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Everything posted by N-DReW25
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N-DReW25's Disciple and the Holocron's Idea's
N-DReW25 commented on N-DReW25's blog entry in N-DReW's Datapad
What if you needed to be a specific level to actually use the Holocrons or other requirements. What if you start Disciple's search for the Holocron's at any time you chose however only Jedi could open Holocrons so you'd need to turn him into a Jedi before you can finish the quest. To activate a Holocron you require two Jedi and those Jedi need to know a form of Jedi meditation that unlocks the Holocron, so I believe only Disciple and Kreia would actually know how to open the Holocron. For more requirements. You could make it so that the player needs a high Will/Wisdom count in order to successfully embrace the Holocron's teachings. if the Exile and maybe Kreia and Disciple don't meet this requirement they both don't learn. Presumably, if you don't have Disciple and are stuck with Kreia she'd have to meet the requirement and she'd gain the powers. In short: You'd need to be a specific level to use the Holocron so I'd say Dantooine Holocron is level 15, Onderon Holocron is 20 and the Korriban Holocron is 25. You need either Kreia or Disciple in your party as they are the only two in your party who knows the 2 Jedi meditation to activate it, Disciple would have to be trained as a Jedi if you do it with him and the Exile and Kreia/Disciple would have to have high will/wisdom in order to embrace the Holocron's teaching. This would make sure you'd obtain the powers late in the game and not early though I bet this idea probably raises more problems. As for the Jedi Temple mod, that was just overpowered made by someone who wanted to pretty much cheat his way through the game. Well, perhaps there could be some sort of benefit for the player if Disciple is the one who activates the Holocron though the only reason he isn't relied on as much as Obsidian intended is because he isn't available for male characters and I don't want to make Party Swap a requirement to use this mod. -
For anyone interested I have posted a blog detailing how the Disciple and the Holocron's Sidequest should go. Please leave reviews, criticism's and idea's for how I feel the quest should be handled.
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This topic has been discussed a million times over during the years and each topic has been concluded with "There isn't enough content to restore it and would be custom content" and no one has taken up the challenge of making this a reality. This blog is an idea made by me on how a custom content Disciple Holocron mod should play out. Before I begin with the actual idea for those who don't know what I am referring to once the Disciple was a Jedi a female Exile and he would find Holocrons and these Holocrons could teach the Exile and him a new Force Power, this hasn't been restored as only lines remain, no actual Holocron's or locations for the Holocrons exist. For those who are interested in lines here is a video by Sith Holocron of the cut lines Now for the idea. Holocrons should be founded on most worlds as placeables. For locations, I would say Jedi Holocron in the Onderon Royal Palace museum Jedi Holocron in the Jedi Enclave Sublevel Sith Holocron in the Sith Academy First off, if you're male you should still be allowed to open the Holocron without the Disciple. If you use Party Swap then a male character can hear Disciple's lines but another male penalty will apply which I will mention later on. The powers the Holocron should teach you are Force Crush, Force Enlightenment and Battle Precognition. As Battle Precognition can be taught by the Handmaiden if you're male or use party swap a penalty should apply to the Holocron that teaches Battle Precognition so that you don't learn it twice. My idea for a penalty is that the Holocron for Battle Precognition should be found on Dantooine behind a locked door in the Sublevel. On the opposite side of the academy away from the Holocron room should be a Mercenary Corpse with Thorium Charges and a Datapad to detail how he was to find Jedi Artefacts for Azkul so he could sell the Artefacts for credits to fund his Mercenary Army (Or learn the Holocrons secrets for himself as he does state he was trained at Malak's academy possibly hinting he was a Sith Student on Korriban). Using the Thorium Charges from either the dead mercenary or somewhere else the Exile can blast the door down, the penalty here is that if you have Handmaiden male or female the Holocron "breaks" in the explosion similar to the one on Korriban with Bastila's message if you are light side. If you don't have Handmaiden then the Holocron can teach you Battle Precognition. The Jedi Holocron in the Onderon Royal Palace museum should be viewed by the Onderonian's as a Jewel not knowing of its true nature, where it came from presumably was found on Onderon during some previous war left behind by a possibly dead Jedi. The Exile should learn Force Enlightenment from this one and gain Light Side points for doing so. The Sith Holocron on Korriban should be found somewhere in the Sith Academy maybe the Sith Library as there is a Sith in K1 who states there are Holocrons in the Academy and also Scavengers have been trying to steal these holocrons. This Holocron will teach Force Crush and give the player Dark Side points. Obviously, you cannot receive Force Enlightenment or Force Crush at the end game like in Vanilla and TSLRCM. Another good idea for this mod is that you teach your Jedi Companions your new powers, Disciple on the over hand if he was present when you learned the powers will gain the power with you meaning you don't have to teach him at all. For the actual Holocron placeable's I'd suggest Insidious' Holocron Placeable Modder's Resource found here- http://deadlystream.com/forum/files/file/581-k1tsl-modders-resource-holocrons/
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Version 1.0
460 downloads
A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 13.01.2018 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: A mod requested by the user "Roth9" this mod swaps the Comlink Icon and the Sonic Imprint Sensor Icon as they appeared to have the wrong icons associated with them. Known Bugs: this mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Is incompatible with anything that edits "comlink.uti" and "sonicimprintsens.uti" but I know of no mods that do Permissions: Do NOT claim credit for this mod Thanks: Bioware for such an amazing game Roth9 for requesting the mod 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. -
Version 1.1
4,941 downloads
A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 13.01.2018 Release Date 1.1: 02.06.2018 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 2 override folder Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic 2 override folder Description: On Onderon you encounter two bounty hunter ambushes. The first one led by a Rodian provides no reward and is unavoidable while the second bounty hunter ambush is led by a Twi'lek who can be persuaded to not attack you if Goto is in the party, this is all well and good until you realize that the Twi'lek carries the Bounty Hunter Starport visa which can be used to make an open Starport visa later on and the only way to obtain his visa is to kill him and his bounty hunters. This mod swaps the visa so the Rodian in the first ambush carries the visa meaning you can still get the Bounty Hunter visa and spare the Twi'lek bounty hunter. Known Bugs: This mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Is incompatible with anything that edits "npc_bhunter1.utc", "pl_bh_visa.uti", "pl_visa_sliced.uti" and "th_lead.utc" This mod is compatible with NPC Overhaul but the Twi'lek bounty hunter won't have his NPC Overhaul gear instead he will have his Vanilla gear Permissions: Do NOT claim credit for this mod Thanks: Bioware for such an amazing game A Future Pilot for editing the Visa files 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.- 4 comments
- 2 reviews
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- starport visa
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Reading "The word is "patience"." while starring into Hypnotoad's eyes makes me laugh every single time.
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What if Bao Dur died at another location and not the HK Factory? Would that work in a lore friendly way? I've detailed a way Bao Dur could sacrifice himself on the Ravager to destroy it and save Telos- http://deadlystream.com/forum/topic/5611-bao-durs-sacrifice-idea/?hl=idea
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Couldn't the modified utc's be extracted from the .mod files then place the utc's in a TSL NPC Overhaul style patcher system so utc's can be directly placed into K1R .mod files?
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Extracting influence events from game with TSLRCM
N-DReW25 replied to csaklegyen's topic in Mod Requests
It has already been done and it has positive reviews- http://deadlystream.com/forum/files/file/99-modified-influence-system/ -
That is a really good idea, though there'd have to be some sort of requirements for WIP Threads being nominated as I'm sure you'd know there have been many big promising mods with modders that don't even try to deliver. Ah, that makes sense. I thought "contender" meant the modder, not the actual mod, my mistake.
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Because you copied that from the Youtube comment section the white from Youtube appeared here making it unreadable. Try copying it into google then re-copy what you just copied and paste the re-copied text into your Deadlystream post. Admin: Changed that original post (and what you quoted) to its current form. JSYK I'm surprised anyone could even hear the assassin over that thunderstorm let alone figure out he's angry, I will admit there are a few animations that failed to play in that so chances are there already is animation for some lines but they didn't work, I will fix this at some point. Since the GenoHaradan are highly trained warriors unlike typical bounty hunters I may consider what you said about the normal assassins being given attack feats as well. Kotor 2 has a unique upgrade system that is different from K1's upgrade system. In K1 only a select few items could be upgraded, in TSL anything can be upgraded. As such GenoHaradan Poison Blades can be upgraded in TSL.
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True, if you can how much do you think I should cut and move dialogue from the assassin to later? The Zhug's story arc, while not fully 100% written, will likely conclude just after the yacht. There are a couple of Beta Screenshots of TSL from early 2004 of Ubese on the Harbinger with Quarterstaffs and the game files call the Ubese "Sith Assassins" In K1 Hulas states that GenoHaradan assassins followed Revan as he tracked down and killed the GenoHaradan leadership while in Stealth mode. In this instance, this ragtag GenoHaradan group followed the Exile under orders to kill him/her in a cargo transport which was shot down. I just remembered the Exile mentions the Zhug encounter to the Mandalorian Scout who is standing near the Onderon Soldier body. I'll have to change that as well.
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Yes, we do have many WIP threads but my WIP mods are actual functioning Demo mods people can download and play, that's why they got into the Moty. Many people do not upload Demo's of their mod thus it would only be my mods in that category, I would win because there is no competition. True, felt relevant at the time. That would be a very cool reward for the winners.
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Could be both, perhaps the Elite Assassins are the veterans of the GenoHaradan and they know the GenoHaradan secret language that only the high ranking members know. All I know about the cut VO is that it's just called "Generic Alien"
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Congratulations to all that won. As ndix UR pointed out, I would also like for a separate K1 and TSL for the same reasons. For next year though, don't have Upcoming/WIP mods as a category. Because chances are I will win that category every time as I'm the only one with Demos of upcoming mods and that isn't really fair on everyone else who has already completed their mods and don't win. Instead, have WIP mods appear in their appropriate category, for example, GenoHaradan Legacy and the K1 Gameplay Improvement mod should appear in the best added/restored content mod section. At least that way it's fair for everyone. Will there be a member of the year 2017 or will that just be skipped? I'd like to quote a post from Kexikus from the voting thread which I couldn't reply to before I don't mean any disrespect but shouldn't we be voting for mods based on what the mod has to offer/how much effort went into the mod not how well we know the modder who made it. Though I can completely understand why you wouldn't want to play Demo mods.
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Did anyone notice the restored Sith Energy Shield? And the restored Generic Alien Voiceover? That mod was made based on K1 cut content. The NPC file for that Rodian Hunter is something like "n_sennivek.utc" or something like that, that would be Bioware's intended fate for Senni, however, Geredi the Duro's Pazaak Player on Nar Shadda has a character file name called "g_sennivek.utc". So I went to check the dialog.tlk for any reference to Senni being on Nar Shadda and it appears at some point Senni was going to be Geredi at one point. My mod does not replace Geredi though. Senni would believe offering Revan the opportunity was a mistake but he would have no idea he was the one who invited him to Hulas to begin with since no one knew Revan without his/her mask and he would have been too low in the GenoHaradan to have Hulas tell him he's/she's Revan Without it, he'd just be a generic Twi'lek Perhaps, but until Dessicus content is complete I won't work on that dialogue.
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And here I thought the dialogue was bad and "unkotor". Glad to hear you like it. You know, neither Goto or Kreia inspired me to make that guy say that line, it was the Refugee by the landing bay on Nar Shaddaa who says a similar line about Sith and Jedi being the same. Fun fact: The Ubese Bounty Hunters were supposed to be the Sith Assassins but then they were moved to the Jekk Jekk Tarr to become GenoHaradan Disciples then they became the Ubese Bounty Hunters. In my mod, they will become the "Elite GenoHaradan Assassins". So each Elite GenoHaradan Assassin will usually have better equipment and all appear like Ubese in their armour while normal assassins will just be a mixed variety of weapons, armour and species. I have an idea for what I'm going to do in regards to the Ubese in Visquis' Jekk Jekk Tarr though I'm not ready to reveal that. I think a while back I heard the Exchange had little involvement on Nar Shadda and it was all GenoHaradan. When the GenoHaradan were cut it all got replaced with the Exchange, I bet Obsidian needed idea's for a bounty hunter for the new Exchange plot and they saw they had Duro skins and Duro's where underused in K1 especially in terms of combat so the Zhugs where quickly made up. I feel like the Zhugs weren't a bad idea but if they were expanded upon in a comic that would have worked. A fun fact about Nar Shadda: If Nar Shadda was less central to the plot it would have been cut completely instead of M4-78. Imagine how the Nar Shadda Enchantment Project mod would look.
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Here is another preview of what I am working on, this time another video: What do you guys think of this? And I know there are spelling errors and typos all over the place, these will hopefully be fixed by the time it makes it to the Demo. The reason I replace the Zhugs on Dxun is that they didn't ultimately mean anything to the plot, while you can mention their deaths to the Zhugs on Goto's yacht I also plan to remove them as well as their dialogues make little sense with the game. With Dezanti gone this mod makes Azanti the sole leader of the Zhugs and once he is dead after your party kills him the Zhugs become destabilized and collapse once Nar Shadda is finished. In this mod, the GenoHaradan were tracking the Exile and where shot down in the space battle. Another thing I am considering is removing Zez Kai Ell's cut scene on Nar Shadda where he stands over the Exile's unconscious body and says he's going to go rescue Mira. Reason for this removal is that he doesn't go to rescue her, you may argue he appears in the Jekk Jekk Tarr to knock Hanharr out then gets knocked out by Kreia but that made no sense, I'll remove that also so that Kreia knocks Hanharr out.
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Very great mod, this will be getting my vote for MOTY 2018. Can I request in the scene with Malak and Saul that a door be added to the exit of the bridge as currently it's just doorless leading to just black void.
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Brotherhood of Shadow on Xbox One?
N-DReW25 replied to Domino5555's topic in General Kotor/TSL Modding
isn't the graphics improved on it to nearly similar to PC graphics? I'd say modding is possible but extremely limited, from what I remember from old threads HD texture crash the game, mdx/mdl files crash the game etc. Mods like BOSSR simply would not work on it.- 10 replies
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- Solomons Revenge
- KOTOR
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K1 Taris Escape Sequence Adjustments
N-DReW25 replied to DarthParametric's topic in Work In Progress
There is a sitting animation in Kotor 1? If that animation exists why doesn't someone put actual NPC's in chairs instead of those placeables? It's called a Massage. -
I am attempting to create a new NPC into the game that you can play Pazaak with and I want to know what exactly I'd have to do to make this NPC work (such as the actual Pazaak script and the scripts for the dialogue conditionals for when you win/lose etc) Would someone be willing to show me what I am supposed to do?
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Reuse the sounds the Tach make and make the Porgs make the Tach noises every 5 seconds. Team Porg