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Everything posted by N-DReW25
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The Ebon Hawk crew doing things! [KotOR 1]
N-DReW25 replied to Patriot Infinity's topic in Mod Requests
I don't think the sitting animation exists in K1, so that'd be pretty difficult to pull of in K1. But as the main pilot, he should definitely be kept in the cockpit. She could be moved to the computer room, nothing really happens there so it'd make great use of that area. Plus, if Bastila's alone in that room it would make much more sense for her to spill the beans about her feelings for the player since Carth isn't around to eavesdrop. However, Bastila has a "walking away" scene in the cockpit that happens just before she heads off to Kreia's room for some [REDACTED] with the former Dark Lord and she needs to be present in the cockpit to have the post-Taris scene with Carth. Any mod that moves Bastila into the computer room will need to account for these scenes. Why would Mission be meditating? It might be better to put Mission in T3's old spot so that she's near Zaalbar, close enough to imply they're together and far away enough so that it doesn't look like you're interrupting a conversation. I agree with this. I agree with this. Either that or in Mission's old room meditating. I agree with this. As DP has pointed out, that animation doesn't exist in K1 so it's probably best to leave him where he is. -
HP was made to replace the TSLPatcher, it has far more capabilities and fixes various bugs present in the TSLPatcher that forced modder's to use convoluted workarounds to implement certain features. But these new features that make installation faster for players and easier for modders requires certain permissions which chokes Windows Systems if the directory is in the C Drive. If you want to install Jedi from the Start without the HP errors, you have to try what the HP developers have explicitly recommended. If you change your game directory to the D Drive and you're still getting errors, that means Jedi from the Start is the problem and darthbdaman needs to release a fix patch update. If it ends up working after changing the directory, it was the HP's inherent flaw.
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This method has worked! @Snigaroo The Senni Vek Restoration mod has now become the Senni Vek Mod and includes your fulfilled Senni Vek to Hulas request.
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Here's a sneak peak at a new feature for the NPC Diversity Pack. If you've been following this mod since the very beginning, you'll know that the NPC Diversity Pack used to be called the "Diverse Galaxy" mod. It became a "pack" when I began adding new and experimental features like removing the Lite NPCs, changing weapons and changing soundsets as optional installations. I've since merged those installations with the main mod and now the NPC Diversity Pack is now one mod again, it is no longer a "pack". So... how do I fix this? Well, by making the NPC Diversity Pack a real "mod pack" again. In the next update you'll be able to choose between the main "Diverse Galaxy" mod aka the main mod and the "PC NPC" Addon. The PC NPC Addon would be installed AFTER the main Diverse Galaxy mod... if you want to. If you don't install this Addon, you'll get the NPC Diversity Pack mod you all know and love today. But by installing the PC NPC Addon, most of the background generic NPCs will get PC "Player Character" heads thus increasing the diversity of the NPCs of your game even further. Head reskins will affect the PC NPC Addon so that can either be a plus or a negative depending on your mods. Now you might be saying "But the K1CP already does this!"... well, not really. From what I can tell from the K1CP files, the Lite NPCs are simply replaced with special NPCs whose clothing are pre-determined via the body model. If K1CP didn't do this, they K1CP devs would have to add clothing items to over a hundred NPCs as I've already done in this mod. For example, if K1CP replaced a Lite NPC with a Mullet Man and gave him white clothing every single other NPC who uses the same appearance will also wear white clothing... creating a clone effect across modules. But this isn't the case in the PC NPCs Addon of the NPC Diversity Pack, you are very, VERY unlikely to see the same NPC head with the exact clothing combination with the NPC Diversity Pack and its future Addons. Speaking of future Addons, I'm planning on making the planned "Generic Head Plus" mod an Addon of the NPC Diversity Pack. My reasoning for adding it into the Pack is for compatibility reasons, I don't have to go out of my way to look out for weird compatibility tweaks or force players to use the NPC Diversity Pack if I've already included the mod in said pack. And of course, these planned additions are OPTIONAL. Meaning, if you don't like/want them, you don't have to install them.
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There's no way to start NPCs multiclassed, is there?
N-DReW25 replied to Timbo's topic in General Kotor/TSL Modding
There is no point in doing so. It doesn't really matter what class an NPC is, most NPCs who aren't Jedi are labelled as Jedi classes even though they aren't Jedi, it has little to no effect on the NPC. If you try this with a party member, your NPC will only have the benefits of the second class, not both. This is already the case in K2 where party members will go from Scout, Soldier and Scoundrel to Jedi classes, once you become a Jedi you are no longer the previous class. To have them start with two classes in K2 would break the game and in K1 it'd be useless. -
Would there be a tutorial or a pre-existing mod that already does this with the HoloPatcher?
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I would like to announce that I've been developing the "Hulas has no reason to fight" request and it's about 95% complete. One of the journal entries mentions that you killed Hulas, I just gotta find out how to change this so that a custom journal entry is added in its place mentioning how Senni was the one who was killed.
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I am still planning out the Sith mod, other NPC mods are also in development and will be released before the Sith mod. But I can say the following about the Sith mod. The "Prospective Sith Student" NPCs shall be renamed to "Sith Hopefuls" as many other NPCs refer to them as "Hopefuls" and not "Prospective Sith Students". These Hopefuls are the ones begging the other Sith Students for a medallion so that they can enter the Academy. Above the Sith Hopefuls in rank are the characters Lashowe, Shaardan, Mekel and Hijata. Whilst their in-game names won't be changed, they'll become the new "Prospective Sith Students". As Uthar says in-game, none of them are "true" Sith yet. Most mods that covers the Sith Academy will give these NPCs Dark Jedi Robes, they do this because the player cannot wear the Sith Officer uniform they wear... but even if these NPCs wear Dark Jedi Robes there is nothing forcing the player to conform to their uniform policy. In my mod, these NPCs will wear the Armor items they drop, for example, Lashowe drops Echani Light Armor... so she'll be wearing that. By having the Prospective Sith Students wear random armor, it makes sense as to why the player might be wearing Jedi Robes or armor... there simply isn't a set uniform policy for the Prospective Sith Students. Once a "Prospective Sith Student" earns their prestige and finishes the final test, they would become "Sith Students". These NPCs are the generic Sith Students you see in the Academy and will wear Dark Jedi Robes.
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You see... I've been trying to update KSR for many months now, usually I have a button that I can press to update my mods... but this button doesn't appear with KSR for some reason. Could it be that... that... I didn't upload KSR, and didn't make KSR... therefore I am not responsible for updating it? Nah, can't be... I'll keep trying! In the mean time, until KSR is updated do NOT use KSR... period, as it is known to break the Dantooine Murder quest amongst other things. That is all I can say in relation to the NPC Overhaul Project.
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- 12 comments
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Usage? Maybe. Compatibility? Most likely! You mean these Sith Stalkers? No, but you'll most likely be able to install that mod on top of my planned Sith mod and you'll get the Sith Stalkers plus my own Sith designs.
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Close... VERY close! It's actually Zelka Forn's head, I can see how you can confuse the two considering they both didn't have Weapons of Mass Destruction in 2003... /s In the mean time, we'll just have to play with the Obama Mod until someone makes the Saddam mod. /s
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What you have described is planned, yes. Like how Heart of Beskar and Czerka Redux exist to overhaul Mandalorians and Czerka, a similar mod will one day be made for the Sith!
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- 91 comments
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Could you please rephrase this? I'm not quite sure what it is you're asking. I'm afraid I wouldn't be able to add a male Torgutan into Kotor, this would best be discussed in the mod request thread.
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In theory, it shouldn't cause any issues with HQ Rodians. The Rodian/Czerka hybrid uses a new model/texture separate from the main Rodian model/texture, however, if you use HQ Rodians the Rodian/Czerka hybrid will still use the vanilla style Rodians. This won't break your game, but the Czerka Rodians won't be High Quality as per Stormie97's mod. If you don't want this, simply don't install JC's Czerka: Business Attire for K1 and don't install the Business Attire Addon from this mod. You'll get all the features of Czerka Redux without ever touching the Rodian NPCs.
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View File Czerka Redux A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.1 Release Date: 25.05.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the HoloPatcher.exe, you'll be given a few install options. 1) Main mod: Installs the actual mod. 2) NPC Diversity Patch: If you're using the NPC Diversity Pack mod, you WILL have to install this option AFTER the main mod. 3) RC-K1CP Addon: RC-K1CP restored an Ithorian Miner to Anchorhead, this mod is OPTIONAL but if you want to use it you HAVE to have RC-K1CP installed BEFORE installing Czerka Redux. 4) Business Attire Addon: This option expands the Rodians modified by JC's Czerka: Business Attire for K1, this mod is OPTIONAL but if you want to use it you HAVE to have JC's Czerka: Business Attire for K1 installed BEFORE installing Czerka Redux. 5) Women of Czerka: Adds female Czerka Employees where possible. Completely optional but must be installed AFTER the main mod. Description: Czerka Redux is a union of various Czerka related textures into a single mod which aims to enhance the Czerka Corporation in Kotor 1. The Czerka Muscle Suit, Czerka Technician and Mining Suits from BOSSR have been added with the latter two being given to the Miner and Technician NPCs of Kotor. For any of my other mods which edits the Czerka Miners, those mods are compatible with Czerka Redux... meaning players who use Duros: Armed & Ready are able to use Czerka Redux and have the Duros Miners visibly wear BOSSR Czerka Mining Suits. The Czerka Combat Suit in RedRob41's Modder's Resource has also been added to the majority of Czerka's Security personnel. All the new Czerka items can be found and obtained in normal gameplay. The NPC textures from the K1 Enhancement Project have also been added, giving new meaning to the Czerka NPCs and their in-game profession. The green Czerka Officer texture from the Czerka Commander has been repurposed as a standard Czerka Officer profession skin whilst former Czerka Commanders now use armor. The male Czerka texture from JC's Fashion Line B: Commoner Clothing has been added for male Czerka NPCs and was used to convert new female Czerka clothing from K1EP into a new male variant exclusive to Czerka Redux. You'll also see new NPC variants from Czerka themed battle droids to Czerka Protocol Droids using B4-D4's texture. This mod also provides addons for other Czerka related mod, if you have JC's Czerka: Business Attire for K1 installed you can install the optional Business Attire Addon and get unique textures for JC's Rodians. If you use RC-K1CP, you can also install the RC-K1CP Addon to give the restored Ithorian Miner a new Business Attire inspired appearance. And of course, female Czerka NPCs can be added via the Women of Czerka option which uses DarthParametric's Female Czerka Officer's Uniform and has custom AI generated VO. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. BOSSR assets are free to use as confirmed by SilverEdge9. RedRob41's Czerka Combat Suit textures are free to use as they are a modder's resource. K1 Enhancement Pack assets are free to use as they are a modder's resource. JC's Czerka: Business Attire for K1 is free to use as long as you credit JCarter426. DarthParametric's Female Czerka Officer's Uniform is free to use as it is a modder's resource. JC's Fashion Line B: Commoner Clothing cannot be used without permission from JCarter426. Thanks to: SilverEdge9: For BOSSR Czerka Assets! RedRob41: For the Combat Suit Modder's Resource! SpaceAlex: For the K1EP Czerka Assets! JCarter426: For granting me permission to use the male Czerka commoner texture from JC's Fashion Line B and for making Czerka Business Attire! DarthParametric: For making the Female Czerka Officer's Uniform modder's resource! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 05/25/2024 Category Mods K1R Compatible No
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Version 1.1.0
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A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.0.1 Release Date: 25.05.2024 Installation: Please install the K1 Community Patch FIRST before this mod! No exceptions! Once you click on the HoloPatcher.exe, you'll be given a few install options. 1) Main mod: Installs the actual mod. 2) NPC Diversity Patch: If you're using the NPC Diversity Pack mod, you WILL have to install this option AFTER the main mod. 3) RC-K1CP Addon: RC-K1CP restored an Ithorian Miner to Anchorhead, this mod is OPTIONAL but if you want to use it you HAVE to have RC-K1CP installed BEFORE installing Czerka Redux. 4) Business Attire Addon: This option expands the Rodians modified by JC's Czerka: Business Attire for K1, this mod is OPTIONAL but if you want to use it you HAVE to have JC's Czerka: Business Attire for K1 installed BEFORE installing Czerka Redux. 5) Women of Czerka: Adds female Czerka Employees where possible. Completely optional but must be installed AFTER the main mod. Description: Czerka Redux is a union of various Czerka related textures into a single mod which aims to enhance the Czerka Corporation in Kotor 1. The Czerka Muscle Suit, Czerka Technician and Mining Suits from BOSSR have been added with the latter two being given to the Miner and Technician NPCs of Kotor. For any of my other mods which edits the Czerka Miners, those mods are compatible with Czerka Redux... meaning players who use Duros: Armed & Ready are able to use Czerka Redux and have the Duros Miners visibly wear BOSSR Czerka Mining Suits. The Czerka Combat Suit in RedRob41's Modder's Resource has also been added to the majority of Czerka's Security personnel. All the new Czerka items can be found and obtained in normal gameplay. The NPC textures from the K1 Enhancement Project have also been added, giving new meaning to the Czerka NPCs and their in-game profession. The green Czerka Officer texture from the Czerka Commander has been repurposed as a standard Czerka Officer profession skin whilst former Czerka Commanders now use armor. The male Czerka texture from JC's Fashion Line B: Commoner Clothing has been added for male Czerka NPCs and was used to convert new female Czerka clothing from K1EP into a new male variant exclusive to Czerka Redux. You'll also see new NPC variants from Czerka themed battle droids to Czerka Protocol Droids using B4-D4's texture. This mod also provides addons for other Czerka related mod, if you have JC's Czerka: Business Attire for K1 installed you can install the optional Business Attire Addon and get unique textures for JC's Rodians. If you use RC-K1CP, you can also install the RC-K1CP Addon to give the restored Ithorian Miner a new Business Attire inspired appearance. And of course, female Czerka NPCs can be added via the Women of Czerka option which uses DarthParametric's Female Czerka Officer's Uniform and has custom AI generated VO. Known Bugs: This mod shouldn't have any bugs but if there are please report them to me on Deadlystream. Incompatibilities: To be added! Permissions: Do NOT claim credit for this mod and do not use my assets from this mod without my permission. BOSSR assets are free to use as confirmed by SilverEdge9. RedRob41's Czerka Combat Suit textures are free to use as they are a modder's resource. K1 Enhancement Pack assets are free to use as they are a modder's resource. JC's Czerka: Business Attire for K1 is free to use as long as you credit JCarter426. DarthParametric's Female Czerka Officer's Uniform is free to use as it is a modder's resource. JC's Fashion Line B: Commoner Clothing cannot be used without permission from JCarter426. Thanks to: SilverEdge9: For BOSSR Czerka Assets! RedRob41: For the Combat Suit Modder's Resource! SpaceAlex: For the K1EP Czerka Assets! JCarter426: For granting me permission to use the male Czerka commoner texture from JC's Fashion Line B and for making Czerka Business Attire! DarthParametric: For making the Female Czerka Officer's Uniform modder's resource! ElevenLabs Website: For the custom AI VO service! Bioware: For such an amazing game! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher! Everyone who downloads the mod! Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.- 12 comments
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https://starwars.fandom.com/wiki/Kalatosh_Zavros My personal head canon is that he was the Master of the Sith Governor, based on the quote he says. "This meeting is a stroke of luck for me - my master will surely reward me with my lightsaber once I kill you!" Any mod that adds him in would probably have to retcon the Sith Governor by replacing him with Kalatosh.
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The NPC Deesra Luur Jada tells the player about the Terentatek on Dantooine and you can return and tell him about the times you kill Terentateks on your journey. Maybe this function can be co-opted into a full fledged side-quest which leads you to Yavin 4. By having it this way It'll prompt you to go to Yavin 4 with good reasons for doing so. As you've mentioned, making brand new "original" areas will be a problem. Whilst I agree that Motor Squad level of quality for Yavin 4 isn't desirable, players would probably forgive reusing areas if the graphics of these reused are at BOSSR level of quality. I know the Sandrale Estate got bombed to smithereens, but maybe the Matale Estate could serve as a Sith Garrison which could justify how it survived the occupation and become Khoonda. Instead of Vrook or any one else important, why not use Deesra Luur Jada instead? He did canonically survive the bombardment. A major problem with returning to Dantooine is the fact that the population of Khoonda mostly despises the Jedi 5 years later, if the player came back and helped people that will really threaten the continuity. Instead of helping Dantooine survivors, why not go out on quests to help Jedi Survivors or Dantooine survivors with Force sensitive children escape from the Sith and help them get off world? This here is a Pre-Release Screenshot of Shuma the Hutt from before he was cut. Judging from the screenshot, he was replaced by So'laa. Would you consider this request fulfilled if it was added to RC-K1CP? Or are you asking for a standalone mod for the Hutt, with maybe some custom content on the side to spice up his character (Maybe even add him to the Return to Dantooine mod as a Sith Collaborator)? The solution would be to turn the Hrakert station levels into an Outlast Game. You gotta take the Selkath and turn them into the zombies from 28 Days Later, retexture them and soak them up in blood, modify their model so you can visibly see their sharps claws and add a new sound so you can hear their claws slashing into you. Give them new, zombie-like soundsets and take use of the "Battle Cry" field so you can hear their ungodly screams as they charge at you, these soundsets should be distinct from the normal Selkath soundset so you can tell these Selkath are beyond all human reasoning... like zombies. The Selkath fighting each other makes sense to me, once the humans are gone the Selkath have only themselves to fight/eat... they probably weren't fighting each other from the start. Litter the modules with Republic and Merc NPCs that have an OnDeath script so they die upon entering the module, this'll create the "Bodies everywhere" the first Merc tells you about. It would be good to have severed arms, severed heads, bones, indistinguishable organ piles, Republic trooper helmets and the like but the placeable limit really puts a stop to creative ideas that could really add to the Hrakert atmosphere... the blood puddle placeables would have to suffice. Placeables have their limits, but NPCs do not. It is possible to make a head invincible in the appearance.2da, this is normally a bug but here it can be exploited and turned into a feature. Have a headless NPC spawned in dead and add a blood puddle placeable where the head should be could really sell the idea that Selkath are ripping people apart. Maybe there's a way to make a severed head via the appearance.2da, render the body invisible making it a floating head NPC and have it die upon spawn so that it looks like a severed head in-game instead of an NPC... maybe severed arms could be added as Vibroblade models and these invisible NPCs can hold these severed arms as weapons, I don't believe weapons disappear from OnDeath scripted NPCs so this could work. Pick a clothing texture for the scientists and add blood PNGs over it and play around with colors and layers to create a bloodied effect, this can make the corpses look brutalized and this works within our limitations. If a modder is able to play around with NPC models, remove an arm... or a leg... or an arm & a leg... and replace the socket with a bloodied texture and a little bone protruding out... maybe even modify a Republic Soldier's body model so that his ribcage is exposed from behind. Maybe even change the area music and the overall sound of the level. This could be the area with the most freedom, I'd think a softer, gloomier area music would add to the experience... and a softerr, more urgent and desperate combat track could make the Selkath more intimidating. Obviously don't make any of the above look like an Outcast game, instead a mod like this should work with the limitations of the Kotor engine. No matter what is done It'll never a genuinely scary experience, but if it's "scary" like the old Silent Hill games are then it could be a superior experience to the vanilla game. I have experimented with removing the K2 map in other levels, but doing so in that game breaks the "barking dialogue" feature so using it outside the Jekk Jekk Tatt wasn't really viable upon realizing that. Of course, you could black out the map or add some sort of "Error" message that makes sense in-game. I do believe the pause menu is supposed to be the player's "Datapad", some NPCs do refer to the player owning a datapad so any static or error or blacked out map would have to be consistent with that game design. Would restoring the cut Shadowland module be of any desire? Not that this is exactly what you asked for, but in one of my Sith Soldier ideas for a mod is the concept of "Sith Marines", a Sith Soldier variant who appear only on the Leviathan. The idea is that Sith Soldiers and their variants have hide items that give Sith Soldiers different buffs based on what variant they are, the standard Sith Soldier would only have Immunity Poison so since Sith Soldiers would be removed from the Leviathan the Sith Marines would be stronger then the Soldiers of the base game. Of course, I do plan on adding some of these Sith variants as standalone NPCs. So buffed Sith Commandos could guard the bridge doors and other unique Sith variants could have unique abilities that could increase the difficulty of Sith Soldiers you encounter. Of course, any other changes do have to consider the Stealth feature. You don't want to add more Sith to the armory only for players to use Stealth to loot the room under their nose. I'm assuming this is referring to Operation Kill Bastla Remade? What exactly about that mod don't you like about it and how could another mod do the same thing but better? You see a contingent of battle droids in one of the Stunt cutscenes with Calo Noord or Bandon on the Bridge, maybe they could be either on or just outside the Bridge as guards. Something I didn't like about the Bridge is how the Stunt cutscenes you see the Bridge is swarming with Crew Officers but when you arrive they're absent. Always thought it be cool to have like a ramp so that the player can get down to those out of reach control sections and fight some of those Officers. Well, if you aren't looking for HQ Blasters level of quality you could always use the K1 Melee Texture Enhancement mod. Like this? Not sure if that attribute function exists in K1 like it does in K2. HK-47 gets his attribute stat increases through replacing his "Hide" item with a stronger hide, a "Hide" is an invisible background item which is worn by NPCs which the player cannot normally access. Every droid NPC has a hide which gives them Immunity to Poison and such. What you described is how Selven functions in the vanilla game, just make it like that so that their "I warned you" dialogue automatically fires before you can raid them.