N-DReW25

Modders
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Everything posted by N-DReW25

  1. That sounds like a good idea but Kreia and Visas NEEDED force sight in order to see so that's why its their first person view, The reason the Exile didn't have a force sight first person view was because he/she could see perfectly - plus force sight is cool and all but is just annoying in a fight.
  2. Then your lucky because when I played the mod with TSLRCM by the time I went to Korriban Kreia Literally broke and I couldn't do anything with Kreia.
  3. Kreia's Assorted Robe Collection is incompatible with TSLRCM (Since SLM needs TSLRCM to work) but i'd recommend using this mod- http://deadlystream.com/forum/files/file/857-kreia-visible-body-models/ since it does a better job than Kreia's Assorted Robe Collection
  4. Two Questions, How many mods can we pick and are we allowed to nominate our own mods.
  5. Well I'm officially blind and stupid.
  6. So any mod before November 31st isn't eligible and any mod after December 1st isn't eligible so we have to upload the mod on either the 31st or 1st or we don't get in.
  7. Well wouldn't that reduce random loot as a whole. Now things like named items should not be random and should be sold by merchants and NPC's shouldn't have random loot or at least random weapons and armor. Though for the placeables those can still keep the random loot system except on Peragus as I hate it when you get an Ion Rifle as T3 or another blaster or get some stupid item like an implant or an energy shield from a mining droid.
  8. Because the random loot makes the game feel bad in general. Do you think it's Logical to get an Ion Carbine as T3-M4 that gets transferred back to the Exile even though blasters weren't allowed on Peragus, Is it logical when you kill the Rodian guard at the exchange base on Citadel he drops Mandalorian Battle Armor, is it logical to get Exar Kuns Battle Suit on a Mandalorian corspe on Dxun then to get the exact same set again off a Vaklu Soldier. And then the Merchants are just exploitable so if you really want good gear just save the game before entering the module the merchant is in then when you check his loot and if its bad reload the save and repeat until your satisfied.
  9. Within the Soundvoices file there a lots of wav audio files that are the audio files and voice overs for nearly all NPC's in the game like Vrook, Kreia, Dol Gren etc but there is no way to actually listen to them (At least for me). When I do the file goes for 0 seconds and I get an error message every time I try to listen to them (Same goes for K1 but i'm more interested in TSL). I tried to force my way to list to one using a third party software but I ended up listening to a loud static sound. The reason why I want to listen to them is to see if there are still any cut lines that may prove useful whether they were for cut things like the GenoHaradan or the Holocron Sidequest or whatever. So what I am asking for is there a way to actually listen to the wav files.
  10. Well that worked, now all I need to do is figure out what I want each merchant to carry. Also could that script work with the random loot system as a whole (And also can things like credits, stims and random medpacs still be random)
  11. You mean create a new utm file with more items for sale than yes i'm up for that but i'm asking how you turn off the random loot script so it doesn't spawn anything or doesn't work at all.
  12. In this mod, I'm trying to remove the annoying and easily exploitable random merchant loot generator. Basically I want the merchant loot to be the same EVERY single time you play the game like in K1. For my first test I have decompiled the a_stockstore_01.ncs script (Which I think is Dendis Dobo's) using DeNCS now one of the first problem I encountered is when I decompiled the script I got a_stockstore_01_compile_fails which doesn't look good but when I opened it in Kotor Tool it looked like a script so that might just be me panicking already. So i'm asking how do you turn the random loot thing off in the script. a_stockstore_01_compile_fails.zip
  13. N-DReW25

    Lost Modules Pack

    Yes as these modules are not included in K1R and are mostly used for Modders to make new mods using these cut modules.
  14. I'm probably the biggest idiot for not including the link to the mod I tried to give- http://deadlystream.com/forum/files/file/537-scoundrel-trousers/
  15. N-DReW25

    Revan's Head

    This is probably the best canon revan head mod yet. One question though are the skins high res.
  16. Probably not what your talking about but have you ever used this.
  17. Got a quick question about the mod itself here. How is Vrook's red robe not considered as porting.
  18. Is this it- http://www.nexusmods.com/kotor2/mods/577/?
  19. I played this mod up to Citadel Station and it was FANTASTIC. It made me actually do the puzzles on Peragus instead of destroying the consoles and it makes the atmosphere of the game better with better NPC's and animations and cutscenes but most importantly it removed the god awful random loot system. But for a Heavily modded lets play i'd still pick TSLRCM as it is compatible with most other mods but from what i've seen it is better than TSLRCM (At least from the Peragus to Citadel station parts).
  20. It Worked.Thanks so much to all of you and don't worry about the UTC bit I know what I'm doing with that.
  21. That's apart of a skin pack called Final Touch (TSLRCM Compatibility unconfirmed)- http://www.nexusmods.com/kotor2/mods/429/?
  22. Didn't work. But i'm probably doing something wrong here appearence.2da.zip
  23. So I think I found what you mean but there is nothing in the texture feild. The first texture feild modela and texa have N_SithSoldier and the rest through to J have just ****. So do I still replace the **** with Sith_Soldier04
  24. By "References" are you referring to something in the appearance.2da because if you are I have no clue what your talking about. I have changed the label "Sith_Soldier_01" to "Sith_Soldier_04" and that didn't do anything. I am lost for what you meant at that point.