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darthbdaman

Member Since 29 Mar 2011
Offline Last Active Today, 02:58 AM
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#60207 Taris Force Persuade

Posted by darthbdaman on 30 October 2017 - 08:14 PM

I'm imagining convincing Gorton that the sith are actually Wookiees in disguise


#60206 Guard Stance

Posted by darthbdaman on 30 October 2017 - 08:12 PM

The save feats in the game are the original ones. Only the effects and names were changed. If you look at their internal code names, they are still called Iron will, etc. They have just been moved around.


#60199 Guard Stance

Posted by darthbdaman on 30 October 2017 - 06:14 PM

As far as cut feats go there are a few different ones. There are the 2 proficency feats, for Simple Weapons and Grenades, which can be restored fairly easily (aside from the aforementioned crashing). The proficiency, focus, and specialization feats for each weapon are defined in the baseitems.2da, and grenades already have focus and specialization linked up, they just need to have the requirements added. I think one of the weird melee weapons (gaffi stick or wookie blade) is actually setup to use the focus and specialization feats for Simple weapons, not melee, so it doesn't get any benefits from melee feats in the vanilla game.

The Skill Feats can be divided up into a few categories. The earliest iteration, the focus feats, give +2 to a specific skill and nothing else. These were replaced by 4 feats. Caution (Demolitions, Security), Empathy (Persuade, Treat Injury), Gear Head (Computer, Repair), and Perceptive (Awareness, Stealth) and gave +2 to both skills. Perceptive was then removed, and the skills were shuffled around to different feats, and given 3 ranks, for +1, +2, and +3.

The Conditioning Feat also has a history, as it is a combination of 3 separate feats. Iron Will, Lightning Reflexes, and Great Fortitude (this is why the icons for the conditioning ranks are unrelated, they represent the 3 different saving throws). This is a d&d carryover. They each gave +2 to their respective throw. Much like the skill feats, these where merged into a +1, +2, and +3 feat line.

The guard stance feats aren't implemented in the game and don't do anything (from what I've read anyways), but their descriptions can be read from the tlk or if they are put back in the game.


#60181 Guard Stance

Posted by darthbdaman on 30 October 2017 - 08:37 AM

You would need to add 1 more feat (to get to 11) so restoring grenades will crash it


#60137 Taris Force Persuade

Posted by darthbdaman on 29 October 2017 - 07:37 PM

I want to add some Force Persuade options to Taris for Jedi from the Start. I know Bastila opens up 1, persuading Holdan to drop the bounty (I don't know about any others).

VO is obviously an issue, so aliens are preferable, though some humans might have the right lines. If anyone has any suggestions that would be awesome. Here's some that I was thinking about:

- Affect Mind, Get Gorton Colu to stop (Light Side) (No VO) (deathsticks joke obviously)
- Affect Mind, get T3 for free (Dark Side)
- Affect Mind, convince Zelka republic troops are friends
- Affect Mind, get more info from Bek Spy with uniforms
- Affect Mind, get more info from Coward Vulkar
- Affect Mind, convince lab gammorean you are a lab tech (K1R only)
- Affect Mind, more info from sith patrol in the undercity (not enough dialogue for this I think)

- Dominate Mind, Get Selven to turn herself in (Light Side) (No VO)
- Dominate Mind, get T3 without permission (this might cause issues)
- Dominate Mind, Get access card from old mechanic (K1R only) (No VO) (Dark Side)
- Dominate Mind, get Sith Base receptionist to leave
- Dominate Mind, more info from sith patrol in the sewers (not enough dialogue for this I think) (K1R only)

- Always Fails, ask either Hutt for more money




#60101 Download:Tutorial Remover

Posted by darthbdaman on 28 October 2017 - 07:43 PM

Posted Image

 

File Name: Tutorial Remover

File Submitter: darthbdaman

File Submitted: 28 Oct 2017

File Category: Mods

K1R Compatible: Yes

 

This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there.

 

Summary

 

This mod removes all of the fourth wall breaks and tutorial sections that crop up at the beginning of the game. If you turn off tutorial pop-ups, you will not receive a single tutorial message or informative instruction, designed to take you out of the game, and teach you something that you already found out in your other dozen playthroughs of the Endar Spire. Trask is completely gone (though you might find the aftermath of his fight with Darth Bandon), and the player now escapes the Endar Spire without his nagging instructions. You can now power through the intro of the game if you like. Doors have been unlocked, allowing the player to progress through the level without being forced to using battle droids or melee weapons to approach combat situations. These features are also available in my Jedi from the Start mod, which also allows you to start as a Jedi.

 

Features

  • All tutorial elements removed from the Endar Spire and Taris
Requirements & Compatibility
  • Installation
    • Read the Readme file, it will give you instructions on how to use the "Installer.exe" file to install the mod
    • There is a "Manual Installation" option available for anyone who cannot use the Installer for whatever reason
    • Tutorial Remover should be installed on a new installation, with KotOR 1 Restoration already installed if you plan to use it
  • Compatibility
Recommended ModsOther Links

 

If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile.

 

If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods.

 

If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com.

 

Thank you for reading, enjoy!

 

Click here to download this file




#60046 Download:Consular Sentinel Class Skill Swap

Posted by darthbdaman on 27 October 2017 - 04:22 PM

There are a few possible reasons for this mistake basically. If you look at how the classes are usually laid out in the files, it is Soldier, Scout, Scoundrel, Guardian, Consular, Sentinel. It's entirely possible that someone assumed that the middle entry would be the Sentinel, because it is the compromise option in the final game, without seeing that it was actually the Consular.

If I had to take a guess though, I would say that the consular and sentinel originally filled different roles. If you think about it, it makes no sense that Bastila is Sentinel and Jolee is Consular. Bastila has now practical skills, and her entire shtick is how powerful she is. Jolee on the other hand, was a smuggler at one point, and clearly isn't a super force user. The descriptions in game for the classes are also bizarre. The consular refers to mental disciplines and augmenting the force all the time, while the Sentinel is dedicated to rooting out evil and striking balance. If I had to guess, I would say that the consular originally got 3 skill points (compared to the guardians 1 and sentinels 2) and used lots of skills but sucked at combat (using skills to augment the force). This is entirely speculation, but I think it makes a lot sense. At some point they realized this was stupid probably, and took away the consulars skills because no one wanted to play a sentinel under those conditions. This meant that the sentinel was originally a literal hybrid like the scout, instead of the more bard-like class in the game now.


#59965 Download:Consular Sentinel Class Skill Swap

Posted by darthbdaman on 25 October 2017 - 05:54 AM

xx_class is a 1 for class skills, 0 for non.

xx_reco is the order that skills are added for auto level up (starting at 1, ending at 8)


#45402 Download:Consular Sentinel Class Skill Swap

Posted by darthbdaman on 05 May 2016 - 08:32 PM

Posted Image

 

File Name: Consular Sentinel Class Skill Swap

File Submitter: darthbdaman

File Submitted: 30 Apr 2016

File Category: Mods

K1R Compatible: Yes

 

This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there.

 

Summary

 

This mod swaps the class skills for the Jedi Sentinel and Jedi Consular, giving the Sentinel the Computer Use, Demolitions and Repair Class skills, and removing them from the Consular.

 

It always bothered me that the Jedi Consular had 6 class skills, more than the Scoundrel or the Scout, while the Jedi Sentinel had 3, the same number as the Jedi Guardian. It was also highly inconsistent with the other design decisions made towards the Jedi classes, and inconsistent with KotOR 2. It always felt like a mistake.

 

Every other progression decision is based around the idea that the Guardian is the melee class, the Consular is the Force class, and the Sentinel is the Skill class. Feat gain, Skill gain, and Power Gain are all based around this. Guardians get more feats, while Consulars and Sentinels get the same number. Consulars get more powers, while Guardians and Sentinels get the same number. Sentinels get more skills, while Consulars and Guardians get the same number.

 

While I wouldn't classify this mod as a bugfix, it does fix an inconsistency within the game, that left the Sentinel as the least viable Jedi class, considering that skill progression is substantially less useful, especially in KotOR 1, than base attack, force saves, feat gain, and power gain, all of which it lags behind both other classes in. This makes the Sentinel somewhat more viable as a class, especially for skill focused runs, and makes the Jedi Consular slightly less effective, considering it already has a lot going for it, due to the increased number of force power and better saving throws.

 

Features

  • Swaps the Class Skills of the Jedi Consular and Sentinel
Requirements & Compatibility
  • To install, run the Installer.exe file. It will automatically install the mod for you
Recommended Mods
Other Links

 

If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile.

 

If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods.

 

If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com.

 

Thank you for reading, enjoy!

 

Click here to download this file




#45308 What's Restored In K1R

Posted by darthbdaman on 01 May 2016 - 07:11 PM

Personally I don't like the changes to Juhani and Jolee's clothes. I don't think they belong in a restoration mod. It always made sense, especially for Juhani, to be wearing robes when she went with you. You could make the argument that Jolee should be wearing his hermit clothes on Kashyyyk, but even then, I still don't think changes like this belong in a restoration mod.




#8200 Update on 1.8

Posted by darthbdaman on 15 May 2011 - 05:20 PM

You must have us confused with some other modgroup that never delivered anything. We haven't worked for years on TSLRCM.


cough... gizka... cough


#7969 Windows 7

Posted by darthbdaman on 09 May 2011 - 08:43 PM

Windows Vista was man's greatest mistake, next to lucasarts bumping up TSLs release date


#7860 Bao-Dur's Death

Posted by darthbdaman on 07 May 2011 - 06:28 PM

This is my idea for killing Bao-Dur when you go to the HK Factory:

After Atton says his line about Bao-Dur being missing, the screen fades to black and the shuttle movie starts. After the movie we see the shuttle on the docking platform close to the Military Base. Bao-Dur and HK-47 walk down the ramp. Once they turn towards the Military Base, they both stop. They turn around and there is a large group of HK-50s advancing,

Light Side or Non-force user:
Bao-Dur does nothing, He turns around and says "Make my sacrifice matter." He turns back around and starts attacking the HK-50s. HK-47 runs toward the base, the screen fades to black and HK-47 warps to the entrance of the HK Factory.

Dark Side:
Bao-Dur uses fury *and force jumps at the HK-50s (If he has a lightsaber). HK-47 runs toward the base, the screen fades to black and HK-47 warps to the entrance of the HK Factory.

Yes I know this not restored content, but this would work well as an add on to TSLRCM.