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  1. Today
  2. My system marks this as a trojan for some reason.
  3. I put that mod together, I might be able to help you here. I would like to ask you for extreme specifics as to what you are trying to do. I am aware of your Kotor Let's Play Series on YouTube and how you're almost finished Kashyyyk. I'm fairly certain you aren't already using the Wookiee Redux mod so what exactly are you planning to do? Are you trying to add them to the Kashyyyk modules in your already existing playthrough? A save game file saves the module as is, so if you install a mod afterwards the mod will never appear in your save but if you were to start a new game the mod would appear. Are you trying to spawn them in a stunt module? As in, you make a clone of Chuundar's house so that you can have modded NPCs and modded content for roleplay purposes but, from the perspective of your audience, they aren't aware that you're in a stunt module? (Kotor II's red eclipse encounter uses a cloned Ebon Hawk for that scene, you aren't on the actual Ebon Hawk but you don't realize that.) Are you using another mod to spawn them in? Like an armband mod that can spawn them in and you want me to reconfigure your armband mod to use my appearances instead of the vanilla appearances? Or would you rather not reveal your plans in public as to prevent spoiling your plans to your audience who may lurk this site? If so, we may take it to the DMs so that it stays between you and me? Do know that my mod doesn't touch the vanilla appearances, it simply adds the modded appearances as brand new appearances on the appearance.2da file and applies them to the NPCs inside the .MOD files (module files containing all the module related files). Let me know what you're trying to do and I'll see what can be done
  4. Yesterday
  5. Hello, will you be adding the Alternate route on the Leviathan from K1R? I think that was the only part I really used.
  6. oh, wow, 996 files from KOTOR1 is also used in KOTOR2. Half my work is already done for TSL
  7. Hi there. Sorry to read the news. Could you elaborate on the "bugged game" part? Cheers!
  8. Korriban isn't volcanic. At least it was never supposed to be. No sign of lava in KotOR nor SWTOR. However you do remind me that I need to play that jedi game lol. Anyway, the planet types are oceanic, arboreal, grassland, desert, barren, and volcanic. Sleheyron is volcanic, Korriban is barren (even though from what I understood volcanic is the planet type on the galaxy map, you can tell Korriban is barren, it's just obvious).
  9. Just curious why it's listed as formerly the Volcanic planet? KOTOR lists Korriban as the Volcanic planet and we do see Lava in the area below the Jedi Academy version of the Tomb of Marka Ragnos.
  10. Absolutely. I have zero insight into which textures might be entirely unused. It probably would be possible to make a .py script which cross references meshes/textures, but meh.
  11. Vurt, can it be that some of the textures included in your package are unused by the game? Cheers!
  12. Thank you appreciate that. So I think with the grass distance you can mess with OpenGL calls and dlls associated with that. This one setup came with the OpenGL dll and the text files to edit to mess with the grass settings and other textures. Get it here, it's called GLOverride: https://www.humus.name/index.php?page=Cool I'm going to test it too but if that doesn't work then I'll probably try to mess with the distance too then yes. Edit: I made some progress with this and I don't think GLOverride will do the trick here. Here in this video I show some progress I made with the grass so far like being able to modify the density and size of the grass. IMG_0508_Compressed.mov
  13. This may not come as a surprise but work on this has been halted. Changing the TLK file too much resulted in a bugged game. I'm saddened by it myself because I thought I really had some good edits on large conversations, many more personal reactions instead of the standard "I'll kill you!" Ah well, what can you do. It was fun figuring it all out...
  14. This mod is amazing, can you do grass draw distance next pls??? I hate to see the grass popping out of the ground right in front of me.
  15. A 1060 should be fine. Are you on Windows 10 or 11? If so, you can try this. Go here - https://github.com/mmozeiko/build-mesa/releases/latest - and download either mesa-d3d12-x64-xxxx or mesa-d3d12-x86-xxxx, depending on whether you have x64 Windows or not. Open the archive and extract opengl32.dll and put it in the game's folder next to swkotor.exe. This is a wrapper that will run the game in DirectX 12 instead of OpenGL. Might help with certain issues. Alternatively, there's also mesa-zink-x64-xxx/-x86-xxx that is a wrapper for Vulkan instead. They aren't compatible with GLIntercept or anything else that also hijacks the same DLL.
  16. Could the Gonto to the hotel room option be installed normally, even if the Pazaak tournament is not? Great work on the mod, btw! Just testing some things out.
  17. Last week
  18. @N-DReW25 Thanks for the reply! If you do update this mod (or maybe even incorporate it into Restored Content for K1CP etc), I would be very interested!
  19. So I recently installed this mod (https://deadlystream.com/files/file/2512-wookiee-redux/) What I want to do is edit the new updated wookies from this mod usings KOTOR tool and then spawn them into the module. I already know how to spawn them and all that but I cant figure out how to edit the modded wookies (their weapons, stats, etc) KOTOR TOOL just spawns in the old wookies and not the new modded ones. Any help is greatly appreciated!
  20. It is not compatible. This mod was made in 2017, just over 8 years ago. I didn't know everything about the TSLPatcher as I do now, therefore the proper steps to make these files compatible with other mods weren't followed. I shall try to update this mod when I get the chance so that it's up to modern standards, if I fail to do so feel free to remind as I probably forgot.
  21. Episode Two's development of ROR goes well, however, this post isn't about Episode Two - it's about the bug fix update 1.0.2. Since Logan has once again gone awol to deal with his new job, I have been left to develop Episode Two's Nar Shaddaa. Of course, should I somehow complete the entirety of Episode Two without Logan to the best of my abilities we are left with the risk of the mod going into limbo again as I can't physically go on to 100% finish the Episode without Logan. So, here is what I am doing to avoid that happening. I am trying to learn how to create quests for Kotor II, something I haven't delved into before... until now: (the typo shall obviously be corrected before released ) This is something many players were expecting when they first played Episode One, and were disappointed for when these characters played no role in their playthrough. Their side quest was cut towards the end of Episode One's development for the same reason Obsidian Entertainment ended up cutting a bunch of stuff - to ultimately save time and release the mod before June of 2025. Now, in bug fix 1.0.2, their side quest is being brought back. The original side quest that was planned had mercenaries spawn in who would harass Beedo, the Rodian, who were sent by Tokro, the Hutt, to get him to pay off his debt. The player could negotiate to get them to backoff or fight them to save Beedo. You would then go to Tokro who, as a businessman, wanted you to plant a bomb on some cargo crates in the spaceport module (these crates are where the Beast Rider encounter happened in the Onderon Spaceport) belonging to a rival company. Doing so would result in a CorSec Officer spotting you to which you could either hand in the bomb and confess to Tokro's crime or you could convince the CorSec Officer to leave you alone and have the bomb planted. This version of the sidequest was cut for a few reasons. First, the mercenaries were to spawn after you went to the Royal Palace and recruited Uldir - instead a bug would occur where they spawned immediately upon entering the module. Second, the old scripts from 2011 were so broken that only some of the mercenaries went hostile and/or left if you convinced them to backdown. And third, no matter how much you nerfed the mercenaries they would always one shot kill the player and Drayen due to how weak you were that early in the game. And as for the setup of Tokro's actual quest, the idea was that the bomb would explode the cargo in transit meaning it'd blow up in space. However, the idea that a Jedi Padawan, in the company of their Jedi Master, and Uldir, a Police Officer, would even contemplate doing this side quest for even a minute wouldn't make too much sense. Not to mention that, if you were to confess and surrender the bomb to the CorSec Officer, Tokro technically wouldn't cancel his debt as you didn't deploy the bomb. These bugs combined with the logical inconsistency of the quest resulted in me deciding to cut the quest as I'd rather focus my energy on making progress instead of banging my hand against the wall trying to get this quest to work. The new quest is still in its infancy of development, but the new version I'm writing has it so that there are no mercenaries and that Beedo, instead of his landspeeder being damaged by the mercenaries, is now trying to sell his landspeeder for the 10,000 credits he owes Tokro. You'd go to Altol Cantina where Tokro can be found and you would mention Beedo to Tokro. Tokro would then tell you that you cannot realistically pay off Beedo's debt even if you were to use the "givecredits" cheat as his debt is 10,000 credits plus interest. He reveals himself to be the CEO of a Corellian banking company and that he will be willing to drop the debt if you were to find a banking manifest that has ended up in the Agrilat Swamps due to the Tyrena disaster. The manifest shall be found somewhere beyond the damaged landspeeder, meaning you'll have to complete the Esbek Hotel murder quest before you can retrieve the manifest. When this update is released, I shall tell you's all here where the manifest can be found. Once you return the manifest to Tokro, he will cancel Beedo's debt and the quest will be over. I do have plans to add a Dark Side ending to this quest where, instead of giving it to Tokro, you give the manifest to a Czerka NPC who'll use it to blackmail Tokro into making a deal with Czerka. This Czerka element will not be added in this next update and will be added in another update unless Logan disagrees and either changes or rejects the Czerka idea entirely. There may also be a second optional side quest, if it can be made for update 1.0.2 I shall reveal more details here, if I cannot be made for update 1.0.2 it might have to wait until update 1.0.3 or Episode Two's release. This update will come in the form of a ROR Addon/separate mod as I cannot obviously update the mod myself and Logan doesn't want to risk accidentally releasing Episode Two files in this update. So that means update 1.0.2 will be a separate mod that you'll install after ROR and it won't be added into the actual ROR until Episode Two is released. Update 1.0.2 will come with a plethora of very minor, but very good, bug fixes to certain modules of ROR Episode One that I won't delve into until the mod is actually released to which I shall post a changelog of all the changes made in update 1.0.2. By developing this side quest I hope to achieve two things: give you, the players, something to enjoy to whilst Episode Two is underway, and to give me the experience necessary to develop and finish the planned Episode Two side quests independent of Logan so that there'll be less for us to do before Episode Two's release. Please let me know what you think.
  22. I'm afraid I wouldn't know how to help you at this time. As a developer, I'm restricted to the platforms that I have - and that's the Steam version of Kotor II on a Windows 11 PC with the Aspyr update. This is why other users have reported system related crashes in regards to the Jedi Council and the Ending scenes. I wasn't thinking of anyone else or their systems when developing the mod, and that is because I was pushing for it to be released first and foremost. I'm working on Episode Two right now, but as with Episode One I obviously cannot update ROR to Episode Two without Logan. Therefore, I can guarantee this - before Episode Two is released I will try and tell Logan about your issues so we can figure out a better way to have ROR installed on an Android/Mobile device.
    A refreshing alternative that makes Korriban look especially nice
  23. What does this exactly mean? 😅 Is it or is it not compatible with mods that edit the files mentioned. "Be careful" isn't quite clear...
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