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Status Updates posted by EAF97

  1. First test for the Handmaiden dialog for the new side-quest in my mod. Feedback appreciated.

    1. Show previous comments  3 more
    2. EAF97


      @DeathScepter it's actually part of a larger mod which will include an NPC appearance Overhaul plus an extra side-quest on each planet.

    3. Effix


      1:09 Is your companion laughing at her? 😄

    4. EAF97


      @Effix no that's the NPC next to her, I haven't programmed or overwritten that one yet.

  2. New skin for Calo Nord which I'm considering using for my mod. Yea or Nay?


    1. Show previous comments  7 more
    2. ebmar



      ...made by another user named Curtis1973 on Nexusmods...

      Ah, that's my initial guessing as well 'cause back then I had it downloaded also [though not recognize his use of Baremetal to the clothes there], and seeing that picture you posted does ring a bell.

    3. EAF97


      @ebmar yeah I've used this texture for him a lot as well. He has no permission terms posted for most of his mods except 2-3 of them which he's fairly lenient on and says folks can just use them without permission. He's also been caught using other peoples' mods (especially XediiiXarwarz) so my guess is he could care less regarding usage of his mods if it comes to that.

    4. EAF97


      @ebmar also for the record I plan to use this skin for Malak, again as mainly an optional manual install for those who want

      it. I figured it gives him a more "Sith-y" look but again some folks will prefer the original so this will be optional and available in a separate folder for manual install

       Whole New Malak - Fixed Download - Star Wars: Knights of the Old Republic Mods, Maps, Patches & News - GameFront


  3. Played through the Brotherhood of Shadow mod and since so many reviews have been written on the actual page, I figured I'd post it here:

    To start with, there were many things which I thought were great about this mod:

    1) The flashbacks to battles in the Mandalorian Wars that players could relive

    2) Dealing with the ancient Sith--Akirakon Sin was honestly an interesting villain, as was Darius Solomon

    3) Shadow & Kobayashi--I thought they were both good characters although I thought Kobayashi's Jedi background was too hastily fleshed out toward the end.

    4) New areas, I honestly enjoyed traveling the Korriban Wastes and the Czerka mining facility

    However, there were many ways in which this mod could be improved:

    1) alternate endings: I felt like in many ways playing as Revan, I was sidelined and basically had to watch at the end as Solomon ultimately wins in convincing Shadow to leave. It also felt out of place for her to just leave in the middle of the war and hook up with her lover to just become a smuggler again--I wanted a chance to be able to prove as Revan that I had either changed, or that I could still hold Shadow in awe as a follower. Given her slave background and initial reason for joining Revan, I felt like this ending was forced and honestly weak and that she and Kobayashi should've only temporarily left but showed up to help on the Star Forge, depending on my choices.

    2) Designs. Especially for Akirakon Sin since he's a Sith pureblood, he shouldn't have facial hair. There were also "force-cages" which the player gets put into by Solomon but just looked like plants from Telos (not sure if this was a glitch).

    3) Voiceovers: Shadow and the Sith ghost (Akirakon Sin) should've just spoken in basic and had actors. Same with Daemon Drexl (honestly I felt Daemon's character should've played a larger role and reappeared in Solomon's Revenge depending on the player's choices)


    1. Show previous comments  3 more
    2. EAF97


      @Mephiles550 interesting thoughts. My main issue with the Rakata VOs in Kotor is that if you listen closely, they basically just sound like they're speaking a few lines of Huttese but in a different tone which is barely different from most other aliens. Also aside from the plants glitch, I did in fact get the "Rakata-on-spit" glitch with Solomon's gravemarker. It looked...odd😅

    3. Mephiles550


      The problem with 2/3 of alien dialogue in the first kotor is that they're all the same words but the aliens just have different accents, it's a universal problem.

      Again, my headcanon is that the Rakata, after the infinite empire, caused their language to be the universal prototype for several alien languages.

      Real talk, it was bioware being lazy and not wanting to make 5 different types of Klingon 

    4. EAF97


      @Mephiles550 I'm actually in the process of acquiring samples of the alien VOs from the SWTOR MMO and replacing a lot of the VOs especially for the Rakata and Selkath. As for the rest, I'm debating using a text-to-speech engine and creating custom VOs which can then be programmed into their dialogs with custom lip files to match.

  4. Thoughts on this? I'd personally like to see characters like Shadow from the BOSSR expansion show up, and for a more flexible companion slot system where many of the comps become conditional like Juhani and there are more of them (potentially Yuthura as well as Shasa and again, Shadow). But of course anything from BOSSR being in the remake is sadly a distant hope at this point. I'd also argue for a better treatment of T3-M4 here, as he was mainly a plot device in both games but especially in the first one where he was pretty much useless once leaving Taris. Give him more abilities and have his "dialog" actually show words on the screen similar to how Astromechs are shown "talking" in formulas on SWTOR. I'd personally give T3 a personality similar to T7-01 in the Knight story in SWTOR.

    5 Things the KOTOR Remake MUST HAVE - YouTube

  5. Currently experimenting with creating custom VOs for characters by using text-to-speech engines that allow voice inflections and tones to be added to make the VO sound more natural. May possibly use it to add in English/Basic-speaking VOs for some of the aliens or custom lines for other characters that I'm porting in for my mod. Will most likely test and release some samples in the next week.

    1. LoneWanderer


      What software are you using? I hope that if your research is fruitful, you'll write few notes about the process.

      Previously, I read that best results were achieved by Tacotron 2's pre-trained model in combination with FastPitch.

    2. EAF97


      I'm currently still deciding on which is best, but in any case it'll cost money for the software, at least for things which are more usable. I initially tested it on Play.ht but the demo is limited to how many words I can use or test before they charge me. I'm currently planning on installing Micmonster which costs about $37 and has similar features. Once these voice/speech files are downloaded, you'd need lip files to accompany them which would involve creating phn files and using LipSynchEditor to convert them (make sure you name them the same names as the VO files they're accompanying). Then put the lip files in Override, the VO files in "Streamwaves" for K1 and 'StreamVoice" for K2.

  6. So I'm curious regarding the so-called "restoration" patches for Kotor I. There seems to be a rivalry between the Kotor 1 (K1R) Restoration mod and the so-called "Kotor Community Patch." Which of these is generally preferable to most players and what differences, if any, exist between the two?

    Feel free to comment and share your thoughts on this, as I am seeking to decide which of these patches to make my mods more compatible with.

    1. Show previous comments  4 more
    2. djh269


      here's some more information on the placeable limit, something to keep in mind :)


    3. LoneWanderer


      @EAF97 I don't know much about K1CP, but I think Pazaak Tournament on Manaan, additional location in Shadowlands (don't remember whether it was restored in K1R), most of Juhani's cut lines, alternate route on Leviathan, several cut NPCs and any other major cut content pieces weren't touched by K1CP.


      @djh269 That's why I wrote "more or less compatible". I know about placeable number limitation and several graphical glitches because of K1R + BoS:SR, but I also know that the game can be successfully completed with them. Which is more than can be said about K1CP + BoS:SR.

    4. EAF97


      ...aaaand this is why we need a full port of K1 into the K2 engine that could remedy these problems 😅.

  7. Finally got around to porting the Handmaidens into Kotor I and will include a small side-quest involving them. They will be standing outside where the Jedi Enclave sub-level and the archive storage would be

    swkotor 2021-10-09 17-01-34.png

    1. JasonRyder


      I thought Atris recruited them AFTER the events of KOTOR 1, not before. Can you explain why they're here? 

    2. EAF97


      @JasonRyder is there any source definitively proving this? It's definitely confirmed that Atris was already moving relics secretly from the Enclave prior to its destruction and that Brianna, the "Last of the Handmaidens," was one of the main Handmaidens who was helping her handle the relics. The Telos "Academy" was perhaps not fully set up by this point but Atris was already setting it up at this time. The Handmaidens' father Yusanis had already been killed by Revan at this point since the player themselves are Revan after all the notorious acts he committed so they would have already been orphans by now. So perhaps the place on Telos was not fully set up by this point, but a case could be made that the Handmaidens had perhaps already started working with her even if the formal setup seen in Kotor 2 wasn't arranged yet. Unless you can find definitive sources establishing when exactly she recruited them and that it was after the events of Kotor 1. If so, then I will reconsider.

  8. Finished porting in Terena Adare (the Dantooine administrator from Kotor II) to the Jedi enclave in Kotor I. Players will be able to briefly chat with her about the kath hound problem and the player's mission to the grove to stop Juhani as well as the general state of the settlement.

    1. Show previous comments  1 more
    2. EAF97


      @ebmar The 'Yoda Theme' from the original trilogy which I'm using for the Dantooine Academy and areas around it. It's just the part in this video from 2:02 onwards

      (1) Star Wars - Yoda Suite (Theme) - YouTube

    3. ebmar


      Thanks for the info! Oh, I see -- not too familiar with OT's piece particularly that one. I thought it was from another franchise, granted that tune at 0:32 should've gave it away, hahah. Nice one for Dantooine as well!

    4. EAF97


      @ebmar thanks! It's used in the background for parts of the Jedi storylines in SWTOR so it seemed like a good choice. For the rest of Dantooine (i.e. the Grove, estates) I'll be using this theme:


  9. That feeling you get when you're racing to get your assignments done for tomorrow and realize you got the due-date wrong and they're due the week after 😅. On the bright side, looks like I've got more time on my hands to work on my upcoming mod.

    1. Show previous comments  1 more
    2. EAF97


      @djh269 I have the assignments in my schedule so I plan on getting those done soon as well.

    3. Stormie97


      It's like waking up in the middle of the night, only to find out it's 4 am and you still got a couple hours of sleep ahead

      chef's kiss

    4. EAF97


      @Stormie97 yeah that just about sums it up.

  10. Check out the progress for my NPC overhaul mod for Kotor I. I am currently adding the Jedi Masters to the Dantooine Enclave who didn't originally appear in that game but were in Kotor II (Masters Zez-Kai Ell, Lonna Vash, Kavar, and Atris). Players will be able to have a brief chat with each of them. 

    Masters in the Enclave - YouTube


    1. Show previous comments  14 more
    2. LordMerek


      Regardless, I'm sure my KotOR mod build would benefit greatly from your mod, but what I'm greatly concerned about is compatibility. Because mods like K1 NPC Overhaul and K1 Enhancement Pack are not really compatible with anything and they are the major ones that basically eliminate the clone effect you see.

    3. EAF97


      What does your build involve or overhaul exactly?

    4. LordMerek


      I really only meant big mods like the Community Patch.

  11. Have you updated or been able to fix your Korriban Expansion mod regarding the voice files for steam users and the replacement of Kreia by Jolee? I had read those were issues in the mod initially.

    1. N-DReW25


      There was going to be a Redux for the Korriban Expansion which fixed a variety of things wrong with the mod, VO for Steam included, but that mod wasn't being developed by Newbiemodder (At least not the lead developer anyway).


      The "best" way to fix the audio in the Korriban Expansion would be to either:

      A) Open the KE mod's TSLPatcher folder and delete the audio files, this would create "missing file warnings" during installation but it will still install the mod without audio


      B,) If you already installed the mod, track down the KE Audio files inside the game files and delete them.


      This isn't a good fix, but the problem with Steam and .wav files is that the audio would skip in-game thus meaning you cannot hear what is being said or read the subtitles. By deleting the audio, you can at the very least read the subtitles so you can "somewhat" experience the mod for yourself.

    2. EAF97


      Right, I had read Sith Holocron was the main person doing the Redux but haven't seen any recent updates

  12. I seem to be having issues with your Peragus Tweak mod where it prevents me from being able to play the holo-log entries at the terminals on Peragus and the Harbinger. Have you made any changes to this mod since its release? I have really wanted it in my playthrough but I am worried it will cause bugs. What is the best way to fix this? God Bless

    1. VarsityPuppet


      Which version have you downloaded? 1.3?

    2. EAF97


      No, it was version 1.4. I was unable to open or play the holo-logs for the Maintenance Officer on Peragus and for the Medical Officer on the Harbinger.