N-DReW25

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Everything posted by N-DReW25

  1. The problem is RC-K1CP, a fix that was intended for the Czerka Protocol Officer was applied to the Tatooine White Commoner by mistake & as you can see in-game that fix is broken anyway. Hope to have a fix for that out soon! Off-topic, for the NPC Diversity Pack I am planning on merging some, or all, of the side installations of the mod into the main NPC Overhaul component. That means you'll get diversified NPCs, diversified soundsets, diversified weapons & GIT Tweak all at once. Now, is there anyone opposed to this change before I start the merge?
  2. 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. 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.
  3. Can you now send me your "appearance.2da" file?
  4. N-DReW25

    K1 Loot Overhaul

    I was able to recreate the Footlocker bugs on my own end, but Kebla worked fine. Just have the UTM file that was generated on my end, make sure you're using a save from before you exit the apartment or else her old loot will remain. keblastore.utm You'll know it worked when you scroll down and see Heavy Battle Armor (amongst other good things)!
  5. There's no way SH would've known that, if he did I'm sure he wouldn't have made a snarky remark. That's debatable. Also debatable, and as if that doesn't happen in other modding communities. Modding isn't a quick or easy task, and modding Kotor isn't easy to learn. The dwindling number (also debatable) of modders doesn't mean the Kotor community is dying as a whole. The modder's work would be in vain if not for the hundreds of non-modders who download and play our mods, and with YouTubers and Gaming websites claiming Kotor is one of the best Star Wars game ever made, the lackluster progress of the Kotor remake, the controversy of the TSLRCM DLC cancellation and the release of Kotor to modern gaming systems like Android, iOS, Xbox Series X and the Switch the number of people flocking our community will only increase as these old games are introduced to a younger audience. If an entire decade is taken into account then yes, NexusMods has skyrocketed thanks to the hundreds of Gamefront archive mods which were added and later removed within the past decade. Calling Kotor a "late state in it's shelf life" is very much debatable, considering what I mentioned earlier about it being released on modern gaming systems + the Kotor Remake. In this case, the opinion of the guy who made the mod in question outweighs the opinions of the Nexus users I'm afraid. Do your gamer friends play Kotor? Nexus hosts mods for many different video games whilst Deadlystream almost exclusively caters to the Kotor games, and with the Deadlystream forum for the discussion of Kotor mods and the Deadlystream Staff being associated with the Kotor community Reddit and Discord (just checked right now and there's over a 1000 users active in that Discord) it makes sense why many Kotor mods are dominated by Deadlystream and not Nexus. Not to mention the controversy with NexusMods a few years back with their updated terms & conditions, I'm sure another user can chip in on that as some users of Deadlystream really didn't like that change. And with me, I don't care where I get my mods from. I'll download K1CP from Deadlystream and some HD graphic mods from Nexus, and I don't care... because at the end of the day it isn't about "brand loyalty". If you want to play a mod from Nexus, do it... if you want to play a mod from Deadlystream, do it. But I would never expect Kotor modders on Nexus to migrate to Deadlystream just because I want to download all my mods from the same place. Now you're opening a can of worms with that proposal. That proposal has been proposed time & time again on Deadlystream, Reddit, Nexus, Discord and beyond and each time these proposals for a unified mod pack falls flat on its face for a variety of reasons. Let's say a mod I've made, Heart of Beskar for example, is added to this mod pack. What if I update my mod and change things? What if I update my mod and fix things? What if I totally revamp my mod from the ground up? Can I trust the author behind the mod pack to update the pack accordingly? And even if they do why should *I* have to ensure that they do this, why should I have to worry about making my mod compatible for someone else's mod pack? Now you're concerned about modders leaving the community and abandoning their mods, how would I know if the author behind the mod pack doesn't also leave the community? If that happens that means this mod pack can't be updated, so if there's any bugs in the pack it *can't* be fixed. A major problem with Kotor mod packs is *what* exactly is included in this pack? What if you decide to add all the popular HD texture packs, DarkHope's character texture and HQ models and the overall mod pack size is several terabytes? Why on earth would I want to download that when I can pick exactly what I want if I download them individually? What if your pack contains K1R? I don't want to play K1R, I want to play the K1CP + RC-K1CP. What if your pack contains K1CP + RC-K1CP, I don't want to play those mods... I want to play K1R. What if your pack contains BOSSR? I don't want to play BOSSR. What if your pack doesn't contain BOSSR? I want to play BOSSR. As with the example above, you'll inevitably get a problem where people will just keep proposing and proposing new mods to be added to the project which fundamentally change the style and the flow of the overall pack, leading to conflicts that'll need to be meshed out and a lot of hard work to be done to maintain this gigantic Frankenstein of a mod pack. Let's say for example there are 5 of my mods in this mod pack, why should I then debug and bug fix my 5 mods when 50 radically different and incompatible mods are causing the problems. Why would I want to deal with other people's work and why would other people want to deal with mine? Mods are constantly updating, either because of new content or bug fixes. By making a mod pack, you need to keep track of these updates and ensure that these mods aren't conflicting. The closest thing the Kotor Modding Community has ever gotten to a mod pack is the Kotor 1 and 2 Community Patches, and whilst these mods have become dominant behemoths in the Modding Community standing side by side with TSLRCM and eclipsing K1R in terms of popularity, these mods have somewhat "ruined" bug fix mods. Why would other modders now make bug fix mods when you can simply report it on the K1CP github and have DarthParametric fix the bug for you and add it to the K1CP instead. Many of my old mods are part of the K1CP, and now since K1CP has become the "must have" mod my old mods are now obsolete from a certain point of view. Now, K1CP *does* have its benefits... it's ONLY a bug fix mod pack and general improvements mod and it's really strict in that regard, now if you have a mod pack of a bunch of different popular mods this same effect could happen to many more mods then just bug fix mods. Why would I want to make a Jedi Robe reskin when JC's Cloaked Robes is included in the popular mod pack everyone plays? Why would I want to make more mods if it's just going to get added to the mod pack? Why would I want to update my mods when this can cause problems for the big mod pack? If anything, an all encompassing mod pack of textures and bug fixes and restorations and BOSSR and whatever else could harm the modding community instead of saving it. People are making their mods and releasing them today just fine without a mod pack, and the continuously updated Mod Builds serves as both a list and as a guide for compatible mods which could all be used together. Why have an all encompassing mod pack when you can have an all encompassing mod build that players can pick and choose what they want, they can install mods based on their system requirements and their own tastes. Install all the mod build mods, or don't, it doesn't really matter... and that's the point! In your opinion. Tell me... what projects are you referring to? Modding is a hobby, it doesn't matter if the mod is TSLRCM or the Brutal Carth mod. TSLRCM was made and finished because Zbyl2 and the TSLRCM dev team pushed through, BOSSR was made and finished because SilverEdge9 and his contributors pushed through, K1R was made and abandoned because ZM90 left the community, ROR was made and was abandoned for some time because Logan had medical issues. At the end of the day, modding is a hobby and all modders have the right to step away from the community if we wish. Modding isn't a job, we don't get paid, this is our passion and our hobby... if more pressing matters pop up we have every right to leave the community. Not only that, we have every right to work, or not to work, on the mods we want to make. Many modders don't want to drop their own mods and their irl plans to work on some greater project. I don't want to work on K1CP and DarthParametric probably doesn't want to work on something I'm working on. And you're not the only one who shares this opinion, but the others who wish everyone could unite to make some epic big Kotor mod has also come to learn that modders want to do their own thing, and that's just the way it is. From my own interpretation, SH only gave a vague sense of permission if you included it in another mod with credit. You just reuploaded it to NexusMods first as is and only afterwards did you ask him for permission. If you had contacted him before you uploaded the mod he would've told you no and you wouldn't have had to remove it. This is the lesson to be learned from all of this. Ok, bringing porting into this as a sort of gotcha is like pointing a gun at every single modder and user in the Kotor Community who has ever ported, or has ever used, a ported content mod. Modding as a whole is a legal gray area, I can think of no better way of getting Deadlystream and its mods banned then contacting the mega game dev corporations with armies of lawyers at their disposal... and that includes BOSSR, and subsequently, the so-called "legacy" you are trying to build. You chose to upload SH's mod to NexusMods first and then asked him for permission after the fact, he told you "no, remove it". That's it, end of story. And his permission clearly stated it had to be included IN another mod, not reuploaded. And no offense, BOSSR is just another mod in our eyes. It isn't the end of the world if you can't download the legal screen mod from Nexus. SH's work is preserved... on Deadlystream, if he wants to upload it to Nexus he'll upload it himself if he wanted to. Now, what do you mean by "compilations"? If that's just a fancy word for "mod pack" then I'm sure that, with my previous wall of text, you should already have a good idea of why a mod pack on different websites isn't going to work. I have no idea what any of those things are or what significance they may have. Now... why can't we preserve our own mods how we wish? Why should I give permission for someone else to upload my mod to Nexus when I can do it myself? Now, I really want you to know that I'm not trying to belittle you for your views. You're a very passionate person when it comes to Kotor mods, I too used to adore BOSSR when I was younger, it's why I became a modder in the first place. But I need you to understand that many modders don't share your view on things. The majority of Kotor mods are on Deadlystream and the major Kotor communities like Reddit and Discord would all agree that Deadlystream outclasses NexusMods in many metrics when it comes to the Kotor games. Your odd beliefs where the Kotor Community is somehow "dying" whilst the NexusMods Kotor section is simultaneously growing and how it is "so necessary" to migrate our mods to Nexus for the sake of archiving them is either a sign of severe bias to NexusMods or a sign of delusion. And I need to make this last point clear, the internet is an anonymous place (not really, but my point still stands). If I walk past SH in the streets, I wouldn't know it, and he wouldn't know it was me... because we're "anonymous". I'm just "N-DReW25" with the Scout profile and SH is just "Sith Holocron" with a Sith Holocron profile. He doesn't really know me just as I don't really know him. Just as we don't really know you, how can SH and I know what you've just told me is the truth? How do we know you haven't written up a sob story in hopes SH will change his mind & go "Oh, I'll let you upload it to NexusMods". So as I said earlier, Sith Holocron is a hard-liner when it comes to mod rules... and I doubt it'll ever change.
  6. Send me the file "danm14aa.mod" from your Modules folder and check if "N_CommF20", "N_CommFA20", "N_CommFB20", or "N_CommFC20" are in the Override. And if they are in the Override, please tell me whether they are a TPC or a TGA.
  7. N-DReW25

    K1 Loot Overhaul

    This has been a pattern with you when reporting bugs, so please, stop finding bugs and asking "is this intentional?". No, I would not introduce a broken feature intentionally. Those are bugs and they're to be fixed. But thank you for reporting them! So the Sith Governor's room and the Mod Armor box were unchanged, but the other loot was changed and working as intended? I know there was an old bug with Heart of Beskar which replaced his Gloves with the Mandalorian Blaster. Assuming Brejik is working in the K1 Loot Overhaul, this might be a case of the old mod causing problem. I'll investigate all 3 reports and see what's going on, if there are problems I'll release an update
  8. Can you send me a screenshot? The NPC Diversity Pack alone shouldn't touch textures or models so it might be an incompatibility of some kind.
  9. I agree, if he isn't including it in some greater BOSSR mod pack why on earth would he upload it to Nexus? If you're making a list of mods, whether it be one person's "guide" or Snigaroo's Mod Builds, the fact that it is a list means that all the mods listed are optional as the user has free will to pick and choose what mods they want to use. With that in mind, what benefit does this guy get by having your mod on Nexus if this is all for a guide? Sith Holocron is a hard-liner when it comes to mod rules. <Insert 1984 joke here>
  10. N-DReW25

    K1 Loot Overhaul

    This mod doesn't add literal new items or change existing item stats, it merely reshuffles the vanilla loot of the game so you're more likely to try out existing gear you'd previously haven't used in a balanced matter.
  11. So you have RC-K1CP installed, RC-K1CP appears to be working elsewhere in the game and for some reason Shaleena has her generic head from the vanilla game? You mean like the one on the left here?
  12. It's probably a bug on my own end, I'll have to see what's going on here but I know only the generic NPCs would have gloveless hands whereas unique NPCs (like cut Shaleena) have the gloves. I've been busy as of late, though when I get the chance I'll see if it's either the RC-K1CP or the K1 Clothing Pack that's causing this. And no, the new K1 Loot Overhaul wouldn't cause this.
  13. 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. 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. 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. 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.
  14. N-DReW25

    K1 Loot Overhaul

    Just don't copy "keblastore.utm" to the Override, you'll have the Armors worn by the Duelist but it won't spawn in Kebla's inventory. My setup might not be the most ideal, but my installer checks to see if keblastore.utm is present in the Override. If it isn't, it spawns a vanilla/unmodded keblastore.utm in the Override before patching my changes on top of that new utm file. If keblastore.utm IS already present, it will skip the copying process and will instead patch the utm already found in the Override (this generates a warning error, but this error is simply to tell you it skipped copying the utm and isn't anything to worry about).
  15. N-DReW25

    K1 Loot Overhaul

    Alright, it looks like tar_m09ab must not be included with the K1CP then. I'll get an update out soon!
  16. N-DReW25

    K1 Loot Overhaul

    I think I might know the cause of this problem, but I need you to answer this question first... did you install the K1 Community Patch before this mod? No, that glitch was involved with the merchants.
  17. That is a known bug that's been happening for a very long time now, I don't know the cause behind it but, at worse, all it will do is prevent a single Black Vulkar from being changed.
  18. 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? 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.
  19. 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. I think if you install KSR 2022 last it should work... though last I heard KSR 2022 has problems of its own. That mod should be compatible with my mods.
  20. View File 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. Submitter N-DReW25 Submitted 03/03/2024 Category Mods K1R Compatible No  
  21. 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.
  22. N-DReW25

    K1 Loot Overhaul

    Version 0.2.0 Beta

    757 downloads

    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.
  23. This question will be answered once Episode 1 is released. I can't be spoiling anything now 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.
  24. 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.
  25. Those look amazing, and you're using the original model no less! Now all we need is a mod which makes the Stun Sticks round (Like the High Poly Grenades mod) so we can enjoy these awesome textures with awesome models!