N-DReW25

Restored Content for K1CP [WIP]

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1 hour ago, N-DReW25 said:

Though after investigating the files of the Sharina Fizark mod... it should be a LOT easier to use the source files and remake it from scratch (my point about directly using their files outright in my mod still stands, recreating the content from scratch is the way to go).

From what I could see, it would just involve checking which files were extracted from Kotor Tool by the mod author, extracting those same ones manually from the game's files using the tool, and then recreating the one script file that seems to have been made from scratch (in this case it's the "helped_sharina.ncs" file in that mod, the rest of the files were just extracted manually from either the danm13 or tat17_aa modules). 

helped_sharina.ncs

helped_sharina.nss k_pdan_13_area.nss

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For those who follow my mods, you'll be pleased to know that the RC-K1CP mod has just received an update. If you follow many of my mods, you might've noticed multiple mods that were recently updated together, this was done to accommodate the latest RC-K1CP restoration!

 

What is this restoration? This:

rck1cp.png.1c9669d5de2982e571777b91d229b07e.png

 

For those without an eagle eye, I'm talking about the hands. This mod now restores the gloveless commoner hand textures for all commoner clothing and most generic commoner types, this means the Unofficial K1CP Tweak Pack, the K1 Pre-Release Pack and the K2 to K1 Clothing Pack have all been updated to ensure that these mods are compatible with this latest change. 

 

The K1 Pre-Release Pack actually used to contain this very restoration though it's been removed as it's now been transferred to the RC-K1CP. The reason I chose to transfer this feature from the Pre-Release mod to the Restoration Mod is because there are "remnants" of the gloveless commoner clothes in the game files. The fat commoner and children clothing textures don't have gloves and the textures N_CommMB01, N_CommMB02, N_CommMB03, N_CommFB01, N_CommFB02 and N_CommFB03 show gloveless black colored hands.

 

The K1 Pre-Release Pack is intended to contain features that exist solely in Pre-Release/Beta screenshots, since actual remnants of the gloveless clothing textures exist in the game files I chose it was more fitting that this feature be considered "Restored Content" instead of "Recreated Pre-Release Content" as per that mod.

 

The Unofficial K1CP Tweak Pack simply contains the extra files for the clothing fixes to ensure compatibility.

 

But the K2 to K1 Clothing Pack has received an extensive facelift as it is now called the "K1 Clothing Pack" mod. The reason for this change is that I've added the commoner clothing from the K1EP mod into this mod as a separate installation thus requiring I change the name of the mod to better fit the new theme of the mod, this mod was updated alongside the extra files for RC-K1CP compatibility so that both the K2 ported clothes and the K1EP clothes have gloveless versions as seen here.

20231206202157_1.jpg.ea8ae6106ea6093d0189304b7a3acea3.jpg

 

This restoration only affects the main generic commoner appearances; this means the "dirty commoner variants", unique heads, and modded appearances will keep their vanilla gloved textures. For example, if you use my newest Galaxy of Faces mod alongside the RC-K1CP the appearances in those mods shall have gloved clothing.

 

I am fully expecting this latest restoration to be fully controversial with players, but I won't know how players feel about this restoration until players tell me how they feel about it... so, what do you guys think of this restoration? If you've played it, how did it impact your visual gameplay?

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I'm back & I'm once again sharing some more restored content that I've added to the RC-K1CP.

 

I've now restored the 4th Black Vulkar who was suppose to threaten Calo Nord in Javyar's Cantina.

20240318224505_1.jpg.646910ae9678c3b1d971c01d79dda23e.jpg

 

The most important thing about this restoration is that the 4th Black Vulkar actually has an English speaking line. In-game you will have this Black Vulkar speak English during this scene.

20240318224523_1.jpg.f0b8e674de3488e64bfee3b7443dfebe.jpg

 

Some minor changes have been made to this scene, so instead of having one English speaking Twi'lek and two non-English speaking Twi'leks you'll have one English speaking Twi'lek (using the restored orange appearance), one non-English speaking Twi'lek who's green and a Nikto.

20240318224513_1.jpg.88def2e06046ab63bd982b10cbb70b71.jpg20240318224509_1.jpg.4e6aeca9aae4e7f9fb91da7f452e3220.jpg

 

Other than the presence of the 4th Vulkar and a restored English speaking line, there's not really much difference as to the outcome of this scene.

20240318224539_1.jpg.4e3f07b38f3df2177b4d6bf75493b42f.jpg

 

Please be sure to let me know what you think of this small little restorations, and if there's any bugs you encounter in regards to this scene feel free to report it to me on the mod's page found here.

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17 hours ago, N-DReW25 said:

I'm back & I'm once again sharing some more restored content that I've added to the RC-K1CP.

 

I've now restored the 4th Black Vulkar who was suppose to threaten Calo Nord in Javyar's Cantina.

20240318224505_1.jpg.646910ae9678c3b1d971c01d79dda23e.jpg

 

The most important thing about this restoration is that the 4th Black Vulkar actually has an English speaking line. In-game you will have this Black Vulkar speak English during this scene.

20240318224523_1.jpg.f0b8e674de3488e64bfee3b7443dfebe.jpg

 

Some minor changes have been made to this scene, so instead of having one English speaking Twi'lek and two non-English speaking Twi'leks you'll have one English speaking Twi'lek (using the restored orange appearance), one non-English speaking Twi'lek who's green and a Nikto.

20240318224513_1.jpg.88def2e06046ab63bd982b10cbb70b71.jpg20240318224509_1.jpg.4e6aeca9aae4e7f9fb91da7f452e3220.jpg

 

Other than the presence of the 4th Vulkar and a restored English speaking line, there's not really much difference as to the outcome of this scene.

20240318224539_1.jpg.4e3f07b38f3df2177b4d6bf75493b42f.jpg

 

Please be sure to let me know what you think of this small little restorations, and if there's any bugs you encounter in regards to this scene feel free to report it to me on the mod's page found here.

You just did the impossible...you made Calo Nord even more badass! 

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Let's talk about the cut Vulkar Sublevel!

I got some ideas floating about how the Vulkar Sublevel shall be restored in RC-K1CP, and I'd like to share with you all some of my ideas.

 

The Vulkar Sublevel in K1R was hated for the most part because, in earlier versions, the flow of the Sublevel used to be so convoluted with side quests and custom content. To make things worse, the players HAD to complete this content in order to access the Garage, and since this setup was so confusing players would often get stuck in the Vulkar Sublevel thus preventing them from progressing the game.

This alone caused many players to uninstall K1R and vow never to touch the mod due to the Sublevel changes alone. In K1R 1.2, most of that convoluted content was removed and the current flow is much more streamlined allowing for a quick playthrough of the Sublevel without getting stuck over stupid mod design. But the legacy of the old Sublevel lives on as the Vulkar Sublevel content in K1R is now an optional install separate from the main K1R mod.

 

As with K1R, my own Sublevel will be an optional installation though my rendition of the Sublevel will be different from K1R's. For example, the Sublevel will be 100% optional.

 

If you guys have played K1R, you'll know the Twi'lek Vulkar Coward NPC used to be a human with human VO speaking of the cut Sublevel. You would speak to this Coward and he'll give you the pass card to access the Sublevel. However, his dialogue in the dialog.tlk file does not much the spoken VO... here are some examples:

VO: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay? Remember, I can make things very profitable for you by unlocking the central elevator."
TLK: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay?"

 

VO: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by thermal-guided laser cannons."

TLK: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by a nest of blaster turrets."

 

VO: "The garage is off-limits to most of us, maybe one of the mechanics from the second level can help you out. They all got access cards to get past the security cannons."
TLK: "Brejik's lieutenants carry them, and there might be an extra one in the barracks. But there's a small army in that room. Even you might have a tough time taking them all on at once." 

 

VO: "I can unlock the central elevator for you, but it only goes up... not down. An access card is the only way to get past those cannons protecting the security elevator to the basement."
TLK: "You'll need a pass card to get by those cannons protecting the security elevator to the basement." 

 

As you can see, some lines of dialogue are extended in the VO version whilst others have been completely rewritten. I suspect the VO was recorded first, before the Sublevel was cut, and later, after the Sublevel was cut, Bioware went back and edited the human Vulkar Coward dialogue to remove references to the Sublevel. The final version we got in-game, however, was a complete rewrite of the old dialogue with alien Twi'lek VO to prevent the original voice actor from doing more takes.

With the power of modern day AI VO cloning, I plan to bring some of those TLK lines to life and merge the Sublevel dialogue with the unused dialogue.

For players who wish to avoid the Sublevel, the players can go to the Vulkar Barracks and either fight (or override the power conductor) through the Vulkars and obtain the pass card from a Footlocker. This will allow you to enter the Garage without ever going to the Sublevel.

For players who do go to the Sublevel, you'll have 3 ways of getting to the Garage. Either you get the Spice for the junkie mechanic and get his Mechanic ID, you use the Magnetic Power Cell to crank up the heat & blind the turrets or you fight or you can kill the Vulkar Lieutenants who'll drop their own cards (they'll be moved from the main level barracks to the Sublevel with the Barracks instead containing a Footlocker with a pass card instead).

 

So... what do you guys think of this setup? Is this something you'd like to see in RC-K1CP?

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11 hours ago, N-DReW25 said:

Let's talk about the cut Vulkar Sublevel!

I got some ideas floating about how the Vulkar Sublevel shall be restored in RC-K1CP, and I'd like to share with you all some of my ideas.

 

The Vulkar Sublevel in K1R was hated for the most part because, in earlier versions, the flow of the Sublevel used to be so convoluted with side quests and custom content. To make things worse, the players HAD to complete this content in order to access the Garage, and since this setup was so confusing players would often get stuck in the Vulkar Sublevel thus preventing them from progressing the game.

This alone caused many players to uninstall K1R and vow never to touch the mod due to the Sublevel changes alone. In K1R 1.2, most of that convoluted content was removed and the current flow is much more streamlined allowing for a quick playthrough of the Sublevel without getting stuck over stupid mod design. But the legacy of the old Sublevel lives on as the Vulkar Sublevel content in K1R is now an optional install separate from the main K1R mod.

 

As with K1R, my own Sublevel will be an optional installation though my rendition of the Sublevel will be different from K1R's. For example, the Sublevel will be 100% optional.

 

If you guys have played K1R, you'll know the Twi'lek Vulkar Coward NPC used to be a human with human VO speaking of the cut Sublevel. You would speak to this Coward and he'll give you the pass card to access the Sublevel. However, his dialogue in the dialog.tlk file does not much the spoken VO... here are some examples:

VO: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay? Remember, I can make things very profitable for you by unlocking the central elevator."
TLK: "Yeah, sure. Whatever you want to know. Just don't hurt me, okay?"

 

VO: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by thermal-guided laser cannons."

TLK: "The accelerator? It's down in the garage. You have to take the security elevator in the back to get there, but the elevator is protected by a nest of blaster turrets."

 

VO: "The garage is off-limits to most of us, maybe one of the mechanics from the second level can help you out. They all got access cards to get past the security cannons."
TLK: "Brejik's lieutenants carry them, and there might be an extra one in the barracks. But there's a small army in that room. Even you might have a tough time taking them all on at once." 

 

VO: "I can unlock the central elevator for you, but it only goes up... not down. An access card is the only way to get past those cannons protecting the security elevator to the basement."
TLK: "You'll need a pass card to get by those cannons protecting the security elevator to the basement." 

 

As you can see, some lines of dialogue are extended in the VO version whilst others have been completely rewritten. I suspect the VO was recorded first, before the Sublevel was cut, and later, after the Sublevel was cut, Bioware went back and edited the human Vulkar Coward dialogue to remove references to the Sublevel. The final version we got in-game, however, was a complete rewrite of the old dialogue with alien Twi'lek VO to prevent the original voice actor from doing more takes.

With the power of modern day AI VO cloning, I plan to bring some of those TLK lines to life and merge the Sublevel dialogue with the unused dialogue.

For players who wish to avoid the Sublevel, the players can go to the Vulkar Barracks and either fight (or override the power conductor) through the Vulkars and obtain the pass card from a Footlocker. This will allow you to enter the Garage without ever going to the Sublevel.

For players who do go to the Sublevel, you'll have 3 ways of getting to the Garage. Either you get the Spice for the junkie mechanic and get his Mechanic ID, you use the Magnetic Power Cell to crank up the heat & blind the turrets or you fight or you can kill the Vulkar Lieutenants who'll drop their own cards (they'll be moved from the main level barracks to the Sublevel with the Barracks instead containing a Footlocker with a pass card instead).

 

So... what do you guys think of this setup? Is this something you'd like to see in RC-K1CP?

I'd like this, but I think you should prioritize other content restorations such as: 

-Having to get two disguises on Taris, requiring the player to both attend the party and stop the interrogation

-Outcast Children in the Outcast Village on Taris. 

-The Echani Mercanary on Manaan that you can speak to about their ways. This Echani merc will also not speak to you if Canderous is in the party. 

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Two disguises wasn't necessarily the original intention. The party was originally the method to acquire the sith passcard to get into the military base (all the VO for this is in the game). You could also pay the same gender party goer to let you come (originally to get the passcard, later the disguise). 

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15 hours ago, darthbdaman said:

Two disguises wasn't necessarily the original intention. The party was originally the method to acquire the sith passcard to get into the military base (all the VO for this is in the game). You could also pay the same gender party goer to let you come (originally to get the passcard, later the disguise). 

While it may not have been, it was implemented n K1R and I liked the feature.

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5 hours ago, JasonRyder said:

While it may not have been, it was implemented n K1R and I liked the feature.

darthbdaman is allowed to mention the cut Pass Card feature, though the K1R implementation may just have to be the way to go as it had cut VO to support it.

 

On 4/8/2024 at 12:53 PM, JasonRyder said:

I'd like this, but I think you should prioritize other content restorations such as: 

-Having to get two disguises on Taris, requiring the player to both attend the party and stop the interrogation

-Outcast Children in the Outcast Village on Taris. 

-The Echani Mercanary on Manaan that you can speak to about their ways. This Echani merc will also not speak to you if Canderous is in the party. 

I'd say the Echani Mercenary would come first, followed by Outcast Children, followed by Sith disguises.

 

Whilst the Echani Mercenary is coming soon, it won't be in the update coming out next.

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12 minutes ago, N-DReW25 said:

darthbdaman is allowed to mention the cut Pass Card feature, though the K1R implementation may just have to be the way to go as it had cut VO to support it.

 

I'd say the Echani Mercenary would come first, followed by Outcast Children, followed by Sith disguises.

 

Whilst the Echani Mercenary is coming soon, it won't be in the update coming out next.

I also found that Calo Nord drops a Zabrak Tysteel Mark III blaster and an Arkanian Heavy Pistol instead of his two Mandalorian Heavy Blasters. Which mod is responsible? 

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9 hours ago, JasonRyder said:

I also found that Calo Nord drops a Zabrak Tysteel Mark III blaster and an Arkanian Heavy Pistol instead of his two Mandalorian Heavy Blasters. Which mod is responsible? 

The K1 Community Patch itself causes that.

 

I've already reported it to the K1CP Github, so it's up to the K1CP team whether or not they want to fix it in their next major update.

 

In the mean time, the Unofficial K1CP Tweak Pack will be updated to fix that problem as part of its bug fixes. This update will come around the same time as the next RC-K1CP update!

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Are there plans to include the Circlet of Saresh?  Always drove me bonkers that wasn't in the xbox version

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On 4/8/2024 at 10:02 PM, N-DReW25 said:

darthbdaman is allowed to mention the cut Pass Card feature, though the K1R implementation may just have to be the way to go as it had cut VO to support it.

 

I'd say the Echani Mercenary would come first, followed by Outcast Children, followed by Sith disguises.

 

Whilst the Echani Mercenary is coming soon, it won't be in the update coming out next.

I forgot to mention the Iriaz on Dantooine, but I found a standalone mod for it: Iriaz on Dantooine

Also, I found a mod that restores the Outcast Children, but it also adds things I don't care for: Taris Undercity and Gamorrean Stronghold Restoration

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On 4/10/2024 at 3:33 AM, deak said:

Are there plans to include the Circlet of Saresh?  Always drove me bonkers that wasn't in the xbox version

The Circlet of Saresh already drops on the PC version, this mod is unfortunately not for the Xbox version as it's intended to be used with the K1 Community Patch.

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So in regards to the Vulkar Base thing, two main thoughts on that

First is that I really like the idea you have! Kotor already has plenty of dungeon design where you can explore and use cunning to figure out how to progress, or just brute force your way through, so I think a choice between "find the Vulkar coward in the sublevel to get the card" or "take out a room of like ten enemies to get the card" would fit pretty seamlessly in the game design. I'm all for this idea. Just might require a tiny bit of custom content to make the puzzle about the blaster turrets guarding the garage clearer to the player that some kind of pass is needed

Second thought is about the Twi'lek Vulkar coward in the vanilla game. Honestly, I really like that character. Gameplay-wise, it's just a basic light/dark alignment choice, but I think it adds a nice bit of flavour to the setting and Brejik as a character. A few characters go on about how Brejik's new leadership of the Vulkars has fundamentally changed them as a swoop gang, and I just think it's really neat to encounter an enemy who goes "You know what, I don't agree with the new ways, and I'm not gonna die for a cause I don't care for." It might feel a bit clunky having two enemies who stop combat and offer a "spare me or kill me" choice, but ideally, I'd love some way to retain the vanilla Twi'lek coward while also restoring the human coward who gives you the garage pass card

(I suppose one possible solution to that could be to place the human coward in a room with some enemies, have him do the cowering/fear animation, and then start his whole speech after combat ends so it isn't the exact same situation as the other one? But that's just one idea, if you even would want to use both characters. Up to you, obviously!)

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