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Showing content with the highest reputation on 02/24/2020 in Posts
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2 points
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1 pointI wasn't quite sure where to broach this topic. I know that RedHawke's mods can be found at > http://www.jumpstationz.com/RedHawke/. But they lack the tslpatcher making them incompatible with most mods. What I am suggesting to do is to reupload the mods, and include a tslpatcher for them to increase compatibility. I was given permission directly from Chainz.2da who was given caretaker authority over RedHawke's mods. I can provide proof of this. What do the Admins think of this idea? Would it be something even considerable or out of the question because the mods are hosted elsewhere? I remember asking this question almost a year ago, to DarthParametric who said it would be unnecessary to repost them on DS. At the time, I consented to his respected opinion. However, in light of knowing how much the tslpatcher can do, and how to use it. I would like to repost these mods to keep them seen and used by the community. In case you did not know, I am a huge fan of Redhawke's mods and would not want to port, steal, or act in any malicious way against RH or RH's property.
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1 pointCongratulations, you've been successfully invited to play Star Wars: The Old Republic by Sith_Holocron! 7 days of subscription level access with unlimited ability to play all game missions including Warzones, Flashpoints, and Operations up to Level 50 as well as full access to convenience features. Preferred Friends Bundle including a selection of valuable unlocks and customization options via in-game mail. One-time complimentary Character Transfer. It looks like it worked your link. I haven't played the game in over half a year or maybe near a year. I will have to continue and see what is going on. I will probably re sub after the 7 days runs out as income tax will be arriving to do that.
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1 pointHere you go, just throw the files in Override. Effixians_Mira_Outfit_for_Bastila.zip
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1 pointOnce @Snigaroo makes the sock puppet account, we should be ready to go. However, this thread seems to have a lot of folks that are enthusiastic about the JumpStationZ mods being available to the community. It only makes sense to have many hands helping in this as we don't know how long we have. If you're interested in helping, why not state which of the modders you like to preserve by uploading their work to the site? Here is the recommended way to proceed: 1. State which modder's work you're uploading. Only choose one modder at a time. (You can always volunteer again after checking who is available.) 2. Use the information in the Mod's read-me (where available) to create the mod description. If spelling errors exist, please correct them. 3. If you wish to use the mod to gather pictures, you can do so but it is not required. Use the logo in my last post in the thread and alter it accordingly for each mod uploaded. 4. If the mod is for KotOR1, put down that is not compatible with K1R. If the mod is for KotOR2, put down that is not compatible with TSLRCM. 5. State in this thread which mods you have uploaded by stating both the modder and the official title. This will let other folks in the thread know which mods have already been taken care of so we don't have a duplication of effort. If the admins deem a different way to proceed after I post this, they have blanket permission to adjust the suggestions as necessary. Update: I have uploaded the following modder's mods which are hidden until they can be transferred to the alt account. This list will be updated accordingly so check back here for continual updates. Modders and whether their mod's uploaded have been 100% completed yet AI (100% complete) Achilles (in progress) Agent Xim (100% complete) Alveron182 (100% complete) AVol (100% complete) CaptainSkye (100% complete) Colja (100% complete) Colma Adawin (100% complete) Commas (100% complete) D.J. (100% complete) Dak Vesser (100% complete) Darkkender (100% complete) Darth333 (in progress) DarthMoeller [AKA Moeller] (100% complete) Dragoon ZERO (100% complete) Gsccc (100% complete) JdNoa (100% complete) numark79 (100% complete) Oddball_E8 (100% complete) ORSAN (100% complete) Quanon (100% complete) Prime (100% complete) RedHawke (100% complete, courtesy of jc2) Tesla (100% complete) Torthane (100% complete)
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1 pointMy time is limited but I will see what I can do. However, I do have a request for the admin folks... For those modders that aren't on this site (like Quanon for example), I'd like for a new screen name to be created - such as "JumpStationZArchive" - so no one here gets undue credit for uploading the mods. Credit should always remain with the original modder and having my name (or anyone else's) attached to it lessens those modder's work. AFAIK, administrators can still change the ownership of the mods from one person to another but moderators may not be in the same boat. If one or more administrators can both create the pseudo-member and reassign the uploads to that account, I'd be willing to start work on this. As I don't have time to go through every mod, I will not be listing compatibility for any of these mods nor providing representative pictures. I will assume that each and every mod that I upload is incompatible with either K1R or TSL. Instead of a representative picture, I'll post something like this for each of the JumpStationZ archived mods. As I go through the mods, I'll also look over the documentation for each for spelling errors and also change the TXT files to either RTF or DOCX for modernization purposes. Sound good, admin types? @ChAiNz.2da: Does the above logo meet with your satisfaction? Addendum: I have been informed through back channels that @jc2 is still quite willing to do this. I commend him for his efforts if he does wish to continue and he can use the above logo if he likes. (The font used above is "Verdana" and matches what @ChAiNz.2da used in his original logo on his site. IIRC, Verdana is a standard font included with Windows.)
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1 pointFor the sake of weighing in from an admin's perspective, our existing upload regulations account for this. Since Chainz was the archivist and he's given permission for the content to be rehosted, nothing special needs to be done; anybody can upload them, with the standard caveats that they need to provide credit to the original authors and that uploading the files does not equate to the right to modify the files (that needs to have been provided for in the readme, or blanket permissions to that effect need to have been given by the author at a prior point). @ChAiNz.2da, it might be wise with that in mind for you to state here that you give such blanket permission, if for no other reason than that it would facilitate users modifying your mods into more compatible TSLPatcher formats. As for the archiving process, I am extremely busy at present so I can't handle the reuploading or I would do so myself; one of the other staff is free to take over the job if they want to do so in a systemic way, however. @Sith Holocron might be a good pick for that, if he has the time.
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1 pointNot done yet, but here's a sneak peek: I tried more towards red but it made her look like a clown or something 😐
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1 pointSO sorry to bump this age-old thread however its title bears more significance than me posting 'JumpStationZ is closing" 😅 All of my mods are available on countless sites, including here.. however RedHawke's are not. My site will be closing on Aprill 11th, 2020 as I simply no longer have the time to do anything with the site. Haven't for years honestly, but I don't feel like paying for the site any longer either... hehe. Just a fair warning, if you want any of RedHawke's stuff.. or anyone who wants the mantle of maintaining Red's mods (I'd prefer the Deadly Stream Site itself or one of its staffers).. please feel free to volunteer. I'm quite sure Red would be grateful. 🙂 http://www.jumpstationz.com/RedHawke/ This also goes for my Mods Archive, so grab those mods while you can too. I've seen the link posted around here on the forums publicly, so it's not hard to find. Staff should have it, or you can email me for link. (I don't personally post it publicly for Mod Permissions sake / policy). If anyone chooses to host Red's mods as his personal site (such as link above).. I think I made a "drop everything in one folder" archive version somewhere. If I can dig it up, I'll let Deadly Stream staff know.
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1 pointSure, it can be done. I've added this to my mod ideas/requests list, but I don't know when I'll get to it. I've been a bit busy with work lately, so if anyone else can beat me to it then that would be great.
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1 point@Sith Holocron requested that I go into some general detail for the community about why the Steam Workshop is generally bad for modding, both to have all the issues laid out and easily referenced, and to clarify some common misconceptions. I can't count the number of issues I've had to troubleshoot as a result of the Workshop and I know its systems and limitations in detail, so I feel fairly qualified to explain what makes the system inadequate compared to the standard methods the community uses for mod installation. I'll first briefly explain how mods installed from the Workshop work, then detail situations where using the Workshop is sensible before explaining why using the Workshop is generally not a good idea. If you'd only like to see an explanation of why you should be downloading mods manually, skip on down to section #3. If you don't use the Steam version of the game with the most recent (Aspyr) patch, needless to say this doesn't really matter for you, as you don't have Workshop support for your title anyway. How the Workshop Works First, it's important to reiterate that the Workshop is only available on the Aspyr patch of the game (not the 'legacypc' beta install option) on Steam. This update causes not a few issues, which means that even if you own the game on Steam you might want to revert it to that legacypc version even before considering modding; an inability to apply new textures to lightsaber hilts, the loss of fog effects, and sometimes extreme game stuttering are but a few of the issues the Aspyr patch causes (though, in fairness, it of course also introduces many useful conveniences, including native widescreen support and controller support). To the topic at hand, however: on a basic level, the Workshop is just a download system for mods. It doesn't truly "install" them as such, as the TSLPatcher would do, it just takes stored data from archives and puts them in a repository which the Aspyr-patched version of the game can read. For example, if you install TSLRCM and two texture mods, the Workshop will take the file data from TSLRCM and those texture mods and separately store them in three different containing folders, which the game will then read on startup. A few of you might already see the problems with this, but we'll get into that in a moment. What the Workshop is Good For Jokes of "nothing" aside, the Workshop is actually very good for single-mod installs. If you want to use TSLRCM and only TSLRCM, go for it--the Workshop will download it and you can run it with no trouble at all. It will even keep the mod dynamically updated for you; the TSLRCM team even realized that this is a much easier and more foolproof method of installation for many users. And, so long as TSLRCM (or TSLRCM + M4-78) is the only mod you're using, it truly works fine. The issue comes in with multi-mod setups, which is how we get to.... Why You Should Avoid the Workshop Put simply, the Workshop was not well-designed when it comes to multi-mod installs, especially in the face of the array of tools the community has developed to encourage mod compatibility over the years, the TSLPatcher being foremost among them. For those that don't know, the TSLPatcher can append strings or modify individual lines within existing files (among a myriad of other things), which allows mods which would otherwise directly overwrite the same files to work together fine, so long as they're not editing the exact same data within the same files. Not only does the Workshop not have this, it also lacks a stunning array of other common-sense multi-mod features: Load orders are based on the order mods are subscribed to, and are overwritten in certain circumstances. This is a big one. Even the most archaic games have always allowed users to control file overwrites, deal with compatibility issues, and selectively prioritize one mod over another by controlling the order in which mods are installed, and oftentimes the specific files installed from mod to mod. Because the Workshop does not truly install mods as such and instead merely sits them in a folder to be read by the game, it's up to the Workshop which mods get read in which order, and which get prioritized. Mods subscribed to first are read first by the system, but because they're downloaded as complete packages ready-to-launch, it's not possible to remove files selectively unless you know exactly where to look--even then, the Workshop may try to repair your install of the mod, replacing files that you may have removed intentionally. Furthermore, no file manifest is given by the Workshop, which makes it that much more difficult to see which mods edit the same content, and incompatibility is a major systemic issue with the workshop as we'll see. Worst of all, mod updates or game reinstalls can entirely disrupt this subscription order and randomize the load order, making it difficult to achieve a stable load order even if you're doing all due diligence. One mod's changes can push out another's. Unlike the installation system typical with major mods where the TSLPatcher can minimize incompatibilities, there's no such protection here. Indeed the opposite, as having two mods with the same .2da file means that one's will inevitably win out, and the other's will lose, and the loser's data will be completely and totally ignored by the game. Not only does this guarantee that some mods are incompatible in function simply due to the Workshop's architecture, it means that you could encounter serious bugs if important files from one mod are overwritten by another. This is part of the reason why TSLRCM and M4-78 had to be combined on the Workshop eventually--despite being completely compatible with one another, the Workshop was ramming them together in incompatible ways. Mods installed manually don't play well with Workshop mods. Jumping off of the above, because mods aren't truly installed with the Workshop, a user can mod their game by installing files onto their game directory in steamapps/common as one would normally do, but also subscribe to mods on the Workshop. Yet the same issues as two mods editing the same file on the Workshop will now occur in this scenario: a loose .2da file in the override will conflict with a .2da file from a Workshop mod and one will completely cancel out the other, rather than taking each other into account whatsoever. This is a big reason why it's a good idea to do all one thing or all another, since combinations like this are invariably more work than simply modding with the right tools from the start. The Workshop has limited selection, and few exclusives. This is an indirect rather than direct issue with the Workshop, but it's worth pointing out all the same. Because of many of the above issues, the Workshop has a rather limited base of modifications, and most modifications released on the Workshop have also seen standard releases, either here on Deadlystream or on the KOTOR 2 Nexus. Because those mod versions would be more compatibility-friendly anyway, there's little reason to use the Workshop just for the sake of the mods on it; there's more variety and less headache installing mods elsewhere. Many Workshop mods are out-of-date and not supported by their authors. This is again (at least partly) an indirect issue, but I feel the need to mention it here because it does have consequences for users. It is very easy to upload mod content to the Workshop even if you aren't the original author, and difficult for original authors to get these reuploads taken down. Regardless of your stances on mod ownership or reuploading, the users who perform these uploads often drop them on the Workshop for quick downloads and kudos-padding and then abandon them, not providing any future updates or support that the original authors would at their typical download locations. This leads already-anemic Workshop content to also frequently suffer from being outdated, and lack proper support, as the uploaders are frequently not the original software authors and may not even understand how the content they've hosted works. While the above is by no means an exhaustive list, it does represent the bulk of the problems with the Workshop. I want to reiterate a final time that the Workshop is an easier install method, as it's a simple one-click solution, but, much like the dark side, it's an easy path that often brings its own problems down the line. It's never worth it to use the Workshop for a couple of mods only to find out that you have a serious incompatibility late into the game, and no clue how to resolve it. Manually downloading mods isn't much more difficult, and neither is their installation, while the compatibility benefits from doing so are significant. I hope this post has helped explain exactly why that is, and encouraged you to look into a traditional install instead. If concerns about compatibility now seem significant to you, or if you're new to modding and worried you'll simply be overwhelmed by the install process for mods, I (though biased) strongly recommend the mod builds. As fully-compatible mod lists, you won't need to worry about crashes from their use, and all the mods listed come with detailed instructions where necessary; spoiler-free builds are even available if you're a first-time player. With the builds as an option, there's really no reason not to skip the Workshop in favor of a much more content-rich and stable experience.
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1 pointThe game of thrones guys are making an "old republic" series something like 500 years before TPM. Think this means that she has people working on pitches of actual knights of the old republic something, whether that's a movie, tv show, or game or whatnot is very unclear. As much of a star wars optimist that I am, I don't want anything other than a straight up HD remake of kotor. I'd rather them leave this story alone and tell new ones. Maybe make references to Kotor to pull it into canon but there's just no point in competing with the best story told thus far in this universe.
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1 pointI'm excited we're bringing a beloved yet controversial mod to the hallowed halls of Deadly Stream . . . Cathalan! To quote Jaevyn's original description of the mod: Here are some screenshots: Jaevyn is updating his mod package so it will work well with TSLRCM but he didn't want you to be completely without something to use today. Click here to get an item that was previously exclusive to the Gold Edition to download! Let's celebrate the premiere of Cathalan on Deadly Stream!
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1 pointMaybe people should just wait until the next day to post anything significant. Though to be fair, this thread was actually started yesterday. I just didn't see it until today, and it seemed suspect...