CapitaineSpoque 111 Posted Monday at 08:02 AM Hello there! Pretty happy to announce that 2 of the 3 cut modules are now completely restored and are already released as a modder's ressource here on Deadlystream for anyone to use 🥳 The Kashyyk cut module didn't need much work at all! It was all about editing the .vis file, adding a fog effect in the .are and providing a minimap. This is all done! My plan with this module will surely be as i said earlier, making it the specific area where you encounter the ritual beast. I have nothing yet very clear in mind, but I wish to make the ritual beast encounter much more memorable, i've already planned to make this specific terentatek the size of a fully grown rancor to distinguish it from the others The Czerka Depot cut module needed much more work. There were a lot of models broken, with missing parts such as ceilings/geometry holes, various errors like walls flying few centimeters in the air and so much more. I also partially fixed the most hideous lightmaps. I am not yet skilled enough to correct everyone of them, there are still some rough lighting transition from one room to another. Some walkmeshes have been fixed aswell, and some textures too. Finally i've provided a custom minimap aswell! Czerka depot screenshots: Spoiler Very proud of all of this work, especially the Czerka Depot module. Not perfect at all but its already so much better than what was there, and its entirely playable now It leaves us with one last cut module: The tatooine cut rakatan temple. This is the module that requires a TON of work. The walkmeshes are atrocious, some lightmaps aswell and so are the room transitions, there are a lot of missing elements especially in the rakatan ruins... For this one, I cannot "just" repair what's in there, because there is too much stuff missing. I also think that i'll do some few cuts, because some portion of the level are too broken and beyong repair. There is still enough from this module to be used and repurposed into something both unique and playable. The biggest theory out there is that this module was supposed to have some kind of sarlacc maw encounter, which would make sense judging the last "pit" room. I still don't know how this area would play out, aside from maybe 1 unique crystal formation and few rakatan lore. If you have any idea, feel free to share! Anyway, still a lot of work to do! You can check the cut modules i restored in the video I'm providing Peace! 3 1 Quote Share this post Link to post Share on other sites
Mephiles550 238 Posted Monday at 12:09 PM Regarding the Tatooine Temple, a neat work around I saw in the edge of darkness mod which reused this module was that the module had a much darker ambient lighting effect around the player, so the area would only get lighter if you walked in that direction. It wasn’t really possible to see the white void beyond because of this. This is in TSL however and idk if this effect would be doable in KOTOR 1 I feel like if this effect can be replicated you might be able to get away with how the outside part of the map looks. I think they were trying to replicate the Dantooine Ruins which you can see has a very vast and spacious detailed area outside of the bounds. It looks like they didn’t even start that part in the cut module. I feel like the biggest problem with the cut temple module is definitely its messed up walk meshes. Some places you need to find just the right spot to go around the hallway. I always thought this could be fixed by just placing junk objects or rakatan ruins objects in the areas that you can’t go on, kind of giving the player a makeshift pathway of sorts. btw beyond restoring the Korriban module, you did a really cool job with even adding a custom transition room to the original module, working door and all! Great stuff btw for your Korriban Ludo Kressh mod, how did you plan to add the TSL version of the cave module to the game? Were you able to essentially remake the rogue students quest and port all the dialogue and scripts from the original cave into the new one with the tomb? 1 Quote Share this post Link to post Share on other sites
CapitaineSpoque 111 Posted Monday at 01:16 PM 52 minutes ago, Mephiles550 said: Regarding the Tatooine Temple, a neat work around I saw in the edge of darkness mod which reused this module was that the module had a much darker ambient lighting effect around the player, so the area would only get lighter if you walked in that direction. It wasn’t really possible to see the white void beyond because of this. This is in TSL however and idk if this effect would be doable in KOTOR 1 I feel like if this effect can be replicated you might be able to get away with how the outside part of the map looks. I think they were trying to replicate the Dantooine Ruins which you can see has a very vast and spacious detailed area outside of the bounds. It looks like they didn’t even start that part in the cut module. I feel like the biggest problem with the cut temple module is definitely its messed up walk meshes. Some places you need to find just the right spot to go around the hallway. I always thought this could be fixed by just placing junk objects or rakatan ruins objects in the areas that you can’t go on, kind of giving the player a makeshift pathway of sorts. Two things i've definitely thought about: Making the area darker (especially since it does not currently match the lighting from the back of the Krayt dragon's cave) and having some rakatan ruins/additional rocks to hide rough area transitions/texture transitions and so on. For the walkmeshes, i will hopefully entirely fix them and it shouldnt be a problem, I won't use the default ones because they're very broken. I will most likely redo them entirely. I will take a look at Edge of Darkness to see how it was done thanks for poiting this mod out I will reuse some assets from the base game to fill the gaps in the Tatooine temple. The Dantooine ruins and the shyrack cave have similar geometries so i can surely use some of their part, finally the unknown world temple summit may be used aswell. One thing I do not understand and you might be able to clear it for me, is that some portion (especially the rakatan ruins) are entirely enlighted, just as if these parts were out in the open (their ceiling part at least). I thought about having these parts "burried" (just like Dantooine ruins) but still i'm wondering, do you think it was intended to have portion of the levels both under and above the ground level? 1 hour ago, Mephiles550 said: btw beyond restoring the Korriban module, you did a really cool job with even adding a custom transition room to the original module, working door and all! Great stuff Ty I've basically reused the room that leads to the sith academy and mirrored the ground from the adjacent room to have accurate lightmaps. 1 hour ago, Mephiles550 said: btw for your Korriban Ludo Kressh mod, how did you plan to add the TSL version of the cave module to the game? Were you able to essentially remake the rogue students quest and port all the dialogue and scripts from the original cave into the new one with the tomb? Atm my very rough idea is to have the key to this tomb lootable in Naga Sadow's tomb. I don't really get what you're talking about with the rogue students? Are you talking about the two twileks and the woman you can meet in the shyrack cave? 3 Quote Share this post Link to post Share on other sites
Mephiles550 238 Posted Monday at 02:12 PM Actually nevermind about my question regarding Ludo's tomb, I rewatched your video for it. What you did with that is beyond impressive. I thought you just ported the TSL version of the Shyrak cave, the one that has the exit to the surface blocked off, into Kotor 1. I thought that meant it was basically an empty module. I think what you actually did was merge the portion of the TSL cave that has the Ludos Tomb (the tomb entrance on the far edge of the cave) with the rest of the Kotor 1 module. That means all the content from the original Kotor 1 cave, like the students and the Terentatek, is still the same. That's amazing. I've seen people merge hallways and doors, I didn't think anyone would be able to merge all that rough geometry in the cave. Well done! For your question about how the Tatooine cave has some illuminated parts... tbh I really can't tell what they were going for. Keep in mind while the cave seems to be underground, it doesn't look that deeply submerged at all. The Krayt Dragons cave wasn't exactly buried in the first place, it felt more like a raised mound with a wide entrance. The walkway you can see right next to the star map seems to be just going straight forward instead of descending downward. I always got the impression from the large naturally formed parts of the cave that light was illuminated from the surface because it was probably hardly submerged at all. I think what they were going for is that the entire thing was below the surface, but with plenty of cracks in the ceiling to allow for natural light to enter. Basically, imagine the background for the Dantooine ruins but much brighter. The only slight exception I can think of is the large chamber where the Sarlacc was supposed to be. I always imagined this room had no ceiling and was exposed to the surface. Keep in mind though this entire module seems to be a rough draft. They probably didn't really know what they were doing with it and scrapped it for several reasons, not just for story. They might have had the same thought you had right now regarding the inconsistency of the lighting based on how this structure is supposed to have been incorporated into both the cave and the dune sea in general. They probably just gave up when trying to figure out how to make it work and just decided to plop the star map into the cave entrance, leaving the cave's transition right next to it still fully visible. Kotor 1 has a bunch of areas like that. A silly thought I had one day while looking at this module was it would've worked great as an underwater area in Manaan. Add the Manaan surface animated background in place of the white void, darken the lighting and have the character slowly explore in an environment suit. The giant Shark could've been in the sarlacc chamber instead. I feel like that would've been much cooler, but that's a pretty radical idea. Quote Share this post Link to post Share on other sites
SithNadd 25 Posted Monday at 03:32 PM That Czerka depot certainly looks a lot better after a bit of TLC from you. Sorting that area out was one of the things on my 'things to do some day' list, but it looks like it can be crossed off now, which I certainly won't be complaining about! Big ol' area to fill with content though, so I look forward to seeing what you decide to fill it with. Quote Share this post Link to post Share on other sites
CapitaineSpoque 111 Posted Monday at 03:36 PM 1 hour ago, Mephiles550 said: Actually nevermind about my question regarding Ludo's tomb, I rewatched your video for it. What you did with that is beyond impressive. I thought you just ported the TSL version of the Shyrak cave, the one that has the exit to the surface blocked off, into Kotor 1. I thought that meant it was basically an empty module. I think what you actually did was merge the portion of the TSL cave that has the Ludos Tomb (the tomb entrance on the far edge of the cave) with the rest of the Kotor 1 module. That means all the content from the original Kotor 1 cave, like the students and the Terentatek, is still the same. That's amazing. I've seen people merge hallways and doors, I didn't think anyone would be able to merge all that rough geometry in the cave. Well done! To be honest, it was not "that hard" to do either. I used K1's shyrack cave as a base, and then partially removed and replace the stuff with K2's shyrack cave A bit of modeling involved but nothing impossible So ye basically the cave is exactly the same as K1, i only added the corridor extension + changed the minimap. 1 hour ago, Mephiles550 said: A silly thought I had one day while looking at this module was it would've worked great as an underwater area in Manaan. Add the Manaan surface animated background in place of the white void, darken the lighting and have the character slowly explore in an environment suit. The giant Shark could've been in the sarlacc chamber instead. I feel like that would've been much cooler, but that's a pretty radical idea. Haha funny enough i also thought about a submerged rakatan thing for Manaan, and i was already planning on adding some rakatan statues here and there in the bottom of the ocean. Quite an interesting idea still, I'll think about all of this. 3 minutes ago, SithNadd said: That Czerka depot certainly looks a lot better after a bit of TLC from you. Sorting that area out was one of the things on my 'things to do some day' list, but it looks like it can be crossed off now, which I certainly won't be complaining about! Big ol' area to fill with content though, so I look forward to seeing what you decide to fill it with. Indeed! Fixing the models is the "easy" part, filling the area with npcs and exciting stories to be told is something else 1 Quote Share this post Link to post Share on other sites
SithNadd 25 Posted Monday at 03:40 PM 1 minute ago, CapitaineSpoque said: Indeed! Fixing the models is the "easy" part, filling the area with npcs and exciting stories to be told is something else Absolutely. As I believe a certain Jedi Knight once said: "This is where the fun begins..." Will the fixed area models be released as a modders resource similar to what you did with the Shadowlands module? I'm itching to start adding some content in myself now that there's a fixed set of models out there. 1 Quote Share this post Link to post Share on other sites
CapitaineSpoque 111 Posted Monday at 04:16 PM 35 minutes ago, SithNadd said: Absolutely. As I believe a certain Jedi Knight once said: "This is where the fun begins..." Will the fixed area models be released as a modders resource similar to what you did with the Shadowlands module? I'm itching to start adding some content in myself now that there's a fixed set of models out there. Absolutely, the Czerka depot is currently waiting for approval Most of the stuff i'll be pulling out along the way will be released as modder's ressource hopefully! 1 Quote Share this post Link to post Share on other sites
Spectrometer 23 Posted Tuesday at 02:02 AM Very impressive work! I didn't even know there was a Korriban depot module. Would it be too difficult to port to TSL? Thinking out loud, I think these could be great for the Revenge of Revan mod or any other total conversion mod. Quote Share this post Link to post Share on other sites
N-DReW25 1,488 Posted Tuesday at 11:37 AM On 8/4/2025 at 6:02 PM, CapitaineSpoque said: It leaves us with one last cut module: The tatooine cut rakatan temple. This is the module that requires a TON of work. The walkmeshes are atrocious, some lightmaps aswell and so are the room transitions, there are a lot of missing elements especially in the rakatan ruins... For this one, I cannot "just" repair what's in there, because there is too much stuff missing. I also think that i'll do some few cuts, because some portion of the level are too broken and beyong repair. There is still enough from this module to be used and repurposed into something both unique and playable. The biggest theory out there is that this module was supposed to have some kind of sarlacc maw encounter, which would make sense judging the last "pit" room. I still don't know how this area would play out, aside from maybe 1 unique crystal formation and few rakatan lore. If you have any idea, feel free to share! Personally, I would go for the easiest route of making custom content that non-modders would appreciate. In the words of HK-47 - "Doing more with less. It is 'art." Of course, you've just fixed the Shadowlands and Czerka Depot modules and you appear to be moving on to fix the Tatooine temple - you're definitely doing more than less. I personally didn't even think the Czerka Depot was that bad, all you had to do is lock one of the rooms with the broken walkmesh and everything would've been functional. Your planned cuts may make or break my following suggestion, but I think the Krayt Dragon in the cave should be protecting the cave that leads into the Tatooine Temple instead of the Star Map. Off from memory, the Tatooine Temple has a bunch of isolated rooms and the big central pit where the Star Map would've been. I think these rooms should all be locked and you should move room to room unlocking puzzles on computers or fighting Rakata Droid boss fight in order to prove yourself "worthy" to the Rakata security systems to advance into the next room until finally you enter the Sarlaac room. Perhaps the Sarlaac has been dead for thousands of years but through the Rakatan computers you learn that the ancient builders would sacrifice slaves and rebellious Rakata into the Sarlaac as part of an ancient Mayan influenced ritual, perhaps these computers can also reveal that this temple was built before the Rakatan's orbital bombardment that turned the green Tatooine into a desert and that the resulting climate change and the lack of sacrifices slowly killed the Sarlaac. Perhaps this security system that requires you to unlock the doors was altered by Revan in the same way he/she altered the Kashyyyk Star Map's security system, some of the correct answers to these questions in these computers could've been set by Darth Revan and so you're given the choice of answering the way Darth Revan would've answered them or you're forced to fight Rakata Droids. And just like on Kashyyyk, if you do Tatooine last the computer recognizes you as Revan. Also, if it is at all possible, I'd add some form of "Crystal Crystal" as I know there was a divide in the cave area that lead to a big open cave room (though I suspect that's the area you'd want to cut). 1 Quote Share this post Link to post Share on other sites
CapitaineSpoque 111 Posted Tuesday at 12:08 PM 10 hours ago, Spectrometer said: Very impressive work! I didn't even know there was a Korriban depot module. Would it be too difficult to port to TSL? Thinking out loud, I think these could be great for the Revenge of Revan mod or any other total conversion mod. No this would be rather easy if anyone wants to do it It would require using mdledit and importing maybe some textures from K1. 43 minutes ago, N-DReW25 said: Personally, I would go for the easiest route of making custom content that non-modders would appreciate. In the words of HK-47 - "Doing more with less. It is 'art." Of course, you've just fixed the Shadowlands and Czerka Depot modules and you appear to be moving on to fix the Tatooine temple - you're definitely doing more than less. I personally didn't even think the Czerka Depot was that bad, all you had to do is lock one of the rooms with the broken walkmesh and everything would've been functional. Sometimes I think I'm a bit of a perfectionist, tweaking details that 99% of people out there won't even notice. Maybe (surely?) it's too much at times and I should curb my enthusiasm a little sometime. Although I have a hard time stopping myself haha. 43 minutes ago, N-DReW25 said: Your planned cuts may make or break my following suggestion, but I think the Krayt Dragon in the cave should be protecting the cave that leads into the Tatooine Temple instead of the Star Map. Off from memory, the Tatooine Temple has a bunch of isolated rooms and the big central pit where the Star Map would've been. I think these rooms should all be locked and you should move room to room unlocking puzzles on computers or fighting Rakata Droid boss fight in order to prove yourself "worthy" to the Rakata security systems to advance into the next room until finally you enter the Sarlaac room. Perhaps the Sarlaac has been dead for thousands of years but through the Rakatan computers you learn that the ancient builders would sacrifice slaves and rebellious Rakata into the Sarlaac as part of an ancient Mayan influenced ritual, perhaps these computers can also reveal that this temple was built before the Rakatan's orbital bombardment that turned the green Tatooine into a desert and that the resulting climate change and the lack of sacrifices slowly killed the Sarlaac. Perhaps this security system that requires you to unlock the doors was altered by Revan in the same way he/she altered the Kashyyyk Star Map's security system, some of the correct answers to these questions in these computers could've been set by Darth Revan and so you're given the choice of answering the way Darth Revan would've answered them or you're forced to fight Rakata Droids. And just like on Kashyyyk, if you do Tatooine last the computer recognizes you as Revan. Also, if it is at all possible, I'd add some form of "Crystal Crystal" as I know there was a divide in the cave area that lead to a big open cave room (though I suspect that's the area you'd want to cut). Very interesting ideas, especially regarding the kind of Mayan vibe i really like that. George Lucas had a passion for anthropology after all. I kinda already planned to add crystal formations to secondary planets. I think i'll keep it to 1 or 2 crystals max, because i still want Dantooine and Korriban to stand out in that regard. But still, would be cool to find a unique crystal formation lost in the Kashyyk shadowlands, in the burried temple on Tatooine, or at the bottom of the ocean for Manaan. A little treat for today... As you may already know, @Quanon had pulled out custom modules for K1 in the past (I think only one thing got playable at some point, the Beta Korriban Temple Mod. ). These custom modules were really ambitious and I love the overall aesthetic, specifically the Korriban ones. Well I'm delighted to announce that Quanon has opened the doors to its superb resources for us recently! He is currently fixing his models so we can import them into blender (these models were made with older tools, and it tends to be broken with nowaday tools) and edit them freely. The first pieces from this collaboration are done, and you can see his custom module in video. All the models are Quanon's original work! Ive only edited the module walkmeshes, overall lighting/fog (because obviously, there is no lightmap), added small fallen rocks at the entrance, a little smoke effect in the sith chapel and animated light to the central piece, and finally fixed some texture uv maps. @Quanon is still working on this and there will be more rooms to this module! Congratulations to @Quanon and huge thanks to him, the assets are GORGEOUS 🥰 6 Quote Share this post Link to post Share on other sites
StellarExile 77 Posted Tuesday at 04:11 PM 4 hours ago, CapitaineSpoque said: No this would be rather easy if anyone wants to do it It would require using mdledit and importing maybe some textures from K1. Sometimes I think I'm a bit of a perfectionist, tweaking details that 99% of people out there won't even notice. Maybe (surely?) it's too much at times and I should curb my enthusiasm a little sometime. Although I have a hard time stopping myself haha. Very interesting ideas, especially regarding the kind of Mayan vibe i really like that. George Lucas had a passion for anthropology after all. I kinda already planned to add crystal formations to secondary planets. I think i'll keep it to 1 or 2 crystals max, because i still want Dantooine and Korriban to stand out in that regard. But still, would be cool to find a unique crystal formation lost in the Kashyyk shadowlands, in the burried temple on Tatooine, or at the bottom of the ocean for Manaan. A little treat for today... As you may already know, @Quanon had pulled out custom modules for K1 in the past (I think only one thing got playable at some point, the Beta Korriban Temple Mod. ). These custom modules were really ambitious and I love the overall aesthetic, specifically the Korriban ones. Well I'm delighted to announce that Quanon has opened the doors to its superb resources for us recently! He is currently fixing his models so we can import them into blender (these models were made with older tools, and it tends to be broken with nowaday tools) and edit them freely. The first pieces from this collaboration are done, and you can see his custom module in video. All the models are Quanon's original work! Ive only edited the module walkmeshes, overall lighting/fog (because obviously, there is no lightmap), added small fallen rocks at the entrance, a little smoke effect in the sith chapel and animated light to the central piece, and finally fixed some texture uv maps. @Quanon is still working on this and there will be more rooms to this module! Congratulations to @Quanon and huge thanks to him, the assets are GORGEOUS 🥰 Do you happen to know if the lava planet ones will be involved too? Quote Share this post Link to post Share on other sites
CapitaineSpoque 111 Posted Tuesday at 05:09 PM 57 minutes ago, StellarExile said: Do you happen to know if the lava planet ones will be involved too? Lava planets? I didn't even know this was a thing Quote Share this post Link to post Share on other sites
N-DReW25 1,488 Posted Wednesday at 12:06 AM 11 hours ago, CapitaineSpoque said: Very interesting ideas, especially regarding the kind of Mayan vibe i really like that. George Lucas had a passion for anthropology after all. I kinda already planned to add crystal formations to secondary planets. I think i'll keep it to 1 or 2 crystals max, because i still want Dantooine and Korriban to stand out in that regard. But still, would be cool to find a unique crystal formation lost in the Kashyyk shadowlands, in the burried temple on Tatooine, or at the bottom of the ocean for Manaan. Do you think you can convert one of the empty "chambers" of the Shyrack cave into a crystal cave? The "chambers" I refer to is the 3 big rooms between the entrance and the big opening at the end with the bridge where the Terentatek and Tomb entrances are, Thalia May and her friends occupy the far right chamber whilst the middle and far left chambers are empty. Quote Share this post Link to post Share on other sites
CapitaineSpoque 111 Posted Wednesday at 01:08 AM 1 hour ago, N-DReW25 said: Do you think you can convert one of the empty "chambers" of the Shyrack cave into a crystal cave? The "chambers" I refer to is the 3 big rooms between the entrance and the big opening at the end with the bridge where the Terentatek and Tomb entrances are, Thalia May and her friends occupy the far right chamber whilst the middle and far left chambers are empty. Its totally doable yes. So you have something equally as big as the vanilla crystal cave in mind right? Quote Share this post Link to post Share on other sites
N-DReW25 1,488 Posted Wednesday at 01:12 AM 2 minutes ago, CapitaineSpoque said: Its totally doable yes. So you have something equally as big as the vanilla crystal cave in mind right? I'm fairly certain these "chambers" I refer too are either an exact, or near exact replica, of the vanilla crystal cave chamber with the crystals. If you were to "cut out" the crystal models from the Dantooine crystal cave and apply them to the model of the Korriban cave in the "chamber" I've listed above I'm sure it'd make for a very convincing crystal cave. 1 Quote Share this post Link to post Share on other sites
CapitaineSpoque 111 Posted Wednesday at 01:17 AM 1 minute ago, N-DReW25 said: I'm fairly certain these "chambers" I refer too are either an exact, or near exact replica, of the vanilla crystal cave chamber with the crystals. If you were to "cut out" the crystal models from the Dantooine crystal cave and apply them to the model of the Korriban cave in the "chamber" I've listed above I'm sure it'd make for a very convincing crystal cave. Ye it's very close indeed. I'll see about this, as i said i want the Korriban and Dantooine's crystal caves to stand out, with more crystal formations than the other planets. If i add crystal formations to the other planets, it'll be more likely a single or two crystal formations maximum. At least that's what i envisage right now. All of that being said it wouldn't be that hard to create a brand new crystal cave using this asset, only downside would surely be the lack of colored lightmap on the walls and ground, even if maybe an aurora light could be decent enough Quote Share this post Link to post Share on other sites
StellarExile 77 Posted Wednesday at 02:46 AM 9 hours ago, CapitaineSpoque said: Lava planets? I didn't even know this was a thing It was in his old files in his MediaFire account. Want me to post it? 1 Quote Share this post Link to post Share on other sites
CapitaineSpoque 111 Posted Wednesday at 02:57 AM 10 minutes ago, StellarExile said: It was in his old files in his MediaFire account. Want me to post it? Ye sure! Quote Share this post Link to post Share on other sites
StellarExile 77 Posted Wednesday at 03:27 AM 30 minutes ago, CapitaineSpoque said: Ye sure! https://www.mediafire.com/folder/eveve4fybr24n/Q_SellOut 1 Quote Share this post Link to post Share on other sites
CapitaineSpoque 111 Posted Wednesday at 04:18 AM 48 minutes ago, StellarExile said: https://www.mediafire.com/folder/eveve4fybr24n/Q_SellOut Pretty cool! Ive looked at the ressources, you can tell Quanon's ambition! Entirely new planets made from scratch in 2008... What a madman 😄 Unfortunately most of the stuff in there is far from a playable state. I don't know if Quanon would be willing to dive into fixing all of this honestly. I'm already very grateful that he is currently helping us restoring the most playable stuff from all of this (ie Korriban modules) but who knows? We'll see in the following months how all of this work takes shape. There is a long road ahead of me 😅 Quote Share this post Link to post Share on other sites
Janus_Icon 0 Posted Wednesday at 04:52 AM (edited) This mod sounds amazing! Love the fact that you're keeping it a large project with a big install too, installing small mods one by one and having compatibility issues is so tedious. I think the biggest problem plaguing the game when evaluated against modern standards is the NPC cloning, there's such a lack of human and alien variation. If this was fixed across the game (unique faces for all NPCs), it would go a long way to making the game feel modern when paired with other texture and reshade mods. So I think your vision for the game is absolutely nailing it! Good luck, can't wait to see this released. Edited Wednesday at 04:56 AM by Janus_Icon Quote Share this post Link to post Share on other sites
Spectrometer 23 Posted 15 hours ago @Janus_Icon there is a mod from N-DReW25 which does exactly that, diversify the faces of all the human NPCs, you can check it out, I think it's called NPC diversity pack. Quote Share this post Link to post Share on other sites