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Old 01-21-2008, 11:59 AM   #41
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That is great news Dan, fantastic.

Lactose, I am sorry I can't help more with that question as I only have the info from the original source which was Eniena's list but I will try to get in touch and find out more. Also please anyone reading this who might know pls let us know. thanks.


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Old 01-21-2008, 12:18 PM   #42
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Quote:
Originally Posted by Dan Loto
I might as well say that i'm 65% done. If anyone can think of some dialog for NPCs then PM me.
Where exactly is this stronghold situated? And what is its purpose in the game?
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Old 01-21-2008, 01:20 PM   #43
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Quote:
Originally Posted by Dan Loto
I might as well say that i'm 65% done. If anyone can think of some dialog for NPCs then PM me.
Can you tell me what it is? I'd like to help if you don't mind.

Take care
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Old 01-21-2008, 11:29 PM   #44
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Quote:
Can you tell me what it is? I'd like to help if you don't mind.
The Gamorrean Stronghold. I guess it didn't quote the quote.

Quote:
Where exactly is this stronghold situated? And what is its purpose in the game?
The purpose is currently...lacking. I think that's why they cut it out. I used the unused door in the Undercity to warp to another module which reuses the undercity module. You appear in front of the would-be elevator in the "Gamorrean Village." I locked the gate so that the only way to leave the village is to go back to the Undercity. I have the Dialog for the Chief of the village already made. I have references to the Sewer dwellers and other outcast village as well as the Gangs and Sith.

I'm considering making a small "quest" where you go to look for a team of the Chief's Boars who were killed by Vulkars, but beyond that and an axe store, it's pretty pointless.



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Old 01-22-2008, 10:08 AM   #45
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Quote:
Originally Posted by Dan Loto
The Gamorrean Stronghold. I guess it didn't quote the quote.



The purpose is currently...lacking. I think that's why they cut it out. I used the unused door in the Undercity to warp to another module which reuses the undercity module. You appear in front of the would-be elevator in the "Gamorrean Village." I locked the gate so that the only way to leave the village is to go back to the Undercity. I have the Dialog for the Chief of the village already made. I have references to the Sewer dwellers and other outcast village as well as the Gangs and Sith.

I'm considering making a small "quest" where you go to look for a team of the Chief's Boars who were killed by Vulkars, but beyond that and an axe store, it's pretty pointless.
Do you have a .mod by chance?
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Old 01-24-2008, 12:42 PM   #46
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I think when the player goes to the undercity, the developers original thought may have been to have a more complex storyline for you to experience there, so the restoration of this area may indeed have restoration merit. It might work to add some of the ghouls and perhaps some items and even possibly another crashed pod? That one republic officer was shortlived in my first play through and it might be nice to have another to meet....just a thought. It will be good to meet another Chief, sounds good what you are doing. Great to see this work expanding.


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Old 01-25-2008, 05:37 AM   #47
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This mod sounds like it would be really interesting once its released. I have an idea for a storyline or at least a side quest where the chief tells you that his lot are at war with the slavers and thanks you for killing their boss. Then he asks you to mop up any that are left alive, or maybe rescue some from the Vulkar base. No? O well, I tried.
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Old 01-25-2008, 09:57 AM   #48
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Maybe when we are all done we could create a pack of all the content using TSLpatcher and release it.

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Old 01-25-2008, 12:17 PM   #49
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KI Restoration Mods Possible K1RP Pack List
Updated Jan 27, 2008 CG

That would be great, I have been updating this list for just such a possiblity, a Pack that would include all the restoration mods currently available. I was not sure who had the skills to make the pack but hopefully they will appear as things progress. I have found the following so far which appear to be entirely or mainly restoration mods that couild possibly be combined in a K1RP Pack of mods and resources, pls post any corrections, suggestions or additional info.

It is possible that a combined pack of mods that are purely restoration might be the main package and other add ons that enhance the game but are close to or idential in quality and features, such as fully spoken dialogue, and subtitles, and full game features might be gathered along with other mod resources for future restoration work.

deadeye_man.zip
Darth333
Deadeye Duncan Restoration
Simple mod that spawns Deadeye Duncan on
Mannan to access some unused dlg and sound files.
http://www.geocities.com/d333mods/index.html

sharina_fizark_restoration.zip
Sekan
Restores Sharina on Tatooine
http://knightsoftheoldrepublic.filef...toration;85549

Yuka_Laka.zip
Darth333
Creates fully voiced mod of HK Droid in Tatooine
(not a restoration but fully equal to orignal content)
http://www.geocities.com/d333mods/Yuka_Laka.zip

Iriaz_Dantooine_Modules_Fix_Final.rar
Iriaz Dantooine Modules Fix
Team JAWA - Master Zionosis
Fix for every outside module on Dantooine you will see Iriaz mentioned by Rickard Lassof in the Murder side quest in the grove
http://team-jawa.kotor2files.com/OPS...riaz_Dantooine

Shuma the Hutt
Team JAWA
Restores Shuma the Hutt to Dantooine
http://team-jawa.kotor2files.com/OPS...._The_Hutt.zip

Shuma.rar
Seamhainn
Restores Shuma the Hutt on Dantooine
http://www.embdena.de/images_beitra...loads/Shuma.rar

black_vulkar_restoration.zip
Seamhainn and DarthJebus05
Restores FUll additional level of Black Vulkar Base on Tanis with NPC's and dialogue
http://www.embdena.de/images_beitra...s/tar_m10aa.rar

Deadeye.rar
Seamhainn
Deadeye Duncan Restoration (with gradual exit)
http://www.embdena.de/images_beitrae...ds/Deadeye.rar

garrum_and_tereelok_restoration (#59)
(Dan13_cort.zip dialog fix for this mod)
Sekan and Seamhainn
Restores Two Jedi Knights in Dantooine, also restores Shuma the Hutt, so there are no mod conflicts (per Danyael27 1/08)
Main Mod file
http://knightsoftheoldrepublic.filef...toration;85948
Dialog Fix
http://files.filefront.com/dan13+cor.../fileinfo.html

alternate_ds
No. 2 Alternate Ending
jdNoa
Restores the alternative romance ending that the developers cut
http://www.geocities.com/jdnoa/alternate_ds.zip

Bastilla_on_Korriban
dcnowhere
Restores the option for you to play Korriban with Bastilla.

K1 Lost Modules Pack
Darth Insidious
Modules for K1 from various worlds including Tatooine Temple, Czerka Depot possibly
Korriban, unknown level from kashyyyk, swoop racing area, and more.
http://knightsoftheoldrepublic.filef...les_Pack;85435

bastila_romance_enhancement.zip
Swfan28 (and Darth Shan for original "Bastila Romance Glitch Fix" and Allronix modified file from "Allronix Dlg-Pack 2.0)
Bastila Romance Enhancement
Allows PC to Kiss Bastilla on main game path, not a restoration but a nice enhancement.
http://knightsoftheoldrepublic.filef...ancement;80608

basty_fix.rar
Darth Shan (Includes with permission Master Kavar - Bastila dialogue from "Bastila and Female PC Untold Love Story" and Shem for "Helena Bastila's Mother Clothing Fix")
K1 Bastila Romance Glitch Fix
http://files.filefront.com/basty+fix.../fileinfo.html


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Last edited by CrisG; 01-28-2008 at 10:15 AM.
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Old 01-25-2008, 12:29 PM   #50
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The garrum_and_tereelok_restoration Mod also restores Shuma so there are no mod conflicts.


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Old 01-25-2008, 01:38 PM   #51
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Thanks, i added that info to the llist, let me know any other suggestions, additions or corrections ...anything to get all the info together for everyone. thanks again.


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Old 01-25-2008, 02:58 PM   #52
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sharina_fizark_restoration.zip
Sekan
Restores Sharina on Tatooine
http://knightsoftheoldrepublic.file...storation;85549





black_vulkar_restoration.zip
Seamhainn and DarthJebus05
Restores FUll additional level of Black Vulkar Base on Tanis with NPC's and dialogue
http://www.embdena.de/images_beitra...s/tar_m10aa.rar

Deadeye.rar
Seamhainn
Deadeye Duncan Restoration (with gradual exit)
http://www.embdena.de/images_beitra...ads/Deadeye.rar

garrum_and_tereelok_restoration (#59)
(Dan13_cort.zip dialog fix for this mod)
Sekan and Seamhainn
Restores Two Jedi Knights in Dantooine, also restores Shuma the Hutt, so there are no mod conflicts (per Danyael27 1/08)
Main Mod file
http://knightsoftheoldrepublic.file...storation;85948
Dialog Fix
http://files.filefront.com/dan13+co...;/fileinfo.html

alternate_ds
No. 2 Alternate Ending
jdNoa
Restores the alternative romance ending that the developers cut
http://www.geocities.com/jdnoa/alternate_ds.zip



Bastilla_on_Korriban
dcnowhere
Allows you to play Korriban with Bastilla
(This is a restoraton!)


Ok, I've edited your list. I removed the none restoration items, and duplicate lists. The DarthInsidious mods you posted are only a modders resource, not restoration. I am working on the Rakatan Temple and the Korriban Czerka area, as well as working on kashyyk with Seamhainn. I've also made a TSLpatcher mod that adds the Iriaz back into the modules. Really I don't think non restoration mods should be included with the restoration ones.

I can make a section on my Team-Exile forums that would hold all this info.
Also I can make the restoration installer. I do think that we should try and use only mods that are created for this pack or that we have permission to use.

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Old 01-25-2008, 03:15 PM   #53
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excellent, i agree on all points and the next step will be to contact everyone to see if it is ok to include their mods in the pack and then to post it to the Lucasfiles site and get the offical ok from LA..at least that is my thinking at this point, open to everyone's suggestions. that is great news that you are working on the temple and the offices, it looks like we may have a true K1RP pack in fairly short order with everyone helping out. thanks again. and thanks for the offer to make the installer and to give this great work a home. I had contacted Filefront for hosting a restoration forum, but no home yet for a pack file.


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Old 01-25-2008, 03:28 PM   #54
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You don't need to contact LA. Also I meant I could host the restoration forum. I am also working on other stuff for K1.

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Old 01-25-2008, 03:44 PM   #55
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What about conversation restorations?

I know of at least one mod that has some restored conversation in it.

It is after getting Shen and Rahasia to go outside the Sandral estate, but before the fathers show up.


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Old 01-25-2008, 04:10 PM   #56
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great, do you have a linkey? And Darth, that is great re a home for a forum, we had not found one yet, and were continuing with what can be done in the meantime.


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Old 01-25-2008, 04:25 PM   #57
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The mod i mantioned is the mod by Master Kavar.

http://knightsoftheoldrepublic.filef...ve_Story;73255


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Old 01-25-2008, 04:27 PM   #58
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I think looking for a home for a pack file is premature until you get the permissions of ALL of the potential contributors. By being considerate now, you'll avoid heartache later (by having to pull one or more fixes/restorations for the proposed pack.)
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Old 01-25-2008, 08:51 PM   #59
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Hey Chris, there is one thing that has me somewhat puzzled about the galaxymap.

If you look closely at where the Starforge system will appear on the map i think you will see a white dot there.

When i noticed this i also noticed several other dots on the map that has led me to believe that the develoopers originally put several more planets in the game the the released version has.

When i thought about this, it made me realize that the game would have been much more difficult if there where several planets that had broken starmaps. This would mean that until you learned where the functional starmaps where the game itself would be much more difficult, and longer.

Anyway, i just thought that i'd post this here so i could get it off my chest as it has been bugging me for some time now.

If you want i can edit this post with a guide to the exact location of every unused dot on the map.


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Old 01-26-2008, 12:35 AM   #60
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Danyael, that would be great to know more about those locations I tend to agree with you after studying the map, and the years of posts about this myself, and indeed it would have been a larger and more complex game to have more worlds, or there is another possiblity which is moot at this point, that they may have intended to add more worlds over time for expansions as well.

EDIT and UPDATE: Check out this thread by the code master tk102, it describes the steps needed to mod new planet locations, so it appears that they did indeed design the possiblity of new "live content" into the game's future:
http://www.lucasforums.com/showthread.php?t=127001

Sith re a home for a Restoration pack, I totally agree with you that any effort that I am involved with must have total permission from any and all mods that are included, so at this point it is a goal to aim for to have somewhere to host an eventual package of all the restorations, hopefully with the energy and work going on currently there will be a nice solid group of these restorations for such a collection soon. But i am in total agreement that the first and last principle of a community effort of any kind is total respect and permission of any and all authors and creators, as I am a professional creative person myself, this is very close to my own heart. thanks for the great point.

We will also want to be sure that all the mods are compatible and bug free, and throughly tested, so there is no hurry so we can do whatever everyone feels is good is done right and done correctly and respectfully in all ways.


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Old 01-27-2008, 12:00 AM   #61
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Quote:
Originally Posted by Seamhainn
Do you have a .mod by chance?
Actually, I have to use two .mods for it to work (The Undercity and the Stronghold) but at the moment the stronghold is empty...

CrisG, I found an old semi-interview which has quite a bit of information on Sleheyron that's not mentioned in your cut content post. Have a look for yourself and take what you can!

http://swforums.bioware.com/viewtopi...=89&highlight=



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Old 01-27-2008, 01:27 AM   #62
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With the wookie crystal, does that mean that I can simply cut & paste file values onto said location, or is there an actual mod_link for the crystal?


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Old 01-27-2008, 02:06 AM   #63
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Dan, that is an awesome interview running series of posts from David Gaider, I will try to get in touch with him, and will also make a summary of that info for the list, it sounds like the planet was only partly modeled, and the plot set but not completed ......that is some of the most detailed plot description of that planet i have seen yet, that is great to have for us to see.... got some of the update in the list, will finish the rest tomorrow. Thanks again.

JinSargit, .....Re the wookie crystal you might want to check with Sekan who knows about that I think and Seamhainn is working on a restoration of the lower levels of the wookie planet, he may know more about that too.


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Old 01-27-2008, 11:09 AM   #64
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Quote:
Originally Posted by CrisG
Dan, that is an awesome interview running series of posts from David Gaider, I will try to get in touch with him
That's actually a really good idea! I checked his profile there and his last post was on 01/10/08, which is fairly recent.



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Old 01-27-2008, 11:20 AM   #65
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Quote:
Originally Posted by JinSarigit
With the wookie crystal, does that mean that I can simply cut & paste file values onto said location, or is there an actual mod_link for the crystal?
My english isn't good so lets see if i understood you right.

You're wondring if the crystal is in the game and are ready to be used and needs no fixes or if you have to download a mod that fixes the crystal before you can get it work in the game?

If i unsderstood it right: The crystal is working and needs no fixes. You can get it in the game if you use cheat:giveitem kas25_wookcrysta

Sorry if i did get it all wrong


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Old 01-27-2008, 11:45 AM   #66
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I my self use the KSE to get it.

Hmmm, there might be a way to make it available in a mod.

After fighting Chuundar, Freyyer gives Zaalbar Bacca's Blade.

What if he insists on giving the PC a reward as well? As in the Wookie Opila Crystal.


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Old 01-27-2008, 11:48 AM   #67
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Quote:
Originally Posted by Danyael27
I my self use the KSE to get it.

Hmmm, there might be a way to make it available in a mod.

After fighting Chuundar, Freyyer gives Zaalbar Bacca's Blade.

What if he insists on giving the PC a reward as well? As in the Wookie Opila Crystal.
Actually there is a mod that does almost as you said. It can be found here


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Old 01-27-2008, 12:24 PM   #68
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Great Sekan, thanks for the link for that crystal I was looking for it last night to add to the list, Cate did a nice mod for that indeed.

Dan, ys, he seems to be around still, hopefully their working NDA's and all the rights for the game being with LucasArts will allow him to talk with us, it would be great to have more info on the game story and things that were planned but left out or cut. Thanks again for that lead.


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Old 01-27-2008, 12:50 PM   #69
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What would be really cool is if they could give us a text document with the dialog in it and a collection of the models.

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Old 01-27-2008, 06:04 PM   #70
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yes, i had thought of asking about that, if they have no plans for them, they must have everything stored on disk. It is good to have large dreams

it is worth asking about.


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Old 01-27-2008, 09:06 PM   #71
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Perhaps it would be best if someone edited the already restored content to remove the original dialog?

Oh and would it be worth starting a separate thread where people can report any WIP content mods that they're working on? Just so people don't tread on other people's toes.

I also made a truncated version of the content list, just for simplicity's sake.

1. The Taris arena fighter Deadeye Duncan survived the events of the planet and would show up on Manaan. [RESTORED]

http://www.lucasforums.com/showthread.php?t=185162

2. Alternate DS Female ending [RESTORED]

http://www.geocities.com/jdnoa/

3. The planet Sleheyron

4. An extension of the Taris Swoop Bike quest, in which a second level exists in the Vulkar base and the player has to disguise himself as a Vulkar to infiltrate it.

5. In the fight with Rulan Prolack (the shape changing alien you're sent to kill for the Genoharadan), he always transforms into Jolee. However it seems he was at one time meant to transform into any one of your NPC's, even your PC.

6. There was an alternate way into the Sith base on Taris. The junior sith officers you meet in the cantina could later be talked to at the party for a chance to buy a pass card into the base.

7. As a "reward" for rescuing Shen and Rahasia, the PC had the option to make an... indecent proposal (Shen for female PC, Rahasia for male) shortly before Ahlan and Nurick show [RESTORED] But removes the gender requirement

http://knightsoftheoldrepublic.filef...ve_Story;73255

8. Another alternate ending? In a possible dark side ending, Bastila mentions that the Star Forge is damaged and about to be destroyed, and you flee to the Ebon Hawk.

9. An arguement between a Master and his apprentice on was supposed to take place on Dantooine.

10. You could compete in a Pazaak tournament on Manaan.

11. A little bit of unused dialogue near the beginning, Carth tells the PC to go back to sleep until their injuries heal.

12. During your adventures on Manaan, you could partake in a side quest to find out what happened to an Echani mercenary's friends.

14. More bits of dialogue seem to suggest that Jolee and the PC were meant to fight together in the Shadow Lands before he officially joined your party. Perhaps against the Katarns you see him kill?

15. After deciding who would rescue you, Carth and Bastila on the Leviaithan, there was supposed to be a quick cutscene where Carth, Bastila, and the PC are shown being taken prisoner by the Sith boarding party.

16. A possibility to buy parts for the Swoop Bike. On the Swoop Track on Tatooine, when the player talks to a racer named Nico, he can still ask Nico where there's a place to buy upgrades for the swoop bike. Bioware forgot to cut this dialogue.

17. If the player didn't kill Juhani, the Jedi Belaya, from the Jedi Enclave on Dantooine, was supposed to have been captured and kept as a prisoner aboard the Leviathan. She would later discovered to have died in captivity.

18. As with other team configurations, if Juhani and Canderous were part of the player's team, they were supposed to have dialog with each other. Specifically about the Mandalorian invasion of Cathar. [RESTORED] -ISH

MOD LINK - http://knightsoftheoldrepublic.file...ogue_Pack;81241
(NOTE: Contains alot of original dialogue inserted by the author. If you're a KOTOR purist like I am and prefer voice dialogue, you might not think much of the original dialogue. Though the cut content is worth it.)

19. An alternate Star Map scenario where the map is located in the maw of a sarlacc. The player must navigate an underground Rakatan temple in order to locate the pit, and then figure out how to get to the map without getting eaten.

There's a sound file associated with this quest that still exists. It can be found in "\streamwaves\m44aa\wrai06"

PICTURES - http://www.lucasforums.com/showthre...37&page=3&pp=40 (Keep scrolling down and you'll find them.)

20. A trash compactor puzzle in the Taris Sewers.

21. A quest that would have allowed the player to become a sort of Messiah of the Sandpeople and lead them against their Czerka corporation oppressors.

22. A Gammorean stronghold in the Undercity. [Restoration work is 60% complete on this, Dan Lotto Restoration Engineer, 1-21-08 CG ]

23. An extended romance .dlg for Carth with a Female Revan, for a better executed beach Scene. [RESTORED]

http://www.cjt0202.net/mods/K1CarthRomance1.1.zip

24. Shuma the Hutt originally could be found in the Jedi enclave. Due in part to recent events, Shuma was granted asylum in the enclave. [RESTORED]

http://team-jawa.kotor2files.com/download.php

25. Passive Iriaz originally roamed the plains of Dantooine. That's right, other creatures roamed the plains and didn't attack you on sight. [RESTORED]

http://team-jawa.kotor2files.com/download.php

26. You could go swoop racing on Kashyyyk, Dantooine and Korriban.

27. A third area of the Kashyyyk Shadowlands could be accessed.[It is a lower level beneath the second level and some of the areas were created but are mostly empty, with very little content in them]. [WIP]

28. Apparently it was possible that Revan could discover a datapad written by Elassa to her Sith Master shortly before her death, inside the Sith Embassy. In it she says that she doesn't believe Sunry knew anything of value, and actually intended to murder him on the very same night the jilted Sunry killed her. Ironically, while Sunry had killed her in cold blood, he had unknowingly prevented his own death at the same time.

29. Bastila was originally allowed to accompany you during your trip to Korriban. This is evidenced by dialogue and voices that still exist in the game files. [A restoration of these would be a nice project for someone, possibly using a recrutable mod as a kernel for a restored Bastilla using her animations and rote responses to put her back in for this section, and then she could return to the ship before entering the Temple Ed. CG] [RESTORED]

http://members.shaw.ca/t7nowhere/fi...on_Korriban.rar

30. Juhani had some dialogue after you escape from the Leviathan. [RESTORED]

31. It appears as though nearly every one of your NPC teammates had something to say after you find the Star Map in Naga Shadow's tomb. However, as we all know, only your character is allowed to enter Naga Shadow's tomb.

32. Although a majority of the cut content was during gameplay, Bioware either forgot or cut out a small number of CGI movies. [RESTORED]

http://toasting.machine.free.fr/kotor/k1mr-1.1.zip

33. After purchasing HK-47 on Tattooine and talking to Yuka Luka again, HK-47 will ask whether or not you'll allow him to fufill his life long dream of killing Yuka. Unfortunatley, you're forced to deny HK-47 this. [RESTORED]

http://www.geocities.com/d333mods/other.html

34. You could speak with Juhani after finding the star map on Korriban. The dialogue itself involves Juhani telling you of her dislike of Korriban's evil and how it affected her. [RESTORED]

http://files.filefront.com/tat17+08...;/fileinfo.html

35. You could speak to Juhani about why she dislikes Canderous. The dialogue itself obviously became availible shorty AFTER her argument with Canderous. [RESTORED] (contains original dialog)

http://knightsoftheoldrepublic.file...ogue_Pack;81241

36. Davik Kang's second hanger. It could just be eye candy but it looks like Calo Nord's possible ship on the map. It looks like his room could of had a door to his ship.

37. If you look at some of the dialog for Tar_m03aa (Taris Lower City) it looks like that the swoop track was originally accessible from there. An example would be in this piece of a Sith Troopers dialog.

38. One of the more interesting subplots of KOTOR involves your character's relationship with Juhani. RESTORED

http://knightsoftheoldrepublic.file...mance_Mod;61573

39. Considering the fact that this is an RPG game, one of the ideas Bioware must've have been toying with was how many times players could level up. Even I was a little dissapointed that you could only reach a level 20 with your character before you could no longer level up.

40. Shortly after you learn that Juhani's last home planet was Taris, you could talk to her again to learn about how the prejudice and racism of other people affected her life on Taris. [RESTORED] (contains original dialog)

http://knightsoftheoldrepublic.file...ogue_Pack;81241

41. Also, it appears as though some rooms in the sith academy on Korriban were removed. The doors next to some of the hallways actually opened and you could access new rooms.

42. In early builds, you could actually talk to a bith. You know the aliens who played the famous cantina music from "A New Hope"? Those were biths.

43. Originally, if you had been doing the Carth romance sidequest, a dialogue with Carth revealed he was much more devastated with your character being Revan than he was in the final version of the game. RESTORED

http://www.cjt0202.net/carth_romance.php

44. During the development of this game, Bioware inserted a robot character that performed multiple things like adding members to your party, checking variables and changing the planet you were on. [RESTORED] (more of a cheat than restored content]

http://www.modholocron.isgreat.org/K1.htm

45. Early versions of the story included a subplot involving clones. Unfortunately, Lucasfilms ordered that this part of the story be cut in order to avoid giving away possible spoilers for "Star Wars: Episode II: Attack of the Clones".

http://blogs.starwars.com/DrewK/5

46. A Czerka depot could've been found on Korriban along with a quest involving the president of Czerka operations on Korriban. {There was evidently quite a bit of Czerka content originally planned for Korriban}

47. A sound file exists that involves Carth teaching you how to use a droid that was supposed to allow you transit between the Taris City levels.

48. Juhani had additional comments about Revan.

49. Sharina Fizzark, the woman who tries to sell you the great wraid plate on Tatooine, can later be found on RESTORED

http://knightsoftheoldrepublic.file...storation;85549

50. Apparently you had to do some extra work if you wanted to enter the burial mound on Dantooine as evidenced by a sound file of Bastila talking about how to open it.

51. Your character at one point in the game could threaten or ask a sith commander to help you.

52. At one point, you encounter an injured dark apprentice.

53. The player could go back to Dantooine after escaping the Leviathan.

54. Due to a small glitch in a dialogue file Bioware forgot to fix, conversation between Juhani and Canderous that takes place on Kashyyyk is never heard in the final version of the game

55. Komad Furtuna (the Twi'lek hunter on Tatooine) had a lot of cut dialog.

56. Some jawa NPCs were apparently cut from tat_m18aa.

57. Beleya's UTC file has scripts which show that Beleya originally could become a member of your party.

58. A lightsaber crystal called Wookie amulet was cut from the game as evidence by it's template and other information found in upgrade.2da [RESTORED]

http://d9studios.net/mods/dl/k1_wookiee.rar

59. Garrum and Tar'eelok Restoration [RESTORED]

http://knightsoftheoldrepublic.file...storation;85948
http://files.filefront.com/dan13+co...;/fileinfo.html

60. [K1] Restoration of Shuma the Hutt [RESTORED]

http://www.embdena.de/images_beitra...loads/Shuma.rar

61. Restoration of Lower Level of Black Vulkar Base RESTORED

http://knightsoftheoldrepublic.file...5770x#146032 5



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Last edited by Robespierre; 02-12-2008 at 06:59 AM. Reason: Updating
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Old 01-27-2008, 10:06 PM   #72
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I'm going to make a section of the Team exile forums, and set them up for K1 restoration stuff.

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Old 01-27-2008, 10:17 PM   #73
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Great Darth, that is wonderful news, thanks for doing that. You will find most of the links right up above in this thread and the info in the list, there are a couple i did not have links for yet, but that will be great, and more happening all the time right now.

Loony636, thanks that is a great revised list, it is great have so much good work on gathering the info so everyone can see and decide what they are interested in... i had heard about the Chronicles mod good luck with that, sounds great.

I found another thread about Sleheyron and also the early research into the way the galaxy map works on the Ebon Hawk, from this very forum thread is here:

http://www.lucasforums.com/showthread.php?t=126869


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Old 01-28-2008, 02:16 AM   #74
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Quote:
I'm going to make a section of the Team exile forums, and set them up for K1 restoration stuff.
Yay! Now Team Exile can moonlight as K1 restorers.



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Old 01-28-2008, 06:11 AM   #75
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"azgath1" and the Ebon Hawk Lab Station are both for TSL....

Also, "czergakorribanoffices.7z" and "TAT-TEMPLE.7z" are both unnecessary on the list if you have the Lost Modules Pack - the content in both of these are in the LMP.



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Old 01-28-2008, 10:13 AM   #76
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Thanks Darth I, I have posted the corrections, thanks for the info very much.

And I just PM'd the lead writer for KOTR at Biowar to see if there is any chance at all that we might get any unused materials for the game...we will see.


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Old 01-28-2008, 10:58 PM   #77
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I had a brainwave last night. Well not really a brainwave, but just a thought that would help prospective modders get an idea of the restorability (lol that's a word) of certain bits of content. Its a 'criteria system' which tells the modders what exactly exists for a particular piece of content. So here a my criteria:

1) Dialog - Does the dialog itself exist
2) Voice Over/Lip Syncs - Do the Voice overs and/or lip syncs exist
3) Module - Does the module where the scene takes place exist
4) Cutscenes - Do any related cutscenes exist?

And based on the partial, complete or missing nature of the above criteria, each piece of content can be ranked according to ease of restoration.

For example:
Quote:
54. Due to a small glitch in a dialogue file Bioware forgot to fix, conversation between Juhani and Canderous that takes place on Kashyyyk is never heard in the final version of the game
This is 1/10, since it requires about 10 seconds of work to fix.

Quote:
3. The planet Sleheyron
This is 10/10, as it is close to impossible



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Old 01-28-2008, 11:05 PM   #78
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Loony, that is a very good point, that was funny that you picked that one item that is so easy to fix, i had just been thinking about posting about it, going through the list this AM...anyone up for a quick fix and some nice restored content to add for us all?

54. Due to a small glitch in a dialogue file Bioware forgot to fix, conversation between Juhani and Canderous that takes place on Kashyyyk is never heard in the final version of the game


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Old 01-29-2008, 03:01 AM   #79
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Click, click, upload.

I would, if I the computer that had KOTOR 1 on it wasn't in disposed at the moment.

The reason I suggested it is because I have no idea how much of the content exists, and where the content exists. If people could post comments about the content, that'd be great.



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Old 01-29-2008, 10:17 AM   #80
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Quote:
anyone up for a quick fix and some nice restored content to add for us all?

54. Due to a small glitch in a dialogue file Bioware forgot to fix, conversation between Juhani and Canderous that takes place on Kashyyyk is never heard in the final version of the game
I've done that for my Belaya mod. I'll remove the belaya dialog, and upload it for you guys.

EDIT: i've created the KotOR I Restoration section, so bring any topics and crap you want over here: http://www.99emotions.com/valor/foru...forum.php?f=46


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