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Member Since 23 May 2016
Offline Last Active Yesterday, 01:27 PM

Posts I've Made

In Topic: TSLRP: Not Quite A Post-Mortem

15 November 2017 - 04:24 AM

Sometime around the end of 2007 – beginning of 2008, a small group of regulars at the TSLRP/Team Gizka forums were asked by Dashus if we would join the final beta of the mod before release. Our job was to find bugs, report them, and post updates to the forum about our playthroughs. I forget who the original list consisted of, though most of the names would mean very little to people now. I do remember VarsityPuppet of this parish was one of us, alongside Qui-Gon Glenn, 90SK, Darth Windu, Miltiades, and… other people. They presumably had usernames and identities.

I was browsing through the forum pages on the web archive, and found the tester list here.
Archive.org actually has a bunch of threads saved (not a ton of stuff, but maybe someone might be interested) here.

In Topic: SWKotOR Android Mod Compatibility List

06 April 2017 - 02:44 AM

Character Startup Changes (to install, you have to copy all the "new*.2da" files and remove the "new" part [ex copy "newskills.2da" and then rename it to "skills.2da"])

In Topic: Quanons many projects.

20 March 2017 - 03:17 AM

Looks great!

In Topic: Sleheyron

18 March 2017 - 08:43 PM

As i said, you will only skip a few levels of czerka mining facility, but the rest of it is playable.
So, how do you do it...
Step1 - open the modules folder and delete bos_czerka.mod (thats the one that cant load and causes the game to crash)
Step2 - rename bos_czerka3.mod to bos_czerka.mod (now clicking on the door that previously caused crashes will take you to the residental floor insted of main floor)
Step3 - COPY (not just rename) the module named bos_circle.mod and rename the copy of it to bos_czerka3.mod (this is to make sure that you can get back to the ebon hawk after you finish the mod)
Step4 - enjoy

Thanks! I'll have to try that.

In Topic: Quanons many projects.

17 March 2017 - 08:32 PM

Today I put in the final touches on the armor for the Darth Knight :laughing:
I then did the hardest part for me: 2DA editing and fighting with the UTI files!
It worked out, I got what I wanted. The armor is there, but I just need to create the correct head for it.
So far the armor works as a disguise; just like the sandpeople attire or the Sith trooper uniform.
Which means everything gets replaced, but you can still have all the perks/ buffs from a visor or other helmet.
Ofcourse I will make the knight helmet as an item on its own. You can then match it up with any other armor from the game.
I did a quick test run on the Tatooine dunes; the CM_Baremetal effect is a bit strong. Does anybody use my Praetorian mod?
Do you have this "dark" effect as well on the helmet? I thought I got rid of that... odd...


What lightsaber is that?
Also, you said you think you fixed it. Didn't you have to revert to an old version? Maybe you didn't have the fix in this version.