N-DReW25

N-DReW's K2 NPC Overhaul Series

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The time has come, this is the WIP thread for the Kotor II counterpart of my Kotor I NPC Overhaul Series.

 

In this WIP thread, I shall be showcasing ports of my K1 NPC Overhaul into K2 alongside brand new NPC Overhaul mods specifically for K2.

 

The Kotor II NPC Diversity Pack shall be very different from my Kotor I counterpart, instead of releasing a rather finished product and then perfecting that product through updates the first release shall include just Telos and will add new planets every update until most of the planets are complete.

 

I say "most" planets because some planets simply don't have NPCs to overhaul like Peragus and Malachor for example.

 

Unlike Kotor I, many of the commoner NPCs spread across the galaxy are just downright bad. What do I mean by this? Well, Commoners often have very few unique dialogues so a room with 10 men inside will each share the exact same dialogue with just three lines, the Commoner NPCs in the 201TEL Citadel Hangar will stop and remain stuck standing forever when you speak with them, a commoner in 202TEL will run away from the Mercenary fight and end up stuck in a corner, commoners in 202TEL are positioned weird with one man standing on the edge of a 500 foot drop, NPCs in 204TEL and 302NAR have this weird "random" walking script which doesn't take into account where that NPC actually is resulting in commoners entering the Ithorian Compound, not reacting to the Mercenary Battle, and Refugees ending up outside the Refugee Area stuck inside the ramp areas.

 

And the worst part of Kotor II's commoner NPCs is that:

1) They all share the exact same filename, for example "n_telm01.utc" is spread between a few Telos modules. In my experience, this has caused havoc with the TSLPatcher and HoloPatcher (Though this could just be a skill issue on my part).

2) More often than not an NPCs UTC file will be duplicated inside the .GIT file, meaning there will always be two identical NPCs unless the .GIT file is modified to remove the duplicate.

 

Now, compare these to Kotor I's commoner NPCs. There are multiple Commoner dialogues with multiple lines to give variety, the best example being the Taris Upper City. Commoners have unique walking scripts which directs them to do laps across a certain location of the map, the best examples being the Taris Upper City, Dantooine Jedi, and Anchorhead Commoners. 95% of Commoners have their own unique UTC file for each module and only 2% of NPCs have the .GIT file duplication problem.

 

Kainzorus Prime's [TSL] NPC Overhaul Mod directly changed the .UTC files and nothing else. This means problems 1 and 2 mentioned above are in full force with this mod.


Problem 1) All the commoner NPC files are the exact same between modules, and since this mod was made before the "FileName" functionality was introduced to the TSLPatcher this mod has to be installed more than 50 times as you are installing .UTC files into each individual module in the game.

 

Problem 2) The duplicated NPCs are in this mod but they're less noticeable. Look at the screenshot down below, count how many Asian men wearing pink clothes you see.

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My NPC Diversity Pack for Kotor II shall fix both of these problems, to prevent having multiple .UTC files shared across multiple modules use the exact same .UTC file I've modified the .GIT files to replace the vanilla Commoner .UTC files files, like "n_telm01.utc" for example, with new modded .UTC files with unique file names per module.

 

I've not only removed the duplicate NPCs from the .GIT file, but I've also added new NPCs and new placeables into different modules.

 

In this spoiler down below, I've added NPCs to the background of the 202TEL Citadel module to imply that these are areas in which people are working and living in.

Spoiler

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A major hurdle in 202TEL is that Commoners will run away from the Mercenary fight and get stuck in the corner, TSF Officers will fight the Sullustan and not you if you went Dark Side, and no one seems to react to the Masked Duros Assassin fight. These have been fixed in a number of ways.

 

The vanilla NPCs have been swapped out for NPCs with unique .UTC files and have all been moved into the airport area that leads to the Residential Modules. The airport area that leads to the Docks are empty to imply that the Transit Shuttle has just left leaving the area empty, this was done to improve the Masked Duros Fight so that he now isn't attacking you in front of civillians.

 

Each of the new NPCs have their own unique dialogue, the child reuses the child line from the Onderon Child that goes "I'm not supposed to talk to offworlders". the Bith, Aqualish, and Ithorian shall use alien VO, the two other women in the background shall have "[This woman is ignoring you]" dialogue and will be mute, the Smuggler shall reuse traveller dialogue from 201TEL, the Onderonian is the Onderonian Diplomat from 204TEL as he'll be moved out of the Hospital Area and into this area.

Spoiler

208580_7169.jpg.4d791f9c0b950ac9df6fd096f2a333ef.jpg

 

The TSF Patrols have been replaced with cleaning and maintenance droids, it will now make sense as to why they aren't properly reacting to the Mercenary fight or you murdering the Sullustan as these are low-intelligence droids who can't act as reliable witnesses to their/your crimes.

Spoiler

208580_7151.jpg.243f8e830684d327e69bc679ef32e76b.jpg208580_7168.jpg.c785a8df55ff830a9e40443ed2cd3560.jpg208580_7165.jpg.c5edfab14eaad3ec9a4624263d8cb72d.jpg

 

Thus far, I've only started tinkering with 202TEL and 203TEL whenever I've felt like it. The first release of the K2 NPC-DP mod is nowhere near ready, but this is the NPC Overhaul "Series" WIP thread, and just like in K1 that means I'm developing other mods to be used alongside the K2 NPC-DP mod.

 

A Peragus NPC Overhaul is 99% complete and could be released real soon, the problem is that I don't know "how" to release it.

 

Do you guys know of my Beta Peragus Miner Pack? It adds a few optional installations for those who might want to restore the cut Peragus Uniforms that were based on the Czerka Uniforms. You can't install all of these installations all together though, one install might convert all the Peragus Miners into Beta Peragus Miners whilst another install might restore the Beta Peragus Miners for one or two Peragus Miners whilst the rest wear the vanilla Miner's Uniform.

 

Right now, the Peragus NPC Overhaul is setup as an update to the Beta Peragus Miner Pack which I feel might overcomplicate the installation process. All together, there would be 9 installations if it goes ahead as an update.

 

Here are the installations:

1) Everyone a Beta Miner: Self-explanatory, converts Peragus Miners into Beta Peragus Miners for those who want to roleplay "what if Obsidian kept the Beta model".

2) No Player Heads: Removes the Player Heads from the Peragus Miners, namely one of Coorta's Thugs, and replaces them with generic Commoner heads.

3) Some Beta Miners: Self-explanatory, only converts some of the Peragus Miners into Beta Peragus Miners so that some Miners wear Miner's Uniforms whilst others wear Beta Miner uniforms.

4) Proper Peragus Corpses: Turns the Peragus Corpse placeables invisible and spawns dead Peragus Miner NPCs on top of the invisible placeables. These dead Peragus Miners reuse the four Peragus Miner appearances meaning they'll be plenty of cloned appearances but, by comparison to the normal game like the Telos Militry Base, would fit right in.

5) Peragus NPC Overhaul: Cannot be installed without 'Proper Peragus Corpses'. Gives each and every dead Peragus Miner their unique appearance. Since there are so many bodies scattered throughout Peragus, the generic Commoner heads you'll see will only appear once with the only repeats being the Devaronians.

6) No more "Destroy Terminal" option: Removes the option to destroy the computer terminals on Peragus, thus forcing you to complete the Peragus questlines.

7) Lootable Lockers: The static lockers that you cannot access on Peragus will all be given randomly generated loot you can access.

8,)  Tiered Peragus Miners: Requires the Peragus Mining Gear mod to be installed and cannot be installed without 'Proper Peragus Corpses' and 'Peragus NPC Overhaul'. With the Peragus Mining Gear mod installed, this install readds the vanilla Miner's Uniform back into the game as a seperate item to the Peragus Mining Gear armor. This install will change the dead Peragus Miner's so that they are wearing a mix of Peragus Mining Gear, Miner's Uniform, and Beta Peragus Uniform.

9) Vibrocutter Swap: Cannot be installed without 'Proper Peragus Corpses'. This install will render the Corpse with the Vibrocutter unusable and will move the Vibrocutter to the locker in the Peragus Security Office. Consider this install a compatibility patch as Lewok's mod won't work with this mod.

 

So, what do we think? Should I partition the Beta Peragus Miner Pack update into several smaller mods? And if so, what how many mods and which sections will go into these mods?

 

When I get around to working on the K2 NPC-DP mod, or any other mod in the K2 NPC Overhaul Series, I shall post my progress here. I look forward to hearing what you all think in the mean time. 😎

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I was hoping you'd announce this. And it's even more impressive that you're starting work on a KOTOR II NPC Overhaul series when you've admitted that your K1 mods are unfinished. Still looking forward to seeing the the Echani Mercenaries(including the one restored by K1R) on Manaan and the Outcast Children in the Tarisian Undercity. Once those two are implemented, I'll give KOTOR another install and find some good mods! 

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