Lewok2007

Members
  • Content Count

    108
  • Joined

  • Last visited

  • Days Won

    6

Everything posted by Lewok2007

  1. Lewok2007

    Bith HD

    Big glowup for the Bith's. Amazing work DH.
  2. The latter. The computer goon and regular goon have the corpses swapped at each others positions. Brown hair guy's corpse is where Black hair guy is standing in the hologram, and the Black hair guy's corpse is roughly where the Brown hair guy is standing in the hologram.
  3. In the final room of the Dormitories Section, it looks like Coorta's goons have the wrong body appearance (beta instead of Heavy mining) and their locations are incorrect. The terminal guy's corpse is where the other goon dies and vice versa.
    Sith Holocron's TJM Textural Reinterpretation is necessary, if not highly recommended, for playing Trex's The Jedi Masters mod. With The Jedi Masters, it re-used environments from vanilla TSL, only modifying textures or adding in different models from modules to make the areas feel different. A specific example would be Etti IV, which reused Nar Shaddaa modules. The modules were retextured, having that yellow and orange accent with the gears (so many gears...). Sith Holocron reinterprets those textures in a way that looks different and unique from TSL Nar Shardaa while not being overly chaotic or off looking, which Etti IV definitely was. The 2 major changes I'd say, were on the sith ship and Etti IV, although the screenshots posted do very well at showing off the many changes Sith Holocron did. Even the more minor changes, like on your ship (The "Eagle") add to the environment that improves it, making it feel more unique and overall more cohesive. Not to mention, the texture interpretation upscales a lot of the environment textures. I personally really like the changes done to the Sith Ship. I never really disliked the retexture in base TJM for that Ravager module, but Sith Holocron made such a major improvement. The original TJM textures were very repetitive and had so many symbols/runes. The marbles and stones Sith Holocron has done feel more fancy in a way that I'd say changes how the brain processes and feels about the ship. Rather than a tomb or a stone monument, you're in a space ship crafted to be the syths(?) main headquarters. Originally, the marble texture didn't have an alpha layer or a .txi, which I found to make it feel flatter and not like marble at all, which normally has a shine to it. I recommended the shine in a .txi/alpha layer and I think it made it feel much better. While I'm sure people will love Sith Holocron's Texture Reinterpretation, I would recommend you commenting/putting in a review what you want to criticize and feel could be improved. While I'm sure I particularly feel like the Retexture is completed and doesn't need much more work. I can't say how Sith Holocron particular feels, but I know he'd like to receive feedback if people could provide some. Additionally, other people might catch something other people haven't or SH didn't find or I didn't see in my beta testing, which I am sure would help Sith Holocron.
  4. Amazing Icon 10/10
  5. I think if you categorized it by Primary, Secondary, and Tertiary, it could be less complicated? The primaries would be Proper Peragus Corpses, Peragus NPC Overhaul, and Tiered Peragus Miners which would be the most 'desirable.' Then you'd have the head changes and beta changes as Secondaries where they're still relevant and mostly within the desirability but may not be what people are fully interested in compared to the 'Primary' changes. Then the Tertiary would be No Destroying Terminals, Lootable lockers, and Vibrocutter Swap as more like "area addons" which people can install if they really wanted to but it's kind of out of range of the main focus people might want with the NPC changes. Could either have that as different archives on the download page or as subfolders in a single archive. I don't know if that helps? But i definitely did feel a bit 'overwhelmed' reading all those 9 mods and then categorizing them kind of helped me after.
  6. Would this mod be compatible with Visually Repair HK-47? I'd assume not for now because of how VSHK47 works but it'd be neat if they could work together.
  7. I can make install versions where on would replace them with Short lightsaber versions and another install for double bladed. But specifically for the Assassins on the Harbinger, I believe a script is used to give them their weapons when they spawn in (for whatever reason). Most what I can do is just change the appearance of the weapon and adjust the stats, but it isn't actually a lightsaber item they would have.
  8. I've used it with the mod build and it works fine.
  9. Loved the mod. Looking forward to a version that's compatible 🙏
    Mod is amazing. Some things were a little janky, but overall the mod was really great. - I didnt encounter any major bugs, and the minor bugs I encountered weren't too frustrating. - The new campanion is interesting, and fills the spot of an existing campanion that's already pretty useless in a base game. - The story feels pretty authentic to the first kotor, having that tiny goofy factor but being solid enough. - I haven't completed all of the side quests but from what I've seen of the quests I didn't do, they're pretty interesting. - I really like the new modules. SAO used a technique in the new modules that uses pre-existing models but the module layouts are all new. and of course, I can't forget:
  10. The dialogue not always having voices is normal. They'll most likely add in the rest of the voices when the full mod is completed. But so far only side characters are voiced with AI.
  11. You've selected the steam version of Kotor 1. This mod is for TSL. You'll need to locate it to SteamLibrary\steamapps\common\Knights of the Old Republic II
  12. Yeah everything did feel already very diverse when I played. Now that I've played I'm a bit indifferent on the npc player head issue. I think it'd still be cool to have the player heads but if it's already feeling diverse I don't think it's too much of an issue. Although this isn't really certain since there could be an area on Nar Shardaa that isn't diverse and would need those player heads.
    Feels like a really good step up from the Demo. I liked the changes to the areas on Correllia and the overall story felt more smooth and enjoyable than it was before.
  13. I love how the UI is unique and stands out from the original versions of the games and other mods while still looking good. It looks more like a pomegranate colour than orange, but I think that works well. I think it would be nice if a version of the UI was released standalone. Personally I think it's easier on my eyes and looks better than the TSL green ui. I think your idea works the best. I'm assuming the way the pc characters as npcs would work is like the guy who claims ownership of the ebon hawk on NS in TSL, where he has 1 default head but if the player has the same head he uses another. I think removing the pc characters as npcs would be a bummer and not be as immersive. I don't think the vanilla clothing would necessarily fit for RoR. The potato robes the player wears for clothing always seemed to be something inconspicuous the exile wears to blend in with crowds and something cheap/basic. RoR is looking good though. Looking forward to reading the next Dev Diary.
  14. I thought I fixed the bug in the namespaces.ini, but I'll take a look again. Originally I used TSLPatcher which wouldn't do this from what I thought, and I wasn't entirely sure what Holopatcher did for backups either. Good to know I uploaded a new version a little bit ago that fixed some XP issues but I guess when I made those changes I didn't use the most up to date version. (that is with the namespaces.ini issue) Sorry for the difficulties. If you have downloaded the mod previously, download the new version and that should work.
  15. View File Vibrocutter changes Description: This mod can make different changes to the vibroblade in TSL, such as moving it, removing it, or replacing it. Installation: Note: There are different methods with installing this mod! First Method. (Quick Install, Mod Build Recommended Method.) - Open up Holopatcher.exe - Open up the first scroll down menu and select "Location and Medpac" - Select your kotor directory where swkotor2.exe is located. (i.e. folder named swkotor2 or Knights of the Old Republic II) - Click Install and wait for the mod to finish installing, then close the window when it is complete. If you would like to have no medpac on the corpse with the above method: - Open Holopatcher.exe - Select "Corpse has nothing" - select the kotor directory where swkotor2.exe is - Click install and wait for the mod to install, then close the window when it is complete. ^^^ Note: This may inflict more difficulty for your playthrough. Second Method(s) (More seperate installs, Mod Build compatible although not recommended.) Note: Can be used over top the first method but NOT recommended for balancing reasons. (Advisories included in square brackets) - Launch Holopatcher.exe and select ONE of these 3 installs in the first drop down menu: "Medpac Replacement" (Replaces the vibrocutter with a Medpac) - [Usless with First Method Install, already included] "Vibroblade Replacement" (Replaces the vibrocutter with a vibroblade, pre tslrcm.) - [You would have a Vibroblade on the regular corpse over top First Method Install] "Corpse has nothing" (The corpse will not contain any items.) - [Already told in First Method install] - Select the kotor directory where swkotor2.exe is. NOTE: Choosing another one of those 3 after installing another WILL overwrite the changes made by the previous one installed. - After installing ONE of those options, install "Location Change" IF you want the vibrocutter to appear in the locker in the security room. - [You would get a second vibrocutter over top the First Method Install] Instructions are DONE INCOMPATIBILITES: - Incompatible with NDrew's Peragus Miner Overhaul, Use the vibrocutter changes install included with his mod if you're using his mod. DO NOT install my mod over NDrew's mod. Tools used: Holopatcher - Cortisol Holocron Toolset - Cortisol and th3w1zard1 I ask that my mod is not uploaded anywhere else by other users. I will upload it somewhere if I think it should belong there. Submitter Lewok2007 Submitted 03/01/2025 Category Mods TSLRCM Compatible Yes  
  16. Version 1.1.0

    23 downloads

    Description: This mod can make different changes to the vibroblade in TSL, such as moving it, removing it, or replacing it. Installation: Note: There are different methods with installing this mod! First Method. (Quick Install, Mod Build Recommended Method.) - Open up Holopatcher.exe - Open up the first scroll down menu and select "Location and Medpac" - Select your kotor directory where swkotor2.exe is located. (i.e. folder named swkotor2 or Knights of the Old Republic II) - Click Install and wait for the mod to finish installing, then close the window when it is complete. If you would like to have no medpac on the corpse with the above method: - Open Holopatcher.exe - Select "Corpse has nothing" - select the kotor directory where swkotor2.exe is - Click install and wait for the mod to install, then close the window when it is complete. ^^^ Note: This may inflict more difficulty for your playthrough. Second Method(s) (More seperate installs, Mod Build compatible although not recommended.) Note: Can be used over top the first method but NOT recommended for balancing reasons. (Advisories included in square brackets) - Launch Holopatcher.exe and select ONE of these 3 installs in the first drop down menu: "Medpac Replacement" (Replaces the vibrocutter with a Medpac) - [Usless with First Method Install, already included] "Vibroblade Replacement" (Replaces the vibrocutter with a vibroblade, pre tslrcm.) - [You would have a Vibroblade on the regular corpse over top First Method Install] "Corpse has nothing" (The corpse will not contain any items.) - [Already told in First Method install] - Select the kotor directory where swkotor2.exe is. NOTE: Choosing another one of those 3 after installing another WILL overwrite the changes made by the previous one installed. - After installing ONE of those options, install "Location Change" IF you want the vibrocutter to appear in the locker in the security room. - [You would get a second vibrocutter over top the First Method Install] Instructions are DONE INCOMPATIBILITES: - Incompatible with NDrew's Peragus Miner Overhaul, Use the vibrocutter changes install included with his mod if you're using his mod. DO NOT install my mod over NDrew's mod. Tools used: Holopatcher - Cortisol Holocron Toolset - Cortisol and th3w1zard1 I ask that my mod is not uploaded anywhere else by other users. I will upload it somewhere if I think it should belong there.
  17. I've made one with the green color. I'd need to upscale it to get more detail on the heart but I think this is what you're looking for? The UVs on the model for example Grey and Tan Here are the textures in .zip file if you want to check them out in game. MandoTextures.zip
  18. It wouldn't be hard to do it if you have a pc. You really just need Kotor Tool or Holocron Toolset to extract the Mandalorian texture files from either K1 or TSL, and then use something like photoshop or gimp to edit the .tga textures.
  19. JC already has a mod that adds in more lightsaber color options. These may be similar to what you're asking for.
  20. View File Viable Plasma Torches Description: This mod makes the Plasma Torch be it's own unique type of weapon. This allows the player to dual wield the Plasma Torch, or use it alongside another weapon. (the exception being blasters and stun batons.) Additionally, the animations played in combat will be the melee animations instead of the little "jabby" animation that plays for every type of attack. I haven't tested all animations, but so far the basic Critical Strike animation is the only one that looks off, in my opinion. Installation: Extract the "viable_plasma_torches.zip" archive to your desktop. Run the TSLPatcher within the folders, press install and locate your TSL Directory. (The folder with the game executable, not the override.) Uninstallation: Take the files from the "backup" folder, copy them to the override folder in your game and overwrite when prompted. Compatbility: Not everything has been tested with this mod and I am uncertain of any other items in game using the "Torch" column in baseitems.2da. Let me know of any incompatibilites with any other mods if you find any or if any items look off. (i.e. able to use a non weapon item as a weapon) -> Is at least compatible with TSLRCM. Tools used: Holocron Toolset by Cortisol TSLPatcher by Stoffe Permissions: Use this mod however you like as long as it isn't a direct reupload somewhere and credit is given. DO NOT upload this mod to the Steam Workshop. Bugs: Not Necessarily a "bug," but the plasmatorch will have a 20-20 x1 crit multipler. From my testing, this doesn't effect much. Submitter Lewok2007 Submitted 01/31/2025 Category Mods TSLRCM Compatible Yes  
  21. Version 1.0.0

    46 downloads

    Description: This mod makes the Plasma Torch be it's own unique type of weapon. This allows the player to dual wield the Plasma Torch, or use it alongside another weapon. (the exception being blasters and stun batons.) Additionally, the animations played in combat will be the melee animations instead of the little "jabby" animation that plays for every type of attack. I haven't tested all animations, but so far the basic Critical Strike animation is the only one that looks off, in my opinion. Installation: Extract the "viable_plasma_torches.zip" archive to your desktop. Run the TSLPatcher within the folders, press install and locate your TSL Directory. (The folder with the game executable, not the override.) Uninstallation: Take the files from the "backup" folder, copy them to the override folder in your game and overwrite when prompted. Compatbility: Not everything has been tested with this mod and I am uncertain of any other items in game using the "Torch" column in baseitems.2da. Let me know of any incompatibilites with any other mods if you find any or if any items look off. (i.e. able to use a non weapon item as a weapon) -> Is at least compatible with TSLRCM. Tools used: Holocron Toolset by Cortisol TSLPatcher by Stoffe Permissions: Use this mod however you like as long as it isn't a direct reupload somewhere and credit is given. DO NOT upload this mod to the Steam Workshop. Bugs: Not Necessarily a "bug," but the plasmatorch will have a 20-20 x1 crit multipler. From my testing, this doesn't effect much.