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Everything posted by N-DReW25
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Increasing The Size of K1's Menu Screens?
N-DReW25 replied to L0ki194's topic in General Kotor/TSL Modding
What even is the problem anyway? I don't see anything wrong with the 1080p in kotor 1. -
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.
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Seeking equipment list for TSLCRM
N-DReW25 replied to Beezertheturnip's topic in Knights of the Old Republic General
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. -
From the album: N-DReW's Memories
And then this happened... -
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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.
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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?
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Unplanned Move, Unexpected Delay, but Unphased Overall!
N-DReW25 commented on UnusualCharacters's blog entry in Unusual's VA Blog
No worry's, as long as you keep the mod creators informed it won't cause us to panic. -
Show us the stats of the HK-48?
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Blog #63 - Got an interesting message on Facebook Messenger today!
N-DReW25 commented on Sith Holocron's blog entry in Sith Holocron's Blog
CD? I thought everything was Itunes now? -
I'm just going to leave this here- http://deadlystream.com/forum/files/file/101-visas-unmasked/ Might come in useful if you get permission.
- 107 replies
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- phonebooks
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Can I request even though you're adding a new party member can you also add lockers and plasteel cylinders into the Munitions area that are full of high-level weapons, droid armors, grenades, repair kits etc. Don't put every high-level item in there but just enough for it to be lore friendly and to make the HK Factory easier. Can I also ask who would the second HK Droid replace? The first one would replace Kreia obviously but the second one has no real candidates for party slot (Maybe Bao Dur but he gets overwritten by the remote at Malachor, but I doubt the HK Droid will be useful at that stage).
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In K1 whenever you run with an active lightsaber (Or any melee weapon) the character keeps the weapon pointed forwards. In TSL the character doesn't do this, instead, it appears to use the same animation the character uses when unarmed for both the single and dual wield melee weapons. But it gets even worse with Double bladed weapons when you run with it (Especially when you're female) it looks like they're carrying a flag or something. Try it out in game you'll see what I mean.
- 23 replies
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- supermodel
- fix
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This felt a lot better in my head.
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Can you make the Light Saber positions like they are in K1?
- 23 replies
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- supermodel
- fix
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Honestly, I'd just pull a lazy and spawn a few boxes with a few high-level weapons, droid armor and repair kits in the munitions area, the place where the HK-50's say "Why is he going in the munitions area, he's already fully armed" to which the other HK-50 says "Fully armed? One can never be 'fully armed' enough. Not even the HK-47 unit is outdated enough to not understand this". It'd make a lot of sense and make the place easier.
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It gets worse But not all of it is crazy talk, I found something that makes a lot of sense on there This makes a lot of sense, this means even if Kotor 2 was finished on time we'd still lose the battle of Khoonda.
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How many new rows can the appearance file have?
N-DReW25 replied to N-DReW25's topic in General Kotor/TSL Modding
Thank you both, I now have no need to worry about reaching a limit. Out of curiosity what happens if someone did magically go over 65,000? Does the game crash or what? -
How many new rows can the appearance file have?
N-DReW25 posted a topic in General Kotor/TSL Modding
Out of curiosity is there an actual limit as to how many new appearances can be put onto the appearance.2da file or is it unlimited? -
Rogue One Revenge of the Sith Empire Strikes Back Phantom Menace Return of the Jedi Attack of the clones A New Hope The Force Awakens
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Where do you plan to add the TSLRP style camera in game? Because TSLRP originally had the Exile in a coma inside the Med Bay after Nihilus and the GenoHaradan and when that cutscene happens they are actually heading to Malachor itself, as you can obviously sniff out that cannot happen in this mod. That's great to hear. Will they be a Modding Resource as well?
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Out of curiosity do you (Quanon) know how to add "collisions" to the walls of custom modules so the Camera doesn't clip through walls and to prevent the player from getting stuck on the wall when they walk into it? If so perhaps you could go back and fix up the Brotherhood of Shadow Modules you made a while back (At least, I think you made them)