-
Content Count
4,753 -
Joined
-
Last visited
-
Days Won
125
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by Hassat Hunter
-
http://deadlystream.com/forum/files/file/195-peragus-sith-troops-to-sith-assassins/ Of course the installer did took more time than the mod to make... :/
-
Version 1.0
18,679 downloads
======================================================== A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION Peragus Sith Troops To Sith Assassins ======================================================== Author: Hassat Hunter PM: Contact me at the Deadly Stream Forums Name: Peragus Sith Troops To Sith Assassins Filename: SithToAssassins.rar Date Released: 22 July 2012 1. Description: ---------- This mod modifies thes Sith troops in the Peragus Turret game and the Ebon Hawk to Sith Assassins. 2. Install: ---------- (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) YOU ARE REQUIRED TO USE TSLRCM, since vanilla TSL has no .mod files. NOTE: While 1.8 is not required, this mod will make the XP changes from 1.8 happening too, so you'll get less XP killing them on the hawk than during the turret game. Extract the "Peragus Sith Troops To Sith Assassins" mod, taking care to insure that both the "TSLPatcher.exe" file and "tslpatchdata" folder are extracted to the same folder (these files can be extracted to any folder on your hard drive EXCEPT those within the SWKotOR2 folder hierarchy). Also note that simply copying the files within "tslpatchdata" to your "Override" folder will not properly install the mod. SPECIAL: Due to having 2 similarly named files, and those can not be both placed in tslpatchdata you'll have to RUN THE INSTALLER TWICE. First installing part 1, then part 2! Note: a new folder named "backup" will be created during installation within the folder the installer was run from. If you plan on uninstalling this mod this folder and the files therein must not be deleted as they are used during the uninstall process. 3. Uninstall: ---------- The files listed below may have been modified during the installation of this mod: Within "C:\Program Files\LucasArts\SWKotOR2\Modules" 107PER.mod 005EBO.mod Backups of any file that was altered were made during insanitation and placed in a folder called "backup" within the folder the installer was run from. To uninstall; 1) Open the "backup" folder that was created during installation and replace the files listed above under each heading with the files contained within. 4. Bugs: ---------- There are no known issues that will develop as a result of installing this mod properly. Putting the file from tlspatcher in override will give issues throughout the game (many other sith use that name). 6. Distribution Notes: ---------- This mod may not be modified or distributed without the explicit permission of the author. This is just so I know what is being done with it. If you have questions contact me at deadlystream.com/forum/ 7. Thanks: ---------- My thanks go out to: The TSLRCM team... whom whichout I wouldn't become interested in modding TSL, and thus wasting so much on my time on frivilous mods... THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS 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. -
Apparently can't comment here as PC-exclusive gamer... Oh well...
-
Not quite sure what you're asking here? And no, it would only be if you join Vaklu (and use my mod of course)... They must have really hated their own music then. B4's theme, Atris theme, droid planet theme, so much hated music. It's not like the game was unfinished or something...
-
Nope, but making one should be pretty easy, since it basically only consists of changing skins in 107PER and 005EBO. (and maybe name too for 005EBO) If no-one else does one, I'll probably whip one up fast after 1.8's done...
-
So, in 220TEL you can easily skip all the Sith by barging to the Entertainment module. That was not the idea... so I restored the idea... and damn I knew that. * First was easy enough, fixing the door to be closed and locked. Added script to unlock it. Unfortunately wrong location making it instantly unlocked. Search for cause why freakin' door wasn't working; too long. * Fixed script. Noticed the door opens post-battle after combat music is done, might be confusing to new players. Adding new cutscene to show what goes on. * add cutscene just fine, but the camera looks really weird for it (a door isn't really a NPC). Also the cutscene runs over and over and over. * add custom camera node to module to view door properly opening, and fix script to show the door just once. * Test everything again, notice it's working... *** Wondering why I am spending so much time on a door in a module which lasts about 2 minutes... ***
-
Mod Compatibility with TSLRCM 1.7 (Discussion)
Hassat Hunter replied to Markus Ramikin's topic in TSLRCM
In order of appearance; No. No. No. Yes. Yes. Yes. No. -
Technically, the thread cant be bumped, since it's stickied 0_0 And yes, the mods in, and no, the music wont change. Not sure what's "not scary" about the creepy Sith Lord arriving surrounded by corpses supported by music obviously implying he's a threat.
-
I totally just posted the update in the wrong thread. So first old post from other thread, then new stuff. I don't want to know how many time I had to load the Onderon Palace to fix those #%@#!$ exploding droids. But they're working again now. Also, Kreia to Dxun Tomb works fine, as does Atton to Onderon. But since both kinda require 1.8 (and also 1.8's .tlk fixes many of the VO/ST mismatches which were still there) they're not going to be released until then... you'll have to do with this screen, and the one from 1.8 uploading just after that NEW STUFF Best fixlog entry of the day (and maybe the entire pack); 650DAN; Fixed the ghost of Kreia lingering when visiting if all Jedi Masters are dead and you take her along inside. She's still there, she's just not visible anymore...
-
From the album: Preview of 1.8
With the full party... -
Well, I rather don't want to spend the next 3 hours of my life making a detailed list, so I'll just say yes, vanilla issues are fixed. Still, you might want to list "the bad ones i encounter" just so I can make sure all of them are squashed... (they probably are)
-
Doesn't look much like the HK we all love... and his eyes, they are yellow! (HK-50, not HK-51). Also, doesn't sound like Kristopher. Other voice actor? Also good job BioWare stealing all KOTOR2 music, Telos theme running in the background... :/
-
Hmmm, it's already set to fade. Not sure why it doesn't... should be easy to fix. Today's work... 305NAR; "so we have something in common. How humorous" of Visquis had 'mocking_laughter' as VO. However Quarren don't have that (normal laughter neither). So made it a generic comment just so it'll have VO. 303NAR; Further updated hanapt. Kreia force pushing Hanharr is now shown on screen instead of off-screen (OE actually added that, but it never showed... *sigh*). Delay made slightly longer for it to work properly. 351NAR; Smoothed out dissapearing HK's with HK-47 in the party. They still dissapear in sight, but faster and less apparent. 301NAR; Hearing Nar Shaddaa for the first time can no longer happen if you're Atton at that moment. 201TEL; Apparently my HK-"fix" only fixed it since the .git in override spawned a new trigger. It gets destroyed even without HK, which means it's gone by the time you generally spawn them. Added a fix for that, hopefully this is the final time I have to fix it, and this works properly . Override; Fixed "does player have force choke?" script looking for entirely the wrong power... (used for disciple, maybe more...) Override; Improved animations on Disciple choking scene. 003EBO; Improved Atton-Disciple cutscenes. Override; Actual meditation when learning meditation with Disciple. 601DAN; Fixed http://deadlystream.com/forum/topic/376-bugs-and-minor-inconveniences-with-tslrcm-17/page__st__680__p__14914#entry14914 by having the turrets use a fixed camera point. 602DAN: You could try to Force Persuade Azkul without having the power (it also checked for "mind trick". Don't think that's a proper substitute). Fixed. 602DAN: Took me far longer to find the script than I wished for, but removed Zherron from Terena's side when siding with the mercs. What with killing him outside and all... 601DAN; Fixed gamebreaking bug with fighting for Azkul with proceeding inside of Khoonda not triggering if you killed all militia, but not Zherron. Requirement for Azkul increased by 1, and gave Zherron also the script to raise it (so it can be one higher, and he HAS to die, and the game will proceed).
-
Bugs and minor inconveniences with TSLRCM 1.7
Hassat Hunter replied to gangster1337's topic in TSLRCM
Fixed the see-through cameras. Also fixed them and they fire just fine on the mercs. Don't think that's a 1.8 tweak :/... -
Based on hits I think. It's that high now due to the news, pics and vids I uploaded recently. It probably drops under 100 again in a few days...
-
Yes, and... I have no idea what the second section means. As for my run, I seemed to have run into the "black Dantooine (601)" bug other seemed to have had. No idea why. It's not like I did something out of the ordinary there. I can load it again by putting 601dan.git in my override (resetting the module, and allowing it to load again), but it kind of bugs me I have no idea why it happened. And as such, am pretty powerless to fix it. It's often hard fixing issues when you know what the cause is, it's impossible if you don't even know that... Atleast I can continue on though... According to VP, not really. Though the HK Factory and M4-78 where not shipped with the PC version. Though we obviously can play them on the PC now
-
Fun with Disciple . Also, apparently TSLRCM hit the 98th place in popularity (of 17,199). Or so the banner mentioned to me in my face when I loaded the site. http://www.moddb.com/mods/the-sith-lords-restored-content-mod-tslrcm/videos/choking-disciple
-
Stupid Telos HK's... they appear fixed each time, yet still they wont probably trigger. So I was again, faced with triggerless HK's. Though this time I am 98% sure I found the cause and fixed it. Current theory; The trigger seems to launch the convo and delete itself even when the HK-50's where not there. So made it not do that, and instead wait till it noticed HK-50's existed in the module... Can't really test it though (stupid .git files) unless you all want me to do another full run after this one (yeah, I wouldn't want so either...)
-
They're from TOR...
-
If I Recall Correctly
-
You mean like this? http://deadlystream.com/forum/gallery/image/240-shiny-new-icons/ http://deadlystream.com/forum/gallery/image/239-onderon-invasion/ http://deadlystream.com/forum/gallery/image/237-harra-at-the-cantina/ http://deadlystream.com/forum/gallery/image/238-some-new-batono-content/ Had to stop working on TSLRCM for a while. Now that I can do so again, it's a joy to work on it. Aside from the often times things inexplicably don't work of course due to the engine or who-knows-what-else... or solutions of 1 minute take you 30 to find out. Aside from that, it's great. And of course with each bug fixed and planet tested, we get closer and closer to finally pushing out 1.8. Enjoy a few previous screenshots just uploaded, which demonstrate some of the things added in the past 3 days to 1.8 during this final run. For the full list (It's not going to be so long as the last); 207TEL: Fixed issue with option to reset Doton Het flag back to 2 when it's 3/4, having to re-do going to Harra/Luxa for exchange options. Also fixed being able to re-ask her price if threatning with the exchange if you already knew it. ** Also made Harra appear with the proper requirements (making her your own without visiting Harra through Ramana/Doton). ** Also fixed Doton still being there while DEAD (!!!) if you released Ramana. ** Fixed .git for new dancer position. Also added small delay (using new script, stupid Aurora) for the dancer to appear after Ramana is removed, since her presence moved her to a wrong location. 203TEL: Some camera fixes to Ramana's dialogue (camera on Harra like dotonhet.dlg instead of on ramana while Harra follows Ramana) ** Also altered onenter script to remove Harra given the right circumstances. ** Also altered dotonhet scene so it uses a wide-shot when he begs for his life rather than center on him (and looks over him since he has the crouching horror effect) 154HAR: Considering the music discussion on the boards now, I cut 1 second off from the Sion Arrival Fix cutscene so it would end with the "dum dum dum DUM", not the softer music afterwards... more moodsetting (and like it was in the .bik). Hope zbyl doesn't mind me improving his mod... 0_0 907MAL: Apparently, Sion doesn't kneel in certain cases. Made his entrance walk 1 second longer, so he will always kneel. 202TEL: Modified TSF to keep patrolling, even after talking or fighting. Only downside; they keep walking instead of facing you when talking. Minor price to pay though IMO. (I think it has to do with going to the nearest waypoint instead of following a path. Which has to be done to prevent all of them to swarm the same point, which would look odd rather than proper patrolling) 203TEL: Restored some Batono lines, and made the mercs dissapear and untalkable after ambushing Batono (so you can't infinitely repeat "as schedules, here's the Jedi" (which took a lot longer than it should have . Also it looks a bit silly of them to moonwalk then dissapear, but blame Aurora :/). 208TEL: Fixed onenter script... basically ripping out *everything* but leaving the hidden turret animation there, fixing the requirement (so they're hidden now until the "reveal" animation! Yay!) 208TEL: Added Luxa's unique weapon to her. 207TEL: Fixed error with 202TEL_Falt flag setting when failing persuasion. 201TEL, 207TEL & 209TEL; Applied B-4D4 music. 209TEL; Fixed mainframe closing. It does close (unlike vanilla) due to 203 modifications, but didn't get locked. Now it gets locked too. 204TEL; Updated .git information about mercenary attack (no more mercs spawning between the plants). 232TEL; Small delay issue fixed with console 262TEL; Kreia's [wisdom] option now actually requires wisdom, well... more than the 1 requirement it was (now 15). 262TEL; While I was contempt enough to keep my little bug of the PC being at the removed maidens position when talking for past 1.8, no more. All these files are simply just to fix that in an elegant way (so with fade-outs and fade-ins added to mask all the strange stuff going on which was kind of bothersome to see). 262TEL; Added delay to Handmaiden 'frowning' when the maidens tell you the sixth wont join the fight, so it wont be skipped, but shown! 950COR; Apparently my healing script did work, but Bao would still use his harmed animation until another ran. So running a quick 1 sec (so in the fade-in time) animation when 950cor loads, making him 'unharmed' again for every scene following it... Override; Influence change/force points alteration icons in popup changed to their proper appearance. 262TEL; Fixed small issue with Atton concerning a Kreia proximity check being in the wrong location. Override; Removed "is male" checks from certain Atton convo options since 000_Woman_Trouble is never said as female anyway (making handmaiden for females easier to make compatible to other mods again. Always handy to be a dev on the same projects ) 003EBO; Fixed Kreia talking, camera still on Atton during Nar Shaddaa intro (low awareness), fixed same thing with Visas when entering Korriban. 352NAR (needs new module file!!!); Fixed weirdness during Goto introduction. No longer does the droid turn halfway to continue to the waypoint, first spawns the hologram effect the wrong way etc. Looks far more professional and prettier . 902MAL; Tried fixing Mira/Hanharr issue, failed . Did improve the awkward loading area to cutscene start though (to no longer look awkward). 302NAR; "Are you Adana?" was never available... fixed. 302NAR; Several Sorocco fixes I made (to fix reopening "Refugee Woes" if it's closed) apparently never made the installer. Added to fixpack. 012EBO; Slightly improved loading of the module when only the Ratrin scene fires (no more first seeing the exile and team)... 306NAR; Fixed a twilek line missing VO (alien language wasn't set). 304NAR; Minor tweak so Kreia's lines are displayed 'Kreia' in the log, not Visquis. Not that it makes a difference ingame, but might as well fix it since I noticed . 305NAR; Fixed small camera issue with female PC. 303NAR; Smoothened out transitions (to Atton, to T3 etc.) as much as possible. 303NAR; Added some comments from the gameplay designer to Hanharr post-305 convo; He starts out unconscious now, getting up at the start, and watching to Kreia bit...
-
From the album: Preview of 1.8
It had been mentioned by an x-box user on our forums that that version had different icons for influence up/down and force up/down compared to the item up/down that both had in the PC version. And indeed, something must have gone wrong with the PC version, since while the X-box GUI had the proper icons, the PC GUI did not. As can be seen here, with 1.8 the proper icons will be restored. And if there's anything else from the x-box version glitched in the PC version, I will be gladly told so! -
From the album: Preview of 1.8
What better way to test which of the waypoints where valid, and which between the plants than to spam Onderon Diplomats? They helped move the 2 in the plants between them for future versions. I'm still going to give Onderon to Vaklu never-the-less.