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Everything posted by N-DReW25
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MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1
N-DReW25 replied to JCarter426's topic in Mod Releases
Which mod did you install first? On the top of my head, Segan Wyndh Jedi Armor has no Patch meaning if you installed that on top of JC's Cloaked Robes all I have to say is "there's your problems". -
Kotor Tool has an option to use the game's override folder 2da files meaning it will instead use the modded 2da file instead of the vanilla 2da. Going to "options" and then "other" will get you this check box option.
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Basil Bonehead's Mod Analysis Facility
N-DReW25 replied to Basil Bonehead's topic in General Kotor/TSL Modding
Try the Tomb of Az'gath Indel for TSL (I think it's called that) by DarthInsidious. -
I found my problem and a part of me feels like an idiot but the other part tells me it wasn't my fault for not seeing this sooner. So when I reinstalled Kotor Tool it asked me for directors and if you look closely on the pic I showed it says "Illegal Characters in Path". After trying all of the above which didn't fix the problem I read my directories and Kotor 2 is set to "X:C?:\Program Files (x8?6)\Steam\steamapps\common\Knights of the Old Republic II??" I have no idea how that happened or why it would break my Tool but at least it's fixed... for now. Thank you to both of you for helping!!
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Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod)
N-DReW25 commented on DarthParametric's file in Mods
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For that cutscene in the Forge Hangar, there are 3 generic males and a female leader (2 Mullet men and a Twilek Jedi all share the same male non-alien generic lines). I reckon if you use the female Nautolan for the female leader and use the male Kel Dor, male Nautolan and the male Rodian for the generic male Jedi that would work nicely.
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So I've reinstalled it to a file on my desktop: no difference. You said move it out of Program Files, it normally installs into "C:\Program Files (x86)\Kotor Tool" when I don't modify its installation, is there a problem with that installation?
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I swear it feels like whenever I become motivated to work on GenoHaradan Legacy Kotor Tool decides to have a heart attack on me. So my problem started when I was searching in the K1 placeable templates section, I clicked on the large and small blood puddle placeable files and one of them popped up while the other didn't result in severe lag. I used Task Manager to shut down Kotor Tool and when I relaunched I got this familiar looking error. I've tried launching Kotor Tool in various compatibility modes but 90% of the time I get that exact same message, however, a few modes gives me the same message but instead of the "Illegal Characters" line down below it gives me a vaguely different message. I've uninstalled and reinstalled Kotor Tool at least 10 times but to no avail. Does anyone have any suggestions to what I need to do to fix this?
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Alright, first matter of business: GenoHaradan Legacy Demo 1.5 has been released! I've fixed up the Jekk Jekk Tarr fixes as well as added a new TSLPatcher installation method for optional installs. Right now: I am looking into the Jekk Jekk Tarr section of this mod. In Vanilla, after Mira opened the emergency escape tunnel she would proceed to enter the tunnel like Hanhar does and watches the Exile get zapped by Goto through the cameras as Hanhar did, Mira will then bump into Zez Kai-El as Hanhar did and unlike Hanhar inform Zez that Goto has captured the Exile. In TSLRCM, instead, Visquis orders his Ubese to capture Mira and lock her up somewhere and immediately after he says in the cutscene the next cutscene shows Mira locked in a storage room where her restored line "I need to get out of here before Visquis executes me" is played. After the Exile gets zapped instead of Mira watching through the camera instead Atton shows up and rescues Mira from the room, after a restored conversation is played they then leave and go to her safehouse. The TSLRCM scene doesn't make much sense. While getting locked up inside the room and getting saved makes sense Atton must have walked through not only the poisonous Jekk Jekk Tarr but the poisonous maze tunnels as well without a space suit. On top of that, this scene makes Zez's lines from earlier about "I am going to save her, I'll be back soon or not at all" kinda pointless as he doesn't turn up at all in the Jekk Jekk Tarr unless you recruited Hanhar. My plan to fix this: the line "I need to get out of here before Visquis executes me" will play just after Mira kills Hanhar. Visquis will still order his men to capture and lock up Mira but they won't because she'll flee into the tunnels. I'll restore the Vanilla scene with Mira and Zez in the tunnels that'll play right after the Exile gets zapped and Atton's new restored conversation will be moved outside the Tarr. After Atton fought the Zhugs on the landing pad he'd be rushing to the Tarr but once he arrives Mira is outside and will say "Uh, you're running a little late - your friend already walked into a trap in the Jekk'Jekk Tarr." which will be followed up with Atton's dialogue options which will lead to the cut conversation that would play in the Jekk Jekk Tarr "Name's Mira - I've been watching you all stumble around this moon for a while, causing trouble.". After the cut conversation it'll end with "Come on, I know one place where they won't find us." After that, the screen will go black and the pair will teleport into her hideout and her normal dialogue will play "We took out Visquis, but Goto has him... and that means no bounty for me." from there it'll transition to T3's mission and it'd go as normal... for now. After some testing I have a question to ask: Just before the Exile enters the Arena a dialogue starts with some force effect on the screen, it immediately loads up the landing pad module and Atton's fight with the Zhugs starts there. What dialogue causes that to happen?
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Entry #9 KOTOR Prequels End of 2018 Status
N-DReW25 commented on DarthVarkor's blog entry in Darth Varkor's KOTOR Machinima Saga: Production Blog
Ok, now that is genius! -
This update 1.8.5 is the most recent. I don't know what an "Amazon Fire Tablet" is, sounds like an iPad or Android device. First, can you download and play TSL on your Tablet? The reason I ask because most tablets I know, iPads and Android Tablets, use the App Store and Google Play store to get their Apps/Games, while K1 was ported to these devices as an App you can download they haven't done that for TSL so to answer your question I must know whether or not you have TSL installed on your tablet. What bugs are there? On top of being a Restored Content mod, this mod also fixes thousands of vanilla bugs, the only bugs I imagine TSLRCM would have at this point would be missing Lip files (And by missing Lip Files I mean 2, Lip files make a characters lips move while talking so even if Lip files where missing it isn't a big deal). Just to get you into the perspective of how long this mod has been developed the mod development started around 2008, trust me using this mod now would be better than Vanilla. The only bugs that could possibly pop up are incompatibilities with other mods where another mod might not be compatible with TSLRCM and cause the game to break as a result. But that can be avoided by not using sketchy mods.
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For some odd reason, I cannot reply to any sort of "News" thread thus locking me out of this year's Mod of the Year. If an admin can move the content of this thread into the actual Mod of the Year thread that'd be great. For this, I'll give three mods as is the allowed limit for this year's Mod of the Year, however, the thread said "you can select up to 3 mods, 1 per category" when there are only 2 categories so they'll be two mods in one category and one in the other. Best Texture Enchantment: Not since the K1 Enchantment Pack has someone tackled a reskin of some of the minor, unnoticed characters like Selven. Embar, using modern HD textures, has created and plans to create more epic HD reskins in his "Legends" series. This would be my pick for the 2018 Mod of the Year and a Legends mod may even be my 2019 choice at the rate he works now. Best Content Restoration/Addon: A return of SithSpecter's classic Cross Guard mod, with new tools made by Bead-V he has finally improved his original mod as well as fixed the annoying bugs from the earlier builds. An innovative idea, this "mod pack" is a collection of small fix mods, such as my own, which combines many individual mods into one making the installation process a lot easier and less time consuming. Best Community Member: I'd say for this as, considering DarthParametric is already nominated, I'd say @Kexikus is my pick, while obviously, DarthParametric is god's gift to Kotor Kexikus is still a modder who can lend a hand whenever he can.
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Just a reminder: Both my K1 Gameplay Improvement mod 1.15 as well as GenoHaradan Legacy Demo 1.5 has been updated.
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Due to a Kotor Tool bug around January which prevented me from modding until June and a serious bug I have whilst testing a much later part of the mod I haven't developed a whole lot due to lack of motivation, however, I have gone around to fix bugs in a recent update to the Demo! Keep reporting bugs and know that: As long as I am still active making mods for K1 I am still around to discuss the Legacy mod.
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I believe the lore behind those trees that appear in TSL and not K1 was that the trees grew over the course of 5 years because the Jedi had long since abandoned the enclave meaning "mother nature can reclaim what's hers", the trees in the K1 enclave (mainly the one in the centre of the round-about) were subjected to the bombing which you can see in TSL as these trees are now just stumps.
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How far-fetched does the "Zaalbar's *Fur Coat* Robe for TSL" sound?
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Sound extremely terrible on a moral/nostalgic level, and, not that great of an idea, on a more practical and lore idea. I don't recall any of star wars using Wookiee fur as coats, except mabye the trandoshans, which are a strange culture. But, it also sounds like a funny idea for a mod, albeit far-fetched.
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@DarthParametric Does Mira enter the academy before the Exile? Why not make the Exile stumbled upon the Corpse of Hanhar and find the robes that way, though I must admit that doesn't really make much sense as fur coats do need to be *made* and all.
@jc2 Yeah, this idea wasn't an actual Star Wars inspired thing but rather me randomly thinking of this idea and then immediately laughing out loud because of how dark yet funny it is and the fact that it could actually work as a mod.
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It sounds like an incredible funny idea, but I don't think you could really implement it into the game all that well. A simple reskin of the jedi robe would just look mediocre no matter what, so probably a new model would be effective. I don't think anyone's up for it...
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Well, guess who forgot about that thread... me. Rereading over that thread, this new error is pretty similar yet different. In my new error I get no error notifications, I instead get an option to use Kotor 2 but not Kotor 1. After this, I check the directory and I see it is set to the correct location "C:\Program Files (x86)\Steam\steamapps\common\swkotor". I tried Fairstrides 2016 suggestion of deleting the "Settings.xml" file and that didn't work yet again. However, it seemed your registry method worked in this situation! Thank you for bringing up that old thread from "the bottom of the Deadlystream ocean of abandoned threads"!
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(Admins feel free to move this if this isn't the right thread) So I've opened my Kotor Tool to do some K1 modding and the K1 path in Kotor Tool is unavailable (I want to note that TSL still works fine). I checked the K1 Path and it's all set normally, however, I click on "Autodetect Path" and I get the error message "Kotor 1 not detected in registry". Would anyone know how to fix this? I got a feeling this isn't too bad of a problem to fix.
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This is a piece of cut content that I quoted from the "What's Restored In K1R". Apparently, Carth was meant to warn the player of the Katarn before entering the Shadowlands, much like he does the Kath Hounds on Dantooine in K1R, however, he has no lines about it thus it was never restored. As I always do, I dug around the Kashyyyk files looking for a reference to his dlg file because if someone knows that dialogue for a character exists and knows it has no supporting VO then a dlg must exist, I didn't find it. This was rather disappointing as I found cut items that look like they where involved in early quests, dialogue which suggests you could bring Zaalbar into the Shadowlands (Or at least dialogue that suggest if you ignored all the shadowlands quests and went straight to Freyr to do his quest, got Zalbaar and went back to do the Shadowlands quest that you ignored he'd have dialogue) amongst other cut content, however, a simple one-line dialogue doesn't exist apparently. I decided to check the dialogue.tlk file for a reference to this warning. Rarely, the dialogue for an NPC only exists on the Dialogue.tlk like much of the early M4-78 lines and Liskis and upon "consulting the Jedi Archives" it turns out they were not incomplete as I thought but rather the K1R team got it all wrong about this line. This line, found on line 380, goes like this on the tlk. The key part that proves that K1R has got things wrong is that it's on line 380. From about 0 to about 200 is where all the lines like "Force Wound" and "Flurry" are stored, lines that aren't in dialogue but rather apart of the game itself. After that, about 300, is all the E3 Demo lines. In the E3 Demo, the plot was rather different as on Dantooine Katarn roamed the planes and not the Kath Hounds. This was most likely because the E3 demo was one of the first things to be made for Kotor (I have a strong feeling this Demo was made around the time of Sleheyron as well) and thus the whole Kashyyyk plot was never written and during the development of Kashyyyk the large Rhino Katarns where more suited for Kashyyyk whilst the fast Dingo Kath Hounds where better off for the planes of Dantooine. The reason that no VO line exists for it is because I believe Kotor was made in an older engine to start with and once the final engine which we play Kotor in today was brought into the mix the developers ported all the Kotor made assets from the old engine into the new one leaving behind things they didn't need aka Sleheyron and the VO line. Things like the Czerka Depot room model was ported into the new engine probably for reference for designing Dreshdae and parts of the Kashyyyk landing platform but was never implemented into the game as it was just a reference (Darth Insidious has restored the Depot model into its own module, available to download here on Deadlystream). If the VO was to be found it'd be called "CARTH_EXT_08" TLDR: Only the dialogue from the E3 Demo which exists as text on the dialogue.tlk survived into the K1 game, these dialogues were hidden away like most cut content and when the K1R team saw a Carth line from the Demo and mistook it for an actual cut line. Just in case you don't believe me here are some more dialogue lines from the Demo which would prove that I am not wrong. These lines are not in any specific order, I think the first Kotor trailer shows small parts of the E3 Demo including the Katarn.
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port Port Stuffs #1 - Dreshdae's Pilots
N-DReW25 commented on ebmar's gallery image in Screen of The Week
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By any chance can you upload the video to Youtube? I can't quite seem to view it on Vimeo.