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Posted

Some bad news and some good news.


The bad news: the restored Carth's dialogue when you're initially tossing and turning in your bed has been removed as a temporary solution to a game breaking bug.


The good news: the update that removed the above restored content replaced it with Shuma the Hutt.

 

Here is how he appears in the pre-release screenshots:

475483-ko_009.jpg.cd5a45774d313dbb72a001420afd3f86.jpg

 

Here is how he appears in RC-K1CP:
32370_15025.jpg.c940bf68334efa8a4c9a3437057ed482.jpg

 

The old restoration mods and K1R all restore Shuma out in the Hangar Bay even though the above pre-release screenshot exists and the fact that Shuma greets you to his "humble abode" - a term that would make much more sense if he were inside an actual room and not out in the open in the Hangar Bay. To both differentiate RC-K1CP from K1R and to remain faithful to Bioware's original intention with the character, I have restored Shuma inside Elise's room, the one where she appears after you complete the missing droid sidequest. Elise, her boyfriend/her droid will now spawn in the hallway just outside the room to make way for Shuma.

 

In the game files there are four Hutt textures whilst in the vanilla game there only three Hutts. With Shuma added, that brings the total up to four Hutts and as you can probably tell Shuma is using Ajuur's old appearance. To prevent two identical Hutts in your game I decided to restore the unused Hutt texture for Ajuur on Taris.

 

Ajuur will now look like this:

32370_15052.jpg.1227acfa05baf3254c9c4bb1c0ec9a7c.jpg

 

  • Like 4
  • 3 months later...
Posted

I’ve downloaded this mod recently and just got to Dantooine, but Shuma isn’t in the room. Was this released yet or is there something you need to do to trigger him spawning? I’ve just found the first star map.

Posted
7 hours ago, Cr00ker said:

I’ve downloaded this mod recently and just got to Dantooine, but Shuma isn’t in the room. Was this released yet or is there something you need to do to trigger him spawning? I’ve just found the first star map.

So Shuma the Hutt is not present?

 

Did Ajuur have his new appearance as shown above?

 

Are the restored footlockers and unlocked the static footlockers there? The restored footlockers are in the training room with the workbench and the Aratech shop whilst the "static footlockers" are the footlockers that can't be opened in the vanilla game (RC-K1CP restores the ability to open them).

 

Did Tar'eelok and Garrum spawn?

 

And where did the crazy lady and her boyfriend/CS-42 spawn after doing her side quest? She's supposed to spawn out in the hall as her room is now occupied by Shuma.

 

If all of those things above did appear but not Shuma, it might be possible that a bug is preventing him spawning in.

 

I would like to say this, having one thing not appear and being able to move on despite it is better than the game being soft locked and/or crashed.

Posted (edited)
1 hour ago, N-DReW25 said:

So Shuma the Hutt is not present?

 

Did Ajuur have his new appearance as shown above?

 

Are the restored footlockers and unlocked the static footlockers there? The restored footlockers are in the training room with the workbench and the Aratech shop whilst the "static footlockers" are the footlockers that can't be opened in the vanilla game (RC-K1CP restores the ability to open them).

 

Did Tar'eelok and Garrum spawn?

 

And where did the crazy lady and her boyfriend/CS-42 spawn after doing her side quest? She's supposed to spawn out in the hall as her room is now occupied by Shuma.

 

If all of those things above did appear but not Shuma, it might be possible that a bug is preventing him spawning in.

 

I would like to say this, having one thing not appear and being able to move on despite it is better than the game being soft locked and/or crashed.

Nope, Shuma isn’t there. 
 

Yes, Ajuur had the new look.

There’s no static or extra footlockers in or around the training area or workshop. 
 

No, Garrum and Tar didn’t spawn. 
 

I haven’t done the droid companion quest yet so I’ll let you know.

 

i do have the Sleheyron expansion too and that modifies the module slightly to spawn a certain character in, only thing i can think of that might be affecting it.

Edited by Cr00ker
Posted
8 minutes ago, Cr00ker said:

i do have the Sleheyron expansion too and that modifies the module slightly to spawn a certain character in, only thing i can think of that might be affecting it.

Is the file m13aa.git in your Override folder?

Posted (edited)
27 minutes ago, N-DReW25 said:

Is the file m13aa.git in your Override folder?

Nope, haven’t got that file.

 

droid companion quest done, elisa and droid show up INSIDE the room instead of corridor.

 

edit: I checked installlog, m13aa.git WAS patched in module/danm16.mod archive during installation of the K1CP. Then it was patched again during Sleheyron installation.

Edited by Cr00ker
Posted
12 minutes ago, Cr00ker said:

edit: I checked installlog, m13aa.git WAS patched in module/danm16.mod archive during installation of the K1CP. Then it was patched again during Sleheyron installation.

Was this installed via the latest Sleheyron update that was released on Monday?

Posted
Just now, Cr00ker said:

No, I installed it on Sunday.

Can you send me the changes.ini file from inside the TSLPatcher folder of the Sleheyron version you installed?

Posted
8 minutes ago, N-DReW25 said:

Can you send me the changes.ini file from inside the TSLPatcher folder of the Sleheyron version you installed?

Yup, should be in your inbox

  • Thanks 1
Posted
5 minutes ago, Cr00ker said:

Yup, should be in your inbox

I have discovered the problem, this has been caused by the Sleheyron Story Mode mod.

 

I will be commenting the bug report on the Sleheyron mod page shortly.

  • Like 1
  • Thanks 1
Posted
On 10/10/2025 at 1:32 PM, N-DReW25 said:

I have discovered the problem, this has been caused by the Sleheyron Story Mode mod.

 

I will be commenting the bug report on the Sleheyron mod page shortly.

Thanks! Much appreciated:)

Also, are the iriaz close to completion? It’s one of the restorations I’ve been hoping for ever since I first played ‘murdered settler’ quest 😆

  • 2 months later...
Posted

Hello there!

I just tried installing this mod, but I got an error and the installation failed to complete:

Error: No instruction section found for file m02ab.git, skipping...

It looks like the mod *almost* completes installation (the green bar is riiiight at the end), but I don't know if it's ignorable or not.

I'm using the Steam version of KOTOR, a fresh install of the game, installed on my C:\ drive (same drive as Steam). I installed the Community Patch v1.10 first, and then installed this mod, with no other mods installed. I even tried re-downloading this mod's archive and trying again, but I still get the error.

I've tried it twice (uninstalled KOTOR completely, cleaned out the entire directory, reinstalled, then installed K1CP v1.10, then this mod) and I keep getting the error.

I also get this warning each time:

Warning: Unable to copy file "tar03_woman031.utcanc", file does not exist!

I'm using the latest version of the archive from this site (linked below) which I notice was last updated on November 7th.

If I'm doing something wrong, please let me know, otherwise, might want to take a look at the latest release.

Thanks!

 

Posted
12 hours ago, hackbackwards said:

Hello there!

I just tried installing this mod, but I got an error and the installation failed to complete:

I am aware of the first instance and I shall get around to fixing them soon.

 

I am confident that this won't cause any real problems, you have installed 99% of the mod and these installation bugs will, unfortunately, ensure that two of the most minor, most mundane restorations aren't present in your game. This is still better than the game crashing though.

 

12 hours ago, hackbackwards said:

Error: No instruction section found for file m02ab.git, skipping...

The Sith Guard in the Upper City guarding the Lower City elevator was supposed to have a Mark IV Assault Droid with him, it only had one dialogue which goes "This droid is not programmed to speak with you" or something to that effect.

 

This installation error means the droid will not spawn.

 

12 hours ago, hackbackwards said:

Warning: Unable to copy file "tar03_woman031.utcanc", file does not exist!

In the Lower City Cantina, there are two generic male NPCs who I believe are duplicated to create four NPCs. RC-K1CP changes one of these men into a woman to restore the unused female dialogue for the generic Cantina NPC. Since this bug has taken place, this background NPC won't be changed into a woman.

 

All I have to do to fix this problem is rename "utcanc" to "utc" and it should install just fine.

  • 5 months later...
Posted (edited)

I don't know if this is the right place to post this but I found a strange(and hilarious!) bug in the Taris Lower City Cantina. The fourth Black Vulkar that threatens Calo Nord, the orange Twi'lek that speaks Basic, has somehow turned into a giant gizka! 

image.jpeg.b7bb4c4b254dafedac0c1c0cc61ea7c6.jpeg

Edited by JasonRyder
Posted (edited)

I was going to post an update for the development of RC-K1CP soon, but since JasonRyder commented I'll update you all now.

 

The Unused Head Restoration Pack mod, which hasn't been updated in several years, shall be renamed to the K1 Appearance Restoration Pack to match its Kotor 2 counterpart.

 

The reason this is happening is because most of the appearance restorations from RC-K1CP, mainly the optional ones, are being removed from RC-K1CP and are instead being added to the K1 Appearance Restoration Pack.

 

The reason I am doing this is because they're mostly incompatible with the NPC Diversity Pack mod. The appearances of RC-K1CP are added solely to restore the unused appearances whereas the NPC-DP is a genuine NPC Overhaul. By installing both mods, it is possible that the end result is not one that I personally intended for the player.

 

Whilst these incompatibilities do not break the game in any way, I am certain players would prefer Restored Content and an NPC Overhaul without these two concepts "meshing" with one another.

 

There are also actual incompatibilities that do impact the game, the Sith Officer Uniform Restoration install is incompatible with heyorange's Sith Army Reformation mod and the Jedi Appearance Restoration install is incompatible with Diversified Jedi on the Star Forge if you install that mod before RC-K1CP.

 

Once this update goes ahead, the RC-K1CP will have most of its restored appearances removed. If players want a "pure" restored content game with no NPC Overhauls they can install the K1 Appearance Restoration Pack whereas if they want an NPC Overhaul they can instead download the NPC Diversity Pack.

 

The unique heads for Tanis and the Czerka Rep on Tatooine from the Unused Head Restoration Pack are going to be added in the Galaxy of Faces mod so NPC Overhaul enjoyers will not need the K1 Appearance Restoration Mod if they want those two heads in particular.

 

This update has been delayed to the development of the M4-78 Unofficial Patch mod this year, and whilst I do intend to make something special for ROR this update shall come eventually.

 

And also, Carth's Restored Blaster icon is being removed in that update until it can genuinely be fixed.

 

On 6/19/2026 at 5:40 PM, JasonRyder said:

I don't know if this is the right place to post this but I found a strange(and hilarious!) bug in the Taris Lower City Cantina. The fourth Black Vulkar that threatens Calo Nord, the orange Twi'lek that speaks Basic, has somehow turned into a giant gizka! 

image.jpeg.b7bb4c4b254dafedac0c1c0cc61ea7c6.jpeg

Whilst I can see why you'd report it as an RC-K1CP bug, this is actually a Sleheyron Story Mode bug in its entirety. K1CP restores the orange Twi'lek variant and RC-K1CP simply borrows that appearance for the fourth Vulkar. This means either one of two things have happened, you either:

 

A) broke your install.

B,) the Sleheyron Story Mode mod's installer is broken and therefore it has broken your game.

 

The orange Twi'lek added in K1CP occupies line 509 of the appearance.2da. If @SAO1138 had setup his tslpatcher/holopatcher correctly then a new appearance number would've been assigned to your appearance.2da, the only way his big Gizka would replace the orange Twi'lek added in K1CP would be if Sleheyron's installer hard overwrote the existing appearance.2da with a pre-made one (which is very bad from a modding standpoint).

 

Can you please attach your appearance.2da file here, since the orange Twi'lek should occupy line 509 of the appearance.2da being able to view your appearance.2da should confirm at least part of my suspicion.

 

SAO, if we get to the bottom of this and it turns out that, by some miracle, it isn't Sleheyron Story Mode as I suspect I do apologizing for pinging you here.

Edited by N-DReW25
Posted
3 hours ago, N-DReW25 said:

Whilst I can see why you'd report it as an RC-K1CP bug, this is actually a Sleheyron Story Mode bug in its entirety. K1CP restores the orange Twi'lek variant and RC-K1CP simply borrows that appearance for the fourth Vulkar. This means either one of two things have happened, you either:

 

A) broke your install.

B,) the Sleheyron Story Mode mod's installer is broken and therefore it has broken your game.

 

The orange Twi'lek added in K1CP occupies line 509 of the appearance.2da. If @SAO had setup his tslpatcher/holopatcher correctly then a new appearance number would've been assigned to your appearance.2da, the only way his big Gizka would replace the orange Twi'lek added in K1CP would be if Sleheyron's installer hard overwrote the existing appearance.2da with a pre-made one (which is very bad from a modding standpoint).

 

Can you please attach your appearance.2da file here, since the orange Twi'lek should occupy line 509 of the appearance.2da being able to view your appearance.2da should confirm at least part of my suspicion.

 

SAO, if we get to the bottom of this and it turns out that, by some miracle, it isn't Sleheyron Story Mode as I suspect I do apologizing for pinging you here.

Thank you for the prompt reply. Here's the appearances.2da file: appearance.2da

I installed the first two parts of the Sleheyron mod first, then K1CP, then RC-K1CP, then the Compatibility patch. And before I installed any of that, I installed Lasat's KOTOR Revisited Mods to give everything HD textures. Here's a link to those: KOTOR Revisited

Posted
9 hours ago, JasonRyder said:

I installed the first two parts of the Sleheyron mod first

There's the problem.

 

You have to install K1CP first, your game probably isn't too broken but every single instance of an orange Twi'lek will be replaced with a giant Gizka.

 

SAO, if you're here can you please confirm whether or not you recommend players install Sleheyron Story Mode first?

Posted (edited)
4 hours ago, N-DReW25 said:

There's the problem.

 

You have to install K1CP first, your game probably isn't too broken but every single instance of an orange Twi'lek will be replaced with a giant Gizka.

 

SAO, if you're here can you please confirm whether or not you recommend players install Sleheyron Story Mode first?

That was the order of installation on the mod page. First two parts of Sleheyron, then K1CP, then the tweaks, then the compatibility patch of Sleheyron. I'll have to reinstall the game and see if this happens again. 

Edited by JasonRyder
  • 1 month later...
Posted

Iriaz.

 

Another RC-K1CP update is almost ready, and as per tradition I would release an update, add something completely obscure, and then I'll get the endless moaning of "where's the Outcast Children and where are the Iriaz" instead of "wow, I sure do love the restored line from that one NPC I didn't even pay attention to".

 

Well, you can all stop moaning... for now, for one of those things that you guys just love to complain about is actually being added in the next update!

 

32370_13798.png.60d3b632f0c4bcfcb0c7e9af3c4d670e.png

 

But no Outcast Children just yet...

32370_13823.png.634c78b7ea63446ad455ee534d0d11c7.png

 

But when that update does come out I may or may not announce it with this:

32370_13798(1).png.de60ef4767f50122cce1684850c78a61.png

 

So, how do Iriaz work in RC-K1CP?

Well, I believe in K1R the Iriaz would walk around the map and follow certain way point directions similar to how some Kath Hounds behave, however, the Iriaz will largely wander around aimlessly as the left over Iriaz .UTC file in the Sandrale Estate exterior module was programmed to do just that.

 

Instead of just "walking around" doing nothing the Iriaz will do something... and it's going to be an absolute bloodbath as you journey across the Dantooine planes now.

 

Spoiler

32370_19067.jpg.65969c59dddab85f4f2c463568cdd837.jpg32370_19076.jpg.a7ac200800256d570abdb4eacc4fb157.jpg32370_19120.jpg.f85bdd6c9123092f647dbe94a2c6cbfd.jpg32370_19129.jpg.45ba1e9ca79324b6c103186a59363f06.jpg32370_19086.jpg.51ffbb75a77471f60ebb2097dcc01cc6.jpg32370_19133.jpg.ef8a2d289170b9a8e60335ed12e9f5cc.jpg

 

When you enter a Dantooine module, somewhere in that module there will be Iriaz and Kath Hounds fighting each other. Sometimes an Iriaz may take down a Kath Hound or two, but more often than not the Kath Hounds always wipe out the Iriaz.

 

Of course, that happens without Player intervention. Through Player intervention it can be possible for you to save some of the doomed Iriaz, however, simply standing around and letting the Iriaz get mowed down will in-fact chip down some of the Kath Hounds health so there is some benefit to letting them die.

 

And of course, the Iriaz will also be attacked by Mandalorians. In lore, the Iriaz are docile and can get 'provoked' into aggression, and combined with the pre-existing warrior lore of the Mandalorians it does in-fact make sense for these two groups to be fighting. I have taken measures to try and make sure that Iriaz herds are not too close to Mandalorians so there shouldn't be too many instances of Mandalorians being led away from their group by rogue Iriaz's or something stupid like Sherruk running after an Iriaz and leaving his men to die.

 

Now, K1R does have a bug wherein the Iriaz actually break that one cutscene with the Mandalorian and the "wife and children" bit. I have made it so that the Iriaz in that particular area are hostile to the Player meaning they should not break that cutscene and the Player will be able to kill some of these Iriaz themselves. Again, they are "docile" and not "friendly" and so it makes sense why some would want to kill you when others would rather fight Kath Hounds.

 

There is a bug where the Iriaz stand completely still for about five to ten seconds before their AI kicks in, here is an example of this:

32370_19097.jpg.08b750469a6195b85a9030f1c3985064.jpg

 

Here is when their AI kicks in:

32370_19102.jpg.e7514d55746ed7bcc41404c3ee5b5cf8.jpg

 

And this is the result when the Player lets them die:

32370_19118.jpg.5c98e43fa002bc46453b86fa1cf65074.jpg

 

As you can see, despite being outnumbered the Kath Hounds still win the fight. Since this is near Bolook his line "there are plenty of Iriaz around" now makes sense as you literally either just saw a bunch of Iriaz die or saved them and now they're roaming about nearby.

 

I do not yet have screenshots of the Player being attacked by Iriaz, however, I do plan to add screenshots of restored content for the main mod page so I may add them there when this update is finally ready.

 

Now that the one thing you all wanted is out, time for the obscure garbage no one cares about (this list may not be complete/some of it you may recognize if you ever played my ancient K1GI mod from back in the day/some of it may not be added if I can't get it to work flawlessly):

 

* Restored an unused civilian dialogue for one of the male patrons of the Lower City Cantina.

32370_13759.jpg.db283c05dded11d41593cfca1c6259b0.jpg

 

* Restored the "search database for planetary launch codes" option for all the Sith Base terminals, this will always fail as the Governor has them.

32370_13782.jpg.d8135bca08befa95a43e3eefb1692fa3.jpg32370_13783.jpg.14a8a8110d40233ca33b024c6a653db9.jpg

 

* The Receptionist Terminal, the Computer Terminal, and the Control Center Terminal now have three unique interactions. The Receptionist Terminal offers almost no real benefits besides upload area schematics. The Computer Terminal offers most functions except for open elevator, disable assault droid shield, and overload power conduit. The Control Center Terminal has every function available.

32370_13784.jpg.d46b9523fed38ff409042c0d5eb79e24.jpg


* The Hangar Terminal and the Barracks Terminal now have two unique interactions. The Hangar Terminal has no actual function besides the ability to disable the Hangar Security whilst the Barracks Terminal has all the functions except the ability to disable the Hangar Security.

32370_13746.jpg.b24455eeb23d7faf6df01aa2ef918923.jpg


* You can now download the Ebon Hawk codes via the Barracks terminal, allowing you to bypass Hudrow.

32370_13748.jpg.ea493133168c07f87b36c591135d8fb4.jpg


* Restored the cut door model for Davik's Hangar.

32370_13753.jpg.ce03ca85f7347e72a221a27afc515d09.jpg

 

* You can now attempt to open the Hangar Bay doors via the terminals in the Prison Block and Command Deck, this'll always fail.

32370_13788.jpg.3124c877288b6d60083cd7dd9f5f1ec8.jpg32370_13789.jpg.eeabbade1979b521d5596f34d2ed76ba.jpg


* You can now overload the power conduit in the Sith Trooper barracks in the Prison Block, this is an alternative to starting a prison riot and then gassing both the Sith and the prisoners.

32370_13793.jpg.0850d66a46dc80b1dc4c65873cb5f55e.jpg32370_13795.jpg.c96ff94ec414645f1e148024d14105ae.jpg

 

* You'll now have to unlock the Elevator after rescuing the Player.


* The Command Deck terminal will now mention the Bridge lockdown before you login. This'll be removed when you open the Hangar doors and the lockdown is lifted.


* You can no longer unlock all security doors on the Command Deck as options to unlock specific doors have been restored.

 


* You can now attempt to open the Bridge Security Door, this'll always fail.

32370_13786.jpg.1a435ef39208ee20767179da4a3bafd8.jpg


* You can now use the Command Deck terminal to discover that you can use a Space Suit to access the airlock to bypass the Bridge Security Door.


* You can no longer return to the Prison Block if the Hangar is open.

 

That's all for today, please let me know what you think!

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