N-DReW25

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Posts posted by N-DReW25


  1. 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).

    • Like 1

  2. On 12/7/2023 at 11:52 PM, DarthParametric said:

    You could source new head models from TOR, although the textures are a bit too cartoony to use as-is. At least the earlier stuff anyway. They have been trending towards a more realistic style in more recent updates, at least for unique NPCs (not that I have actively played for a while).

    The cartoony parts are a real sticking point when it comes to the humans. That could be a future possibility, though I do have quite a few modded heads already on my list before I'll need to start scrapping the bottom of the TOR barrel for resources.

     

    But using TOR aliens might definitely be a good alternative!

    • Like 1

  3. Galaxy of Faces [K1]


    Galaxy of Faces [K1]
    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.2.0 Release Date: 27.09.2024


    Installation:
    Please install the K1 Community Patch FIRST before this mod!

    This mod replaces the appearances of important named NPCs throughout the game. As such, if you wish  to use mods like Onderon Fashion and Smuggler's Deluxe you'll have to install those mods BEFORE this mod.

    Simply click on the INSTALL.exe, select "Galaxy of Faces [Main]", click install then sit back and watch the TSLPatcher do its magic.

    The "Effix's Duelists", "Unique Rodians" & "Build a Bendak" are OPTIONAL. You don't have to install them if you don't want to.

    Effix's Duelists includes Effix's unique Gerlon, Ice & Marl heads. This installation is NOT a total copy of Effix's original Taris Arena Changes mod, that mod adds UTC files to the Override and patches those whilst Galaxy of Faces patches the UTCs in the .MOD files provided from the K1CP mod.

    If you are using the NPC Diversity Pack, install Effix's Duelists via Galaxy of Faces. If you want the Armors from Effix's Taris Arena Changes, install that mod instead.

    Unique Rodians gives various Rodian NPCs unique appearances. If you are using Stormie97's High Quality Alien: Rodians, do NOT install this option as a compatibiity patch for that mod hasn't been developed yet.

    Build a Bendak adds a unique appearance for Bendak Starkiller, however, the "N_Bendak.tga" texture is the vanilla Field Marshal texture. After installing this option, I encourage the player to replace this texture with a Mandalorian texture from a mod of your choosing, I personally recommend RedRob41's Bendak Starkiller Emblem Armour though do feel free to select a skin YOU want instead!

    Simply delete the "N_Bendak.tga" texture in your Override folder, rename your desired texture to either "N_Bendak.tga" or "N_Bendak.tgc" and place it in your Override.


    Description:
    From the good old days of late 70s/early 80s cinema, the expansive comics and novels of the 90s and 2000s, the rise of modern Star Wars video games and well into the Disney era, the Star Wars Galaxy has always been a "Galaxy of Faces". 

    And I'm not just referring to the faces of the main characters. I'm referring to background characters such as the aliens of Chalmun's Spaceport Cantina in Episode 4 (many of whom were merely random alien costumes who have since evolved into staples of Star Wars alienography with timeless classics like Rodians, Aqualish and Devaronians amongst them), or the the Bounty Hunters hired by Darth Vader to track down the Millennium Falcon in Episode 5 (despite only having 4 lines of dialogue and just over 6 minutes of screen time, Boba Fett has since become just as popular as the main characters mostly down to his unique bad ass appearance in his limited screen time) or the background Jedi characters sprinkled throughout the prequel trilogy (despite never saying a word in the movies, the Jedi Plo-Koon, Kit Fisto and Aayla Secura have since become fan favorites)!

    Why do I say this? I think it goes without saying that unique appearances are what makes or breaks a character, and BioWare's 2003 Star Wars: Knights of the Old Republic RPG has a few problems with this.

    As with many video games from this period of gaming, KoTOR has a problem with NPC appearances. In Kotor, the generic background NPCs are referred to as "Commoners" both in the game files and in-game sometimes, the game has 24 generic NPC appearances including 2 white heads, 2 black heads and 2 asian heads for both adult and old appearances which are split between male and female types with an additional male and female white and asian "Tatooine" commoner variant that exists for some reason, bringing the total of commoner appearances up to 24.

    Throughout KoTOR, many of these generic appearances aren't even used for background NPCs, those background NPCs receive the low-resolution Lite appearances leaving the actual generic heads for named NPCs. NPCs like Holdan, Jon, Junix Nard, Matton Daisel, Firith Me and Kel Algwinn are all well written characters that really bring these environments to life... but sometimes these NPCs are forgettable simply due to the fact that they use the same appearances, the NPCs I named were strategically chosen as they both use the exact same 1st white and asian male commoner heads. This "clone" problem is intensified once you install NPC Overhaul style mods that remove the Lite appearances and replace them with generic commoner appearances as now you'll be seeing the same 24 heads across over a hundred NPCs throughout the game.

    This mod aims to fix that by giving many of these named NPCs unique heads to differentiate them from the generic heads. This mod aims to one day cover almost EVERY single named NPC in the game where possible through a combination of NPC appearances made by me, modder's resources and mods with the modder's permission.

    But do keep in mind, not ALL the modded unique heads will be added. Instead, if you consult the "Recommended Mods.txt" file you shall find a list of other mods that I personally recommend that shall also add new unique heads for NPCs that aren't part of this mod.

    Thus far, most of the unique heads of the K1 Enhancement Pack modder's resource have been added.

    To read about what appearances have been added thus far, please consult the "List.txt" file for a complete list of new appearances.


    Known Bugs:
    If there are bugs feel free to report them to me on Deadlystream.


    Incompatibilities:
    Incompatible with any mods that modify the appearances of Nico Senvi, Nemo, Matton Dasol, Kono Nolan, Jon, Jagi, Eli Gand, Dorak Quinn, Dak Vesser, Hidden Bek Lookout, Ahlan Matale, Shen Matale, Nurik Sandral, Rahasia Sandral, Gerlon, Ice, Marl, Twitch, Mika Dorin, Gluupor, Adum Larp, Bendak Starkiller, Lena, Apartment Duros, Sith Base Duros,  Maana Demknot, Strandes Duros on Lehon, or The One.

    Incompatible with High Quality Aliens: Rodians, though a patch may be made in the future!

    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:
    SpaceAlex: For releasing his K1 Enhancement Project as a modder's resource.
    SilverEgde9: For textures used from the Brotherhood of Shadow: Solomon's Revenge mod.
    Effix: For the upscaled reskins of the Onderon commoner textures & textures from his Taris Arena Changes mod.
    DarthParametric: For fixing the Fat Commoner clothing models.
    EmperorDevon: For giving me permission to use his Twin Sun reskin as a base for Lena's body texture.
    RebRob41: For giving me permission to use assets from the Revenge of Revan mod.
    Obsidian Entertainment: For the Flight Suit and Onderon commoner assets. 
    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
    • Submitted
      12/07/2023
    • Category
    • K1R Compatible
      No

     

    • Like 1

  4. The development of ROR goes well, but who am I to neglect my own mod series.

     

    For months, I have been conflicted with my "clothing" mods like Smuggler's Deluxe and Onderon Fashion. This conflict has been enflamed with the release of the Fat Commoner Body Models Modder's Resource mod as it would allow me to add fat commoner NPCs to the game in a similar method as the two previously mentioned mods.

     

    This "conflict" of mine is the fact that there simply aren't enough NPCs in the game to have my planned Smuggler, Onderon, fat, new commoner clothing, flight suits and Dantooine scavenger outfits all made for generic NPCs. My NPC Diversity Pack with the "GIT Edit" is one method I'm adding new NPCs to elevate this, but at the end of the day I am just not satisfied with the results... mainly as those previously mentioned ideas are only SOME of my ideas.

     

    A mod I also wanted to make was this "more generic heads mod" which would increase the generic heads from 2 to 5. If this mod would ever come to fruition this could result in 5 white, 5 black, 5 asian and 5 hispanic generic commoner heads with male/female and elderly variants. This mod would increase the number of generic heads from 28 to 80, but these numbers would cause two problems. First, it'd conflict with the previous clothing mods like Smuggler's Deluxe and Onderon Fashion and second, I'm simply unable to make enough heads to reach my goal of 80 without sacrificing quality.

     

    So instead, I've put the "more generic head mod" on the backburner and I've worked on something easier and possibly even more efficient. Now, after showing you three paragraph of bad news, get ready for the good news! I present to you, the latest mod for the series:
     

    Spoiler

    goflogo.png.6357c82683e3c983f4a6f3b6e9431828.png

     

    The Galaxy of Faces mod is a mod which shall add new "unique heads" to the game, what do I mean by "unique"? Well, in the game files NPCs like Gadon, Davik, Vrook and Malak are considered "unique" whereas NPCs like Marl, Shen Matale, Eli Gand and countless more all use the generic heads seen throughout the game. This mod adds modded custom heads for many of the NPCs in Kotor with unique names and personalities that lack any unique head in the base game.

     

    In the meantime, here is an awkward screenshot of Nemo and his new head!

    Spoiler

    nemo.png.e9869b8ff52e8a8bd2bfea3135189950.png

     

    But that leaked screenshot won't be the only thing you'll see of this mod, for once this mod is approved you can play the first release of this mod once you follow this link!

     

    • Like 1

  5. I'd just want to say I am REALLY digging these screenshots, great stuff!

    I wish you well on your project ahead, and I really hope we see your work finished and released sometime in the future.

     

    I'd like to ask, is your first language English or do you primarily speak another language (Like Russian for example?).


  6. On 11/10/2023 at 4:14 PM, JasonRyder said:

    Your second and third ideas here sound the most promising! But I look forward to both your and other modders' future NPC diversity-type mods! 

    Thank you for the compliments! If what you say is true I'm sure you'll like what I have to say next.

     

    The NPC Diversity Pack was quietly updated to version 0.6.0 on the 20th of October, and with it came all 3 of the ideas I posted above.

     

    The 1st idea can be seen in this screenshot, the guards of Davik's estate are now Gamorrean Guards:

    20231019223759_1.jpg.6db09f91e047fa6a5af

     

    The 2nd idea has also been implemented, the old Nemo style Jedi NPCs have been removed and in their place you'll now see generic NPCs in the multi-colored Jedi Robe item. For example, Nemo will now wear his blue Jedi Robes instead of his default cream colored robes you can't wear. Since this idea is spread across the game, I'll simply show you the updated Star Forge Jedi:

    20231111223926_1.jpg.3814af953ee313c5d1b6f908ef30e968.jpg

     

    Future mods I make will once again alter these specific Star Forge Jedi so obviously once those release players will want to install the NPC Diversity Pack BEFORE those mods. Jedi Robe mods are compatible with the NPC Diversity Pack, in the screenshot above if you were to have JC's Cloaked Robes installed those Jedi shall have cloaked robes. If you wish to use DarthParametric's Jedi Diversity on the Star Forge mod, you'll have to install that mod AFTER the NPC Diversity Pack mod in order for his mod to overwrite my changes.

     

    And the 3rd idea has been implemented in the form of a new installation called "GIT Tweak". Git Tweak is more like a demo/test of greater things to come, currently it only modifies the tat_m17aa/Anchorhead module and it does exactly what I said it'll do... it ensures that every NPC listed in the GIT file is unique instead of a duplicate of an already existing NPC.

     

    So... why didn't I announce this earlier? Why haven't I announced my next mod?

     

    Around the middle of this year, the development of the Revenge of Revan mod intensified and for the first time in a while meaning I had things to do... meaning development of the NPC Diversity Pack and my other NPC mods have been slowed quite a bit. Unfortunately, you might not see much of this project series as much as we'd like to... though do know it's for a greater cause!

     

    Whilst Logan is infamously known for keeping his mod under wraps I can say this: certain "elements" of my NPC Overhaul series shall be carried over to the Revenge of Revan mod in some form or another.

     

    To discuss the Revenge of Revan mod, please visit this thread. I shall return to this WIP thread once I have updates for the NPC Overhaul Series.

    • Like 3

  7. 10 hours ago, EAF97 said:

    Were some of those files custom-made by the mod authors who posted them or would they just have been extracted from the game's hidden files using Kotor Tool?

    I'm going to be honest with you, I misremembered the "Garrum and Tar'eelok" mod with the one you linked. I knew that mod contained a .RIM file so I always thought that mod would be more difficult to crack.

     

    Though after investigating the files of the Sharina Fizark mod... it should be a LOT easier to use the source files and remake it from scratch (my point about directly using their files outright in my mod still stands, recreating the content from scratch is the way to go).

    • Like 1

  8. On 10/4/2023 at 3:19 PM, EAF97 said:

    https://www.gamefront.com/games/knights-of-the-old-republic/file/sharina-fizark-restoration-1

    @N-DReW25 if I'm not mistaken the script/file to make the Sharina Fizark restoration work is actually on GameFront and if I recall can also be extracted in the danm13 module using Kotor Tool. For this one it only needs her Dantooine .utc file and 3-4 script files which are all provided there and can just go straight into Override in order to work. Wouldn't it simply be possible to mine some of these cut details using Kotor Tool in order to "restore" them? Websites like GameFront also have a number of really old uploads of these files, which would make it easier

    I could... though if I were to just take the files from the Gamefront mods I'd need permission from their original mod authors to add them to the RC-K1CP.

    • Like 1

  9. 23 hours ago, 134340Goat said:

    Oh, crap, how did it take me two months to see that this was a thing?! Despite its flaws, I've been an avid K1R fan since its release, so this is huge to me

    I've heard talk of a "K1R Lite" to fulfill pretty much the same purpose you mentioned - compatibility with K1CP while also perhaps avoiding some of the more controversial changes - and I'll be ecstatic to play through the game again with as fully realized as possible a version of that! With the integration of Leilukin's Juhani mod and whatever else gets added in with the.... K1RCCP? What was it again- oh, RCK1CP. Yeah, when that hits, I'd love to give it a test!

    The next update is planned to be a small one, though it will contain the Leilukin Juhani restoration as previously mentioned.

     

    This WIP thread is more for me to leak what I'm working on and discuss cut content that I find, you can play the RC-K1CP Demo here: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/

     

     

    I've just updated the mod page to include a list of what's currently restored, I'm also considering 'balkanizing' the RC-K1CP installation process so the player can install what they specifically want so they might avoid controversial changes (The Vulkar Base from K1R comes to mind, though a possible restoration of the Simple Weapons feat or Party in Naga Sadows would also be considered controversial if I added them to the main installer).

    • Like 1

  10. I actually used Sleheyron as an example earlier, his WIP thread has been radio silent for a whole year but today he's posted something!

     

     

    Check it out, it's a whole video preview... and any of us who actually make mods will know that the content shown in that video wasn't easy to make. Just goes to show that some "dead" mods are still kicking behind the scenes!

    • Light Side Points 2

  11. 4 hours ago, Samriel said:

    Mod is pretty much dead despite the dev best intentions.

    Not all mods end up completed or get even past the demo stage.

    Too bad.

    I wouldn't necessarily say the mod is properly dead... the mod author is still determined to see it through to the end even though he isn't active on this forum.

     

    For fans following the project: Logan did, at one point in the past, cancel the project due to health reasons and only resumed development after several new modding tools were released which made world building much less tedious for him. Even though he's back to developing ROR those health reasons likely haven't gone away, when we consider this (alongside the Covid-19 pandemic and the global recession it caused) there are no doubt valid reasons why the development of ROR has been significantly delayed.

     

    At the end of the day: modding is a hobby and no modder is obliged to the mods that they've made or developed... so if a modder has health problems, employment obligations or other private issues it's common sense that modders focus on any of those reasons rather than their mods.

     

    As a ROR team member, I know ROR's behind the scenes development, but since I'm not Logan I cannot promise anything... though I can say if Logan was 100% certain he wanted to stop developing the mod he would announce it. As an insider, I can say development is still on-going, though fans should treat ROR like Sleheyron... SithSpecter hasn't cancelled Sleheyron though at the same time the Sleheyron thread has seen no activity for well over a year now.

     

    I personally have faith that SithSpecter is still working on Sleheyron albeit in total secrecy so that he may develop at his own comfortable pace. Like with Sleheyron, players shouldn't be tallying the days or checking for ROR/Sleheyron updates all the time, these mods will come when the developers are ready and when they release it'll catch us by complete surprise.

    • Like 3

  12. I have released version 0.5.0 of my NPC Diversity Pack!

    Before version 0.5.0, the players (you) had to install the mod several times over to get to experience the full mod. These 3 TSLPatcher installations were named as if they were mods and each had unique features... the "Diverse Galaxy" mod swapped out NPC heads, the "Fashion of the Old Republic" mod swapped out clothing and armor items and "Lite of my Life" upgraded Lite NPC appearances.

     

    In version 0.5.0 onward, the Fashion of the Old Republic and Lite of my Life mods have been merged with the Diverse Galaxy mod meaning you'll install the Diverse Galaxy mod ONCE and you'll get the features of Fashion of the Old Republic and Lite of my Life... this should make the installation process easier!

     

    This mod shall still have optional installations as of 0.5.0, the "Sounds O' Plenty" mod that changes NPC soundsets still exists and I've added a 2nd optional mod called "Diverse Weapons", the Diverse Weapons mod shall swap the weapons of NPCs to diversify the weapons they use. No longer shall every weapon use a Blaster Rifle and Pistol, they might use Blaster Carbines, Heavy Repeating Rifles, Ion Blasters, Sonic Rifles etc. And do keep in mind the NPCs will NOT drop these items, they are merely aesthetic in nature.

     

    Future plans!

    I make this post mainly to share some future plans I have for the NPC Diversity Pack going forward, I've created quite a few mods for this NPC Overhaul Series so much so that I don't want to "clutter" Deadlystream with my future NPC mods so I've decided to take two mod concepts and add them directly to the NPC Diversity Pack instead.

     

    My 1st mod idea is this... Davik's bodyguards are quite annoying, there are about 20 of them in his Estate yet only 7 unique UTC files exist for them meaning you might see 5 clones in a single area. A way I thought about fixing this was to replace them with Gamorreans, they make logical sense lore-wise as Gamorreans and gangsters go together like butter on toast and most importantly we won't have to worry about the clone effect as Gamorreans all look the same anyway. This will have to be tested as that'd mean ALL of Davik's Guards would be forced to use Melee only meaning the player could literally be chased through the Estate if the player is overwhelmed.

     

    My 2nd mod idea involves the Jedi, I'm sure we're all familiar with this image down below:

    20230218141346_3.png.c72865bad7beb7751d0

     

    If from the NPC Diversity Pack, though my mod idea would have these guys removed. In their place I'd have EVERY single Jedi NPC wear the default Jedi Robe item, this will effectively remove the Nemo and cut Jedi Council Robe models from the game.

     

    This idea was made primarily for compatibility reasons with future NPC mods I make involving the Jedi. With the successful release of the Hearts of Beskar mod, I'm currently deciding which NPC faction I'll make a dedicated mod on... I do have plans for the Jedi, but I believe having Jedi NPCs wear the default Jedi Robe items would be the best blank slate for them instead of what I have thus far.

     

    And my 3rd idea, if it works out, shall totally revamp the NPC Diversity Pack. As with the before mentioned Davik's Guards, many NPCs in Kotor suffer the problem where there exists 20 or so NPCs in one module but only 7 UTC files exist resulting in clones.

     

    Unlike the first two ideas which could be added to the Diverse Galaxy installation, this idea would be its own separate installation as it seems a bit too far extreme for the NPC Overhaul style Diverse Galaxy installation. Let's say an area has 20 NPCs but only 7 UTC files, that means inside the GIT file there are multiple NPCs sharing the same "TemplateResRef" tag in each STRUCT... this is what causes the cloning effect.

     

    This idea is more of a 'fix' for that, instead of 20 NPCs with 7 UTC files sharing those 20 STRUCTS I'll instead create 13 new NPCs bringing the number of UTC files to 20. I'll then go through the GIT file and add my new UTC files to the STRUCTs ensuring the 7 vanilla UTCs remain though the remaining 13 STRUCTs that previously cloned the 7 original UTCs will now have their own unique NPC occupying the TemplateResRef.

     

    If you aren't a modder, you might not be able to understand what I mean by this... so let me tell you how this will look in-game? Places like Anchorhead and Ahto City have this problem where the module has 10 or 20 commoner NPCs but will have anywhere between 2 to 7 UTC files thus resulting in clones. With this GIT fix, every single commoner file shall be unique which will allow to diversify these areas even further than what I've already done in the NPC Diversity Pack.

     

    Let me know what you guys think, I'll be sure to share screenshots when I'm further into development!

    • Like 2

  13. Heart of Beskar


    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.3.0 Release Date: 03.03.2024


    Installation:
    Please install the K1 Community Patch FIRST!

    Install Duros: Armed & Ready BEFORE Heart of Beskar (This mod is required for Heart of Beskar to work properly)!

    Simply click on the INSTALL.exe, click install then sit back and watch the TSLPatcher do its magic.


    Description:
    Heart of Beskar is a total NPC Overhaul for the Mandalorian faction in Kotor 1. This mod shall add new Mandalorian Soldier variants, add new items, and add new loot drops for Mandalorian NPCs found throughout the Kotor galaxy.


    New Mandalorian Variants:

    1) Mandalorian Recruit: The Mandalorian Recruit is a fresh convert to the Mandalorian belief system, embracing the Mandalorian culture as one embraces a new religion. As fresh recruits, they are the weakest form of Mandalorians you shall encounter. The Duros NPCs who help the Mandalorian faction on Dantooine are mostly made up of recruits and shall wear the new Mandalorian Combat Suit.

    2) Mandalorian Initiate: The Mandalorian Initiate is not a full fledged Mandalorian yet, though they're not a fresh recruit either. They replace a select few Duros NPCs on Dantooine and shall wear the new Mandalorian Heavy Suit.

    3) Mandalorian Soldier: The Mandalorian Soldier is the normal blue Mandalorian Soldiers from the vanilla game. They wear the Mandalorian Light Armor which replaces the vanilla Mandalorian Battle Armor.

    4) Mandalorian Scout: The Mandalorian Scout is a Mandalorian variant from the popular mod "Brotherhood of Shadow: Solomon's Revenge", the Scouts are included here as a homage to the old mod. They're found on Dantooine and wear the new Mandalorian Scout Armor.

    5) Mandalorian Marauders: The Mandalorian Marauder is a Mandalorian variant who only ever appeared in a Star Wars Miniatures toy series. These Mandalorians have been brought to life in the Kotor game and shall primarily use melee weapons against the player, they're mainly found on Kashyyyk and wear the new Mandalorian Marauder Armor.

    6) Mandalorian Heavy Trooper: The Mandalorian Heavy Trooper is an elite veteran class of Mandalorians, their armor is based on the Mandalorian Heavy Armor item found in the vanilla game. They're encountered on Dantooine and Lehon.

    7) Mandalorian Shock Trooper: The Mandalorian Shock Trooper is the in-game recreation of the Neo-Crusader Shock Trooper from the Kotor comics, their armor is based on the Mandalorian Assault Armor item found in the vanilla game. They're encountered on Kashyyyk and Lehon.

    8,) Mandalorian Rally Master: The Mandalorian Rally Master is the normal red Mandalorian from the vanilla game. Sherruk is considered a Rally Masters.

    9) Mandalorian Field Marshal: The Mandalorian Field Marshal is the normal yellow Mandalorian from the vanilla game. The Kashyyyk Mandalorian Commander and the Lehon Mandalorian Captain are Field Marshals, in addtion, the helmet items that they drop shall now be yellow instead of blue.


    The Heart of Beskar mod wouldn't be complete without actual Beskar... what is Beskar? Beskar is a metal that's mined on the planet Mandalore, armor forged from Beskar can withstand blunt force, lightsaber strikes, and repeated blaster fire... the viewers of Disney's The Mandalorian TV Series should be familiar with Beskar and its protective capabilities.

    The lowest tiers of Mandalorian Armors are forged with Beskar Alloy, this alloy is a mixture of Beskar and other metals thus reducing its protective capabilities. In-game, armors forged from Beskar Alloy will have a very low energy immunity bonus whereas stronger Mandalorian armors will have a higher energy immunity bonus... the highest energy immunity bonus in the Heart of Beskar mod is 90%.

    The new protective buffs from the Mandalorian armors shall also be applied to the Mandalorians themselves as every Mandalorian NPC will now wear the armor of their rank, so for example a Mandalorian Scout will wear Mandalorian Scout armor and shall recieve the buffs from that armor.

    A basic test run on the normal difficulty has been tested and I can confirm that a competent Kotor player should be able to defeat the Mandalorians even with the armor buffs, though you are welcome to report back to me if a specific Mandalorian is giving you trouble. 

    New Mandalorian Items: 

    Mandalorian Combat Suit (Inspired by the TSL item): Dropped by Kandon Ark, sold by Eli Gand
    Mandalorian Heavy Suit (Inspired by the TSL item): Sold by Igear, found in a Dantooine Mandalorian's backpack
    Echani Heavy Armor (Replaces the cut Mandalorian Armor): Sold by Greeta Holda
    Mandalorian Light Armor (Replaces Mandalorian Battle Armor): Found on a Mandalorian Corpse near the Grove
    Mandalorian Scout Armor: Found on a Mandalorian Corpse in the crystal cave, Found on a Corpse near the Sand People Camp
    Mandalorian Marauder Armor: Sold by the Dreshdae Czerka Store
    Mandalorian Heavy Armor (Restored item): Found in a container in the Sith Academy's torture room
    Mandalorian Assault Armor (Fixed item): Sold by Mika Dorin
    Mandalorian Marshal Armor: Sold by Mika Dorin
    Mandalorian Rally Armor: Sold by Mika Dorin
    Cassus Fett's Battle Armor: Sold by Mika Dorin

    Mandalorian Training Mask: Sold by Tyvark


    If you have any feedback, feel free to comment it down below: if you feel the mod is too overpowered or you have a suggestion for a change or a future feature I am more than happy to hear it!


    Known Bugs:
    This mod shouldn't have any bugs though if you find any please report them to me on Deadlystream.


    Incompatibilities:
    Incompatible with any mods that modify the same UTI and texture files included in this mod.

    Compatible with: JC's Darksaber for K1

    Incompatible with: JC's Mandalorian Armor for K1 1.2

    Please report any further incompatibilities!


    Permissions:
    Do NOT claim credit for this mod and do not use assets from this mod without my permission.

    If you want to use assets made by 90SK or TK-664 you'll have to contact them for permission.

    The Female Mandalorian Model by Inyri Forge does not need permission to be reused and anything made by SilverEdge9 doesn't need permission to be used either.

    The Cassus Fett Battle Armor textire can be reused if you credit Effix as the original creator.


    Thanks to:
    90SK: Creator of the Mandalorian Mask, Mandalorian Heavy Trooper & Shock Trooper skins!
    SilverEdge9: Creator of the Mandalorian Scout & Armor skin!
    Inyri Forge: Creator of the Female Mandalorian Model!
    TK-664: Creator of the Mandalorian Combat Suit Texture!
    Effix: Creator of the new Cassus Fett Battle Armor Texture!
    Obsidian Entertainment: For developing the new Ulic Qel Droma Armor skin for K2, which was reused in this mod!
    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
    • Submitted
      08/20/2023
    • Category
    • K1R Compatible
      No

     


  14. I am pleased to announce that my Hearts of Beskar mod has been released to the public! Once an Admin approves the mod it shall appear in the following link:

     

    This is the 1st "big" mod as part of the NPC Overhaul Series, for now I'll shall focus on the "smaller" mods that are still in development before I jump right in with another big mod. When I have more content to leak I shall return to this thread, though if anyone wishes to ask questions I'm more than happy to answer them.

    • Like 2

  15. 16 hours ago, DeathScepter said:

    Well I know your mod is a dedicated Restored mod.  Also adjusting prices to make them more sensible and increase prices if you are going to add traits to them. Also with Broken/overpowered equipment should be end game equipment only if you are planning to keep them broken as is. So it is alright to  adjust them to make them fit to that stage of the game

    Yeah, I'm strongly considering readjusting the stats of the broken cut items where I see fit... especially with the Cinnagar Plate Armor and Mandalorian Armor. Speaking of the Mandalorian Armor, in the upcoming Heart of Beskar mod found here I've replaced the Mandalorian Armor with an item called "Echani Heavy Armor"... I'll probably have to make some sort of patch for these two mods when Heart of Beskar is released and RC-K1CP restores the Mandalorian Armor.

    • Like 1

  16. 20 hours ago, Salk said:

    Hello, N-DReW25!

    I'd be interested in the full restoration of the complete set of Bavakar packages. Have you perhaps made any test about them and checked they work properly and there is nothing incomplete about them? Also, we see here that one of the Dark Jedis on Kashyyyk was supposed to have one of these three items. Do you perhaps know where the other two were originally supposed to be found/bought?

    Cheers!

    These implants should work correctly: the Bavakar Cardio Package does +2 Constitution, the Bavakar Reflex Enhancement does +2 Dexterity, the Bavakar Memory Chip does +2 Intelligence, they all have unique icons and they all cost 2000 credits. Whilst the Bavakar packages do work, I have found a few items which one could consider 'broken' in a way...

     

    A common pattern with armor items for example is that the item ID will be called something like "g_a_class4001" and each time the value goes up (4001, 4002, 4003 etc.) the armor gets stronger and more expansive. Though this doesn't seem to be the case with the cut Cinnagar Weave Armor item which has a Defense Bonus of 6, a price of 2000 and the item ID "g_a_class4004" whereas the Massassi Ceremonial Armor item which has a Defense Bonus of 5, a price of 3000 and the item ID "g_a_class4005".

     

    Those two items are inconsistent, if it were consistent I believe the Massassi Ceremonial Armor should have a Defense Bonus of 7 instead of 5... though obviously that's just my educated guess so this might be a feature of the Unofficial K1CP Tweak Pack instead of RC-K1CP. The reason I bring this up is because the Bavakar packages are entirely consistent with the other implants, the +1 Attribute Implants cost 1000 credits, the +2 Bavakar Implants cost 2000 credits, the +3 Attribute Implants cost 7500 and the +4 Attribute Implants cost 15000. The jump in price between the +2 and +3 Attribute Implants is quite steep though it does make sense considering how much stronger a +3 in Attributes is when compared to the +2.

     

    And one final thing about inconsistent stats for cut items, the cut Cinnagar Plate Armor and Mandalorian Armor both have the EXACT same stats with a Defense Bonus of 10 and a Sonic Resistance 25 even though the Cinnagar Plate Armor cost 4000 credits and the Mandalorian Armor costs 9000 credits. This is made worse by the fact that Mandalorian Armor is a class 8 (g_a_class8004) armor whilst the class 9 (g_a_class9003) Mandalorian Battle Armor with a Defense Bonus of 11 costs 4000 credits.

     

    But to actually answer your question; the Bavakar Reflex Enhancement shall drop from one of the Kashyyyk Dark Jedi. The Bavakar Cardio Package actually already drops from Sasha the Selkath if you kill her, I may add a 2nd Cardio Package so Light Side players may obtain this item. And finally,  I do not have any evidence at this time to prove that the Bavakar Memory Chip was intended to drop in-game like I can the Reflex Package... I'll decide at a later date an appropriate area in the game where this item may be found. I hope to pick a location that makes sense, so that when the player realizes it's a restored item they'll go "Huh, I never noticed!"

    • Like 1

  17. I've been tinkering with some cut content, and I'm sure once you all read about you'll all agree with @Marius Fett about the content being "fairly unsubstantial".

     

    The 1st bit of cut content is the easiest to explain and the easiest to implement: Alternative Dark Jedi Loot on Kashyyyk.

     

    In the game files, the UTC files for the Dark Jedi trio on Kashyyyk share the exact same name as the Tatooine Dark Jedi Trio. If you aren't familiar with UTC filenames these NPCs are named "tat17_darkjedi01", "tat17_darkjedi02" and "tat17_darkjedi03", my guess is that Bioware developed the Tatooine Dark Jedi Trio encounter first and went on to copy & paste this encounter on Kashyyyk.

     

    But in Kashyyyk files are several unused Dark Jedi UTC files called "kas22_darkjedi02", "" and "kas22_darkjedi03". This is just my assumption, but it's possible that Bioware intended for the Kashyyyk Dark Jedi to have the word "kas" in their filenames like every other Kashyyyk NPC but realized it'd be quicker to simply copy & paste the Tatooine UTCs and scripts to Kashyyyk.

     

    The interesting thing about these unused kas22 Dark Jedi is that their loot does not match the final tat17 Dark Jedi, the loot is very similar to the tat17 Dark Jedi which seems to indicate that the kas22 Dark Jedi loot was an earlier draft for those NPCs before we got the final product.

     

    Here is the loot comparisons between the two Trios: orange represents a direct change between the two versions, blue represents a cut item found on the Kas Dark Jedi and green represents a new item added to the tat17 version.

    Spoiler

    tat17_darkjedi01: Damind Crystal, Echani Dueling Shield, Violet Lightsaber, Datapad

    kas22_darkjedi01: Damind Crystal, Sith Energy Shield, Dark Jedi Lightsaber, Datapad, Verpine Ocular Enhancer

     

    tat17_darkjedi02: Yellow Crystal, Nextor Crystal, Sith Energy Shield, Violet Short Lightsaber, Red Short Lightsaber

    kas22_darkjedi02: Yellow Crystal, Nextor Crystal, Bavakar Reflex Enhancement, Violet Short Lightsaber, Dark Jedi Lightsaber

     

    tat17_darkjedi03: Yellow CrystalVerpine Cardio-Regulator, Red Double-Bladed Lightsaber, Dark Jedi Knight Robe

    kas22_darkjedi03: Advanced Adrenaline Amplifier, Red Double-Bladed Lightsaber, Dark Jedi Knight Robe

     

    This should be easy to implement and shouldn't be too controversial, I don't intend to replace the tat17 Dark Jedi with the kas22 Dark Jedi in the GIT file... instead I'm going to add some of the kas22 loot into the tat17 UTCs. I say some because I don't think it'd be for the best to create an identical copy of the kas22 loot, if I did that the player would lose a Yellow Crystal, a Short Lightsaber and a Violet Lightsaber (At this time, I'm not restoring the Dark Jedi Lightsaber).

     

     I want to merge the two so the player gets the most out of both Dark Jedi Trios, the player shall get the chance to receive the (rather weak) Verpine Ocular Enhancer and the cut Bavakar Reflex Enhancement implant whilst keeping the Violet Lightsaber and Short Lightsabers.

     

    And the 2nd bit of cut content is the: Alternative Upgrades.

     

    In Kotor Tool, the UTI files have 4 sections called "General", "Properties", "Description" and "Comment". In the comment sections of certain UTI files are some notes left behind by Bioware developers.

     

    For example, I shall use "Calo Nord's Battle Armor". In the vanilla game, his armor has Defense Bonus +9 and  Damage Resistance: Resist 10/- vs. Cold, Fire, Sonic. If you upgrade it the stats become Defense Bonus +12, Damage Resistance: Resist 10/- vs. Cold, Fire, Sonic and Immunity Critical Hits/Mind-Affecting.

     

    But if you check the comment section the armor stats would've been Defense Bonus +11, Damage Resistance: Resist 10/- vs. Cold, Fire, Sonic which would become Defense Bonus +12, Damage Resistance: Resist 10/- vs. Cold, Fire, Sonic and Immunity Critical Hits/Mind-Affecting when you upgrade it.

     

    Most upgradeable armors are like this, their upgraded end result in the dev comments are exactly the same as they are in the final game but the base stats are different. In the vanilla game, the base defense bonus is low and the upgrade would add between 2 to 4 defense bonus to make it strong whereas in the comments the base defense bonus is higher with the upgrade only adding 1 extra defense bonus.

     

    Other than that, there are a few extra things I've learned about upgradeable armors: the Echani Fiber Armor and Republic Mod Armor comments were unfinished so there's nothing to edit here but most interestingly the Verpine Zal Alloy Mesh has an unfinished comment... I can't say what Bioware had planned for the Verpine Zal Alloy Mesh but this note does confirm that, at one point, the Verpine Zal Alloy Mesh was intended to be upgradeable before it was scrapped. I'm thinking of editing the Verpine Zal Alloy Mesh to start with a base Defense Bonus of +11 and upgrades will make it Defense Bonus +12 with Damage Resistance: Resist 25/- vs. Cold, Fire, Sonic as it is in vanilla.

     

    Whilst I've studied the armor UTIs, I've yet to inspect all of the weapons though I can confirm there are comments there as well. I've only checked the Vibrosword section thus far and I can tell there are some ancient gems written in here with old concepts and scrapped features.

     

    Below is a copy & paste of the intended upgrades for Bacca's Ceremonial Sword:

    Spoiler

    +2 to hit and damage.  Deals out extra 2 energy damage and gives a +2 to hit while using Flurry.    

    Vibration Cell: +2 to hit and damage. Increases the critical range when using critical strike.

    Durasteel Bonding Alloy: Immune to Lightsaber parry destruction

    Energy Projector:  Deals out an extra 1-4 energy damage.    

     


  18. 22 hours ago, Darth Imperitus said:

    Thanks for making a restoration mod that is compatible with the K1 Community Patch. I don't care what anyone says. I think restoration mods like K1R are essential and add a lot of replayability to the game. I disagree with "most players." Personally, I find cut content is fascinating and I think it's worth restoring if feasible. Anything that adds more content to the game and enhances the experience is fine by me. It was really frustrating not being able to play K1R and K1CP together and have both mods working on a permanent override folder. It really annoys me how some people on another website actively discourage players from playing K1R and belittle all the hard work that went into developing it. I hope this mod carries forward the legacy of K1R and retains a lot of the great content that it restored while adding more and providing a more seamless experience. I'm really looking forward to it!

    I wouldn't say most players dislike K1's cut content, I believe that if the players have to chose between just K1 restored content and many bug fixes most players would rather play with K1CP and its many bug fixes. That is the reason why my most recent mods aren't compatible with K1R, K1R is buggy due to the Dev Team being non-existent in 2023 so I might as well stick with the big mod with an active Dev Team that most players already use.

     

    But with the release of the RC-K1CP mod, this won't have to be the case... if players want restored content they can now install RC-K1CP on top of the K1CP mod and get the best of both worlds without the hassle.

     

    2 hours ago, Leilukin said:

    Yes, my Juhani Dialogue Restoration was made specifically for players who want the cut Juhani dialogue but do not want to use K1R. You may integrate my mod into your KotOR 1 restored content mod if you want to.

    Thank you, I shall get the integration out in the next update! :thumbsup:

    • Light Side Points 1

  19. Restored Content for K1CP [DEMO]


    Restored Content for K1CP [DEMO]
    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    0.9.0 Demo Release Date: 19.02.2025


    Installation:
    Please install the K1 Community Patch FIRST before this mod! No exceptions!

    Once you click on the INSTALL.exe, you'll be given five options.

    Main Mod- This is the installation which installs the RC-K1CP mod.

    Lite NPCs Restored- This restores the Lite NPCs that were removed in the K1CP, install this option if you want these back in your game.

    Restored Gloveless Clothing- Left over textures and pre-release screenshots suggests that the commoner clothing didn't always have gloves that hid the NPCs hands, with this option installed all the generic NPCs will have exposed hands that correspond with the skin color of that NPCs race (White, Black and Asian). This option is fully compatible with the K1 Clothing Pack but is incompatible with Dark Hope's Commoner Clothing reskins.

    Restored Sith Officer Uniforms- Restores the unused Sith Officer uniform variants throughout the game, this option is incompatible with Heyorange's Sith Uniform Reformation.

    Restored Party Dialogue- As of right now, this option restores unused lines for Canderous' dialogue about Korriban. This option is cripplingly incompatible with mods that edit "k_hcan_dialog.dlg" so don't install this option if that file is already in your Override folder.

    Restored Unique Blaster- Restores unused textures for Carth's Blaster and the Baragwin Ion-X Weapon. These are an optional install as they are incompatible with the High Quality Blasters mod by Sithspecter.


    Description:
    The Kotor 1 Community Patch (K1CP) is the biggest bug fix mod for Kotor 1 and is arguably the number one go-to mod for Kotor 1, similar to TSLRCM for Kotor 2. The Kotor 1 Restoration (K1R) mod is NOT compatible with the K1CP and as such players have to pick between hundreds of bug fixes offered by the K1CP or the restored content of K1R, they couldn't pick both... until now!

    Restored Content for K1CP is a restoration mod for Kotor 1 which has been developed for use alongside the K1CP mod, with this mod installed you shall experience restored content alongside the bug fixes of the K1CP mod.

    This mod also does not follow the same "rules" as K1R, that means this mod might restore cut content that K1R didn't restore either because the original K1R Dev Team didn't want to restore it or because they didn't know about it.

    This mod is an INDEPENDENT project developed by a single modder (and any future contributors) with no connection to the original K1R mod, everything in this mod was developed from scratch as getting permission to use K1R assets is impossible due to the disappearance of the K1R team leader. This mod is a DEMO meaning it does not restore all the cut content that K1R restores, future updates shall add more content and fix any bugs present in the mod. 

    Whilst this mod is a Demo, it is not necessarily incomplete... what little restored content this mod has to offer is complete and will not standout as unfinished (in terms of the mod itself, your opinion on the cut content might be different).

    If you have feedback or any bugs to report for the next update, I urge you to report these to me so that the Restored Content for K1CP mod may be the best it can be!

     

    Restorations:

    Spoiler

    What RC-K1CP currently restores!:

    General:
    * Impossible and Very Easy difficulties.
    * Integrated the Juhani Dialogue Restoration mod.
    * Restored various unused item descriptions (Found either in the dialog.tlk or the archived swkotor.com website).
    * Davik's War Suit is now upgradeable.
    * Teta's Royal Band now has proper stats.
    * Restored the cut Turret soundset for all the Turret NPCs in the game.
    * Restored unused SFX for various soundsets.
    * Restored the unused white Sith Soldier texture for most Sith Soldiers found throughout the game.
    * Fixed the Gamorrean Battleaxe.
    * Restored the unused Solari Crystal icon.
    * Restored all the unused Czerka appearance variants.
    * Restored all the unused Sith Officer appearance variants.
    * Restored all the unused Republic Soldier appearance variants.
    * Restored the female Republic Soldier variants as background NPCs, for a more in-depth restoration try the Female Republic Soldier Restoration mod.
    * Further restored K1CP's restoration of the male orange Twi'lek appearance for more Twi'leks.
    * Restored the Lite NPCs from the vanilla game [OPTIONAL]
    * Expanded Canderous' lines about Korriban. [OPTIONAL]
    * Restored the unused Sith Officer uniforms across various Sith Officers found across the galaxy. [OPTIONAL]
    * Gloveless Commoner Clothing. [OPTIONAL]
    * Unique Blaster model & texture for Carth's Blaster Pistol. [OPTIONAL]

    Endar Spire
    * Carth's cut theme now plays in the Starboard Section of the Endar Spire when not in combat.

    Taris
    * Anchorhead combat music has been replaced with Taris Upper City combat music inside the Taris Apartments.
    * Restored Carth lines to the Alien Apartment Sith Raid (Audio created with AI).
    * Restored a previously inaccessible Gurney line.
    * Restored a Bullied Merchant line to the Bounty Hunter encounter in the Upper City.
    * Restored the female commoner who listens to Gorton Colu in the Upper City.
    * Alternative Sarna & Yun Genda VO in both the Upper City Cantina and Apartments.
    * Restored the ability to bribe Sarna or Yun Genda. You have to pay them to get to the party with them to acquire a suit of Sith Armor.
    * Restored the serving droid in both Taris Cantinas and the Hidden Bek Base.
    * Restored a 4th Black Vulkar who threatens Calo Nord in the Lower City Cantina.
    * Restored Zax's Unique Hutt VO.
    * Restored Uriah's unique Twi'lek VO.
    * Restored the generic Vulkar NPCs in the Lower City Cantina.
    * Restored the female patrons of the Lower City Cantina.
    * Alternative Calo Nord VO in Lower City Apartments.
    * Alternative Canderous VO in the Upper and Lower City Cantinas.
    * The ambient music labelled "mus_area_townsus" has been replaced with Lower City ambient music inside the Hidden Bek base.
    * Restored Shaleena's unique appearance.
    * Restored extra lines in the Hendar cutscene.
    * Restored a Mercenary line to the Canderous encounter in the Undercity.
    * Kandon Ark's Twi'lek Bodyguard will now drop all her loot, including her Energy Shield, armor and implant. She wore Echani Fiber Armor and a Response Package in vanilla but will instead drop a Zabrak Combat Suit (as it's both weaker and more balanced for Taris) and a Cardio Package (as Kandon Ark already drops a Response Package).
    * The ambient music labelled "mus_area_townsus" has been replaced with Lower City ambient music inside Gadon's Personal Quarters.
    * The Taris Swoop Track played Lower City combat music when outside of combat, the Taris Swoop Track now plays Lower City ambient music when outside of combat.
    * The Sith Base has a unique combat music track called "mus_bat_sithbs" though the matching ambient music track is missing, the music that is played in the Sith Base is called "mus_theme_cult". In the ambientmusic.2DA file, there are two instances of "mus_area_valsith" on 2DA line 12 and 25. Since the track "mus_bat_valsith" is on 2DA line 45 and "mus_bat_sithbs" is on 2DA line 32, it is safe to assume that the missing "mus_area_sithbs" should've been on 2DA line 12. Whilst I can't restore an absent "mus_area_sithbs" music track, I can change the Sith Base music to use "mus_area_valsith" just like how it is used for the Sith Embassy on Manaan.
    * The Sith Governor's office had no ambient music, it has now been given the same ambient music as the Sith Base.
    * Davik's Estate had Lower City ambient music and Upper City combat music, the Upper City combat music has been replaced with Lower City combat music.

    Ebon Hawk:
    * The Ebon Hawk used Anchorhead ambient music, it now uses Bastila's theme just like the Taris Apartment hideout.
    * Alternative Carth VO for the Star Forge approach scene.

    Dantooine:
    * Restored unused Jedi appearances in the Enclave.
    * Restored footlockers and unlocked the static footlockers in the Jedi Enclave.
    * Restored the arguing master and apprentice, Tar'eelok and Garrum, in the Jedi Enclave.
    * The Jedi Enclave Interior and Exterior have ambient and combat music tracks labelled "Acad/Academy" whilst the Matale Planes, Sandral Planes, and Grove uses the music tracks labelled "Out/Outback". The ambient Outback music is used in these three modules but the Academy combat music is used instead of the Outback combat music. The Outback combat music has been restored to these modules.
    * Restored the ability to make an indecent proposal to Rahasia or Shen, depending on gender.
    * Expanded the Star Map scene with restored VO.

    Tatooine
    * The Desert combat music would play in the Tatooine Hangar if you entered combat, entering combat in this area wasn't possible in vanilla but since K1CP made it possible to fight Xor here Hangar it became possible to hear this music. The Desert combat music has been replaced with Anchorhead combat music.
    * All Tatooine interior modules have been assigned the Anchorhead combat music in-case other mods you use add combat sections to these modules.
    * Restored extra Bastila lines when talking to Maana Demknot.
    * Restored the Chadra-Fan, Ithorian Miner, Maintenance Drone and Dewback in Anchorhead.
    * Restored the second guy helping guard the gates to the Dune Sea.
    * Restored Bastila lines when recovering her father's holocron.
    * Restored Senni Vek to the GenoHaradan fight alongside Hulas.

    Kashyyyk
    * The Czerka theme now plays in the Kashyyyk landing pad module.
    * Alternative clothing for Eli, these new clothes were present in his inventory.
    * Restored the original loot drops for the Kashyyyk Dark Jedi trio.
    * Alternative Mandalorian Commander VO in the Shadowlands.
    * Restored the party dialogue about the Kashyyyk Star Map.

    Manaan:
    * Restored the name "Sith Commoner" to refer to off-duty Sith Officers on Manaan. [OPTIONAL]
    * Restored Commander Grann's replies to the Sith Security Officer.

    Korriban
    * The Sith Academy ambient music is labelled "Valsith/Valley Sith" in the music track whilst the combat music labelled "Sithbs/Sith Base" is used. The ambient music has been replaced with the music theme labelled "cult" whilst the combat music has been replaced with the "Valsith/Valley Sith" combat music. The music theme "cult" used to be used in the Taris Sith Base, though it has been removed from that module and is now used here.
    * The Valley of the Dark Lord's doesn't have any ambient music whilst the combat music labelled "Sithbs/Sith Base" is used. The ambient and combat music tracks labelled "Valsith/Valley Sith" are now used in the Valley of the Dark Lords.
    * The Sith Tombs on Korriban now play the ruin ambient and combat music tracks. 

    Yavin
    * Restored the unused green Breath Mask texture for the Advanced Bio-Stabilizer Mask.
    * Restored the unused Ion Rifle texture and icon for the Baragwin Ion-X Weapon.

    Leviathan
    * The Leviathan no longer plays the Sewer ambient music, it now instead uses the Cult theme that is played in the vanilla Taris Sith Base.

    Unknown World:
    * The Unknown World exterior modules now use the cut Sleheyron ambient music track.
    * Restored the 5th locker of the Rakata temple armory (which contained an unused weapon).
    * Mission will beg Carth not to run away moments before he runs away [Dark Side ending].

    Star Forge: 
    * Restored unused Jedi appearances and soundsets on the Star Forge.
    * Expanded Zalbaar's Betrayal cutscene [Dark Side ending].

     

    Item Restoration:

    Spoiler

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

    Armor Items-
    Cinnagar Weave Armor: Sold by Eli Gand and the Dreshdae Czerka Store. Found in the Black Rakatan Base. Dropped by Kel Algwinn
    Zabrak Field Armor: Sold at the Dreshdae Czerka Store and Adum Larp. Dropped by Shaardan 
    Ulic Qel Droma's Mesh Suit: Sold by Mika Dorin
    Eriadu Prototype Armor: Sold by Crattis Yurkal
    Arkanian Bond Armor: Found in the Black Rakatan Base
    Cinnagar Plate Armor: Sold by Eli Gand and Adum Larp
    Mandalorian Armor: Sold at the Dreshdae Czerka Store and Greeta Holda
    Mandalorian Heavy Armor: Found in the Black Rakatan Base

    Glove Items-
    Bothan "Machinist" Gloves: Sold by Eli Gand and Tyvark

    Mask Items-
    Stealth Field Enhancer: Sold by Crattis Yurkal and Eli Gand
    Teta's Royal Band: Found in the Tomb of Naga Sadow

    Implant Items-
    Bavakar Reflex Enhancement: Dropped from the Kashyyyk Dark Jedi trio
    Bavakar Memory Chip: Dropped by Jorak Uln
    Biotech Package:  Sold by Zelka and Tyvark


    Blaster Items-
    Arkanian Sonic Rifle: Sold by B'ree

    Melee Items-
    Glow Rod: Sold by Larrim, Igear, Crattis Yurkal, Greeta Holda, Eli Gand and the Dreshdae Czerka Store. Found on the corpse of Rukil's apprentice, in the Gamorrean Weapons Locker, on the corpse of Cassus Sandral, in the Krayt Dragon cave, on the Great Walkway, in the Upper Shadowlands
    Teta's Blade: Sold by B'ree. Dropped by Davik Kang
    Massassi Brand: Found in the Taris Sith Base
    Echani Double-Brand: Found in the Tomb of Marka Ragnos
    Sith War Sword: Found in the Sith Academy and in the Unknown World Temple
    Massassi Battle Staff: Sold by Mic'Tunan'Jus Orgu
    Gamorrean Battleaxe: Sold by Kebla Yurt and Fazza Utral. Dropped by the Taris Gamorrean Chief, Gurke, Narkal, and by Ugzak


    "Semi-Restored" items-

    Zabrak Combat Suit: Dropped by Kandon's Bodyguard
    (The only way you can obtain this item is either through buying it on Tatooine for 750 credits or finding it on Kashyyyk. By this item, this item would be obsolete as you'll have stronger armor by those points. This item is now dropped by Kandon's Twi'lek Bodyguard, she wore Echani Fiber Armor in the vanilla game but will now drop the Zabrak Combat Suit as it's identical to Echani Fiber Armor in the vanilla game)

    Bonadan Alloy Heavy Suit: Sold by Crattis Yurkal
    (This item could only be bought on Taris at the start of the game and Mika Dorin towards the end of the game. You can now buy this item on Dantooine, and when Dantooine is no longer accessible you can buy it from Mika Dorin)

    Zabrak Battle Armor: Found on Kashyyyk
    (This item could only be bought on Tatooine. It can now be found on Kashyyyk)

    Reinforced Fiber Armor: Found on Lehon
    (This item is one of the stronger Light Armors, it can can only be bought on Kashyyyk and Korriban. It can now be found on Lehon towards the end of the game)

    Bronzium Light Battle Armor: Sold by Greeta Holda and Eli Gand. Found on the Leviathan
    (This item could only be bought on Dantooine. Since there are stronger Light Battle Armors that can be found more abundantly across the game, this item has been added to various locations across the game)

    Battle Armor: Found in the Taris Sith Base
    (This item could be bought as early as Dantooine, but the medium Davik's War Suit being stronger than Battle Armor and Calo Nord's Battle Armor and Mandalorian Battle Armor being dropped on the first planet of the main questline this item is made easily redundant. Taris is the only point in the game wherein this armor could be made useful)

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

    Heavy Battle Armor: Found in the Sandral Estate
    (The earliest you can buy this item is on Korriban, since Calo Nord's Battle Armor and the Mandalorian Battle Armor are dropped on the first planet of the main questline this item is made easily redundant. Dantooine is the only point in the game wherein this armor could be made useful)

    Durasteel Heavy Armor: Found in the Tomb of Naga Sadow. Sold at the Dreshdae Czerka Store
    (The earliest you can find this item is on the Leviathan, since you've already obtained Calo Nord's Battle Armor and possibly the Mandalorian Battle Armor by that point this item is made easily redundant. You can now obtain this item before the Leviathan.)

    Memory Package: Sold by Crattis Yurkal. Found in the Hrakert Rift Station and in the Upper Shadowlands
    (This item could only be obtained by doing the Dark Side ending of the Taris Swoop Engine side quest. By having it found in these additional areas, the item is no longer exclusive to one path)

    Verpine Ocular Enhancer: Dropped from the Kashyyyk Dark Jedi trio
    (Unused UTC character files suggest that one of the Dark Jedi on Kashyyyk was supposed to drop this item. This item could previously only be bought on Korriban, and now it has been restored on Kashyyyk)

    Vacuum Mask: Sold by Mika Dorin
    (This item could only be obtained by doing the Dark Side ending of game. By having it sold by Mika Dorin, a Light Side player can obtain this item)

    Interface Band: Found on the Leviathan
    (This item could only be bought on Dantooine. Dantooine becomes inaccessible towards the end of the game and you can find stronger masks with similar stats throughout the game without having to buy them, by placing this item on the Leviathan the player can get this item without having to buy it but for those who do buy it they can buy it several planets before the Leviathan mission)

    Bothan Perception Visor: Sold by Mic'Tunan'Jus Orgu and Eli Gand
    (In the vanilla game, this item could only be found on Lehon despite the stronger Bothan Sensory Visor being sold on Kashyyyk and Tatooine for the low price of 150 credits. This swaps it around so that the weak Bothan Perception Visor is sold on Kashyyyk and Tatooine whilst the stronger Bothan Sensory Visor is found on Lehon)

    Sonic Nullifiers: Found on Kashyyyk
    (In the vanilla game, this item could only be dropped by Sherruk and found on Lehon. This item is very weak, unlike the much stronger Interface Visor which can be found on Kashyyyk and sold by Mika Dorin. Since you can find the Visor early on, buying it from Mika Dorin at the end of the game is pointless. The Sonic Nullifiers now replaces the Interface Visors found on Kashyyyk with the Interface Visor becoming exclusive to Mika Dorin)

    Infiltrator Gloves: Sold by Mika Dorin
    (This item could only be bought on Dantooine. Dantooine becomes inaccessible towards the end of the game, since Mika Dorin can only sell items to you after Dantooine becomes inaccessible he'll now sell this item so you can have the chance to obtain it late game)


    Known Bugs:
    This mod shouldn't have any bugs but if there are please report them to me on Deadlystream.


    Incompatibilities:
    To be added!


    Permissions:
    Do NOT claim credit for this mod and do not use assets from this mod without my permission.


    Thanks to:
    SithRevan (RIP): Beginning the restoration effort for K1!
    K1R Team: For developing the original K1R mod!
    Leilukin: For granting me permission to integrate her Juhani Dialogue Restoration mod into the RC-K1CP!
    SpaceAlex: For making the Bastila's Extra Dialog on Tatooine and allowing modders to use it freely!
    A Future Pilot: For kickstarting the K1 Community Patch mod, for making the Sith Soldier Texture Restoration mod and for allowing modders to use it freely!
    Sekan and Seamhainn: For including the source scripts in their Garrum and Tar'eelok Restoration mod which allowed me to recreate the restoration of those characters in this mod!
    DarthParametric and JCarter426: For maintaining the K1 Community Patch with ongoing updates!
    DarthParametric, th3w1zard1 and Salk: For valuable feedback!
    Sith Holocron: For the mod logo!
    ElevenLabs Website: For the custom AI VO service!
    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
    • Submitted
      07/21/2023
    • Category
    • K1R Compatible
      No

     

    • Like 1

  20. I have returned with more Hearts of Beskar leaks, this time... on Kashyyyk!

     

    On Kashyyyk, the player encounters a pack of Mandalorians using the Kashyyyk wildlife to train as they use Stealth Field Generators to ambush their prey.

     

    Most of these Mandalorians shall be replaced with the previously revealed Mandalorian Marauder who appears once on Dantooine though shall appear numerous times on Kashyyyk!

     

    596776246_20230629215058_1(1).png.1feb3daa8e03e3f9ee4960756a66e204.png20230725235645_3.jpg.792740a3b757fb44cfe1a04943d5a645.jpg

    As I revealed earlier, the Mandalorian Marauder are a Neo-Crusader Mandalorian variant who only ever appeared in a Star Wars Miniatures toy series. Brought to life from a texture lifted from the K1 Enhancement Pack modder's resource by SpaceAlex, the Mandalorian Marauders shall use melee weapons against the player!

     

    However, the Marauders aren't the only new Mandalorian threat you'll encounter in the Shadowlands...

    20230725235956_1.jpg.a07b70568aed472a178477e5c27354b2.jpg

     

     I introduce to you... the Mandalorian Shock Trooper!

    20230726000103_1.jpg.3f4dddb04c4c229884ff3c2541db1eea.jpg20230726000103_3.jpg.79ae45e13166da6f96e77357d3fe7ac2.jpg

     

    The Mandalorian Shock Troopers are based on the Neo-Crusader Shock Trooper, they're called "Mandalorian" instead of "Neo-Crusader" to maintain consistency between the other Mandalorian variants of this mod. If you look on the Wookieepedia page for the Shock Troopers, you might see that their armors don't match the screenshots presented here:

    https://static.wikia.nocookie.net/starwars/images/6/68/Neo-Crusader_Shock_Troopers.jpg/revision/latest?cb=20130421185101

     

    But if you go to the Wookieepedia page for the Neo-Crusader Assault Armor, you'll realize that canonically the Mandalorian Shock Troopers wear the same Mandalorian Assault Armor that appears in the Kotor games!

     

    This armor is Neo-Crusader Assault Armor!

    8da31292e464733074396159a9c4ca12-swkotor

     

    So if my Mandalorian Shock Troopers are the same as Neo-Crusader Shock Troopers, why don't they look the exact same?... for the same reason the Imperial Storm Troopers don't look like Phase 1 Clone Troopers, in the comics the Neo-Crusader Shock Troopers only appeared once in 3963 BBY whilst Kotor is set in 3956 BBY. In Hearts of Beskar, the Shock Troopers simply have updated armor (and it's totally not because I can't make a unique Shock Trooper model).

     

    Again, special thanks for 90SK for making the Shock Trooper skin... these Mandalorians couldn't have been brought to life without your good work!

     

    What's left for the Hearts of Beskar mod? Well, I need to finish the Lehon Mandalorians and I need to finish the placement of Mandalorian items throughout the game as placeable loot, merchant loot and enemy loot drops... speaking of loot, I've made much progress on the Taris and Dantooine Mandalorian loot that'll be found in the mod! These changes shall be leaked in their own dedicated leak!

    • Like 2

  21. On 7/25/2023 at 1:36 PM, Spectrometer said:

    1. I noticed Komad Fortuna kept his standard brown robes in the Eastern Dune Sea, I remember that in the other NPC Overhaul mod his clothes were changed to an armor, and that to me makes a lot more of sense, as he is in the middle of the desert and tells you he has been tracking the Dragon for some time. Perhaps you would consider giving him some sort of armor?

    So here's my reasoning for Komad's Clothing.

     

    This mod is part of a "series" of other mods that also affect the NPCs similar to other past NPC Overhaul type mods. The idea behind these mods is that you'd install this mod first and you'd install these other mods to further diversify the NPCs found in the game.

     

    Komad is actually impacted by one of these mods, it's called the K2 to K1 Clothing Pack!

     

    A feature of the K2 to K1 Clothing Pack is that it takes the K2 default clothing and makes it a new clothing item without replacing the K1 default clothing. In the spoiler below, you can see the K2 default clothing and K1 default clothing... with this mod you'll be able to see both outfits in-game, this makes the mod unique as most mods tend to replace the K1 clothing with the K2 texture instead.

    Spoiler

    def.png.f99d6870b3c7cc873bfab33c5ab60b41

     

    In this mod, Komad will wear the K2 default clothing in the Hunter's Lodge but in the Desert he wears a rugged K2 outfit, the same outfit seen in this image here:

    Spoiler

    1642726770_LOGO(3).png.c50a5ac08cbb06b73

     

    He wears that specific outfit as the player can assume he's wearing the same clothing as he wore in the Hunter's Lodge, though when he entered the desert it got dirty.


    That's my reason as to why Komad wasn't affected in this mod, though perhaps you are right... maybe Komad should wear proper armor.

     

    On 7/25/2023 at 1:36 PM, Spectrometer said:

    2. I like the change of Saul Karath's bodyguards from the Dark Jedi model to the Sith Apprentice one, because that is one model we don't see too much, but it looks a little awkward in how the two look exactly the same, specially if you have an HD reskin of them like I did and their faces can be seen clearly. I don't know well how to solve this, you could change one of the two to the Dark Jedi model but it would break the symmetry of the shot centered on Saul. Regardless, it's a nitpick but I wanted to tell you.

    Truth be told, I can't remember adding this change though I'll be sure to investigate this so I can be sure!

     

    I think it might be for the best that I remove this change and bring back the Dark Jedi, as I've said earlier this mod is intended to be the "base" mod which is installed before other mods as part of my NPC Series so making the 2nd Dark Jedi unique from the 1st is kind of out of the scope of this mod.

     

    And unfortunately, down the road in my NPC Series will be mods which add other 'NPC variants' to replace Saul's bodyguards. At the current time, I'm working on a Mandalorian mod whose progress can be checked in this thread!

     

    Though I do know DP's Dark Jedi wear Robes mod already does just that!

     

    K1_Dark_Jedi_Wear_Robes_03.jpg.d04040cb9


  22. On 7/16/2023 at 1:29 PM, DarthParametric said:

    Which is exactly what I was suggesting. Just bypassing the need to ask for permission, since you'd leave supplying the content to the enduser.

    Again, exactly what I was suggesting. You create an installer framework on your end with everything except the raw assets. You'd have to create some stuff yourself from scratch, like certain scripts and so forth, but primarily what I was suggesting it for was the big ticket items like level models.

    That might certainly come in useful for the more complex restorations like the Pazaak tournament! Are PyKotor and HoloPatcher new or are they currently in-development? I haven't seen many mods with these installers (Assuming they're installers by the word 'Patcher').

     

    On 7/16/2023 at 1:29 PM, DarthParametric said:

    The binary content is in the releases section. The script source and ini data is presumably what you are actually interested in though. Especially since there's the possibility of needing to merge them with K1CP alterations to those (or related) scripts that have happened in the time since that mod was first made.

    Yeah, it's not a full solution if you want to replicate K1R, hence why I only said I had done some of the work. You'd have to make some additional script changes to prevent one or the other being blocked (IIRC it's in the module's OnEnter). And DLG alterations, assuming there's not already vanilla provision for it.

    Yep, this would be a good stepping stone to form the basis of an Armor restoration... I do believe the DLGs are already setup expecting the player to interact with the NPC already wearing a Sith Armor disguise (So you'd speak to the NPC with the intent to get the 2nd disguise) but that dialogue isn't seen in-game as the NPCs disappear when the first armor is obtained.

     

    For anyone else reading this, the RC-K1CP Demo has been uploaded and can be found in the following link once it's approved by an Administrator: 

     


  23. On 7/13/2023 at 1:16 AM, DarthParametric said:

    Well you don't really need to. While DS rules mean you can't rehost a modified version of K1R. there's nothing stopping you creating an installer setup that relies on the enduser downloading K1R on their end so you can make use of its content. Current changes being made to PyKotor (the backend of HoloPatcher) make the installer side pretty feasible, and it's even probable with the Nexus API that you could automate the downloading of K1R if you wanted to go that far. At the very least you could automate the extraction of the assets once it was downloaded.

    That's of course assuming there's anything worth going to that much hassle for. I assume it would mostly be the level related stuff you'd want from it? Not that I personally think any of that is actually worth restoring in the first place.

    I... don't think that'd work; my main goal is to make a restoration mod that's compatible with and is installed after the K1CP and I see K1R 1.2 as being too broken to do that without intervention. In a hypothetical scenario in which I had full permission to use K1R's assets, I'd mainly strip it down, like you would an old car for parts, only to take the assets and files I'd need to recreate K1R's restored content.

     

    Using the Injured Sith Apprentice as an example, I'd extract the scripts, triggers, dialogue and NPC coordinates from K1R's .MOD files and create a TSLPatcher to inject these 'raw' K1R files into the K1CP .MOD. Of course, not all the restored content would be that easy, I'd have to edit the scripts, journal and 2DAs to account for any new conditionals and whatnot.

     

    But your last comment sums up my attitude on K1R quite well, I'm quite content with creating my own restorations from scratch... anything that's over the top complicated (for me) that would actually require me to fish out files from K1R just isn't worth the hassle... I can live without a Pazaak Tournament for example.

     

    On 7/15/2023 at 8:00 AM, JasonRyder said:

    Here are the most important things I'd like restored: 

    These will come eventually, but let me explain point by point as to why these might be delayed for a time (they'll come in future updates eventually!)

     

    Quote

    -Outcast children in the Taris Undercity

    K1R had a bug where the Outcast Children would wander out of the Village gate and into the Undercity, I'd have to experiment with the random walk script to see what I can do to prevent that from happening. I suspect the Outcast adults who walk around are walking on a set path so I might have to replicate that.

     

    Quote

    -The Taris Sith Governor dropping the Governor's Robe and Sith War Sword items.

    Real easy, though I'll have to make some considerations here.

     

    The Governor's Robe has 1 Defense Bonus and -5 to all saving throughs, it'd be suicide for the player to wear an item with those debuffs. I do intend to restore the actual Dark Jedi Robe item at some point so I might consider removing the debuffs and the Defense Bonus as, assuming the player only uses K1CP and RC-K1CP, by the time the player finishes their Jedi training they'll have the brown Jedi Robe and the black Governor's Robe that share the same stats... I don't want to encourage players to wear Sith Robes upon becoming a Padawan... by not having any Defence Bonus on the Governor's Robes it makes the brown Jedi Robe on Dantooine actually useful and on Taris the player can give the Governor's Robes to Bastila to replace her default Clothing.

     

    Though that might be subjective, so I think it's better to wait and receive feedback then for me to add Governor's Robes with no Defence Bonus on day 1 release and get complaints.

     

    And for the Sith War Sword, it's actually already restored in the mod... it's on Lehon.

    On 7/13/2023 at 12:54 AM, N-DReW25 said:

    Unknown World:
    * Restored the 5th locker of the Rakata temple armory (which contained an unused weapon!)

     

    I was hoping to keep it a surprise hence why I didn't say what it was, though do not worry... I do intend to add more Sith War Swords in the game at some point.

     

    However, you must keep this in mind... there are only 5 Double-Bladed Vibroswords you can obtain in Kotor with 2 of them being on Taris. Since the Sith Governor already drops 1 of 4 Double-Bladed Vibroswords, if I replace his Double-Bladed Vibrosword with the Sith War Sword that'd reduce the number of Double-Bladed Vibroswords in the game to 4. Since you obtain a Double-Bladed Vibrosword through killing the Hidden Beks, a Light Side player would then be restricted to just 3 Double-Bladed Vibroswords and I do plan on replacing the Dantooine Mandalorian's Double-Bladed Vibrosword with a modded weapon in another mod so then it'd become 2 Double-Bladed Vibroswords.

     

    But... I do intend to make loot mods that could add more Double-Bladed Vibroswords in the game either through enemy drops, placeable loot or merchants... so it's possible that once these mods are made and released I might consider restoring the Sith War Sword on the Sith Governor.

     

    Quote

    -The Hidden Beks walking around near the Bek base

    This shouldn't be too hard to recreate, I believe K1R borrowed a script from one of the old Lower City Restoration mods from Filefront with permission... though a random walk script that prevents them from stumbling into the Canderous cutscene in the Lower City shouldn't be too difficult.

     

    Quote

    -Shuma the Hutt on Dantooine

    Here's a little something I learned in ROR.

     

    When the player talks to an NPC, that NPC will rotate to face the placer... if I just add Shuma to the Enclave if I where to speak to Shuma from his left the Hutt's entire body is rotated to face me... that's considered a bug.

     

    You see; with Ajuuur, Zax and Motta their NPC file is locked facing a single direction and if you try to speak to them from their left the player is instead teleported in font of the Hutt and a static camera is pointed at the Hutt as they talk to try and hide the teleportation.

     

    This is why Ajuur and Zax are pressed against a wall with couches to their left and right, its done as a way to force the player to stand in front of the Hutt when they interact with them... the idea is that if the player is standing in front of the Hutt as they try to talk to them it'd be even less obvious that the player was teleported, without this elaborate 'freezing the Hutt' and teleporting the player feature the Hutt NPCs would rotate their entire bodies and it'd look real stupid.

     

    Why do I mention this? I'd have to recreate this sort of teleportation system with Shuma if I'm to properly restore him.

     

    What's worse is that I have evidence that Shuma was intended by Bioware to appear in the Enclave apartments, and those apartments are usually occupied by S'olaa the Pazaak Player, the Matales and Sandrale NPCs and the Droid Widow lady.

    475483-ko_009.jpg.4b978f31d8541feaa6bbda7320725262.jpg

     

    Quote

    -Iriaz on Dantooine

    This shouldn't be too diffcult.

     

    Quote

    -Garrum and Tar'eelok, the Twi'lek Jedi Master and Padawan on Dantooine

    If all the associated dueling scripts exist in the game files, all I'd need to do is add them in-game and add triggers to fire their dialogues.

     

    Quote

    -Sharina Fizark on Dantooine

    This one isn't so easy for a non-scripter like myself.

     

    I think I'd need to modify the on-enter script for the Enclave and I'd need to modify this script to see if the flags for giving Sharina Fizark the credits are active. If these flags are active I'd then have to spawn her in using the script.

     

    This is definitely one of the restored content features I'd analyze to get an idea of how this content is supposed to be restored, though I do believe there are independent Sharina Fizark mods I could analyze.

     

    Quote

    -Juhani's cut dialogue

    Didn't @Leilukin restore this already?

     

    Her mod's permission does say this:

    Quote

    6. PERMISSION:

    You may do whatever you want with this mod, including using this mod's assets in your own mod. Credit is appreciated but not necessary.

     

    If that's the case, I might integrate her mod with my own at some point.

     

    Quote

    -The Rakatan Band on the Unknown World and the puzzle to unlock it

    I personally haven't studied this cut content in the files, and I've never played K1R far enough to encounter it.

     

    All I know is that is exists, and it looks complicated... out of your entire list this here might be the most unlikely one to be done by me any time soon :(

     

    23 hours ago, DarthParametric said:

    That one is pretty easy. I already did some of the script work for having multiple sets of disguises in a standalone mod - https://github.com/DarthParametric/K1_Taris_Sith_Uniform_Disguise_Extension

    The TSLPatchdata folder in this one only has a changes.ini and the info.rtf, no files. However, I should be able to recreate the scripts using the sources files and rewire the changes.ini to inject its content into K1CP's .MOD files.

     

    This is a great first step, though I've read the readme for this mod and I'd like to ask about this last bit.

    Quote

    Changes the requirement to access the Lower City elevator to all party members wearing a Sith Soldier disguise rather than just one. Adds extra disguises to the party and interrogation scenes in the Upper City North Apartments. 

     

    So the Sith Guard at the elevator will check for two Sith Soldier disguises and Gadon will take two Sith Soldier disguises... but the way you get the second disguise is that the backpack at the party will carry two Sith Soldier disguises and a second Sith Soldier during the interrogation will drop a second Sith Soldier disguise?

     

    I bring this up as, in the cut content/K1R, the player was supposed to attend both the party and the interrogation. You'd pick up one disguise from one event and you could wear it to another, the interrogators dialogue would change if you're wearing a Sith Soldier disguise and the party Sith won't invite you into the party if you're wearing a Sith Soldier disguise.


  24. I'm sure many of us play the Kotor 1 Community Patch (K1CP), it's the 4th most downloaded mod on Deadlystream after all! :thumbsup:

     

    And I'm sure many of us might also know that the K1CP isn't compatible with the Kotor 1 Restoration (K1R mod)... you might be wondering, why is that? K1R is similar to it's K2 cousin, TSLRCM, in that it restores cut content, fixes bugs in the vanilla game and it expects you to install it first and any other mods installed afterwards need to be made compatible with it.

     

    But K2 was rushed, Obsidian was forced to leave content unfinished and cut the rest to make way to make way for a release before the 2004 Christmas sales... this not only gutted much of the plot but it also left a plethora of bugs upon release. TSLRCM undoes all of this by restoring much of Obsidian's intended content for early 2005 and fixing many of the game breaking bugs. K1, on the other hand, wasn't like this. What was cut by Bioware was stuff that most players agree was *actually* cut for a good reason, and the bugs in the vanilla game weren't nearly as bad as they were in vanilla K2.

     

    In K1R's "prime" from its full release in 2015 until K1CP's first release in 2018, K1R competed with many mods that were incompatible with it such as Kainzorus Prime's NPC Overhaul Mod... and since all K1R had to offer was minor and controversial restored content and minor bug fixes many players, including myself, opted for the much better incompatible mods.

     

    With the release of K1R's 1.2 update, there have been a handful of critical bugs in the mod with some capable of breaking the game. This would normally be fixed by the Dev Team behind the mod, but one by one the original K1R Devs left the Kotor Community with only 2 K1R Devs remaining in the community. The mod's leader, ZM90, also vanished... without him, it's impossible to update K1R as he's the one who hosts it, more importantly, we can't obtain permission to update K1R or use assets from K1R.

     

    With K1R being seen as undesirable by many and with no hope of it ever being fixed, the developers of the newly emerging K1CP mod abandoned K1R compatibility... just over 5 years later and K1R has become a obsolete relic of the past whilst the K1CP has become the ultimate bug fix mod for K1 standing alongside TSLRCM in importance (Not anywhere near as close, TSLRCM is still King... but its far superior to K1R).

     

    Some modders might still make their mods K1R compatible, but I don't bother since K1R has those before mentioned game breaking bugs... why on earth would I put in the effort to make my mods K1R compatible if your game is guaranteed to break because you installed K1R? I'd much rather focus on K1CP compatibility as their dev team is active, are willing to fix bugs with their mod and are still working to this day to fix more vanilla bugs.

     

    So this creates a problem... many of us play K1CP, but we can't have Restored Content due to K1CP being incompatible with K1R, and no one can update K1R as the original K1R Devs have abandoned the community... so how do we update K1R? How do we get K1CP compatible with K1R if K1CP Devs refuse to do it?

     

    My answer: forget K1R...  The K1 Community Patch has already taken the mantle of the "main Kotor mod" from K1R and we can't change that, but we can work with this!

     

    This thread is a WIP thread for an upcoming mod, one that you will install after the K1CP mod, one that will restore Kotor 1's cut content whilst having K1CP and it's many, many bug fixes installed!

     

    I present to you: Restored Content for the K1 Community Patch or RC-K1CP for short!

    Spoiler

    qWN6hjo.thumb.png.8f2d340545fefbc1cb7b6371efac5515.png

    (Logo by Sith Holocron)

     

    Now we have to keep our expectations in check... this is currently a one man project, and I alone cannot recreate K1R in its entirety from scratch... though I can, however, restore much of the lesser restored content like impossible difficulty before working my way up to the big leagues like the Vulkar Sublevel.

     

    Much of what can be restored is limited to my own modding abilities, so if I can't restore the Vulkar Sublevel constantly requesting it won't make me restore it... it'll be restored when I'm able to restore it, and if that time is not now it'll be some time in the future.

     

    You might be wondering; won't this impact the development of my NPC Overhaul mod development? The answer is no... that is because the first release of the RC-K1CP Demo is ready for release!

     

    In the coming week or two, I'm planning on releasing some screenshots from the mod to demonstrate what the mod has thus far alongside a YouTube video of an ambitious restoration. Once these are posted here, I shall release the RC-K1CP Demo here on Deadlystream for you to try out!

     

    Updates for the RC-K1CP shall be done in two ways; they shall be done in either content updates which adds restorations and bug fix updates which fixes bugs with the mods. As with any other mods, I'd like for players to be ever vigilant for possible bugs and to report any if bugs do arise!

     

    RC-K1CP does not follow the same "rules" as K1R and TSLRCM did, so you might see some restored content K1R avoided or never knew existed... so keep that in mind! With release version 0.1.0, you shall enjoy the following restorations from the RC-K1CP. :thumbsup:

    Spoiler

    General:
    * Impossible and Very Easy difficulties.

     

    Endar Spire

    * N/A

     

    Taris
    * Restored Carth lines to the Alien Apartment Sith Raid (Audio created with AI).
    * Restored a previously unaccessable Gurney line.
    * Bribing Sarna or Yun Genda. You have to pay them to get to the party with them to acquire a suit of Sith Armor.
    * Restored Zax's unique Hutt audio.
    * Restored Uriah's unique Twi'lek audio
    * Alternative Calo Nord audio in Taris Apartments.
    * Extra lines in the Hendar cutscene.
    * Restored Shaleena's unique appearance.
    * Restored the serving droids in the Taris Upper City Cantina, Javyar's Cantina and Bek Base.
    * Restored Vulkar NPCs chilling in Javyar's cantina.

     

    Dantooine:
    * Restored footlockers and unlocked the static footlockers in the Jedi Enclave.
    * Able to make an indecent proposal to Rahasia or Shen, depending on gender.

     

    Tatooine
    * Extra Bastila lines when talking to Maana Demknot.
    * Added the second guy helping guard the gates to the Dune Sea.
    * Restored the Chadra-Fan NPC on Tatooine
    * Senni Vek will now fight alongside Hulas on Tatooine

     

    Kashyyyk
    N/A

     

    Manaan:
    * Commander Grann replies to the Sith Security Officer.

     

    Korriban
    N/A

     

    Leviathan
    N/A

     

    Unknown World:
    * Mission will beg Carth not to run away moments before he runs away [Dark Side ending].
    * Restored the 5th locker of the Rakata temple armory (which contained an unused weapon!)


    Star Forge: 
    * Expanded Zalbaar's Betrayal cutscene [Dark Side ending].
     

     

    And lastly, there are some things you might consider 'cut content' which might be added to the RC-K1CP. If this cut content was found in pre-release screenshots between 2001-early 2003 before the games release it could be added to the K1 Pre-Release Pack instead and if it's from the XBOX version but was cut from the PC version it might be added to the Knights of the Old XBOX mod (which is due for an update anyway).

     

    What do we think? Do you have any suggestions or recommendations? Anything you dislike in K1R you don't want to see in RC-K1CP?

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