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Everything posted by N-DReW25
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And the original Xbox for that matter. This skybox certainly isn't HD but perhaps it's intense pink and purple colours strained the Windows 95/XP and Xbox graphics cards. Glad someone enjoys this Skybox, I honestly thought it looked bad compared to the old one (Though maybe that's because I spend more time looking at HQ Skyboxes instead of vanilla ones)
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View File Restored Korriban Skybox A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 17.10.2018 Installation: Copy and Paste the files within "For Override" into your K1 Override folder Uninstallation: Delete the files you copied into the Override folder. Description: In the game files, it appears I have discovered an early Korriban Skybox. For hardcore players who love the tiniest bit of Restored Content, you might find this mod enjoyable as it restores the cut Korriban Skybox back into the game. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Is incompatiable with Kexikus' HQ Skybox mod Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: Bioware for such an amazing game Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter N-DReW25 Submitted 11/16/2018 Category Skins K1R Compatible Yes
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Version 1.0.0
720 downloads
A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 17.10.2018 Installation: Copy and Paste the files within "For Override" into your K1 Override folder Uninstallation: Delete the files you copied into the Override folder. Description: In the game files, it appears I have discovered an early Korriban Skybox. For hardcore players who love the tiniest bit of Restored Content, you might find this mod enjoyable as it restores the cut Korriban Skybox back into the game. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Is incompatiable with Kexikus' HQ Skybox mod Permissions: Do NOT claim credit for this mod and do not use assets from this mod without my permission Thanks: Bioware for such an amazing game Fred Tetra for Kotor Tool and everyone who downloads the mod. Legal: THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
Now that I double check 200TEL_Moza_Help is indeed a boolean. I know you said you can't give me the script name off by heart but where exactly would I look for this script? (Like what exactly am I looking for, what makes a boolean script different from a regular script)
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I had a look through KSE and I found something of interest. Why not have the Ithorian Conditional be set so that it requires "200TEL_Moza_Help" to be set to true. When the Czerka mercs ambush the Ithorian complex in the light side version if you remember Moza contacts the player prompting them to come back using the "Moza_Help" I mentioned. Once the player does finish up Czerka that would mean that the reply conditional would be set to true meaning that I might be able to use this as the conditional. Do you think this could work? If I did do this would I need the dialogue to be set to Conditional #1: "c_global_eq", P1: 1, "200TEL_Moza_Help"?
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In this case "Else" would mean nothing at all. As you've said the conditional for Czerka must be set to true or else it won't work ignoring the line with the Czerka conditional and using the next best option, the line with no conditional aka the Ithorian line. As I need conditionals for player response lines I am only half complete. This may sound stupid but where do I know where to look to figure out where the global stores the decision I need? I'm assuming one of the 2da files. Another thing I'd like to ask: Would it be possible to rig the conditionals so that my Czerka response requires a conditional to be set to true and the Ithorian response set to false for it to appear?
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So I am thinking of doing a blog series where I select a piece of cut content from either game that is NOT restored and detail what I believe, using evidence in the game files or my own hypothesis, would of happened in the cut content should it remained in the game.
The first blog is "Bao-Dur's return to the Citadel Station"- https://deadlystream.com/blogs/entry/300-bao-durs-return-to-citadel-station/
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@Sith Holocron I imagine it actually would work as a video series though as these blogs would be somewhat short in a video perhaps I should make up a list of cut content and read all of them out in a video (A video which would obviously show as much cut content and allow the viewer to hear the cut lines of course)
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That half worked. Only one conditional exists and that is for a Czerka ending meaning that I still need an Ithorian conditional to properly have the dialogue, specifically the player replies, work.
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This is a piece of cut content that was not restored in TSLRCM. This feature is probably unnecessary thus why it was cut, for anyone who is interested this blog will read out how this section of cut content was going to play out (I may, at times, need to guess what was going to happen to make this make sense as this is content clearly unfinished). In Vanilla and TSLRCM, Bao Dur found the location of Atris' academy through a computer terminal on the landing pad. Through the terminal, he was able to hack into the Force Field Network. In this cut content, the terminal is not on the Landing Platform but rather it is the terminal in Chodo Habats office. Once you defeat the mercs and go onto the empty landing platform Bao Dur's dialogue would go something along the lines of Bao Dur: "The freighter's not here. We'll have to enter the underground ruins and look for the military escape shuttle. The entrance is at the south end of the compound." Player: "How do you know the shuttle will be there?" Bao Dur: "I don't, but that's not going to stop me. I'm getting back to Citadel Station if I have to build a new ship myself." If you spoke with Bao Dur after this he'd reply with Bao Dur: "We can talk later. Right now we've got to find a way back to Citadel Station." The Military Base would play out normal, the player would take the Shuttle from the Military Base back to the Hangar of wherever you left whether that be the Ithorian or Czerka Hangar (Please note there is no movie for a Telos Shuttle landing on the Citadel, if someone did make this a mod it'd have to reverse the takeoff video to make it appear as if it is landing though then an NPC in the background of the video would walk backwards though this NPC "may" be able to be edited out). As the player would have no idea where the ship is this is why they'd come back and not to the Polar Region. On the Citadel you could, if you wanted to, talk to Grenn where he'd say his vanilla "So you have returned" lines though only this time he'd say them much earlier than in Vanilla as you return earlier. When you arrive at the Ithorian HQ Chodo would have some new lines if Bao is in the party, without him in the party you'd be stuck until he is in the party. Chodo: "Ah, Bao-Dur. I heard you'd returned. This pleases me." Bao Dur: "Good to see you again. Have you already heard about Czerka's operations on Telos?" Chodo: "I had. Moza has been in session with the Telosian Council regarding some Czerka files your new companion helped us acquire." Chodo: "Dol Grenn interrupted with news of what you'd encountered, and Moza sent word immediately. It seems that Czerka's days here are finally at an end." Bao Dur: "I would hope so." Bao Dur: "Come. The Ithorian's computer system is hooked up the Restoration Zone Grid and shield network. Let's find your ship." Presumably, if you helped Czerka Chodo would deliver some news along the lines of "things are going bad" and "we can't seem to be able to stop Czerka". None of the Czerka dialogue was written as it's all incomplete, whilst Chodo would dislike a Dark Sided Exile Chodo would still tolerate his/her presence in his own HQ, especially if his own friend Bao-Dur is with him so I have little doubt that a Dark Sider would still need to come back to Chodo to gain access to the shield network (The other only alternative is Jana Lorso as one can assume she has access to the Czerka controlled restoration zones herself, however, in vanilla Bao-Dur shows distaste for Czerka and in cut content Jana Lorso betrayed Bao-Dur and almost had him killed, this cut dialogue will be released in one of my upcoming mods). Once you interact with the terminal Bao Dur would have his dialogue with the terminal about finding the power interference in the Polar Region minus the dialogue of having to go into the Military Base as in vanilla on the landing platform. Once you had completed this you were then meant to return to the shuttle either in the Ithorian or Czerka Hangar. It is a possibility, yet unconfirmed, that once you finished up with the terminal you would hear an announcement over the loudspeakers from Jana Lorso. "Attention, Citadel Station. This is Jana Lorso, your Czerka branch's Executive Officer." "As you may know, Republic negotiations with Onderon have deteriorated of late. Czerka entered Citadel Station in the hopes of resolving the situation for the good of Telos." "I regret to inform you that the Telosian government, with the aid of the Ithorians, has entered an anti-Republic treaty with Onderon." "In order to protect the Republic's investment in Citadel Station and for the betterment of Telos, Czerka has been forced to assume command of the station." "Until Republic forces arrive to formally depose the Telosian Council and restore order, Citadel Station will remain under Czerka control." "This should not affect your daily affairs. Please go about your business as usual. Thank you for your cooperation." This is related to another piece of cut content I will detail in another blog as I have no reason to confirm or deny that this would happen right now during this section of cut content. This could of, for all I know, happened once you finished Telos completely and if you helped Vaklu on Onderon. Once you leave the station the HK-50 droids would arrive in the Bay Control area and presumably kill the Ithorian or Duros inside and have the exact cutscene as they have in the Military Base aka they send a squad out to the Polar Region to kill you. If the Ithorian is killed in the Bay Control you won't be able to talk to him if you want to steal the Prototype shield for Samhan Dobo (Despite this, you will still be able to complete the quest). And that is the "Bao-Dur's return to Citadel Station" cut content. Feel free to leave opinions on this down bellow (how you feel about the content, was it a good idea to have this cut, should TSLRCM include this, should this be it's own mod) and also let me know whether or not I should write up any more explanations for cut content.
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I am currently making a dialogue which needs a conditional to determine whether the Exile helped Chodo Habat and his Ithorians or Jana Lorso and Czerka on Telos, depending on who the player helped the dialogue would be different. With what I want out of the way, do any conditionals currently exist that would allow me to do just this? Or would I have to create my own? If I have to create my own what exactly would I have to do?
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This is years old but just to clarify what he means. There are no conflicts of the sort, the lines restored in this mod are used in M4-78 meaning you'd hear the same lines twice thus why he doesn't recommend using the EKA mod along with M4-78 as it seems a bit unnecessary to restore lines that have already been restored elsewhere. Though this information may be out of date what with the new 1.5 update for M4-78.
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I know someone has made that Mandalorian NPC model helmet-less meaning a yellow Xarga looking NPC with an NPC head is doable, however, you can't unfilter a voice meaning Xarga's voice will still be filtered as if he was wearing a helmet. You'd need to find a mask in the game that would look good with your NPCs head whether it be a Steve McQueen looking head or another head, any mask that covers his mouth would work fine so anything like a Breath Mask or a Stabilizer Mask would work though something like Neural Bands that don't cover the mouth won't work. The Generic NPC heads like the Batu Rem head don't have the ability to wear masks because they lack something called "Mask Hooks" which is code in the head model to allow Masks to be visible. Adding the required code to any head model would allow Masks to be worn.
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KotOR 2 Endgame Flow Improvements
N-DReW25 commented on darthbdaman's blog entry in darthbdaman's Holocron
For the Ravanger, I remember I think either in a thread or a blog I wrote a thing about how I feel that the player would fly the Ebon Hawk to the Citadel Station to get a shuttle to the surface to fight Atris when suddenly the Sith Attack, after the whole stuff with Grenn the party devises a plan. HK-47, if he has finished the quest, will detect signals from the planet of other HK-50 droids and that he knows of the location to the HK factory. After fighting their way back to the hangar after securing the TSF Station the player and HK will share a shuttle down to the planet surface where HK would be dropped off at the abandoned Merc Base first to do his mission while the player takes the shuttle to Atris' academy. While this all goes down Mandalore, the party leader, Visas and Bao Dur will go onto the Ravanger. During this sequence, you are restricted to the first level, unable to progress to Nihilus until you have completed the proton cores. When Mandalore is the party leader setting the cores Kex' lines "Another proton core received, Mandalore" will make sense. When one core detonates prematurely the trio will have to use that makeshift rocket as a proton core in that one side room, however, someone has to stay behind to detonate it... this would be Bao-Dur's sacrifice. Later, whilst Visas is in her Meditation Chamber, Mandalore and two Soldiers rush into the now open elevator to the Bridge to confront Nihilus who proceeds to drain the two Soldiers to death whilst Mandalore barely escapes with his life. Visas will find Mandalore outside the bridge door on the ground where he will say his "You sound like Revan, at the end" lines that would play after the Nihilus duel in TSLRCM. After defeating Atris, the player would make it to the Ravanger where he/she would be forced to see Tobin (I always found it weird he was in a random side room) and after that, the player with just Visas would fight Nihilus. Mandalore would flee back to the ship during this fight as he is in no condition to fight. When you defeat Nihilus Mandalore has lines like "What are you doing up there, we need to get off this ship" which sort of indicating he would be communicating through a commlink and not in person. Maybe as an added bonus if you wanted to have the recruit Atris option you could have the player, Visas and Atris fight Nihilus. -
Bad news: My computer can no longer connect to wifi. Good news: every other device I own can connect to wifi and I can still mod Kotor using my PC. This might make updating/uploading mods and replying to PMs hard.
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Never mind: The wifi problem must have been a one time only occurrence as my PC has wifi again now.
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I was gonna say, Windows is probably being stupid. Your phone should also have tethering capability, so you can use it's connection to the wi-fi and still be fine. I intended to post this when I saw yours, but I forgot about it.
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So the K1 brown robes?
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I wouldn't be opposed to having an option for TSL masters. Instead of creating new robes for the masters based on the master TSL robes why not turn the master robes into a body model like Nemo's beige robes (Robes the player doesn't get to wear but robes NPCs wear as 'clothing'). If I had to decide what to do for my mod I'd give Kavar, Zaz and Vash K1 robes. Sure, they never wore those robes in TSL but Vrook wore red K1 robes in K1 and wore the normal TSL master robes by the events of K2. Plus, it would be very easy to simply port the K1 robes to TSL and give the masters K1 robes. If it were up to me, I'd give Kavar blue, Zez brown and Vash red.
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Makes sense, with that sidequest anyway you'd need to walk some more. Plus, it got really weird when the droid completely changed personalities with different party members like he's an assassin droid one minute with HK and next minutes he's a spy droid for T3. About walking, I noticed you are teleported right past those three War Droids who are out to arrest the droid player for killing the two War Droids by the central terminal. I walked back to their location and they are still there facing the other direction because I am behind them. I ignored them and finished the quest and when I got my Exile down their those War Droids disappeared... are they gone for the same reason?
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So I'm playing M4-78 1.5 and I'm in the Central Zone as HK-47 looking for that "mysterious droid" who gives the player a bonus sidequest to complete as the droid you picked but I can't find him. Was he removed?
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Guess which grouchy old man now wears blue and wise alien master wears red in the Light Side Ending?
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@djh269 Revan wouldn't of known Zez, Vash or Kavar in K1. I 'could' make a third option for this but until porting becomes slightly easier I wouldn't be able to pull it off myself.
@Sith Holocron One of the many consequences of not playing TSL for a while.
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Would it make sense for the masters who so adamantly opposed Revan and the Mandalorian Wars, be at that battle and that ceremony? Does the timing make sense? Does the motivation of the characters make sense? Would they be there supporting Revan? I don't think they would. They clearly blamed Revan for many things despite his redemption, I would argue their bitterness kept them from participating in a Republic military ceremony... their presence would not be required.
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I know what you mean jc2, but I believe the more hardcore believers in the order wouldn't of been at the ceremony, especially Vrook, but I think the more liberal jedi like Vandar would definitely be there.
But he did save the galaxy so there is that.
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Blog #88 - What mods do you use for Tatooine?
N-DReW25 commented on Sith Holocron's blog entry in Sith Holocron's Blog
I also use Tatooine OTE but since Sith Holocron specifically asked for pics of the mod I'll add them here. May I recommend you at least include the ground textures from this mod as it grants that extra realism of NPCs walking around Tatooine. -
JC's Cloaked Jedi Robes & Supermodel Port for K1
N-DReW25 commented on JCarter426's file in Modder's Resources
Let's say if I had a TSL robe mod which added a reskinned variant of the normal robes. If I were to port that reskinned variant to K1 using this mod would that work out for me? Also, I can understand why you wouldn't want to do this but by any chance can a K1 to TSL robe pack be made where the K1 Brown, Blue, Red and Black robe variants be ported to K2? Most of the files already exist in TSL so I imagine it'd be easier than this mod. -
Blog #87 - I want your TOP 10 issues with the M4-78 EP
N-DReW25 commented on Sith Holocron's blog entry in Sith Holocron's Blog
Here we go: Kaah and Vash both inevitably die. Both Vash and Kaah can both be killed by a DS player however in the Light Side ending of M4-78 the main archon M4-78 kills Vash himself and Kaah is executed by Battle Droids. This was done as a means to remove Vash so she doesn't appear in the Enclave where she has no dialogue for that scene. Kaah on the other hands was just a loose end which needed to be tied up, or was it? In TSLRCM, Kaevee the Padawan is able to survive the encounter with the Exile and live on so why couldn't Kaah? Maybe because the developers chose to oddly build up the final Kaah scene as a "recruitment" however no recruitment takes place as he is killed at the last minute. This could be seen as a really big ruin for some players who do SO much to get to Vash and Kaah only to have them both die and offer 2 hours of extra frustratious gameplay complete with lag and bad VO in pre 1.4 versions, the XP for playing the mod and the loot. Sith Locker at the end This is my personal taste coming out here, I do not like the reward at the end of the mod which is a "Hurrikaine" crystal or something of the like. It is a blue Bondar crystal with unstoppable 8 damage which is found on Malachor V in the cut rooms meaning TSLRCM is required to find this. As this mod requires TSLRCM there is little reason to restore this item this early on as it provides a weapon buff before the player gets overpowered. Environmental Droids In the Environmental Zone, this could be a result of using Stoney's mod as a base, the enemy droids all have unique textures like Brown, Black and Beige for example. The names of the droids are like 'Environmental Droid Mark 1' and 'Mark 2' for example, but their textures don't match their names. For example, a brown droid may be a Mark 1 droid then you'll encounter a black Mark 2 and then a brown Mark 3 and a black Mark 1. This may sound odd but play the game, and look at the name tags of the hostile Environmental Droids and you'll see the names are meaningless with the textures. The Sith Officer In one of the earlier scenes, we see a tape of a droid closing large doors. This droid is fired at by a fleeing Sith Officer who is killed off by the radiation soon after, the droid loses a piece of its memory core from this shot and plays an important role in the story. My problem is that if this Sith Officer died about 2 days ago outside the large door... where is the body? You look around the area near the door and find a Sith Soldier body but not a Sith Officer's body. If I wanted to fix this I'd make the Sith Officer a Soldier and try to play it off as if the nearby dead Sith Soldier is from the recording. The last puzzle More of a nitpick, but I am terrible with puzzles so it is no wonder why I spent about 40 minutes at this final puzzle before realizing what I had to do. Something this mod has in common with normal TSL is that I need to google up the answers to a puzzle, except only with this one it's a pattern I can easily remember from here on out and not a maths question like in TSL. The lag and poor VO This one is an obvious thing to hate upon. Basically, some droid VO is terrible and the Industrial Zone has so many NPCs it lags horrifically. We all know this problem all too well so here is my alternate issue. When developing the mod, how did the developers react to all of these issues? Did they know the VO was bad and went along with it as they were short on actors? What was the reaction to the lag? This I feel would be an interesting topic to bring up in your documentary.