VarsityPuppet

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Everything posted by VarsityPuppet

  1. TSLRCM 1.6 and below never modified any Peragus modules, so the first Peragus Tweak was compatible with that. This new version of the Peragus tweak was made to be compatible with TSLRCM 1.7, which now does modify Peragus modules. Er, to make a long story short, the answer to your question is: yes. Though, I do plan to fix that.
  2. No idea. Last I heard, LOH had written up a script, but then decided that he wanted to do some revisions on it. Not that I know of. I assembled the dialog for it, but I've not had any luck making a placeable. That was awhile ago though, I should probably try my hand at it again sometime
  3. Uh.... *runs the other way* Yeah, this is probably from the files I edited for TSLRCM.
  4. K, but it's not a patch. You can install it right over the old one, or have a clean install.
  5. Might as well just call it Star Wars Deadly Stream
  6. Sorry about the wording. This is a fresh file that you can install from scratch or over the old version.
  7. The dialog is a placeholder only. We're going to be very careful about any dialog we add to the game. We don't want it to sound lame, but at the same time we don't want it to sound overdone.
  8. You may need to have a saber equipped and another in your inventory. I've always gotten this bug.
  9. Hey guys, the new Peragus Tweak is out now! Grab it in the Downloads section!!! TSLRCM Compatible. Check the link for more details.
  10. I talked to Stoney and he said that the conflicting file might have some important animations that my model doesn't, though he doesn't know for sure. For compatibility reasons, it'd probably be best to at least not override that file there, but you're welcome to try it out anyways. Tell me if any issues arise. EDIT: I used a Hex Editor to compare the differences between the two files. Guess what? The only differences seem to be the model ambience and diffusion I originally fixed. Looks like it's compatible!
  11. I'm split on this matter. On one hand, we know this forum as DeadlyStream and changing something that works doesnt end up being that great. On the other hand, if it's being a host for mods, it might want to be something Kotor related. Just make the name really kickass and we should have no problems. Are you open to suggestions for the new name, Stream? YES! I mean, I love Kotorfiles, but I seriously wonder if there's anyone alive there anymore... Excellent. Imagine the efficiency! Wow, this is going to be great! OH HELL YES! I love Team Hssiss chat, but DS's own chat server would just be grand! Okay, this I'm 'meh' on. If I get in, I'd like to be a mod reviewer/validator. I assume there will be some sort of application?
  12. I've never played Kotor in another language besides English. I suppose the subtitles are just translated, there aren't actually Italian voice overs, for instance, are there?
  13. :'( It's alright. I just wonder if it's in there. Haven't actually played 1.7 yet. Haven't played it since 1.4
  14. Atton should have a few lines. The float text (I'm not sure if that was restored or just fixed) and then when you decide to leave him in the cell.
  15. Hmm, I think you're technically right, but this doesn't change anything. Sion can break out of that tank. This doesn't mean the Exile will be able to. As far as some mod to add an animation for an opening Kolto tank, the odds that it will work are slim to none. I'm pretty sure the kolto tank is part of the module so it's probably not going to work at all.
  16. Tsk tsk tsk. I wonder if the Peragus stuff even made the cut this time. It doesn't seem like anyone's even noticed the new stuff.
  17. They are being sent into deep space, but I'm assuming that only a few actually know the way, so the warriors will be following the 'leader' if you will.
  18. It shouldn't be too hard. All you need to do is spawn a T3 in the fuel line. I don't see what would be so difficult about it, but you never know..
  19. Hooray, a satisfied customer! Those tweaks have been the stablest of my mods, so that's good.
  20. Ooh sweet! Perma-override! I love when people do quick mods like these.
  21. Possible, but not likely. Good input either way. SH! Alright people. Let's dissect this. So we have our sentence: But he will need warriors, Sith and Jedi, any who can be sent after him into the depths of space, for any who know the way. The rule I learned with commas is if you can take out the section that is in commas and the sentence still makes sense, then the sentence is correctly constructed. Let's omit "Sith and Jedi" and see what happens. But he will need warriors, any who can be sent after him into the depths of space, for any who know the way. Okay, the meaning is starting to take form. "Any who can be sent after him into the depths of space" is an extension of "warriors" so lets omit that. We get the sentence: But he will need warriors for any who know the way. Well this is pretty simple. It sounds like Revan wants warriors for the people who know the way to the Unknown Regions (or wherever the f*** Revan went off to). Not that you can substitute any of the omitted segments with warriors and still get a similar meaning. 1 - But he will need Jedi and Sith for any who know the way. 2 - But he will need any who can be sent after him into the depths of space for any who know the way. It is strange wording, but it makes sense.
  22. Before Malachor will work fine. It should work fine. The mod affects the Malachor modules mainly so it shouldn't matter until you get there. As for the Sith Assassins, it should start working soon if not immediately. Might be awhile until that one is done. That mod is basically going to end up being around 10 different models of dead people. They take awhile to make.
  23. Well, here it is, the update you guys may or may not have been waiting for. Trayus Rank Reform 1.2 Click to Download or Check out the screenshots on the Download Page. This mod will replace the lame Sith enemies that are in the vanilla game with more menacing and badass individuals. Sith Marauders no longer look like random commoners, there is more diversity in terms of saber-wielding, and the faces of the enemies are randomized so that you won't see the same bald Sith apprentice attacking you EVERY TIME. Notable updates since last version: - Sith Marauders now have their own special armor - All sabers are red - There are female Sith assassins, (they will spawn other places rather than just Trayus) There is more I could have done with this mod, but these changes would have made no difference in the vanilla game. The final version will be included with Malachor VI (a separate version will exist too) so think of this as a taste of what's coming.