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N-DReW25

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Posts posted by N-DReW25

  1. On 5/11/2023 at 1:14 PM, Snigaroo said:

    Vaklu Repeats Himself - Fulfilled by @SuperChameau here, though I think Drew is also going to take a crack at this

    So I made my own version but I gave it to SuperChameau to add as an alternative fix for his mod so that there aren't two versions of the same fix in different mods.

     

    His mod now comes with two versions, his fix which I believe is what you originally suggested, and my fix which is what I suggested. You pick one or the other during the installation process.

    • Like 1
  2. Hello, and welcome to the first Dev Diary of the Revenge of Revan mod.

    723081441_RevengeofRevanLogo(1).png.224324c1017def8ca0cb5b4ad88cc065.png

    For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes, but first… I need to address the following.

     

    Whilst the ROR mod is a spiritual successor to Kotor II, emphasis on “spiritual”, it is NOT Kotor III! Kotor III was a video game that was cancelled by LucasArts in the late 2000s, the ROR mod is entirely fan fiction. Whilst we do strive to make the characters, locations, and elements of the mod faithful to the canonical Legends material, the story you shall experience in the ROR mod is entirely NON-CANON and should be treated as such. The ROR mod is intended to act as a bridge between Kotor II and TOR MMO, you can play a strictly canonical playthrough that would hypothetically lead to the events of TOR or play a non-canonical playthrough that sees you defeat the Sith menace once and for all. We shall get into further detail about this in the next Dev Diary.

     

    For those who may be wondering, the ROR Dev Diaries serves a few purposes.

     

    1) It allows for you, the player, to get a taste of the mod without having to download it first.

    2) Assuming someone makes a YouTube video about the mod once it's released, thus making purpose 1 redundant, it serves to give you developer commentary on some of the choices made in the development of the ROR mod. Giving you a unique insight into the mod and may serve to answer any questions you may have had when playing, or you can ask your own questions in the comment section of this dev diary relating to the content I've showcased in-case I didn't answer your question.

    3) It serves as a space for the ROR Developers to pitch feature proposals to the player base before we commit our time and effort into developing them. We wouldn't want to waste an entire year developing something the players aren't going to like. With the feedback and your opinions which you'll hopefully leave in the comments we may get an idea of what the player base actually wants which will hopefully influence our decision on said feature.

     

    In this first Dev Diary, I shall focus on everything you see just before starting a new game – the Main Menu & Player Creation.

    And be warned, this entire Dev Diary is just the Main Menu & Player Creation. We actually start playing the mod in the second Dev Diary so stick around for when that comes out.

    (Please let me know if any of the links and/or images are broken)

     

    Starting off the mod, you arrive at the main menu screen.

    208580_6435.jpg.9d20fc0242606ff31c8896a0a0aeeb78.jpg

    The character you see to the left is described as a Sith Witch though canonically she is a Sith Sorcerer, do know that she is not the main antagonist of the mod. Similar to Kotor II, there shall be a group of Sith who you will encounter throughout your journey, including the Sith Twins you encountered all the way back in the Demo, this Torguta character on the main screen, and more Sith who are yet to be announced.

     

    Many of the characters introduced in the ROR mod have unique and innovative designs, this character is based on a heavily modified variant of Kreia’s model. You can see the Darth Traya-style Sith Robes she’s wearing though her head has been heavily modified to resemble a Torguta. Here is a side by side comparison that shows you what I'm describing.

    1281041831_208580_13855(1).png.8e11cb9fd51c1ddff32c645ef66715d3.png

    This character will rely on Force attacks when you battle her in-game as she is a Sorceress, whereas the Sith Twins from the Demo will focus on melee combat as they're both Sith Assassins.

     

    As you can see in the screenshot, her head Montrals and Lekku head tails are short, similar to . They’re probably like this because the game would have trouble rendering/animating Shaak Ti sized Montrals and Lekkus (or at least they would back in 2011 when this character was made). And just for anyone who's curious, someone actually did try to make a Shaak Ti head for Kotor and this and this was the result... I'm sure you can see why we're sticking with our current appearance. Since we can't add a proper Shaak Ti sized head for this character, she'll probably be young, around the player character’s age, in-game when you encounter her to explain her appearance. And for any of you who still aren't sold on her appearance... just know that Disney's done worse by having Ahsoka's character design go from this to .

     

    This character is similar to Darth Sion in that she's on the menu for the start of the game but will be replaced by another, much stronger, character as the game progresses. I believe @Logan23 showcased the next Sith Lord who appears on the main menu on Moddb back in the day, which I shall once again showcase here.

    K3_00201.jpg

     This character is based off Atris' cut Darth Traya model. She is another Sith Sorceress and is paired together with the Sith Torguta, I imagine this character would be the Torguta’s Master and would be a lot stronger than the Torguta. This later character also isn’t the big main bad guy of the mod, there’s more characters who’ll replace her on the main menu screen. Now I know it’s possible to set the menus manually via the config in the main game folder, though do know that these later characters have not yet been implemented into the menu as of right now – though there is a bug where if you try messing with the config. This is probably a remnant of Thor110’s Expanded Galaxy mod… speaking of which!

     

    The ROR mod will now utilize ported assets from the first game as porting has been allowed in our modding community since 2018. Thor110’s ported K1 modules from the Expanded Galaxy mod will be used to make new areas for the ROR mod whether it be reskinning K1 areas to make new areas for new planets or possibly even allowing you to revisit areas from the first game (emphasis on “possibly”).

     

    Thor110 has also improved the menus for the ROR mod. Kotor I’s menus are blue, Kotor II’s menus are green, the menus in The Jedi Master’s and Edge of Darkness mods are both red, and ROR’s menus are orange... or at least they're supposed to be. To demonstrate the extent of Thor110's improvements to ROR's menus, here is a screenshot showing the skill menu during the player creation menu. On the top is how the skill menu used to look like back in the old Demo, and below is how the skill menu looks today.

    208580_6455.png.45ae1ece3c52ad33323b0d3b519f727a.png

     Thor110 has also released other menu colour mods for Kotor II which you can see in the links embedded in the text. If you would like see ROR’s orange menus released as a standalone mod for Kotor II, let us know in the comment section of this Dev Diary and we might consider releasing the ROR menu to the public should the mod team agree to it.

     

    Unlike in the Demo, this mod has proper loading screens for all the modules you shall be visiting. The legal load screen and the default load screen are still untouched from the Demo and will need modern redesigns, though other than those two you'll have new load screens based off JC's Loadscreen Template for K2 meaning these load screens will be accurate to the ones you see in Kotor II. We shall see more of them in upcoming dev diaries, this heavily outdated load screen from the 2020 build should give you a taste of what's to come.

     

    Moving on to the player character selection screen:

    208580_6439.jpg.9992c34115093b8ff3a109cf0f5602a4.jpg

    The player options are virtually unchanged from the Demo, you'll still have over 50 player heads to choose from, including a plethora of alien heads, and the default clothing is still the K1 Jedi Robes. Though this could change in the future.

     

    We won’t be adding any more alien player variants, though we may add new alien NPC variants that you can encounter throughout the game. That means, for example, we won’t add Kel Dor players though we may add Kel Dor NPCs if the models and textures become available to us. The only exception to the “no new alien player variant” rule would be to add female Devaronians. We already the male Devaronian heads, and I hope one day that we can add a female equivalent for this species at some point.

     

    With the male Twi'lek player heads, something I never noticed was that they have a revamped head model. I thought this was added between 2011 and 2020 but it turns out these heads were in the Demo from the beginning.

    208580_6162.jpg.6a290b84a3dafd941613a2429f2cee5a.jpg

    Incase you can't see it, the Twi'lek player's neck isn't fat like they are in the vanilla Kotor II - they normally look like this. What's really strange about the improved Twi'lek heads of the ROR mod is that, as of right now, only the Twi'lek players get these updated models - Twi'lek NPCs still have the default fat necked heads.

     

    I have previously shared the concept of ROR Submods called "Addons", these mods would be released separately to the main ROR mod but wouldn't work without the ROR mod. If you're still confused about how that would look, I previously shared a screenshot of the Yoda character "Ulon" with an updated model and texture from the High Quality Aliens: Master Vandar mod which is for Kotor I. If we get permission from Ashton Scorpius, a version of his mod, Better Male Twi'lek Heads, may be released as a ROR Addon to give your male Twi'lek player character and Twi'lek NPCs improved heads with 3D ears.

     

    I would also like to point out that there are also these Twi'lek head variants with head coverings. These Twi'leks are unique in that, similar to your underwear in the Kotor games, their head coverings actually changes color when you fall to the Dark Side. Here is a side by side of the Dark Side and Light Side Twi'lek with head coverings.

    208580_13882.png.94a28b6b77fbc1cfd6951891ea995a15.png

    Many of the player heads in ROR unfortunately do not have Dark Side transitions... yet. We hope to add these to the ROR mod through updates.

    Even though it isn't integrated into the ROR mod right now, most, if not all, of the human ROR players now have Dark Side transitions and they're available to the public right now through RedRob41's RoR Playable Humans for TSL mod. But if the lack of Dark Side transitions frightens you then do not worry - for you won't be able to completely fall to the Dark Side in the first ROR release without cheating.

     

    Another possible change we are considering for the player character would be the player clothing. The K1 Robe clothing was a unique element of the ROR Demo back in the day as porting between Kotor I and Kotor II wasn’t allowed back then, the ROR mod got past the no porting rule due to the fact that the K1 Robe models and the brown K1 Robe texture were actually hidden with Kotor II’s game files and thus could be used without porting. And just like the robes, quite a few K1 heads were also hidden within the Kotor II game files.

     

    In this blog post by Sith Holocron, you can see in the K2 heads section that there are a few K1 heads like PFHC03 - you obviously can't play as PFHC03 in Kotor II but both the head model and texture was buried in the game files meaning it isn't considered porting if you were to mod it into your game. You can also notice a few white heads in Sith Holocron's list, these are heads who's models are in the game files but their textures are not. That means you can use the head PMHB04 without porting but if you were to grab his texture from Kotor II then it would be porting.

    So if that's the case, you might be wondering how we used PMHB04 back in 2011 without porting the K1 texture.

    208580_6444.jpg.0bc78d54319e0172728b531eb24e293d.jpg

    From what I understand of the process, RedRob41 was able to use this head model without the K1 texture by mapping out the model's UV layout in a separate mudding program. Once he had the UV layout, he was able to take samples from the textures of Kotor II player heads and he was able to literally stitch together a brand new texture using only the Kotor II head textures - this method is called "Photo Sourcing" I believe.

     

    But alas, porting is no longer an issue in our modding community and such measures are no longer necessary going forward. So you might be wondering how this relates to our K1 Robe Clothing? Well, now that porting is allowed I’m sure many of the new and younger players of the ROR mod won’t find the K1 Robe Clothing as impressive as it was back when porting was a cultural taboo. Whilst he may not share this view in particular, Logan23 has expressed a desire to get rid of these K1 Robe Clothing and his reasoning is simple - he wants to use player heads as NPCs just like how Obsidian used player heads for various NPCs across Kotor IIbut he can’t do that because the default clothing for the ROR players as NPCs will always be the K1 Jedi Robes.

    208580_6448.png.eb164f2aed65304b3c15e7d891489889.png

    So to prevent you from walking into a Cantina full of people wearing Jedi Robes, Logan gave these NPCs different armors. Below is an example of two NPCs with the player appearances as NPCs, if they were given clothing they'd both be wearing the K1 Robe Clothing as seen above.

    208580_13887.jpg.1735df7eb86047a8170a111991d3f5d7.jpg

    And if you follow this link, you'll see what a Cantina full of these NPCs would look like - you simply can't tell who's a bounty hunter, who's a commoner, or if anyone in this room has a special sidequest as literally everyone in this screenshot sticks out like a sore thumb.

     

    I would like to make this clear, we have not touched the player clothing just yet - though we also haven't used player appearances for NPCs either due to the above mentioned problem. Just as there are now alien player head options, most of these aliens will be available as generic heads meaning there will be aliens on Corellia who'll not only wear proper clothes, but they won't reuse a player head option.

     

    So right now, we are torn between three different options in regards to the player's clothing moving forward:

     

    Option 1) Remove the K1 Jedi Robes and restore the vanilla default clothing, meaning your clothes will look like this again - what Logan23 wants.

    Option 2) Keep the K1 Jedi Robes and simply don't use ROR players as NPCs - what RedRob41 wants.

    Option 3) My own personal compromise between these two positions.

     

    In the spoiler below will be my very own proposal for a radical rework of how Jedi Robes work as an item in the ROR mod. If you don't care about this then feel free to skip the spoiler and continue on with the Dev Diary, though it would be greatly appreciated if you would hear me out and leave your opinions on the proposal in the comment section.

     

    Spoiler

     

    My idea for a Jedi Robe rework goes like this: we remove the K1 Jedi Robes as default clothing, restoring the default commoner clothing just like Logan23 wants, and reimplement the K1 Jedi Robes as an actual robe item so that they aren't cut.

     

    In vanilla Kotor II, there are two Jedi Robe types in the baseitems.2DA and in the appearance.2DA - the Jedi Padawan Robe and the Jedi Master Robe.

     

    In my proposed robe rework, the Jedi Padawan Robe would be replaced with the K1 Jedi Robe, the Jedi Master Robe would be replaced with the Jedi Padawan Robe, and the Jal Shay Armor would be replaced with the Jedi Master Robe.

     

    The Jedi Padawan Robe item that looks like this will be replaced with a K1 Jedi Robe model and will look like this. The Jedi Knight Robe item which looks like this will be replaced with a Jedi Padawan Robe model and will look like this (The Jedi Robe item in the vanilla game). The Jedi Master Robes shall be pretty much unchanged from their vanilla appearance though they shall now occupy the 2DA slot the Jal Shay armor currently does as their 2DA slot will be replaced by the new Knight Robe type.

     

    The textures RedRob41 made for the player clothing shall be recycled as proper Jedi Robe items you can find throughout the game, and with the modder's resources that are available to us I predict we can add up to 15 K1 Jedi Robe items.

     

    You might be wondering, if the Jal Shay robes are removed does that mean ROR won't have any armor robes? Nope. Logan23 got permission from Darth Darkus to use his Armored Robes, the character Kyle from the Demo wears one of these Armored Robes. Since these Robes are based on the Jedi Padawan model, this proposed rework of the Jedi Robes won't affect Armor Robes as they Jal Shay Armors will simply be replaced with Darth Darkus style armors.

     

    A second, more controversial, component of this proposal is a "nerf" for these robes.

     

    The Jedi Padawan Robe type using the K1 Jedi Robe model will have no nerfs, but their stats will typically be low. That means these robes will have low defense even if the item in question is rare and has high attribute stats like Wisdom.

     

    The Jedi Knight Robe type using K2's Jedi Padawan Robe model will have an added dexterity restriction of 5. They'll be similar to a Combat Suit meaning if you go above dexterity 20 you won't get the additional dexterity bonuses beyond 20, though unlike a Combat Suit you can still use Force Powers. They'll have slightly stronger defense than Jedi Padawan Robes.

     

    The Jedi Master Robe type will have an added dexterity restriction of 3. They'll be similar to a Military Suit meaning if you go above dexterity 16 you won't get the additional dexterity bonuses beyond 16, though unlike a Military Suit you can still use Force Powers. They'll have a reasonably strong defense comparable to light armor to make up for the dexterity restriction.

     

    The Armored Robe type using K2's Jedi Padawan Robe model will have an added dexterity restriction of 1. They'll be similar to Battle Armor meaning if you go above dexterity 12 you won't get the additional dexterity bonuses beyond 12, though unlike Battle Armor you can still use Force Powers. Their defense will be stronger than what is expected of a robe item with defense bonuses comparable to medium armor to make up for the dexterity restriction.

     

    This robe rework is intended to shape how a player chooses to build their player and party members. The K1 Jedi Robes will have no dexterity restriction, will typically give good attribute bonuses for rare variants of this type but will have low defense. The Jedi Knight and Jedi Master Robes will have higher defense but will have higher dexterity restrictions and less bonus attributes, do you use K1 Jedi Robes to max out your dexterity and other attributes or do you limit your dexterity so you can use Knight and Master Robes for higher defense and moderate attributes? And if you're someone who doesn't really need bonuses to attributes are you willing to sacrifice your dexterity for an Armored Robe with insane defense?

     

    And for those of you wondering - why a dexterity restriction? Well, the idea is that your cloak is weighing you down - the Master Robe cloak is heavier than the Knight Robe and the Armored Robe also has heavy armor plates in addition to a cloak.

     

    For those of you who like my proposal, I may consider making this proposal a separate Kotor II mod as a means of testing how this proposal would actually work in-game. Even if you don't think this should be added to ROR, there might still be a really good mod idea to come from all of this.

     

    In terms of attributes and skills, there haven’t been any changes that I know of, though if you think there’s good reason to change something like attributes and class skills etc, we’d love to hear your case.

     

    Much like in Kotor II, the attributes and skills you pick can appear in your dialogue response options if said attribute or skill is high enough. So whilst we haven’t yet added droids to repair or terminals to slice into, the Computer Use and Repair skill can both be helpful in certain dialogues and can even help you in influencing droid or computer-expert companions in dialogue, so there’s a good reason to invest in your skills in this mod.

    Here is an example of the Awareness skill appearing in dialogue:

    208580_13893.jpg.d5281cdcbd342557207b956534e9f52a.jpg

    Feats and Force Powers will undergo some changes in the ROR mod. For starters, I believe Logan23 has gone through and changed many of the Feat and/or Force Power requirements so that you need to be a higher level than you would in Kotor I or Kotor II. This is to prevent your young, inexperienced Padawan character from getting Force Storm on the fourth planet as well as to prevent you from getting Wound and Force Shock in front of Drayen during the first mission to Corellia.

     

    Below is a second one of my "totally not controversial" proposals, feel free to skip over it if you don't want to hear it but we would appreciate it if you gave us your feedback on this idea.

     

    Spoiler

    Assuming the player can complete the game (as in the entire mod from start to finish) at Level 19 for example, we “may” consider implementing a Level Cap (Yes, we can do this). For example, we could Cap the player’s Level at possibly Level 20, Level 25, Level 30 etc. If we can implement a Level Cap like this, I’d also consider “removing” all of the added Kotor II Feats and Force Powers so that the Feat and Force Power options are similar to how it was in Kotor I.

     

    Now you might be wondering “WHY WOULD YOU DO THAT?!”, to which I say this: the player character isn’t the war veteran Exile, they are a young and inexperienced Padawan, similar to how Revan was an inexperienced Padawan due to his/her memory reprogramming. Instead of the ROR player being able to train their Force sensitive companions and teaching them your Feats and Force Powers like the Exile can... in ROR, it’s going to be the opposite.

     

    Feats like Close Combat, Stealth Run, Regen Force Points, and Class Skill feats won’t be available through the Level Up screen, they have to be taught to the player via NPCs or Companions. Force Powers are the same; Sonic Scream, Battle Meditation, Beast Trick, Hold Breath will all need to be taught by an NPC or Companion.

     

    We can also do the same with modded Force Powers, we could potentially add powers like Force Pull and Force Flame to the mod that can only be obtained by the player via training with NPCs, companions, and/or Holocrons you find throughout the game.

     

    So, assuming you only have the K1 feats and are restricted to Level 20, you’ll have to gain influence with your companions in order to convince them to train you more abilities, here are some examples of what this may look like:

     

    1) A party member can teach you a “Class Skill” based on their own class, for example a party member with the Soldier class like Uldir can teach you the Demolitions Class Skill if you’re a Jedi Consular who doesn’t have that Class Skill assuming you have high influence over him.

    1839846251_Uldirtall1.png.eeab8cf4d45cc6bd3fd832591c1aa836.png

    2) Similar to how Kotor II companions react to your alignment, ROR party members can not only react to your alignment but offer to teach you new abilities if your alignment matches there’s. So if the party member Nindu likes you and you’re both Dark Side he may teach you the Dual Strike feats.

    104591032_Nindotall1.png.9cd702bbf9c0c5b7f1b0e8368277a6c8.png

    3) Your own character build may also influence your party member's decision to train you. A Jedi party member like Drayen may be unimpressed if you have Wisdom 8 and may refuse to teach you a new feat and/or force power, though said Jedi party member may teach you the new feat and/or force power if you have a high set amount of Wisdom. This would apply to most attributes, so it’ll be nearly impossible to get all the feats and abilities through every companions without cheating.

    p6mGxtdplMbSMvVirCV4Zw.jpeg.png.f1182999de93510bc42d4631b2ad2a03.png

     

    4) A party member may even be able to give you an exclusive feat that you , the player, aren’t supposed to have (assuming the game isn’t hardcoded to prevent it from working). This means you, a Jedi, could have the opportunity to obtain Scoundrel’s Luck, Force Jump, Evasion, Uncanny Dodge, Sneak Attack, Echani Strike, Implant Switching, Point Guard, Weapon Proficiency: Wrist Mounted Rockets and more.

     

    The above is just a proposal, if the player base approves of these concepts we may one day add them, if they strongly oppose them we don’t, and if people give their own ideas on how to improve/rework these proposals these could also be taken into consideration.

     

    But what does the ROR mod add in terms of feats right now? Well…

     

    Players will receive a feat based on their species, we will talk more about these feats in the next Dev Diary though do know that these feats will be used by NPCs to determine the player’s species, allowing these NPCs to react your species via dialogue. Here is a screenshot of an NPC reacting to a Miraluka player, the same species that Visas Marr is in Kotor II:

    208580_4125.jpg.825a7a179c3a7fd9c4c3971e03dcc4e7.jpg

    Let's say if Gorton Colu was in the mod, he’d be able to recognize if you’re a human or not… your species is no longer a cosmetic choice, you can be rewarded or punished for the species you have chosen at random points in the mod. Obviously a racist like Gorton Colu isn’t going to like a Twi’lek player, though a Twi’lek character might be equally discriminative towards a human player than they would to a fellow Twi’lek.

     

    Oh, and don't forget how I previously mentioned how almost every alien you can play as will also have alien NPC commoner variants, so expect dialogue and NPC encounters to get... spicy throughout your playthrough. This feature will be discussed at greater length in the next Dev Diary.

     

    There is currently a bug where the player will still receives the War Veterans feat, even though the player isn’t a War Veteran we'll most likely keep the Feat by renaming it to imply something else so you can get those sweet 30 Vitality Points at the start of the game that this feat gives you.

    208580_6458.jpg.0751f03210755b2dc4084ed69ddc9225.jpg

     

    And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be yours to play soon.

    • Like 4
    • Light Side Points 2
  3. 13 hours ago, Yasurikressh said:

    when I install this mod combined with mtslrcm on my mobile, my player character is completely invisible and I cannot move her from spawn right outside her kolto tank.

    please help :(

    I can interact with the kolto tank but I remain invisible.

    my character interface in settings also has no depiction of my character 

    Which other mods are you using?

     

    On 12/27/2022 at 5:27 PM, JCarter426 said:
     

    Compatibility

    This mod is incompatible with other mods that alter the player's underwear models and textures.

     

    • Like 1
  4. 12 hours ago, Liserg said:

    Given your awareness of this matter, it would be an unforgivable mistake on my part not to ask you about the readiness level at which the developers left the Vulkar Sublevel in the game.

    The Bioware Developers? Just watch this video and judge for yourself, that's exactly how Bioware left it and what we modders are left to start with.

     

    12 hours ago, Liserg said:

    And how do you determine the line where your decision doesn't deviate from the original intent of the developers

    That is entirely up to the individual modder to decide.


    For example, TSLRP restored Kaevee and the GenoHaradan and used custom content to restore them. TSLRCM didn't restore the GenoHaradan as it was custom content but restored Kaevee anyway with custom content.

     

    12 hours ago, Liserg said:

    In my opinion, there is a certain contradiction here. If you have done your job professionally and it aligns with the developers' original vision for the game, then this material should not be optimized or cut—it should definitely be added to the game. This way, synergy with the game's creators is achieved.

    K1R optimized cut content, dare I say the Pazaak Tournament was mostly costume content as the only evidence of it existing was that old Pazaak player in the Cantina having lines to reference it.

     

    The K1R Vulkar Sublevel bar had an additional mechanic, some added food placeables, and an entirely custom Duro waiter. The Duro waiter adds no bearing to the level, you wouldn't even know it's custom... but it IS custom and thus deviates from the developer's original vision.

     

    In the original Vulkar Sublevel which you can see in the video above, there is an asian woman with a man's voice and a man with an old man's voice. If a modder changes these NPC appearances, is that deviating from developer intent? We will never know.

     

    The bartender encounter in K1R has it so that he speaks for a little bit, then he performs a "talk_forceful" animation, then pulls out a short sword which he then drops. Since that was done by a modder, is that deviating from developer intent? And even worse, the cut dialogue in the game files uses Duro VO even though an english spoken line is in the game files... so what was the Developers intent? To use the English VO or to have the Bartender be a Duro and use Duro VO?

     

    There are three versions of the Vulkar Coward exist in the dialog.tlk, the Twi'lek we have in the final game, the english voiced version we see in K1R, and a version in the tlk which has VO labelled but the text in the TLK does not match the recorded VO - this text is what suggests that the terminal should be in the Vulkar Coward's room and that the Barracks should have a footlocker with the passcard. Which one do I use? Which one do I use as to not deviate from developer intent.

     

    The matter of the fact is this, we modders decide where to draw the line, and sometimes picking things and improving cut content is the only way to restore cut content in a way that is enjoyable. Trust me, no one wants to play the HK Factory in K2 the way Obsidian left it on the Xbox disk.

     

    12 hours ago, Liserg said:

    I strongly disagree with you. If you have done your job well and the material aligns with the developers' vision for the game, then it should be mandatory to include it, at least out of respect for your work and the effort of the developers who created such an inspiring game:) 

    Are you talking from the perspective of a Bioware developer or from Salk's as a modder?

    If it's Salk's, he is under no obligation to release his private work and can do what he likes with the Vulkar Sublevel (Nothing's stopping him from turning it into an Iriaz Zoo after all).

     

    If it's from a Bioware developer, the developers don't get a choice. They have shareholders to appease, publishers aka LucasArts to appease and they have to publish something if they want to get paid. If that means shortening the Vulkar Base to get it finish than that's what they had to do, trust me - cutting the Vulkar Base sublevel was done better than how Obsidian dealt with cut content.

     

    12 hours ago, Liserg said:

    Honestly, Taris has its flaws :) But if the game’s entire purpose is to get a lightsaber as quickly as possible

    It's entire purpose is a roleplaying game, of course we can say this with hindsight but from the perspective of someone from 2003 who just bought the game for the Xbox it's a traditional Star Wars story of a character going on a roleplaying adventure who becomes a Jedi Knight just like the Star Wars traditional heroes like Luke Skywalker from the movies.

     

    12 hours ago, Liserg said:

    If you were able to get in touch with the K1R developer, and if the reasons for abandoning the project weren’t personal, could you share why they decided to cease work on it?

    That's the problem, no one can do that.

     

    They are gone without a trace, it's as if they passed away years ago and no one has found out about it.

     

    12 hours ago, Liserg said:

    If you ask people what they know about Star Wars, most of them will answer that it's Darth Vader, Lightsabers, and the Force. Whether that's good or bad, this is the narrative that, for now, cannot be changed.

    And yet those same people still play Republic Commando and love Clone Troopers and the Andor television show, elements of Star Wars without the Jedi and everything associated with it.

     

    12 hours ago, Liserg said:

    By the way, Peragus II, like Taris, didn't appeal to everyone. It turns out there's a certain pattern here: most of the criticism was directed at the first planets in both games :(  

    On Peragus you were literally the only person alive on an isolated asteroid with an army of droids and your three companions.

    Taris, on the other hand, had six party members, had interesting level designs like the Upper City which was full of life and was similar to Coruscant, the Lower City which was full of gangsters reminiscent of the criminal elements of the movies, the Under City was literally a unique take on Zombies, the Sewers were interesting as they had Gamorreans and Rancors from Episode 6 appear, you had Swoop Racing which was similar to Pod Racing in Episode One (I do agree that Swoop Racing is a letdown in these games), you had diverse enemies which diverse loot, you had merchants on Taris to buy better loot, you had unique quests like bounty hunting, the cure quest, and the duel arena, you had Hutts appear, you could steal Sith Armor like Luke and Han did in the movies, you got to play as a Wookiee, a Twi'lek, and an Astromech droid.

    In short, Taris has that appeal if you're a fan from 2003 who only just got the game and has no other context of what to expect whilst Peragus will always be that slow, dull, drag.

     

    12 hours ago, Liserg said:

    I won't hide that I wish the publisher hadn't interfered or rushed BioWare and Obsidian with the release of the games, so that the studios could have realized all their ideas and visions and presented them to us in all their glory. But unfortunately, this is just a dream. Thank you to the modders for your invaluable work—it's thanks to you that ordinary gamers can get as close as possible to the creators' original vision.

    The shareholders say otherwise, the same is still true today as people love to hate on newly released video games like Jedi Survivor who claim that the devs for that game released it early even though it wasn't fully optimized for medium-end PCs and current gen consoles - it would be great for developers to really bug test and add everything that they want in their game, but the unholy trinity of publisher, shareholder, and dollar says otherwise.

     

    12 hours ago, Liserg said:

    I'm not saying it's specifically this mod, but I used a similar mod before, and it changed all of Revan's companions into Jedi classes, even T3-M4 and HK-47. In my opinion, it's more appropriate to use KSE for such purposes. It's not really about the mod, and if I understood @Salk thought correctly, the Star Wars universe is so multifaceted that it's not worth limiting your vision to just the Force and the Jedi.

    I was more so being sarcastic, but the mod I changed I only changes the main character into a Jedi.

    • Like 1
  5. On 3/19/2025 at 6:50 AM, JasonRyder said:

    Will you also be restoring the Hidden Beks and Commoners outside the Bek base? What about the Swoop Platform accessible from the Lower City Apartments? 

    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.

     

    16 hours ago, Liserg said:

    If I’m not mistaken, early versions of the Community Patch did not conflict with K1R. However, there were reports on forum about bugs related to the Pazaak tournament on Manaan.

    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.

     

    16 hours ago, Liserg said:
    Hardly anyone would deny that Taris is more meticulously detailed compared to the other planets in KotOR. Moreover, one of the planets, Sleheyron, didn’t even make it into the game’s final release. I might be mistaken, but this was likely one of the main reasons for the criticism directed at Taris: a significant portion of the content was cut from the game to free up resources for the development of this planet.

    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.

     

    16 hours ago, Liserg said:

    Perhaps the issue lies in the fact that both fans and casual lovers of Star Wars have become hostages to a certain concept. For them, the Star Wars Universe is primarily associated with the Force, Lightsabers, Jedi, Sith, the vast expanses of the galaxy, and an immense variety of planets. When they start playing the game, they find that their expectations are disappointed.

    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.

     

    16 hours ago, Liserg said:

    If we step away from the main topic, wouldn’t you, as a content creator, want to use your work to complete what the developers didn’t have time to finish for various reasons, thereby bringing the game closer to their original vision? Perhaps I’m mistaken, but I have a feeling that this content is secondary for you :( 

    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.

     

    16 hours ago, Liserg said:

    And to conclude the topic of questions about the material that didn’t make it into the final release of the game: am I correct in understanding that, aside from the Lost Modules Pack, there is no mention of an additional level for Shadowlands in the game files?

    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.

     

    7 hours ago, Salk said:

    That's why I wrote that the Vulkar sublevel was cut for good reason. It is not originally a particularly inspired kind of material and it was in an incomplete state. Said that, with some work done on it, it is possible to make its inclusion in the game more than a decent extra. For me personally, it's perfectly fine to have that in the game. But for those who cannot stomach Taris, I'd say they should keep it out of their installation since it's obviously going to make them wait longer to wield their adored lightsaber. 😁

    You guys are arguing about Jedi and Lightsabers as if the Jedi from the Start mod isn't a thing.

    • Like 1
    • Dark Side Points 1
  6. 15 hours ago, Liserg said:

    When working with dialog.tlk, have you come across any mention of the Gamorrean Stronghold in the Undercity?

    There are no mentions of the Gamorrean Stronghold, the only evidence of its existence are a few pre-release screenshots.

     

    420564-knights_011.jpg.74d765413a6f4570401dfcb00a8bed84.jpg

     

    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.

    Spoiler

    461282-kotor_004.jpg.b277cf88fa91ec70b42969f456846f82.jpg461283-kotor_005.jpg.87baa4294e719c0a0898c59078fa838a.jpg511735718.jpg.d17acfdb14ec9bec3e3326f1ba75d81b.jpg415489-kotor_010.jpg.4d8d1353e8304c039a6f7eeed0031f1d.jpg

     

    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.

     

    15 hours ago, Liserg said:

    I’d be curious to hear your thoughts on Rakghouls—do you have any plans to modify or port them from TOR?

    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.

     

    5 hours ago, JasonRyder said:

    I've seen a mod that restores this, along with other parts of the Taris Undercity. It's this one on Gamefront. But it's 17 years old.

    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.

     

    5 hours ago, JasonRyder said:

    Out of all the cut content in the Undercity, I'd like to see the Outcast Children restored because children are mentioned in dialogues, and their dialogue is fully voiced and complete. 

    Those will be added at some point.

     

    5 hours ago, JasonRyder said:

    Other restorations I'd like to see are the Echani Mercenary on Manaan and the Iriaz on Dantooine. The Echani Mercenary's dialogue was fully voiced and the Iriaz are mentioned in the "Murdered Settler" quest dialogues. I actually got one of Bolook's questions wrong by choosing the "There are no Iriaz for him to hunt out here" the first time I did the  quest because the Iriaz weren't present. 

    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.

     

    5 hours ago, JasonRyder said:

    These things would likely be easier to restore than the Vulkar Base Sub-Level. 

    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.

     

    • Like 2
  7. On 3/14/2025 at 8:27 AM, Liserg said:

    This is good news! It would be interesting to hear your vision for this location. Are you planning to remove anything from it or, on the contrary, add new elements?

    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.

    • Like 3
  8. On 2/26/2025 at 3:02 AM, Liserg said:

    Apologies if this question has already been asked before, but do you have any plans to restore another level of the Black Vulkar Base (with the spice lab)?

    I do have plans, yes.

     

    16 hours ago, crypirate said:

    apologies if this is not the place to ask this, but since it's been mentioned in the thread and the mod seems to restore cut content, i decided to try my luck. does this mod include the option to get both the sith interrogation and the party events that give sith armor?

    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.

     

    16 hours ago, crypirate said:

    if not, by any chance is there a way to get the other event if you have already done the other? i ask because i did the party without knowing the other event which i much prefer, and i would like to explore everything i can. i tried changing some quest globals with save editor but no luck, and i have no kotor modding experience so any help at all is much appreciated!

    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.

  9. On 3/9/2025 at 9:14 AM, djh269 said:

    Please be aware that when I try to run the Main part of this mod it causes an error, in due to these lines in the changes.ini file: 

    AddRow15=appearance_row_unique_marl_01_0
    AddRow16=appearance_row_unique_gerlon_01_0
    AddRow17=appearance_row_unique_ice_01_0
    AddRow18=appearance_row_unique_twitch_01_0
    AddRow19=appearance_row_unique_mika_01_0
    AddRow20=appearance_row_unique_adum_01_0
    AddRow21=appearance_row_unique_gluupor_01_0

    These aren't referenced anywhere else in the file and causes one of these errors: 

    KeyError: "The [appearance_row_unique_marl_01_0] section was not found in the ini, referenced by 'AddRow15=appearance_row_unique_marl_01_0' in [appearance.2da]"

    KeyError: "The [appearance_row_unique_gerlon_01_0] section was not found in the ini, referenced by 'AddRow16=appearance_row_unique_gerlon_01_0' in [appearance.2da]"

    I have since removed the above lines and it runs fine :D

     

    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 :thumbsup:

  10. On 3/4/2025 at 9:12 AM, Buzbey said:

    Is there any progress about this? Can we get help from AI to solve this incompatibility issue? Did you started recreating the mod from scratch?

    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.

  11. 1 hour ago, alvyjereza said:

    Hi, I was also missing this but also need legs for the droid in the central zone entrance. Anyone know where?

    I believe they're sold by that suspicious protocol droid in the Central Zone, the one who tries to scam you.

  12. Just now, Liserg said:

    Thank you for your work! Tell me, please, do you plan to restore the Rakata Temple on Tatooine as part of your project? And will you use any resources from the Lost Modules Pack mod?

    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).

    • Like 2
  13. 12 hours ago, nonameperson66 said:

    Hello everyone! I really love the Kotor 2 unofficial patch mod a lot, but it has two major issues in my mind. One of them is that battle for Khoonda (where you choose to either side with the mercs or the settlers) is using the cutscenes from the vanilla version of Kotor 2. I have been trying to figure out if there is any way to get the TSLRCM version of the battle and put it into the Kotor 2 unofficial patch mod. I want to be clear and state that I would not be uploading this mod to any website. It would just be for my use only.

    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.

  14. 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:

    Spoiler

    32370_12999.jpg.752681d79208ea9f276999de87400904.jpg

     

    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.

    Spoiler

    32370_13003.jpg.5c8f959b5018fd018516b56a0fc00a62.jpg

     

    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.

    Spoiler

    32370_13005.jpg.b1d0958fe2ba12e5a6d133a766df0742.jpg

    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?

     

    32370_13017.jpg.b382c3c922faf6c51ebfeb8761e2083e.jpg

     

    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:

     

    Spoiler

    32370_13021.jpg.96f0760ec435bce2f4d504a8c7ca705d.jpg32370_13043.jpg.8027e3c9fe2620a7af84ea947ee6398a.jpg32370_13057.jpg.249cf3898575bb78c8f7bc8098726697.jpg32370_13070.jpg.a08ee1ec911b693b1c3bfec5ad025ec5.jpg32370_13074.jpg.037589b2d5a5e3c3e78ddf5789094ebc.jpg32370_13073.jpg.ad4afc2662bd39f87c855b4758047725.jpg

     

    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.

     

    Spoiler

    32370_13077.jpg.4c5e3dab908e102630caf1319ac6e052.jpg

    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.

     

    Spoiler

    32370_13083.jpg.5ab28bc6ce539d331d4af4a8c39bde5a.jpg

     

    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.

    • Like 3
  15. On 2/11/2025 at 7:51 PM, ZeldaTheSwordsman said:

    1. A dialogue cheat-sheet for T3-M4 to compensate for the bad design of his lines being untranslated droidspeak when the player needs to actually know what they say.

    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:

    Spoiler

    It's called playing G0-T0 or HK-47, all three droid companions have matching dialogues with different subtitle texts that all lead to the same outcome. Don't like T3, don't play as him... simple.

     

    This bad game design exists in the vanilla game in the form of the Droid Warehouse quest, and the bad design of not being able to understand the Astromech was introduced all the way back in 1977 with the first Star Wars movie.

     

    Quote

    2. The item ID for the missing "Fixing Droids" quest item so that people can cheat it into their inventory.

    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.

  16. On 5/11/2023 at 1:14 PM, Snigaroo said:

     TSLRCM Companion Training Revert

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    I would like better companion training in general, and requests for that are already present, but in the interim a very simple request I have is removing the ability to teach Affect Mind and Dominate Mind to companions. It's totally pointless to do so and should be removed just as a matter of saving time.

     

    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).

  17. 8 hours ago, redrob41 said:

    I think for what I work on next, I'm going to concentrate on upgrading some of my older mods. Give 'em the ol' HD treatment.

    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.

  18. 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.

  19. On 1/10/2025 at 10:09 AM, Snigaroo said:

    Ideally there would be no aliens sitting next to one another who looked completely identical at all, and that's part of what I hoped would be fixed with eventual NPC Diversity. The Quarren issue was a separate standout because of the model problem, which is why I requested it separately. Just putting a different alien there would resolve it just as well though, yes.

    Well, if that'll satisfy you then that'll work for me. I can still hold the opinion that giving the Quarren the high poly model is the ideal fix whilst players (like yourself) can install a hypothetical K2 NPC Diversity Pack over the top of my Bug Fix Collection to get your ideal fix which is to swap the Quarren with another alien.

     

    On 1/10/2025 at 10:09 AM, Snigaroo said:

    Sure, though just as an aside at some point before the next build revision we will need to coordinate on that mod and a build version will need to be produced, because there are parts of it I'm fairly sure will conflict with build content, and there are some parts I have questions on as well and might want reverted to vanilla behavior for the purposes of use in the builds. I don't think it would help to go over those specifics now because I imagine the mod will receive more updates before it comes time for the next mod build revision, but this just to alert you that I expect that it'll need two install options, one for the full package and one build-specific install. As long as you're good with that I'd say it's fine to put it in there, otherwise if you'd rather keep the collection purely your vision having this hypothetical mod as a standalone so the builds can use it would probably be best.

    Yes, closer towards the next build revision I am more then happy to discuss my Bug Fix Collection mod. When that day comes you can tell me what strikes you as concerning and I'll see what can be done about a build-friendly install.

     

    I would like to point out that anything in the Bug Fix Collection that doesn't need to be TSLPatched is in an "Override Components" folder which are optional. Higher quality NPC and Area textures are two texture options which ports the K1 equivalent textures from which are higher resolution in that game (512x512 in K1) whilst in K2 these exact same textures are low-res (256x256 in K2), there's also a graphical fixes mod where, if you can't get some to AI upscale these, you can likewise chose not to install any of these.

     

    On 1/10/2025 at 10:09 AM, Snigaroo said:

    I honestly don't think the default take is salvageable, so an AI recreation is viable. However where possible I would like to avoid using AI for brand-new voices or re-voicing extremely minor parts and instead get genuine human-acted lines. I imagine there might be some folks in the Discord who would be willing to do this just in exchange for being in the game, and I'd prefer at least exploring that route first.

    I do like the idea of giving people the opportunity to star in a minor role like that.

     

    On 1/10/2025 at 10:09 AM, Snigaroo said:

    Her lips do indeed move, at least for some of the lines (for some the camera angle is far enough out that it's hard to tell). But the very first line is a closeup on her and she's speaking, which makes the whole "in your head" thing even more immediately weird for the player, because from the start she's shown to be speaking aloud.

    That's really strange indeed.

     

    On 1/10/2025 at 10:09 AM, Snigaroo said:

    I'd appreciate that quite a lot, thanks. Are all the things that you've restored fully-voiced? And would there be any compatibility issues you could foresee with Kex's Visually Repair HK?

    The things I've restored are fully voiced.

     

    I would have to make a compatibility patch for Kex's Visually Repair HK-47 for the two to work, though it should be as easy as re-adding the same dialogue content from Kex's mod into the restored DLG.


    I do recall there being a nasty bug with the Visually Repair HK mod wherein if you have low repair you'd obviously fail the repair but you'd also lose influence, there was no check to have the influence hit apply once so if you kept spamming the repair dialogue over and over again with low Repair you could get HK's influence so low he'd outright refuse to let you repair him again. If you gained influence through dialogue and in-game events, you could again use your influence to unlock the repair dialogue and once again take the negative influence hit to bring the influence back down again. If I do make a compatibility patch, mine would be different so that this couldn't happen in-game.

     

    On 1/10/2025 at 10:09 AM, Snigaroo said:

    I meant 1 health in the OP and just wrote 0 on autopilot, so that's my bad. Aside from that though you raise good points, none of which I thought of. The droid warehouse is particularly damning as you're absolutely right, it requires the use of T3 no matter what. That makes the best way to do this by just making him damaged and letting the player restore him to full HP via dialogue, but you're also right that most people will have given him his unique equipment and it would simply regenerate him to full.

    Is it possible to forcibly unequip all items from T3 during that sequence, so he won't have his implant equipped and thus if he's set to 1HP he will remain at minimum health until the player intervenes to heal him (preferably via a dialogue option as discussed in the request)?

    There should be a way to unequip all items in the slot where the regen item goes, but if K2 has auto-regeneration (K2 has that feature whilst for K1 that can be activated via a mod) or if the game auto heals the party on the Ebon Hawk these efforts would be in vain.

     

    On 1/10/2025 at 10:09 AM, Snigaroo said:

     

    @JCarter426 do you have any additional insight?

    Though even asking that I am not wedded to what was originally intended, since it was cut along with so much other content on Nar Shaddaa. Unless there's enough leftover dialogue and the like to actually make a restoration here reasonable and fit into Nar Shaddaa's progression well, it would probably just be better to return to the suggestion that Tienn offers a discount if he meets Bao-Dur, and Bao-Dur tries to protect Tienn if you attempt to screw him over.

    Below are some TLK lines I fetched from the dialog.tlk:

     

    Spoiler

    50309 : Droid Espionage: Bonus Mission

    50310 : After Bao-Dur returned to speak to Tienn Tubb alone, Tienn told Bao-Dur that he has been intentionally sabotaging his droids because he doesn't trust them. He asked Bao-Dur to go examine the tracking system of the Black Crescent in the docks to see if it has been tampered with.

    50311 : The Black Crescent's tracking system cannot be reached. It can only be accessed from the Dock port terminal. 

    50312 : After examining the Black Cresent, you discovered the tracking transponder has several modifications done to it that allow it to be tracked through hyperspace and intercepted. 

    125515 : After examining the Black Cresent, you discovered the tracking transponder has been modified to it that allow it to be tracked through hyperspace. 

    50313 : You came back and told Tienn of your discovery. When you revealed the discovery to his maintenance droid, TT-32 detonated, nearly killing Tienn.

    125516 : You came back and told Tienn of your discovery. When you spoke of this to his maintenance droid, TT-32, it detonated, nearly killing Tienn. 

    (Dialogue)

    Tienn: 85887 : Much work, swoop bikes to maintain, maintenance that is routine and dull, but it can be done, it just takes time. 

    Presumably Bao-Dur: 85888 : I you need an extra pair of hands, I could help. We need to change those codes

    (Unknown Player Question)

    85904 : Do you have a multi-variance phase injector?

    Other than this, there is next to nothing else in relation to the "Droid Espionage" side quest so reworking the surviving remnants into something more useful, like a discount, would be useful.

     

    On 1/10/2025 at 10:09 AM, Snigaroo said:

    "Fall!" would definitely make much more sense in context. Either way it just needs to be traded out--even if you can't add more, the existing ones can be edited, right? As it is now, the line is just way too short and too nonsensical. I'm not sure how it would sound if it was cut to just be "Fall!", but otherwise some other word or phrase Kreia says just needs to be nabbed and tossed in in the place of Fallen.

    Yes, they can be edited out and swapped, for example any soundset audio you don't like could be swapped with grunts for example.

     

    On 1/10/2025 at 10:09 AM, Snigaroo said:

    It's been a hot minute since I used BOSSR so I don't remember the sequence you're speaking of, but I'm not entirely opposed to jumping to stunt modules if that'd be an easier way to execute the mod.

    Here is an example of what I'm referring to, the 11:47 mark is the beginning.

     

    On 1/10/2025 at 10:09 AM, Snigaroo said:

    This one I thankfully did keep a save right next to, here's a screenshot of the issue and where on the map it is: HK1.jpg

     

    208580_12488.jpg.89a4d0f78f265ddfb2c0f92b559032bc.jpg

     

    It appears for me, this must be a graphical bug Obsidian didn't get the chance to fix and TSLRCM overlooked.

     

    On 1/10/2025 at 10:09 AM, Snigaroo said:

    I do have a save near this one but unfortunately I wasn't able to get a screenshot--screenshots are tough for me to grab, I have to tab out, tab back in, take the screenshot and then tab back out again for it to grab the screen. That means I can only do it for stationary objects, I can't really grab something that happens as quickly as a blink. Hopefully others have the same issue I do and can get a shot.

    I trust you aren't on the Steam version? Screenshots are as easy as pressing F12 on the Steam version.

     

    On 1/10/2025 at 10:09 AM, Snigaroo said:

    I am aware yes, but my frustration is contained to not being able to get it early. By the time you get it at endgame you don't even care anymore, you have your custom sabers that you've built over the course of the game and there's no special attachment you would have to your old saber any longer. Which is its own sort of statement, I suppose, but that's why I want to have this option included: to let players get attached to their old lightsaber by making it the first one they receive back, if they do indeed choose to go that route.

    Regarding her attacking you immediately, I don't see how that would even kind of work. Do you have any specific ideas related to that?

    Now that I think about it, killing Atris first thing would result in you having to kill all the Handmaidens and thus lose out on the Handmaiden as a party member. Towards the end of the game, the only reason the player goes to Telos is to confront Kreia who went to Telos to confront Atris herself, if Atris is dead then Kreia would go to Malachor.

     

    The Atris confrontation is obviously important as the player learns of Atris' connection in bringing upon the events of the game (as you would know), the player learns of Nihilus' impending attack on Telos and that the Sith are striking from Malachor and that Kreia has gone there. The player hears this either from Atris herself or through the Sith Holocrons were Kreia will reveal this information, if Atris is dead then none of this information would be available to the player.

     

    Now, in addition to the difficult persuade/convincing of Atris to give you your Lightsaber back as I take it you are proposing, would it work for you if there was a greater emphasis on the Lightsaber at the end of the game once you defeat Atris? At the start of the game, you are rejected of your lightsaber as Atris cites "you are not a Jedi any longer, you are not worthy" and now at the end of the game it is now Atris who is now a Jedi no longer and it could be the player who is now the true Jedi, if the player is light side then Atris (through AI dialogue) would willingly give up the lightsaber to you as she acknowledges your character development over the course of the game and rewards you with the lightsaber.

     

    If you are dark side/neutral, you could of course murder Atris and Kreia makes note of it that you have reclaimed your lightsaber, or if you fail to convince her to surrender the weapon Atris just outright Sepekku suicides herself with said lightsaber and you're forced to go through the Kreia dialogue albeit without gaining dark side points.

  20. On 1/7/2025 at 1:35 PM, Snigaroo said:

    This adds different textures for the Quarren which differentiates them? Because while the request might sound like it's just fixing the Quarren being the low-poly model, the issue is differentiation in this case--in conversations with @JCarter426 he thought that the low-poly model was used there specifically because it looked different to the other Quarren also sitting at the table, to avoid the impression of multiple identical Quarren being next to one another. I tend to think he's right in this case, which was why I was aiming for texture variation in addition to the model improvement.

    Ah, so I was confused then.

     

    Here's how it is fixed in my mod, which is evidentially not what you're asking for.

     

    What you consider this problem fixed if the second Quarren was replaced with another species? The other tables have different species sharing the same table so if someone were to replace the low-poly Quarren with a Duro (using a Duros texture not used in that room to make him unique) with matching dialogue would this fix your issue? If this fix would be suitable, I could roll it in with the NPC Overhaul request to make a two for one deal.

     

    For K1, I do plan a sort of "Alien pack" which would include Quarrens. I'm currently focusing on the aliens already available in K1 like Duros and Aqualish as, in my experience, going about and adding new alien NPCs to the game resulted in me almost removing most of the vanilla aliens as they kept being replaced with new aliens in my planning. For Quarrens, I planned to add four new Quarren textures to the game.

     

    What I could do is make these Quarren textures and release a K2 mod using these skins which would give unique Quarren appearances to Loppak Slusk, Visquis, Saquesh, Qimtiq, and the three Quarren in the Nar Shaddaa Cantina.

     

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    Czerka Mercenary Placement Tweaks

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    The mercenaries outside the abandoned military facility are dispersed in a way which is deeply unfun for the player, where your companions just latch on to them and keep constantly running deeper into the gauntlet of opponents. This is extremely challenging even much later in the game on Nar Shaddaa for instance, and here it's patent torture. It'd be nice if the mercenaries' positions could be nudged a bit so your party can take a breather after the first group near the speeders, re-buff and then assault the rest of the base.

    Didn't Thor already make this?

     

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    Canderous Doesn't Face Nihilus

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    I mean let's be realistic, the fight is a bit out of his league. Keeping Canderous out of it makes sense--he couldn't possibly stand up to Nihilus, and unlike Visas or the Exile has the potential to be consumed almost immediately--and also has the knock-on benefit of making the fight against Nihilus tougher, which is welcome indeed.

    Spliced dialogue would probably suffice here, with the PC explaining the situation and Canderous just doing brief interjections with "But--" "I--" and the like and getting interrupted. The Nihilus fight would just be Visas and the Exile, with Canderous walking on to the bridge after Nihilus dies--his arrival would be what triggers the blastback from Nihilus's dissolution, and then the TSLRCM scene between he and Visas would play as normal.

    An old, pre-TSLRCM mod (by Zbyl2 ironically enough) did just this.

     

    The Ravager Rewrite mod had it so that the Ravager quest would begin at the beginning of the Battle for Citadel Station and not after, it'd be just Mandalore and Visas doing the Proton Core mission (Which worked as Zuka referred to the player as "Mandalore") and at the end when you reached the Bridge there'd be a small cutscene of Mandalore leaving Visas at the door. The player would arrive, run up to the Bridge, meet up with Visas, and fight Nihilus together.

     

    This mod also restored the TSLRCM Mandalore/Visas scene in a very weird way, so if someone were to redo the Ravager Rewrite they'd have to add a scene where Mandalore returns to the Bridge post-fight to get hit with the blast or the entire scene would have to be moved to Malachor which could be done utilizing the Malachor VI modder's resource.

     

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    Esok Isn't Worthless

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    The Mandalorian Esok attacks Canderous with no equipment at all. He should have a weapon of some variety at a minimum, and probably a relatively decent one given his superior status within the Dantooine clan. Preferably non-droppable so it doesn't boost the party's strength.

    I suspect Obsidian's intention might've been for Mandalore to fight him hand to hand as Esok has the complex unarmed animations feat, though since doing that isn't restorable just giving him a weapon would be better.

     

    Would you consider this fixed if I added it to my Bug Fix Collection?

     

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    Vibrocutter-B-Gone

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    The moment you get out of the Peragus medical bay there's a vibrocutter on the corpse immediately outside. This always felt a bit too easy to me--yes, this is a tutorial, but it's just unimmersively convenient. I'd like for the vibrocutter to be moved to one of the bodies in the security room, forcing players to use the plasma torch (or their bare hands) in combat for at least one room, to make picking the torch up feel less useless (and the vibrocutter less convenient).

    At some point, I intend to convert my Beta Peragus Miner Pack into a general "Peragus Miner Improvement" mod with Beta Peragus Miners being only an optional feature. This mod is going to be mentioned for another one of your requests down the line, but since my Beta Peragus Miner Pack already covers items (Restoring the vanilla Miner Uniform that can be used alongside Kainzorus Prime's Peragus Mining Gear mod) would you consider this request fulfilled if the Vibrocutter was added to a corpse/that locked locker in the security room as an optional install (meaning you don't have to install the rest)?

     

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    Zuka Swap

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    The Mandalorian Patrol Captain says that Zuka is on the east side of the camp "near the hangars," and Zuka himself says that the relay dish is "right behind him." It seems clear that he was originally meant to be on the other side of the camp but was moved, likely due to concerns that his generator platform was crowding the hangar entrances. I'd like to see him moved back to where his dialogue indicates he should be, provided it can be done in a reasonable way that doesn't interrupt movement in and around the hangar area. Failing this, it would be nice to use some AI, if possible, to adjust the lines of the patrol captain and Zuka to fit his new position.

    I think AI would be your only option here, Zuka has the cutscene with the exploding wires and the Sith Assassin ambush where he is currently so moving him to the Hangar will only be a pain in the ass to make.

     

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    Telos Mercenaries & Sullustan

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    If you decide to fight the mercenaries outside the cantina on Citadel Station to save the Sullustan, the TSF will fight the mercenaries with you. But if you decide to kill the Sullustan after that, the TSF won't raise a hand to stop you. It's a ridiculous situation; you shouldn't be able to kill the Sullustan without the nearby TSF agents also turning hostile.

    Ideally this should also have some form of longer-term consequence due to the TSF identifying that you murdered some of their people in the open mere minutes after being removed from house arrest. But because it's extremely difficult to do that in the context of the story, it might be better to make the Sullustan simply run away if you threaten to kill him, and alter the party's influence dialogue there accordingly.

    It's also unrealistic for the TSF to not try to stop the mercenaries if you simply choose to not interfere though, for what that's worth, which would still be a difficult thing to try to properly contextualize. Maybe the mercenaries could shoot the Sullustan, the TSF could be alerted and rush over to try to stop them and the mercenaries could simply do the laugh animation and run away? That would also contextualize how tenuous the TSF's control of the station is.

    The TSF fighting the Mercenaries was added by TSLRCM, in vanilla the TSF simply ignored all forms of combat around. I'm not sure if the TSF AI is dumb enough to fight the Sullustan alongside you if you go that route, though I'm positive they'll ignore TSLRCM's Masked Duros Attacker.

     

    I do agree with your idea of having the Sullustan run away instead of fighting him, though I'd go a step further... make the Mercenaries unarmed.

     

    Think about it, the Mercenaries are in the Cantina trying to have a drink. A Blaster Pistol makes sense as they'd have a holster for it, but why is one of them carrying a rifle? I'd say remove the blasters and have one of them unarmed with the complex unarmed animation feat whilst the other uses a Stun Baton. When they'd attack the Sullustan, they wouldn't be shooting him, they'd quite literally be beating the shit out of him just as they were threatening to do.

     

    And since the player has the option of not crafting Long Swords at a workbench or buying weapons from the Dobo brothers, having one Mercenary unarmed and the other armed with a Stun Baton would be fairly balanced and would more realistic in comparison to the Merc with a pistol and the Merc with an entire rifle getting beaten to death by the player, a guy and an old woman with one hand.

     

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    Poorly-Acted Sith Soldier

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    There is a hilariously badly-acted line in the DS Onderon path where a soldier confronts the Sith and says something like "WHYYYY DO THE BEASTS TURN ON UUUS master", with the most weird inflection and emphasis I've ever heard (you can hear it at this timestamp). I would not at all be surprised to learn this is fan-acted content put in by TSLRCM and I'm gaslighting myself thinking this is vanilla. I would love for this to be revoiced.

    It's not a fan voice over, it's genuine cut-content. A reason why the line sounds so bad is that the scene it appears in might've been cut early on, leaving us with this shitty take that should've been reshot but wasn't.

     

    This line was spoken by a Sith Soldier, if his UTC character file was left unused in the game files then it's possible Obsidian intended to have this line be filtered but it wasn't. It might be a good idea to have this line filtered with a Sith Soldier/Storm Trooper filter and see for yourself if it's an improvement. If you'd like to avoid the filter route, a mod that fixes this could also change the Sith Soldier into an Officer so that the filter isn't needed.

     

    Alternatively, I'd like to bring your attention to the K2 Alternative Voice Overs mod. How this mod was made is that I took lines from the vanilla game, feed it into ElevenLabs' Voice Changer feature and it'd take the lines and replaced the voice with an AI voice model of my choosing. I could experiment with this line and see if I can create a better sounding version of it, and better yet... I could have a filter applied to the AI recreation to enhance the results.

     

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    I'm Right Here Kreia

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    Presently, when Kreia interjects to talk to the player about the crystals in Dantooine's crystal cave she always has the "in your head" voice effect applied, even if she's actively in your party and standing next to you. The same is true for Nar Shaddaa when you "listen" to the planet, but that's more understandable since you two are actively talking about a Force phenomenon, and speech might be distracting. The same isn't true in the crystal cave, and it'd be nice if the voice effect could be removed. I'd rather keep the original lines than have AI re-voice it, however, if it proves impossible to cleanly remove the filter.

    If Kreia is in the party, are her lines Lip Synced or do her lips not move? I expect that her lips don't move as it's an "in your head" conversation, and if they don't move Lip Sync files would have to be made for her lines in addition to the removal of the echo filter. If her lips do move, then that's even weirder still.

     

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    Ramana & Red Eclipse Debt Reset

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    Presently, if the player owns Ramana and/or demands the fealty of the Red Eclipse, either will break as soon as the player prestiges, recognizing only their starting class (or perhaps highest-leveled class?) as their current level and refusing to pay more credits as the player continues to level up. This makes the Red Eclipse in particular virtually useless, as it is almost impossible to get them to swear fealty to you earlier than level 15.

    I would like this to be fixed, but I would also (if possible) like the rewards given by either party per-level to be disassociated from the player's level. They shouldn't give more and more money each level, but a consistent amount each level-up: Ramana 500 credits per level-up and the Red Eclipse 1000. Or, alternately, to represent the vagaries of the slave trade and ups and downs of business, the amount that the Red Eclipse gives could be randomized, from 1 credit up to a max of 2500.

    Finally: have these people not fucking invented banking? It's an utter waste of time and devastation of immersion that you have to fly halfway across the galaxy and talk to a random guy to pick up your $50. There should be some sort of mechanism (perhaps by interacting with the security computer on the Ebon Hawk?) where you can remotely demand the credits be deposited to your account and they will do so if you qualify, regardless of where you are presently.

    Could this "banking" system you speak of be added to the Ebon Hawk's security terminal? You go to this otherwise useless terminal to collect your digital debt money from Ramana/Red Eclispe from time to time.

     

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     Jek'Jek'Tarr and Suits

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    The Weequay you can speak to in the Jek'Jek'Tarr to reveal the room in the bar where the captain of the Lunar Shadow is located says he would puncture your suit if he weren't in a good mood. But if you speak to him before Mira takes your suit and enters the JJT you're not in a suit--his dialogue should be changed. Maybe "puncture your flesh-suit" would be okay.

    And also, if you've gone to the Jek'Jek'Tarr prior to the call from Visquis, the dialogue between Atton and yourself about where the bar is and its gaseous environments should be altered and just focused down on the need for an environment suit, preferably with a bit of AI VO to let Atton comment about how you know how dangerous it is in there and how it'd be safer to take a suit this time.

    The Jekk'Jekk Tarr is a complete mess lore wise.

     

    Whilst it'd make sense to have the Jekk'Jekk Tarr locked so that you don't enter it until once you've been invited by Visquis, doing so would cut all the unique dialogue where the aliens refer to you as not wearing a Space Suit. I think it might be easier to have the aliens distinguish through dialogue that the Jekk'Jekk Tarr air is just freighter exhaust/Nagnol gas, meaning you need a Breath Mask/Poison Implant/Antidote Kits to survive breathing that stuff, but once Visquis invites you he'll lock you in the entrance and flood you with Cyanogen which Visquis will make clear that the Cyanogen is deadlier than the normal Nagnol gas which fills the Jekk'Jekk Tarr.

     

    Doing it like this will also explain why the player doesn't start choking again if the Force Breath ability runs out, as by that point they'd be breathing Nagnol and not toxic Cyanogen.

     

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    Bao-Dur's Peaceful Beach Conversation

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    On Telos's surface, if the player has Bao-Dur (and maybe Kreia?) in the party at the same time, Bao-Dur will strike up a conversation about how peaceful he feels on the beach, and Kreia will ask the Exile if she can feel the Force there. This conversation can be (and often is) interrupted by hostile Cannok nearby; whether by placing the enemies further away or some other scripting means, it should be altered so as to ensure the dialogue plays properly.

    The Holocron Toolset makes moving NPCs like this a breeze (assuming that they're pre-spawned in the module).

     

    I could add this to my Bug Fix Collection or Thor could add it to his Czerka Site Cleanup mod.

     

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    Fast-Travel from Ravager Bridge

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    It's a bit weird you have to walk the whole way from the Ravager bridge down to the escape shuttle. You should get the option after killing Nihilus and hearing Canderous's conversation with Visas to just fast-travel down to the shuttle.

    Just wanted to point out that exactly what you want is already present for the Onderon Palace so it'd just be a Mandalorian parody of that.

     

     

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    Onderonian News Anchor Slip-Up

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    One of the news holograms on Onderon has a piece about Telos, and in it she says the "Peragus project requires constant fuel". Clearly she meant Telos in context but her dialogue was either written improperly or she misspoke; since the subtitles themselves list Peragus, this was probably an error on Obsidian's end. A quick splice might be all that's needed to fix this, as she says Telos at least twice in the same bulletin.

    Just looked it up in the dialog.tlk, the slip-up appears to be even worse.

    Spoiler

    'Peragus Station requires constant fuel,' reported one senior scientist. 'Over time its orbit will degrade and it will crash into the atmosphere.'

    AI or a splice can easily fix this.

     

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    Vaklu Repeats Himself

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    When meeting with Vaklu in the Onderon market just before the assault on the Sky Ramp, he says two virtually identical lines (you can see what I mean at this timestamp). Both lines are good, but since they're saying the same basic thing it's very jarring to have both, and I personally would prefer the second be removed.

    How about a splice along the lines of this?

     

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    You should make haste to the Palace, because at any point they will have learned of your attack on their base on the Dxun moon. Together we will crush their army and then, deal with Talia.

    After that, it won't take the Sith long to realize they've been betrayed. But together we will crush their forces and then deal with Talia

     

    It keeps the general gist of what he's saying, he now doesn't repeat himself, it doesn't require cutting an entire line, and cutting it like this gives the "It won't take long for the Sith to realize" a whole new context - that they'd learn about the attack on Dxun and then only after would they realize Vaklu double crossed them.

     

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    Properly Gating HK's HK-50 Dialogue

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    If you choose "you look a lot like a series of droids that have attacked me" when speaking to HK-47 and then back out of the conversation subsequently, HK's dialogue for the HK-50s is unlocked even though you haven't yet proven to him they exist. You should be forced to finish this dialogue chain to get the HK-50 dialogues unlocked.

    So I have a mod idea I'm calling the "K2 Restored Content Plus" mod, it's similar to the Unofficial TSLRCM Tweak Pack in that our mods are modular but my mod adds minor restored content back to the game.

     

    I've actually gone through the hk47.dlg for the K2CR+ mod and I've done extensive bug fixing, dialogue rearrangements, restored missing lines, so much so that I've actually kept a list of all the changes I've made to the file.

     

    I've actually just added this fix to the K2CR+ hk47.dlg, I could send you my list in private so you can judge what I've other fixes I've done for yourself.

     

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    T3 Actually Breaks

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    When Kreia screams "Betrayal!" and electrocutes T3, there's a subsequent dialogue option with her where you can ask how T3 was broken and she brushes you off brusquely. But T3 isn't actually broken, except for that one brief cutscene; he's perfectly fine.

    Ideally I'd like it if her actions resulted in T3 actually being broken, unusable for the player until he's repaired (either through the player's own skills or by asking Bao-Dur). If that's impractical, however, then his health being reduced to 0 and the player being able to speak to him and "fix him" to max HP at the cost of one repair kit would be nice--just something to make it explicitly clear that there was actual lasting damage that the player had to intervene to fix.

    It would really depend on how the "making party member unusable" feature works, but if it's something that can be flicked on and have T3 unusable for all modules then that could work. I don't think it'd be easy to stop T3 from moving around the ship and repairing it in his "broken state", but perhaps we can keep that and have T3 express that he's broken through dialogue. You try to speak to him and the dialogue box goes "[T3-M4 appears to be broken in several areas]" to which the player has to fix him through dialogue with either a Repair Part or a Repair Kit to get him out of that broken state and to reenable him for party selection.

     

    I would like to say that having him reduced to 0 HP would kill T3, if this happens on the Ebon Hawk when T3 is outside the party that'll result in either the "I am broken, so very very broken" glitch or T3 will be restored to 1 HP and either he'll regen naturally on his own or the unique +3 Regen upgrade he gets from Peragus will regen him back to full health anyway.

     

    Now there's something we aren't considering here - would it be possible to break T3, make him unselectable in the party menu but then do Nar Shaddaa? T3 is required to get the Codes from Vogga's warehouse,  most likely the game will force you to use T3 despite any "T3 actually breaks" feature we may add.

     

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    Visas is Quick, but not That Quick

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    When does Visas have time to knock out your other companions when she ambushes you on the 'Hawk? They're knocked out in an entirely different room on the other side of the ship, even if you just entered the ship with them! She should pull a Juhani instead--if you entered the ship with any party members they should come with you to fight her and she should stun them before the fight initiates, so it's still just you and her.

    That was Obsidian's intention according to their dev notes in the dialogue, it's the only thing TSLRCM didn't restore from Obsidian's Visas ambush notes. I think the reason it wasn't restored is that the game removes your party whenever you board the Ebon Hawk, so you can board the Ebon Hawk with Bao-Dur and Atton in the party, the game removes your party members as you are entering the Ebon Hawk, the Visas ambush cutscene scripts dictate that all party members who aren't in your party be dumped in Kreia's room, Bao-Dur and Atton technically aren't in your party as the game auto-removed them so they get added to Kreia's room too.

     

    This doesn't apply to the Red Eclipse fight scene as that scene doesn't take place on the Ebon Hawk. The "Ebon Hawk" in-game is the module 003EBO, entering this module will auto-remove your party members, whereas the Red Eclipse fight on the Ebon Hawk takes place in the module 004EBO which doesn't have the auto-remove feature.

     

    You could create a stunt Ebon Hawk module just like how Obsidian did for the Red Eclipse scene, but then you'd have to remove the Visas ambush content from 003EBO, move all of the Visas ambush content from 003EBO into the new stunt module, and be willing to accept the fact that, after you walk out of the medbay with Handmaiden you'll warp from the "Ebon Hawk" to the "Ebon Hawk/003EBO" and you won't be in the same hallway where you were in the stunt module as you'd have to watch a bunch of party member banter as per the usual when entering the Ebon Hawk/003EBO.

     

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    Hanharr Recruited in the Tunnels

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    There's no reason the Hanharr party recruitment scene happens in the arena, except because Kreia's recruitment of him as her servant when the player is LS happens there. If the player is DS or takes Hanharr via "Choose Mira or Hanharr," Kreia should merely save Hanharr from Zez in the tunnels and demand his life-debt right there. It makes much more sense than a frail old woman dragging an eight-foot-tall Wookiee a hundred feet.

    I agree with this, just goes to show that the Jekk'Jekk Tarr is a complete mess lore wise.

     

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    Old War Buddies

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    If you're not aware, there's unique dialogue if you take Bao-Dur to see Tienn Tubb where they talk about the war--it's really neat actually, and you should check it out if you haven't heard it before. Bao-Dur says that they're in a grave fight and need help, and Tienn says it's hard for him to refuse when the war is brought up. But then... nothing happens. You don't get anything despite having someone Tienn trusts so much with you. I'd like it if Tienn offers you a discount if he and Bao-Dur speak. But, in turn, Bao-Dur should interfere and try to stop the player if they attempt to extort parts from Tubb's droid TT-32

    These lines are actually part of an incomplete cut sidequest, it went along the lines of having Bao-Dur temporarily leave the party to stay at the shop to help Tienn as you went to the Dock Pylons to do some quest. Once that quest was done, Tienn's protocol droid would explode and possibly kill Tienn (The killing Tienn part might've been scrapped before the quest itself got scrapped, do recall how Nar Shaddaa was completed two weeks before K2 was released).

     

    JCarter might know more about it, or could fetch the side quest lines from the tlk to discuss it with you.

     

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    Kreia is a Sadist, but Not Like That

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    If you enter the Jek'Jek'Tarr before the quest requirement to enter, Kreia is perfectly content to let you suffocate the entire time. Why, exactly? You should learn Breath Control the first time you enter, not only when you begin the hunt for Visquis.

    My response to "Jek'Jek'Tarr and Suits" would cover this one.

     

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    Remove Visas's Superfluous Peragus Dialogue

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    The two questions about Peragus you can ask her prompt nearly identical responses, and while there's a slightly different intro to the second, on the whole it's meaningless to have. I'd prefer it be removed entirely so you can only ask her about it via one method.

    I'm looking at the lines and they're even more confusing.

     

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    Player: Was your Master the one sent to Peragus?

    Visas: I am not familiar with the place you speak of - my Master has not entered Republic space for some time. 

    Visas: But there are others, who may move more freely, who may have been responsible for such an act of destruction.

     

    The player didn't even mention its destruction, if she isn't familiar with Peragus how would she have known it was destroyed?

     

    It might be good to swap the second lines it around so that it instead goes.

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    Player: Was your Master behind the destruction of Peragus? 

    Visas: My Master did not cause the end of the planet you speak of.

    Visas:  But there are others, who may move more freely, who may have been responsible for such an act of destruction.

     

    Player: Was your Master the one sent to Peragus?

    Visas: I am not familiar with the place you speak of - my Master has not entered Republic space for some time. 

    Visas:  There are many factions within the Sith, all seeking to take what little remains in the wake of the Jedi Civil War.

     

    And once you ask her once both dialogue options become locked so you can't just keep re-asking her different questions that have the same answer over and over again. Though otherwise cutting one of the dialogues would make sense and I do agree this entire dialogue design is terrible.

     

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    Combat Bark Sanity Patch

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    KOTOR 2 has some uniquely bad combat barks. Sure, "Down you go!" is a meme, but Kreia saying FALLEN every second is no less frustrating. No, it's actually more frustrating.

    I'd like three things here:

    1. Remove Kreia's "Fallen!" bark (it makes no sense anyway) and replace it with something more sensible.

    2. Add additional variation to combat barks (if possible) so companions don't just repeat the same things over and over again.

    3. Make the barks used by companions different based upon whether they are LS- or DS-aligned (again, if possible).

    I believe the "Fallen" bark plays when she succeeds with a Critical Strike, or at least that's what the SSF file is telling me.

     

    Adding more barks isn't possible, there are six battle cry barks but the game only uses 5 or 4 of those whilst two barks remain unusued. You ever hear Kreia shout "Battle calls" in the middle of a fight? You haven't because it can't be played in-game.

     

    Random fun fact: The tlk line for "Fallen" is actually "Fall!" so Kreia shouting "Fallen!" might've been a mistake on Sara Kestelman's part.

     

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    Ludo Kressh's Tomb Unique Zones

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    JC and I discussed how interesting it might be to have the various areas of Ludo Kressh's tomb where you see the apparitions appear as akin to the places where the memories actually took place: Malak proselytizing to the Jedi looks like it's in the Dantooine Academy, the Republic captain and troops who fight the Mandalorians over the chasm are in a room that look of Dxun, Kreia and the party look like they're in a hold of the Ebon Hawk. Obviously none of these could be exact, nor should they be--it would just be a sort of vague visual impression, if achievable.

     

    Could this be something like BOSSR where the player warps to stunt versions of these locations for these vision scenes to take place?

     

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    Dhagon Ghent's Pale Mouth

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    The interior of Dhagon's mouth is a very pale pink, enough so that it seems unnatural and unintended to me--it should be darkened to a more natural color.

     

    Perhaps you, or anyone else, can provide a screenshot of this?

     

    Could this be a problem with the texture, an easy fix, or could this be a similar issue to Master Vandar in the vanilla game where the inside of his mouth is blue just like his robe, a model fix.

     

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    TSLRCM Shuttle Enhancement

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    TSLRCM's usage of the shuttle leaves MUCH to be desired.

    First of all, who the hell stands up in the back of a crash-landing shuttle? Give my people a bench or something! It would be less immersion-breaking to revert the TSLRCM change and have the cutscene play out without interruption if party members can't even sit down during the shuttle sequences!

    Second, Atton's line delivery for the second shuttle shoot-down above the Polar Mesa is awful. Regardless of whether the 10,000 IQ party can discover the novel concept of "sitting down," this second sequence should be scrapped entirely if the lines can't be suitably redone with AI VO so the delivery isn't patently abysmal.

    So the shuttle module only ever existed in the game files as a model, it was less complete than the HK Factory and M4-78 on Xbox as at least those areas had module files, everything about the shuttle scenes is modder made hence the quality.

     

    What options do we have to work with here? The skybox outside the shuttle is the Polar Region hence why the first shuttle scene has the camera pointing away from the window and inside the shuttle. There might be some seat placeables that won't look too out of place inside the shuttle, the cutscene will have to start with a second or two of black screen so that Kreia and the Exile can sit down without the player being able to see them sit down.

     

    If not seats, maybe Kreia could meditate on the floor? And when the ship gets shot, Kreia and the Exile could use the unconscious, kneeling, or horror animations during these parts.

     

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    @Ol' Cappy's Companion Starting Armors

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    I really adore this mod, but as of right now it has four things which I'd like to see fixed/enhanced:

    1. The benefits provided for each armor are just a little over-tuned. I'd ideally like to see the bonuses be small enough that it's worth switching off the starting gear no later than the first post-Telos planet, but bearing in mind that these are simple clothing sets with no DEX caps and oftentimes are instantly better than most early-game Jedi gear for those companions who are trained as Jedi, these items instead are usually good through midgame at least, and sometimes the whole game. Some users probably prefer that, but for balance and consistency I would rather most of the gear here see a nerf down to be less viable overall, something to switch out of even for those companions who are made Jedi.

    2. Presently when the party is confined on Telos their gear is confiscated this new clothing is as well, and they're given basic clothing in its place. I'd prefer if they just kept this unique clothing equipped, if they were wearing it already.

    3. In the workbench preview screen for each of these items they appear as regular clothing, rather than a unique preview model.

    4. There are no unique icons for each set of clothes.

    1) That's fair.

    2) I think that would require an edit to the on-enter script which undresses the party, puts all the items in the lockers, and puts default clothing on them, this point is possible.

    3) I think this here might be impossible to fix. I suspect this is being determined by the Baseitem.2da file where in these companion armor's "base item" types are set to default clothing.

    4) If permission was granted from Leilukin for the icons of her TSL Improved Party Outfits or 90SK for the icons of his K2 Armor Fix Metastasis mod, would these suffice?

     

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    TSLRCM HK Factory Patches

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    There are two issues with the HK Factory at present:

    1. This may happen with the mod builds only, but there's a wall with a massive black shadow on it (potentially lightmap-related? I tested without the texture and it was fine) on a wall near the communications hub.

    2. The three HK units who confront HK-47 on the upper floor of the factory (two, after HK one-shots the third) have a ludicrous amount of health. The HKs on the lower level got their health reduced to sane levels in 1.8.6, but these never did. It takes almost a full minute to kill either of them, it's simply unfun tedium. They need to have their health reduced down to levels to match the HKs in the lower level of the factory.

     

    Perhaps you, or anyone else, can provide a screenshot of the first one? That way it'll be easy for someone with just TSLRCM to warp to the HK Factory and check if the bug is present there.

     

    And I agree whole heartedly with the second one.

     

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    @Pavijan357's TSLRCM Tweak Pack

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    Pavijan restores Saedhe the militiaman's head to the vanilla KOTOR 2 version, reverting TSLRCM's change which made him white. I'm unsure of whether this issue stems solely from the Tweak Pack or was an extant issue with the basegame head (or even maybe an issue stemming from the mod builds), but Saedhe's eyelids are blank white presently, seemingly untextured. I'm hoping it's a quick & easy fix.

     

    Perhaps you, or anyone else, can provide a screenshot of this?

     

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    Give Me Back My Goddamn Lightsaber

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    I have never, ever, ever, EVER gotten over Atris keeping my lightsaber. It lives in my head rent-free. I know thematically the point is to move on from the past that saber represents, and in gameplay terms the goal is to keep the Exile away from having a saber for half a planet more, but man, COME ON! The way I roleplay my Exile, that saber represents the same defiance and certainty that they displayed the last time they faced the Council, and they would have wanted it back from Atris at all costs.

    I know some content exists which lets you get the saber back already, but it has some problems with it: it's too easy to achieve and it doesn't take advantage of AI VO opportunities, which I think would probably be necessary to make this work well.

    Stealing it really isn't an option (at least, unless this is integrated as part of the Great Polar Academy Heist request), which leaves only convincing Atris to give it to you willingly. I think you should only be able to convince her to give it to you if you promise your help to find the other Jedi and end the conversation on a good note (without her saying "leave this place, leave Telos"). In that event, she would be willing to let you 'borrow' the saber, to help defend you on your quest.

    And I swear I will pound her fucking ass with it when I see her next.

    Anyway this would need to be tied into the lightsaber quest as an alternate way to end the quest early; otherwise, you would just construct a new lightsaber as normal.

     

    I trust you are aware that TSLRCM added the ability to get the Lightsaber back from Atris after you kill her on Telos, and if you are I take it that this request is about getting your Lightsaber on Telos during the first visit?

     

    I'd like just to mention that there is actually cut dialogue that indicates that, should the player piss her off enough, that Atris would outright attack you with the Lightsaber. I wonder if it's possible to somehow restore the ability to kill Atris and the Handmaidens on the first visit without ruining the lore.

    • Like 1
  21. On 5/11/2023 at 9:05 AM, Snigaroo said:

    Dynamic Player Head Use

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    Currently there are many player heads which are situationally used to replace NPC heads to add to the game's variety, but there are also many player heads which aren't used at all, and many, many NPCs which could benefit from more unique appearances. It'd be nice to see a mod make full use of all the alternate player heads on existing NPCs, to make more of the NPCs you interact with over the course of the game visually distinct.

     

    Something akin to this was added in an update to my NPC Diversity Pack mod, once you installed the main mod you can install a "Player Head Commoners" option that replaces many of the generic commoner heads with Player heads who use the commoner body model. This makes them compatible with clothing mods, whether it be new clothing or reskins, player head reskins, and they are dynamic in that an NPC's head will be swapped for another one if you were also using that head.

  22. On 5/11/2023 at 1:14 PM, Snigaroo said:

    Low-Poly Quarren Fix

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    There's a Quarren in the Nar Shaddaa entertainment module who uses the low-poly Quarren model from the original game, likely intentionally as a point of differentiation from the aliens around him, but it sticks out like a sore thumb. It would be nice if alternate Quarren textures could be made that could then be situationally mapped to Quarren, allowing them all to use the higher-poly model but appear more consistently visually distinct.

     

    I haven't read through all of your newest requests, so I don't know what else I might've already made or can make but I do know for a fact that the Low-Poly Quarren fix is already included in Bug Fix Collection for TSL.

     

    My bug fix collection is essentially the K2 equivalent of my Unofficial K1CP Tweak Pack mod wherein it fixes bugs that weren't fixed by TSLRCM or the K2CP mod, if K2CP were to update and fix bugs I've already fixed I would update my mod to remove said fixes so that players can continue to use TSLRCM, K2CP and the Bug Fix Collection together.

     

    I do believe there might be some features of my mod that could potentially conflict with the build (albeit unlikely) or possibly your vision for the build, and if you find them I'd be happy to hear your feedback for any suggestions I could possibly make.

  23. 9 hours ago, WhiteSaber said:

    I also posted on the forum that holopatcher doesn't work for me - picture 1 below.

    If you've posted this in another thread the mod author OzilsEyes isn't going to know you about it.

     

    But going off of this, what is your Kotor directory? I ask this because the K1CP mod recommends the following:

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    N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here.

    It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam.

     

    Modders are now using HoloPatcher because it has more features for us to use and has fewer bugs than the old TSLPatcher, this is why HoloPatcher mods keep popping up. If your Kotor directory is in the Program Files C Drive, then you're always going to have problems trying to install these mods. I've personally have had to move both my Kotor directories from my C Drive to my D Drive to make HoloPatcher install correctly.

    • Like 1
  24. Hello again, for the first post of 2025 I am proud to announce another update to the NPC Diversity Pack.

     

    Continuing from the previous update which added commoner variants that used the Player heads, this update adds two new variants that are completely optional: Commoners who wear Onderon Clothes and Fat Commoners who use DP's Fat Commoner Body Models.

     

    This first screenshot below was taken with just the main mod installed.

    20230218135742_1.png.94d7ec32fa7c33da9a1

     

    This second screenshot was taken with both the Player Head and Fat Commoner variants installed, you can choose to install them all or you can simply pick and choose which ones you want to play with.

    32370_7729.jpg.8ef1ec543cc1bd4b66c930e59

     

    As for the mod "Onderon Fashion", I am having that mod deleted from the site as it has been integrated into this mod as its own standalone optional install.

    32370_7754.jpg.336e3518294f180ab6f973bd1

    • Like 1
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