N-DReW25

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Posts posted by N-DReW25


  1. Wookiee Redux


    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.0.0 Release Date: 15.08.2024


    Installation:
    Please install the K1 Community Patch FIRST before this mod!

    It is advised you install Party Model fixes and HD Bastila and Party Model Fixes For K1, Part II as these mods improve Zaalbar's unique model which is used as a base for the Wookiees found in this mod.

    Simply click on the HoloPatcher.exe, click install and sit back and watch the  HoloPatcher do its magic.


    Description:
    Wookiee Redux is a remaster of RedRob41's Wookiee Reskins which were made for SpaceAlex's K1 Enhancement Pack.

    In the K1EP mod, many of the unique Wookiee NPCs have unique appearances based on Zaalbar's texture and model. This means NPCs like Chuundar use Zaalbar's unique model, but the Zaalbar texture was heavily modified to make it look like a different character. Because these Wookiees were made by RedRob41, this was the only part of the K1EP you couldn't freely use as they weren't SpaceAlex's to give away. Whilst I am unsure what one was made first, RedRob41 also made a mod called Playable Wookiees x5 1.1 which added five Wookiee player characters which he released under his own name.

    Now, almost a decade since SpaceAlex released his K1EP mod to the public, I've used my own connections in the Revenge of Revan mod team to secure RedRob41's permission for me to use his Wookiee assets so that I could make a 'redux' version of what the K1EP intended to do with the Wookiees.

    This mod adds 30 Wookiee variants that change all of the generic male Wookiees. Since most of the Wookiee NPCs are seen fighting something in some capacity, many of these Wookiees are wearing chainmail armor and are differentiated with different coats of fur and bandolier designs making every Wookiee you met on Kashyyyk unique. Named NPCs also have unique appearances, characters like Chuundar and Jaarak use their original K1EP appearances whilst other Wookiees like Worrroznor have reworked appearances.

    Since these Wookiees use Zaalbar's unique model, they all share Zaalbar's unique animations. This can result in alternative animations being used in both fights and dialogue cutscenes.


    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:
    You will need permission from RedRob41 if you wish to use any of these assets.


    Thanks to:
    RedRob41: For making the amazing Wookiee textures to begin with, without you this mod wouldn't exist!
    SpaceAlex: For kickstarting this idea with the original K1EP mod!
    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
    • Submitted
      08/14/2024
    • Category
    • K1R Compatible
      No

     


  2. Another Redux has been uploaded, but unfortunately for those who wanted Sith you're getting Wookiees!

     

    Once an admin approves the mod, this link will take you to "Wookiee Redux" - A K1CP compatible redux of the Wookiees as seen in the old K1EP. Now, as I'm part of the ROR dev team I was able to get RedRob41's permission to work with his Wookiee textures so you know it'll be good (As RedRob41's work always has been). As that mod's approval is imminent, I would also like to leak another NPC Overhaul mod which is still in development - the K1 Alien Pack.

     

    The K1 Alien Pack, if I haven't already mentioned it, is a mod I foresee will have different install options that will add new alien species to the game. If you install all the options you will get all the aliens, effectively adding a bunch of different new aliens at to the game. Or you pick and chose what you want and what you don't want, meaning you can have Sullustans in K1 but not Devaronians and vice versa.

     

    It is the K1 Alien Pack which will add the much requested Echani, so there's that to keep in mind.

     

    However, when I was planning out the Devaronian, the Quarren and the Gran I realized that, by adding all of these new and exciting aliens, I was replacing the Ithorians, the Duros and the Aqualish, so much so that these already existing species were literally becoming extinct. So the release and the first couple of updates will focus on NOT removing all of the K1 aliens.

     

    The K1 Alien Pack shall have this rule, an alien should ideally have 5 variants and these 5 variants should appear at least once in the game. Rodians and Aqualish have 4 variants so they only need 1 modded variant to bring that total up to 5 whilst the Ithorians and Duros only have 3 variants so they'll both need two.

     

    Now, the Galaxy of Faces mod has the option to give named Rodians a unique appearance and it will eventually add unique appearances for all the other named aliens. But for now, I have to ensure that the player can find 5 generic Rodians even if GoF is installed.

     

    For the Ithorians, once I removed all of the named Ithorians I realized there weren't very many generic Ithorians... so I had to add my own generic Ithorians!

    Spoiler

    IthPos3.png.a709a8252d6d35c2952981c5b83ba288.png

     

    The Ithorian replaces a generic NPC and shall say the generic lines with his Ithorian VO instead of the human VO. This specific example has brown skin and is inspired by the character Roron Corobb.

     

    For the Ithorians, Ithorian 01 shall be the injured Ithorian on Taris, Ithorian 02 shall be a Dantooine settler, Ithorian 03 lives in the rundown apartment on Taris, Ithorian 04 is the Taris Swoop mechanic and Ithorian 05 is another Dantooine settler.

     

    1824388944_IthPos2(1).png.ebee9aae9e7c5174efe2c43c36831109.png

     

    And until Ithorians are added to Galaxy of Faces, the Ithorian Fazza shall use Ithorian 04 and the Ithorian Yortal shall use Ithorian 05.

    • Like 2

  3. 10 hours ago, jonathan7 said:

    Apologies for resurrecting this, just been checking on compatibility with TSLRCM. Does anyone have a copy of the raw files? Or a suggestion of other ways of finding conflicts?

    The only major conflicts I can see are two .dlg files. (Atton and Disciple) from TSLpatcher date. In my head there were more conflicts. I do edit various .utc’s as well as several other charachters .dlg files. 

    If you create a folder called "TSLRCM" on your desktop and install TSLRCM via the exe you can redirect the install directory to this new folder, this will give you all the modded files.


    To access the K2 module files, you need TSLRCM installed in your Kotor 2 directory. Once it's installed open Kotor Tool and go to Kotor II > ERFs > Modules and all the TSLRCM modules are called .MOD files. For example, 201TEL.mod is the TSLRCM version of the Citadel Station Hangar and would contain all the modified TSLRCM dialogues and other files. I believe 702KOR and 401DXN might have hard coded crashing issues when in .MOD format so TSLRCM installed those directly into the .RIM, though I could be mistaken.


  4. 3 hours ago, angelo.mark93 said:

    Uninstall instructions?

    9/10 chance that ain't happening.

     

    However...

    3 hours ago, angelo.mark93 said:

    I want to do the dormitory section now. 

    From the Space Catwalk, type "warp 105per" into the cheat console and it will warp you into the dormitory section.

    • Thanks 1

  5. Another exciting update!

     

    The Gloveless Commoner Clothing Restoration is now an optional installation, this was done because Dark Hope's recent commoner reskins are incompatible with this feature. Users of Dark Hope's mods will now be able to install RC-K1CP without Gloveless Commoner Clothing to prevent this incompatibility.

    rck1cp.png

     

    Restored additional lines to Canderous' Korriban dialogue, as this hard edits "k_hcan_dialog.dlg" this has been made optional just incase some mod exists out there that edits that file.

    Spoiler

    Vanilla Canderous Korriban Dialogue:

    Canderous: Korriban is a Sith world, that's for sure. I mean, just look at this place.

    Canderous: Rumor has it that the leader of our clans at the time, Mandalore, did go down. They say the Sith perform terrible magics here.

    Canderous: You have anything else you want to ask?

     

    RC-K1CP Canderous Korriban Dialogue:

    Canderous: Korriban is a Sith world, that's for sure. I mean, just look at this place.

    Canderous: When we were fighting with the Republic with the Sith, this was one of the major staging points for the invasion.

    Canderous: Rumor has it that the leader of our clans at the time, Mandalore, did go down. They say the Sith perform terrible magics here.

    Canderous: We were never allowed to land our troops on the world though, so we never knew what the Sith really do here.

    Canderous: You have anything else you want to ask?

     

    The unused Sith Officer Uniform variants are now restored and is an optional installation, this was done to avoid conflict with Heyorange's Sith Uniform Reformation which removes and drastically overhauls the Sith Officer Uniform and their variants. Users of that mod will be able to install RC-K1CP without Restored Sith Officer Uniforms to prevent a possible incompatibility.

    20240803003322_1.jpg.02c3d6932740a413ab426718a4d4775d.jpg

     

    Restored unused Jedi appearances on Dantooine and the Star Forge.

    20240803001737_2.jpg.d99ceb617e69637f0e612b7b00ebc93e.jpg20240803002057_1.jpg.01978d4cb5b511ef45f7b78f66b9fda8.jpg

     

    For more information on this update, please check out the main RC-K1CP mod page!

    • Like 1

  6. On 7/31/2024 at 4:00 AM, Nm6k said:

    How has things been going this month?

    It's been going well, made a few break throughs and development is still on-going.

     

    I can't say much, but I'll say this (but don't quote me on this), I can see the light at the end of the tunnel for this first chapter of the mod.

    • Like 5
    • Light Side Points 1

  7. 8 minutes ago, ShayOrdo said:

    Does the mod removes Cassus Fett's armor? All attempts to run around with it result in Dantooine rodian trader not having a Cassus Fett's armor. 

    It is sold by Mika Dorin after the Leviathan, it is one of the strongest Mandalorian Armors in the game.


  8. 14 hours ago, KasiFlow said:

    Are the new loot drops intended to give you the Mandalorian appearances? If so, they aren't for me. My best guess is that appearances.2da was not overwritten by this mod on install (using only the community patch) but I'm not sure if this is intended or not.

    What are you talking about? You mean like disguise items like the Sith Armor on Taris?

    If so, no... my modded items do not give the player the appearance of my new Mandalorians.

     

    For example, the Mandalorian Heavy Trooper armor looks like this.


  9. On 7/8/2024 at 5:56 PM, Fuzius said:

    Pretty much the title. I use the mod version 1.0 atm so it works with KOTORModSync and the Build List.
    The mod filename should be "Senni Vek Restoration.zip"

    A few things here:
     

    First: You shouldn't really post in the "Mod Releases" section, most threads you see here are auto generated when users upload mods to the site and this section is for announcing mod releases so a bug report thread like this shouldn't be here regardless. KOTORMODSync has its own thread you could've left this report in instead of making a new one.

     

    Second: As the mod author who made the Senni Vek Restoration mod, that mod was updated with new content and a name change. The correct name for the most update to date version of what was the Senni Vek Restoration mod is now "SVR1.2.7z", and since the aforementioned new content was specifically requested by the author of the Build List I doubt this is going to change.

    • Like 1

  10. 7 hours ago, Dark Hope said:

    All NPCs wear gloves.

    I would recommend recoloring the gloves so that they aren't the same color as the NPCs skin color.

     

    Other then that, I really am liking the clothing. Nice work!


  11. 15 minutes ago, jacd28 said:

    Hello good,

    I am trying to open the mdl of the mod  Masked Revan Star Forge Robes v1.2 for kotor 1 with the tool mdledit_v1.0.3, but it gives me this error

     

    image.png.2eb90623987fcffc4ba709601c3ae660.png

     

    I get so much with the N_DarthRevan and the N_StarForgeA, both the version with cape and without it, does anyone know what causes this error or can you help me open it?

    Greetings and sorry for my bad English, I use a translator

    no cape.rar 456.8 kB · 0 downloads Optional Cape Model.rar 456.95 kB · 0 downloads

    Are these models from a mod or are these vanilla assets from the game itself?

     

    If it's from a mod, can you link said mod?

    • Light Side Points 1

  12. 8 hours ago, Bek said:

    I love your attempt at Jedi robes for this game.

    I don't those are Jedi Robes, I think they're clothing reskins for the Commoner NPCs.

     

    8 hours ago, Bek said:

    I look forward to whenever/if you decide to pick it back up again.

    She hasn't stopped developing her mods, she's releasing them publicly as you can see here.

     

    Why do you think she's posting screenshots here? :laughing:


  13. 1 hour ago, VojtaNesvadba said:

    Hey y'all,
    I know the KOTOR games have sites on GameBanana and NexusMods. I prefer GameBanana because of other games (especially Sonic) but I know this forum for being a source of the actual mods most of times. So what are your thoughts about the other sites? Is it good to use them instead of this forum? Should I check for this forum everytime I check for mods to use in my new playthrough?

    I like them websites because they have some kind of "wall" with new updates to old mods or new mods released for each game but I feel a bit confused using this forum for achieving the same thing.

    NexusMods I can understand, but... GameBanana? GameBanana has less than 30 mods for both K1 & K2 and the most modern mods were from over 5 years ago and some of the oldest mods are over 15 years old. What could GameBanana possibly have to make it come close to being a viable Kotor mod hub?

     

    As for NesusMods, for me it's just another place where some good mods might be hosted... though sometimes there can be some really brain dead mods on there. As for you, I recommend you check both Deadlystream and NexusMods together. Think of it like going to the grocery store, sure... you might like one grocery store, but the grocery store across the street might have some deals you might also like. For example, there are some really neat AI Upscale mods on NexusMods not found on Deadlystream, and there are many mods on Deadlystream not found on NexusMods.

     

    For an easier mod downloading experience, refer to the Kotor Community Mod Builds.

    • Thanks 1

  14. 7 hours ago, Spectrometer said:

    Is this the right order for installing them?

    Install them in this order:

    • K1 Community Patch.
    • NPC Diversity Pack
    • K1 Loot Overhaul
    • JC's Czerka Busssiness Attire
    • Duros Armed & Ready
    • Czerka Redux
    • Heart of Beskar
    • Unique Sith Governor

     

    7 hours ago, Spectrometer said:

    In addition, I will install some of Dark Hope's reskins (War Droid, Kebla Yurt, Doctors HD, Darth Bandon, Uthar Wynn, Astromech Droids HD and Protocol Droids HD), A Crashed Republic Ship in a Nameless World and DarthParametric's Revan's Hoodless/Maskless Flowing Robes. Do you know if any of these mods could cause incompatibilities? Right away, I guess the War Droid reskin will override Czerka's droid reskins from your mod, but I don't know about the others.

    Dark Hope's War Droid reskin will NOT affect Czerka Redux... but that isn't a good thing either, the Czerka War Droid will use the Kotor style 512x512 resolution texture whilst the other war droids will use Dark Hope's ultra HD ultra realistic textures... it will look odd to have them side by side.

     

    As Dark Hope has not finished all of the generic commoner head and clothing reskins, some NPCs in the Diversity Pack will have ultra HD heads and clothing outfits whilst others won't... so imagine an NPC with a photo realistic outfit but with Kotor's default style head texture, or the opposite, an ultra realistic face with Kotor's default style clothing. None of these head/clothing reskins are incompatible with the above listed mods, but do note that until Dark Hope releases all of the head and clothing textures you'll have some weird mish mash NPCs. Also keep in mind that Czerka Redux has two new Czerka themed clothing outfits, so even if all of Dark Hope's clothing mods are released you'll still have two clothing variants that won't be covered by Dark Hope's mods.

     

    Dark Hope's Darth Bandon, Uthar Wynn, Astromech Droids HD and Protocol Droids HD won't be of any issue with the above listed mods.

     

    A Crashed Ship on a Nameless World by LDR compatibility is planned for an upcoming Heart of Beskar update, until then... incompatible.

     

    I can't see why DarthParametric's Revan's Hoodless/Maskless Flowing Robes would be incompatible with the above listed mods.


  15. 8 hours ago, Bread said:

    I hope this is the right place to report the issue, but I encountered a problem on a clean install of KoTOR, K1CP, and RC-K1CP (in that order ofc). I installed KoTOR in Steam on macOS Sonoma 14.3. Holopatcher aborted with errors at the end of installing RC-K1CP, however only one warning was generated.

    1269568182_Screenshot2024-06-19at1_03_41PM.png.086e8d305061163e00c68b88caba3765.png

    I am confused as to why it aborted instead of just completing the install with the warning and I'm also not sure if that's a problem with RC-K1CP or with Holopatcher itself so hopefully I'm not wasting your time. Here's what caused the w

    1710573932_Screenshot2024-06-19at1_03_17PM.png.92d6dc2c7bcc264d0f3e0c7f3ba671b2.png

    Thanks for all of the cool content you put out.

    The RC-K1CP has not yet been optimized to work with the HoloPatcher as of this time, once I get around to optimizing the installer the TSLPatcher shall be replaced with the HoloPatcher.


  16. On 6/16/2024 at 8:15 AM, Lcg89281 said:

    Do M4-78 and Party Swap work on mobile?

    M4-78 was infamous for lag even on good PCs, are you sure you're willing to convert your Galaxy Tab A7 into a hand grenade?

     

    In all seriousness, the current M4-78EP 1.4 is in a broken state at the moment so I would advise you don't try M4-78 on mobile.

     

    On 6/16/2024 at 8:15 AM, Lcg89281 said:

    Will I have to use my laptop to install and then move them over USB?

    You'll have to do this for Party Swap, but whether it works or not is up to you to discover. Install Party Swap, play the game and if it works, it works... if it doesn't, you know for next time that it doesn't.

     

    Not many modders play mobile games, we make mods on PC so why go through the extra hoops to mod a system which is inherently a downgrade from PC gaming? As long as it is installed properly via the TSL/HoloPatcher (not up to date with Party Swap) and is transferred to the mobile device via USB cable it should be fine.


  17. 2 hours ago, Patriot Infinity said:

    Carth sitting in his pilot seat similarly to Atton, or perhaps Carth could be standing by one of the computer panels doing the "typing" animation.

    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.

     

    2 hours ago, Patriot Infinity said:

    Bastila in the cockpit or alone in the computer room next to it doing the kneeling/meditating pose/animation.

    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.

     

    2 hours ago, Patriot Infinity said:

    Mission in her same room doing the meditating animation or perhaps doing the conversation animation with Zaalbar.

    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.

     

    2 hours ago, Patriot Infinity said:

    Canderous tinkering with the swoop bike.

    I agree with this.

     

    2 hours ago, Patriot Infinity said:

    T3 working in the engine room or tinkering in the center room on one of the computer panels.

    I agree with this.

     

    2 hours ago, Patriot Infinity said:

    Juhani in her same room meditating.

    Either that or in Mission's old room meditating.

     

    2 hours ago, Patriot Infinity said:

    Jolee in the medical room tinkering with the panels like the disciple, or meditating.

    I agree with this.

     

    2 hours ago, Patriot Infinity said:

    HK47 would probably just hangout where he normally is, or even be in 'low power mode' (is that animation/pose even in K1?) until he's spoken to.

    As DP has pointed out, that animation doesn't exist in K1 so it's probably best to leave him where he is.


  18. On 6/10/2024 at 7:58 PM, DarthParametric said:

    K1CP is probably the only mod currently that uses the feature. You can see some discussion about it in the "HoloPatcher migration" issue on the repo as the feature was initially being developed/implemented. There's more on the DS Discord as it was being refined/implemented/tested, between October and December 2023 (I'd have to go digging to find specific links).

    Probably more useful (and less confusing) would be to just look at the K1CP changes.ini's [TLKList] section. The gist is that you can now specify a TLK in the tslpatchdata folder to be used for overwriting vanilla strings. In this case, K1CP uses the regular append.tlk for double duty, both overwrites and the typical appends. Any appended strings follow the same format they always did. Overwrite strings get listed in a sub-section under the heading of their filename specified at the start of the block. The vanilla StrRef ID is then linked to source TLK ID (i.e. basically the same way the append list works). So in this example, vanilla StrRef 25859 (one of Mission's lines after breaking Zaalbar out of his Gamorrean cell) is being overwritten by string 27 in append.tlk, etc.

    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.

    • Like 1

  19. 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.

     

    Spoiler

    20240525204526_1.jpg.45cd30412c9ef54d2bdb82202a03d2e8.jpg20240527235735_1.jpg.d7c108dc4421ad4672eeeaa72c932a12.jpg20240527235822_1.jpg.4e7bb68ba85cd42bb949ee2771eb6f10.jpg20240527235907_1.jpg.ee159ca35e87b1cf147734203fc034cd.jpg20240528000744_2.jpg.5827c623c03945645b484fb59df9af0c.jpg

     

    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.

    • Like 1