N-DReW25

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Everything posted by N-DReW25

  1. That would change Mira's head to Kira's head, yes? When I reread the request I felt it seemed a little vague. Either he's asking us to give Mira Kira's head... or he's asking us to give Kira Mira's clothing instead of the default clothing as per your mod. But if @Untold Prophecy DOES in-fact want Mira with Kira's head, I do have an alternative (but longer) method in which he may want to do that:
  2. Those Christmas items are totally compatible, they are just model, texture and item files. You will have to use cheats to obtain those items though, K1R or not. That is because it is the mod authors who determine whether or not a mod is compatible with K1R or not, the same goes for TSLRCM compatibility. What mod author's are suppose to do is determine whether or not their mod is compatible with K1R/TSLRCM and check YES or NO depending on the answer. However, not every modder plays or has even heard of K1R so some modder's might just say NO to be on the safe side. If you see mod's totally lacking a K1R compatibility sign that means that the mod was uploaded before K1R and the question as to whether it is compatible or not is best asked here (Like the Christmas mods for example, they didn't include a K1R compatibility sign). When you say "plethora of HD skins" I assume you are referring to Dark Hope's mods, here is my assumption on why she says her mods aren't compatible with K1R even though they are compatible (They are textures, K1R modifies very few textures). Her first language is Russian and I believe her second language is English, if she plays Kotor with a Russian translation patch that would mean she'd also only play with mods which also offer a Russian translation... and since K1R is an English-Only mod it's a logical conclusion that Dark Hope has never played K1R thus cannot be certain if her mods are even compatible. As for the Juhani Appearance Overhaul, I do believe that the mod author probably doesn't use K1R hence is why he said it was incompatible. I just checked out the mod and the ONLY thing which raises an eyebrow is upcrystals.2da, but even then, I do believe that since the mod has a TSLPatcher then the mod should be compatible with K1R regardless. 👍
  3. N-DReW25

    GenoHaradan Legacy

    At this stage, it isn't a "quest" in the traditional sense. In this current version, once you defeat Goto on his Yacht Mira will say "If you want, and if you got the credits, I could find him for you. When I say I'm the best bounty hunter in the system, I mean it.". This will suggest that Mira doesn't know the exact location of Zez Kai Ell and that you need to find him. Once the Ebon Hawk scene is over you return to Nar Shaddaa and once you leave you are ambushed by GenoHaradan thugs as seen here: You will then be gassed and taken to the GenoHaradan lair to fight the GenoHaradan leader. Once you defeat him, Zez Kai Ell arrives, recovers the Exile and takes them back to Mira's apartment I will admit, this version of the mod may be considered "bland" to some... though do keep in mind this is utilizing only the very few pieces of cut content which we have left over in the game files, this version is still better than the TSLRP GenoHaradan and the GenoHaradan Beta mods and is 100% compatible with TSLRCM. But personally, I do think I will return to GenoHaradan Legacy for a series of "minor" updates for the mod adding in more basic content to other planets as a means to implement the GenoHaradan throughout more areas of the game. But again, keep in mind that I am currently working on the Revenge of Revan mod and am currently juggling between several other mods.
  4. No, these lines are not included as part of TSLRCM (TSLRCM uses the vanilla lines). These lines are more or less "First attempts" at the VO which got left behind in the game files. If you watch the preview video, you may notice how the lines sound "off" and some lines might even be changed all together.
  5. N-DReW25

    GenoHaradan Legacy

    The mod available for download is in a finished state and is compatible with TSLRCM. You should be able to start the game and finish it with this mod installed, the mod is very unlikely to break and no bugs are thought to exist. All restored content has new restored VO.
  6. ROR Writer here: We do not have a time table for the release of Revenge of Revan Episode 1, but I can assure you that ever since I joined the project the mod has been taking shape nicely and a lot of progress has been made! The reason why we don't have a release date is because one of our major goals for this release is to ensure a bug free experience and bug fixing takes time. Our current goal with Revenge of Revan is to ensure the mod works at all to begin with, once we have stabilized the mod with player feedback and bugfixes then we will have discussions for optimization for other platforms like Android.
  7. Hello, I like what you're doing with this mod here! Though I have noticed a few inaccuracies and issues which I hope to point out. First of all, Three-Tiered Dark Jedi Robes is technically a fashionable new take on a mod I made called "N-DReW's Dark Jedi Robes": You might've noticed that the Dark Jedi Robes has a unique icon, the Dark Jedi Knight Robes has a unique icon and the Dark Jedi Master Robes has a unique robes despite all sharing the exact same texture as the Dark Jedi Robes. "Dark Jedi Robes" is a cut item, it is the Dark Jedi variant of the brown "Jedi Robes" you first get on Dantooine. I've posted another mod which gives Dark Jedi Knight and Master robes the same icon as the Dark Jedi Robe: What N-DReW's Dark Jedi Robe mod does is that it gives the Dark Jedi Knight and Dark Jedi Master robes a texture based on the icon they have in the vanilla game. The reason why I am bringing this up with you is that you've done your robes back to front, you've put the Master Robe as the Knight Robe and the Knight Robe as the Master Robe. I don't want you to not do the Dark Jedi Robes simply because me and ebmar did the exact same thing before you (And before me I believe Space Alex and Shem did the same concept as well in their own mods), I'm simply suggesting you should swap the textures around. Looks like Carth jumped into some red paint I am noticing something here, those are both Dark Jedi Knight textures... yet they look different on both NPCs. Did you reskin the male texture and female texture separately? Because if you did I'd like to inform you that male and female Jedi Robe textures share the exact same texture. For example, if you made a clone of the female light grey robe texture and renamed it to the male robe texture it'd work just fine on a male NPC. I hope to see more come out of this project, I am eager for updates! 👍
  8. I agree that this feature is in-fact jarring to look at, but the reason why this feature and many features of M4-78EP 1.5 is so "bad" is because (Even though you'd probably think this reason is bogus) the dev team who made M4-78EP are both burned out from modding this game for so many years and the fact that they have real life jobs that takes much of the modders time to actually work on the mod (The lead dev is part of the Video Game Industry for example). As a Beta tester for 1.5, I can confirm that 1.5 was released far too early as there'd be no way for the dev team to finish the mod properly with their burn out and real life obstacles (And this was before Covid-19 so I doubt things have gotten any better). I don't blame you for wanting to use M4-78EP 1.3 as the mod is broken in certain areas. You have a good point, but shouldn't the 4-digit code be written down in the player's journal entry update so that the player can always reference the number? This may or may not be the case in the mod, but it would be a good solution to your problem. Usually, the correct code is the number of droids in the colony so once you finally return to the terminal you must keep in mind you murdered droids to get back. In version 1.2 you would kill 5 droids to get back, so you'd -5 from the 4 digit code to complete the puzzle. In 1.5, technically it's -2 but hey idk if the mod is functioning well enough to account for those droids (Been years since I properly played M4-78EP). This is one of the times where you are most likely correct, this version is indeed buggy. I'm correcting you here, the teleportation system is in-fact as crap as Zelda is saying unfortunately. It would've been better if one of those Fast Travel droids were involved, maybe he'd interject into every convo and ask if the player wants to be teleported with the option to decline... heck, a simple animation of the droid party member walking away and then teleporting would've made this look better. Technically, the version he is promoting is the old Steam version 1.3 which was also released way too early... however, it *does* work. I guess what Malkior is trying to say is that, if you give Dark Side Points to anything and everything you dislike it kind of makes it look as if you are the problem and not the person you've dark side pointed. From the looks of it, you like to take a highly defensive approach when responding to criticism. In this case, you are correct... 1.5 is indeed bad, what you could do is instead is further highlight your criticism of the mod and highlight the flaws in a constructive manner without being defensive so at least you look like a good guy who wants to see M4-78EP fixed at some point... let's be real, no one will be able to fix the problems for a while, but at least if you take my criticisms you won't get attacked by other users who think you are being overtly dramatic. This sort of writing comes off as hostile, if your writing is hostile then people will think you yourself are a hostile person and may not take you seriously... but everything you are saying is 100% true which is why you should write your dialogue in a manner which is respectable to the person you are quoting and to the mod (Even if the mod is buggy as hell). Let's say you are in a public library and you just so happen to find a living pig in the fiction section just chilling, what you'd want to do is calmly approach the librarian and politely inform them of the pig and if they don't believe you need to be friendly towards them and try to lead them over towards the pig so they will believe you. If you instead decided to yell and swear at the librarian and them punch her you're going to be seen as the bad guy and you'd be kicked out of the library... even though you'd be 100% correct, there is a pig in the library. And in this case, the library is M4-78EP 1.5 and the pig is all the poorly executed features and bugs. I've rewritten your quote in a way which is purely informal and rebuts Malkior's false claim in a way which is non-confrontational to Malkior himself: You are incorrect, version 1.3 which I am promoting was released in 2017 on the Steam Workshop and was never hosted anywhere else as it was exclusive to the Steam Workshop. The link I've added is an archived version of the Steam 1.3 version which can be used for Steam and non-steam users via any non-Steam Workshop installation. It is fully compatible with TSLRCM as long as the players install TSLRCM first and M4-78EP 1.3 2nd. Well, that is honestly unfortunate. I think that, as long as a user can point out a mod's bugs in a polite manner they can highlight the problems and faults with a mod which can avoid new players from using M4-78EP and then breaking their game because the mod is unstable. Clearly Zelda was a new player who wasn't aware of what he was in for (The teleportation system is only the tip of the ice burg of 1.5), but I can agree with you; the manner in which Zelda stated his dislike for a change was written in an unfair manner. I applaud you taking this convo with Malkior to the PMs.
  9. You extract the entire folder anywhere onto your computer, once the mod is extracted as a folder. Use the TSLPatcher.exe to install your mod. It would be best to extract anywhere BUT the main swkotor folder or any folders found within swkotor, same goes for TSL.
  10. So to find the texture you are looking for, open up Kotor Tool and follow the following rabbit hole: First you should see "Kotor 1" and "Kotor 2", open "Kotor 2", then open "ERFs", then open "TexturePacks", then open "swpc_tex_tpa.erf" (this is the 2nd option), then open "P" and then you should find a big list of every texture starting with P. The texture you are looking for is called "pmbj02". The Star Forge Robes icon located in "swpc_tez_gui" which is directly above "swpc_tex_tpa.erf" (where pmbj02 is located), then open "I" and scroll down until you find "ia_revan_002"
  11. All you have to do is double click the TSLPatcher.exe file which will bring up the "TSLPatcher installer" which, upon clicking the install button, will install the mod. What the TSLPatcher does is *patches* the mod being installed and the mods you already have. If you copied the files from thee tslpatchdata folder and placed it into the Override folder you'd have two things happen: A) If you choose to overwrite your files, any mod you had installed previously will be destroyed. This is because this mod uses Appearance.2da and Heads.2da, these two files contain the appearance and head date for Helena Shan from this mod. If you overwrite the files present within the override folder, Helena Shan *may* still work, however, any other mods you installed before that is gone. Let's say you installed Brotherhood of Shadow, let's just say the you meet the character Daemon Drexl which has a new head and appearance thanks to the Appearance.2da and Heads.2da files. Because you chose to overwrite those files let's pretend you are lucky and the result will be instead of Daemon Drexl looking like Daemon Drexl... he looks like Helena Shan. This is because, by overwriting the original 2da files and destroyed them the game can no longer make reference to Daemon Drexl's correct assets and might just refer to Helena Shan instead. Because this mod adds in just one character, the Brotherhood of Shadow mod would soon break as it adds about 20 or more new characters. Which means once you board the Orion and try to find the new character Matilda... she would be invisible as the game has absolutely nothing to reference her files by. B,) If you choose to NOT overwrite your files, any mod you had installed previously will remain. What results is no better, whilst all of Brotherhood of Shadow and all other mods will be safe... Helena Shan will not. Let's use our previous example and say you have Brotherhood of Shadow installed, when you go to the Cantina and find Helena she will instead look like Daemon Drexl. Because the game cannot reference her correct files, the game will refer to Daemon Drexl instead. What the TSLPatcher installer does is that it will merge this mods 2da files with the 2da files already present within your Override folder. After the installer is done, the 2da files within your Override will contain the data of both Brotherhood of Shadow and Helena because the installer *patched* the necessary files. Some mods are designed to work ONLY if you TSLPatch the mod into the override, so it is best to use the TSLPatcher installer in every and all scenarios. If you own an Android or non-PC device which doesn't support installers, you might have some problems getting just about any mod to work.
  12. I have personally gotten in touch with SithSpecter, he claims that @Neville has permission to use the Helmet Mod.
  13. N-DReW25

    K2 Armor Nitpicks

    That's good to hear! You wouldn't believe how many times I've restored something, and years later another guy restores the same thing in the EXACT same manner as I do. At least your restorations here are original! I actually like your choice here a lot more than Hassat's mod not going to lie. You seem to do something that modders who seek to create "pure restoration" mods would *never* want to do (And would only do so in dire circumstances), use custom content. In this case, you've diversified the original items which had repeated textures and tried to give them a unique spin with vanilla appearing reskins. Even though I'd consider myself a "die hard restoration perfectionist" your mod here is still a very tempting pick for my restored content playthroughs. I noticed 502OND.mod inside the mod folder, my best guess is that Geg the merchant sells yours? But if you modified Geg's merchant utm file, why have a .mod to begin with when you could inject the .utm directly into the .mod (Which should be present as most users should be using TSLRCM). Here I am calling myself a "die hard restoration perfectionist" in my other reply, in my Onderon Item mod I remember replacing all of the Beast Rider NPC armor with the flight suit with an optional install to replace the Sith Beast Handler in the palace (the one zapping the Drexl) with a Beast Rider wearing the armor. Ohhhh. So while my mod simply restores the unused icons for the D-Packages only, you've created unique D-Package icons for each and every implant whilst also implementing fixes to other implants. Very good! I would've made the Militia Armor something you'd be given once you agree to help the Militia, but I see no fault in your option. If the armour is given to you, the player could overlook the item being given and defeat the mercs and play the game without realizing a Militia outfit was added to the inventory. Plus, if you had a script to forcibly equip the armour on the player, you'd have to ensure the script doesn't delete the armor item being worn before and no doubt you'd have players complaining about being forced to wear Medium Armor (Plus, I think Consular's don't get medium armor feat). Zherron could drop the armor on his loot, but then that's Dark Side restricted. Maybe the Administrator gives you the Armor as a reward for saving Khoonda, but if you fought for the Mercs or betrayed the Militia mid-way you wouldn't get the armor. Having the Pazaak Card restored for Dendis Dobo is a good idea I must say! I never knew it was even cut to begin with.
  14. N-DReW25

    K2 Armor Nitpicks

    I do like a lot of the content presented here, I especially love that M'uhk'gfa though there are a few things worth mentioning here: In addition to those, where did you restore the Khoonda Militia Armor and the +/- 1/2 Pazaak Card?
  15. @DarthParametric I was finally able to get KotorBlender working for blender, I had to use 2.0.0 version instead of the 2.0.1 version as Blender wouldn't allow me to enable 2.0.1 due to some sort of error in the "__init__.py" file. In the program I am able to load up 231telsb.mdl.ascii and 901malb.mdl.ascii with ease, note the textures do not show. 901malb.mdl.ascii (With what appears to be the lightning planes in sight) 231telsb.mdl.ascii (With what I suspect is the bird planes) From what you can tell, is this set-up correctly and from here how would I be able to copy the Lightning planes over to 231telsb?
  16. Same here, I also admire your work here! Really goes to show that you don't need to make the next big total conversion 4K HD texture mod in order for your mod to be good. Here's what I think of your options: As you are giving the Sith Uniforms a distinctive "rank" per uniform, I'm certain you're going to modify the utc files for every Sith 'Albino' NPC to change the NPC uniform via the "Clothing Variant" items, and it appears you'll be changing many of their names to match their corresponding rank such as "Sith Major" (as I've noticed in one of your screenshots). So if you are going to modify the utc files, why not change the appearance of said NPC to a Sith Officer variant with a generic head instead of the albino hat heads. I'd say you should keep the albino hat head as a grey hat and keep the grey albino hat head for whatever rank the grey Sith Uniform is, for any Sith Officer who has a different colour of uniform, simply use a generic head without a hat. I would advise this option! It is possible, but would require a TSLPatcher for compatibility and a mod of this scale would be tricky to make a workable TSLPatcher which a new modder could make. As Salk said, don't even bother with this option.
  17. I really do hope that @Tyvokka and anyone else involved in the process do consider hiring out more staff to fill in the gaps, I too have been seeing a plethora of odd behaviour on these forums since Sith Holocrons departure. I once had another individual, who shall not be named, PM me on almost a daily basis asking me to help with his mod installation whilst at the same time creating a help thread with a copy n paste of what he wrote for me in my PM, since we aren't in the same time zone that meant he'd send me a PM and create a help thread at 3 AM and between 8 to 14 hours when I am awake and can read his PM it turns out his problem has already been solved in the help thread... and he'd do this on almost a daily basis. Then there are those few people who revive years old threads from over half a decade ago whether it be dead request or WIP threads and say things which don't advance the original thread, like asking a question to the original poster (who hasn't been online since 2016) or say the obvious like "I made a similar request. I worked on the character, the weapon, and the armor, but it did not get much attention for help." That last bit was by our culprit here, Neville. I would to stress this out, bumping really old threads is utterly pointless. The old thread in which Neville bumped was called "Recruit Mayla" by "HelloWeasel", this thread was started in March 2016 with last activity in May 2016 whilst the original poster, HelloWeasel, has not been online since October 2017. Tldr, that WIP is dead and forgotten, digging out it's dead corpse only to state the obvious isn't helping anyone. Are you suggesting you didn't use Private Messages back in 2015? If you are, I would treat that as factual. But this year, I am fairly certain you have, Sith Holocron might rage quite... but he doesn't rage for no reason. You are referring to @Sithspecter's helmet mod found here on Deadlystream. https://deadlystream.com/files/file/711-republic-helmet/ Maybe you've worded this wrong and I'm just taking this literally, but I must point this out. The Republic Helmet mod was created in 2008 and proof of this can be found here: https://www.gamefront.com/games/knights-of-the-old-republic/file/republic-helmet The FileFront admin review quotes: And the FileFront admin who wrote this has the signature "JC", could've been @JCarter426. So that leaves me with two possibilities: Either you A) Where present on LucasForums back in 2008, had "communication" with SithSpecter to create a helmet" as you claim, or B,) You asked SithSpecter in 2015 for permission to use his helmet mod in your own. I don't doubt Sithspecter gave you permission to use the helmet, in the past, he even gave me @N-DReW25 and @masternetra permission to use the helmet. But unlike you, me and masternetra have released our mods with the helmet included. I recall a similar situation like this with a user named Salk, he'd obtained permission from modder's back in 2010 back on LucasForum and was only able to promise a release of his mod in 2017 and 2020. Obviously, the staff here needed hardcore proof that he DID in fact ask for permission to use the mods as it would be easy to lie about permission. From what he showed, I personally felt that the archived LucasForum email copies of the permission PMs he had was proof enough though this didn't cut it with Deadlystream Staff so as such Salk needed to obtain those permissions again. The problem with Salk is that A) LucasForum at the time was gone for good, no way could he retrieve the PMs as proof B,) Half of the modders from 2010 are also gone for good with no means of contacting and C) Salk had a finished mod he couldn't publish because of those problems. In the end, it turned out that Salk forgot to ask one modder for permission and thus that modder retaliated by demanding the mod be removed, Salk thought the mod wasn't worth the hassle and abandoned his mod. Salk dug himself into a pit which was rapidly filling up with water, I don't think you've done that. You said you asked SithSpecter for permission in 2015? All you'd have to do is scroll down in your PMs to 2015, find the SithSpecter PM in which he granted you permission and screenshot it as proof that you have permission to use SithSpecter's mod in your mod. If you don't have proof (Maybe you deleted it etc), since you aren't in the stages in which you are ready to release a mod all you'd need to do is ask SithSpecter for permission again. When we concept a mod, we always view our own work as brilliant. But when you show a "proof of concept" and ask for help in making your "concept" come to life in the form of a mod, some people may not be able to give you a comment, this could be due to a variety of reasons such as: Poor writing: Such as asking a question on the title and leaving the post blank, stupidly poor english skills without justification (English being a secondary language is a valid justification) Lack of Common Sense: Making the same mistake over and over, ignoring valuable feedback, showing a lack of online social skills Poor concept: No one would want to help make a Kotor 3 mod if the only thing someone can bring to the table is "concept art" drawn in a notebook Rudeness: Being a a*shole to people, writing IN ALL CAPS WITH THE INTENT OF YELLING AT OTHERS. I'm sure you haven't done these things, and I assure you, the reasons stated above aren't the only reasons why people might ignore your pleas. But when you present an idea for a mod, and you haven't done anything else, you'd be lucky if anyone comments on your post to begin with. Modder's like @DarthParametric will have users swarming any WIP thread he makes because we as a community know his work, and we know his mods are beautifully made. As someone who is new to modding, we as a community do not know your talents and as such many probably won't be interested in Recruit Sarna until it is released. This happened to me as well, in 2016 I wanted to make a modding team to make a big, fun mod called the "K1 Gameplay Improvement". I got enough help so that my modding journey could take off, and that journey was stormy, at times I wanted to quite as it was too stressful and at the time I didn't know my ropes around the whole "modding" thing. I obviously had help, I asked questions just like you did and got some form of help as you are... but from what I can tell, the people who are helping you appear to be getting stressed and frustrated as you do not seem to want to take the lead with your own mod, you appear to want everyone else to do most of the work you should be doing. This is your mod, your concept, and is ultimately your responsibility to do. You claim you have coding experience today, back in 2016 when I first started making mods, I made mods because I was bored, I had no prior experience. It took over 4 years for me to finally complete my big mod and I did 95% of the work all on my own, I had to learn the ropes of modding on my own and if I couldn't find a solution... sometimes I just had to abandon a certain aspect of my mod and move on until I could find a solution. Heck, several years ago I wanted my very own section on the forums just like VarsityPuppet. It didn't happen, but that didn't stop me from having a good time and creating my mods! So once upon a time, I was like you, mostly ignored and not much faith in my mod concepts. It wasn't until my the community began to see my modding potential that players began to realize "this looks cool, I want to play N-DReW25's mods!" and obviously, people will only say that about your mod when you have something to physically deliver them. Personally, I HOPE you keep going on your mod and finish it. Along the way, you will learn how to make better mods and hopefully one day you'll present a mod which someone could enjoy. New modders should always view their own mod ideas as a business product, your mod must be 'attractive' in a sense for people to want to both help you make the mod and eventually play your mod. If you can't do both of those things, when you do release your mod not many people will play it unfortunately. Recruitment mods which are successful have a few things: A) A new party member with a new backstory and content B,) New appearances to freshen the experience C) good writing You picked an NPC which already exists, which is ok, there is another mod called "Recruitable Mekel" which fleshes out and expands the character Mekel is a good way, the thing is... Mekel technically has a unique head. You picked Sarna... an NPC with a generic head which is used all throughout the game, that isn't fresh... that isn't attractive to players who'd want to play a recruitment mod and to modders who can help you that might just look lazy. It kind of feels as if you've just put in the names of every generic character into a spinning wheel and it picked Sarna for you. In my opinion, you'd have better luck picking Lashowe, at least she has a unique head and is somewhat of an interesting side character. /I\ I I THIS RIGHT HERE IS GOLDEN ADVICE! I have a hard time believing people on the Deadlystream forums "laughed" at you, if you could provide screenshots of such as evidence that'd be great. If this occurred outside of Deadlystream (or the Kotor Modding Reddit) on another platform then that is outside of our jurisdiction. I've been a modder for 5 years with two big successful mods under my belt with about 20 lesser mods alongside those and even I myself find it difficult to make scripts for this game. Modding requires patience, if you find it too hard you can either keep learning, and keep trying... or you can have a break and stop. Don't force yourself to make a mod if it's stressing you out or affecting you in real life. If you are stuck in the mud with modding, once you finally learn what you're doing and you can finally get out of the mod, it doesn't really become easier for a modder, you just realize there's more mud where that came from. That's the best way I can describe making mods. I've been considering this for a while, but I may just create a video tutorial on how I personally create textures and portrait images for K1 and K2. People aren't necessarily obliged to reply help I'm afraid, but I am certain a person like ebmar would have a good reason as to why he didn't reply. Maybe he himself is too busy with his own mods or real life problems to reply to ANY PM he gets, maybe you wrote your PM poorly and he was turned off from your mod idea. No you weren't, you where ignored. The nicest Sith Holocron has ever been to you is probably in your blog, Qui-Gon Glenn told you in a sarcastic, yet very friendly way, that he isn't making YOUR mod for you. Every other comment since then, you where ignored. Btw, you do voice in mods last, that's an unspoken rule. It is better to have a Recruitment mod with no VO then to get VO first and then cancel your mod (You would've wasted the VO actress' time if you did that so this is a safety rule). I was harsh when I told you that, my intent was to say you should treat your mod as if they 'will' fail. Mods are always abandoned for reasons we may not see today, whether that be finding modding too hard or literally having health issues stopping you from modding as was the case with @Logan23's ROR mod back in the day. Personally, I make my mods in secret... that way, if I have to stop modding, I won't let anybody down... if I died tomorrow, no one is going to be disappointed that I didn't release my super fun mods which I may or may not be developing. Of course, I don't actually *stop* my modding, I take my time to make my mods to ensure that the players receive the best mod they can receive to the best of my own ability. Keep modding, I hope to see your mod finished one day. Though you shouldn't be so sure you will ever finish any mod, the thought of failure should ideally be something which spurs you on to keep creating mod. But I can't/shouldn't force you to think like I do. Ok, when he did that he was pissed with you. Hence is why he did that. I don't know what "changed status update" means, but I assume you meant you delete your spam. What Sith Holocron is angry about is that you spammed the Status Updates in the first place, deleting the spam is like cleaning up the glass after you smashed a window. Legit, the first two was you, one was Basil Bonehead, and the last two was you again and I'm certain there was more status update spam after that which wasn't displayed on the home screen. Plus, the contents of your status updates aren't interesting for people to want to respond in any way. You might as well of said what you said in your status update in your thread and no one would've noticed as I feel you complaining about modding problems probably belongs inside your thread then a status update. Again, your poor literacy and lack of context isn't helping you here. /I\ I I MORE GOLDEN ADVICE! /I\ I I THANK YOU! This is giving me SO much nostalgia, back when I first started modding even *I* needed a step by step help guide to get me started! I would like to point out, even though some users like AmanoJyaku may not have uploaded mods of their own to Deadlystream.com, that doesn't mean their intelligence or ability to help is low or unreliable... if they are helping you, accept the goddam help! But I don't think Neville is ignoring your instructions on purpose or for discriminatory reasons here. So tell me, if you can basic things like modify merchants and placeables and presumably other things... why not stick to that first? Why must you jump into a really hard modding project like a recruitment mod?
  18. "add_sarna" is the script to recruit the recruitable NPC into your party, and "bye_sarna" is the script which deletes the generic NPC on Tatooine (which is the NPC that you talk to to recruit Sarna in the first place, correct?) So what you are saying is that the script "bye_sarna" prevents you from recruiting Sarna, thus meaning "bye_sarna" breaks "add_sarna" as "add_sarna" is the script which recruits her. But at the same time, you mention about when she does join the party. Has the "bye_sarna" problem been resolved or did you remove "bye_sarna" for the sake of testing the utc? If by "Armor" you mean an actual Armor item like Combat Suit, Military suit or Heavy Battle Armor, then Sarna will require either the "Light Armor Proficiency", "Medium Armor Proficiency" and/or "Heavy Armor Proficiency" feats. Without those three feats, any Armor equipped will be unequipped as she doesn't have the "Proficiency" to wear the item. And don't be an idiot when it comes to Armor items and proficiencies, if your item is a Heavy Armor Sarna will need Light, Medium and Heavy feats as that is the tier in which Armor feats go. Do NOT give her Heavy Armor proficiency and leave it at that. If Sarna wears Light Armor like a combat suit for example, just give her the Light Armor Feat. Did you make sure to have added her portrait to the Portraits.2da file? Did you make sure to have set the Portrait to the Sarna portrait in Sarna's utc file? If you couldn't set it Sarna's portrait in her utc file, did you open Sarna's utc file in K-GFF and manually set the "PortraitID" to the number value of your new Sarna Portrait you put into the Portraits.2da in order for Sarna's portrait to appear in-game? That is because she is using a generic commoner head. In K1, only the player characters and party members have the ability to wear masks whilst every other NPC's mask is invisible. To make Sarna wear a mask, you'll have to extract her head MDL and MDX files, open them with MDLEdit, convert the MDL into an ASCII file, open the ASCII file via note pad and implement the "Mask Hook Coding" found within the player/party heads into the appropriate places in the ASCII Once done you'll save your ASCII edit, open the ASCII in MDLEdit once again and convert the ASCII back into an MDL file, one that is done you can finally place Sarna's head model into the Override and her head will have visible Masks. If she was wearing an Armor without a proficiency feat that the Armor requires, the Armor is added to the player inventory and as such Sarna will be left in her underclothes as you've witnessed. You yourself made it so that Sarna's clothing is Republic Soldier uniform, didn't you intend for that to happen? If I may ask, why did you give Sarna the Sith lady a Republic uniform?? About the previous post you sent this thread, I can understand why the following images where shared with us as they are relevant to the post. But how exactly are these following images relevant to the Recruit Sarna mod?
  19. N-DReW25

    Wakey wakey

    Having you considered recruiting more staff to fill in the gaps of the inactive ones?
  20. So I assume that once you give the speech to the soldiers, you see this BIK cutscene movie and it teleports inside the Admin building? I am 98% sure the reason for this choice. It is said that, if Obsidian published the full game TSL in February 2005 this Battle of Khoonda cut content in which the player fights outside was still going to be cut. Why, you might ask? Well, this fight allegedly caused massive amounts of lag for the game on the original XBOX Console editions of the game. So technically, this feature was going to be cut regardless. My theory is that, while the Battle of Khoonda fight works like a charm on modern PCs, this may not entirely be the case for Mobile devices especially older models. Let's just assume you played Battle of Khoonda via TSLRCM on Mobile and it didn't lag, let's assume you have the latest model of Galaxy Samsung phone which is probably going to be powerful enough to run this game no problem... but do keep in mind, that is just your experience, whilst you may play the Battle of Khoonda on your Mobile device perfectly, another user on an old iOS device might lag horribly or crash. Mobile isn't exactly as unified as PC rendition's of this game, so developers of MTSLRCM have to deal with features of TSLRCM which work on PC, work on Android but crash on iOS. Once they fix the crash on iOS, they can ignore PC since PC uses TSLRCM and not MTSLRCM, but then another user reports the exact same crash on Android because of the bug fix done for iOS. That's the situation I am picturing for MTSLRCM for maintaining the mod, it's a bit rough at the moment as obviously the mobile port appeared out of the blue and as such so did MTSLRCM. The Battle of Khoonda in particular could probably never be optimized for Mobile anyway. The reason why it lags so much on the XBOX and Mobile is that XBOX was a weak console which physically couldn't run the Battle at a smooth frame rate and Mobile devices made in the 2010s was never the intended platform for TSL to begin with. Picture this, the game has to render the Khoonda plains module, that is easy, keep in mind, the game will need to render Khoonda's water river and grass effects which even some PCs can barely render properly. About 10 Khoonda Militia NPCs spawn into the module, followed by 20 to 30 Merc's all around the player (these Mercs would be the first NPCs to render), each Merc projects a shadow onto the ground which means about 20 to 30 additional shadows are being rendered before the player, each Merc has scripts attached to them like "heartbeat" which tells them what to do, they are not only hostile to the player but also to the 10 Khoonda militia plus Zherron (These militia and Zherrun also have shadows and scripts attached), the NPC's AI needs to target an NPC to attack which means the Mercs need to decide to attack the Party or the militia NPCs, each Merc NPC is either wielding a Double Vibrosword or a Blaster Rifle which means the game now has to render Blaster bolts being fired between the militia and Mercs, Khoonda militia dual wield pistols meaning each militia fires double blaster bolts, certain Mercs with melee weapons rush the player or the militia forcing the militia to fire scripts to activate melee weapons, the game needs to register the damage being done to each militia and Merc, the game needs to register the Merc attacks done to the Party, the player's Party AI needs to determine which Merc to attack and what feats they shall use. Let's assume that Battle of Khoonda lags your game out and maybe crashes it, what I listed out is the reason why it lags and crashes. If your Mobile device didn't lag, that just means you have a good Mobile device. Having less features may not be fun but it's better for the mod developer's to cut the feature out entirely so that these modder's don't have to spend hours optimizing one specific feature to function across 50 different mobile devices. Would it be better to not experience the Battle of Khoonda or would you rather have a Battle of Khoonda with 2 Khoonda Militia, Zherron and 5 Mercs in a lame fight? That sounds dumb as hell, but the dev's would have to do that to ensure the mod works lag free across ALL Mobile devices. Remember, MTSLRCM dev's would be lucky to have a single Mobile device to Beta test MTSLRCM with, they probably need to test MTSLRCM with many different brands of Mobile device from Android, iOS and more etc in order to properly test it. As such, I reckon community feedback who reports the MTSLRCM bugs to the devs is probably the only way updates and bug fixes can be made considering the dev's probably develop and test this mod on PC anyway as I'm not even sure if they even own a Mobile device (I could be wrong on that). What do you think about this? I'm not sure about Mobile TSL, but I know that on Mobile K1 all custom audio files added to K1 via mod's do not work. If you watch Negative Zero's Brotherhood of Shadow playthrough's, the audio for that mod is silent as well. On PC, Kaevae the thief had no VO so TSLRCM hired an actor to create custom audio for her. Just like the Battle of Khoonda, the Thief DOES work perfectly on PC as intended, however, as you can see, it does not work that great on Mobile. If you are capable of installing this mod, this will remove Kaevee the thief and restore the vanilla questline where Jorran is the thief back into your TSLRCM game. I have not tested it on Mobile so do be cautious! I cannot justify why this is absent, maybe it simply does not work for some reason. But I'm afraid I cannot find a reason why this wouldn't work I'm afraid. Ok, that 100% sounds like a bug! I hope you found this to be useful, feel free to ask me questions.
  21. @Jj117 I messed up my comment and sent it early, give me a few minutes to correct my mistake! I have posted my comment now.
  22. May you clarify "what" content is missing from the MTSLRCM mod that TSLRCM has? I am not familiar with MTSLRCM I'm afraid.
  23. You did install MTSLRCM, right? The Mobile compatible version of TSLRCM? This link is called the "Mobile The Sith Lord's restored Content Mod", this version is exactly the same as this mod except MTSLRCM is designed to be run on Mobile devices. This mod, however, is designed for PC players.
  24. N-DReW25

    GenoHaradan Legacy

    An update which has a "1.0.X" is a bug fix or anything categorized as a bugfix (Such as Russian translations). So the next bug fix update would be called "1.0.4" for example. A content update which changes anything with the plot from little to big would be a "1.X.0" update. So the next update which has actual content to look forward to is "1.2.0" and when that update comes out it will totally have a list of changes and will be referenced in the readme file. Unfortunately, no new updates are planned for the foreseeable future as my efforts are now focused on the Revenge of Revan mod.
  25. I'm pretty sure ChanceLightning simply adds Lightning sound effects to the module, that's how Dxun has thunder despite no visible thunder present in the sky. If I was to disable Lightning in, let's say, 901MAL.are then the result will be visible lightning with no sound effects to accompany the ambiance (Pretty sure the sounds aren't in-sync with the lightning effects). I just downloaded Blender, though I tried to extract Malachor's skybox model files and I cannot find a Malachor model file ending with "sb". I searched through all but one of the model files only to not find the skybox, the last one I didn't search was named "901malb.mdl" and I cannot check it because it won't open in MDLEdit. Instead I get an error message which says the following: