Kaidon Jorn

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Everything posted by Kaidon Jorn

  1. I don't understand. 

    I recomplied a .mod but now I can't find it. Save path for Kotor Tool is desktop but nothing is there. Search of my hard drive finds nothing. What am I doing wrong?

    1. DarthTyren

      DarthTyren

      Are you running KotOR Tool as admin? The folder you're saving the .mod in isn't set to Read-Only?

    2. Kaidon Jorn

      Kaidon Jorn

      i think so yes, and I'm not sure.

      I will look.

    3. Kaidon Jorn

      Kaidon Jorn

      Ok.

      I was able to compile a .mod which went into KT's global templates folder.

      Aaaand I figured out that to install and play SLM properly I believe I'm going to have to make two seperate patchers...

      One for TSLRCM's workshop folder (modules, 2da's, dialogs) and one for base games override (textures, models, utc's and uti's)

      Package them together to be run seprately back to back. 

      YAY.

    4. Show next comments  36 more
  2. Yo ho ho.

    Can I get someone to remind me where I'm supposed to put DeNCS? Need to decompile a couple scripts and I can't remember how I got it working before. 

    1. DarthParametric

      DarthParametric

      You can put it anywhere. It needs the game-specific nwscript.nss and requires Java. That's it.

  3. Obvious after thought for this is yes, you have to have this mod installed BEFORE you go anywhere near Nar Shaddaa or the boxes wont be there.
  4. So....HEYYYY! 

    I'm back...sort of.

    So I recently broke down and bought TSL on STEAM with TSLRCM 1.8.5 and have been trying to play through that without breaking it...

    No luck.

    I keep crashing at 231TEL.mod right after Atton's dialog in the shuttle and the little movie clips of the shuttle getting shot down.

    First instinct was to blame it on Bao-Dur. But I dont think that's it. 

    Has there been any issues reported with this .mod file or Bao-Dur crashing the game when he shows up?

    Starting to drive me batty as I DO happen to be working on an update of TSSM, trying to get that mod working with Steam's version. Been a learning process for sure...

    Also, the big question...should I just be installing my saber mods into TSLRCM's workshop directory straight away?!? 

    When I go to start working on SLM's compatibility with TSLRCM that might be helpful info.

    Anyway..I might be back for awhile to try to get my old saber mods running for Steam.

    1. Kexikus

      Kexikus

      The Steam version is fine, just don't use the Workshop for anything more than texture mods or if you're only using TSLRCM(+m4-78EP). If you want to use any other mods as well, then either install them into the TSLRCM workshop folder or just skip the workshop entirely and get TSLRCM from here as well.

      As for the Steam version itself: It does work fine most of the time and comes with handy upgrades like native widescreen support. However, it also introduces new bugs like broken shaders or broken fog. For some of those fixes are floating around, for others they don't.

      So I ended up using the legacyPC version on Steam which is identical to the CD version, but that's up to you.

    2. DarthTyren

      DarthTyren

      I also had problems with the Steam version at 231TEL - the game would constantly crash. It stopped doing that after I reverted back to legacypc. Now, I just put up with the fact that I will never be able to play the game in perfect widescreen.

    3. Kaidon Jorn

      Kaidon Jorn

      Huh.

      That sucks.

      I want that 1920x1080 stuff.

      LegacyPC you say?

      I shall investigate.

    4. Show next comments  36 more
  5. Ok. Officially - anyone can do whatever they want with my mods - any of them, from here on Deadlystream or anywhere else. That now officially includes SotOR as well. (SH, I think I originally told you to remove it because I intended to fix and change it, then reupload it, but never got around to it.) More importantly, I think though, is that anyone can do whatever they need to do with my mods. Which would have more to do with scripting since there might be a compatibility issue or even a simple mistake on my part. Now that I think back on it, I never really got the original saber quest in KotOR scripted correctly (not for a lack of trying), or maybe I did. I really don't remember now. So if someone had the will and the knowledge to fix that and reupload that'd be cool too. Also, would anyone be interested in the original source code for many of my mods? I got a big folder with your name on it. Alright, I'm off to play TOR,...toodles. -KJ
  6. View File TOR Saber Mod (TSM) Authors: Kaidon Jorn & (Darth) Deadman This Version: April 2012 =================================== This saber mod now consists of 18 hilts - each in 10 colors, all of which are buildable on the workbench. The first set of 6 hilt styles are available to build as you are building your first saber with the vanilla saber quest. Then, once you've leveled up with an Advanced Class, there will be 12 more hilt style options. Some of these hilt models are leftovers from the HotOR Lightsaber mod, which fell upon hard times and was unable and unwilling to continue - but alas! A new lightsaber mod has risen from it's ashes, and most of the hilts were modeled based on TOR sabers. The vanilla game dialogs about Bao-Dur helping you build your saber have been removed, since you build it yourself on the workbench using any default game crystal. As well, the vanilla game's Lightsaber Quest journal entries have been modified to go with this saber quest better. Once you have built a new lightsaber, the crystal will change into the specific crystal for that lightsaber, so once you commit to a new lightsaber style, it's crystal is bound to that saber hilt. Also, the training sabers now do 1-10 damage, still with their +3/+4 energy field damages, to try and make them more worthwhile to use. Two new models have been included for the purple and yellow training sabers. You must run the TSL Patcher to fully install (aside from the lightsabers, copying files to Override folder will *not* work). Compatible with TSLRCM 1.7/1.8. Compatible with everything that dosen't use the same lightsaber model numbers. *This excludes HotOR and USM from being compatible. Compatible with Default Replacement MegaPack 4.1 or better. Compatible with Workbench Crystal Attunement Mod. Compatible with RandomSabers 6 Pack. Credits: -Darth_Deadman, for finishing off the training sabers and making them powered items that turn on and off like a lightsaber. Thanks Deadman! Thanks to Markus Ramikin, Varsity Puppet, Hassat Hunter for the Workbench Crystal Attunement mod. Bugs: None that I know of, if you get one then report it and I will see what I can do. PERMISSIONS: You may not use my intellectual property, work or materials for your own mod without asking me or collaborating with me. You may not upload my mods to other sites PERIOD. END OF STORY. 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 THESE FILES. Submitter Kaidon Jorn Submitted 05/10/2018 Category Mods TSLRCM Compatible Yes  
  7. Version 2.0

    1,721 downloads

    Authors: Kaidon Jorn & (Darth) Deadman This Version: April 2012 =================================== This saber mod now consists of 18 hilts - each in 10 colors, all of which are buildable on the workbench. The first set of 6 hilt styles are available to build as you are building your first saber with the vanilla saber quest. Then, once you've leveled up with an Advanced Class, there will be 12 more hilt style options. Some of these hilt models are leftovers from the HotOR Lightsaber mod, which fell upon hard times and was unable and unwilling to continue - but alas! A new lightsaber mod has risen from it's ashes, and most of the hilts were modeled based on TOR sabers. The vanilla game dialogs about Bao-Dur helping you build your saber have been removed, since you build it yourself on the workbench using any default game crystal. As well, the vanilla game's Lightsaber Quest journal entries have been modified to go with this saber quest better. Once you have built a new lightsaber, the crystal will change into the specific crystal for that lightsaber, so once you commit to a new lightsaber style, it's crystal is bound to that saber hilt. Also, the training sabers now do 1-10 damage, still with their +3/+4 energy field damages, to try and make them more worthwhile to use. Two new models have been included for the purple and yellow training sabers. You must run the TSL Patcher to fully install (aside from the lightsabers, copying files to Override folder will *not* work). Compatible with TSLRCM 1.7/1.8. Compatible with everything that dosen't use the same lightsaber model numbers. *This excludes HotOR and USM from being compatible. Compatible with Default Replacement MegaPack 4.1 or better. Compatible with Workbench Crystal Attunement Mod. Compatible with RandomSabers 6 Pack. Credits: -Darth_Deadman, for finishing off the training sabers and making them powered items that turn on and off like a lightsaber. Thanks Deadman! Thanks to Markus Ramikin, Varsity Puppet, Hassat Hunter for the Workbench Crystal Attunement mod. Bugs: None that I know of, if you get one then report it and I will see what I can do. PERMISSIONS: You may not use my intellectual property, work or materials for your own mod without asking me or collaborating with me. You may not upload my mods to other sites PERIOD. END OF STORY. 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 THESE FILES.
  8. All my mods here on Deadlystream are all now up for grabs. Change them, fix them, do what you want. You do not need my permission nor consent and you may rerelease it whereever/however you like. I do however, expect to be credited as the original author in the readme. I wont be around to see it, so it wont bother me at all, lol.

    1. Sith Holocron
    2. Hassat Hunter

      Hassat Hunter

      Why aren't you sticking around?

  9. I do not have it anymore, and as to where to download I have no idea. I did actually try to find it and re download it some months ago but no luck.
  10. So where are you up to? Because one thing about SLM (if you're trying to use it again) is that you would need to have it installed prior to getting to the Telos Military base, because that's where sabers (or crystals) start to drop. At the very least, before you step on to the Ebon Hawk for the first time (so after talking to Atris). That way you only missed one schematic and a crystal for a one off saber. But it's kinda necessary because of all the waypoints that are used within 003EBO.mod. So you could go back to a save prior to that in order for SLM to work correctly. Just FYI.
  11. Also, Dustil Restoration and SLM would conflict depending on install order. Dustil Restoration would be installed after SLM in order for that mod to work properly because of 711KOR, and you'd be missing one saber drop from SLM in the tomb, but other than that, should be ok. (So really, Dustil Restoration and SLM conflict. May want to pick just one)
  12. I think I might know what the problem is..but I uninstalled everything a few days ago lol Yep, I know what it is..working on a fix right now. He dosent use SLM, and in my idiotic modding rampage, failed to edit a fresh baodur.dlg instead of the SLM one. WHOOPS ----------------------------------------------------------------------------------------------------- Ok, here is the fix. Drop this one in Override and let it overwrite the original. One question though, what was not working about the armor quest? baodur.dlg Sorry about that I will get a new version uploaded pronto. (this is why I need to stop modding before I start trying to do to much - because I confuse myself and end up messing things up.
  13. I would not be able to do that now, but really, I already have in a way. There are a few hilts that are very similar to Luke's ROTJ hilt that I modeled that are here on this site. Check the green DRHM 8.1 (Default Replacement Hilt Megapack) model and there's a few others I can't think of at the moment.
  14. Like I said, if you go to bifs>>templates.bif>>blueprint,item>>a_robe_26.uti, that's the uti for Darth Malak's Armor. the general tab has the texture variation on the bottom right. change that to 7 as previously discussed....then change the tag and template also to something not already used, say "a_robe_50" just as example..I always make everything have same tag/template and filename so I know what it is right off the bat. Change the description or the name of the item to whatever..could be "SchiddyMedia's Robe" Mess with the properties.. etc, etc.. Save it in override as something else...as in a different filename.."a_robe_50.uti " from example above...make sure it has the ".uti" suffix. And voila. Is it workin' for ya?
  15. Rename your new texture to pfbm07(1 thru 6 are used by the game), drop that in override, then put the texture variation in the uti (using KotORTool) to 7 and drop your new .uti in override. Then use KSE to get it and test it out.
  16. I'm actually downloading iTunes now so I can give the game a spin, but at first glance it doesn't look all that great. Oh...oops nevermind, for iPhones only...oh well.