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Everything posted by N-DReW25
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Yes, the NPC Diversity Bug... that's not relevant to this thread! No, and for good reason. For example, the Brejik dropping a Mandalorian Blaster feature used to be part of Heart of Beskar but is now part of the Loot Overhaul. If I had HOB installed how would I know if I successfully ported this feature from HOB to the Loot Overhaul.
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I will fix this in the next update. I plan on attempting a playthrough with the NPC Diversity Pack, RC-K1CP and Loot Overhaul so I can find bugs for all of them and fix them all simultaneously.
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- 16 comments
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Sarcastic Response: No, this mod is very clearly incompatible with the K1CP. I specifically tell people to install the K1 Community Patch before this mod so people will break their installation for the lols. I'm going to assume you didn't bother to read the mod's main page, because if you did you would've known that this mod is indeed compatible with the K1CP from the get-go.
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If any of you follow the K1 Pre-Release Pack, I like to show my K1P-RP comparison screenshots by vaguely telling you where the Pre-Release Screenshot came from and when it was taken alongside a screenshot from the mod imitating the Pre-Release Screenshot. Below are my K1P-RP style screenshots for the RC-K1CP's restored content: It is planned, I already have plans for Deadeye Duncan on Manaan for other mods so to make those mods work I'd need a mod to restore him. The two examples you've given me are already restored. Ulic Qel-Droma's mesh suit is sold by Mika Dorin and the Stealth field enhancer is sold by Crattis Yurkal. Of course, not all of the items are restored right now. But the "Items Restored in RC-K1CP.txt" file included in RC-K1CP next to the readme is literally a list of what's restored and where it's found. Here's a copy & paste of it so you can translate it from here: If you can't find the item listed, then that is a bug that needs to be fixed. I am not restoring that as there is a much better mod for that already, and it's compatible with the K1CP: Not a problem
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appearance.2da isn't what you're looking for, only the PMBE06, PFBE06 and ia_class6_006 files determine an Exar Kun reskin. They end in ".tga" so "PMBE06.tga" Have you tried K1R? I vaguely remember seeing those files in that mod years ago. If it's not in K1R, and you can't find it in either the NPC Overhaul or Shem's mod, as SH has said already we can't be of much help without images of the armor in question.
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PMBE06, PFBE06 and ia_class6_006 are the names of Exar Kun's Battle Armor textures. If these textures are in the NPC Overhaul, download the Overhaul mod and copy those three files out and place them in the Override. That'll allow you to play with those textures with modern mods like K1CP without the outdated NPC Overhaul.
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Here is a preview of the next update to the RC-K1CP. This update shall not only impact the RC-K1CP, it shall also impact the Unofficial K1CP Tweak Pack and the K1 Pre-Release Pack! A number of Tweak Pack features will be removed from the Tweak Pack and will be added to the RC-K1CP: this includes the restored turret soundset, Davik's upgradeable armor, Eli's alternative clothing and the soundset fixes. The Lite NPC restoration shall also be added to the RC-K1CP, but the Lite NPCs shall be made an optional install! In addition, the Lite NPC restoration shall simultaneously remain in the Tweak Pack. Tweak Pack shall have a copy of the Lite NPCs restoration as it undoes the controversial Lite Upgrader feature in the K1CP, hence it fits the description of the "tweak pack". But for Lite NPC restoration in RC-K1CP, there is a unique reason it's being added here. In a future update, there shall be a 3rd install option called "Lite NPC restoration plus" which shall restore all of the Lite NPCs which were not used in the vanilla game. If you install the main RC-K1CP mod, the Lite NPC restoration mod and the Lite NPC restoration plus mod together you'll get to experience the full arsenal of Bioware's original Lite NPCs. Below are some screenshots of the unused Lite NPCs in question, courtesy of A Future Pilot and his Lite Upgrader mod. Now what about the K1 Pre-Release Pack? The K1P-RP mod is similar to the RC-K1CP mod, except this mod restores content shown in official Bioware Pre-Release screenshots. Below is an example: Now, in the game files for Anchorhead are dialogues for cut NPCs such as Chadra-Fans and Ithorians but the Pre-Release screenshots show quite a bit of cut content in Anchorhead. In this screenshot, we have the cut Ithorian Miner NPC. In this screenshot, we have a hover sled with engine in the background and a little drone floating about. In this screenshot, we have a Protocol Droid, a Quarren and two Dewbacks In this screenshot, we have a landspeeder in the background. This creates a problem, do I restore these features in the K1P-RP mod or do I restore them in the RC-K1CP mod? Well, I've made a decision. The NPCs shall be restored in RC-K1CP whilst the placeables will be restored in K1P-RP! RC-K1CP: K1P-RP And to finish this preview off, this update will also fix the syntax errors that have been plaguing the mod since release! So have fun installing it with no guaranteed error messages.
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- 27 comments
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- xbox
- tslrcm friendly
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MOD:Fixed Hologram Models and Admiralty Redux for TSLRCM
N-DReW25 replied to DarthParametric's topic in Mod Releases
Looks like he's using the Kotor Mod Builds. The author of the list would be @Snigaroo. -
JC has to fix it in a bug fix update for his mod. I'm not sure when I told you that, but I'm going to say you probably shouldn't use KSR 2022. The reviews for that mod state there are bugs with the Bolook quest and since the mod hasn't been updated since 2022 you're going to have problems with that mod regardless to whether or not you're using multiple mods or just KSR 2022. Not only is DP correct, it isn't his responsibility to ensure compatibility with other mods... but you've already reported this to me. It is my mod that is the problem and it is my responsibility to fix it, and since I'm busy with both irl responsibilities and other mods I'll get around to fixing it when I get around to it. You aren't going to get any help from anywhere except from me, and my help requires patience.
- 289 comments
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- patch
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Maybe I wasn't too specific in my post, but the idea is that you'd get a different card from the Coward. This new card would unlock the elevator that leads to the sublevel, from there you can obtain a passcard without having to fight a crowd of enemies at once. So I had a similar idea which I'm sure you'd really like. The idea was to add a second Vulkar coward in the sublevel which would be the Twi'lek coward from the vanilla game whilst the Vulkar coward on the ground floor is the human one. The Twi'lek coward in the sublevel would be guarding the heating system generator room whilst the human coward is guarding the Vulkar control room. I say control room as dialogue from the TLK seems to suggest the computer terminal which is found in the main open area near the armory was supposed to be inside the room with the coward NPC: "I don't know. Maybe you could use the main terminal in this room to override the security system, if you're good with computers. Otherwise you'll need to get your hands on a pass card."- Vulkar Coward This would suggest that the coward was guarding a control room akin to the one found in the Hidden Bek Base (the one that's famously locked forever in the vanilla game) instead of just some random room as we got in vanilla. My plan had the Vulkar Lieutenants from the barracks moved to the sublevel so that the barracks would have the passcard in a footlocker guarded by 10 enemies whereas the Lieutenants would have energy shields but would have fewer guards protecting them. By having the Twi'lek coward in the sublevel as an NPC, his dialogue on the Lieutenants still works as there are Lieutenants on the sublevel with him. I also know there's an option to disable the turrets by disabling them via the computer terminal, but that option is way more expensive then just overriding the power conduit in the barracks (10 spikes VS 3 spikes). I think I might change it so that both disabling the turrets and overriding the power conduit would cost the same, this means you either disable the turrets or override the power conduit to avoid fighting the Vulkars for a Spike fee or you simply attack the Vulkar swarm head on and risk getting killed if you're playing on Impossible difficulty.
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The Circlet of Saresh already drops on the PC version, this mod is unfortunately not for the Xbox version as it's intended to be used with the K1 Community Patch.
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- 7 comments
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The K1 Community Patch itself causes that. I've already reported it to the K1CP Github, so it's up to the K1CP team whether or not they want to fix it in their next major update. In the mean time, the Unofficial K1CP Tweak Pack will be updated to fix that problem as part of its bug fixes. This update will come around the same time as the next RC-K1CP update!
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darthbdaman is allowed to mention the cut Pass Card feature, though the K1R implementation may just have to be the way to go as it had cut VO to support it. I'd say the Echani Mercenary would come first, followed by Outcast Children, followed by Sith disguises. Whilst the Echani Mercenary is coming soon, it won't be in the update coming out next.
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@Vampir999You're trying to upload a mod, right? You've done it incorrectly, you don't make a thread and attach a file to it. Here's how you actually upload a mod. Go to the "Downloads" tab of this site and click on blue "Submit File" on the top right corner of the screen. This'll take you to an interface which will allow you to properly upload the mod. Once the mod is uploaded, an Administrator will have to approve your mod... once it's approved a dedicated page will be created for your mod and a "Mod Release" thread will be automatically generated. Have a look at all the other threads in the "Mod Release" section, they all have links leading to their mod pages... not attachments like what's been done here. I hope this helps
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Let's talk about the cut Vulkar Sublevel! I got some ideas floating about how the Vulkar Sublevel shall be restored in RC-K1CP, and I'd like to share with you all some of my ideas. The Vulkar Sublevel in K1R was hated for the most part because, in earlier versions, the flow of the Sublevel used to be so convoluted with side quests and custom content. To make things worse, the players HAD to complete this content in order to access the Garage, and since this setup was so confusing players would often get stuck in the Vulkar Sublevel thus preventing them from progressing the game. This alone caused many players to uninstall K1R and vow never to touch the mod due to the Sublevel changes alone. In K1R 1.2, most of that convoluted content was removed and the current flow is much more streamlined allowing for a quick playthrough of the Sublevel without getting stuck over stupid mod design. But the legacy of the old Sublevel lives on as the Vulkar Sublevel content in K1R is now an optional install separate from the main K1R mod. As with K1R, my own Sublevel will be an optional installation though my rendition of the Sublevel will be different from K1R's. For example, the Sublevel will be 100% optional. If you guys have played K1R, you'll know the Twi'lek Vulkar Coward NPC used to be a human with human VO speaking of the cut Sublevel. You would speak to this Coward and he'll give you the pass card to access the Sublevel. However, his dialogue in the dialog.tlk file does not much the spoken VO... here are some examples: VO: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay? Remember, I can make things very profitable for you by unlocking the central elevator." TLK: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay?" VO: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by thermal-guided laser cannons." TLK: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by a nest of blaster turrets." VO: "The garage is off-limits to most of us, maybe one of the mechanics from the second level can help you out. They all got access cards to get past the security cannons." TLK: "Brejik's lieutenants carry them, and there might be an extra one in the barracks. But there's a small army in that room. Even you might have a tough time taking them all on at once." VO: "I can unlock the central elevator for you, but it only goes up... not down. An access card is the only way to get past those cannons protecting the security elevator to the basement." TLK: "You'll need a pass card to get by those cannons protecting the security elevator to the basement." As you can see, some lines of dialogue are extended in the VO version whilst others have been completely rewritten. I suspect the VO was recorded first, before the Sublevel was cut, and later, after the Sublevel was cut, Bioware went back and edited the human Vulkar Coward dialogue to remove references to the Sublevel. The final version we got in-game, however, was a complete rewrite of the old dialogue with alien Twi'lek VO to prevent the original voice actor from doing more takes. With the power of modern day AI VO cloning, I plan to bring some of those TLK lines to life and merge the Sublevel dialogue with the unused dialogue. For players who wish to avoid the Sublevel, the players can go to the Vulkar Barracks and either fight (or override the power conductor) through the Vulkars and obtain the pass card from a Footlocker. This will allow you to enter the Garage without ever going to the Sublevel. For players who do go to the Sublevel, you'll have 3 ways of getting to the Garage. Either you get the Spice for the junkie mechanic and get his Mechanic ID, you use the Magnetic Power Cell to crank up the heat & blind the turrets or you fight or you can kill the Vulkar Lieutenants who'll drop their own cards (they'll be moved from the main level barracks to the Sublevel with the Barracks instead containing a Footlocker with a pass card instead). So... what do you guys think of this setup? Is this something you'd like to see in RC-K1CP?
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- 92 comments
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- appearance
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- 92 comments
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- appearance
- npc
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(and 6 more)
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