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  1. Today
  2. Konsssz

    Revenge of Revan

    this mod is PEAK. As a person who is not a big fan of the swtor storyline this is my Kotor III😭 ( also the amount of hating twi'leks receive from the Corellian's is insane. My Twi'lek Jedi is already beefing with the sergeant and general. Some of them get creative with the insults too 💀 )
  3. Alright, I get it. Although your reasoning doesn't seem very clear to me as Gonto is actually one of the few humans (so english speaking) characters in the Tournament (but I think it was a vanilla character so translation isn't an issue ?). It's a shame I can't recommend you most of the mods I made... Even my Manaan taxi speeder system has some english lines, although if you know how to use Holocron Toolset a little, I'm sure you could translate it, as there's no one actually speaking. However, you can definitely check out this SWTOR style music overhaul if hearing the same old music kinda bores you or your fellow brasilians. Tbh with you, even I, as a French, am not a native english speaker. But damn, not being able to speak english and being a Star Wars must suck. At any rate and last but not least, do not forget that you need Thor110's room restoration before installing my option. Anyway, good luck with your project !
  4. Yesterday
  5. Right! So, the reason is actually because I'm trying to make a PT-BR version of a list of great/essential mods for the game to share with other KotOR enthusiasts here in Brazil that don't speak English (version 2 of a project I've been doing ever since 2013). The translation has been available for a while and it works wonderfully with K1CP, but since the Manaan Pazaak Tournament adds a bunch of dialogue and what not, it wouldn't be much use for those that don't speak the language, but this minor add-on would certainly make its way into the list.
  6. Hello there! Very exciting feature! Just a small message to ask you about the very basic global informations and state of this mod atm. Especially, what are the limitations behind it? Thanks, and great job
  7. Last week
  8. DAMN that does indeed look great. It's amazing having a community that diversified, with people improving the game in itself with that kind of things, while others add retextures, new items, features and options or even quests/story content. @LanguageWriter123 Talking about story content, this cap improvement mod will be a big + for the expansion I'm planning (and already started making), which takes place after we defeated Malak. Being able to level up again will genuinely make it feel like it's part of the game. So thank you for that. @LanguageWriter123 @GearHead Did you ever try messing with the maps ? It's the only thing the high resolution broke that never got fixed, and it's quite sad having the map only taking like a quarter of the screen...
  9. Yes no problem and thank you. Yeah that would be great I hope so. Yes you're right, I still need to work out with the code for the feats and force powers with that. But you could edit featgain and classpowergain 2das before level 21, that way you can add more for those levels.
  10. So I've been trying this Mod a while ago and I noticed there were some changes that ain't listed here: 1. Ixgil, the alien gunned down by a Sith-Patrol when you leave your apartment on Taris, is now a Bith 2. You have to both get invited to the party AND save the interrogated alien now. If you went to the party first, you have to leave the Northern Apartments and then return. By wearing the Sith-Uniform from the party, the Sith-Troopers confuse you with one them, which alters the way they interact with you 3. In the Lower City Apartments, with the exception of Matrik's, the apartment rooms with locked doors now all contain a Vulkar Boss, briefly interacting with the PC before attacking. The exception being the Vulkar Boss spawning in Selven's room who turns hostile immidiately. The room containing the Elam Mattrik puzzle, now also contains a corpse with a human model who's head lies in a small pool of blood (most likely Elam himself) 4. The Outcast village now contains child NPC's 5. The sequenz of Hendar being attacked by a Rakghoul while outside the Outcast Village has been slightly extended and neither he nor Hester disappear if Hendar is saved but stay nearby as interactable NPC's 6. There is a human male Black Vulkar scout scavenging the escape pot who attacks you on sight, but once his health bar is close to death he surrenders and begs for mercy. You can probe him for information about how to enter the BV Base via a persuade skill (but he only tells you to ask Gadon if successful), kill him immidiately, kill him after the persuade check or let him go, after which you either retrieve lightside or darkside points 7. In the sewers you can encounter a second Sith-Patrol who's commander is pretty paranoid. You can talk him down with two persuasion checks involving your Sith Pampers l, after which his dialogue pretty much becomes a copy of the commander from the first patrol 8. If you helped Gadon Thek retrieve the Prototype Accelerator, you will receive a comlink message from Zaerdra shortly before starting the race. Nothing of the sorts happens if you take Kandon Ark's deal though Anyone knowing why those ain't included?
  11. Hey Everyone! I had some time today to continue with the Robes project Now we have Sith Lord Robe (Had some thought about this, the original texture for this one was no good, so I recoloured the Kavar's Jedi robe texture from Force Fashion) Sith Inquisitor Robe (This one required some tweaks but overall was good) Sith Crusader Robe (this one required only the collar fix. Looks amazing IMHO) Sith Warrior Robe (alas, I had to get rid of the part of the robe below the belt, those belts looked on a texture but on the characters they were not very good) Overall I'm almost done with fitting/retexturing/editing the K2 robe textures for K1 robe model for the sith. Only Sith Marauder and Sith Assassin Robes are left. When I have time I will finish them and I really want to move on to Jedi
    Just ran my first playthrough of KotOR in around 13 years with this as part of a heavily modded run. Really enjoyed it. My only minor critique is that I would have preferred the original tracks to the Samuel Kim remixes and a SWtOR track for Malak. Other than that, it's a really great mod and it goes quite well with other SWtOR-related content like the various Canon Revan heads for that added bit of SWtOR spice.
  12. I just wanted to let everyone know that I whipped up a script that managed to fix the Read Schematic feat not being given to the player character after lightsaber creation. I took the script the Peragus Administration Level uses to give the player the Force Chain feat, and replaced Force Chain's Row Label number (205) with Read Schematic (245). Let me know if anyone encounters any issues with it! I'd like to publish this script as my own mod if Kaidon Jorn would be okay with it (it doesn't use any code provided above or in any other places from the mod, but I'd love to gain his endorsement if this helps people!) a_lrn_sch.ncs
  13. Good catch! Lord Mird was an influence, sure, but Galaar was ultimately inspired more by the general trope of a grizzled old warrior and his dog than by any specific character.
  14. I searched Kotor 2 txi's and only the 1 texture used that water effect. The vanilla texture causes frame stuttering and editing that texture causes crashing.
  15. is the force cage bugged in the current version? there are two of them, i have removed one, which just appeared solid with no transparency i believe (i did remove the water effect, after somone recommended it). then there's another, this one has transparency working.
  16. It doesn't do anything. Removing it is fine. The force cage texture is also bugged. Removing the water effect from the TXI fixes it. Then theres a few textures that don't come with a TXI when decompiled and will have alpha issues. Dantooine leaves, korriban blast damage, and a shrub are the ones I remember.
  17. Just tried to level up my character after building my lightsaber, and I don't see the feat as selectable anywhere. How exactly did you implement it without a script?
  18. And a beard, like that Revan face mod ! @vurt needs to make a modernization of it !
  19. 2021 and 2024 are obviously completely incompatible. There's no need for the script in 2024. Anyway, the new version lets you select the feat at level up for the player and whatever companions you wish except non-jedi.
  20. Is Hound of Mandalore inspired by Lord Mird, the pet of Walon Vau from the Republic Commando novels?
  21. I notice for TSL 726 .txi files has xbox_downsample 256 which potentially could mean for PC we never saw these textures above 256x256. So i'll be sure to remove this setting in case the setting is still respected even on PC. My impression of TSL overall, seems really rushed and sloppy, but i guess thats not even a hot take. Its a game i never finished, found it kind of a drag tbh, similar to how i feel about FO:NV, has some truly excellent characters though, good dialogue, decent enough writing (though maybe not my cup of tea, i preferred the original game by far), but other than that, idk...
  22. Thanks for posting the script! I'm using 2024 currently, but I did go to my old installation (which uses the 2021 version of the mod) and it did have a a_lrn_sch script. I tested it in my override just to test it and it was obviously buggy as Sith spit, but at least I can confirm that Bao-Dur does indeed fire the script. EDIT: Compiled this script, got the same result that the 2021 version of the script gave me. To be clear, I'm using the 2024 version of the mod itself. Is there a way to make the script call to give the player a specific feat (since it's instead calling for a line in dlg.tlk, which other mods can replace)? I know Handmaiden's dialogue in the base game uses a script to give the player the Battle Precognition feat. I'm very new to scripting, I'm just brainstorming tbh
  23. Ok so you're using SLM 2021? The thing is the script compiles when you install the mod with certain string refs from the dialog TLK file ( there's the chance I did that wrong), so the corresponding string refs in the uncompiled script match what's in the DLG TLK. (Also 2da Memory tokens) But I can post a debug version here... void main() { int int1 = 282; int int2 = 136393; string string1 = "ip_scheme"; if ((GetIsInConversation(GetFirstPC()) == 0)) { GrantSpell(int1, GetFirstPC() ); DelayCommand(1.5, DisplayMessageBox(int2, string1)); } if ((GetIsInConversation(GetFirstPC()) == 1)) { DelayCommand(0.5, ExecuteScript("a_lrn_sch", OBJECT_SELF)); return; } } Wow. Yeah I really did make that version more complicated than necessary.
  24. I think I may have found the cause of the missing Learn Schematic feat. I looked in baodur.dlg, and noticed that the dialogue for when you construct your lightsaber called for a script called "a_lrn_sch". However, I looked in both the override folder and the tslpatch data folder that the mod's installer uses, and the script wasn't present in either of them. Is there a chance I could get my hands on that script so I can test it out? If I'm wrong please let me know, I love modding this game but I'm only human.
  25. Made a small patch which is now available Fix for transparency on Bastila's face (gloss map removed, can't get it to work for this character it seems) Fix for armor PFBE07. It should now be far less glossy
  26. Thank you for your hard work in doing this. People that love K1 are going to enjoy this. So, past level 21 you can still get attributes, and skill points, but no feats and force powers?
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