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TOR Saber Pack

#1 User is offline   Qui-Don Jorn Icon

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Posted 23 January 2012 - 06:59 PM

http://deadlystream....reenshot&id=134
File Name: TOR Saber Pack
File Submitter: Qui-Don Jorn
File Submitted: 23 Jan 2012
File Category: Mods
TSLRCM Compatible: Yes

))))))))))TOR Saber Pack for TSL(((((((((((((

Authors: Qui-Don Jorn & Deadman
01-17-2012
=================================

In lieu of not being able to play TOR at the moment, I decided to do some things to my TSL game that are reminisant of that game.
This mod will add 4 new lightsabers to the game, 2 double-bladed and 2 single-bladed, named after four of the classes (advanced and base) from The Old Republic MMO, as well as the TOR inspired training sabers that are createable on the workbench. The training sabers have been made into their own items in the baseitems.2da, so their damage could be modified from the original longswords that we used to create them. Deadman has gone the extra mile and made it so they are powered items that turn on and off like a lightsaber and have their own powering up and down sound (it did have a buzzy hum sound, but it tended to go crazy which was really annoying, so I took it out). There are three energy damage types, each with their own colored energy fields.
For the new lightsabers, we have a double-bladed saber called "The Inquisitor", with a purple blade and an extra boost to stealth and wisdom. Then, we have a cerulean double-bladed saber called "The Shadow", with stats to boost your Sentinel/Watchman class. Next, we have a red single-bladed saber called "The Sorceror", for the Sith Lord class who want an extra boost to thier wisdom. Then, of course, we have a viridian single-bladed saber for Consular/Master's called "The Sage" with stats to boost that class. This mod may be expanded on with new lightsaber models and new training saber models depending on the amount of downloads it gets...
Enjoy.

Run TSL Patcher to install..


Compatible with everything that dosen't use the same lightsaber model numbers.
HotOR is not required - but if you do plan to use it, just have HotOR installed first, this mod will override a couple files that HotOR uses as well.


Credits: Deadman, for finishing off the training sabers and making them especially awesome. Deadman rocks.

Bugs: NONE! Deadman already fixed the other bug that did occur with the training sabers (they would stay powered on after loads and area transitions like the vanilla cyan saber bug).

-Qui-Don Jorn

Click here to download this file
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#2 User is offline   milestails Icon

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Posted 24 January 2012 - 06:32 AM

Great stuff once again QDJ and DD. I probably won't play TOR ever, but I do like TOR related content.

Have you considered attempting to recreate Satele Shan's hilt?

Posted Image

Posted Image
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#3 User is offline   Qui-Don Jorn Icon

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Posted 25 January 2012 - 04:05 PM

View Postmilestails, on 24 January 2012 - 06:32 AM, said:

Great stuff once again QDJ and DD. I probably won't play TOR ever, but I do like TOR related content.

Have you considered attempting to recreate Satele Shan's hilt?

Posted Image

Posted Image



As a matter of fact, YES...Thankyou for this bottom pic.

I did want to make The Shadow like Satele's but couldn't really find a good pic of it and my modeling skills are still very limited.
That hilt did inspire the Shadow though..
thanks
-QDJ
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#4 User is offline   milestails Icon

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Posted 07 February 2012 - 10:44 PM

Just a heads up, the baseitems.2da file in Shem's Ultimate Sound Mod causes the training sabers at the workbench to appear as armor and be equipped as armor.
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#5 User is offline   DeadMan Icon

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Posted 10 February 2012 - 09:09 PM

Quote

Just a heads up, the baseitems.2da file in Shem's Ultimate Sound Mod causes the training sabers at the workbench to appear as armor and be equipped as armor.

It's an error in the installer. Here's a fix for that. Extract changes.ini file to mods tslpatchdata folder, then re-install the mod.
It won't affect the sabers which are already in your inventory, but new ones should work just fine.

Attached File(s)


The greatest programming project of all time took six days; on the seventh day the programmer rested. We've been trying to debug that f@#$%ng thing ever since.
Moral: design before you implement.

Stay metal, live forever, never die!
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#6 User is offline   Rtas Vadum Icon

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Posted 11 February 2012 - 12:58 AM

There is also a bug that causes the Cannoks in Duxn's Jungle areas to drop their 'claw' items.
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#7 User is offline   DeadMan Icon

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Posted 11 February 2012 - 06:51 AM

Quote

There is also a bug that causes the Cannoks in Duxn's Jungle areas to drop their 'claw' items

Here's a fix for that. Extract 402DXN.mod to your modules folder, replace existing file. This will work ONLY if you've never entered jungle before.
Those who didn't installed the mod yet may extract this to mod's tslpatchdata (replace existing file) folder and install the mod as usual.

Attached File(s)


The greatest programming project of all time took six days; on the seventh day the programmer rested. We've been trying to debug that f@#$%ng thing ever since.
Moral: design before you implement.

Stay metal, live forever, never die!
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#8 User is offline   Qui-Don Jorn Icon

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Posted 13 February 2012 - 02:31 PM

View PostDeadMan, on 11 February 2012 - 06:51 AM, said:

Here's a fix for that. Extract 402DXN.mod to your modules folder, replace existing file. This will work ONLY if you've never entered jungle before.
Those who didn't installed the mod yet may extract this to mod's tslpatchdata (replace existing file) folder and install the mod as usual.


Thanks for taking care of that Deadman, currently working on a new version of the mod.
I don't know how those claws started dropping..I've fixed my version already.
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#9 User is offline   Qui-Don Jorn Icon

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Posted 09 March 2012 - 09:34 PM

Hello all..

Been working on a update for this mod for a few weeks now. Coming by to say what this mod has become...

The next version of this mod will now be 14 saber hilts, each one comes in 10 colors.
Blue, red, green, yellow, purple, gold, viridian, bronze, cerulean and silver. All of which are buildable on the workbench rather than have them statically placed throughout the game in certain places. So you can control which hilts you own and in which color.
There are two tiers of class types and in the two 'factions'. Jedi or Sith.
The first standard class designs (6 hilt styles) are buildable when you complete the vanilla lightsaber quest *on the workbench* - not through Bao-Dur as in the vanilla game.
The second tier are buildable when your advanced, or prestige, class is obtained (8 hilt styles).
There are now also two new training saber models specific to the original mods colored energy fields.
The training sabers are now fixed as far as base items and the changes.ini are concerned, and do 2 more points of damage physical to make them more worthwhile to use.

It's been pretty good building this mod, and like Deadman said in his little lecture to me in his signature about "design before you implement"... I spent 3 whole days designing before I implemented, so...
Honestly, I was pretty burnt out on modding, maybe I still am, but this mod has my attention now and I'm trying to make it awesomely cool to use. Should be ready to download in a couple weeks.
HotOR is a dead project, and 1.7 will probaly never see daylight...oh well. I need to bury it and move on...


-QDJ
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#10 User is offline   milestails Icon

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Posted 10 March 2012 - 07:02 AM

Can't wait for this new version.

Any specific and new inspirations from TOR that went towards the new hilts/content?
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#11 User is offline   Qui-Don Jorn Icon

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Posted 22 March 2012 - 12:33 AM

oh, err sorry man..

Um, just to have a completely new, completely un-intrusive (on your game) type of saber mod that is based on the hilt models by name in the MMO. (Which, by the way, is f****** brilliant, so glad they did this instead of another single player rpg).

Like I said, all hilts are built on the workbench, so you can better control what sabers are in your inventory.

It'll still be awhile until it's finished because I don't have the time to work on a mod like I used to.
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#12 User is offline   Hassat Hunter Icon

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Posted 22 March 2012 - 03:41 PM

View PostQui-Don Jorn, on 22 March 2012 - 12:33 AM, said:

in the MMO. (Which, by the way, is f****** brilliant, so glad they did this instead of another single player rpg).

:cry:
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#13 User is offline   Qui-Don Jorn Icon

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Posted 23 March 2012 - 02:40 PM

View PostHassat Hunter, on 22 March 2012 - 03:41 PM, said:

:cry:


Yes, I know my opinion is probably not a popular one, but does it look like I care?
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#14 User is offline   Hassat Hunter Icon

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Posted 23 March 2012 - 03:11 PM

Seeing how you're still making KOTOR2 mods (and TOR is unmoddable) I assume... yes ;)
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#15 User is offline   Qui-Don Jorn Icon

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Posted 23 March 2012 - 03:46 PM

I like the MMO. I'd play it all week if I could. :cry:

But what does me liking TOR have to do with modding KotOR?
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#16 User is offline   Hassat Hunter Icon

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Posted 23 March 2012 - 04:15 PM

You said "do I look like I care"... I assume since you make mods you do care about the single-player KOTORs. Modding which cannot be done with the online TOR.
So KOTOR3 would probably allow modding, TOR not.

So yes, I assume that means you would care, and that's the relation?

Too far-fetched?
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#17 User is offline   Qui-Don Jorn Icon

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Posted 23 March 2012 - 05:47 PM

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Too far-fetched?


Well, yeah.

All I was saying was my opinion is probably not popular, but I don't care that it isn't.
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