nonameperson66

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  1. View File Kotor 2 Unofficial Patch Male Light Side Saves Here are some saves files of a Male Light Side Sentinel character using the Kotor 2 Unofficial Patch mod. I wanted to upload these saves in case anyone ever wanted to do any modding of Kotor 2 Unofficial Patch. Submitter nonameperson66 Submitted 05/22/2025 Category Game Saves Mods Used https://deadlystream.com/files/file/891-kotor-2-unofficial-patch/ Game The Sith Lords  
  2. Version 1.0.0

    14 downloads

    Here are some saves files of a Male Light Side Sentinel character using the Kotor 2 Unofficial Patch mod. I wanted to upload these saves in case anyone ever wanted to do any modding of Kotor 2 Unofficial Patch.
  3. View File Ebon Hawk Computer Tell Influence I loved the idea of Remote Influence Mod, a mod created by tk102 in which Bao-Dur's remote could tell you the influence of each of your party members. The issue is that TSLRCM has a modified version of Bao-Dur's remote dialog file in the override folder, creating compatibility issues with the Remote Influence Mod and TSLRCM. So I decided to use the security system computer on the Ebon Hawk to display this information instead of the remote, which should make this mod way less prone to compatibility issues. Submitter nonameperson66 Submitted 05/21/2025 Category Mods TSLRCM Compatible Yes  
  4. Version 1.0.0

    34 downloads

    I loved the idea of Remote Influence Mod, a mod created by tk102 in which Bao-Dur's remote could tell you the influence of each of your party members. The issue is that TSLRCM has a modified version of Bao-Dur's remote dialog file in the override folder, creating compatibility issues with the Remote Influence Mod and TSLRCM. So I decided to use the security system computer on the Ebon Hawk to display this information instead of the remote, which should make this mod way less prone to compatibility issues.
    I really like this mod because it lets you recruit HK-47 earlier in the game, but not too early and in a way that makes sense in the story.
  5. I ended up taking the 907mal.mod file from TSLRCM and changing the string references in order to fix issues I was having with incorrect positions and animations not playing. I was able to get the first scene of the 907krepart dialog (the dialog where Mira says "I say we fire a rocket at her right now..."), but now the next scene will not even start. I am pretty sure that the global variable 907MAL_CUTSCENE is being incremented correctly, otherwise the first 907krepart scene would not have played. The only other thing that I don't anything about is that the scene that should play after the first one uses a script called 'a_partyplan' that hasn't been fully decompiled. Does anyone have any ideas as to what could be the issue here? Also, could someone please fully decompile a_partyplan.ncs for me please, or at least point to a guide that would tell me how to go from bytecode to nss code?
  6. Hello everyone. I have made some more progress on my mod to port the extended scenes from TSLRCM to the Kotor 2 Unofficial Patch mod. I am stuck, however, at trying to get the party members attacking Kreia scene (907krepart.dlg I think) to play. After completing the Bao-Dur Remote, GOTO, and HK scene, the game loads into the 907mal module, but there is a black screen and the cutscene never starts. I was wondering if anyone could help me understand the way that TSLRCM knows what cutscene to play and when. I know that there is a global variable called '907MAL_CUTSCENE' that is created at the start of 907mal, but I don't understand how the module is using that global variable to know when to play the correct scene. Any help with this would be greatly appreciated!
  7. Thank you very much for adding that to the repo!
  8. Hello everyone. I have been working on a mod that basically ports the TSLRCM Malachor V restored content to the Kotor II Unofficial Patch mod. I am stuck on getting the 904sion.dlg scene in the 907mal module to work properly. I downloaded the Script Source from the Kotor Community Patch Github page, but it does not have the script I need to look at. If anyone could either decompile the script 'a_904sion.ncs' or if someone could give me the .nss file for me I would really appreciate it!
  9. Does this mod affect how high the security check is for higher difficulties? I am asking because I would love to be able have an option that increases the enemy difficulty without having locked chests have a higher security skill requirement to unlock them at higher difficulties.
  10. The mod still works and I really love it! As for the creator removing their name, there could be any number of reasons why they decided to remove their name from the mod.
  11. I couldn't figure out how to get the doors to be interactable in the K2UP version of the module, so I decided to try and use the TSLRCM module and it seems to be working fine. I have tried to check for all of the things that I could possibly think of that would make the doors not interactable in K2UP, but I could not fix the problem. Does anyone have any ideas on what the issue is here?
  12. View File Almost Every Droid Merchant Has All HK-47 Parts For Kotor 2 Unofficial Patch This is a mod for Kotor 2 Unofficial Patch that places the HK Vocabulator, HK Protocol Pacifist Package, HK Droid Processor, HK Control Cluster, and HK Chassis in the inventory of Kodin in Nar Shaddaa, Akkere in Dantooine, and 1B-8D in Onderon. I wanted to make this mod because you get HK-47 so late in K2UP that it is really difficult to get influence for HK-47. Just put the utm files into your override folder to install this mod. I hope that you enjoy! Submitter nonameperson66 Submitted 04/08/2025 Category Mods TSLRCM Compatible No  
  13. I wanted to mention an aspect of this mod that I didn't understand until a few days ago as of writing this comment. I was always confused by the 'This was tested on a game version 2.00' line under the installation section of this mod. I had only heard of version 1.0b in online discussions of this game, so I just ignored this bit and moved all the files where I was told to move them. Turns of that version 2.00 is the initial release of Kotor 2! It seems like the mod works with 1.0b, but I don't personally know because I never played this mod with version 2.00 of Kotor 2. If anyone has a retail copy of Kotor 2 (the standalone version, not a version on a collection), try using that instead of the Steam version to see if you get better results.