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Everything posted by N-DReW25
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Next time you use TSL use this mod instead https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/handy-force-powers-1 It adds a Where am I function as a force power and it adds a power that unlocks nearby doors.
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overhaul MOD:N-DReW's K1 Gameplay Improvement BETA
N-DReW25 replied to N-DReW25's topic in Mod Releases
Sorry for the late reply. Brotherhood of Shadow - Solomons Revenge: I'd say it is very unlikely at the moment, I would have to look into this at a later date. The reason why I think this might not work is because I already use texture files from this mod in K1GI meaning you'll find K1GI Republic Jedi Robes and BOSSR Republic Jedi Robes, the same item but with different stats. Plus, some NPCs have been used as well such as the Republic Commando who appears once in BOSSR but appears multiple times across the vanilla galaxy in K1GI. K1 Community Patch: I wouldn't suspect this would break anything but it 'may' undo a few things in terms of NPCs etc and maybe dialogue. At some point past the Demo stage, I will try and implement as many "Patches" from here as possible. K1 Force Pack V1.0: I suspect that would work 100% fine, in fact, parts of this could be integrated in the future as the mod author states in his readme that he doesn't mind it being used as long as its credited. Party Leveler K1: If it uses a TSLPatcher I suspect it is possible that this mod will work flawlessly, if it doesn't work flawlessly I can create a Party Leveler K1GI version as an optional installation. I'm glad you've enjoyed the mod thus far. No, mainly because that mod is almost 10 GB in size. Plus, even with that mod installed you'll have vanilla textures in HD with modded textures in the standard resolution (Think about the new Jedi Robe items and alien skins for example)- 38 replies
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- added content
- hard
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Would this mod do? https://www.nexusmods.com/kotor/mods/65
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I do believe because the implant feats are cut they don't appear in KSE, I think there is a little check box you can pick which enables all the cut feats but you'll need to dig through all those feats to find them. This mod completely removes the stat requirement meaning you could have constitution 8 and be able to use implants.
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So I have made a brand new placeable within TSL which adds a new line to the placeable.2da file. In order to make this mod compatible with other mods which use the same 2da file what must I do? My biggest fear is that, just in case my utp file with my placeable used 2da row 2000 and another mod in the override used the row 2000 if the patcher converted my modded row to 2da row 2001 would I need to set the patcher to also patch the utp file to 2001. Would anyone know what I should do?
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At the moment, what I am seeing now looks somewhat decent. Perhaps the key issues are what I am not seeing, would love to see this played out in a Taris Cantina with the NPCs all performing this animation (But if you aren't going through with it you might as well not even bother).
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Qimtiq, but he's the Quarren swoop organiser on Onderon. As far as I'm aware, he's the fourth and last Quarren with a role in TSL.
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A Human would most likely require a custom VO, a devaronian is very doable, a Cyborg would require a custom reskin and a Falleen species would need to be modelled from scratch. Not to mention that some characters refer to the Quarren gangsters as "Squids", that would also need to be fixed.
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At the moment, this mod affects a single scene on Peragus and a single scene on Onderon with potentially more scenes/content to be restored in the future. Considering PS, EE, GL and M4-78 don't touch Peragus that'll be clean, EE, GL and M4-78 don't touch Onderon so that'll be clean and considering niether Disciple or Handmaiden have a role in the Bounty Hunter ambush I'm willing to bet that'll be compatible as well. In short, everything is safe to use with the Mod Collection.
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Apparently Rey healed it when she healed his stab wound. To be fair, it kinda makes sense (and by "makes sense" I mean "it makes sense in a trilogy where nothing makes sense".)
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It is most likely referring to Kreia's "main" dialogue, when you talk to Kreia directly when she is in your party (to get your prestige class for example) that is the "main" dialogue. So far, this mod only edits Kreia's 104 dialogue which is only present in module 104per.mod which means that PartySwap right now is compatible.
- 14 comments
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For the first time I watched a Star Wars filmed in December instead of January, I was first in line and behind my seat in the middle where several little children who giggled from the opening commercials before the film to the ending credits of the movie. Other than the kiddies, I thought the film was "acceptable" considering they had the dumpster fire of a movie TLJ to work with. Things that disappointed me in this film isn't necessarily what people would expect me to complain about. At this current time, I can't really remember anything worth mentioning right now. I may add to this later.
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- 10 comments
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- darksideending
- mission
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- 8 comments
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- graphics
- remastered
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Amongst the little things I am playing with, this feature appears to be in a 'releasable' condition.
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You should try the GenoHaradan Legacy Mod: Similar to M4-78, the GenoHaradan was planned for Kotor 2 but was cut early on leaving very few remaining content to restore thus it was never restored in TSLRCM. This mod restores the GenoHaradan in a lore friendly manner adding a few faction hunting down the Exile during his/her search for the Jedi Masters. It is TSLRCM compatiable.
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- 91 replies
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- K1R Whats Restored
- List
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Modifying all ready existing TLK entries [TSL]
N-DReW25 replied to N-DReW25's topic in General Kotor/TSL Modding
Hypothetically speaking, I could write my new journal entries as new TLK entries and modify the global.jrl to point to my new journals instead of the vanilla journals. Would that work? Or am I stuck with hard overwrite? -
So what I have done is modified how a certain side quest works, everything in-game relating to the quest works exactly to how I intend it to work. The problem is that the vanilla journal entries for this quest now no longer make sense due to my edits, what I want to do is make a TSLPatcher installation to modify the tlk lines for these journals. From past threads, I got a gut feeling one does not simply "modify already existing TLK lines" and that I must use an alternate method to do what I need to do. That being said, would anyone know how I should go about doing this correctly?
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Glad to see a source scripts folder, I'm sure that'll come in useful for a modder like me 😀