N-DReW25

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Everything posted by N-DReW25

  1. Now that it's reskinned, I'm starting to see exactly what you guys mean. I'm sure this game was the first real appearance for the Selkath so that doesn't seem too far fetched. I wonder if "Pyrath" would be a good name for this species, this name was chosen as this species would be from "Pyr" which is a planet in the same system as Manaan. This way there could be some form of connection between Selkath and the "Pyrath" species. I was actually contacted by DarthParametric yesterday and it turns out that I had set the wrong body type in the 2da, that resulted in the broken animations and by fixing it I have since restored the animations of the NPC. So I will hopefully get a mod ready real soon!
  2. Got some good news... and some bad news. The good news, I made the skin!: And I'm sure from that screenshot above, you can already see what the bad news is. For those who aren't familiar with models, that "T-Pose" the alien is doing is the result of a lack of animations, very similar to what I theorized with @Mephiles550 above. I tested this bad boy out, and it turns out he lacks an idle animation, a walking animation, a death animation and presumably combat animations. That means my plan of adding this guy in random locations in the galaxy isn't going to be a thing after all Oddly enough, when you speak to the alien he THEN has animations as seen here: After the convo But when you leave the module and return he's back to T-Posing! So what I think I'm going to do is restore him in the Manaan Swoop Track area, taking the place of one of the Gran's as their ambient scripts make them perform animations which prevents T-Posing.
  3. Inside the models.bif as part of the BIF section of Kotor Tool. No texture exists for this alien, just the model. Here are some more screenshots of the alien from different angles. I had a look through a bunch of Star Wars aliens, could not find one which matched the model. If I'm able to reskin it and still can't find it's species, I might consider allowing the community to submit name proposals and we'll all vote on the species new name. I was thinking something like that, the Bulky Jacket does feel like a biker gang type of NPC... though I don't think it's a Devaronian per say. I agree with you on this one! The body of this alien looks similar to the K1 Quarren, though look closely at the arms. Notice how the Gands arms are sticking out in a T-Pose? That's usually how NPC models look like when viewed from a model viewing program. Here's an example: Assuming the NPC has NO animations in-game (like, none at all, no breathing, no idle animations etc), it will appear in-game as a T-Pose and if it was moving across the map then it simply glides along the ground in that T-Pose because the leg's aren't animated either. If this Gand was a very early draft alien, then it could be assumed that it was never animated and thus appears as a T-Pose in the image here: Unlikely, it looks more like a fly then whatever this is supposed to be: And as we both know, the Gand do look like flies. That could be possible. You see, I don't think Obsidian would've selected their new aliens based on one unused sprite in the game files of K1. Inside the alien VO 2da file exists an entry for an alien species called a "Gotal": https://starwars.fandom.com/wiki/Gotal Only the name is ever mentioned, there is absolutely no evidence of Gotal's being a thing for K2 other than that one name mention in a 2da. It can safely be assumed the Gotal's probably became Devaronian's in the end and that the decision to make the K2 aliens were totally independent from K1. That's because it IS. That mouse alien is called a Chadra-Fan, though in the game files it's only ever referred to as N_alien03_low as I wrote on the image. In K2, the N_alien02_low Gran was replaced with the actual Gran alien and the N_alien05_low Quarren was replaced by an actual Quarren. But N_alien03_low was unchanged, why? That is because N_alien03_low, the Chadra-Fan, was never used in K1 despite it existing in the game files. Oh, and an interesting thought: The reason why I suspect the Chadra-Fan was unused in K1 was because the Quarren, Gran and Chadra-Fan were supposed to be "Lite" NPCs. And since they were just designated as "aliens" they simply existed to be background characters, that is why you only see 1 Quarren with Bith VO (Pre-release screens from early 2003 show more Quarren background NPCs on Tatooine who were cut), the Gran simply exist as two swoop fans on Manaan with Duro VO and a has a small role as a GenoHaradan target with Gamorrean VO (Inconsistent) so the Chadra-Fan were probably intended to be background unimportant NPCs with Jawa VO most likely. It's a good thing Obsidian used them and gave them unique VO though.
  4. In the Taris Duel Arena texture files, a file called "LTS_Crowd01.tga" exists which contains these 6 aliens. These low poly, 2D images were probably going to be sprites in the Taris Duel Arena crowd before being left unusued in the end. In this image, you can see a Twi'lek (A very common NPC), a Gran (Only 3 Gran's exist in K1), a Quarren (Only 1 Quarren exists in K1), a Chadra-Fan (An unused alien which was later used in K2) and a purple robed alien and a pink alien of unknown origin. The Twi'lek was probably using the Lite model, which looks like this: The rest of the aliens that do exist in K1 use the N_alien models. N_alien01_low is missing, N_alien02_low is a Quarren, N_alien03_low is a Chadra-Fan, N_alien04_low is missing and N_alien05_low is a Gran. What's the point of mentioning all of this? Well, I found N_alien01_low's model in the game files. Since it's texture does not exist, I decided to apply N_alien01_low''s model to N_alien05_low thus giving N_alien01_low a Gran texture, this is the result: After seeing this model, I belief I have found some sort of missing link here: Now the final missing link here is: WTF IS THIS THING SUPPOSED TO BE? And what is N_alien04_low supposed to be as well? Keep in mind, N_alien04_low's model doesn't exist in the game files unfortunately. If someone could fetch me the UV layout of N_alien01_low's model, I will happily attempt to create a texture for this bad boy... and for you non-Modder's, let's theorize what on earth I found and what species this thing is.
  5. IMPORTANT ANNOUNCEMENT: Two bug fixes have been removed from the Mini Mod Collection and have been added to the brand new Bug Fix Collection Mod for TSL (This was just uploaded, so it may not be approved for public download yet) What this mod does is similar to the Mini Mod Collection, except whilst the Mini Mod Collection is a modular restored content type of mod... the Bug Fix Collection is PURELY bug fixes and has a one time installer which installs all of the bug fixes at once (It has two installations due to compatibility issues concerning the files, but these files work correctly in-game if installed separately)
  6. Version 1.3

    922 downloads

    A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.3.0 Release Date: 15.06.2024 Installation: Please install The Sith Lords Restored Content Mod 1.8.6 FIRST, no exceptions. It is highly advised to install the KOTOR 2 Community Patch before this mod, this is optional. Finally, simply click on the HoloPatcher.exe of this mod, click install and sit back and watch the installer do its magic. WARNING: It is highly recommended that you do not install the game on your system's C drive, especially in Program Files. Windows can have permissions issues when trying to install the mod to a C drive destination. If you are using the Steam version of the game and have installed Steam in its default Program Files location, we advise creating a new Steam Library on a different drive and moving the game there via the game's Properties pop-up in Steam. Description: My Bug Fix Collection is another bug fix mod, though unlike most bug fix mods for Kotor this mod is for Kotor 2 in particular. The amazing TSLRCM and K2CP mods are both excellent in their bug fixing efforts... but they haven't fixed all the bugs. TSLRCM development is essentially finished at this point and the K2CP dev team are focused on the K1CP mod. This mod was released back in 2021 and hadn't been updated again since 2022, since then I learned how to merge UTC file changes instead of hard overwriting them in the .MOD files and the new HoloPatcher was released. I've since gone back to this old mod and given it the love it deserves with these new updates! Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Please report any incompatibilities! Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks: Bioware: For such an amazing game! Obsidian: For such an amazing sequel! Fred Tetra: For Kotor Tool! th3w1zard1: For HoloPatcher! 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.
  7. Since this is a WIP thread for VarsityPuppet and the Chris Cornell head was posted by VarsityPuppet in this WIP thread, it can be a safe bet that Chris Cornell's head would be uploaded by VarsityPuppet. But since Chris Cornell's head hasn't yet been uploaded, a more appropriate question would be to ask @VarsityPuppet if he has any intention of uploading the Chris Cornell head.
  8. Could you describe your system specs? Have you played Kotor before installing the widescreen mods? If you have, did Kotor lag then? Can you describe how the game runs very poorly? Does it run poorly the moment you boot up the game? Does it run poorly and lag when you create a character? Does it run poorly in-game? Does it run poorly when the player character is near smoke effects? How exactly does it run poorly? These are some of the questions we'll need answered if we are to determine the source of your problem: It is recommended you answer these following questions from 1 to 12, this can be used as a framework to keep your answers organised for us modder's to read.
  9. Hello to all who might take interest in this, I was recently testing out some textures for another user who made some textures for Nar Shaddaa. During playtesting, I noticed what appeared to be a minor, yet visibly obvious, a bug that appears to be present in one of the 303NAR module models. I removed the texture mod and as expected these bugs were visible even with the original textures as you can see here below: Exhibit A: Notice how the terminal on the left is brightly lit up, whilst the terminal on the right is dark. Exhibit B: This terminal is in the exact same room as exhibit A, this terminal and the other terminal might be part of the same room model. Both of these light and dark terminals are found in the droid control room inside Vogga's warehouse, where T3 acquires the ID signature. But these aren't the only locations in the same module where these terminals occur, in the image below you can see the same dark terminal texture in the cut dock rooms but this time the dark terminal on the left is lit up like the terminal on the right: I theorize that this is some sort of lighting issue with the model, this isn't urgently in need of a fix; though it would be good if it was fixed as this issue was *really* noticeable when playing with Nar Shaddaa texture packs. In addition to the lighting issue, there is also this massive crack in the wall outside the Docks which can X-Ray into the apartments as you can see here:
  10. For K1? I don't think that'd be possible, feats are hard coded in these games and as such we cannot modify them unfortunately.
  11. View File Non-Aligned passage for Sith Tomb A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 03.10.2021 Installation: Simply copy and paste/drag and drop the file within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove/delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: You might be aware of the Sith Tomb found within the Cave on Korriban, and if you are, you might also be aware that only high Light Side and Dark Side players are allowed inside. In vanilla/TSLRCM, you need to be Level 9 or above whilst your alignment needs to be below 26 (High Dark Side) OR above 74 (High Light Side). This mod will remove the alignment restrictions replacing it with a higher Level restriction. You now only need to be Level 15 or above to enter the tomb, this requirement doesn't conflict with the lore behind the tomb. Known Bugs: This mod shouldn't have bugs, but do keep in mind that the tomb is designed to be easier for Dark Side players and harder for Light Side players... it is unknown what would happen if a neutral player enters the tomb but most likely nothing noticeable would occur. But if anything does happen feel free to leave a bug report on Deadlystream. Incompatibilities: Is incompatible with anything that edits "sec_tomb.dlg". Permissions: Do NOT claim credit for this mod Thanks: Bioware: For such an amazing first game Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool Sniggles: For requesting the mod on Discord 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 10/03/2021 Category Mods TSLRCM Compatible Yes  
  12. Version 1.0.0

    828 downloads

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 03.10.2021 Installation: Simply copy and paste/drag and drop the file within the "For Override" into your Star Wars Knights of The Old Republic 2 override folder Uninstallation: Remove/delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: You might be aware of the Sith Tomb found within the Cave on Korriban, and if you are, you might also be aware that only high Light Side and Dark Side players are allowed inside. In vanilla/TSLRCM, you need to be Level 9 or above whilst your alignment needs to be below 26 (High Dark Side) OR above 74 (High Light Side). This mod will remove the alignment restrictions replacing it with a higher Level restriction. You now only need to be Level 15 or above to enter the tomb, this requirement doesn't conflict with the lore behind the tomb. Known Bugs: This mod shouldn't have bugs, but do keep in mind that the tomb is designed to be easier for Dark Side players and harder for Light Side players... it is unknown what would happen if a neutral player enters the tomb but most likely nothing noticeable would occur. But if anything does happen feel free to leave a bug report on Deadlystream. Incompatibilities: Is incompatible with anything that edits "sec_tomb.dlg". Permissions: Do NOT claim credit for this mod Thanks: Bioware: For such an amazing first game Obsidian: For such an amazing sequel Fred Tetra: For Kotor Tool Sniggles: For requesting the mod on Discord 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.
  13. My memory on that is a bit stiff, but I do recall putting Sullustan's on Manaan (With English VO, replaces a Republic Soldier), in the Hidden Bek Base (A Sullustan is 100% inside the Control Room) and possibly inside the Lower City Cantina (As I replaced most of the commoner NPCs with aliens). Thank you for the compliments, I'm sure it has more to love... though do keep in mind that this mod may still have some "minor" bugs but 98% of the time the mod should still be fun and enjoyable. If you run into a bug, have a complaint or have general feedback feel free to hit me up in the PMs or leave it on the mod's comment section on the file page and I'll be happy to assist!
  14. Is it just me, or is like EVERY Kotor 2 mod on Gamefront now "missing"?

    1. N-DReW25

      N-DReW25

      I would like to clarify that the mods of Gamefront have since been restored, the outage was probably a temporary crash with their servers like DP said.

       

      @ajdrenterDon't upload them here, as SH stated that would be against the rules.

    2. Sith Holocron

      Sith Holocron

      @N-DReW25  @ajdrenter That's not what I was pointing out in Rule 18.  It's this:

      Quote

      In cases of abandonware mods (defined as being content which is no longer publicly available and whose authors have been entirely unreachable for a duration of no less than two years), a process exists for these mods to be reuploaded as archived content on Deadlystream; the specific guidelines are included in the second reply to this thread. If you wish to submit mod that qualifies, you may submit a request to the administrators and they will proceed with the steps towards having the mod publicly uploaded.

      So, you might wanna re-read the Rules pages and upload some mods in accordance to what the page says.  Just in case Gamefront decides to give up the ghost again. (Next time permanently?)

    3. N-DReW25

      N-DReW25

      @Sith HolocronOk, that was honestly my mistake! Shoulda checked the rules to make sure they haven't been updated before making a comment like that.

       

      Sorry for the inconvenience.

    4. Show next comments  57 more
  15. That's actually possible! The utc for Davik's intro and the utc for Davik's battle are two different files meaning just this is possible. I did something very similar for my K1 Gameplay Improvement mod actually:
  16. I'm late by 8 days... but:

     

    Spoiler

    Happy 10th Birthday Cathalan 🎂🥳

     

    1. djh269

      djh269

      Happy Birthday Cathalan! Still waiting on Cathalan 2.0!

    2. Basil Bonehead

      Basil Bonehead

      Cathalan 2.0 is a thing?

  17. Critical bug detected: The TSLPatcher inserts the "m02ac.git" file into the "tar_m02ac.rim" file. Since mods like K1R and K1CP both replace "tar_m02ac.rim" with "tar_m02ac.mod" and the game will prioritize the .mod, the problem becomes that the game will always use the unmodified m02ac.git file from tar_m02ac.mod instead of the modded m02ac.git from the .rim as installed here. Solution: Give the TSLPatcher 2 installation options, the first option will be called "Main Installation" which will install the m02ac.git into the rim file. The second option will be installed afterwards, this one will be called "K1R/K1CP Compatibility", this second installer will install a copy of the modded git file into the "tar_m02ac.mod" file as introduced by K1R and K1CP thus fixing the problem. I only tested this mod a little bit and instantly found this issue, if you got more .git files then you'll probably need to repeat this installer method for them as well. Feel free to PM me for instructions on how to setup a TSLPatcher with 2 installers. Edit: Just checked the TSLPatcher itself, it appears as if most of the files necessary for the mod to work are installed via the rim files. Feel free to PM me @brents742 so I may instruct you how to fix this issue.
  18. Version 1.3.0

    476 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2.0 Release Date: 27.01.2024 Installation: Alongside the "Readme.txt" file will be the following folders: "Audio Mods" "Movie Cutscene Mods" "Override Mods" * To install Audio Mods: Open the Audio Mods folder, open the Taris Sith Raid XBOX VO folder, open the Streamwaves and copy all 4 .WAV files to this directly (swkotor\streamwaves\m02aa\prer99) and overwrite the vanilla files. * To install Movie Cutscene Mods: Open the Movie Cutscene Mods folder, select which mod you'd like to install and simply copy the .BIK file into your swkotor "movies" folder and overwrite the original .BIK files. * To install Override Mods: Open the Override Mods folder, select which mod you'd like to install and copy the files within the mod folder into your swkotor "Override" folder. You cannot install both Dark Jedi mods as they use the same files, please pick only one Dark Jedi mod to install. Uninstallation: Depends on what you've chosen to uninstall. * For Audio Mods, open the "Backup (Vanilla Files)" and copy the .WAVs inside to the prer99 folder and overwrite the Xbox .WAVs you added. * For Movie Cutscene Mods, open the "Backup (Vanilla Cutscenes)" folder and copy the .BIKs inside to your swkotor movies folder and overwrite the Xbox .BIKs. * For Override mods, delete the files you copied into your Override. Description: As you may know, or may even remember, Star Wars Knights of the Old Republic was released on July 15 2003 whilst the PC edition was released on November 19 2003. Obviously, the original Xbox console from 2003 has gone out of fashion a LONG time ago and 95% of the Kotor Modding and Gaming Community in general have migrated over to the glorious PC Master- *Cough* I mean, to the PC. But did you know that Bioware gave Kotor one final improvement before releasing the full game to the PCs? if you've actually played Kotor on the original Xbox (Or maybe even the Xbox 360, Xbox One or even the Xbox Series X) then you'll recall how on the Console edition of Kotor had a variety of oddities like lower resolution textures, different appearances for NPCs, incorrect appearances for NPCs, alternative VO, bugs/glitches, Yavin 4 being locked behind DLC and more... This mod pack is similar to my TSL Mini Mod Collection mod, every update to the KOTOX will include more Xbox inspired mods for the player to install and experience. 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 the Taris Sith Raid dlg, the legal and Revan's death .BIKs and any Dark Jedi texture mods. Report any unknown incompatibilities to me on Deadlystream.com. Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission. Thanks to: l2daorch: For contributing the Taris Sith Raid audio! DarthParametric: For contributing the Xbox textures! DrMcCoy and DarthParametric (again): For helping me with Xoreo's Tools! Effix: For helping me operate the Command Prompt! Asxdefter on YouTube: For his 2010 playthrough of Kotor on the Xbox 360. His Kotor videos were a massive inspiration for making this mod! BlueShadePlays on YouTube: For their 2017 playthrough of Kotor on the Xbox One. As the Xbox One Kotor has 1080p support, their Kotor videos provided HD crystal clear footage of the Xbox features which I recreated in this mod! Bioware: For such an amazing game! JCarter428: For SithCodec! Stoffee: For TSLPatcher! Fred Tetra: For Kotor Tool! 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.
  19. In vanilla, let's say if you went to the Sith Party then the Hidden Bek spy doesn't spawn, if you went to the Hidden Bek spy instead then the Sith Party doesn't spawn. In K1R, both of them spawn regardless. You go to one event and then you go to the next event, if one of them hasn't spawned then most likely you got an incompatibility/bug on your hand.
  20. Reread LDR's last response: Since LDR hasn't yet announced he's finished the updated Kotor 1 Improvement mod, we know that he hasn't uploaded it. I know he's recently finished another mod he's been working on... so I'm not sure if finishing and releasing another so soon is on his agenda, perhaps @LDR can chip in here?
  21. I don't mean to be the one to crush one's hopes and dreams, but... I like the idea of that! Would love to see the finished result. I picture the Cinnegar Weave Armor but in blue? Might I suggest this: You change the Ulic Qel Droma's Mesh Suit texture to the K1 texture as seen here: And change the Mandalorian Heavy Suit texture into Ulic Qel Droma's Obsidian texture: It should still work with your mods intent, you'd be turning a Combat Suit into a Heavy Combat Suit which would make sense as the blue Mandalorian Combat Suit would logically become a Mandalorian Heavy Combat Suit as it is the "next tier" of armor. Wasn't the Echani Shield suit either a K1 Baragwin Shadow Armor or a red Bonadon Heavy Combat Suit before? I still approve of reskinning it though. I like. I'd like to point out something here: This here is the Verpine Fiber Mesh armor, its green and purple... it uses a Military Suit model and has 8 defence. This is the 1st tier of Verpine armor. This here is the Verpine Fiber Ultramesh armor and as you've pointed out this is Davik's War Suit texture. I'm confident that the reason why Davik's War Suit became Ultramesh armor is because the War Suit was intended to be an upgradeable item in K1, it wasn't, but left over files confirms it was and I've since made a mod for that. Have you noticed how the Baragwin items, Darth Bandon's Fiber Armor and all the other upgradeable items from K1 aren't present in K2? I believe that was done because of Obsidian's new upgrade system and because of that they didn't want players going "But Cassus Fett's armor had Immunity Critical Strike in K1, why can't I get it in K2?" though that is just my best guess. This armor has wine red and purple and it has a yellow logo on it... it uses a Military Suit model again but has 10 defence. This is the 2nd tier of Verpine armor. This here is the Verpine Zal Alloy Mesh armor, I am specifically showing you the K1 texture as I do believe this here fits best with the 3 tier Verpine armor. This armor has grey and purple and it has the exact same logo Davik's armor on the chest except here its now purple... it uses the Battle Armor model and has 12 defence. This is the 3rd tier of Verpine armor. I do believe that these textures are ideal for the Verpine Armors, though if you disagree I'd like to hear your reasonings. This I like. It's changes like this which will really put you in competition with the K2 Armor Nitpick mod, but I'd like to see what you can produce... I would to be given a variety of textures to chose from when I play the game. So the Echani Shield Suit and the Iotran Braceman Armor are now Mandalorian armors now? I believe the similarities between Jurgan Kalta's Power Suit and the Fenelar armor was intended, but go ahead with this. I can accept that. Can't wait to see what you can produce!
  22. I suppose there might be possible to make a mod in which the Light Side and Dark Side points are broken and do nothing when you select an LS or DS choice, if one adds a script which adds max LS or DS points to the player on the Trask dialogue I suppose that might work out the way you want it. But wouldn't that ruin the game, in a way? Here is your player killing innocent civilians, robbing old ladies and aiding the most immoral groups you can find and here's Bastila ogling you for being a "better Jedi" than her. And this sort of system would break Kotor 2, that is because K2 offers a variety of differing options which aren't black and white allowing for a diverse set of choices every time you play. Let's assume LS and DS points won't work and your player is 100% light side at the games start, your party members are most likely going to react to "Dark Side" options even if you don't get the points and assuming you still maintain 100% influence over them that means you could train your party as proper Jedi as Kreia gives you a Jedi Prestige Class whilst the Exile is helping the Mercs on Dantooine, helping the Exchange on Nar Shaddaa, killing the Jedi Masters, helping Vaklu and helping Lorso on Telos. The mod you want is very much possible, but wouldn't this just remove a chunk of the Star Wars RPG experience? You mean a mod like this?
  23. I think it goes like this: If a player recruits a party member without this mod, let's say they recruit Carth, save the game and then install this mod... loading that save would have a Level 3 Carth whilst the rest of the party, like Mission, would be level 1.
  24. Technically you can install any mod, including the Jedi Temple mod, onto an Android device... but as you might be aware, you'd need a PC for that. If you wanted a "watered down for Android" version of Jedi Temple, in which you can install it without a PC, it "may" be possible for one to make it... though you probably aren't going to get all of the badass Jedi and Sith stuff. Some of those items require a 2da file to work properly and the only way to make the Jedi Temple mod work on Android without breaking TSLRCM is a TSLPatcher installer... which can only be used on a PC. Plus, I'm not even sure if an Android friendly version of the Jedi Temple mod can be made... we'd need permission from deathdisco to do this and I doubt many will see the point of creating an Android version of a mod when Android can already install and play this mod as long as they have a PC. Also, here's a tip: when talking about a mod or a forum thread... don't use the Thumbnail of a YouTuber's video, use the mod link (Just copy the link from the search bar and just copy it into the thread):
  25. My M4-78 Alternate Skybox Pack has been updated!

     

    The most recent update contains a fix to the broken Quanon Skybox from the 1.0 version and adds Loading Screens to the mod for all 3 Skyboxes.

     

    The 3 Skyboxes you can pick are: Obsidian's original M4-78 Skyboxes, Bioware's Sleheyron Skyboxes and Stoney's M4-78 Skyboxes by Quanon.