Blogs

The Unknown

Minutes ago I am having this abstract thoughts. If the Jedi have their own code: There is no emotion, there is peace. There is no ignorance, there is knowledge. There is no passion, there is serenity. There is no chaos, there is harmony. There is no death, there is the Force. And the Sith: Peace is a lie, there is only passion. Through passion, I gain strength. Through strength, I gain power. Through power, I gain victory. Through victory, my chains are broken. The Force shall free me. Is there any "cult(s)" in Star Wars franchise with a code that is in between these two? I'm a rookie in Star Wars thing [the first time I'm into Star Wars was when playing KotOR, which is about early March this year I believe], not many things I know beside the fact that there are the Sith and the Jedi. Actually, because of this thoughts I kind of wanting to start a mod [in the future- there are still unfinished projects now; sorry peeps 😛] that create an NPC(s) that represents this "in between" faction. Moments ago, I googled searching the fact for "do Heaven and Hell exist in Star Wars?" to at least, legitimate-check it. And the result; it does- point to this reference. So, using that as starting point I concreted these random words that is coming out of my head to be a "code" and name the "cult"; the Unknown. Believe in there is no Heaven nor Hell. Believe in their existence. Believe in there is something in between. Believe in the Unknown. Maybe one of you reading this could tell me if there are already factions that is beside the Jedi and the Sith, because this idea kind of bugging me now [the idea of start a story about the Unknown to tell the truth 😛, but maybe if you are interested on kick-start this concept; knock yourself out! ] Again, thank you for reading this [if you have been reading this]. And I am sorry- for the inconvenience may I have caused from this writing. May the Force be with you!

ebmar

ebmar

#2: JC's Mod Showcase

I've gone back and edited the descriptions of some of my mods - Sound Effects for K1, Blaster Visual Effects for K1, and Blaster Visual Effects for K2 - because I've started a new thing. It's a video series I'm calling my Mod Showcase. I felt that the previous setup wasn't doing a very good job of showing what the mods were all about. With the sound effects, the screenshot was... obviously not helpful in the slightest because that's not how sound works. The Blaster Visual Effects mods do have a more visual thing going on, but I have firsthand experience of being unable to judge these mods by still images alone. When the games' paused it's kind of just a big blur. It really isn't the same thing as seeing it in motion. I needed to watch the blasters fired from multiple angles when I was working on the mod to decide how I felt about my changes, and I kept going back and forth on the issue. For a while I wasn't sure if I was making things better or worse. I can't tell you how many kath hounds I killed during testing. So, in both cases, I thought having video would help to give people more of an idea of what the heck the mod does does and maybe more of an incentive to download it. The videos serve as a more in depth preview, for those of you who only take a cursory glance and judge the mod by its screenshots (I'm certainly guilty of this myself). I do a bit of before and after also go into a little technical detail about how I've done things from time to time. I've only done two so far, but I might continue this format with my other mods. These were the only ones that stood out to me as needing a more involved explanation, but I already know what my mods do, so a second opinion would help. Let me know if you have any specific requests. Also, to my surprise, with the site upgrades Deadly Stream automatically embedded my YouTube videos when I pasted the links. I didn't have to fuss around with it at all and was able to put them in the descriptions with no difficulty. I'd actually had this idea for a while and made the first video without considering how to get it onto the site. We could embed YouTube before, but I wasn't sure if it would work in a mod description, and then I wasn't sure how to do it in the upgrade. And then it went and did it on its own, so it definitely gets a pass on ease of implementation. It's too early to say whether my showcase is a good idea, but I do think some other mods could benefit from a video preview (particularly other sound effect mods) and if you were worried about having to fuss around then you don't have to worry about that. Many kath hounds died to bring you this information.  

JCarter426

JCarter426

 

Uncensored Look at my Home Recording Space

Greetings, meatbags. Last time I posted in this blog was quite a while ago, so I thought I'd share what my recording space currently looks like in Texas.  The rundown: It's a big ol' closet with moving blankets strung up on the walls and draped above me like a circus tent. The equipment: I've been slowly adding more and more to my space throughout my various moves. First off, the second most important instrument you have (after your voice). I've had three mics throughout my 6 or so years recording VO. I started off with the respectable Blue Yeti USB mic, moved on to the AT2020 and now have landed at the E-100S Condenser Microphone. This thing is good for me to help bring out the natural bass in my voice, but is not markedly better than the AT imo. If you're looking for a good starter mic of your own, I'd recommend the far more affordable AT. Next is the Audio Interface, which is necessary if you're using a non-USB microphone like I am. I use the Focusrite Scarlett Solo, which is a plug and play type setup and has never steered me wrong.  The next most important part, is your recording software. Audacity is free and it's what I've always used.  Extras: Music Stand to hold your copy (or script), mic stand, stool to place laptop on, LED clamp light to see copy, dog trainer clicker to mark mistakes with loud pops in recorded track.  That's all there is to it. Til next time. - UC

UnusualCharacters

UnusualCharacters

BDSM [a Break Down of Stereo and Mono]

No clickbait intended So, after reading some very constructive discussion between @JCarter426 @Kexikus and @DarthParametric in @VarsityPuppet's Ajunta Pall WIP thread, I'm having a little understanding of- why Mono channel would better be implemented rather than Stereo channel for Action, Force Powers, Blasters, and Lightsabers Sound FXs on this game [and I believe in other games too]. It is relevant for the said example to use Mono channel, because- for example, we would want to hear a humming sound of lightsaber on the left side of the speaker when the camera is facing right [something to do with voice panning- if I recall correctly] won't we? And those would not be possible with Stereo channel I'd supposed. The exception would be for dialogue VO on cutscenes- I believe those would be most suitable for Stereo channeled .WAVs or .MP3s as the reason is obvious; for immersion purpose and deep mental involvement of contexts been told. Personally, I am still hoping that Stereo channeled SFXs would be possible to be utilized in-game as me and @CarthOnasty having a plan to alter the Star Map opening sound; to something different than vanilla. The sound has been made, but is still in Mono channel now. Thank you for reading this [if you have been reading this]. Cheers, and may the Force be with you 🙏

ebmar

ebmar

 

Where the Wookiees At *TSL*

In TSL, there are no wookiees, except for a single angry Wookiee...   I'm fairly certain if you have that infamous NPC Overhaul you may run into a few more, but there are no important wookiee characters.
In K1, there's an entire planet of them.  
I'm not suggesting porting Kashyyyk to TSL, but it would be interesting to see wookiees show up as a sidequest or potential companion interaction.
For instance, if you had Hanharr mabye you'd run across some wookiees on Nar Shaddaa, either free them or sell them into slavery.
This would allow character development of the PC for LS or DS points, it would highlight Hanharr's disregard for his people, and it would allow the PC an influence opportunity, more XP, and if you had Mira vice versa, though Mira has actual voiced lines, while Hanharr has alien VO.  
The location could be changed, but Nar Shaddaa seems the most believable location.   Hanharr and wookiees are prime real estate for modding since they use Alien VOs and are not very prominent in TSL.   Wookiees could show up as slaves of Czerka on Telos, and need to be freed, or captured and sold to the Exchange or G0T0.   Additionally, a Big Z could easily make a cameo and have a hostile interaction with Hanharr resulting in the death of Big Z, or Hanharr for that matter...  
Not sure if i'll ever do this, but if I did work on a content driven lore expansion mod, wookiees would be included.

jc2

jc2

Blog #78 - So much for Coruscant . . .

RAGEQUIT!   Well, this project at least.   Here's what I wanted to do. The Landing Video would have covered all three areas of the mod preceded by an orbit shot.         The pan would have been quick but the EH green screen would have only shown up after the pan stopped moving.   (I even had a skybox set up for the fountain module - no one ever pointed out that there's a blue Dantooine sky above that room but I sure as hell noticed it.)     On to Part 4 though . . .     (The takeoff video would have been much shorter - going straight from a take off (part 4) to leaving Coruscant's orbit (part 1).)   The problem was even after acquiring 3DS MAX, Adobe After Effects (for the engine glow) and having NWN MAX, I could NOT get the buildings to load up. The frustration is extreme. It's too much work for a mod that I wasn't ever really crazy about in the first place. Not having something to release at least saving me the pain having the release be either outright ignored or nitpicked.   Hopefully, one of you have loads more talent than I do because I'm tossing in the towel on this one.

Sith Holocron

Sith Holocron

Blog #77 - The "LucytheAlien" Situation

Since many of you lack the intestinal fortitude to ask me directly why she was banned, allow me to illuminate you. Multiple times, she violated Rule 6 - the bumping rule. She was warned many times via PMs not to do this but she continued to do so. She even bragged about doing so here.  
Let's not forget here continual complaints that folks weren't working non-stop about mods he put in requests for. Modders will work on mods at their own pace and badgering them about it isn't going to increase that pace.   Twice, she violated Rule 3 - Flaming/Harassment - when she PM'd me (and presumably others) to complain in a profane manner about previous complaints. Because of the language used in the Private Messages, I wouldn't be able to post them here. (I've deleted them from my Inbox so don't bother to PM me to ask to see them.) By the way, she also complained about delays on the boards. She continues to complain about mods not being created on her schedule off the site. Here's a choice example from YouTube.

Here's something you might be forgetting: I don't get paid for this job. Modders don't get paid for making their mods, either. Do any of us need ceaseless aggravation from folks that can't be patient and/or abide really simple rules of discourse? Like it or not, this forum does have rules and by using this site, the user has agreed to abide by those rules. Follow the Rules and you'll not get banned. It's really as simple as that.

I've deleted most of LucytheAlien's threads that lacked any responses. If she's not going to be here to respond, the deleted threads really serve no purpose any longer. Threads she initiated that had received responses remain.   Here's what the site owner has to say about this situation, by the way.
   
The matter is now closed. Move along. Move along.  

Sith Holocron

Sith Holocron

Blog #76 - Using M4-78 EP with Snigaroo's KOTOR2 Mod Build

Snigaroo - one of the administrators over at the KOTOR2 Subreddit - dislikes using M4-78 EP. That's his right. However, when I do my next play-through of KOTOR2, I want to use both the KOTOR2 mod build and the M4-78 EP. Might anyone have any suggestions what the install order would be in this particular situation? You should assume that I am using the 4CD version of KotOR2 and that I am playing on a Windows 7 computer.   I'm leaving this blog open as I have no idea when M4-78 EP will return to Deadly Stream.   I'm also not asking for any additional mod suggestions. When I'm satisfied that I have the Mod Build and M4-78 EP working well together, I'll make a new blog asking for suggestions.

Sith Holocron

Sith Holocron

 

Bao Dur's Extended Intro [Help Wanted]

Kotor 2 is riddled with cut content, while TSLRCM restores most content and other big projects like M4-78EP restores their respective content there is still a small handful of cut content still hanging around and this one I will be discussing may or may not be known as commonly as let's say the GenoHaradan.   Recently, I discovered some cut lines for Bao Dur's intro that indicate that this was going to be different than how it goes in Vanilla/TSLRCM. As always, I cannot restore this original intro in a way that works as it'd essentially have to cut more dialogue to restore even fewer dialogue but I have restored a select number of lines into the normal Intro in a way that does work.   Help wanted!: As I own a Windows 10 PC I cannot download/use the tools to make Lip Syncs for the cut lines. If anyone owns a Windows 8 PC or under/can actually run the tools required to make Lip Sync and knows how to make them feel free to reply to this blog/PM me about this and I will give you details on what lines that need to be Lip Synced.   Here is what I got so far     I have been recommended to not release what I've got as this is a bad first impression so if anyone is interested in working with me with the Lip Syncs be my guest, also tell me what you guys think of the lines.

N-DReW25

N-DReW25

#1: JC's Toolbox

I thought I’d start one of these blog things. I’ll be using them to announce... things. First up is the release of a mod that’s five years late.   Veterans of the LucasForums era may remember a mod for Star Wars: Knights of the Old Republic II – The Sith Lords called “JC’s Toolbox”. It added what I called “a collection of items for developers, filmmakers, and cheaters of all kinds”. It let you do things like open and close doors, get free items and XP, teleport, spawn characters, and play animations, and it granted full control over the party system so you could add or remove party members wherever and whenever. I initially sought out these functions while making videos with the game, and also found them to come in handy with mod development.   Before I made the Toolbox, I relied on a few different mods - the Whereami Armband, Call of Aid, Teleporter 2000, and the Wrist Console - to perform these functions. Most of these mods performed their function through armband items; you could equip the armband on your player character, and then it would fire the mod’s script when activated. The Wrist Console was a little different, using Mira’s wrist launcher as a template instead. But they all gave you an item that, instead of creating an energy shield, would fire a custom script to teleport you or spawn characters or whatever. I even made my own edits to a couple of these mods, adding more features like animations and unused camera modes that were left over from Neverwinter Nights. I used these for years before deciding to learn how to make a proper armband myself instead of hacking someone else’s.   In the process, I also learned that armbands and wrist launchers weren’t even necessary: there’s an unused item type called “Plot Usable Item” that functions like an armband, but the function is available so long as the item is in your inventory. You don’t have to equip it at all. I believe this was used for the sonic device on the water suit in the first game, the one that lets you kill sharks. It still functions in KOTOR II, and since you don’t need to equip it to use it, I could access more than two of them at a time. The entire party could access them, too. That was much more convenient than the previous setup. So I decided to rebuild not only my mod hacks, but also many of the original functions of those mods, to give myself a set of Plot Usable Items to replace all the old tools.   With accessibility being a non-issue, I decided to make several tools, each with a limited scope. My hack of Call of Aid had gotten particularly crowded, so I wanted to avoid that. Each new tool would specialize in a specific area, such as spawning characters, playing animations, or managing the party system. And I overdid it. The initial release of JC’s Toolbox contained eighteen usable items. I ended up making the actual Toolbox item just to be able to fire the other seventeen from the same place.   According to my records, I released the K2 version of my Toolbox in December 2012, and over the following year I made a couple updates to that. I didn’t release a K1 version. There was a good reason for that. A bunch of my scripts wouldn’t work. It took me five years to figure out why.   I was never compiling scripts for K1.   It’s rather embarrassing, but that’s that’s the truth of it. I compile my scripts through a batch file, and I have a different one for each game. When I first set up the K1 compiler in 2009, I neglected to edit the file to change the game number. On top of that, I wasn’t aware of some significant differences in scripting for each game. I knew Obsidian added many functions, but I didn’t realize they had changed a few of them too - common functions like ActionStartConversation, DestroyObject, and CreateItemOnObject. Several functions have been altered to pass more parameters in K2. For example, when creating an item in K2, you can specify whether the player will be alerted through the GUI or whether the creation will be hidden. I first learned how to script in K2, and you could say I developed some bad habits and wrote all my K1 scripts under the assumption that they worked the same as they did in K2. And because both my compilers were set to compile for K2, I was never told otherwise. No error messages, no scripts that wouldn’t compile, nothing. The compiler was reading K2 scripts and writing K2 scripts, so as far as it was concerned, nothing was wrong.   For nine years, I was writing scripts for the wrong game.   For the most part, these scripts did work. I’m amazed how much of it did work. Even though the scripts were compiled for the wrong game, even with the differences in those functions, they did run. After all, I wouldn’t have gone so long without noticing the problem if the scripts didn’t work. I’m only now realizing how many oddities I encountered can be blamed on this mix-up.   Up to a point, my scripts would run properly. Even if my script was compiled for the wrong game, most of the functions are the same, so it was happy. Then it would reach one of these functions that Obsidian had changed. It would get to an extra parameter that didn’t belong in K1. That’s where the trouble began.   With CreateItemOnObject, the parameters are the item name, the object to receive the item, the number of items to create, and then whether to hide this process or not. In K1, the script was happy to put in the item, and the object, and the amount, but when it got to that last bit, it couldn’t take it anymore. The function wasn’t coded to allow a fourth parameter. So it would execute the first three parameters, and then it would get stuck. That meant it would actually create the item, as I intended. But the rest of the script wouldn’t run. Not just the rest of that function, but the rest of the entire script.   That’s how these bugs would play out. My script would run up to a point, and then mysteriously stop running. It all makes sense to me now, but understand that for years and years, I didn’t have any reason to assume there was a connection between these oddities, or that they could all be blamed on such a simple mistake. As far as I was aware, they were isolated incidents beyond my control. I thought that was just the way things were, and developed some workarounds, like executing CreateItemOnObject in a separate script, that let me do things the wrong way for nine years.   And even doing things the wrong way, I still managed to achieve most of what I wanted. But these bugs crippled the Toolbox for K1. I started working on it shortly after the initial release of the K2 version, but certain scripts just would not behave. I released a few betas of the K1 version that lacked the misbehaving features, but I held off on an official release until I could get them to work. I could never figure that out. I only realized my compiling issue recently, by happenstance, and from there I was able to unravel the whole mess. It was all because of a stupid mistake that was Past JC’s fault.   Now, JC’s Toolbox for K1 is ready for release. It’s a collection of items for developers, filmmakers, and cheaters of all kinds. It lets you do things like open and close doors, get free items and XP, teleport, spawn characters, and play animations, and it grants full control over the party system so you can add or remove party members wherever and whenever. It’s five years late, but it works. And it was programmed for the right game.

JCarter426

JCarter426

Blog #75 - Seeking questions for the M4-78 Documentary (covering the M4-78 EP!)

Are you familiar with the M4-78 documentary series that Xuul and I have done? If so, be aware that I'll eventually have to sit down and work on the next chapter. (A new chapter will be on its way to the sometime in the near future - have no fear.)

The next chapter that's coming to the playlist covers Darth Stoney's version of M4-78. That means the one I'll have to start writing after that is the M4-78 Enhancement Project. If you've played the EP and had any head-scratching moments, what better way is there to get those answers than by posing a question or two that I can present to the makers of the mod to have them answer and/or explain?

There's lots of material to cover here: the initial version, the 1.2 update, the 1.3 update that's exclusive to Steam (and I've never even played), and the 1.4 update still being worked on right now by zbyl2.

If you have questions about the past or current versions up to 1.3, would you please let me know by listing them below? I'll credit you in the video as long as it's a family friendly name. (You may also be un-credited, if you so desire.)

I would suggest holding off on questions about the future version, as I plan to split the M4-78 EP content into more than one part. I might even do a walk through video once the 1.4 material has been covered. (Apparently, I'm a masochist and my work is never done.)

To our viewers, thanks for your patience in our slow roll out of the content. Your enjoyment is why I do this.

Sith Holocron

Sith Holocron

 

From Now On....

Every mod I've created has had one bug or flaw. From its design and finding out how to make things work, all the way to the finished product.   It seems that I will always update my mods at least 2 times before I'm satisfied and haven't cause some1's game to crash.   ========> On that note, thank you for downloading my mods and experiencing this pain with me. <========   I will continue to improve and renovate my mods, but I'm still hitting walls on limitations. I can't script enough, I use the wrong function at the wrong time/place, etc... I end up fixing a door, but permanently locking another, because Bioware cloned that door. Despite my constant spree of failures and bugs, I don't want to quit, nor stop helping those who've downloaded my mods.   I had a vision to mod. I put effort to mod. I published a mod. And I have the responsibility to maintain that mod's quality. I cannot overstate how important bug testing and reporting is to me.   Reflections on Mishaps: I cannot skin or model, both attempts have been meet with clear failure. For the most part, I try to test out my mods before publishing them, but sometimes my tests are incomplete, for example, SF Door Fix, I only tested the first door, unaware that there was a door in the next module with the same tag,resref, and name.   Current mod failure: Resisting Arrest on Manaan, which can cause party members to be stuck indefinitely. I want to fix this mod, but it's low on my list.   Reflections on Success: Shanilia (as far as I know) is without bugs, but I am skeptical, when I have time to play kotor again, I will fully test out Shanilia and see if everything I wanted exists in the game.
Save Mission: My most popular mod, simple content adding mod, but even that had to undergo editing - considering my current knowledge I may try to splice lines to create a more immersive conversation. Additionally, the PC reply options are long winded, so I may want to change that.   Tool Bag: was a personal best for me, it may not be as good as T3M4 being a workbench in k1 as he is in k2, which has been done by many modders. I wanted to learn how to replicate BOS:SR and Call of Aid, how were they able to activate a script with an armband and how could I use that for my own nefarious needs. I learned how to do this, expanding my modding knowledge, and now the PC doesn't have to lug around T3M4 in k1, because, no offense to the little guy, but he's borderline useless. (Note: Which is why I have plans to renovate, making him and HK-47 more reliable in combat)   As always, mods done by request are less enjoyable, but more rewarding - because people are thankful that you've done something for them to address a part in the game they wanted to change.
SF Door Fix, Save Mission, Massage Choice, Train the Handmaiden, Train Disciple, Mentor Band, Party Leveler 1&2 (which was renovated by another modder and released with additional changes, part of me really enjoyed seeing someone take an idea I had and improving it, the other part of me was frustrated to a lesser extent), and lastly, who can forget Kill Marlena. (Improved Grenades was pseudo requested tbh).  
In general, my modding centralizes on adding content through items and dialogue, small gameplay changes.  
Current project that's taken priority is Train Disciple, hopefully, I can put a significant amount of effort into that over the next few days. I have a save game thanks to N-Drew directing me to female saved Games in our Saved Games category on DS, (special thanks to Darth_delator).   On other news, Lehon Mandalorian Expansion (LME) is still looking for voice actors... and there are about 10 bugs needing to be addressed, over all though, it looks like I will be able to finish the project in the Summer of 2018, which is good news. I should be directing all my efforts there, but I've been procrastinating lately.  
Well, that's what's been on my mind recently.   Stay tuned for my April 1st mod release of Taris J'ika!   -JC2

jc2

jc2

Blog #73 - Mod Request (Battle of Khoonda videos)

I'm not promoting this on my Status Update this morning as I don't want to divert folks from my assistance to my other blog post where I've trying to get folks to assist a movie maker. In this instance, this request is coming straight from me.   Yes, I know I've asked about requesting folks to remake videos elsewhere. This is a narrower field of vision - and doesn't have to do with dealing with either landing or take-off videos.   I'd like the following videos remade by the talented modders here, recorded and exported in (at the minimum) 1080p resolution.       (The remaining four videos will follow due to video post limits.)   For the soldiers and attackers, please reuse the same armor types. Switch up the heads if you want if you don't want them to all look like clones. Use whatever skybox and environment texture mods you wish or keep them the same if you want. Keep the same music and sound effects. The object is to have clearer videos than what we have currently and not to entirely remake them.   Upload them here and wherever else you want so people can use them.   You may have seen that DarthVarkor has already redone the Kreia's Fall video - probably to me being annoying. JCarter426 redid the TSL Opening Credits in French mostly due to me paying for it - and I don't even speak French! (Thanks to them both for their awesome efforts.)   Tell me what you need to make this happen.  
I have no experience in working with models so therefore running admin on subjects I'm not well versed would seem doomed to failure. However, I might be able to pony up a few bucks to make this happen. I'm not a rich man so don't go into this expecting a fortune here, folks.   PS: If you stop by the thread, please leave a comment - even if it's just to say that you can't do it but appreciate the idea. I'd like to know that I'm not just howling out in to the void.

Sith Holocron

Sith Holocron

 

Entry #3 - Jan 2018 Update

Hey everyone,   So I haven't updated this blog in a while, truth be told, I completely forgot it existed!   So what have I been up to since my last entry? Well I began full work on the final film in my KOTOR II Movie Quadrilogy! I've been working on it since around June 2017 (some months have been more productive than others) and I'm really pleased with it so far, I honestly think it's some of my best work and I'm aiming to go out with a bang.   The film is being edited slightly out of sequence but I feel confident in saying I have around an hour and 20 minutes locked down, with the next 10-15 currently being cut together, the complete film is looking at being around 2 hours & 5-10 minutes (not including credits). I uploaded the first teaser for it on Christmas Eve and since then I've actually made a surprising amount of progress, expect more previews/trailers in the coming couple months.   I have no set release date in mind, but I'm looking at Spring/early Summer potentially, though, don't hold me to that! That's about it for now, I think. I have a very busy semester ahead of me too, and I'm in no rush to get this film out. It needs to be the very best it can be.   Here's the first teaser for anyone who hasn't seen it yet:   ~ DV

DarthVarkor

DarthVarkor

 

N-DReW25's Disciple and the Holocron's Idea's

This topic has been discussed a million times over during the years and each topic has been concluded with "There isn't enough content to restore it and would be custom content" and no one has taken up the challenge of making this a reality. This blog is an idea made by me on how a custom content Disciple Holocron mod should play out.   Before I begin with the actual idea for those who don't know what I am referring to once the Disciple was a Jedi a female Exile and he would find Holocrons and these Holocrons could teach the Exile and him a new Force Power, this hasn't been restored as only lines remain, no actual Holocron's or locations for the Holocrons exist.   For those who are interested in lines here is a video by Sith Holocron of the cut lines     Now for the idea.   Holocrons should be founded on most worlds as placeables. For locations, I would say   Jedi Holocron in the Onderon Royal Palace museum
Jedi Holocron in the Jedi Enclave Sublevel
Sith Holocron in the Sith Academy   First off, if you're male you should still be allowed to open the Holocron without the Disciple. If you use Party Swap then a male character can hear Disciple's lines but another male penalty will apply which I will mention later on. The powers the Holocron should teach you are Force Crush, Force Enlightenment and Battle Precognition. As Battle Precognition can be taught by the Handmaiden if you're male or use party swap a penalty should apply to the Holocron that teaches Battle Precognition so that you don't learn it twice.   My idea for a penalty is that the Holocron for Battle Precognition should be found on Dantooine behind a locked door in the Sublevel. On the opposite side of the academy away from the Holocron room should be a Mercenary Corpse with Thorium Charges and a Datapad to detail how he was to find Jedi Artefacts for Azkul so he could sell the Artefacts for credits to fund his Mercenary Army (Or learn the Holocrons secrets for himself as he does state he was trained at Malak's academy possibly hinting he was a Sith Student on Korriban). Using the Thorium Charges from either the dead mercenary or somewhere else the Exile can blast the door down, the penalty here is that if you have Handmaiden male or female the Holocron "breaks" in the explosion similar to the one on Korriban with Bastila's message if you are light side. If you don't have Handmaiden then the Holocron can teach you Battle Precognition.   The Jedi Holocron in the Onderon Royal Palace museum should be viewed by the Onderonian's as a Jewel not knowing of its true nature, where it came from presumably was found on Onderon during some previous war left behind by a possibly dead Jedi. The Exile should learn Force Enlightenment from this one and gain Light Side points for doing so.   The Sith Holocron on Korriban should be found somewhere in the Sith Academy maybe the Sith Library as there is a Sith in K1 who states there are Holocrons in the Academy and also Scavengers have been trying to steal these holocrons. This Holocron will teach Force Crush and give the player Dark Side points.   Obviously, you cannot receive Force Enlightenment or Force Crush at the end game like in Vanilla and TSLRCM. Another good idea for this mod is that you teach your Jedi Companions your new powers, Disciple on the over hand if he was present when you learned the powers will gain the power with you meaning you don't have to teach him at all.   For the actual Holocron placeable's I'd suggest Insidious' Holocron Placeable Modder's Resource found here- http://deadlystream.com/forum/files/file/581-k1tsl-modders-resource-holocrons/

N-DReW25

N-DReW25

Blog #71 - Wanna Have a Small Part in the Next M4-78 Documentary Chapter?

Hello everybody! I've previously had someone else record a fine version of the line below but as he's also playing a larger role in the chapter, I'd rather not have any viewer confused by one person playing multiple parts. Therefore, I'd like to open the smaller part to the general public.
If you are interested, record the part below and I'll let you know once I've found what I've needed. This role is not gender specific so anyone can feasibly offer an attempt. It would probably be easiest to record yourself, and then post your entry in the form of a YouTube video here in this blog.   Pronunciations/Direction:   You are reading out an entry on Wookiepedia. In essence, you are the Wookieepedia.   - "M4-78" should be spoken as "M four seven eight."
- "Vash" rhymes with "Bash" or "Crash"
- "Kaah" rhymes with the "aaah" you make at the doctor's office.
- "Ohtok" spoken as"Oh" and "Tock"
- Try pronouncing "Tourath" as "Too" and "Wrath". As we technically have no known pronunciations of "Tourath" available to us, try to wing it!   Here are the actual lines.

Sith Holocron

Sith Holocron

 

April Fools Modding

It's a new year....   And April Fools is coming around, so why not start working on an April Fools mod?   Here goes:   A Republic scout walks up to the bartender on Taris after escaping the Sith, and orders a juma juice (that should be a mod, get drunk at the pub, drink the galaxy away!).   He turns to the nearest NPC and clicks away, only to be greeted by a Mandalorian, who quickly remarks, "Ever been hit so hard on the head you lost your memory?.. Didn't happen to me, I was just curious."   Further inquiries into his thoughts spurn more imaginative discussion. ..
"If I have sons, i won't let them become jedi, for obvious reasons. Can't have them die virgins."   This undercover scout can even discuss politics with the Mandalorian...
"I don't understand Sith footsoldiers, I'm off to work hon! Hope my boss doesn't force push me into a computer killing me for walking to my station!"  
If I'll goes well, I'll have an interesting mod to release on April Fools. It's more of a joke and not a prank, though.       In other news, I'm still working on Lehon Mandalorian Expansion.
But I've got a working beta, and a working tslpatcher, I just need to run one more test to look for more bugs. This is not an exaggeration when I say, I've spent more hours working on LME than I have playing kotor and TSL combined.  
Shanilia's expansion/dlc is still non-existent, but I did write a bit more about the characters and what they were doing.
I'm just not sure what kind of direction to take, yet I've learned a lot and could easily make side quests I just need good writing and scripting for actions scenes.
Though she will be referenced in LME, but it's a sly reference.  
Save Hakra is still a WIP, scripting issues have caused delays and uprooted some of my interest in making the mod in the near future, but the spliced audio is there, and plenty of files/scripts are there. Going to have to learn how to get the lips to move with custom lips file? I remember getting a headache just reading the ReadMe for the modding tool.....

jc2

jc2

Blog #70 - What did SH actually do as an Admin?

What I Did For The Community Last Year   Have you wondered . . . what does Sith Holocron do as an administrator on this site?  Wonder no longer!   I’ve summed up what I’ve done this year so you can have an overview. Keep in mind some entries might just list a start date for an ongoing event – or it might take up from an event that took place from last year. There are also other things that I can’t freely talk about such as advice, staff chats, and secret projects that I am not at liberty to discuss.   Do you have some time? You’re going to need some to read through all of this as I've working on this document for most of the year. I originally was going to release this on New Year's Eve but I thought to myself: Why Wait?   Please note that some of these entries may come off like I have a chip on my shoulder. That may or may not be a figment of your imagination.   January 02, 2017 Received voice lines from voice actor for the characters I1-02 (in M4-78 Enhancement Project.) Paid for actor’s services. (Yeah, some of those lines in the latest version of M4-78 EP that I paid actual real world money for. You know, the mod that isn't on this site?) Provided splicing for Leilukin's "Handmaiden and Female Exile - Disciple and Male Exile Romance" mod.   January 04, 2017
Arranged for voice actor re-record lines to Zbyl’s specifications.   January 05, 2017 (and beyond)
Continuing the saga from last year, dealing with myriad issues with having the end credit trailers for both the TSLRCM and the M4-78 Enhancement Project redone. Paid for the project out of my funds.   January 11, 2017
Provided splicing for Leilukin's "Darth Sion and Male Exile Mod"   January 14, 2017
Taking a cue from Varsity Puppet’s replacement legal screens, created a new legal screen in TGA format for the M4-78 Enhancement Project.   January 20, 2017
Posted "Blog #43 - Miguel Ferrer passes away"   January 27, 2017
Posted "Blog #44 - RIP John Hurt"   January 31, 2017
Continued to moderate between Hassat Hunter and Ndix UR on fixing one of the droid’s eye-lights. (M4-78 EP related)   February 3, 2017
Received more lines from the voice actor for CS-36 (in M4-78 Enhancement Project) – again, I hired this guy.   February 5, 2017 (an ongoing debate)
Indicated the read-me for M4-78 Enhancement Project needed to emphasize that the intentional vagueness of the journal entries was supposed to represent “old school” RPG playing. (IMHO: If HH wants to continue to claim that’s intentional, he should claim so in the read-me file.)   February 7, 2017 Created new video to (eventually) announce that the updated M4-78 Enhancement Project is available for download. Utilized lines from voice-actor for CS-36 specifically for this announcement. (Still waiting on this release.) Posted "Blog #45 - Hangar versus Hanger" as part of my on-going grammar series.   February 14, 2017
Posted "Blog #46 - I Present a SWTOR Question!"   February 15, 2017
Provided new splicing for Leilukin's "Atton Rand and Male Exile Romance"   February 19, 2017 Released “TSL Animated Galaxy Map Texture in Canon Positions” mod. Posted "Blog #47 - Preparing for the Stoney Chapter soon" . . . for use in the M4-78 Documentary.   February 20, 2017
Corrected “TSL Animated Galaxy Map Texture in Canon Positions” mod   February 22, 2017
Sent questions from the general public to Stoney regarding his version of M4-78 for the documentary I’ve been doing with Xuul.   February 23, 2017
Released “KOTOR1 "Canon" Animated Galaxy Map” mod   March 1, 2017
Posted "Blog #48 - Design my next computer"   March 16, 2017 Provided new splicing for Leilukin's "Handmaiden and Female Exile - Disciple and Male Exile Romance" mod. Posted "Blog #49 - I need a WAV file from MOTS"   March 24, 2017
Collaborated with bead-v on the “TSL Galaxy Map Fix Pack” mod   March 31, 2017
Posted "Blog #50 - Meet ‘Holocron’" – finally officially ending my drought without a functioning home computer by posting the process of putting it together.   April 3, 2017
Updated “KOTOR1 "Canon" Animated Galaxy Map” mod   April 4, 2017
Posted "Blog #51 - Who wants to make HD versions of the trailers?" – inspired by folks complaining on Reddit about the old low resolution trailers for KOTOR1 and 2, I decided to see if I could inspire the community to remedy that need.   April 14, 2017
Collaborated with Kexikus on the “K1 Galaxy Map Fix Pack” mod   April 19, 2017
Posted "Blog #52 - Stormtrooper Tutorial" – modernized and amended an old tutorial from another site.   May 19th, 2017
Posted "Blog #53 - Help me name my next SWTOR Character”   June 8, 2017
Posted "Blog #54 - Possible Expansion to K1 Portrait Pack?”   Jun 25, 2017
After working on it since April, I finally received some additional sound files from the voice actress for the next version of M4-78 EP that Zbyl2 and Hassat Hunter requested. Of this effort, I received no thanks from either of the aforementioned persons.   June 28, 2017
Posted " Blog #55 - Retro Action Figure Space Station”   July 1, 2017
Posted " Blog #56 - The K1 and TSL Heads”   July 2, 2017
Posted “Blog #57 - The Steam Workshop”   July 5, 2017
Posted “Blog #58 - Let's Plays”   July 18, 2017
Released “Animated Cantina Sign for KotOR 1” to public.   July 25, 2017
Attempted a behind the scenes initiative to have modders and/or machinima makers remake some - if not all - of the KotOR1 pre-rendered movies for the game.   July and August Offered sound files of KOTOR voice actors for machinima directors to use in the future videos. Dealt with questions that came up from the M4-78 EP Beta Team. (Yes, there was actually a beta team!)   August 1, 2017 Posted “Blog #59 - "Name that Gun" Challenge!” Deleted pictures from Screen of the Day section by request of the original poster.   August 2, 2017
Released “Animated Manaan Cantina Sign for KotOR 1” to public.   August 12, 2017
Posted “Blog #61 - "I Need a tutorial for a G0-To voice filter” both on Deadly Stream and on the KOTOR subreddit.   August 13, 2017
Posted “Blog #62 - "Mod Ideas that Never Came to Pass”   September 2, 2017
Posted “Blog #63 - "Got an interesting message on Facebook Messenger”   September 3, 2017 Posted “Blog #64 - "Not Star Wars Related” Attempted (and failed) to resolve a conflict between two mod makers.   September 14, 2017
Posted “Blog #65 - " A Celebration of Life Day!
A blog seeking participation for a Holiday themed video.   September 20, 2017
N-DReW-25 requested changing the gender in the “601saedhe045” line in KOTOR2. First released to him and then to general public on October 2nd.   September 23, 2017
Posted “Blog #66 - "New Landing and Take Off Videos for M4-78?”
A blog requesting folks to redo the Landing/Takeoff videos using Quanon’s skyboxes from Stoney’s original M4-78. Superseded shortly afterwards by my thread in the Request section here. (include link)   October 1, 2017
Posted “Blog #67 - "Font Discussion”
A blog discussing typefaces for the Star Wars games and the Star Wars universe in general.   October 2, 2017
LucyTheAlien requested adding a filter to Mandalore’s “503xaart024” line in KOTOR2. Released in the “Bugs and minor inconveniences with TSLRCM 1.8.5” thread.   October 4, 2017
Deleted multiple threads by ALPHA000102 on his requests.   and so on . . .
I’ve done other stuff after October 4th, of course. However, I think you might have the idea by now, right?   Throughout the year . . .
· Run spelling and grammar checks on your posts. (And you thought my blogs on grammar were just for show.)
Of note: “Nar Shaddaa” is misspelled the most. Count out how many “a’s” and “d’s” you see in those two words and try to remember it.
· Received numerous insults. (In addition to the above!)
· Applied infractions and bans where necessary - Possibly but not necessarily related to above. ???? I inquired with other staff members when applying infractions. (It's not done in a vacuum.)
· Worked on acquiring files for Ndix UR’s “Major Audio Classification” initiative. (You’ll have to ask him about that if you want more details.)
· Sent numerous birthday messages to Members. (I’m picky about doing this. If I don’t recognize the name because they’re new or because I don’t see that person post (anymore), I often don’t bother.)
· Provided input on various mods both in the threads or through Private Messages.
· Work on unannounced projects which I am unable to discuss at the moment.
· Other things of a personal nature but those involved know of what I speak.
· Forwarded message traffic to the appropriate staff member.
· Approved loads of mods. (However, I try to leave a majority of this to the Moderators.)
· Ensured mod up-loaders have acquired permissions for materials used in their mods if they didn’t make a part of it themselves.
· So. Many. Avatars. I really should cut down on that this year. (Nah.)
· So many questions about when M4-78 Enhancement Project will be back on the site. I don’t know and you should stop asking me about it. Ask Zbyl2. Don’t bother asking Hassat Hunter about as I think he’s signed off doing anything with the mod ages ago.   So . . . what did you do this year? Speaking of which . . .   What You Could Do For The Community in 2018 (and Beyond)
These suggestions are specifically directed at those that don’t mod.
When you make a request – whether it’s for some new or altered content or a bug fix – remember that the folks answering you aren’t being paid. They’re giving up their time and energy with no financial compensation. So please make sure to do the following:   1) Provide Relevant Information:
So . . . you have a bug. You want folks to help you. Then you must provide the information the modders need by utilizing the Read Me First threads for Knights of the Old Republic 1 or Knights of the Old Republic II [add links]. You’re most likely using K1R or TSLRCM but even if you’re not, providing the information specifically asked for those threads in vital before any can proceed. Plus . . . it’s in the site rules, ya know? {add links]   Have you made more than one request? You still have to provide the information in those threads. For each request you make, you have to update the information provided.   By the way, if you're mod configuration is so complicated that you have to have a Google Drive document in order to explain how you’ve put it together, you are the likely cause of your issue. That’s because you have too many mods and you have over-complicated your situation. (I wonder if I have someone specific in mind when I say this?)   2) Provide Feedback:
If you like what you see, let them know what you’ve liked in the modder’s presentation. If you didn’t like what you saw, provide constructive feedback. Modders aren’t mind readers and seeing as you’re already made a request, don’t waste the modder’s time by only providing a two word comment. Provide detail! Consider this your initial down payment for a request - to provide the information that a modder needs.   3) Utilize that Like button:
Let’s say you weren’t the original requester, but you liked what you saw. A simple way of letting of the mod author/s know he or she is on the right track (in your opinion) is to use that “Like” button.   4) Giving Thanks:
One of my personal pet peeves is when someone makes a request, is provided with exactly what they asked for, and never makes a comment in the thread again. (I could point out numerous examples of folks not doing this but let’s keep things mostly civil for this blog.) The very least you could do is thank the person that helped you. Assuming you’re better than a person doing “the very least”, you should state how the mod or fix helped you. Yes, that means providing feedback. And like I previously mentioned, hit that Like button!

Sith Holocron

Sith Holocron

Blog #69 - My Birthday (in 2017)

My birthday is on December 6th. I have an idea that will cost you nothing and may help the community. If you were leaning towards wishing me a happy birthday, I'd rather you invest your energy towards this concept instead.   Think of a mod you've download from this site. Anyone's mod. If you liked that mod - even a little - I'd love for you to go that mods page and leave a comprehensive review what you liked about that mod. Don't just leave a one sentence review - go into actual detail. What you leave should be mostly to completely positive.   Easy so far? Once you're done, link to your new review below.   Thanks!

Sith Holocron

Sith Holocron

Blog #68 - Order of the Flashpoints

I have mentioned in this blog that I've turned my class quests into a "SWTOR Audio Drama" as it keeps my mind focused elsewhere when I'm on my treadmill. I've decided to fill in the blanks in the Audio Drama by including the Flashpoints.

However . . . some Flashpoints require a full group and some of them are only available in Veteran Mode (formerly known as Tactical Mode) or Master Mode (formerly known as Hard Mode).

With the change of the mode names and other issues, it's been a bit interesting to figure out which I'll be able to play through live, and which ones I'll have to fake a playthrough of. (I have the sounds and some people won't bother playing through some of these old missions - like the Macrobinocular missions.)

So I found someone's old chart and I've updated it accordingly.



I fully realize that this will likely be unusable by the general populace which is why this is a blog, rather than being posted in the The Old Republic section.  

Sith Holocron

Sith Holocron