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Posts posted by N-DReW25
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On 2/22/2021 at 7:27 AM, Todd Hellid said:Ok I got past that part of the game but can't get onto Goto's Yacht it crashes before Goto gets to talk to the Exile. The Red Eclipse members load up again. Please help.
Greatly appreciate the entire mod list but we still have problems.
My only guess is that you've somehow corrupted your mod installation, this could be done by installing mod versions over the top of older versions like what you did with GenoHaradan Legacy Demo 1.4 and GenoHaradan Legacy 1.0.2. My advice would be to reinstall the game, install the mods again with their latest and most up to date versions and try that, in my opinion your mod setup shouldn't break at all so doing this should work like a hitch.
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On 2/8/2021 at 11:54 AM, Effix said:I am wondering, why are these textures included?
I don't see a difference with the vanilla versions, am I overlooking something?
This is about the Steam version, I can't really practically check if it's the same in the regular download.I think, from what I can tell by comparing vanilla with RCM's textures, that the vanilla textures have a specific section just above the top of the torso there is a circle with a crooked line running through it, on the left is just a static light brown colour and on the right is a static dark brown colour. Whereas in RCM, that previously mentioned static light brown colour has been replaced by something which looks like fabric.
I am assuming that section is for the neck area of the robe.
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5 minutes ago, Todd Hellid said:I just did and I still get the same crash in the same place.
Can you please list all of the mods you have installed? This will help me determine if another mod is the cause of your issue.
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13 hours ago, ebmar said:More details will follow soon! So stay tune to be updated or you can follow the thread for notifications! 😁
Is this a reskin? Or a new area completely? Either way, looking forward to it!
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4 hours ago, Todd Hellid said:Is it compatible? I'm wondering if it's the cause of the crashing during Goto's Yacht intro scene.
GenoHaradan Legacy DEMO 1.4 is out of date.
Please try the latest release instead: -
On 1/31/2021 at 7:48 AM, Kaidon Jorn said:No I didn't mention them to anyone, I just figured that everybody probably already knew about them.
I literally just went poking around Bao-Dur's GBL folder and started listening to every single sound clip.
I came across those and realized they weren't used and started coming up with how I was going to use them.
Very interesting to hear!
Perhaps if he wanted to, @DarthParametric could hypothetically publish the Bao-Dur Armor types as a Modder's Resource like he had done with the "Kel Dor" and the "Thigh High Boots" Modder's Resources so that a mod could be made from the assets he has created.
Then again, DP would probably need to find the files and organize them which is understandably a feat he probably wouldn't want to do 🤷♂️. -
5 hours ago, btsy22 said:https://www.nexusmods.com/kotor2/mods/927 because this one seems to be the one most people recommend but i tried it and it didn't work, and whenever i went into the ebon hawk it would give me an unskippable black screen for a few seconds. tried uninstalling but it didnt fix it, ended up having to delete my save because it was too annoying.
Did you check that mods requirements? It needs this mod installed first to function? If you don't have this than that's the cause of your issue.
Once you install that mod, then install "Handmaiden and Female Exile - Disciple and Male Exile Romance" on top of it and it should work. Though I am not sure how exactly that mod works so I never knew that it allowed females to recruit Handmaiden and males to recruit Disciple.
Alternatively, have you seen this mod? It's called 'PartySwap' and it allows you to recruit Handmaiden and Disciple together meaning if you are female you'll get Handmaiden as well as Disciple.
To install this, just install "TSLRCM" first, then "PartySwap" and if you'd like install the PartySwap compatibility patch version of "Handmaiden and Female Exile - Disciple and Male Exile Romance".
As @Leilukinif the mod author of the mod you listed and should have some experience with what you are desiring to install perhaps if my advice is not the one you are searching for perhaps she could aid you as it is her mod.
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48 minutes ago, sombertownDS said:how do i download? the download button be missing
This thread is a "Work In Progress" or a "WIP". A mod thread in the Work In Progress section simply means that, even though in said thread you can clearly view screenshots of the mod that the author has shared, the mod isn't finished yet meaning that outside of previews and screenshots the author shows you that there are sections which are either incomplete or aren't done yet.
When can you download this particular mod? Well until the mod author @Kexikus says other wise this mod isn't finished and isn't ready for release. There is a saying on this site and that's "it will be done when its done", the reason that saying is said is because when mod authors release there mods early they are bug riddled and unplayable and since Kexikus started this mod 5 years ago it could take him another 5 years to complete if it means that this mod is bug free and fun to play at the end of the day.
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16 hours ago, LoneWanderer said:Success? Can conversion of robe into Bao-Dur’s robe fail? Will the player loose the robe or ‘component’ in this case? if there is luck involved, then players just abuse save/load out of fear of losing rare jedi robes.
Here is an example of where I forgot to be coherent, when I refer to 'success' here is what I mean:
Let's say Bao-Dur has the Craft Feat, he can craft Jedi Padawan Robes and other very basic Robes stat wise. This would be considered a success which I imagine would go something like this.
Bao-Dur:
Bao-Dur: "Let me take a look at what you've got."
Player: "[Give Bao-Dur 1 Jedi Robe and Component]"
Bao-Dur: "[Success] Yeah, this should work. If you let me have it, I can make some changes so it'll fit me. Of course, after I'm through with it, no one else will be able to use it either.""
Now let's say if you gave him a Jedi Master Robe when Bao-Dur has craft.
Bao-Dur: "Let me take a look at what you've got."
Player: "[Give Bao-Dur 1 Jedi Master Robe and Component]"
Bao-Dur: "[Failure] I can't use that."
Player: "Ok, I will return when your craftsmanship improves."
So, in order for the player to be able to 'fix up' every single robe, including rare robes, the player would need to get all the Mastercraft Armor feats. This can be done by player choice at level up, similar to how HK-47 has "Droid Interface" which is an optional feat which helps HK-47 translate a droid in M4-78EP, in Bao-Dur's case, the player can chose to waste a precious feat at level up on Mastercraft Armor which would unlock more capabilities of Bao-Dur fixing up robes for himself. If the feat is given to Bao-Dur via levels then perhaps this restriction would be given via levels, if it is possible, it would be better if Bao-Dur recieved Mastercraft Armor when he becomes a Jedi so that way the player doesn't just hold off talking to Bao-Dur to allow the player to auto-level Bao-Dur to Mastercraft 3.
Keep in mind, once these robes are 'fixed up' by Bao-Dur they get a restriction tag making Bao-Dur the only one who can wear it. When I say 'component' this is merely a restriction to the process which prevents the player from converting every single robe in their inventory into Bao-Dur robes at once, in theory, this component alongside the robe shall be permanently deleted after a 'success' and the player shall be given a Bao-Dur robe in place of the vanilla robe.QuoteWas the cut “Craft” feat exclusive to Bao-Dur? Maybe, characters with this feat could craft additional types of weapons, armors at the workbench, since the base selection of creatable items is limited.
No, literally nothing is known about that feat as even its description wasn't written. When I was pondering for ideas for TSL Gameplay Improvement I was thinking maybe add the Craft Feat as an option feat which is required to allow the craft and break down dialogue option to appear at a workbench, in theory that can still be added in a mod. Maybe the player character receives Craft while most of the party doesn't, let's say HK-47 doesn't have the craft feat and tries to access a workbench in the HK Factory, the result would be the craft and break down dialogue not appearing and the tutorial simply mentioning how the player requires the craft feat to access the craft and break down function.
I am highly sceptical that one could modify the actual crafting system so that certain upgrades cannot be crafted without a feat, so Mastercraft Armor and Weapons for Bao-Dur exclusively was simply a smart way for me to restore the feats as realistically Bao-Dur is the only one who'd craft armor.
QuoteSo, Bao-Dur will get 6 or 7 new selectable feats. Keep in mind that Tech Specialist does not gain many feats on level ups: 8 by level 20. Jedi Guardian class partially compensate for this with 11 feats by level 20 (but Bao-Dur, probably won't be much higher than level 30 overall the last time he is available). Also, Bao-Dur isn’t a powerful character to begin with, thus limiting his access to robes (which are available to other jedi without prerequisites) behind a 3-tier feat still puts him at a disadvantage compared with other party members.
Perhaps, Mastercraft Armor 1 should be granted to Bao-Dur automatically after he becomes a Jedi. In addition, Mastercraft Armor tree can be reduced to two levels: one that Bao-Dur gains automatically and one selectable that is for top tier robes.
Of course, these are small details that can be thought about later in development. Overall your idea is interesting.
By this logic, auto granting Bao-Dur the feats via level-up once he becomes a Jedi would be the best choice then. Maybe grant Master Craft Weapons to Bao-Dur as a tech specialist at a much lower rate, maybe like every 5 levels as in my idea these feats would change what type of energy shield Bao-Dur gives you and Mastercraft weapons 3 gives Verpine Prototype Shields.
15 hours ago, Kaidon Jorn said:There's definitely a lot more that could be done for Bao-Dur. Gonna ponder these ideas for a bit.
I am glad you like my idea, if I may ask how did you discover the audio files and did you ever mention these audio files to the TSLRCM team or anyone by any chance?
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3 hours ago, btsy22 said:just tryna get handmaiden as a female character without having to download a mod for it.
Hypothetically, if you started a New Game as a Male first and then change your appearance to that of a female what you are proposing might work. Though, I wouldn't really recommend this as since you have mentioned KSE that means you do most likely have a PC and therefore can safely install mods.
Is there any particular reason you don't want to use a mod for this endeavour?-
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I wrote this very early in the morning, if certain sections might not make sense or are incoherent or any reason that is the reason why. I encourage the readers, modders or no, to share their thoughts and ideas on my idea. Just to clarify this isn't so much of a 'Mod Request' as this is simply my ideas for a mod which I could probably do myself if I had the necessary files on me, I'm just putting this idea out here so the general public and leave feedback and criticize my idea in-case it isn't as straight forward as I would hope.
As we may know, Bao-Dur cannot wear Heavy Armor, Jedi Robes, Zal Shey Armor or Flight Suit items and as such lacks any models to support him wearing them.
While it is possible with the power of modding to create a new set of models to fill out Bao-Dur's missing armor slots as shown down below, the issue still remains where both Jedi Robes models, Zal Shey Armor and Flight Suit all still have the annoying "Cannot Equipt: Bao-Dur" tag on every single applicable item.
My Theory as to why Obsidian did this:
My theory as to why Bao-Dur has a "Cannot Equipt" restriction tag on Robes, Zhal Shey Armor and Flight Suits and not Heavy Armor is because if Bao-Dur is locked out of the Heavy Armor Feat then it'd be impossible to ever wear a Heavy Armor (Which is precisely what happens in vanilla). Whereas, if the restriction tag isn't set on Flight Suits then Bao-Dur could wear Flight Suits alongside Zal Shey Armor as they require a Light Armor Feat to wear which is a Feat Bao-Dur has, if the player trains Bao-Dur as a Jedi then Dur would also recieve "Jedi Defence" thus allowing Bao-Dur to wear Jedi Robes if he didn't have a restriction tag.
As Bao-Dur lacks an underwear model in vanilla K2 (His underwear model is a copy n paste of his clothes) I shall assume that Obsidian lacked the time to create Bao-Dur's underwear and other body models and as such just thought it'd be easier to simply lock Bao-Dur from ever equipping a Heavy Armor, Jedi Robe, Zal Shey Armor or Flight Suit for that reason.
My solution:
Clearly, the modded models for Bao-Dur to wear the unavailable Armor and robe items which were made by @DarthParametric do exist which lay the possibility of some sort of mod to be made but obviously as long as that restriction tag remains any mod would be impossible. The Underwear and the Heavy Armor can easily be restored simply by adding a Heavy Armor Feat to Bao's utc file, but for the robes, here is my "fix" to that issue:In the TLK file and in audio form, Bao-Dur has these very suggestive unused audio files:
"It's always been tough for me to find proper equipment. Working as a technician, I didn't have much need for anything out of the ordinary."
"But if we're going to keep running into fights, some armor would be useful.""I can wear some types of armor with slight modifications. If you find any of it, bring it to me, and I can fix it up."
"Let me take a look at what you've got."
"Nope, I don't think I can use any of that."
"I can wear a few types of armor with modifications."
"Yeah, this should work. If you let me have it, I can make some changes so it'll fit me. Of course, after I'm through with it, no one else will be able to use it either.""That's all right. I should be able to get by without it."
"This won't take long.{Fade out}"
"{Fade in}There, it's all set. Thanks, General, this will be helpful."Eagle eyed Deadlystreamers may have recognized those VO lines from @Kaidon Jorn's old "Bao-Dur's Electromesh Armor" which added in a quest where, similar to your Lightsaber, the player needed to find a special Electromesh Armor frame and an additional part to which Bao-Dur could use them to build up his Electromesh Armor which would allow Bao-Dur to use his Force Powers along with decent protections to counteract his poorly buffed character.
https://deadlystream.com/files/file/667-bao-durs-electromesh-armor/
As evidenced by Shem L's old "Bao-Dur wears Jedi Robes" mod, the old Revan J slot doesn't have a restriction tag for Bao-Dur, therefore, we can use it.
https://deadlystream.com/files/file/741-bao-dur-wears-jedi-robes/
The Slave Outfit slot is obviously an exclusive use for female characters and doesn't have a restriction tag for Bao-Dur, therefore, we can use it.
Why am I bringing up Revan Robes and Slave Outfits? Well, since Bao-Dur cannot wear either of those items it would then be possible to replace those two slots with Jedi Padawan and Jedi Master Robe models (I am omitting Flight Suits and Zal Shey Armor because in vanilla there are only 2 Flight Suit textures and 1 unused texture so why waste a perfect slot on that and for the Zal Shey Armor unless another slot was found then we couldn't use it unfortunately as I would value Master and Padawan Robes as more important).
Similar to Kaidon Jorn's mod, once the player talks to Bao-Dur they'll need the actual item and a part of some sort in order to convert said item into an item Bao-Dur can wear. So Korn's mod goes "Electromesh Frame and part" whereas the fix would go "Any vanilla Jedi Robe item and part". While it would be simple to allow the player to ask Bao-Dur about his Armor as soon as you recruit him I feel that'd be best saved for once the player leaves Telos IV as Bao's line "But if we're going to keep running into fights" would make much more sense that way.
Once you give Bao-Dur the Jedi Robe plus a part of some sort (I'm thinking this part could be a component or a new item which can be crafted at a workbench maybe), the finished product shall be a brand new item which 'mimics' vanilla items. What I mean by this is that, for example, vanilla Dark Jedi Master Robes and Bao-Dur's Dark Jedi Master Robes would be two seperate uti files Bao's uit having a restriction tag to make sure only Bao-Dur can wear it, plus, the Baseitem would be referring to either the Revan Robe or Slave Outfit slot and (should the appearance.2da file be set correctly) work well when only Bao-Dur wears the Jedi Robes with his visible arm.
Another idea which I was thinking of implementing is that when Bao-Dur says "Let me take a look at what you've got." despite having both the Robe you want to convert and its required part what happens is that success of items being converted into Bao-Dur robes is dependent on whether or not Bao-Dur has the 'Craft' feat. I do not know what the cut Craft feat does as its description in the TLK at number "48164" simply says "Craft Description" which indicates Obsidian never finished it, so I'll through my two cents on how I can restore it here.
In addition to Craft, there is also "Mastercraft: Weapons 1, 2 and 3' and "Mastercraft: Armor 1, 2 and 3". Craft could be given to Bao-Dur in his utc file and a description could be written to pretty much say that through his technician skills Bao-Dur is really skillful and can craft energy shields. Mastercraft Armor 1, 2 and 3 would be the requirements for certain Robe items so for example Mastercraft Armor 1 makes Jedi Padawan Robe model items, Mastercraft Armor 2 makes basic Jedi Master Robe model items and Mastercraft Armor 3 makes the high quality Jedi Master Robe model items.
Mastercraft Weapons could also be integrated alongside Mastercraft Armor, maybe if Bao-Dur has Mastercraft Weapons 1 he gives out Energy Shields, Arkanian Shields and Mandalorian Melee Shields, Mastercraft Weapons 2 he gives Echani Shields and Mandalorian Power Shields and Mastercraft Weapons 3 he gives Verpine Prototype Shields. Interestingly, it appears that the three tiers of Armor/Weapons Craft uses the exact same Feat Icon (I got a good feeling that "if_finesse02" could be used as one of the replacement Weapons Craft Feat Icon).
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2 hours ago, ZeldaTheSwordsman said:That is the mod which is messing with you here! The reason is in SS's readme down below.
On 7/14/2018 at 4:50 PM, Sithspecter said:INCOMPATIBILITY:
DUE TO THE UNIQUE WAY THAT THIS MOD IS SET UP, IT IS INCOMPATIBLE WITH OTHER MODS THAT HAVE A UPCRYSTALS.2DA OR MODIFY UPCRYSTALS.2DA. THIS MEANS THAT MOST LIGHTSABER MODS WILL BE INCOMPATIBLE. IF YOU USE THIS MOD WITH OTHER LIGHTSABER MODS AND HAVE PROBLEMS, UNINSTALL BOTH MODS AND CHOOSE ONE TO RE-INSTALL
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3 hours ago, ZeldaTheSwordsman said:No, I have not played TSLRCM yet. I would love to, but I need to buy a PC copy of TSL. I only have the Xbox version. I also despise going with Dark Side stuff in the first place; the only Dark Side point I deliberately get in either game is the one for doing the deathmatch against Bendak Starkiller. I am currently doing a fresh playthrough of K1 now that I have it running again, though.
This kind of just adds to the "calls something crap - doesn't give any productive suggestions themselves" argument here.
Not only have you not played TSLRCM, a mod which expands upon the games arguable lore a lot more in depth (Myself and more can forgive this) but you don't own a PC copy of TSL. So, in theory, if someone was to create this mod for you that means you, who asked for this mod, won't even be playing it.My own personal quote on this from my own past experience on this site.
Spoiler"If I had a Nickle for every time I've seen a user type a claustrophobic wall of text for their mod idea whilst also not even owning the game on PC to actually play the dam mod, I'd have two Nickles.
That's not a lot but it's funny that it happened twice."
But in all seriousness, there are aspects of TSL which are an absolute cluster f*ck when it comes to writing, especially in regards to cut content which really wasn't meant to be cut. With TSLRCM, it really does give the game an 'ending', not the ending it deserves but definitely something you can look at and say "I'm satisfied".
While opinions may definitely differ, whereas some cut content such as Disciples Holocrons or the GenoHaradan provide little to no essential information to the plot of the game other restored content such as the Malachor endings, HK Factory and more really does help expand the plot and the characters as a whole.
Of course, even when 'restored', the game still is a cluster f*ck. For example, much of the restored Jedi Council dialogue makes no sense.SpoilerAlternate TSLRCM Quote:
QuoteKavar: We feel that your true understanding of what happened at Malachor V will only happen in time. And it cannot happen here, near the battlegrounds where you fought.
It cannot happen here, near the battlegrounds where you fought?
They are on Coruscant, a place where the Exile didn't fight a BattleVanilla Quote:
QuoteVash: The war has touched the youngest of the Order. Many of them have lost themselves in battle against the Mandalorians.
Alternate TSLRCM Quote:
QuoteKavar: Revan's influence has grown amongst the youngest of the Order - he speaks to their passions, not their sense.
Kavar: The war has touched them... many of them have found themselves in the war against the Mandalorians.
Vash: It is as I feared. And I fear that we have played into the hands of the enemy.
What on earth do they mean by "lost" and "found" themselves here? Lost would suggest they maybe fell to the dark side whereas found makes no sense. And who on earth is the enemy Vash speaks of? The Mandalorian Wars is over and Revan's Sith Empire hasn't emerged yet.
Restored Quote
QuoteKavar: We must let her go there. That is our only chance to know what has happened, and what the future holds.
We must let her go there, and I will never tell you where that place is and I will totally forget about ever mentioning this.
Or maybe the entire Ravager level:
SpoilerQuoteMandalore: And our cargo?
Zuka: It's being brought aboard, and soon teams will be dispatched to the target sites.
Mandalore: Do the Republic forces suspect?
Zuka: No, Mandalore, the proton cores do not emit a signature the Republic ships can detect.
Zuka: If they do pick up the signal, they will assume it to be emanating from the ship's missile bays.The Mandalorians and the Republic are fighting the same enemy, the Republic doesn't know that the Mandalorians are onboard the Ravager. Considering a Basilisk War Droid attacked Iziz during the Onderonian Civil War either for or against the Republic loyalist Queen I am fairly certain the Republic knows about a Mandalorian presence at least near Onderon, and even if they didn't they wouldn't just assume the Mandalorians are no more as clearly Mandalorian mercs are a thing.
So why would Mandalore want to hide the fact that he is bringing bombs aboard an enemy vessel which by destroying said vessel with greatly benefit the Republic.
There are quite a few plot points in cut content and in the vanilla game which could be rewritten because it makes little sense, past mods like Malachor VI and Ravager Rewrite have tried to fixed these in the past though they never came to fuition.
Here, you want to rewrite lore which works. This might not be popular with people for a variety of reasons.
On 1/17/2021 at 3:27 AM, ZeldaTheSwordsman said:Revan needs to be locked in as Light Side.
This makes the first game's multi choice RPG system redundant if this was true, why would my choices in Kotor 1 matter if at the end of the day my character was destined to be a Light Side Jedi Hero. From what I read, your issue with the alignment choice is "Both Light Side and Dark Side choices for Revan in TSL are *so* similar to one another that it is pointless as to what my character in K1 did".
So your solution to fix "The Dark and Light Side choices in TSL are so pointless because they're uncomfortably similar" is... to forcibly lock Revan as a Light Sider as that option makes the most sense? TSL isn't meant to be about Revan, it's about to be about the Exile, from an Obsidian Devs point of view back in 2004 a player can start TSL and not have that much before mentioned knowledge about Kotor 1 as the story is meant to focus on the idea that the Exile is the player, not Revan, so from that perspective it would be logical to reduce the player character from K1 into a back thought.
As to why Revan would just let the Star Forge yeet itself into obscurity (Allegedly without a master to wield its power like Revan or Malak, it just fell into the Lehon Sun... nothing like adding salt to the wound) I do agree is quite bizarre. But in the overall plot written for TSL it makes sense as Kreia and Disciple paint Revan as someone "Doing Evil things to prevent a greater evil", Obsidian was trying to build Revan to appear as if his Sith Empire wasn't designed to dominate the Galaxy like it is portrayed in K1, but rather to unify it against a future invasion by the "True Sith".
And then the real issue appears when SWTOR and the books yeet on that idea even more and forcibly lock the Exile as a Light Side Female who dies in the story immediately after TSL (Almost sounds familar to your solution to your perceived problem)
On 1/17/2021 at 3:27 AM, ZeldaTheSwordsman said:* Most of the attempts to tie the Sith Triumvirate and their crap, and the Trayus Academy, to the first game need to be excised. 1. Revan already had a secret ancient Dark Side MacGuffin facility that was part of what factored into their going Dark: it was called the Star Forge. 2. I'm sorry, but I think if Revan and Malak's empire used the Trayus Academy to convert Jedi then Malak would have taken her there rather than Lehon, no? 3. If Revan was sending suitable captured Jedi to Trayus as well as "disappearing" Force-sensitives from the ranks to send them to Trayus (and this seems too big a thing to keep secret from Malak), then somehow I don't think the Dreshdae Academy on Korriban would have been so blindly welcoming to defector Jedi and supposed defector Jedi. And would have been screening students in need of "correction". 4. Subtext in the first game seems to strongly indicate that Revan was Vrook Lamar's Padawan.
Chris Avellone's MouthpieceKreia doesn't get to usurp that. Chuck it all, work in a nonconflicting setup for the Trayus Academy.It's not so much the academy itself which is the problem, its the Sith themselves (Saying the Academy is the main focus of TSL like the Star Forge is to K1 would be like saying Berlin is responsible for WW2).
Nihilus is a galaxy eating "Wound in the Force", similar to a black hole. The word "Nihilus" comes from "Nihilist" which is a person who believes in Nihilism, which can be described as, a viewpoint that traditional values and beliefs are unfounded and that existence is senseless and useless. As Nihilus isn't even refered to as a man, he could be considered the living embodiment of Nihilism if it was a Sith Lord.
Sion, a lord of pain, pretty much can't die because his power in the Force is so strong he doesn't allow himself to die even if she should causing tremendous pain.
These two Sith Lords are far more threatening than any academy in the galaxy, but Sion uses Trayus Academy as his personal base after he kicked Traya out (Hence is why my Berlin comparison is relevant).So the Star Forge 2 isn't true, and I agree with the others that it is strongly hinted that Trayus Academy was abandoned until Kreia reopened it after K1. Unless you can find hard proof from the game files that proves us all otherwise.
On 1/17/2021 at 3:27 AM, ZeldaTheSwordsman said:Rebalance the narrative to present good counterarguments to her interpretation in-story (both spelled out in dialogue and implied through actions in scenes) and also maybe tone Kreia the f*** down in places. Or, in lieu of toning her down, maybe change the story so that the Jedi Masters are overtly trying to draw her out (only to get more than they bargained for)? Just rewrite things around her hard enough that the game as a whole isn't cramming her view of the Force down your gullet (even if Kreia herself still is)
Kreia has thousands of scripts attached to her and thousands of VO. To completely rewrite a bit of Kreia's ideology on the Force would either mean you have over 50% of Kreia's VO which you don't want changed to be voiced by Sara Kestelman, a professional actress with an astounding voice, and have your modified VO voiced by a voice actor from the internet who may or may not charge real cash for her work and you'd be lucky if she was a woman to play the part, let alone have her be old and actually good at voice acting to fit Kreia's role (95% certain any rewrite of Kreia's VO with a second actress will get hated on by the community, even if the writing is good).
Why would the Jedi Masters want to draw her out? In the lore, they want to draw out the Sith so they can fight them but because the Jedi are mysteriously genocided every time Jedi meet (Nihilus) they have exiled themselves until the Council can find enough answers so they can meet on Dantooine again to discuss a battle plan. The Masters feel that they can get answers from the Exile because the Exile, due to their self inflicted cut from the Force, is considered a 'wound in the Force' just like Nihilus was, just like how Nihilus eats planets to sustain himself the Exile kills hundreds and gets stronger (Experience).
That explanation has nothing to do with Kreia, if you were to rewrite it so instead of trying to draw out the Sith and find the Exile the Masters just want Kreia (The Masters thought she died in the Mandalorian Wars) even though Kreia doesn't serve Nihilus or Sion (Thus why on earth would they want her) you'd not only need to recast an actor for Kreia but you'd need to cast an actor for all three Jedi Masters, maybe even more than that if you want Atris and Vash involved as well?
Kreia, Vrook, Kavar, Zez Kai Ell, Atris and Vash all together have thousands upon thousands of VO lines (Plus you might want to redo Vrooks voice in K1. But in my opinion it isn't worth it as anyone who voices Vrook who isn't Edward Asner is always going to get hated on because of the drop of VO quality). You'd need to extensively study the original dialogue of the TSL game, study the K1 lore, write new lore so your rewrite would work, write out a new script to replace thousands of VO lines and at the end of the day probably pay hundreds of real life money to good quality voice actors simply because you don't agree with the plot of the game.
On 1/17/2021 at 3:27 AM, ZeldaTheSwordsman said:* Kreia's prophesy re: Mandalore is dumb for various reasons even in the context of Legends (I'm sure Karen Traviss in particular probably had a few things to say to Avellone about that one). Rewrite it for accuracy or just chuck it outright and never look back.
Chuck out a piece of content which works (A piece of working content in a broken game) simply because you don't like the true fact that in both Legends and Canon that the Mandalorians are literally a shell of their former self by the time of the movies. Consider real life history for example, let's look at the year 1683 at Turkey:
SpoilerIn 1683, Turkey looks like this
SpoilerIn 2021, it looks like this:
SpoilerBack to Star Wars!
In 3978 BBY, the Mandalorians look like this:
SpoilerIn 21 BBY, they look like this
SpoilerSo, in over 400 years, the formidable Ottoman Turkey has become a shell of its former self. In 4000 years in Star Wars, the Mandalorians became a shell of their former self because no matter how much we want to see badass Mandalorians, history moves forward (even in Star Wars) and in order to have an engaging plot which stretches centuries like in Star Wars things must change over the course of history... even if we don't like it.
On 1/17/2021 at 3:27 AM, ZeldaTheSwordsman said:* The Jedi Masters' verdict on Dantooine feels very forced and abrupt, especially given Kavar and Zez Kai-Ell's individual reactions to a Light Side player. The first couple times I played through the game, I actually thought both Light Side and Dark Side players got this scene and it didn't properly take Light Side players into account (because, well, it honestly doesn't). As it stands, this is an unacceptable mess.
Fix 1: Insert sufficient buildup to actually justify the verdict
Fix 2: Change their reasoning for why they're doing what they're doing (maybe along the lines of "Under better circumstances, we would be content to let this be, but there are dangers"?)
Fix 3: Change what they're doing and the setup for Kreia's intervention entirelySo if the Jedi Masters want to draw Kreia out, like you want, she only intervenes when the Jedi Masters try to cut the Exile from the Force again. So in your plot she just follows the Exile in and instead of attacking or trying to capture Kreia the Jedi Masters just explain their entire plans to the Exile... and Kreia... their enemy 🤔
???
And again, you'd need to redo every single Jedi Master line to achieve this.On 1/17/2021 at 3:27 AM, ZeldaTheSwordsman said:* The game tries to pull the same "trying to toughen the galaxy up for an outside threat" retcon on Revan that was elsewhere attempted in Legends re: Thrawn. It doesn't really work with Revan (it was semi-plausible with Thrawn, at least as an original, pre-corruption-by-Palpatine motive), although I'll admit that trying it with Revan still isn't nearly as bullcrap as people using it to try and excuse Palpatine and the Galactic Empire's sins. Regardless, it should probably be chucked.
And replaced with what? Why did Revan turn to the dark side and lead an army to take over the Republic? In Kotor 1, Vrook suspects the Crystal Cave turned Revan to the dark side.
QuoteVrook: I do not believe Revan and Malak were corrupted on the Outer Rim. They had begun their journey down the dark path long before the Mandalorian threat appeared.
Vrook: Here on Dantooine they discovered a sinister cave, a place where the strength of the dark side overwhelms the light.
Vrook: Perhaps this discovery was what first corrupted them... or perhaps they sought the cave out because they were already corrupted.
Vrook: Whatever the explanation, the Order was unable to turn them back to the light. Had the Council taken more decisive action in this matter, perhaps Revan and Malak could have been stopped. But in this we failed.So what's your take? Revan being a morally grey anti-villain who wants to save billions by killing millions? Or "Sinister Cave made me do it!" (With no evidence in K1 to suggest that the cave was sinister)?
On 1/17/2021 at 3:27 AM, ZeldaTheSwordsman said:* Rewrite the timing and wording of HK-50's drugging of the Exile and sabotage of the Harbinger to better fit with the established info about picking up the Ebon Hawk and investigating the Sith warship
Why? I dislike this part as well but why is this so special to the plot?
So, perhaps you can change our minds. If you could point out exact quotes from the game, and rewrite them yourself as examples for us to follow maybe then we might take your idea seriously as modders like ourselves know that, even though we can do much, there is always a limit to our power even if we hypothetically CAN rewrite the game.For example, I hate Peragus: A mining facility built into an asteroid... inside an asteroid field... made up of hyper sensitive asteroids where a single blaster shot can blow up the entire field... and Obsidian is trying to tell me Fuel miners built an entire air locked facility inside of an asteroid inside of a space mine field without blowing it up?
I hate that, but I cannot change that, changing Kreia's character is a tad easier, so maybe you can prove to us why it is so urgent that Kreia's ideology be flipped on its head in order to improve the flow of the game?-
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40 minutes ago, vnth said:I understand this but as I said I dont have the same issue when I load my last year's save. As in I can still play my old saves just fine right now. Id imagine that if the problem is with the mods the game will screw up regardless of save.
If that is the case, why not just load an earlier save and just play from there? If your mods are fine with the other saves simply reload an earlier save and from there simply progress to the game's end.
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2 minutes ago, vnth said:My game is heavily modded
Well, there's your problem.
3 minutes ago, vnth said:Any idea what my problem even is?
You will have to list every single mod you've installed before we can determine what your problem is, the reason for this is that without knowing what you have done no one can determine what your problem is (Think of it like this: A Doctor cannot prescribe medication to you if you keep your mouth shut the entire time).
Ideally, you are required to fill this questionnaire down below as this will give modders the most detailed information to assist you.
Quote1) During the game, when did the problem begin to occur?
2) Did you install the latest version of the mod?
3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version?
4) Did you update your game as required by your game's region? (4-CD version ONLY)
5) Did you use the TSLPatcher, if provided?
6) Were there any errors in the TSLPatcher installation?
7) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.)
😎 Can you be more specific about the error? At what point did it happen?
9) Have you tried re-downloading the mod?
10) Have you tried using a different save game?
11) Have you tried starting a new game?
12) What Operating System do you use? (List Virtual Machines as well if you are using them.)
13) What language is your game set for?
14) Are you playing this on a laptop or a desktop computer?
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5 hours ago, WarKingDovid said:Anyone here that is still around, can you please explain what the difference is between Pure Restoration Installation and Added Content Installation? Please?
"Pure Restoration" is the 'Dustil Restoration' which was left in the game files aka this version is almost exactly as the Obsidian devs intended. The "Added Content" version has some made up content created by Fallen Guarden to fill in some holes with Dustil's plot expanding his story in TSL and what not.
Hope this helps!
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11 hours ago, Thor110 said:you must click "Load KotOR" in the Instance Editor which should present you with a dropdown list of the available modules / levels.
Strange, clicking "Load KotOR" in the instance editor doesn't do anything.
I'm guessing it isn't detecting the 'chitin.key' file, for the directory does it mean "C:\Program Files (x86)\Steam\steamapps\common\swkotor" for example? Or does it want something else?
Here is the new error message if it helps.
SpoilerNullReferenceException: Object reference not set to an instance of an object
AuroraEngine.Resources..cctor () (at Assets/Scripts/ResourceLoader/ModelLoader.cs:11)
Rethrow as TypeInitializationException: The type initializer for 'AuroraEngine.Resources' threw an exception.
KLE.LoadGame () (at Assets/Editor/KLE/KLE.cs:77)
KLE.OnGUI () (at Assets/Editor/KLE/KLE.cs:43)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditor.DockArea.OldOnGUI () (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, UnityEngine.Matrix4x4 worldTransform, UnityEngine.Rect clippingRect, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.IMGUIContainer.HandleIMGUIEvent (UnityEngine.Event e, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUIRaw (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.IMGUIContainer.SendEventToIMGUI (UnityEngine.UIElements.EventBase evt, System.Boolean canAffectFocus, System.Boolean verifyBounds) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.IMGUIContainer.HandleEvent (UnityEngine.UIElements.EventBase evt) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.CallbackEventHandler.HandleEventAtTargetPhase (UnityEngine.UIElements.EventBase evt) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.MouseCaptureDispatchingStrategy.DispatchEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.EventDispatcher.ApplyDispatchingStrategies (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, System.Boolean imguiEventIsInitiallyUsed) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEventQueue () (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.EventDispatcher.OpenGate () (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.EventDispatcherGate.Dispose () (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.EventDispatcher.ProcessEvent (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.EventDispatcher.Dispatch (UnityEngine.UIElements.EventBase evt, UnityEngine.UIElements.IPanel panel, UnityEngine.UIElements.DispatchMode dispatchMode) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.BaseVisualElementPanel.SendEvent (UnityEngine.UIElements.EventBase e, UnityEngine.UIElements.DispatchMode dispatchMode) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.UIElementsUtility.DoDispatch (UnityEngine.UIElements.BaseVisualElementPanel panel) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.UIElementsUtility.UnityEngine.UIElements.IUIElementsUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& eventHandled) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.UIEventRegistration.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.UIElements.UIEventRegistration+<>c.<.cctor>b__1_2 (System.Int32 i, System.IntPtr ptr) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.GUIUtility.ProcessEvent (System.Int32 instanceID, System.IntPtr nativeEventPtr, System.Boolean& result) (at <2500dd078a544a69b6c923861af6cd15>:0)
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Speaking of Christmas come early 😃
Now, after one sets their directories in the tool are their any additional steps when it comes to opening a module in the level editor? Go to "Kotor", "Module Editor" and when I click on the "Load Module" and select .mod or .rim file it does nothing at all at the moment.Opening a .mod or .rim file gives me this error message.
SpoilerNullReferenceException: Object reference not set to an instance of an object
AuroraEngine.Resources..cctor () (at Assets/Scripts/ResourceLoader/ModelLoader.cs:11)
Rethrow as TypeInitializationException: The type initializer for 'AuroraEngine.Resources' threw an exception.
KModuleEditor.OnGUI () (at Assets/Editor/KLE/KModuleEditor.cs:46)
UnityEditor.HostView.InvokeOnGUI (UnityEngine.Rect onGUIPosition, UnityEngine.Rect viewRect) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditor.DockArea.DrawView (UnityEngine.Rect viewRect, UnityEngine.Rect dockAreaRect) (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEditor.DockArea.OldOnGUI () (at <9ddd600ae5964fe0b21a870e08c53748>:0)
UnityEngine.UIElements.IMGUIContainer.DoOnGUI (UnityEngine.Event evt, UnityEngine.Matrix4x4 parentTransform, UnityEngine.Rect clippingRect, System.Boolean isComputingLayout, UnityEngine.Rect layoutSize, System.Action onGUIHandler, System.Boolean canAffectFocus) (at <e11cddb636f444f68eec62123764f018>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr, Boolean&) -
6 hours ago, SouzaZ13 said:I was wondering which file manager app everyone is using to mod Kotor 2?
For Mobile? I'd say the ES File Explorer for Android works well, for iOS I wouldn't have a clue.
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2 hours ago, zbyl2 said:Moding mobile versions should be easy, but there's one additional step to get mods running on iOS: that all files must be 100% lower cased, or a game won't read them. so a_Mod.dlg won't work, but a_mod.dlg should be all good.
Does this same logic apply to 'lip' files? And if so will the lip files still work in lower case even if the audio is in upper case?
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On 12/16/2020 at 9:09 AM, Pimpnkill said:Hey guys, so I'm doing another KOTOR 2 playthrough and wanted to mod the living hell out of the game. I'm using the steam version with the aspyr update and following this build: https://www.reddit.com/r/kotor/wiki/kotor2modbuildfull#wiki_kotor_2_full_build Thing is, I wanted to use additional mods as well and want to make sure that I can mod it to be stable. The big mod that I wanted to try out is M4-78ep, but this full build states that it is incompatible. I saw that in the list of mods, the Extended Korriban Arrival mod is not compatible, nothing else popped out though. Is anybody aware of any other mods that I would have to exclude from that list to get m4-78 working? Also wanted to try out the Coruscant expansion - if anybody has any insight to mod compatibility with that mod as well, it would be much appreciated!
Here is the problem with Extended Korriban Arrival, the mod would work with M4-78EP but the issue is that it reuses the cut lines restored in Extended Korriban Arrival which means if you use both M4-78EP and Extended Korriban Arrival you shall hear the same audio twice... though it won't break your game.
Other than that, I'm unaware of any other mods from that list that would be incompatible.
Oh, btw, you will need this patch in order to get M4-78 and Coruscant to work together.
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4 hours ago, DarthKleycer said:Compatible.
4 hours ago, DarthKleycer said:Compatible.
4 hours ago, DarthKleycer said:Compatible.
4 hours ago, DarthKleycer said:Most likely Compatible.
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2 hours ago, SouzaZ13 said:Are there any ported models from TOR or revan robes for sith lords?
Most of the ported TOR models can be found in @DarthParametric's content:
https://deadlystream.com/profile/15735-darthparametric/content/?type=downloads_file
What is there is there, not all of it is TOR ports and some are a hybrid of TOR ported content with Kotor content.
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9 hours ago, LoneWanderer said:Vanilla TSL has some troubles with this scene too. If Kreia in active party and the player controls 3rd character (not the Exile or Kreia), the Exile doesn’t walk with Kreia to the center of the courtyard, nor later to the Council, he just stands at the entrance of courtyard. After Kreia's speech ("It has been some time..., etc"), the game just teleports the Exile to the masters and scene continues to play as usual. The game struggles, but still manages to function without breaking, so the problem is hardly noticeable.
TSLRCM somehow aggravates the problem, so that cutscene breaks and the player becomes stuck inside cutscene. Camera moves to the Exile, but cutscene doesn’t start (Kreia should go and sit in the courtyard and start talking, etc). See screenshot.
I can avoid this bug if I walk into cutscene controlling the Exile or Kreia. So nothing too serious, just want to know if the problem is on my side or not.
So from what I can tell, in vanilla when you bring party members with you to the Enclave they just get glued in position around where Kreia is standing in your screenshot. In TSLRCM it appears as if they are removed completely either during or after the animated camera (Presumably to make way for the party mind reading scene on the Ebon Hawk which takes place during the Enclave scene) so either:
A) By removing the party, it therefore breaks the game if you decide to play as a third party member when entering because the character you are technically controlling has been forcibly removed and the game can't handle what just happened... orB,) It has something to do with the Tobin Nihilus cutscene which plays instantly upon entering the Jedi Enclave in TSLRCM.
MOD:Extended Enclave Tweaks
in Mod Releases
Posted
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Extended Enclave Tweaks
A Mod for Star Wars Knights of The Old Republic 2
Author: N-DReW25
1.3.0 Release Date: 22.03.2025
INSTALLATION:
(It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.)
As this is an add-on for TSLRCM, TSLRCM 1.8.6 is REQUIRED. It will not work otherwise, so have that installed first.
As this is a patch for Extended Enclave, Extended Enclave 2.5.2 is REQUIRED. It will not work otherwise. Install the Extended Enclave mod AFTER TSLRCM and BEFORE the Extended Enclave Tweaks.
The Extended Enclave Tweaks used the M4-78 versions of the Enclave dialogues, if you aren't using M4-78EP none of the M4-78 restricted content should be activated (There exists some weird easter egg ending where, if you kill Vrook, Kavar and Zez-Kai Ell then you can save Vash only to kill her in the Enclave.)
To install, extract the Extended Enclave Tweaks folder to anywhere you like, as long as it is not the SWKotOR2 folder. When you run the installer, it will present you with two options, the option "Main Installation" is REQUIRED as it installs the base mod and "CARTH FIX" is OPTIONAL, select "Main Installation" first and run it.
"CARTH FIX" can be installed after "Main Installation", this option fixes an inconsistency with Carth's armor as seen in TSLRCM. DO NOT USE THIS OPTION if you use DarthParametric's "TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch"
Description:
This is a patch for the Extended Enclave mod which extends version the Rebuilt Enclave sequence with new restored dialogue, scenes and other missing content.
The following scenes have been modified:
1. "Tobin's Corruption"
Colonel Tobin has several head textures in the game files- his main head texture, his Dark Side transition for his end game appearance, and a partial Dark Side transition. This patch will restore the partial Dark Side transition for Tobin's cutscene during the Enclave section of the game.
2. "Admiration"
Scenes in the Jedi Enclave where the dialogue shows an animated fly-by camera have now been made unskippable for the duration of the camera, this was done to allow players to admire the scene for a brief moment rather than skipping it like you can in vanilla.
3. "Disciple's Choice."
The "Disciple's Choice" restored content has been moved from the Ebon Hawk to the Enclave. Once inside the Enclave, Kreia telepathically goads Disciple into telling the Republic what's happening but in doing so, he'd endanger the Exile.
3. "Disciple's Distress Call"
Knowing that Kreia is a Sith and that the Exile and Jedi were in danger, the Disciple contacts Atris, who in turn sends her Handmaidens to Dantooine. Atton will acknowledge this in the post-Enclave scene.
4. "Alternate Lines."
A handful of 'alternate lines' exist within the Enclave files, these have been restored.
5. "Restructuring."
Certain dialogue replied have been restructured so that you don't unknowingly skip past dialogue content by accident.
Known Bugs:
This mod shouldn't have bugs, but youu find any just report it to me on Deadlystream.
Incompatibilities:
Report any incompatibilities to me on Deadlystream.com
Permissions:
This mod may not be modified or distributed without the explicit permission of the authors.
Thanks and Credits:
danil-ch & Darth Hayze: Extended Enclave mod and associated files
Zbyl2: Help with getting it ready for TSLRCM 1.8.6
Leilukin: For her amazing Partywap compatibility patch
Sith Holocron: The Awesome logo and screenshot edits
Exile007: Sion related files
LoneWanderer: Extensive Beta Testing and identifying solutions to 1.0.0 bugs
Alex Star: Discovering the Sion Harbinger and Atris Academy Bypass bugs in version 1.0.0
TSLRCM Team: TSLRCM 1.8.6 and associated files
Bioware: For such an amazing game
Obsidian: For such an amazing sequel and for keeping the cut content in the files
Fred Tetra: For Kotor Tool
Everyone who downloads the mod!
Extended Enclave Credits:
danil-ch and Darth Hayze: Pretty much most stuff, this included lots of scripting, vo splicing, picking up slack when one of us dissapeared, etc...
Thanks go the entire TSLRCM team; your work has been outstanding.
Hassat Hunter; for help with getting it ready for TSLRCM 1.8.2
Sith Holocron; for suggesting a mod collaboration and the cool logo
zbyl2; for help with getting it ready for TSLRCM 1.8.3
Exile007; for contribuitng his early work on the Sion scenes
TESTERS: Loki147, Malkior
Legal:
THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.