N-DReW25

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Everything posted by N-DReW25

  1. 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.
  2. @VarsityPuppet From your point of view how much work was done on this project in percentage? (I'm guessing definitely over 50%)
  3. 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.
  4. Everyone say hello to Hassat Hunter.

  5. Thank you, I discovered the AlienVO entry in the dlg but I had no idea there was a 2da.
  6. 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).
  7. Or you can go into Kotor Tool and go BIFs/dialog.bif/Dialog and get them that way.
  8. 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
  9. List ALL the mods you have installed, I smell an incompatibility here.
  10. 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
  11. 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
  12. Couldn't creating new hides with the stats of each form and put it on an NPC work?
  13. 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.
  14. What even is the problem anyway? I don't see anything wrong with the 1080p in kotor 1.
  15. 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.
  16. You assume wrong, however, TSLRCM did edit the loot scripts so perhaps the "new" implants you are referring to are already existing implants made droppable. In the normal game level, 1 implants CON are 12, level 2 implants are 14 and 16 and level 3 implants are 18 I believe. Bit of self-advertising but you may want to try my Implant Feat Restoration mod- http://deadlystream.com/forum/files/file/1047-implant-feat-restoration/ it removes the CON system and replaces it with the K1 style 3 feat system. It "may" have small bugs here and there but it works. This isn't part of TSLRCM because Obsidian intended to cut this content and TSLRCM wants to make the game how Obsidian intended so this will remain a separate mod.
  17. Implant Feat Restoration finally got it's bug fix

  18. N-DReW25

    Bugs

    From the album: N-DReW's Memories

    And then this happened...
  19. May be wrong but have you checked the wall terminal's on Yavin? Those spawn Maxis into the module.
  20. Unless DarthRevan101 wants to say otherwise you just delete "tat17_10czerk_01.dlg". This happened to me in 1.4 and doing this worked.
  21. N-DReW25

    Help to HK-47

    I think the HK-48's stats should be exactly the same as HK-47's stats when he is first recruited. Why you may ask: because I think the Level of an NPC affects the NPC's vitality points so having an average Level 26 HK-47 and a Level 50 HK-48 it's an easy guess who's going to die first in a fight and who the players will always play as in this case. Also, the unlimited items I can agree can stay but I don't want HK-48's inventory to be locked, instead you should have him with nothing in the inventory and have the items shown in the screenshot appear in the munitions area armory so the player can collect the items and equip what they want for example if I want HK-48 to wield an Ion Rifle I can do that.
  22. Now that I look closer his user name is "DarealDrMaxis" But keeping on topic with this mod what do you need to do in order to get that Sith Ghost and his Tukata Ghost to spawn in the Shyrak Caves? Do you need to see Maxis' Sith Holocron dialogue and the ghost just spawns after that or does the ghost always appear in the caves at all times?
  23. No worry's, as long as you keep the mod creators informed it won't cause us to panic.