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Posts posted by N-DReW25
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Star Wars has some really stupid things in it, and I thought I had seen it all until I was searching the Wookieepedia for Lightsaber crystals and found something called "Dahgee Crystals" which turns a Lightsaber blade from an actual blade into THIS:
Upon seeing... that... I thought to myself "I wonder if this would work in Kotor?"
Which brings us to the topic of this request, would it be possible to recreate the "ZigZag Twisties: Wicked Cheddar Lightsaber" or as normies call it the "Dahgee Lightsaber" for the Kotor games... (And maybe the robe as well if I'm lucky today)
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On 11/11/2020 at 3:25 AM, DarthParametric said:Thank you so much for sharing this! I was able to use it to create an 'adequate' texture for the model, just need to add some final touches before I release this abomination into the wild.
And thank you @Stormie97 for your interjection, while I didn't use your recommendations this time around as both DP shared what I needed and I used photoshop for the skin BUT after the deep frustration I endured during the skinning process I shall take your tips for when I try doing this again in the future.
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2 hours ago, DarthParametric said:If this is an existing untextured TSL head then it is just leftovers from K1 and you don't need to re-unwrap it. You can easily dump a UV layout image from Max or other 3D apps, but since it presumably already has a texture in K1 you just need to identify which it is. What's the model?
The name of the model is "n_dansalvagerh".
It resembles Jorran and Goto however it certainly isn't just a carbon copy of those heads unfortunately.
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So I have a head model for K2, it works flawlessly as a head but it has one major issue... it totally lacks a texture or any form of reference which would make it difficult for me to 'create' a texture for it.
I am asking if it would be at all possible for me to somehow create some sort of "UV Map layout" of the head in a similar fashion to the image of Svosh's collar fix mod down below
SpoilerOr perhaps maybe some sort of program where I can load the head into a model viewing program where I may attempt to create a texture from scratch and use this program to 'view' the texture and the model without launching the game thus giving me more time to experiment with the texture?
Or am I just delusional in even asking this? -
7 hours ago, DeathScepter said:I have a suggestion for Jedi Academy on Dantioone and Sith Academy on Korriban. the suggestions that has a Specialization Trainers for force using specialization of your choice.
Remember how you did the hide for Carth for Republic Veteran Feat, Same principle for the Force Using Specialization
You're going to need to be more specific with your request, I am unaware of what you mean by 'Specialization for the Force'.
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1 hour ago, solcelestial said:ok i will see if this helps
so i found what texture the republic officer is using but i think it is an issue in appearance.2da but i don't know the name of the model that is creating the override for mira's armor.
So i went into the uti and found a disguise error in the file
So its a problem with TSLRCM I removed all of mu mods and just fresh installed TSLRCM and her armor was still the republic officer.
What Sith Holocron meant was that you needed to create your post in accordance to the structure in the thread SH provided.
So you would essentially answer the questions and by answering these questions you give us enough information to properly determine your problem and how to fix it.
Spoiler1) During the game, when did the problem begin to occur?
Example Answer: Mira's apartment
2) Did you install the latest version of the mod?
Answer
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?
Answer
4) Did you update your game as required by your game's region? (4-CD version ONLY)
Answer
5) Did you use the TSLPatcher, if provided?
Answer
6) Were there any errors in the TSLPatcher installation?
Answer
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!.)
Answer
😎 Can you be more specific about the error? At what point did it happen?
Answer
9) Have you tried re-downloading the mod?
Answer
10) Have you tried using a different save game?
Answer
11) Have you tried starting a new game?
Answer
12) What Operating System do you use? (List Virtual Machines as well if you are using them.)
Answer
13) What language is your game set for?
Answer
14) Are you playing this on a laptop or a desktop computer?
Answer
So far you have failed to list out the mods you've installed, someone like me can tell this is 100% a mod conflict with TSLRCM but without a proper list of mods and with no knowledge of what your disguise item is meant to be no one can properly fix your problem.
My guess is that it is Movie Mandalorians? Even though I can guess that you still need to list out *all* of your mods so someone may help you.
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4 hours ago, Salk said:Hello @N-DReW25!
The ambushes by the three dark jedis with one of them speaking the line "Lord Malak was most displeased when he learned you had escaped Taris Alive" are two? One in Kashyyyk and one in Tatooine? Or are there others that I seem to have forgotten?
Thanks!
There's two ambushes in the game which are on Kashyyyk and Tatooine, that being said though this mod doesn't technically alter the ambushes in any way. It modifies the appearances of the generic Dark Jedi NPCs.
If you had my Restored Female Dark Jedi mod installed that means that the two male Dark Jedi will be Proper Sith Assassins but the female won't. Any place or mod with the generic Dark Jedi NPC will be affected, this could include the following:
Leviathan, Star Forge, Manaan Sith Base, Darth Bandon encounters, Brotherhood of Shadow mod, Yavin 4 planet mod, Ord Mantell planet mod and more.-
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13 hours ago, phenex said:Just installed 1.5 and noticed a bunch of lines were cut from the intro sequence.
Atton: "there are signs of life on the surface..."
Kreia: "an adequate job pilot...", "an entire planet wiped clean of life" "although I think that the pilots devices are mechanically accurate..."
Visas: "it orbits dead in space..."
Kreia doesn't even talk, and G0-T0's line of questioning was traded to hk?
Is this how the new intro sequence is supposed to play out?
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.
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On 8/3/2020 at 12:41 AM, DeathScepter said:Tamerbill and UnknownJedi's Kotor 1 Feat and Content Mod, Kotor 1 Force Power Pack 2.0 and Force Retribution works well with your mod if you install them after you install DIalogue from your mod FIRST.
That is good to hear.
On 8/3/2020 at 12:41 AM, DeathScepter said:A Request having a Darth Bandon at Manaan appear due to I was looking in the module where he should appear, he wasn't there. It would be nice to have high quality custom equipment from his encounters
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.
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10 hours ago, Randizzle0110 said:Hello I tried installing this on android trask is a jedi but still has human dialogue please help
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.
5 hours ago, DeathScepter said:I can confirm Like Force Retribution ability Mod is good with this mod
That is good to know 👍
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21 hours ago, DarthParametric said:How you kill an NPC depends on what the scene dictates. How you kill an NPC depends on what the scene dictates. If there is a direct attack, either melee or ranged, then you can typically just have them engage in actual combat with the aid of some assured hits. If you want a display of Force powers, then you'll probably want to go the EffectDeath route prefaced with one or more uses of ActionCastFakeSpellAtObject, assuming you want someone to be shown actually using the power. In the Kreia case she's just doing the "too cool to look at the explosion" routine, so the mooks presumably just play the choking or whatever animation.
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:
Spoilercase 3:
{
int int4 = 0;
int4 = 0;
while ((int4 < 7)) {
DelayCommand((IntToFloat(int4) / 2.4), ApplyEffectToObject(2, EffectDeath(1, 0, 1), GetObjectByTag("SithAssassin", int4), 0.0));
(int4++);
}
}
break;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)Spoilervoid main() {
effect EffectDeath;
object oSith1 = GetObjectByTag("Sith1", 0);
object oSith2 = GetObjectByTag("Sith2", 0);
object oSith3 = GetObjectByTag("Sith3", 0);
object oSith = GetObjectByTag("Sith", 0);
int nParam1 = GetScriptParameter(1);
if ((nParam1 == 1)) {
ApplyEffectToObject(2, EffectDeath, oSith1, 0.0);
ApplyEffectToObject(2, EffectDeath, oSith2, 0.0);
ApplyEffectToObject(2, EffectDeath, oSith3, 0.0);
ApplyEffectToObject(2, EffectDeath, oSith, 0.0);
}
else {
if ((nParam1 == 2)) {
DelayCommand(1.0, DestroyObject(oSith3, 0.0, 1, 0.0, 0));
}
}
} -
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?
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19 hours ago, LoneWanderer said:It is amazing how after all these years there are still many things that can be restored. I admire your perseverance in finding and restoring all bits of the unfinished content!
Thank you! This is but a taste of the Dark Side 😈
19 hours ago, LoneWanderer said:Was there anything interesting or different from the final version?
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.On 7/10/2020 at 10:36 PM, LoneWanderer said:And about Onderon in general: is there any information in the files about the planned additional content? The Iziz section seemed very linear and short for a large and mass-populated city.
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.
On 7/10/2020 at 10:36 PM, LoneWanderer said:And one other thing that interest me in paricular: is there anything explaining the inclusion of turret tower minigame in Sky Ramp? To me, that minigame is the prime example of unfinished content requiring restoration.
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.
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Here is a piece of cut content which wasn't restored in TSLRCM plus some minor cosmetics:
The spoiler contains a preview video, screenshots and relevant information on the content and installation.
I would like to thank @134340Goat for bringing the restored scene content to my attention and @JCarter426for contributing some of the LIP files for said scene.
Coming very soon!
SpoilerLt. Grenn Interrogates the Exile: In module 202tel, the TSF Station module, Grenn has VO to suggest that the player wasn't placed on House Arrest and needed to complete an interrogation by Grenn either inside the office after the Batu Rem encounter or when he confronts you outside the Ebon Hawk as player responses suggest that the interrogation happened outside the Ebon Hawk. This mod restores it during the house arrest scene
Audio Preview:
This mod also restores some 'alternative' and 'extended' dialogue lines spoken by Kreia and Atton
Attack of the Civillian: If you decide to spare the civillian in 203tel in the apartments, you can never get the chance to kill him again. This changes it so that you can kill him whenever you like.This guy:
D-Package Implant Icon Restoration: Four unused Implant icons exist in the files, this patch restores the icons on the "D-Package" implants. This mod has two options, "vanilla" which is the constitution attribute restriction and "feat" which adds the K1 feat.
Feat requires Implant Feat Restoration (IFR) to work properly, install this mod first and then install "Feat" option afterwards to overwrite the implants with vanilla icons from IFR.If you want to install every single patch at once it will install the "vanilla" bundle, to make this work with IFC you need to install IFC first, install "All Mods" and then install "D-Package Implant Icon Restoration (Feat)" to make it work.
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All my efforts to decompile vanilla scripts and even scripts from other people's mods for TSL have all been in-vein. They'd decompile using DeNCS but when I opened them in Kotor Tool text editor and tried to compile it for TSL, even when I didn't even touch the decompiled code, it would always have some form of error preventing me from doing such. The point of me decompiling the scripts was for me to attempt to view the code, see how it works and use it in my own mods but that's seemingly not an option at this time so I've decided to create this thread asking what I would need to do in order to create these scripts for TSL.
1) Dialogue Cutscenes
This I imagine should be fairly basic, what I want to create is a cutscene where NPCs walk from where they are standing to a given set of coordinates. From what I can make out from the scripts I've decompiled, their seems to be two ways for this to work, its either a script which makes an NPC walk to the coordinates or a script which makes the NPC walk to a waypoint which would be placed at my coordinates in the git file.
2) Terminal dialogue to normal dialogue
If you remember on Telos during your house arrest when you'd access a wall terminal, click the option "accept call" and it'd start a normal conversation separate from the wall terminal. From what I can see from the script which does this all I'd need to do is to put either the tag of the NPC speaking or the name of the dialogue into the correct places in the script to work.
3) Opening doors with a script
Through dialogue, I want to create the effect that an NPC is using a security animation to unlock a locked door. Before the convo starts, the door shall be locked and cannot be opened except through this cutscene and shall remain open after the cutscenes end. The script I'd want is one which would turn a door from locked to unlocked and open during said conversation.
If anyone would be able to share their scripts for any of these and/or dip their 2 cents into this topic it would be greatly appreciated
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Thank you both, through this thread I was reminded by how Fallen Guardian actually edited Darth333's K1 Utilities to properly find the "quaternions" that the Kotor orientations use. In the end, I believe I have found something which can help me with my issue and I can now work on getting those static cameras.
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Hello, I am attempting to create "animated cutscenes" (By animated I do mean custom static cameras and moving NPCs) though I am having a problem doing such.
I am currently using the mod "Handy Force Powers" which pretty much adds in the functions of the Whereami armband mod as a Force Power, so to set the coordinates first I am placing the NPCs and the coordinates into the git to ensure that they work first. While I can get the coordinates correct to actually place my NPCs I cannot seem to get the correct orientations so that they face the direction I want them to. A very similar problem occurs with Static Cameras, while I can put them where I want them I cannot get them to point in the right direct.
Would anyone know of any better coordinate mods or tips on how I can get accurate coordinates in TSL? -
12 hours ago, Tachi20 said:I'm sorry to ask this, but which of these modules have the high level item drops that one would consider imbalanced? I want to play without getting such items too early.
A lot of them do, you'll get them from loot drops on the first visit on the Citadel.
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3 hours ago, clone3797 said:This mod used to be up on nexus, but now it has been taken down due to gamefront being back online but it is not there either.
https://www.nexusmods.com/kotor/mods/360?tab=bugs
Full name of Mod was Padme Amidala (PC) 2.0 made by an author with queen in their name
Images of the mod I was able to find
download (1).jfif 5.43 kB · 0 downloads download.jfif 7.81 kB · 0 downloads
I think these are the droids you're looking for- https://www.lonebullet.com/models/download-padme-amidala-pc-knights-of-the-old-republic-model-free-3825.htm
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20 hours ago, Randizzle0110 said:I was wondering if this mod works on android
This mod does use custom mp3 files for dialogue and music so they'll be silent, but other than that i imagine if u installed this mod alone it'll work like a charm
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12 hours ago, phatshady said:Hello! I'm new to the modding world and I want to try my hand at modding some of the PC heads in KOTOR 1.
I'm using KotorTool, can someone tell me what file I need to extract if there is anything special that I have to do outside of dropping the file in the override folder when I am done? That is the one part that I'm not sure of. Also, if there are any tutorials I can find on doing this, that would be helpful as well.
Thank you for all the help!
By "Modding PC heads" do you mean re-skinning existing heads or making new player heads (by re-skinning old ones). Because re-skinning existing heads is the easiest thing to do, I'd highly recommend you start with this first before you try making new player heads.
3SpoilerTo find PC head textures go to "Kotor1/ERFs/TexturePacks/swpc_tex_tpa.erf/P". Inside the "P" category, scroll down until you find PMHA01 and PFHA01. For males, scrolling down past PMHA01 will go down numbers 1 to 5 before the texture becomes PMHB01 and PMHC01 (A, B and C means "Asian", "Black" and "Caucasian"), the same applies to females except the "M" in PMHA01 becomes PFHA01 and so on.
Player head textures go something like PMHA01, PMHA01d, PMHA01d1, PMHA01d2 and PMHA01d3. The "d" and the following numbers are the dark side textures and the amount of dark side the player has, the texture "PMHA01d" is the first transition whilst "PMHA01d3" is the ugly max dark side transitioned texture.
You'll want to extract the file you want to edit as a tga file so you can do your edits to your photo editing software (preferably Gimp or Photoshop). Whatever the name of your file is called, you need to make sure you keep it as that name because when you drop the file into the override it will "override" the vanilla texture with your modified tga file.
Keep in mind that textures are a 2d flat picture, once you open the file it may appear strange. This is because this texture "wraps" around the model it is assigned to. If you renamed PMHA01.tga to PFHA01.tga your PMHA01 texture for a male head will wrap around the female head PFHA01 which will make the head look awful, don't do that.
Here is a link to a tutorial which isn't exactly heads but trust me it will help
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15 hours ago, DeathScepter said:I am letting you know that if you use Kotor Force Pack 2.0 will have the said new force abilities to be duplicated.
Any bugs with any mods I intend to implement will be corrected. Of course, I have no intention of using every single power in the Force Pack. (Plus, a planned "Force Re-balance" would have to be implemented first before integrating FP 2.0 features)
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1 hour ago, baka13 said:I haven't a specific problem I am just curious why to use persuade that make it too easy to complete a quest when you can figure out and find a different smarter way. This is the point of side quest to search about solutions. So even if supposed that is the must skill for your exile character I feel that is not that important
Thx for reply
I wouldn't say it's easier to complete side quests as much as it is much more beneficial to have high persuade when dealing with side quests. Why would you want 300 credits for a bounty when with persuade you get 400 credits, with all of the bounties available by getting 300 credits each bounty you get 1500 credits but by getting 400 with persuade for each bounty you get 2000 credits, multiply that with every other opportunity you can persuade for more credits you got yourself a heck tone of credits to later spend at Suvam Tam's Yavin Station.
In K1, considering Stealth, Demolitions and Awareness are useless I'd recommend pumping it all into Persuade and Repair and sparingly give some points to Computer Use and Treat Injury. In theory, what with all the other hacks in K2 persuading for money credits isn't really that useful in the second game so one may get away with ignoring it but I'd still suggest you pump it all into your persuasion skill.
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9 hours ago, Reevangara said:The first mistake I have is that I am trapped in Zez-Kai Ell's room in Nar Shadda after talking to him and agreeing to meet in Dantooine.
The exit door is locked and there is no way to open it.
I already installed the whereami bracelet and I can equip it, but when I wanna use it it does not appear next to the grenades and the medpacs, but in the menu of my character I have it equipped.Next time you use TSL use this mod instead
https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/handy-force-powers-1
It adds a Where am I function as a force power and it adds a power that unlocks nearby doors.
Kotor 2 Mobile releases 12-18-20!
in TSLRCM
Posted
I hope the modding flaws of the first Kotor port aren't present in the Kotor 2 port... but I doubt it.
And I really hope there isn't a shittier version of Steam Workshop for Mobile 🤮 .