N-DReW25

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Posts posted by N-DReW25


  1. On 6/8/2024 at 8:10 AM, Timbo said:

    I'm assuming it's not possible to start an NPC with more than 1 class but I've been wrong before.

    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.

    • Like 1

  2. 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.


  3. 15 hours ago, DeathScepter said:

    Just curious, how far are you going with the Korriban with your Sith mod? 

    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.

    • Like 1

  4. 4 hours ago, ShayOrdo said:

    KSR messed up quests like murder solving on Dantooine, Griff's quest etc. Somehow it breaks the script of those quests (which was confirmed multiple times, but not fixed) 

    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.


  5. 19 hours ago, ShayOrdo said:

    Can we expect of usage of JC robes

    Usage? Maybe.

     

    Compatibility? Most likely!

     

    19 hours ago, ShayOrdo said:

    or Sith Stalker models

    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.

    • Like 1

  6. 17 hours ago, Natural Law said:

    Saddam Hussein?! 

    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

    • Haha 1

  7. 23 minutes ago, ShayOrdo said:

    Well, throughout Kotor 1 we may see multiple Sith Apprentice /Sith Master NPCs in game. (All bold and wear silver armor like the one that Darth Bandon uses) wouldn't it be more reasonable to change their looks to look more unique? 

    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!

    • Like 1

  8. On 5/28/2024 at 7:28 AM, ShayOrdo said:

    Could it also be possible toake Sith Masters Unique (the ones like on Unknown World, the Endar Spire (one who got killed by Jedi), Manaan)? 

    Since all of them wear the same armor. Not to mention that the final Sith that reports to Malak on Star Forge doesn't show up much and uses the default Sith Apprentice/Master variant face. 

    Could you please rephrase this? I'm not quite sure what it is you're asking.

     

    Quote

    Aditionally, lore wise there is also a certain Togrutan Sith on Taris, whose ghost later appears in Sith Inquisitor story in SWTOR (Since he is an ancestor of Ashara Zavross) , stated to be on Taris before the bombardment and who have died in the proccess.

    Wouldn't it be also an interesting option to add him to the game in some sort of a search party for Bastilla as a possible easter egg? 

    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.


  9. 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
    • Submitted
      05/25/2024
    • Category
    • K1R Compatible
      No

     

    • Like 1

  10. On 5/11/2023 at 9:05 AM, Snigaroo said:

    Yavin and The Great Hunt

    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.

     

    On 5/11/2023 at 9:05 AM, Snigaroo said:

    Return to Dantooine

    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?

     

    Quote

    The Hutt of Dantooine

    475483-ko_009.jpg.eabfcc8e0ffcafd19a7453d574c14861.jpg

     

    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)?

     

    Quote

    Believable Selkath Takeover

    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.

     

    Quote

    Actually Hard-to-Navigate Shadowlands

    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?

     

    Quote

    Leviathan Command Deck Difficulty Increase

    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.

     

    Quote

    Bastila Needs to Hide

    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?

     

    Quote

    Leviathan Bridge Difficulty Increase

    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.

     

    Quote

    Comprehensive Melee Model/Texture Improvement

    Well, if you aren't looking for HQ Blasters level of quality you could always use the K1 Melee Texture Enhancement mod.

     

    Quote

    Unique Player Clothing

    Like this?

     

    Quote

    School is Good for You

    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.

     

    Quote

    When I Say Leave, Leave

    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.


  11. It is that time of year again, time for me to reveal another mod for the NPC Overhaul Series!

     

    Our latest mod shall enhance everyone's not-so-favorite/infamous Corporation... Amazon Redux, uh... I mean... Czerka Redux!

     

    First and foremost, the one thing you'd expect from a Czerka overhaul mod... the Czerka Combat Suit from RedRob41's Modder's Resource!

     

    Spoiler

    20240509002209_1.jpg.46a6075c0b4ad3d5dec9b9477b40ef05.jpg

    Do note the image above was taken with RC-K1CP, the cut Czerka Guard is in the Tatooine game files unused so Czerka Redux will change cut NPCs meaning you can play the mod with RC-K1CP, though if you don't use RC-K1CP then that's fine too.

     

    Most of the Czerka Guards will wear the Combat Suit, however, some Guards have been replaced with brand new NPC variants... like droids:

     

    Spoiler

    20240509005220_1.jpg.9dbc1909639325501bf9cac09a3fda82.jpg20240509005209_1.jpg.8b38c1bd9a42595e25a639f19f19c83a.jpg

    Some of these droids will have droid shields and utility items like flame throwers, turning those redundant Czerka guys in the background of Chuundar's room from a force to be beckoned to a force to be reckoned... with.

     

    Of course, not all the new alternative guards are droids... you do have this Gamorrean here:

     

    Spoiler

    20240509001947_1.jpg.7a17f17d82538002c0b8da24bf28dd6a.jpg

    He's from Brotherhood of Shadow: Solomon's Revenge by SilverEdge9.

     

    Speaking of BOSSR, the Technician Armor from BOSSR is also worn by the Mechanics of Czerka Corp:

     

    Spoiler

    20240509002508_1.jpg.eaf643de375121d3f0de17f912d128c4.jpg

    The Czerka Muscle Suit from BOSSR also makes an appearance as a rare Czerka item.

     

    Spoiler

    20240509005138_1.jpg.f2dcca910fba4ce7a0247a782d771648.jpg

    Whilst the names and descriptions of these BOSSR items are almost unchanged from BOSSR, the stats certainly are. The Muscle Suit in BOSSR has a +5 Strength bonus, it has been severely nerfed in Czerka Redux alongside the rest of BOSSR's items though the Czerka Muscle Suit in particular is now upgradeable making it somewhat good for a rare item instead of overpowered as it was in BOSSR.

     

    And the Czerka Mining Suit from BOSSR is also in Czerka Redux. It is worn by the Miners of Tatooine, if you install Czerka Redux on its own it will give the Duros Miners the Czerka Mining Suit, but it won't be shown.... unless you plan on using Duros: Armed & Ready!

    Spoiler

    20240509010021_2.jpg.473a6b20cca18b707b8885ae116e1ad7.jpg

    With Duros: Armed & Ready, the Duros Miners who have the default Czerka outfit will now wear the Czerka Mining Suit for that extra immersion. Future alien mods of mine will do the same thing, the Czerka alien will have the default Czerka Outfit but with Czerka Redux this Czerka alien will wear the Czerka Armor of this mod. The Duros' head from Duros: Armed & Ready is by JCarter426.

     

    Speaking of JC, he made a male version of the Czerka Commoner outfit worn by the Czerka Protocol Officer in his JC's Fashion Line B: Commoner Clothing for K2 mod some years back. With his permission, I've added it for the Czerka Scientists and some other Czerka NPCs in the game.

    Spoiler

    20240509005325_2.jpg.bca1b1a711ac9670a637036298c2ec8c.jpg20240509005347_1.jpg.7c7030a6297dd257130f382a6dc173cf.jpg

    As you can see from these screenshots, this mod is compatible with the gloveless commoner clothing from RC-K1CP! There are two versions of the Czerka commoner clothing, the vanilla inspired one and the K1EP one. Whilst I do not have a screenshot of the K1EP clothing yet, I can confirm that I did use JC's male version to convert the once exclusively female K1EP clothing into a male variant.

     

    But whilst I lack the screenshot of the clothing, I can confirm I've added the K1EP Czerka Officer texture:

    Spoiler

    20240509002621_1.jpg.abe976d5ed2575d7b63ff5d15fcefeef.jpg

    Czerka Custom Officers shall now wear that new Czerka Officer outfit. The Czerka Officer outfits have been revamped in Czerka Redux, the green Czerka Officer outfit is traditionally worn by the Czerka Commander with the cap... now it is worn by Liason Officers and the like.

     

    Spoiler

    20240509002223_1.jpg.437d2c10ed8fd3ba21d26fd7b7db43b0.jpg

    You might be wondering, with all these changes... where are the original Czerka Officers? They're right here:

     

    Spoiler

    20240509005409_2.jpg.21a22bc6394d19304d95bcb0ef2387a4.jpg20240509002240_1.jpg.ea5ff5213dcebaae48a59631fcec0b2f.jpg

    Those 4 NPCs on Kashyyyk and Tatooine are now the ONLY Czerka Officers you will encounter in the entire game, the rest have been modified into new NPC variants.

     

    To modify most of these NPCs, I have had to change their appearances from Czerka Officers to Commoners to support the armors. As such, all of the NPCs from this mod are based on the NPC Diversity Pack, meaning if you install the NPC Diversity Pack and then Czerka Redux there will be a seamless transition between the two mods with comprising the other.

     

    Spoiler

    20240509005028_1.jpg.e8fb6069768e5b0563a14d0e76aa2c19.jpg

    Once I perform the final touches on the Czerka Redux, it won't be released immediately... for I need to make several patches.

     

    The 1st patch is a compatibility patch for the NPC Diversity Pack, this is to ensure people who don't use the Diversity Pack can install the main Czerka Redux mod whilst Diversity Pack players will have to install this compatibility patch to finish the installation.

     

    The 2nd patch is an addon for the RC-K1CP mod, I don't think this addon is necessary though it will improve the restored Czerka elements of the RC-K1CP quite well. I will share more info on this secretive addon once it is ready.

     

    The 3rd patch is an addon for JC's Czerka: Business Attire for K1. It will give the Rodians of that mod new Czerka outfits and new head reskins.

     

    The 4th patch is an addon for the main mod. It will add female Czerka Officers to the game. This includes female guards who you can fight and will have a female soundset at death and female NPCs you can speak to. This addon will utilize DarthParametric's Female Czerka Officer's Uniform Modder's Resource for some of these female NPCs.

    • Like 4

  12. On 4/30/2024 at 3:39 PM, JasonRyder said:

    Did you see my comment about the Human Black Vulkar in the Lower City meeting with Davik's Agent? 

    Yes, the NPC Diversity Bug... that's not relevant to this thread!

     

    On 4/30/2024 at 3:39 PM, JasonRyder said:

    And will this playthrough include all your other K1 mods?

    No, and for good reason.

     

    For example, the Brejik dropping a Mandalorian Blaster feature used to be part of Heart of Beskar but is now part of the Loot Overhaul. If I had HOB installed how would I know if I successfully ported this feature from HOB to the Loot Overhaul.


  13. 15 minutes ago, JasonRyder said:
      Hide contents

    Massassi Brand: Found in the Taris Sith Base

    Haven't been able to find this item in my playthroughs for some reason. 

     

    On 4/27/2024 at 6:43 PM, N-DReW25 said:

    If you can't find the item listed, then that is a bug that needs to be fixed.

     

    I will fix this in the next update. I plan on attempting a playthrough with the NPC Diversity Pack, RC-K1CP and Loot Overhaul so I can find bugs for all of them and fix them all simultaneously.


  14. If any of you follow the K1 Pre-Release Pack, I like to show my K1P-RP comparison screenshots by vaguely telling you where the Pre-Release Screenshot came from and when it was taken alongside a screenshot from the mod imitating the Pre-Release Screenshot.

     

    Below are my K1P-RP style screenshots for the RC-K1CP's restored content:

    Spoiler

    512186-k_114.png.291eb1e151a717cb4d236a369beda6cf.png20240424204338_1.png.c2c792042c9f1f310b28220a339bd96e.png1444937291_Screenshot2024-04-24211602(1).png.983178d0d74d64eeae442fe75957393d.png20240424211657_1.png.3fa519aa2430965b8ea3b24690a64b91.png

     

    On 4/25/2024 at 5:31 AM, jacd28 said:

    Deadeye Duncan was cut off a conversation about him in Manaan, I know that a mod to restore that conversation, in fact I have it in Spanish for Xbox and I don't remember where I got it from XD, but if it's here on deadlystream, could it be included? Of course, asking the creator for permission

    It is planned, I already have plans for Deadeye Duncan on Manaan for other mods so to make those mods work I'd need a mod to restore him. :)

     

    Quote

    another thing is that according to the wiki there is a lot of unused equipment, such as Ulic Qel-Droma's mesh suit (not to be confused with his tunic), the Stealth field enhancer from Kotor 2, etc., is there a way to restore the content?

    The two examples you've given me are already restored. Ulic Qel-Droma's mesh suit is sold by Mika Dorin and the Stealth field enhancer is sold by Crattis Yurkal.

     

    Of course, not all of the items are restored right now. But the "Items Restored in RC-K1CP.txt" file included in RC-K1CP next to the readme is literally a list of what's restored and where it's found.

     

    Here's a copy & paste of it so you can translate it from here:

    Spoiler

    Robe Items-

    Dark Jedi Robes: Dropped from the Kashyyyk & Tatooine Dark Jedi trio
    Red Jedi Master Robes: Found in the Manaan Sith Embassy
    Blue Jedi Master Robes: Found in the Sith Academy

    Armor Items-

    Cinnagar Weave Armor: Sold by Eli Gand, Sold at the Dreshdae Czerka Store, Found in the Black Rakatan Base, Dropped by Kel Algwinn
    Zabrak Field Armor: Sold at the Dreshdae Czerka Store, Sold by Adum Larp, Dropped by Shaardan, 
    Ulic Qel Droma's Mesh Suit: Sold by Mika Dorin
    Eriadu Prototype Armor: Sold by Crattis Yurkal

    Arkanian Bond Armor: Found in the Black Rakatan Base

    Cinnagar Plate Armor: Sold by Eli Gand, Sold by Adum Larp
    Mandalorian Armor: Sold at the Dreshdae Czerka Store, Sold by Greeta Holda
    Mandalorian Heavy Armor: Found in the Black Rakatan Base


    Glove Items-

    Bothan "Machinist" Gloves: Sold by Eli Gand


    Mask Items-

    Stealth Field Enhancer: Sold by Crattis Yurkal


    Weapon Items-

    Arkanian Sonic Rifle: Sold by B'ree
    Teta's Blade: Sold by B'ree, Dropped by Davik Kang
    Massassi Brand: Found in the Taris Sith Base
    Echani Double-Brand: Found in the Hrakert Rift Station
    Sith War Sword: Found in the Sith Academy, Found in the Unknown World Temple
    Massassi Battle Staff: Sold by Mic'Tunan'Jus Orgu
    Gamorrean Battleaxe: Sold by Kebla Yurt, Sold by Fazza Utral, Dropped by the Taris Gamorrean Chief, Dropped by Gurke, Dropped by Narkal, Dropped by Ugzak


    "Semi-Restored" items-

    Verpine Zal Alloy Mesh- Sold by Mika Dorin (The item description mentioned its price even though it's impossible to actually see the price in the vanilla game. By having it sold by Mika Dorin, the player can finally see the item's price.)

     

    If you can't find the item listed, then that is a bug that needs to be fixed.

     

    Quote

    There is an alternative female dark side ending, is it possible to implement it without replacing the existing one and is it obtainable as a new condition?

    I am not restoring that as there is a much better mod for that already, and it's compatible with the K1CP:

     

     

    Quote

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

    Not a problem :thumbsup:

    • Light Side Points 1

  15. 2 minutes ago, JasonRyder said:

    I couldn't find them in the "For Override" or in tslpatchdata for either mod. Tried looking in the appearances.2da files, but I couldn't open them.

    appearance.2da isn't what you're looking for, only the PMBE06, PFBE06 and ia_class6_006 files determine an Exar Kun reskin. They end in ".tga" so "PMBE06.tga"

    Have you tried K1R? I vaguely remember seeing those files in that mod years ago. If it's not in K1R, and you can't find it in either the NPC Overhaul or Shem's mod, as SH has said already we can't be of much help without images of the armor in question.

    • Like 1

  16. Just now, JasonRyder said:

    That's the problem, I can't find it anywhere. I just remember seeing when I used those two mods. I tried looking up reskins of the armor, but didn't find any that looked like that, so it had to be from another mod. I remember playing K2 with the NPC Overhaul mod and the same texture was present on Exar Kun's Light Battle Armor there, so it's likely it's in the NPC Overhaul mod. 

    And I tried using KOTOR Tool to open the Appearances.2da file, but it gave me the one inside my own KOTOR directory instead and I couldn't figure out how to open the ones in Shem's and Kainzorus' mod files. 

    PMBE06, PFBE06 and ia_class6_006 are the names of Exar Kun's Battle Armor textures.

     

    If these textures are in the NPC Overhaul, download the Overhaul mod and copy those three files out and place them in the Override. That'll allow you to play with those textures with modern mods like K1CP without the outdated NPC Overhaul.


  17. Here is a preview of the next update to the RC-K1CP. This update shall not only impact the RC-K1CP, it shall also impact the Unofficial K1CP Tweak Pack and the K1 Pre-Release Pack!

     

    A number of Tweak Pack features will be removed from the Tweak Pack and will be added to the RC-K1CP: this includes the restored turret soundset, Davik's upgradeable armor, Eli's alternative clothing and the soundset fixes.

     

    The Lite NPC restoration shall also be added to the RC-K1CP, but the Lite NPCs shall be made an optional install! In addition, the Lite NPC restoration shall simultaneously remain in the Tweak Pack. Tweak Pack shall have a copy of the Lite NPCs restoration as it undoes the controversial Lite Upgrader feature in the K1CP, hence it fits the description of the "tweak pack".

     

    But for Lite NPC restoration in RC-K1CP, there is a unique reason it's being added here. In a future update, there shall be a 3rd install option called "Lite NPC restoration plus" which shall restore all of the Lite NPCs which were not used in the vanilla game. If you install the main RC-K1CP mod, the Lite NPC restoration mod and the Lite NPC restoration plus mod together you'll get to experience the full arsenal of Bioware's original Lite NPCs.

     

    Below are some screenshots of the unused Lite NPCs in question, courtesy of A Future Pilot and his Lite Upgrader mod.

    Spoiler

    60170991_JawaB.png.c0485f9574f48a7e0edfa

    1013800198_Protocol02B.png.d8047882bde5d

    540424161_RakataB.png.2feda85a70ae56c3af

    1082605811_RepOffFB.png.31bc5f67211fa0cc

    968297119_RepOffMB.png.f3354575c4c645c0b

    1478074314_SelkathB.png.3de508b3a1419057

    1416019772_SwoopGangB.png.a84a1299901c67

    366588486_TwilekMaleB.png.3d53c45d6eed74393237080_TwilekFemaleB.png.3a2988802c7f

    1760357425_WookieFemaleB.png.095ae67f2c5

    1148538026_WookieMaleB.png.5f6575e7ba30e

     

     

    Now what about the K1 Pre-Release Pack? The K1P-RP mod is similar to the RC-K1CP mod, except this mod restores content shown in official Bioware Pre-Release screenshots.

     

    Below is an example:

    Spoiler

    1232857093_461285-kotor_007(2).png.bc68e

    240314492_20220823160312_1(1).png.a93677

     

    Now, in the game files for Anchorhead are dialogues for cut NPCs such as Chadra-Fans and Ithorians but the Pre-Release screenshots show quite a bit of cut content in Anchorhead.

     

    In this screenshot, we have the cut Ithorian Miner NPC.

    Spoiler

    475489-ko_015.jpg.558212f545a864aadb70b2bf391316a3.jpg

     

    In this screenshot, we have a hover sled with engine in the background and a little drone floating about.

    Spoiler

    512190-k_118.jpg.e83b30a2a721d12426d574fbd6286b99.jpg

     

    In this screenshot, we have a Protocol Droid, a Quarren and two Dewbacks

    Spoiler

    512186-k_114.jpg.d3a31a0caaef2e4de07f9d945650ec90.jpg

     

    In this screenshot, we have a landspeeder in the background.

    Spoiler

    512189-k_117.jpg.43c2cc8415caa772e4a50cc9f9a3e41f.jpg

     

    This creates a problem, do I restore these features in the K1P-RP mod or do I restore them in the RC-K1CP mod?

     

    Well, I've made a decision. The NPCs shall be restored in RC-K1CP whilst the placeables will be restored in K1P-RP!

     

    RC-K1CP:

    Spoiler

    20240409232249_1.jpg.236d3e2646a942c090617ecbfa624a7e.jpg20240409232610_1.jpg.c91dcb47c28faeab1b7da938ffae1f76.jpg20240411201848_1.jpg.75848872f22feddeb2764342aceb7a47.jpg

     

    K1P-RP

    Spoiler

    20240409232527_1.jpg.e57b6bdc9b2dcda78ec2249ccc0c2683.jpg20240409232318_1.jpg.603cdad382705e2ec0de4223f3ddc992.jpg

     

    And to finish this preview off, this update will also fix the syntax errors that have been plaguing the mod since release! So have fun installing it with no guaranteed error messages.

    • Like 2

  18. On 4/12/2024 at 2:18 AM, 134340Goat said:

     "find the Vulkar coward in the sublevel to get the card"

    Maybe I wasn't too specific in my post, but the idea is that you'd get a different card from the Coward. This new card would unlock the elevator that leads to the sublevel, from there you can obtain a passcard without having to fight a crowd of enemies at once.

     

    On 4/12/2024 at 2:18 AM, 134340Goat said:

    Second thought is about the Twi'lek Vulkar coward in the vanilla game. Honestly, I really like that character. Gameplay-wise, it's just a basic light/dark alignment choice, but I think it adds a nice bit of flavour to the setting and Brejik as a character. A few characters go on about how Brejik's new leadership of the Vulkars has fundamentally changed them as a swoop gang, and I just think it's really neat to encounter an enemy who goes "You know what, I don't agree with the new ways, and I'm not gonna die for a cause I don't care for." It might feel a bit clunky having two enemies who stop combat and offer a "spare me or kill me" choice, but ideally, I'd love some way to retain the vanilla Twi'lek coward while also restoring the human coward who gives you the garage pass card

    So I had a similar idea which I'm sure you'd really like.

     

    The idea was to add a second Vulkar coward in the sublevel which would be the Twi'lek coward from the vanilla game whilst the Vulkar coward on the ground floor is the human one. The Twi'lek coward in the sublevel would be guarding the heating system generator room whilst the human coward is guarding the Vulkar control room. I say control room as dialogue from the TLK seems to suggest the computer terminal which is found in the main open area near the armory was supposed to be inside the room with the coward NPC:

     

    "I don't know. Maybe you could use the main terminal in this room to override the security system, if you're good with computers. Otherwise you'll need to get your hands on a pass card."- Vulkar Coward

     

    This would suggest that the coward was guarding a control room akin to the one found in the Hidden Bek Base (the one that's famously locked forever in the vanilla game) instead of just some random room as we got in vanilla.

     

    My plan had the Vulkar Lieutenants from the barracks moved to the sublevel so that the barracks would have the passcard in a footlocker guarded by 10 enemies whereas the Lieutenants would have energy shields but would have fewer guards protecting them. By having the Twi'lek coward in the sublevel as an NPC, his dialogue on the Lieutenants still works as there are Lieutenants on the sublevel with him.

     

    I also know there's an option to disable the turrets by disabling them via the computer terminal, but that option is way more expensive then just overriding the power conduit in the barracks (10 spikes VS 3 spikes). I think I might change it so that both disabling the turrets and overriding the power conduit would cost the same, this means you either disable the turrets or override the power conduit to avoid fighting the Vulkars for a Spike fee or you simply attack the Vulkar swarm head on and risk getting killed if you're playing on Impossible difficulty.

    • Like 2

  19. On 4/10/2024 at 3:33 AM, deak said:

    Are there plans to include the Circlet of Saresh?  Always drove me bonkers that wasn't in the xbox version

    The Circlet of Saresh already drops on the PC version, this mod is unfortunately not for the Xbox version as it's intended to be used with the K1 Community Patch.

    • Like 1

  20. 9 hours ago, JasonRyder said:

    I also found that Calo Nord drops a Zabrak Tysteel Mark III blaster and an Arkanian Heavy Pistol instead of his two Mandalorian Heavy Blasters. Which mod is responsible? 

    The K1 Community Patch itself causes that.

     

    I've already reported it to the K1CP Github, so it's up to the K1CP team whether or not they want to fix it in their next major update.

     

    In the mean time, the Unofficial K1CP Tweak Pack will be updated to fix that problem as part of its bug fixes. This update will come around the same time as the next RC-K1CP update!


  21. 5 hours ago, JasonRyder said:

    While it may not have been, it was implemented n K1R and I liked the feature.

    darthbdaman is allowed to mention the cut Pass Card feature, though the K1R implementation may just have to be the way to go as it had cut VO to support it.

     

    On 4/8/2024 at 12:53 PM, JasonRyder said:

    I'd like this, but I think you should prioritize other content restorations such as: 

    -Having to get two disguises on Taris, requiring the player to both attend the party and stop the interrogation

    -Outcast Children in the Outcast Village on Taris. 

    -The Echani Mercanary on Manaan that you can speak to about their ways. This Echani merc will also not speak to you if Canderous is in the party. 

    I'd say the Echani Mercenary would come first, followed by Outcast Children, followed by Sith disguises.

     

    Whilst the Echani Mercenary is coming soon, it won't be in the update coming out next.


  22. @Vampir999You're trying to upload a mod, right? You've done it incorrectly, you don't make a thread and attach a file to it. Here's how you actually upload a mod.

     

    Go to the "Downloads" tab of this site and click on blue "Submit File" on the top right corner of the screen. This'll take you to an interface which will allow you to properly upload the mod. Once the mod is uploaded, an Administrator will have to approve your mod... once it's approved a dedicated page will be created for your mod and a "Mod Release" thread will be automatically generated. Have a look at all the other threads in the "Mod Release" section, they all have links leading to their mod pages... not attachments like what's been done here.

     

    I hope this helps :)

    • Like 1