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Everything posted by N-DReW25
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Hidden Beks, at some point yes. The commoners are a little tricky... the only reason they need to be restored is that they have dialogue for if you're wearing the Sith Uniforms. These commoners exist in the Cantina, but obviously you can't wear the Sith Uniform in the Cantina without cheats. I'll think of a way to have these guys restored without having a bunch of random people out and about in a gang war zone. The early versions of K1CP was simply too small to have made any incompatibilities with K1R back then. K1R as it stands now is inherently broken, and since the K1R team leader is gone the mod will be fixed - that's why K1CP abandoned K1R compatibility and why I made RC-K1CP to act as an alternative to it. Sleheyron was cut fairly early on, all the Sleheyron screenshots we see are from a time before the Odyssey Engine was adopted. We have very little restorable Sleheyron content outside of one broken arena module and a hallway and the planet textures because of this, it could just be that the Bioware developers decided very early on that the list of planets they had wasn't feasible and so they decided to simply cut a planet to make time for all the planets. Star Wars Battlefront is more focused on the whole "war" side of Star Wars and Republic Commando has very little Jedi inclusion in its plotline. Personally, I think the plotline for Taris fits just fine and the conversion into a Jedi on Dantooine blends well with the story the developers are trying to tell. But your concerns were heard, it's why Obsidian Entertainment chose to make the player a Jedi from the beginning - that decision was derived from fan feedback. I think many of the things cut by Bioware were cut for good reasons, for example: * Bioware Devs couldn't waste their time trying to place every item into the game so some those items that were forgotten were cut. * Gloveless Commoner clothing required a texture variant for each skin tone, increasing the clothing textures from 9 to 27 - why waste time making all of those when you can just have gloves. * The Vulkar Sublevel was either too confusing or its development was taking too long so they got rid of it and shortened the level to save time. * The Outcast Children are literally starving children, who's to say if Bioware kept them in the game that they wouldn't have caused an uproar back in 2004? * There are also audio soundset files for the children NPCs, I'm hoping we all know what a "soundset" in Kotor is and exactly what that entails. Bioware cut many things for good reasons, mostly to save time to get the game more polished. We modders simply come around to collect the pieces and try to bring them back to life in the form of mods like RC-K1CP. No, there isn't. Though since the module itself does exist, it wouldn't take much for someone to come along and repopulate the module with objects and critters to fight. You guys are arguing about Jedi and Lightsabers as if the Jedi from the Start mod isn't a thing.
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There are no mentions of the Gamorrean Stronghold, the only evidence of its existence are a few pre-release screenshots. The Taris Undercity was developed very early on in development, it was at this stage in 2002 that a lot of the Kotor assets we know and take for granted simply weren't present. I theorize that Bioware came up with the Outcast Village, as it was better than whatever the Gamorrean Stronghold was going to be, and then moved the Gamorrean's into the sewers to have them be a foe there. Here are some screenshots of the very early Outcast Village. Gendar uses the generic fat commoner model found in the game files today (Furko Nelis and the Vulkar Sublevel Junkie use this appearance) with a head that ultimately didn't make it into the game. This head was either going to be a player head that got replaced with the PMHC01 head we have today, or it was going to be a commoner head as this same head is visible in other screenshots as Smuggler and Jedi Council Member appearances (Holdan incorrectly had a Jedi Council Member appearance in one of the screenshots but it used this head and the Smuggler appearance in the screenshots is the one Holdan uses today). Rukil uses Jolee's appearance, I theorize that Jolee's appearance was made before Zelka Thorn's generic head as you can take Jolee and Zelka's head textures, overlay them in Photoshop, and see that Jolee's eyes are present on Zelka's head texture. The Rakghouls in one of the screenshots are inside the Outcast village as the barriers to keep them inside the quarantine cage weren't implemented yet. I theorize the droid you see in this screenshot is actually the same droid K1R restored in the Undercity, something I do wish to do at some point. I have no plans to port anything from TOR for a restored content mod, another modder may wish to do this as a standalone mod but that isn't something I do. It's custom content, and due to its age it'll probably won't be compatible with modern day mods. I "might" try to recreate this at some point, though it would be a separate mod to RC-K1CP. Those will be added at some point. Those will also be restored at some point, I can also say that I suspect it'll be easier to restore these two options than it'd be to restore the Outcast Children. Though that'll only mean that the Outcast Children will be added in an update after the Echani Merc and the Iriaz. That is correct, you'll probably see the Echani Merc and Iriaz before the Sublevel... and I do hope we see the Outcast Children before the Sublevel too.
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The dialog.tlk suggested the Vulkar main level would've been different, these alternate changes might be added to the main RC-K1CP mod whilst the sublevel is an optional installation. The computer in the main hall was supposed to be inside the small room the Vulkar Coward is guarding and the Lieutenants wouldn't be carrying the pass cards, those would instead be found inside a footlocker inside the barracks. If I change the Vulkar main level to be more like the cut content, this will give you a few options of getting into the garage level. 1) Fight your way through the Vulkar hoard to reach the footlocker with the pass cards. 2) The player uses stealth to get the pass card from the footlocker without alerting the Vulkar hoard. 3) Use the computer to overload the power conductor in the barracks to eliminate the Vulkar hoard without a fight. 4) Use the computer to disable the turrets, thus bypassing the barracks. I also plan to do one of two things, either increase the amount of spikes needed to overload the power conductor so that it's as expensive as disabling the turrets (So both will cost something ridiculous like 10), or I'd swap the prices around so that disabling the turrets is really cheap whilst overloading the power conductor is the more expensive option. For the actual sublevel itself, I plan on making the level completely optional. You will be able to get the mechanic ID card from the junkie through the Spice quest, you will be able to find the mechanic ID card the old man locked in the locker room, or you can overload the heat system to disable the turrets. You can still do any of the previously 4 mentioned options on the first level allowing you to completely ignore the sublevel if you'd prefer, this should hopefully prevent a K1R situation where players ended up getting trapped in the sublevel as it going through it was the only way down to the garage level.
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I do have plans, yes. It does not, the mod is currently missing many features you'd expect in a restored content mod (Think of it as an "early-access" mod). I do intend to add this at some point, but not at this time. The only way you can undo that is to reload a previous save from before you went to the party or simply start a new game. I'd recommend making multiple saves so you can go back and make different choices if you don't like the ones you've already made.
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Thank you for reporting this, I must've forgotten to remove them when I made those appearances standalone installs. I'm surprised I didn't spot those myself actually. I'll be sure to add this bug fix as soon as I can
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You can download TSLRCM from this link right here. Once you reinstall Kotor 2, I'd recommend copying the "Knights of the Old Republic II" folder onto your desktop as a backup so that if you do mess up the modding process you can simply delete the messed up folder, and copy your clean backup folder so you don't have to keep reinstalling the game every time.
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AI can't do anything to help a modder in this situation. The problem with USM is that it was released on June 12th 2005, Kotor II was less than a year old and TSLRP was no where near finished at that point, let alone TSLRCM. From what I can tell, the USM team fixed a few bugs in the vanilla game which was great for 2005 but with TSLRCM in 2025 (which not only fixes those bugs, but does so in a better way) it creates countless incompatibilities. The way one would fix the USM mod would be to take the Lightsaber models from TSLRCM and redo all the content that required scripts and dialogue edits using TSLRCM's modified files like most modern mods do nowadays, however, the reason modder's don't do that is for the following reason - we'd need permission from all the people who made the original USM models for this TSLRCM compatibility version to be made, and since these modders from twenty years ago are no longer with us, this would be impossible to do, therefore the USM/TSLRCM compatibility patch would be impossible to create. I would like to say this - as an alternative to USM, people can always try out Kaidon Jorn's Schematic Lightsaber Mod as it's the closest thing we're going to get to USM in the modern times. It's fully compatible with TSLRCM and the Lightsabers in it are really well made.
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I believe they're sold by that suspicious protocol droid in the Central Zone, the one who tries to scam you.
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If I did it wouldn't be part of this mod but would instead be part of a separate mod as it would require custom content to restore it (like how M4-78 isn't part of TSLRCM but is its own separate mod).
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So I've personally had a look into the mod files for the Kotor 2 Unofficial Patch mod and I can tell you that they've completely redone much of the files. For example, all of the NPCs within the K2UP's .MOD files are not the same as those from the vanilla game. That means mods that edit UTC character files like the NPC Overhaul wouldn't be compatible with the K2UP mod. Many more mods are also presumably incompatible with the K2UP mod as many of the scripts in K2UP would've had to of been rewritten to account for these NPC and file name changes alongside all of the new features added within the K2UP. To get what you want, you have to either recreate the Battle of Khoonda from scratch or somehow port the Battle of Khoonda from TSLRCM's .MOD and into K2UP's .MOD file for Dantooine.
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The first update of 2025 is on the horizon - and I have quite a few screenshots to share with you all! First, the male Jedi in this screenshot currently uses a female appearance by mistake. This bug will be fixed in the next update as seen below: For those of us who haven't yet realized that RC-K1CP restores the unused Jedi appearances on Dantooine and the Star Forge, do be aware that you can still install the NPC Diversity Pack and other mods like DP's Jedi Diversity on the Star Forge after RC-K1CP so that you can get your modded Jedi appearances without RC-K1CP ruining that for you with incompatibilities or inconsistencies. There will be a few more minor additions done to Dantooine, such as this guy's new appearance. He gets the orange Twi'lek appearance that was restored in K1CP, as far as I'm aware the K1CP only uses that appearance on Taris so I've added it to several more NPCs that you'll find throughout the game. Another appearance change comes in the form of Deesra Luur Jada. He now uses the Twi'lek Jedi variant which, in the vanilla game, only appears on the Star Forge. If you are a fan of the KotOR 1 Twi'lek Male NPC Diversity mod by Leilukin, do know that Deesra is still wearing his brown Jedi Robe even though you can't see it. That means you can safely install Leilukin's mod after RC-K1CP and still get Leilukin's unique Deesra appearance without any fear of incompatibilities. But you might be wondering why I gave him this appearance in the first place? Well, he is a green Twi'lek who wears brown robes... you know who else is a green Twi'lek who wears brown robes? I have successfully recreated the Garrum and Tar'eelok Restoration using the source scripts provided in Sekan and Seamhainn's original gamefront mod. Here are some screenshots of the arguing Master and Padawan duo within the next update of the RC-K1CP mod: In addition to these restorations, there will also be the restoration of unused Czerka, Sith Officer, and Republic Soldier variants alongside fixes and restorations of in-game music that is heard across the game. For now, I shall show you a teaser of the Republic Soldiers. The restoration of Republic Officers, especially on the Endar Spire, allows me to restore the cut Republic Officer soundset. A major gripe players had with the Endar Spire fight scene was that all the Republic Soldiers use the exact same Republic Soldier soundset when they die, K1CP tried to fix that by giving the soldiers random male soundsets. With RC-K1CP, you'll hear a mix of Republic Soldier soundsets, Republic Officer soundsets, and female soundsets with this next restoration. The female Republic Soldier has also been restored, though they have only been restored as a sort of background NPC you can never interact with. If you wish to have female Republic Soldiers you can interact with, my Female Republic Soldier Restoration mod can be installed after RC-K1CP. Not only does this mod restore the female Republic Soldiers, but also adds AI generated VO so you can speak with the female Republic Soldiers you encounter on Manaan.
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This was an April Fools mod from 2018, the entire premise of the mod is a goof on how pre-TSLRCM 1.8 had a scene where Mandalore randomly stepped on a landmine on the Ravager as a means to restore a cutscene between Mandalore and Visas. The joke here is that the whole concept was bad, and it was parodied here to add salt to the wound.
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So, if you actually click on T3's response line and actually listen to the dialogue lines being spoken you'll see how most of the droids will say stuff like "What's that? You want me to repeat the instructions". Most of T3's dialogue lines are usually railroaded with one or two responses that lead to the same outcome with the droids pretty much repeating what T3 said in droid speak in English. Now, here is the dialogue cheat-cheat for T3-M4... you ready? It's in here: Isn't this the same problem you had three years ago? If I told you the item IDs now, three years later, what good would that do you now? And this request is a bit vague and out of context, I've played M4-78EP a couple of times but I don't think I ever found the "Fixing Droids" sidequest. If this is the one I'm thinking of, for the droid who can't walk you need the "Droid Legs" item which you can buy from the Black Market Droid in the Central Zone and for the other droid you need the "Droid Collar" which can be found in the box next to the Central Zone terminal.
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You see, this here is a REALLY good idea. With this popular mega-mod with the likes of DarthParametric as a lead developer, I'm sure calling their work a "tumor" will sure encourage them to remove the feature you don't like even though they never reverted the Lite NPC changes or added the restored content everyone else wanted when those people asked for it nicely. /s I'm going to make the argument for why I think this here was intended and why the Sentinel-Consular Skill Swap mod is part of the K1CP. If we look over the Strategy Wiki which details all the class stats, you'll see that: * Guardians get 9 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills. * Sentinels get 7 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills. * Consulars get 7 Feats, 25 Force Powers, and Computer Use, Demolitions, Awareness, Persuade, Repair, and Treat Injury as Class Skills. In your wall of text, you've correctly identified that the Sentinel and Guardians share the exact same class skills and you propose that the K1CP team randomly redesign the Jedi class skills so that each class in the game has their own unique class skills. However, if we compare the Feats and Force Powers we will see that two classes will always have an identical number of Feats or Force Powers whilst the third class will have a slightly higher number of Feats or Force Powers. Based on that pattern, it is most likely that Bioware fully intended for two Jedi classes to have the exact same Class Skills. But as it stands in vanilla, the Jedi Consular is overpowered as they have a buff in both Force Powers and Skills, the Guardian only has a buff in Feats and the Sentinel, by comparison, becomes the weakest Jedi Class in the game as they don't have any advantage over the other two classes. By swapping the Consular's class skills with the Sentinel, it gives the Sentinel class some form of advantage over the other two classes. But if you're so insistent, why not install this mod on top of K1CP, or any other skill mod, so that you don't have to experience the Consular-Sentinel Class Skill Swap mod. Something being "subjective" goes both ways, and in your case the guys who think the high-poly Lite NPCs are good enough to be included in a massive bug fix mod are the guys who are developing this mod and so get the final say. You can argue for the Lite NPCs to be reverted, you can argue for restored content, and you can give good reasons as to why your ideas are good - but ultimately they get the final say and clearly they aren't going to do anything they aren't convinced on. They list can be found in the mod's readme included in the ZIP file and are all highlighted blue with LINKS imbedded in them. That's where you have to use something called "Common Sense". There is a GitHub link on this mod page and on this GitHub link you can find all the reported problems that are pending a fix. These pending fixes have a green circle and are called "Open Issues" whilst the bugs that have been fixed already have purple circles and are called "Closed Issues". Now, why would someone as talented as DarthParametric fill the mod's readme with bugs that have both been fixed and bugs that have NOT been fixed and fail to distinguish between the two??? It is clear that DarthParametric personally fixed all the bugs listed under his name, and the users who reported the bugs and brought them to his attention over on GitHub were credited for their contribution to the project. Because it's a Dark Jedi inside a top secret Republic research facility? It doesn't matter if it was necessary, the modders who made the mod thought so and so they added it.
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I've been thinking about this, and it's been conflicting me. If you remove the Affect Mind and Dominate Mind dialogues from the companion dialogues, that edits their DLG files and makes them cripplingly incompatible with other mods. However, I just realized all one would have to do is add a "bogus conditional" to the Affect Mind and Dominate Mind dialogues so that they're never accessible by the player and thus will appear to have been removed when they haven't. By doing it like this, it will be possible to add such a basic change to the DLG via the TSLPatcher and thus make said mod compatible with other mods that hard edit dialogues (like PartySwap for example).
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The old Xbox had problems with rendering too many NPCs with different appearances/colors all in the same module, I believe in the earliest days of Kotor's development there were no low-poly Lite NPCs and the devs tried to make Kotor using normal NPC appearances. Once it became apparent that Xbox's and Windows XP PC's lagged like hell with Kotor they added the low-poly Lite NPCs to replace the generic NPCs and for Xbox they made the NPCs less diverse. Jedi all wore blue, NPCs had the exact same heads and clothing, NPCs all wear combat suits, textures were all reduced to 256x256, and this was all done to ensure Kotor didn't lag the Xbox down to a grinding halt. The PC version of Kotor was a port of the Xbox version and since the PC was slightly stronger than the Xbox in those days Bioware devs probably went through and manually undid all their changes they did to the NPCs they did for the Xbox. It is most likely that whoever did this simply gave Vrook and Zhar the wrong robes, gave Bolook the wrong head, and forgot to switch the soundsets of the GenoHaradan Hunters and Davik's guards who were all Rodians on Xbox.
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SKIN:4x Upscale+ Character Textures & Model Fixes
N-DReW25 replied to redrob41's topic in Mod Releases
Your Luxa Hair Fix mod in particular might need some attention, last time I played it were some model issues (don't quote me on this, but I think her death animation was broken in some of the options avaliable). And with your Specialized Combat Suits Modder's Resource, I'm not sure if it's a problem with the Combat Suit model or the new texture but the Czerka Combat Suit has a problem wherein a bit of green was visible in the back of the armpit where it was supposed to be yellow. In this screenshot here, I noticed you most likely fixed the blue finger bug with the Outcast clothing but you didn't label it as such. I almost thought you missed it until I zoomed in closer for a better look at the finished result. And lastly, with the release of this mod will your previous Party Model fixes and HD Bastila mod be made redundant now? With this mod fixing models and adding HD textures, most of that mod seems to be obsolete now with the advent of this mod. Interestingly, there is also an unofficial sequel to your old mod called Party Model Fixes For K1, Part II which fixes even more models and even adds new body models for Mission so that she isn't using the same "adult" model every other NPC uses.- 12 replies
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SKIN:4x Upscale+ Character Textures & Model Fixes (TSL)
N-DReW25 replied to redrob41's topic in Mod Releases
For a future update, would you be able to fix an issue with the male Twi'lek heads, the Sith Officer head, and Corran Falt's head wherein their head models all have this "dark shade" tint applied to them? I think this bug is similar to how Kreia's vanilla models are bugged with a green tint - you might know the technical terms for what I'm trying to describe here. If you compare the Twi'lek and Sith Officer heads to their K1 counterparts you'll see what I mean as such tints are not present in that game. -
On the image above, could you use Microsoft Paint to circle which Vulkar crashed your game? Thank you for the reports, I will go investigate this when I get the chance. At that point it'd be advised you just reinstall Kotor as this mod makes changes inside the .MOD module files. Though if you do decide to keep playing, you can report possible future crashes to me and I'd be able to fix them, though you don't have to do this if you don't want to. Don't those do 2-9 Energy Damage and +1 attack? Correct me if I'm wrong, but those blasters are in the armory of the Sith Military base so unless you're using the Recruit T3 early mod and you opened the base early you should've received those blasters towards the end of Taris. Do consider how you can buy a Sith Sniper Rifle from Kebla Yurt at any given point in the vanilla game so it isn't at all balance breaking to be fighting the Sith Governor with a Sith Sniper Rifle as it was already possible. When you say "restored content patch", do you mean K1R or the RC-K1CP (Restored Content for K1 Community Patch)? If it's K1R, then you would be correct as this mod is intended for the K1CP. If it's RC-K1CP, I shall investigate further.