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Posts posted by N-DReW25
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Build a Calo
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
1.0.0 Release Date: 22.03.2024
Pre-Installation:
Please install the K1 Community Patch FIRST before this mod!If you plan on using any of JCarter426's Cloaked Jedi Robe mods, please ensure that his mods are installed before Build a Calo.
This mod is divided into two versions, the "Normal Versions" which uses the vanilla Calo Nord model and the "JC's Cloaked Robe Compatible version" which uses JC's Calo Nord hotfix model. If you plan on using the Cloaked Robes, install that mod before Build a Calo and use the "JC's Cloaked Robe Compatible version" of this mod, if you don't plan on using those mods then please use the "normal version" instead.
Installation:
Simply click on the INSTALL.exe and you'll be given two install options."Calo Nord Head & Body" will allow you to modify Calo Nord's head & body post-Taris.
"Calo Nord Body Only" will only allow you to modify Calo Nord's body post-Taris. This means the head texture you use on Taris will also appear post-Taris.
Calo Nord's post-Taris appearance will now use the skin "N_CaloNord02.tga" in the Override and "N_CaloNordH02.tga" if you used "Calo Nord Head & Body".
Once you've selected your desired option, click install then sit back and watch the TSLPatcher do its magic.
If you do nothing after installing this mod, Calo Nord will use SpaceAlex's brown outfit post-Taris from the K1EP.
You can install the "N_CaloNord02.tga" texture from the Optional Black Outfit folder to make Calo Nord's post-Taris outfit use Watcher07's black outfit (the same one recommended on the Kotor Mod Build website).
You can download other Calo Nord textures & rename them to make them work with Build a Calo. For example, if you download "Quanon's Calo Nord Skin" you can install the "GameLook" option first and this will replace Calo's appearance on Taris. If you open "QSLook" and rename the following files, placing these renamed files in the Override will instead replace Calo's appearance post-Taris:
N_CaloNord01.tga -------> N_CaloNord02.tga
N_CaloNord01.txi -------> N_CaloNord02.txi
N_CaloNordH01.tga -------> N_CaloNordH02.tga
N_CaloNordH01.txi -------> N_CaloNordH02.txiThis feature is intended to be customizable, instead of using Quanon's "GameLook" for Taris and "QSLook" post-Taris you can have it be reversed, or you could have Emperor Turnip's HD Calo Nord textures. Just remember to have the Taris skins set to 01 with the post-Taris skins set to 02 as shown above.
And remember, N_CaloNordH02.tga will ONLY work with the "Calo Nord Head & Body" installation option.
Description:
Calo Nord is a bounty hunter in Kotor who is iconic for his colorful attire. Throughout the years, mods have sprung up which alter Calo Nord's appearance by changing the overall color scheme of his outfit or by changing his entire style, in the early to late 2000s these modded skins used the default 512x512 resolution whilst newer mods made in the late 2010s & beyond use higher texture resolutions to add more detail to the skins.2024 is the year which saw the release of N-DReW25's take on the character with his "Build a Calo" mod. Breaking with the tradition of crafting a new skin to add to the collection of other Calo Nord skins which have come & gone, I've instead chosen to craft an elaborate little mod which uses other people's Calo Nord reskins in a way never before seen.
The way "Build a Calo" works is that Calo Nord will appear on Taris with one set appearance, whilst after Taris he's wearing a different outfit. If you install this mod & boot up the game, Calo will wear his blue outfit on Taris whilst after Taris he'll wear a new brown outfit from the defunct K1 Enhancement Pack. If you choose to install the "Optional Black Outfit" AFTER installing Build a Calo, you'll have Calo use Watcher07's reskin (the same one from Snigaroo's Kotor Mod Build) after Taris.
Now, if you look at the screenshots on the Build a Calo mod page, you'll see that it's possible to install "Quanon's Calo Nord Skin" found on Deadlystream with the "Gamelook" version appearing on Taris whilst the "QsLook" version appearing after Taris. Before Build a Calo, you'd have to pick either "Gamelook" or "QsLook"... it was one or the other, but with Build a Calo you can now have both.
With this mod, you "Build" Calo Nord to your liking. Do you want to use both of Quanon's Calo Nord skins at once? Would you rather swap Quanon's Calo Nord skins so "QsLook" appears on Taris whilst "Gamelook" appears after Taris? Do you want to use Watcher07's black reskin on Taris whilst Calo uses the brown K1EP reskin after Taris?
Will you install the "Calo Nord Head & Body" version of Build a Calo and use Quanon's skins to change both Calo's outfit & head? Or will you customise Calo Nord even further? Would you rather install "Calo Nord Body Only" version of Build a Calo & use Quanon's "Gamelook" version of Calo Nord's head on both Taris & after whilst his body uses Emperor Turnip's HD Calo Nord outfit texture on Taris and Quanon's "QsLook" texture after Taris?
Or will new mods be published after Build a Calo? Maybe some new HD texutres for Calo Nord in the future may also be used alongside Build a Calo, maybe someone could make a "battle damaged" version of Calo Nord which can be used with this mod for his appearance after Taris.
The possibilities are endless!
Known Bugs:
If there are bugs feel free to report them to me on Deadlystream.
Incompatibilities:
Incompatible with any mods that change Calo Nord's model & character files post-Taris.Please report any incompatibilities!
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.You are more then welcome to talor your Calo Nord reskins to be used alongside Build a Calo if you wish.
Thanks to:
SpaceAlex: For releasing his K1 Enhancement Project as a modder's resource & for making the Calo Nord reskin included in said mod!
Watcher07: For making the Calo Nord Recolor mod!
Quanon: Whilst I did not use your skin in my mod, your Calo Nord reskins inspired me to make this mod in the first place!
JCarter426: For creating the Cloaked Robes mod & the hotfix for Calo Nord to make his character model work with the new supermodels of that mod. His hotfix for Calo Nord was included in Build a Calo for the sake of compatibility between our mods!
Bioware: For such an amazing game!
Fred Tetra: For Kotor Tool!
Stoffee: For TSLPatcher!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
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Submitter
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Submitted03/21/2024
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Category
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K1R CompatibleNo
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18 hours ago, Dark Hope said:You understood correctly. The second option seemed more natural to me.
This is just an idea, but maybe for these draft textures could be used as textures unique heads instead. Think of how Uthar and Vrook have unique head models and textures, it'd function like that but for characters who don't have a unique head in-game... that "less natural" head texture you showed earlier could be used by Kebla Yurt for example.
The modder Ebmar has done something similar with your other textures with your permission I believe, though he hasn't yet released them
In-game, only the mysterious man NPC on Manaan would use that HD bald head.
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I'm back & I'm once again sharing some more restored content that I've added to the RC-K1CP.
I've now restored the 4th Black Vulkar who was suppose to threaten Calo Nord in Javyar's Cantina.
The most important thing about this restoration is that the 4th Black Vulkar actually has an English speaking line. In-game you will have this Black Vulkar speak English during this scene.
Some minor changes have been made to this scene, so instead of having one English speaking Twi'lek and two non-English speaking Twi'leks you'll have one English speaking Twi'lek (using the restored orange appearance), one non-English speaking Twi'lek who's green and a Nikto.
Other than the presence of the 4th Vulkar and a restored English speaking line, there's not really much difference as to the outcome of this scene.
Please be sure to let me know what you think of this small little restorations, and if there's any bugs you encounter in regards to this scene feel free to report it to me on the mod's page found here.
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On 3/14/2024 at 9:48 AM, Mawrak said:All these options sound super exciting! I also wanted to ask if you still plan to support both vanilla and Restored Content canons for Kotor 2 timeline? If I'm not mistaken, demo had an option like that, though I'm not sure if changed anything. I suppose it may not be worth the time to develop two different versions, its not like Restored Content is THAT different from original. But if it was actually implemented, it would be pretty cool.
I don't recall anything in regards to TSLRCM in the old Demo, though when ROR was in its infancy so was TSLRCM so I can understand if something like this was hinted at... it was a different time back then.
We treat ROR like this: the base game is the "core content" that cannot be disputed (akin to how the Expanded Universe under both Disney and Lucas treats the Movies) whereas TSLRCM is secondary canon and other mods are third canon.
And as you've said, there aren't a lot of differences between the vanilla and base game when you really think about it. By our own rules, Fassa should be a Twi'lek instead of a Toydarian in ROR because that's what he was in the base game... but instead Fassa outright doesn't appear on Nar Shaddaa. Is Fassa a Twi'lek or is he a Toydarian? That's up to you, the player, to decide.
If it's has the potential to cause problems but is minor enough to be ignored it simply won't be referenced. Is Batu Rem a GenoHaradan Agent? Did Jorran steal Suulru's farming equipment or was it Kaevee? Did B4-D4 end up in Vogga's warehouse? Did the party get their asses kicked by Kreia? That's up to you, the player, to decide... ROR won't directly conflict with either vanilla or TSLRCM where it can be avoided.
Other mods might be referenced as cameos, an NPC might make reference to a Sith holdout on a "legendary droid planet" or make reference to a pirate named "Daemon Drexl" but ROR will never outright say the Exile or Master Vash went to M4-78 or that Solomon's Revenge actually happened as were depicted in M4-78EP & BOSSR.
On 3/14/2024 at 9:48 AM, Mawrak said:I'm just curious how much customizations we will have over our playthroughs. As much as I enjoy TOR, it kinda took away our choice and freedom from both protagonists of the games, so I'm happy you are giving it back, in a way.
When Revan appears in ROR, he will have a set pre-determined appearance for both male & female which cannot be changed in-game, however, our pre-set appearance can actually be changed via a ROR addon which will act very similar to the Revan Unmasked mod where you'd download our addon, overwrite the ROR Revan head with a K1 player head from the addon and you can have mullet man, Logan Star or however as your Revan. The same could apply to the Exile, though that all depends on their role in the story (A Force Ghost Exile looks more likely, though take that claim with a grain of salt).
As I believe I mentioned before, you can choose the alignments of both Revan and Exile alongside their genders. This will change how NPCs view each former protagonist and can allow for some unique things to happen that didn't in TOR, such as Revan and Carth having a child instead of Bastila and such. You could pick the canonical LS male Revan and LS female Exile and not end up in the TOR timeline if you pick the "wrong" choices in ROR or you could do the "right" choices in ROR that should lead to the TOR timeline but still not end up in that timeline as you can choose to not follow the Revan novel, have a DS female Revan and an LS male Exile.
Unlike TOR, ROR will have customization & whilst it is possible to do a faithful TOR playthrough it would be encouraged to do whatever you wish. Though do know the non-canonical version of ROR, with a Revan who "escaped" Dromuund Kaas, is the ROR in development with the canonical version being slated for development after the non-canonical version is made.
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On 3/5/2024 at 4:31 PM, Nm6k said:Just thought of a few more questions😄 (But seriously if I'm being annoying with them to you both do tell me and I will stop)
In the politest way possible, we wouldn't be making a mod for you to play if we'd instead just tell you everything from the get-go.
On 3/5/2024 at 4:31 PM, Nm6k said:How many locations/episodes are you all planning for the full mod?
We actually can't say, just like with K1 & K2 the mod isn't a linear experience... there are plans to revisit the different planets and these revisits to the same planet could act as an Episode in their own right.
Similar to what TSLRCM does with the Atton/Bao-Dur VS Bounty Hunters sequence, ROR will use "cloned" modules to our advantage. In-game, you'll think you're in the same place but at a later date when behind the scenes the same module has been cloned. This can allow us to have a different set of commoner NPCs to give the impression that time is moving forward and the background people are moving on and you're encountering new people in their wake.
On 3/5/2024 at 4:31 PM, Nm6k said:Have you all decided what you are going to do with the trust system (Logan talk about different ideas for it though the years) which will be replacing the influence system?
This sort of thing is being saved for later, as right now there's an internal controversy where the RPG elements are somewhat nerfed because it'd look dumb to have the player commit all sorts of evil and actively fall to the Dark Side with Drayen in the party. I'd expect these sort of major decision influences to take place once Drayen dies and the player is now alone, it'd make sense this way from a story perspective too!
I know I wouldn't want a repeat of the K2 influence system as the influence system sort of represented how the player was impacting the party via their Force Bonds. Internal testing would have to be done with different party members to see if the Influence System can work with modded party members & how much of it we can actually touch as I'd assume much of it is hard coded (assuming we just rename influence as trust that is).
How ever we chose to implement the trust system, do know that multiple "success" and "fail" states are written for many of the party members so that at the end of the mod, based on the players choices, alignment, faction loyalty, interactions with said party members, trust/influence and other factors the party members can chose to remain loyal to your chosen cause or defect in some way or another... very similar to how influence works in K2.
On 3/5/2024 at 4:31 PM, Nm6k said:How closely are you planning on tying the story (In particular the endings) to the Revan book and what is talk about Revan and the Exile fate in ToR itself? I do recall there being talk of a book/ToR canon path but I do hope there will be non canon light and dark endings too. Like for a example a light side ending where things go down a lot better then it did for both Reven and the Exile in the book or a unique dark side ending where if you pick the dark side ending for both KOTOR games then go full murder happy dark side (Instead of Kreia's greyish dark way of manipulation) in the mod then the Republic collapses without putting up much of a fight against Vitiate.
It's planned to have a Canon & Non-Canon path for ROR, this is chosen at the start of the mod alongside Revan & Exile's gender & alignment. If you chose Canon, it'll follow the events of the book with the Exile being dead with the only possibility of an appearance being through a Force Ghost and Revan being locked away for 300 years and would only appear via dialogue mentions & maybe a brief cameo in some capacity. You could argue that this doesn't make sense considering it's "Revenge of Revan", to which I say this mod was in development before TOR came out so we simply have to accept ROR as a fan fiction mod that can bridge K2 to TOR depending on the correct path.
But the Canon version isn't being developed at this time, instead the Non-Canon path is. It is loosely based on the book, so characters like Scourge & Vitiate might exist but the Exile may or may not be dead and Revan will make a physical appearance. As you can imagine, there'd be a point where you'd meet Revan and this "point" in the mod would change dramatically depending on the Canon VS Non-Canon choice.
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5 hours ago, JasonRyder said:Fair enough. And I did send a message to Kaidon Jorn to see if he'd make a compatibility patch or something for K1 Loot Overhaul. Would be nice to have the more notable NPCs and party members have unique lightsabers.
My mod has only JUST been released... Kaidon Jorn can't make a compatibility patch if none of us exactly know how our mods conflict... if they even conflict at all that is.
Besides, how exactly would my mod conflict with KSR exactly? The majority of this mod covers merchants, non-Jedi enemies, adds new loot on top of already existing loot and replaces a few armor and blaster loot. How would this conflict with a Lightsaber mod, especially if you install KSR after the Loot Overhaul?
5 hours ago, JasonRyder said:Problems? What kind of problems?
I don't know what kind of problems, I don't use the KSR 2022 mod. This is just a rumor I've heard, especially from when KSR 2022 first released... these bugs might already be fixed, but since KSR isn't part of the Reddit Builds I don't really pay much attention to it.
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1 hour ago, JasonRyder said:Nice to see another mod from you! Oh and will you make a lightsaber overhaul mod like Kaidon Jorn's KSR 2022?
Not to that extent I'm afraid.
I am interested in Lightsaber color mods, though that's at the bottom of my list for now.
1 hour ago, JasonRyder said:I tried to use your mods and this one, but since they both alter loot, I don't think they're compatible.
I think if you install KSR 2022 last it should work... though last I heard KSR 2022 has problems of its own.
1 hour ago, JasonRyder said:Or are they? And is Marius Fett's Bastila's Lightsaber mod compatible?
That mod should be compatible with my mods.
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K1 Loot Overhaul
A Mod for Star Wars Knights of The Old Republic
Author: N-DReW25
0.1.3 Beta Release Date: 14.03.2024
Installation:
Please install the K1 Community Patch FIRST before this mod! No exceptions!Simply click on the INSTALL.exe, click install and sit back and watch the TSLPatcher do its magic.
Description:
The Kotor games wouldn't be the same without the diverse array of items you can collect along your journey across the galaxy. With many of these items, you can mix and match your favorite items for the best defense or offense... or can you? A major problem I see in the first Kotor game is the distinct lack of loot drops... or more specifically, the lack of any "useful" loot drops.A good example of this are the Hold Out Blasters, these blasters are small pistols that do 1-4 energy damage with a chance of stun. These unique blasters are weaker then normal blasters, but unlike normal blasters, Hold Out Blasters have that chance of stun. This *could* give the player a choice between more energy based danage VS a chance for stun, however, you can only obtain the Hold Out Blaster on Tatooine and Manaan via merchants... so by the time you even have a chance to get the weakest Hold Out Blaster it's already been outclassed by the stronger weapons you found earlier in the game.
Speaking of Hold Out Blasters, the strongest Hold Out Blaster is dropped via a mandatory enemy on Tatooine... this makes every other Hold Out Blaster in the game redundant, why even bother using any Hold Out Blaster when you can get the strongest one for free whereas the weaker ones are sold from merchants.
This same problem applies to the armor you can obtain as well. On Taris, you can obtain the Echani Fiber Armor relatively early in the game... this has one big problem though. Echani Fiber Armor is a Class 4 armor type, Class 4 armors are some of the lightest armors you can find in the game with the weakest armor that you first obtain being a standard Combat Suit with 4 defense bonus (hence why it's called a "class 4").
So you start the game with the weak Combat Suit and you can then obtain the Echani Fiber Armor before any other armor piece, but once you upgrade this armor it turns from a 5 defense bonus to a 7 defense bonus. You can upgrade this armor to max capacity before finishing Taris, and after doing so the Echani Fiber Armor becomes one of *the* strongest Class 4 armors in the game.
By obtaining this upgradeable armor so early, you no longer need to use the Zabrak Combat Suit, Echani Light Armor, Massassi Ceremonial Armor or the Cinnagar Weave Armor... and why would you? All those armors are weaker then the upgraded Echani Fiber Armor.
And all that's just the tip of the ice burg!
The K1 Loot Overhaul changes the loot of enemy drops, placeable objects, merchant inventories and even some quest rewards.
This mod will make your next playthrough very interesting as you'll have the opportunity to use items you might never have considered previously, this mod will make your next playthrough a challenge as some items you've grown to use might no longer be available as it once was in the vanilla game, this mod will give you a genuine reason to save your credits and buy from merchants. Even if you don't use the new items you encounter, you can certainly sell them to buy better equipment.
Known Bugs:
This mod shouldn't have bugs, but if there are feel free to report it to me on Deadlystream.Do note that this mod is a Beta, some loot choice you might find to be odd might've been intended. As such, I'm open to player feedback to improve the mod going forward!
Incompatibilities:
Incompatible with the Enhanced Merchants mod.Please report any incompatibilities!
Permissions:
Do NOT claim credit for this mod and do not use assets from this mod without my permission.
Thanks to:
Bioware: For such an amazing game!
Fred Tetra: For Kotor Tool!
Stoffee: For TSLPatcher!
Everyone who downloads the mod!
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
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Submitter
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Submitted03/03/2024
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Category
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K1R CompatibleNo
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I have once again returned with a new entry for the series.
Like how the NPC Diversity Pack was the "base" mod for Heart of Beskar, Galaxy of Faces and my other NPC mods, my newest mod... the K1 Loot Overhaul, shall serve as the "base" mod for my upcoming item mods.
The loot overhaul changes the loot found throughout the Kotor game, it changes the enemy loot drops, merchant inventories and placeable loot on every planet. My changes to the loot were all made with balance in mind, do not install my mod expecting to have overpowered gear upon leaving Taris.
As an example of some new loot, you will either receive, or can buy, Blaster Carbines, Hold Out Blasters, Battle Armor and Heavy Battle Armor on Taris. This can give players a diverse choice of weapons and armor to choose from, do you use Bendak Starkiller's strong upgraded Blaster Pistol or do you use the weak Hold Out Blasters with stun capabilities? Should make Carth wear Battle Armor for that extra defense at the cost of his agility or do you stick with Light Battle Armor?
Not only does my mod add, it also removes some loot from the early game and reimplements them further up in the game. The Republic Mod Armor and the Echani Fiber Armor you can find on Taris are some of the most overpowered armors of their type, and since you can obtain them so early on these armors make all the other light armors redundant. Instead of armor, you will now find credits and some extra rewards on Taris and the Republic Mod Armor shall be given to you at the end of Manaan and you can buy the Echani Fiber Armor on Tatooine.
Some features of the Heart of Beskar mod have been removed from HOB and have been added to the K1 Loot Overhaul instead. Brejik's Mandalorian Blaster, the Mandalorian Assault Rifle on Dantooine and Sherruk's loot are now part of this mod instead.
My future armor and weapons mods shall be made with the K1 Loot Overhaul in mind, similar to how my NPC mods currently act with the NPC Diversity Pack.
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On 3/1/2024 at 5:29 AM, Nm6k said:Last question since you said you are almost done with Corellia how much more side content will be on it
This question will be answered once Episode 1 is released. I can't be spoiling anything now
On 3/1/2024 at 5:29 AM, Nm6k said:and the Coruscant jedi temple compared to the original demo.
But to give you an idea of what to expect, the Coruscant Jedi Temple isn't too much different from the Demo in terms of structure... but Coruscant, alongside the rest of the mod, has been significantly updated meaning you'll definitely feel the improvements even if the content isn't too different from the Demo.
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6 hours ago, Nm6k said:Got it also want to ask do you think that you will be able to make saves work with each Episode update?
Most likely, at the end of each Episode will be an "ending" of sorts that would take you back to the main menu. This *could* be an updated end credits scene though I can't confirm that at this time.
But let's pretend that it would be an end credits scene, this scene would require a script to activate. Let's say this script is called "end_ep1" for example... in Episode 1's release this script activates the ending whereas when the Episode 2 update is released we'll replace the "end_ep1" script with a warp script to go to Nar Shaddaa but it this new warp script is still named "end_ep1" to make it compatible with Save Games.
Though our primary goal is finishing the actual Episode off first, so take all this with a grain of salt as things can change with time.
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On 2/27/2024 at 9:14 AM, Nm6k said:I know that it's a very long way off but I want to ask will Cain show up early in episode 2 or at the end of it? He is the companion that I'm the most excited about so far.
Well, our original plan was to have each Episodes contain two planets at a time but right now it's been condensed to one planet at a time. Episode 2 would contain the planet Nar Shaddaa which is where Kaila and Nindu (the two party members recruited at the end of the Demo) are recruited alongside a 3rd party member at the very of that episode. Episode 3 will see Drayen die like on another planet similar to how he died in the Demo.
Should the 1 planet per Episode rule is maintained, then Cain would appear in Episode 4.
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On 2/17/2024 at 5:40 AM, robotp said:Any ideas when a demo or playable version drops? I'm hella excited about this
As I might've said at an earlier point, I wouldn't get yourself fussed over a release date. Me or Logan can give a date and more likely than not that date will come and pass with no release, this isn't on us... this is an unfortunate fate that happens to many in-development mods, this is why most modder's don't "announce" a release date as 9 times out of 10 they can't deliver on that promise.
When ROR Episode 1 is released, it will be similar to the old Demo but it will be a FAR improvement. The plan is to finish Episode 1 and release it to the public out of the blue, that way we can't disappoint anyone if we promise a date and we can't release it on said date.
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4 hours ago, Salk said:Hello!
I decided to try my hand on making a custom version of this. I added a couple of static cameras with a filter to try to improve the cinematics.The result can be seen here.
Why is the YouTube resolution locked in 420p? Carth's looking like he's made of static when he first starts his lines. Also, could you provide a version with and without the red filter? I'm really liking the "blinking" effect you've made.
Also, you may want to consider integrating JC's Vision Enhancement for K1 alongside this. Apparently, the Taris opening vision scene uses the Ebon Hawk's bed whereas this mod by JC uses the Taris Apartment bed instead.
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11 hours ago, Zrsm said:will it be compatible with the brotherhood of shadow
No, Revenge of Revan is a Kotor 2 mod whilst Brotherhood of Shadow is a Kotor 1 mod.
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15 hours ago, Nm6k said:How have things been going since the start of this year?
As a developer for the mod, I'd say things are going pretty good! I have to finish one more module and after that we just need to stich some already completed areas together, add conditionals along the way, write the end scene for Episode 1 Corellia (the scene is done but the dialogue itself is placeholder right now) and then it'd be in a proper Beta state.
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Any other modder correct me if this is a bad idea, but what you could do is extract the default Bith lip sync files. These lip sync files can be found in the lips folder specifically inside the "localization.mod" file.
This file can be accessed via ERFEdit, once inside you should be able to see all the vanilla lip sync files for alien VO. All you'd need to do is extract the Bith lip sync files and place them in your Override folder.-
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On 12/27/2023 at 2:55 AM, EAF97 said:Which software did you use for that?
The paid version of ElevenLabs: https://elevenlabs.io/speech-synthesis
I still have the AI Selkath template ready for more English Selkath VO, I was planning on doing Ithorak, the Ahto City Police and Judge dialogue all as AI generated English but since ElevenLabs has a word count limit per month (which is massively increased by paid tiers) I decided to stick with just Ithorak so I may use my remaining allocated word count for other AI projects.
All the Ithorak and Kavar dialogues need for them to be released are lip sync files.
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On 12/24/2023 at 3:35 AM, EAF97 said:I have recently purchased some software to generate AI voices and lines (including the tone, pitch, and inflections) and I've started work on a side project to potentially add lines and voiceovers for certain characters. More specifically:
1) I've considered programming lines for some of the aliens to speak basic and replace the generic gibberish they usually speak. This wouldn't be for ALL of them but only for some of the ones who feature more prominently or have lines that talk about crucial plot points. I've considered doing this for some of the Twi'leks like Komad on Tatooine as well as some of the Selkath.
2) I will have a series of upcoming mods which will feature "cameos" of characters from K2 appearing in K1 and was considering making voice-overs to give them additional lines if I am able to make voice-overs that sound close enough to the original.
I would like to hear thoughts on this from the community. I understand it wouldn't be for everyone and that people have their own preferences but I would be interested in pursuing this.
This thread is a little awkward for me as I've already done some of these, I've made Ithorak the Selkath speak English and I've recreated a Master Kavar cameo on the Star Forge.
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For those who follow my mods, you'll be pleased to know that the RC-K1CP mod has just received an update. If you follow many of my mods, you might've noticed multiple mods that were recently updated together, this was done to accommodate the latest RC-K1CP restoration!
What is this restoration? This:
For those without an eagle eye, I'm talking about the hands. This mod now restores the gloveless commoner hand textures for all commoner clothing and most generic commoner types, this means the Unofficial K1CP Tweak Pack, the K1 Pre-Release Pack and the K2 to K1 Clothing Pack have all been updated to ensure that these mods are compatible with this latest change.
The K1 Pre-Release Pack actually used to contain this very restoration though it's been removed as it's now been transferred to the RC-K1CP. The reason I chose to transfer this feature from the Pre-Release mod to the Restoration Mod is because there are "remnants" of the gloveless commoner clothes in the game files. The fat commoner and children clothing textures don't have gloves and the textures N_CommMB01, N_CommMB02, N_CommMB03, N_CommFB01, N_CommFB02 and N_CommFB03 show gloveless black colored hands.
The K1 Pre-Release Pack is intended to contain features that exist solely in Pre-Release/Beta screenshots, since actual remnants of the gloveless clothing textures exist in the game files I chose it was more fitting that this feature be considered "Restored Content" instead of "Recreated Pre-Release Content" as per that mod.
The Unofficial K1CP Tweak Pack simply contains the extra files for the clothing fixes to ensure compatibility.
But the K2 to K1 Clothing Pack has received an extensive facelift as it is now called the "K1 Clothing Pack" mod. The reason for this change is that I've added the commoner clothing from the K1EP mod into this mod as a separate installation thus requiring I change the name of the mod to better fit the new theme of the mod, this mod was updated alongside the extra files for RC-K1CP compatibility so that both the K2 ported clothes and the K1EP clothes have gloveless versions as seen here.
This restoration only affects the main generic commoner appearances; this means the "dirty commoner variants", unique heads, and modded appearances will keep their vanilla gloved textures. For example, if you use my newest Galaxy of Faces mod alongside the RC-K1CP the appearances in those mods shall have gloved clothing.
I am fully expecting this latest restoration to be fully controversial with players, but I won't know how players feel about this restoration until players tell me how they feel about it... so, what do you guys think of this restoration? If you've played it, how did it impact your visual gameplay?
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11 hours ago, DeathScepter said:Potential Idea: Use Kotor 2 heads that fits your mod.
That's part of the plan, though I won't be using the direct K2 skins. You won't see K2 player heads or unique heads like Vaklu as new NPCs, instead, I shall use reskins of K2 heads whether they be my own or by others (with permission/modder's resource of course).
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Restored Content for K1CP [WIP]
in Work In Progress
Posted
Let's talk about the cut Vulkar Sublevel!
I got some ideas floating about how the Vulkar Sublevel shall be restored in RC-K1CP, and I'd like to share with you all some of my ideas.
The Vulkar Sublevel in K1R was hated for the most part because, in earlier versions, the flow of the Sublevel used to be so convoluted with side quests and custom content. To make things worse, the players HAD to complete this content in order to access the Garage, and since this setup was so confusing players would often get stuck in the Vulkar Sublevel thus preventing them from progressing the game.
This alone caused many players to uninstall K1R and vow never to touch the mod due to the Sublevel changes alone. In K1R 1.2, most of that convoluted content was removed and the current flow is much more streamlined allowing for a quick playthrough of the Sublevel without getting stuck over stupid mod design. But the legacy of the old Sublevel lives on as the Vulkar Sublevel content in K1R is now an optional install separate from the main K1R mod.
As with K1R, my own Sublevel will be an optional installation though my rendition of the Sublevel will be different from K1R's. For example, the Sublevel will be 100% optional.
If you guys have played K1R, you'll know the Twi'lek Vulkar Coward NPC used to be a human with human VO speaking of the cut Sublevel. You would speak to this Coward and he'll give you the pass card to access the Sublevel. However, his dialogue in the dialog.tlk file does not much the spoken VO... here are some examples:
VO: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay? Remember, I can make things very profitable for you by unlocking the central elevator."
TLK: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay?"
VO: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by thermal-guided laser cannons."
TLK: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by a nest of blaster turrets."
VO: "The garage is off-limits to most of us, maybe one of the mechanics from the second level can help you out. They all got access cards to get past the security cannons."
TLK: "Brejik's lieutenants carry them, and there might be an extra one in the barracks. But there's a small army in that room. Even you might have a tough time taking them all on at once."
VO: "I can unlock the central elevator for you, but it only goes up... not down. An access card is the only way to get past those cannons protecting the security elevator to the basement."
TLK: "You'll need a pass card to get by those cannons protecting the security elevator to the basement."
As you can see, some lines of dialogue are extended in the VO version whilst others have been completely rewritten. I suspect the VO was recorded first, before the Sublevel was cut, and later, after the Sublevel was cut, Bioware went back and edited the human Vulkar Coward dialogue to remove references to the Sublevel. The final version we got in-game, however, was a complete rewrite of the old dialogue with alien Twi'lek VO to prevent the original voice actor from doing more takes.
With the power of modern day AI VO cloning, I plan to bring some of those TLK lines to life and merge the Sublevel dialogue with the unused dialogue.
For players who wish to avoid the Sublevel, the players can go to the Vulkar Barracks and either fight (or override the power conductor) through the Vulkars and obtain the pass card from a Footlocker. This will allow you to enter the Garage without ever going to the Sublevel.
For players who do go to the Sublevel, you'll have 3 ways of getting to the Garage. Either you get the Spice for the junkie mechanic and get his Mechanic ID, you use the Magnetic Power Cell to crank up the heat & blind the turrets or you fight or you can kill the Vulkar Lieutenants who'll drop their own cards (they'll be moved from the main level barracks to the Sublevel with the Barracks instead containing a Footlocker with a pass card instead).
So... what do you guys think of this setup? Is this something you'd like to see in RC-K1CP?