N-DReW25

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Everything posted by N-DReW25

  1. 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.
  2. 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! 

  3. 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?
  4. 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  108 more
  5. 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.
  6. Everyone: "Oh goodie, JCarter426 uploaded another mod! I wonder what flawless, innovative, 10/10 mod he has graced us with this time JCarter426: "IsLaM iS mY aUtHoRiTy!"
  7. Luckily, the one I was going to pick was added to your mod. While this doesn't mean a thing, the scene you've taken a screen of in 703KOR is a vanilla scene and the 705KOR scene is a remake of the Trayas Core scene based upon the vanilla scene in 703KOR... another reason why one may dislike that scene though the effort isn't a bad idea on paper if you ask me.
  8. Upon further insight into the mod in order to hear the dialogue about Revan, you must set Revan to Dark Side on Peragus. I could modify this so that no matter what you always hear about Revan. Conveniently, I am also playing Kotor 2 with those mods with Legacy so I might be able to find an answer. I'll assume it could bug though it *may* not be that bad.
  9. So I've recently attempted to port the Peragus Mark 2 Mining Droids into K1, right now they work great except for one major problem. This problem is that when I give them a blaster and they try to shoot at something they will perform the shooting animation but a blaster bolt won't actually shot thus making the Mining Droid unable to damage enemies or players at all. Does anyone know what exactly is causing this, whether it be the model itself or something else?
  10. Yes, in the original "The GenoHaradan" mod it included a Sion VS Nihilus scene. My mod is an improvement upon "The GenoHaradan" but is TSLRCM compatible and does not feature a Sion VS Nihilus scene mainly because I intend for you to use the EE mod. Knew something was up with that, I will fix that in the upcoming patch. (So far I have two things to patch)
  11. N-DReW25

    GenoHaradan Legacy

    Turns out he, instead of using the TSLPatcher installer, copied and pasted the files into the override folder. Because he did this it caused an NPC I intended to appear in the Entertainment Module appear in the Hangar and break the game. I am certain this will work with the NPC Overhaul mod.
  12. I'm 98% sure it is. If there is an incompatibility it would be very minor and won't actually stop you from going to M4-78, finishing M4-78 or completing the game. If you do find any sort of bugs, which I doubt there would be, let me know and I'll release a patch to fix it.
  13. GenoHaradan Legacy has been released! Though it is far from final.

     

    In 2017, I set out to make Exile007's 2012 "The GenoHaradan" mod compatiable with TSLRCM with my own improvements. During my development, I wrote a new GH plot inside the Jekk Jekk Tarr so I dropped Exile007's mod to make my own.

     

    Recently, I figured if my planned GH mod will take so long to make but Exile007's won't why not finish my work on Exile007's mod and release that for the time being. Essentially, I've made Exile007's GenoHaradan mod compatible with TSLRCM fixing all major bugs and generally improving the mod.

     

    This mod is far from final, if any bugs are found I will release bug fixes and content patches in the coming months and when my own GenoHaradan mod is finished it shall be called "GenoHaradan Legacy Enhancement Project" or "GenoHaradan Legacy EP" (Yes, I went that there).

     

    Go ham with what has been unleashed and leave feedback, advice and criticism

     

    1. jc2

      jc2

      Congratz on releasing 1.0!

    2. narshaddaarocks

      narshaddaarocks

      @Sith Holocron

      Oh of course I’ll play it (as soon as I wrap up M4-78EP 1.5 today or tomorrow FYI). I really meant I’ll contuine to follow its progress. After all our good friend here has probably come the closest to putting the GenoHaradan in the game. And since I obviously love Nar Shaddaa ;), this is an amazing development!

      Thanks @N-DReW25 !

    3. Mellowtron11

      Mellowtron11

      Very Cool! Glad to see there is an official release!

    4. Show next comments  108 more
  14. Experience a Legacy, coming soon!

    1. Sith Holocron

      Sith Holocron

      Yes. Yes, there is.

  15. *Cough* Nearby Crystal Cave filled to the brim with Red Crystals *cough* I'm thinking something along the lines of "Juhani Lightsaber Fix" as, whilst it is non-canon, having Juhani use a Blue Lightsaber instead of Red is the most logical weapon she'd use after fleeing the Jedi.
  16. Without sounding like a complete idiot "Once I have this new script where do I put it in order for it to work?". The only place I can find an "OnEnter" field which seems logical is inside the .are file but as you've said that isn't it.
  17. No, they don't return. It is merely used for a cutscene.
  18. So I start off in the Ebon Hawk in TSL. Once a dialogue finishes I have a script to warp me to a new module which is a copy of 301nar but isn't actually 301nar. Upon entering the module I will have a dialogue start immediately and once that dialogue ends again will the player be teleported to another module.
  19. I am trying to make it so that as soon as the player character enters a certain module it instantly begins a conversation with an NPC. What scripts would I need to do this and will I need to edit the .are file for this to work as I suspect?
  20. Would animated signs work as a separate addon mod? This would obviously have to wait until you finish Sleheyron though that may be for the better.