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Showing content with the highest reputation on 01/17/2020 in Posts

  1. 1 point
    Send me the files. I can look at fixing them after I get home from work. A 7z or RAR file will do nicely. PM them to so folks in the future won't grab the wrong package. Luckily I had time to do this before jumping in the shower. Move or delete files in the folder from the file path: \SWKotOR2\StreamVoice\802\blackmark. If you renamed if as Obi Wan Pere suggest, return the folder to the original name. Add the WAV files attached to this post to the aforementioned folder. Report back with your findings, please - and tag me when doing so and that you are telling me about this specific character. Black Market Replacement Files - Test 1.7z
  2. 1 point
    Yep, ended up doing this. I suppose that one droid not having a voice over is a small price to pay to continue playing.
  3. 1 point
    That's what I did, but I still had no luck. I thought the same as you and didn't give them too much importance so I didn't include them before. But now that I did it appears to be working consistently. Someone will have to explain me how to do that.
  4. 1 point
    Don't know if this is the right forum for this post, but does anyone have a copy of the Glow Rod Restoration mod that used to be hosted on Gamefront / Nexus mods? I know K1R restores it too but I've done a playthrough with that mod and I have...opinions about it, so I'm just getting mods that restore individual elements that I did like and I can't seem to find this mod anywhere anymore now that Nexus has set them all to Hidden.
  5. 1 point
    Found it https://www.gamefront.com/games/knights-of-the-old-republic/file/glow-rod-restoration for anyone else looking for this.
  6. 1 point
    I have a Glow Rod restoration mod but it was made by a guy named "Sir Stroud". PM me if you want it.
  7. 1 point
    Ok so I renamed all the Selkath animations to their humanoid equivalents. There were multiple variations of the same action (attack, parry, dodge ,etc.) and there are only 1 or 2 slots in the humanoid supermodels so some of them will not be playing. They mostly work except for the die animation which sometimes does and sometimes it doesn't. I don't know why this happens, must be a bug with the game or something. The times that it doesn't work the Selkath is just playing the previous animation it was playing before dying which kind of ruins it but I just can't do anything about that unless someone knows what's going on. I don't know if this happens in the vanilla game as well. Also the insane Selkath remain unaffected as they use another appearance with the L modeltype. But the model they use is the same so they should be affected, it's so weird. I also included the appearance.2da that is mixed with JC's K2 Robe mod in case you want to use that mod with this one. (Or if there are problems overriding appearance.2da like other people had then just open the one you are using and change the modeltype of the Alien_Selkath_01 appearance (row 40) from L to F). n_selkath.mdx n_selkath.mdl appearance.2da
  8. 1 point
    Screenshots Yavin IV - 4 Planets Demo Release 0.7.8 - KotOR II The Sith Lords The mod now includes 6 new planets for the game, Manaan, Tatooine, Kashyyyk, Lehon, Yavin Orbital Station, Sleheyron and it also contains updates to M478 and the ability to manually travel to Malachor V instead of going through a whole host of cutscenes and being forced to travel there straight away. The foundation of the entire project is in place as of 0.7.5 and requires testing for anybody interested. This mod requires TSLRCM 1.8.5, M478EP 1.5.1 and the Jedi Temple / Coruscant mod to be installed in that order followed by the seven files below. - three files also need removing as noted below. 0.5.9 Yavin Demo.7z [NOTE] - Please delete the three .ncs scripts contained in the "end_" folder within "override" in order to fix a conflict issue with the Royal Palace on Onderon. Yavin Demo 0.6.0 TO 0.7.3.7z This is a patch not a "Demo", the above file is wrongly named "Yavin Demo" instead of "Yavin Patch". 0.7.4 Includes an optional file that moves Korriban and Dantooine to the positions they had in the first game. 0.7.5 Should fix every instance of being able to exit during hyperspace, as well queues the hyperspace movie during these new pit stops in hyperspace. 0.7.6 Fixes most of Sleheyron, the doors and most of the buildings appear properly now but the skybox is still missing. 0.7.7 Adds a new planet model and icon for Lehon to the galaxy map as well as some other small changes. - see patch notes. 0.7.8 Adds Peragus back and makes the Galaxy Map accessible after Peragus, also now including Kexikus's Planet Texture and Icon for Coruscant. 0.7.9 Fixes the Ebon Hawk, somehow I broke it applying fixes to prevent leaving the Ebon Hawk after the Ravager and Malachor V I will take a look into fixing this again at some point, it also fixes a number of other small issues and begins to populate Sleheyron. 0.8.0 Further decorates Sleheyron and includes a preview of some of the questline I have started working on. Yavin Patch 0.7.4 TO 0.8.1.7z 0.8.1 Updates and fixes the Rodian Encounter, it also adds another HK encounter to Sleheyron and more placeables. Yavin Patch 0.8.2.7z 0.8.2 Fixes some things in Sleheyron and adds the Dialog / Lip files for the Mysterious Box Quest. Experimental Files Extended Carth Meeting There is now a group of HK-50s on Tatooine, Manaan, Kashyyyk and Sleheyron that are capable of contributing to the HK Factory Questline or dropping a HK part, I have also re-added the missing areas of Dantooine from K1, these can only be warped to at the moment. Prerequisites : I suggest using a fresh install combined with TSLRCM, M478EP and the Jedi Temple Mod followed by this to test it out. Due to the way I am publishing updates all of the above files are required to be installed in chronological order following the prerequisites. I am slowly trying to write dialog and plan quest lines for these planets, please get in touch if you have any ideas or would like to join the project. Latest : 0.7.8 Patch Peragus has now been put back and the Galaxy Map can be accessed after Peragus, I am not sure it's possible to add it back to the tutorial without having a different planet selected, this is what the original Ebon Hawk was for, so that somewhere was selected first, but this way works just as well. The game also continues after completion and allows free roaming of the galaxy, though I will work on this a little bit and try to make sure quests can be handed in, I won't be giving the galaxy a whole new set of quests after the game is complete just yet, I will instead be focusing on the new planets introduced during the main game, I think it should give the game a bit more variety, I will also be making it possible to go to the HK Factory even after the Ravager, both before and after Malachor. This will be via one of the shuttles on Telos : Citadel Station, I have also added the option to deny Carth an audience after the Ravager which is listed as something that was originally intended, currently it just cuts to leaving Telos but I plan on making the guards walk away as they do anyway and then to fade out and leave Telos. Thor110