N-DReW25

N-DReW's NPC Overhaul Series

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It's been a long time since I've made a WIP thread here on Deadlystream, usually I just make a mod in private and (if it is finished) I release it. This WIP thread isn't about a single mod, however.

 

The release of my latest mod, Diverse Galaxy, marks the beginning of my NPC Overhaul series. The NPC Overhaul series shall be multiple mods which 'Overhaul' many of the NPCs within Kotor 1 (with the possibility of K2 versions of these mods being made at a later date).

 

Kotor has a reputation of having a sort of 'clone' effect where you'll see the same set of generic heads in close proximity to each other in-game. the Diverse Galaxy mod will swap the appearances of over 150 NPCs to ensure that you'll encounter more variety in the game, this mod only changes the NPC's heads and will not affect the Lite NPCs. As the K1 Community Patch is REQUIRED for this mod to work the Lite NPC's will be upgraded by the K1CP mod anyway.

 

As this is a series, more mods are planned to be made which do similar things for the game's NPCs, however, I am at a lost as to how the first few mods should be made. I wanted to release these mods separately so that users can install what they want, but I also have the option of simply adding these first few mods directly into the Diverse Galaxy mod as part of updates. The mod ideas are as follows:


* Diverse Galaxy: Will diversify the heads and appearances of Kotor's NPCs. RELEASED!

* Fashion of the Old Republic: Will diversify the clothing of Kotor's NPCs and will apply lore-friendly armor when applicable (This armor does not drop) RELEASED!

* Lite of my Life: Will convert the generic NPCs who use the Lite appearances into standard generic NPCs, will use the heads, appearances and clothing style as DG and FotOR meaning this mod would be installed 3rd alongside them both. RELEASED!

 

These mods will all use vanilla assets and won't really 'add' anything to the game other than swapping out appearances/clothing in the .MOD files, this would make it easy for me to add these 3 mods into one mod. I'm thinking of having 3 separate TSLPatcher installations with one being Diverse Galaxy, the other being Fashion of the Old Republic and 3rd being Lite of my Life.

 

A primary reason I'm making this thread is to ask you, the community, for your opinion on how I should go about making these mods. Should I release the mods individually or should I simply add these mods into the Diverse Galaxy mod as updates?

 

These next few mods are mods which actually do 'add' stuff to the game, and thus can't really be added to the Diverse Galaxy mod. These mods are as follows:

 

Spoiler

* Smuggler's Deluxe: This mod will add a new line of generic NPC variants who use the Smuggler's jacket model, these new NPCs shall be randomly placed amongst the Kotor NPCs. In-progress!

 

* TSL Commoner Clothing Mod: This mod will add the TSL Commoner Clothing into K1, this mod will also preserve the Commoner 01 (beige potato sack) and the Commoner 07 (Bloody Outcast Clothing) whilst also adding TSL's Commoner 01 (K2 Player Clothing) and TSL's Commoner 07 (Refugee Clothing) as entirely separate pieces of clothing. In-progress!

 

* TSL Onderon Clothing Mod: Onderon Commoner's wear a unique sort of 'Merchant Cloak' outfit in Kotor 2, this model will be ported over to K1 and will be randomly used randomly amongst the Kotor NPCs. Not started!

 

* Fat NPC Mod: This mod will add fat variants of all the generic NPC appearances and will place these randomly across the game, as the fat commoner model can use the default commoner texture this mod would be compatible with any mods which add new commoner clothing, including my TSL Commoner Clothing mod. Not started!

 

* TSL Scavenger Outfit: the Scavenger NPC Joran in Kotor 2 wears a strange raggy potato sack outfit when you encounter him, this mod will port this outfit to Kotor 1 and will placed where possible in Kotor (I'll admit where possible is NOT alot!) Not started!

 

* TSL Dark Jedi: Sith Assassins in K2 come in 3 forms, the 'low' Sith Assassin used by Sith Assassins, the 'Medium' Sith Assassins used by stronger Sith Assassins (mini-bosses with Lightsabers etc) and 'High' Sith Assassins used by Sith Masters/Sith Lords and let's not forget these NPCs come in both male and female form. This mod will add these NPCs across the game complete with soundsets! In-progress!

 

* Twi'lek Redux: Twi'lek redux will change the way generic Twi'lek NPCs work in-game. Just picture one of the green Kotor Twi'lek's wearin Griff's yellow outfit... that will be possible with this mod. This mod may add new Twi'lek head variants as well, this mod only covers males but may cover females at a later date!. In-progress!

 

* TSL Flight Suit mod: The Flight Suit in K2 is an item which the player can wear like armor, however, this mod will NOT add the Flight Suits for the K1 player to wear as that would require a 2DA slot replacement and I don't think many of us would be happy to see the Revan robes be replaced with Flight Suits. This mod will instead add Flight Suits as generic NPC variants meaning you'll see pilot NPCs wearing flightsuits etc. Not started!

 

* TSL Alien mod: This mod will add TSL Aliens into Kotor 1, will include soundsets/VO for all the aliens added in. Currently only the Devaronian NPC is ready, I might consider releasing it with just the Devaronian and I'll add more aliens as the models become available to me (I can figure out how to port them it's just that I don't have the time to do so + I'm not focusing on this mod right now). In-progress!

 

Those are just some of the mods I have planned for this series, more mods may arise in the future. Feel free to leave your opinions and suggestions!

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With the Fashion of the Old Republic and Lite of my Life mods about 95% done, I am ready to announce that I've made up my mind on how exactly I plan to release these mods!

My plan is to have Diverse Galaxy, Fashion of the Old Republic and Lite of my Life be part of the same mod, however, the TSLPatcher will allow player's to install them separately.

629199860_Screenshot2023-02-18194102.png.0d013644b9868dc2e1cb84ed943f7942.png

 

My reason for doing this is that the other NPC Overhaul type mods I plan to make (the ones listed above that won't be part of this main mod) will require all 3 mods installed for the best results. Considering the already released TSL NPC Overhaul needs to be installed 60 times over for the full mod to be installed, I personally don't think my mod with it's 3 installers is that bad especially considering you can install just 1 of these mods and still have a good time.

 

This mod will be added to the already released Diverse Galaxy mod once I iron out a few bugs, but in the mean time I'd wish to share with the community some screenshots of what exactly you'll be receiving in this update. Keep in mind that all of these screenshots have K1CP, Diverse Galaxy, Fashion of the Old Republic and Lite of my Life installed!

 

Taris:

Spoiler

 1) The Officer in the Taris Sith Raid now has the appearance of an old man to better match his voice whilst his victim, Ixgil, is now a Bith.
20230218123805_1.png.36f4f341e01c07f600daa25525ab0e2d.png

 

2) Kadir the Janitor is now 20 years older and has a new appearance to better match his description as a borderline senile old janitor.

20230218123858_1.png.039d476e8b7119518849138d5fc6096e.png

 

3) The Tatooine commoner head variants can now be seen across the galaxy.

20230218135545_1.png.0364dfab052dadb8ca170d3f249869ab.png

 

4) Zelka and Gurney both wear white clothing to better match their descriptio as doctors.

20230218135538_1.png.b0423cfb87920fdd884caa02186c9b72.png

 

5) The NPCs of the debt collector encounter all have brand new appearances.

20230218135609_1.png.e71888526535d719fcddfba8b0699155.png

 

6) Kebla Yurt is now wearing Battle Armor, she does own the Star Wars equivalent of a gun shop after all. 

20230218135639_1.png.f32c749d51df5d8306222f95f3a14a64.png

 

7) In the vanilla game, the Cantina NPCs mostly wore either white clothing for women or red clothing for men. Now every NPC wears their own unique clothing. 

20230218135654_1.png.50b7cb0fdd0c48fa6d9f04dec9ce5673.png20230218135701_1.png.c85290f1a9770b5f85c24c1b0b652965.png20230218135726_1.png.1435cedd6f46b13127e5f233e5e88be4.png20230218135742_1.png.348a76045e57cb87ab4499037420f854.png

8), Low quality Lite NPCs once populated the entire Cantina, now these Lite NPCs have been replaced with generic commoner heads with their own unique clothing. 

20230218135716_1.png.7515e0fb554f6654999953795e5a5c0e.png20230218135729_1.png.791a24caacdbf55f6f98aff1535bdc2f.png

 

9) The Taris Duelist once all wore generic Combat Suits, now the duelists will all wear their own unique armor.

20230218135900_1.png.10d69e3db381ae6a3e78f5f3bb8d8a14.png

 

10) Gorton Colu, the street preaching Fascist who calls for the persecution of aliens, will now wear armor to reinforce the idea that Gorton is a wannabe strong man dictator.

20230218135949_1.png.65460b4b8d811ea9f34509e380060725.png

 

11) Largo, the paranoid man who owes money to Davik, has barricaded himself inside his apartment with a combat suit for added protection.

20230218140033_1.png.efbd4b5173be58e49b7111068aaf1fb4.png

 

12) The Exchange thug in the Lower City now wears superior protection than just a messily combat suit. 

20230218140107_1.png.905776a2d37c5bf384eb41dbe967417e.png

 

13) The Bek Base Lookout now wears superior protection than just a measily combat suit, the Echani Suit was chosen in particular due to the Lower City's status as an alien hub. Her appearance has also been swapped to make her appear older as she flex's her veteran gangster status to the player in her dialogue.

20230218140115_1.png.bea819f78edba830416286cd3a4c119c.png

 

14) The Undercity mercs, including Canderous, now wear proper armor for their deadly salvaging mission.

20230218140254_1.png.861c3dbe545d5d7a8072f888b957a5a7.png

 

Dantooine:
 

Spoiler

 

1) Important Jedi NPCs, not including the Jedi Council and Nemo, have been given new Jedi Robes.

20230218140335_1.png.292572e53ff59781ddb1d1e0f04561ae.png20230218140348_1.png.39ca96756ed556d972998714ecabee30.png

 

2) Generic Jedi NPCs have been given the unused Jedi NPC appearances with some donning the unused Jedi clothing variants. 

20230218140343_1.png.f12ed669c7fd2843cec331c483d82ebe.png20230218140443_1.png.b8a9c441c2b9eda853e5a682a053f15e.png

 

3) Jon, a man out for revenge, is wearing a Combat Suit in-case he chooses to take matters into his own hands.

20230218140431_1.png.6b711eed7901afb7adefd08ccb44b5c1.png

 

4) Rillka and Gar now have different clothing.

20230218140507_1.png.e224269f087d74a861e1a07aa8844a58.png

 

5) Elise is now a middle aged woman with new clothing.

20230218140424_1.png.5f56f82c79fa5330b6beff93af8f94c2.png

 

Tatooine:

Spoiler

1) As with the other Dark Jedi encounters, the female Dark Jedi has been added for diversity and the trio are now led by a unique colored Dark Jedi.

20230218140541_1.png.1db31fe01fc8db5a92fb73f214dd925b.png

 

2) The higher ranking Czerka employees will now use the Czerka Commander appearance.

20230218140614_1.png.f01466838564fdf4a24999b9e6259020.png20230218141251_1.png.deafa757f994259cac83892b304d54fb.png


Manaan:

Spoiler

 

1) Where possible, many of the Republic Soldiers have been given generic commoner heads which are unique from the helmeted heads. In this particular shot, one of the Republic Soldiers had the appearance of an officer in the vanilla game which has since been fixed.

20230218140900_1.png.4a1546880bcf912fa934cfc84a21d3d3.png

 

2) The Republic and Sith Lawyer NPCs now have unique generic heads instead of the capped officer heads. The Selkath judges here also no longer share the same identical appearance.

20230218140949_1.png.77e3b05af11f6442696f7385661ed799.png

 

3) The Echani mercs now wear Echani armor. Since this mod uses vanilla assets these mercs currently use the generic human heads, this may be changed in a future mod.

20230218141004_1.png.0b7a3147886a48b5c8f9e612c61b4b60.png20230218141057_1.png.0c57987374e3160b74c09135c177f9de.png

 

4) The other mercs now have appropriate armor.

20230218141039_1.png.ec98d44dcc16f274ace7b2b79eb2662e.png20230218141049_1.png.b555170fef5dff33019589230f40c8d5.png

 

5) Duan now has a generic head instead of the capped officer's head.

20230218141103_1.png.2f915ffc176b4ee6413e201661a644fc.png

 

Korriban:
 

Spoiler

1) Many of the background NPCs in Dreshdae, including the Lite NPCs, have diverse clothing and generic heads.

 

20230218141140_1.png.19c7275d60b0293e967f81e9f4eede47.png

 

2) Whilst there has been an attempt to diversify the Sith Students in Dreshdae, the Sith Academy has been left untouched as I might cover those areas in more complex mods.

20230218141218_1.png.1172636757f5bfb59cdcc6b9344aa3a1.png

 

Star Forge:

Spoiler

1) In the vanilla game, 5 out of the 9 Jedi you meet on the Star Forge all use the player's Mullet Man head. With this mod installed you'll only see Mullet Man once,  in addition, all the Jedi aboard the Star Forge will now have Jedi robe variants alongside the previously unused Jedi Council Member appearance.

20230218141346_3.png.32ac533f80cd220217e7cbc8e7ccff5d.png

 

2) The ladies no longer outnumber the Star Forge's Dark Jedi population, male Dark Jedi have been sprinkled throughout the Star Forge to allow for more diversity amongst your enemies. 
20230218141353_1.png.8936df53d1eab57d9fb919b7aa606e05.png

 

As we can see from my screenshots, the mod is in a decent shape... so why haven't I released them yet?

 

I haven't released them due to two seemingly minor yet very annoying bugs, the 1st bug can be found in this screenshot down below:

20230218140753_1.png.f8e42d62a4844f2016eae1345e629036.png

 

If you reading this are at all familiar with how the Kotor clothing mechanics work you might first think that al of these generic NPCs are wearing the Clothes item aka "g_a_clothes01" because those beige colored clothes are from the "N_CommM/F01" texture in the game files.

 

The problem I've encountered here is that NONE of the NPCs in this screenshot are wearing "g_a_clothes01"... they're all wearing a random assortment of clothes from "g_a_clothes02" to ""g_a_clothes09". That means if an NPC is wearing "g_a_clothes03" that should mean that the clothing they're wearing should use the "N_CommM/F03" texture.

 

This same method of applying clothing to NPCs at random is applied to other areas of the mod as well, such as this screenshot here:

20230218135716_1.png.7515e0fb554f6654999953795e5a5c0e.png

 

As we can see in this screenshot, one of the NPCs does use the "N_CommM/F01" texture but that's only because he IS indeed wearing the "g_a_clothes01" Clothing item. The other NPCs are wearing a random assortment of clothes and, as intended, they're in-game clothing are different.

 

This bug where the NPC's clothing doesn't show as intended appears to only happen to Lite NPCs (they're Lite NPCs in the vanilla game) in tar_m02ad (Largo's apartment), danm14aa (Enclave exterior) and manm26ab (Manaan Swoop track) and manm26ac (Area where you pay the Manaan docking fee).

 

It should be noted that this bug is not present in Kainzorous Prime's NPC Overhaul mod.

 

The 2nd bug is even more illusive to me, and it involves the TSLPatcher!

 

The TSLPatcher seems to work for 99% of the 100+ NPCs this mod modifies, but for some reason it seems to think that one NPC in particular doesn't have "instructions" so it's skipped. Checking over the TSLPatcher log it appears as if the TSLPatcher has INDEED patched the NPC in question and going in-game seems to show that the NPC has been properly installed... so why am I getting an error?

Here is an excerpt of the TSLPatcher log with the relevant details, the directory of where I keep the mod itself has been cut down for my own ease of mind though everything else is untouched. 

Quote

 • GFF FILE: kor33_mekfight2.utc and kor33_mekfight2.utc.

 • GFF FILE: kor33_mekfight2.utc and kor33_mekfight2.utc.

 • GFF Check: 1_kor33_mekfight2.utc.

 • GFF Check: 2_C:\Program Files (x86)\Steam\steamapps\common\swkotor\modules\korr_m33ab.mod.

 • GFF Check: 3.

 • GFF Check: 4_C:\Users\Desktop\Diversity K1\tslpatchdata\Fashion\_erfpath_temp.

 • GFF Check: 5_kor33_mekfight2.utc kor33_mekfight2.utc..

 • GFF Check: 6.

 • GFF Check: SPECIAL_ ResType is .utc and utc.

 • GFF Check: Special_kor33_mekfight2..utc  Overwrite: 0.

 • GFF Check: 7_Extracting file from ERF..

 • File "kor33_mekfight2.utc" already exists in archive "korr_m33ab.mod", modifying existing file...

 • GFF Check: 10_C:\Users\Desktop\Diversity K1\tslpatchdata\Fashion\erfpatch_temp\kor33_mekfight2.utc.

 • GFF File result: True.

 • GFF File kor33_mekfight2.utc does exists: C:\Users\Desktop\Diversity K1\tslpatchdata\Fashion\erfpatch_temp\.

 • Modifying GFF file kor33_mekfight2.utc...

 • Finished updating GFF file "kor33_mekfight2.utc" in "modules\korr_m33ab.mod"...

 • GFF Check: 0_Preparing to load ERF.

 • GFF Check: 0_ERF is Loaded.

 • GFF Check: 0_Added file.

 • GFF Check: 0_Saved ERF.

 • Saving modified file "kor33_mekfight2.utc" in archive "korr_m33ab.mod".

 • Error: No instruction section found for file kor33_mekfight2.utc, skipping...

It should also be noted that there aren't any hard overwrites being done either, the TSLPatcher is simply going into the UTC file inside the .MOD file and switching out the clothing the NPC is wearing.

 

 If anyone would like the full TSLPatcher log or even the full mod to test out the TSLPatcher to find a solution on how to fix it, I'll be happy to send it through.

 

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This might have to be described to me like I'm 5 years old, but what are the differences between this, Diverse Galaxy, and Kainzorous Prime's NPC Overhaul mod? They all seem to be doing the same thing, just achieving it in different ways?

As someone on the outside looking in (and as someone who has also made NPC changes in my LKIM 2.0 mod, lol!), I don't understand the different nuances at first glance.

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6 hours ago, LDR said:

This might have to be described to me like I'm 5 years old, but what are the differences between this, Diverse Galaxy, and Kainzorous Prime's NPC Overhaul mod? They all seem to be doing the same thing, just achieving it in different ways?

As someone on the outside looking in (and as someone who has also made NPC changes in my LKIM 2.0 mod, lol!), I don't understand the different nuances at first glance.

Ah yes! There are quite a few differences between my mod and the original NPC Overhaul mod by Kainzorous Prime, here are some of the differences:

1) Installation: The NPC Overhaul by Kain utilizes .MOD files which makes it totally incompatible with K1R and the K1CP mod. My mod, on the other hand, modifies the NPC's UTC file directly inside their .MOD files (as provided by K1CP as it is a requirement before installing my mod) without the need to hard overwrite .MOD files or .UTC files inside said .MOD files!

2) No unique items: NPC Overhaul notoriously (at least in my opinion) uses 'unique armor' for NPCs. For example, on the mod page it shows the merchant Eli Gand wearing Exar Kun's Battle Armor.


8a03d38df3f0a83f8ee4a58ba4b790a5-pnaqw9h

 

I find things like this lore breaking as Exar Kun's Battle Armor is supposed to be just one item whereas a Combat Suit, for example, is mass produced. It is for this same reason why I dislike Inyri Forge's Enhanced Merchant mod as it does the same thing with unique items (I believe Adum Larp sells up to 4 Naga Sadow Poison Blades on Dantooine for example).

 

This screenshot is but one example of how Kainzorous has used unique items on NPCs, from memory I believe some Black Vulkars have Baragwin Armor, Redros the Vulkar Swoop Racer has Jurgan Kalta's Power Suit, Davik's Armor was removed to make way for Verpine Zal Alloy Mesh and so on.

 

3) Loot: This part is actually notorious in TSL's NPC Overhaul but in the K1 NPC Overhaul I do know it's possible to leave Taris with Eriadu Prototype Armor and Verpine Zal Alloy Mesh.

 

And in K2 it's possible to get some high quality/end game tier gear as guaranteed loot from the Citadel Hangar Assassins, no need to save up to buy from a merchant or rely on random loot drops with TSL NPC Overhaul you'll get half of the overpowered items from the end game at the start!

My mod does not touch loot, at all! The only thing this mod will do is touch up the clothing, armor and appearances of the NPCs you find in the game in a lore-friendly manner.

 

4) Bonuses: The original NPC Overhauls for both games come with bonus content that aren't necessarily related to NPC diversity, the most glaring of these 'bonuses' is obviously the new Imperial Officer uniforms:

 

0b7d605fe348378684eac71f1d9e1527-f1gfelx

 

Now let's compare Kain's work to mine:

20230218123805_1.png

 

My mod doesn't add anything new, that means players can install their own Officer reskins and the like and my mod won't break it whereas with Kain's mod it kind of forces you to play with his new Imperial uniforms unless you know how to personally remove the associated files.

 

As I'm sure we can see from my screenshots and the original NPC Overhaul mod found here I've definitely taken my own unique take on all of the NPC appearances to offer a different experience than the one offered in Kain's NPC Overhaul mod.

 

Plus, this mod isn't necessarily meant to be stand alone... in the spoiler in the very first post of this thread I've made a list of other mods which will be made after this mod, this ranges from a Twi'lek specific NPC Overhaul, a mod which adds more fat commoners to the game, a mod which adds Onderon style commoners to the game and so on.

 

6 hours ago, LDR said:

(and as someone who has also made NPC changes in my LKIM 2.0 mod, lol!)

With your experience with NPCs in mind, did you ever encounter the 1st bug I mentioned in the 2nd post? And if so how did you manage to fix it?

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Really appreciate you taking the time to explain the differences! Thanks, that's super helpful, and I'm looking forward to when this comes out. :)

1 hour ago, N-DReW25 said:

 

With your experience with NPCs in mind, did you ever encounter the 1st bug I mentioned in the 2nd post? And if so how did you manage to fix it?

Yeah I've run into that issue before but I didn't get far enough in development to figure out how to fix them lol. Usually I just plop armor on them and it's problem solved... but that doesn't really work for commoners.

Honestly, I'm thinking of just phasing out the NPC changes entirely in mine just because there's so many compatibility issues with the way I've implemented it currently, and your mod is already doing the same changes I am.

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On 2/19/2023 at 7:53 PM, N-DReW25 said:

If anyone would like the full TSLPatcher log or even the full mod to test out the TSLPatcher to find a solution on how to fix it, I'll be happy to send it through.

Can you attach the mod setup? I'd liked to have a look if you don't mind.

Edit:

As we discussed this over DC I think it'd be beneficial to have it documented here as well:

Spoiler

Anyways, not relevant with the issue but what you're doing here:


 • Warning: A file named appearance.2da already exists in the Override folder. Skipping file...
 • Warning: A file named heads.2da already exists in the Override folder. Skipping file...
 • Warning: A file named soundset.2da already exists in the Override folder. Skipping file...

-- is not recommended.
You're probably trying to manually install 2DAs using `[InstallList]` to the `override`, and it shouldn't be like that. `[2DAList]` is sufficient enough and is advised that you only do so.

/* .... */


 • Error: No instruction section found for file kor33b_murderer.utc, skipping...

-- hmm, a quick guess; that likely you're recalling `kor33b_murderer.utc` from the `[GFFList]` or there's a second instance of `[kor33b_murderer.utc]` without instruction is presented. Cause it already did with the first one here:


 • Saving modified file "kor33b_murderer.utc" in archive "korr_m33aa.mod".

/* .... */

Hmm, weird. Didn't seem there's anything that should errored out by the setup:


[GFFList]
....
File4=kor33b_murderer.utc
....
[kor33b_murderer.utc]
!Destination=modules\korr_m33aa.mod
FirstName(strref)=StrRef8
....

Only an instance, and it should've been running as it should -- no errors.
However, I disabled `FirstName(lang0)=-1` command as it's irrelevant 'cause you already have `FirstName(strref)=~` going. Someone correct me if I'm wrong 'cause that's out from usual practice from what I recall.

Anyway, maybe you can try this INI and see if there's any change. I didn't have K1 installed right now so can't do a test unfortunately: changes.ini

 

Edited by ebmar
Documented the discussion over DC

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For those of us following the project, the main 3 NPC Overhaul mods "Diverse Galaxy", "Fashion of the Old Republic" and "Lite of my Life" have been released as part of the already released Diverse Galaxy mod.

 

Now, instead of leading to the Diverse Galaxy mod the previous link I shared now lead to the "NPC Diversity Pack" mod for K1!

 

 

As per the previous critical bugs, the latest release did not include the NPCs affected by the clothing bug:

 

Spoiler

You will NOT see this in the mod!

20230218140753_1.png

 

And the for that really weird installation bug, that's unfortunately still in the current build of the mod though I highly suspect the bug doesn't actually do anything... and even if it did the WORST it could do is fail to patch 1 single NPC out of over 100 NPCs. Should a fix be found, it will definitely be fixed in a later update!


Speaking of updates...

I am in the process of planning out some future content updates for the NPC Diversity Pack, for the time being I'll reveal that these updates will center around Republic Soldiers and the Black Vulkars in some way ;)

 

But for those of us who want something NOW, I present to you a preview of the next mod in the NPC Overhaul Series!... the "Smuggler's Deluxe" mod!

 

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Please stop cringing at the title of the mod, and please stop cringing at my poorly photoshopped title image for the mod... let me explain what the mod does!

 

The Smuggler NPCs in Kotor wear the Smuggler's Jacket as shown in the image above, in the vanilla game there are only 3 Smuggler NPC appearances consisting of White Commoner 01, Black Commoner 01 and Asian Commoner 01.

 

In Smuggler's Deluxe, each and every single male generic head will now have their own Smuggler variant!

 

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This mod is but the first of many mods which will be made to act as 'addons' for the NPC Diversity Pack mod, I personally intend for players to install the K1CP, the NPC-DP mod and addons such as Smuggler's Deluxe in order to receive one of the most comprehensive NPC Overhauls to date.

 

Whilst you *could* install Smuggler's Deluxe without the NPC-DP mod, I wouldn't recommend it as I replace several Lite NPCs with Smuggler NPCs.

 

And before you mention it, just because an NPC is given a Smuggler's Jacket doesn't mean that NPC is a Smuggler... it's just a neat little jacket to enhance the diversity amongst Kotor NPCs.

 

More of these 'addons' are still in development and I've left a little teaser for these addons at the very start of the thread!

On 2/6/2023 at 11:26 PM, N-DReW25 said:

 

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* Smuggler's Deluxe: This mod will add a new line of generic NPC variants who use the Smuggler's jacket model, these new NPCs shall be randomly placed amongst the Kotor NPCs. In-progress!

 

* TSL Commoner Clothing Mod: This mod will add the TSL Commoner Clothing into K1, this mod will also preserve the Commoner 01 (beige potato sack) and the Commoner 07 (Bloody Outcast Clothing) whilst also adding TSL's Commoner 01 (K2 Player Clothing) and TSL's Commoner 07 (Refugee Clothing) as entirely separate pieces of clothing. In-progress!

 

* TSL Onderon Clothing Mod: Onderon Commoner's wear a unique sort of 'Merchant Cloak' outfit in Kotor 2, this model will be ported over to K1 and will be randomly used randomly amongst the Kotor NPCs. Not started!

 

* Fat NPC Mod: This mod will add fat variants of all the generic NPC appearances and will place these randomly across the game, as the fat commoner model can use the default commoner texture this mod would be compatible with any mods which add new commoner clothing, including my TSL Commoner Clothing mod. Not started!

 

* TSL Scavenger Outfit: the Scavenger NPC Joran in Kotor 2 wears a strange raggy potato sack outfit when you encounter him, this mod will port this outfit to Kotor 1 and will placed where possible in Kotor (I'll admit where possible is NOT alot!) Not started!

 

* TSL Dark Jedi: Sith Assassins in K2 come in 3 forms, the 'low' Sith Assassin used by Sith Assassins, the 'Medium' Sith Assassins used by stronger Sith Assassins (mini-bosses with Lightsabers etc) and 'High' Sith Assassins used by Sith Masters/Sith Lords and let's not forget these NPCs come in both male and female form. This mod will add these NPCs across the game complete with soundsets! In-progress!

 

* Twi'lek Redux: Twi'lek redux will change the way generic Twi'lek NPCs work in-game. Just picture one of the green Kotor Twi'lek's wearin Griff's yellow outfit... that will be possible with this mod. This mod may add new Twi'lek head variants as well, this mod only covers males but may cover females at a later date!. In-progress!

 

* TSL Flight Suit mod: The Flight Suit in K2 is an item which the player can wear like armor, however, this mod will NOT add the Flight Suits for the K1 player to wear as that would require a 2DA slot replacement and I don't think many of us would be happy to see the Revan robes be replaced with Flight Suits. This mod will instead add Flight Suits as generic NPC variants meaning you'll see pilot NPCs wearing flightsuits etc. Not started!

 

* TSL Alien mod: This mod will add TSL Aliens into Kotor 1, will include soundsets/VO for all the aliens added in. Currently only the Devaronian NPC is ready, I might consider releasing it with just the Devaronian and I'll add more aliens as the models become available to me (I can figure out how to port them it's just that I don't have the time to do so + I'm not focusing on this mod right now). In-progress!

 

 

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On 3/6/2023 at 9:28 PM, N-DReW25 said:

Speaking of updates...

I am in the process of planning out some future content updates for the NPC Diversity Pack, for the time being I'll reveal that these updates will center around Republic Soldiers and the Black Vulkars in some way ;)

It is time for me to give you all a preview at the Black Vulkar centered update!

 

One of the most glaring issues with the Black Vulkar Gang on Taris is that the demographics of the Vulkars in Kotor are 90% Nikto, 7% Twi'lek, 1% Human and 100% male.

 

During my changes of the Black Vulkars, I made sure that you still saw the 5 different Nikto NPC variants per module. This ensures that the Nikto population of the gang are still a large majority, however, players will definitely notice other aliens pop up from time to time!

 

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Just about every species of sentient alien can be found amongst the ranks of the Black Vulkars from Duros to Gamorreans (Do keep in mind that Quarren and Gran, whilst being in Kotor 1, aren't used here as I seek to give them their own special mod.).

 

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Humans can also be found amongst the Black Vulkars, if they can be led by a human like Brejik then no doubt the Vulkars would accept humans into their ranks.

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Droids have also replaced some of the Vulkars, here is but a small taste of the Droids you shall encounter in the Lower City.

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This update is currently unfinished, though let's keep our fingers crossed that I'll have this update ready for the public soon!

 

After seeing my screenshots, you might be wondering "Well, surely you can do more with the Black Vulkars than just this, right?"... to which I say: yes, I can do a LOT more with the Black Vulkars than this, however, I would need to add custom content to achieve that. As you can probably guess, this is an update for the NPC Diversity Pack mod which only relies on vanilla assets to achieve it's NPC Overhaul, should I ever come back and make my very own dedicated Black Vulkar NPC Overhaul mod then it would be released separately like the previously mentioned Smuggler's Deluxe.

 

I should probably remind everyone that I personally advise player's install the K1CP mod first, the NPC Diversity Pack mod afterwards and any other NPC mods you may have after that... as you can see by the next screenshot the NPC Diversity Pack will swap Kandon Ark's head.

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As an example, if you wanted to use Leilukin's KotOR 1 Twi'lek Male NPC Diversity mod alongside my mod you'll have to install her mod after mine to get the full effects of her mod and my mod without a mod conflict.

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I really like this NPC Overhaul! I wanted to ask, is this compatible with  the Ultimate Character Overhaul by ShiningRedHD in Nexus and the individual characters HD mods by Dark Hope? (For example https://deadlystream.com/files/file/2252-duros-hd/ ).

For my next playthrough I will like to use as many HD mods as I can but I would also like to try this mod.

 

 

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11 hours ago, Spectrometer said:

I really like this NPC Overhaul! I wanted to ask, is this compatible with  the Ultimate Character Overhaul by ShiningRedHD in Nexus and the individual characters HD mods by Dark Hope? (For example https://deadlystream.com/files/file/2252-duros-hd/ ).

Yes, the main mod NPC Diversity Pack would be fully compatible with simple texture mods.

 

Any separate 'Addons' I make for the NPC Diversity Pack might have mild incompatibilities depending on what my mod does, but I can point out the incompatibilities by a mod to mod basis.

 

I personally recommend Trandoshans Rescaled for K1 and High Quality Rodians for when the next Vulkar themed update is released as that update will have those two species appear in more areas, obviously.

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