N-DReW25

Restored Content for K1CP [WIP]

Recommended Posts

I hope this is the right place to report the issue, but I encountered a problem on a clean install of KoTOR, K1CP, and RC-K1CP (in that order ofc). I installed KoTOR in Steam on macOS Sonoma 14.3. Holopatcher aborted with errors at the end of installing RC-K1CP, however only one warning was generated.

1269568182_Screenshot2024-06-19at1_03_41PM.png.086e8d305061163e00c68b88caba3765.png

I am confused as to why it aborted instead of just completing the install with the warning and I'm also not sure if that's a problem with RC-K1CP or with Holopatcher itself so hopefully I'm not wasting your time. Here's what caused the w

1710573932_Screenshot2024-06-19at1_03_17PM.png.92d6dc2c7bcc264d0f3e0c7f3ba671b2.png

Thanks for all of the cool content you put out.

Share this post


Link to post
Share on other sites
8 hours ago, Bread said:

I hope this is the right place to report the issue, but I encountered a problem on a clean install of KoTOR, K1CP, and RC-K1CP (in that order ofc). I installed KoTOR in Steam on macOS Sonoma 14.3. Holopatcher aborted with errors at the end of installing RC-K1CP, however only one warning was generated.

1269568182_Screenshot2024-06-19at1_03_41PM.png.086e8d305061163e00c68b88caba3765.png

I am confused as to why it aborted instead of just completing the install with the warning and I'm also not sure if that's a problem with RC-K1CP or with Holopatcher itself so hopefully I'm not wasting your time. Here's what caused the w

1710573932_Screenshot2024-06-19at1_03_17PM.png.92d6dc2c7bcc264d0f3e0c7f3ba671b2.png

Thanks for all of the cool content you put out.

The RC-K1CP has not yet been optimized to work with the HoloPatcher as of this time, once I get around to optimizing the installer the TSLPatcher shall be replaced with the HoloPatcher.

Share this post


Link to post
Share on other sites

Another exciting update!

 

The Gloveless Commoner Clothing Restoration is now an optional installation, this was done because Dark Hope's recent commoner reskins are incompatible with this feature. Users of Dark Hope's mods will now be able to install RC-K1CP without Gloveless Commoner Clothing to prevent this incompatibility.

rck1cp.png

 

Restored additional lines to Canderous' Korriban dialogue, as this hard edits "k_hcan_dialog.dlg" this has been made optional just incase some mod exists out there that edits that file.

Spoiler

Vanilla Canderous Korriban Dialogue:

Canderous: Korriban is a Sith world, that's for sure. I mean, just look at this place.

Canderous: Rumor has it that the leader of our clans at the time, Mandalore, did go down. They say the Sith perform terrible magics here.

Canderous: You have anything else you want to ask?

 

RC-K1CP Canderous Korriban Dialogue:

Canderous: Korriban is a Sith world, that's for sure. I mean, just look at this place.

Canderous: When we were fighting with the Republic with the Sith, this was one of the major staging points for the invasion.

Canderous: Rumor has it that the leader of our clans at the time, Mandalore, did go down. They say the Sith perform terrible magics here.

Canderous: We were never allowed to land our troops on the world though, so we never knew what the Sith really do here.

Canderous: You have anything else you want to ask?

 

The unused Sith Officer Uniform variants are now restored and is an optional installation, this was done to avoid conflict with Heyorange's Sith Uniform Reformation which removes and drastically overhauls the Sith Officer Uniform and their variants. Users of that mod will be able to install RC-K1CP without Restored Sith Officer Uniforms to prevent a possible incompatibility.

20240803003322_1.jpg.02c3d6932740a413ab426718a4d4775d.jpg

 

Restored unused Jedi appearances on Dantooine and the Star Forge.

20240803001737_2.jpg.d99ceb617e69637f0e612b7b00ebc93e.jpg20240803002057_1.jpg.01978d4cb5b511ef45f7b78f66b9fda8.jpg

 

For more information on this update, please check out the main RC-K1CP mod page!

  • Like 1

Share this post


Link to post
Share on other sites

The first update of 2025 is on the horizon - and I have quite a few screenshots to share with you all!

 

First, the male Jedi in this screenshot currently uses a female appearance by mistake. This bug will be fixed in the next update as seen below:

Spoiler

32370_12999.jpg.752681d79208ea9f276999de87400904.jpg

 

For those of us who haven't yet realized that RC-K1CP restores the unused Jedi appearances on Dantooine and the Star Forge, do be aware that you can still install the NPC Diversity Pack and other mods like DP's Jedi Diversity on the Star Forge after RC-K1CP so that you can get your modded Jedi appearances without RC-K1CP ruining that for you with incompatibilities or inconsistencies.

 

There will be a few more minor additions done to Dantooine, such as this guy's new appearance.

Spoiler

32370_13003.jpg.5c8f959b5018fd018516b56a0fc00a62.jpg

 

He gets the orange Twi'lek appearance that was restored in K1CP, as far as I'm aware the K1CP only uses that appearance on Taris so I've added it to several more NPCs that you'll find throughout the game.

 

Another appearance change comes in the form of Deesra Luur Jada.

Spoiler

32370_13005.jpg.b1d0958fe2ba12e5a6d133a766df0742.jpg

He now uses the Twi'lek Jedi variant which, in the vanilla game, only appears on the Star Forge. If you are a fan of the KotOR 1 Twi'lek Male NPC Diversity mod by Leilukin, do know that Deesra is still wearing his brown Jedi Robe even though you can't see it. That means you can safely install Leilukin's mod after RC-K1CP and still get Leilukin's unique Deesra appearance without any fear of incompatibilities.

 

But you might be wondering why I gave him this appearance in the first place? Well, he is a green Twi'lek who wears brown robes... you know who else is a green Twi'lek who wears brown robes?

 

32370_13017.jpg.b382c3c922faf6c51ebfeb8761e2083e.jpg

 

I have successfully recreated the Garrum and Tar'eelok Restoration using the source scripts provided in Sekan and Seamhainn's original gamefront mod.

 

Here are some screenshots of the arguing Master and Padawan duo within the next update of the RC-K1CP mod:

 

Spoiler

32370_13021.jpg.96f0760ec435bce2f4d504a8c7ca705d.jpg32370_13043.jpg.8027e3c9fe2620a7af84ea947ee6398a.jpg32370_13057.jpg.249cf3898575bb78c8f7bc8098726697.jpg32370_13070.jpg.a08ee1ec911b693b1c3bfec5ad025ec5.jpg32370_13074.jpg.037589b2d5a5e3c3e78ddf5789094ebc.jpg32370_13073.jpg.ad4afc2662bd39f87c855b4758047725.jpg

 

In addition to these restorations, there will also be the restoration of unused Czerka, Sith Officer, and Republic Soldier variants alongside fixes and restorations of in-game music that is heard across the game. For now, I shall show you a teaser of the Republic Soldiers.

 

Spoiler

32370_13077.jpg.4c5e3dab908e102630caf1319ac6e052.jpg

The restoration of Republic Officers, especially on the Endar Spire, allows me to restore the cut Republic Officer soundset. A major gripe players had with the Endar Spire fight scene was that all the Republic Soldiers use the exact same Republic Soldier soundset when they die, K1CP tried to fix that by giving the soldiers random male soundsets. With RC-K1CP, you'll hear a mix of Republic Soldier soundsets, Republic Officer soundsets, and female soundsets with this next restoration.

 

Spoiler

32370_13083.jpg.5ab28bc6ce539d331d4af4a8c39bde5a.jpg

 

The female Republic Soldier has also been restored, though they have only been restored as a sort of background NPC you can never interact with. If you wish to have female Republic Soldiers you can interact with, my Female Republic Soldier Restoration mod can be installed after RC-K1CP. Not only does this mod restore the female Republic Soldiers, but also adds AI generated VO so you can speak with the female Republic Soldiers you encounter on Manaan.

  • Like 3

Share this post


Link to post
Share on other sites

Thank you for your work! Tell me, please, do you plan to restore the Rakata Temple on Tatooine as part of your project? And will you use any resources from the Lost Modules Pack mod?

Share this post


Link to post
Share on other sites
Just now, Liserg said:

Thank you for your work! Tell me, please, do you plan to restore the Rakata Temple on Tatooine as part of your project? And will you use any resources from the Lost Modules Pack mod?

If I did it wouldn't be part of this mod but would instead be part of a separate mod as it would require custom content to restore it (like how M4-78 isn't part of TSLRCM but is its own separate mod).

  • Like 2

Share this post


Link to post
Share on other sites
On 2/24/2025 at 3:55 PM, N-DReW25 said:

If I did it wouldn't be part of this mod but would instead be part of a separate mod as it would require custom content to restore it (like how M4-78 isn't part of TSLRCM but is its own separate mod)

That would be the right decision. If the Rakatan Temple on Tatooine is restored alongside the planet Sleheyron, the game will be as close as possible to the original vision of the developers. Apologies if this question has already been asked before, but do you have any plans to restore another level of the Black Vulkar Base (with the spice lab)?

  • Like 1

Share this post


Link to post
Share on other sites

apologies if this is not the place to ask this, but since it's been mentioned in the thread and the mod seems to restore cut content, i decided to try my luck. does this mod include the option to get both the sith interrogation and the party events that give sith armor? if not, by any chance is there a way to get the other event if you have already done the other? i ask because i did the party without knowing the other event which i much prefer, and i would like to explore everything i can. i tried changing some quest globals with save editor but no luck, and i have no kotor modding experience so any help at all is much appreciated!

Share this post


Link to post
Share on other sites
On 2/26/2025 at 3:02 AM, Liserg said:

Apologies if this question has already been asked before, but do you have any plans to restore another level of the Black Vulkar Base (with the spice lab)?

I do have plans, yes.

 

16 hours ago, crypirate said:

apologies if this is not the place to ask this, but since it's been mentioned in the thread and the mod seems to restore cut content, i decided to try my luck. does this mod include the option to get both the sith interrogation and the party events that give sith armor?

It does not, the mod is currently missing many features you'd expect in a restored content mod (Think of it as an "early-access" mod). I do intend to add this at some point, but not at this time.

 

16 hours ago, crypirate said:

if not, by any chance is there a way to get the other event if you have already done the other? i ask because i did the party without knowing the other event which i much prefer, and i would like to explore everything i can. i tried changing some quest globals with save editor but no luck, and i have no kotor modding experience so any help at all is much appreciated!

The only way you can undo that is to reload a previous save from before you went to the party or simply start a new game. I'd recommend making multiple saves so you can go back and make different choices if you don't like the ones you've already made.

Share this post


Link to post
Share on other sites
On 3/11/2025 at 4:31 PM, N-DReW25 said:

I do have plans, yes

This is good news! It would be interesting to hear your vision for this location. Are you planning to remove anything from it or, on the contrary, add new elements?

Share this post


Link to post
Share on other sites
On 3/14/2025 at 8:27 AM, Liserg said:

This is good news! It would be interesting to hear your vision for this location. Are you planning to remove anything from it or, on the contrary, add new elements?

The dialog.tlk suggested the Vulkar main level would've been different, these alternate changes might be added to the main RC-K1CP mod whilst the sublevel is an optional installation. The computer in the main hall was supposed to be inside the small room the Vulkar Coward is guarding and the Lieutenants wouldn't be carrying the pass cards, those would instead be found inside a footlocker inside the barracks.

 

If I change the Vulkar main level to be more like the cut content, this will give you a few options of getting into the garage level.

 

1) Fight your way through the Vulkar hoard to reach the footlocker with the pass cards.

2) The player uses stealth to get the pass card from the footlocker without alerting the Vulkar hoard.

3) Use the computer to overload the power conductor in the barracks to eliminate the Vulkar hoard without a fight.

4) Use the computer to disable the turrets, thus bypassing the barracks.

 

I also plan to do one of two things, either increase the amount of spikes needed to overload the power conductor so that it's as expensive as disabling the turrets (So both will cost something ridiculous like 10), or I'd swap the prices around so that disabling the turrets is really cheap whilst overloading the power conductor is the more expensive option.

 

For the actual sublevel itself, I plan on making the level completely optional. You will be able to get the mechanic ID card from the junkie through the Spice quest, you will be able to find the mechanic ID card the old man locked in the locker room, or you can overload the heat system to disable the turrets. You can still do any of the previously 4 mentioned options on the first level allowing you to completely ignore the sublevel if you'd prefer, this should hopefully prevent a K1R situation where players ended up getting trapped in the sublevel as it going through it was the only way down to the garage level.

  • Like 3

Share this post


Link to post
Share on other sites
On 3/15/2025 at 1:41 PM, N-DReW25 said:

The dialog.tlk suggested the Vulkar main level would've been different

When working with dialog.tlk, have you come across any mention of the Gamorrean Stronghold in the Undercity?

On 3/15/2025 at 1:41 PM, N-DReW25 said:

these alternate changes might be added to the main RC-K1CP mod

I’d be curious to hear your thoughts on Rakghouls—do you have any plans to modify or port them from TOR?

On 3/15/2025 at 1:41 PM, N-DReW25 said:

I'd swap the prices around so that disabling the turrets is really cheap whilst overloading the power conductor is the more expensive option

The harder the quest is to complete, the better, since most players already know the optimal gear setups, character builds, and the approximate locations and strengths of enemies. A more challenging quest will require players to spend more time and effort to complete it, which will at least partially distract them from mechanically going through the game and add an element of challenge :) 

On 3/15/2025 at 1:41 PM, N-DReW25 said:

For the actual sublevel itself, I plan on making the level completely optiona

You’re absolutely right about this. Talking to K1 fans, I’ve realized that one of their biggest complaints about Taris is how huge it is compared to other planets. Plus, you have to do tons of quests there without using the Force or a Lightsaber, which can get pretty boring after a while.

  • Like 1

Share this post


Link to post
Share on other sites
10 hours ago, Liserg said:

When working with dialog.tlk, have you come across any mention of the Gamorrean Stronghold in the Undercity?

I've seen a mod that restores this, along with other parts of the Taris Undercity. It's this one on Gamefront. But it's 17 years old. Out of all the cut content in the Undercity, I'd like to see the Outcast Children restored because children are mentioned in dialogues, and their dialogue is fully voiced and complete. 

Other restorations I'd like to see are the Echani Mercenary on Manaan and the Iriaz on Dantooine. The Echani Mercenary's dialogue was fully voiced and the Iriaz are mentioned in the "Murdered Settler" quest dialogues. I actually got one of Bolook's questions wrong by choosing the "There are no Iriaz for him to hunt out here" the first time I did the  quest because the Iriaz weren't present. 

These things would likely be easier to restore than the Vulkar Base Sub-Level. 

Share this post


Link to post
Share on other sites
11 hours ago, Liserg said:

Talking to K1 fans, I’ve realized that one of their biggest complaints about Taris is how huge it is compared to other planets. Plus, you have to do tons of quests there without using the Force or a Lightsaber, which can get pretty boring after a while.

Honestly I never really understood this complaint. There is nothing wrong in my opinion with the length of Taris nor do I feel like it's boring to just play a class that is not Jedi initially. Compared to the amount of time you spend in the game as Jedi you spend much less time playing with the original class. But yes, the Vulkar sublevel (which I locally restored too using K1R's version as start) was cut for a good reason.

Share this post


Link to post
Share on other sites
15 hours ago, Liserg said:

When working with dialog.tlk, have you come across any mention of the Gamorrean Stronghold in the Undercity?

There are no mentions of the Gamorrean Stronghold, the only evidence of its existence are a few pre-release screenshots.

 

420564-knights_011.jpg.74d765413a6f4570401dfcb00a8bed84.jpg

 

The Taris Undercity was developed very early on in development, it was at this stage in 2002 that a lot of the Kotor assets we know and take for granted simply weren't present. I theorize that Bioware came up with the Outcast Village, as it was better than whatever the Gamorrean Stronghold was going to be, and then moved the Gamorrean's into the sewers to have them be a foe there.

 

Here are some screenshots of the very early Outcast Village.

Spoiler

461282-kotor_004.jpg.b277cf88fa91ec70b42969f456846f82.jpg461283-kotor_005.jpg.87baa4294e719c0a0898c59078fa838a.jpg511735718.jpg.d17acfdb14ec9bec3e3326f1ba75d81b.jpg415489-kotor_010.jpg.4d8d1353e8304c039a6f7eeed0031f1d.jpg

 

Gendar uses the generic fat commoner model found in the game files today (Furko Nelis and the Vulkar Sublevel Junkie use this appearance) with a head that ultimately didn't make it into the game. This head was either going to be a player head that got replaced with the PMHC01 head we have today, or it was going to be a commoner head as this same head is visible in other screenshots as Smuggler and Jedi Council Member appearances (Holdan incorrectly had a Jedi Council Member appearance in one of the screenshots but it used this head and the Smuggler appearance in the screenshots is the one Holdan uses today).

 

Rukil uses Jolee's appearance, I theorize that Jolee's appearance was made before Zelka Thorn's generic head as you can take Jolee and Zelka's head textures, overlay them in Photoshop, and see that Jolee's eyes are present on Zelka's head texture.

 

The Rakghouls in one of the screenshots are inside the Outcast village as the barriers to keep them inside the quarantine cage weren't implemented yet.

 

I theorize the droid you see in this screenshot is actually the same droid K1R restored in the Undercity, something I do wish to do at some point.

 

15 hours ago, Liserg said:

I’d be curious to hear your thoughts on Rakghouls—do you have any plans to modify or port them from TOR?

I have no plans to port anything from TOR for a restored content mod, another modder may wish to do this as a standalone mod but that isn't something I do.

 

5 hours ago, JasonRyder said:

I've seen a mod that restores this, along with other parts of the Taris Undercity. It's this one on Gamefront. But it's 17 years old.

It's custom content, and due to its age it'll probably won't be compatible with modern day mods. I "might" try to recreate this at some point, though it would be a separate mod to RC-K1CP.

 

5 hours ago, JasonRyder said:

Out of all the cut content in the Undercity, I'd like to see the Outcast Children restored because children are mentioned in dialogues, and their dialogue is fully voiced and complete. 

Those will be added at some point.

 

5 hours ago, JasonRyder said:

Other restorations I'd like to see are the Echani Mercenary on Manaan and the Iriaz on Dantooine. The Echani Mercenary's dialogue was fully voiced and the Iriaz are mentioned in the "Murdered Settler" quest dialogues. I actually got one of Bolook's questions wrong by choosing the "There are no Iriaz for him to hunt out here" the first time I did the  quest because the Iriaz weren't present. 

Those will also be restored at some point, I can also say that I suspect it'll be easier to restore these two options than it'd be to restore the Outcast Children. Though that'll only mean that the Outcast Children will be added in an update after the Echani Merc and the Iriaz.

 

5 hours ago, JasonRyder said:

These things would likely be easier to restore than the Vulkar Base Sub-Level. 

That is correct, you'll probably see the Echani Merc and Iriaz before the Sublevel... and I do hope we see the Outcast Children before the Sublevel too.

 

  • Like 2

Share this post


Link to post
Share on other sites

Will you also be restoring the Hidden Beks and Commoners outside the Bek base? What about the Swoop Platform accessible from the Lower City Apartments? 

Share this post


Link to post
Share on other sites
On 3/18/2025 at 10:21 AM, JasonRyder said:

I've seen a mod that restores this, along with other parts of the Taris Undercity. It's this one on Gamefront. But it's 17 years old.

Thank you for the link! As soon as I have some free time, I'll definitely try to install this mod.

On 3/18/2025 at 10:21 AM, JasonRyder said:

Iriaz on Dantooine

If I’m not mistaken, early versions of the Community Patch did not conflict with K1R. However, there were reports on forum about bugs related to the Pazaak tournament on Manaan.

On 3/18/2025 at 11:30 AM, Salk said:

Honestly I never really understood this complaint

 
Hardly anyone would deny that Taris is more meticulously detailed compared to the other planets in KotOR. Moreover, one of the planets, Sleheyron, didn’t even make it into the game’s final release. I might be mistaken, but this was likely one of the main reasons for the criticism directed at Taris: a significant portion of the content was cut from the game to free up resources for the development of this planet.
 
On 3/18/2025 at 11:30 AM, Salk said:

Compared to the amount of time you spend in the game as Jedi you spend much less time playing with the original class

Perhaps the issue lies in the fact that both fans and casual lovers of Star Wars have become hostages to a certain concept. For them, the Star Wars Universe is primarily associated with the Force, Lightsabers, Jedi, Sith, the vast expanses of the galaxy, and an immense variety of planets. When they start playing the game, they find that their expectations are disappointed.

On 3/18/2025 at 11:30 AM, Salk said:

was cut for a good reason

If we step away from the main topic, wouldn’t you, as a content creator, want to use your work to complete what the developers didn’t have time to finish for various reasons, thereby bringing the game closer to their original vision? Perhaps I’m mistaken, but I have a feeling that this content is secondary for you :( 

On 3/18/2025 at 4:18 PM, N-DReW25 said:

Rukil uses Jolee's appearance, I theorize that Jolee's appearance was made before Zelka Thorn's generic head as you can take Jolee and Zelka's head textures, overlay them in Photoshop, and see that Jolee's eyes are present on Zelka's head texture

Thank you very much for such a detailed and interesting response! I learned several facts that were previously unknown to me. From now on, instead of Rukil, I’ll be imagining Jolee :) 

And to conclude the topic of questions about the material that didn’t make it into the final release of the game: am I correct in understanding that, aside from the Lost Modules Pack, there is no mention of an additional level for Shadowlands in the game files?

  • Like 1

Share this post


Link to post
Share on other sites
8 hours ago, Liserg said:

If we step away from the main topic, wouldn’t you, as a content creator, want to use your work to complete what the developers didn’t have time to finish for various reasons, thereby bringing the game closer to their original vision? Perhaps I’m mistaken, but I have a feeling that this content is secondary for you :( 

I may have been unclear. I personally bothered to go through K1R's restoration of the Vulkar sublevel to recreate for my private use an improved/bugfixed version of it. I have authored some modifications that restore cut content and there is some more restored content I never published. So it's not correct to think I have anything at all against restoring game content and/or expand on the developers' original ideas in order to achieve a better result.

The question is: is something that I add to the game going to make it better? Because I strongly believe that sometimes subtraction is the way to go as opposed to addition. You can actually make something better by removing content at times.

That's why I wrote that the Vulkar sublevel was cut for good reason. It is not originally a particularly inspired kind of material and it was in an incomplete state. Said that, with some work done on it, it is possible to make its inclusion in the game more than a decent extra. For me personally, it's perfectly fine to have that in the game. But for those who cannot stomach Taris, I'd say they should keep it out of their installation since it's obviously going to make them wait longer to wield their adored lightsaber. 😁

Share this post


Link to post
Share on other sites
On 3/19/2025 at 6:50 AM, JasonRyder said:

Will you also be restoring the Hidden Beks and Commoners outside the Bek base? What about the Swoop Platform accessible from the Lower City Apartments? 

Hidden Beks, at some point yes.

 

The commoners are a little tricky... the only reason they need to be restored is that they have dialogue for if you're wearing the Sith Uniforms. These commoners exist in the Cantina, but obviously you can't wear the Sith Uniform in the Cantina without cheats. I'll think of a way to have these guys restored without having a bunch of random people out and about in a gang war zone.

 

16 hours ago, Liserg said:

If I’m not mistaken, early versions of the Community Patch did not conflict with K1R. However, there were reports on forum about bugs related to the Pazaak tournament on Manaan.

The early versions of K1CP was simply too small to have made any incompatibilities with K1R back then. K1R as it stands now is inherently broken, and since the K1R team leader is gone the mod will be fixed - that's why K1CP abandoned K1R compatibility and why I made RC-K1CP to act as an alternative to it.

 

16 hours ago, Liserg said:
Hardly anyone would deny that Taris is more meticulously detailed compared to the other planets in KotOR. Moreover, one of the planets, Sleheyron, didn’t even make it into the game’s final release. I might be mistaken, but this was likely one of the main reasons for the criticism directed at Taris: a significant portion of the content was cut from the game to free up resources for the development of this planet.

Sleheyron was cut fairly early on, all the Sleheyron screenshots we see are from a time before the Odyssey Engine was adopted. We have very little restorable Sleheyron content outside of one broken arena module and a hallway and the planet textures because of this, it could just be that the Bioware developers decided very early on that the list of planets they had wasn't feasible and so they decided to simply cut a planet to make time for all the planets.

 

16 hours ago, Liserg said:

Perhaps the issue lies in the fact that both fans and casual lovers of Star Wars have become hostages to a certain concept. For them, the Star Wars Universe is primarily associated with the Force, Lightsabers, Jedi, Sith, the vast expanses of the galaxy, and an immense variety of planets. When they start playing the game, they find that their expectations are disappointed.

Star Wars Battlefront is more focused on the whole "war" side of Star Wars and Republic Commando has very little Jedi inclusion in its plotline.

 

Personally, I think the plotline for Taris fits just fine and the conversion into a Jedi on Dantooine blends well with the story the developers are trying to tell. But your concerns were heard, it's why Obsidian Entertainment chose to make the player a Jedi from the beginning - that decision was derived from fan feedback.

 

16 hours ago, Liserg said:

If we step away from the main topic, wouldn’t you, as a content creator, want to use your work to complete what the developers didn’t have time to finish for various reasons, thereby bringing the game closer to their original vision? Perhaps I’m mistaken, but I have a feeling that this content is secondary for you :( 

I think many of the things cut by Bioware were cut for good reasons, for example:

 

* Bioware Devs couldn't waste their time trying to place every item into the game so some those items that were forgotten were cut.

* Gloveless Commoner clothing required a texture variant for each skin tone, increasing the clothing textures from 9 to 27 - why waste time making all of those when you can just have gloves.

* The Vulkar Sublevel was either too confusing or its development was taking too long so they got rid of it and shortened the level to save time.

* The Outcast Children are literally starving children, who's to say if Bioware kept them in the game that they wouldn't have caused an uproar back in 2004?

* There are also audio soundset files for the children NPCs, I'm hoping we all know what a "soundset" in Kotor is and exactly what that entails.

 

Bioware cut many things for good reasons, mostly to save time to get the game more polished. We modders simply come around to collect the pieces and try to bring them back to life in the form of mods like RC-K1CP.

 

16 hours ago, Liserg said:

And to conclude the topic of questions about the material that didn’t make it into the final release of the game: am I correct in understanding that, aside from the Lost Modules Pack, there is no mention of an additional level for Shadowlands in the game files?

No, there isn't.

 

Though since the module itself does exist, it wouldn't take much for someone to come along and repopulate the module with objects and critters to fight.

 

7 hours ago, Salk said:

That's why I wrote that the Vulkar sublevel was cut for good reason. It is not originally a particularly inspired kind of material and it was in an incomplete state. Said that, with some work done on it, it is possible to make its inclusion in the game more than a decent extra. For me personally, it's perfectly fine to have that in the game. But for those who cannot stomach Taris, I'd say they should keep it out of their installation since it's obviously going to make them wait longer to wield their adored lightsaber. 😁

You guys are arguing about Jedi and Lightsabers as if the Jedi from the Start mod isn't a thing.

  • Like 1
  • Dark Side Points 1

Share this post


Link to post
Share on other sites
On 3/21/2025 at 9:06 AM, Salk said:

I personally bothered to go through K1R's restoration of the Vulkar sublevel to recreate for my private use an improved/bugfixed version of it

Given your awareness of this matter, it would be an unforgivable mistake on my part not to ask you about the readiness level at which the developers left the Vulkar Sublevel in the game.

On 3/21/2025 at 9:06 AM, Salk said:

I have authored some modifications that restore cut content and there is some more restored content I never published

 I'm interested in the topic related to the material that didn't make it into the game. It would be interesting to know what content you decided not to publish?

On 3/21/2025 at 9:06 AM, Salk said:

Because I strongly believe that sometimes subtraction is the way to go as opposed to addition

And how do you determine the line where your decision doesn't deviate from the original intent of the developers, so that the content you remove or consider less significant won't help other players better understand the game's plot and the developers' initial vision for the game?

On 3/21/2025 at 9:06 AM, Salk said:

You can actually make something better by removing content at times

In my opinion, there is a certain contradiction here. If you have done your job professionally and it aligns with the developers' original vision for the game, then this material should not be optimized or cut—it should definitely be added to the game. This way, synergy with the game's creators is achieved.

On 3/21/2025 at 9:06 AM, Salk said:

That's why I wrote that the Vulkar sublevel was cut for good reason

I strongly disagree with you. If you have done your job well and the material aligns with the developers' vision for the game, then it should be mandatory to include it, at least out of respect for your work and the effort of the developers who created such an inspiring game:) 

On 3/21/2025 at 9:06 AM, Salk said:

 But for those who cannot stomach Taris

Honestly, Taris has its flaws :) But if the game’s entire purpose is to get a lightsaber as quickly as possible, why buy it, deal with installation, and spend hours playing when you can just watch a gameplay walkthrough or the highlights on YouTube.

On 3/21/2025 at 4:51 PM, N-DReW25 said:

K1R as it stands now is inherently broken, and since the K1R team leader is gone the mod will be fixed - that's why K1CP abandoned K1R compatibility and why I made RC-K1CP to act as an alternative to it

If you were able to get in touch with the K1R developer, and if the reasons for abandoning the project weren’t personal, could you share why they decided to cease work on it?

On 3/21/2025 at 4:51 PM, N-DReW25 said:

Star Wars Battlefront is more focused on the whole "war" side of Star Wars and Republic Commando has very little Jedi inclusion in its plotline.

If you ask people what they know about Star Wars, most of them will answer that it's Darth Vader, Lightsabers, and the Force. Whether that's good or bad, this is the narrative that, for now, cannot be changed.

On 3/21/2025 at 4:51 PM, N-DReW25 said:

But your concerns were heard, it's why Obsidian Entertainment chose to make the player a Jedi from the beginning - that decision was derived from fan feedback

By the way, Peragus II, like Taris, didn't appeal to everyone. It turns out there's a certain pattern here: most of the criticism was directed at the first planets in both games :(  

On 3/21/2025 at 4:51 PM, N-DReW25 said:

Bioware cut many things for good reasons, mostly to save time to get the game more polished. We modders simply come around to collect the pieces and try to bring them back to life in the form of mods like RC-K1CP.

I won't hide that I wish the publisher hadn't interfered or rushed BioWare and Obsidian with the release of the games, so that the studios could have realized all their ideas and visions and presented them to us in all their glory. But unfortunately, this is just a dream. Thank you to the modders for your invaluable work—it's thanks to you that ordinary gamers can get as close as possible to the creators' original vision.

On 3/21/2025 at 4:51 PM, N-DReW25 said:

You guys are arguing about Jedi and Lightsabers as if the Jedi from the Start mod isn't a thing

I'm not saying it's specifically this mod, but I used a similar mod before, and it changed all of Revan's companions into Jedi classes, even T3-M4 and HK-47. In my opinion, it's more appropriate to use KSE for such purposes. It's not really about the mod, and if I understood @Salk thought correctly, the Star Wars universe is so multifaceted that it's not worth limiting your vision to just the Force and the Jedi.

Share this post


Link to post
Share on other sites
12 hours ago, Liserg said:

Given your awareness of this matter, it would be an unforgivable mistake on my part not to ask you about the readiness level at which the developers left the Vulkar Sublevel in the game.

The Bioware Developers? Just watch this video and judge for yourself, that's exactly how Bioware left it and what we modders are left to start with.

 

12 hours ago, Liserg said:

And how do you determine the line where your decision doesn't deviate from the original intent of the developers

That is entirely up to the individual modder to decide.


For example, TSLRP restored Kaevee and the GenoHaradan and used custom content to restore them. TSLRCM didn't restore the GenoHaradan as it was custom content but restored Kaevee anyway with custom content.

 

12 hours ago, Liserg said:

In my opinion, there is a certain contradiction here. If you have done your job professionally and it aligns with the developers' original vision for the game, then this material should not be optimized or cut—it should definitely be added to the game. This way, synergy with the game's creators is achieved.

K1R optimized cut content, dare I say the Pazaak Tournament was mostly costume content as the only evidence of it existing was that old Pazaak player in the Cantina having lines to reference it.

 

The K1R Vulkar Sublevel bar had an additional mechanic, some added food placeables, and an entirely custom Duro waiter. The Duro waiter adds no bearing to the level, you wouldn't even know it's custom... but it IS custom and thus deviates from the developer's original vision.

 

In the original Vulkar Sublevel which you can see in the video above, there is an asian woman with a man's voice and a man with an old man's voice. If a modder changes these NPC appearances, is that deviating from developer intent? We will never know.

 

The bartender encounter in K1R has it so that he speaks for a little bit, then he performs a "talk_forceful" animation, then pulls out a short sword which he then drops. Since that was done by a modder, is that deviating from developer intent? And even worse, the cut dialogue in the game files uses Duro VO even though an english spoken line is in the game files... so what was the Developers intent? To use the English VO or to have the Bartender be a Duro and use Duro VO?

 

There are three versions of the Vulkar Coward exist in the dialog.tlk, the Twi'lek we have in the final game, the english voiced version we see in K1R, and a version in the tlk which has VO labelled but the text in the TLK does not match the recorded VO - this text is what suggests that the terminal should be in the Vulkar Coward's room and that the Barracks should have a footlocker with the passcard. Which one do I use? Which one do I use as to not deviate from developer intent.

 

The matter of the fact is this, we modders decide where to draw the line, and sometimes picking things and improving cut content is the only way to restore cut content in a way that is enjoyable. Trust me, no one wants to play the HK Factory in K2 the way Obsidian left it on the Xbox disk.

 

12 hours ago, Liserg said:

I strongly disagree with you. If you have done your job well and the material aligns with the developers' vision for the game, then it should be mandatory to include it, at least out of respect for your work and the effort of the developers who created such an inspiring game:) 

Are you talking from the perspective of a Bioware developer or from Salk's as a modder?

If it's Salk's, he is under no obligation to release his private work and can do what he likes with the Vulkar Sublevel (Nothing's stopping him from turning it into an Iriaz Zoo after all).

 

If it's from a Bioware developer, the developers don't get a choice. They have shareholders to appease, publishers aka LucasArts to appease and they have to publish something if they want to get paid. If that means shortening the Vulkar Base to get it finish than that's what they had to do, trust me - cutting the Vulkar Base sublevel was done better than how Obsidian dealt with cut content.

 

12 hours ago, Liserg said:

Honestly, Taris has its flaws :) But if the game’s entire purpose is to get a lightsaber as quickly as possible

It's entire purpose is a roleplaying game, of course we can say this with hindsight but from the perspective of someone from 2003 who just bought the game for the Xbox it's a traditional Star Wars story of a character going on a roleplaying adventure who becomes a Jedi Knight just like the Star Wars traditional heroes like Luke Skywalker from the movies.

 

12 hours ago, Liserg said:

If you were able to get in touch with the K1R developer, and if the reasons for abandoning the project weren’t personal, could you share why they decided to cease work on it?

That's the problem, no one can do that.

 

They are gone without a trace, it's as if they passed away years ago and no one has found out about it.

 

12 hours ago, Liserg said:

If you ask people what they know about Star Wars, most of them will answer that it's Darth Vader, Lightsabers, and the Force. Whether that's good or bad, this is the narrative that, for now, cannot be changed.

And yet those same people still play Republic Commando and love Clone Troopers and the Andor television show, elements of Star Wars without the Jedi and everything associated with it.

 

12 hours ago, Liserg said:

By the way, Peragus II, like Taris, didn't appeal to everyone. It turns out there's a certain pattern here: most of the criticism was directed at the first planets in both games :(  

On Peragus you were literally the only person alive on an isolated asteroid with an army of droids and your three companions.

Taris, on the other hand, had six party members, had interesting level designs like the Upper City which was full of life and was similar to Coruscant, the Lower City which was full of gangsters reminiscent of the criminal elements of the movies, the Under City was literally a unique take on Zombies, the Sewers were interesting as they had Gamorreans and Rancors from Episode 6 appear, you had Swoop Racing which was similar to Pod Racing in Episode One (I do agree that Swoop Racing is a letdown in these games), you had diverse enemies which diverse loot, you had merchants on Taris to buy better loot, you had unique quests like bounty hunting, the cure quest, and the duel arena, you had Hutts appear, you could steal Sith Armor like Luke and Han did in the movies, you got to play as a Wookiee, a Twi'lek, and an Astromech droid.

In short, Taris has that appeal if you're a fan from 2003 who only just got the game and has no other context of what to expect whilst Peragus will always be that slow, dull, drag.

 

12 hours ago, Liserg said:

I won't hide that I wish the publisher hadn't interfered or rushed BioWare and Obsidian with the release of the games, so that the studios could have realized all their ideas and visions and presented them to us in all their glory. But unfortunately, this is just a dream. Thank you to the modders for your invaluable work—it's thanks to you that ordinary gamers can get as close as possible to the creators' original vision.

The shareholders say otherwise, the same is still true today as people love to hate on newly released video games like Jedi Survivor who claim that the devs for that game released it early even though it wasn't fully optimized for medium-end PCs and current gen consoles - it would be great for developers to really bug test and add everything that they want in their game, but the unholy trinity of publisher, shareholder, and dollar says otherwise.

 

12 hours ago, Liserg said:

I'm not saying it's specifically this mod, but I used a similar mod before, and it changed all of Revan's companions into Jedi classes, even T3-M4 and HK-47. In my opinion, it's more appropriate to use KSE for such purposes. It's not really about the mod, and if I understood @Salk thought correctly, the Star Wars universe is so multifaceted that it's not worth limiting your vision to just the Force and the Jedi.

I was more so being sarcastic, but the mod I changed I only changes the main character into a Jedi.

  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.