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Everything posted by N-DReW25
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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. -
You need to go to the Vulkar Base, accept the offer to kill Gadon from Kandon and apparently, Kandon uploads the codes to unlock all the doors in the base. This mod fixes the door to make them exactly like all the other doors except with that small bit of dialogue.
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I was honestly shocked when I saw this mod with the title "K1 Three Tiered Dark Jedi Robe" because I've already made just that back in 2016 and early 2017. Though I was relieved to see you did your own thing with your mod and didn't just make a total remaster of my mod.
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Possibly, but for them, to C&D the TSLRCM mod would be shooting themselves in the foot and calling it progress. TSLRCM is pretty much 99.5% used by players and is the must-have if you want to play this game, without it, who'd want to pay to play an incomplete game? Considering they went as far as to update K2 back in 2015 and add the Workshop with TSLRCM it's highly unlikely TSLRCM would get the C&D.
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View File Light Side Ending Masters Light Side Ending Masters A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2 Release Date: 30.07.2024 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Description: During the Light Side ending of K1, there is an A New Hope style medal ceremony with your player character and party members with Admiral Dodonna, Master Vander and three Jedi in attendance. Who are these three Jedi? No one knows, in the vanilla game they are simply generic NPCs who serve no purpose whatsoever. This mod replaces those three Jedi from generic NPCs to Masters Vrook, Zhar and Dorak. Known Bugs: This mod shouldn't have bugs but if there is report them on Deadlystream. Incompatibilities: This mod shouldn't be incompatible with anything but if there is report them on Deadlystream. 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 10/13/2018 Category Skins K1R Compatible Yes
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Version 1.2
2,024 downloads
Light Side Ending Masters A Mod for Star Wars Knights of The Old Republic Author: N-DReW25 1.2 Release Date: 30.07.2024 Installation: Simply click on the TSLPatcher.exe, select your option, click install and sit back and watch the TSLPatcher do its magic. Description: During the Light Side ending of K1, there is an A New Hope style medal ceremony with your player character and party members with Admiral Dodonna, Master Vander and three Jedi in attendance. Who are these three Jedi? No one knows, in the vanilla game they are simply generic NPCs who serve no purpose whatsoever. This mod replaces those three Jedi from generic NPCs to Masters Vrook, Zhar and Dorak. Known Bugs: This mod shouldn't have bugs but if there is report them on Deadlystream. Incompatibilities: This mod shouldn't be incompatible with anything but if there is report them on Deadlystream. 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.- 3 comments
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I was actually making a mod which does just that, all I need to do to finish it is to make the TSLPatcher and it'd be ready to go. EDIT: And it's uploaded- https://deadlystream.com/files/file/1376-light-side-ending-masters/
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By any chance did you change the "holding blaster rifle" animations to their K2 animations?
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This seems like a decent mod! Mind sharing what other plans you have for the other party members? If you have little free time perhaps do the reskins and remodels one at a time and release the mod one party member at a time until you finally have all the party members covered ready for one big party member pack, the benefit of this is just in case you've disappeared all your work won't be gone with you and will be available for users who like the mod. Keep up the great work!
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- arca jeth
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A small, yet popular, restoration mod of mine is getting an update with even more restored content. Details coming soon!
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This is the mod I was talking about, this should be the final version of this mod now!- https://deadlystream.com/files/file/908-hidden-bek-control-room-restoration/
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To my knowledge, the bonus XP is exclusive to TSL. In other words, K1 Security is utterly useless. At least on the PC the security spikes don't work meaning you need at least some security to get through doors that can't be bashed (One door on Manaan in the Kolto Rift Station can't be bashed) or opened via a terminal but that's kinda sad that they need to break a feature of Kotor to make Security useful. I'll present probably the worse, but potentially only, idea to make Security more useful. In the HK-47 dialogue he mentions opening and closing panels, why not make it a requirement to have both Repair and Security to fix HK-47. Security to open HK up and Repair to actually fix him.
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For those who care, after 7 months the K1 Gameplay Imrpovement 1.14 is finally updated! More Kashyyyk content hopefully coming soon.
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Where does this texture show up in KotOR1 OR KotOR2?
N-DReW25 replied to Sith Holocron's topic in General Kotor/TSL Modding
Maybe I didn't understand something initially. I'm assuming the mod already contained the LEH_panel02 meaning you can release the texture and it'd already take effect without or without the new patch as Newbiemodder's original version already on the site already has the texture. Considering you've found the texture maybe you can just release it for Peragus, perhaps. -
Where does this texture show up in KotOR1 OR KotOR2?
N-DReW25 replied to Sith Holocron's topic in General Kotor/TSL Modding
This may be a similar case with the M4-78 modules, the Xbox TSL came out first thus had unfinished M4-78 and Droid Factory modules on the disk. In the short amount of time they had for PC they quickly cleaned those files out of that release. If Obsidian was given enough time to complete the game these K1 assets like Calo Nord files and this texture for example that are never used in TSL but exist would have been cleaned out. Technically, even if the new patch update for KE is never released you could release it separately. Maybe HD a few more textures in his mod and release it as a pack. I'm sure you'd get permission for it, anyway. -
View File Arca Jeth's Original Robe Stats A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date 1.0: 01.10.2018 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 2 override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: In 401DXN there are a handful of cut items resting in the files. Whilst I have restored those other items in a separate mod among these items was an old version of Arca Jeth's Robes with different stats. What this mod does is "restores" the original stats of Arca Jeth's Robes while still retaining the original robe textures and price seen in the vanilla/TSLRCM game. Vanilla/TSLRCM Stats: Defense Bonus 2 Wisdom 2 Regenerate Force Bonus 3 Restricted to Light Side Arca Jeth's Original Robe Stats: Defense Bonus 3 Strength 4 Wisdom 2 Restricted to Light Side Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Is incompatible with anything that edits "a_robe_23.uti" Permissions: Do NOT claim credit for this mod Thanks: Bioware for the first game Obsidian for the second 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 10/01/2018 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
314 downloads
A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date 1.0: 01.10.2018 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 2 override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: In 401DXN there are a handful of cut items resting in the files. Whilst I have restored those other items in a separate mod among these items was an old version of Arca Jeth's Robes with different stats. What this mod does is "restores" the original stats of Arca Jeth's Robes while still retaining the original robe textures and price seen in the vanilla/TSLRCM game. Vanilla/TSLRCM Stats: Defense Bonus 2 Wisdom 2 Regenerate Force Bonus 3 Restricted to Light Side Arca Jeth's Original Robe Stats: Defense Bonus 3 Strength 4 Wisdom 2 Restricted to Light Side Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Is incompatible with anything that edits "a_robe_23.uti" Permissions: Do NOT claim credit for this mod Thanks: Bioware for the first game Obsidian for the second 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.- 2 comments
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I also wouldn't know how to fix some of those myself but I think I can see your problems. Obsidian updated the Kotor game engine when they made Kotor 2, an example of how they did this is how Kotor 1 is bright and colorful and TSL is Dark and bland looking as well as countless other features like feats, animations, new NPC possibilities, new features etc. My guess is that the files required for lighting in TSL are different in someway in K1 meaning a straight up port won't work unless you fix the K1 lighting files to make them TSL lighting files. Someone may need to make what I'm saying more clear as this is just an educated guess. Door scripts and dialogue triggers, like above, Obsidian modified the engine thus the K1 scripts and triggers probably don't work in TSL. You'd have the modify the files so they are TSL scripts and triggers and not K1. Once you do this if you are serious on bringing the DLC shop back into TSL you'd need a new plotline because if you simply ported the Module into TSL it'd be weird for the Exile to be asking about the Star Forge, plus at the end of the content in the shop Suvam claims he plans to ditch the station to live with his Baragwin buddies. Considering the module has 3 locked doors that lead nowhere and a hangar we only see in the cutscenes and not in game perhaps the Station can be abandoned and the Exile needs to search the whole station to discover what happened to the previous owners. Doors in K1 are apart of a 2da file. Let's say in K1 a Yavin door is on 2da line 50, in TSL because the Yavin Station is removed the 2da line 50 is now a Malachor door. All you'd need to do is open the utd file for the door and instead find the right door to replace it with, 90% sure most K1 doors still exist in TSL but if not you can always port the Yavin door and add a new 2da line for it.
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Fixed Hologram Models and Admiralty Redux for TSLRCM
N-DReW25 commented on DarthParametric's file in Mods
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Blog #86 - What mods do you use for the Ebon Hawk?
N-DReW25 commented on Sith Holocron's blog entry in Sith Holocron's Blog
In my opinion, you should try to keep the appearances of areas and ships that appear in both K1 and TSL films the same in K1. It'd really come off as odd if you had an HD reskin for the Leviathan in K1 but had the Vanilla reskin TSL if you understand what I mean. I have trouble finding interior reskins for the Hawk myself so I won't be able to provide one of those but I will provide a mod that may help with actually filming the movie inside the Ebon Hawk as well as an exterior. Exterior: https://www.nexusmods.com/kotor/mods/915 Mod: In my opinion, Xarwarz reskins of Dantooine are terrible. Not trying to be rude to the mod author but his work on Dantooine in both the 2012 and OTE have obvious problems with them. The grass in the 2012 reskin has this grass which is just a close-up shot of real life grass which, when added into the Kotor game, doesn't really work as it doesn't look like grass at all it looks more like a 2D picture which was meant to be a 3D picture which results in this ugly unnatural feel to the whole planet (his Telos reskins also had this issue with the grass and it was even used in his latest movie which really ruined the scene up until the superb plot and acting redeemed all of it). The Dantooine OTE has the same problem except it swapped the grass with flowers which looks even worse. Similar issues appear in his Kashyyyk reskins where he used massive 2D leaves for the Shadowlands and on Korriban for god knows whatever reason he thought it'd be a good idea to make the Shyrack Cave metallic patterns instead of its normal stone. My personal favourite for Dantooine is the Old Republic Skin over. It may not be on the HD side but it definitely is on the quality side especially when it comes to the grass and the buildings, overall it is a really good improvement to the level. Its installation is modular so if you wanted just Dantooine you can install just Dantooine- https://www.nexusmods.com/kotor/mods/68?tab=files Or you could just use these mods. Definitely not on the HD side of things but it's far better than Xarwarz grass and it'd go along nicely with Kexikus' Green HQ Skybox mod- https://www.nexusmods.com/kotor/mods/906 and https://www.nexusmods.com/kotor/mods/911 -
Fixed Hologram Models and Admiralty Redux for TSLRCM
N-DReW25 commented on DarthParametric's file in Mods
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I was thinking something more radical. We all know some alien's in Star Wars need breath masks to survive on other planets, notable examples include Plo Koon and Wat Tambor. With this knowledge why not create a whole new alien species who need your breath mask to survive. I personally would use RedRobs lizard player heads as an inspiration for your new alien. "But N-DReW25, Mandalorians aren't aliens" you may say. To this I say If Mandalorians recruited wookiees to fight for them in the war they'd recruit Sherruk the alien as a Mandalorian as well. If Sherruk is an alien and a Mandalorian that'd make him harder than normal Mando's In Vanilla, Sherruk is the Kotor equivalent of a Battlefront hero aka he's an unstoppable juggernaut unless you pile all your landmines on top of each other and lure him over them all. In this mod, why not make him skill based by creating new items that improve your skills instead of make you OP. With each item you could add a little story with each item for example on top of being a brute fighter thanks to his race and training he is also a sort of technical genius allowing him to create a Vibrosword combined with a Lightsaber (Deadmans Laser Sword mod, having multiple NPCs like Sherruk and Selven wield DM laser swords may help provide this illusion that the laser swords aren't this one time weapon that appear once. Having them occasionally appear on bosses can add the illusion that these weapons aren't prototype for just one person to have but aren't massed produced for an army) An acutal Lightsaber is a must as Jon states he wielded one so main hand would he Lightsaber off hand a DM laser sword. Also add grenades and arguably medpacs and an energy shield of your choice, maybe also add a custom HQ pistol or a rifle so when you are out of range he switches weapons. Let me know if any of this sounds interesting.
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