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Everything posted by jc2
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Might I suggest something in the Undercity? Perhaps FP the merchant to charge less, or to be more kind to the community he is apart instead of stealing and ripping them off. FP the village holy man that his quest to find the promise land is fictional. FP the red Sith Commander to "move along," I think his voice over leaves room for this.
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I'm depressed. I cannot focus. So I guess I'll try to make a demo of LME.
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Lehon Mandalorian Expansion, http://deadlystream.com/forum/topic/5360-mandalorian-lehon-expansion/, it's a long time comin' but it is still coming!
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Have not. Actually no. I've just sent it out to a few people that offered to beta test it. Since it doesn't have a tslpatcher, because of a few missing elements releasing it now would diminish the value and frustrate people. Not to mention it is (without the tslpatcher) incompatible with just about everything for 2da reasons and global.jrl
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Welcome to Deadlystream, Narshaddaarocks!
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View File Massage Choice Request by Valas991, JC2 Presents Massage Choice Allows PC to ask and receive male and female massage slaves at Davik’s Estate for a massage regardless of PC’s gender. The NPCs will still acknowledge your gender with greetings, but their response after massaging the PC will have the gender "master/mistress" word removed. It is a small mod, and shouldn't be incompatible with anything. It requires a manual install. There are only 9 files. The readme has full disclosure on how to install, it's quite easy. If you have any questions, or any feedback please send me a message, I would love to fix, change, or discusss the mod. Credits: Thanks to Fred Tetra for Kotor Tool Special thanks to the Deadlystream community! Thanks to Valas991 for his suggestion. Submitter jc2 Submitted 10/20/2017 Category Mods K1R Compatible Yes
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Version 1.00a
1,045 downloads
Request by Valas991, JC2 Presents Massage Choice Allows PC to ask and receive male and female massage slaves at Davik’s Estate for a massage regardless of PC’s gender. The NPCs will still acknowledge your gender with greetings, but their response after massaging the PC will have the gender "master/mistress" word removed. It is a small mod, and shouldn't be incompatible with anything. It requires a manual install. There are only 9 files. The readme has full disclosure on how to install, it's quite easy. If you have any questions, or any feedback please send me a message, I would love to fix, change, or discusss the mod. Credits: Thanks to Fred Tetra for Kotor Tool Special thanks to the Deadlystream community! Thanks to Valas991 for his suggestion. -
I'm a fan of the hat! The black smuggler's jacket looks boss as well.
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So psyched about that Sleheyron trailer!
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Brotherhood of Shadow Armband experiment.
jc2 replied to Darth Jack's topic in General Kotor/TSL Modding
Okay, you've not seen the decompiled code. What you just did was directly open up the .ncs and see the final form of the script. You have not decompiled anything. Download DeNCS in zipped form, then unzip. Do you know how to unzip a folder? (Note "Unzip" doesn't mean "open") Once you've extracted the folder, there should be two files, labeled as such "DeNCS Readme.txt" and DeNCS.jar which is an executable file. Double click on the DeNCS.jar, to begin installing. According to the readme, you will need java; my mistake on my previous comment. Additionally you will need the source script for kotor (nwscript.nss), which can be found in your KT folder, or you can follow the Readme's advice and extract it using the KT. Place nwscript into the same folder of the DeNCS, where you tell it to output the decompiled script. Once you have the nwscript.nss inside the DeNCS folder, you can now use it to open any .ncs script. So once again, go to the BOS:SR mod folder, copy and paste the script into the DeNCS folder, then open that script with the DeNCS. Then right click to view decompiled code. Please try to follow these directions. Your end result should be this decompiled code> void main() { object oBos_bosghost1 = GetObjectByTag("bos_bosghost1", 0); object oBos_bosghost2 = GetObjectByTag("bos_bosghost2", 0); object oBos_bosghost3 = GetObjectByTag("bos_bosghost3", 0); object oNearest = GetNearestObject(32767, GetFirstPC(), 1); location location1 = GetLocation(oNearest); if ((GetIsObjectValid(oBos_bosghost1) == 0)) { string string1 = "cs_sithghost"; PlaySound(string1); CreateObject(1, "bos_bosghost1", location1, 0); ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0); } else { if ((GetIsObjectValid(oBos_bosghost2) == 0)) { string string2 = "cs_sithghost"; PlaySound(string2); CreateObject(1, "bos_bosghost2", location1, 0); ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0); } else { if ((GetIsObjectValid(oBos_bosghost3) == 0)) { string string3 = "cs_sithghost"; PlaySound(string3); CreateObject(1, "bos_bosghost3", location1, 0); ApplyEffectAtLocation(0, EffectVisualEffect(3003, 0), location1, 0.0); } else { object oNPC = GetPartyMemberByIndex(0); AssignCommand(oNPC, ActionStartConversation(GetPartyMemberByIndex(0), "bos_shadowpower", 0, 0, 0, "", "", "", "", "", "", 0)); } } } } And if you want to edit that, good luck! I can't really help you there. I am a poor coder and wouldn't be able to easily integrate what you wish to do, though I'm sure its fairly simple. Alternatively, if you cannot follow my process you could, hypothetically, just copy and paste the script and then tinker with it. -
Brotherhood of Shadow Armband experiment.
jc2 replied to Darth Jack's topic in General Kotor/TSL Modding
I'll just lay it out step by step. Unzip folder. Go to DeNCS folder and hit the executable DeNCS.jar, Once launched go to "open" Browse through files until you find wherever you put the bos_usepower.ncs Then after it quickly decompiles, right click to "view decompiled code" You don't need java or anything like that. Also you shouldn't be using the KT to extract the file, the file is .ncs from the mod. You should just go to the mod's original file and use the DeNCS directly to open it. Personally, I like to take the .ncs file and place it in DeNCS folder for easy of access. -
Brotherhood of Shadow Armband experiment.
jc2 replied to Darth Jack's topic in General Kotor/TSL Modding
Here you go. Let me know how it goes. -
Brotherhood of Shadow Armband experiment.
jc2 replied to Darth Jack's topic in General Kotor/TSL Modding
Yeah, it's definitely a script. The armband utilizes the spells.2da to fire a script. Basically the item (uti) has a spells.2da row number, which fires a specific script everytime the armband is used. Therefore, you need to alter the script that's linked to the spells.2da. Open up your spells.2da with KT 2da editor, make sure you are opening up the one located in your override, then look around until you find one that looks like his. Idk what it would be called but it's probably something obvious, should be one of the last ones added, unless you have a bunch of mods. Then see script fires when used or something like that, remember the name of the script, use the script decompiler or check if he has a nss version of it. From there you've got to edit the script to spawn more people, should be fairly easy at that point to tinker with the script. Once you've tinkered with the script, compile it under the same name as the original, then place your new script in your override. -
Just another tid bit of justification about killing Marlena.. Even the Czerka Protocol Officer notes how she "had a mean streak a parsec wide."
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^^ Your guess is as good as mine. In my head, I went with N-ii-din and Trixy but with a Q. That's cool, still it wouldn't fit with the timeline for Atton to be apart of it, since he was on Nar Shadda and wasn't even sure who won the Civil War! Interesting to know you thought of the same thing. I still like the idea of the Sith Death Squads, but I have other mod ideas that hold more intrigue.
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What if Atton Rand appeared in K1 as a Sith Special Forces operative? What if Revan, ran into one of the deathsquads he was apart of. Were the Jedi responding to their disappearances or was it believed to be merely casualties of war without anyone noticing a pattern? The idea has already begun to form, can I add a sidequest that allows Revan to investigate missing Jedi who were sent on diplomatic missions to Manaan, or doing research on Tatooine for the Jedi Archives, or captured Jedi sent to Korriban for "re-institution?" Before I get your hopes up, let me clear the air. Kotor 1 takes place at the end of the Jedi Civil War; therefore, it cannot include Atton Rand at all, simply because he deserted nearly a year prior to end of the war. This came as a sad realization, because having an Atton Rand cameo in k1 would be so interesting to write. Without Atton Rand being inside the mod, I simply lost all motivation to actually make it. Still the idea of Sith Special Forces abducting Jedi, and Revan being sent to investigate their disappearances would be a decent mod idea. Structure of the mod, would include the other door of the Jedi Enclave opening to a reskined module of the Matele Estate with several Jedi Characters. There the PC would be informed that Padawan Zeeru and his master N'iedin were investigating a distress call by a missing Jedi. This was a trap laid by the Sith to capture more Jedi. This is my rough draft of the plot development: Characters: Jedi Knight = Jawa = N’iedin > home planet Tatooine Two apprentices, only one stands beside him on Dantooine Apprentice 1 = Qrixy = female Twi’lek jedi Zeeru = Jedi Padawan 2, Zeeru stands beside Master, while Qrixy is on Manaan for Jedi diplomacy training with Ambassador Roland. N’iedin informs the PC that Jedi are being hunted down, and he intends to investigate the missing Jedi on Tatooine. There was a jedi distress single emitting from that planet. The council commissioned him to investigate it. An hour ago. A team of Jedi lead by female Master Leyana has gone missing after crash landing on Tatooine. Close the gap and have the Female Jedi Knight get captured by Atton, the rest of his squad dies while staying behind to stop the PC who is known as “a jedi padawan.” Qrixy ends up captured on Manaan, shows up as a Sith on Korriban PC finds Zeeru who’s lost in the dessert, his master was killed by Sith Special Forces, and he is being hunted. He’s trying to make it to back to Anchorage when you meet him. Battle ensues, PC wins, but dialogue about Qrixy being in danger and needing to know their master is dead.. then Jaq snipes him. Jaq is Atton Rand's alias; according to wookiepedia, this was his first name during the Civil War. Scene works like this very far off in the distance you can see Jaq and a speeder, that speeder responds and disappears several times using DelayCommand script so that it appears to be moving! Reprogram Sith Droids on Manaan (optional) before entering the hangar (they walk with you), so that they attack Jaq providing some backstory on why Atton hates droids. Qrixy is being escorted onto the shuttle with Master Leyana, Master Leyana does a force push before being gassed by Jaq (mine goes off) All of them escape, but PC fights a bunch of Sith How do they escape the PC, board a shuttle? Then what? Qrixy on Korriban can either be killed or swear fealty to Revan, there is no redeeming her. She enjoys the Darkside. Her master’s death means nothing to her, her dead friend meant nothing to her. Only a short time has passed, but she is already excelling in her training > has a Sith Master = Darth Lavernius Takes pride in having a master, doesn’t have to abide by the Academy rules, is already a Sith. Well, that was my rough draft of a large side quest that involved Dantooine, Tatooine, Manaan, and Korriban (4 planets). As you can see it was ambitious and it was very much in its development stage. An interesting thing I stumbled upon while making the Jedi Quarters (reskinned Matele Estate module), was the ability to change the head of children and the garments of them with other civilians in the appearance.2da. I could make a dwarf, or a child, depending upon if the head used had facial hair! So I tried to do just that, and actually succeeded. It was rather hilarious. I believe I got all of the children to bow as well. ====================================================================================== ::::::::::::::: ::::::::::::::::: I hope this was not a waste of your time! Thanks for reading my ramblings. -JC2
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Welcome to Deadlystream Trevuar25!
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Missing serna and bendak starkiller in upper city cantina
jc2 replied to Vhalyr's topic in KotOR1 Restoration (K1R)
This time list the mods that you re-installed with, that will help us figure out which mods or mod is causing this. P.S. Readme's are worth reading. -
Anyone Try Xavier2's Enter Jabba's Palace Mod with K1R?
jc2 replied to CrisG's topic in KotOR1 Restoration (K1R)
No tslpatcher on that mod, which means you will have .2da issues with appearance.2da, globalcat.2da and other 2das that it includes. Not to mention the global.jrl issue, though you can patch that with a global.jrl merger found in the Modding Tools section on deadlystream. The mod stil exists on their personal website > http://warpedproductions.echonetwork.net as well as it's archived on jumpzsation chainz.2da website > http://www.jumpstationz.com/ModsArchive/ However, it should be compatible with K1R if you can patch those 2da files and merge the jrl files with the k1r 2da files and jrl files. globalcat you can do yourself easily, the issues are really the appearance.2da and the heads.2da, which are linked to utc's (characters) and uti's (equipment/armor). I checked the files, and from what I can see there are no dlg, ncs, or utc that would cause incompatibility. Can't be sure from actual experience, since I've not used K1R in a play through yet. -
Welcome back CrisG!
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I coulda swore you asked this before! There's a mod on nexusmods.com for TSL that allows you to kill almost any NPC in the game by adding an item that opens up an additional dialogue option to incinerate the NPC. Here it is > http://www.nexusmods.com/kotor2/mods/901/?
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Whats your favorite Star Wars The Old Republic Companion?
jc2 replied to Todd Hellid's topic in The Old Republic
Jaesa Willsaam or Gault Rennow. -
There already exists a mod that does this. Can't remember the name, but it has roughly 5/4 modules to it. A main quest for the area, and a hutt overlord.