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Showing content with the highest reputation on 08/13/2019 in all areas
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3 pointsHello ebmar! While going through some files I noticed how Jon reports Sherruk to wield a lightsaber . I know you are planning to use customized Mandalorian blades which are great but I personally would rather stick to in-game consistency. J: One thing I do remember when those dogs killed my Ilsa, is that their leader was a giant of a man... who wielded a lightsaber. P: A lightsaber? J: Yes it was. Mandalorians have never been open to the ways of the Jedi. They are much too barbaric and violent. J: I rather think that it may have been from some poor Jedi he had slain before. You can see now that he is as much of a threat to you as to me! You must kill them! It may be a good idea to equip him with one or even two. Cheers! PS: I noticed that the original .utc file has "Lightsaber" as enabled weapon proficiency. Another hint to what the original intention was.
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2 pointsTSL guy well currently studying game design and writing my intereses are video games anime books and all that stuff and politics and history i'm a pretty chill guy and pretty patient am i enjoy talking to people
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2 pointsThat is because I haven't added it in yet. The Zhug utc files are "n_duro01.utc" for example and those are spread across the entire game meaning putting them in the override as I did for testing would break many Duro NPCs and putting the utc inside a .mod file wouldn't work because a 401dxn.mod file doesn't exist (Almost every module in TSLRCM is a .mod file except for this dxun module and the Korriban academy, because it crashes as a .mod) Considering GenoHaradan Legacy doesn't touch Dxun this bug is something else you've installed.
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2 pointsIf you haven't already, you can disable checking for updates under Tools -> Options.
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2 pointsThanks for the feedback! Yes, in the latest progress I have been implementing your input. I have been planning on doing that actually, by taking a step-by-step approach. Thanks for the feedback! Yes, that's just my imagination assuming that Sherruk's had been wounded during the last war and need a mask which helps him to breath. In fact in the latest progress I have him takes off the mask as I found some trouble with NPCs that is wearing mask. Further details below. Yes, the idea was like that; he's a combat wounded veteran which forces him to use a mask to help him breath. But as I found a bug which sometimes makes the mask removed from the NPCs [the same issue faced with the Helmless-Starkiller attempt], I decided to remove the mask. And thanks- for the support! Yes, I believe it will be accommodated in the next-update. Thanks for the input! Thanks; you too, buddy! Keep up the excellent work! Awesome! It is an interesting idea, N-DRew25; but it seems it is not the path that I'm willing to take. Thanks for the idea, very much appreciated the thoughts! Hahah- wow, to make him a Taung itself is just out of my league man. Anyway, thanks for the suggestion! I'll take the less-difficult path- as always. 😁 ____________________________________________ [Updated: October 07, 2018] I take this opportunity as a quick heads-up to the project: The mask is removed now. As a change he will have some implants on his neck, which is the Nerve Enhancement Packages equipped on him. The extended use of the implant somehow affecting his larynx, which makes his voice sounds distorted. Here's a quick preview of how he'd appear in-game: His personalized melee weapons has been decided; they are using ndix UR's "Traditional Mandalorian Blades" amazing resource as the base. A backstory will be added to the blades in conjunction to their new appearance. One thing for sure, it has an Alignment Limitation implemented. Here's a quick preview of the blades: As Salk suggested too, his armor also had some touches which makes it looks weary [and tells a lot about him]. I am comfortable with the latest concept, and is confidence with it. It could be near the final stage of the development but not closing the possibility of further changes. Many thanks for taking your time here; all the best! Any updates of current development will also be posted in thread's introduction post.
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1 point
Version 1.10.0
203,133 downloads
The K1 Community Patch (K1CP) is a compilation of previous bugfix mods and a multitude of new original fixes put together with the intention of resolving the many and various issues that KOTOR has. This includes some well-known game breaking bugs/softlocks, broken quests, inaccessible content, as well as lesser issues such as problems in conversations, visual inconsistencies, player annoyances, etc. The intention is for the changes to be as seamless as possible, fixing and improving things whilst still retaining the original developer intent. A huge thanks to all of the mod authors who created these mods, and allowed them to be included in this patch! Unfortunately, the individual list of changes has grown far too long to be included in this post. However, you can view a detailed breakdown of each author's individual contributions in the included readme file and a summary of the changes the current version has made since the previous release in the changelog file. List of Contributing Authors (alphabetical): A Future Pilot blennus danil-ch darthbdaman DarthParametric Ebmar Frykas Gimmick5000 jc2 JCarter426 Kainzorus Prime Kexikus KOTOR 1 Restoration Team Leilukin Markus Ramikin N-DReW25 ndix UR R2-X2 Red Hessian Salk th3w1zard1 Thrak Farelle WildKarrde Installation: Run INSTALL.exe and navigate to your K1 install folder. Generally speaking, this mod should be installed before anything else, except mods that do hard edits/overwrites of 2DA, TLK or MOD (module) files. Warning: Never run the installer from inside the archive! Always extract the archive onto your hard drive first. N.B.: With the advent of version 1.10.0, K1CP has migrated away from the use of TSLPatcher and switched to HoloPatcher. This allows for additional patching functionality and resolves some bugs encountered with TSLPatcher. HoloPatcher is also multi-platform. The bundled installer is the Windows version, but Mac and Linux users can download the appropriate installer for their system here. It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Translation: The mod now has translations in French and Russian, available as separate patches. To use, first download the base K1CP v1.10.0 archive and extract it to your harddrive. Download your translation patch of choice and extract its contents into K1CP's tslpatchdata folder. Proceed to install the mod as normal. Traduction (Français - Harlockin): Le mod a maintenant des traductions en français et en russe, disponibles sous forme de patchs séparés. Pour l'utiliser, téléchargez d'abord l'archive de base de K1CP v1.10.0 et extrayez-la sur votre disque dur. Téléchargez le patch de traduction de votre choix et extrayez son contenu dans le dossier tslpatchdata de K1CP. Procédez à l'installation du mod comme d'habitude. Переводы (Русский - olegkuz1997): Мод теперь включает в себя переводы на французский и русский языки, доступные в виде отдельных патчей. Для использования сперва скачайте базовый архив K1CP v1.10.0 и распакуйте его на жесткий диск. Скачайте нужный вам патч с переводом и извлеките его содержимое с заменой в папку tslpatchdata K1CP. После чего приступите к установке мода как обычно. Compatibility/Known Issues: K1CP uses module injection in an attempt to remain as compatible as possible with other mods. This may result in issues with mods that simply put files in the Override folder. It is recommended that you consult the individual authors of any large scale mods, particularly those that edit DLGs and scripts, as to whether their work is compatible with K1CP. Some mods will likely require updates, some may need to be installed in a specific order, whilst others may be fundamentally incompatible. K1CP currently only supports the English language version of the game, and makes a number of edits to the TLK file in English. If anyone is able to provide translations of these changes to other languages, please let us know. The KOTOR 1 Restoration (K1R) mod is incompatible with K1CP, however there is ongoing work to re-create the K1R mod for K1CP: https://deadlystream.com/files/file/2345-restored-content-for-k1cp-demo/ These are the currently known bugs/issues with KOTOR or the mod that the K1CP is looking to resolve: https://github.com/KOTORCommunityPatches/K1_Community_Patch/issues If you find any others, especially with changes/additions K1CP makes, please report them on the Github issue page or here on Deadly Stream so they can be addressed. Be sure to include as much information as possible, including a list of all the other mods you have installed, the order you installed them in, steps to reproduce the problem, along with screenshots and save files, if appropriate. You may also be directed to provide the install log file, a list of the contents of your Override folder, and specific MOD files from your modules folder. Uninstallation: Given the complexity of this mod, a clean install of KOTOR is the recommended approach for uninstalling K1CP. However, HoloPatcher does provide uninstall Shell (Bash) and PowerShell scripts which will work as long as K1CP was the most recent mod installed. Permissions: Due to this mod being a compilation from many different authors, please do not distribute/rehost it. Acknowledgements: All of the mod authors who have helped make this patch a reality - thank you! - especially for agreeing to distribution outside of Deadly Stream Fred Tetra - For KOTOR Tool tk102 - For DLGEditor and K-GFF JdNoa/Dashus - For DeNCS stoffe - For TSLPatcher/ChangeEdit/TalkEd bead-v - For MDLEdit and KOTORMax ndix UR - For TGA2TPC, TPCView, and MDLOps v1.0+ seedhartha - For KOTORBlender fork for Blender 2.8+ Cortisol - For Holocron Toolset and HoloPatcher/PyKotor th3w1zard1 - For additional customisation and feature improvement of HoloPatcher Fair Strides - For various tools and updates to older tools DrMcCoy - For Xoreos Tools Snigaroo - For maintaining mod builds at https://kotor.neocities.org/modding/mod_builds/ danil-ch - For the original info.rtf template Many thanks to ebmar, Salk, and KnifeMaster for providing numerous bug reports and beta testing certain fixes THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSEES/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS MODIFICATION IS AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHORS ARE RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS MODIFICATION. -
1 point
Version 1.1.0
3,384 downloads
Drop Those Lightsabers! A Minor Immersion Mod made by K.O.2 Mods (aka The Frozen One on deadlystreams) Version: 1.0 About this Mod: When you meet the first Sith and Jedi dueling on the Endar Spire, you see them fighting with lightsabers. But when you loot them after they've met with a terrible fate, there are no lightsabers to be found. Not a single one! This has always been a minor annoyance of mine on each playthrough I've started. With this mod, both the Dark Jedi and Jedi drop their red and blue lightsabers respectively. Just loot both of their belongings in order to get both sabers. You can't wield these weapons until you are supposed to later in the game, but you can still sell them for cold hard credits if you wish. How to use/activate/enable this Mod: Just copy n_sithappren001.utc and n_sithappren002.utc from the "Drop Those Lightsabers!" folder and paste both files into your Override folder. You must start a new game in order for this mod to work. To those that helped me with this Mod: Thanks to ebmar and Mellowtron11 for their extremely detailed walkthroughs on how to make this mod. I couldn't have done this without their help. Regarding the uploading of this Mod: Please don't upload this mod anywhere without my approval. If you would like to improve on it or add it to a mod collection, please contact me and I'll give you an answer as soon as possible. If I give you the okay, all I ask is for you to give me credit for the mod(s) that I've made. Legal: THIS MODIFICATION IS PROVIDED AS-IS AND 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. -
1 pointI'd say about 30 or 40 FP, since its quite powerful (transforming people to mindless beasts). Nice forethought to test on droids and bosses. I recall looking at rakghouls some time ago and trying to modify their claws to do more dmg, no idea how it turned out since it was so long ago and it was just a rabbit hole.
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1 pointYou make a good point. How much FP cost do you propose per spell (or per transformation)? I was hesitant to implement this because if it costs the same as Force Storm, you could spam it just the same, and it wouldn't really adds to balance that much. But if the FP penalty is significant enough then it probably will benefit the continuity, like you said. As for the "casting it only once" thing, you caught me in my own web of lies 😂. But you get what I was saying, if everyone becomes a rakghoul then there is no reason to further spam the spell. The purpose of the talisman is not to cheese a combat (cough cough force storm⚡), but to drastically alter the combat structure. It will depend on the host's feats and weapons. Currently the script removes their ranged weapons completely during transformation, but any melee weapons remain in their inventory. If the original host is a range-focused character without any melee weapons or melee proficiency feat then yeah it's gonna suck. I may consider dynamically adding a custom vibrosword (with bonus melee proficiency feat) into such character's inventory in the future, not sure the AI would be smart enough to pick it up, though. One other thing I should've mentioned is their massive regeneration (+8 per 3 seconds). This plus their physical damage resistance, two insane rakghouls could attack each other forever if you don't intervene. But if you do intervene you're almost guaranteed to get hurt, since a melee-focused rakghoul (like that Horned Kath Hound) could wreck 1/4 of my vitality in one hit. Yes, there are condition checks for non-humans race, jedi, and certain bosses (such as Freyyr in lower shadowland). As for droid specifically, I tested it in Marka Ragnos' tomb to make sure the spell doesn't work on droids.
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1 pointJust to add to my position further, and I understand if you don't make these changes, just my feedback that's all, having the PC or PM use the dark force talisman and not lose FP seems wrong. On top of that, using it only once in a fight is completely wrong, as seen in the video the very first fight, the PC uses it twice. Also, I'd have to play it to know if the balance of losing their weapons countered by increasing their str and con, so making them "stronger" may not actually result in making them "harder to fight." Take it is as you will, simply my thoughts on the matter. Another thing you may have tested is if the talisman works on droids, if you haven't tested that out, I would recommend testing it.
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1 pointYeah I seriously considered it, but I passed on the idea because A. normally you only cast it once, and after everybody becomes rakghoul there is no need to spam the spell, B. unlike force storm, spamming the spell doesn't trivialize the game's combat. In fact, transformed rakghouls are much stronger than their original host. Thanks for the suggestions though. I most likely will make updates to this mod because there are still a few TODOs on my list, so any suggested improvements are welcome! You could try and see what happens 😉. And yes, it's dark side only.
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1 point[Updated: October 14, 2018] # 00. Disclaimer # As the current development is reaching above 30% marks and somehow it looks like it needed its own development thread observed by its potential; I have the confidence to provide this "Legends" series addition a "Work in Progress" thread. # 01. Background # "I'll add your head to those of the other Jedi I have killed, and take yet another lightsaber for my own." Dang. Another blabber-mouthed dudes here aside of Selven previously; said me to myself while facing this cruel-and-evil Mandalorian straight from the now crumbled Taris. And I'm not disappointed; actually he's tough as hell and I even had to load my saved-game for about 5 to 6 times before finally beat him. He fights hard, but as a Mandalorian Rally Master who had fought in the Mandalorian Wars, he looks too basic which convinced me that this metal-head needs a unique-menacing appearance that distinguish him from the rest of the packs. So, hence the mod's development. Vanilla Sherruk's appearance preview: Image is a courtesy of Wookieepedia. # 02. Planning # Change his overall appearance; his head and armor including the melee weapons that he was using. But I'm not going to overdo his looks it as I would still reserves his original colour scheme [dominant-red]. Alters his VOs effect so he would sound different compared to other Mandalorians, as he will using a custom-mask according to the plan. New inventories meaning new challenge. I'm not going to overdid it too because in vanilla he's already OP; maybe kind of tweak his feats and his equipment would be sufficient. Custom weapons means custom names. Haven't actually decided what they'd be and what they are called. # 03. Work in Progress # [Updated: October 14, 2018] [Outdated] Already have the latest concept of his appearance and just to start building from there: I am using SpaceAlex's "Unfinished K1 Enhancement Pack - PC Head Reskins" for the base texture of his head. Also featured is xander2077's "Vanilla Masks Overhaul - Breath Mask" which in-fact I haven't got the permission to have it released along with the planned release. The backup-plan is to have him wearing the vanilla Breath Mask just in case I did not have the permission for it. [Outdated] The mask is removed now. The reason is; I have encountered the same problem similar to the Helmless-Starkiller attempt, which bug makes the mask removed from NPC's head occasionally- and I don't have an actual cure on that. I thought the bug was only happened exclusively to the UC Cantina, but it seems it could happen anywhere. I decided to take the less-difficult path with removing the mask then. As a change, Sherruk will have some implants on both side of his neck, which backstory is; the extended use of Nerve Enhancement Packages defaultly-equipped on him somehow affecting his larynx, which makes his voice sounds distorted. Here's a quick preview of how he'd appear in-game more or less with the recent update: [Update] As Salk suggested, the color of the beard and brows are more similar to that greyish part of the hair now: His personalized melee weapons has been decided; they are using ndix UR's "Traditional Mandalorian Blades" amazing resource as the base [props to Deltm for the assist which directs me to the said mod; for without it, this content wouldn't be a possibility then]. A backstory will be added to the blades in conjunction to their new appearance. Little fun fact, it will have an Alignment Limitation implemented. Here's a quick preview of the blades: As Salk suggested too, his armor also had some touches which makes it looks weary [and tells a lot about him]. [Outdated] A quick preview of the Voice Overs Replacement: [Update] Latest preview of the Voice Overs Replacement: I am comfortable with the latest concept, and is confident with it. It could be near the final stage of the development but not closing the possibility of further changes. # 04. Next Steps # [Updated: October 07, 2018] Adding description to weapon's description tab. # 05. Future Plans # [To be decided] 😁 # 06. Final Remarks # Critiques, comments, suggestions, questions and any feedbacks are very much appreciated. Thank you, for taking your time here.
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1 pointNah its just checking newer version of kTool from a server that's been taken down. It's a bit annoying.
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1 pointTry this - [K1]_LSI_box01_x512.7z One is a standard x512 upscale and the other one is an experimental x512 [normalmap baked diffuse with some retouch - can to you it'd be useful somehow]. Preview:
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1 pointEither one of the load screens can be desaturated. I was planning on doing desaturated versions for the default mod, but I’m so in love with the colored versions that it makes it hard. I am not sure why people think the first one matches the style better. They are both just screenshots of the area like everywhere else in the game 🤷♂️ But maybe it does match better. The first screenshot is very similar to one angle from an original screenshot. The second is from a section of the street that I created from scratch with no real template to base it on. I’ll post up desaturated versions of both and maybe that will help decide. Here's both desaturated: I agree that the Option 1 looks much better than Option 2 when desaturated. I'm thinking the best course is, as others have suggested, Option 1 for default loadscreen, and Option 2 for Loadscreens With Color Add-on.
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1 point(Oh, there's more info here, I also replied on Steam) p_attonbb is for the body. The head needs P_AttnH1, P_AttnH1D1 and P_AttnH1D2. But.. in kotor 2 the "D2" is max dark side, in K1 just "D" is max dark side. In K1 the order is: no D, D1, D2, D3, D. So in K1 there's 2 more states. In an image editor you can make textures for those in between states by doing a 50% opacity mix of a layer above another layer.
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1 pointYou should be able to use basically the same script, just change it to the appropriate row ID taken from the module's GIT instead of using the memory token. Alternatively, you could try the following trick. A cursory glance would suggest that the Day and Night tracks are the same, so you could try the following: void main() { int nTrack = MusicBackgroundGetNightTrack(GetArea(GetFirstPC())); object oArea = GetArea(GetFirstPC()); MusicBackgroundChangeDay(oArea, nTrack); }
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1 point[Updated: October 14, 2018] Bit of heads-up to the project: As Salk suggested, the color of the beard and brows are more similar to that greyish part of the hair now: His recent looks somewhat reminds me either with Big Boss of MG or Amaru/Dr. Pedro of SotTR 🤔 A quick preview with additional Voice Overs Replacement: Any updates of current development will also be posted in thread's introduction post.
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1 pointI was thinking something more radical. We all know some alien's in Star Wars need breath masks to survive on other planets, notable examples include Plo Koon and Wat Tambor. With this knowledge why not create a whole new alien species who need your breath mask to survive. I personally would use RedRobs lizard player heads as an inspiration for your new alien. "But N-DReW25, Mandalorians aren't aliens" you may say. To this I say If Mandalorians recruited wookiees to fight for them in the war they'd recruit Sherruk the alien as a Mandalorian as well. If Sherruk is an alien and a Mandalorian that'd make him harder than normal Mando's In Vanilla, Sherruk is the Kotor equivalent of a Battlefront hero aka he's an unstoppable juggernaut unless you pile all your landmines on top of each other and lure him over them all. In this mod, why not make him skill based by creating new items that improve your skills instead of make you OP. With each item you could add a little story with each item for example on top of being a brute fighter thanks to his race and training he is also a sort of technical genius allowing him to create a Vibrosword combined with a Lightsaber (Deadmans Laser Sword mod, having multiple NPCs like Sherruk and Selven wield DM laser swords may help provide this illusion that the laser swords aren't this one time weapon that appear once. Having them occasionally appear on bosses can add the illusion that these weapons aren't prototype for just one person to have but aren't massed produced for an army) An acutal Lightsaber is a must as Jon states he wielded one so main hand would he Lightsaber off hand a DM laser sword. Also add grenades and arguably medpacs and an energy shield of your choice, maybe also add a custom HQ pistol or a rifle so when you are out of range he switches weapons. Let me know if any of this sounds interesting.
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1 pointNah, I don't think that cut audio is in the folder I have for Carth. I'll double check.
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0 points
16,953 downloads
Uploaded by permission of the author. "Ten years ago in 1997, we first saw the planet of Coruscant in the Special Edition of Return of the Jedi. It was only a brief appearance. In 1999, The Phantom Menace came out and we really got a good look at Coruscant and especially the Jedi Temple and the Senate Chambers. It was a city planet and the capital planet of the Republic in Star Wars. Then in the sequel of 2003�s game of the year, Knights of the Old Republic II: The Sith Lords, we saw a brief appearance of Coruscant when your PC, the Jedi Exile, watches a video of his/her trial and exile from the Jedi Order that happened ten years earlier. We only got to see the Jedi Council chambers and a brief look outside the windows. Over the last two plus years since TSL came out, people wished that the KOTOR had already included Coruscant in one of their releases, or will include it if there is to be a KOTOR III. DeathDisco makes his FileFront debut bringing us that wish and he does it for TSL. The author is a veteran KOTOR modder at Holowan Labs who has made his way to putting up his first and his newest KOTOR mod here at FileFront. Hopefully he�ll send in his older mods to us in the future for some new KOTOR gamers to enjoy! This mod will definitely be a welcome addition because of the hard work and detail put into it. Since your character is a Jedi, the author has you go to the Jedi Temple on Coruscant. There you can receive extra Jedi training, Force Forms, Lightsaber Forms, and practice your blaster bolt deflection skills. There are also new items for you to collect only on Coruscant. Lots of features and surprises the author wants you to figure out by playing the mod. This mod uses the TSL Patcher for easy installation and possible .2da file merging depending on what mods you have in your personal override folder. You should notice the new planet on the galaxy map on the Ebon Hawk. There is a screenshot showing a visual of that if you need it. Enjoy the mod. -Shem" (Original KotORFiles mod review) This mod adds a new planet to the galaxy map. The Jedi Temple on Coruscant. Features his mods create three new areas re-using exiting modules. 1.The Jedi Temple Landing pad. 2.The Jedi Temple itself. 3.The Jedi Council chambers. You can learn a handful of Jedi power. (Depends on skill/attribute checks) Learn a bonus Lightsaber form. (Prestige class required) Learn a bonus Force form. (Prestige class required, excluding Jedi Master/Sith Lord) Practice your blaster bolt deflection skills. Acquire high level Jedi related items/upgrades. Dark Side items also available. I've added a couple of items I created for previous mods. I created some new Jedi/Sith items for this mod. I re-created some K1 items (.uti's only) not available for TSL for this mod. Some surprises. Uninstallation Extract the contents of tsljeditemple.rar. Run the installer and select your game directory. IE: e:\Program Files\Lucasarts\SWKotOR2 The installer will create backups of files it modified. Save these for un-installation. Notes This mod is not currently compatible with any other mods that edit the galaxy map. This mod adds a lighsaber hilt reskin using model w_lghtsbr_151, which is compatible with USM and The Masters of the Force Hilt pack. All source files included in the NSS folder. Author Contact I can be reached at Lucas Forums: http://www.lucasforums.com/forumdisplay.php?f=321 -
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