N-DReW25

Modders
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Everything posted by N-DReW25

  1. This might not be the best idea around this but I figured as SS will probably need to make the duels a "non-deathmatch" duel I was thinking when an enemy gets to 1HP instead of dying or falling over they get Stasised or frozen in place by a Force Field, the generators for these Stasis force fields would be those brown things protruding from the roof you see in the screenshot. This would make a lot of sense for a non-sentient being as when a Rancor, for example, takes too much of a beating they are forcibly frozen in place so it will stop fighting and won't get itself killed. In this case, the enemy would be standing Neutral behind the Force Field then they are turned hostile when the Shield goes down and when taken to 1HP they go Neutral again and become Stasised until the round is over. An idea for sentient gladiators would be Iridorians, the yellow space suit guy from the Manaan Cantina, you hear so much about how his species is so deadly and sadistic but you never actually get to fight any of them.
  2. Remember when people used to download a hundred mods that aren't theirs and compile them into one big mod pack and claim it was all their own work?

    Well in 2019, people compile a list of up to 49 mods and upload it to the internet as a "Free to Use Master list" claiming you can use other peoples mods in your own mod as if they where a modders resource. And of course, this was found on the Nexus.

     

    https://www.nexusmods.com/kotor/mods/1266?tab=files

     

    Here is a list of the modders included in this list, keep in mind that there is a 90% chance more than one of your mods were listed:

     
     
     
    Spoiler

    @darthbdaman

    @Cinder Skye

    @DarthParametric

    @ChAiNz.2da

    geyassassin24

    Kitty Kitty

    MadDerp

    @inyriforge

    @jc2

    Eudalus

    @Xedii

    Drejzer

    xypherh

    TheGuyWithPies

    masternetra

    @IRobert(Based on work by @DeadMan, @seph6 and RevanDark)

    Toasty Fresh

    Curtis1973

    @ebmar

    ninostyle

     @Leilukin

    Congo1911

    KillaZilla

    @eNoodles

    Arctrooper209

    Chronic Tyro

    AlanCorvus

    Rizlakingsize


     

    1. N-DReW25

      N-DReW25

      The mods used in the list are exclusive to the Nexusmods website which most likely reinforces DPs statement about Nexus users not even knowing what DS even is. In the Nexus' guidelines, is there is no way for anyone to link or mention DS to try to boost newcomers?

    2. jc2

      jc2

      Quote

      The mods used in the list are exclusive to the Nexusmods website which most likely reinforces DPs statement about Nexus users not even knowing what DS even is. In the Nexus' guidelines, is there is no way for anyone to link or mention DS to try to boost newcomers?

      In my credits, I always attribute Deadlystream.com for the community and hosting my mods, so there is a way to indirectly advertise, and, as you can see, nexusmods is not all that well monitered for its size, so we could probably get away with direct advertisement but I, personally, will not do as such.

    3. DarthParametric

      DarthParametric

      If DS wants more traffic then that's Tyvokka's job to resolve. It's not really up to modders to be going on a "recruitment drive".

    4. Show next comments  90 more
  3. Reading through this I see someone suggesting you use Rakghous as opponents for the player to beat. Here is my idea of how one could legitimately use Rakghouls on Sleheyron. Firstly, the Rakghouls bite would turn people into Rakghouls themselves, that is why Taris' Undercity was infested by them despite the fact the Rakghoul source (The Muur Talisman) was lost on a different planet. At the time the player would visit Sleheyron it would have been at least months since Taris was destroyed, perhaps as a way the Hutts could get their hands on Rakghouls was that once the bombardment ended the Sith abandoned the planet letting the Galaxy see its destruction first hand instead of protecting a ruined planet and censoring any news of its destruction (Similar to how the Empire wanted the control the Galaxy through fear of the Death Star). The Hutts sent their henchman to Taris to scavenge broken metals and parts to be repurposed into Sleheyron manufactured droids, ships and weapons. This is where they are attacked by the Rakghouls who are, at this point, eating the dead Tarisians. Perhaps the henchman smuggled them to Sleheyron and sold them to the Hutts for use in their areas but might not know about the Rakghoul disease, maybe this can be a side quest where a Light Side player would wipe out the Rakghouls before they infect and a dark side player would encourage their use in the arenas and possibly the sale to outside buyers like Czerka. The only reason why I wouldn't use Rakghouls is that it might dimish some sort of significance of having Rakghouls on Taris, kinda like how Sleheyron deathmatches would dimish Bendak's deathmatch on Taris. As for other opponents, I'd highly suggest the baby Rancors from Lehon. They'd make legitimate sense for Hutts to own them and as they are just babies they make sense for gladiators and the player to fight them. For rewards, I'd recommend any item that exists in vanilla Kotor that cannot be obtained such as Qel Droma's Battle Armor and the Eriadu Prototype armour for example. Anything Baragwin (the items for Suvan Tam on Yavin) would also work but, like before, it could dimish the significance of saving up and buying from Suvan, though Suvan himself does mention that the Trandoshans and smugglers including Twi'leks and Aqualish do purchase his goods so it wouldn't be too much of a stretch to believe these items ended up in Sleheyron.
  4. Deadlystream for the past few months: As dead as Kotor 3.

     

    Deadlystream when my PC goes to the shop: The Sleheyron thread explodes to life.

  5. You cannot upgrade them, that may be the reason.
  6. I could it be an incompatibility with "Movie Mandalorians"? That mod turns all the Mandalorian NPCs into Clone Wars era Mandalorians and it turns Mandalore into Jango Fett.
  7. Can't quite remember how or when this happens exactly but at some point, Kreia brings up the Handmaiden and mentions she knew her mother, Arren Kae, who was a Jedi. It is this dialogue about Arren Kae which unlocks the dialogue to train the Handmaiden (As the dialogue is about Arren Kae, her mother, being a Jedi and it is this which convinces her to be trained).
  8. TSL was released unfinished meaning it lacked some content and was full of bugs. In the leftover files, modders have found the incomplete content and unused audio VO to make this mod and the big "The Sith Lords Restored Content Mod" which restores most of the content. You will, of course, find "custom/restored" content mods like this which restores content that lacked too much content, to begin with. Some VO lines have been spliced together in this mod to make a new custom line using the original VO actors, though this method is quite limited. I'd recommend TSLRCM 1.8.5 from this website or moddb as a mandatory mod and this mod on top of it as well as any other mods you want to install, as long as they are compatible with TSLRCM. If you use PartySwap the mod which allows you to recruit the Handmaiden and Disciple at once you require an additional patch also found on the site.
  9. Have you completed every single thing you can possibly do on Nar Shaddaa? It won't trigger if you haven't done enough side quests.
  10. Would textures worth 500MB, and the fact they are skyboxes, cause any severe lag during gameplay and/or increased loading times?
  11. What other mods did you install along with TSLRCM? If you did install mods I'd suggest reinstalling TSL, install TSLRCM and not use the mods which are incompatible with TSLRCM because those mods are what are breaking your game.
  12. I'm not going to say your idea is bad but rather... infeasible. What with TSLRCM being used by 99% of TSL Players you would need to make it compatible, not only the complex plot of TSL and the complexity of how TSL is set up, but you will also need to make it compatible with that mod. Considering you are removing Goto, a central character to the plot, you would likely break the existing plot as well as the compatibility of other mods for such a minor and insignificant character. Plus, why are you even asking that here? This mod simply adds Disciple and Handmaiden into the TSL game together and adds an item to "swap" them out as there aren't enough slots to accommodate the both of them.
  13. N-DReW25

    Shanilia

    Cloaked Jedi Robes belong to JCarter whilst this mod belongs to Jc2... two completely different people. And no, these robes in this mod use the vanilla K1 model... unless Jc2 ever decides to do a "cloaked patch" of sorts.
  14. The more you look at this mod download page the worse it gets

     

    1. Sith Holocron

      Sith Holocron

      To those wringing their hands at this model's existence and commenting in this Status Update: Congratulations.  You've successfully advertised it.

    2. Canderis

      Canderis

      I'm going to remove that link now.

    3. Mephiles550

      Mephiles550

      I don't see the problems, feels like a pretty good tribute to all those wonderful MS paint reskin mods we got back from around 2004-5. I almost feel nostalgic.

    4. Show next comments  90 more
  15. I guess in the end I guess you could say @ebmarwas the one who got fooled by the administrators.
  16. I played through a leaked Beta of that and when I got to the Red Eclipse Boarding scene the camera was never animated and instead just showed various cameras of various parts of the ship showing it to be empty.
  17. This mod is more specifically a restoration to restore his Xbox appearance for those who prefer vanilla style playthroughs with bug fix patches and K1R installed. Perhaps a modder can use SpaceAlex' head to make a standalone Xor "Enchantment" to visually make Xor appealing, thus creating a mod for restoration and a mod for visual effects.
  18. 1) That may cause problems, yes. 2) That may cause you to miss out on content and items if you plan on playing dark side GenoHaradan Legacy 1.0.2 has been released. Just copy those missing files from 1.0.2 into your override and you should be good to go.
  19. GenoHaradan Legacy 1.0.1 is out!!!

     

    New features include:
    *Atton will always mention Revan whenever you talk to Atton about the GenoHaradan

    *Fixed the installation allowing you to hear Zez-Kai Ell's new restored lines

     

    *When the player is taken to the GenoHaradan base, on top of Atton contacting the player via comlink, Kreia can also telepathically talk to the player before the boss fight

     

    *Dessicus and his goons start off as invisible

     

    *The GenoHaradan secret base is always locked off like in vanilla. This is to prevent the player from entering before or after the big fight

     

    *Visas and Handmaiden/Disciple have been removed from the Ebon Hawk scene being replaced by Goto or Mira/Hanharr who all interact in the scene with some cut/unheard lines.

     

    *Fixed the descriptions of most GenoHaradan items

     

    *Restored an unused texture for the GenoHaradan Mesh Armor

     

    If you play 1.0.1 and you don't experience these new changes or they are bugged please report them as soon as you can!

    1. JasonRyder

      JasonRyder

      It's nice to see you're fixing bugs right after release! 

    2. narshaddaarocks

      narshaddaarocks

      Very cool! Keep it up, my friend! 

  20. So in my mod, once the player finishes talking to Zez Kai Ell they are teleported to a new module. What I am trying to do is figure out a way I can have the player teleport to another module if the player kills Zez without this affecting any other Jedi Masters should the player decide to kill them. An idea I am thinking of is that once the player openly declares that he/she intends to kill Zez in Zez's unique dialogue this activates a conditional so it is set to "1" instead of "0" and once the dialogue with Kreia ends once Zez is dead there is a "blank reply" with the conditional "1" meaning players who kill Zez will get teleported to a new module. If that does indeed work out what I want to ask is how would I, inside the new module, set the condition to "1" to "0" to prevents bugs and errors with other Jedi Masters should the player kill them?
  21. GenoHaradan Legacy 1.0.1 is in the works! Expect bug fixes and minor edits, especially with the ending!

    1. JasonRyder

      JasonRyder

      I look forward to this mod! Is it a demo or a finished mod? 

    2. N-DReW25

      N-DReW25

      @Sith Holocron I'd say personal preferences for now. I don't actually think people have gotten up to the boss fight yet.

       

      @JasonRyderThe finished mod though of course bug fixes, like the one I'm doing now, are still to be expected.

    3. jc2

      jc2

      Very neat! Will have to try this out sometime. 

    4. Show next comments  90 more
  22. In that mod, I plan to replace the Verpine Zal Alloy Heavy Mesh with TSL "Verpine Ultramesh" which appears just like Davik's armour and is stronger than it. Those mesh armours are meant to be really expensive hence is why Davik uses it.