N-DReW25

Modders
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File Comments posted by N-DReW25

  1. Children NPC Fixes

       13,617    4

    10 hours ago, JasonRyder said:

    Is this going to be part of your K1 Gameplay Improvement project? 

    Most likely, I do have plans for a dedicated update to Commoner NPCs and that would include the Children NPCs. 👍

     


  2. 23 hours ago, Sdub said:

    Thank you so much for this! On a side note, what texture are you using for your T3? He looks great!

    The GIF is from K2 and the T3 skin in the screenshot is the vanilla skin.

     

    Whilst the skin is vanilla, my texture quality in-game is set to High so if yours is set to Medium or Low then no doubt my T3 would look better.

  3. Knights of the Old XBOX

       561    3

    3 hours ago, Cinamyn said:

    Does this restore the trailer cutscene on game boot up? 

    That is one thing I so dearly miss from the Xbox version.

    I'll have a look into the possibility of restoring this feature! :thumbup:

    • Like 1

  4. A continuation from the comment section of Dark Jedi Wear Robes mod, I'd like to announce here that the K1 Movie-Style Jedi Master Robes port "kinda" works with Jedi Diversity on the Star Forge.

     

    20220118172646_1.thumb.jpg.6bfb09eeda8042b6360c5a2b52c86b34.jpg

     

    As you can see, the K1 Movie-Style Master Robes mod has no effect on the Jedi Diversity on the Star Forge mod but more importantly it doesn't break either mod meaning you could hyperthetically play both just fine.

    • Like 2

  5. On 1/16/2022 at 4:01 AM, DarthParametric said:

    They aren't - if you install one of JC's mods as instructed. If you only add the supermodels from his mod then you can still use the movie robes mod. But that's all at your own risk with no support from me if it goes tits-up.

    @ConansHair I have taken the liberty of taking that risk, and from what I have seen it didn't go tits-up.

     

    20220118185922_1.thumb.jpg.e8a398b5fb31041b14943dae3f956f5c.jpg

     

    As we can see in the screenshot, installing the Movie-Style JKO/JKA Robes alongside DP's mod will have no impact on the Dark Jedi at all. For this reason, I feel it would be safe to use both mods together but as DP said if things somehow go tits-up during your game he will provide no support for it.

     

    The safest order of installation, in my opinion, would be this order:
    1) JC's Fashion Line I: Cloaked Jedi Robes for K1 1.4

    2) K1 Movie-Style Jedi Master Robes 1.0.0

     

    And after those two, in any order:

    A) Dark Jedi Wear Robes (for JC's Cloaked Jedi Robes Mod) 1.0.1

    B.) Jedi Diversity on the Star Forge 1.0.0

     

    I forgot to mention this in the Diverse Jedi comment section, but it's important to note that Movie-Style JKO/JKA Robes is an addon to original JC's Jedi Robe mod as it also requires the supermodel files from said mod.


  6. 3 hours ago, DarthParametric said:

    Yeah I will eventually get around to releasing the aliens as standalone modders resource packs (including replacing my own Kel Dor with the TOR version).

    Oh nice... a surprise to be sure, but a welcomed one!

     

    Where does the new alien audio in the mod come from? By any chance could there be additional alien audio so that we may use these aliens like other alien NPCs? (Like how in TSL there are 3 long, medium and small dialogues with each size containing 3 audio files etc?)

     

    3 hours ago, DarthParametric said:

    The aliens are all full body models. They'd all need custom bodies anyway, because of the hand meshes, and the Nautolans need body weights for their lekku. The humans are added appearance rows, but regular part bodies using vanilla player heads (just like the vanilla Jedi rows). They do have custom bodies for the bare hand skin colours (using my own vanilla hand meshes remapped to TOR hand texture UVs).

    Hypothetically, Kel-Dor and Rodian heads don't have to be full body models? Either way, I can fully understand why you probably wouldn't want to make separate heads for all the heads... all the work you'd need to do on ALL those hands, and then of course you have those players who'll come and ask "Can you make this mod compatible with {Insert out of date mod from 2008 which adds in new body models}".

     

    3 hours ago, DarthParametric said:

    I'm not in any rush to do a compatibility patch right at the moment. Which ones are you even talking about? The HapSlash JKO/JKA ones?

    I believe so, it's the one DeadMan ported from JKO/JKA for TSL which I, in turn, ported to K1.

     

     

     


  7. tenor.gif&f=1&nofb=1

     

    Are the new alien NPCs a single model? I don't see a heads.2da file and your requirement to use one of three Jedi Robe mods leads me to believe you've merged JC's Robe models with the TOR alien heads.

     

    If this is the case, would there be a way to possibly make a compatibility patch between Jedi Diversity and the K1 Movie Style Robes by DeadMan? (Even if the end result is that every other NPC wears Movie Style Robes whilst the aliens keep their JC Robes?)

     

    Other than that, great work!

    Any chance of a total Rodian overhaul utilizing the TOR Rodian? I know you've had some experimentation with putting Rodian hands on different NPC body models in the past.


  8. Wow, you actually did it! Was not expecting that... and you went the extra mile by doing 1.8.6!

     

    By any chance could you do TSLRCM 1.8.6 logo in the vanilla resolution? Maybe offer it to @zbyl2 for inclusion in TSLRCM or add it as an optional install in this mod?

    Does anyone know the exact font of the original TSLRCM logo? I'm sure that would be very helpful for Sith Holocron or anyone making this mod.

    • Like 1
  9. TSLRCM Icon Fix

       815    2

    20 hours ago, Saul_R97 said:

    Hello is this logo hd, or you gonna make a hd logo for tslrcm or just a normal hd logo?

    This is the vanilla logo, the mod is designed to replace the TSLRCM logo with the vanilla logo for those who use TSLRCM.

     

    A mod which DOES make the logo HD is this mod: 

     

     

  10. Taris NPC Overhaul

       768    8

    On 11/19/2021 at 5:55 PM, PirateofRohan said:

    Your words are heard and acknowledged. While I did test it out, a fresh install revealed some errors that I believed I had corrected. I'm going to go through it from the bottom up and see if I can't get it sorted out. The Vulkars are particularly puzzling since I didn't touch their hostility rating to begin with. I'll need to just pull them direct from the game again and sort through it.

    Sorry for the delay, life has been busy.

    Why don't you just set the TSLPatcher to insert the Vulkar's utc files directly into .mod files?

    What .mod files are are files which contain a module's information without touching the vanilla module files, this allows modders to "clone" a module's content so that we can mess up whatever we want without messing up the vanilla game files. If this mod's TSLPatcher injected the utc NPC files into the .mod files, you could modify the Black Vulkar's in tar_m03aa.mod, tar_m010aa.mod and so on without causing a single conflict.


    The K1 NPC Overhaul mod, K1R and the K1 Community Patch utilize these .mod files so at worst your mod would require one of those three mods to work... however, most people use K1 Community Patch nowadays so it shouldn't be an issue.

    • Like 1
  11. PartySwap

       39,792    125

    58 minutes ago, MasterKriebel said:

    Only thing I can think of right now is that I'm not using the "Extended Enclave" mod, but 650DAN.mod might have nothing to do with that portion of the planet.

    Isn't there an additional Extended Enclave Compatibility Patch for Extended Enclave + Party Swap somewhere on this site?

    • Like 1
  12. Kotor II Restored Content Plus

       1,296    20

    IMPORTANT ANNOUNCEMENT: Two bug fixes have been removed from the Mini Mod Collection and have been added to the brand new Bug Fix Collection Mod for TSL (This was just uploaded, so it may not be approved for public download yet)

     

     

    What this mod does is similar to the Mini Mod Collection, except whilst the Mini Mod Collection is a modular restored content type of mod... the Bug Fix Collection is PURELY bug fixes and has a one time installer which installs all of the bug fixes at once (It has two installations due to compatibility issues concerning the files, but these files work correctly in-game if installed separately)

     

    • Like 1
  13. Recruit HK-47 on Taris

       724    10

    Critical bug detected: The TSLPatcher inserts the "m02ac.git" file into the "tar_m02ac.rim" file. Since mods like K1R and K1CP both replace "tar_m02ac.rim" with "tar_m02ac.mod" and the game will prioritize the .mod, the problem becomes that the game will always use the unmodified m02ac.git file from tar_m02ac.mod instead of the modded m02ac.git from the .rim as installed here.

     

    Solution: Give the TSLPatcher 2 installation options, the first option will be called "Main Installation" which will install the m02ac.git into the rim file. The second option will be installed afterwards, this one will be called "K1R/K1CP Compatibility", this second installer will install a copy of the modded git file into the "tar_m02ac.mod" file as introduced by K1R and K1CP thus fixing the problem.

     

    I only tested this mod a little bit and instantly found this issue, if you got more .git files then you'll probably need to repeat this installer method for them as well.

     

    Feel free to PM me for instructions on how to setup a TSLPatcher with 2 installers.

    Edit: Just checked the TSLPatcher itself, it appears as if most of the files necessary for the mod to work are installed via the rim files. Feel free to PM me @brents742 so I may instruct you how to fix this issue.

  14. GenoHaradan Legacy

       4,712    58

    On 8/5/2021 at 1:13 AM, EAF97 said:

    Just out of curiosity, is Revenge of Revan meant to be an add-on to the end of the game, or is it a complete game overhaul? I'm mainly curious on what installing it would entail.

    It's a complete game overhaul, just like the original Demo.

     

    For installation, here is my recommendation:
     

    Spoiler

    1) Start with a FRESH copy of Kotor 2, no mods installed.

    2) Go to the Kotor 2 directory, for Steam that would be "C:\Program Files (x86)\Steam\steamapps\common\Knights of the Old Republic II"

    3) Copy the "Knights of the Old Republic II" folder onto your desktop or another safe location as a 2nd backup.

    4) Install ROR into the original "Knights of the Old Republic II" folder. Play the mod, and once you are done rename that folder to "Knights of the Old Republic IIROR"

    5) Copy the "Knights of the Old Republic II" backup folder back into your Kotor 2 directory. Install TSLRCM, M4-78EP, GenoHaradan Legacy and whatever other mod you want.

    6) Once you are done, rename that folder to "Knights of the Old Republic IIRCM" or something which tells you this is the normal modded K2 game.

     

    By renaming the folders, you can switch between modded K2 and ROR easily.

     

    For more information regarding Revenge of Revan, please visit the Revenge of Revan Forum Section: https://deadlystream.com/forum/5-revenge-of-revan/

     

    From there you are able to make a thread asking further questions or you might direct them to the latest announcement page found here:

     

  15. GenoHaradan Legacy

       4,712    58

    20 minutes ago, EAF97 said:

    I'm confused--aside from the Batu Rem imposter having alternate lines and the Duros smuggler attacking me on Telos being changed to someone working for Genoharadan, so far I havent come across anything about the Genoharadan in any quests since installing it. Is there something that triggers the Genoharadan quest or some npc I'm supposed to talk to on Nar Shadaa or somewhere else?

    At this stage, it isn't a "quest" in the traditional sense. 

     

    In this current version, once you defeat Goto on his Yacht Mira will say "If you want, and if you got the credits, I could find him for you. When I say I'm the best bounty hunter in the system, I mean it.".

     

    This will suggest that Mira doesn't know the exact location of Zez Kai Ell and that you need to find him. Once the Ebon Hawk scene is over you return to Nar Shaddaa and once you leave you are ambushed by GenoHaradan thugs as seen here:

    Spoiler

    05.png.e580e70c5b2f2a9a7c69fe0e3f520651.

     

    You will then be gassed and taken to the GenoHaradan lair to fight the GenoHaradan leader.

    Spoiler

    08.png.4db50c1a560613885472d773c995faf2.

     

    Once you defeat him, Zez Kai Ell arrives, recovers the Exile and takes them back to Mira's apartment

    Spoiler

    06.png.b32bfc9fb7690efda3645e5161e51579.

     

    I will admit, this version of the mod may be considered "bland" to some... though do keep in mind this is utilizing only the very few pieces of cut content which we have left over in the game files, this version is still better than the TSLRP GenoHaradan and the GenoHaradan Beta mods and is 100% compatible with TSLRCM.

     

    But personally, I do think I will return to GenoHaradan Legacy for a series of "minor" updates for the mod adding in more basic content to other planets as a means to implement the GenoHaradan throughout more areas of the game. But again, keep in mind that I am currently working on the Revenge of Revan mod and am currently juggling between several other mods.


  16. 1 minute ago, EAF97 said:

    Is this included automatically in TSLRCM? His lines are identical here to what they are for TSLRCM

    No, these lines are not included as part of TSLRCM (TSLRCM uses the vanilla lines).

     

    These lines are more or less "First attempts" at the VO which got left behind in the game files. If you watch the preview video, you may notice how the lines sound "off" and some lines might even be changed all together.

  17. GenoHaradan Legacy

       4,712    58

    7 hours ago, EAF97 said:

    Two things:

    1) Is this mod completed or at least mostly complete (i.e. any significant bugs I should know about that are still there)?

    The mod available for download is in a finished state and is compatible with TSLRCM.

     

    You should be able to start the game and finish it with this mod installed, the mod is very unlikely to break and no bugs are thought to exist.

     

    7 hours ago, EAF97 said:

    2) Are there actually additional lines spoken or will I have to read the subtitles to find out what's going on?

    All restored content has new restored VO.

  18. M4-78 Enhancement Project

       60,833    58

    4 hours ago, ZeldaTheSwordsman said:

    This was stupid and should go away. The so-called "fast travel" is actually being abruptly teleported during the droid quest by conversational triggers. Being abruptly yanked to elsewhere on the planet with no warning isn't a convenience, it's a disorienting disruption. What made you think that was a good idea?

    I agree that this feature is in-fact jarring to look at, but the reason why this feature and many features of M4-78EP 1.5 is so "bad" is because (Even though you'd probably think this reason is bogus) the dev team who made M4-78EP are both burned out from modding this game for so many years and the fact that they have real life jobs that takes much of the modders time to actually work on the mod (The lead dev is part of the Video Game Industry for example).

     

    As a Beta tester for 1.5, I can confirm that 1.5 was released far too early as there'd be no way for the dev team to finish the mod properly with their burn out and real life obstacles (And this was before Covid-19 so I doubt things have gotten any better).

     

    I don't blame you for wanting to use M4-78EP 1.3 as the mod is broken in certain areas.

     

    4 hours ago, ZeldaTheSwordsman said:

    I have some other issues with the droid quest. One is that there really needs to be a cheat-sheet for what T3 is supposed to be saying, because having it presented as beeps in the text reduces it to blind flailing under the circumstances. The other is that it can be easy to lose the 4-digit part of the security code if you don't write it down, because if it getting scrolled out of your messages log. And you can't ask about the number of active droids a second time.

    You have a good point, but shouldn't the 4-digit code be written down in the player's journal entry update so that the player can always reference the number? This may or may not be the case in the mod, but it would be a good solution to your problem.

     

    Usually, the correct code is the number of droids in the colony so once you finally return to the terminal you must keep in mind you murdered droids to get back. In version 1.2 you would kill 5 droids to get back, so you'd -5 from the 4 digit code to complete the puzzle. In 1.5, technically it's -2 but hey idk if the mod is functioning well enough to account for those droids (Been years since I properly played M4-78EP).

     

    4 hours ago, ZeldaTheSwordsman said:

    Based on dodgy decisions like the teleportation, and everything in the bug reports, this version isn't worth anyone's time and you're better off downloading version 1.3 from Pa3PyX's website (you might have lag, but the mod's not broken). Or holding out for the by-now-unlikely event of a 1.6 release or someone else making a fix pack for this mess.

    This is one of the times where you are most likely correct, this version is indeed buggy.

     

    3 hours ago, Malkior said:

    Also, correct me if I'm wrong, but the teleportation was optional based on when you talk to the Fast Travel droid. The only thing I can agree with is that the quest was awkwardly written, but to go out of your way to say that the earliest build from an alternate site is somehow better is frankly disingenuous.

    I'm correcting you here, the teleportation system is in-fact as crap as Zelda is saying unfortunately. It would've been better if one of those Fast Travel droids were involved, maybe he'd interject into every convo and ask if the player wants to be teleported with the option to decline... heck, a simple animation of the droid party member walking away and then teleporting would've made this look better.

     

    2 hours ago, Malkior said:

    So your solution is to downvote it then promote a pre-TSLRCM build because they did something that they had no idea you didn't like onto a thread last updated a year ago?

    Technically, the version he is promoting is the old Steam version 1.3 which was also released way too early... however, it *does* work.

     

    2 hours ago, ZeldaTheSwordsman said:

    1. If downvoting isn't a valid way of expressing discontent, then why the crap is it even allowed?

    I guess what Malkior is trying to say is that, if you give Dark Side Points to anything and everything you dislike it kind of makes it look as if you are the problem and not the person you've dark side pointed.

     

    From the looks of it, you like to take a highly defensive approach when responding to criticism. In this case, you are correct... 1.5 is indeed bad, what you could do is instead is further highlight your criticism of the mod and highlight the flaws in a constructive manner without being defensive so at least you look like a good guy who wants to see M4-78EP fixed at some point... let's be real, no one will be able to fix the problems for a while, but at least if you take my criticisms you won't get attacked by other users who think you are being overtly dramatic.

     

    2 hours ago, ZeldaTheSwordsman said:

    3. Excuse you, but version 1.3 came out in 2017. "pre-TSLRCM build" my foot. It was just never hosted here because the modders never got around to making an installer of it for non-Steam versions.

    This sort of writing comes off as hostile, if your writing is hostile then people will think you yourself are a hostile person and may not take you seriously... but everything you are saying is 100% true which is why you should write your dialogue in a manner which is respectable to the person you are quoting and to the mod (Even if the mod is buggy as hell).

     

    Let's say you are in a public library and you just so happen to find a living pig in the fiction section just chilling, what you'd want to do is calmly approach the librarian and politely inform them of the pig and if they don't believe you need to be friendly towards them and try to lead them over towards the pig so they will believe you. If you instead decided to yell and swear at the librarian and them punch her you're going to be seen as the bad guy and you'd be kicked out of the library... even though you'd be 100% correct, there is a pig in the library. And in this case, the library is M4-78EP 1.5 and the pig is all the poorly executed features and bugs.

     

    I've rewritten your quote in a way which is purely informal and rebuts Malkior's false claim in a way which is non-confrontational to Malkior himself:

    Quote

     

    3 hours ago, Malkior said:

    So your solution is to downvote it then promote a pre-TSLRCM build because they did something that they had no idea you didn't like onto a thread last updated a year ago?

    Surely there are better ways to voice your discontent.

    You are incorrect, version 1.3 which I am promoting was released in 2017 on the Steam Workshop and was never hosted anywhere else as it was exclusive to the Steam Workshop. The link I've added is an archived version of the Steam 1.3 version which can be used for Steam and non-steam users via any non-Steam Workshop installation.

     

    It is fully compatible with TSLRCM as long as the players install TSLRCM first and M4-78EP 1.3 2nd.

     

    2 hours ago, ZeldaTheSwordsman said:

    4. Allow me to quote a very important part of my first comment that you seem to have skipped over:

    There are multiple significant bugs with version 1.5, including some broken quests. Version 1.3 was put up on Pa3PyX's website and linked in the bug reports thread as a more stable alternative.

    Although now that download seems to be broken anyway... WinRAR says the archive is corrupt, and I'm willing to believe that considering the .7z file is only 9.6MB when it should be closer to 560MB.

    Well, that is honestly unfortunate.

     

    1 hour ago, Malkior said:

    Downvoting is fine. Disputing a change that was made a long time ago and having that reflect on the older mod page is not. 

    I think that, as long as a user can point out a mod's bugs in a polite manner they can highlight the problems and faults with a mod which can avoid new players from using M4-78EP and then breaking their game because the mod is unstable.

     

    Clearly Zelda was a new player who wasn't aware of what he was in for (The teleportation system is only the tip of the ice burg of 1.5), but I can agree with you; the manner in which Zelda stated his dislike for a change was written in an unfair manner.

     

    16 minutes ago, ZeldaTheSwordsman said:

    And why, exactly, is it invalid to give my feedback, negative or otherwise, in the download's comments section? Feedback and questions are the entire point of even having a comments section. This is a serious question and the reason I downvoted your post. Since you're done responding on this page, feel free to answer in PM.

    I applaud you taking this convo with Malkior to the PMs. :clap:

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