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  1. ______________________________________________________________ This mod is still in ALPHA! There won't be a public playable version until BETA. Currently, me, N-DReW25 and Quanon. (reskinning, repropping, and making some new modules) Pre-Alpha - Concept Alpha - W.I.P Beta - Ready for testing 1.0 - Full release Pre-Alpha to Alpha transition goals: * Write an actual story for the new complex and for the changes. (and get feedback) (began working on it, and it's partially done) * Find good ideas and add them to the TO DO list. (Suggestions are still welcome, but when this mods hits BETA, suggestions won't be necessary, only testers!) * Have Poll 1 completed. (Min 5 votes!) * Get modules reskinned and ready to edit. (Quanon's going to start reskinning them soon... I think... I hope... I don't know.) * Get tehnical help. (AT LEAST 1 EXPERIENCED MODDER!!) (Quanon,N-DReW25, SuperSzym) Alpha to Beta transition goals: - Finish the mod. - Get some testers when it's ready. ___________________ Even if I'm not an experienced modder, I always wanted to try to make KotOR feel more immersive and expand it. Now, I can finally do that for Nar Shaddaa. You see, even if the game engine is rather limited, I always thought that Nar Shaddaa isn't as big as it should be. In SWTOR, it's rather big and immersive, in KotOR... Not so much. And I know, SWTOR is much, much newer, but even in the Jedi Knights series, Nar Shaddaa feels like it should be: A big city, like Coruscant, but it's lawless and darker. Anyways, back to KotOR - other areas, like Dxun, Telos, Korriban, are as big as they should be. Plus, they have that atmosphere, that all their other appearances also have. But Nar Shaddaa is dull... For now! (Overview taken from GameBanshee, lots of thanks for having in-depth game walkthroughs!) Now, looking at the overview of the Nar Shaddaa Refugee Sector, it's big, and leads to other parts of Nar Shaddaa: Refugee Docks, Cantina and Pazaak room, and the Refugee living quarters. Now, the 17th place on the map is an empty room, where some thugs attack a Twi'lek. And I don't think this area would've been better if the game would've been completed. I think, by putting the cutscene outside, this room could become a Merchant Quarter, filled with chests and vendors! Then. we have the 16th place on the map, the cut TSLRCM cantina. I think the mod is going to have to depend on TSLRCM for A LOT of things, so remaking the cantina a bit is going to be ok. Possibly some new NPC's and a bartender. _______________________________________________________________________________ Nar Shaddaa Refugee Sector Expansion areas: - Old Promenade (30% progress) - Hutt's Hideout Club (30% progress) - Old Promenade Entertainment Center (Old Entertaiment Module) (Taki17's idea, thanks!) (I'll use its entrance for the new Nar Shaddaa part) (From Vanilla Game) - Landing Pad Restored Cantina (65% progress) - Merchant Quarter (Landing Pad Empty Room) (0% progress) - Dock Offices? (Fassa's office? Ship shop? Suggestions are appreciated! (0% progress) This is all I have planned for now, help will be appreciated! People that can gelp me with writing some new story elements and help me with the tehnical stuff are needed! Poll 1 closed! Results: 1. Add an Old Promenade north? Most people say YES. 2. Total cantinas? 2 3. Total casinos? 1 4. GenoHaradan knowledge? Some people know the name, not all though. 5. Merchant quarters? 2 in total. Conclusion: People want an Old Promenade north, but they don't want cantinas, casinos or merchant quarters. I can't make an empty area just for the sake of making a new area. You can come up with suggestions! And the GenoHaradans are just a name for some refugees, they don't know who they are, where they are, or anything of that nature. Contact: Steam: Qyzen_Hunter Skype: whyp.gamer05