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N-DReW25 last won the day on June 8

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672 Jedi Grand Master

About N-DReW25

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    GenoHaradan Legacy Developer

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  1. Yeeah... about that, because the TSL Jedi Robes replace the Revan armor slot in order for the player to get Revan robes it needed to be a disguise item. Because a disguise item won't show your head the intent I had with this was for the player to wear Revan's mask in addition to the armor at the same time so it looks less weird. It 'may' be possible to fix the whole head issue but it is really complicated so don't expect it to be done anytime soon. The armors are meant to be very similar to the armors below as they are based on Seikan's Armors of the Old Republic: I haven't published Star Forge content yet so chances are you can't properly obtain the Revan mask yet so in a way this content is incomplete.
  2. Side effects of a Death Stick laced with Kessel Spice may include: * Loss of apatite * Sleepiness * Double irises * Lack of energy
  3. You "found" his dead body? Ok, something is up as Nemo's body is meant to be a generic Jedi NPC. Please list all of your mods and I can tell you which ones are breaking things. Do you have the Selven Legends mod installed? And if so did you install K1GI first or did you install Selven Legends first?
  4. Oh yes that does indeed sound like a bug, the training montage music should stop and revert back to normal on Zhar's second or third line after the cut scene. Do you have any other mods which may be causing a conflict perhaps?
  5. The main dev, Zbyl2, thought that most of the cut lines sounded like they were obviously spliced such as Kreia's line "Droids gather while we wait here" for example hence is why they're cut. So yes, this was intentional.
  6. That is good to hear. While HQ Quality Equipment for Bandon aren't on the list right now I assure you that Darth Bandon and his buddies will get a very good HQ NPC Overhaul. You said he didn't spawn in the module, right? Can you tell me what module this was? Because I did a test playthrough on Manaan and he did spawn in.
  7. Strange, can you check your override and check if the file "end_trask01.dlg" exists or any other files with "trask" in it. Also, what mods are you using? It might be a mod conflict. That is good to know 👍
  8. Would anyone be willing to beta test a small content mod for Kotor 2? Reply to this status if you are!


    It's fairly straight forward and as long as you have a savegame (preferably a male save, Ican provide a female save but it'll help if u have a male one) it shouldn't cause too much strain on the average player.

  9. That isn't from SpaceAlex's K1 Enhancement Pack, at least, not in the way you're thinking, that head is a vanilla head which was unused, its texture is named "N_comm_a_M.tga". The specific model I used was the player head "PMHA01" as the cut texture was intended to be used with that model. The new head for the Tatooine Protocol Officer is also an unused commoner head based on a player head.
  10. That's the simpler way of saying what I tried to say. I remember I did this with two texture mods for the Battle Droid texture and it turned the droid pitch white I believe, this could've been a txi VS tpc error instead of a tga VS tpc error. Or maybe I am remembering wrong. Does the Community Patch has the .Mod file injection? The way K1GI should be installed is the same way K1R and TSLRCM are always installed: First. Similar to these two mods K1GI modifies a lot of files within each module and considering I'm always adding new appearances and content in each patch adding a traditional TSLPatcher would be pretty infeasible for me to do (In the future I will definitely consider an installer similar to RCM and M4-78) If there is an injection, I am sure @StellarExile could try out K1CP alongside K1GI and see what sort of incompatibilities may exist. I'd be happy to develop a patch.
  11. I'm going to estimate the answer is unfortunately "No". Namely the clothing features seem to be my biggest concern here, my mod has 15 clothing options for commoners which are all tga. K1CP seems to add clothing options from K2 (which I've already done with a tga format) using the tpc format, the difference between tga and tpc is that with a tga in order to have shiny effects and animations and stuff like that you need a txi file to go alongside it but with a tpc all of the shiny effects and animations are packaged inside the tpc along with the texture. As my clothing doesn't need a tpc for any particular reason it uses tga, by having two exact same files in the override as a tga and a tpc it would break the texture in-game. With the .mod files inside the package, it might not go too well with the .mod files within my mod. As my mod is still a Demo and is far from done, I am more than happy to add individual fixes from K1CP into my own which can be seen as essential.
  12. This is a stunt module, in theory the NPCs don't technically have to 'die' because you only see the scene once, they only need to appear dead for the duration of the scene once they supposedly 'die'. But because the NPC who has the dialogue attached to them doesn't die I guess the NPCs who do need to die can die either way. The way they die is a lot more exactly like what happens with the Kreia scene, the screen turns black and the NPCs just drop dead suggesting Kreia did something to them. I checked the source script for that scene and this appears to be the script which does the trick: I tried searching for some vanilla scripts where an NPC 'dies' during a cutscene, I checked the Squik scene on Nar Shaddaa and Coran Falt's death scripts but they led me no where so I ended up coming up with this down below: (It compiles just fine but in-game it appears to have no effect, I did mash this up from a script which the 'effect' was a stealth effect so maybe that's the reason this flopped)
  13. This will be a single thread asking two separate questions. The first question, can anyone be able to identify the scripts which gives the player Force Enlightenment or Force Crush depending if they completed the Enclave either Light Side or Dark Side? The second question, I am working on a cut-scene which involves multiple "generic goon" NPCs being "killed" by another NPC in the cutscene, in my attempt to find the script I am 98% sure that "EffectDeath" is the key here. The best example of what I am referring to is that one scene where Darth Traya "kills" a bunch of Sith Assassins off screen as seen here. Would anyone be able to assist?
  14. Thank you! This is but a taste of the Dark Side 😈 At lot was different from the final version, I'll give one example: There's a lot of 'one liners' which suggests something totally radical. In vanilla the Handmaiden/s all run into the Enclave and Kreia says "It is done - he is no more." and "Take me to Atris. She will have the strength to do what the Council cannot." Whereas there is a line which suggests that Visas would run into the Enclave instead and Kreia says "It is done - he is no more." and "Take me to your lord. He will have the strength to do what the Council cannot. " This kinda suggests that Kreia would've gone directly to Darth Nihilus instead of Atris after the Enclave, maybe Kreia got eaten by Nihilus and Atris became Darth Traya like in the cut content or maybe Kreia was allowed to go with the party to the Dxun tomb becauses she has unheard lines for the tomb and because she goes to the tomb she never revives Tobin so she herself needs to go to Nihilus and tell him herself about the Telos Academy. Because we only have that one line, we'll never know. I wouldn't say additional content, there is a few bits and bobs for Onderon but their just single lines not really adding much to the overall plot. I can assure you though you'll get a chance to hear these lines in future Mini Mod updates. Here are some quotes from the game: Bostuco: "That means they control the checkpoints now. If we can get to the Turret Tower up ahead we can deactivate the first barrier." Bao Dur if he's there: "The force shields won't present a problem. I can get us through them." Bostuco: "You can? That will save us precious minutes." This suggests that Bostuco wants to get to the turret tower NOT to fire the turret but to use the terminal to deactivate the force field. Obviously with Bao Dur in the party you can just bypass it. Bostuco: "Have they changed the access codes in the Turret Tower? We need to get through the force shields." Royalist: "I don't think they've had time, sir. They've been firing the turret non-stop. Vaklu is close to having air superiority now." This suggests that by blowing up Vaklu's fighter it gives the royalists an air advantage, this doesn't mean much gameplay wise because the survival of both the queen and Vaklu are what's important, not air superiority. This is why Bostuco wants to get to the palace as fast as possible to stop Vaklu from killing the queen. Bostuco: "The second forceshield is up ahead. It looks like its been damaged by orbital bombardment." Bostuco: "You might be able to bash your way through it with your lightsaber." I haven't played Kotor 2 in a while but I swear the first force field can be bashed with a Lightsaber or even a plasma torch. I hope that answers your question, the turret game is meant to be totally optional and is probably intended to give experience only as it has no real affect on the outcome of a battle.
  15. All the vanilla 'Master' robes are robes with capes, truthfully they 'might' be a rarity as of right now so in coming patches that will change. I can guarantee in this mod Jolee comes with caped Jedi robes for free.