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  1. Today
  2. No, that is literally the opposite. Fadeout on object destruction is the default. You have to manually specify for fade to be disabled. Whether your video card can render it properly is perhaps another issue entirely, but unrelated to what the game is actually doing. Unless you use a stunt animation, the rotation of the die/dead animations are going to vary based on the creature's starting rotation. I would assume he is jumped to a waypoint for the final death shot, but that can still be a little inconsistent in terms of facing due to the way conversations work. So yes, it's probably going to vary a little, but it shouldn't do so in a significant manner. Especially since they are probably using static cameras which have a fixed position, so he needs to stay in the same spot to remain framed. That said, it's possible that TSLRCM changed things with the scene composition that might be a factor. I'm not sure.
  3. Hello yes i need a program that allows me to export the dialog tree from the dlg files into a text file. if you have made progress i am quite interested.
  4. View File Kotor 2 Unofficial Patch New Additions This is a new version of my patch for the mod 'Kotor 2 unofficial patch 1.2' that requires you to download and install that mod first before applying my patch. I am releasing this in order to not infringe upon the original mod author's distribution rules nor any other mod's distribution rules. Here is the link for the original mod on DeadlyStream: https://deadlystream.com/files/file/891-kotor-2-unofficial-patch/ This mod works well with the English version of 2.00.424 and 2.10.427 of Kotor 2. Version 2.00.424 is the initial CD release of Kotor 2 in the United States, while 2.10.427 is the final English patch for the original version of Kotor 2. This mod also works with the Aspyr version of Kotor 2, but there are weird graphical glitches and minor issues. This mod is incompatible with TSLRCM, any non-English version of Kotor 2, and with any other mod except for ones that expressly state compatibility with Kotor 2 Unofficial Patch Update 2 and above. It is required to start a new game for this mod to work properly. Version 1.0 CHANGES: --------------------- Ported the restored content from Malachor V in The Sith Lords Restored Content Mod(TSLRCM) into this mod. The only content that I did not restore from Malachor V TSLRCM was the second part of the G0T0, Remote and HK-47 scene. That scene requires that the HK-47 Telos Military Base be restored. I choose not to restore that section due to it messing with the pacing of the ending of the game, in my opinion. Ported the HK-50 droids hunting you down and being able to acquire the HK-47 parts from them, the HK unit in Peragus, and the HK unit in the Telos Polar Plateau from TSLRCM. I could not get the HK-50 units to spawn properly in the Citadel Station, so I added three HK-50 units at the beginning of Dxun to compensate. I removed the alignment requirement for the Korriban Shyrack Cave. Thank you to N-DReW25 for creating Non-Aligned passage for Sith Tomb, which inspired me to make this change on this mod! I changed the space suit speed to match that of TSLRCM and made sure the running animation was fixed. Thank you to KOTOR 2 Community Patch mod creator A Future Pilot for creating the animation fix and inspiring me to make this change for this mod! Added dialogue options to be able to lie to Samhan during the 'Bonus Mission: Smuggling on Citadel Station' quest so that he can tell you about the three items that he wants smuggled without siding with him after ending the dialog. This will allow the Exile to tell Grenn about the smuggling operation and side with Grenn instead of Samhan. Added a scene that can change the Influence of party members in the Telos Underground Military Base after escorting the Czerka employee out of the base. Added a dialogue option (I am not going to pay the toll.) for the Exchange toll guards at the beginning of the Refugee Quad in Nar Shaddaa that allows the Exile to kill them without adding Dark Side points to the Exile. You can now swap out party members in the Iziz Spaceport, Iziz Western Square, and the Iziz Cantina. I could not change this setting for the Iziz Merchant Quarter without breaking the map, sadly. Fixed a subtitle not matching what Visas was saying during the second Ponlar scene in the Iziz Merchant Quarter. Disciple gains more Influence points when doing 'Good Actions' such as curing Geriel in the Refugee Quad in Nar Shaddaa. --------------------- Submitter nonameperson66 Submitted 09/03/2025 Category Mods TSLRCM Compatible No  
  5. Yesterday
    If you're on steam the game directory is not where it defaults to or where it says it is in the installation instructions. not really sure why it wouldnt be.
  6. Hi. Just to let you guys know that stopped playing KOTOR II years ago and I no longer own it. However, that is going to change as sometime soon I am going to get KOTOR II again on PC and when this happens, I am going to attempt doing or getting mods. Anyways, from what I'm getting here, is it true that you can't control the "fadeout" effect in a cutscene in KOTOR and that it happens at random? Given I am new here and to modding, I would like to know if there is any way I can "code" the game to always do the "fadeout" effect, as for me personally I like that visual effect. Btw, I notice in some YouTube commentary walkthroughs, the red energies that stem from Nihilus's body are less cloudy and smaller than the version I have played and other people have played. For example, this moment in this video shows the dark side smoke stemming from his body to not be as cloudy as the other gameplays compared to what is depicted to the other two videos I have posted in the first post of this thread. Another thing is Darth Nihilus collapses dead to the floor and it seems to be consistent as to what spot he falls down and lands on. However, in some videos, he falls down a different angle and different position than usual. For both of these scenarios, are they just the script changing again too? Or something else?
  7. Version 1.0.0

    2 downloads

    This is a new version of my patch for the mod 'Kotor 2 unofficial patch 1.2' that requires you to download and install that mod first before applying my patch. I am releasing this in order to not infringe upon the original mod author's distribution rules nor any other mod's distribution rules. Here is the link for the original mod on DeadlyStream: https://deadlystream.com/files/file/891-kotor-2-unofficial-patch/ This mod works well with the English version of 2.00.424 and 2.10.427 of Kotor 2. Version 2.00.424 is the initial CD release of Kotor 2 in the United States, while 2.10.427 is the final English patch for the original version of Kotor 2. This mod also works with the Aspyr version of Kotor 2, but there are weird graphical glitches and minor issues. This mod is incompatible with TSLRCM, any non-English version of Kotor 2, and with any other mod except for ones that expressly state compatibility with Kotor 2 Unofficial Patch Update 2 and above. It is required to start a new game for this mod to work properly. Version 1.0 CHANGES: --------------------- Ported the restored content from Malachor V in The Sith Lords Restored Content Mod(TSLRCM) into this mod. The only content that I did not restore from Malachor V TSLRCM was the second part of the G0T0, Remote and HK-47 scene. That scene requires that the HK-47 Telos Military Base be restored. I choose not to restore that section due to it messing with the pacing of the ending of the game, in my opinion. Ported the HK-50 droids hunting you down and being able to acquire the HK-47 parts from them, the HK unit in Peragus, and the HK unit in the Telos Polar Plateau from TSLRCM. I could not get the HK-50 units to spawn properly in the Citadel Station, so I added three HK-50 units at the beginning of Dxun to compensate. I removed the alignment requirement for the Korriban Shyrack Cave. Thank you to N-DReW25 for creating Non-Aligned passage for Sith Tomb, which inspired me to make this change on this mod! I changed the space suit speed to match that of TSLRCM and made sure the running animation was fixed. Thank you to KOTOR 2 Community Patch mod creator A Future Pilot for creating the animation fix and inspiring me to make this change for this mod! Added dialogue options to be able to lie to Samhan during the 'Bonus Mission: Smuggling on Citadel Station' quest so that he can tell you about the three items that he wants smuggled without siding with him after ending the dialog. This will allow the Exile to tell Grenn about the smuggling operation and side with Grenn instead of Samhan. Added a scene that can change the Influence of party members in the Telos Underground Military Base after escorting the Czerka employee out of the base. Added a dialogue option (I am not going to pay the toll.) for the Exchange toll guards at the beginning of the Refugee Quad in Nar Shaddaa that allows the Exile to kill them without adding Dark Side points to the Exile. You can now swap out party members in the Iziz Spaceport, Iziz Western Square, and the Iziz Cantina. I could not change this setting for the Iziz Merchant Quarter without breaking the map, sadly. Fixed a subtitle not matching what Visas was saying during the second Ponlar scene in the Iziz Merchant Quarter. Disciple gains more Influence points when doing 'Good Actions' such as curing Geriel in the Refugee Quad in Nar Shaddaa. ---------------------
  8. It's more a case of ATI/AMD driver support for OpenGL being (still) trash whereas nVidia's support for it is competent. The script in question chokes DeNCS so I only have bytecode, but it's worth noting that both the vanilla and TSLRCM versions are set to use fade out in both of the DestroyObject calls the script makes. So whatever TSLRCM changed, it wasn't that apparently.
  9. A point of interest, in the two videos you linked one version is the PC version and the other is the Xbox version. The Xbox version shows Nihilus have a proper fade away while the PC one you showed has a jank one. You mentioned TSLRCM, but the PC version gameplay you showed is from a playthrough not using TSLRCM, judging by other parts the uploader showed of that playthrough on their channel. Maybe TSLRCM fixed this issue on PC? Not sure. Fun fact, the Switch version from what I saw from 2 playthoughs on Youtube also has a broken fade effect for Nihilus. I think the Xbox version is just more refined in many areas compared to the PC version, considering it's an old 2004 game. I saw a TSLRCM playthrough with fixed fades, maybe the mod fixed it for good? ngl the fade out effect is kinda wonky in my experience in both Kotor 1 and 2. It sometimes works and sometimes doesn't. Mods using "ghosts" like Brotherhood of Shadow or even vanilla characters like Ajunta Pall in or the TSL Korriban tomb visions all are supposed utilize fade aways upon death, but sometimes this works and sometimes this doesn't. I don't know much about scripting but my game settings are as max as max can be and my PC components aren't the issue, Kotor loves Nvidia. When it comes to fading in this game engine, I think it might be you and your luck if the engine wants to cooperate with the script that actually allows it. Sometimes there might just be too much happening in the engine for it to register correctly. I'm hardly an expert on this though, this is just what I'm assuming from multiple inconsistent playthroughs.
  10. There's a very likely chance that the OP is very un-knowledgeable about in modding in general judging by this quote from their Mod Request thread. I would advise to assume novice level here.
  11. The specific issue is mesh render order. Whether or not a particular mesh is animated is irrelevant. All that matters is what order a collection of meshes is being rendered in, which determines how alpha blending is calculated. Render order is determined by the model hierarchy. So a mesh inside another mesh (like an eyeball inside a head) needs to be lower in the hierarchy so that the containing mesh renders on top of it. The reason this is a problem for heads in particular is because by default skinned meshes (like the main head mesh) are always at the bottom of the hierarchy, so meshes doing double duty as bones and visible meshes like eyes/eyelids/teeth will be above them, thereby causing the weird rendering issue. The way to fix this is to reorder the hierarchy, with the skinned meshes at the top, above the rig/skeleton. As to creating full bodies, this is done because separate heads end up in the middle of the hierarchy, as a child of the head hook. Since you need the head mesh to be above the torso to render in front of it, the only option is to have it all in one model.
  12. It's a variable in the function: void DestroyObject(object oDestroy, float fDelay=0.0f, int bNoFade = FALSE, float fDelayUntilFade = 0.0f); It is set to fade by default, so you have to manually specify no fade. There have been multiple iterations/revisions of that sequence in TSLRCM over the years. It's also possible some other mod edited it. I couldn't say, since I don't have any interest in TSL so don't pay attention to stuff going on with it. Check your Override folder for a script named a_end.ncs and find the Modules folder and attach 852nih.mod here so I can look at it.
  13. I completely understand what you mean. Yep, that would be a good idea. If you'd want to ask about a specific mod in particular, you're always welcome to ask me in private and I can tell you if said mod will receive ongoing updates, which mod is finished and is therefore safe, and what the incompatibilities are. But I do not blame you if you'd rather play it safe though.
  14. The way the holograms are broken in the vanilla game does like this: Head models and body models are two separate models whilst the head model is animated meaning there are parts inside the head to animate the mouth and the eyes. The holograms makes the NPC transparent with a holographic filter, resulting in this 'hidden' bits being made visible to the player. Admiralty Redux fixes this by taking the two separate models and merging them into one to fix the inside of the neck being visible and it removes those bits inside the head so that they aren't visible in the hologram. Upon thinking about it, if you install ONLY the Proper Peragus Corpses and Peragus NPC Overhaul installs than this mod is compatible with the Admiralty mod. I'm actually going to update the mod page to specify this. For the Tiered Peragus Miners install, there would have to be a patch for it though since I don't know how to fix the NPCs like the Admiralty mod does than it would have to be done by someone else. DarthParametric would know how, though I doubt he would as he mainly focuses on the first game as he doesn't like the second game. If any other modder would like to try, I'm more than happy to take it to the PMs to discuss it. All you'd need to do is merge the Czerka body model and the Armored Flight Suit model to the correct Peragus NPC heads and try to recreate what DP did for the Admiralty when it comes to fixing the heads.
  15. Last week
  16. I downloaded the Holopatcher separately and put the exe in the folder, to get around the "virus" concern, but when installing I had two errors reported.
  17. Ok, thanks for the advice. I'll try) It looks like "blending punchthrough" by default causes this effect. I didn't use .txi at all to make this area transparent. There are no problems when editing the "side of power". I saw a tail sticking out Nothing works( It seems like the only solution is to remove the model's eyelashes and make the tail even smaller.🤣
  18. Why did the script change? How does the script "decide" fadeout or not? Or is it at random? Is there any way for the game code script to make it do fadeout?
  19. What's the incompatibility between this and Admiralty Redux? Will there be a patch for this at some point?
  20. https://neverwintervault.org/project/nwn2/other/tool/simple-model-viewer-64-bit-patch Not sure where it went wrong, mine is working.
    Improvements to attention detail like this , are very nice to see. great mod!
  21. If my question for the title is confusing, this is what I mean in clarification... In this moment in this video, we see Darth Nihilus combust into scarlet smoke-like energies. The thing is, the way he vanishes into the smoke looks super clean and transitions nicely. In contrast, this video shows the same thing, but Nihilus doesn't vanish the way he does in the previous link. In the second video, he just glitches out of existence after the dark side energies combust out of him without fading like in the previous video. My question is....are they different because of different graphics and/or resolution? Or is there something else going on? I have seen some gameplay videos for TSLRCM that had Nihilus fade away in neat quality as the energies leave his body, and I have also seen other gameplay videos for TSLRCM that had Nihilus not transitionally fade away, but just glitch out of existence. I know that this is a dumb question, but again, regardless if it is for TSLRCM or just vanilla game, is it different depending on the graphics and/or resolution you have for the game?
  22. Good day) Is it possible to somehow resolve this problem?
  23. Excellent! I did nerf how many games you had to play against them (used to be five in a row).
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