N-DReW25

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Everything posted by N-DReW25

  1. Thank you for reporting! Try it now, it should now work!
  2. The bugs have been fixed! If you have installed VERSION 1.0.0! Refer to the optional "EE FIX FOR V 1.0.0" folder and follow instructions. If instructions unclear, leave a comment and I can clarify, this update does NOT modify files found in @Leilukin's patch! If further bugs or any other complications are found which are suspected to be caused by my patch, report the mod and I shall fix it at earliest convience!
  3. I've been meaning to say this for a while but now might just seem to be the best time to say it:
  4. @Kainzorus Prime Is there any progress/plans on making the NPC Overhaul installer compatible with K1R?
  5. You know, I had a crack at making this mod as well back in the day but I never released it due to some issues. In testing, in the Undercity with that little cutscene where you chose whether or not to save Hendar from the Rakghoul, for some reason if you had T3 and Carth with you at the same time the moment you run outside the gate you just stand there and the cutscene never ends. Just checked your files, it appears you haven't attempted to fix that issue so that may be a massive problem for those who play this mod. Why was this even done? The game files heavily suggest that the player could entire the Sith Base at any given time as long as they had T3. That cut line in the screenshot with Canderous is but one of three different scenarios which where meant to play out: 1st scenario, doesn't have T3/Vanilla: "Lucky for you I know just the place to get a droid like that. Davik was having one custom built by Janice Nall." 2nd) Has T3, doesn't have Sith Base Codes: "But that little T3 unit you got from Janice should be good enough to get the job done." 3rd) Has T3, has Sith Base Codes: "See, I put two and two together and I figured out you're the person who stole those Sith departure codes for Taris. So you're exactly the person I'm looking for." Realistically, the only reason why a player shouldn't enter the Sith Base is because the NPCs aren't balanced for a level 3 party with just Carth and weak weapons. Besides that, if the player somehow managed to kill the Sith Governor the only real problem would be that the Sith Codes side quest updates and mentions Canderous in the description (Which can be either ignored or edited to remove the Canderous mention). So the game would go: Start Taris > Buy T3 > Steal Sith Codes > Save Bastila > Go to Canderous in Upper City Cantina > Immediately go to Davik's Estate. Additionally, it appears that the player also had the option to buy a Sith Base Passcard via the Sith Party NPCs in the Cantina based on alternate dialogue like this below. "Well, are you here to close our deal? 2000 credits gets you access to the Military Base. Otherwise we really shouldn't be talking." And if your character has a Sith base Passcard on hand when they enter the base they can say this to the receptionist. "[Persuade] I work here - look, I've got an access card." That would be problematic, as it'd allow you to enter the Sith Base without T3 and would enable you to abandon him on Taris. If for some odd reason you wanted to restore that as well, you'd need to add a conditional to Dark Side Bastila's Ebon Hawk dlg where she says "The droids will still serve you" as then it'd be possible to leave T3 and HK both behind on Taris and Tatooine. So you could technically can restore both possibilities (enter Sith Base early and leave T3 behind) though I would recommend that these versions be optional so players could chose which version they'd rather play.
  6. N-DReW25

    TRASK ULGO HD

    Technically, tga textures are the same format in both games so dropping "N_RepSold.tga" into the override should do the trick, that "N_RepSold.txi" file on the other hand... probably won't work. @Dark Hopewould have to fix the txi to work in TSL should the texture not work. Other than that, she would need to make a texture for the male Republic Soldier helmet NPC, female Republic Soldier NPC, the TSF male and female NPCs and maybe even the male and female Republic and TSF Officer NPCs. Also, I think this mod (if you rename the male Republic Soldier texture right) can work with JC's Female Republic Soldier fix mod: Not even change the names, just outright drop the tga into TSL and you're good.
  7. Imma take that as an April Fools joke, but just to be sure... Imma just leave this right here: This technically is the same mod but it does lightning instead: https://www.gamefront.com/games/knights-of-the-old-republic/file/force-electrocution
  8. This is a VERY innovative design, I love it!
  9. I believe in order for him to spawn you need to use a save before going to Dantooine. I believe either the "on-enter script", the module's git file or the Dantooine intro dialogue will spawn him into the module, for any of these three spawning methods to work properly you require a pre-Dantooine save because a save where you've already visited Dantooine will result in no Jedi Tailor because the game is "saved" after the point where he is meant to be spawned. @JCarter426 could probably explain this better.
  10. Those NPCs weren't cheering and celebrating when 2021 came around 😆
  11. Title: Too long Readme: In need of revision The mod itself: Absolutely Brilliant, 11/10
  12. No, it does not work with PartySwap. Everyone will need to wait for the PartySwap patch for EEP to be released (Which will be a component of the original Extended Enclave Party Swap Compatibility patch mod so be on the look out for that update!)
  13. View File Extended Enclave Tweaks A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.3.0 Release Date: 22.03.2025 INSTALLATION: (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) As this is an add-on for TSLRCM, TSLRCM 1.8.6 is REQUIRED. It will not work otherwise, so have that installed first. As this is a patch for Extended Enclave, Extended Enclave 2.5.2 is REQUIRED. It will not work otherwise. Install the Extended Enclave mod AFTER TSLRCM and BEFORE the Extended Enclave Tweaks. The Extended Enclave Tweaks used the M4-78 versions of the Enclave dialogues, if you aren't using M4-78EP none of the M4-78 restricted content should be activated (There exists some weird easter egg ending where, if you kill Vrook, Kavar and Zez-Kai Ell then you can save Vash only to kill her in the Enclave.) To install, extract the Extended Enclave Tweaks folder to anywhere you like, as long as it is not the SWKotOR2 folder. When you run the installer, it will present you with two options, the option "Main Installation" is REQUIRED as it installs the base mod and "CARTH FIX" is OPTIONAL, select "Main Installation" first and run it. "CARTH FIX" can be installed after "Main Installation", this option fixes an inconsistency with Carth's armor as seen in TSLRCM. DO NOT USE THIS OPTION if you use DarthParametric's "TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch" Description: This is a patch for the Extended Enclave mod which extends version the Rebuilt Enclave sequence with new restored dialogue, scenes and other missing content. The following scenes have been modified: 1. "Tobin's Corruption" Colonel Tobin has several head textures in the game files- his main head texture, his Dark Side transition for his end game appearance, and a partial Dark Side transition. This patch will restore the partial Dark Side transition for Tobin's cutscene during the Enclave section of the game. 2. "Admiration" Scenes in the Jedi Enclave where the dialogue shows an animated fly-by camera have now been made unskippable for the duration of the camera, this was done to allow players to admire the scene for a brief moment rather than skipping it like you can in vanilla. 3. "Disciple's Choice." The "Disciple's Choice" restored content has been moved from the Ebon Hawk to the Enclave. Once inside the Enclave, Kreia telepathically goads Disciple into telling the Republic what's happening but in doing so, he'd endanger the Exile. 3. "Disciple's Distress Call" Knowing that Kreia is a Sith and that the Exile and Jedi were in danger, the Disciple contacts Atris, who in turn sends her Handmaidens to Dantooine. Atton will acknowledge this in the post-Enclave scene. 4. "Alternate Lines." A handful of 'alternate lines' exist within the Enclave files, these have been restored. 5. "Restructuring." Certain dialogue replied have been restructured so that you don't unknowingly skip past dialogue content by accident. Known Bugs: This mod shouldn't have bugs, but youu find any just report it to me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: This mod may not be modified or distributed without the explicit permission of the authors. Thanks and Credits: danil-ch & Darth Hayze: Extended Enclave mod and associated files Zbyl2: Help with getting it ready for TSLRCM 1.8.6 Leilukin: For her amazing Partywap compatibility patch Sith Holocron: The Awesome logo and screenshot edits Exile007: Sion related files LoneWanderer: Extensive Beta Testing and identifying solutions to 1.0.0 bugs Alex Star: Discovering the Sion Harbinger and Atris Academy Bypass bugs in version 1.0.0 TSLRCM Team: TSLRCM 1.8.6 and associated files Bioware: For such an amazing game Obsidian: For such an amazing sequel and for keeping the cut content in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Extended Enclave Credits: danil-ch and Darth Hayze: Pretty much most stuff, this included lots of scripting, vo splicing, picking up slack when one of us dissapeared, etc... Thanks go the entire TSLRCM team; your work has been outstanding. Hassat Hunter; for help with getting it ready for TSLRCM 1.8.2 Sith Holocron; for suggesting a mod collaboration and the cool logo zbyl2; for help with getting it ready for TSLRCM 1.8.3 Exile007; for contribuitng his early work on the Sion scenes TESTERS: Loki147, Malkior Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE-MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 02/26/2021 Category Mods TSLRCM Compatible Yes  
  14. Version 1.3

    4,578 downloads

    A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 1.3.0 Release Date: 22.03.2025 INSTALLATION: (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) As this is an add-on for TSLRCM, TSLRCM 1.8.6 is REQUIRED. It will not work otherwise, so have that installed first. As this is a patch for Extended Enclave, Extended Enclave 2.5.2 is REQUIRED. It will not work otherwise. Install the Extended Enclave mod AFTER TSLRCM and BEFORE the Extended Enclave Tweaks. The Extended Enclave Tweaks used the M4-78 versions of the Enclave dialogues, if you aren't using M4-78EP none of the M4-78 restricted content should be activated (There exists some weird easter egg ending where, if you kill Vrook, Kavar and Zez-Kai Ell then you can save Vash only to kill her in the Enclave.) To install, extract the Extended Enclave Tweaks folder to anywhere you like, as long as it is not the SWKotOR2 folder. When you run the installer, it will present you with two options, the option "Main Installation" is REQUIRED as it installs the base mod and "CARTH FIX" is OPTIONAL, select "Main Installation" first and run it. "CARTH FIX" can be installed after "Main Installation", this option fixes an inconsistency with Carth's armor as seen in TSLRCM. DO NOT USE THIS OPTION if you use DarthParametric's "TOR Ports: KOTOR Comic Republic Uniforms Admiralty Patch" Description: This is a patch for the Extended Enclave mod which extends version the Rebuilt Enclave sequence with new restored dialogue, scenes and other missing content. The following scenes have been modified: 1. "Tobin's Corruption" Colonel Tobin has several head textures in the game files- his main head texture, his Dark Side transition for his end game appearance, and a partial Dark Side transition. This patch will restore the partial Dark Side transition for Tobin's cutscene during the Enclave section of the game. 2. "Admiration" Scenes in the Jedi Enclave where the dialogue shows an animated fly-by camera have now been made unskippable for the duration of the camera, this was done to allow players to admire the scene for a brief moment rather than skipping it like you can in vanilla. 3. "Disciple's Choice." The "Disciple's Choice" restored content has been moved from the Ebon Hawk to the Enclave. Once inside the Enclave, Kreia telepathically goads Disciple into telling the Republic what's happening but in doing so, he'd endanger the Exile. 3. "Disciple's Distress Call" Knowing that Kreia is a Sith and that the Exile and Jedi were in danger, the Disciple contacts Atris, who in turn sends her Handmaidens to Dantooine. Atton will acknowledge this in the post-Enclave scene. 4. "Alternate Lines." A handful of 'alternate lines' exist within the Enclave files, these have been restored. 5. "Restructuring." Certain dialogue replied have been restructured so that you don't unknowingly skip past dialogue content by accident. Known Bugs: This mod shouldn't have bugs, but youu find any just report it to me on Deadlystream. Incompatibilities: Report any incompatibilities to me on Deadlystream.com Permissions: This mod may not be modified or distributed without the explicit permission of the authors. Thanks and Credits: danil-ch & Darth Hayze: Extended Enclave mod and associated files Zbyl2: Help with getting it ready for TSLRCM 1.8.6 Leilukin: For her amazing Partywap compatibility patch Sith Holocron: The Awesome logo and screenshot edits Exile007: Sion related files LoneWanderer: Extensive Beta Testing and identifying solutions to 1.0.0 bugs Alex Star: Discovering the Sion Harbinger and Atris Academy Bypass bugs in version 1.0.0 TSLRCM Team: TSLRCM 1.8.6 and associated files Bioware: For such an amazing game Obsidian: For such an amazing sequel and for keeping the cut content in the files Fred Tetra: For Kotor Tool Everyone who downloads the mod! Extended Enclave Credits: danil-ch and Darth Hayze: Pretty much most stuff, this included lots of scripting, vo splicing, picking up slack when one of us dissapeared, etc... Thanks go the entire TSLRCM team; your work has been outstanding. Hassat Hunter; for help with getting it ready for TSLRCM 1.8.2 Sith Holocron; for suggesting a mod collaboration and the cool logo zbyl2; for help with getting it ready for TSLRCM 1.8.3 Exile007; for contribuitng his early work on the Sion scenes TESTERS: Loki147, Malkior 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.
  15. 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.
  16. N-DReW25

    pfbn01-15.tga

    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.
  17. 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?? 🤔

    1. DarthParametric

      DarthParametric

      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.

    2. Effix

      Effix

      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

  18. Can you please list all of the mods you have installed? This will help me determine if another mod is the cause of your issue.
  19. Is this a reskin? Or a new area completely? Either way, looking forward to it!
  20. GenoHaradan Legacy DEMO 1.4 is out of date. Please try the latest release instead:
  21. 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.

    1. Sith Holocron
    2. N-DReW25

      N-DReW25

      @Sith Holocron It appears that DarthParametric was able to lend me the files through the official Kotor Modding Discord channel.

       

      Consider this request fulfilled.

  22. 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 🤷‍♂️.
  23. 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.
  24. 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.
  25. 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?