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Everything posted by N-DReW25
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I thought I did remove it, by any chance does the lightsaber building stuff have a non existent conditional? Because if it does, I might've used that non existent conditional to lock off the Lightsaber content. It will be safe for you to remove the Lightsaber stuff from the DLG, it's full of orphan nodes as it's incomplete anyway. This mod was intended for my K1GI mod, however, a user requested the K2 dialogue features be added to K1 so I tried to remove my lightsaber content from the DLG and published. Obviously my attempt at removing the lightsaber content didn't go under *your* radar. 🤣
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- k2 to k1
- computer spikes
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View File K2 Style Dialogue for T3-M4 [K1] K2 Style Dialogue for T3-M4 [K1] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2.0 Release Date: 04.03.2022 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstall: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: Even if you've played the game for less than a day, you might've realized by then that the party member T3-M4 is rather lackluster and is overall useless in your journey across the galaxy. In Obsidian's sequel, T3-M4 is improved by a long shot when compared to his first appearance in Kotor 1. This mod aims to recreate some of the new improvements from Kotor 2 for Kotor 1. What does this mod do? It does the following: * You can ask T3-M4 for Computer Spikes outside the Ebon Hawk. * T3's Computer Spike Dialogue can be repeated meaning you can get the maximum amount of Computer Spikes from T3 in a single dialogue sitting. * T3 can now be used as a portable Workbench. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modify T3-M4's main dialogue. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Special Thanks to: Sdub: For requesting this mod be released as a standalone mod Salk: For rewriting the Workbench script and pointing out some issues with the DLG file ConansHair: For pointing out bugs in 1.1.0 Bioware: For such an amazing game Obsidian: For improving the character T3-M4 in their sequel Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher Everyone who downloads the mod! 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. Submitter N-DReW25 Submitted 01/28/2022 Category Mods K1R Compatible Yes
- 3 replies
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- k2 to k1
- computer spikes
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View File Children NPC Fixes A Mod for Star Wars Knights of The Old Republic and Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 29.01.2022 Installation: Consult this readme's description and the mod screenshots on Deadlystream to select which fix option you'd like to install. Open the folder which contains your fix option and drag or copy the texture/textures within and drop or paste them into your Kotor 1 or 2 Override folder. Recommendation from the mod author: Do NOT install the Caucasian Head option with the Tanned Hands option. Uninstallation: Delete the N_CommKidF01.tga, n_commkidm01.tga and/or N_childFH01.tga files from your Override folder. Description: The Children NPCs in both Kotor games have a few graphical inconsistencies with them, especially the female NPC. The ideal fix for these problems are entirely subjective with multiple solutions for the same problem, this mod is a "pack" of different fixes which will allow you to fix the bugs the way you see fit. The fix options: Bug A: The female child has a tanned head with white hands, thus resulting in mismatched skin. Fix 1: Caucasian Head, thus matching the head with the hands Fix 2: Gloved Children, covering the male and female hands with gloves thus hiding the hands. Fix 3: Tanned Hands, thus matching with the head. Bug B: The female child NPC uses the same hand texture as the male child, thus resulting in the female having masculine hands. Fix 1: Smooth Hands, this fix will smoothen out the hand textures. This option also has sub-options with smoothed Tanned Hands and a male version of the smoothed hands. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modify N_CommKidF01.tga, n_commkidm01.tga and/or N_childFH01.tga. This mod is fully compatible with Star Wars Knights of the Old Republic 2: The Sith Lords. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Sith Holocron: For his feedback on my early mod screenshots. Bioware: For such an amazing game Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher Everyone who downloads the mod! 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. Submitter N-DReW25 Submitted 01/29/2022 Category Skins K1R Compatible Yes
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- annoying children
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Version 1.0.0
11,340 downloads
A Mod for Star Wars Knights of The Old Republic and Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 29.01.2022 Installation: Consult this readme's description and the mod screenshots on Deadlystream to select which fix option you'd like to install. Open the folder which contains your fix option and drag or copy the texture/textures within and drop or paste them into your Kotor 1 or 2 Override folder. Recommendation from the mod author: Do NOT install the Caucasian Head option with the Tanned Hands option. Uninstallation: Delete the N_CommKidF01.tga, n_commkidm01.tga and/or N_childFH01.tga files from your Override folder. Description: The Children NPCs in both Kotor games have a few graphical inconsistencies with them, especially the female NPC. The ideal fix for these problems are entirely subjective with multiple solutions for the same problem, this mod is a "pack" of different fixes which will allow you to fix the bugs the way you see fit. The fix options: Bug A: The female child has a tanned head with white hands, thus resulting in mismatched skin. Fix 1: Caucasian Head, thus matching the head with the hands Fix 2: Gloved Children, covering the male and female hands with gloves thus hiding the hands. Fix 3: Tanned Hands, thus matching with the head. Bug B: The female child NPC uses the same hand texture as the male child, thus resulting in the female having masculine hands. Fix 1: Smooth Hands, this fix will smoothen out the hand textures. This option also has sub-options with smoothed Tanned Hands and a male version of the smoothed hands. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modify N_CommKidF01.tga, n_commkidm01.tga and/or N_childFH01.tga. This mod is fully compatible with Star Wars Knights of the Old Republic 2: The Sith Lords. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Sith Holocron: For his feedback on my early mod screenshots. Bioware: For such an amazing game Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher Everyone who downloads the mod! 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.- 4 comments
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- annoying children
- bugfix
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Version 1.2.0
1,152 downloads
K2 Style Dialogue for T3-M4 [K1] A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2.0 Release Date: 04.03.2022 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstall: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: Even if you've played the game for less than a day, you might've realized by then that the party member T3-M4 is rather lackluster and is overall useless in your journey across the galaxy. In Obsidian's sequel, T3-M4 is improved by a long shot when compared to his first appearance in Kotor 1. This mod aims to recreate some of the new improvements from Kotor 2 for Kotor 1. What does this mod do? It does the following: * You can ask T3-M4 for Computer Spikes outside the Ebon Hawk. * T3's Computer Spike Dialogue can be repeated meaning you can get the maximum amount of Computer Spikes from T3 in a single dialogue sitting. * T3 can now be used as a portable Workbench. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which modify T3-M4's main dialogue. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Special Thanks to: Sdub: For requesting this mod be released as a standalone mod Salk: For rewriting the Workbench script and pointing out some issues with the DLG file ConansHair: For pointing out bugs in 1.1.0 Bioware: For such an amazing game Obsidian: For improving the character T3-M4 in their sequel Fred Tetra: For Kotor Tool Stoffee: For TSLPatcher Everyone who downloads the mod! 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.- 2 comments
- 1 review
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A continuation from the comment section of Dark Jedi Wear Robes mod, I'd like to announce here that the K1 Movie-Style Jedi Master Robes port "kinda" works with Jedi Diversity on the Star Forge. As you can see, the K1 Movie-Style Master Robes mod has no effect on the Jedi Diversity on the Star Forge mod but more importantly it doesn't break either mod meaning you could hyperthetically play both just fine.
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Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)
N-DReW25 commented on DarthParametric's file in Mods
@ConansHair I have taken the liberty of taking that risk, and from what I have seen it didn't go tits-up. As we can see in the screenshot, installing the Movie-Style JKO/JKA Robes alongside DP's mod will have no impact on the Dark Jedi at all. For this reason, I feel it would be safe to use both mods together but as DP said if things somehow go tits-up during your game he will provide no support for it. The safest order of installation, in my opinion, would be this order: 1) JC's Fashion Line I: Cloaked Jedi Robes for K1 1.4 2) K1 Movie-Style Jedi Master Robes 1.0.0 And after those two, in any order: A) Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod) 1.0.1 B.) Jedi Diversity on the Star Forge 1.0.0 I forgot to mention this in the Diverse Jedi comment section, but it's important to note that Movie-Style JKO/JKA Robes is an addon to original JC's Jedi Robe mod as it also requires the supermodel files from said mod. -
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@Jj117 This isn't the right place to upload a mod. Please go to the download section located here: https://deadlystream.com/files/ Click "Submit File" and you should come across the interface to upload your mod to the Download page. Once your mod is uploaded and approved by an Admin, a forum post will be automatically posted in this "Mod Releases" section and the mod shall be avaliable to download at the download section. I hope this helps!
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- republic soldier
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MOD:JC's Fashion Line I: Cloaked Hybrid Robes for K1
N-DReW25 replied to JCarter426's topic in Mod Releases
I "might" be capable of making a compatibility patch between the two mods. -
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Oh nice... a surprise to be sure, but a welcomed one! Where does the new alien audio in the mod come from? By any chance could there be additional alien audio so that we may use these aliens like other alien NPCs? (Like how in TSL there are 3 long, medium and small dialogues with each size containing 3 audio files etc?) Hypothetically, Kel-Dor and Rodian heads don't have to be full body models? Either way, I can fully understand why you probably wouldn't want to make separate heads for all the heads... all the work you'd need to do on ALL those hands, and then of course you have those players who'll come and ask "Can you make this mod compatible with {Insert out of date mod from 2008 which adds in new body models}". I believe so, it's the one DeadMan ported from JKO/JKA for TSL which I, in turn, ported to K1.
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Are the new alien NPCs a single model? I don't see a heads.2da file and your requirement to use one of three Jedi Robe mods leads me to believe you've merged JC's Robe models with the TOR alien heads. If this is the case, would there be a way to possibly make a compatibility patch between Jedi Diversity and the K1 Movie Style Robes by DeadMan? (Even if the end result is that every other NPC wears Movie Style Robes whilst the aliens keep their JC Robes?) Other than that, great work! Any chance of a total Rodian overhaul utilizing the TOR Rodian? I know you've had some experimentation with putting Rodian hands on different NPC body models in the past.
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This response leads me to believe that you haven't even looked at the mod which is linked. Whilst the mod linked isn't compatible with TSLRCM, the mod is "lore friendly" in the fact that you do a sidequest for a Weequay mechanic and as a reward he gives Kreia a cybernetic hand... I don't see how that isn't "lore friendly" and "getting it out of nowhere" when you have specifically asked for the same mod but with Bao-Dur. So you want a Kreia to have a cybernetic hand which looks like this: Keep this in mind, you are requesting this mod... that means you want somebody else to make the mod for you. Linking that cybo-arm is pretty much useless due to the fact that any modder who takes up this requests will have to, not only model a cybo-arm (often from scratch) for Kreia, but they also need to attach said cybo-arm to Kreia's model which looks like this: Any modder's who make this mod would discard your concept for a cybo-arm as it probably won't physically fit with Kreia's robes. And before you say "But Kreia's mechanical hand doesn't add a mechanic hand... it looks just like her old hand" to which I say... "Have you not watched Empire Strikes Back?"
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View File Red Harbinger A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 13.12.2021 Installation: Copy and paste the contents of this mod into your Override folder, overwrite files if necessary. Description: Something which I disliked about the Harbinger in K2 was how it evidently the same class of ship as the Endar Spire but yet it was made so different, from an alternative layout which did not match the Endar Spire to a new blue color scheme which didn't really make much sense as the Endar Spire's red interior matched its red exterior. What this mod will do is replace most of the Harbinger's blue interior textures with the Endar Spire's red textures. Most of the textures had to be ported from K1 though some textures had to be manually recoloured from blue to red as not all of the Harbinger textures existed in K1. This mod also contains loading screens to match the new Harbinger. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which: * Changes the Harbinger loading screens, install any loading screen mods BEFORE this mod! * Changes the Harbinger's textures. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware for such the amazing first game and Endar Spire. Obsidian for such the amazing second game and Harbinger. Fred Tetra for Kotor Tool and everyone who downloads the mod. 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. Submitter N-DReW25 Submitted 12/12/2021 Category Skins TSLRCM Compatible Yes
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- endar spire
- red
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Wow, you actually did it! Was not expecting that... and you went the extra mile by doing 1.8.6! By any chance could you do TSLRCM 1.8.6 logo in the vanilla resolution? Maybe offer it to @zbyl2 for inclusion in TSLRCM or add it as an optional install in this mod? Does anyone know the exact font of the original TSLRCM logo? I'm sure that would be very helpful for Sith Holocron or anyone making this mod.
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Version 1.0.0
174 downloads
A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.0.0 Release Date: 13.12.2021 Installation: Copy and paste the contents of this mod into your Override folder, overwrite files if necessary. Description: Something which I disliked about the Harbinger in K2 was how it evidently the same class of ship as the Endar Spire but yet it was made so different, from an alternative layout which did not match the Endar Spire to a new blue color scheme which didn't really make much sense as the Endar Spire's red interior matched its red exterior. What this mod will do is replace most of the Harbinger's blue interior textures with the Endar Spire's red textures. Most of the textures had to be ported from K1 though some textures had to be manually recoloured from blue to red as not all of the Harbinger textures existed in K1. This mod also contains loading screens to match the new Harbinger. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Would be incompatible with any mods which: * Changes the Harbinger loading screens, install any loading screen mods BEFORE this mod! * Changes the Harbinger's textures. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: Bioware for such the amazing first game and Endar Spire. Obsidian for such the amazing second game and Harbinger. Fred Tetra for Kotor Tool and everyone who downloads the mod. 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.- 1 review
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- harbinger
- endar spire
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Can you please describe how the TSLPatcher isn't working?
- 4 replies
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- players head
- mission
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Underwear is included in all of her head reskin mods, the underwear is the exact same per head mod which might be a bit questionable. If you wanted JUST the underwear, this mod is for you:
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Why don't you just set the TSLPatcher to insert the Vulkar's utc files directly into .mod files? What .mod files are are files which contain a module's information without touching the vanilla module files, this allows modders to "clone" a module's content so that we can mess up whatever we want without messing up the vanilla game files. If this mod's TSLPatcher injected the utc NPC files into the .mod files, you could modify the Black Vulkar's in tar_m03aa.mod, tar_m010aa.mod and so on without causing a single conflict. The K1 NPC Overhaul mod, K1R and the K1 Community Patch utilize these .mod files so at worst your mod would require one of those three mods to work... however, most people use K1 Community Patch nowadays so it shouldn't be an issue.
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Trying to eliminate the user interface from Kotor 1
N-DReW25 replied to Noxxarian's topic in General Kotor/TSL Modding
I believe if you press "CapsLock" on your keyboard this will enter you into 1st person mode which removes the UI, if you warp to another location (let's say "warp danm13") whilst in 1st person mode this will kick you out of 1st person mode and back to 3rd person without restoring the UI. What results is the normal game, you can walk, interact with things, fight things etc but as LoneWanderer has stated it would next to impossible to create any meaningful fight footage without the UI.