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Crungolicious joined the community
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Yes after reinstall it works without patching
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KotOR 1 Level Cap Mod (To Level 50)
LanguageWriter123 replied to LanguageWriter123's topic in Mod Releases
@carrick16 I'm glad you got it to work! Sorry you had troubles with it to begin with. It works with higher resolutions too like 2560x1440? If not fully, maybe I should patch exes with that Uni Widescreen patch applied before mine. -
BringbyFate joined the community
- Today
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memi101 joined the community
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- 105 comments
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dan1104xv joined the community
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Hi, @LanguageWriter123exe file dont work on 2560x1440 resolution. Then ive patched your exe file like here - https://steamcommunity.com/sharedfiles/filedetails/?id=2901738838, and now i see main menu good but game crushes on new game or loading. Maybe do youn something about that? upd: reinstall game, paste your files and then installed Communty Patch and now works! tested with cheat exp, see 50 lvl
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hyperblast1 started following Sleheyron- Story Mode
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aurora0013 joined the community
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SerOfHats joined the community
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It was an error, caused by a patch for the game fonts. It caused crashes, when looting. Sometimes. Anyway, i finished the mod. Great stuff. Some more crash reports, when loading into the Czerka Biolab modules. And then the Iridorian ship is also kinda unstable. There an error near the end, where the cinematic with Bogga behind the door doesn't trigger and then the game locks up and you cant proceed to the bridge. Restarting a few times, fixed it. PS Out of curiosity.... any plans to improve the main areas visuals. The modules are kinda unfinished.
- 105 comments
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AF1969 joined the community
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KotOR 1 Level Cap Mod (To Level 50)
LanguageWriter123 replied to LanguageWriter123's topic in Mod Releases
@scheder I just tested the exe again here and it worked fine for me. Did you not place the exe in the main swkotor directory and extracted the 2da files (from 2das.rar) plus the replacements (stray xptable.2da and exptable.2da) into the Override folder, in the main directory? If the Override folder isn't there, create and make it there. Then add those files in. If it's still not working, tell me the exact problems you are having when launching it. -
I am little confused at how you install this. the exe does not work for me.
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scheder joined the community
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Q-Cumber613 joined the community
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brothersforever joined the community
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Gedonna started following TSL Restored Content Mod
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Please drop any Lightsaber hilt mods you have created here
Oaks replied to Untold Prophecy's topic in Mod Requests
I will sent to you. -
Enemy Difficulty & Scaling Question
DarthParametric replied to AOD333's topic in General Kotor/TSL Modding
For specific examples of #1, you can see how the Wraid spawns in the Dune Sea are gated by a simple player level check in the module's OnEnter script: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/K1/Modules/M18AA_Tatooine_Dune_Sea_tat_m18aa/k_ptat18aa_enter.nss For UTEs (encounter templates), you can check one of the Taris Lower City apartment modules, M03AB or M03AD. One of them uses UTEs to spawn the gang mooks. Although I can't recall if they have level variation. - Yesterday
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Enemy Difficulty & Scaling Question
JCarter426 replied to AOD333's topic in General Kotor/TSL Modding
KOTOR 1 has essentially two types of level scaling: 1. Spawning more and/or different NPCs. This may be done either through a script or through an encounter object. 2. Buffing NPCs when they are spawned. This may be done either in an individual script or with the global script k_def_buff. With the first, I would expect the change in stats to feel consistent regardless of PC level. With the second, you will experience diminishing returns at higher PC levels because enemies will be getting the same flat bonus added to a higher base stat. -
Hello everyone, I'm currently in the process of making a very simple mod that increases enemy difficulty. I was inspired to do this by SAO1138's Hard Mode patch for their Sleheyron Story Mode mod. I (and I'm sure most people) simply find the game too easy. I do play with the Darth Souls difficulty mod by ChabdlerJ47, usually on the hard setting (200% damage), but even this isn't enough. And setting it to even higher damage just feels odd, as some encounters become medpack spam fests and the ones I would truly like to be more difficult (common enemies) are still too easy. Anyways, I found SAO1138's Hard Mode patch to be a good difficulty increase. It increased the difficulty without making things feel unfair, so I compared those files with the original ones. After playing through the game I decided that a 1.5x increase to the Strength and HP of most enemies would be a fairly balanced change, but I'll probably make a 2x version as well. In some cases I will increase other stats, and maybe add better weapons here and there, but the idea isn't to make things feel unfair, just more challenging. I am currently in the process of creating this, and I will of course share it when I'm done. Now my first question (and main concern) has to do with enemy scaling. For instance I know that the sand people you face at lvl12+ are much stronger than those you face at lvl1-11. I've looked all over but so far haven't been able to locate a list of which enemies scale, by how much, and at what player level the increase takes effect. If anyone has this information and would be willing to share it, it would be much appreciated. Even without this info I still think that 1.5x will be a fair increase overall, as even with the scaling things feel too easy. And if there are encounters or enemies that end up feeling too tough, we have a difficulty slider for that. My second question, is whether or not there is anything else that affects enemy difficulty. Are there any scripts that I should be aware of? I know that there are spawning scripts, but my assumption is that those scripts spawn enemies using their UTC files within the module, so the 1.5x stat increase would affect the enemies spawned through scripts as well. Again if I'm wrong about that can someone please let me know. I don't have a ton of time to dedicate to modding, but this shouldn't take that long, and I plan to release it within a month or so. Answers to my questions will help me know if I'm on the right track, or if I'm missing anything. Also, on an unrelated note, does anyone know of a detailed tutorial on creating tslpatcher instruction scripts? Perhaps there's one on this site and I've simply missed it. I would like learn this, as tslpatcher (or holopatcher) seem to be the standard, and I have mods I've created that I'd like to share, but I want them to be as compatible as possible (some require 2da edits). Thanks in advance for any help/advice.
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Please drop any Lightsaber hilt mods you have created here
Aarguitar replied to Untold Prophecy's topic in Mod Requests
May I get these Lightsaber hilts as well? I would really appreciate it! -
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Account To Be Permanently Terminated And Exiled From The Jedi Order.
- Last week
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Man this progress on this is so cool! Something I would love to see is an implementation of a lua machine with a way to inject values at runtime to loaded `.2da` and `.gff` data. I find lua scripting a lot easier to work with.
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You don't need any permission if you're making something for your own use. Only if you want to publicly release a mod that uses other people's assets. In this case, it's almost certain that you'd be editing vanilla or TSLRCM scripts and the DLG. You would create a patcher setup for the latter, so there really shouldn't be any permission issues for third party mods. As to the how of it, well it greatly depends on how the existing scene is set up, but as I alluded to, both scripting and DLG changes are going to be required most likely.
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One of my favorite mods for KOTOR 2 is the Extended Enclave by danil-ch & Darth Hayze. However, there is one thing about the mod that I dislike; it changes how the Jedi Masters die. In the vanilla, they die the minute Kreia strips them of the Force, showing that, unlike the Exile, they were not strong enough to live without it. The Extended Enclave mod changes this sequence of events so that she strips them of the force midway through her monologue, bringing them to their knees, and then uses Force Crush to kill them once she finishes her monologue. I would like to swap these animations, as well as the proceeding dialogue, so that "You have taken my other students; you shall not have this one." followed by Force Crush is what brings the masters to there knees and "See the galaxy through the eyes of the Exile." followed by her stripping them of the Force is how the scene ends. The issue being: I have no idea how to do that. So, what would I need to do in order to make such changes (besides get permission from the mod authors, of course)?
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New green default double bladed saber, not quite finished.
- 213 replies
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- tslrcm 1.8.6
- tsl
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(and 4 more)
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Che7mestry started following High Quality Skyboxes II, Detran's Darth Revan, High quality skyboxes model fixes v1.0 and and 2 others
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Kotor 1 - Stuck before Dantooine Star Map
DarthParametric replied to keegs's topic in Knights of the Old Republic General
Works perfectly fine on my end. The door is closed and triggers the cutscene when opened. If the cutscene does not trigger when opening the door on your end, please describe exactly what you are doing and list all the mods you have installed. -
- 23 comments
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- lightsaber hilt
- bugfix
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(and 1 more)
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Kotor 1 - Stuck before Dantooine Star Map
Kriffmaster27 replied to keegs's topic in Knights of the Old Republic General
My lord, I too have stumbled and fell... 000378 - Game377.zip -
Carth head remesh higher poly and retextured (v2)
Aarguitar commented on Elayerfawkes45's file in Mods
