N-DReW25

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Everything posted by N-DReW25

  1. https://starwars.fandom.com/wiki/Kalatosh_Zavros My personal head canon is that he was the Master of the Sith Governor, based on the quote he says. "This meeting is a stroke of luck for me - my master will surely reward me with my lightsaber once I kill you!" Any mod that adds him in would probably have to retcon the Sith Governor by replacing him with Kalatosh.
  2. The NPC Deesra Luur Jada tells the player about the Terentatek on Dantooine and you can return and tell him about the times you kill Terentateks on your journey. Maybe this function can be co-opted into a full fledged side-quest which leads you to Yavin 4. By having it this way It'll prompt you to go to Yavin 4 with good reasons for doing so. As you've mentioned, making brand new "original" areas will be a problem. Whilst I agree that Motor Squad level of quality for Yavin 4 isn't desirable, players would probably forgive reusing areas if the graphics of these reused are at BOSSR level of quality. I know the Sandrale Estate got bombed to smithereens, but maybe the Matale Estate could serve as a Sith Garrison which could justify how it survived the occupation and become Khoonda. Instead of Vrook or any one else important, why not use Deesra Luur Jada instead? He did canonically survive the bombardment. A major problem with returning to Dantooine is the fact that the population of Khoonda mostly despises the Jedi 5 years later, if the player came back and helped people that will really threaten the continuity. Instead of helping Dantooine survivors, why not go out on quests to help Jedi Survivors or Dantooine survivors with Force sensitive children escape from the Sith and help them get off world? This here is a Pre-Release Screenshot of Shuma the Hutt from before he was cut. Judging from the screenshot, he was replaced by So'laa. Would you consider this request fulfilled if it was added to RC-K1CP? Or are you asking for a standalone mod for the Hutt, with maybe some custom content on the side to spice up his character (Maybe even add him to the Return to Dantooine mod as a Sith Collaborator)? The solution would be to turn the Hrakert station levels into an Outlast Game. You gotta take the Selkath and turn them into the zombies from 28 Days Later, retexture them and soak them up in blood, modify their model so you can visibly see their sharps claws and add a new sound so you can hear their claws slashing into you. Give them new, zombie-like soundsets and take use of the "Battle Cry" field so you can hear their ungodly screams as they charge at you, these soundsets should be distinct from the normal Selkath soundset so you can tell these Selkath are beyond all human reasoning... like zombies. The Selkath fighting each other makes sense to me, once the humans are gone the Selkath have only themselves to fight/eat... they probably weren't fighting each other from the start. Litter the modules with Republic and Merc NPCs that have an OnDeath script so they die upon entering the module, this'll create the "Bodies everywhere" the first Merc tells you about. It would be good to have severed arms, severed heads, bones, indistinguishable organ piles, Republic trooper helmets and the like but the placeable limit really puts a stop to creative ideas that could really add to the Hrakert atmosphere... the blood puddle placeables would have to suffice. Placeables have their limits, but NPCs do not. It is possible to make a head invincible in the appearance.2da, this is normally a bug but here it can be exploited and turned into a feature. Have a headless NPC spawned in dead and add a blood puddle placeable where the head should be could really sell the idea that Selkath are ripping people apart. Maybe there's a way to make a severed head via the appearance.2da, render the body invisible making it a floating head NPC and have it die upon spawn so that it looks like a severed head in-game instead of an NPC... maybe severed arms could be added as Vibroblade models and these invisible NPCs can hold these severed arms as weapons, I don't believe weapons disappear from OnDeath scripted NPCs so this could work. Pick a clothing texture for the scientists and add blood PNGs over it and play around with colors and layers to create a bloodied effect, this can make the corpses look brutalized and this works within our limitations. If a modder is able to play around with NPC models, remove an arm... or a leg... or an arm & a leg... and replace the socket with a bloodied texture and a little bone protruding out... maybe even modify a Republic Soldier's body model so that his ribcage is exposed from behind. Maybe even change the area music and the overall sound of the level. This could be the area with the most freedom, I'd think a softer, gloomier area music would add to the experience... and a softerr, more urgent and desperate combat track could make the Selkath more intimidating. Obviously don't make any of the above look like an Outcast game, instead a mod like this should work with the limitations of the Kotor engine. No matter what is done It'll never a genuinely scary experience, but if it's "scary" like the old Silent Hill games are then it could be a superior experience to the vanilla game. I have experimented with removing the K2 map in other levels, but doing so in that game breaks the "barking dialogue" feature so using it outside the Jekk Jekk Tatt wasn't really viable upon realizing that. Of course, you could black out the map or add some sort of "Error" message that makes sense in-game. I do believe the pause menu is supposed to be the player's "Datapad", some NPCs do refer to the player owning a datapad so any static or error or blacked out map would have to be consistent with that game design. Would restoring the cut Shadowland module be of any desire? Not that this is exactly what you asked for, but in one of my Sith Soldier ideas for a mod is the concept of "Sith Marines", a Sith Soldier variant who appear only on the Leviathan. The idea is that Sith Soldiers and their variants have hide items that give Sith Soldiers different buffs based on what variant they are, the standard Sith Soldier would only have Immunity Poison so since Sith Soldiers would be removed from the Leviathan the Sith Marines would be stronger then the Soldiers of the base game. Of course, I do plan on adding some of these Sith variants as standalone NPCs. So buffed Sith Commandos could guard the bridge doors and other unique Sith variants could have unique abilities that could increase the difficulty of Sith Soldiers you encounter. Of course, any other changes do have to consider the Stealth feature. You don't want to add more Sith to the armory only for players to use Stealth to loot the room under their nose. I'm assuming this is referring to Operation Kill Bastla Remade? What exactly about that mod don't you like about it and how could another mod do the same thing but better? You see a contingent of battle droids in one of the Stunt cutscenes with Calo Noord or Bandon on the Bridge, maybe they could be either on or just outside the Bridge as guards. Something I didn't like about the Bridge is how the Stunt cutscenes you see the Bridge is swarming with Crew Officers but when you arrive they're absent. Always thought it be cool to have like a ramp so that the player can get down to those out of reach control sections and fight some of those Officers. Well, if you aren't looking for HQ Blasters level of quality you could always use the K1 Melee Texture Enhancement mod. Like this? Not sure if that attribute function exists in K1 like it does in K2. HK-47 gets his attribute stat increases through replacing his "Hide" item with a stronger hide, a "Hide" is an invisible background item which is worn by NPCs which the player cannot normally access. Every droid NPC has a hide which gives them Immunity to Poison and such. What you described is how Selven functions in the vanilla game, just make it like that so that their "I warned you" dialogue automatically fires before you can raid them.
  3. The NPC Diversity Pack is intended to be a "base" mod, you install this mod first and you'd install other NPC mods on top of it to further enhance the reduction of the cloning effect. I have a mod called the Unused Head Restoration Pack which is planned to be updated soon, you can install that mod to give the Protocol Officer and Tanis unique heads. Have you seen Galaxy of Faces? Sharina Fizark will have her own unique head in that mod at some point.
  4. Contrary to popular belief, the Czerka Protocol Officer head is not her unique head. That head is labelled as "Tatooine Asian Female", a commoner head variant that was intended for Tatooine but are occasionally used outside of Tatooine. Tatooine White Male (Used by Kono Nolan) Tatooine White Female (Used by Marlena Venn) Tatooine Asian Male (Used by Tanis Venn) And of course, Sharina Fizark isn't the only NPC in the game who uses the Protocol Officer's Tatooine Asian Female head
  5. This bug has been fixed! For everyone else, I've also fixed the Marl soundset bug. I've always avoided the bug because I was correct: Marl is set to the male Jedi Council soundset and he always was, however, the fixes done to the soundsets in RC-K1CP gave the male Jedi Council soundsets all the female sounds instead of the male sounds. RC-K1CP has been updated to correct that bug.
  6. That isn't possible, I'm afraid.
  7. N-DReW25

    Sith Stalkers [K1]

    Start a new game and warp to the Star Forge from the Endar Spire. This won't jeopardize your already existing save files. If the Cheat console is disabled you can activate it via the swkotor.ini (tutorials online exist for this) and disable it once you're done.
  8. N-DReW25

    Sith Stalkers [K1]

    Can you open the command console and type "warp sta_m45aa"? That'll teleport you to the introduction scene with the Jedi on the Star Forge, I want you to do this and see if the Sith Stalker spawns there. Do note, not all of the Dark Jedi are meant to be Stalkers but if you do see Sith Stalkers then this might be a problem exclusive to Tatooine.
  9. N-DReW25

    Sith Stalkers [K1]

    My guess is that, out of the mods listed, you didn't install Sith Stalkers last. Is this on Tatooine? I take it you have two Sith Assassins and a Cloaked Dark Jedi who has Sith Stalker VO. You could fix this by reinstalling the Sith Stalker mod. By reinstalling it as the last mod of your build, you'll overwrite the Cloaked Dark Jedi in your game who are supposed to be Sith Stalkers thus fixing the problem. You will have double appearance lines in the appearance.2da but in-game that doesn't matter.
  10. It is that time of year again, time for me to reveal another mod for the NPC Overhaul Series! Our latest mod shall enhance everyone's not-so-favorite/infamous Corporation... Amazon Redux, uh... I mean... Czerka Redux! First and foremost, the one thing you'd expect from a Czerka overhaul mod... the Czerka Combat Suit from RedRob41's Modder's Resource! Do note the image above was taken with RC-K1CP, the cut Czerka Guard is in the Tatooine game files unused so Czerka Redux will change cut NPCs meaning you can play the mod with RC-K1CP, though if you don't use RC-K1CP then that's fine too. Most of the Czerka Guards will wear the Combat Suit, however, some Guards have been replaced with brand new NPC variants... like droids: Some of these droids will have droid shields and utility items like flame throwers, turning those redundant Czerka guys in the background of Chuundar's room from a force to be beckoned to a force to be reckoned... with. Of course, not all the new alternative guards are droids... you do have this Gamorrean here: He's from Brotherhood of Shadow: Solomon's Revenge by SilverEdge9. Speaking of BOSSR, the Technician Armor from BOSSR is also worn by the Mechanics of Czerka Corp: The Czerka Muscle Suit from BOSSR also makes an appearance as a rare Czerka item. Whilst the names and descriptions of these BOSSR items are almost unchanged from BOSSR, the stats certainly are. The Muscle Suit in BOSSR has a +5 Strength bonus, it has been severely nerfed in Czerka Redux alongside the rest of BOSSR's items though the Czerka Muscle Suit in particular is now upgradeable making it somewhat good for a rare item instead of overpowered as it was in BOSSR. And the Czerka Mining Suit from BOSSR is also in Czerka Redux. It is worn by the Miners of Tatooine, if you install Czerka Redux on its own it will give the Duros Miners the Czerka Mining Suit, but it won't be shown.... unless you plan on using Duros: Armed & Ready! With Duros: Armed & Ready, the Duros Miners who have the default Czerka outfit will now wear the Czerka Mining Suit for that extra immersion. Future alien mods of mine will do the same thing, the Czerka alien will have the default Czerka Outfit but with Czerka Redux this Czerka alien will wear the Czerka Armor of this mod. The Duros' head from Duros: Armed & Ready is by JCarter426. Speaking of JC, he made a male version of the Czerka Commoner outfit worn by the Czerka Protocol Officer in his JC's Fashion Line B: Commoner Clothing for K2 mod some years back. With his permission, I've added it for the Czerka Scientists and some other Czerka NPCs in the game. As you can see from these screenshots, this mod is compatible with the gloveless commoner clothing from RC-K1CP! There are two versions of the Czerka commoner clothing, the vanilla inspired one and the K1EP one. Whilst I do not have a screenshot of the K1EP clothing yet, I can confirm that I did use JC's male version to convert the once exclusively female K1EP clothing into a male variant. But whilst I lack the screenshot of the clothing, I can confirm I've added the K1EP Czerka Officer texture: Czerka Custom Officers shall now wear that new Czerka Officer outfit. The Czerka Officer outfits have been revamped in Czerka Redux, the green Czerka Officer outfit is traditionally worn by the Czerka Commander with the cap... now it is worn by Liason Officers and the like. You might be wondering, with all these changes... where are the original Czerka Officers? They're right here: Those 4 NPCs on Kashyyyk and Tatooine are now the ONLY Czerka Officers you will encounter in the entire game, the rest have been modified into new NPC variants. To modify most of these NPCs, I have had to change their appearances from Czerka Officers to Commoners to support the armors. As such, all of the NPCs from this mod are based on the NPC Diversity Pack, meaning if you install the NPC Diversity Pack and then Czerka Redux there will be a seamless transition between the two mods with comprising the other. Once I perform the final touches on the Czerka Redux, it won't be released immediately... for I need to make several patches. The 1st patch is a compatibility patch for the NPC Diversity Pack, this is to ensure people who don't use the Diversity Pack can install the main Czerka Redux mod whilst Diversity Pack players will have to install this compatibility patch to finish the installation. The 2nd patch is an addon for the RC-K1CP mod, I don't think this addon is necessary though it will improve the restored Czerka elements of the RC-K1CP quite well. I will share more info on this secretive addon once it is ready. The 3rd patch is an addon for JC's Czerka: Business Attire for K1. It will give the Rodians of that mod new Czerka outfits and new head reskins. The 4th patch is an addon for the main mod. It will add female Czerka Officers to the game. This includes female guards who you can fight and will have a female soundset at death and female NPCs you can speak to. This addon will utilize DarthParametric's Female Czerka Officer's Uniform Modder's Resource for some of these female NPCs.
  11. That looks like a workable build to me, though maybe install Loot Overhaul before Heart of Beskar. There shouldn't be any problems between the two but if you install Loot Overhaul before then there won't be any chance of Loot Overhaul overwriting any of HOB's loot (very very unlikely, but it's a precaution I would take).
  12. I take it you're using Kotor's in-built screenshot system? You should really find a better method of screenshotting. On the Steam version you can press F12 and it'll take a screenshot instantly, there is no need to time it. Surely there is a 3rd party software you can use to make screenshotting easier for you. Female Republic Soldier Restoration has 2 install options. A vanilla install that adds default Female Republic Soldiers and Soldiers with new VO and an NPC Diversity Pack install which only adds the new Soldiers with the VO. If you don't install FRSR, the Diversity Pack will add Female Republic Soldiers but they won't speak, they'll only exist in the background. Installing the FRSR's Diversity Pack install will add additional Diversified Female Republic Soldiers who'll speak with AI VO. If I'm remembering correctly, this is also part of the K1CP.
  13. N-DReW25

    K1 Loot Overhaul

    This bug is confirmed to have been caused by the K1 Loot Overhaul, I will investigate why this is happening.
  14. No point, you've already shown me this. What version of Kotor are you using? Are you using Steam?
  15. Now I appreciate you reporting the bug, but come on... That's the screenshot you've attached above, why on earth did you use a far away shot of the bug when you could've triggered the cutscene and actually shown me a closeup of the problem.
  16. Yes, the NPC Diversity Bug... that's not relevant to this thread! No, and for good reason. For example, the Brejik dropping a Mandalorian Blaster feature used to be part of Heart of Beskar but is now part of the Loot Overhaul. If I had HOB installed how would I know if I successfully ported this feature from HOB to the Loot Overhaul.
  17. I will fix this in the next update. I plan on attempting a playthrough with the NPC Diversity Pack, RC-K1CP and Loot Overhaul so I can find bugs for all of them and fix them all simultaneously.
  18. I'm afraid not as this time, currently the mod only includes female Sith Soldier NPCs with matching female soundsets. Female players will still get the male disguise.
  19. Sarcastic Response: No, this mod is very clearly incompatible with the K1CP. I specifically tell people to install the K1 Community Patch before this mod so people will break their installation for the lols. I'm going to assume you didn't bother to read the mod's main page, because if you did you would've known that this mod is indeed compatible with the K1CP from the get-go.
  20. If any of you follow the K1 Pre-Release Pack, I like to show my K1P-RP comparison screenshots by vaguely telling you where the Pre-Release Screenshot came from and when it was taken alongside a screenshot from the mod imitating the Pre-Release Screenshot. Below are my K1P-RP style screenshots for the RC-K1CP's restored content: It is planned, I already have plans for Deadeye Duncan on Manaan for other mods so to make those mods work I'd need a mod to restore him. The two examples you've given me are already restored. Ulic Qel-Droma's mesh suit is sold by Mika Dorin and the Stealth field enhancer is sold by Crattis Yurkal. Of course, not all of the items are restored right now. But the "Items Restored in RC-K1CP.txt" file included in RC-K1CP next to the readme is literally a list of what's restored and where it's found. Here's a copy & paste of it so you can translate it from here: If you can't find the item listed, then that is a bug that needs to be fixed. I am not restoring that as there is a much better mod for that already, and it's compatible with the K1CP: Not a problem
  21. appearance.2da isn't what you're looking for, only the PMBE06, PFBE06 and ia_class6_006 files determine an Exar Kun reskin. They end in ".tga" so "PMBE06.tga" Have you tried K1R? I vaguely remember seeing those files in that mod years ago. If it's not in K1R, and you can't find it in either the NPC Overhaul or Shem's mod, as SH has said already we can't be of much help without images of the armor in question.
  22. PMBE06, PFBE06 and ia_class6_006 are the names of Exar Kun's Battle Armor textures. If these textures are in the NPC Overhaul, download the Overhaul mod and copy those three files out and place them in the Override. That'll allow you to play with those textures with modern mods like K1CP without the outdated NPC Overhaul.
  23. Here is a preview of the next update to the RC-K1CP. This update shall not only impact the RC-K1CP, it shall also impact the Unofficial K1CP Tweak Pack and the K1 Pre-Release Pack! A number of Tweak Pack features will be removed from the Tweak Pack and will be added to the RC-K1CP: this includes the restored turret soundset, Davik's upgradeable armor, Eli's alternative clothing and the soundset fixes. The Lite NPC restoration shall also be added to the RC-K1CP, but the Lite NPCs shall be made an optional install! In addition, the Lite NPC restoration shall simultaneously remain in the Tweak Pack. Tweak Pack shall have a copy of the Lite NPCs restoration as it undoes the controversial Lite Upgrader feature in the K1CP, hence it fits the description of the "tweak pack". But for Lite NPC restoration in RC-K1CP, there is a unique reason it's being added here. In a future update, there shall be a 3rd install option called "Lite NPC restoration plus" which shall restore all of the Lite NPCs which were not used in the vanilla game. If you install the main RC-K1CP mod, the Lite NPC restoration mod and the Lite NPC restoration plus mod together you'll get to experience the full arsenal of Bioware's original Lite NPCs. Below are some screenshots of the unused Lite NPCs in question, courtesy of A Future Pilot and his Lite Upgrader mod. Now what about the K1 Pre-Release Pack? The K1P-RP mod is similar to the RC-K1CP mod, except this mod restores content shown in official Bioware Pre-Release screenshots. Below is an example: Now, in the game files for Anchorhead are dialogues for cut NPCs such as Chadra-Fans and Ithorians but the Pre-Release screenshots show quite a bit of cut content in Anchorhead. In this screenshot, we have the cut Ithorian Miner NPC. In this screenshot, we have a hover sled with engine in the background and a little drone floating about. In this screenshot, we have a Protocol Droid, a Quarren and two Dewbacks In this screenshot, we have a landspeeder in the background. This creates a problem, do I restore these features in the K1P-RP mod or do I restore them in the RC-K1CP mod? Well, I've made a decision. The NPCs shall be restored in RC-K1CP whilst the placeables will be restored in K1P-RP! RC-K1CP: K1P-RP And to finish this preview off, this update will also fix the syntax errors that have been plaguing the mod since release! So have fun installing it with no guaranteed error messages.