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CapitaineSpoque

[WIP] K1 - Kotor Expansion Pack

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Hello everybody! ^_^

It's been a while since i posted anything on the forum. I decided to officially start the topic for this big work in progress project, doing something way more structured than my original topic that you can see here : Zobizob's playground. The original topic was going in every direction and was a literal mess, but now i have got a proper aim and goal. You can find the informations within the spoilers down below, have a nice read!

Who am I?

Spoiler

I discovered the entire modding content and community surrounding Kotor mid 2024. I had reinstalled this game from my childhood for a playthrough, and i fell into the modding's rabbit hole. I knew nothing about it back then and i spent weeks and months simply building my own mod build to enjoy the game in a refreshing way. I was blown away by this amazing community's creativity and passion. After my playthrough, I also discovered Unreal Cinema's project, which lead to my very first mod in December 2024: The Kotor Cinematography overhaul that you can find here. The goal was to make use of all this high quality footage in game.

This was the start of a modding journey that i've been doing now for a year and a half. I knew absolutely nothing about code, texture editing and anything whatsoever related to modding. I got entirely absorbed and thanks to the community's help (Darth Parametric, JCarter, Wizard, Thor110, LoneWanderer to name a few of them) i've improved my baby modding skills each day. My next big modding project started as a quite simplistic thing: adding new enemies to K1 with my "More Enemies On..." mods. K2 was very combat heavy oriented, and i wanted to apply the same treatment to K1.

The more i was modifying the game, the more i wanted to do, like improving the scenery and such. One thing i was kinda proud with was to redesign the entire Hidden Bek base to make something a bit more alive. I've done a lot during these months and i went into every direction, ranging from module editing, textures, modeling, scripts... Hence why my work until now has been a big mess! You can tell by looking at my youtube channel, where i showcased a lot of things Kotor related: Zobizob Studio channel.

After a full year and a half of modding almost full-time in my spare time, I've learned to temper my excitement but also to produce better quality work. Everything you'll see here is amateur work of course, however I'm very proud to have progressed so much in areas where, again, I knew absolutely nothing and was starting from scratch. Modding this game means A LOT to me and has became a huge passion. This wouldn't have been possible without this fantastic community that has patiently answered my dumbest questions (hence why i wanted to share aswell, creating this little video tutorial : Basic module editing with holocron.

TLDR: Now i'm working (almost) full time on this fan community project that i called "The Kotor Expansion Pack". I am aware of the size of this project and that it will probably not be completed for several years, but I am determined to see it through. But enough talking about me now, let's talk about this project.

Why this project?

Spoiler

Kotor 1 is a lackluster RPG. 

If we remove the nostalgia filter that blinds us all at different degrees, and even if this is one of my favourite game of all time, the point is clear.

  • Despite great moments and concepts, K1's writing lacks impact and depth. The world building is very bland to say the least, sometime to the point where it's unintentional comedy. Taris as a planet is symptomatic of this concern, with very strong themes and concepts (racism, segregation, military occupation and opression, class struggle, horror, ...) but everything remains on the surface with sometime a huge lack of cohesiveness/details. Same goes for characters such as Malak who unfortunately does not carry our story forward as the main villain, and some side kicks such as Bandon are completely useless. Finally, the player character's writing is very bland, being a total kid (read backward and you can read Dik) or a blind samaritan. There is a lack of nuance, choice, maturity and interpretation's freedom regarding Revan's identity.
  • K1's gameplay is not inherently "bad", but it's definitely totally underused. What saves the game imo is its nearly perfect rythm, which makes you forget how boring the fights and the actual gameplay are when you think about it. The AI does not really have specific patterns or behaviour to distinguish them from one another (something K2 improved a lot!), aside from jedis and grenade throwers. You're facing Energy or Physical damages for 95% of the game, while there is a LOT MORE damage types in the game. The class and progression system leaves a lot to be desired, with completely useless feats and most of all useless skills (like for real, security is not even something you'd consider). There is not a great items variety either (Quarterstaffs?? Heavy weapons??), and your non jedis companions are so far behind that you barely take them with you (poor T3-M4...). Some other things are not even inherently cohesive (why the ion disruptor from droids does not deal additional damages against droids?), and so much more...
  • The game is OLD, with plaguing problems like wrong models, animations, npcs and voiceline clones...

So ye, don't get me wrong. I LOVE Kotor, and i'm still amazed to see what this game can spit and do. Nothing will beat this feeling discovering Taris upper city, or landing on Manaan for the first time of my life, or discovering that i could travel the entire Star Wars galaxy/planets as a kid.

So, as the title suggest, this project is an Expansion over the first game's content.

What is the "Kotor Expansion Pack"?

Spoiler

First, let me tell you that this project wouldn't even be possible without the help from many other creators. They either shared their work as modder's ressource, or authorized me to incorporate their work to this huge mod project, so big props and thanks to them! Otherwise, if i couldnt reach the authors, i basically adapted the ideas myself without using their work directly. Everyone will be properly credited for their content at the end of this topic, and i'll update the credit list everytime. Even if i'm the only one working and leading the project, know that it's a community thing.

I don't want to use the word "Remake", but "Reimagination". I'm looking to (hopefully) expand and improve Kotor 1 in most areas (just that!). We are talking about gameplay, visuals, content, story... This project touches nearly everything in the game. A lot of theses changes are heavily inspired by K1's sequel, K2 TSL (which improved A LOT the first game), but also directly by the community's ideas and work. I loved modifying the game and there's a ton of content for it online with amazing ideas. However, there's a major flaw to all of this: How tedious the process is. A lot of content is nearly lost and unaccessible, some other things have bad installer that creates problems, other files are simply incompatible between one another... And also the amount of different files to install, in a correct order, to have a good modding experience... 
 

So basically, this project is a mod "pack" filled with content, something closer to a standalone. What it lacks in modularity, it gains in install ease. Also, as i'm touching a lot of stuff in the game, it ensures that everything works accordingly to my vision of the game. Because, ultimately, this is what it is, only my interpretation on what i think is "good". You might disagree on a lot of things here, and you have to be aware that it's only my personal take on all of this.

But now, let's get into a quick non exhaustive list of the work in progress over the project, so you can get a more concrete idea:

  • This mod does not care much about K2's continuity and sees K1 mostly as a standalone thing. I'm trying not to create too incohesive scenarios and things, but K2's lore continuity is absolutely not my priority and I take some freedom here, especially since im extracting and using K2's assets to improve K1.
  • This mod will use K1CP as a basis and will be made compatible (and mandatory to install).
  • I have currently around 60 new feats and around 50 new force powers, inspired by K2 and also by what the community has pulled out.
  • The classes have been revised, from feats, feat gains, skills... 
  • Each companion now has a unique class (jedis aside) and new properties to make them more unique and/or viable gameplay wise.
  • 100 new appearances already implemented with new alien races, droids, voicelines and much more to come.
  • A LOT of modeling to fix the various problems that plagues K1 modules such as geometry holes or wrong animations
  • A LOT of modeling to improve the modules sceneries, as it is not possible to introduce placeable due to the limitation with K1 engine
  • A LOT of scripting to either fix problems or improve the base game, with things as basics as npcs properly reorienting instead of facing the direction you last spoke to them
  • A ton of new items to make Kotor's sandbox shine
  • New modules such as a Back alley for Taris, restored Black Vulkar base, the jedi enclave sublevel, Dantooine crystal cave... Are on the way! I'm also fixing the cut Czerka Depot, Kashyyk shadowland module and i'm looking forward to restore Tatooine's temple.
  • New characters, new dialogs, new and revised interactions!

The current state and future of this project

Spoiler

At the very moment, I am working on Taris. I am diving into the Lower city part, as the upper city is "mostly" done. I am planning on opening a proper discord server, a dedicated youtube channel with proper updates (lets say, 4 to 6 videos in an entire year) and once Taris will be done + a good portion of Dantooine, i'll be releasing the mod in a pre alpha build for people to experience the mod/give a proper feedback. 

I wish to release this alpha build at the beginning of 2026, but I cannot make any promise. As you can tell, this is a lot of work for a single dude. I'd love to duplicate myself to progress 5 times faster, but I can't, so everyone's got to be patient. I'm already very lucky that a lot of people agreed to share their work, because anyone that helps spare me some working time!

In the meantime, i'll do some showcase here and i'll try to structure everything with a dedicated subject each time. Today, we are starting with the module design, seeing some modeling and also how i'm trying to improve the layout for the various environments in the game.

Finally, know that i'll be doing my best to share all of my work as a modder's ressource. This is both a way to thank everyone who helped me along the way, and a way to ensure that something concrete comes out of this project. However, i won't release anything incomplete or that does not match the quality bar i am now looking for my work. I released a lot of things in the past, but they do not match at all my new expectations. I want to produce good quality work now!

The very first small showcase from this project, shaping the environments

Spoiler

Today i'm sharing you this little piece, a soothing display from the environments i've been working on. Here is a video showcasing the work: 5 minutes video showcase

  • Endar Spire: The geometry holes have been entirely fixed (to my knowledge), using Darth Parametric's hull repair as a basis with his authorization. New animated lights have been added here and there. Few new placeables such as flames have been added. Misplaced ambient sounds have been fixed. Few new details have been added such as sparks, leaking gas, a new animated sith fighter in the starboard module, screen shutting down for the escape pod panel + 2 new escape pod panels. Of course character now have proper animations.
  • Taris: - There are now some plants in the upper apartments.
    - Geometry holes fixed in the upper city. There are now sith fighters flying by. I imported and adapted the Telos citadel station trees and fountain to implement it into the south module. There are Lone Wanderer imported cab from TOR for fast travel option. The medical bay has been revised with the ebon hawk medical bed and the medical canisters from TSL. I am currently implementing high quality model weapons at Kebla store (using models from High quality blasters from SithSpecters, high polygon grenades from Mad Derp, HD stunbatons from Dark Hope) + the placeable positions have been revised to make it better looking.
    - There are now swoop screens in the cantinas. There are now bottles and glasses in the cantinas. There are now some ale dispensor, cash register screens in the cantinas. The lower city cantina has  malfunctioning screen and lights. More npcs have been added overall. You can see Alvar007 and DarthParametric drinking animation displayed.
    - Lower city has more malfunctioning lights. The swoop bikes now use the placeable model that has way higher polygon. Swoop bikes and swoop bikers have color chromas instead of a single color. The bikes animations have been fixed. Geometry holes and akwardness have been fixed. Few new venting/light effects.
  • Enclave sublevel: - I used Papazinos repaired enclave modder's ressource as a basis. There is now an accurate sunlight and skybox compared to TSL version. The entire level is lighter compared to TSL. I imported Peragus Kolto tanks and edited them to fit into the enclave geometry, I also remove the lights behind the kolto tanks to replace them by walls. There is now a medical room, using again the ebon hawk medical bed and several TSL placeables. There is now a republic ambassy with custom flag texture and adapted flag models from TSL. I imported some khoonda assets aswell from K2. I fixed the .pwk for the fountain marble placeable and added some. I imported a security screen from Khoonda for a jail room inspired by brents742's work on the enclave sublevel. I imported a K2 computer and khoonda crates for the power supply room/storage room. The training room has a custom flag texture, khoonda weapon racks, benches and some gongs. The droid maintenance bay has several TSL placeables, khoonda working tables and has an oil bath, i made it possible to spawn creatures inside it. Finally there are the dormitory rooms and the meeting room with the galaxy map.

This is a small taste of what's to come next. I hope you enjoy :) 

The credit list

Spoiler

Thank you for reading, and stay tuned for more :) 

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12 hours ago, CapitaineSpoque said:

TLDR: Now i'm working (almost) full time on this fan community project that i called "The Kotor Expansion Pack". I am aware of the size of this project and that it will probably not be completed for several years, but I am determined to see it through. But enough talking about me now, let's talk about this project.

Here me out here, would it be possible to release the mod as updates or separate mods?

 

You might be familiar with my own NPC Overhaul Series, the NPC Diversity Pack was lackluster when it came out and it's been updated over the years to include new content. Mods like Hearts of Beskar are part of the series but are separate incase people do not want, or cannot use, said mods but still want an NPC Overhaul via the Diversity Pack. The K1 Alien Pack isn't done, far from it, and all the aliens are added via separate installs meaning you can add Devaronians to your game without the Bith and you can add Quarren later when they're added for example.

 

12 hours ago, CapitaineSpoque said:

This mod does not care much about K2's continuity and sees K1 mostly as a standalone thing. I'm trying not to create too incohesive scenarios and things, but K2's lore continuity is absolutely not my priority and I take some freedom here, especially since im extracting and using K2's assets to improve K1.

Would you be willing to tell us why this is important?

 

Because I've ported Sith Commandos to Kotor I before, and the inclusion of Sith Commandos in Kotor I doesn't really negate Kotor II.

 

I know you've ported a lot of Kotor II assets into Kotor I, and things like adding Devaronians or Mining Droids into Kotor I wouldn't hurt Kotor II.

 

 

12 hours ago, CapitaineSpoque said:

This mod will use K1CP as a basis and will be made compatible (and mandatory to install).

In the words of the famous Calo Nord: "Smart."

 

12 hours ago, CapitaineSpoque said:

I have currently around 60 new feats and around 50 new force powers, inspired by K2 and also by what the community has pulled out.

Now this is what I mean when I suggest releasing these as separate mods. Having one big Frankenstein of a mod pack is bound to cause issues down the line with other Force Power and Feat mods, and not to mention that if players don't like the feats or powers you add they might just not play the mod, thus missing out on all your added content in-game because they didn't want the powers.

 

Now if the mod was divided into multiple mods, you'd obviously play with all your separate mods together as that is the original intent but others might choose to not use your Feat and Force Power mod, or they might only play with your Feat and Force Power mod. Ultimately, separating your mods will be better because let's say if there is a bug with one of your Force Powers you'd only have to worry about your one Feat and Force Power mod instead of worrying about updating your big mega mod.

 

12 hours ago, CapitaineSpoque said:

The classes have been revised, from feats, feat gains, skills... 

What I'm saying here isn't your fault by any means, but I know there is at least one player who is boycotting the K1CP mod because of the Sentinel and Consular Class Skill Swap fix included in that mod.

 

Petty, very much so... but if you have your class revisions as a standalone mod you won't have to deal with people downvoting your mod and writing entire essays as to why your changes to the classes are wrong (as is what happened with the K1CP).

 

12 hours ago, CapitaineSpoque said:

Each companion now has a unique class (jedis aside) and new properties to make them more unique and/or viable gameplay wise.

Can you explain how this works in-game? I thought classes were hard-coded.

 

12 hours ago, CapitaineSpoque said:

100 new appearances already implemented with new alien races, droids, voicelines and much more to come.

Care to show us some of these appearances?

 

You mentioned "voice lines". Will these be voiced by an actor or by an AI?


I obviously don't care about AI as I used AI to add voices for the generic background characters in the Revenge of Revan mod, but other players definitely do care about AI.

 

Much like the guy who boycotts the K1CP because of the Sentinel and Consular Class Skill Swap fix, players might just avoid your mod if it uses AI.

Again, if you were to divide your mod into multiple smaller mods that means the Anti-AI crowd would only avoid the one mod that uses AI whilst they might still use your previously mentioned Feat and Force Power mod and Class revisions mod for example.

 

12 hours ago, CapitaineSpoque said:

A LOT of modeling to fix the various problems that plagues K1 modules such as geometry holes or wrong animations

Will you be uploaded these fixes as standalone fix mods or donate them to the K1CP?

 

I know many players play Kotor I and II with just the restored content mods and bug fix mods so these would definitely be valued as standalone mods without Feats, Force Powers, 100 new appearances, and possible AI voice lines.

 

12 hours ago, CapitaineSpoque said:

A LOT of modeling to improve the modules sceneries, as it is not possible to introduce placeable due to the limitation with K1 engine

So what you're saying is that you took Kotor II placeables and "combined" them with the Kotor I modules, this is how you added the Oil Bath in the screenshot you provided without adding a new placeable, right?

 

12 hours ago, CapitaineSpoque said:

A LOT of scripting to either fix problems or improve the base game, with things as basics as npcs properly reorienting instead of facing the direction you last spoke to them

I would love to see this in-action!

 

12 hours ago, CapitaineSpoque said:

A ton of new items to make Kotor's sandbox shine

I would like to see what you have made here.

 

12 hours ago, CapitaineSpoque said:

New modules such as a Back alley for Taris, restored Black Vulkar base, the jedi enclave sublevel, Dantooine crystal cave... Are on the way! I'm also fixing the cut Czerka Depot, Kashyyk shadowland module and i'm looking forward to restore Tatooine's temple.

I would like to hear some of your plans for these modules, and if you aren't wiling to reveal your plans in private then feel free to message me privately.

 

I would like to see what you're doing for the restored Black Vulkar Base, my RC-K1CP mod will restore it at some point but as an optional install so our two mods may just be compatible with one another.

 

I know there was another team working on the Enclave Sublevel, is this a separate project or are you collaborating with, or taking over, the work they did previously? I believe I donated a texture to that project too.


I am curious as to how you plan to expand the Dantooine Crystal Cave, it logically makes sense that the cave is small in Kotor I but by the time of Kotor II the Militia bombed the original entrance and so the Kinrath dug out a larger cave system into the Khoonda plains. Are you just going to add new Kinrath enemies/lightsaber crystals, or is this where your disregard for Kotor II comes into play?

 

12 hours ago, CapitaineSpoque said:

New characters, new dialogs, new and revised interactions!

I believe you've shown some of these off already on YouTube, and just like I've been saying I think separation of the mod into smaller mods, or at least different optional installs like what I did for my K1 Alien Pack might be for the best here.

 

I do recall you added a Kotor II inspired cutscene in the Cantina where a bartender droid shows off the Upper City Cantina, this I felt was a work of art and I would 100% use it... should it be standalone from the other two examples I'm about to list.

 

You added a female Sith Guard to the Sith Base on Taris, and even if she's voiced by an AI or an actor I felt the inclusion of her would be subjective. Some players might like the encounter, others might not. I 100% would use the Protocol Droid scene in the Cantina but might not be so keen on this cutscene.

 

One cutscene I am not keen on is your enhanced Undercity Patrol. I believe you added a parody of the "Death Troopers" from the movie Rogue One with audio ported from Star Wars Battlefront II, unless I am mistaken.

 

You've said that you joined the Kotor Modding Community last year, that's fine - but when I joined the Community almost 10 years ago I joined during the time when porting between Kotor I and II was a bannable offense. I think either TSLRCM or M4-78EP was removed from this site at one point because the end credits included the theme "The Old Republic" from Kotor I in its ending credits.

 

Fun fact: I believe before the ban was lifted in 2018 the Administrators uploaded a blatantly obvious port of audio from Kotor I to Kotor II to see if people would even notice, well I noticed and I pointed it out. I guess you could say my logic in pointing it out back then was "If I can't port, you can't port".

 

Thankfully, porting has been allowed for some time now and it's made the Kotor Modding Community so much more interesting with the mods we're now making. But as someone who made mods during a time when you couldn't port between Kotor I and II, can you understand why I'd be uncomfortable to play a mod that ports audio from Star Wars Battlefront II into Kotor I? Again, I'd happily use your Protocol Droid in the Upper City and probably many of your appearances too, but the Death Trooper is one that I would skip out on... though on the flip side someone might happily use the Death Trooper and skip the Protocol Droid in the Upper City.

 

Regardless of what you might think of my opinion on the Sith Guard and Death Trooper, should you ever release the Protocol Droid in the Upper City, regardless if its standalone or part of a massive mega mod, would you be willing to make a compatibility patch with my RC-K1CP mod which restores the original Protocol Droid bartender to the Upper City Cantina?

 

12 hours ago, CapitaineSpoque said:

The current state and future of this project

At the very moment, I am working on Taris. I am diving into the Lower city part, as the upper city is "mostly" done.

This is going to sound really dumb after everything I've said but do you think you can add the Taris Middle City into Kotor I?

 

If you're using AI then dialogue and voices for already existing characters and new characters won't be a problem and, through model editing work, you seem to have the competency to make new and unique modules for a hypothetical Middle City section for Taris.

 

But I understand if you don't want to.

 

12 hours ago, CapitaineSpoque said:

I'll be releasing the mod in a pre alpha build for people to experience the mod/give a proper feedback. 

That'll be good!

 

12 hours ago, CapitaineSpoque said:

I wish to release this alpha build at the beginning of 2026, but I cannot make any promise.

Also very good, don't make promises - the mod comes when it appears on the site out of the blue.

 

12 hours ago, CapitaineSpoque said:

Finally, know that i'll be doing my best to share all of my work as a modder's ressource.

I mean... maybe if you do go with the 'Frankstein Mega Mod' route I might be able to separate things that I like for you.

 

Despite my criticisms with a few things, the standalone assets you've made thus far are fantastic!

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First, thank you for your interest over the mod N-DreW! 

On 6/29/2025 at 6:25 AM, N-DReW25 said:

Here me out here, would it be possible to release the mod as updates or separate mods?

I explained it a bit but im gonna try to be clearer here. As an end user myself, the process of installing thousand separate mods is very tedious, and only the most persevering players out there do it. It also requires each time to have a compatibility patch for the hundreds of mods out there, which make it even more tedious (also regarding the installing order). As i said, what it will lack in modularity (having things separated into hundred pieces), it will gain in install ease. Also, as i said, this is only "my take" on what i think is good, which is very subjective. Not saying that it inherently "is" good. Having everything into a single pack ensures that my vision about the game design and the mod philosophy is cohesive from start to finish. I totally understand that people may disagree on a lot of changes brought by my mod, but once again, this is only "my take" on this. 

That being said... I said i'd be hopefully releasing my content as modder's ressource, and my mod will be entirely free to edit. So if anyone out there do want to separate the content into smaller pieces, especially regarding the quality of life content (such as model repairs), they will be free to do so and i don't see any problem with this. Honestly this project is already so big that separating everything into little chunk would take me twice the time, and i'd like to hopefully finish this before the next century 😅

On 6/29/2025 at 6:25 AM, N-DReW25 said:

Would you be willing to tell us why this is important?

This is a disclaimer. I know there are K2 lovers out there. I'm not one of them, and i do not care that much about K2's lore and story to be honest. I am just being completely transparent about it, so hopefully people out here won't come to me and say : "Hey! This is not lore accurate with K2!" because honestly, i do not bother that much :) 

On 6/29/2025 at 6:25 AM, N-DReW25 said:

Now this is what I mean when I suggest releasing these as separate mods. Having one big Frankenstein of a mod pack is bound to cause issues down the line with other Force Power and Feat mods, and not to mention that if players don't like the feats or powers you add they might just not play the mod, thus missing out on all your added content in-game because they didn't want the powers.

 

Now if the mod was divided into multiple mods, you'd obviously play with all your separate mods together as that is the original intent but others might choose to not use your Feat and Force Power mod, or they might only play with your Feat and Force Power mod. Ultimately, separating your mods will be better because let's say if there is a bug with one of your Force Powers you'd only have to worry about your one Feat and Force Power mod instead of worrying about updating your big mega mod.

So specifically about force powers and feats: Once again, its only my take and my vision on all of this. I am trying to improve Kotor's sandbox as best as i can, and as i said i'm gathering most of the possible feats and force powers that can be done and implemented into K1 (which include K2 force powers and community's ideas). I am not trying to appeal or adapt to most people out there (and it would be an error to do so), because anyone has its takes and ideas. I cannot appeal to everyone, i cannot fit into everyone's expectation. People also have to realize this, and that its only an amateur work, something i am first doing for myself and not for the others.

But once again, if someone wants to extract portion of my mods to release smaller or edited portion of it, they are free to do so :) Also, while we are on force powers and feats... Enemies are able to use them. So can you imagine? I'd have to edit separately EVERY npc sheet from the game to implement the feats? Then do the same for force powers? Items? I have neither the courage, nor the time. I am a single dude out there, an amateur afterall.

I get what you mean tho and at the moment regarding my workflow, my work is separated to help me fix or add the things i need to work on (so, i've got the companions in a folder, the feats and force powers in another one, the items, the planet content...). As i said, i'd love to share this work and to have proper feedback, hence why i'll be releasing alpha/beta builds down the line with a proper discord server to gather feedback. 

On 6/29/2025 at 6:25 AM, N-DReW25 said:

What I'm saying here isn't your fault by any means, but I know there is at least one player who is boycotting the K1CP mod because of the Sentinel and Consular Class Skill Swap fix included in that mod.

 

Petty, very much so... but if you have your class revisions as a standalone mod you won't have to deal with people downvoting your mod and writing entire essays as to why your changes to the classes are wrong (as is what happened with the K1CP).

Unfortunately, if something does not appeal to someone, then they can install something else. As i said, i'm not here to appeal to most people, or make my work fit their expectations. I am doing this project for myself first ;) But as i said, if someone wants to separate the work into smaller piece, they can.

On 6/29/2025 at 6:25 AM, N-DReW25 said:

Can you explain how this works in-game? I thought classes were hard-coded.

So this is pretty simple. In K1, it is not possible to create new spellcaster classes because custom spellcaster classes do not gain any force power points (hence why the jedi companions will keep their default classes), BUT we can definitely add new non jedi classes. All of this process is done editing the Classes.2da file most notably, but there are definitely some limitations. 

I can edit freely: The amount of HP per level, the attack bonus table/saving throwtable (because, it uses a separate .2da file that basically specify how much attack bonus you get at a specified level) and the amount of skill points gained, if you get or not the effects from leveling up at each level (feats, skills...).

There is a limitation regarding: Classes defense bonus, feat table, skill table, spellgain table and featgain, as there is a limitation in the number of classes (8 max). 

So with all of this in mind, we can already make pretty nice variations over the base classes. For instance, my new "Pilot" class for Carth uses everything from soldier, but he gets an additionnal skill point per level and has access to the scout skills. My new "Mandalorian" class for Canderous make him gain extra attack bonus per level, so instead of 1 per level (20 max), he now gets 1.25 attack per level (25 max). 

Aside from this, i've performed some unique feats to distinguish them even more. These new feats are directly tied to the companions character sheet, so it does not affect anyone else in game. Most of the time, the effects are performed editing the hide item. So, for instance, Carth now has a +2 attack bonus against dark sided characters, Canderous is immuned to fear, Juhani now has +10 Awareness and is immuned to sneak attacks instead of the force camouflage, Jolee gets an extra force point regeneration... 

Some other feats are performed editing various scripts. The heartbeat has been edited to provide a "Wookie rage" feat for big Z. When he falls below 25% vp, he is now immuned to fear and get attack bonus, strength bonus, while it depletes its defense, reflex and will.

Having unique class and feats for each companion allows now to have specific item for each of them. So, for instance, the flight armor suits from K2 will hopefully be restricted to Carth! Some new implants will be restricted to Canderous! And so so much more...

On 6/29/2025 at 6:25 AM, N-DReW25 said:

Care to show us some of these appearances?

I'm linking some screenshots in a spoiler down below for a very small showcase, tho i'd like to separate this topic's displays into separate pieces. Everything is subject to change of course! New appearances include A LOT of K2's assets. So you can see some heavy sith soldiers (i've recently done the female variant thanks to your assets), sith honor guards for the Leviathan bridge, the (controversial!) death troopers, new child chromas/clothes, A LOT of commoner clothes variants that you can find here on deadlystream, some variants for jedi outfits (and one general robe retexture from Insidious mod), gamorrean variants (but they need to be edited), gran reskin that i released aswell, some twilek chromas, some rescaled creatures like the kinrath hive and the ritual beast terantatek, protocol droid variants, war droid variants (to dinstinguish MK1, 2, 3...) ... Anyway. This is but a taste of what's to come! 

On 6/29/2025 at 6:25 AM, N-DReW25 said:

You mentioned "voice lines". Will these be voiced by an actor or by an AI?

At the moment only AI, but i definitely wish to hire some voice actors! I am writing the dialogs on the top of my head while im working on it, which does not make the process very easy to work with people. 

On 6/29/2025 at 6:25 AM, N-DReW25 said:

Will you be uploaded these fixes as standalone fix mods or donate them to the K1CP?

I tried to contact the mod uploader but i didnt have answer yet. But yep of course, if something reach the quality bar to be introduced into some mod, i'm very opened to sharing the ressources.

On 6/29/2025 at 6:25 AM, N-DReW25 said:

I would like to see [The items] you have made here.

So i've shared a bit about the appearances, i'll be sharing about the items in due time. I'd like this topic to be structured and ordered. Once i'll be ready to share more about it, i'll do it :) 

On 6/29/2025 at 6:25 AM, N-DReW25 said:

I would like to hear some of your plans for these modules, and if you aren't wiling to reveal your plans in private then feel free to message me privately.

So this is not a secret at all, if anyone get inspired by the ideas its ok for me.

  • Taris Back Alley: As you may know, there is an elevator access in lower city apartments. In vanilla, it leads nowhere and K1R used this to access the Swoop platform. I figured this elevator would be a good access to a module about Black Market, drug dealing and illegal street/free fights. To access this module, you'd need a proper "password" of some sort. There'd definitely be a Chandrafan linked to this in the cantina. This would act as an inverted mirror of the upper town, especially regarding the non lethal fights from the upper city cantina. A module filled with aliens that dislike humans, where you'd be able to get some spice (from the vulkar spice lab!), some exclusive shop with poison weapons, disruptors or other illegal stuff, and you could also participate into street fighting. Each fight would have its specific rules (so, maybe you're fighting bare knuckle, another time you face 2 or 3 opponents...) and one of the idea would be that the people watching the fight could randomly throw items such as weapons in the middle to spice things up. You could start a quest about smuggling (much like the quest in TSL on Telos) and one idea i had was to make use of the sith fighters near the sith base, the shady guy could have some kind of sith contact that could get past the sith blockade, so you'd need to put a package into one of the sith fighters. The idea is to make use of unused areas, create new stories and interactions, new content and make the lower city way more believable as a place.
  • Black Vulkar Spice Lab: Here my aim would be very much like K1R, restore this portion to extend the vulkar base. Nothing more, nothing less. I'd like to revise the model from the spice room to make it feel like a proper drug lab! One thing i thought about is maybe depending on what you do here, it has an impact on drug dealing once you reach other planets such as Tatooine.
  • Jedi Enclave Sublevel: The jedi enclave on Dantooine feels ultra small and claustrophobic. This is supposed to be an academy, yet the area lacks life and space. There is no padawan, you don't even see the republic... Having a republic ambassy can lead to pretty nice interactions. One major thing i'd like to do with my mod, is to have a kind of raising stake toward the end of the game, where your choices impact the star forge section (just like in Mass Effect or DAO). So some concepts would be maybe to turn some material to the republic (grenades, weapons, medpacks... Just like in DAO), to the jedis (sith or jedi artifacts?), have a proper plot regarding the kolto on manaan (very much like brents envisaged it), the library could provide informations about the kinrath and kath hounds (a new way to introduce informations to players, as i'll be revising how they work and their behaviours), there could be Juhani's master in the medical area aswell, the oil bath could serve as a fix for the permanent effects bug (while also providing a small temporary buff to reflex maybe), i'd love to bring M4-78 as a playabe planet aswell, and the galaxy map in the sublevel could be a good place for this... Just like obi wan with kamino, some planet that should be there but that is not in any archive. The overall idea is to make Dantooine more believable as a place, and have more impact on the player once this planet is completely lost. One thing i envisaged was to have a character fleeing to Manaan, and maybe you could witness Dantooine's destruction as a flashback by playing it. Once again, mostly concepts but nothing concrete done.
  • Kashyyk's shadowland cut module: The wookie society is not really that much defined in K1. Maybe this could be a good "hunting" ground for young wookies, with some K2 beasts. It could also be entirely used for the ritual beast encounter and make it something more memorable. Maybe there could be a crystal somewhere? Here i do not have very precise ideas in mind.
  • Dantooine crystal cave: Firstly, using the extended crystal cave from K2 allow to port the vanilla crystal cave from K1 to korriban. As i want to revise crystals aswell, it makes a new place to loot them while still retaining some kind of variety. The mandalorians on the planet could also dig this place to smuggle some crystals? Who knows! Having a crystal cave on Korriban would also allow to have some laigreks in there, to act as a mirror to Dantooine's crystal cave, with some fire dealing creatures!
  • Tatooine's cut temple: Here i'd love to have more lore about the builders and stuff. Why not having a section with some crystals aswell? Not very precise ideas there aswell, but the star map would definitely be in there.
On 6/29/2025 at 6:25 AM, N-DReW25 said:

I believe you've shown some of these off already on YouTube, and just like I've been saying I think separation of the mod into smaller mods, or at least different optional installs like what I did for my K1 Alien Pack might be for the best here.  

Ye i getya. The line can be crossed easily when adding new content and interactions. Once again, it's only my take on all of this, i cannot make a separate install for every interaction, new appearance and so on if i want to finish this project before the next century. But ye, if someone wants to dissect this mod, they are free to do it once again. It'll definitely be easier to cut the mod once it'll be done, than cutting everything into very small parts from the start. If you want to use my bardroid model, texture, voicelines, dialogs and git edition for cameras, you can ;) 

On 6/29/2025 at 6:25 AM, N-DReW25 said:

This is going to sound really dumb after everything I've said but do you think you can add the Taris Middle City into Kotor I?

I didnt know about this, but atm gonna be honest i have so much to do already on Taris that its not in my plan at all. So i'd say "maybe"? But clearly not working on something like this at the moment ;)

On 6/29/2025 at 6:25 AM, N-DReW25 said:

Despite my criticisms with a few things, the standalone assets you've made thus far are fantastic!

Thanks for the kind words! I hope i properly answered your questions/concerns :) 

Appearances showcase

 

Spoiler

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Thanks for sharing, CapitaineSpoque!

What you're set on doing reminds me a lot of what I was attempting myself several years prior. I'm still working on that project but it is, unfortunately, only to my own benefit, barring a few public contributions here and there.

I'll keep an eye on the development.

Cheers!

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On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

I explained it a bit but im gonna try to be clearer here. As an end user myself, the process of installing thousand separate mods is very tedious, and only the most persevering players out there do it. It also requires each time to have a compatibility patch for the hundreds of mods out there, which make it even more tedious (also regarding the installing order). As i said, what it will lack in modularity (having things separated into hundred pieces), it will gain in install ease.

That's a fair way to put it.

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

That being said... I said i'd be hopefully releasing my content as modder's ressource, and my mod will be entirely free to edit. So if anyone out there do want to separate the content into smaller pieces, especially regarding the quality of life content (such as model repairs), they will be free to do so and i don't see any problem with this. Honestly this project is already so big that separating everything into little chunk would take me twice the time, and i'd like to hopefully finish this before the next century 😅

Well, that satisfies any of my concerns then.

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

So specifically about force powers and feats: Once again, its only my take and my vision on all of this. I am trying to improve Kotor's sandbox as best as i can, and as i said i'm gathering most of the possible feats and force powers that can be done and implemented into K1 (which include K2 force powers and community's ideas). I am not trying to appeal or adapt to most people out there (and it would be an error to do so), because anyone has its takes and ideas. I cannot appeal to everyone, i cannot fit into everyone's expectation. People also have to realize this, and that its only an amateur work, something i am first doing for myself and not for the others.

But once again, if someone wants to extract portion of my mods to release smaller or edited portion of it, they are free to do so :) Also, while we are on force powers and feats... Enemies are able to use them. So can you imagine? I'd have to edit separately EVERY npc sheet from the game to implement the feats? Then do the same for force powers? Items? I have neither the courage, nor the time. I am a single dude out there, an amateur afterall.

I'm rather curious about this because, as far as I know, Feat and Force Powers (mostly Feats) are hard coded. For me it's not a matter of what "appeals to me" but rather "what could you have done with these hard coded limitations?"

 

You're talking about you being am amateur, but what amateur makes 60 Feats with these limitations?

 

Are any of the Feats/Force Powers ready to be shown, or discussed? I'm rather curious as to how NPCs will use these Feats and Force Powers as I suspect (though I may be wrong) that NPCs couldn't use modded Feats/Force Powers due to other hard coded reasons.

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

Unfortunately, if something does not appeal to someone, then they can install something else. As i said, I'm not here to appeal to most people, or make my work fit their expectations. I am doing this project for myself first ;) But as i said, if someone wants to separate the work into smaller piece, they can.

I hope you keep that attitude up when you release, because trust me they're out there and they may just leave an essay in your comment section about how their very narrow subjective interpretation of something is a matter of life or death.

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

So this is pretty simple. In K1, it is not possible to create new spellcaster classes because custom spellcaster classes do not gain any force power points (hence why the jedi companions will keep their default classes), BUT we can definitely add new non jedi classes. All of this process is done editing the Classes.2da file most notably, but there are definitely some limitations.

I can edit freely: The amount of HP per level, the attack bonus table/saving throwtable (because, it uses a separate .2da file that basically specify how much attack bonus you get at a specified level) and the amount of skill points gained, if you get or not the effects from leveling up at each level (feats, skills...).

There is a limitation regarding: Classes defense bonus, feat table, skill table, spellgain table and featgain, as there is a limitation in the number of classes (8 max). 

So with all of this in mind, we can already make pretty nice variations over the base classes. For instance, my new "Pilot" class for Carth uses everything from soldier, but he gets an additionnal skill point per level and has access to the scout skills. My new "Mandalorian" class for Canderous make him gain extra attack bonus per level, so instead of 1 per level (20 max), he now gets 1.25 attack per level (25 max). 

Aside from this, i've performed some unique feats to distinguish them even more. These new feats are directly tied to the companions character sheet, so it does not affect anyone else in game. Most of the time, the effects are performed editing the hide item. So, for instance, Carth now has a +2 attack bonus against dark sided characters, Canderous is immuned to fear, Juhani now has +10 Awareness and is immuned to sneak attacks instead of the force camouflage, Jolee gets an extra force point regeneration... 

Some other feats are performed editing various scripts. The heartbeat has been edited to provide a "Wookie rage" feat for big Z. When he falls below 25% vp, he is now immuned to fear and get attack bonus, strength bonus, while it depletes its defense, reflex and will.

Having unique class and feats for each companion allows now to have specific item for each of them. So, for instance, the flight armor suits from K2 will hopefully be restricted to Carth! Some new implants will be restricted to Canderous! And so so much more...

I can't wait to see this in action.

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

So you can see some heavy sith soldiers (i've recently done the female variant thanks to your assets)

I would like to point out that MariusFett made the original Female Sith Soldier variant as a modder's resource, they simply deleted the original modder's resource and thus my mod became the only archive of the files. I simply put those models in-game as actual Sith Soldiers, made the unique female soundset, and implemented that soundset in-game.

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

some twilek chromas

What is this "chromas" you keep refering to?

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

I tried to contact the mod uploader but i didnt have answer yet. But yep of course, if something reach the quality bar to be introduced into some mod, i'm very opened to sharing the ressources.

Maybe they could be uploaded as a separate mod to act as an addon for K1CP, their update cycle takes quite a while so for bugs that I personally find I add them to my Unofficial K1CP Tweak Pack until K1CP eventually adds the fix themselves.

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

So this is not a secret at all, if anyone get inspired by the ideas its ok for me.

  • Taris Back Alley: As you may know, there is an elevator access in lower city apartments. In vanilla, it leads nowhere and K1R used this to access the Swoop platform. I figured this elevator would be a good access to a module about Black Market, drug dealing and illegal street/free fights. To access this module, you'd need a proper "password" of some sort. There'd definitely be a Chandrafan linked to this in the cantina. This would act as an inverted mirror of the upper town, especially regarding the non lethal fights from the upper city cantina. A module filled with aliens that dislike humans, where you'd be able to get some spice (from the vulkar spice lab!), some exclusive shop with poison weapons, disruptors or other illegal stuff, and you could also participate into street fighting. Each fight would have its specific rules (so, maybe you're fighting bare knuckle, another time you face 2 or 3 opponents...) and one of the idea would be that the people watching the fight could randomly throw items such as weapons in the middle to spice things up. You could start a quest about smuggling (much like the quest in TSL on Telos) and one idea i had was to make use of the sith fighters near the sith base, the shady guy could have some kind of sith contact that could get past the sith blockade, so you'd need to put a package into one of the sith fighters. The idea is to make use of unused areas, create new stories and interactions, new content and make the lower city way more believable as a place.

I do like the idea behind this.

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:
  • Kashyyk's shadowland cut module: The wookie society is not really that much defined in K1. Maybe this could be a good "hunting" ground for young wookies, with some K2 beasts. It could also be entirely used for the ritual beast encounter and make it something more memorable. Maybe there could be a crystal somewhere? Here i do not have very precise ideas in mind.

That second idea could be the way to go, turn that long path that leads into the Ritual area into the transition to the cut Shadowlands module and dedicate the module to the Ritual Beast encounter that you've moved from the second Shadwolands module into here.

 

The way I'd handle a module like this would be to try and keep it to the same "quality" as the vanilla game. It doesn't have to be some uber Brotherhood of Shadow level of detail, and in this case it'd just need wandering red Kinrath, maybe some Tach, some rocks, a few scattered corpses that contain loot no different from the vanilla Shadowlands (maybe restore a minor cut item or two). Your idea of moving the Ritual Beast into this cut module is an easy, vanilla-friendly, and fun way of restoring this module I feel.

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:
  • Tatooine's cut temple: Here i'd love to have more lore about the builders and stuff. Why not having a section with some crystals aswell? Not very precise ideas there aswell, but the star map would definitely be in there.

Honestly, you can't even really think of many ideas for this area because the vanilla module is so broken you can only see five feet ahead of you at all times, sometimes the walkmesh is broken so you can't travel to certain areas, and the lighting is broken so being inside the temple has the same lighting as if you were outside.

 

Really difficult thing to make plans for, though even if you just fixed this module as a minimum then that could really help things along I feel.

 

Any plans for the Czerka Depot?

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

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Sans titre 1.jpg

I notice you use the vanilla textures for the mask and skirt textures. You might be trying to reconcile the fact that some Sith Soldiers drop mask items but would it be possible to replace the vanilla mask texture with a reskinned mask texture to make it look as if the mask was part of the actual helmet? For example, reskin the Vacuum Mask yellow and the visor black to make it appear as if it wasn't obviously two models merged into one?

 

Even if you don't agree, what I'm saying could work and since you're giving free permission for modders to reuse your work this could be a possibility one way or another.

 

Do you have a number for how many Sith Soldier reskins you have? Because I have some reskins of my own for a future Sith Army NPC Overhaul mod and I think things like the skirt and some mask combinations might work nicely.

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

display.jpg

Has that Ubese been reskinned? I know that texture is really low-res in the vanilla game though maybe you haven't and I'm just imagining things.

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

childs.jpg

Are you using my Children NPC Fixes for the blonde child? Or did you recreate it yourself? (Even if you did use my work I wouldn't mind)

 

On 6/29/2025 at 4:23 PM, CapitaineSpoque said:

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Ah, tiered Jedi Robes?

You know, you can make your robes compatible with JC's Hybrid Cloaked Robes.

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21 hours ago, N-DReW25 said:

I'm rather curious about this because, as far as I know, Feat and Force Powers (mostly Feats) are hard coded. For me it's not a matter of what "appeals to me" but rather "what could you have done with these hard coded limitations?"

 

You're talking about you being am amateur, but what amateur makes 60 Feats with these limitations?

 

Are any of the Feats/Force Powers ready to be shown, or discussed? I'm rather curious as to how NPCs will use these Feats and Force Powers as I suspect (though I may be wrong) that NPCs couldn't use modded Feats/Force Powers due to other hard coded reasons.

Let me dive into this today then :) 


How editing feats and force powers is possible

Spoiler

 

Thanks to TamerBill and his content pack, feats and force powers, offthegridmorty's content regarding K2 force powers to K1 and various ideas like taking skills into account for force powers ( offthegridmorty's content ) and finally Nereithr's scripting for finesse melee, I looked at what these 3 authors had done and i discovered how to pull custom feats and force powers. Let's talk here about the limitations and what it is possible to do.

So, indeed, most of the basic feats from Kotor ARE hardcoded, so it is not possible to edit what most of the basic feats from K1 do. For instance, it is not possible to edit the effects from the combat manoeuver such as Flurry or Critical Strike, it is also not possible to add new ones. Same goes for Empathy, Caution and various other feats. 

BUT, through scripting, it is definitely possible to check if a character possesses a feat. It is also completely possible to add new feats to select when leveling up and to decide if feats are class restricted or not. There are numerous crucial scripts that handle what is happening in game, and you can check within these scripts if a character does have a feat. That's basically what TamerBill did with his mod.

So, for instance, there is a dedicated script for grenades (k_sup_grenades). So you can add various things in there. The most basic thing i did here was taking the user's demolitions into account to increase the grenades damages, but as TamerBill did, you can also check the presence of a feat and increase their DC or their blast radius.

The logic is the same and is applied for most of the feats introduced. So anything affecting medkits/repair kits: k_sup_healing. Anything affecting droid special weapons: k_sup_droid. Anything affecting shields: k_sup_bands. Anything affecting stims: k_sup_comshots. So in there, we check the presence of a feat, and depending if the feat is taken or not by the character, apply various effects.

In there, there are also the scripts handling the character's behaviour upon various events (heartbeat, which means things happening every 3 to 4 seconds; on damage, on death...). All you need to do is perform some include scripts (so, as TamerBill did for instance, you increase a character's attack roll for 30 seconds after killing someone) and then add/check the scripts to k_ai_master at the required function, so heartbeats/on death/on damage.... Then you compile k_ai_master and you're basically done!

Finally for force powers, i discovered thanks to offthegridmorty that you didnt even need to edit the main force power script. You can directly change the main script firing when using a force power in powers.2da. It opens A LOT of possibilities.

New feats showcase

So, some feats have either the same ideas as TamerBill or are exactly the same. Why can't I simply add my own feats on top of TamerBill's mod would you ask? And that's a great question. Well, firstly, i'd say around 30% of TamerBill's feat are either not working at all, not working as intended or have a wrong description. Secondly, some other feats make use of the hide slot from the characters (which i'm using for numerous other things). Thirdly, his mod edits the crucial scripts i spoke about earlier (k_ai_master, k_sup_grenades and so on), so it is not really possible to make anything compatible (hence why i'm trying to put as much content as possible within a single install!). Finally, numerous feats or force powers are not in line with my vision for the game. BUT there were GREAT ideas and concepts in there, so i'll be reusing some of them or tweaking some others! :) I'm using my own icons tho, just to make sure i do not "steal" any of TamerBill's original work.

Spoiler
  • Simple weapons feat restoration: There is a dedicated feat that was cut from K1 to wield stunbatons and quarterstaffs. I simply restored it (any character gains this feat at lvl 1), but it is not possible to add bonus attack and damages for these weapons using a new feat (to my actual knowledge). It only works with Melee Weapons, despite changing the focus and specialization feats in baseitems.2da, hence why this restored feat only has 2 tier. The second tier adds another attack with simple weapons, something pretty nice for non force users that do not have access to Force Speed. 1104364254_Sanstitre2.jpg.35b1b4c97f325c924d323fd9fa5b0acc.jpg
  • Uncanny dodge: So, this feat is already there in vanilla. However, it was restricted to scouts and was only affecting grenades. Now, any class can take this feat, it affects mines alongside grenades. I have increased the DC reduction from -2 and -4 to -3 and -6 (both to make this feat more useful and also because i have added new grenades/mines with increased DC) and there is a third tier for this feat line that is called "Evasion" which divides by 4 the damages done by grenades on a successful saving throw instead of 2.1809772585_Sanstitre6.jpg.a72806ee61b3ee5744870fa3144e2971.jpg
  • Grenades feat restoration: This one is heavily inspired by TamerBill's work and was also present in the game files (icons). 210314567_Sanstitre11.jpg.2c3cddeeb2c31def40e518cf2ce6d37b.jpg
  • Unarmed Specialist 1 to 8: This is a feat that you can find in TSL. I discovered that creatures in Kotor are using hidden slots to increase their attacks. You can use the same slots for characters and it will affect their melee attacks while unarmed! All i had to do was to add a new baseitems.2da row, and mimic the creature slashing item, then changing the damageflag from slashing to bludgeoning! The heartbeat script will check if the character has the feat, and if he does it will remove the current item if he has one to replace it with a higher tier. A bit convoluted but it works perfectly :) I edited the damage values a bit, because in K1 you do not have the same amount of available levels, so instead of raising the damages sometime i only raised the attack bonus, so it's still relatively accurate compared to real weapons. Soldiers and jedis get this feat at lvl 1!1580371550_Sanstitre12.jpg.fb735764d9e0a32e0073dd95d4e320f7.jpg
  • 3 additional feats available after getting Unarmed Specialist 8: These feats provides On Hit effects to unarmed (Attribute damage Dexterity, Attribute damage Strength and Stun)  against a DC14, while increasing the critical damages using the massive critical property and raising a bit the attack bonus/damages. 1184138659_Sanstitre13.jpg.1a0c93fae05c584842f200592939670f.jpg
  • Finesse: Thanks to Nereithr's scripting, Finesse is now a proper feat! Big thanks to him for letting me use his script :) As you can see, there is something related to "Bleeding" effects that i have added to archaïc swords... But more on this later! :p 440462175_Sanstitre14.jpg.39c46b3bb6ff1ff12cfeed4bba0409ec.jpg
  • Oppressive shots: Using blaster in K1 is pretty hard, especially against jedis... This feat should help a little bit ranged builds. Harassing a target with ranged bolts has a chance to decrease both their reflex and blaster deflection for the next combat round (~~4 seconds), allowing you either to apply on hit effects easier (such as attribute damages for instance, or grenade damages) or decrease a target's ability to deflect your blaster shots.1927724940_Sanstitre15.jpg.4a810d2d474b1be51b47c766ac0a5bcf.jpg
  • Barbaric: Same philosophy as Oppressive shot but for non technological weapons/unarmed builds. You decrease the target's will for the next combat round here, so you can apply some effects such as stun or force powers easier. You also increase the Bleeding effect from archaïcal weapons by 5, but more on that later when we'll see the items :) 1305099747_Sanstitre16.jpg.9ce2e1065d2cf088b3f635949bbd2712.jpg
  • Intimidation factor: Here i've applied the exact same feat as TamerBill basically :) 1412693477_Sanstitre17.jpg.25e6a98e0f298fe52286f175fe681f73.jpg
  • Killer instinct: Same here, i've done the same thing as TamerBill. Only thing that changed is that HK has access to a fourth tier for this feat instead of only 3 (it felt right for an assassination droid!).168893339_Sanstitre18.jpg.33a85a89c9e0cc19fc13593cf1bdf7bc.jpg
  • Berserker: Gain some attack while low hp!1754418865_Sanstitre19.jpg.5f9c914b8bfacb800630e350500afa29.jpg
  • Survival: Opposite from Berserker, gain some defense while low hp!1158701736_Sanstitre20.jpg.d029b9f9aea75a27db4754cbe9c81e20.jpg
  • Last stand: So for this one, TamerBill was adding health regeneration while the other characters are dead. I preferred changing this for attack and defense bonus as i have a dedicated feat for Constitution/health regeneration.1828115915_Sanstitre21.jpg.119d6dc9a36d017ccf713e2b68be2a17.jpg
  • Efficient Metabolism/Iron Metabolism: So this feat has a lot of effects. You get a bit more VP when healing with medkits depending on your Consitution modifier, you also increase the stims duration depending on the consitution modifier. You get extra effects with stims (so adrenal strength provides more strength, while combat shots provides more temporary vp). You reduce the drugs side effects (because, i'm introducing some drinks, death sticks or spice to the game) and finally you get health regen while below 50% vitality point, the regeneration is doubled when below 25%, and finally the health regeneration is divided by 2 while in active combat.1747092529_Sanstitre22.jpg.3f0573dc2d5dd4d9bcb1bd6ca4077c0c.jpg
  • Emergency treatment: Same thing as tamerbill, you heal extra points with kits while below 25% vitality points. 276260262_Sanstitre23.jpg.bee1e5803e47353adfb95af09398d1f6.jpg
  • Designated medic: Exactly the same things as TamerBill here! 973046104_Sanstitre24.jpg.8f87ee26203f9dda9edfa3a511091026.jpg
  • Mobility: This one is the same as TSL. You increase movement speed by 10%. T3 will come into the party with this feat by the way, i thought it was making sense this little guy could go fast using his wheels :) 723297336_Sanstitre25.jpg.0531bc0253dfb8a4fe9eb755a4d1c710.jpg
  • Finally, there is the sneak attack 10 restoration that you may all now, scoundrels will have this at lvl 19.

Jedi feats showcase: There are new exclusive feats for each class btw.

Spoiler
  • Force Bond: You know about this feat from K2 with Kreia, Force Chain. The same philosophy has been applied here, but for Bastila and you. The game always tells you that you and Bastila have a special bond, a link between one another. But there is nothing gameplay related, now it has been changed thanks to TSL idea! So, Bastila has this feat from the get go, but you only get it once you complete your jedi training. Any self force power buff is also casted on someone with the feat, and it only works between you and Bastila.1386967093_Sanstitre31.jpg.f470e64da1be9b3782e0be6cc29f5dd7.jpg
  • Force Camouflage: This is now one of the 2 basic feat from Sentinels. I entirely removed the force immunities, because it was outright canceling a huge portion of the game mechanics (stun, paralysis...). I think it was way too overpowered and there was absolutely no cost for this as it was something passive. I prefer this to have a cost of some sort (either, taking a slot in the item inventory or investing into a new force power called "Cure" that remove status effects) so the player's decision is involved. Juhani no longer has the force camouflage, it is useless for her as a Jedi Guardian that does not have either sneak attacks or enough skill points ot invest there. So you can go into stealth without belts and you get +5 to stealth.37948009_Sanstitre27.jpg.4c10bb4c4519e5423b570a1038818e27.jpg
  • Sentinel's awareness: This feat is provided alongside Force Camouflage to jedi sentinels, it increases their awareness by +2. 871396508_Sanstitre28.jpg.a4dcfa5c022318aff9068cd69cc642f3.jpg
  • Sentinel's sneak attacks: Now, Sentinels will get Sneak Attack 1, 2 and 3 at level 1, 2 and 3. Why not level 1/3/5 like scoundrels? Why not making sentinels gain the entire sneak attack feats? 

    So, first, if i use the level 1/3 and 5 requirement, it's a problem for the main character because they get their new jedi class on Dantooine AFTER everyone else. Which means, the main character will only get Sneak Attacks feat at Jedi Sentinel class lvl 1/3/5 + their main class level. It delays way too much the sneak attack gameplay. 

    Also, i wanted the scoundrel class to stand out compared to the sentinel one. I don't want Jedi Sentinel to "just" be an improved version of the scoundrel class. So, instead of earning everything passively, Sentinels will earn the 3 first sneak attack feats for free, and then they can spend feat points into the sneak attack tree. I personally like this compromise.
  • Improved Force Camouflage and Sentinel's awareness: So, now that Jedi Sentinels provides the 3 first level of sneak attacks by leveling up, it means that a scoundrel that get the Sentinel class will not likely earn the sneak attack feats compared to the other class... We can't really do much here, so i figured i would provide some bonuses when cross classing from the scoundrel class so it does not make it any less viable than another option. So basically you get +10 stealth instead of +5 with force camouflage, and you get +4 awareness, +2 attack bonus and +2 to reflex saves. Everything here is to compensate the lack of sneak attack feats for free. If anyone has any insight about this, i'm very opened!125277970_Sanstitre29.jpg.568b82b24e53a0acc649004e268358a6.jpg2143769273_Sanstitre30.jpg.5fc0b13592df1436f9aa77793c99629a.jpg
  • Guardian Stance: Restricted to jedi guardians. Having the force jump restricted to lightsaber gameplay is ULTRA frustrating (and i wish i could make it available for any melee build...). Also, in K1, there is nothing such as "Lightsaber forms". So i've decided to do something different... I added 3 new force powers that does not have any cost, for any jedi to get, called "Stances". You have the Agressive, Defensive and Meditative stance. It increases either your attack, defense or force power regeneration while depleting the opposite things. I figured Jedi Guardian would have the best use for this, as they do not get much force power points and they're supposed to be the jedi warriors afterall. So having this feat increases the bonuses from using the Defensive and Agressive stances, finally the jedi guardians have something of their own that they can use outside of lightsabers only!2070705875_Sanstitre32.jpg.a428b5774e709562e4ea1fe96c8a1487.jpg
  • Master force focus now increase the force regeneration provided by the meditative stance by 50% for consulars. A little bonus effect to make more use of the meditative stance, i restricted this to the last stage so it's not too op.
  • Rage: This feat changes the secondary attribute modifier (i've edited some force powers, so it's not ALWAYS Charisma, but instead Wisdom + Dex, or Wisdom + Con, or Wisdom + Int...) from the damaging force powers DC by Strength if it's higher. 2040142676_Sanstitre33.jpg.2bfa1f1579eb97e223eb34d2cfabe186.jpg
  • Dark Rage: This one is heavily inspired by TamerBill. So it adds the Strength modifier to the damaging force powers damages. Its more effective as darksider, and less effective as lightsider. I've made this feat applies to 99% of damaging force powers, including of course the new force powers, and i nerfed the amount of damages added compared to tamerbill's original mod where it was going complete skyrocket.1835252952_Sanstitre34.jpg.c2c203d09c306bb3020fdc21ba6aeb51.jpg
  • Soul feast: This one is a three tiered feat inspired by TamerBill with some additional effects. So you regen Vitality points and force points by killing living beings. The second tier also provides +1 fortitude for 30 seconds and the third tier provides +1 will for 30 seconds. Dying force users increase the regeneration. 206668170_Sanstitre35.jpg.8396f8699388fb0ff141403ba483ab21.jpg
  • Inner Focus: Increases the force points regeneration. The more you have force points, the better (so, obviously great for consulars). Divided by 2 while in combat.991946536_Sanstitre36.jpg.b8b3a5b4014d402ca97948d834e69836.jpg
  • Spirit Healer: Very much inspired by TamerBill. It heals some vitality points when casting force powers on allies. I have changed and revised the force powers you can cast on allies btw.1021053921_Sanstitre37.jpg.fdf6390ba14bc10c2b28704cdcfae2ac.jpg
  • Force Metabolism: Extends the duration from self casted force power buffs depending on the constitution modifier.103398242_Sanstitre38.jpg.4c44532113736f678cc4b76bc7dd4f07.jpg

Droid feats:

Spoiler
  • Dueling: T3 now has access to dueling alongside 2 weapon fighting. God knows why he only had the 2 weapons fighting available!
  • Basic combat feats: So T3 now has the first level from Sniper shot, Power blast and Rapid shot available to select. It makes sense that he has less combat feat compared to HK, but i felt that providing him at least the very basic combat feat as an option could provide more choice and options to the player especially regarding the items that provides feats on droids.
  • Droid weaponry: This 3 tiered feat increases the damages dealt by special weapons. Its a random amount between 0 and 25% for first tier, and then 0 to 50% for second tier (i chose random because the droid special weapons ALWAYS hit, and i didnt want that to be too broken aswell). Finally the last tier increase the DC from special weapons by 5 (up to 25 then) and is exclusive to HK. 1861399919_Sanstitre1.jpg.77924978d76ebfad3b6d153b7ef2c33e.jpg
  • Shield boost: This feat is inspired by TamerBill, but instead of affecting both humans and droids its only available for droids.1292919689_Sanstitre2.jpg.f91302f58bd45b751359d0d9f7d2b009.jpg
  • Self Maintenance: This feat increases the amount of VP restored with repair kits depending on the repair skill.710780970_Sanstitre3.jpg.3b3d2a2866a392b5a541fcd8b912db54.jpg

In another message i'll showcase the companions unique feats, the class changes and also the force powers (A lot to cover as you can tell!). As you can see, everything is kinda intertwined depending on items, companions rebalances, class rebalances, force powers... Hence why i'm doing a single install for all this. That's A LOT of math, so there'll be be balancing issues for sure. I can't wait to open this to players so they can give proper feedback. I cannot wait to see the builds people will pull out aswell, because the variety is going to be WAYYYY better than vanilla!

21 hours ago, N-DReW25 said:

I hope you keep that attitude up when you release, because trust me they're out there and they may just leave an essay in your comment section about how their very narrow subjective interpretation of something is a matter of life or death.

Well, this is one of the few drawbacks from modding. Some people take things for granted, or feel they "deserve" something. I'm doing this for free, entirely on my spare time, and for my own pleasure first. I can totally take people's feedback, and it's vital to have someone's opinion about your own work, because as a single worker on this, you can miss out on something. I do have "Spiceman" on discord, someone that follows my work nearly from the start and we're discussing A LOT about this project. His insights and feedbacks have been very valuable, huge thanks to him. Anyway, all that i mean is that i enjoy feedback, but people have to understand that's its only a fan made mod bearing its own vision and wishes. If they're not happy with this, i think they will survive lmao and i will survive mean comments too :p 

 

21 hours ago, N-DReW25 said:

I would like to point out that MariusFett made the original Female Sith Soldier variant as a modder's resource, they simply deleted the original modder's resource and thus my mod became the only archive of the files. I simply put those models in-game as actual Sith Soldiers, made the unique female soundset, and implemented that soundset in-game.

The credit list is updated!

21 hours ago, N-DReW25 said:

What is this "chromas" you keep refering to?

I meant their skin colors. So i've showcased the turquoise and brownish variants up there! I'll have more to showcase later like bib surool :)  

21 hours ago, N-DReW25 said:

Maybe they could be uploaded as a separate mod to act as an addon for K1CP, their update cycle takes quite a while so for bugs that I personally find I add them to my Unofficial K1CP Tweak Pack until K1CP eventually adds the fix themselves.

For sure! If you want to, we can talk about this and the type of content that could be included in there :) 

21 hours ago, N-DReW25 said:

Any plans for the Czerka Depot?

Nothing very precise in mind at the moment, but i've already started fixing the module. The only thing remaining now is the lighting and 2 holes. :) I should be able to fix a portion from the lighting reusing some assets from Kashyyk and Korriban that have the same geometry.

21 hours ago, N-DReW25 said:

I notice you use the vanilla textures for the mask and skirt textures. You might be trying to reconcile the fact that some Sith Soldiers drop mask items but would it be possible to replace the vanilla mask texture with a reskinned mask texture to make it look as if the mask was part of the actual helmet? For example, reskin the Vacuum Mask yellow and the visor black to make it appear as if it wasn't obviously two models merged into one?

Well i'll at least try this out someday for sure!

21 hours ago, N-DReW25 said:

Do you have a number for how many Sith Soldier reskins you have? Because I have some reskins of my own for a future Sith Army NPC Overhaul mod and I think things like the skirt and some mask combinations might work nicely.

I don't have that much at the moment, i've showcased most of them up there. But i'll do more of them for sure. As i said, i'm willing to share anything so if something interests you along the way tell me :)

21 hours ago, N-DReW25 said:

Has that Ubese been reskinned? I know that texture is really low-res in the vanilla game though maybe you haven't and I'm just imagining things.

Nope but its using ShiningRedHD's upscaled textures ;) Just like most of the new assets ported from TSL, i'm using his textures with his authorization. I know there are A LOT of visual improvements or upscales out there, but the things im enjoying the most are the ones closest to the vanilla art direction. I know Dark Hope is looking to redo a lot of assets from the first game, but IMO they look too realistic and most of the time are not in line with the game's art direction (even tho they look insanely good and its an amazing work). So its a decision from me to use upscaled textures from Vanilla by default. It also makes everything im adding completely in line with ShiningRed's ultimate mod serie that improves visually most of the game's textures.

21 hours ago, N-DReW25 said:

Are you using my Children NPC Fixes for the blonde child? Or did you recreate it yourself? (Even if you did use my work I wouldn't mind)

Ho well, now that you mention this... I have used your Smoothed hands texture for the female child for sure, over an upscaled texture from shiningredHD. I should have specified it. Other than this i've done the rest by myself (skin color especially since you did this aswell) ;) I also think i've got some variants with gloves. Anyway, sorry for not specifying this, as i'm in the middle of thousand things its sometime hard to keep track of what i'm using or not, especially since its only showcases at the moment. Tho for a definitive release, i'll make sure 300% to have every permissions, don't wanna steal anyone's work or take credit for something that i didnt do myself. You have my apologies and the credit list is updated ;) 

21 hours ago, N-DReW25 said:

Ah, tiered Jedi Robes?

You know, you can make your robes compatible with JC's Hybrid Cloaked Robes.

So its basically chromas to add a bit of variety to the robes. I have specific plans in mind for the jedi robes: I will remove the Star Forge robes model to replace them with the armored robes from K2. The star forge robes will become revan disguises to give a free column. Then i'll be replacing the vanilla robes with the cloaked robes from K2, but unlinke JC i will import a lot more variant instead of only having the 4 or 5 from K1 vanilla. JC released a modder's ressource with his supermodels separate from his mod. I'll also make the Jedi Master have master robes aswell. 

The vanilla robes i'm pulling out are mostly to add variety to the npcs jedis clothes, especially since im extending Dantooine with the Jedi Enclave sublevel ;) But its a nice modder's ressource i guess aswell.

Very long post but at least i answered to everything i guess? Next time i'll be covering the force powers for sure!

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