Darth Hayze

RoR Staff
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Everything posted by Darth Hayze

  1. I'll see about making a video and patch. I've never actually tried recording anything since I got this laptop, but it shouldn't be a hassle.
  2. Well, the force seems to kill them, as they just kinda lie there dead afterwards, but I get your point. Ahh, understood. I just thought Bao-Dur, Atton, and Canderous had a few good lines in the scene. (And yes that is a word.) I don't know if this was intentional, but I did find a lot of lines left in the "orphans" heap in krealone.dlg, most of it semi-important, and just overall great stuff. I put it back in, and it doesn't seem out of place at all. Kinda hard to notice it's 'added in' anyway.
  3. I don't want to be pestering, but is there a way to make this model show up in the main menu?
  4. Ok, so there seems to be some confusion as to who has done what modding wise, what there actually is available in the games files to restore, and what would need to be 'created' Could we get a clarification on this please.
  5. Just purchased and installed Battlefront II and EAW Gold, mostly for the purpose of playing the KotOR mods. :D

    1. hkmandalore47

      hkmandalore47

      darth hayze, u made a smart chocie. EAW gold is good (cuz FoC is just superior to regular and its an amazing game) and BFII is one of the top star wars games.

    2. Malkior

      Malkior

      Also check out some of the high rez graphics packs for EAW and FOC on Filefront and Modb. The ships look 200% better and the nebula effects....

    3. Malkior

      Malkior

      I looked it up, and BurnStrobe made the Nebulae I spoke of and that's featured in the Alliance 2.3X Mod

       

      http://empireatwar.filefront.com/file/Alliance_23X_Mod;114143

       

      I highly suggest you check out their texture work for both the backgrounds and the ships.

    4. Show next comments  24 more
  6. I love your 'The scripter who forgot his semicolons' line!

  7. Ok, so in the area of 650jedi.dlg, I'm slightly confused, it was my understanding, after looking at all the lines in the dlg file, that Obsidians' original intention with this scene was to have Kreia say a few things to the Masters and then drain their force from them on the line, "See it through the eyes of the exile. As I have. Endure what he has endured, and perhaps at last you will hear what he has heard.", and then taunt them, finally torturing and killing them. Which would seem she was wanting them to experience what the exile felt, the hopelessness of it, BEFORE they died, not as the means of their death. Is that correct? Also, there are still additional lines from the Masters and Kreia which were restored in early versions of the Dantooine Restoration but since have been lost, ones that did not make it in with the most recent patch. I added them back in for my personal override, but as the lines are awesome, people not hearing theme is a shame. Like the quoted one above, I love that line. Also several of the lines from reading the party member's minds are left unrestored, why? And there are huge chunks of unrestored lines in the kreia/exile confrontation?
  8. It'd have to be a separate mod, as neither of these things is a restoration...
  9. Is he? I'd like to know what non OE content is being implemented, if any...
  10. Thinking realistically, we shouldn't expect the way K1R is released to be any different than TSLRCM. We'll get the main restoration mod, and then at a later date, the fully realized Sleheyron.
  11. He did mention though that it might be mentioned later on, so there is that...
  12. Having the armor match the mask isn't necessary, but an update for the resolution would be nice.
  13. It would seem that the original intention then was to have the powers become available via the holocrons, and making it so would be 'restoration'
  14. OK, that makes sense to me. Another question, I don't know if you can answer without getting too spoiler-ific... Were you able to integrate Zez-Kai's rescue of the Exile into the game and have it make sense? Also, I see you have some good bug squashing you need to do, good luck! With that in mind, I'm currently playing through K1(finishing Taris), do you think this will be released before I get to TSL?
  15. That would be the case. I may be able to do something with scripts...
  16. And he is still working on it, it is in beta testing, according to posts in his thread.
  17. View File Hide Weapons in Cutscenes - K1 Version Note: I was unable to get my laptop to take a screenshot, or run the game in windowed mode, allowing the taking of screenshots. I did test, it works the same as the TSL version. ======================================================== A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION Hide Weapons in Animations - K1 version ======================================================== Author: Darth Hayze PM: Contact me at the Deadly Stream Forums or on ModDB Name: Hide Weapons in Animations - K1 version Filename: hidden_weapons.rar Date Released: 9/21/12 1. Description: ---------- This mod removes the weapons from characters hands during certain animations, making cutscenes look smoother. Based upon the K2 mod. 2. Install: ---------- (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) Extract "hidden_weapons.rar", taking care to insure that both the "install*.exe" file and "tslpatchdata" folder are extracted to the same folder, which can be anywhere, as long it isn't the main 'SWKotOR2' folder. Run install.exe and click install Note: a new folder named "backup" will be created during instalation 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 "...SWKotOR2\Override" animations.2da Backups of any file that was altered were made during installation 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: ---------- I am unaware of any bugs, if installed correctly. Please let me know if you encounter any. 6. Distribution Notes: ---------- This mod may not be modified or distributed without the explicit permission of the author, which is me. 7. Thanks: ---------- My thanks go out to modders everywhere 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. Submitter Darth Hayze Submitted 09/21/2012 Category Mods  
  18. Version 1.0

    4,934 downloads

    Note: I was unable to get my laptop to take a screenshot, or run the game in windowed mode, allowing the taking of screenshots. I did test, it works the same as the TSL version. ======================================================== A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION Hide Weapons in Animations - K1 version ======================================================== Author: Darth Hayze PM: Contact me at the Deadly Stream Forums or on ModDB Name: Hide Weapons in Animations - K1 version Filename: hidden_weapons.rar Date Released: 9/21/12 1. Description: ---------- This mod removes the weapons from characters hands during certain animations, making cutscenes look smoother. Based upon the K2 mod. 2. Install: ---------- (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) Extract "hidden_weapons.rar", taking care to insure that both the "install*.exe" file and "tslpatchdata" folder are extracted to the same folder, which can be anywhere, as long it isn't the main 'SWKotOR2' folder. Run install.exe and click install Note: a new folder named "backup" will be created during instalation 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 "...SWKotOR2\Override" animations.2da Backups of any file that was altered were made during installation 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: ---------- I am unaware of any bugs, if installed correctly. Please let me know if you encounter any. 6. Distribution Notes: ---------- This mod may not be modified or distributed without the explicit permission of the author, which is me. 7. Thanks: ---------- My thanks go out to modders everywhere 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.
  19. I know there is a TSL mod that removes the weapons in cutscenes, I was wondering if it'd be possible to do something simular with masks, headgear, etc, like Mass Effect 3 and Dragon Age 2 do?
  20. I think there is something in the public release source files for the canceled TSL Restored Content Project, I don't recall for sure though as it has been forever since I looked into those files.
  21. I have a question. How early in the game does the quest start? Does it start on Telos with the GenoHaradan assassins, etc...? Or is it exclusively on Nar Shaddaa?
  22. There is currently a free trial until level 15 available, so that is what I'm using.
  23. So the quest framework is intact, there is just no quest content. Am I right?
  24. I always though the part where Mical takes the Exile back to the enclave was supposed to be the culmination of the Holocron Quest.
  25. Well, idk. Canderous and Kreia disagree, but whatever.