N-DReW25

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Everything posted by N-DReW25

  1. Updates the readme then updates the mod without actually updating the mod files...Now that I've fixed my error GenoHaradan Legacy 1.4 is out with the new Duro modification.

  2. So using this armband will it record my bearings/radians based off what direction my character is facing?
  3. I am trying to fill an empty Module with placeables. The problem I am facing now is that I do not know how to actually the the placeable which is already ingame to face a direction I want such as North, East, South and West etc. I know it has something to do with the "Bearing" column in the git though I do not know what numbers I need to get a placeable to face a direction I want it to face. Can anyone help me and explain what I must do to accomplish what I want?
  4. N-DReW25

    Curse of the Sith

    I'm going to leave this right here just in case someone wants to see what this mod includes (This video is just the gameplay of Curse of the Sith aka No Commentary, No other mods)
  5. Yes, it will be added to the demo soon. The TSF Officer's should attack the Duro, like they do to the 2 mercenaries earlier in 202tel. Thank you for recognising that. If no one does point those errors out those errors might stay in the mod for a while which I do not want.
  6. N-DReW25

    Gametime

    41 hours is nothing when compared to the amount of times I've played K1 and K2.
  7. Here is another preview: this time it's the Masked Attacker to GenoHaradan assassin conversion. Bugs: I tried to add the "ready" animation to make him flourish his pistol but the Duro's has no ready animation so at the last line it just goes Stiff and the TSF Officer's don't attack the Duro.
  8. Now that I recognise you I can safely say you can produce a higher quality video than me. If I may, when you upload part 1 and 2 can I use your footage of the boss fight to compare it to TSLRP?
  9. Originally, the GenoHaradan were set in the Jekk Jekk Tarr instead of Visquis. When the Jekk Jekk Tarr exploded Darth Sion would arrive outside and witness the destruction, the party members will say some lines on the Ebon Hawk and the Sion VS Nihilus cutscene will play (The lines and the Sion VS Nihilus scene is apart of Extended Enclave). Zez Kai Ell would then save the Exile. I feel that the GenoHaradan were placed in this section of the game as it gave them an excuse as to why the Exile was unable to go into Traya's Academy with the party members. I do believe the reason the party mind reading lines where cut because it drew players away from the suspense the Council scene was supposed to give, so in short no the mind reading lines where supposed to be where it was in TSLRCM.
  10. Yes, some of them like first lightsaber crystal fix is in this mod though Female Dark Jedi Restoration is not because this mod features an NPC Overhaul and by the end of the mods development I will add more Dark Jedi into the game female, male and brand new As before this mod is not compatible with K1R.
  11. I've already looked into that mod though it would be useful for everyone else to see what is included in that mod. Fun Fact: My new mask was inspired by the new items in that mod. I may make videos on that mod though I'd like to see his videos first if he intends to do this as I'm sure he can produce a higher quality video than I. It isn't TSLRCM compatible. Stick with the Genoharadan Legacy Demo for now. TSLRP also had the GenoHaradan which we are all fortunate enough to see that dumpster fire on my Youtube Channel- https://www.youtube.com/playlist?list=PLQKAtqiHzEeu6OulEszJEInQDuxL7fZKL (Please excuse any text errors in the video and maybe come leave a review of it in the comments or in my blog)
  12. This was probably going to be a unique weapon, possibly Freedan Nadd's Short Lightsaber. There is also a double bladed variant of this lightsaber, as far as I know only the icons exist (No blade texture, no models).
  13. Actually, I think my mod and your mod does the EXACT same thing as each other. So it isn't really incompatible though installing my mod on top of yours would be pointless.
  14. "The point" of this mod is if you don't like replacing Energy Shields after using them 5 times this mod removes the 5 times bit and makes them infinite like T3's energy shield and the Baragwin shield. This mod I can understand removes the nerf of the shields though if you ever found the running out of shields aspect of the game this mod removes that.
  15. The Re-Re-Review won't be happening for a long while. I'd like to think of it as "knowing you won't like it before it's even released". Though the bugs are simply there to let the viewer's know this mod isn't finished and it's a Beta. I honestly didn't notice the last "a" in "Nar Shaddaa". True, though people come to witness a fight and the TSLRP content, not a wall of text besides if it goes on for any longer it would cover the entire screen. Someone in the Youtube Comments who wanted to see the text paused the video and read it and wasn't bothered by it. I really need to revise my English Punctuation. And if you focus on the Assassins you can see them moving. And my Spelling. No need for text in that one, it's all self-explanatory. Though what do you think about the actual mod though? Yeah, after this they go to Malachor. And I agree with you. Well TSLRP HK Factor is next on my to-do list so, as much as I don't want there to be any, there will likely be more where that came from.
  16. Here is one for HK-47- https://www.nexusmods.com/kotor/mods/142/? It allows him to wield all types of melee weapons. it gives him the Wookie/Zalbaar combat animations so it may seem a little bit choppy but 2.0 shouldn't be too bad.
  17. I re-edited the video. Now it has more text in it. Though I still believe I've done something wrong yet again.
  18. If you ever plan to make this a mod can I request that the NPC's are more than just Czerka Twi'leks. Perhaps reskin the Bith, Rodians, Ithorians etc to wear Czerka Uniforms. Silverledge9 did this to the Gamorrean for BOSSR so it is possible.
  19. I agree with this though in this game Stealth and Force Confusion is a good option, call me a sadistic bastard but I like watching a Sith Marauder tear his Sith Apprentices and Commandos to bits. Not to mention the fact that they don't spawn a bunch of enemies behind you to fight you like in K1, however, despite its slight improvements when compared to the Star Forge the best thing to do with these enemies is to have cutscenes with the Sith like on Onderon where perhaps you enter a room and Sith Assassins appear out of nowhere and attack or perhaps they appear behind you and since it's a mix of Sith Lords and Soldiers perhaps have a cutscene where a soldier knows what's coming and he's not going to survive and he tries to flea but a Master chokes him to death perhaps. I know the Malachor VI mod had a room where it was pretty much a Sith locker room which I found interesting. This would be very helpful. I think Malachor VI also had a computer to use though I don't think a power conductor trick was ever available. I think in TSLRP you were forced to take only one path and once you had taken that path you couldn't go back. I do believe in Malachor VI the party members were locked on the other side of the academy and we're in cages, not cells. If someone does make a mod to fix these problems on Malachor one side should house the party members and have tough enemies while the other contains armouries etc with weaker enemies, this will make Kreia's line "One path, assuming he/she survives, will allow her to save his/her friends though he will be weaker for it" true. I honestly don't think TSL has very many droid options actually. Though it would be cool to fight and reactivate some of those Star Forge Droids. I keep referencing Malachor VI. Malachor VI was a mod developed by Varsity Puppet around 2010 that aimed to fix the plot holes of Malachor that weren't fixed in TSLRCM and improve Malachor V overall. It was cancelled, the mods source code was released on Github which means if Varsity or anyone wants to finish it they can. Here is a link to its work in progress thread- http://deadlystream.com/forum/topic/32-malachor-vi-an-ending-mod/page-1
  20. I ain't mad or nothing but I already made this feature into a mod about a year ago- http://deadlystream.com/forum/files/file/901-mandalorian-assault-armor-restoration/ Again I have no problem with this mod utilizing it.
  21. N-DReW25

    PartySwap

    What is the problem here? Did the cutscene break leaving you with just Handmaiden or are you unaware you recruit Disciple on Dantooine like normal?
  22. View File Infinite Energy shields [TSL] Infinite Energy shields A Mod for Star Wars Knights of The Old Republic 2 Author: N-DReW25 Release Date: 9.11.2017 1.1 Release Date: 25.11.2017 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: During the course of the game, you will obtain various energy shields. These shields (Results may vary depending on which) are designed to block out certain damage whether its fire, electricity, energy etc. This may not sound like much but energy shields can mean the world when you're facing a certain boss. Though the way they're balanced is that after every 5 turns they burn out and can't be used meaning you will require getting a brand new one. This mod removes that, now whenever you use energy shields you can use it as many times as you like without any fear of it burning out. The following items have been affected: Energy shields Arkanian Energy shields Mandalorian Melee shields Mandalorian Power shields Echani shields Echani Dueling shields Peragus Mining Shield Verpine Prototype shields All droid shields (If I miss any please let me know) Known Bugs: None but if there is Just PM me on Deadlystream. Incompatibilities: Will be incompatible with things that edits a_shield_01.uti a_shield_02.uti a_shield_03.uti a_shield_04.uti a_shield_05.uti a_shield_06.uti a_shield_07.uti Upcoming: Droid Item's like Flamethrowers Permissions: You are NOT allowed to claim this work to be your own Thanks: JDub96 for reminding me to make this mod 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 11/08/2017 Category Media