N-DReW25

N-DReW's NPC Overhaul Series

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7 hours ago, N-DReW25 said:

You see... I've been trying to update KSR for many months now, usually I have a button that I can press to update my mods... but this button doesn't appear with KSR for some reason. Could it be that... that... I didn't upload KSR, and didn't make KSR... therefore I am not responsible for updating it? Nah, can't be... I'll keep trying!

 

In the mean time, until KSR is updated do NOT use KSR... period, as it is known to break the Dantooine Murder quest amongst other things. That is all I can say in relation to the NPC Overhaul Project.

I only explained to the other user why KSR2021 isn't a good option for usage, not blaming it on ya. And besides, I had experience with that thing for many months, so... 

Just using Tin-Cans mod and updated hilts for K1 (this doesn't break any script and makes it easier to work with the game) 

 

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On 6/1/2024 at 9:08 AM, N-DReW25 said:

What you have described is planned, yes. Like how Heart of Beskar and Czerka Redux exist to overhaul Mandalorians and Czerka, a similar mod will one day be made for the Sith!

Just curious, how far are you going with the Korriban with your Sith mod? 

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15 hours ago, DeathScepter said:

Just curious, how far are you going with the Korriban with your Sith mod? 

I am still planning out the Sith mod, other NPC mods are also in development and will be released before the Sith mod. But I can say the following about the Sith mod.

 

The "Prospective Sith Student" NPCs shall be renamed to "Sith Hopefuls" as many other NPCs refer to them as "Hopefuls" and not "Prospective Sith Students". These Hopefuls are the ones begging the other Sith Students for a medallion so that they can enter the Academy.

 

Above the Sith Hopefuls in rank are the characters Lashowe, Shaardan, Mekel and Hijata. Whilst their in-game names won't be changed, they'll become the new "Prospective Sith Students". As Uthar says in-game, none of them are "true" Sith yet.

 

Most mods that covers the Sith Academy will give these NPCs Dark Jedi Robes, they do this because the player cannot wear the Sith Officer uniform they wear... but even if these NPCs wear Dark Jedi Robes there is nothing forcing the player to conform to their uniform policy. In my mod, these NPCs will wear the Armor items they drop, for example, Lashowe drops Echani Light Armor... so she'll be wearing that. By having the Prospective Sith Students wear random armor, it makes sense as to why the player might be wearing Jedi Robes or armor... there simply isn't a set uniform policy for the Prospective Sith Students.

 

Once a "Prospective Sith Student" earns their prestige and finishes the final test, they would become "Sith Students". These NPCs are the generic Sith Students you see in the Academy and will wear Dark Jedi Robes.

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Here's a sneak peak at a new feature for the NPC Diversity Pack.

 

If you've been following this mod since the very beginning, you'll know that the NPC Diversity Pack used to be called the "Diverse Galaxy" mod. It became a "pack" when I began adding new and experimental features like removing the Lite NPCs, changing weapons and changing soundsets as optional installations. I've since merged those installations with the main mod and now the NPC Diversity Pack is now one mod again, it is no longer a "pack".

 

So... how do I fix this? Well, by making the NPC Diversity Pack a real "mod pack" again. In the next update you'll be able to choose between the main "Diverse Galaxy" mod aka the main mod and the "PC NPC" Addon.

 

Spoiler

20240525204526_1.jpg.45cd30412c9ef54d2bdb82202a03d2e8.jpg20240527235735_1.jpg.d7c108dc4421ad4672eeeaa72c932a12.jpg20240527235822_1.jpg.4e7bb68ba85cd42bb949ee2771eb6f10.jpg20240527235907_1.jpg.ee159ca35e87b1cf147734203fc034cd.jpg20240528000744_2.jpg.5827c623c03945645b484fb59df9af0c.jpg

 

The PC NPC Addon would be installed AFTER the main Diverse Galaxy mod... if you want to. If you don't install this Addon, you'll get the NPC Diversity Pack mod you all know and love today. But by installing the PC NPC Addon, most of the background generic NPCs will get PC "Player Character" heads thus increasing the diversity of the NPCs of your game even further. Head reskins will affect the PC NPC Addon so that can either be a plus or a negative depending on your mods.

 

Now you might be saying "But the K1CP already does this!"... well, not really. From what I can tell from the K1CP files, the Lite NPCs are simply replaced with special NPCs whose clothing are pre-determined via the body model. If K1CP didn't do this, they K1CP devs would have to add clothing items to over a hundred NPCs as I've already done in this mod. For example, if K1CP replaced a Lite NPC with a Mullet Man and gave him white clothing every single other NPC who uses the same appearance will also wear white clothing... creating a clone effect across modules.

 

But this isn't the case in the PC NPCs Addon of the NPC Diversity Pack, you are very, VERY unlikely to see the same NPC head with the exact clothing combination with the NPC Diversity Pack and its future Addons.

 

Speaking of future Addons, I'm planning on making the planned "Generic Head Plus" mod an Addon of the NPC Diversity Pack. My reasoning for adding it into the Pack is for compatibility reasons, I don't have to go out of my way to look out for weird compatibility tweaks or force players to use the NPC Diversity Pack if I've already included the mod in said pack.

 

And of course, these planned additions are OPTIONAL. Meaning, if you don't like/want them, you don't have to install them.

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Hi, I really like some of your mods and I'm about to try them again in a new playthrough. This time I will install these mods:

  • K1 Community Patch.
  • K1 Loot Overhaul
  • NPC Diversity Pack
  • J'C Czerka Busssiness Attire
  • Czerka Redux
  • Duros Armed & Ready
  • Heart of Beskar
  • Ultimate Sith Governor

Is this the right order for installing them?

In addition, I will install some of Dark Hope's reskins (War Droid, Kebla Yurt, Doctors HD, Darth Bandon, Uthar Wynn, Astromech Droids HD and Protocol Droids HD), A Crashed Republic Ship in a Nameless World and DarthParametric's Revan's Hoodless/Maskless Flowing Robes. Do you know if any of these mods could cause incompatibilities? Right away, I guess the War Droid reskin will override Czerka's droid reskins from your mod, but I don't know about the others.

 

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7 hours ago, Spectrometer said:

Is this the right order for installing them?

Install them in this order:

  • K1 Community Patch.
  • NPC Diversity Pack
  • K1 Loot Overhaul
  • JC's Czerka Busssiness Attire
  • Duros Armed & Ready
  • Czerka Redux
  • Heart of Beskar
  • Unique Sith Governor

 

7 hours ago, Spectrometer said:

In addition, I will install some of Dark Hope's reskins (War Droid, Kebla Yurt, Doctors HD, Darth Bandon, Uthar Wynn, Astromech Droids HD and Protocol Droids HD), A Crashed Republic Ship in a Nameless World and DarthParametric's Revan's Hoodless/Maskless Flowing Robes. Do you know if any of these mods could cause incompatibilities? Right away, I guess the War Droid reskin will override Czerka's droid reskins from your mod, but I don't know about the others.

Dark Hope's War Droid reskin will NOT affect Czerka Redux... but that isn't a good thing either, the Czerka War Droid will use the Kotor style 512x512 resolution texture whilst the other war droids will use Dark Hope's ultra HD ultra realistic textures... it will look odd to have them side by side.

 

As Dark Hope has not finished all of the generic commoner head and clothing reskins, some NPCs in the Diversity Pack will have ultra HD heads and clothing outfits whilst others won't... so imagine an NPC with a photo realistic outfit but with Kotor's default style head texture, or the opposite, an ultra realistic face with Kotor's default style clothing. None of these head/clothing reskins are incompatible with the above listed mods, but do note that until Dark Hope releases all of the head and clothing textures you'll have some weird mish mash NPCs. Also keep in mind that Czerka Redux has two new Czerka themed clothing outfits, so even if all of Dark Hope's clothing mods are released you'll still have two clothing variants that won't be covered by Dark Hope's mods.

 

Dark Hope's Darth Bandon, Uthar Wynn, Astromech Droids HD and Protocol Droids HD won't be of any issue with the above listed mods.

 

A Crashed Ship on a Nameless World by LDR compatibility is planned for an upcoming Heart of Beskar update, until then... incompatible.

 

I can't see why DarthParametric's Revan's Hoodless/Maskless Flowing Robes would be incompatible with the above listed mods.

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Thank you for your detailed answer! I was thinking mostly about incompatibilities with the Loot Overhaul, but I see that there are none.

I know the HD reskins will be viewed side by side with the old ones, but I can stand it. I'll also use the Ultimate Character Overhaul upscale, so it will be a little less jarring.

I'll let you know if I encounter any problems.

 

 

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Another Redux has been uploaded, but unfortunately for those who wanted Sith you're getting Wookiees!

 

Once an admin approves the mod, this link will take you to "Wookiee Redux" - A K1CP compatible redux of the Wookiees as seen in the old K1EP. Now, as I'm part of the ROR dev team I was able to get RedRob41's permission to work with his Wookiee textures so you know it'll be good (As RedRob41's work always has been). As that mod's approval is imminent, I would also like to leak another NPC Overhaul mod which is still in development - the K1 Alien Pack.

 

The K1 Alien Pack, if I haven't already mentioned it, is a mod I foresee will have different install options that will add new alien species to the game. If you install all the options you will get all the aliens, effectively adding a bunch of different new aliens at to the game. Or you pick and chose what you want and what you don't want, meaning you can have Sullustans in K1 but not Devaronians and vice versa.

 

It is the K1 Alien Pack which will add the much requested Echani, so there's that to keep in mind.

 

However, when I was planning out the Devaronian, the Quarren and the Gran I realized that, by adding all of these new and exciting aliens, I was replacing the Ithorians, the Duros and the Aqualish, so much so that these already existing species were literally becoming extinct. So the release and the first couple of updates will focus on NOT removing all of the K1 aliens.

 

The K1 Alien Pack shall have this rule, an alien should ideally have 5 variants and these 5 variants should appear at least once in the game. Rodians and Aqualish have 4 variants so they only need 1 modded variant to bring that total up to 5 whilst the Ithorians and Duros only have 3 variants so they'll both need two.

 

Now, the Galaxy of Faces mod has the option to give named Rodians a unique appearance and it will eventually add unique appearances for all the other named aliens. But for now, I have to ensure that the player can find 5 generic Rodians even if GoF is installed.

 

For the Ithorians, once I removed all of the named Ithorians I realized there weren't very many generic Ithorians... so I had to add my own generic Ithorians!

Spoiler

IthPos3.png.a709a8252d6d35c2952981c5b83ba288.png

 

The Ithorian replaces a generic NPC and shall say the generic lines with his Ithorian VO instead of the human VO. This specific example has brown skin and is inspired by the character Roron Corobb.

 

For the Ithorians, Ithorian 01 shall be the injured Ithorian on Taris, Ithorian 02 shall be a Dantooine settler, Ithorian 03 lives in the rundown apartment on Taris, Ithorian 04 is the Taris Swoop mechanic and Ithorian 05 is another Dantooine settler.

 

1824388944_IthPos2(1).png.ebee9aae9e7c5174efe2c43c36831109.png

 

And until Ithorians are added to Galaxy of Faces, the Ithorian Fazza shall use Ithorian 04 and the Ithorian Yortal shall use Ithorian 05.

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Great progress on your mods! Oh and I was thinking of installing Timbo's Balance in the Force Mod along with your cosmetic mods, K1 Loot Overhaul, and Senni Vek Restoration. Would there be any incompatibilities? 

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8 hours ago, JasonRyder said:

Great progress on your mods! Oh and I was thinking of installing Timbo's Balance in the Force Mod along with your cosmetic mods, K1 Loot Overhaul, and Senni Vek Restoration. Would there be any incompatibilities? 

I don't think there will be, I have been in contact with Timbo about compatibility with my mods so if there are incompatibilities I'm sure we'll be able to work something out.

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15 hours ago, N-DReW25 said:

I don't think there will be, I have been in contact with Timbo about compatibility with my mods so if there are incompatibilities I'm sure we'll be able to work something out.

Thank you for the prompt reply and that's just the answer I was hoping for. Balance in the Force changes the loot for Kandon Ark and the Sith Governor on Taris and so does K1 Loot Overhaul. Guessing that installing K1 Loot Overhaul over Balance in the Force will give me the loot from K1 Loot Overhaul but the mechanics of Balance in the Force. 

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16 hours ago, JasonRyder said:

Guessing that installing K1 Loot Overhaul over Balance in the Force will give me the loot from K1 Loot Overhaul but the mechanics of Balance in the Force. 

Though I wasn't aware Timbo changed the loot for Kandon Ark and the Sith Governor, this should be the ideal installation.

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On 6/7/2024 at 4:16 AM, N-DReW25 said:

I am still planning out the Sith mod, other NPC mods are also in development and will be released before the Sith mod. But I can say the following about the Sith mod.

The "Prospective Sith Student" NPCs shall be renamed to "Sith Hopefuls" as many other NPCs refer to them as "Hopefuls" and not "Prospective Sith Students". These Hopefuls are the ones begging the other Sith Students for a medallion so that they can enter the Academy.

Above the Sith Hopefuls in rank are the characters Lashowe, Shaardan, Mekel and Hijata. Whilst their in-game names won't be changed, they'll become the new "Prospective Sith Students". As Uthar says in-game, none of them are "true" Sith yet.

Most mods that covers the Sith Academy will give these NPCs Dark Jedi Robes, they do this because the player cannot wear the Sith Officer uniform they wear... but even if these NPCs wear Dark Jedi Robes there is nothing forcing the player to conform to their uniform policy. In my mod, these NPCs will wear the Armor items they drop, for example, Lashowe drops Echani Light Armor... so she'll be wearing that. By having the Prospective Sith Students wear random armor, it makes sense as to why the player might be wearing Jedi Robes or armor... there simply isn't a set uniform policy for the Prospective Sith Students.

Once a "Prospective Sith Student" earns their prestige and finishes the final test, they would become "Sith Students". These NPCs are the generic Sith Students you see in the Academy and will wear Dark Jedi Robes.

I am planning to release an NPC Overhaul mod sometime in the next few weeks but will do what I can to ensure compatibility with this. My mod will basically port the three main "ranks" of Sith robes from K2 in the Trayus/Malachor Academy: students will wear the "low" robes, teachers (including Yuthura) will wear "mid" robes, and Uthar will wear "high" robes.

Sith workers in the Valley of the Dark Lords (NOT the guards or archaeologists) will be wearing the black Sith variant of Onderon commoner clothing from Effix's Zeison Sha/Jal Shey to Onderon Clothing mod which I've ported while Tariga & Adrenas (the two Huttese-speaking human workers who state that they "serve" the Sith but aren't Sith themselves) will be wearing commoner clothing but have unique heads. There will be separate options on the menu to make Tariga male or female (gender is swapped in K1CP) as well as an option to restore Hijata as a human wearing a Sith robe for those who've installed K1CP or to allow him to remain an alien by not installing that option if K1CP is installed. 

There will be a few "cameos" from K2 with models and textures ported in and some minor K2 characters replacing various NPCs: Azkul will replace the Sith torturer in the interrogation room and will be wearing Sith armor (thanks to Marius Fett's modder's resource and N-DReW25 providing it after it was taken down), the Twin Suns will replace two of the prospective students and the player can "Force Persuade" them to talk about themselves and reveal that they came initially as prospective students but were disillusioned with the disciplines of the Sith and the Academy's application process and changed their minds and are hanging around near Czerka's office considering doing "dirty work" for them as hired thugs/assassins. Jana Lorso from Telos in K2 will replace the Czerka Rep in their office and I used ElevenLabs to distort/change the voice for the Rep's lines to sound similar to Jana's. I thought it'd be interesting to add her in since on Telos it appears she's got a couple of Sith statues so perhaps she was stationed on Korriban before?

Again, each of these changes will be **optional** and will be a separate section of the mod that can be installed **separately** after the main part that adds Sith robes to teachers and students at the academy itself.

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1 hour ago, EAF97 said:

I am planning to release an NPC Overhaul mod sometime in the next few weeks but will do what I can to ensure compatibility with this. My mod will basically port the three main "ranks" of Sith robes from K2 in the Trayus/Malachor Academy: students will wear the "low" robes, teachers (including Yuthura) will wear "mid" robes, and Uthar will wear "high" robes.

Sith workers in the Valley of the Dark Lords (NOT the guards or archaeologists) will be wearing the black Sith variant of Onderon commoner clothing from Effix's Zeison Sha/Jal Shey to Onderon Clothing mod which I've ported while Tariga & Adrenas (the two Huttese-speaking human workers who state that they "serve" the Sith but aren't Sith themselves) will be wearing commoner clothing but have unique heads. There will be separate options on the menu to make Tariga male or female (gender is swapped in K1CP) as well as an option to restore Hijata as a human wearing a Sith robe for those who've installed K1CP or to allow him to remain an alien by not installing that option if K1CP is installed. 

There will be a few "cameos" from K2 with models and textures ported in and some minor K2 characters replacing various NPCs: Azkul will replace the Sith torturer in the interrogation room and will be wearing Sith armor (thanks to Marius Fett's modder's resource and N-DReW25 providing it after it was taken down), the Twin Suns will replace two of the prospective students and the player can "Force Persuade" them to talk about themselves and reveal that they came initially as prospective students but were disillusioned with the disciplines of the Sith and the Academy's application process and changed their minds and are hanging around near Czerka's office considering doing "dirty work" for them as hired thugs/assassins. Jana Lorso from Telos in K2 will replace the Czerka Rep in their office and I used ElevenLabs to distort/change the voice for the Rep's lines to sound similar to Jana's. I thought it'd be interesting to add her in since on Telos it appears she's got a couple of Sith statues so perhaps she was stationed on Korriban before?

Again, each of these changes will be **optional** and will be a separate section of the mod that can be installed **separately** after the main part that adds Sith robes to teachers and students at the academy itself.

When your mod does comes out, I'll have a look at what it does and what files you've modified and I'll give a final judgement on if a compatibility patch is needed and/or what components people should avoid with my mods.

 

If you're mod is one big mod, do know that my NPC Overhaul is a series of different smaller mods. Let's say I do release my hypothetical Sith Academy mod, players can simply choose not to install that mod for whatever reasons.

 

And do know the "core" of my NPC Overhaul revolves around the NPC Diversity Pack, without the other mods of this series I'm sure you can see how it's quite basic in how it achieves its overhaul ("Basic" in comparison to what you're planning, that is).

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33 minutes ago, N-DReW25 said:

And do know the "core" of my NPC Overhaul revolves around the NPC Diversity Pack, without the other mods of this series I'm sure you can see how it's quite basic in how it achieves its overhaul ("Basic" in comparison to what you're planning, that is).

Fair enough on all points. It should be noted that my mod is more selective and thus wouldn't edit as many NPCs as yours would. Aside from the Czerka rep which I mentioned earlier, I don't plan to overhaul or change anything with the Czerka workers at all and will probably just recommend your "Czerka Redux" mod. The prospective students will also not be covered in the main part of the mod and there will merely be an optional "patch" to install on top of it, as well as the optional "cameo" of the Twin Suns that I plan on implementing. At its core, the main goal of my mod is to give ported K2 Sith robes to the Sith at the academy itself and some of the ones like Dak Vesser who are hanging around outside. Everything else beyond that will be an additional optional thing in the menu that players can choose to either use or not, depending on their tastes 

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