N-DReW25

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Posts posted by N-DReW25


  1. On 7/10/2018 at 2:07 PM, ebmar said:

    For the blaster [SS-SL7 Rapid Blaster]:

    1537176324_SS-SL7RapidBlasterStats.PNG.4fb1cd728b53a37d936c6db5b012e224.PNG

    And for the sword [DM-SL7 Vibrosword]:

    1226717178_DM-SL7VibroswordStats.PNG.1f28fe3d77e05dfa597fd9c294e049ec.PNG

    Feel free to leave feedbacks with anything; specifically the attribution of these items. I'll be needing those- many thanks then! :cheers:

    I have a bit of a concern about the stats. Now I may be wrong but from what I have heard Bludgeoning, Piercing and Slashing may "not exist" in a way, they might be left over resources from an older Bioware game. I know in K2 the Zabrak Vibroblade had 2 piercing damage but "piercing" didn't exist thus didn't work so in TSLRCM it was swapped for "unstoppable" damage. Regardless, I still think those are a bit overpowered. Perhaps if you used those weapons on your main character you should test how strong they actually are in a fight. If it makes fights very easy that is a problem.

     

    I approve of the Stealth Field Generator, Nerve Implant, Scope and Neural Gear loot but I think that belt is too overpowered for Taris (It adds Dexterity +2 and Saves All +4, it is also found on Mika Durins inventory after the Leviathan very far from the Taris section of the game). Perhaps remove this belt from her droppable loot (Keep it on her for balance but don't drop it) because overpowered items aside isn't she wearing a Stealth Field Generator.

     

    Last thing, that looks like a player head model so why not have her wear the neural bands and have it display on her head?

    • Thanks 1

  2. [This thread was created as a reference for new players who are experiencing problems reaching M4-78. If you have successfully made it to M4-78 without any problems you do not have to read this thread. In the future should information change such as new versions being released myself (N-DReW25) or a Deadly Stream Staff Member will update this thread and keep it up to date. Should information in this thread be incorrect myself or a Deadly Stream Staff Member will update the thread. If users create threads asking for assistance on how to get to M4-78 but haven't read this thread users are allowed to direct them to this thread]

     

    Warning: This is a walkthrough/explanation on how to get to the droid planet M4-78 in the M4-78 Enhancement Project. This thread will contain light spoilers on how to get to the planet itself though it will contain no spoilers of the actual planet itself.

     

    In order to get to M4-78, you will require two mods: The Sith Lords Restored Content Mod 1.8.5 (TSLRCM 1.8.5) and the M4-78 Enhancement Project (M4-78EP).

     

    Note: On the Steam Workshop M4-78EP has its own unique version called 1.3 while the Deadly Stream/Moddb version is 1.2. This may attract you to use the 1.3 version from Steam but I highly recommend against this as the Stean Workshop uses a basic and ineffective installing method which can cause incompatibilities which can break your game. I'd recommend you install mods the good old fashion way, download TSLRCM 1.8.5 from either Deadly Stream or Moddb and install that mod before any other mod first via the exe. Once you've done that, download and install M4-78EP 1.2 from either DS or Moddb via the exe as well. Both mods from DS and Moddb are safe and do not contain viruses, should your virus detector detect a virus that is probably due to the software detecting the exe format as strange and labelling it unsafe. Do not download TSLRCM or M4-78EP from a different source which isn't DS or Moddb as it isn't from the official websites and will most likely be some sort of virus/scam.

     

    For a better representation of the installation please watch this video on how to install both TSLRCM and M4-78EP. Please take not the version in this video is 1.8.3 and 1.1 though the installation method will be the same as 1.8.5 and 1.2. It also makes no mention of the Workshop as the Workshop did not exist at the time the video was made though that doesn't matter.

     

    Steam Installation:

    Retail Version/GoG Version:

    TSLRCM is available in:

    English

    French

    Italian

    Spanish

    German

    TSLRCM should be set to the language of your Kotor 2 for example: I own the English version of K2 thus I use the English TSLRCM, if you use the German version you'll use the German TSLRCM. TSLRCM will not work if the language is not the same as your K2, for example, the French TSLRCM won't work with the Spanish TSLRCM and vice versa. M4-78EP is exclusively for the English version meaning English K2 and English TSLRCM are required for it to work. If English is not a language you are fluent in this mod is not for you. If you've installed M4-78EP on a non-english game it will cause problems and you'll have to reinstall K2 and reinstall TSLRCM without M4-78EP.

     

    Once you've installed both mods launch K2 and play. Should you experience crashes before finish Peragus and Telos chances are M4-78EP is not responsible for your crashes and it is either incompatibility with another mod or your PC does not meet the requirements to run K2 and thus your PC cannot run K2 properly (To be sure of this you might want to start a thread here on DS and ask if your system specs can run K2, most likely Laptops are suspects for not being able to run K2).

     

    Once you've finished Telos and are on the Ebon Hawk you'll notice M4-78 is not on the Galaxy Map. Do not worry, this doesn't mean it doesn't exist. M4-78 works similar to Dxun, it doesn't appear on the Galaxy Map immediately. To get M4-78 on the map you need to travel to Korriban, inside the Sith Academy you'd find Master Vash dead in a cage in Vanilla and TSLRCM though with M4-78EP only a little bag will be inside the cage. Should you still find Vash inside the cage something terribly wrong has happened and you should make a thread about it (Make sure you list ALL of the mods you've installed so we can determine the incompatible mod).

     

    Inside this bag should be a Datapad which can be used on the nearby Terminal to start up a recorded Hologram conversation between Vash and her padawan Kaah. You'll find out that a group of Sith fled to the planet M4-78 and that Kaah deleted the Coordinates from the Datapad, once the Hologram conversation has finished you will be presented with the option to leave the Academy. As both Vash and Kaah have left for M4-78 you now need to go to M4-78 and find Vash though if you remember Kaah deleted the Coordinates meaning should you go back to the Ebon Hawk M4-78 won't be on the Galaxy Map. What you need to do is talk to T3-M4 where a new dialogue option will appear asking if he can restore the Coordinates. Once T3 restores the Coordinates M4-78 will appear on the Galaxy Map.

     

    If it doesn't appear my only guess you've installed another planet mod "Coruscant - Jedi Temple". This mod can break the Galaxy Map making M4-78 unavailable, however, there is a patch to fix that- https://deadlystream.com/files/file/394-coruscant-jedi-temple-compatibility/

    If you haven't installed that mod yet still haven't got the option to visit M4-78 make sure you have spoken to T3-M4 correctly. If you can't get M4-78 to appear on the Galaxy Map you can create a thread here on DS asking for assistance though you MUST list ALL of the mods you've used so we can determine your incompatibility.

     

    You could use the Kotor 2 Cheat system to "teleport" to the M4-78 landing pad which will allow you to play M4-78. Search up "How to enable Kotor 2 Cheats" and the answer should pop up. Once you've enabled cheats type "warp 801dro" into the cheat console and it should load the Landing Pad. In K2 the cheat console is invisible unlike the cheat console in K1 so if it doesn't load the Landing Pad the first time keep trying as it might be a typo. Do not try to warp to other modules that are not "801dro" as you can potentially break your game doing that.

    • Like 3

  3. Might I ask: What actual robes do the Sith NPCs wear? Do they wear Dark Jedi Robes, Dark Jedi Knight Robes or Dark Jedi Master robes? The reason why I ask is because, even though in vanilla you can't tell the difference, in my N-DReW's Dark Jedi Robe mod the Dark Jedi Knight and Master robes are unique and the Dark Jedi Robes (Which aren't available in vanilla) use the normal Dark Jedi Knight and Master robe texture. It would be cool to see the Sith Apprentices like Mekel and Lashowe wear Dark Jedi Robes, have Sith teachers wear Dark Jedi Knight Robes and have Uthar and Yuthura wear Sith Master robes.

     

     

    15 hours ago, L0ki194 said:

    Nice! I was going to do this myself as well, but I didn't get very far due to some IRL stuff. :D

    The only thing I might change (or have it as an option), is having Uthar wear the Sith Apprentice/Bandon armor.

    This mod's a much needed change, I find. Thanks again, JC!

    Try installing this on top of this

     

     


  4. Green Crystal from K2 to K1


    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    Release Date: 18.06.2018 

    Installation:
    Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder

    Uninstallation:
    Remove or Delete the files from your Star Wars Knights of The Old Republic override folder

    Description:
    In both Kotor games, the green Lightsaber crystal is different from one another. In my opinion, the K2 crystal is the superior version and 
    looks more like a crystal, thus, I have made this mod which ports the K2 crystal into K1. 

    Known Bugs:
    None but if there is Just PM me on Deadlystream.

    Incompatibilities:
    Will be incompatible with things that edit "iw_SbrCrstl_016.tga" though I know of no mods which do so.

    Permissions:
    You are NOT allowed to claim this work to be your own. 

    Thanks:
    Bioware for such an amazing game
    Fred Tetra for Kotor Tool 
    The Staff of Deadlystream for lifting the no Porting rule
    and everyone who downloads the mod.

    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.


    • Submitter
    • Submitted
      06/17/2018
    • Category
    • K1R Compatible
      Yes

     


  5. 59 minutes ago, chrispap said:

    When i install  JC Shanilia  i have encounter an error on to the last dialog between main character and academy's master and his trainer,  the game says with blue letters last error please contact the designer and  i do not know why  disply that error.

     

    Please help

    Thanks

     

    Does this bug occur in Naga Sadow Sadows tomb?


  6. As the title says, I'd like a mod that gives your party members Prestige Classes once they become a Jedi instead of normal classes. I do believe this should be a simple script edit for each party member.


    Atton - Sith Assassin, Jedi Watchman (As he was a Jedi Hunter Killer before the events of TSL, a Sith Assassin would be fitting for him and the Watchman is the Jedi version of the Assassin)

    Bao Dur - Sith Marauder, Jedi Weapons Master (Sith Marauder would be fitting for Bao Dur as he is physically strong which makes sense for a brute force Marauder, Jedi Weapons Master is the Jedi equivalent though a Watchman may work out for Bao due to the skills the Watchman has)

    Handmaiden - Sith Marauder, Jedi Weapons Master (Same with Bao Dur, Marauder and Weapons Master fits perfectly with Handmaidens character)

    Disciple - Sith Lord, Jedi Master (As Disciple was a knowledgeable person Jedi Master and Sith Lord is suitable for him, Kreia even predicts he would join the Jedi Council after TSL so it makes sense for him to be a Master)

    Mira - Sith Assassin, Jedi Watchman (Being a Bounty Hunter, an Assassin would work for Mira as well as it's Jedi counterpart)

     

    While not necessary perhaps Visas and Kreia can get a Prestige Class as well. Once you learn Force Sight perhaps the option to train Visas becomes available and once the Exile gets a Prestige class perhaps, based on the Exiles alignment, Kreia gets a class as well

    Kreia - Sith Lord, Jedi Master (Obvious choice)


    Visas- Sith Assassin, Jedi Watchman (Visas technically was an Assassin sent to kill you so this should be her class)

     

    The only real complication I can foresee with this project is when your Party becomes Jedi they become one class no matter their alignment so Atton will always be a Sentinel. In order to add the Sith Assassin for Dark Siders and Watchman for Light Siders, some more work may have to be put into the scripts, though it should be possible.


  7. My expectations were high but I never expected this. Thanks for finally releasing it.

     

    For people who want Carth's clothing as his default clothing just rename "P_CarthBB02.tga" or "P_CarthBB03.tga" to "P_CarthBB01.tga" and place it into the override. That will change his default clothes to the skin you selected.

    • Thanks 1

  8. 21 hours ago, IIISVYATOYIII said:

    This MOD is good, but somebody has noticed if you take a soldier, then on the Taris, occupied by the Sith, our hero will run for a long time in the uniform of the soldier of the Republic. Once again in the uniform of a soldier of the republic when around there are full of enemy Sith soldiers. And for this our character is not killed. Although the Sith the whole planet is searched in search of soldiers of the Republic.

     

    That's just the flaw of having Republic Uniform for clothing (Or anything else out the ordinary). The game was designed for you to use the blue soldier clothing as in vanilla, in those clothes Sith wouldn't recognise you. In this mod, it simply switches the clothes to Rep Soldier clothing and the Sith still don't recognise you as a Rep Soldier as the game was never intended for the player to have Rep uniform on in the first place.


  9. On the old Deadlystream whenever someone replied to a topic it appeared under "topics" on the main screen with the icon of whoever replied to the topic and a little bit of text as to what they said in the thread (This text was later reduced as people kept seeing spoilers for movies pop up). On the new Deadlystream, however, instead of showing the icon of who replied to the thread it shows the icon of who started the thread for example if I reply to this thread it shows DarthParametrics icon. Can this be changed back to how it used to be?


  10. I do believe this messiah content extends onto cut content where you got to rally the Sand People against Czerka and drive them off world like on Kashyyyk though if you'd help Czerka against the sand people you'd get to do sidequests for the president of Czerka on Korriban in the cut Czerka depot though for now, I'm going to ignore these and focus on just the messiah part.

     

    There may be a few places where you can pretend to be a messiah. For all of these, you'd do a persuade option claiming you are a powerful god to which at first they will disbelieve you to which you'd need to perform a certain force power to make them believe you. These powers can include Force Push, Whirlwind, Wave, Shock, Wound, Choke, Stasis, Stun, Stasis Field, Fear, Horror and Insanity. These powers I think a Sand Person could survive and leave the scene believing you to be a god, some powers like Wave and Stasis Field would affect multiple NPCs at a time so if you were in the chiefs room you'd focus your powers like shock on him though if you use force wave every sand person in the area will fall over. Powers like Force Lightning would kill the chief or whoever you are trying to persuade which will make the place turn against you, if you use Force Storm however it'd kill everyone in the area though everyone outside the room will turn hostile instead. Note you need at least one of these powers or else you'd either have to revert to the vanilla way of speaking to them or just kill them.

    If you try to use a Force Persuade it shouldn't work as of course that'd be too easy and somewhat boring so in this mod perhaps the Sand People are resistant to mind affects like Jabba is.

     

    The first attempt is at the front door where that one Sand Person realizes you aren't a Sand Person and takes you to the chief. You'd get the option to perform a Force Power on this guard and should it successfully persuade him he'll take you to the chieftain to which the chieftain will have a better attitude to you and will grant you whatever you desire as tribute/sacrifice including his gaffi stick, the slaves, the container loot, access to the storyteller without the pearl, the map to the dune sea etc. If you wish to wipe out the sand people you can do this by talking to the friendlier chief.

     

    The second attempt would be when you are taken to the Cheif where instead of asking what does he want you'd claim to be a god to which he asks you to prove such before he'd believe it to which you'd obviously use a force power on him. He'd panic and pretty much beg for mercy and offer anything Revan demands as tribute/sacrifice including the things I've listed above. 

     

    In vanilla talking to patrolling sand people gets you dialogue like "[This sand person is resisting the urge to kill you by keeping silent]" so as the sand people know you are a god perhaps change that to "[This sand person is clearly deathly afraid of you and refuses to converse with you]". Something I'd like to point out is I have not found dialogue for HK-47 in the game or TLK file about being a Messiah or anything like that and I'm not sure how this cut content was even founded.

     

    This is my idea for now, feel free to improve upon it.

     

    • Like 2
    • Thanks 1

  11. HK-47 will actually vanish from my party.  As soon as they're down, he reappears again.  (Dantooine, outside of the Enclave) OR

    The HK-50 units just won't show up at all IF HK-47 is in your party.  Anyone else, they show up. (Goto's Yacht)

    Both are intended, HK-47 and the HK-50s can't harm each other but the HK-50s can harm the Exile so HK leaves the party while still being around to watch the fight and once the fight is over he rejoins the party and for the Goto's Yacht that I believe was done so you can hear the restored lines for that scene as that scene is unique from the others and it'd be a shame to have that scene removed in favor of "For some reason I cannot fire" so the HK-50s disappear from the ship if HK is with you. 

     

    Disregard, I've discovered the problem.  Apparently I missed the conversation option way back when I first activated him.  I thought it was a regular dialogue choice that lead to him telling about Revan.  

    I swear you need to ask HK-47 if he knows anything about the Sith and the option can be found in that lot of dialogue. I may be wrong though I know you can start the quest after you first activate him.


  12. The work that I haven't discussing in this thread is not an expansion of the Expansion.  It's fixing it to work with the other big mods.  Newbiemodder didn't give permission for the plot to be altered, nor was he asked. Ndix UR and Liliarch are working on the fixes.

    Ahhh, now I understand what this mod is. Sorry for those unneeded ideas. I may bring this up further with the two you mentioned.

     

    I will be converting the WAV voice files to MP3.  Steam Compatibility?  Again - you'll have to talk to ndix UR and Liliarch.  But not here.

    If you are converting WAV to MP3 then you're already making it compatible. The mod works fine on Steam except for the VO you are fixing.


  13. Here are some small but cool ideas:

     

    In the secret Sith Academy, it'd be cool to see a new placeable which acts like a bullhead on the wall but instead of a creatures head it's Master Uthar's actual head on the wall. 

     

    In a storage room, perhaps add a datapad which states Darth Poxus (The main sith guy) ordered his minions to plunder the Sith tombs and seal them off meaning he is responsible for the fact that you cannot enter the tombs in K2. Also, this can explain how he got Uthar's head. He got it either from Naga Sadow's tomb if he was killed in their or he was killed during the Sith civil war if he survived.

     

    Add an armoury somewhere with some nice items. Don't make it too OP like the Jedi Temple mod what with Lightsabers, every crystal and upgrade in the game and high-level robes but medium level gear that even your non-Jedi party members could use like blasters and heavy armour.

     

    More loot drops. When your character kills an important NPC usually he drops nothing but random loot, why not make it like K1 where important NPCs drop items they are wearing like maybe a Dark Jedi Robe if it's a Dark Jedi for example.

     

    In the original mod, it ends during the Poxus fight with Darth Sion arriving and fighting Poxus. Poxus escapes injured and reactivate his apprentice Darth Horocco which the story continues in trials of Darth Horocco, a total conversion mod where you play as Horocco. Perhaps make it so instead of Sion showing up the Exile kills Poxus and Horocco isn't around anymore as I'd doubt you'd want to make a total conversion just for this. This also means Sion no longer finds the academy meaning you could technically make the Valley floor available to the player as soon as he/she arrives (I'm sure that whole find the Datapad in the academy thing was to make sure Sion knew you where on Korriban and for it to make sense for him to search for you on the Valley floor, if you don't go to the Academy first and start the mod instead it wouldn't make sense as he wouldn't know where to find you. Without Sion searching for you on the Valley floor and finding the lost academy you can remove that datapad meaning the Sith academy wouldn't need to be modded at all).

     

    If Newbie lets you, ask if you can make the Jawa VO a modders resource. This will allow other modders to add Jawas to their K2 mods.

     

    I’m just working on the Voice Actors but perhaps someone else might comment.

    Will you be converting the audio to mp3 so Steam users can play the mod

     

    Would love to help if you need more hand on correcting some spelling/grammar issues :beer:

    This is a must for this sort of mod. You see dialogue like "Can you help me? (persuade)" instead of "[Persuade] Can you help me?" and that really ticks me off with this mod.


  14. Of course! I just was curious as to why it was never a journal marked entry, I guess.

    There is a Mandalorian group on Dantooine and Nar Shaddaa who Mandalore orders to reunite with his forces on Dxun. When you help him convince these guys to go to Dxun you get influence with Mandalore, that's pretty much what you want but in vanilla/TSLRCM it doesn't have a journal entry for these as I guess these have no actual effect on Gameplay besides influence. 


  15. Just to double-check before I install this: Is there any foreseen incompatibility between M4-78 1.2 and TSLRCM 1.8.5?

     

    I think it goes together with 1.8.4, but  not sure what changed between that one and the new one.

    This may not be the correct thread to be asking this question though I'll answer anyway.

     

    TSLRCM is a requirement for M4-78EP to work or else it won't work. 1.8.5 and 1.2 work together with no problems though should anything arise it would be best to report it (Though it'd be rare to find an actual bug in the mods as of now, so don't worry too much about any problems).

    • Like 1

  16. index.php?app=downloads&module=display&section=screenshot&id=1267

     

    File Name: Queedle Fix

    File Submitter: N-DReW25

    File Submitted: 11 May 2018

    File Category: Skins

    K1R Compatible: Yes

     

     

    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    Release Date: 11.05.2018

     

    Installation:
    Copy and Paste the file within "For Override" into your Kotor Override folder

     

    Uninstallation:
    Remove the file you copied from the Override folder

     

    Description:
    Queedle is an Ithorian Swoop Racer on Manaan, he seems all well and normal until you find out he claims he is from the world "Ando" (which is the same homeworld as the Aqualish species) and a Sith refers to him as an "Aqualish" which leads me to believe Queedle is supposed to be an Aqualish but during development his appearance was set to an Ithorian as both Ithorian and Aqualish NPCs share the same VO thus the confusion. This fix turns Queedle into an Aqualish

     

     

    Known Bugs:
    This mod shouldn't have bugs but if there is Just PM me on Deadlystream.

     

    Incompatibilities:
    Shouldn't be incompatible with anything but if there is just PM me on Deadlystream

     

    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
    Fred Tetra for Kotor Tool and everyone who downloads the mod.

     

    Legal:
    THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.

     

     

    Click here to download this file

    • Like 3