N-DReW25

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Posts posted by N-DReW25


  1. Work on my Dark Jedi/Sith Academy mod is starting up, but in order for me to start that mod properly I need to finish up the first release of my K1 Alien Pack mod.

     

    The Ithorians are ready, the Bith are 90% ready, and the Duros are 50% ready... these are the three species that will be in the first release of the pack. I've already showed off the Ithorians, now it's time to show off the Bith.

     

    The goal of the pack is to ensure every species has 5 alien variants, this will be easy for Aqualish and Rodians as they only have 4 variants meaning only one texture needs to be made for those species... this isn't true for the Bith as they only have 1 variant.

     

    The vanilla black Bith will only appear as Cantina Musicians whilst the Bith you'll encounter in-game will use my new appearances. Whilst I did make the reskins you'll see, I also photo sourced assets from BithBiter's TSL Party Project 1.01 (as the mod page says the mod's assets can be used with credit given), and assets from the Revenge of Revan mod by RedRob41 (used with permission).

     

    For the Bith appearances, I used Wookieepedia to determine that Bith skin color can be yellow, green, pale pink, and red... so those are the colors I used in these appearances. Whilst I think the new appearances are "alright", I personally feel some of the skin colors don't "fit" with the scenes they're currently in... which is why I would like your opinion on whether or not I should switch certain Bith appearances around.

     

    Green Bith:

    Spoiler

    32370_7663.jpg.2652bf762eb2a88b7515ec1b64157553.jpg32370_7668.jpg.6eb9de7764fd4d07fdffcca8f3c0b1a2.jpg

    This one was especially jarring to see when I first saw it in-game in this scene.

     

    Red Bith:

    Spoiler

    32370_7670.jpg.5ed72bf3c3782745c5a05175ef668b73.jpg

    His skin and his outfit are so dark, so much so that he's almost camouflaging into the dark environment around him.

     

    Pale Pink Bith:

    Spoiler

    32370_7673.jpg.2996523c1c7d7d7204b55596fd45c7b3.jpg32370_7674.jpg.274d1865018cd90e54f2c81879059f38.jpg

    I rather like this appearance, I could change the color palette of his clothing if this is desired.

     

    Pale Yellow Bith:

    Spoiler

    32370_7682.jpg.2be1a4de758e37515a3b324c0f30dbb7.jpg32370_7684.jpg.3121679b7c878060467571f30db4855b.jpg

    Dare I say this Bith is without flaw.

     

    So... what do we think of these new Biths?

    • Like 2

  2. Complete Sith Academy [BETA]


    A Mod for Star Wars Knights of The Old Republic
    Author: N-DReW25
    1.0.0 Release Date: 14.11.2024


    Installation:
    Simply click on the HoloPatcher.exe, click install and sit back and watch the HoloPatcher do its magic.


    Description:
    In the first Kotor game, the Korriban Sith Academy had two inaccessible rooms that were locked behind static doors (meaning you can't interact with them). Throughout the Kotor games, there are many static doors that lead nowhere. These doors exist to imply that the levels are bigger than what they actually are... you just don't get to see the full area. If you were to use mods to open these statics doors, in most cases you will find that there is no room behind these doors as the developers didn't intend for those doors to be opened, the same is true for the Sith Academy's two hidden rooms.

    In the second Kotor game, you revisit Korriban and get to see the areas you travelled through five years after the first game. Obsidian added two new rooms behind the previously inaccessible doors that led nowhere in the first game, a Library and a Teacher's Dormitory.


    For over 15 years, player's have known that a Library and Teacher's Dormitory canonically existed behind the static doors of the Sith Academy in the first game but couldn't do anything about it... until now.

    At the end of 2024, the modder Thor110 ported the Library and Teacher's Dormitory from the second game to the first and released it as a modder's resource. And using this modder's resource, I have made the Complete Sith Academy mod for K1.

    The Library and the Teacher's Dormitory from the second game has been populated with objects and NPCs to make these areas "fit in" with the visual aesthetics and the environment of the first game. The NPC Tamlen has been moved into the Library whilst the Sith Teacher with Tamlen has also been moved to the Teacher's Dormitory, the dueling Sith Students and the Sith Teacher overseeing them have also been moved to the room outside the Academy to prevent a bug where you can hear the clashing of Lightsabers from inside the Library if they kept in their original location.

    Sith Students have been added to the Library who study on the computers there, making them inaccessible to the player, and Sith Students have also been added to the Teacher's Dormitory alongside the Sith Teacher already in there. The Footlockers you find in the second game CANNOT be opened, but I have added new Footlockers and other objects you can open to the Teacher's Dormitory alongside a Workbench. You can expect to leave the Korriban Academy with some rare, albeit weak, items you wouldn't have received otherwise.

    There are no custom made NPCs or side quests added in this mod, I wanted the new rooms to "fit in" with the rest of the game. I know other modders DO intend to make mods that adds the new Academy rooms like this mod, except their mods will have some form of side quest content. If they do develop and release these mods then those mods will probably be incompatible with this mod - when that time comes, you may have to choose between their mod & this mod.


    Known Bugs:
    If you click on the Sith Students on the computers too much, they stop doing their "typing" animations.

    This mod shouldn't have any bugs but if you find any please report them to me on Deadlystream.


    Incompatibilities:
    To be added!


    Permissions:
    Please speak with me if you wish to use this mod in your mod. Alternatively, you can download Thor110's modder's resource and use Holocron Toolset to add your own placeables to the module thus bypassing needing to use my mod as a base.


    Thanks to:
    Thor110: For making the amazing Sith Academy Missing Rooms modder's resource to begin with, without you this mod wouldn't exist!
    Obsidian Entertainment: For adding these new rooms to the second game!
    Bioware: For such an amazing game!
    Fred Tetra: For Kotor Tool!
    th3w1zard1: For HoloPatcher and the Holocron Toolset!
    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
      11/14/2024
    • Category
    • K1R Compatible
      No

     

    • Like 1

  3. 21 hours ago, Mansur321 said:

    I'm pretty sure we can make VO for Carth and HK-47, e.g. for warning about Katarn, and for relieving Sand People or whatever, respectively.

    The problem with those is that for Carth the warning about the Katarn was never intended for Kashyyyk.

     

    Kotor 1 had an E3 Demo much like Kotor 2, and just like how the Kotor 2 Demo contained elements that weren't in the final game the K1 Demo had a few oddities. First off, the game's engine wasn't final so the game looked like this, it was set on Dantooine, you could recruit Carth and T3-M4 (who was owned by Bastila), there was a Sith Base on Dantooine (It possibly reused the cut Czerka Depot), the player was a Jedi who wore Nemo Robes (So the player character Jedi you see throughout the vanilla game were the players in the Demo), and Katarns were the primary enemy on Dantooine.

     

    The Carth quote about the Katarns goes like this: "CARTH: Is your communicator on? It's Carth. Just wanted to remind you to be careful out there. Don't end up as a meal for one of the katarn."

     

    That line exists on TLK number 380, and you'll see that "CARTH" is actually written on that line. The very next line, 381, goes like this: "CARTH: Get back to the base! The Sith have attacked! Just follow the smoke! Hurry!"

     

    So... there isn't much to go off of in terms of restoring the Katarn warning because it was never intended for the actual game. And as for the HK-47 lines about the Sand People Messiah, as far as I'm concerned I've never found, or heard of other modders finding, the cut lines which could be used to restore such a scene. We all most likely know about the Sand People Messiah content through former Bioware devs who worked on the game instead of through cut dialogue lines, so again a mod that adds the Sand People Messiah would have to be costume made.

     

    21 hours ago, Mansur321 said:

    I hope this forum will be revived one day...

    As an actual discussion forum, perhaps, but there are still mods being worked on, published, and updated by modders and said mods are still being downloaded by players. So the mod hosting element of Deadlystream is still kicking, and the Discord side of the Deadlystream community is thriving, if you think this site is dead that's where everyone went. 

    • Thanks 1

  4. You know, I had some reservations about this mod hearing about it... and I was willing to give you a chance if I could see the mod for myself through this WIP thread, and you haven't disappointed me.

     

    These in-game changes are very well made, they're a massive improvement over your old work and I hope your other old work is improved upon in the same way as well.

     

    11 hours ago, EAF97 said:

    There will be two main options for installation: "Clothes Only" which will only change the NPCs' clothes but have them all keep their vanilla heads, and "Clothes & Heads" which will give unique heads (many of which will be ported player or minor character heads from K2) to all of the NPCs whom the player more directly interacts or converses with.

    Judging from the screenshots, you've given characters like Dak Vesser a unique head. So if you're giving unique heads to NPCs who used generic heads, why are you giving unique heads to characters who already had unique heads?

     

    Instead of giving those NPCs a new head, why not use those heads for other NPCs without a unique head instead?

     

    11 hours ago, EAF97 said:

    image.png

    image.png

    The bottom screenshot was clearly made by using the Caps Lock first person view whilst the example I kept on the top is a cropped down screenshot of a dialogue.

     

    Please, from now on, stick to the Caps Lock first person style screenshots. I don't want to have to squint to see what an NPC looks like, and I'm sure everyone else would agree with this.

     

     

     

    11 hours ago, EAF97 said:

     

     

    Screenshot (3274).png

    Screenshot (3281).png

    Screenshot (3277).png

    Are there any issues with the K2 ported heads? I know I tried to port Dak Vesser's head myself and the jaw and the hair ended up breaking, as it quite common when you're straight up converting from K2 to K1 via MDLEdit.

     

    3 hours ago, Thor110 said:

    The screenshots look good! But I have to say this block of text is an abomination.

    It might be worth adding some line breaks.

    I agree with this too, it's hard to get into the details when I'm losing track of what it is I'm reading because all the lines are too close together.

     

    3 hours ago, Thor110 said:

    Example :

    I am personally not fond of the changes you have made, I think their attire looks too much as if they are fully fledged Sith and not trainees who have only just joined the academy, that aside though, good work.

    If I recall there is another mod that gives all of the Sith Uniforms specific ranks, which was interesting.

    JC's Back in Black, Shem's old Sith Student mod, Heyorange's Sith Uniform Reformation mod, Kainzorous Prime's Old K1 NPC Overhaul, the K1 Enhancement Project... there are quite a few mods that did change the Sith Academy students.

     

    Whilst I understand why you wouldn't like this mod on the grounds you've listed, I don't think that should be a deterrent for EAF97 to stop making this mod. By having a variety of different mods available, players will pick and choose what they want to play with and I'm certain many players would love to play with the K2 Sith Uniforms.

    • Light Side Points 2

  5. On 10/27/2024 at 6:22 AM, Thor110 said:

    I'm amazed how many clearly visible holes there are, these level repairs will be included with my port but I will also release them for the original game.

    If anyone knows of any problems like this, feel free to let me know and I will look into fixing them, it would be nice to see every level in the game get this treatment even if it takes a little while.

    I know I've reported a few noticeable issues on Manaan to the K1CP bug tracker a while back and they've since fixed them in the 1.10 update. When you download K1CP, it comes with a list of the things the mod has fixed (alternatively, this same list might also be on one of their public GitHubs). You could use this list to see what they've fixed so that you can fix them in your own mod, I wouldn't want to use your mod and find out it undoes the model fixes of K1CP.

     

    On 10/27/2024 at 8:58 PM, Thor110 said:

    I am also looking to fix any other models with holes in them throughout both games, so if you know of any, feel free to point them out.

    The Endar Spire. Even with the K1CP mod installed, which already does fix pre-existing holes, if you look for them you can still find holes. Off by memory, the first module end_m01aa is still ripe with holes in the walls.

     

    But I think this model problem is something you'd be interested in. In the hallways of the starboard section (end_m01ab), if you look up at the ceiling you'll see overhead pipes yet in the hallways of the Command Module (end_m01aa), the parts of the ceiling where the overhead pipes should be are empty.

     

    And yet there are Beta screenshots of the Command Module halls having overhead pipes as seen here.

    Capture.PNG.4032c01d1efeaf8c5bd196727ed8bff6.PNG

    469458-knightsoftheoldrepublic_005.jpg.128744258b71d72b2c4c9efb2acfa46b.jpg

    • Like 1

  6. K2 Alternative Voice Overs


    A Mod for Star Wars Knights of The Old Republic 2
    Author: N-DReW25
    1.0.0 Release Date: 23.10.2024


    Installation:
    Each and every voice has to be installed ONE AT A TIME, for now there is no way to install all the voice options at once. All voices are OPTIONAL, if you don't like the new voice of a certain character you don't have to install that specific voice.

    The "Voices" folder contains the modded VO, the "Listenable" contains the vanilla VO in .MP3 format so you can listen to the vanilla lines, and the "Backup" folder contains the vanilla VO and their folders just in-case you wish to uninstall this mod.

    Batono Mercenary- To install the Batono Mercenary's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\203" and delete the folder named "mercbat". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "mercbat" folder and copy that to the 203 folder where the vanilla "mercbat" folder used to be.

    Odis- To install Odis's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\302" and delete the folder named "ODIS". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "ODIS" folder and copy that to the 302 folder where the vanilla "ODIS" folder used to be.

    Saedhe- To install Saedhe's new voice, go to the following directory: "Knights of the Old Republic II\StreamVoice\601" and delete the folder named "saedhe". Once that folder is deleted, open the "Voices" folder inside this mod and copy the modded "saedhe" folder and copy that to the 601 folder where the vanilla "saedhe" folder used to be.


    You might be wondering the following question, why do I need to delete game files to install this?

    That is because this mod uses the .MP3 audio format instead of the .WAV format Kotor 2 uses. Whilst it would be logical to make my modded audio files .WAV and simply make an installer to overwrite the vanilla .WAV files, the Steam version of Kotor 2 is known to ignore modded .WAV files thus breaking any mod that uses them... and since I use the Steam version it's very likely that replacing the vanilla .WAV files with modded .WAV files would simply break the audio files I was intending to replace.

    It is also possible to rename all of my modded audio files to something new and use a TSLPatcher to edit the dialogue files to refer to my new audio names instead of the vanilla audio. However, that could pose the risk to compatibility with other mods, especially if they just dump dialogue files into the Override or if I make a mistake in my own TSLPatcher and the installer assigns the wrong audio to the wrong lines.

    By deleting the folders that contain all of the vanilla audio and replacing those folders with identical folders containing replacement audio, the game will detect the modded .MP3s and will use the modded audio for all of the lines spoken by said NPC.


    Description:
    The two Kotor games are home to some of the best voice acting in video game history. There are some actors and actresses who voice only one character for their game and absolutely nail the performance, like Sara Kestelman who voiced Kreia. There are other actors and actresses who voice multiple characters, and even though it's the same actor voicing all these characters you would never realize that G0-T0, Captain Bostuco, Corrun Falt, Ponlar, Xarga, the Peragus Security Officer, and the Harbinger Captain were all voiced by Daran Norris.

    But... then there are instances where an actor or actress voices more than one character and when you compare these characters you swear these characters share the exact same voice.

    This mod intends to fix that phenomenon by replacing the voice of some characters who sound like they're the long lost twin of another character. This is NOT to say that the actors who voiced the characters affected by this mod did a bad job, not at all, and this mod does not aim to completely remove the voice of certain actors by removing every character they voiced for Kotor 2.

    For example, if a voice actor voiced "Character X" and "Darth Vader" and Character X sounds like Darth Vader then the voice of Character X would be replaced in this mod whilst the voice of Darth Vader would remain untouched. Now replace "Character X" and "Darth Vader" with the Kotor 2 characters mentioned down below and you'll understand what I'm doing.

    How does this mod replace already existing VO? It uses the "Voice Changer" feature of the ElevenLabs website to replace the "voice" of Kotor 2 VO with default generic AI voice samples provided by the Site. This means the exact same pace, tone, pronunciations, and accent from the original VO is preserved with only the audio sound of the voice being changed. The in-game result is a character whose voice is unique to that character.


    Voices affected in the mod and video previews are found in this spoiler below:

    Spoiler

    Voices affected


    Batono Mercenary- The lead Mercenary who tracks down Batono shares the exact same voice as the lead Mercenary who is bullying a Sullustan at the start of the Citadel Content questline. This mod gives a new voice to the Batono Mercenary so that the Sullustan Mercenary's voice is unique to that one character. I believe both Mercenaries are voiced by Jamie Glover, the actor who also voiced Batu Rem, the Khoonda Receptionist, and Azkul to name a few.

     

     

    Odis- Odis is the Pilot trapped in the Refugee Quad looking for Sponsorship from the Hutts in hopes of a better life, he also shares the exact same voice and head model as the farmer Suulru who has a quest for you on Dantooine. This mod gives Odis a new voice so that Suulru's voice is unique to him. Odis and Suulru are both voiced by Nick Jameson, the actor who also voiced Benok, Dhagon Ghent, and a Vaklu Sergeant to name a few. 

     

     

    Saedhe- Saedhe is unique in this mod because his actor, Billy Brown, doesn't use the same voice twice for his characters - the problem with Saedhe stems from Obsidian themselves. Obsidian originally made Saedhe a unique head which depicted him as a white man in his late 50s, but for reasons unknown to us, they gave Saedhe a generic old black man's head before the game was released.

    When TSLRCM came along, they restored Saedhe's cut head though unlike Hussef some players didn't like the Saedhe restoration. The voice Billy Brown gave Saedhe really fit the character we got which was an old black man, so hearing this voice now with an old white man speaking the lines was jarring for some people... so much so that the Unofficial TSLRCM Tweak Pack has an option to bring back the old generic head.

    This option edits Saedhe's voice with an AI voice template of an old white guy, but unlike the other dialogues in this mod which are intended to create unique voices, the edits to Saedhe's voice are intended to make the restored Saedhe head in TSLRCM less jarring to listen to. I would describe the in-game result as an old white southerner from the United States, though the exact same accent, mannerisms and pronunciations from Billy Brown's original take are still present in the new audio.

     


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

    If you use the "Verify integrity of game files" feature on Steam, then Steam might try to redownload the vanilla .WAV files you deleted to install this mod. If it does so, the game will use the .WAV files in-game instead of the .MP3 files thus disabling the modded VO. You'll need to reinstall the mod if you've done this.


    Incompatibilities:
    Please report any incompatibilities!


    Permissions:
    Do NOT claim credit for this mod and do not use assets from this mod without my permission.


    Thanks:
    Obsidian: For such an amazing sequel!
    ElevenLabs Website: For the custom AI VO service!
    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
      10/23/2024
    • Category
    • TSLRCM Compatible
      Yes

     


  7.  

    14 hours ago, Thor110 said:

    It's been a long time since I did that quest, I guess that's why the area at the end is caved in in the second game, but it doesn't really explain how the tomb comes out of nowhere.

    It is somewhat implied that a group of Jedi excavated the tomb, these Jedi would turn on each other due to the visions with Nebelish being the last survivor before starving to death. Why they excavated the tomb? Unknown - the only explanation as to why Korriban makes little sense is cut content, Master Vash wasn't supposed to be on Korriban after all. A better way to explain the Tomb of Ludo Kresh would be to make a mod for K2 that explains it rather than shoe-horning it into the first game.

     

    14 hours ago, Thor110 said:

    You would have to make a room animation to transition cleanly I think.

    Not sure it's something I could manage.

    A room animation would be the only way, you can't blow up the cave exit and have the player warp to a copy of the K2 cave. Any unlooted placeables from the old module would be gone, any landmines placed by the player would be gone, any enemies you didn't kill would be gone, and it'd be very difficult to setup the cave entrance in the Valley of the Dark Lords to account for this change.

     

    If there's even a chance the warping method could work, all of the above would have to be figured out for it to work.

     

    5 hours ago, Snigaroo said:

    If the PC enters the tomb and it's established that his visions are much stronger than the ones the Exile experienced because of Revan's much stronger connection to the Force, the entry to the tomb could be treated like a sort of bad trip where the PC is almost completely out of it through the entire tomb, and only regains sense when they leave, never taking anything significant with them.

    Though I reiterate, this is mainly just a thought exercise on my part to argue that even seemingly-unusable modules can probably have the gap bridged with some creative concept for their use. I think not using Kressh's tomb would probably be better.

    What would Revan's visions even be (especially if this happens before the Revelation scene on the Leviathan)? If the vision acts anything like it did for the Exile then it'd be logical for Emperor Vitiate to be one of the vision characters (even if Revan doesn't realize who it is at the time), so if you include, or exclude, characters such as Vitiate from the vision either way I can see that being controversial for some players.


  8. 1 hour ago, EAF97 said:

    I am planning to release an NPC Overhaul mod sometime in the next few weeks but will do what I can to ensure compatibility with this. My mod will basically port the three main "ranks" of Sith robes from K2 in the Trayus/Malachor Academy: students will wear the "low" robes, teachers (including Yuthura) will wear "mid" robes, and Uthar will wear "high" robes.

    Sith workers in the Valley of the Dark Lords (NOT the guards or archaeologists) will be wearing the black Sith variant of Onderon commoner clothing from Effix's Zeison Sha/Jal Shey to Onderon Clothing mod which I've ported while Tariga & Adrenas (the two Huttese-speaking human workers who state that they "serve" the Sith but aren't Sith themselves) will be wearing commoner clothing but have unique heads. There will be separate options on the menu to make Tariga male or female (gender is swapped in K1CP) as well as an option to restore Hijata as a human wearing a Sith robe for those who've installed K1CP or to allow him to remain an alien by not installing that option if K1CP is installed. 

    There will be a few "cameos" from K2 with models and textures ported in and some minor K2 characters replacing various NPCs: Azkul will replace the Sith torturer in the interrogation room and will be wearing Sith armor (thanks to Marius Fett's modder's resource and N-DReW25 providing it after it was taken down), the Twin Suns will replace two of the prospective students and the player can "Force Persuade" them to talk about themselves and reveal that they came initially as prospective students but were disillusioned with the disciplines of the Sith and the Academy's application process and changed their minds and are hanging around near Czerka's office considering doing "dirty work" for them as hired thugs/assassins. Jana Lorso from Telos in K2 will replace the Czerka Rep in their office and I used ElevenLabs to distort/change the voice for the Rep's lines to sound similar to Jana's. I thought it'd be interesting to add her in since on Telos it appears she's got a couple of Sith statues so perhaps she was stationed on Korriban before?

    Again, each of these changes will be **optional** and will be a separate section of the mod that can be installed **separately** after the main part that adds Sith robes to teachers and students at the academy itself.

    When your mod does comes out, I'll have a look at what it does and what files you've modified and I'll give a final judgement on if a compatibility patch is needed and/or what components people should avoid with my mods.

     

    If you're mod is one big mod, do know that my NPC Overhaul is a series of different smaller mods. Let's say I do release my hypothetical Sith Academy mod, players can simply choose not to install that mod for whatever reasons.

     

    And do know the "core" of my NPC Overhaul revolves around the NPC Diversity Pack, without the other mods of this series I'm sure you can see how it's quite basic in how it achieves its overhaul ("Basic" in comparison to what you're planning, that is).

    • Like 1

  9. We should all know the problem I am referring to.

     

    You're playing Kotor 2 with the TSLRCM mod installed and you are in the middle of Telos playing through the game, you finish a dialogue and then suddenly... the screen goes black, followed by this thing entering the frame.


    After seeing that this thing is is a ship, you are then greeted with an unskippable cutscene.

     

    This is triggered when you gain a set number (20-30 maybe?) of LS or DS points, this means the cutscene will play at a different point in the game during each playthrough. The problem with this is that it often times comes out of nowhere, you're talking to Chodo Habat and once the scene ends you're suddenly greeted by the space ship cutscene followed by a two minute unskippable cutscene or you gain Dark Side points after saying you're going to murder someone but the moment you enter combat... BAM, space ship cutscene followed by two minute unskippable cutscene.

     

    And the second problem is that, once you get off Telos, all you need to do is travel to a planet and then immediately board the Ebon Hawk and Visas will already be inside the Ebon Hawk even though you've just left Telos.

     

    So this mod request has several parts to fix the issues I have listed:

     

    1) Remove the alignment=cutscene mechanic and instead have the cutscene play after the Jedi Council hologram cutscene. My reasoning for having it done here is because the Jedi Council cutscene takes place in the module 950MAL instead of 003EBO (the main Ebon Hawk module), even though 950MAL lacks a load screen most players would assume they're in the Ebon Hawk and not an Ebon Hawk clone.

    As of right now, the game goes from Telos Academy > Ebon Hawk (Jedi Council Cutscene) > Ebon Hawk.

    If the Visas cutscene takes place after the Jedi Council cutscene, the game will instead go Telos Academy > Ebon Hawk (Jedi Council Cutscene) > Ravager (Visas Cutscene) > Ebon Hawk. Just give 950MAL the 003EBO load screen and it'll give off the illusion that you're warping from and back to the Ebon Hawk.

    As it is now with the alignment system, the "disturbance" Visas refers to is the player growing stronger in either the Light or Dark Side though it looks stupid when that "disturbance" is the player committing tax fraud on Telos or some other lowly action. If the scene takes place after the Jedi Council scene, this "disturbance" can now be interpreted as the Exile not only getting stronger but also making plans to find/hunt down the Jedi Masters.

     

    2) Instead of Visas spawning on the Ebon Hawk after the Ravager scene takes place, it should take place after you complete one planet. So instead of leaving Telos, landing on Nar Shaddaa, immediately turning around and finding Visas, you instead have to complete Nar Shaddaa, deal with Zez-Kai Ell, return to the Ebon Hawk and only then you find Visas.

     

    3) This part isn't really necessary, but when you enter the Hawk the party you had outside will be part of your party whilst the other party members are unconscious in Kreia's room. When the encounter with Visas begins, she'll use Force Stasis/Stun to incapacitate these party members so that it's just you alone fighting Visas. This was apparently Obsidian's original intention as there is a dev note that says "{[After a second, she gets to her feet, and she advances toward the player, she will cast a Force Stun at the other party members - like Bastilla in the first game.]}".

    Again, this problem isn't nearly as bad as the first two problems so it shouldn't really be a priority I feel.

    • Like 1

  10. 12 hours ago, CapitaineSpoque said:

    Kel Dor jedi general test

    Kel Dor model from modder's ressource, jedi general texture from an old mod (i can find the link back i think)

    So, as i want to give melee feats through scripting, i figured it would be cool to have some kind of "trainer(s)". I needed an alien, i figured a KelDor would do good for diversity. As a concept, he is a veteran from the mandalorian wars (hence the bao dur arm), teach the player about some "a jedi remains a jedi without his lightsaber" stuff, some lore about Malachor would be fancy. He would be on Dantooine somewhere with some students. Idk what could happend to him after Dantooine is bombed, maybe he flees to Manaan with some padawans. 

    It would be incredible to have him as a recruitable character, however the bao dur arm wont fit for this unfortunately. I wish i could blend the bao dur arm texture with the armor/clothing textures.

    If that's DP's Kel Dor modder's resource, I do believe the head has a few problems when speaking to it as an NPC hence why it was released as a player head mod.

     

    I don't quote me on this, but @DarthParametric has said in the past that he might release the ported TOR Kel Dor head from his Jedi Diversity on the Star Forge mod as a modder's resource to replace the old modder's resource at some point. Though when, or if, it's released is entirely when DP feels like it.


  11. 17 hours ago, CapitaineSpoque said:

    Ye i need to get the texturing part. Atm im only editing preexisting ones.

    So you'd have a model you can show as a proof of concept?

     

    17 hours ago, CapitaineSpoque said:

    The only thing is that LoneWanderer told me there was lot of memory leaks for kotor, so i need to be careful about models bearing multiple textures, long playtime = gamecrash, especially with the uber HQ textures we got now.

    So you've merged two models into one (the Rodian and mask model) but it uses two different textures? I know some other mods that do similar things do it so that it uses one texture with one on the left and the other texture on the right.

     

    JC's Czerka mod has a Czerka Rodian that merges the Rodian animations, Rodian hands and Rodian head to a Czerka body model and it handles the texture by having a Rodian on the left side of the texture and a Czerka texture on the right (or vice versa, but you get the idea).

     

    DP's Scoundrel Clothes with Scout legs uses a similar method.

     

    This might prevent any memory leak related issues if you can replicate this. 

     

    17 hours ago, CapitaineSpoque said:

    You can check the twitch model

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    Regarding mod compatibilities, i'll try my best. Not easy to make "anything" compatible. But simply editing the appearance row would be ok right ?

    I have given you a list of reasons as to why it can't be done, and yet you've tossed my reasons out the window and demonstrated that I should've kept my mouth shut.

     

    Those are amazing results! If you check Effix's distribution note on the main page, you'll see that he said "You can use the files from this mod in your own mod if you simply credit me". So that means, as long as you give credit to Effix as the original maker of the skin, you can outright use that skin in a "Twitch mod" that has the visor. I've done so myself for my Galaxy of Faces mod for compatibility reasons.


  12. 8 hours ago, CapitaineSpoque said:

    Anyway, maybe i'm just still a bit unskilled tbh :D 

    You'll get there if you keep at it.

     

    Quote

    I think it is possible to add an animated spark placeable from the base game, so i could tie this spark to a desired placeable and make it an "unstable something". Swoop engines could fit too. 

    The animated spark I think is a placeable in its own right, though if that doesn't work there might be a spark VFX effect that could be applied to the placeable.

     

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    Your idea with the grenades is pretty cool ! However atm the way my script works is OnDeath from the placeable. I wonder if i could make it so the script plays, but does not delete the footlocker while also deleting some of the items inside the footlocker ? Which leads me to an interesting track : Editing each bashable locker from the base game to replicate the bashing mechanic from k2.

    Either I'm confused, or you're confused. I'll re-explain my idea so the core concept sticks - the grenades would be inside the Footlocker, if you used security you would be able to obtain the grenades, if you instead bash the footlocker and took its HP to 0 it would, upon "death", explode and the Footlocker would be deleted... it does that because it is the "grenades" inside the Footlocker exploding.

     

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     I was thinking about replacing some human npcs to get some human voicelines too, just did not know which one to replace yet. I tried importing Bao Dur's head aswell, but i couldnt get around his lips being constantly open, and when i was about to fix it i messed up with his eyes/eyelids and ragequited 😅

    Admittedly, I didn't even bother fixing the open mouth bug. I've ported other hands and I'd get that same bug except it's graphically worse and the lips don't move at all, since Bao-Dur's lips do move that was enough to satisfy me.

     

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    that's exactly the plan, i made it so the horns mesh better with the texture, so maul has got his own set of horns, same for some of the texture variants i displayed. I wanted to do it for females aswell, but i didnt find a good quality reskin for one of the female heads. There was one but it was kinda poor. I'd love to bring female zabraks too, just dont have any good texture yet. If you have one i could do this :) 

    I think you should first look into a bald female head, the best one in the game is PFHC05. All you'd need to do is chop off her ponytail, reskin the shaven hair bits and, in your case, apply the horns.

     

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    Id like to introduce a Rodian seller in upper city which sells kind of touristic items, like sunglasses, mp3 player, and i figured i would pack the lego items aswell as "toys". The lightsaber would do toy sound effects, deal 1 single point of damage, same for a lego blaster i got in store. Another idea i have in mind but needs a good execution. Maybe make a playable lego character could be fun too. I like curse 😈

    A single point in defense atm, there is room for other variations but i only have 1 atm. Idk how multiple disguise interact with one another when equipped (armbands here). Idk if it is possible at all, but it could make things easier i guess. 

    That could work, actually.

     

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    Indeed, twitch could get his own visor too on Taris, bring some npc diversity.

    That may cause more trouble then you think if you're thinking of giving Twitch a mask.

     

    It'd be incompatible with High Quality Rodians and it could be incompatible with mods like Effixan's Arena mod or Galaxy of Faces that gives him a unique appearance.

     

    Not to mention a full face mask wouldn't work, a visor over the eyes probably wouldn't work and I doubt a Neural Band type mask would work with all of his animations. Plus, even if it did work how do you know the mask won't be gigantic in comparison to the little Rodian head? (Though I suppose you could just shrink it if your beast mod is anything to go by.)

     

    But generic human NPCs, Twi'leks and possibly even Duros are PRIME real estate for this.

    I'm not sure if you knew but there's a bug in the game engine where if an NPC is wearing a mask and a player is wearing a mask then the NPC's mask will be rendered invisible. This bug can only be prevented if the mask model is physically merged with the head model in question, so for example Davik's head would have his visor on it as part of his head model and not as a seperate model like it works with the players (It would be possible to set it up so that Davik's 1st encounter uses his normal head and his hangar encounter uses his visor head).

     


  13. On 9/25/2024 at 2:21 AM, Kaidon Jorn said:

    Let me know what you think...

    I concur with SH, I think you should release it - I think it's a real improvement!

     

    35 minutes ago, Kaidon Jorn said:

    For the moment I'm just using the old Nar Shaddaa skybox we all know and love, (Sharen Thrawn's?)

    I'm not sure if you're aware, but there's a mod called High Quality Skyboxes which should add a proper Coruscant skybox for the Jedi Temple mod, so there's no need to worry about making a new skybox for this mod.


  14. On 9/23/2024 at 6:59 PM, CapitaineSpoque said:

    Hi everyone ! 👋

    I started modding 9 months ago and felt like creating a topic to centralise all my humble wip stuff. For extra context, i didnt have a single clue about code or the game files back then. Thx to the whole community tho, i'm getting better and better each days. I have several projects ongoing (maybe a bit too much than i can chew 😄), so it won't be centered around something in particular, but at least you can see what a beginner can perform with basic knowledge. 

    Welcome to the club, and from what I can see you've already advanced in areas in 9 months that I haven't in almost 9 years :laughing:

     

    Quote

    Taris upper city fast travel :

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    I'd like to introduce this to get rid of some useless walking time in upper city. Idk if i should sell a pass to get access to the transit system, or make it cost a few credits.

    Taxi test youtube link.

    A low poly model i found on sketchfab for the space cab.

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    I'm not sure if you're the same guy I told this to on Discord, but are you aware of the "Swoop Droid"? Not the one that spawns on the Ebon Hawk on the Xbox, but the actual Swoop Droid that was fully voiced and has leftover VO in the game files. Maybe you can use the VO to your advantage here.

     

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    Deployable turret item :

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    A single use item that would spawn a turret npc. I'd like to make it spawn in front of the player and use the mine landing animation. 
    Turret test youtube link.

     

    I hope you add an option to pick up the turret once you're done with it, and maybe a limit too so the player doesn't just add a thousand turrets to kill a boss. Maybe have it so that you place one down, you lose the turret item, you can speak to the turret out of combat, you pick the dialogue option to "Pick it up", it removes the turret NPC and you gain the turret item again.

     

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    Resized beast models :

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    Trying to get my hand on modeling/animations, so i tried to resize some creature. Would like to make them Ritual beast/Kinrath hive replacement, and also add a new Elder Tukata unit the size of a Horn kath hound.

    Resize test youtube link.

     

    Now that is an interesting concept. You might want to adjust the Ritual Beast camera so it shows the enlarged Terentatek.

     

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    Explosive script :

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    An idea i had was replicating the effect from grenades/mines, but upon bashing environment, remotely controlling it, or fired when a creature die. Just to add an extra layer of decision making with the environment and npc combat. Thx to darthparametric who corrected the code it works pretty good now, even tho it needs polish here and there. 
    Explosive test youtube link.

     

    Now that might be a fun thing to add randomly throughout the game, depending on whether or not it makes sense for something to explode. Maybe you can lock one of the grenade footlockers and if you bash it it explodes.

     

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    Zabrak Head models :

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    Back in the days Iniry made a mod to bring a playable zabrak skin + zabrak horns to the game. I figured i would try to make dedicated head models with horns matching the textures. There are some reskins done for Inyri mod so i figured i would pack the extra variants too. Would be used to make zabrak npcs through the game with some extracted alien TOR voice lines.
    Zabrak head test.

     

    So I was personally was going to do this for an alien NPC mod I have planned, the install would be modular meaning you could hypothetically install Zabraks and no other species.

     

    But unlike your mod, I was going to use reskins of Bao-Dur's head and I was going to have them strategically replace pre-existing NPCs in the game. For example, the Exchange Debt Collector in the Lower City or one of the Bounty Hunters in Zax's office who I'd deck out in Zabrak gear, this way the Zabraks would speak English and wouldn't need any TOR Zabrak lines.

     

    Are you planning on merging Inyri's horn mask item with the head model itself? If you are would you consider making some female Zabraks as well?

     

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    Manaan underwater panel texture test :

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    I like that, but my only concern is that you may have to make multiple versions for different screen resolutions.

     

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    Lego Star Wars models

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    Cursed!

     

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    Wookie bandolier item/disguise :

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    I do like the idea of this! What sort of stats do you have in mind for the bandoliers? How many bandoliers do you plan to have? Is it possible to have the bandoliers be equipable in the armor slot?

     

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    custom npc models using masks/armor pieces

    So... like merging Davik's head with his visor so you can see him wearing his mask for example?

     

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    fightable rancor encounters on Taris

    This one sounds dubious to me, though I'm sure what you have in mind for this mod idea is better than what I'm imaging.

     

    On 9/23/2024 at 6:59 PM, CapitaineSpoque said:

    I can't wait to pack the stuff into standalones and release it. Atm nothing yet, i'm going with the flow 🥳

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    • Light Side Points 1

  15. This is going to be a little hard because you're on Mobile, but I'll try and pinpoint something.

     

    21 hours ago, BusyKitty said:

    When I encountered the soldiers fight in Telos(right next to the merchant) it fades into a cutscene (Dark Lord and his apprentice talking) but problem is it crashes right there.

    That scene is new to TSLRCM, in the vanilla game it's a BIK movie (The same format as the takeoff movies). In vanilla, you can left click the mouse on PC or tap the screen on Mobile and have the scene end but in TSLRCM it's unskippable as it's taking place in the game.

     

    Do note: it is triggered by the Light and Dark Side points you get, so another playthrough it might player earlier or later depending on your choices.

     

    Now, something that would help me pinpoint a crash would be exactly when it crashes.

     

    I'm sorry to have to spoil the scene (your post makes it sound as if you aren't aware of who the characters are), but I'm linking a video of the scene so you can tell me when exactly the game crashes.

     

    For example, if the scene progresses to the point where you see Nihilus (dark lord) on screen the crash would probably not be caused by a glitch in Nihilus' texture, model or appearance.2da line (critical mod files used in retexture mods etc).

     

    21 hours ago, BusyKitty said:

    Without the following Mods it works fine.

    Now this I'll need you to define. When you say "Without the following mods" I picture MTSLRCM as being part of that list, and if you aren't using MTSLRCM you aren't getting the in-game scene where the crash is happening. You could test it with just MTSLRCM and see if it crashes, but then you'd need to have a backup copy of Kotor 2 so you can have a Kotor 2 directory with your main mods and another backup directory for MTSLRCM for testing purposes.

     

    On PC this wouldn't be too hard to setup, I personally have multiple directories I switch between for different mod combinations and such, but I imagine on Mobile that'd be a pain to setup.


  16. On 9/17/2024 at 12:42 PM, emark4 said:

    I downloaded the zip file for the extended enclavve mod and attempted to extract the contents of the zip file. However for some reason one file cant seem to be extracted. The file is called load_020EBO.tga . It keeps saying there is an error in copying the file. All other files including the exe extracted just fine. So what should I do? 

    Even if you didn't have the load screen in the Override, it wouldn't break the game in any way. The worst that would happen is that the Ebon Hawk cutscene would use a generic load screen.

     

    Here is the file you're missing: 

    load_020EBO.tga

    • Like 1

  17. On 9/9/2024 at 10:51 PM, Ian Starrider said:

    I always hated Exar Kun's light battle suit and Ulic Qel-Droma's mesh suit ingame.

    These don't even begin to do justice to the two legendary characters from the comics.

    Since there are already several “lore friedly” skins for various armor and characters, I wondered why there are none for these yet.

    Ulic Qel-Droma's Mesh Suit I agree doesn't have any good reskins, mainly because the item is cut meaning player's can't obtain it without mods/cheats and most player's don't know it exists.

     

    But for Exar Kun's Light Battle Suit, there is at least one reskin for it...

     

    https://deadlystream.com/files/file/286-exar-kun-battle-suit/

    • Like 1

  18. On 9/8/2024 at 1:38 AM, Nm6k said:

    Any new screenshots you guys can show? Maybe of the Jedi Temple if it's also getting a new look like Corellia

    I think the Jedi Temple textures aren't being changed as I believe it's meant to resemble the original Jedi Temple mod for K2.

     

    But the Jedi Temple has been reworked from the Demo. To name a few changes, the medical room you wake up in now actually resembles a medical room, the weird ray shield has been replaced with a giant door, and the weird speeder was removed with its Jedi mechanic being moved to another location who is now sorting through a filing cabinet instead.

     

    I'll see with Logan if he's fine with this being shown to the public, though I must put a firm emphasis on my earlier comment:

     

    On 8/1/2024 at 11:04 PM, N-DReW25 said:

    I can't say much, but I'll say this (but don't quote me on this), I can see the light at the end of the tunnel for this first chapter of the mod.

     

    • Like 2

  19. 16 hours ago, JasonRyder said:

    Guessing that installing K1 Loot Overhaul over Balance in the Force will give me the loot from K1 Loot Overhaul but the mechanics of Balance in the Force. 

    Though I wasn't aware Timbo changed the loot for Kandon Ark and the Sith Governor, this should be the ideal installation.

    • Like 1

  20. 8 hours ago, JasonRyder said:

    Great progress on your mods! Oh and I was thinking of installing Timbo's Balance in the Force Mod along with your cosmetic mods, K1 Loot Overhaul, and Senni Vek Restoration. Would there be any incompatibilities? 

    I don't think there will be, I have been in contact with Timbo about compatibility with my mods so if there are incompatibilities I'm sure we'll be able to work something out.