N-DReW25

Modders
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Everything posted by N-DReW25

  1. 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).
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. @VarsityPuppet From your point of view how much work was done on this project in percentage? (I'm guessing definitely over 50%)
  7. 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.
  8. Everyone say hello to Hassat Hunter.

  9. Thank you, I discovered the AlienVO entry in the dlg but I had no idea there was a 2da.
  10. 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).
  11. Or you can go into Kotor Tool and go BIFs/dialog.bif/Dialog and get them that way.
  12. 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
  13. List ALL the mods you have installed, I smell an incompatibility here.
  14. 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
  15. 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
  16. Couldn't creating new hides with the stats of each form and put it on an NPC work?
  17. 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.
  18. What even is the problem anyway? I don't see anything wrong with the 1080p in kotor 1.
  19. 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.
  20. 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.
  21. Implant Feat Restoration finally got it's bug fix

  22. N-DReW25

    Bugs

    From the album: N-DReW's Memories

    And then this happened...
  23. May be wrong but have you checked the wall terminal's on Yavin? Those spawn Maxis into the module.