N-DReW25

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Everything posted by N-DReW25

  1. May you clarify "what" content is missing from the MTSLRCM mod that TSLRCM has? I am not familiar with MTSLRCM I'm afraid.
  2. You did install MTSLRCM, right? The Mobile compatible version of TSLRCM? This link is called the "Mobile The Sith Lord's restored Content Mod", this version is exactly the same as this mod except MTSLRCM is designed to be run on Mobile devices. This mod, however, is designed for PC players.
  3. N-DReW25

    GenoHaradan Legacy

    An update which has a "1.0.X" is a bug fix or anything categorized as a bugfix (Such as Russian translations). So the next bug fix update would be called "1.0.4" for example. A content update which changes anything with the plot from little to big would be a "1.X.0" update. So the next update which has actual content to look forward to is "1.2.0" and when that update comes out it will totally have a list of changes and will be referenced in the readme file. Unfortunately, no new updates are planned for the foreseeable future as my efforts are now focused on the Revenge of Revan mod.
  4. I'm pretty sure ChanceLightning simply adds Lightning sound effects to the module, that's how Dxun has thunder despite no visible thunder present in the sky. If I was to disable Lightning in, let's say, 901MAL.are then the result will be visible lightning with no sound effects to accompany the ambiance (Pretty sure the sounds aren't in-sync with the lightning effects). I just downloaded Blender, though I tried to extract Malachor's skybox model files and I cannot find a Malachor model file ending with "sb". I searched through all but one of the model files only to not find the skybox, the last one I didn't search was named "901malb.mdl" and I cannot check it because it won't open in MDLEdit. Instead I get an error message which says the following:
  5. I have extracted Jolee's dlgs and will be capable of creating a script of Jolee's lines from the mod, but this begs the question... Would we want to copy @newbiemodder's original script word for word or should this compatibility patch contain corrections to Newbiemodder's original work on Jolee's lines? If this is to become a mod, I could forsee it potentially becoming a mini version of this mod which was never finished: https://deadlystream.com/topic/6292-korriban-expansion-modernizing-an-older-mod-wip/
  6. ATTENTION ALL PLAYERS, THE MOD HAS BEEN FIXED: The issue that was breaking the mod was that the TSLPatcher installed critical files into the Override folder, these important files are used in the mod but other files on Peragus and Telos also shared the exact same name. I fixed this in 1.0.2 by adding to the installer so that the TSLPatcher would place these important files within the .mod files so the mod does not break Peragus or Telos. The problem with 1.0.2 however was that the TSLPatcher not only placed the files within the .mod files but they still placed the files within the Override at the same time. Version 1.0.3 fixes that so important files are NOT placed in the Override at ALL, however, whilst this mod is safe to play now, do be on the look out for bugs at every stage of the game and report any bugs you may find so that I may speedily fix it!
  7. Very interesting! I'm guessing that this will need an additional tool besides MDLEdit to access the static planes? My plan is to add the lightning effects to the Telos Surface modules 231TEL and 233TEL. Evidence suggests that at least 231TEL at one point had lightning effects in early game development with Telos lightning being shown in the old TSL E3 Demo footage, a few TSL dev screenshots and the 231TEL loading screen which shows a strip of lightning in the background. I assume Obsidian probably removed the Telos lightning related static planes from the model so it wouldn't be as easy as reactivating long lost planes. Also, what is the name for skybox models? For 231TEL and 233TEL it appears that the following models exist:
  8. Hello, as some of you may recall, Malachor V's outdoor modules have a visible Lightning strike effect that accompanies the Skybox. In-case you don't know what I am talking about, here is an image of the lightning which has been reskinned in Sith Holocron's Replacement Texture for Lightning on Malachor V 1.2 mod: So my question is, if I wanted to add this lightning effect to other modules how might I do it? From what I can tell, the lightning texture is part of the Malachor textures so I assume that it's done either by the module info files or via the Skybox/Module model mdl files.
  9. You can do just this, but it is not done via properties but rather you can create a new Baseitem 2da line with a modified max dexterity. So you would copy one of the vanilla armor lines thus "cloning" it and giving your clone a brand new max dexterity number.
  10. N-DReW25

    HD Carth Onasi

    I really like how you kept your old work as an optional download. Good job on the updated skin!
  11. If you are just using those three mods alongside TSLRCM 1.8.6, the answer is yes, but if you are piling a bunch of other mods on top then that is an answer only you can really answer.
  12. Hello, can you share with us an image as to what you are referring to? Some of us haven't played SWTOR. As for the hat, whilst this isn't from SWTOR, this is a mod which adds Calo's hat as an item based upon the K1 vanilla Calo Nord.
  13. Have you deleted the file "a_sion_cs.ncs" from your Override folder as per the fixes readme instructions? And if you have did you use a save prior to the Space Cat Walk section of Peragus?
  14. Might I suggest adding an "alternative" install option which includes TSL's fixed Gamorrean Battleaxe?
  15. Thank you for reporting! Try it now, it should now work!
  16. 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!
  17. I've been meaning to say this for a while but now might just seem to be the best time to say it:
  18. @Kainzorus Prime Is there any progress/plans on making the NPC Overhaul installer compatible with K1R?
  19. 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.
  20. 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.
  21. 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
  22. This is a VERY innovative design, I love it!
  23. 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.
  24. Those NPCs weren't cheering and celebrating when 2021 came around 😆