Mellowtron11

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Everything posted by Mellowtron11

  1. Hey, don't worry about it. I reinstalled it tonight and it worked out perfectly! I like the use of the force power casting sound effect for the force forms and the lightsaber clashes for the lightsaber forms. Quick question-Are you going to keep the Handmaiden's "Let me try" for each technique lesson?
  2. I figured out my goof. I extracted it to 7zip when I should have extracted it to a folder. Once I did that, I was able to install the mod into the override. I did test it out this morning, and the dialogue option appears for the exile. Selecting it causes the handmaiden to say, "You honor me Exile. Together then." But then nothing else happens and the dialogue goes back to the player's free roam around the ebon hawk.
  3. Yeah the scripts that give her the forms. I've tried installing the mod, but every time I click the TSLpatcher.exe, I keep getting a message: WARNING! Cannot locate the INI file "change.ini" with work instruction. Unable to load the instructions text. Make sure the tslpatcherdata folder containing the info.rtf is in the same folder as this application. I'm guessing that I'm doing something wrong?
  4. Thanks for showing that! What would the script look like for the forms training sequence?
  5. Well, I need to read the description a little better! My bad! I am a little curious: could you post a little sample of the script from this mod? Just to see what it looks like?
  6. Can this work on any save where Handmaiden has already been turned into a Jedi? Or is that something you need to be tested for this beta?
  7. I downloaded this before the older Lucasarts website went defunct.
  8. Would that script be the make a jedi script? Zbyl2 is the main TSLRCM guy nowadays, right?
  9. Been trying out the mod so far and everything has been seamless on Telos. The VOs for Batu and Atton were put together really well. There is one small thing: the Duros Assassin attacks my character unarmed like in the regular TSLRCM mod. He admits he is part of the GenoHaradan, and his NPC title is GenoHaradan Assassin. He also doesn't drop the GenoHaradan survival pistol either. Not a big loss, as I have a fully modded scout enforcer anyway. Just thought you'd like to know. A quick question too- did you add Benok's Alternate lines in this mod? His lines sounded very similar to your Benok's alternate lines mod video on Youtube. (And no I don't have it installed).
  10. Did you have to do the same for your GenoHaradan mod? If you get permission, what does this entail? A bit of scripting and adding in spliced dialogue?
  11. Mellowtron11

    K1 Style T3-M4

    This mod gives T3 his KOTOR1 super clean and glossy look, as opposed to TSL's vanilla worn matte finish for T3. Nice little touch for him!
  12. Isn't the mod an open beta already? In terms of the big sidequests that get added in, should we just PM you? Regarding bugs for the mod's current state, do we just post them here?
  13. On a more random note, will there be a mod update every time there's a new piece of content added into the mod?
  14. File Name: Official 1.03 Patch File Submitter: Mellowtron11 File Submitted: 16 Nov 2017 File Category: Media This is the Official 1.03 Patch for Knights of the Old Republic. I downloaded this from the Lucasarts website a long time ago before the original website went down back in the late 2000's. I didn't find it here on Deadly Stream, so I thought that I'd upload it. Star Wars: Knights of the Old Republic by BioWare - retail v1.03 patch Installation: After downloading the update, double click on SWKotOR1_03.exe to install. The installer will automatically search for the folder where you originally installed Knights of the Old Republic and install all of the updates. If the update does not locate Knights of the Old Republic on your system, you may need to reinstall the game and then run the SWKotOR1_03.exe. This update for the game has been modified to correct the following: * Fixed a bug where the Walk key was not bindable. SWConfig: --------------- * Added in detection for Soft Shadows support for ATI video cards based on the supported driver version. v1.02 changes: ============= * Added the ability to map the Arrow keys for main game movement. * Added a Walk option button; by default it is the B key. While holding down the Walk button, your character will walk. * Added support for 1280x1024 resolution. * Added the ability to see all available party members character, ability, and equip screens while on the Ebon Hawk or in the apartment. * Added the ability to hide the game GUI when taking screenshots. Use the following settings in your swkotor.ini in the "Game Options" section: [Game Options] EnableScreenShot=1 GUIsInScreenShot=0 * The container GUI screen will no longer close everytime you click Give Item. * Holding Shift when clicking Give Item or double-clicking the item to give will transfer the entire stack, without shift it moves the items one at a time. * Added in some extra error checking and logging for loading and saving save games. If there is any problem, a file called "fileerror.log" is created. * Made a fix to the Force Point Regeneration item property so it actually regenerates Force points. * Fixed an issue where in some rare cases, the player would be killed while on the Leviathan. * Fixed an issue with Dantooine Pazaak occasionally breaking Suvam Tan on Yavin. * The Sand Person disguise will no longer be reset when entering Anchorhead and the Dockingbay. * Dead party members will no longer show up later in the game. What with them being dead and all. * Fixed the Hidden Bek Door (Security Station) to no longer display the 'Impossible' message. * Fixed a visual issue with Power Blast and using Dual Blasters where the off-hand blaster wasn't firing. * Fixed a problem which would cause dialogue to skip through without playing any VO. * Fixed a problem where you would get stuck at a black screen after a game load or an area transition. * Fixed a problem where the screensaver could activate during the playback of a movie. * Put in a symptomatic fix for your character's attributes being reset to all 8's. * Put in a symptomatic fix for party members getting stuck and not fighting. * Put in a symptomatic fix for losing force points when going through area transitions with Force Valor active. * Removed the +2 bonus to the offhand attack when wielding a balanced weapon in the offhand or when wielding a double bladed weapon. * Removed the ability to bind controls to the "Alt" key. The "Alt" key was never inteded to be a usable key in the first place. * Fixed a rare crash bug when leaving the Ebon Hawk or the Apartments with party members. * Made some stability improvements. SWConfig: --------------- * Added a check for the minimum graphics card driver version for ATI and NVIDIA based video cards as stated in the Troubleshooting Guide. If you scan your hardware and do not meet the minimum requirements for the game, you will be prompted to launch your web browser to download the latest drivers. * Fixed a minor bug in RAM detection where it was sometimes off by 1 or 2 MB. v1.01 changes: ============= * Added two new "swkotor.ini" sound options: [sound Options] Environment Effects Nonstreaming=1 Environment Effects Streaming=1 NOTE: The Environment Effects Streaming=0 option was added to fix a problem with sound pauses while playing the game with an Intel i845 or i850 chipset motherboard and a 100 MHz Front Side Bus. * Removed the awareness penalty when running * Made a fix to the "Disable Vertex Buffer Objects" option in "swkotor.ini": [Graphics Options] Disable Vertex Buffer Objects=1 * Made a fix to the Enable Hardware Mouse option when it is disabled. This fixes a crash with certain ATI Radeon 9600 video cards. * Made a fix to a display issue with Small Fonts. * Made a fix to a gamma issue after movies finish playing. * Removed the display of Force Points on portrait tool-tips for non-Jedi characters. * Fixed bug where some objects in the game would give a sticky mouse indicator like they had an inventory when they did not. * Fixed an issue where if you changed appearance while Force Speed was active your movement rate would return to normal. * Fixed an issue with droid animation when the item they were using ran out or their target died. * The turret mini-game should no longer have the blur visual effect if you enter it with that visual effect turned on. * The Security option no longer displays for doors which a key is required. * Fixed a rare bug where the game could get stuck if an auto-pause was triggered at the exact same time as an area transition. * Fixed a rare crash that could happen when a Dark Jedi dies at the exact same time as he deflected a blaster bolt. * Fixed a rare crash on startup under Windows 98. * Fixed a few memory leaks. Click here to download this file
  15. Sure, I'd be interested in seeing what you have available. Ah, don't worry about it. It's his modding project after all. Thanks for adjusting the sound files anyway!
  16. Sounds good! The effect also sounds like there's a bit of phasing involved too.
  17. Wait, you'd edit the sound files into the video??? How is that possible?!?!?! But in all seriousness, I won't mind as long as you credit me for doing the Voice over and you tell me how you got my voice to sound like I'm wearing a helmet. I tried to get that sort of effect today with reverb effects, but most of them sounded like overly echo-y concert halls and bathrooms. The reverb effect type I ended up picking for the alternate sample above had only a slight overall effect. Thanks! Which mod are you talking about- the NPC overhaul mod?
  18. Okay, I released this mod a few weeks ago. Basically I swapped out the computer use and repair skills for the Jedi Consular and their respective prestige classes, Jedi Sentinel and their respective prestige classes, the scout and scoundrel. http://deadlystream.com/forum/files/file/1160-kotor2-computer-use-and-repair-skill-swap/ However, I noticed a slip up that I failed to take into account when I uploaded the mod. I didn't change out the class skill: feats that are available at the feats level up screen. For instance, even though I made Computer Use a skill for the Jedi Consular and made Repair a cross class skill, there still is a class skill computer use feat available, and no cross class repair skill for feat purchase. I looked around at the feat.2da file with Kotor tool. You can put in feats to be acquired at certain levels, which I get. But the feats that aren't available immediately for a certain class all seem to be marked with a -1. Does anyone know how to adjust this? I would really like to have the cross class feats correspond to the newly allocated skills for this mod. Thanks! http://deadlystream.com/forum/files/file/1160-kotor2-computer-use-and-repair-skill-swap/
  19. I figured it wouldn't be Dessicus, as he already has all of his lines recorded. I'd be interested to see what lines you have available for me if that's okay. Would you be able to send me a script if possible? I will admit that I have a fairly low voice, though. For the heck of it, I did record a sample of the GenoHaradan Disciple that speaks to you in the Telos base, based on the dialogue at the 6:40 mark in the first video mrmann posted. genoharaden disciple sample lines.mp3 genoharaden disciple reverb sample.mp3
  20. Hmmm... don't think you can change the name of the classes, but provided you add the proper feats and skills to HK's UTC file (p_hk47), it should work. Just be sure to add all the proper feat levels with their prerequisites. For instance, if you give him sneak attack 3, be sure to give him sneak attacks 1 and 2.
  21. I used to enjoy watching Star Wars HQ, but eventually you can tell that they're willing to believe in the BS that EA puts out in their press releases and that turned me off. Both of those statements are correct. There's somehow enough people willing to buy extra stuff through microtransactions. It's also worth noting that EA is currently the only game studio making Star Wars games at the moment, and I'm sure that there are people desperate enough to play a new Star Wars game.
  22. Very neat mrmann! Thank you for taking the time to piece everything together for the videos. Now I get why people were asking about the GenoHaradan in the Restoration zone. That makes sense now. I'm curious, though- was there any indication that the GenoHaradan assassins supposed to be on Telos according to the game files or voice over notes? Or was that just something added in by the modders? I did not know that there was a cut area of the docks for this mission either. If you don't mind me asking, what was the female Jedi Exile skin that you used in this video (the red-brown haired PFHC05 model)? I'm also curious, N-DReW25. Do you want a voice over for the following lines at 6:45 in the first video? “The GenoHaradan will hunt you down Jedi. There is no escape from death. We see the deaths of our enemies in our waking thoughts and as we meditate. There is no higher calling than the GenoHaradan.” I'd be willing to record those lines if you'd like. Or are you going to stick with the alien voice overs for simplicity's sake? - Exile007 had the better boss fight with the two Drexel beasts. They both come out of rooms in the background (not out of nowhere) and come from a planet (Dxun) that can be easily accessed, unlike Malachor V. Why TSLRP had a storm beast, I have no idea. - Both mods showed that the disciples and Desiccus had only the basic attack option. Having those enemy NPCs take all the master melee combat feats and combat style feats like Master Two-Weapon fighting and close combat would probably help make this part of the game more challenging. - The Trandoshan double blades was a good idea for the disciples. Maybe add some duel wielding NPCs in the mix for variety's sake? - A random nit-pick- Why the heck was Dessicus using ion pistols??? Disruptor pistols, some type of heavy blaster or your GenoHaradan survival pistol would make more sense for him. And maybe have him switch to a melee weapon if you get too close?
  23. Do you have a Youtube channel or link for said videos? Looking forward to your videos!
  24. Okay then. I'm guessing the newer version of the mod will keep the current files and just add the newer files in?