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N-DReW25 last won the day on January 9
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1,354 The Chosen OneAbout N-DReW25
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This was an April Fools mod from 2018, the entire premise of the mod is a goof on how pre-TSLRCM 1.8 had a scene where Mandalore randomly stepped on a landmine on the Ravager as a means to restore a cutscene between Mandalore and Visas. The joke here is that the whole concept was bad, and it was parodied here to add salt to the wound.
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So, if you actually click on T3's response line and actually listen to the dialogue lines being spoken you'll see how most of the droids will say stuff like "What's that? You want me to repeat the instructions". Most of T3's dialogue lines are usually railroaded with one or two responses that lead to the same outcome with the droids pretty much repeating what T3 said in droid speak in English. Now, here is the dialogue cheat-cheat for T3-M4... you ready? It's in here: Isn't this the same problem you had three years ago? If I told you the item IDs now, three years later, what good would that do you now? And this request is a bit vague and out of context, I've played M4-78EP a couple of times but I don't think I ever found the "Fixing Droids" sidequest. If this is the one I'm thinking of, for the droid who can't walk you need the "Droid Legs" item which you can buy from the Black Market Droid in the Central Zone and for the other droid you need the "Droid Collar" which can be found in the box next to the Central Zone terminal.
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You see, this here is a REALLY good idea. With this popular mega-mod with the likes of DarthParametric as a lead developer, I'm sure calling their work a "tumor" will sure encourage them to remove the feature you don't like even though they never reverted the Lite NPC changes or added the restored content everyone else wanted when those people asked for it nicely. /s I'm going to make the argument for why I think this here was intended and why the Sentinel-Consular Skill Swap mod is part of the K1CP. If we look over the Strategy Wiki which details all the class stats, you'll see that: * Guardians get 9 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills. * Sentinels get 7 Feats, 21 Force Powers, and Awareness, Persuade, and Treat Injury as Class Skills. * Consulars get 7 Feats, 25 Force Powers, and Computer Use, Demolitions, Awareness, Persuade, Repair, and Treat Injury as Class Skills. In your wall of text, you've correctly identified that the Sentinel and Guardians share the exact same class skills and you propose that the K1CP team randomly redesign the Jedi class skills so that each class in the game has their own unique class skills. However, if we compare the Feats and Force Powers we will see that two classes will always have an identical number of Feats or Force Powers whilst the third class will have a slightly higher number of Feats or Force Powers. Based on that pattern, it is most likely that Bioware fully intended for two Jedi classes to have the exact same Class Skills. But as it stands in vanilla, the Jedi Consular is overpowered as they have a buff in both Force Powers and Skills, the Guardian only has a buff in Feats and the Sentinel, by comparison, becomes the weakest Jedi Class in the game as they don't have any advantage over the other two classes. By swapping the Consular's class skills with the Sentinel, it gives the Sentinel class some form of advantage over the other two classes. But if you're so insistent, why not install this mod on top of K1CP, or any other skill mod, so that you don't have to experience the Consular-Sentinel Class Skill Swap mod. Something being "subjective" goes both ways, and in your case the guys who think the high-poly Lite NPCs are good enough to be included in a massive bug fix mod are the guys who are developing this mod and so get the final say. You can argue for the Lite NPCs to be reverted, you can argue for restored content, and you can give good reasons as to why your ideas are good - but ultimately they get the final say and clearly they aren't going to do anything they aren't convinced on. They list can be found in the mod's readme included in the ZIP file and are all highlighted blue with LINKS imbedded in them. That's where you have to use something called "Common Sense". There is a GitHub link on this mod page and on this GitHub link you can find all the reported problems that are pending a fix. These pending fixes have a green circle and are called "Open Issues" whilst the bugs that have been fixed already have purple circles and are called "Closed Issues". Now, why would someone as talented as DarthParametric fill the mod's readme with bugs that have both been fixed and bugs that have NOT been fixed and fail to distinguish between the two??? It is clear that DarthParametric personally fixed all the bugs listed under his name, and the users who reported the bugs and brought them to his attention over on GitHub were credited for their contribution to the project. Because it's a Dark Jedi inside a top secret Republic research facility? It doesn't matter if it was necessary, the modders who made the mod thought so and so they added it.
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I've been thinking about this, and it's been conflicting me. If you remove the Affect Mind and Dominate Mind dialogues from the companion dialogues, that edits their DLG files and makes them cripplingly incompatible with other mods. However, I just realized all one would have to do is add a "bogus conditional" to the Affect Mind and Dominate Mind dialogues so that they're never accessible by the player and thus will appear to have been removed when they haven't. By doing it like this, it will be possible to add such a basic change to the DLG via the TSLPatcher and thus make said mod compatible with other mods that hard edit dialogues (like PartySwap for example).
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The old Xbox had problems with rendering too many NPCs with different appearances/colors all in the same module, I believe in the earliest days of Kotor's development there were no low-poly Lite NPCs and the devs tried to make Kotor using normal NPC appearances. Once it became apparent that Xbox's and Windows XP PC's lagged like hell with Kotor they added the low-poly Lite NPCs to replace the generic NPCs and for Xbox they made the NPCs less diverse. Jedi all wore blue, NPCs had the exact same heads and clothing, NPCs all wear combat suits, textures were all reduced to 256x256, and this was all done to ensure Kotor didn't lag the Xbox down to a grinding halt. The PC version of Kotor was a port of the Xbox version and since the PC was slightly stronger than the Xbox in those days Bioware devs probably went through and manually undid all their changes they did to the NPCs they did for the Xbox. It is most likely that whoever did this simply gave Vrook and Zhar the wrong robes, gave Bolook the wrong head, and forgot to switch the soundsets of the GenoHaradan Hunters and Davik's guards who were all Rodians on Xbox.
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SKIN:4x Upscale+ Character Textures & Model Fixes
N-DReW25 replied to redrob41's topic in Mod Releases
Your Luxa Hair Fix mod in particular might need some attention, last time I played it were some model issues (don't quote me on this, but I think her death animation was broken in some of the options avaliable). And with your Specialized Combat Suits Modder's Resource, I'm not sure if it's a problem with the Combat Suit model or the new texture but the Czerka Combat Suit has a problem wherein a bit of green was visible in the back of the armpit where it was supposed to be yellow. In this screenshot here, I noticed you most likely fixed the blue finger bug with the Outcast clothing but you didn't label it as such. I almost thought you missed it until I zoomed in closer for a better look at the finished result. And lastly, with the release of this mod will your previous Party Model fixes and HD Bastila mod be made redundant now? With this mod fixing models and adding HD textures, most of that mod seems to be obsolete now with the advent of this mod. Interestingly, there is also an unofficial sequel to your old mod called Party Model Fixes For K1, Part II which fixes even more models and even adds new body models for Mission so that she isn't using the same "adult" model every other NPC uses.- 4 replies
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SKIN:4x Upscale+ Character Textures & Model Fixes (TSL)
N-DReW25 replied to redrob41's topic in Mod Releases
For a future update, would you be able to fix an issue with the male Twi'lek heads, the Sith Officer head, and Corran Falt's head wherein their head models all have this "dark shade" tint applied to them? I think this bug is similar to how Kreia's vanilla models are bugged with a green tint - you might know the technical terms for what I'm trying to describe here. If you compare the Twi'lek and Sith Officer heads to their K1 counterparts you'll see what I mean as such tints are not present in that game. -
On the image above, could you use Microsoft Paint to circle which Vulkar crashed your game? Thank you for the reports, I will go investigate this when I get the chance. At that point it'd be advised you just reinstall Kotor as this mod makes changes inside the .MOD module files. Though if you do decide to keep playing, you can report possible future crashes to me and I'd be able to fix them, though you don't have to do this if you don't want to. Don't those do 2-9 Energy Damage and +1 attack? Correct me if I'm wrong, but those blasters are in the armory of the Sith Military base so unless you're using the Recruit T3 early mod and you opened the base early you should've received those blasters towards the end of Taris. Do consider how you can buy a Sith Sniper Rifle from Kebla Yurt at any given point in the vanilla game so it isn't at all balance breaking to be fighting the Sith Governor with a Sith Sniper Rifle as it was already possible. When you say "restored content patch", do you mean K1R or the RC-K1CP (Restored Content for K1 Community Patch)? If it's K1R, then you would be correct as this mod is intended for the K1CP. If it's RC-K1CP, I shall investigate further.
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Dak Vesser's Head is a reuse of the Gerlon Two-Fingers head from the old K1EP mod. This head looks the way it does because it's a reskin of the bald black player head, the modder literally added hair to the bald parts of the bald head texture. The Galaxy of Faces version of this head uses Gadon Thek's head model which adds a ring to his left eye.
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Well, if that'll satisfy you then that'll work for me. I can still hold the opinion that giving the Quarren the high poly model is the ideal fix whilst players (like yourself) can install a hypothetical K2 NPC Diversity Pack over the top of my Bug Fix Collection to get your ideal fix which is to swap the Quarren with another alien. Yes, closer towards the next build revision I am more then happy to discuss my Bug Fix Collection mod. When that day comes you can tell me what strikes you as concerning and I'll see what can be done about a build-friendly install. I would like to point out that anything in the Bug Fix Collection that doesn't need to be TSLPatched is in an "Override Components" folder which are optional. Higher quality NPC and Area textures are two texture options which ports the K1 equivalent textures from which are higher resolution in that game (512x512 in K1) whilst in K2 these exact same textures are low-res (256x256 in K2), there's also a graphical fixes mod where, if you can't get some to AI upscale these, you can likewise chose not to install any of these. I do like the idea of giving people the opportunity to star in a minor role like that. That's really strange indeed. The things I've restored are fully voiced. I would have to make a compatibility patch for Kex's Visually Repair HK-47 for the two to work, though it should be as easy as re-adding the same dialogue content from Kex's mod into the restored DLG. I do recall there being a nasty bug with the Visually Repair HK mod wherein if you have low repair you'd obviously fail the repair but you'd also lose influence, there was no check to have the influence hit apply once so if you kept spamming the repair dialogue over and over again with low Repair you could get HK's influence so low he'd outright refuse to let you repair him again. If you gained influence through dialogue and in-game events, you could again use your influence to unlock the repair dialogue and once again take the negative influence hit to bring the influence back down again. If I do make a compatibility patch, mine would be different so that this couldn't happen in-game. There should be a way to unequip all items in the slot where the regen item goes, but if K2 has auto-regeneration (K2 has that feature whilst for K1 that can be activated via a mod) or if the game auto heals the party on the Ebon Hawk these efforts would be in vain. Below are some TLK lines I fetched from the dialog.tlk: Other than this, there is next to nothing else in relation to the "Droid Espionage" side quest so reworking the surviving remnants into something more useful, like a discount, would be useful. Yes, they can be edited out and swapped, for example any soundset audio you don't like could be swapped with grunts for example. Here is an example of what I'm referring to, the 11:47 mark is the beginning. It appears for me, this must be a graphical bug Obsidian didn't get the chance to fix and TSLRCM overlooked. I trust you aren't on the Steam version? Screenshots are as easy as pressing F12 on the Steam version. Now that I think about it, killing Atris first thing would result in you having to kill all the Handmaidens and thus lose out on the Handmaiden as a party member. Towards the end of the game, the only reason the player goes to Telos is to confront Kreia who went to Telos to confront Atris herself, if Atris is dead then Kreia would go to Malachor. The Atris confrontation is obviously important as the player learns of Atris' connection in bringing upon the events of the game (as you would know), the player learns of Nihilus' impending attack on Telos and that the Sith are striking from Malachor and that Kreia has gone there. The player hears this either from Atris herself or through the Sith Holocrons were Kreia will reveal this information, if Atris is dead then none of this information would be available to the player. Now, in addition to the difficult persuade/convincing of Atris to give you your Lightsaber back as I take it you are proposing, would it work for you if there was a greater emphasis on the Lightsaber at the end of the game once you defeat Atris? At the start of the game, you are rejected of your lightsaber as Atris cites "you are not a Jedi any longer, you are not worthy" and now at the end of the game it is now Atris who is now a Jedi no longer and it could be the player who is now the true Jedi, if the player is light side then Atris (through AI dialogue) would willingly give up the lightsaber to you as she acknowledges your character development over the course of the game and rewards you with the lightsaber. If you are dark side/neutral, you could of course murder Atris and Kreia makes note of it that you have reclaimed your lightsaber, or if you fail to convince her to surrender the weapon Atris just outright Sepekku suicides herself with said lightsaber and you're forced to go through the Kreia dialogue albeit without gaining dark side points.