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Showing content with the highest reputation on 12/07/2018 in all areas

  1. 1 point

    Version 1.3

    741 downloads

    Jolee's Hut - Modders resource 1.3 Author: djh269 Release Date: 23.02.2017 Installation: Simply click on the TSLPatcher.exe and click install and sit back and watch the TSLpatcher do its magic Uninstallation: N/A Description: - djnugent requested a Jolee's Hut mod so I made a simple little house that you can enter for our old moody friend. - I've also added an extra Zoological Compound and a separate mod with extra plants, these can be installed separately. Known Bugs: this mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Shouldn't be incompatible with anything but if there is just PM me on Deadlystream Permissions: - As this is a modders resource full usage of this mod is allowed, in fact it's encouraged. - The only thing you can't use is the info.rtf or the tslpatcher. Thanks: djnugent for the request. Kainzorous Prime for allowing me to use the TSLPatcher frame from his TSL NPC Overhaul mod (Without him this mod wouldn't be possible). N-DReW25 for his assistance and usage of his info.rtf file. Fairstrides for his unquestionable patience whilst helping me out in the past. bead-v for his module editting assistance. Kexikus for his tslpatcher advice in making my mod more compatible. Bioware for such an amazing game. Fred Tetra for Kotor Tool and everyone who downloads the mod. Holowan labs for the endless pit of information for Kotor modding. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE
  2. 1 point
    How TSL applying the BGM as SoundFX is very intriguing; particularly with al_jazz- the BGM that played inside the NS' Entertainment Promenade. Definitely something that K1 don't have, and surely is an improvement from the former. Edit: Just figured this out- ambient sounds and background music are two different things but is similar. It seems K1 have them too, it's just that they don't have the variety as TSL does.
  3. 1 point
    They have a double/triple fake MP3 header of 470 bytes.
  4. 1 point
    The files in StreamSounds are just raw audio files. I don't recall there being the same sort of header trickery like there is elsewhere. In Audacity, you can import them with File > Import > Raw Data at a sample rate of 22050 Hz. Should be a similar procedure in other programs.
  5. 1 point
    Yeah, so it seems somehow your appearance was permanently changed to that of a Sith soldier. That means there's nothing you could do via regular gameplay to correct it. I can think of two possibilities. One, there's some sort of bug in the save/load system and the game eventually forgets what your appearance is meant to be. Considering you were never meant to have a disguise item for very long in the game, it wouldn't be surprising that such a bug would go unnoticed. If it is that, though, we can't fix it, so it's not satisfying to think about that. The other possibility is some specific scripted event in the game that bugs out. My guess would be something to do with the Leviathan capture - the theft of your inventory, or switching control to a party member, or the spacesuit walk, lots of possibilities there - or module transitions, maybe the rapid transit system. If it is something like this, then it should be possible to fix, but I imagine it would take a lot of testing to nail down exactly when the bug occurs... assuming of course it isn't a random save/load error.
  6. 1 point
    That extra music is an awesome step, I think it just needs to have the ending a little more properly timed with the dialogue, it ends a little before he finishes talking. A minor detail that makes a big difference, I think. I know that this is off topic, but have you considered doing music scripts for other encounters too? That would be an amazing mod.
  7. 1 point
    I got the Quarterstaff model [003 variant] to used in K1; and it looks awesome! The model looks neat, and with the texture blends really well with the game too- although it was ported. Definitely a certain improvement-replacement from/for the vanilla. Thank you DeadMan for creating and sharing us the mod. All set and done, Permanent spot in the mod list has been filled. P.S. just recently I found sometimes the blades wouldn't retracted hence having the wielder attacks with an air-staff. I'd love to see if it were to be fixed.
  8. 1 point
    Here are some other parts of Dantooine with everything greened up: I also decided to address one of the long time minor annoyances I've had. In the Grove, in the cutscene where Juhani freezes your party members the grass planes get extremely stretched. This is exacerbated when you replace the grass plane textures with something a little taller. So I decided the best solution was to extend the stone slabs out a little further and remove the grass from that section. Before: After:
  9. 1 point
    As long as we're talking about NPC clothes, I'd like to point out there are two unused models: n_devaronian and n_malethug
  10. 1 point
    Speaking of the TSL textures, there's one there that I don't even remember seeing in the game, but it would probably make a good basis for some colour variants (probably more so for females): Edit: Here are a few quick palette swaps for the female version that you could add as new variants or replace existing ones with - https://www.darthparametric.com/files/kotor/tsl/[TSL]_Commoner_Female_Texture_Variants.7z
  11. 0 points
    Thanks! Very much appreciated. Yes, I agree with you. Although, I could compromise with the timing as seen in the preview above [there's a transition which I heard works quite well although when it stops exactly with the dialogue; it would be perfect]. I haven't actually fiddled with other numbers on its 'DelayCommand' which triggered the original music back to play, but looking to have the exact moment for the music to stop in the near future. 🤞 My priority [encounters-wise] would be with the "Legends" entries. I am looking to have the theme played during each of their own dialogue/cutscenes; at the very least which encounters leads to a battle sequences such as Belaya [Dark side path] and Selven. If by what you mean "other encounters" was outside of the aforementioned entries- it won't be very likely that I will doing it. That I do hope someone more advanced in scripting will take a crack on covering the amazing idea. Hell- with my current skill seems likely that I will only copy-paste one script to another; assuming they works the same, lol. 😂