N-DReW25

Modders
  • Content Count

    2,180
  • Joined

  • Last visited

  • Days Won

    128

Everything posted by N-DReW25

  1. N-DReW25

    GenoHaradan Legacy

    @Obi Wan PereHello, I must ask two questions. Do you see "g_201thug001.utc" inside the override? Do you see "201ithd2.dlg" If you do or don't can you let me know so I may determine your problem?
  2. Why not just have the winner be included in the mod and have the loser be included in an optional loading screen mod or something. Btw, are you still going to use the vanilla style blue loading screens? Because whilst your coloured screens are amazing if I wanted to play with just K1R, the unofficial patch and Sleheyron those coloured loading screens will look out of place.
  3. Back in 2006 Darth InSidious was making this "Rhen Var" mod which consisted of reskinned M4-78 & HK Factory modules, I know he has uploaded some pics of the old mod on his gallery somewhere here but whether or not he's actually making it is unknown. Here is a fAnTaStIc 2006 trailer of the mod in its 2006 quality:
  4. Alright, so I recently bought a new PC and I installed Kotor 1 from Steam first, then Kotor Tool and then Kotor 2. As to be expected, doing it in that specific order was a poor idea as now when I try to get Kotor Tool to detect Kotor 2 it gives me an error which reads: Now I've had made threads regarding the registry before but this was for Kotor 1, the registry for that game was this quote I believe. With my directory being "C:\Program Files (x86)\Steam\steamapps\common\Knights of the Old Republic II" what would I replace "KOTOR" with?
  5. Hello, I was not aware of this issue. In my mod, while you can get the feat at any point you cannot actually get it for free until you become a Jedi even though the option to get it exists for non-Jedi classes and the only Lightsaber on Taris the player can receive is Bastia's Lightsaber (Which I am tempted to remove from Taris). During my test play through of my mod I check to see if the bug exists and if I do find it I will be sure to remove that Lightsaber at some point (Because during my testing without giving the main PC a Lightsaber it worked fine). Thank you for bringing this to my attention.
  6. Hard coded? Break your game? All a player needs to hold a Lightsaber is the proficiency feat. Without that feat, holding a Lightsaber is impossible aka it can't break the game. In my K1 Gameplay Improvement mod I've actually set it so that the player can get the Lightsaber proficiency feat and it would work (If they cheated in a Lightsaber before they rescued Bastila that is). But without using my highly experimental Gameplay Improvement mod, the "Jedi from the Start" not only gives you the feat but makes you a Jedi as well, in that case, making these Jedi drop their Lightsabers would indeed work.
  7. That was presumably the issue. The "Notch Steel Sword" uses a tag and resref "k37_itm_freedont" whilst "Ajunta Palls Blade" uses tag "k37_itm_ajunta" and resref "k37_itm_freedont". My guess is that a while back I put the "ajunta" tag as the resref instead of the "freedont" tag. Thank you all for your help.
  8. So I checked what I did to the blades and all I did was modify their stats, removing the blade utis from the override fixed the problem. I will see if it is possible to modify the sword stats without breaking Shaardan.
  9. Hello, in my K1GI Mod I am trying to fix a bug where the Sith Student Shaardan fails to spawn inside the tomb of Ajunta Pall regardless of whether or not you've spoken to Ajunta. The main issue I am having is that I am totally unaware of what actually spawns him, my guess is that when you are leaving you're meant to walk on a trigger which makes him spawn but for some reason he isn't appearing. Would anyone know what file spawns him in? Or if it would be possible to spawn him in via alternate means without breaking everything.
  10. For Kotor One, I guess it would have to be Taris. The planet, in terms of modules, is so large and full of a vast array of NPCs to make it feel alive. All the characters on Taris were unique (even if you literally saw clones of them all over the place) due to their beautifully written story and VO acting. Every level you progress to is different just like how every character describes it as, from the rich Upper City, to the Poor and Crime Ridden Lower City and the frightening Under city. During my first play through, I felt almost exactly like the NPCs in the game feel in their levels: Upper City is a safe area to hang out in the shops and Duel Ring, the Lower City made you fear for your life as seemingly every corner had thugs ready to murder you and the Under city made me literally not want to leave the Village because I thought the Rakghouls were A: OP asf and B: I believed would get the Rakghoul disease. For Kotor Two: I'd have to put my money on Dantooine, whilst I wasn't as Naive back when I first played Kotor 1, I really felt the same atmosphere I felt with Taris but with Dantooine. The VO and writing cements the concept that this is a run-down, seen better days, poor, weak planet which has little to no law keeping the innocent Settlers and farmers safe from greedy Scavengers and blood thirsty Mercenaries, the plot of the planet is short yet still fun and interesting. Other planets like Onderon literally forces you to play both Dxun AND Onderon without any option of leaving before you finish your main quest WITHOUT Atton and once you do finish the quest you need to go back AGAIN to fight in the Battle of Onderon. Nar Shaddaa is slightly better but makes up for it with other minor flaws to ruin it, compared to other renditions of Nar Shaddaa in SW games this Nar Shaddaa is boring asf. When I do try to finish all of the bonus quest of Nar Shaddaa I ALWAYS get Attons bloody "We got this message on the Comlink. Looks like trouble" notification which blocks me from finishing any quests until you finish the planets main plot, here I usually just use the "warp" command to get to wherever I need to go just before I get that notification. Then you have Korriban, which is short and somewhat bland if you don't have M4-78 (Which just makes Korriban a necessary inconvenience just to get to M4-78). Fighting those Hississ' with that bland fighting music and those horrible sound sets, that noise will haunt my dreams.
  11. Here is something that got me going
  12. To clarify, the "placeable" sitters are placeables who appear like Rodian and Aqualish but are sitting down. You see these a lot in Cantinas and the the reason why you cannot interact with them is because they are placeables and not NPCs. Calo Nord, on the other hand, is standing inside the Speeder using a "Computer Use" animation to make it appear as if he was on the bike. I'd say you'd want to make "clones" of your NPCs and make them do the same thing Calo does. (And when I say "clones" I mean you need to remove the placeables and replace them with "clones" and just before they get off their bikes you'd need to remove these computer use "clones" so you don't see double)
  13. N-DReW25

    GenoHaradan Legacy

    Yes, in fact, GenoHaradan Legacy acts as a fix for M4-78EP because in 1.3/1.5 Grenn's fuel dialogue when you use M4-78's fuel it is poorly organised and you don't get the 1000 credits as promised. Legacy actually fixes that so it is both organised and gives the right reward! Are you using the Workshop M4-78? Because if so you'll need to install into the workshop override ofc. Sorry for not replying earlier, never got the notification. If you still experience bugs or issues please inform me of them and I will see if there is an issue. From what you've told me, it doesn't look like my mod is directly the issue though it may be a problem with something else.
  14. CarthOnasty is actually the developer of a mod which gives the Star Map a new HD Model and Texture which I am certain would be compatible with Sleheyron. Can I ask what happened to the old road modules? I recall one being in the Sleheyron Demo and one Xuul showcased a while back (That one was brimming with NPCs btw).
  15. @JCarter426 If I'm being honest with you, looking at that screenshot it looks like a fix would be quite easy to pull off... unless I'm not getting the full picture. Wouldn't this be a fix for this issue?
  16. You are aware that Lashwoe the blonde female Sith apprentice on Korriban uses her head model as well, right? This might work for her as well.
  17. After several years, and 19 updates, my K1 Gameplay Improvement mod now has over 1000 downloads. 

     

    And what a better way to celebrate with with version 1.20, complete with Taris bug fixes, new Twilek heads from K1EP and even a new Cameo on Korriban!

    1. N-DReW25

      N-DReW25

      @ebmar Thx! As for the Taris Duel Announcer: He is now an NPC you can interact with in the Cantina, kinda like in K1R. But, like with most other cut content I restore, it has my own twist to it.

       

      Occasionally, the camera will focus on the announcer instead of the arena and it will show the announcer actually doing his job. After each match, your fans will converse with you briefly.

       

      Spoiler

      20190715235813_1.jpg.edbb6d1c3c0fa35aa393525d81e189dc.jpg

      20190715235855_1.jpg.0c167713a151b30c0c4b75c2fdb3979a.jpg

       

      20190715235908_1.jpg.84cf792495c4b1880afd3e7e7db4c137.jpg

       

    2. jc2

      jc2

      I like it, I will certainly check this mod out some time, but I know it will be some time before I run through kotor again, I still need to finish some modding projects. Congratz with reaching 1k!

    3. N-DReW25

      N-DReW25

      @jc2 By then they may even be more updates released, of course meaning new fun content! I'd recommend installing my mod into a fresh swkotor just so everything works. Feel free to PM me if you want to check compatibility with some mods.

    4. Show next comments  87 more
  18. I'd say you're in luck if you intend to go ahead with it, the child NPC model has full unarmed combat animations but it cannot visually use any weapons (Any weapons are rendered invisible) and the Male Child soundset exists in TSL (Of course you'd need to rename the female child soundset which exists in the files so you could replace the male child soundset with the female one, or just use the male one as it might sound authentic enough to be pulled off). Evidence shows that killing Adana was actually an option before it was cut early, fully voiced dialogue reactions from the refugees and her mother exists and a single Adana line exists where she says "What?" presumably just after you announced to kill her. The only problem I could see is actually implementing it so that it has proper journal updates and conditionals, from my investigation of the refugee sector all I can say is that you'd need a lot of brains and free time in order to work out what everything all means. I originally wanted to do this as an optional install for my "GenoHaradan Legacy" mod because this would be considered "Restored Content" which would go great alongside my "ReStOrEd" GenoHaradan plot, I didn't do anything much with it because it all didn't make much sense to me at the time and I didn't know if killing children would be accepted on DS and of course I don't want to be THAT guy to ask that question.
  19. Fantastic, I have a couple of questions regarding the landing pad sequence. When you say "filler Star Map vision sequence" is that referring to a placeholder or is the sequence already made? Will the convo with Bastila regarding Sleheyron's Star Map use new VO, reused VO or spliced VO? Once the player reaches the landing pad, will the NPCs be anything like the old Sleheyron Demo from 2008/2014 or will it be different? (With a Czerka Twilek guy to charge the player to enter Sleheyron and answer questions, Gamorrean Guards watching the ship and an Aqualish Merchant)
  20. Everyone: We need more people to visit Deadlystream and encourage modding because more than 50% of users use Nexusmods or the Steam Workshop.

     

    PCGamer: Let's advertise a Kotor Nexus Mod- https://www.pcgamer.com/amp/see-knights-of-the-old-republic-with-a-3gb-character-overhaul/

    1. Sith Holocron

      Sith Holocron

      Well, you could always send an email to the article's author and promote other mods that are here.

    2. Mr Ardvark

      Mr Ardvark

      Do we really need to encourage people to join the forums? I figure if people are truly interested they will find their way here one way or another. 

    3. Mephiles550

      Mephiles550

      TBH, I might still use that mod for the default armors and alien NPCs.

    4. Show next comments  87 more
  21. N-DReW25: "So Battlefront 2 used to cost like $100 back in 2017, I guess I could buy it now for $40 in 2019"

    *Buys it*

    The never ending loading screen:

    158042315_download(1).jpeg.3fb91266af33ac7642429e14ab1a8dfe.jpeg

    1. DarthVarkor

      DarthVarkor

      The load times can still be pretty horrendous, that's for sure. But, the game itself has come a long way since its release. I wouldn't exactly call it "great", but I have fun playing the occasional Capital Supremacy and Heroes vs Villains modes on it.

    2. Mephiles550

      Mephiles550

      You know, I honestly think BF2 now is a really good game! I love playing it. The multiplayer is great, the instant action/customizable singleplayer fights are also really fun.

      The campaign story still sucks. But hey, so does the storyline for the new trilogy in general. 😧 Can't blame the game devs really for that.

    3. downloadman1

      downloadman1

      Fair enough dudes glad ya like it! I might have to pick it up for cheap and then force (persuade) my mate to buy it for online fun hha.

      Yeah that campaign looked bad though. Wouldn't touch that. Such a shame

    4. Show next comments  87 more
  22. I think some some of those lines are restored hence is why they may not make sense. "Played into the hands of the enemy"= walked into the enemies trap "caused Revanto choose the path he did"= maybe they ignored the signs that Revan was craving knowledge and power as a Jedi before the war, in K1 the masters say they thought it was just a padawans curiosity but they where wrong. Also in K1, Vrook thought it was the crystal cave on Dantooine that made Revan and Malak evil as if it where like the Dagobah cave "What were they referring to, about how the exile may be healed? Does that ever come up again"= The Jedi masters didn't cut her/him from the force but rather it was the deaths at Malachor that did it and they knew this. The Exile eventually gets healed on Peragus at the first level up and is a wound in the force which means she/he can kill others and get stronger for it (xp and leveling up)
  23. Label IDs (Name)? or Row Label IDs (Number)? I did indeed replace the Label IDs that broke with "****" but I wouldn't suspect that would break the 2da so I took @JCarter426 and @LiliArch's advice and I checked out the Row Label ID numbers and sure enough I found a typo. How it's meant to be: How I did it: 605 605 606 606 607 505 608 607 I think as long as I don't make typos in the 2da file I should be good, thank you guys for your assistance. @ebmarIf you do go ahead with checking for me and it does break then we'll both know for sure that any typos in the 2da will break it.
  24. Those rows with **** are actually the rows that broke for me and the **** are actually there to tell me that those lines are broken and cannot be used. For some odd reason, skipping a few lines and keeping the broken lines blank worked for a time until now somewhere in the 630 area skipping doesn't do anything and the problem persists. As @ebmar most likely has the mod in reference installed I would like to ask @ebmar to see if replacing the blanks with another 2da line like Carth's line, for example, to see if on his end the bug still persists on his end. If not, this may be a problem exclusive to Steam Kotor (Granted he isn't using the Steam version as well).
  25. Some of you might know I am making a mod called the "K1 Gameplay Improvement" mod, one of my "improvements" is a large variety of commoner variants from new commoner clothing, new commoner heads and new clothing such as the Scout and Scoundrel clothes being used in place of the commoner garb at times. In order to pull off some of these NPC variants, I, of course, need to add new lines in the appearance.2da. The issue I am experiencing is some sort of limitation around the 600 line range. For example, let's say if I have a Rodian and a Duro on lines 487 and 492 and I try to use KSE to change my character into one of those aliens I will appear like the aliens the 2da line is set to. Now if I have a Bith and a Twilek on 645 and 647 if I tried to change my character into the Twilek on line 647 I will actually appear like the Bith on line 645 despite the fact my character is set to the Twilek on line 647, essentially, the problem is if I set my character to a 2da line around the 600 mark my character will not appear like the character on the line I chose but instead appear like a character two rows down which I didn't pick. Can someone explain what I am encountering? Does the appearance.2da have a limit like the placeables.2da or am I missing something important?