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Showing content with the highest reputation since 06/30/2024 in File Comments

  1. 4 points
    OMG IVE FORGOTTEN ABOUT THIS: i played the demo in almost 10 years ago- i cant believe its acutally been realeased! IM SO EXCITED! thank you logan for all your hard work! im downloading now and cANNOT WAIT to play it <3
  2. 3 points
    Excellent work! We’re on our way to fixing the patch.
  3. 3 points
    Thanks N-DReW! I do hope to make one for K1, but some features may need a little re-working since they take advantage of TSL-only features or script functions. In effect, yes, though it's all handled via script so that they don't actually have anything in their inventory (using SpawnMine, TSL-only function). But in effect, if an enemy NPC can see the player (or any hostile creature) they'll have a chance to place a hostile mine down directly in front of them and between you. They'll then move back a bit so they can't get hurt by their own mine. The chance of placing it depends on whether the potential blast area is clear of creatures or other mines, how far the nearest hostile is (they won't just place one at your feet), and a little RNG. Their "inventory" so to speak is handled in the script, so that different enemies have different lists of mine types they can randomly choose from. The number of mines each NPC can place is stored in an unused local number, though I just capped it at 1 for everyone. There's not really much need or opportunity to have them place more than one. I will admit it's a wee bit hacky since it's handled outside the standard combat AI routines, though this allows for compatibility with mods like Improved AI or others which edit the default creature scripts, and it seems to work well from my testing!
  4. 3 points
    I, as other have said, understand your viewpoint as regards restored content and how you would like to have as much of it as possible. There's no issue with that, or with recommending such content to other users. However, with that being said, saying something specifically like this does not do your viewpoint any favors, because realistically what you're suggesting is almost certainly false. To my knowledge--and I have had many, many years to look--no KOTOR developer has ever come forth and stated that any content cut from the basegame was removed due to time constraints. There is reasonable indication that SOME of the content was cut due to technical limitations (be they engine or enduser hardware) or persistent bugs/unintended consequences with attempts to implement them (such as the Iriaz), but the amount of content to which that does--or even could--apply is miniscule as compared to the volume of restorations that K1R makes. As @N-DReW25 pointed out, fundamentally there are several parts of K1R which simply cannot be "intended" because there was not enough in the game files to even restore and most of the content as implemented is fanmade. But for the sake of making a good-faith argument I'll ignore those cases and focus solely on fully developer-produced content that K1R restores. Unlike in the case of KOTOR 2's development, KOTOR was not rushed. Indeed, far beyond not being rushed, BioWare actually deliberately took an additional six months of development time before the game's release to iron out bugs, polish content and ensure that the game released in a completed state. And I am not talking about the six-month delay after the Xbox release of the game before it was ported to PC, I am referring to a very well-documented six-month delay prior to the game's initial release, which BioWare employees specifically said was undertaken in order to deliver a fully polished and well-made product, even though the game was already A-Z playable at the time of the original intended release date. With this in mind, why would all this cut content exist? Sure, perhaps there would be some here or there that BioWare couldn't have gotten around to in the six months of extra time they had, but not the amount left lying around that K1R has available to restore, and as Drew notes K1R doesn't even restore everything there is! Why might this be? The most probable answer is quite simply that most of that content was cut entirely purposefully. This happens in game development literally all the time--if a sequence doesn't flow well (such as dragging on, or having an impact on the game's balance due to its existence); if a particular item is nonsensical or overbalanced; if a character is seen as superfluous or distracting. Game developers are not gods. Often they design things that they believe will be impactful and well-received at the point they design it only to discover in live testing that the implementation is simply poor, or functioning unintentionally. And game developers (especially game developers in the early 2000s, driven by a razor-thin profit margin) do not operate under the same philosophy of "any content is good content" that some modern players do. They have the entire scope of the playerbase to bear in mind, many of whom would prefer a trimmer, leaner and more coherent experience than one with more content but less direction. So what do they do in those cases? They cut anything they can which they believe doesn't work and would leave behind an ultimately more balanced, coherent and enjoyable experience. Given that no BioWare dev I have ever seen has discussed any content cut from the game due to time constraints; the simple fact that the game lacked any meaningful time constraints at all, and even had an additional half-year of development time; and the reality that many of the things which K1R restores are sequences which one can easily see a dev viewing as disruptive (the third level of the Vulkar base would drag on to a casual player; the pillar reward on Lehon was overpowered; Major Hurka allows the player to bypass most of the Leviathan, which trivializes the game's design in that area, just to name a few), it is overwhelmingly likely that at least 50% of K1R's restorations, and likely much more than that, were cut fully deliberately. This is not to say that that content is bad, that you are wrong for wanting to use it, or that others should not use it if they have a mind. Users should always play with what they want to. However, it is unreasonable to cite developer intent when wanting to use K1R where parts of K1R are entirely fanmade and at least half of it was quite probably restored in spite of the developer's intent, not in line with it. I say again: there is NOTHING wrong with wanting to use that content. The developers are not infallible, and the game they designed was, at the end of the day, the game they believed would be best-received by the widest audience. For those who view any amount of new content as a blessing, K1R is wonderful. But saying that it's all as the developers wanted is simply an unreasonable claim, unless you can dig up an example of a BioWare dev actually arguing that there were significant cuts made to the game that they didn't intend for.
  5. 3 points
    Not really. When AFP first started it and it was just a collection of pre-existing fixes, there was no issue because the scope was pretty limited. It wasn't until JC and I got involved and the project changed from a collection of other people's mods to custom fixes that encompassed every facet of the game that incompatibilities started to creep in. It was just an inevitability when faced with two mods both trying to make fundamental changes to the same crucial components like OnEnters, plot-critical DLGs, and so forth. Add to that, once JC and AFP went AWOL and control of the project was ceded to me, there was never going to be any effort to try and address the incompatibilities simply because I have zero interest in K1R and what it does.
  6. 3 points
    Glad to see the project I've been following since the demo has made so much progress. Simply beautiful. Thank you so much for your work, Logan and the team.
  7. 3 points
  8. 2 points
    I might try my hand at this, when my Pazaak Tournament restoration and SAO's Sleheyron Holopatcher version are done.
  9. 2 points
    Logan Starr, the Revan who started the trend of KOTOR machinima.
  10. 2 points
    @SAO1138 Congrats on the release, however, there is one big issue with the release page here. You appear to have copied the text from the Nexusmods release page and pasted it for the Deadlystream release page. The problem with doing that is that you also copied a bunch of irrelevant Vortex junk from the Nexusmods release page and pasted it here on Deadlystream. You should probably remove them.
  11. 2 points
    Off the top of my head, the most egregious bug that K1CP fixes is probably with Xor. There have been many attempts before, but none of the previous mods actually fixed him. Hell, I'm still not 100% sure even K1CP's multiple revisions of fixes have finally solved the problem permanently. Beyond that, there are a couple of minor soft-locks that people somehow manage to get themselves into, the Sand People disguise glitches, and things like that. But you're correct that there's no one big earth-shattering fix that makes K1CP indispensable. Rather, it simply tries to smooth out some of the rough edges. If people don't really notice, then that's actually a compliment. After all, the idea is to keep the game in line with the original developer-intended experience as much as possible. It keeps me amused and off the streets.
  12. 2 points
    Hraith, you are partially correct in that K1R isn't obsolete and that it is complete. However, K1R isn't receiving content updates because its lead developers have vanished and the mod has several critical bugs in it (game breaking Lashowe bug etc), it is for this reason why the K1CP mod, a bug fix mod, didn't bother making their mod compatible with K1R. Since we can't get permission from the K1R team to make their mod compatible, I made RC-K1CP from scratch as an alternative to K1R for those who use K1CP. As The_Chaser_One pointed out, K1CP is very popular despite the lack of restored content and if I never made RC-K1CP thousands of players would prioritize K1CP over K1R. If you aren't going to use K1CP, you might as well use K1R if you're willing to tolerate the bugs - I'm not here to make you change your mind. K1CP will never include that because K1CP is a bug fix mod, not a restoration mod. RC-K1CP will eventually have it, but for now you are correct in that K1R is the only mod that currently has it. However, the logic of "the developers intended it to be there" is a bit disingenuous. My RC-K1CP mod restores a bunch of things that K1R doesn't, like both Impossible & Very Easy difficulties, upgradeable Davik's War Suit, female Republic Soldiers, gloveless commoner clothing, Carth's cut theme, the 4th Black Vulkar who threatens Calo Nord in the Lower City Cantina, Chadra-Fan on Tatooine, party dialogue for Kashyyyk Star Map, the green breath mask texture, restored armors and weapons etc. K1R isn't less complete because it doesn't have those I listed above, and K1R isn't bad because Major Hurka's appearance is fan made, the bartender in the Vulkar Sublevel is fan made, and 95% of the Pazaak Tournament is fan made. RC-K1CP includes both Impossible and Very Easy difficulties, I'm not going to turn around and trash talk K1R because it didn't include the Very Easy difficulty even though the "developer intention" logic applies to it. I would like to say that the see through glitch with Bastila is probably because all the Xbox textures were 256x256 and were low-res, it's possible that the Bioware developers messed up something when they upscaled Bastila's textures thus causing the transparency glitch.
  13. 2 points
    @HraithPlease read the whole post before answering. As I said, K1R has a main goal which is to restore content. K1CP fixes way more things, but it doesn't add everything K1R adds, obviously. Is K1R done ? Is it not ? Depends on the definition. You have no idea exactly what Bioware cut and what they didnt. K1R only restores what its team knew the existence of. Anyway, I'm pretty sure you didn't look at all of my links because I sent you to the Restored content project for K1CP which is in development right now. It already adds quite a lot of things actually, including this : You should take a look at it. I linked it to you in my first post. So no, it doesn't restore everything. But yes, K1CP+RC-K1CP is a better idea than K1R. "I can only assume you didn't link to the "other things that can be added to K1CP" because you couldn't find them either". Again, depends what we're talking about. I linked to the Iriaz restoration, because for me it's one of the best things, makes Dantooine way more alive, but I'm pretty sure there are other things out there, I'm just too lazy to look for them, however you can do it yourself. I feel like I'm providing enough here. You're not even looking at everything I link to anyway. K1CP is also way better because of compatibility. It's basically compatible with everything. Not K1R. I'm making the Pazaak tournament come back with a better quality and compatibility, so yes, there is restored content for K1CP, already existing and coming out regularly. If you really want the beer contest stuff, you can directly ask @N-DReW25 who's currently working on the RC-K1CP and he might include it. Perhaps I can make it myself, and include it as an option to the Pazaak Tournament. I just need permission to use the files. K1CP is a work in progress to make the game better, in bug and other issues fixing for K1CP as well as in content restoring for RC-K1CP, and it does that perfectly. Again, you can play the game with K1R, it's fine. It's actually what I'm doing on my phone. But do your computer a favour, make your PC installation K1CP / RC-K1CP. And bro, please tell me you're not the kind of guy who's saying this seriously : "Bastilla's bright blue eyes and slightly see thru lingerie"...
  14. 2 points
  15. 2 points
    Could Shuma the Hutt be restored in the next update, please? Finally a nice, friendly non-villainous Hutt for a change, the Dantooine courtyard feels empty without him.
  16. 2 points
    please Update to new Build Mod Builds, they updated on 03/11/2025
  17. 2 points
    Thank you! Not a weird question at all, I had actually considered putting a disclaimer about that in my readme. Basically, most of the truly restored content was already restored by TSLRCM (namely the final conversations with Atton, Handmaiden, and/or Visas, which are explicitly described in the developer comments as taking place on Malachor). The option to say you want to stay at Malachor and train Jedi is the only restored content which wasn’t in TSLRCM, although I believe @danil-ch had also included it in his Extended Ending mod. (I also made use of a cut line for Atton which wasn’t used by TSLRCM, but the context was completely different, so it doesn’t really count.) Everything else is my own extrapolation to try to logically tie things together and make the sequence feel a little more complete. So it definitely skews pretty far in the “fan-made reinterpretation” direction, although I hope I’ve successfully stayed fairly consistent with what was originally there. Actually, this whole thing originally got started because I just wanted a way for a light-sided player to be able to see the Handmaiden/Visas scene. I’d say it kind of snowballed from there…
  18. 2 points
    Feel free to report these bugs, it's the only way they're going to get fixed. I'll have to have a look at this, though I do believe there is the option to meditate with Drayen to heal your force points so there's that. I would like to stress that this was caused not by our inability to spell but due to the inconvenient modding tool we use to write the dialogues. That little box with the "Leave me alone - I have nothing to say to you" is where the dialogue is written, and when it comes to writing big dialogue trees it can sometimes take hours to do and it is all done in that tiny box. So it's not a matter of "I can't spell", it's a matter of "I literally couldn't see the spelling mistake to begin with". So please, feel free to list all of the spelling mistakes and typos you found and we'll go about fixing them. Thank you, could you please tell us where Revan and the Exile got misgendered so that we can fix it? I do believe there is a conditional that isn't firing meaning players like you are still getting the pre-Tyrena crash site dialogue after you've passed that part of the mod. This shall be fixed. I did notice a lag spike when the Sith Master spawns in. I'm personally not sure what causes it though I'm sure if Logan can find a solution to reduce the lag he'll implement it. As Logan and the others have said, he wants to hold off on the player getting Dark Side points for the duration of the time you're with Master Drayen and once you're outside of his care then you'll be given free reign to go Dark Side. Until that time comes, we are considering the player feedback we are getting. When we release new Episodes, we do plan to update the previous Episodes with any new content and/or revisions that would improve those planets. Once the mod progresses beyond Drayen, we may consider going back and adding Dark Side points for the duration that you're with Drayen - though I believe if we were to do that there'd be double the opportunities for Light Side points then there would be Dark Side points, that means there might be 8 Dark Side points and 12 Light Side points for example. If we have that system as described above, a Dark Side player like you can go the Dark Side path whilst a player playing randomly is unlikely to fall to the Dark Side unintentionally and would remain neutral. There'll also be too few Dark Side points to turn into a grey zombie in front of Drayen. Do note that Logan could swoop in and say no to anything I say, but as I've already said, player feedback in the future might be what it takes to change his mind. I can easily see the mod being halfway complete and then realizing "Oh shit, it's actually impossible to go 100% Dark Side even if you do all the Dark Side options. Let's go back and add some Dark Side options." Master Drayen is a higher level to reflect his status as your Master, since he will still be with you in Episode Two it is entirely possible he'll level up on Nar Shaddaa. Truth be told, I set it up like that for three reasons. 1) It justifies having the Torguta on the main menu (She was on the main menu in the Demo but made no appearance). 2) The Sith Cyborg was going to appear in a cameo like just this in Episode Two, but if we released Episode One without the Sith Cyborg I was afraid people would dig into the mod files, find his files, and when Episode Two came along the reveal wouldn't be as great because people already found his files. 3) Assuming worse comes to worse and Logan permanently disappears and Episode Two never comes out at least you guys got to see these awesome characters (this isn't going to happen but obviously before Episode One's release the optimism wasn't as great as it is today). You don't have to do this, but if you were to watch the ROR Demo on YouTube you will know how much work we've put into Episode One to make sure Corellia doesn't feel like Onderon. Trust me, Demo Corellia felt so much like Onderon you wouldn't be surprised if General Vaklu made an appearance. If you'd like to give an in-depth bug report, feel free to PM one of us and we'll see about fixing the bugs you've found.
  19. 2 points
    OMG IT'S HAPPENING
  20. 2 points
    Yes. Just remember that if you install the other mod first and then my mod second, that you should overwrite any duplicate files. If you install my mod first then the other mod second, do not overwrite any duplicate files. Unless you personally prefer the other mod's textures over mine. In that case you can pick and choose which files you would like to keep. Just keep in mind that using other textures with my models may yield some less than perfect results (in a case by case basis) since they may not be as finely tuned to any uvw fixes that I have done.
  21. 2 points
    Title alone makes it worth a download.
  22. 2 points
    Thank you for pointing these out! I did plan on including Waffle’s armor in the mod but it seems I forgot to delete it. I’ll revise it as soon as I can with the incompatibilities noted and the updated readme/description! The Sith in question is the apprentice on Korriban who says "once you become a Sith you can do anything!" It's one of the students with the medallions. I was aware of Galaxy of Faces. I'll add that as an alternative.
  23. 2 points
    Yes, just make sure you install PartySwap first then TSL Expanded Ending.
  24. 2 points
  25. 2 points
    Well, I have to apologize for that. I just checked my source files and it looks like the mdl in the uploaded zip files is an older one. The same goes for P_KreiaH.mdl (but I don't know what it is actually used for in-game). I guess I can attach the correct ones here for now. If you uncover more errors that I made, then someday I can release a patch. Hopefully there won't be so many that it requires a full version update. I suppose it's bound to happen when there's over 1000 files to keep track of. Maybe a site modderator has a suggestion on the best way to patch the mod? P_Kreia1hBB.mdl P_KreiaH.mdl
  26. 2 points
    Hello Sith Holocron, your mods are indispensable to a walkthrough for both games. Your Random Panels, the ones for M4-78, the Atris Holocrons, the ones for Telos, the Ebon Hawks textures, etc... All of them add a necessary immersion for KOTOR and TSL. Thank you for all your work thru the years on those two great games
  27. 2 points
    Hello! I wanted to ask if this mod is compatible with, if at all, R2-X2's Repeating Blaster Attacks Restoration. It received an update the 16th of November this year and given the Improved AI mod includes a compatibility patch for it (along with this mod itself suggesting using Improved AI alongside it), it made me curious if it's also possibly recommended as long as the Improved AI compatibility patch is being utilized as well.
  28. 2 points
    Hey everyone! This took me several years longer to get back to than I had hoped. But now after many hours of struggling with KotOR's highly limited scripting functions, I have finally fixed it. The update has now been uploaded, enjoy.
  29. 2 points
    Oh how long I have waited for this mod....
  30. 2 points
    Definitely a worthy addition to the game, the doors to get here were in the original level and there was a "Library Map Note" present in dialog.tlk as well. I have already adapted it, the modders resource version contains an empty module, but the installer version can install it directly to the first game, someone just needs to add some content to them, I know there is already one modder working on it. I did consider fixing the arch, however there was no rubble present from it so I figured perhaps it had been damaged a long time ago, rather than recently.
  31. 2 points
    Update: The smaller files have been added to this page as an optional download.
  32. 2 points
    N_Mandalorian04.tga is the name of the BOSSR Mandalorian texture. You should take one of the textures from this mod, rename it to N_Mandalorian04 and place it in your Override folder. You could also recolor this texture to match the BOSSR Mandalorian texture.
  33. 2 points
    Yes, I included this fix already in my mod.
  34. 2 points
    Here's my personally modified changes.ini. The only change I made was copy and pasting the missing section from the mod being sourced. Put it in the tslpatchdata folder. changes.ini
  35. 2 points
    I had the same exact issue when trying to install, "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]" If you don't mind me asking Drew, where did you pull the missing ini section from? I tried looking at the mod files and could not find it and i tried looking through some other mods.
  36. 2 points
    Just tried to install it, but there's an error in the ini. [Error] [16:52:05] KeyError: "The [Battle_Meditation] section was not found in the ini, referenced by 'AddRow0=Battle_Meditation' in [spells.2da]" Fixed! I pulled the missing ini section from the K1 Battle Meditation mod's changes.ini and put it right below your [spells.2da changes]. I'll test it to make sure it works and get back to you.
  37. 2 points
    Yes, I will kill all the Sand People for you, my lady.
  38. 2 points
    found a problem. this Mod doesn't just edit the first body's contents but 3 others as well. the biggest problem being the body in the mess hall that has the datapad about the secret weapon stash has it's items replaced with the HK parts. Just wanted you to know.
  39. 2 points
    In case anyone is on this mod page in 2023, reading through the comments. I'm following Merek's tested moding guide including this mod and the guide is titled as 2023 verified, so this works with the current version of TSLRCM according to that guide.
  40. 1 point
    I was a big fan of Kevin Smets' KOTOR machinima back in the day. It because of him why I became a big fan of the KOTOR games, SWTOR, and even the EU. I stopped watching him after Episode 3, where he started to fall off for me. Wasn't a fan of the direction he went.
  41. 1 point
    @The_Chaser_One it's going to be Deadeye Duncan isn't it xD
  42. 1 point
    @EbonHawkStowaway999 From what I understood, you will eventually get this. Only a matter of time.
  43. 1 point
    Congratulations! Oh and I noticed there's four columns behind the KOTOR logo. Is it intended to be KOTOR IV? If so, where's KOTOR III?
  44. 1 point
    Technically you can install Stoffe's Improved AI first, then replace the k_ai_master.ncs file with the one from my mod. But i have no idea what will be the endresult. Make sure you backup the k_ai_master.ncs file from Stoffe's mod. Yes, the AI ignored powers like Force Fury, but not anymore. 😀
  45. 1 point
    I must say to this mod, you have create a XP Glitch. But this mod is greate.
  46. 1 point
    Just play naturally and you'll end up getting most of them. Have you completed your lightsaber quest? Do you have a color crystal?
  47. 1 point
    Thank you, glad you liked it! The 'cutscene' part was created with a script executed by dialogue / interaction with an object, I am on discord drop me a pm on DS I know @Thor110 has some very nice scripting tutorials on DS that may also help: Here
  48. 1 point
    hey so im trying to get it to work but im having problems with it, it either crashes is character creation or when i get into the game it doent load my character for the most part tho it just crashes the game
  49. 1 point
    Will you also have a version for Kotor 2?
  50. 1 point
    Just played this part. Looks good.