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The description More precisely, I did 2 things recently : - moved some stuff to the compatibility section for lazy people who don't want to read everything. - mentioned Shae's pazaak mod, which makes our opponents' start sometimes instead of us always starting first (it's a very innovative and wanted mod so I thought it was worth putting in there with Easy Pazaak and Balanced Pazaak).
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Saul0097 started following Glitched Lightsaber Hilt Fix - TSL Aspyr
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In that case, no, I will not implement such an option, because by the time you complete the quest to build a lightsaber with Bao-Dur, you can no longer loot any individual lightsaber components, including color crystals, on their own, in the game, with few exceptions like the Onderon palace museum. Instead, your loot will be an entire lightsaber with random lightsaber type (single-bladed, oduble-bladed or short lightsaber) with color crystals built into the lightsaber. The entire point of this mod is to eliminate the restriction of having to rely on loots and RNG to get more lightsabers in the style you want, so waiting until you get another color crystal to get another lightsaber, even as an optional component, defeats the point of this mod. It's also redundant since by the time you unlock the option to create more lightsabers at the workbench in this mod, you can only loot entire lightsabers with color crystals built-in, instead of individual color crystals, so you might as well just quick save and quick reload to roll for a lightsaber loot in the style you want.
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- 309 comments
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Bekzhan started following KOTOR 1 Community Patch
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Not sure if it counts as a bug, but I haven't found it anywhere else. Kudos's pazaak counter breaks after playing 128 games. After playing 128th game, his dialogue changes and the option to play pazaak moves from the first level of his dialogue tree: (Well, nice to see you again. Would you like another game? You've proven your skill, and I like being challenged.) 1. Let's have a game to the second level of his dialogue tree. (Hello again. What can I do for you? As I must have said, I'm no hunter like the others here.) 1. I want to ask about Pazaak > (What did you want to talk about? Would you care for a game?) > 2. Let's have a game The stake also resets from 500 (with this mod) to 75, and stays like that forever for a very long time, even if you win 4 or more games with this stake (tested it by playing 9 more games after that, increasing the global counter to 137 games). So, he kinda starts treating you always like meeting you for the first time. Ways to reproduce: either play with him 128+ pazaak games (like I did. I just love Pazaak, I like winning big, and I probably have too much time on my hands) or use KotOR SaveGame Editor to change in the savefile the value of: Globals > Numerics > tat_fazzpazzstate to 128 or higher. I haven't tested how this works in an unmodded game. My guess is that the same thing happens there, except that the stake resets from 50 to 75 rather than from 500 to 75. If I understand correctly, this variable effectively wraps modulo 256. At 128 it becomes -128, then 129 becomes -127, 130 becomes -126, etc. I tested this a bit further. If tat_fazzpazzstate is changed to 262, Kudos treats it as game/state #6 and proposes a 200-credit bet, using his second-tier deck. If it's changed to 264, he brings back the 500-credit bets. That seems consistent with 262 wrapping to 6 and 264 wrapping to 8. If that's indeed what's happening, perhaps there is a relatively simple workaround: once Kudos reaches his final permanent Pazaak state, tat_fazzpazzstate could simply stop increasing and remain at 10 (or whatever exact value represents his final state). There doesn't seem to be any gameplay reason to keep counting games after that, since from game 11 onwards his deck, dialogue and stake no longer progress further. For compatibility with saves where the counter has already overflowed, perhaps the script could also check for a negative tat_fazzpazzstate and reset it to the final state value. So, for example, an overflowed value such as -128 would be normalized back to 10 instead of making Kudos treat the player as a novice again. Not sure how feasible that is with the existing scripts, but it seems like it could avoid the overflow without needing to change the global variable type itself.
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Saul0097 started following JC's Lightsaber Visual Effects for K2
- Yesterday
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Grayvile started following 4x Upscale+ Character Textures & Model Fixes (TSL)
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I just made another playthrough and sided with Azkul and his mercenarys. The mercenarys mention that they are in league with a powerful organisation and when Azkul makes you his offer, he can reveal that he is hired by the Exchange. This doesn't really make much sense however, because G0-T0, if on the Ebon Hawk, will disapprove of the mercenarys taking over Dantooine and views them as a source for instability. Now I dunno how far advanced the new GenoHaradan update is by the time I am typing this but I wonder if it would be possible to have Azkul's employer be the same one that also hired the GenoHaradan to kill the Jedi. Thus making Azkul part of a rivaling faction and giving the GenoHaradan a more larger presence throughout the game as well.
- 66 comments
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- genoharadan
- restored content
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Blue started following NWScript Workbench [VS Code Extension]
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Hi all, I recently released an alpha version of NWScript Workbench, a new VS Code extension for working with NWScript. The goal is to provide a more complete NWScript development environment directly inside VS Code. You can write .nss files with syntax highlighting and IntelliSense, navigate includes and symbols using normal VS Code features like Go to Definition and Find References, and compile directly to .ncs without needing a local copy of nwnnsscomp.exe. The compiler side of this is handled by a separate project, nwscript-wasm. I ported the public NWScript compiler released by Beamdog on GitHub to WebAssembly, which allows the compiler to execute directly inside the VS Code extension host rather than shelling out to a native executable. That makes the compiler portable and OS agnostic, but it also means the extension works in VS Code for the Web. You can open vscode.dev, install NWScript Workbench, open a workspace, and write and compile NWScript entirely from the browser. There is no native compiler installation required at runtime. The extension currently includes things like: NWScript syntax highlighting and engine-aware IntelliSense signature help and API documentation pulled from the active nwscript.nss Go to Definition, Find References, and include navigation .nss → .ncs compilation through WebAssembly compiler diagnostics directly in the editor recursive #include resolution compile-on-save and configurable optimization levels support for custom and project-specific nwscript.nss language specifications NCS hex viewing and side-by-side disassembly a Script Browser for searching the decompiled KOTOR and TSL script sources maintained by the KOTOR Community Patches project support for desktop VS Code, vscode.dev, github.dev, Codespaces, and other compatible web extension hosts I intentionally kept the WASM compiler and VS Code extension as separate projects. The compiler isn't tied to VS Code and can be used by other JavaScript or TypeScript projects that need to compile NWScript. This is still an alpha, so there is plenty left to improve, but it has gotten to the point where I wanted to start getting it into people's hands and getting feedback from people who actually work with NWScript. NWScript Workbench is available through the Microsoft VS Code Marketplace: https://marketplace.visualstudio.com/items?itemName=KobaltBlu.nwscript-workbench You can also build and install the VSIX yourself from the source. NWScript Workbench Extension: https://github.com/KobaltBlu/nwscript-workbench-vscode-ext NWScript WASM Compiler: https://github.com/KobaltBlu/nwscript-wasm If you try it out and run into problems, or there are features you would like to see added, feel free to open an issue on GitHub.
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Nacen started following Armor 6 HD , High Quality Blasters and Revan's Hoodless/Maskless Flowing Robes For K1
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No that shouldn't be an issue at all. That's not how it works. Bro I've been modding this game for 2 years I know what I'm doing lol. That's very weird since streamvoices is just the folder for the dialog sound files but ig I'll try anyway next time I want to get back to this mod. Thanks for the tip.
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- 5 comments
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- balance
- regeneration
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The regeneration on the Ebon Hawk option means that green zeroes pop up every time it attempts to heal you even if you are full health. It's pretty annoying, but thankfully it's a pretty easy script change to get it to stop. // m_htb_ebohealer // offthegridmorty void main () { //Heal all the party members and PC object oTarget = GetFirstObjectInArea(OBJECT_INVALID,OBJECT_TYPE_CREATURE); while (GetIsObjectValid(oTarget)) { string sTag = GetTag(oTarget); if ((sTag == "Atton") || (sTag == "BaoDur") || (sTag == "Disciple") || (sTag == "G0T0") || (sTag == "Handmaiden") || (sTag == "Hanharr") || (sTag == "HK47") || (sTag == "Kreia") || (sTag == "Mand") || (sTag == "Mira") || (sTag == "Remote") || (sTag == "T3M4") || (sTag == "Visas") || GetIsPlayerMadeCharacter(oTarget) || GetIsPC(oTarget)) { ** if (!GetIsInCombat(oTarget) && GetCurrentHitPoints(oTarget) < GetMaxHitPoints(oTarget)) { int nCon = GetAbilityModifier(ABILITY_CONSTITUTION,oTarget); if (nCon < 0) { nCon = 0; } int nHeal = 1 + FloatToInt(0.5*IntToFloat(nCon)); effect eHeal = EffectHeal(nHeal); ApplyEffectToObject(DURATION_TYPE_INSTANT, eHeal, oTarget); } } oTarget = GetNextObjectInArea(OBJECT_INVALID,OBJECT_TYPE_CREATURE); } }
- 5 comments
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- balance
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Add what option? I explained in the comment you quoted that if you install my mod, after you complete the quest to have Bao-Dur build a lightsaber, when you use the workbench to create a new lightsaber, the workbench will allow you to choose any lightsaber crystal color you want. What option are you asking me to add exactly?
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I encountered a bug when training Bao-Dur to become a Jedi before obtaining a lightsaber. The placeholder that you spawn for him in the training scene is never removed and remains on the Ebon Hawk. Looks to be a pretty simple script fix. a_noremotefix.nss just needs an extra line void main() { DestroyObject(GetObjectByTag("naked_fakpc", 0), 0.0, 0, 0.0, 0); + DestroyObject(GetObjectByTag("nak_fakbao", 0), 0.0, 0, 0.0, 0); AssignCommand(GetObjectByTag("BaoDur", 0), ActionJumpToLocation(Location(Vector(64.13808, 25.90077, 1.8), 303.63025))); AssignCommand(GetFirstPC(), ActionJumpToLocation(Location(Vector(63.85465, 28.03239, 1.8), 303.63025))); } Looks like this may be an issue in a_remotetrain.nss as well based on this post. void sub2() { SetGlobalFadeOut(3.0, 0.5, 0.0, 0.0, 0.0); AssignCommand(GetObjectByTag("BaoDur", 0), ActionJumpToLocation(Location(Vector(64.13808, 25.90077, 1.8), 303.63025))); DelayCommand(3.5, AssignCommand(GetFirstPC(), ActionJumpToLocation(Location(Vector(63.85465, 28.03239, 1.8), 303.63025)))); + DelayCommand(3.5, DestroyObject(GetObjectByTag("nak_fakbao", 0), 0.0, 0, 0.0, 0)); + DelayCommand(3.5, DestroyObject(GetObjectByTag("train_remote", 0), 0.0, 0, 0.0, 0)); SetGlobalFadeIn(4.0, 1.0, 0.0, 0.0, 0.0); DelayCommand(4.0, ActionResumeConversation()); }
- Last week
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Put order files, like the first file in up is named ,,Joelle'' and the other file named ,,Jolle2'' so file named Jolle2 can't be first because it may cause bugs i think. True about steam workshop, but if you don't read my installation instructions, DON'T install from workshop first, it has same bugs as yours, you are locked in Tomb of freedon nath, to have working this mod install this mod from deadly stream except streamvoices and then install from workshop, you should have it working now i think. Someone actually made installation instruction for this mod in Nexus Mods after mod was published in other websites for some reason. And if you don't know than Install it WITHOUT MODS, even TLRSCM Hope it helps
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@itzsethgamer If it isn't letting you install, it means it isn't detecting your TSLRCM installation. Are you using the Steam Workshop version of TSLRCM? If so, it's not recommended to install other mods (read here) and I don't recommend installing the non-RCM version either. If you want to use this mod alongside TSLRCM, do a fresh install of the game and use the TSLRCM version from Deadlystream.
- 2 comments
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- command
- mandalorians
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As you have suspected, there is no clean solution to swap this mod from the default installation to the PartySwap compatible installation, so a complete and clean re-installation of the game and the mods you want to use is your only option. This is exactly because the two installations modify a lot of the same files with the same dialogue, but there are also differences in exactly how the two installation options modify the dialogue, so installing them together will likely mess up the dialogue cutscenes and cause game-breaking issues. There is a reason this mod has two different installation options depending on if you have installed the PartySwap mod or not, and I explicitly intructed in the mod's download page and README file that you can only choose ONE of the two installation options. If you play KotOR 2 game on a platform like Steam or GOG, you don't need a backup of the original installation just to do a clean reinstall, since you can just uninstall the game, delete the mod folder, then download the game to reinstall the game from scratch.
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- command
- mandalorians
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itzsethgamer changed their profile photo
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To clarify what I mean here I said that Darth Nihilus in my weird head-canon/fanfic was originally Mandalore the Ultimate BEFORE he became Darth Nihilus, the leader of the Mandos that started the Mandalorian Wars, and I am trying to apply logic to that. As for your idea though, I always wondered if Nihilus can and have lived on in his mask and possess people like Momin, (the Sith you mentioned), from the New Canon, or if there is something else going on. There is a Tabletop book called "Unknown Regions" and one of its mini-adventures is called the "Mask of Darth Nihilus". In that mini-adventure, it has interesting lore bits on Nihilus's mask, but it doesn't seem like he outright possesses people, at least from what I have gotten from it, but who knows. Regardless though, this is a headcanon and theory thread so talking about what seems "official" or not is irrelvant to the topic of the post, (especially since Mandalore the Ultimate is for sure not Nihilus in the real KOTOR lore but he is in one of my fanfic/headcanon idea story).
- 19 replies
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- head canon
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- 8 comments