N-DReW25

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Everything posted by N-DReW25

  1. Ah, that was my mistake. I totally forgot Nico was a Twi'lek in the vanilla game. So do you think Nico should still be a Twi'lek? And if so, do you think he should keep the flight suit?
  2. In my defense, I haven't uploaded a new mod in a few months. This is just my way of saying "my mods aren't dead". I do have a possible alternate head for Ahlan though I'll have to dig up something for Shen. I realize you probably can't translate my screenshots so I'm going to ask here. Are you referring to this image? His name is "Dorak Quinn".
  3. 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!
  4. I don't think it's appropriate to @ Leilukin to this thread, but I would like to point out the Xor head from the K1EP mod isn't used to replace Xor... it replaces Jagi. This guy: If you look very closely to the Galaxy of Faces Jagi and Leilukin's Xor mod the head tattoos are very similar (keep in mind that they're both Mandalorians) making her mod ideal to be used alongside my Galaxy of Faces mod. The Matale heads were lifted straight from the K1EP Modder's Resource, though do know I'm not religiously keen on sticking with the K1EP designs. The character Jon in K1EP was just a lazy color shift of Nico's head to make him look like a Zeltron so I went along and made my own Zeltron Jon head from scratch. If enough people complain about the Chiss Matales I may very well do the same in the future and make unique human heads for them.
  5. View File 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 N-DReW25 Submitted 12/07/2023 Category Skins K1R Compatible No  
  6. 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: 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! 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!
  7. Version 1.2.0

    560 downloads

    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.
  8. Now that I think about it, not much. You can try this mod with K1R, though I personally recommend the K1CP mod instead.
  9. I believe that's a feature for the Heart of Beskar mod, this mod doesn't affect loot drops I'm afraid. I've heard rumors that it's plagued with bugs, though the only way you'll know for sure is if you either read up on the comments/bug reports on that mod... or play it and see how far you go. I just thought they were REALLY out of place just wandering around aimlessly on the landing pad. I believe DP's Diversified Jedi Captives on the Star Forge mod does have appearances based on the landing pad Jedi, though I've replaced the other Jedi walking in the hallways with the appearances from the landing pad so both mods are still consistent. That's up to you, it's always a good idea to reinstall everything once a big major mod updates. I would say it's worth playing through what you have to see how far you'd get, I somewhat doubt a mod of my caliber is going to break too much though if you want to be 100% sure things will work then it's always advised you reinstall.
  10. Yes, if you installed an older version of the Diversity Pack and Twi'lek Diversity and saved it with the glitch that save will forever keep the bugged Bolook appearance. As DP has stated, you need to load a save from before entering the Grove to see if the Bolook patch/latest update worked. But the latest patch SHOULD have included a conversion for most Jedi NPCs in the game which should've removed the Nemo style robes and given them the proper Jedi Robe items. Characters like Nemo would wear blue Jedi Robes whilst Bolook shouldn't be touched at all now. To tell the truth, I'm tinkering with another mod which modifies Nemo and I've discovered that he isn't wearing the intended blue Jedi Knight Robes as he should. I was going to investigate this though this potential bug report should hopefully spur me on to fix this sooner rather than later!
  11. 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?).
  12. 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: 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: 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.
  13. If you've already installed the mod here's how you can test to ensure it works. 1) Make sure cheats are activated. 2) Open your Taris save. 3) Press ` to access the command console. 4) type "warp kas_m25aa" and hit the ENTER key. 5) You'll then load into the second Kashyyyk Shadowlands module. 6) Do the Mandalorian sidequest until you meet the Mandalorian leader. To make this part easy use commands "addexp 10000000 (or any big number)" to make yourself level 20, "turbo" for sonic speed, "setstrength 99" for OP melee damage, "setconstitution 99" for OP health and/or "giveitem g_w_blstrpstl020" for the Insta-Kill Blaster. 7) Kill the Mandalorian Leader and see his loot. 8,) If you see the Dark Saber, it works! Log out of the game and reload your Taris save. 9) Continue your playthrough.
  14. Why are the shoulder pads clipping into the arms?? Did the original mod have this glitch?
  15. 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).
  16. 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.
  17. How about make it optional? Give them a choice between medals and no medals; that way you can get your medals and other players who don't like the medals don't get them.
  18. If you intend to use my Onderon Fashion mod you should install this mod AFTER the Onderon Fashion mod. The reasoning is that Onderon Fashion gives Davik the Onderon Commoner outfit so if you wish to use both mods you'll need to install that mod before Davik's Noble Vestment. I'm fairly certain you can just remove the medals from the texture to fix this issue.
  19. 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).
  20. 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!
  21. 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.
  22. Can an alternative installation be added for JC's Hybrid Cloaked Robes?
  23. Good work! I look forward to seeing more WIPs in the future!
  24. 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: 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!
  25. N-DReW25

    Heart of Beskar

    How convenient that you commented here! This is the perfect opportunity to announce that I do plan on making a compatibility patch for your Crashed Ship mod, with this patch the Mandalorian NPCs in your mod will have some of the new appearances from this mod (and maybe a few HOB items will be placed on the Ship as loot). This might not come for a while but it definitely on the agenda! I actually didn't make the female Mandalorian models, it's from Inyri Forge's Female Mandalorians mod from all the way back in 2008. As I don't make models, I won't be able to make a realistic replacement for Inyri's old model... but if anyone else is interesting is making a realistic female Mandalorian model based on the comic Dark Hope linked I'm more than happy to integrate it into the mod.