for screenshots, the screenshot below was taken like this and required no mods to do, it's a vanilla feature. Even if you were going to record the bug from your Phone, having the workbench shown using the first person mode would put the bug right in the forefront. Your video, on the other hand, has it in the background which doesn't really help us, and as SH has already said, if you post a video with no text as context no one can really help you! That quote of yours is not from this thread, it's from your other thread... that isn't really relevant in this thread. When someone on this site tells you to do something... you do it exactly how they tell you to do something. You were told to "List the mods you have installed", you instead tell us that the mod you're using is a manual install... why don't you tell us the mod you're using, we're modders... all you need to give us is a full name of the mod and we'll know exactly what mod you're talking about and how it is installed. And, if you list all the mods you have installed we might be able to say "Oh, this mod here conflicts with this other mod!" and tell you what files you need to delete... but until we, the modders, know what mods you have installed we can't possibly know what caused your problem or how to fix it. -
I've personally gone into the NPC Overhaul mod and fetched the files required to get the Imperial Officer appearances without the entire NPC Overhaul mod. Due to permission complication, I know the Imperial Officer uniform can't be uploaded as a standalone mod but I'm unsure if I could attach it to a public post here so I sent it to @Revanbeta50 via PM.
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I think I know what he wants, but he's left out crucial details. The "Imperial Officers" he's referring to is the new body model shown in the screenshot, they're included in the NPC Overhaul mod: I suspect, based on his previous threads, that he wants to use both the K1 NPC Overhaul + K1 Community Patch but they're incompatible so he just wants to rip the Imperial Officer models/textures from the NPC Overhaul for independent use. This could be as easy as snatching the models/textures from the NPC Overhaul, all he'd need to know are the file names but if there's some additional setup like 2DA edits then I don't think we can do that without the mod author's permission. If 2DA edits are involved, it would still be possible to "get" the Imperial Officers and make them a separate mod but again we can't do that publicly without permission which means someone would have to leave instructions on how this user can do it themselves.
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View File Quarterstaff Replacement Pack for K1 A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 04.01.2023 Installation: Copy & Paste the files inside the "For Override" folder and place them into the "Override" folder inside your "swkotor" directory. Description: Since the 2010s, there have been many attempts at creating high quality models and textures for the weapons found in the Kotor games, however, there are several types of weapons which don't have any HD mods in 2023: Gamorrean Battleaxes, Stun Batons and Quarterstaffs. But some of you might recall DeadMan's Quarterstaff Replacement Pack from 2012 which replaced the Quarterstaff models with high quality models and textures... this mod was made for Kotor 2 though and was never ported for K1 players to enjoy... until now! 10 years after the release of the original, the Quarterstaff Replacement Pack has now been ported to K1 replacing the Quarterstaff and the Massassi Battle Staff. Quarterstaffs can either be bought from merchants or wielded by NPCs as weapons (such as the Black Vulkars and Outcast NPCs on Taris) Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. It should be noted that the Massassi Battle Staff sometimes doesn't extend if equipped when the player is doing the "battle pose" animation. The weapon will be able to extend once this animation stops. Incompatibilities: Report any unknown incompatibilities to me on Deadlystream.com Permissions: You are free to use this models as you like as long as you give proper credit to DeadMan. Under NO CIRCUMSTANCES CAN ASSETS OF THIS MOD TO BE UPLOADED TO STEAM WORKSHOP. Special Thanks to: DeadMan: For the original mod! SithSpecter, RevanDark and AshuraDX: Assets used in the original mod by DeadMan! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 01/03/2023 Category Skins K1R Compatible Yes
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Version 1.0.0
16,247 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 04.01.2023 Installation: Copy & Paste the files inside the "For Override" folder and place them into the "Override" folder inside your "swkotor" directory. Description: Since the 2010s, there have been many attempts at creating high quality models and textures for the weapons found in the Kotor games, however, there are several types of weapons which don't have any HD mods in 2023: Gamorrean Battleaxes, Stun Batons and Quarterstaffs. But some of you might recall DeadMan's Quarterstaff Replacement Pack from 2012 which replaced the Quarterstaff models with high quality models and textures... this mod was made for Kotor 2 though and was never ported for K1 players to enjoy... until now! 10 years after the release of the original, the Quarterstaff Replacement Pack has now been ported to K1 replacing the Quarterstaff and the Massassi Battle Staff. Quarterstaffs can either be bought from merchants or wielded by NPCs as weapons (such as the Black Vulkars and Outcast NPCs on Taris) Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. It should be noted that the Massassi Battle Staff sometimes doesn't extend if equipped when the player is doing the "battle pose" animation. The weapon will be able to extend once this animation stops. Incompatibilities: Report any unknown incompatibilities to me on Deadlystream.com Permissions: You are free to use this models as you like as long as you give proper credit to DeadMan. Under NO CIRCUMSTANCES CAN ASSETS OF THIS MOD TO BE UPLOADED TO STEAM WORKSHOP. Special Thanks to: DeadMan: For the original mod! SithSpecter, RevanDark and AshuraDX: Assets used in the original mod by DeadMan! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.-
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How is this screenshot relevant? Maybe you press "it was no problem" and then the dialogue breaks... but I can only guess because you haven't specified the problem in specific detail. And what is this "new dialog mod" mentioned? Most modders can identify the words "Community Patch" and "SLM" but "new dialog mod" is extremely vague... links to the all the mods you're using would be helpful. These screenshots don't help us modders determine what sort of problem you have on your hands. You're better off answering this questionnaire as, by answering it, you'll give us modders the info we need to determine what could've caused this problem. You appear to be using the PC version of Kotor instead of using the Android version without the TSLPatcher, I hope you're using the TSLPatcher to install these mods on PC. Also, the best we can do as modders is determine what mod conflict you have and recommend you reinstall Kotor without installing the conflicting mod.
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View File Miro42's Naga Sadow PC Head The old Naga Sadow PC Head mod should be iconic to some of us as being the head of Lord Scourge in Smash City Studios' Kotor trilogy fan films. Unlike most of Miro42's mods, the Naga Sadow PC Head mod is not hosted on Deadlystream.com and was instead found hosted on his seemingly abandoned personal website. In the event that his website's domain expires, the Naga Sadow PC head mod would be lost to history... since Miro has authorized free use for his mod in his OG description I've decided to upload the Naga Sadow PC Head mod here on Deadlystream for Archival purposes. The original author of this mod is @miro42 and I took no part in the creation of this mod. Miro42's original readme. Submitter N-DReW25 Submitted 12/16/2022 Category Skins TSLRCM Compatible Yes
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Version 1.0.0
141 downloads
The old Naga Sadow PC Head mod should be iconic to some of us as being the head of Lord Scourge in Smash City Studios' Kotor trilogy fan films. Unlike most of Miro42's mods, the Naga Sadow PC Head mod is not hosted on Deadlystream.com and was instead found hosted on his seemingly abandoned personal website. In the event that his website's domain expires, the Naga Sadow PC head mod would be lost to history... since Miro has authorized free use for his mod in his OG description I've decided to upload the Naga Sadow PC Head mod here on Deadlystream for Archival purposes. The original author of this mod is @miro42 and I took no part in the creation of this mod. Miro42's original readme. -
- 3 comments
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- npc
- sith commando
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View File Sith Commandos [K1] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 11.12.2022 Installation: 1) This mod requires .MOD files in order to work, these can be acquired by installing the K1 Community Patch. 2) Install the K1CP first: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ 3)Once you have that mod installed, simply click on this mod's INSTALL.exe, click install, sit back and watch the TSLPatcher do its magic. Recommended, but not required, mods to install are: Commandos of the Old Republic, adds Commandos for the Republic!- https://deadlystream.com/files/file/2033-commandos-of-the-old-republic/ Effixian's Sith Commando Reskins, gives the Sith Commandos a higher quality skin - https://deadlystream.com/files/file/1998-effixians-sith-commando-reskins/ Description: Whilst many Star Wars fans may know of the many Trooper variants which exist in the Star Wars Canon and Legends universe, the Legends video game Star Wars Knights of the Old Republic doesn't offer many notable Trooper variants presenting only gold and red Sith Troopers as enemies who exist solely to be an obstacle in the way of the player and don't really offer anything valuable lore wise. KoTOR's sequel, The Sith Lords, tries to somewhat fix this issue with the Sith Army by adding "Sith Commandos", Sith Commandos are an odd appearance in Kotor 2 as they appear towards the end game but aren't really introduced to the player in any way which is impactful (like seeing gold Sith Troopers butcher Republic Soldiers or having a red Sith Soldier confront you up close and personal in the Undercity). Sith Commandos are so mundane in TSL it wouldn't come as a surprise if some of us never noticed them, however, Sith Commandos are unique from Bioware's Sith Soldiers in that they possess a unique model and texture. This mod will port the Sith Commandos from Kotor 2 and add them into Kotor 1, placing them strategically amongst the Sith you encounter across the galaxy. Do be warned, for better or worse, this mod will only change the name and appearance of Sith Soldiers thus converting them into Sith Commandos. Their stats and equipment will remain the same, this means they won't kill you easily with overpowered stats and won't drop odd loot, however, they won't be any stronger than Sith Soldiers despite being 'Commandos'. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. It should be noted that the vanilla Sith Commando model has a hole underneath one of the armpits, if this is fixed in the K2 Community Patch I will seek permission to include the fixed model in my mod. Incompatibilities: 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. Special Thanks to: Bioware: For such an amazing game! Obsidian: For the original Sith Commando model and texture! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 12/11/2022 Category Mods K1R Compatible No
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- npc
- sith trooper
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Version 1.0.0
1,004 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.0 Release Date: 11.12.2022 Installation: 1) This mod requires .MOD files in order to work, these can be acquired by installing the K1 Community Patch. 2) Install the K1CP first: https://deadlystream.com/files/file/1258-kotor-1-community-patch/ 3)Once you have that mod installed, simply click on this mod's INSTALL.exe, click install, sit back and watch the TSLPatcher do its magic. Recommended, but not required, mods to install are: Commandos of the Old Republic, adds Commandos for the Republic!- https://deadlystream.com/files/file/2033-commandos-of-the-old-republic/ Effixian's Sith Commando Reskins, gives the Sith Commandos a higher quality skin - https://deadlystream.com/files/file/1998-effixians-sith-commando-reskins/ Description: Whilst many Star Wars fans may know of the many Trooper variants which exist in the Star Wars Canon and Legends universe, the Legends video game Star Wars Knights of the Old Republic doesn't offer many notable Trooper variants presenting only gold and red Sith Troopers as enemies who exist solely to be an obstacle in the way of the player and don't really offer anything valuable lore wise. KoTOR's sequel, The Sith Lords, tries to somewhat fix this issue with the Sith Army by adding "Sith Commandos", Sith Commandos are an odd appearance in Kotor 2 as they appear towards the end game but aren't really introduced to the player in any way which is impactful (like seeing gold Sith Troopers butcher Republic Soldiers or having a red Sith Soldier confront you up close and personal in the Undercity). Sith Commandos are so mundane in TSL it wouldn't come as a surprise if some of us never noticed them, however, Sith Commandos are unique from Bioware's Sith Soldiers in that they possess a unique model and texture. This mod will port the Sith Commandos from Kotor 2 and add them into Kotor 1, placing them strategically amongst the Sith you encounter across the galaxy. Do be warned, for better or worse, this mod will only change the name and appearance of Sith Soldiers thus converting them into Sith Commandos. Their stats and equipment will remain the same, this means they won't kill you easily with overpowered stats and won't drop odd loot, however, they won't be any stronger than Sith Soldiers despite being 'Commandos'. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. It should be noted that the vanilla Sith Commando model has a hole underneath one of the armpits, if this is fixed in the K2 Community Patch I will seek permission to include the fixed model in my mod. Incompatibilities: 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. Special Thanks to: Bioware: For such an amazing game! Obsidian: For the original Sith Commando model and texture! Fred Tetra: For Kotor Tool! Stoffee: For TSLPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.- 3 comments
- 1 review
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Extended Enclave Patch 1.04 dows not work
N-DReW25 replied to Todd Hellid's topic in General Kotor/TSL Modding
I'll admit that mod does require an update, though several other large mods occupies much of the little time I have for modding I'm afraid. I'll see about hiding that mod from the public view for the time being until a proper fix can be developed. -
I'm fairly confident they're in the files just not used. I've done these in my old K1 Gameplay Improvement mod. I took that mod down as I planned to release my K1GI features as they're standalone mods, and for anyone interested in my standalone mods they're coming along well! I've been meaning to make a TSL to K1 alien mod as part of this project of mine though I've had the issue where either the model would "half T-pose" or, in the case of Devaronians, the mouths wouldn't fully close (it was ignorable but it was still a problem). Other than that, my alien mod managed to implement the alien soundsets so when you release this mod it would really speed things up on my end! Incase you're interested, I have two ideas for model mods you could make:
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You weren't supposed to, that fight is very similar to the Revan VS Malak fight on the Leviathan. Mild spoiler for the Demo: Much of the Demo's plot is considered 'old lore' now, after Corellia the player will get to experience two new planets before your Master's sacrifice (One of these planets is Nar Shaddaa which will appear in Act 1 and the other planet, alongside your Master's sacrifice, will appear in Act 2). Your player's Jedi Master is named "Quan Drayen". For the events of ROR to align with the events of SWTOR, the player would have to pick very specific dialogue choices and actions. This is because we can't, and shouldn't, sacrifice playability just to compromise with TOR. The ROR mod is planned to be divided into two playable versions, the Canon version and the non-Canon version. The Canon version will have the events of the Revan novel play out which will mean T3-M4 is dead, the Exile is betrayed by Lord Scourge and Revan was imprisoned by Vitiate for the next 100 years. The Non-Canon version will NOT follow the events of the Revan novel, some things might still exist like Dromuund Kaas, Nathema, Scourge and Vitiate but that's about it. Revan would've most likely have been freed by the Jedi Exile and would be able to interact with your player character. Also, the player can still customize their Revan and Exile to their heart's content despite what version they play. You can set it so that a male Light Side Exile get killed by Scourge and a female Dark Side Revan is imprisoned for 300 years in the Canon Version OR you can meet the canon male Light Side Revan in the Non-Canon version. Of course, if Revan is female that would mean that Revan's canonical son, Vaner Shan, isn't born and if he isn't born that means Satele Shan isn't born either. In my opinion, don't worry about what is or isn't canon to TOR, just try to have fun playing the mod the same way you'd have fun playing Kotor 2 even if Exile is supposed to be light side female named "Meetra Surik". Once the mod is fully finished, I'm sure we'll open a thread about the precise Canon path for TOR and what Logan considers to be the Canon ending for ROR out of all the possible endings. I believe the Non-Canon version will be developed before the Canon one, so players would experience the cooler Non-Canon playthrough first! The Non-Canon version of Revan you'd meet would probably be neutral, as you said he is either the Dark Lord of the Sith or the parodical knight who saved the Republic. The reason Revan becomes neutral is because he regained his full identity through recovering all of his lost memories, Revan no longer wishes to be the Dark Lord of the Sith as he knows that Vitiate is using Revan as a pawn, he doesn't want to be a Jedi hero either as that identity was programmed into him by the Jedi Council and he alone knows that a greater threat lurks in the Unknown Regions. The Revan you'd meet would be neutral and would, for the most part, be the same regardless of if he/she was Light Side or Dark Side... but the consequences of the LS and DS endings would still remain (Namely Carth hating Revan for betraying the party and Bastila believing Revan to still be a Sith Lord if Dark Side). Bear this in mind, everything I just said about Revan's alignment is based souly on what I think is easiest both lore wise and programming (as in actual modding implementation) wise. Logan, the lead mod author, could easily swoop in and make Revan totally different when the time comes to add him to the mod. So take everything I've said with a grain of salt. Not necessarily, Revan's "Revenge" could be targeted against the True Sith. Of course, since the player has the option of being either Light Side or Dark Side as well as being aligned to various different groups and factions it could be entirely possible that the player could stand in the way of Revan's ambitions making Revan a sort of antagonist. The ROR mod was first drafted in 2008, due to the numerous rewrites since then the "Revenge of Revan" title might not make too much sense if you're wishing to follow a TOR friendly Canon playthrough of ROR.
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What exactly is that first screenshot? Is it an old XBOX mod? Is it from the E3 Demo from 2003? Obsidian testing appearances perhaps?
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Finally got into my Deadlystream account, for those of you who haven't had contact with me about a month ago my PC started to finally break down on me, so I've been "PC-less" for the past month now.
Hopefully soon I shall have a replacement PC and I'll be getting back to work on my little projects in no time! 😉
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If the general public says the cutscene should be removed/they don't care if its removed then maybe it should stay removed, however, it is totally justified having it in the mod as the dev note requested it. What we could do instead is add it to a submod which can be downloaded by players if they REALLY wanted to have the old scene, to this day we can still get Mandalore stepping on a landmine in 1.8.6 thanks to the tweak pack submod! TSLRCM also has a number of custom content to make other restorations work, like "Mira's escape from the Jekk'Jekk Tarr" has a few modder written lines for Visquis to make it all work and the Rebuilt Jedi Enclave and the revamped Carth intro at the Battle of Telos use extensive modder made content... but if we removed said custom content the players probably wouldn't like that as this custom content made the restored content better (despite it being half custom content).
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(This image is a joke... I don't like wasting 10 minutes fighting a single HK-50 droid before wasting another 10 minutes fighting his HK buddy!) The one which flies from the boarding ramp and into the Cockpit? Why was this one removed?
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Considering the M4-78 mod is literally infamous for having Vash die on M4-78, can you forgive me that I didn't know about the Easter Egg ending where Vash goes to Dantooine if the other Jedi Masters are already dead? So what you're saying is the original EE mod had the blank red dialogue fade to black with the blue response dialogue executing a script to continue the Enclave whereas my mod removed the blue response thus removing the script thus breaking the game? If that is so, I'll get around to making an update. I've been meaning on updating this mod for a while now, I'll hopefully get around to it soon!
- 13 replies
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- jedi enclave
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overhaul MOD:N-DReW's K1 Gameplay Improvement BETA
N-DReW25 replied to N-DReW25's topic in Mod Releases
Stuff like that, especially the new animations, will be its own mod. However, the dialogues which get modified will be done so after much consideration due to the need of compatibility with other mods. You probably aren't going to see party member dialogue get animations and then released as a mod friendly 100% compatible mod... but I'm fairly certain 75% of other dialogues can be given fresh animations! Kebla Yurt's shop can be made into a mod without much worry. This can also be made into a mod, however, the music from ROR will not be present. As a ROR writer, I can confirm that the music in the original ROR Demo (made in 2010-2011) may be replaced with modern music at some point (This is merely an opinion held by most of the ROR Team and there are no concrete plans to change the music as of now, but I do personally think changing the music is on the to-do list for the far future). That is something I'm surprised people actually liked, whilst I could make this into its own standalone mod I'd like for it to be compatible with the Taris Dueling Arena Adjustment mod so this one might be done later. I think I recall doing something like this! I remember one of these was the Republic Officer recruiting mercs on Manaan, if I can find these fixes justifiable I might even add it to my Unofficial K1CP Tweak Pack mod! I recall adding Carth randomly interjecting in more dialogues on Taris, I could make something akin to this in the future though my primary concern with a mod like this would be compatibility with other mods. I also recall modifying Carth's romance dialogues so that the players can hear very specific romance dialogue lines if the player was male, these lines I added were rather neutral and didn't reference gender or romance so it did spice up the cutscenes. Sarna's dialogue was actually recorded twice, I simply swapped out the audio recordings in vanilla for the audio recording which was left out of the game. I do remember I actually restored the bribing Sarna and Yun Genda for Sith Uniforms regardless of gender. This here can be restored in a restored content mod which is also in development! This is also a very possible mod for me to make, though the problem for me would be deciding where each music track would play. I believe that was lifted and heavily modified from the K1 Enhancement Pack, as always I can probably turn this into a standalone mod but I'll have to look into it to see what I'd need to do to make it compatible with other mods which alter the same scene. As much as I am sad to admit this, the K1GI Jedi Robes were partially a disaster. The idea was that K1 Jedi Robes remained in-tact whilst K2 Jedi Robes replaced the Star Forge robes. I ended up removing much of the vanilla robe drops due to it being kinda weird to find Jedi Master Robes in a Krayt Dragon cave or in Master Uthar's personal footlocker, but since I didn't add these robes in other locations in the end the only K2 robe the player could've worn was Jolee's robes. I might see if there's a way to recreate the K2 Jedi Robes replacing Star Forge robes using the Cloaked Jedi Robe mod but don't keep your hopes up for this one. Just keep in mind, the "low res" Jedi Robes were actually the default 512 x 512 resolution of the base vanilla game... but if you play with HD Ai upscale mods then yes they would be "low res" in comparison to those mods. The mods in development probably won't outright say "K1 Gameplay Improvement" on the title, but you can probably notice right away that a mod of mine is a successor to the K1GI (even if its entirely new content you've ever seen before). If the mod modifies multiple and/or adds new appearances then you can count that it is a K1GI successor mod.- 38 replies
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overhaul MOD:N-DReW's K1 Gameplay Improvement BETA
N-DReW25 replied to N-DReW25's topic in Mod Releases
@Darth Imperitus What Arson has stated right here is exactly why it was taken down! In my quest for K1R compatibility I decided it was best to make the mod compatible with the K1 Community Patch instead as many, many players requested I add the bug fixes from that mod. However, K1R and K1CP all had the same problem... it was far easier to start again and build the mod from the ground up with my improved 2022 modding knowledge to present a far better mod experience. And here's the best part... it's not cancelled! The K1GI mod will live on in the form of various smaller mods which can work with or without each other and will be compatible with the K1CP mod (And probably K1R as well). I am on the verge of publishing a Czerka NPC Overhaul which will add K1GI's Czerka content + new Czerka content into a standalone mod which is again compatible with K1CP and most other popular mods. I can also confirm that similar "NPC Overhaul" mods with different themes are also in the making!- 38 replies
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