-
Content Count
2,195 -
Joined
-
Last visited
-
Days Won
131
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by N-DReW25
-
Well...I will never look at Carth or Zalbaar the same ever again.
-
-
Were you a modder back on Lucas Forum?
-
Discoveries from SWKOTOR.com Archive
N-DReW25 replied to Sithspecter's topic in Knights of the Old Republic General
Since that wasn't in Kotor 1's game files could that be used for a Kotor 2 TSL mod or can that still be considered as porting? -
If you look on the bright side, I was stunned at how amazing mod was I forgot to read the readme .
-
Do you reckon you could do a Module Modder's Resource? No- http://deadlystream.com/forum/files/file/351-juhani-catlike-head-mod/
-
I feel like you made Zalbaar look like an 8-foot tall teddy bear, but keep trying and it should look alright.
-
Now that has a permanent place in my override folder.
-
The thing to me that makes the Carth wip looks horrible is the distinctive eye color and the fact that his ears and neck is a different color from his actual face.
-
Are you going to be releasing those anytime soon?
-
My new computer has that same exact problem you have though I find it best to turn grass off altogether. (But that bug we experience is ALOT better than the one that made the grass lag the game and go all over the place like my old computer had) You might want to check this out though I doubt it will work- https://steamcommunity.com/app/32370/discussions/0/41973821366855313/
-
Creating new NPC's via appearence.2da
N-DReW25 replied to N-DReW25's topic in General Kotor/TSL Modding
I know this is out of the blue but can I please have an explanation like this for custom unique textures for the Republic Soldier Body Model or just body models in general? -
That skin is alright, Maybe touch up the hair a little and it will be a good mod. I do believe the modder Cache71 is also Russian.
-
List EVERY mod you have installed. There may be an incompatibility that is causing that.
-
That is A LOT better though I still believe the eyes could do with a bit of an improvement, though overall it is alright.
-
Discoveries from SWKOTOR.com Archive
N-DReW25 replied to Sithspecter's topic in Knights of the Old Republic General
The Area Theme 2 song sounds like an early theme for the Republic Kolto Station on Manaan but using it for Sleheyron is a good idea (Maybe it can be used for the Gladiator Arena Module) This bit on Korriban will be very useful for a mod I'm making. -
Your Initial Thoughts When You Played KotOR
N-DReW25 replied to milestails's topic in Knights of the Old Republic General
Around 2014 (Don't judge) - Got Kotor onto my Ipad after so many Hours and began my first playthrough - In an attempt to remember the names of characters I remembered writing characters names on a piece of paper like Trask and Carth etc - I also remember charging at the Sith Soldiers patrolling the streets thinking they were hostile when they weren't (Don't judge) - I also remember staying in the outcast village since I was to scared to face the Rakghouls (Don't judge) Around 2015 - Downloading my first mod the early Jedi from the Start mod from Kotor Files for the first time on my Android Tablet - Making up idea's for mods I wish I could make but I couldn't do it at that point (Those idea's evolved into my Improvement Demo mod) - Bought the PC version of Kotor 1 off of Steam since PC has better mod support (And other things I didn't realize back then) Around 2016 - Found Real Rece's Modding Tutorial's and began my Modding Career - Bought the PC version of Kotor 2 TSL off of steam for the sake of getting it -
File Name: TSLRCM Icon Fix File Submitter: N-DReW25 File Submitted: 05 Nov 2016 File Category: Skins TSLRCM Compatible: Yes A Mod for Star Wars Knights of The Old Republic II The Sith Lords Author: N-DReW25 Release Date: 5.11.2016 Installation: This mod requires TSLRCM to be installed FIRST so be sure to download and install it- http://deadlystream.com/forum/files/file/578-tsl-restored-content-mod/ After you installed it 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 It will ask you to overwrite so click yes when it does and it will be installed Uninstallation: Remove or Delete the files from your Star Wars Knights of The Old Republic override folder Description: TSLRCM is a mod that restores most of the cut content back into the game. While this mod does do an excellent job at doing so it also comes with a new logo which now reads "Star Wars Knights of the Old Republic II THE SITH LORDS RESTORED CONTENT MODIFICATION 1.8.5 (The 1.8.5 bit changes depending on the version you play). That new logo is extremley useful to new players since it lets them know if it's been successfully installed or not but realistically Obsidian never intened for that logo to be in the game so what this mod does is reimplement the old logo back into the TSLRCM game. Known Bugs: this mod shouldn't have bugs but if their is Just PM me on Deadlystream. Incompatibilities: Is incompatiable with anything that edits the main logo 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. Click here to download this file
-
That video looked like it took more effort to make than the mod itself. but either way, this mod is still a brilliant mod and I will likely try it out in the near future.
- 15 replies
-
- remodeling
- reskin
-
(and 3 more)
Tagged with:
-
Kotor Tool merchant editor custom items?
N-DReW25 replied to Hobbes's topic in General Kotor/TSL Modding
I think that custom items tab doesn't work. If you want a merchant to sell custom items here's how I do it. *First place any item from game items (For this I'll use a Combat Suit) into object inventory (If your merchant already has items you can skip this) *Now in object inventory you will see its ResRef (cheat code) "g_a_class4001" next to the name Combat Suit, you will need to erase the ResRef and replace it with your custom item ResRef for example "mod_armor01" *Then place the custom item uti and the merchant utm files into the override folder then test in game if it worked There could be other ways to do that but this to me is the easiest way. -
Caalin Ette was once a part of the K1 Restoration Mod back in its Demo and 1.0 phases but he was sadly removed in 1.1 because he was custom content and not restored content. This mod aims to add Caalin back into the regular K1R 1.2 game. After 4 hours or so copying files from one file to another and editing the GIT file a lot of times I finally got a finished result though there are a few problems. The first one is something that is most likely done via the new Dialogue.tlk file that was included in 1.2, so the problem is that some of the new things have weird titles or text on them for example the pass card for Caalin's office and strongbox don't say what they’re supposed to say and say something like "Oh, you idiot. Brejik didn't hire any new lab techs. They're probably a Bek spy." And also the Computer Panel in Caalin's room is a bit broken in the same way the items are and the main heating system Computer has a broken bit where after you put in the heating battery it said "Kill them". Another bug is when you do certain things - like kill Caalin, get Caalin’s door key card etc. - your journal updates but when I look at the journal everything is the same, this doesn't break the game in any way but is just weird though. The way this mod adds Caalin Ette back into the game is the Heavy Security Door is locked and you need to find a key to open it, fortunately an NPC called Yrei Yindaru (I don't think that’s his name but it’s close enough) who is in the Vulkar Hangar bit of the restored level has the key, After killing him you can open the door where the normal fully voiced Caalin Ette will play his dialogue were he and his 6 bodyguards will attempt to kill you, after defeating them you can obtain a Sith Energy Shield, a Heavy Battle Armor and his light repeating blaster rifle. He also drops his Strongbox access card used to open his strongbox where you get the heating battery to install into the heating generator to disable the turrets on the first level. CHANGES: In 1.0 you HAD to do a spice side quest to get a Mechanic ID card to go down to the garage but it doesn't work due to drug addicts trading in their cards for spice, so you are to look around the base until you find an inaccessible room where a cutscene plays of two assassins who just assassinated a mechanic named Vik and your character opens the door. Assassins attack you - and after solving a puzzle - you get Caalin’s key where you can then play the normal Caalin scene like normal and get the battery for the generator and go into the garage. In 1.1 and 1.2 I’m not 100% sure but its either the Mechanic ID doesn't work or it does and you go into the garage that way though there is a way were you can go into Caalin’s room that is now inhabited by Vulkar Lieutenants and you kill them and get the battery to go to the garage. The reason for that is because the 1.0 version just confused people on what to do. In this mod the assassins still are cut but the big daddy himself has been restored, also the dialogue about Vik is cut from Caalin’s Dialogue but it makes no difference to the story line. If anyone understood what I just wrote if you can I need people to play around with the mod and see what’s causing the weird bugs I’ve been encountering and to see if there are any more bugs or anything with the game. Thanks in regards to anyone who helps. Caalin Ette Beta.zip
-
-
Carth Force-sensitive?
N-DReW25 replied to milestails's topic in Knights of the Old Republic General
I personally like to think that his Wife was force sensitive as it makes logical sense as to why Dustil was force sensitive and not Carth. -
Qui-Gon Jorn's lightsabers - I'm not 100% sure but I think that evolved into this- http://deadlystream.com/forum/files/file/496-tsl-default-replacement-hilt-megapack/ There is also a K1 version of Qui-Gon Jorn's lightsaber mod that was converted by Kainzorus Prime and it does look a lot like the mod I linked above- http://deadlystream.com/forum/files/file/449-qui-don-jorns-sabers-40-kotor-conversion/
-
Here's a Starting Point on that-