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Member Since 06 May 2016
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#61328 Handmaiden: Conversation with teaching her the Lightsaber Forms

Posted by jc2 on Yesterday, 05:56 PM

This... has been harder/longer than I thought it would be.  It turns out that I am still an amateur scripter.

Is anyone willing to test this mod out?  I should have a testable version finished soon.   


Posted by jc2 on 15 December 2017 - 04:48 AM

Could I ask a favor for anyone commenting on this thread to quote the Non-spolier heading posted by zybl2; therefore, any person visiting the site would not accidentally run into spoilers merely by going to the homepage of Deadlystream, where the feed is updated by each new thread post.



#61291 Handmaiden: Conversation with teaching her the Lightsaber Forms

Posted by jc2 on 14 December 2017 - 06:04 PM

You are correct about having to mod the TSLRCM edited Handmaiden dialogue, though you do not need permission for this. You are making your mod compatible with the most essential TSL mod to date which is completely allowed.

Until I have confirmation from a moderator or one of the TSLRCM authors, I will refrain from action.


I'd like to quote the Rules of Deadlystream.com under the Common Sense Clause, "Don't be stupid. Use common sense."

#61277 Handmaiden: Conversation with teaching her the Lightsaber Forms

Posted by jc2 on 14 December 2017 - 07:15 AM

I could give it a shot, i'd just add a black out screen (you know the fading to black screen shown in game cutscenes all the time) after the line let me teach you some techniques followed by the spliced lines given by SH.

But this would be modding TSLRCM content right? Which would require me to acquire permission before I could work on the mod. 


It's been months since this was discussed. Anyone had the time to work on it ?

#61236 Revan: Rogue Jedi Fan Film Trailer

Posted by jc2 on 12 December 2017 - 05:47 PM

Hello all!

... etc...




Consider me hyped.


Not gonna lie, looking forward to this more than the next Disney Star Wars movie...

  • RLG likes this

#60971 Battlefront Turmoil

Posted by jc2 on 29 November 2017 - 07:06 AM

I've been following Galaxy In Turmoil for awhile now..

It's going to be an amazing game, thanks for the interview/info Xuul. 

#60627 Party Leveler TSL

Posted by jc2 on 12 November 2017 - 03:12 AM

I really want to use this, but the UTC files are already in use from another mod- would you mind creating a version with TSLPatcher so it's more compatible?

Updated both mods with the tslpatcher!

#60622 Party Leveler TSL

Posted by jc2 on 11 November 2017 - 09:04 PM

Posted Image


File Name: Party Leveler TSL

File Submitter: jc2

File Submitted: 11 Nov 2017

File Category: Mods

TSLRCM Compatible: Yes


Requested by LucyTheAlien.


JC2 Presents:


The Party Leveler TSL.




About: Identical in concept to it's k1 counterpart, the PC can now fully upgrade their party members from level 1, once they join the party.


Benefits: Potentially, you could have Atton as a level 2 Jedi Sentinel, or simply have more customization of feats/skills/powers than usual.


Installation: Unzip and run the tslpatcher, should be compatible with every mod out there.
Installation order should be whatever mod that may have the same files, then my mod letting the tslpatcher patch the files for compatibility.


As always, I hope you enjoy!


Feedback is always appreciated, regardless of its nature.


Special thanks to LucyTheAlien for reminding me about the TSLpatcher.


Click here to download this file

#60614 Download:Party Leveler K1

Posted by jc2 on 11 November 2017 - 07:03 AM

Will the Jedi Characters have a starting pair of force powers at level one then?

I removed a few of the jedi character's force powers, to keep it balanced, but only like 2 for Bastila (joins level 4), and 3 for jolee and juhani (joins lvl 6). So yes, they do have a 2-4 force powers already when you get them.




Would you mind making one for K2?

Sure! Just got KT working for TSL a few days ago. 

#60596 Download:Party Leveler K1

Posted by jc2 on 10 November 2017 - 09:00 PM

Posted Image


File Name: Party Leveler K1

File Submitter: jc2

File Submitted: 08 Nov 2017

File Category: Mods

K1R Compatible: Yes


By Request of an anonymous /r kotor discord user, seconded by 134340Goat.


JC2 Presents: Party Leveler K1


Allows the player to fully upgrade each companion from level one, keeping their original class intact as well.
If you auto level up your companions, then this might not be the mod for you.
However, if you enjoy strategically improving each companion to their full potential, then this is your mod.


Jolee and Juhani join the party at level one, letting the PC have more control over their force power progression by five levels (default for both is level 6).


Note: Does not affect Juhani in the Grove, nor Jolee before he becomes party member on Kashyyyk.


Installation: Unzip and run TSLPATCHER.


Uses tslpatcher, should be compatible with everything, be sure to install your mods in the correct order. Any mod you think might use the same files, install that mod, then install mine using the tslpatcher everything should be compatible. Otherwise, you risk incompatibility issues.


I hope you enjoy!
As always, any feedback regardless of its nature is appreciated.


Click here to download this file

#60498 Is TSLRCM compatible with any mods that alter appearance.2da?

Posted by jc2 on 07 November 2017 - 05:24 AM

TLDR: Yes, of course.


Not really a bad question, it can be a little complicated to answer. 


Any mod that uses/modifies appearance.2da that does not have a tslpatcher will be incompatible. There can only be (1) appearance.2da in the override.

Any mod that correctly uses the tslpatcher to modify the appearance.2da can be compatible. 


Note: that this is only under the guise of comparing mods strictly based on appearance.2da and there are plenty of other things that can cause incompatibility.  



If you install mods with the Steam Workshop, then you can run into issues where this question/answer becomes confusing.

Workshop installs mods into subfolders, so if you install (2) different mods that use app.2da, they will each get their own subfolder causing an issue, since only 1 app.2da can be in the override.

Therefore, Steam WOrkshop says things like... you can't have any other app.2da mods installed because of "incompatibility."


On principle, you should really not use Steam Workshop for TSL mods, that system unnecessarily complicates mod builds.

#60430 How do I change the feats used by NPCs?

Posted by jc2 on 04 November 2017 - 06:20 AM

A example.uti or any .uti is an item for kotor, what you want is the UTC. I'm not sure what UT stands for but I've always assumed uti *i* for item, utc *c* for creature. Justa bout every NPC is a utc. 

You need to go to each module (map) that has these NPCs (UTCs) and open them up, then modify the feats they have (this part should be actually fairly easy to understand once you've opened the .utc file. It's an easy system to add feats, as long as you opened a utc file, you should'nt have any problem adding the feats. Then extract file to any folder, or directly to your override.


Since you are a beginner, I suggest you only edit the files with the Kotor Tool (KT) and only edit them once with it, if you want to re-edit the file, then you should just open the vanilla file from KT again and change it again.


This isn't too hard to do, but it's a bit tedious and may cause mod incompatibilities if a mod uses that same utc file.


I'm happy to help if you need any additional help.

#59862 Greetings Everyone!

Posted by jc2 on 21 October 2017 - 09:01 PM

Welcome to Deadlystream, Narshaddaarocks!

#59855 Download:Massage Choice

Posted by jc2 on 21 October 2017 - 12:24 AM



File Name: Massage Choice

File Submitter: jc2

File Submitted: 20 Oct 2017

File Category: Mods

K1R Compatible: Yes


Request by Valas991,


JC2 Presents


Massage Choice


Allows the PC to decide which slave in Davik's estate, male or female slave, will give the PC a massage.
It is a small mod, and shouldn't be incompatible with anything.


It requires a manual install. There are only 9 files. The readme has full disclosure on how to install, it's quite easy.
If you have any questions, or any feedback please send me a message, I would love to fix, change, or discusss the mod.


Credits: Thanks to Fred Tetra for Kotor Tool
Special thanks to the Deadlystream community!
Thanks to Valas991 for his suggestion.


Click here to download this file

#59595 Brotherhood of Shadow Armband experiment.

Posted by jc2 on 05 October 2017 - 12:31 AM

Okay, you've not seen the decompiled code. What you just did was directly open up the .ncs and see the final form of the script. You have not decompiled anything.



Download DeNCS in zipped form, then unzip. Do you know how to unzip a folder? (Note "Unzip" doesn't mean "open")

Once you've extracted the folder, there should be two files, labeled as such "DeNCS Readme.txt" and DeNCS.jar which is an executable file. 


Double click on the DeNCS.jar, to begin installing. According to the readme, you will need java; my mistake on my previous comment.

Additionally you will need the source script for kotor (nwscript.nss), which can be found in your KT folder, or you can follow the Readme's advice and extract it using the KT.  Place nwscript into the same folder of the DeNCS, where you tell it to output the decompiled script. 


Once you have the nwscript.nss inside the DeNCS folder, you can now use it to open any .ncs script. 

So once again, go to the BOS:SR mod folder, copy and paste the script into the DeNCS folder, then open that script with the DeNCS.


Then right click to view decompiled code. 


Please try to follow these directions. Your end result should be this decompiled code> void main() {

object oBos_bosghost1 = GetObjectByTag("bos_bosghost1", 0);
object oBos_bosghost2 = GetObjectByTag("bos_bosghost2", 0);
object oBos_bosghost3 = GetObjectByTag("bos_bosghost3", 0);
object oNearest = GetNearestObject(32767, GetFirstPC(), 1);
location location1 = GetLocation(oNearest);
if ((GetIsObjectValid(oBos_bosghost1) == 0)) {
string string1 = "cs_sithghost";
CreateObject(1, "bos_bosghost1", location1, 0);
ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0);
else {
if ((GetIsObjectValid(oBos_bosghost2) == 0)) {
string string2 = "cs_sithghost";
CreateObject(1, "bos_bosghost2", location1, 0);
ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0);
else {
if ((GetIsObjectValid(oBos_bosghost3) == 0)) {
string string3 = "cs_sithghost";
CreateObject(1, "bos_bosghost3", location1, 0);
ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0);
else {
object oNPC = GetPartyMemberByIndex(0);
AssignCommand(oNPC, ActionStartConversation(GetPartyMemberByIndex(0), "bos_shadowpower", 0, 0, 0, "", "", "", "", "", "", 0));
And if you want to edit that, good luck! I can't really help you there. I am a poor coder and wouldn't be able to easily integrate what you wish to do, though I'm sure its fairly simple. 
Alternatively, if you cannot follow my process you could, hypothetically, just copy and paste the script and then tinker with it.