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Posts posted by InSidious
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I've released a few:
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HK Stats Rework
Description
By default, HK-47 has 16 points in Strength, and only 10 in Constitution.
This strength stat is almost completely useless, since HK is unable to
wield melee weapons. So I have swapped his Constitution and Strength base stats,
which should (hopefully) make him a bit more viable as a companion.Installation
Double-click 'Install [K1] HK Stats Rework' and use the installer as intended.Uninstallation
Remove p_hk47.utc from your Override folder.
If TSLPatcher saved a previous version of this file to the backup folder,
copy the version in the backup folder into your Override folder.
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Submitter
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Submitted02/23/2023
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Category
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K1R CompatibleYes
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K1 MP3 Player
Description
This mod is based on a K1 mod released by HouseOfAmon in about 2006, and now largely forgotten.
It allows you to play your own music in-game, through a device called Music Player.
Activating this device allows you to play one of 25 tracks of your own,
or to return to playing the game's default music. It will do this via a dialogue menu.I've made a couple of improvements over the original:
1) This mod allows you to use 25 tracks, instead of 20;
2) This mod allows you to reset to the game's default music whenever you want,
using the 'Play local radio' option (n.b.: 'Known Bugs', below).You can cheat the item into the game using the code 'giveitem di_mp3' without the quotation marks,
or you can get it in game from your footlocker on the Endar Spire.Installation
Installation of this mod comes in two parts.
1) Use the TSLPatcher .exe included to install the base mod
(i.e., double click 'Install TSL MP3 Player', then click 'install mod', etc.)2) Adding your tracks to the game:
i. Select up to 25 tracks that you have on your computer.
These *must* be in MP3 format.
ii. Copy the tracks to a new folder.
iii. Rename these copies Track1.mp3, Track2.mp3 ... etc., up to Track25.mp3
iv. Copy the renamed files to your StreamMusic folder inside the base game folder.Uninstallation
1. Delete the new tracks you added to your StreamMusic folder.
2. Delete the following files from your Override folder:
di_mp3.ncs
di_mp3.uti
di_mp3p.dlg
di_mp3p_1.ncs
di_mp3p_2.ncs
di_mp3p_3.ncs
di_mp3p_4.ncs
di_mp3p_5.ncs
di_mp3p_6.ncs
di_mp3p_7.ncs
di_mp3p_8.ncs
di_mp3p_9.ncs
di_mp3p_10.ncs
di_mp3p_11.ncs
di_mp3p_12.ncs
di_mp3p_13.ncs
di_mp3p_14.ncs
di_mp3p_15.ncs
di_mp3p_16.ncs
di_mp3p_17.ncs
di_mp3p_18.ncs
di_mp3p_19.ncs
di_mp3p_20.ncs
di_mp3p_21.ncs
di_mp3p_22.ncs
di_mp3p_23.ncs
di_mp3p_24.ncs
di_mp3p_25.ncs
di_mp3r.ncs
k_pend_traskdl40.ncs
k_petd40_o.ncs3. If TSLPatcher created a backup folder during install in the same folder as the tslpatchdata folder,
you can copy the following files backed up there, and use them to overwrite the copies in the Override folder:
ambientmusic.2da
globalcat.2da
spells.2daHowever, it is advised that you do NOT do this unless absolutely necessary,
as these files are used in a lot of other mods.Known Bugs and Incompatibilities
Pressing the 'Play local radio' button may cause the game to play the default area battle music when you're not in combat.
It should return to the normal mode area music once this finishes playing, though.This mod alters a (very small) part of the introductory dialogue with Trask on the Endar Spire,
so it may not work with mods which do the same (such as mods allowing you to play as a Jedi from the start).Credits and Thanks
HouseOfAmon for the original mod this is based off - it was a great idea!
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Submitter
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Submitted02/22/2023
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Category
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K1R CompatibleYes
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TSL MP3 Player
Description
This mod is based on a K1 mod released by HouseOfAmon in about 2006, and now largely forgotten.
It allows you to play your own music in-game, through a device called <FullName>'s Music Player,
(where FullName is your character's name). Activating this device allows you to play one of 25 tracks of your own,
or to return to playing the game's default music. It will do this via a dialogue menu.I've made a couple of improvements over the original:
1) This mod allows you to use 25 tracks, instead of 20;
2) This mod allows you to reset to the game's default music whenever you want,
using the 'Play local radio' option (n.b.: 'Known Bugs', below).You can cheat the item into the game using the code 'giveitem di_mp3' without the quotation marks,
or you can make it at the workbench.Installation
Installation of this mod comes in two parts.
1) Use the TSLPatcher .exe included to install the base mod
(i.e., double click 'Install TSL MP3 Player', then click 'install mod', etc.)2) Adding your tracks to the game:
i. Select up to 25 tracks that you have on your computer.
These *must* be in MP3 format.
ii. Copy the tracks to a new folder.
iii. Rename these copies Track1.mp3, Track2.mp3 ... etc., up to Track25.mp3
iv. Copy the renamed files to your StreamMusic folder inside the base game folder.Uninstallation
1. Delete the new tracks you added to your StreamMusic folder.
2. Delete the following files from your Override folder:
di_mp3.ncs
di_mp3.uti
di_mp3p.dlg
di_mp3p_1.ncs
di_mp3p_2.ncs
di_mp3p_3.ncs
di_mp3p_4.ncs
di_mp3p_5.ncs
di_mp3p_6.ncs
di_mp3p_7.ncs
di_mp3p_8.ncs
di_mp3p_9.ncs
di_mp3p_10.ncs
di_mp3p_11.ncs
di_mp3p_12.ncs
di_mp3p_13.ncs
di_mp3p_14.ncs
di_mp3p_15.ncs
di_mp3p_16.ncs
di_mp3p_17.ncs
di_mp3p_18.ncs
di_mp3p_19.ncs
di_mp3p_20.ncs
di_mp3p_21.ncs
di_mp3p_22.ncs
di_mp3p_23.ncs
di_mp3p_24.ncs
di_mp3p_25.ncs
di_mp3r.ncs3. If TSLPatcher created a backup folder during install in the same folder as the tslpatchdata folder,
you can copy the following files backed up there, and use them to overwrite the copies in the Override folder:
ambientmusic.2da
globalcat.2da
spells.2daHowever, it is advised that you do NOT do this unless absolutely necessary,
as these files are used in a lot of other mods.Known Bugs
Pressing the 'Play local radio' button may cause the game to play the default area battle music when you're not in combat.
It should return to the normal mode area music once this finishes playing, though.
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Submitter
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Submitted02/20/2023
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Category
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TSLRCM CompatibleYes
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HK Stats Rework
Description
By default, HK-47 has 16 points in Strength, and only 10 in Constitution.
This strength stat is almost completely useless, since HK is unable to
wield melee weapons. So I have swapped his Constitution and Strength base stats,
which should (hopefully) make him a bit more viable as a companion.Installation
Double-click 'Install [TSL] HK Stats Rework' and use the installer as intended.
Uninstallation
Remove p_hk47.utc from your Override folder.
If TSLPatcher saved a previous version of this file to the backup folder,
copy the version in the backup folder into your Override folder.
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Submitter
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Submitted02/19/2023
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Category
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TSLRCM CompatibleYes
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TSL Rapid Transit System
Description
This mod is designed to work like the "Return to Ebon Hawk" button in KotOR I.
It consists of a new useable item, called "Rapid Transit System". It appears
in the shields menu. Clicking it will transport the player from their current location
to their base (usually the Ebon Hawk, but the apartment on Telos if you're on Telos).
Clicking the item again while at the base will return the player and their party to
their previous location.The item is given to you on Telos, after you are moved to the apartment in Residential 082.
Otherwise you can give yourself the item by typing "giveitem di_rts_01" into the console and hitting
return.Installation
Double click on "Install TSL Rapid Transit System", and hit the "install mod" button.
Uninstallation
Remove the following files from your Override folder:
di_g_rts.ncs
di_last_loc.utw
di_rts.ncs
di_rts_01.uti
Credits and Thanks
Thanks to DarthParametric for allowing me to bounce ideas off him,
and particular thanks to JCarter for fixing my wonky scripting.Acknowledgements
All materials and copyrights belong to LucasArts, and Bioware.Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
ask for my permission first.
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Submitter
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Submitted02/12/2023
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Category
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TSLRCM CompatibleYes
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Changes in v1.1
- Fixed a typo
- Added enhanced descriptions of each area (as suggested by Sdub)
- Changed where it's acquired to West Central, from the guy who charges you the docking fee. -
Ahto Transit Timetable
DescriptionThis mod adds a small utility item to the game, the Ahto Transit Timetable.
Basically, this allows the player to warp rapidly between the different modules in Ahto City.
It's been given an in-world excuse to exist via a little dialogue and item description.The item is given to the player after the first cutscene on Manaan, or can be
cheated into the game by typing "giveitem di_att" into the console.It will appear in the player's inventory, and can be activated from the same place
you activate a stim or a shield.
InstallationDouble click on "Install Ahto Transit Timetable", and hit the "install mod" button.
Uninstallation
Remove the following files from your Override folder:
di_att.dlg
di_att.uti
di_att_01.ncs
di_g_att.ncs
di_man26aa.ncs
di_man26ab.ncs
di_man26ac.ncs
di_man26ad.ncs
di_man26ae.ncsYou may additionally remove man26_sitharg.dlg, but only if you have installed no other mods affecting this file.
Credits and ThanksThanks to Sdub for the idea/request.
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Submitter
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Submitted11/13/2022
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Category
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K1R CompatibleYes
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[K1] Environment Map Restoration
[K1] Defaultenvmap Restoration
By Darth InSidiousDescription
Both KotOR games were designed to have environment mapping, i.e., reflections on armours and weapons that
looked like the area the player character was in, rather than generic shinyness.In the default game, this is switched off, perhaps for performance reasons. This mod partially restores this
feature, using the environment maps for the game which Obsidian included in the default game files.
As a result, not every area has environment maps, but I have been able to enable the feature in about 80 areas,
listed below. This includes the Ebon Hawk and parts of every planet (and large ship, and space station) in the game, except the
Yavin space station.This mod is intended as much as a proof-of-concept as a restoration in itself. A full restoration would likely
require cube-mapping all the areas in the game, which I don't have the time or resources to do. If someone
feels like doing that, and knows how, let me know.The full list of areas included in this mod is:
m01aa
m01ab
m02aa
m02ab
m02ac
m02ad
m02af
m03aa
m03ab
m03ad
m03ae
m03af
m04aa
m09aa
m09ab
m10aa
m10ab
m10ac
m11aa
m11ab
m12aa
m13aa
m14aa
m14ab
m14ac
m14ad
m14ae
m15aa
m16aa
m17aa
m17ab
m17ac
m17ad
m17ae
m17af
m18aa
m18ab
m18ac
m20aa
m22aa
m22ab
m23aa
m24aa
m25aa
m26aa
m26ab
m26ac
m26ad
m26mg
m27aa
m28aa
m28ab
m28ac
m28ad
m33aa
m34aa
m35aa
m37aa
m38aa
m39aa
m40aa
m40ab
m40ac
m40ad
m41aa
m41ab
m41ac
m41ad
m42aa
m43aa
m44aa
m44ab
m44ac
m45aa
m45ab
m45ac
m45ad
Known bugs and compatibility issues
Because each area has only one environment map, sometimes the reflections will be wrong for a given part of an area
which looks different. Also, because of the limited number of environment maps included in the game, I have
reused several of them in different places. Hopefully this isn't too obvious, but it may mean that the environment
mapping isn't always exact.The mod currently installs as a series of .are files directly into your Override. This is because it's
difficult otherwise to take account of .mod files with the same filename as the game's default .rim area files,
so it was difficult to make the mod work with, e.g., K1R modules.This mod hasn't been tested for compatibility with K1R, but I don't anticipate issues for the most part,
since the .are file isn't used for much that can be modded.*Nevertheless, this mod *may* cause some compatibility issues in some areas with K1R.*
Installation
Double click on "[K1] Install Defaultenvmap restoration", and hit the "install mod" button.
Uninstallation
Delete the .are files from your Override folder, and restore the baseitems.2da file
backup made by TSLPatcher on install, and placed in the "backup" folder.If no such baseitems.2da backup exists (i.e., you haven't used any other mods that modify this file)
simply delete baseitems.2da from your override folder.Credits and thanks
Thanks to JC, DarthParametric, and Cortisol, for their feedback and help during development of this mod.
Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
ask for my permission first.
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Submitter
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Submitted10/23/2022
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Category
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K1R CompatibleNo
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Environment Map Restoration
[TSL] Defaultenvmap Restoration
By Darth InSidious
Description
Both KotOR games were designed to have environment mapping, i.e., reflections on armours and weapons that
looked like the area the player character was in, rather than generic shinyness.
In the default game, this is switched off, perhaps for performance reasons. This mod partially restores this
feature, using the environment maps for the game which Obsidian included in the default game files.
As a result, not every area has environment maps, but I have been able to enable the feature in about 50 areas (out of c. 95),
listed below. This includes numerous Ebon Hawk cutscene areas, parts of Peragus and Telos, a large part of Dxun,
parts of Onderon, large parts of Dantooine, parts of Korriban and M478, and most of Malachor V.
In addition to reflections on armour, this mod also adds back in reflections on most melee and ranged weapon types.
This mod is intended as much as a proof-of-concept as a restoration in itself. A full restoration would likely
require cube-mapping all the areas in the game, which I don't have the time or resources to do. If someone
feels like doing that, and knows how, let me know.
The full list of areas included in this mod is:
003EBO
004EBO
005EBO
006EBO
007EBO
102PER
104PER
201TEL
202TEL
203TEL
204TEL
205TEL
209TEL
231TEL
261TEL
351NAR
352NAR
401DXN
402DXN
410DXN
411DXN
421DXN
501OND
502OND
504OND
505OND
506OND
510OND
511OND
512OND
601DAN
602DAN
604DAN
605DAN
610DAN
701KOR
702KOR
710KOR
711KOR
801DRO
802DRO
803DRO
804DRO
901MAL
902MAL
903MAL
904MAL
905MAL
906MAL
907MAL
950COR
Known bugs and compatibility issues
Because each area has only one environment map, sometimes the reflections will be wrong for a given part of an area
which looks different. Also, because of the limited number of environment maps included in the game, I have
reused several of them in different places. Hopefully this isn't too obvious, but it may mean that the environment
mapping isn't always exact.
You may experience performance issues with this mod; I have not tested for this.
The mod currently installs as a series of .are files directly into your Override. This is because it's
difficult otherwise to take account of .mod files with the same filename as the game's default .rim area files,
so it was difficult to make the mod work with, e.g., TSLRCM modules.
This mod hasn't been tested for compatibility with TSLRCM, but I don't anticipate issues for the most part,
since the .are file isn't used for much that can be modded.
*Nevertheless, this mod *may* cause some compatibility issues in some areas with TSLRCM.*
Installation
Double click on "Install Defaultenvmap restoration", and hit the "install mod" button.
Uninstallation
Delete the .are files from your Override folder, and restore the baseitems.2da file
backup made by TSLPatcher on install, and placed in the "backup" folder.
If no such baseitems.2da backup exists (i.e., you haven't used any other mods that modify this file)
simply delete baseitems.2da from your override folder.
Credits and thanks
Thanks to JC, DarthParametric, and Cortisol, for their feedback and help during development of this mod.
Disclaimer
All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
ask for my permission first.
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Submitter
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Submitted10/22/2022
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Category
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TSLRCM CompatibleNo
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On 9/2/2022 at 1:57 AM, ConansHair said:Any chance of getting an updated install of this Mod for greater compatibility with other Mods?? (i.e. switching to Module injection rather than "straight to Override", WAV files to Streamwaves, LIP files to Lips folder, etc...)
Module injection is less compatible, not more; WAV files are already setup to go to streamwaves and lip files have to go in Override to work for K1, IIRC.
5 hours ago, ConansHair said:Let me rephrase...Has anyone tested compatibility with running this Mod and @DarthParametric's https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/, concurrently??
Looking quickly at the files I can't see anything that should be incompatible per se; the modules affected by DP's mod mostly aren't the same as the ones affected by this one. If I'm reading the files right for DP's mod though (without installing), it creates a whole new range of Dark Jedi for the Star Forge, who won't be equipped with lightsaber forms from this mod. Most things in my mod are set up to modify, rather than replace, existing Override files though, so unless DP has changed some very specific dialogue files (dan13_belaya ; k_player_dialog ; kor35_utharwynn ; kor39_utharwynn ; unk44_sparty) there shouldn't be any major incompatibilities.
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Think I started playing in late 2019. Currently have three class stories complete, and another four midway through (Started doing Jedi class stories and the Sith Warrior story, got bored with all three, came back and completed Warrior and Agent). Legacy name is N'Dul, server is Darth Malgus.
Name: Gurzan
Class: Sith Inquisitor
Level: 75
Specialty: Sorcerer
Alignment: Dark SideName: Urthanc
Class: Warrior
Level: 51
Specialty: Marauder
Alignment: Dark SideName: Maraloth
Class: Agent
Level: 49
Specialty: Operative
Alignment: Dark SideName: Borzus
Class: Consular
Level: 19
Specialty: Shadow
Alignment: Light SideName: Nagolg
Class: Knight
Level: 13
Specialty: Sentinel
Alignment: Light SideName: Vessteth
Class: Bounty Hunter
Level: 13
Specialty: Operative
Alignment: Dark Side- 1
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1 minute ago, Masamune753 said:@InSidious When you have a chance, can you update the description to include the number of placeables added?
Per the issue found by @DarthParametric and their Jedi Captive Diversity mod, there is a hard limit that will impact compatibility (in particular, these two together, but really any that add to that placeables.2da file).
From memory, there are two new placeable types - one sith holocron and one jedi holocron - which appear a total of three times.
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And on that note, I would like to issue a friendly reminder to please keep the discussion civil.
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On 5/9/2022 at 10:55 PM, The Entity said:Hey I have the same issue you have with this Saber Forms mod, and the only thing in common we have is the Full Mod List. Did you ever figure out what the issue was?
Yes, it was caused by the attempt to limit the forms to melee wielders. I'm about to upload an update that should fix it.
UPDATE:
v1.6:
-Fixed bug which was causing stats to stack unpredictably (NB: restriction of the lightsaber form to melee wielders is now only checked when the form is first applied);
-Corrected inconsistent spelling in the description of Makashi;
-Corrected Makashi description to reflect actual bonuses;
-Corrected Makashi to give +2 to Will saves.- 3
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It should definitely contain a release date a year before the current date.
More seriously, it should probably be made late enough in the project to actually show off something worth seeing, and that tells the viewer what the mod is actually about, rather than melodramatic music, still frames and some running about, for instance. For length, I'd probably say about 3 minutes is about as long as you want to go.
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Beautiful work as ever, Q. And welcome back!
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Robes of Darth Sex the M;an)d'a(lo+r
Description
This mod gives you the robes of Darth Sex the M;an)d'a(lo+r. They are not in game, you will have to cheat them in by using the cheat console. The code is "a_robe_55" without the quotes.
The Fabulous Robe of Darth Sex The M;an)d'a(lo+r is a robe that has been coveted for millennia by the Mandalorians as the pinnacle of their cultural achievement. Darth Sex was the only Mandalorian ever to become a Sith, leading the Sith in the brief but devastating war on the planet Restraint, in the Sense-sphere.
Defense Bonus 5,
Strength Bonus 10
Dexterity Bonus 10
Constitution Bonus 10
Intelligence Bonus 10
Wisdom Bonus 10
Charisma Bonus 10On Hit Instant Death DC 100
Bonus feats:
Advanced Jedi Defense
Advanced Guard Stance
Two-Weapon Fighting
Armor Proficiency: Heavy
Armor Proficiency: Light
Armor Proficiency: Medium
Caution
Critical Strike
Improved Two-Weapon Fighting
Empathy
Flurry
Gear Head
Conditioning
Implants I
Implants II
Implants III
Improved Power Attack
Improved Power Blast
Improved Critical Strike
Improved Sniper Shot
Improved Conditioning
Master Conditioning
Master Jedi Defense
Master Guard Stance
Master Rapid Shot
Perceptive
Weapon Specialization: Blaster Pistol
Weapon Specialization: Blaster Rifle
Weapon Specialization: Grenade
Weapon Specialization: Heavy Weapons
Weapon Specialization: Lightsaber
Weapon Specialization: Melee Weapons
Weapon Specialization: Simple Weapon
Master Flurry
Sneak Attack X
Master Critical Strike
Installation
Put all the files in your Override folderUninstallation
Take them out again.
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Submitter
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Submitted04/01/2022
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Category
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TSLRCM CompatibleYes
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1) The mod you have uploaded is already available on DeadlyStream here;
2) Please do not upload items without permission (see rule #18);
3) Please read and abide by the site rules in future;
4) If you intend to upload mods here, please use the mod uploader (go to "downloads" at the top of the page, then click "submit a file");
5) This section is, generally speaking, for announcing your own mods, and usually contains threads relating to mods uploaded through the file uploader.
Welcome to DeadlyStream.
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ChanceLightning in the .are file sets the frequency, but I don't know if the game requires specific meshes for it to take effect.
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I've attempted to address a couple of the points raised here (specifically, the XP overload and the overpowered lightsabers) in my Gameplay Rework mod. I'd certainly be interested in adding some more features to it to diversify the play experience a bit/ make the game more challenging, and hearing suggestions.
I'm not especially thrilled at the idea of removing features, but I have been considering altering/reducing the number of startup feats, introducing some stat prerequisites for some feats (e.g., minimum strength for power attack), and possibly locking skills or feats out for certain classes or altering which skills are class skills, etc.
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Changes in v0.6:
-Poisons now do double the HP damage done in the standard game. Ability damage poisons now do a small amount of HP damage, too: 1 HP for mild and average, 2 HP for virulent.
- Autobalance adjusted to make higher levels slightly more challenging, but hopefully not unmanageable;
- Fixed a bug that borked skills;
- Fixed a bug with regeneration;
- Restored Alter/Sense/Control powers as prerequisites for starting powers in different combinations.
Guardians receive Control at level 1, Sense at level 5, and Alter at level 10.
Consulars receive Sense at level 1, Alter at level 5, and Control at level 10.
Sentinels receive Alter at level 1, Control at level 5, and Sense at level 10.To accommodate the new prerequisite, class power gains have been adjusted so that the three base Jedi classes receive an extra Force Power at levels 1, 5, and 10.
Prerequisites for starting level powers are as follows:
Affect Mind: Alter, Control, Sense
Speed Burst: Control
Cure: Control, Sense
Drain Life: Control, Sense
Fear: Sense
Aura: Control
Jump: Control
Valor: Control, Sense
Push: Alter
Resist Force: Control
Resist Energy: Alter, Sense
Shock: Alter, Sense
Slow: Alter, Control, Sense
Stun: Alter, Sense
Stun Droid: Alter, Sense
Suppress Force: Alter, Control
Saber Throw: Alter
Wound: Alter
Barrier: Alter, Control
Battle Meditation: Control, Sense
Force Body: Control
Drain Force: Control, Sense
Force Scream: Alter
Repulsion: Alter
Redirection: Alter
Revitalize: Alter, Control, Sense
Mind Trick: Alter, Sense -
On 12/28/2020 at 7:07 PM, Salk said:Hello, DI!
I have not acted with any nefarious intent and I swear I was just going through the permission list and I messaged you today BEFORE reading this message of yours. I was not about to release publicly anything without getting confirmation first. The list you read was only meant to be a WIP list as reminder of which mod are currently included. I have not uploaded or distributed anything yet.
I am sorry to have disappointed you but I can honestly guarantee you that I was/am about to contact every author that gave me permission in the past for confirmation of old permissions and new permission for new material.I have worked hard on this project for years and it would be a real shame to kill it over what is nothing but a misunderstanding.
I can absolutely guarantee you and any other contributor that I have never intended to take advantage of anyone's good will. Everyone has been properly credited for each modification.
If you really are denying permission for the other modifications I included I will not release anything to the public because I believe in providing the best quality modification possible to the community and that won't be possible anymore.
I will of course respect your final decision, DI.
Hi Salk,
Thank you for the response. Apologies for not replying sooner, but real life (as it tends to) has kept me tied up for the last few days, unfortunately.
I accept that you hadn't read this thread before PMing me. I realise you hadn't uploaded anything of the mod yet, but you have announced you were releasing a mod-pack including work you didn't have permission for. Your intention to credit is of course welcome and salutary, but you gave the impression you were presuming permission when you didn't have it. I'm sure you can appreciate why that left a rather sour taste.
I really don't see why not including three of my mods means you can't release the compilation at all. You are more than welcome to use the one mod you have permission for, and to release a smaller compilation. That is, of course, up to you.
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Hi Salk,
Thanks for raising this mod again here. I notice you're currently planning to include four of my mods in your compilation, namely:
- Korriban Academy Workbench 2.0
- Holocron Icon Replacement
- Hi-Res Beam Effects 2.0
- [KotOR] Mandalorian Battle Blades 2.0
Thanks to the recent reappearance of the Lucasforums archive, I've been able to check through my old LF inbox. So I can now happily confirm that I gave you permission to use the Korriban Academy Workbench mod. However, you appear to have only ever asked for permission for this one mod, and not for any of my other mods. The other three mods of mine you mention there also make an explicit requirement for permission to be asked before you can upload them or publish a mod deriving from them. For the Holocron Icon Replacement and Hi-Res Beam Effects, this part of the disclaimer section of the readme reads:
Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
ask me first.For the Mandalorian Battles Blades, it reads:
This mod, or any derivate or part thereof, may not be uploaded to any website, ftp, server,
or as part of a torrent, except with the expressed permission of the author.I'm rather disappointed that you appear to have taken advantage of my good will like this. I think, at the least, you should remove my mods from the collection in this mod, and any other you've assumed you had permission for under a similar premise.
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MOD:Iziz Workbench
in Mod Releases
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Iziz Workbench
Iziz Workbench by Darth InSidious
This mod adds a workbench to Iziz on Onderon, which previously didn't have one.
There are two options for installing the mod:
Option 1 adds the workbench to the landing bay you arrive in;
Option 2 addsthe workbench to Dhagon's office.
Installation
Run 'Install Iziz Workbench.exe', select an option, hit select, and run the installer.
Uninstallation
Take either di_spnwb_501.ncs or di_spnwb_512.ncs out of your Override folder,
and then copy the backup of either 501OND.mod or 512OND.mod in the 'backup' folder
that the installer generated when it installed the mod, and copy it into your modules folder.