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Member Since 16 Feb 2016
Offline Last Active Today, 12:48 PM

Posts I've Made

In Topic: Update: Progress has slowed down due to medical issues

Today, 12:03 PM

Hi everyone



I'm sorry I haven't been around lately.


Been dealing with medical issues and looking for a job which all of it has placed a good deal of stress on me.



I still plan to continue working on the project but I wouldn't expect a real true update till mid summer.


By then the issue should be resolved and be able to work on it at a better pace. 





Good thing you're still alive. I wish you good luck on your quest for a new job. 

In Topic: [WIP] Caalin Ette (K1R Addon)

Today, 11:28 AM

Is there any hope of release? It would be a great and interesting addition to sublevel part of Vulkar base and actually make this piece of K1R worth installing and playing.

Not as of now! There are bugs with the Sub Level I am 90% sure are in K1R 1.2 and not my mod. It appears K1R has put their written info into the Dialogue.tlk and not in the files. The easiest example of this is .dlg files which are the in-game dialogue files, most modders would simply type what they wanted into the dialogue file itself. However, K1R has the written dialogues for the .dlg files into the Dialogue.tlk and then place the value for the new written info and place the value into the dialogue instead. (I bet that made no sense so if you’re a pro modder, you can explain this with much more sense.)

The problem starts when I believe the new optional dialogue tlk that now comes with 1.2 doesn't exactly work with K1R so certain values now display the wrong text which means all the dialogues and other things are incorrect. For example, if you remember the spice room where you speak to the Gamorrean Guard his dialogue is now like a computer console and not the spice guard he is supposed to be. There are a few bugs where Vrei Yindaru in the Sublevel updates a sidequest which does nothing. And Caalin Ette doesn't currently have his intended head K1R made for him instead he has a close look alike - as at the time of releasing this I couldn't do 2da's.

Those are the issues I came up with from the top of my head. The Caalin Ette Beta isn't all buggy and you can still get to the Garage level and finish the game and the bugs present don't break the game in anyway. If I find time I may be able to work on this some more as I kinda put it on the bottom of my to-do list as I didn't get any real community response until after 6 months.

In Topic: Sleheyron

20 April 2017 - 01:48 PM

If the Modules are custom made that should mean we are allowed to port the new Slehehyron Modules to TSL and make a TSL version of Sleheyron without any troubles, is that allowed?

In Topic: Revenge of Revan for Steam

19 April 2017 - 03:21 AM

It DOES work for the steam version because I have completed the full demo on my Steam Copy of Kotor 2. I believe it has something to do with either your computer or you installed this on top of other mods.

In Topic: Armor/robes mods for TSL? Which types of mods should i avoid for compatibility

18 April 2017 - 12:37 AM

Nexus mods is riddled with old Kotor Filefront mods so of you are looking for an old mod from 2009 it's a safe bet it will appear there as both filefront and Gamefront does not exist anymore.

I'll assume your referring to TSL, for armors I'll leave links to two armor mods I know of that are compatible with the TSLRCM

TSL Loot immersion adds armors but it adds other stuff as well but it's still compatible with TSLRCM- http://deadlystream....-expansion-mod/

TSL Armor fix turns some TSL armor into there K1 appearance as some armors had wrong textures to begin with- http://deadlystream....-tsl-armor-fix/

I can't think of any more armor mods unfortunately. You should avoid mods that have a "no" in the TSLRCM Compatible section of the Deadlystream download page. If they say "yes" feel free to download and install it. However a "yes" doesn't mean there is no bugs in the mods, if you encounter a bug in a mod please report it so the mod author can fix it.

Also nexusmods might have incompatible mods due to them being so old. If your unsure about a mod you could always make a thread asking if it's compatible or not or if a compatibility patch can be made for it!