N-DReW25

Modders
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Everything posted by N-DReW25

  1. My changes to Vrook and Zhar was done merely because the "Revelation" cutscene on the Leviathan depicted them with opposite robes than what they had in Vanilla. I do believe deleting files "dan13_vrook.utc" and "dan13_zhar.utc" from the override will remove my mod. To A Future Pilot: Perhaps make these two mods optional, or at least JCarter's mod as his mod is far bigger than my own.
  2. This is optional correct? I do like the concept of having Selven be levelled as an end of Taris boss instead of her weak old mini-boss self. As for Selven's weapons, they shouldn't be an issue as long as they are balanced to Taris' difficulty. If the "visuals only" is an optional installation that'd be good as someone like me can play the full mod while Salk and others can use the visual only version.
  3. So this one "Generic Alien" line I picked out doesn't fit in with the other Generic Alien lines and in my opinion is the closest thing I could get at the time to a Selkath without porting, I will admit, that Generic Line can use a Selkath filter. I really recommend people download and listen to the SWTOR Selkath VO and let me know your opinion. If many people favour SWTOR above K1 and Generic maybe SWTOR VO may become the main VO in the mod and the K1 audio can be the add-on (I'd probably use the K1 add-on whenever I want a "Restoration" playthrough). After 5 or so months I kinda figured that out, it's really weird how TSLRCM cut this feature that made sense and replaced it with that really weird "Mira got captured off-screen, locked in a storage room and saved by Atton leaving a massive plot hole", even TLJ writers couldn't sink that low (They'd probably love nothing more than to prove me wrong though). I also intend to correct plot holes like this in my mod.
  4. That would make a great Addon for GenoHaradan Legacy, I want this to have a sort of "immersion" that M4-78EP does where the mod feels like an actual piece of the game and not a mod. For people who have played SWTOR this may pull those people out of that immersion, again: this would make a great bonus Addon mod for Legacy for those who don't care about that. Here is the video for the K1 and TSL VO comparison. I might add the SWTOR Selkath VO in as a second comparison. If TSL is voted the one Selkath would have one line as the line from the video is the only one of it's kind, this one Generic Alien VO is out of place when you listen to the other Generic Alien lines and I think giving it to a Selkath would be a better alternative. If K1 is voted in I'll have more audio options so "maybe" he can have more than 1 line of spoken dialogue, maybe 5 lines nothing crazy of course.
  5. "It has been some time"- Kreia Long time no see. With my Kotor Tool fixed I can now continue my modding with GenoHaradan Legacy. As some of you may know porting is now allowed between K1 and TSL and vice versa. If some of you remember, I plan to include Selkath in my mod and they were going to use one of the cut "generic alien" VO as this one specific VO sample sounds very out of place with the "generic alien" VO, however, should I include the original K1 Selkath VO or should I still use this single "generic alien" VO. I may make a comparison video soon!
  6. Thank you, I've found what I am looking for. This trigger I've found appears to "activate" once the Sentry goes hostile, attempting to go pass the trigger spawns the second Sentry and starts the dialogue. What I need now is how do I activate the trigger through scripts: I believe I should be able to figure out the rest.
  7. Reason for the vague title of this thread is because I myself am not quite sure what the thing I need help with is called. Essentially, if you remember those Mandalorian Sentries who escort your party to Mandalore on Dxun you might remember you had an option to kill the first Sentry and if you tried to walk into the Mandalorian Camp something stops you, spawns in another Sentry and initializes a dialogue with this sentry Imagine the first Sentry didn't go hostile and was still alive, what I want is if the Exile tried to walk into the Mandalorian Camp something would stop him/her and start a conversation with the Sentry. I'm not quite sure what this is called though is most likely possible, would anyone know how I can achieve this?
  8. I also agree with this being a good idea. While this may not be the ideal way to bring Zayne into Kotor but I might add Zayne and other comic characters as Easter Eggs in my GenoHaradan Legacy mod.
  9. I'm going to sound stupid asking this but aren't those K2 Sith Commandos? I haven't played TOR so I might not be recognizing a TOR Sith Soldier or something.
  10. I have a bit of a concern about the stats. Now I may be wrong but from what I have heard Bludgeoning, Piercing and Slashing may "not exist" in a way, they might be left over resources from an older Bioware game. I know in K2 the Zabrak Vibroblade had 2 piercing damage but "piercing" didn't exist thus didn't work so in TSLRCM it was swapped for "unstoppable" damage. Regardless, I still think those are a bit overpowered. Perhaps if you used those weapons on your main character you should test how strong they actually are in a fight. If it makes fights very easy that is a problem. I approve of the Stealth Field Generator, Nerve Implant, Scope and Neural Gear loot but I think that belt is too overpowered for Taris (It adds Dexterity +2 and Saves All +4, it is also found on Mika Durins inventory after the Leviathan very far from the Taris section of the game). Perhaps remove this belt from her droppable loot (Keep it on her for balance but don't drop it) because overpowered items aside isn't she wearing a Stealth Field Generator. Last thing, that looks like a player head model so why not have her wear the neural bands and have it display on her head?
  11. The problem is custom wav audio files. The Steam version doesn't support them, unlike the CD and GOG versions. The best way to fix this would be to delete all the wav audio files in the tslpatchdata folder before installation, you won't actually hear the audio but it won't skip meaning you can read the subtitles and actually play the mod to an extent.
  12. What are the stats of the new weapon?
  13. The main man himself should input more details into this, though for now, I recommend checking out this thread
  14. [This thread was created as a reference for new players who are experiencing problems reaching M4-78. If you have successfully made it to M4-78 without any problems you do not have to read this thread. In the future should information change such as new versions being released myself (N-DReW25) or a Deadly Stream Staff Member will update this thread and keep it up to date. Should information in this thread be incorrect myself or a Deadly Stream Staff Member will update the thread. If users create threads asking for assistance on how to get to M4-78 but haven't read this thread users are allowed to direct them to this thread] Warning: This is a walkthrough/explanation on how to get to the droid planet M4-78 in the M4-78 Enhancement Project. This thread will contain light spoilers on how to get to the planet itself though it will contain no spoilers of the actual planet itself. In order to get to M4-78, you will require two mods: The Sith Lords Restored Content Mod 1.8.5 (TSLRCM 1.8.5) and the M4-78 Enhancement Project (M4-78EP). Note: On the Steam Workshop M4-78EP has its own unique version called 1.3 while the Deadly Stream/Moddb version is 1.2. This may attract you to use the 1.3 version from Steam but I highly recommend against this as the Stean Workshop uses a basic and ineffective installing method which can cause incompatibilities which can break your game. I'd recommend you install mods the good old fashion way, download TSLRCM 1.8.5 from either Deadly Stream or Moddb and install that mod before any other mod first via the exe. Once you've done that, download and install M4-78EP 1.2 from either DS or Moddb via the exe as well. Both mods from DS and Moddb are safe and do not contain viruses, should your virus detector detect a virus that is probably due to the software detecting the exe format as strange and labelling it unsafe. Do not download TSLRCM or M4-78EP from a different source which isn't DS or Moddb as it isn't from the official websites and will most likely be some sort of virus/scam. For a better representation of the installation please watch this video on how to install both TSLRCM and M4-78EP. Please take not the version in this video is 1.8.3 and 1.1 though the installation method will be the same as 1.8.5 and 1.2. It also makes no mention of the Workshop as the Workshop did not exist at the time the video was made though that doesn't matter. Steam Installation: Retail Version/GoG Version: TSLRCM is available in: English French Italian Spanish German TSLRCM should be set to the language of your Kotor 2 for example: I own the English version of K2 thus I use the English TSLRCM, if you use the German version you'll use the German TSLRCM. TSLRCM will not work if the language is not the same as your K2, for example, the French TSLRCM won't work with the Spanish TSLRCM and vice versa. M4-78EP is exclusively for the English version meaning English K2 and English TSLRCM are required for it to work. If English is not a language you are fluent in this mod is not for you. If you've installed M4-78EP on a non-english game it will cause problems and you'll have to reinstall K2 and reinstall TSLRCM without M4-78EP. Once you've installed both mods launch K2 and play. Should you experience crashes before finish Peragus and Telos chances are M4-78EP is not responsible for your crashes and it is either incompatibility with another mod or your PC does not meet the requirements to run K2 and thus your PC cannot run K2 properly (To be sure of this you might want to start a thread here on DS and ask if your system specs can run K2, most likely Laptops are suspects for not being able to run K2). Once you've finished Telos and are on the Ebon Hawk you'll notice M4-78 is not on the Galaxy Map. Do not worry, this doesn't mean it doesn't exist. M4-78 works similar to Dxun, it doesn't appear on the Galaxy Map immediately. To get M4-78 on the map you need to travel to Korriban, inside the Sith Academy you'd find Master Vash dead in a cage in Vanilla and TSLRCM though with M4-78EP only a little bag will be inside the cage. Should you still find Vash inside the cage something terribly wrong has happened and you should make a thread about it (Make sure you list ALL of the mods you've installed so we can determine the incompatible mod). Inside this bag should be a Datapad which can be used on the nearby Terminal to start up a recorded Hologram conversation between Vash and her padawan Kaah. You'll find out that a group of Sith fled to the planet M4-78 and that Kaah deleted the Coordinates from the Datapad, once the Hologram conversation has finished you will be presented with the option to leave the Academy. As both Vash and Kaah have left for M4-78 you now need to go to M4-78 and find Vash though if you remember Kaah deleted the Coordinates meaning should you go back to the Ebon Hawk M4-78 won't be on the Galaxy Map. What you need to do is talk to T3-M4 where a new dialogue option will appear asking if he can restore the Coordinates. Once T3 restores the Coordinates M4-78 will appear on the Galaxy Map. If it doesn't appear my only guess you've installed another planet mod "Coruscant - Jedi Temple". This mod can break the Galaxy Map making M4-78 unavailable, however, there is a patch to fix that- https://deadlystream.com/files/file/394-coruscant-jedi-temple-compatibility/ If you haven't installed that mod yet still haven't got the option to visit M4-78 make sure you have spoken to T3-M4 correctly. If you can't get M4-78 to appear on the Galaxy Map you can create a thread here on DS asking for assistance though you MUST list ALL of the mods you've used so we can determine your incompatibility. You could use the Kotor 2 Cheat system to "teleport" to the M4-78 landing pad which will allow you to play M4-78. Search up "How to enable Kotor 2 Cheats" and the answer should pop up. Once you've enabled cheats type "warp 801dro" into the cheat console and it should load the Landing Pad. In K2 the cheat console is invisible unlike the cheat console in K1 so if it doesn't load the Landing Pad the first time keep trying as it might be a typo. Do not try to warp to other modules that are not "801dro" as you can potentially break your game doing that.
  15. Might I ask: What actual robes do the Sith NPCs wear? Do they wear Dark Jedi Robes, Dark Jedi Knight Robes or Dark Jedi Master robes? The reason why I ask is because, even though in vanilla you can't tell the difference, in my N-DReW's Dark Jedi Robe mod the Dark Jedi Knight and Master robes are unique and the Dark Jedi Robes (Which aren't available in vanilla) use the normal Dark Jedi Knight and Master robe texture. It would be cool to see the Sith Apprentices like Mekel and Lashowe wear Dark Jedi Robes, have Sith teachers wear Dark Jedi Knight Robes and have Uthar and Yuthura wear Sith Master robes. Try installing this on top of this
  16. As the Fryer sidequest isn't mandatory for the completion of Kashyyyk it is very possible to abandon Zalbaar to Chuundar on Kashyyyk. You could complete the game without him, on Lehon, you'd straight up murder Mission without Zalbaar to intervene at all.
  17. View File Green Crystal from K2 to K1 A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 18.06.2018 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: In both Kotor games, the green Lightsaber crystal is different from one another. In my opinion, the K2 crystal is the superior version and looks more like a crystal, thus, I have made this mod which ports the K2 crystal into K1. Known Bugs: None but if there is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with things that edit "iw_SbrCrstl_016.tga" though I know of no mods which do so. Permissions: You are NOT allowed to claim this work to be your own. Thanks: Bioware for such an amazing game Fred Tetra for Kotor Tool The Staff of Deadlystream for lifting the no Porting rule 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 06/17/2018 Category Skins K1R Compatible Yes  
  18. Version 1.0

    690 downloads

    A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 Release Date: 18.06.2018 Installation: Simply Copy and Paste or Drag and Drop ALL the files within the "For Override" into your Star Wars Knights of The Old Republic override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: In both Kotor games, the green Lightsaber crystal is different from one another. In my opinion, the K2 crystal is the superior version and looks more like a crystal, thus, I have made this mod which ports the K2 crystal into K1. Known Bugs: None but if there is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with things that edit "iw_SbrCrstl_016.tga" though I know of no mods which do so. Permissions: You are NOT allowed to claim this work to be your own. Thanks: Bioware for such an amazing game Fred Tetra for Kotor Tool The Staff of Deadlystream for lifting the no Porting rule 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.
  19. N-DReW25

    #3: Porting

    Let's say if I wanted to port a Deveronian head from TSL into K1 I'd have to rework the bones for that head to actually work so if this is the case what tools would I need to do that?
  20. I am happy to announce that, on the day Porting is allowed, that my Kotor Tool has been fixed meaning GenoHaradan Legacy and my K1 Gameplay Improvement Mod are back in development. If things go well behind the curtain I may even have some new exciting projects ready to begin!

    1. VarsityPuppet

      VarsityPuppet

      Great to hear, man! Is my 2da Editor being useful?

    2. jc2

      jc2

      Glad to hear N-DreW25!

    3. N-DReW25

      N-DReW25

      @LiliArch Compatibility Mode... I feel stupid it took me about 5 months to figure that out.

       

      @VarsityPuppet It definitely did its job. If everything behind the curtain goes right I will detail what I was attempting to do very soon.

       

      @jc2 Thanks!

       

    4. Show next comments  111 more
  21. Does this bug occur in Naga Sadow Sadows tomb?
  22. As the title says, I'd like a mod that gives your party members Prestige Classes once they become a Jedi instead of normal classes. I do believe this should be a simple script edit for each party member. Atton - Sith Assassin, Jedi Watchman (As he was a Jedi Hunter Killer before the events of TSL, a Sith Assassin would be fitting for him and the Watchman is the Jedi version of the Assassin) Bao Dur - Sith Marauder, Jedi Weapons Master (Sith Marauder would be fitting for Bao Dur as he is physically strong which makes sense for a brute force Marauder, Jedi Weapons Master is the Jedi equivalent though a Watchman may work out for Bao due to the skills the Watchman has) Handmaiden - Sith Marauder, Jedi Weapons Master (Same with Bao Dur, Marauder and Weapons Master fits perfectly with Handmaidens character) Disciple - Sith Lord, Jedi Master (As Disciple was a knowledgeable person Jedi Master and Sith Lord is suitable for him, Kreia even predicts he would join the Jedi Council after TSL so it makes sense for him to be a Master) Mira - Sith Assassin, Jedi Watchman (Being a Bounty Hunter, an Assassin would work for Mira as well as it's Jedi counterpart) While not necessary perhaps Visas and Kreia can get a Prestige Class as well. Once you learn Force Sight perhaps the option to train Visas becomes available and once the Exile gets a Prestige class perhaps, based on the Exiles alignment, Kreia gets a class as well Kreia - Sith Lord, Jedi Master (Obvious choice) Visas- Sith Assassin, Jedi Watchman (Visas technically was an Assassin sent to kill you so this should be her class) The only real complication I can foresee with this project is when your Party becomes Jedi they become one class no matter their alignment so Atton will always be a Sentinel. In order to add the Sith Assassin for Dark Siders and Watchman for Light Siders, some more work may have to be put into the scripts, though it should be possible.
  23. My expectations were high but I never expected this. Thanks for finally releasing it. For people who want Carth's clothing as his default clothing just rename "P_CarthBB02.tga" or "P_CarthBB03.tga" to "P_CarthBB01.tga" and place it into the override. That will change his default clothes to the skin you selected.
  24. Odd, downloaded a few HOI4 mods from the Workshop with my TSL for Steam opened and once I went back to TSL I had a bunch of TSL notifications telling me the HOI4 mods had been downloaded.

  25. That's just the flaw of having Republic Uniform for clothing (Or anything else out the ordinary). The game was designed for you to use the blue soldier clothing as in vanilla, in those clothes Sith wouldn't recognise you. In this mod, it simply switches the clothes to Rep Soldier clothing and the Sith still don't recognise you as a Rep Soldier as the game was never intended for the player to have Rep uniform on in the first place.