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Everything posted by N-DReW25
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Greatly appreciate the entire mod list but we still have problems. My only guess is that you've somehow corrupted your mod installation, this could be done by installing mod versions over the top of older versions like what you did with GenoHaradan Legacy Demo 1.4 and GenoHaradan Legacy 1.0.2. My advice would be to reinstall the game, install the mods again with their latest and most up to date versions and try that, in my opinion your mod setup shouldn't break at all so doing this should work like a hitch.
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I think, from what I can tell by comparing vanilla with RCM's textures, that the vanilla textures have a specific section just above the top of the torso there is a circle with a crooked line running through it, on the left is just a static light brown colour and on the right is a static dark brown colour. Whereas in RCM, that previously mentioned static light brown colour has been replaced by something which looks like fabric. I am assuming that section is for the neck area of the robe.
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I think I am missing something very important here!
To run Xoreo's tools do I require an additional software to run it or was there additional steps I did not follow? All of the tools with .exe extensions have no icons and clicking any of them it launches a command prompt for a brief second before terminating.Am I missing something here?? 🤔
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Am I missing something here??
Yes. They are commandline tools. You need to run them from a command prompt or use batch files. If you run the program with no arguments it will show the help output which will tell you what arguments are available.
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Probably a bit challenging if you're not from the DOS era.
With Windows key+R you get "Run", here you type "cmd" to launch the command prompt.
Now you need to navigate to where the programs are located.
To change drives, for example D:, you type d:
To change directory you type "cd nameoffolder".
Once you're there you can type the filename to run it, it should then give more instructions about how to use those arguments/parameters. Random example: filename.exe -argument1 argument2
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Is this a reskin? Or a new area completely? Either way, looking forward to it!
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Does anyone know where one can find and download the original files for the HK-Factory?
Repeat, the original, unedited, straight from Xbox, incomplete HK-Factory modules... the modules from TSLRCM have been edited and fixed up, I specifically want the original HK-Factory files for analysis reasons.-
@Sith Holocron It appears that DarthParametric was able to lend me the files through the official Kotor Modding Discord channel.
Consider this request fulfilled.
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Very interesting to hear! Perhaps if he wanted to, @DarthParametric could hypothetically publish the Bao-Dur Armor types as a Modder's Resource like he had done with the "Kel Dor" and the "Thigh High Boots" Modder's Resources so that a mod could be made from the assets he has created. Then again, DP would probably need to find the files and organize them which is understandably a feat he probably wouldn't want to do 🤷♂️.
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Did you check that mods requirements? It needs this mod installed first to function? If you don't have this than that's the cause of your issue. Once you install that mod, then install "Handmaiden and Female Exile - Disciple and Male Exile Romance" on top of it and it should work. Though I am not sure how exactly that mod works so I never knew that it allowed females to recruit Handmaiden and males to recruit Disciple. Alternatively, have you seen this mod? It's called 'PartySwap' and it allows you to recruit Handmaiden and Disciple together meaning if you are female you'll get Handmaiden as well as Disciple. To install this, just install "TSLRCM" first, then "PartySwap" and if you'd like install the PartySwap compatibility patch version of "Handmaiden and Female Exile - Disciple and Male Exile Romance". As @Leilukinif the mod author of the mod you listed and should have some experience with what you are desiring to install perhaps if my advice is not the one you are searching for perhaps she could aid you as it is her mod.
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This thread is a "Work In Progress" or a "WIP". A mod thread in the Work In Progress section simply means that, even though in said thread you can clearly view screenshots of the mod that the author has shared, the mod isn't finished yet meaning that outside of previews and screenshots the author shows you that there are sections which are either incomplete or aren't done yet. When can you download this particular mod? Well until the mod author @Kexikus says other wise this mod isn't finished and isn't ready for release. There is a saying on this site and that's "it will be done when its done", the reason that saying is said is because when mod authors release there mods early they are bug riddled and unplayable and since Kexikus started this mod 5 years ago it could take him another 5 years to complete if it means that this mod is bug free and fun to play at the end of the day.
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Here is an example of where I forgot to be coherent, when I refer to 'success' here is what I mean: Let's say Bao-Dur has the Craft Feat, he can craft Jedi Padawan Robes and other very basic Robes stat wise. This would be considered a success which I imagine would go something like this. Bao-Dur: Bao-Dur: "Let me take a look at what you've got." Player: "[Give Bao-Dur 1 Jedi Robe and Component]" Bao-Dur: "[Success] Yeah, this should work. If you let me have it, I can make some changes so it'll fit me. Of course, after I'm through with it, no one else will be able to use it either."" Now let's say if you gave him a Jedi Master Robe when Bao-Dur has craft. Bao-Dur: "Let me take a look at what you've got." Player: "[Give Bao-Dur 1 Jedi Master Robe and Component]" Bao-Dur: "[Failure] I can't use that." Player: "Ok, I will return when your craftsmanship improves." So, in order for the player to be able to 'fix up' every single robe, including rare robes, the player would need to get all the Mastercraft Armor feats. This can be done by player choice at level up, similar to how HK-47 has "Droid Interface" which is an optional feat which helps HK-47 translate a droid in M4-78EP, in Bao-Dur's case, the player can chose to waste a precious feat at level up on Mastercraft Armor which would unlock more capabilities of Bao-Dur fixing up robes for himself. If the feat is given to Bao-Dur via levels then perhaps this restriction would be given via levels, if it is possible, it would be better if Bao-Dur recieved Mastercraft Armor when he becomes a Jedi so that way the player doesn't just hold off talking to Bao-Dur to allow the player to auto-level Bao-Dur to Mastercraft 3. Keep in mind, once these robes are 'fixed up' by Bao-Dur they get a restriction tag making Bao-Dur the only one who can wear it. When I say 'component' this is merely a restriction to the process which prevents the player from converting every single robe in their inventory into Bao-Dur robes at once, in theory, this component alongside the robe shall be permanently deleted after a 'success' and the player shall be given a Bao-Dur robe in place of the vanilla robe. No, literally nothing is known about that feat as even its description wasn't written. When I was pondering for ideas for TSL Gameplay Improvement I was thinking maybe add the Craft Feat as an option feat which is required to allow the craft and break down dialogue option to appear at a workbench, in theory that can still be added in a mod. Maybe the player character receives Craft while most of the party doesn't, let's say HK-47 doesn't have the craft feat and tries to access a workbench in the HK Factory, the result would be the craft and break down dialogue not appearing and the tutorial simply mentioning how the player requires the craft feat to access the craft and break down function. I am highly sceptical that one could modify the actual crafting system so that certain upgrades cannot be crafted without a feat, so Mastercraft Armor and Weapons for Bao-Dur exclusively was simply a smart way for me to restore the feats as realistically Bao-Dur is the only one who'd craft armor. By this logic, auto granting Bao-Dur the feats via level-up once he becomes a Jedi would be the best choice then. Maybe grant Master Craft Weapons to Bao-Dur as a tech specialist at a much lower rate, maybe like every 5 levels as in my idea these feats would change what type of energy shield Bao-Dur gives you and Mastercraft weapons 3 gives Verpine Prototype Shields. I am glad you like my idea, if I may ask how did you discover the audio files and did you ever mention these audio files to the TSLRCM team or anyone by any chance?
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- 2 comments
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- character
- choose starting feats
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Hypothetically, if you started a New Game as a Male first and then change your appearance to that of a female what you are proposing might work. Though, I wouldn't really recommend this as since you have mentioned KSE that means you do most likely have a PC and therefore can safely install mods. Is there any particular reason you don't want to use a mod for this endeavour?
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I wrote this very early in the morning, if certain sections might not make sense or are incoherent or any reason that is the reason why. I encourage the readers, modders or no, to share their thoughts and ideas on my idea. Just to clarify this isn't so much of a 'Mod Request' as this is simply my ideas for a mod which I could probably do myself if I had the necessary files on me, I'm just putting this idea out here so the general public and leave feedback and criticize my idea in-case it isn't as straight forward as I would hope. As we may know, Bao-Dur cannot wear Heavy Armor, Jedi Robes, Zal Shey Armor or Flight Suit items and as such lacks any models to support him wearing them. While it is possible with the power of modding to create a new set of models to fill out Bao-Dur's missing armor slots as shown down below, the issue still remains where both Jedi Robes models, Zal Shey Armor and Flight Suit all still have the annoying "Cannot Equipt: Bao-Dur" tag on every single applicable item. My Theory as to why Obsidian did this: My theory as to why Bao-Dur has a "Cannot Equipt" restriction tag on Robes, Zhal Shey Armor and Flight Suits and not Heavy Armor is because if Bao-Dur is locked out of the Heavy Armor Feat then it'd be impossible to ever wear a Heavy Armor (Which is precisely what happens in vanilla). Whereas, if the restriction tag isn't set on Flight Suits then Bao-Dur could wear Flight Suits alongside Zal Shey Armor as they require a Light Armor Feat to wear which is a Feat Bao-Dur has, if the player trains Bao-Dur as a Jedi then Dur would also recieve "Jedi Defence" thus allowing Bao-Dur to wear Jedi Robes if he didn't have a restriction tag. As Bao-Dur lacks an underwear model in vanilla K2 (His underwear model is a copy n paste of his clothes) I shall assume that Obsidian lacked the time to create Bao-Dur's underwear and other body models and as such just thought it'd be easier to simply lock Bao-Dur from ever equipping a Heavy Armor, Jedi Robe, Zal Shey Armor or Flight Suit for that reason. My solution: Clearly, the modded models for Bao-Dur to wear the unavailable Armor and robe items which were made by @DarthParametric do exist which lay the possibility of some sort of mod to be made but obviously as long as that restriction tag remains any mod would be impossible. The Underwear and the Heavy Armor can easily be restored simply by adding a Heavy Armor Feat to Bao's utc file, but for the robes, here is my "fix" to that issue: In the TLK file and in audio form, Bao-Dur has these very suggestive unused audio files: "It's always been tough for me to find proper equipment. Working as a technician, I didn't have much need for anything out of the ordinary." "But if we're going to keep running into fights, some armor would be useful." "I can wear some types of armor with slight modifications. If you find any of it, bring it to me, and I can fix it up." "Let me take a look at what you've got." "Nope, I don't think I can use any of that." "I can wear a few types of armor with modifications." "Yeah, this should work. If you let me have it, I can make some changes so it'll fit me. Of course, after I'm through with it, no one else will be able to use it either." "That's all right. I should be able to get by without it." "This won't take long.{Fade out}" "{Fade in}There, it's all set. Thanks, General, this will be helpful." Eagle eyed Deadlystreamers may have recognized those VO lines from @Kaidon Jorn's old "Bao-Dur's Electromesh Armor" which added in a quest where, similar to your Lightsaber, the player needed to find a special Electromesh Armor frame and an additional part to which Bao-Dur could use them to build up his Electromesh Armor which would allow Bao-Dur to use his Force Powers along with decent protections to counteract his poorly buffed character. https://deadlystream.com/files/file/667-bao-durs-electromesh-armor/ As evidenced by Shem L's old "Bao-Dur wears Jedi Robes" mod, the old Revan J slot doesn't have a restriction tag for Bao-Dur, therefore, we can use it. https://deadlystream.com/files/file/741-bao-dur-wears-jedi-robes/ The Slave Outfit slot is obviously an exclusive use for female characters and doesn't have a restriction tag for Bao-Dur, therefore, we can use it. Why am I bringing up Revan Robes and Slave Outfits? Well, since Bao-Dur cannot wear either of those items it would then be possible to replace those two slots with Jedi Padawan and Jedi Master Robe models (I am omitting Flight Suits and Zal Shey Armor because in vanilla there are only 2 Flight Suit textures and 1 unused texture so why waste a perfect slot on that and for the Zal Shey Armor unless another slot was found then we couldn't use it unfortunately as I would value Master and Padawan Robes as more important). Similar to Kaidon Jorn's mod, once the player talks to Bao-Dur they'll need the actual item and a part of some sort in order to convert said item into an item Bao-Dur can wear. So Korn's mod goes "Electromesh Frame and part" whereas the fix would go "Any vanilla Jedi Robe item and part". While it would be simple to allow the player to ask Bao-Dur about his Armor as soon as you recruit him I feel that'd be best saved for once the player leaves Telos IV as Bao's line "But if we're going to keep running into fights" would make much more sense that way. Once you give Bao-Dur the Jedi Robe plus a part of some sort (I'm thinking this part could be a component or a new item which can be crafted at a workbench maybe), the finished product shall be a brand new item which 'mimics' vanilla items. What I mean by this is that, for example, vanilla Dark Jedi Master Robes and Bao-Dur's Dark Jedi Master Robes would be two seperate uti files Bao's uit having a restriction tag to make sure only Bao-Dur can wear it, plus, the Baseitem would be referring to either the Revan Robe or Slave Outfit slot and (should the appearance.2da file be set correctly) work well when only Bao-Dur wears the Jedi Robes with his visible arm. Another idea which I was thinking of implementing is that when Bao-Dur says "Let me take a look at what you've got." despite having both the Robe you want to convert and its required part what happens is that success of items being converted into Bao-Dur robes is dependent on whether or not Bao-Dur has the 'Craft' feat. I do not know what the cut Craft feat does as its description in the TLK at number "48164" simply says "Craft Description" which indicates Obsidian never finished it, so I'll through my two cents on how I can restore it here. In addition to Craft, there is also "Mastercraft: Weapons 1, 2 and 3' and "Mastercraft: Armor 1, 2 and 3". Craft could be given to Bao-Dur in his utc file and a description could be written to pretty much say that through his technician skills Bao-Dur is really skillful and can craft energy shields. Mastercraft Armor 1, 2 and 3 would be the requirements for certain Robe items so for example Mastercraft Armor 1 makes Jedi Padawan Robe model items, Mastercraft Armor 2 makes basic Jedi Master Robe model items and Mastercraft Armor 3 makes the high quality Jedi Master Robe model items. Mastercraft Weapons could also be integrated alongside Mastercraft Armor, maybe if Bao-Dur has Mastercraft Weapons 1 he gives out Energy Shields, Arkanian Shields and Mandalorian Melee Shields, Mastercraft Weapons 2 he gives Echani Shields and Mandalorian Power Shields and Mastercraft Weapons 3 he gives Verpine Prototype Shields. Interestingly, it appears that the three tiers of Armor/Weapons Craft uses the exact same Feat Icon (I got a good feeling that "if_finesse02" could be used as one of the replacement Weapons Craft Feat Icon).
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I estimate that mod placed a file named (or named similar) "HK-50.utc" or something, a file like that is used extensively during the game and if it is inside the override it'd break every NPC with the tag "HK-50" for example. What is sadder, yet beneficial for you, is that the restored items are restored in TSLRCM and M4-78EP.
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That is the mod which is messing with you here! The reason is in SS's readme down below.
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This kind of just adds to the "calls something crap - doesn't give any productive suggestions themselves" argument here. Not only have you not played TSLRCM, a mod which expands upon the games arguable lore a lot more in depth (Myself and more can forgive this) but you don't own a PC copy of TSL. So, in theory, if someone was to create this mod for you that means you, who asked for this mod, won't even be playing it. My own personal quote on this from my own past experience on this site. But in all seriousness, there are aspects of TSL which are an absolute cluster f*ck when it comes to writing, especially in regards to cut content which really wasn't meant to be cut. With TSLRCM, it really does give the game an 'ending', not the ending it deserves but definitely something you can look at and say "I'm satisfied". While opinions may definitely differ, whereas some cut content such as Disciples Holocrons or the GenoHaradan provide little to no essential information to the plot of the game other restored content such as the Malachor endings, HK Factory and more really does help expand the plot and the characters as a whole. Of course, even when 'restored', the game still is a cluster f*ck. For example, much of the restored Jedi Council dialogue makes no sense. Or maybe the entire Ravager level: There are quite a few plot points in cut content and in the vanilla game which could be rewritten because it makes little sense, past mods like Malachor VI and Ravager Rewrite have tried to fixed these in the past though they never came to fuition. Here, you want to rewrite lore which works. This might not be popular with people for a variety of reasons. This makes the first game's multi choice RPG system redundant if this was true, why would my choices in Kotor 1 matter if at the end of the day my character was destined to be a Light Side Jedi Hero. From what I read, your issue with the alignment choice is "Both Light Side and Dark Side choices for Revan in TSL are *so* similar to one another that it is pointless as to what my character in K1 did". So your solution to fix "The Dark and Light Side choices in TSL are so pointless because they're uncomfortably similar" is... to forcibly lock Revan as a Light Sider as that option makes the most sense? TSL isn't meant to be about Revan, it's about to be about the Exile, from an Obsidian Devs point of view back in 2004 a player can start TSL and not have that much before mentioned knowledge about Kotor 1 as the story is meant to focus on the idea that the Exile is the player, not Revan, so from that perspective it would be logical to reduce the player character from K1 into a back thought. As to why Revan would just let the Star Forge yeet itself into obscurity (Allegedly without a master to wield its power like Revan or Malak, it just fell into the Lehon Sun... nothing like adding salt to the wound) I do agree is quite bizarre. But in the overall plot written for TSL it makes sense as Kreia and Disciple paint Revan as someone "Doing Evil things to prevent a greater evil", Obsidian was trying to build Revan to appear as if his Sith Empire wasn't designed to dominate the Galaxy like it is portrayed in K1, but rather to unify it against a future invasion by the "True Sith". And then the real issue appears when SWTOR and the books yeet on that idea even more and forcibly lock the Exile as a Light Side Female who dies in the story immediately after TSL (Almost sounds familar to your solution to your perceived problem) It's not so much the academy itself which is the problem, its the Sith themselves (Saying the Academy is the main focus of TSL like the Star Forge is to K1 would be like saying Berlin is responsible for WW2). Nihilus is a galaxy eating "Wound in the Force", similar to a black hole. The word "Nihilus" comes from "Nihilist" which is a person who believes in Nihilism, which can be described as, a viewpoint that traditional values and beliefs are unfounded and that existence is senseless and useless. As Nihilus isn't even refered to as a man, he could be considered the living embodiment of Nihilism if it was a Sith Lord. Sion, a lord of pain, pretty much can't die because his power in the Force is so strong he doesn't allow himself to die even if she should causing tremendous pain. These two Sith Lords are far more threatening than any academy in the galaxy, but Sion uses Trayus Academy as his personal base after he kicked Traya out (Hence is why my Berlin comparison is relevant). So the Star Forge 2 isn't true, and I agree with the others that it is strongly hinted that Trayus Academy was abandoned until Kreia reopened it after K1. Unless you can find hard proof from the game files that proves us all otherwise. Kreia has thousands of scripts attached to her and thousands of VO. To completely rewrite a bit of Kreia's ideology on the Force would either mean you have over 50% of Kreia's VO which you don't want changed to be voiced by Sara Kestelman, a professional actress with an astounding voice, and have your modified VO voiced by a voice actor from the internet who may or may not charge real cash for her work and you'd be lucky if she was a woman to play the part, let alone have her be old and actually good at voice acting to fit Kreia's role (95% certain any rewrite of Kreia's VO with a second actress will get hated on by the community, even if the writing is good). Why would the Jedi Masters want to draw her out? In the lore, they want to draw out the Sith so they can fight them but because the Jedi are mysteriously genocided every time Jedi meet (Nihilus) they have exiled themselves until the Council can find enough answers so they can meet on Dantooine again to discuss a battle plan. The Masters feel that they can get answers from the Exile because the Exile, due to their self inflicted cut from the Force, is considered a 'wound in the Force' just like Nihilus was, just like how Nihilus eats planets to sustain himself the Exile kills hundreds and gets stronger (Experience). That explanation has nothing to do with Kreia, if you were to rewrite it so instead of trying to draw out the Sith and find the Exile the Masters just want Kreia (The Masters thought she died in the Mandalorian Wars) even though Kreia doesn't serve Nihilus or Sion (Thus why on earth would they want her) you'd not only need to recast an actor for Kreia but you'd need to cast an actor for all three Jedi Masters, maybe even more than that if you want Atris and Vash involved as well? Kreia, Vrook, Kavar, Zez Kai Ell, Atris and Vash all together have thousands upon thousands of VO lines (Plus you might want to redo Vrooks voice in K1. But in my opinion it isn't worth it as anyone who voices Vrook who isn't Edward Asner is always going to get hated on because of the drop of VO quality). You'd need to extensively study the original dialogue of the TSL game, study the K1 lore, write new lore so your rewrite would work, write out a new script to replace thousands of VO lines and at the end of the day probably pay hundreds of real life money to good quality voice actors simply because you don't agree with the plot of the game. Chuck out a piece of content which works (A piece of working content in a broken game) simply because you don't like the true fact that in both Legends and Canon that the Mandalorians are literally a shell of their former self by the time of the movies. Consider real life history for example, let's look at the year 1683 at Turkey: So if the Jedi Masters want to draw Kreia out, like you want, she only intervenes when the Jedi Masters try to cut the Exile from the Force again. So in your plot she just follows the Exile in and instead of attacking or trying to capture Kreia the Jedi Masters just explain their entire plans to the Exile... and Kreia... their enemy 🤔 ??? And again, you'd need to redo every single Jedi Master line to achieve this. And replaced with what? Why did Revan turn to the dark side and lead an army to take over the Republic? In Kotor 1, Vrook suspects the Crystal Cave turned Revan to the dark side. So what's your take? Revan being a morally grey anti-villain who wants to save billions by killing millions? Or "Sinister Cave made me do it!" (With no evidence in K1 to suggest that the cave was sinister)? Why? I dislike this part as well but why is this so special to the plot? So, perhaps you can change our minds. If you could point out exact quotes from the game, and rewrite them yourself as examples for us to follow maybe then we might take your idea seriously as modders like ourselves know that, even though we can do much, there is always a limit to our power even if we hypothetically CAN rewrite the game. For example, I hate Peragus: A mining facility built into an asteroid... inside an asteroid field... made up of hyper sensitive asteroids where a single blaster shot can blow up the entire field... and Obsidian is trying to tell me Fuel miners built an entire air locked facility inside of an asteroid inside of a space mine field without blowing it up? I hate that, but I cannot change that, changing Kreia's character is a tad easier, so maybe you can prove to us why it is so urgent that Kreia's ideology be flipped on its head in order to improve the flow of the game?
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If that is the case, why not just load an earlier save and just play from there? If your mods are fine with the other saves simply reload an earlier save and from there simply progress to the game's end.
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Well, there's your problem. You will have to list every single mod you've installed before we can determine what your problem is, the reason for this is that without knowing what you have done no one can determine what your problem is (Think of it like this: A Doctor cannot prescribe medication to you if you keep your mouth shut the entire time). Ideally, you are required to fill this questionnaire down below as this will give modders the most detailed information to assist you.
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"Pure Restoration" is the 'Dustil Restoration' which was left in the game files aka this version is almost exactly as the Obsidian devs intended. The "Added Content" version has some made up content created by Fallen Guarden to fill in some holes with Dustil's plot expanding his story in TSL and what not. Hope this helps!
- 37 replies
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- restored content
- knights of the old republic 2
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