Leaderboard


Popular Content

Showing content with the highest reputation on 06/13/2021 in all areas

  1. 2 points
    TpcView On windows drag and drop while pressing alt. You will get the images in .tga format which you can then modify in photoshop or gimp.
  2. 2 points
    Wow did I just read all that and @N-DReW25's entire message just for @Neville to not even respond to a single thing that had been said? @Neville As others have mentioned you really need to tear the game apart file by file and learn how it all works. ( this is the best approach to modding any video game in my opinion because then you know how it all fits together ) I had a similar experience when first arriving, my ideas outlandish or crazy ( though I don't think your ideas are crazy ) and possibly far out of my ability and it seemed not many wanted to listen or help, but I did get some help here and there which gave me headstart on learning, though at the same time before I knew it I was learning more by taking the game apart. Even now I know I am doing things wrong here and there, sometimes cutting corners, but regularly I go back to those cut corners, have a go at myself and try to fix them up. I wouldn't even be surprised if I talk too much or ask too much still from time to time ( as I know I do ) But sometimes you just got to take a step back, give yourself a kick up the backside and just carry on. Also it's generally considered nice to reply to what somebody has to say instead of once again repeating yourself...
  3. 1 point

    Version 1.2

    32,198 downloads

    This mod allows you to upgrade the personal crystal independently of Kreia. That way you can do that even after Kreia becomes unavailable. The idea behind this mod is that if this crystal you get on Dantooine is so unusually responsive to you, why do you need someone else to keep it attuned? As I see it, the reason is Kreia's being the manipulator and control freak that she is. Most likely she wanted to seem even more indispensable to the Exile. Each time he runs to her with the crystal, it's a subtle reminder that he gains power, but through her. However, what if our Exile was perceptive enough to pick up on the procedure himself? Therefore, with this mod, you can attune the crystal at a workbench, without Kreia's help. However, you must have enough Wisdom (16 or more). That stands for the Exile having sufficient understanding of the Force and of his own connection to the crystal. Hint: if you're playing a combat-oriented character with low Wisdom, you can still meet the Wisdom check with some Wisdom-increasing items and/or Force Valor.
  4. 1 point
    download Same as the other mod for JK:DF2, but works for Mysteries of the Sith. Can be used with MotSE. I did some work on the MotS-specific powers, too. Chain Lightning chains through enemies the way it should, Push is stronger and has an AoE effect, and thrown lightsabers reliably return to your hand. Kinda proud of these! And having fun with them. I'm not even going to bother to try to salvage Project or Farsight, though. Readme for version 2.0:
  5. 1 point
    Thank you so much! I really appreciate your help! Please have a wonderful day! Kayleigh Trowell
  6. 1 point
    I had edited jagi001.utc rather than g_jagi.utc. The shield activation inside the cutscene works correctly now.
  7. 1 point
    In theory, this should work but in practice it doesn't. #include "k_inc_generic" void main() { ActionPauseConversation(); GN_ActivateForceField(); DelayCommand(3.0, ActionResumeConversation()); } I equipped the NPC (g_jagi001.utc) with a Mandalorian Power Shield (g_i_frarmbnds06) but it does not activate it. I tested other energy shields but still no go. Any advice?
  8. 1 point
    Hello there! Guys, I'm sorry for no updates during these 2 years. A lot of things happened but now I can say that I'm back on track) So. As ebmar suggested I made g_a_clothesXX files and added them to certain npcs I tried to change this way the outfit of the first officer on Taris (g_sithtrooper002.utc). But as I understand G in the filename means Global and this file is used both for this npc and for sith soldiers in the battle suit (at least the same npc is used on the Endar Spire, 4 sith soldiers in the last room before the escape pod with Carth ). As a result, if i change the battle suit to my g_a_clothesXX for this npc it will break the game (these 4 soldiers will change their appearance and become frozen. They can't be killed and script that let's you open the door afterwards won't fire). This was the original blocker and one of the reasons why I stopped working on this mod. The other reason was that on Manaan before the Sith base (manm26XX modules) the only npc that changed appearance was man26_sitharg.utc (sith who is arguing with republic soldier in the first hall after the docking platform where the Ebon Hawk landed) Others didn't want to change though I added g_a_clothesXX to their inventory and textures were for the same models as these npc used. For some reason it didn't work. Even for unique NPCs like Viglo, Duan and Vek. First two are drunk siths in the bar and the last one is the Twi'lek in the sith uniform. (The other thing is that I use K1RP mod. There's a little chance that maybe this is the reason but as far as I know this mod doesn't modify these npcs) But evetually I found out that in the modules where players is fighting with sith it IS WORKING. I mean, it works like a charm. So I've changed sith npx on the Taris sith base and on Manaan sith base tar09_recepti001.utc (the poor Twi'lek girl on the reception. I gave her sith battle suit whick was made by redrob41 https://deadlystream.com/files/file/726-modders-resource-specialized-combat-suits-for-kotor-and-tsl/ ) - actually i don't know if I can add this to my mod but this is a work-around because I didn't want to edit appearance.2da and I didn't want to change model for this NPC. And in the end I like the result better than the original idea (You know, she isn't a consripted soldier, she just works there) g_sithcomm003.utc (sith Captain. Though its a global file this one worked). I checked only Taris and Manaan, if this file will break something like g_sithtrooper002.utc I will sadly delete it. But for now everything works just fine. n_sithcomf002.utc (I've changed several techs to Sergeants. They looked to similar) tar09_shieldtech.utc (this tech is now female with rank of Sergeant-Major) tar09_sith092.utc (common sith trooper in the battle suit. Changed it to soldier in the Trooper rank without armor. The idea is that no one is waiting for the ambush so some soldiers are without battle suits) Ow. And one more thing. I added slightly more HP, medpacks and shields for these npcs (except Senior Technician) because without their original armor they're weaker so this way I balanced it a bit. Moreover, I left other techs in the original uniform and aside from tar09_sith092.utc there're other sith soldiers in the battle suit. So this doesn't ruining the original look of the npcs at the base. Just gives it variety.
  9. 1 point
    The conjanim column will likely be referring to the VFX hook (handconjure in this case), not the animation. If you want them to activate a shield, it's probably easier to just fire the anim (ANIMATION_FIREFORGET_ACTIVATE) and then apply the shield VFX. Edit: Ah, there's an include function for it - GN_ActivateForceField(). Organic Shields are 99 to 107 Droid shields are 110 to 115 Scans through all of the shield talents to see if the target has a shield to use. If the shield is used then the person will never use another one. Party members will never use this function.
  10. 1 point
    Thanks for your suggestion, Thor110. I will see if I can figure something out by looking at the impact script.
  11. 1 point
    scroll along spells.2da and take a look "conjanim", there is also a "castanim" as well as an impact script that comes into play. This is set to hand for the conjure animation and self for the cast animation on #104 There is also an impact script which contains the following. ( below is part of the script that references 104 ) After the if/else statements is this It could be worth taking a look at the impact script, or trying the above effect instead of the talent you are applying. I am not sure why the hand animation is used, but it could be that the above overrides it by the time it has begun playing, I am not 100% certain but thought I would have a look into it quickly for you. Thor110
  12. 1 point
    We could seriously solve this whole thing if we asked Sithspecter right now. If indeed you got permission from them, it shouldn't be hard to verify if that is true. In case you never got an answer (which I doubt), I found the old archive zip Qui Gon Glenn saved https://deadlystream.com/topic/6913-lucasforums-tutorial-archive/ And the entire tutorial directory backed up here http://lucasforumsarchive.com/forum/595 It's generally my personal experience to post a WIP thread one time and then fill it with your ideas as you have them, which will allow time for people to respond to them if they can without bloating the forum. Additionally, you want any specific requests for help to be as concise as possible. A Step-By-Step solution is incredibly rare, as that requires other users to be there to respond to each and every question as you figure it out. So, if you want legitimate help it's far more advantageous to do your own research so you're able to ask specific things like "Which tools do I use to manipulate GFF files?" or "Which 2DA files do I need to change for clothing changes". This way, you're not spending other people's time more than you have to (Most modders also have full-time employment, and modding has to take a back seat) And the last point I can't stress enough, just because you get no responses, it isn't something personal. People have lives and if you're serious about modding, you have to be willing to wait weeks or even a month on rare occasions to get a constructive reply; and if you do get a reply offering to help, treat it like the amazing thing that it is and respect that other person's time. They are doing this for free and shouldn't be demanded of: no exceptions.
  13. 1 point
    Just wanted to inform you of a bug with Dialogue_Description_VeryBig and Dialogue_Description_Big, I've tested it with both. When their is 100 or more credits in a chest or on a dead corpse and you go to loot, it will crash the game. I'm currently using VeryBig on a playthrough right now and have had a number of crashes when looting. This is on a 1024x768 resolution btw, I don't think it affects 1080p or higher which is what you were going for with this mod. I'm not sure if this is fixable with the lower resolution I'm playing at, but it seems to be the only real issue I've had.
  14. 1 point

    Version 1.0.0

    318 downloads

    ************************************** Knights of the Old Republic - The Sith Lords ************************************** TITLE: Effixian's Black Hanharr AUTHOR: Effix CONTACT: PM me on the forums or find me on Steam ************* INSTALLATION ************* Unzip somewhere and copy the files from the sub folder to your override folder. ************ DESCRIPTION ************ This mod changes Hanharr's appearance. Not compatible with other mods that change Hanharr's appearance. Requested by brockserna on Steam. ***** BUGS ***** None known. ************* UNINSTALLING ************* Remove the following files from your override folder: P_Hanharr.tga PO_PHanharr.tga ******************* DISTRIBUTION NOTES ******************* You may NOT: Use the material from this mod in your own mod without giving me credit, implying it was your creation. You might: Use the material from this mod in your own mods if you simply ask me. ******** Thanks to ******** Stoffe and Fred Tetra for the needed tools and tutorials ------------------- THIS MODIFICATION IS NOT MADE, DISTRIBUTED, OR SUPPORTED BY BIOWARE, OBSIDIAN, OR LUCASARTS ENTERTAINMENT COMPANY LLC. ELEMENTS TM & © LUCASARTS ENTERTAINMENT COMPANY LLC AND/OR ITS LICENSORS. --------------------------------- My mods are free. If you would like to show your support then you can buy me a coffee at ko-fi.com/effix
  15. 0 points
    Let's start this off with a very recent quote. I've thought that very thing too! Which led to a recent Status Update of mine. Wow. That's a lot of engagement on that Status Update. In case you're coming late to this party of sorts, let's bring you up to speed. I'm talking about a recent modder which I will not mention by name. In fact I will refer to them as "the modder in question" from here on. The modder in question has proved . . . problematic. In short, the modder in question is a spammer. Besides the previously alluded to inundation of the Status Updates section, this fellow loves make threads too. And a blog. And presumably, lots of Private Messages too. (I was a recipient too until I blocked them.) I won't even name the mod in question by the modder in question. But ask yourself this question: how often have you seen this picture posted lately? If it's more than once, you may have an idea about who I'm talking about. When you have a singular mod you're working on, how many WIP threads do you need for it? And I'm not talking about threads tangential to the mod that seek advice on how to do something. Oh no. I'm just talking about a WIP thread. The answer you're likely thinking of is one. The modder in question apparently doesn't feel the same way. The modder in question seems to think that posting several threads about the project is the correct way to go. Threads (in several sections), Status Updates, and PMs. Until very recently, there were two threads by the modder in question in the Works in Progress section alone. One of my last acts as Staff was to merge those two threads in the WIP section together. (Apparently, the Retirement papers took a few days to be filed.) But then, there was a new thread posted in the General Kotor/TSL Modding section. And it's basically yet another WIP thread. You know . . . by the modder in question. My musings aren't about a need or lack of one for the mod. (I could have another blog dedicated to that whole topic but I fear that may be overkill.) My issue is how the site itself appears to be gamed - or to use Effix's word "Bombarded" - in order to force folks to volunteer to make the mod for the modder in question. How many times must a thing be spammed before it's called a violation of the rules? Just wondering out loud.
  16. 0 points
    I really do hope that @Tyvokka and anyone else involved in the process do consider hiring out more staff to fill in the gaps, I too have been seeing a plethora of odd behaviour on these forums since Sith Holocrons departure. I once had another individual, who shall not be named, PM me on almost a daily basis asking me to help with his mod installation whilst at the same time creating a help thread with a copy n paste of what he wrote for me in my PM, since we aren't in the same time zone that meant he'd send me a PM and create a help thread at 3 AM and between 8 to 14 hours when I am awake and can read his PM it turns out his problem has already been solved in the help thread... and he'd do this on almost a daily basis. Then there are those few people who revive years old threads from over half a decade ago whether it be dead request or WIP threads and say things which don't advance the original thread, like asking a question to the original poster (who hasn't been online since 2016) or say the obvious like "I made a similar request. I worked on the character, the weapon, and the armor, but it did not get much attention for help." That last bit was by our culprit here, Neville. I would to stress this out, bumping really old threads is utterly pointless. The old thread in which Neville bumped was called "Recruit Mayla" by "HelloWeasel", this thread was started in March 2016 with last activity in May 2016 whilst the original poster, HelloWeasel, has not been online since October 2017. Tldr, that WIP is dead and forgotten, digging out it's dead corpse only to state the obvious isn't helping anyone. Are you suggesting you didn't use Private Messages back in 2015? If you are, I would treat that as factual. But this year, I am fairly certain you have, Sith Holocron might rage quite... but he doesn't rage for no reason. You are referring to @Sithspecter's helmet mod found here on Deadlystream. https://deadlystream.com/files/file/711-republic-helmet/ Maybe you've worded this wrong and I'm just taking this literally, but I must point this out. The Republic Helmet mod was created in 2008 and proof of this can be found here: https://www.gamefront.com/games/knights-of-the-old-republic/file/republic-helmet The FileFront admin review quotes: And the FileFront admin who wrote this has the signature "JC", could've been @JCarter426. So that leaves me with two possibilities: Either you A) Where present on LucasForums back in 2008, had "communication" with SithSpecter to create a helmet" as you claim, or B,) You asked SithSpecter in 2015 for permission to use his helmet mod in your own. I don't doubt Sithspecter gave you permission to use the helmet, in the past, he even gave me @N-DReW25 and @masternetra permission to use the helmet. But unlike you, me and masternetra have released our mods with the helmet included. I recall a similar situation like this with a user named Salk, he'd obtained permission from modder's back in 2010 back on LucasForum and was only able to promise a release of his mod in 2017 and 2020. Obviously, the staff here needed hardcore proof that he DID in fact ask for permission to use the mods as it would be easy to lie about permission. From what he showed, I personally felt that the archived LucasForum email copies of the permission PMs he had was proof enough though this didn't cut it with Deadlystream Staff so as such Salk needed to obtain those permissions again. The problem with Salk is that A) LucasForum at the time was gone for good, no way could he retrieve the PMs as proof B,) Half of the modders from 2010 are also gone for good with no means of contacting and C) Salk had a finished mod he couldn't publish because of those problems. In the end, it turned out that Salk forgot to ask one modder for permission and thus that modder retaliated by demanding the mod be removed, Salk thought the mod wasn't worth the hassle and abandoned his mod. Salk dug himself into a pit which was rapidly filling up with water, I don't think you've done that. You said you asked SithSpecter for permission in 2015? All you'd have to do is scroll down in your PMs to 2015, find the SithSpecter PM in which he granted you permission and screenshot it as proof that you have permission to use SithSpecter's mod in your mod. If you don't have proof (Maybe you deleted it etc), since you aren't in the stages in which you are ready to release a mod all you'd need to do is ask SithSpecter for permission again. When we concept a mod, we always view our own work as brilliant. But when you show a "proof of concept" and ask for help in making your "concept" come to life in the form of a mod, some people may not be able to give you a comment, this could be due to a variety of reasons such as: Poor writing: Such as asking a question on the title and leaving the post blank, stupidly poor english skills without justification (English being a secondary language is a valid justification) Lack of Common Sense: Making the same mistake over and over, ignoring valuable feedback, showing a lack of online social skills Poor concept: No one would want to help make a Kotor 3 mod if the only thing someone can bring to the table is "concept art" drawn in a notebook Rudeness: Being a a*shole to people, writing IN ALL CAPS WITH THE INTENT OF YELLING AT OTHERS. I'm sure you haven't done these things, and I assure you, the reasons stated above aren't the only reasons why people might ignore your pleas. But when you present an idea for a mod, and you haven't done anything else, you'd be lucky if anyone comments on your post to begin with. Modder's like @DarthParametric will have users swarming any WIP thread he makes because we as a community know his work, and we know his mods are beautifully made. As someone who is new to modding, we as a community do not know your talents and as such many probably won't be interested in Recruit Sarna until it is released. This happened to me as well, in 2016 I wanted to make a modding team to make a big, fun mod called the "K1 Gameplay Improvement". I got enough help so that my modding journey could take off, and that journey was stormy, at times I wanted to quite as it was too stressful and at the time I didn't know my ropes around the whole "modding" thing. I obviously had help, I asked questions just like you did and got some form of help as you are... but from what I can tell, the people who are helping you appear to be getting stressed and frustrated as you do not seem to want to take the lead with your own mod, you appear to want everyone else to do most of the work you should be doing. This is your mod, your concept, and is ultimately your responsibility to do. You claim you have coding experience today, back in 2016 when I first started making mods, I made mods because I was bored, I had no prior experience. It took over 4 years for me to finally complete my big mod and I did 95% of the work all on my own, I had to learn the ropes of modding on my own and if I couldn't find a solution... sometimes I just had to abandon a certain aspect of my mod and move on until I could find a solution. Heck, several years ago I wanted my very own section on the forums just like VarsityPuppet. It didn't happen, but that didn't stop me from having a good time and creating my mods! So once upon a time, I was like you, mostly ignored and not much faith in my mod concepts. It wasn't until my the community began to see my modding potential that players began to realize "this looks cool, I want to play N-DReW25's mods!" and obviously, people will only say that about your mod when you have something to physically deliver them. Personally, I HOPE you keep going on your mod and finish it. Along the way, you will learn how to make better mods and hopefully one day you'll present a mod which someone could enjoy. New modders should always view their own mod ideas as a business product, your mod must be 'attractive' in a sense for people to want to both help you make the mod and eventually play your mod. If you can't do both of those things, when you do release your mod not many people will play it unfortunately. Recruitment mods which are successful have a few things: A) A new party member with a new backstory and content B,) New appearances to freshen the experience C) good writing You picked an NPC which already exists, which is ok, there is another mod called "Recruitable Mekel" which fleshes out and expands the character Mekel is a good way, the thing is... Mekel technically has a unique head. You picked Sarna... an NPC with a generic head which is used all throughout the game, that isn't fresh... that isn't attractive to players who'd want to play a recruitment mod and to modders who can help you that might just look lazy. It kind of feels as if you've just put in the names of every generic character into a spinning wheel and it picked Sarna for you. In my opinion, you'd have better luck picking Lashowe, at least she has a unique head and is somewhat of an interesting side character. /I\ I I THIS RIGHT HERE IS GOLDEN ADVICE! I have a hard time believing people on the Deadlystream forums "laughed" at you, if you could provide screenshots of such as evidence that'd be great. If this occurred outside of Deadlystream (or the Kotor Modding Reddit) on another platform then that is outside of our jurisdiction. I've been a modder for 5 years with two big successful mods under my belt with about 20 lesser mods alongside those and even I myself find it difficult to make scripts for this game. Modding requires patience, if you find it too hard you can either keep learning, and keep trying... or you can have a break and stop. Don't force yourself to make a mod if it's stressing you out or affecting you in real life. If you are stuck in the mud with modding, once you finally learn what you're doing and you can finally get out of the mod, it doesn't really become easier for a modder, you just realize there's more mud where that came from. That's the best way I can describe making mods. I've been considering this for a while, but I may just create a video tutorial on how I personally create textures and portrait images for K1 and K2. People aren't necessarily obliged to reply help I'm afraid, but I am certain a person like ebmar would have a good reason as to why he didn't reply. Maybe he himself is too busy with his own mods or real life problems to reply to ANY PM he gets, maybe you wrote your PM poorly and he was turned off from your mod idea. No you weren't, you where ignored. The nicest Sith Holocron has ever been to you is probably in your blog, Qui-Gon Glenn told you in a sarcastic, yet very friendly way, that he isn't making YOUR mod for you. Every other comment since then, you where ignored. Btw, you do voice in mods last, that's an unspoken rule. It is better to have a Recruitment mod with no VO then to get VO first and then cancel your mod (You would've wasted the VO actress' time if you did that so this is a safety rule). I was harsh when I told you that, my intent was to say you should treat your mod as if they 'will' fail. Mods are always abandoned for reasons we may not see today, whether that be finding modding too hard or literally having health issues stopping you from modding as was the case with @Logan23's ROR mod back in the day. Personally, I make my mods in secret... that way, if I have to stop modding, I won't let anybody down... if I died tomorrow, no one is going to be disappointed that I didn't release my super fun mods which I may or may not be developing. Of course, I don't actually *stop* my modding, I take my time to make my mods to ensure that the players receive the best mod they can receive to the best of my own ability. Keep modding, I hope to see your mod finished one day. Though you shouldn't be so sure you will ever finish any mod, the thought of failure should ideally be something which spurs you on to keep creating mod. But I can't/shouldn't force you to think like I do. Ok, when he did that he was pissed with you. Hence is why he did that. I don't know what "changed status update" means, but I assume you meant you delete your spam. What Sith Holocron is angry about is that you spammed the Status Updates in the first place, deleting the spam is like cleaning up the glass after you smashed a window. Legit, the first two was you, one was Basil Bonehead, and the last two was you again and I'm certain there was more status update spam after that which wasn't displayed on the home screen. Plus, the contents of your status updates aren't interesting for people to want to respond in any way. You might as well of said what you said in your status update in your thread and no one would've noticed as I feel you complaining about modding problems probably belongs inside your thread then a status update. Again, your poor literacy and lack of context isn't helping you here. /I\ I I MORE GOLDEN ADVICE! /I\ I I THANK YOU! This is giving me SO much nostalgia, back when I first started modding even *I* needed a step by step help guide to get me started! I would like to point out, even though some users like AmanoJyaku may not have uploaded mods of their own to Deadlystream.com, that doesn't mean their intelligence or ability to help is low or unreliable... if they are helping you, accept the goddam help! But I don't think Neville is ignoring your instructions on purpose or for discriminatory reasons here. So tell me, if you can basic things like modify merchants and placeables and presumably other things... why not stick to that first? Why must you jump into a really hard modding project like a recruitment mod?
  17. 0 points

    Version 0.6.9

    54 downloads

    Atton, but Brutal. By Thon, Age 20 Thon69 makes his FileFront debut with a new skin that totally makes Atton look like he went to the dark side. I see in his new look, “Don’t mess with me pal.” His eyes are now black, he has red and black tattoos written all over his face, and his ears look like he took a paintbrush over them to make them black. --- Installation: Easy like pie. Install to your KOTOR 2 override's directory then shoot her up! Uninstallation: You can't uninstall it, will screw your game up. (But seriously, just remove P_AttnH1.tga, P_AttnH1D1.tga, and P_AttnH1D2.tga from your Override folder.)