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2 pointsGood afternoon) I'll take it) now I'm working on the possibility that the blaster could be modified. It is necessary to finish something else.
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1 point
Version 3.3.7a
253,793 downloads
KotOR Savegame Editor is a Perl/Tk application used in the editing of Star Wars: Knights of the Old Republic savegame files. The following fields are currently editable: - Savegame name - Player name - NPC Name - Appearance (player and party) - Portrait (player and party) - Attributes - Skill Ranks - Equipment (player and party)*** - Feats (add/remove)** - Powers (add/remove)** - Cheats Used flag - Hit Points (current and max*) - Force Points (current and max*) - Experience Points (player and party) - Good/Evil rating - Credits - Time played - Class (see notes below)** - Levels - Current Party - NPCs - Global Booleans - Global Numerics - Gender - Min1HP - Inventory** - Influence (TSL only) - Chemicals (TSL only) - Components (TSL only) - Quests *=Note: Max Hit Points and Max Force Points, while editable appear to be calculated at the time the savegame is loaded. Therefore while these fields are editable, the game will change the values back to what it calculates as correct. It is therefore better to change your Wis/Cha and Con to affect your MFP and MHP. ** Not supported on Xbox Saves, will cause "Damaged Savegame" message. *** See special section for detailed instructions ----------------- Credits ----------------- tk102 for originally creating the KSE. Pazuzu156 for reporting the issue with the Cloud saves, as well as helping fix it and setting up a mirror for and creating the auto-updater. Chev Chelios for much discussion of how Steam worked, as well as creating the INI-Generation tool, KPF. ----------------- Before Using KSE ----------------- --------------- Intro to KSE --------------- ------------- Using KSE ------------- --------------------------------------------- Override Folder: Subdirectories NOT supported --------------------------------------------- ----------------------------- Notes About Feats and Powers ----------------------------- ------------------------- Reminder: No Safety Net! ------------------------- ----------------------------------------------- Notes regarding Class-changing/Adding/Removing ----------------------------------------------- -------------------------------- Notes regarding changing levels -------------------------------- ------------------------------- Notes about changing equipment ------------------------------- =============== Known Bugs =============== No saves found (You have Steam KotOR 2 and use cloud saves) ----------------------------------------------------------- Go to your KotOR 2 folder and make a folder called "saves". Inventory Hiccup ------------------ If an item is added to your inventory and it has the same Tag as another item, KSE will generate an error. Getting Stuck During Vision Sequence (KotOR1) ---------------------------------------------- Symptom: After leaving the Endar Spire or Leaving Taris, you run into a sequence where you should be seeing a "dream" cutscene but instead you're locked up in a room with a "CutStart" object that doesn't do anything. Cause: You have NOT placed the modified .dlg files into your override directory and you have changed your character to a Jedi/Minion/Droid class or you have changed your Gender to something other than Male or Female. Fix: Download the KSE Fixed Cutscene Files (available from http://www.pcgamemods.com/8800 ) and place the .dlg files into your Override folder. ============================================== After changing appearance to look like (an NPC), the real NPC has no head! --------------------------------------------------------------- Symptom: You change appearance to look like one of your party NPCs and all is well until you attempt to enter a new area with that NPC. Then the NPC loses its head! Cause: SW:KotOR doesn't like two unique characters appearing together. Fix: From T7Nowhere's post on Holowan Labs-- =============================================================== Equipment Section ------------------ Due to an unknown bug, the Equipment branch might become unusable. The only fix is to restart KSE. ================== Please report bugs to zxcvbnm6012@yahoo.com 11/7/13 - In addition, please report bugs to tristongoucher@gmail.com Thank you. - Fair Strides. -
1 point
Version 1.0.2
7,419 downloads
Have mercy on me, O God, according to your unfailing love; according to your great compassion blot out my transgressions. Wash away all my iniquity and cleanse me from my sin. Psalm 51:1-2 Spectral Ajunta Pall Canonical Appearance DESCRIPTION: This mod replaces the silly, non-intimidating Dark Jedi Ajunta Pall with a scarier, more canon-accurate version. His weak gentle voice has been tweaked too so he is a little more intimidating. INSTALLATION: - Use the TSLPatcher and select the install option UNINSTALLATION: - Run the TSLPatcher with the uninstall option - Delete these files from override: -- p_ajuntah.tpc -- p_ajuntabb.mdl -- p_ajuntabb.mdx -- p_ajuntab.tpc -- p_ajunta.tpc -- kor37_freedon.utc -- ajunta_mask.tpc -- ajunta_maskb.tpc CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved. -
1 point
Version 1.0.0
354 downloads
Add Ahsoka Tano as a playable character, adversary, or player companion in Jedi Academy. ADDITIONAL NOTE: Single-player character selection menu addon available here. RELEASED: 4 August 2015 AUTHOR: Cerez SUMMARY: New Model: Yes Bot: Yes NPC: Yes Team Support: Yes Custom Sounds: Yes Custom Lightsaber: Yes DESCRIPTION: A lifelike rendition of the character Ahsoka Tano, Padawan to Anakin Skywalker, from around the time of her departure from the Jedi Order. FEATURES: ----------------------------------- AHSOKA AS SINGLE-PLAYER SIDEKICK: Have Ahsoka assist you on your single-player missions. After loading a level and activating cheat mode, type this in the game's console: npc spawn ahsoka A CHATTY BOT: Ahsoka's multiplayer bot has a true-to-character, chatty personality, and is loaded with new things to say -- directly sourced from and inspired by her character talk and snap-backs from official games and TV show episodes, leading up to the end of The Clone Wars. NEW DUAL LIGHTSABER COMBINATION: Ahsoka being a dual lightsaber wielder in the traditional fashion, with a shoto blade, I've included her second lightsaber in the game's lightsaber selection menu. This allows the player to actually use a shoto (shorter bladed lightsaber). I found this makes fighting against duals a little less predictable, and helps to spice things up a bit both visually, and in terms of gameplay. Console Reference: Primary: tano Supporting (Shoto): tano2 INSTALLATION: ----------------------------------- Simply move the PK3 files into the "base" folder of your game directory. KNOWN BUGS: ----------------------------------- Slight clipping with the skirt and limbs in certain movement/poses, unavoidable due to the game's technical design limitations. CREDITS: ----------------------------------- Designed by: Cadellin and Cerez Modelled by: Cadellin Model Edited by: Cerez Weighted by: Cerez Textured by: Cadellin and Cerez Shaded by: Cerez Audio Sampling: Cerez Icon Design: Cerez NPC and Bot Files: Cerez Lightsaber Hilt by: AshuraDX SPECIAL THANKS TO: Cadellin for his patience with my fine-tunings, and for taking on this project wholeheartedly. Asgarath83 for investing countless hours into tutoring me and for all his tremendous support. AshuraDX, DT85, Archangel35757, and everyone at JKHub for their kind and generous feedback, help and support. Psyk0Sith and Spacemonkey for their incredibly useful if somewhat rough-around-the-edges tutorials on character rigging for the game. AshuraDX for his permission to use the awesome lightsaber hilt bundled with this character model. PROJECT TECHNICAL DETAILS: ----------------------------------- Total Design and Development Time: 1 year Software Used: 3DS Max, Silo, Photoshop PERMISSIONS: ----------------------------------- Hereby permission is given to anyone to edit and create derivative works of the contents of this mod under two conditions: 1. Due credit is given to the author. (If it makes sense, please also include this readme.) 2. The author is informed of the new use/release of the material (out of courtesy). THIS FILE OR THIS LEVEL IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. ELEMENTS ™ & (©) LUCASARTS, A DIVISION OF LUCASFILM ENTERTAINMENT COMPANY LTD. -
1 pointI would definitely recommend using a standard object serialization format for your textual representation. Either JSON or YAML. YAML is messier as a standard (far more complex parser and encoder), but more human-readable and can have comments. JSON is simple, but hand editing in a text editor is a little trickier because its parser is more rigid (also making it much easier to implement). With either format, you wind up using a more complicated structure if you're modeling the actual GFF data. The format VP showed is nice for export/viewers/other contexts where reconstruction isn't necessary. Here's one way to do the typed version: [ { type: "struct", value: { "DelayEntry": { value:0, type:"dword" }, "DelayReply": { value:0, type:"dword" }, "NumWords": { value:0, type:"dword" } } } ] An approach for retaining type while using the simplified/export version of the JSON might be to have a tool that reads a full GFF file and exports another json object with pathed type info. Like /DelayEntry: "dword", /EntryList/Text: "cexolocstring", etc. Then have the 'compiler' combine that info. Could even just run it on sample files for all types and put it into a structured type dictionary with path lists per type. Personally I've been using GFF->JSON for awhile and it would certainly be my preference, but once you're creating the structured objects, yaml or json is a one line code change. Avoiding writing your own parser is a good thing. I'll just leave this here: cexolocstring Text -1 0 "This is a cexolocstring English male variant. I "hate" my life now." 1 "This is a cexolocstring English female variant. Why did someone put a descriptive paragraph 1 \"in here\". " 2 "This is a cexolocstring French male variant. \tIt is also a long string that contains an internal multiline string \"Write your own parser, they said. It'll be fun, they said.\"" Parsing that isn't my idea of fun. I guess the question and limiting factor here is whether 3DS gives you a native JSON/YAML(or any standard format) parser? Also whether it gives you base64 encoding/decoding (there's a "void" type in GFF which is just raw binary data)...being a proprietary language, your ability to extend and rely on existing libraries and language features is probably not so good?
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1 pointThanks! *chugs down that good ol' Corellian ale in a clean glass* (yuckk!) 😋 JK is a quite different experience to KOTOR, so I'd say that's a great plan. Keep in mind that you don't play JKO/JKA for the story so much as the free movement and action -- with the former still having a relatively decent story, although being more challenging in terms of difficulty to play. There's no beating the JK series in free-moving, mixed lightsaber and ranged weapon combat action, for instance, and in the hoards of different enemies you get to face, but just like KOTOR initially, it does take some getting used to at first, learning its organised system and quirks. My recommendation: KOTOR 1 & 2 in sequence for the story, then JKA for learning the new action system and working your skills up, and then JKO as the prequel for a challenging and engrossing story-action mix. But the real beauty of the JK series lies after the single player story experience, in just how much new community-made, amazing content you can find for the game and how you can effectively build your very own Star Wars action game! From KOTOR's environments and characters to locations from The Clone Wars and so much original trilogy, new, and EU/Legends content, it's all there for you to add to your game and customise as you please. You can build your very own digital Star Wars collection, all in one game (JKA), then, with a little learning, easily build your own sandboxes and levels to play. Using the popular Quake 3 engine, and with a detailed SDK, JKA is one of the most moddable games ever made. (Not that you need convincing, I'll stop infodumping, this is just my passion for it showing.) Anyhow, there's so much great Star Wars world and gaming content ahead of you, it makes me excited! Enjoy! :3
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1 pointHello, Cerez! Welcome to the DeadlyStream. Seriously, I have waited long to play the Jedi Knight Series both the Jedi Outcast and/or the Jedi Academy. My plan is to finish this KotOR1 playthrough first, then goes with TSL and the latter would be the JK series [JK:JO and JK:JA]. Hopefully I'm playing the JK at the right moment where some cool stuffs served on the list. I am looking forwards to them mods then! Ah-ha! You should check this thread by @CarthOnasty then. Fingerscrossed it would be delivered in no-time [go-CO-go!]. 🤞
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1 pointI got another problem that I can fix, but a tool fix would be preferred. Some backstory first. I've been porting areas since the MDLEdit beta testing, and it worked for the Dantooine courtyard (m14aa) right away. But then, for every attempt after that, there would inevitably be something wrong. I've now nailed down the reason for this. Here's my latest attempt, with m02ab on Taris: Several rooms are not visible at all. The visibility and layout files all check out, since they're direct copies of the ones from the game. I even tried rebuilding them with new room names and still had the same problem. And of course I compiled all the models, copied over all the textures and lightmaps. Everything should be working, just like Dantooine did. And yet, several rooms are invisible. I noticed that it seemed to be limited to rooms that don't have a walkmesh, like the skybox and some of the background buildings. All the walkable areas are rendering, and the others aren't. This was consistent with my earlier broken attempts in other areas, though I didn't make the connection before. So I tried adding a walkmesh to one of the rooms (m02ab_02r) to see what would happen: And there it is. Now that room renders. I've noticed before that many rooms have walkmeshes when they shouldn't need to, like the skyboxes on Citadel Station. Yet I went back and checked m14aa and its skybox does not have a walkmesh, and my ported version of it did render. So I wanted to confirm whether the issue was K2 requiring walkmeshes when K1 didn't, or something MDLEdit was doing. I kept the compiled WOK file and reverted the MDL & MDX files for that room, and that turned it invisible again. I also tried removing the WOK while retaining the newer MDL & MDX files and the room was visible with that. So the fault seems to lie in MDLEdit. When it compiles a room that doesn't have a walkmesh, there's a chance that it won't render in the game.
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1 pointFantastic! Many thanks for the efficient-yet-rather-effective tutorial DarthParametric! I'm in progress on practicing this information now. I will attach the said tutorial in the first post to have the potential reader an easier access to its knowledge. Again, thanks! And very much appreciated. ____________________________________________ Anyways, I just found something that is quite "important" while ago; I surfed through the game files with the KotOR Tool and found a cubemap which labeled "CM_eh", and then leads me to assuming that it was linked to the Ebon Hawk's specularity. And yes it is; I opened the file using PS and there are E-Hawk's reflections init. So, I fiddled around with the vanilla EH's textures and have them all implemented with the said cubemap- assigning vanilla bump-map to the linked textures and later having this results: This is the entrance/exit passage of the Ebon Hawk. I haven't checked the bump-map inside this room model so as we can see there are no bump-map applied there; but more-or-less, this how the room looks with the "CM_eh" applied to the textures: This is the Hawk's dorm, and bump-map feature has been checked for this room. This one of the Hawk's alley'; no bump-map applied but "CM_eh" has been utilised on them textures. This is the intersection near the engine-room. The bump-map and "CM_eh" has been applied in this room model. This is the Swoop's room; I ended-up changing the alpha on the bike with the standard reflection because the vanilla alpha is not really effective, I mean; I am certain that BioWare wanted to give the impression that the Swoop was having an incident before, looks from the reflection it gave. It produces an inside-bump-and-dents-like reflection but I don't know, maybe the execution could be nicer, I think. This is the cabin whom Juhani used to chill. No bump-map applied yet in that room. This is the cockpit. Bump-map applied. This is too from the cockpit but from another point-of-view. This is not really vanilla because as we can see there are Sith Holocron's "KOTOR2 More Subtle Animated Ebon Hawk Monitors (still not including Galaxy Map)" and Fallen Guardian's "Ebon Hawk Texture Enhancement" computer panel featured there. Must haves! And this is the Hawk's center room. Bump-map applied. Edit: ndix UR's "Ebon Hawk K1 Fixes" are featured in the screenshots. ____________________________________________ To tell the truth, the primary motivation of this research was because of this screenshot of Ebon Hawk's interior from one of Apeiron's tweet while ago. I know, and it was obvious; different engine means different results. And even if with the same engine but with the wrong application of feature could leads to different results too. I only kind of curious about how optimal is this [IIRC] Odyssey Engine could be? Many thanks for taking your time here. Hope this finding kind of helps.
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1 pointAh, the ****ing "In ANH the Empire and Emperor got no explanation... REBOOT IS GOOD **** YOU **** YOU" So ****ing tired of this... if you may notice. Well, in the old trilogy that was fine since that's all we needed. If ANH ended with Vader dead and the Empire defeated starting ESB with them alive and in full force would raise tons of questions. As do TFA and TLJ. But instead of explaining how we got an entire 180 on the victory or ROTJ, JJ and Rian give us the finger and "deal with it"... we are supposed to root for the Rebels rebuilding the most pathetic waste of galactic breath ever; the New Republic. A system so ****ing incompetent a rebel fraction destroyed them all in ONE DAY between TFA and TLJ. Wow, I ****ing care for that. That's not the WORST IDEA EVER. World building is important. Continuity is important. Don't just go "but the OT didn't have the Emperor explained so **** SNOKE. **** EVERYTHING. STAR WARS GUYS! STAR WAAAAAAARS" Yeah but the OT also didn't have 3 movies where we beat the ****ing crap out of the Empire only for it to sprout back since JJ and Rian got no ****ing ideas of their own but sh#tting over everything. And so yeah, I got my full right to give these ****ers the finger. And be pissed. Is it obvious I'm pissed at them. And you for repeating this stupid ****ing argument again. How ****ing hard is it to grasp we are 3 movies in, we have had a conclusion and that got completely raped without explanation. You think that's good. Well, good for you since LucasFilm will keep making crappy sh#tty movies without brains you like until it no longer makes profit. Which is probably shorter than you wish since most fans do got taste, do care about the galaxy, don't want this claustrophobic galaxy TFA and TLJ show us where scale is non-existent. The parties freaking idiots all around. I probably shouldn't have written this angry and tired but **** it, deal with it. You want to know how TLJ makes me feel, well here you go. Experience it. Yes, I'm SURE we get answers to that, like who's Snoke, who are the Knights of Ren, what was the New Republic? Why a Rebellion? Why should I care? How did Maz get the saber? Oh wait a second... TLJ pissed all over them. But sweet dreams expecting this time to be the golden goose. As if they will not retcon Rian's sh#t out of existence wherever possible. 1) Who cares. MaRey Sue don't need them. People expect her to train Yoda to add injury to insult. I can see it happen. 2) Who cares? The last time the Jedi rose they failed so miserable why should we care. Oh we want Rey to succeed where Luke failed? **** NO. 3) Who cares? Everyone can use the Force now, Jedi are nothing special anymore. So amazing! 4) Who cares? The New Republic was a ****ing joke. The FO is a joke. The Resistance is a joke. I couldn't care less. Blow the Falcon up with them, see if I care. Probably would have prevented a terrible ninth movie coming. Oh that would have been the best 😕 5) Again, who cares? The previous NR sucked balls. So making another one is just being morons. They should just die. 6) The only worthwhile question, and that's a META question, not a movie question. There are only terrible ways to finish it after Ruin could finish it proper but didn't since he's an assh#le. 7) Who cares? He's dead. How about caring about this before wiping him. You loved THAT after all, didn't you? If they explain it now it's the biggest d#ckpunch in existence. Hey... they probably will do it. And you will love it for some reason even if you went all "But Palpatine didn't get..." yeah, **** you. Anyway, I'm going to sleep.
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1 point///// 00. Disclaimer ///// Yeah, another side-project. Get over it. ///// 01. Background ///// Pazaak! The game whose name I misspell nearly every time I type it. Anyway, the cards are looking pretty dated these days and I've always had a small niche admiration for playing card design. Not to mention, this is a good way to practice with .guis. (Noticing a trend?) Here's the basic layout: ///// 02. Planning ///// I grabbed every pazaak thing I could find in KotOR Tool, including the boards, cards, their variants, etc. I then was able to locate the .gui for the board itself and holy flarksnorzen is that complicated. Everything you see has a height, width, x, and y. The names, the icons, the cards, the numbers on the cards, the scoring, EVERYTHING. Layers of .tgas and a font. I started mapping out the location of everything, and well, if you can decipher this, here's my rough translation of component locations and well as their dimensions: Note: The npc name game the with the save download. 😛 ///// 03. Work Thus Far ///// Here's what I have thus far. I'm happy at this point with the card design. There are some touch ups to be done here and there for sure. ///// 04. Next Steps ///// I need to build out the rest of the assets of course. There's the back of the cards, revamp the icons and the board, and a few other things. One thing I noted while grabbing all of these assets, is that there are boards for different screen sizes AND there's the side deck selection and wager windows as well. At the very least though, new cards. P.S. I can make green cards too for those who want them. ///// 05. Future Plans ///// Play around with the positioning, size, and color of the numbers. Some really cool things in general can be done with the whole board, but that'll take a lot of time and a lot of work. (I mean, I have to finish the star maps at some point, yeah?) ///// 06. Final Remarks ///// I'm always open to comments, critiques, and suggestions. Thanks for taking a look.
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1 pointI have the exact same issue. I tried AJAiDS solution but it didn't work for me unfortunately... Replacing the file with his or editing it on my own, both didn't work. I even tried to delete mzp_mand11.utc from bos_msp3.mod and thought that would delete the Mandalorian Scouts on this level, thus making them not spawn at all and hoping to not encounter the game crash. All units, the OP described, still spawned and the issue was still there. Any solution or way to skip that part please? ******************************************EDIT************************************* I HAVE SOLVED THE ISSUE *** I think AJAiDS file works but for me it didnt and i think i know why. My save was actually infront of the door where the bug happens. While editing the files and replacing them, the game somehow didn't take the changes eventhough no matter how many times you restart / reload the game. PLEASE RETRY AJAiDS file and load a previous save which is one or more area before the area where the game crashes. You have to be in a previous area and enter the bugged one, the game needs to load the area to accept the changes to the file. For my case, i actually further modified the file and used a previous save. So im not sure if my changes helped for the issues but let me mention what i changed, incase someone cant fix the issue and should try to changes these following things first and see if it works: 1. Extract bos_msp3.mod to a folder using Kotor Tool's 'Extract entire ERF file' button. 2. open mzp_mand11.utc 3. copy this: msp_mandstand1 and paste it in mzp_mand11.utc TAG 4. change the appearance to Alien_Mandalorian_01 5. click down left corner on the INVENTORY button, you will see 4 items down right, select the ECHO line and press DELETE 6. SAVE CHANGES 7. open mzp_mandalore.utc, if the appearance box is RED, select Alien_Mandalorian_01 to eventually prevent a crash when meeting mandalore. 8. SAVE CHANGES 9. Open Kotor Tool's ERF/MOD Builder from Tools. 10. Click Add Dir... and navigate to folder from step 1. 11. Browse Output file name to folder from step 1 then choose name as bos_msp3.mod. 12. Select Output file type as MOD. 13. Click on Build MOD. (If Build MOD is grayed out, try changing Output file type to something then back to MOD). 14. Navigate to swkotor install directory. 15. Make a backup of bos_msp3.mod file in the modules folder, then replace that file with the one created. It's frustrating to meet game crashes and desperatly searching for a fix. But having found a solution and experimenting around is always fun. Good luck to all of you!
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1 pointI found a solution after digging into the module using Kotor Tool. The issue is with the Mandalorian Scouts on the level with the appearance Sithghost5, which was causing the game to crash every time you got near them. This is how to fix the issue: 1. Extract bos_msp3.mod to a folder using Kotor Tool's 'Extract entire ERF file' button. 2. Change the appearance in mzp_mand11.utc file in the bos_msp3.mod module to Alien_Mandalorian_01, then replacing the file in the folder from step 1 (double click the file in Kotor Tool). 3. Open Kotor Tool's ERF/MOD Builder from Tools. 4. Click Add Dir... and navigate to folder from step 1. 4. Browse Output file name to folder from step 1 then choose name as bos_msp3.mod. 5. Select Output file type as MOD. 6. Click on Build MOD. (If Build MOD is grayed out, try changing Output file type to something then back to MOD). 7. Navigate to swkotor install directory. 8. Make a backup of bos_msp3.mod file in the modules folder, then replace that file with the one created in step 6. Or, you can download this file, but I put the instructions in case this link ever dies. https://www.mediafire.com/?ybsos6ubsvnzxpo
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0 pointsThanks @Deltm! Not a big fan of the JKHub community anymore, seeing as they have limited to no support for cultural, genetic, and gender diversity. Despite how closely people associate me with that site/forums, I was aggressively assaulted by many discriminating and abusive members on countless occasions there, and staff behaviour/response was unacceptable, hence why I conclusively left. Glad to have finally found a new and more mature, spacious, and versatile home for my Star Wars mods to be honest. Hopefully others will follow in time, and the monopoly of JKHub as the closed, only, and now old, de-facto Jedi Knight modding resource and community will eventually come to an end, as it should. Talking about the game, in different ways -- known for its multifaceted action -- the Jedi Knight series is as extensively loved/modded and timeless a Star Wars game pack as Knights of the Old Republic. Its mods really do deserve a home here, and I'm glad to see DeadlyStream open up this new branch. I'm showing my full support for it by featuring/hosting Ahsoka here, helping shape the new path by both spreading the word and contributing, and, hopefully, sharing/releasing brand new mods I'm working on here sometime in the near-future. So -- in the spirit of Ahsoka -- DeadlyStream, make room, I'm tagging along for this ride! (Does anyone have a proper deck of Pazaak to pass the time?)