N-DReW25

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Everything posted by N-DReW25

  1. N-DReW25

    K1 Style T3-M4

    Version 1.0

    316 downloads

    A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 17.09.2017 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: THIS MOD CONTAINS NO PORTING WHAT SO EVER! In TSL T3-M4 has an updated look to make him look more run down since the events of Kotor 1. While this isn't a bad design choice, however, some of you might just like the original K1 T3-M4 better than the one Obsidian made. Fortunately, the K1 skin for T3-M4 exists in the TSL game files meaning you can have your K1 T3-M4 without the fear of porting [Portraits not included] Known Bugs: this mod shouldn't have bugs but if there is Just PM me on Deadlystream. Incompatibilities: Is incompatible with anything that edits "P_t3m4_01.tga" Permissions: Do NOT claim credit for this mod 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.
  2. Unless that head was custom made "porting" it wouldn't be allowed. I'm guessing someone could modify one of the existing head models (Preferably PMCH04) to make it look more like Anakin and retexture it. However, there is already a pretty good one on Nexusmods called "Almost Anakin" (Can an Admin please tell me whether or not it is acceptable in this case to link a Nexusmod?)
  3. I don't intend to make any actual Angry Aqualish VO. I just want the Aqualish to say something whenever Angry lines are supposed to play. But . . . I think that way is a more effective way of doing it.
  4. The K1 Dantooine skyboxes exist in TSL's files. I have already converted them into the main TSL Skyboxes here-http://deadlystream.com/forum/files/file/1046-k1-dantooine-textures-restoration-for-tsl/ (And if anyone thinks I'm lying I will happily tell you where you can find the Skyboxes if you ask me) so if you did use the K1 Skyboxes as a base or if you've made the Skybox from scratch without using any K1 resources you could just drop the K1 HD Skybox into TSL without a porting issue (unless you've used assets from other K1 material in your HD Dantooine Skybox).
  5. I believe you confused VarsityPuppet with a different user I also do not believe Dashus is forbidden to be mentioned. He might have worked on a really anticipated project then refused to release the source code when he realized he couldn't finish it when it was nearly finished but he actually didn't break any rules as far as I'm aware.
  6. I do not know for sure but I think the Vanilla Loot Scripts were bugged dropping Lightsaber Crystals randomly "per level" not randomly (For example the Rubat Crystal might have been for level 11-16 only), certain items dropped rarely only when you reach a certain level (I think Malak's robes dropped rarely only if you were level 50), Some items dropped too much or not at all and I think that's it.
  7. In TSL certain party members can talk to each other on the Ebon Hawk. Some of these scenes can be important to the plot, funny, beneficial to some party members and so on. In K1 we don't have this, the closest thing K1 has to that is whenever you're outside the Ebon Hawk and party members begin to randomly talk to each other halting the progress of the game in the process. My request is a mod that moves those conversations from outside the Ebon Hawk to onboard the Ebon Hawk, this will be good as it will not stop the player from doing something else on a planet and it will show some conversations that aren't really seen for example if you don't bring Jolee with you all the time you may not get to see his conversation with different party members. A mod like this will show those conversations we don't really get to see. And if someone does make this a mod perhaps make it more than just talking, for example with the Carth/Canderous war conversation Carth may be typing in the security room of the Ebon Hawk and Canderous walks in and begins the conversation "Hey Carth, you've served in the Mandalorian Wars" etc. These types of cutscenes make it look like the party is doing stuff on the Ebon Hawk and not just standing around.
  8. Are you aware you've resurrected a thread from 7 years ago right? I wouldn't be surprised if the developers, at the time, had no idea how restored content works.
  9. @VarsityPuppet From your point of view how much work was done on this project in percentage? (I'm guessing definitely over 50%)
  10. Alright, I've done the AlienVO entry but now I face a new problem. The Aqualish VO only have I think 2 commoner VO's and that's it, the dialogue is trying to use angry VO for example at times which results I nothing being played. I may have a resolution for this however, take the commoner VO and fill out the empty angry, sad etc collums in the alienvo.2da should do the trick.
  11. Everyone say hello to Hassat Hunter.

  12. Thank you, I discovered the AlienVO entry in the dlg but I had no idea there was a 2da.
  13. So what type of requirements are these? If it matters I am trying to get the Batu Rem imposter to do it with a Vibrosword when he reaches 1HP then immediately after he does the seppuku he dies and grenn runs in and does his usual conversation (Painfully obvious what this is for).
  14. Or you can go into Kotor Tool and go BIFs/dialog.bif/Dialog and get them that way.
  15. Alright, I have found the utc files. Just a warning I have placed the "old_17_enter", "k_ptat17_enter" and the utc files into my override and it still spawns 50 NPC's. Script 3.zip
  16. List ALL the mods you have installed, I smell an incompatibility here.
  17. Well I think I found my problem. I've only dropped that one script into my override. Alright, I got "old_17_enter" but I cannot find "cd2" and I do not know what uti files you are referring to. Script 2.zip
  18. I decompiled the script and it appears to be working Unless I am wrong it appears to be doing what it "should" be doing. You wouldn't mind play testing the script out on your system to see if 50 NPC's spawn on your end would you? Script.zip
  19. Couldn't creating new hides with the stats of each form and put it on an NPC work?
  20. In my eyes, it ain't dead until either author claims it is or the author disappears completely. Since Sithspector is still online daily there is still hope he will finish this mod, however, he doesn't seem to post anymore but I'm sure he will update us sooner or later.
  21. What even is the problem anyway? I don't see anything wrong with the 1080p in kotor 1.
  22. As the K1 Enhancement Pack is a modders resource according to the readme I am trying to salvage the NPC Overhaul component of that mod and add it to a Demo of a certain mod I am making. The problem I am encountering is SpaceAlex the author clearly didn't want to use .mod files in his mod so it appears he's used scripts. I think I found the right script I am looking for "k_ptat17_enter.ncs" but when I drop that into the override of my mod it spawns most of the NPC's in groups of 50 dropping my 60 fps to about 11 fps. It appears that is the right one because there are groups of children and women something the Enchantment pack had and vanilla didn't. I simply would like a resolution to how I can fix the group of 50 problem and what's causing it.