N-DReW25

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File Comments posted by N-DReW25

  1. Helena Shan Improvement

       18,667    23

    10 hours ago, EAF97 said:

    My issue here is that if I download a given mod or expansion, half the time it is in a 7zip folder. This means that the files have to be extracted to *somewhere* before I can click on the TSL installer or I just get an "error." I was asking if I initially just extract all these files to Override and then set it up by clicking on the installer there, or if the installer is supposed to go somewhere else such as the main swkotor folder. That was why I was confused

    You extract the entire folder anywhere onto your computer, once the mod is extracted as a folder. Use the TSLPatcher.exe to install your mod. It would be best to extract anywhere BUT the main swkotor folder or any folders found within swkotor, same goes for TSL.

  2. Helena Shan Improvement

       18,667    23

    7 hours ago, EAF97 said:

    do all the files go into override? Im confused. Do i need to copy the TSLPatcher launcher into my folder each time I install something, or does one work for all of them?

    All you have to do is double click the TSLPatcher.exe file which will bring up the "TSLPatcher installer" which, upon clicking the install button, will install the mod.

     

    What the TSLPatcher does is *patches* the mod being installed and the mods you already have. 

    If you copied the files from thee tslpatchdata folder and placed it into the Override folder you'd have two things happen:

    A) If you choose to overwrite your files, any mod you had installed previously will be destroyed. This is because this mod uses Appearance.2da and Heads.2da, these two files contain the appearance and head date for Helena Shan from this mod. If you overwrite the files present within the override folder, Helena Shan *may* still work, however, any other mods you installed before that is gone.

     

    Let's say you installed Brotherhood of Shadow, let's just say the you meet the character Daemon Drexl which has a new head and appearance thanks to the Appearance.2da and Heads.2da files. Because you chose to overwrite those files let's pretend you are lucky and the result will be instead of Daemon Drexl looking like Daemon Drexl... he looks like Helena Shan. This is because, by overwriting the original 2da files and destroyed them the game can no longer make reference to Daemon Drexl's correct assets and might just refer to Helena Shan instead.

     

    Because this mod adds in just one character, the Brotherhood of Shadow mod would soon break as it adds about 20 or more new characters. Which means once you board the Orion and try to find the new character Matilda... she would be invisible as the game has absolutely nothing to reference her files by.

     

    B,) If you choose to NOT overwrite your files, any mod you had installed previously will remain. What results is no better, whilst all of Brotherhood of Shadow and all other mods will be safe... Helena Shan will not. 

     

    Let's use our previous example and say you have Brotherhood of Shadow installed, when you go to the Cantina and find Helena she will instead look like Daemon Drexl. Because the game cannot reference her correct files, the game will refer to Daemon Drexl instead.

     

    What the TSLPatcher installer does is that it will merge this mods 2da files with the 2da files already present within your Override folder. After the installer is done, the 2da files within your Override will contain the data of both Brotherhood of Shadow and Helena because the installer *patched* the necessary files.

     

    Some mods are designed to work ONLY if you TSLPatch the mod into the override, so it is best to use the TSLPatcher installer in every and all scenarios.

     

    If you own an Android or non-PC device which doesn't support installers, you might have some problems getting just about any mod to work.

  3. K2 Armor Nitpicks

       567    7

    23 hours ago, TK-664 said:

    Hey thanks for the feedback! I was aware of most of those mods, there are some differences in how they are implemented however:

    That's good to hear! You wouldn't believe how many times I've restored something, and years later another guy restores the same thing in the EXACT same manner as I do. At least your restorations here are original!

     

    23 hours ago, TK-664 said:

    Hassat Hunter restored the armband as-is and placed it in the Telos academy while I gave it a new vanilla-like icon and placed it on the Hawk hidden compartment.

    I actually like your choice here a lot more than Hassat's mod not going to lie.

     

    You seem to do something that modders who seek to create "pure restoration" mods would *never* want to do (And would only do so in dire circumstances), use custom content. In this case, you've diversified the original items which had repeated textures and tried to give them a unique spin with vanilla appearing reskins.

     

    Even though I'd consider myself a "die hard restoration perfectionist" your mod here is still a very tempting pick for my restored content playthroughs.

     

    23 hours ago, TK-664 said:

    Both your mod and mine provide a partial restoration to the beast-rider suit as in appearance and descriptions were come up by ourselves and not Obsidian (And stats in my case). Besides the difference in where the suit is obtained, your mod also restores other items which I don't intend to and alters the Beast-Rider on the docking bay.

    I noticed 502OND.mod inside the mod folder, my best guess is that Geg the merchant sells yours? But if you modified Geg's merchant utm file, why have a .mod to begin with when you could inject the .utm directly into the .mod (Which should be present as most users should be using TSLRCM).

     

    Here I am calling myself a "die hard restoration perfectionist" in my other reply, in my Onderon Item mod I remember replacing all of the Beast Rider NPC armor with the flight suit with an optional install to replace the Sith Beast Handler in the palace (the one zapping the Drexl) with a Beast Rider wearing the armor.

     

    23 hours ago, TK-664 said:

    Our choices for the d-package implant variations are different and I also restore and modify icons for other implant categories, and fix the cardio package and pheromone packages being swapped in usefulness (and price) as far as the loot and crafting systems are concerned.

    Ohhhh. 

    So while my mod simply restores the unused icons for the D-Packages only, you've created unique D-Package icons for each and every implant whilst also implementing fixes to other implants. Very good!

     

    23 hours ago, TK-664 said:

    The militia armor can be found inside a new box in the Khoonda building garage and the pazaak card can be bought from Dendis Dobo on Telos. I originally wanted for it to be bought on Onderon (missable), but I couldn't find a way to place it that satisfied me without going into too much work just because of it, so I gave up on that for now. Might change it again later though...

    I would've made the Militia Armor something you'd be given once you agree to help the Militia, but I see no fault in your option.

     

    If the armour is given to you, the player could overlook the item being given and defeat the mercs and play the game without realizing a Militia outfit was added to the inventory. Plus, if you had a script to forcibly equip the armour on the player, you'd have to ensure the script doesn't delete the armor item being worn before and no doubt you'd have players complaining about being forced to wear Medium Armor (Plus, I think Consular's don't get medium armor feat).

     

    Zherron could drop the armor on his loot, but then that's Dark Side restricted. Maybe the Administrator gives you the Armor as a reward for saving Khoonda, but if you fought for the Mercs or betrayed the Militia mid-way you wouldn't get the armor.

     

    Having the Pazaak Card restored for Dendis Dobo is a good idea I must say! I never knew it was even cut to begin with.

    • Like 1
  4. K2 Armor Nitpicks

       567    7

    I do like a lot of the content presented here, I especially love that M'uhk'gfa though there are a few things worth mentioning here:

     

    Spoiler

     

    Quote

    Restored Mission's armband. New icon.

     

    If this is what I think it is this item was technically restored through this mod:

     

    Where does your mod restore the Vao armband?

     

    Quote

    ~ Partially restored the Beast-Rider suit.

    Don't meant to flex, but I "fully" restored the Beast-Rider suit in a mod I made a few years ago:

     

    Obviously, the word "restored" may not be the right word I should be using when talking about my mod. But how does your mod "partially" restore the Beast-Rider suit and how does it differ from my own?

     

    Quote

    ~ Restored icons for D-Package type implants. Other implants use alternative icons.

    Are these "restored icons for D-packaes" the same as the image down below?
    20200623185207_1.jpg.09cbf5a34035ed725eb

     

    Because I restored those implants as part of this mod:

     

     

    In addition to those, where did you restore the Khoonda Militia Armor and the +/- 1/2 Pazaak Card?

    • Like 1
  5. TSL Restored Content Mod

       295,603    113

    10 minutes ago, Jj117 said:

    okay here goes.


    Khoonda battle in Dantooine: In the TSLRCM pc version we get to fight outdoors first and then get inside the Administrator building, but in the mobile version we directly skip to the indoors.

    So I assume that once you give the speech to the soldiers, you see this BIK cutscene movie and it teleports inside the Admin building?

     

     

    I am 98% sure the reason for this choice.

     

    It is said that, if Obsidian published the full game TSL in February 2005 this Battle of Khoonda cut content in which the player fights outside was still going to be cut. Why, you might ask? Well, this fight allegedly caused massive amounts of lag for the game on the original XBOX Console editions of the game. So technically, this feature was going to be cut regardless.

     

    My theory is that, while the Battle of Khoonda fight works like a charm on modern PCs, this may not entirely be the case for Mobile devices especially older models. Let's just assume you played Battle of Khoonda via TSLRCM on Mobile and it didn't lag, let's assume you have the latest model of Galaxy Samsung phone which is probably going to be powerful enough to run this game no problem... but do keep in mind, that is just your experience, whilst you may play the Battle of Khoonda on your Mobile device perfectly, another user on an old iOS device might lag horribly or crash.

     

    Mobile isn't exactly as unified as PC rendition's of this game, so developers of MTSLRCM have to deal with features of TSLRCM which work on PC, work on Android but crash on iOS. Once they fix the crash on iOS, they can ignore PC since PC uses TSLRCM and not MTSLRCM, but then another user reports the exact same crash on Android because of the bug fix done for iOS. That's the situation I am picturing for MTSLRCM for maintaining the mod, it's a bit rough at the moment as obviously the mobile port appeared out of the blue and as such so did MTSLRCM.

     

    The Battle of Khoonda in particular could probably never be optimized for Mobile anyway. The reason why it lags so much on the XBOX and Mobile is that XBOX was a weak console which physically couldn't run the Battle at a smooth frame rate and Mobile devices made in the 2010s was never the intended platform for TSL to begin with.

     

    Picture this, the game has to render the Khoonda plains module, that is easy, keep in mind, the game will need to render Khoonda's water river and grass effects which even some PCs can barely render properly.

     

    About 10 Khoonda Militia NPCs spawn into the module, followed by 20 to 30 Merc's all around the player (these Mercs would be the first NPCs to render), each Merc projects a shadow onto the ground which means about 20 to 30 additional shadows are being rendered before the player, each Merc has scripts attached to them like "heartbeat" which tells them what to do, they are not only hostile to the player but also to the 10 Khoonda militia plus Zherron (These militia and Zherrun also have shadows and scripts attached), the NPC's AI needs to target an NPC to attack which means the Mercs need to decide to attack the Party or the militia NPCs, each Merc NPC is either wielding a Double Vibrosword or a Blaster Rifle which means the game now has to render Blaster bolts being fired between the militia and Mercs, Khoonda militia dual wield pistols meaning each militia fires double blaster bolts, certain Mercs with melee weapons rush the player or the militia forcing the militia to fire scripts to activate melee weapons, the game needs to register the damage being done to each militia and Merc, the game needs to register the Merc attacks done to the Party, the player's Party AI needs to determine which Merc to attack and what feats they shall use.

     

    Let's assume that Battle of Khoonda lags your game out and maybe crashes it, what I listed out is the reason why it lags and crashes. If your Mobile device didn't lag, that just means you have a good Mobile device.

     

    Having less features may not be fun but it's better for the mod developer's to cut the feature out entirely so that these modder's don't have to spend hours optimizing one specific feature to function across 50 different mobile devices. Would it be better to not experience the Battle of Khoonda or would you rather have a Battle of Khoonda with 2 Khoonda Militia, Zherron and 5 Mercs in a lame fight? That sounds dumb as hell, but the dev's would have to do that to ensure the mod works lag free across ALL Mobile devices.

     

    Remember, MTSLRCM dev's would be lucky to have a single Mobile device to Beta test MTSLRCM with, they probably need to test MTSLRCM with many different brands of Mobile device from Android, iOS and more etc in order to properly test it. As such, I reckon community feedback who reports the MTSLRCM bugs to the devs is probably the only way updates and bug fixes can be made considering the dev's probably develop and test this mod on PC anyway as I'm not even sure if they even own a Mobile device (I could be wrong on that).

     

    Spoiler

    You've watched Negative Zero, right?

    He did a Brotherhood of Shadow let's play on Mobile K1, remember how it broke? That was because the module he attempted to enter contained too many NPCs and features for a Mobile device to handle, it completely crashed his game. He had to modify Brotherhood of Shadow to replace the broken module with the next module to allow him to progress the mod.

     

    This scenario is similar to that! If Battle of Khoonda was in Mobile, it would probably break just like Brotherhood of Shadow!

    Also remember, both Brotherhood of Shadow and Battle of Khoonda work flawlessly on their intended platform, the PC. So it's entirely the Mobile's fault not being able to run these things I'm afraid.

     

    What do you think about this?

     

    10 minutes ago, Jj117 said:

    Dantooine: The thief dialogues are missing and she doesnt have a voice. There are some npcs with no voice like this.

    I'm not sure about Mobile TSL, but I know that on Mobile K1 all custom audio files added to K1 via mod's do not work.

     

    If you watch Negative Zero's Brotherhood of Shadow playthrough's, the audio for that mod is silent as well. On PC, Kaevae the thief had no VO so TSLRCM hired an actor to create custom audio for her. Just like the Battle of Khoonda, the Thief DOES work perfectly on PC as intended, however, as you can see, it does not work that great on Mobile. 

     

    If you are capable of installing this mod, this will remove Kaevee the thief and restore the vanilla questline where Jorran is the thief back into your TSLRCM game. I have not tested it on Mobile so do be cautious!

     

     

    10 minutes ago, Jj117 said:

    Malacor V: The part where Atton and the others get together to fight Kreia but fail miserably. This is completely absent in the mobile version.

    I cannot justify why this is absent, maybe it simply does not work for some reason. But I'm afraid I cannot find a reason why this wouldn't work I'm afraid.

     

    10 minutes ago, Jj117 said:

    Nar Shaada: The Telos Fuel quest cannot be completed in the Mobile version Even if you complete all tasks 

    Ok, that 100% sounds like a bug!

     

    I hope you found this to be useful, feel free to ask me questions.

    • Like 1
  6. TSL Restored Content Mod

       295,603    113

    3 minutes ago, Jj117 said:

    p.s. i have finished the mobile version and i do remember vividly that there were contents missing so just to be sure i installed the TSLRCM pc version on the mobile. 
    Youtuber Negative Zero shows how to install TSLpatcher mods without needing the actual Kotor on PC. i have installed several mods on Kotor1 using the same technique, epsecially mods that are conversions or such and have not faced problems regarding compatibility or otherwise. Also i added several mods while using the TSLRCM mobile version and it didnt have any problems and i was able to finish the game too but it didnt have the many restored content in the mobile version. 

    May you clarify "what" content is missing from the MTSLRCM mod that TSLRCM has?

    I am not familiar with MTSLRCM I'm afraid.

    • Like 1
  7. TSL Restored Content Mod

       295,603    113

    4 minutes ago, Jj117 said:

    why does the loading screen show 1.8.5 and not 1.8.6??? i downloaded from this site and its showing that . And i am stuck here. The doors wont open. I am playing it on a mobile 

    Screenshot_2021-06-06-17-19-40-643_com.aspyr.swkotorii.jpg

    Screenshot_2021-06-06-17-19-54-338_com.aspyr.swkotorii.jpg

    You did install MTSLRCM, right? The Mobile compatible version of TSLRCM?

     

     

    This link is called the "Mobile The Sith Lord's restored Content Mod", this version is exactly the same as this mod except MTSLRCM is designed to be run on Mobile devices. This mod, however, is designed for PC players.

    • Like 1
  8. GenoHaradan Legacy

       4,712    58

    9 hours ago, Pope_Duwang_I said:

    What changes does Version 1.0.3 bring? When I try to download it, it still shows V 1.0.2 as the folder name and the word doc is of V 1.0.1.

    An update which has a "1.0.X" is a bug fix or anything categorized as a bugfix (Such as Russian translations). So the next bug fix update would be called "1.0.4" for example.

     

    A content update which changes anything with the plot from little to big would be a "1.X.0" update. So the next update which has actual content to look forward to is "1.2.0" and when that update comes out it will totally have a list of changes and will be referenced in the readme file.

     

    Unfortunately, no new updates are planned for the foreseeable future as my efforts are now focused on the Revenge of Revan mod.

    • Like 2
  9. Extended Enclave Tweaks

       4,727    25

    ATTENTION ALL PLAYERS, THE MOD HAS BEEN FIXED:

     

    The issue that was breaking the mod was that the TSLPatcher installed critical files into the Override folder, these important files are used in the mod but other files on Peragus and Telos also shared the exact same name.

     

    I fixed this in 1.0.2 by adding to the installer so that the TSLPatcher would place these important files within the .mod files so the mod does not break Peragus or Telos. The problem with 1.0.2 however was that the TSLPatcher not only placed the files within the .mod files but they still placed the files within the Override at the same time.

     

    Version 1.0.3 fixes that so important files are NOT placed in the Override at ALL, however, whilst this mod is safe to play now, do be on the look out for bugs at every stage of the game and report any bugs you may find so that I may speedily fix it!

    • Like 2
  10. Extended Enclave Tweaks

       4,727    25

    On 5/23/2021 at 4:36 AM, Mikewind said:

    I am using the enclave extender patch 1.0.2 and I'm getting that Harbinger glitch. I have never installed enclave extender patch 1.0.0

    Looks like installation is still broken.

  11. Extended Enclave Tweaks

       4,727    25

    11 minutes ago, mackmitchell94 said:

    Hey so I’m still getting the error on Peragus where the cutscene with Sion bugs out. How do I uninstall this mod ? It didn’t create a backup folder . 

    Have you deleted the file "a_sion_cs.ncs" from your Override folder as per the fixes readme instructions?

     

    And if you have did you use a save prior to the Space Cat Walk section of Peragus?

    • Like 1
  12. Extended Enclave Tweaks

       4,727    25

    3 hours ago, mackmitchell94 said:

    I'm encountering a problem with the installation:• Error: Destination file "856NIH.mod" does not exist at the specified location! Skipping section...
     • Error: Destination file "006EBO.mod" does not exist at the specified location! Skipping section..

    Thank you for reporting! Try it now, it should now work!

    • Like 1
  13. Extended Enclave Tweaks

       4,727    25

    The bugs have been fixed!

    If you have installed VERSION 1.0.0! Refer to the optional "EE FIX FOR V 1.0.0" folder and follow instructions.

     

    If instructions unclear, leave a comment and I can clarify, this update does NOT modify files found in @Leilukin's patch!

     

    If further bugs or any other complications are found which are suspected to be caused by my patch, report the mod and I shall fix it at earliest convience!

    • Like 2
  14. Recruit T3-M4 Early

       12,588    20

    You know, I had a crack at making this mod as well back in the day but I never released it due to some issues.

     

    In testing, in the Undercity with that little cutscene where you chose whether or not to save Hendar from the Rakghoul, for some reason if you had T3 and Carth with you at the same time the moment you run outside the gate you just stand there and the cutscene never ends.

     

    Just checked your files, it appears you haven't attempted to fix that issue so that may be a massive problem for those who play this mod.

     

    Quote

    -k_ptar_openbase.ncs was modified to prevent the player from entering the Sith Military Base before the game intends you to do so.
     Once you speak to Canderous, T3 will be able to open the door to the Military Base as usual.

    Why was this even done?

    The game files heavily suggest that the player could entire the Sith Base at any given time as long as they had T3. That cut line in the screenshot with Canderous is but one of three different scenarios which where meant to play out:

     

    1st scenario, doesn't have T3/Vanilla: "Lucky for you I know just the place to get a droid like that. Davik was having one custom built by Janice Nall."

    2nd) Has T3, doesn't have Sith Base Codes: "But that little T3 unit you got from Janice should be good enough to get the job done."

    3rd) Has T3, has Sith Base Codes: "See, I put two and two together and I figured out you're the person who stole those Sith departure codes for Taris. So you're exactly the person I'm looking for."

     

    Realistically, the only reason why a player shouldn't enter the Sith Base is because the NPCs aren't balanced for a level 3 party with just Carth and weak weapons. Besides that, if the player somehow managed to kill the Sith Governor the only real problem would be that the Sith Codes side quest updates and mentions Canderous in the description (Which can be either ignored or edited to remove the Canderous mention).

     

    So the game would go: Start Taris > Buy T3 > Steal Sith Codes > Save Bastila > Go to Canderous in Upper City Cantina > Immediately go to Davik's Estate.

     

    Additionally, it appears that the player also had the option to buy a Sith Base Passcard via the Sith Party NPCs in the Cantina based on alternate dialogue like this below.

    "Well, are you here to close our deal? 2000 credits gets you access to the Military Base. Otherwise we really shouldn't be talking."

     

    And if your character has a Sith base Passcard on hand when they enter the base they can say this to the receptionist.

    "[Persuade] I work here - look, I've got an access card."

     

    That would be problematic, as it'd allow you to enter the Sith Base without T3 and would enable you to abandon him on Taris. If for some odd reason you wanted to restore that as well, you'd need to add a conditional to Dark Side Bastila's Ebon Hawk dlg where she says "The droids will still serve you" as then it'd be possible to leave T3 and HK both behind on Taris and Tatooine. 

     

    So you could technically can restore both possibilities (enter Sith Base early and leave T3 behind) though I would recommend that these versions be optional so players could chose which version they'd rather play.

    • Like 2
    • Light Side Points 1
  15. TRASK ULGO HD

       2,294    5

    14 minutes ago, Cytaris said:

    Would you be able to make a version of the republic armor to override the republic armor in KOTOR 2? and the Sith when you get that done?

    Technically, tga textures are the same format in both games so dropping "N_RepSold.tga" into the override should do the trick, that "N_RepSold.txi" file on the other hand... probably won't work.

     

    @Dark Hopewould have to fix the txi to work in TSL should the texture not work. Other than that, she would need to make a texture for the male Republic Soldier helmet NPC, female Republic Soldier NPC, the TSF male and female NPCs and maybe even the male and female Republic and TSF Officer NPCs.

     

    Also, I think this mod (if you rename the male Republic Soldier texture right) can work with JC's Female Republic Soldier fix mod:

     

    14 minutes ago, Cytaris said:

    I'm sure you know but I'm pretty sure you could use the same exact skin you make and just change the names to the names of the files in kotor 2 for sith troopers and republic soldiers.

    Not even change the names, just outright drop the tga into TSL and you're good.

    • Like 2
  16. Extended Enclave Tweaks

       4,727    25

    8 hours ago, Pope_Duwang_I said:

    How does this work with the other Extended Enclave Patch?

    Edit: Nevermind, I missed that part on the top.

    New Question: Have you tested this with Party Swap? I'm curious as to how this works with that mod.

    No, it does not work with PartySwap.

     

    Everyone will need to wait for the PartySwap patch for EEP to be released (Which will be a component of the original Extended Enclave Party Swap Compatibility patch mod so be on the look out for that update!)

    • Like 2
  17. TSL Restored Content Mod

       295,603    113

    11 hours ago, Cytaris said:

    Yup that’s the problem. Thanks for the help. Do you know which files did it? Ill take a look.

     

    I think it is the mod mentioned above causing the problem. I will try to fix it. I appreciate the help.

    Taking that mod out fixed my game.

    I estimate that mod placed a file named (or named similar) "HK-50.utc" or something, a file like that is used extensively during the game and if it is inside the override it'd break every NPC with the tag "HK-50" for example.


    What is sadder, yet beneficial for you, is that the restored items are restored in TSLRCM and M4-78EP.

    • Like 2