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  2. Yes after reinstall it works without patching
  3. @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.
  4. Today
  5. Regarding the crashes, if you're on Windows and Steam, try running in compatibility for Windows 8. Worked for me. Wdym by "unfinished" ? And "Unstable" ? Is it just that Bogga conv ? That's weird, seems to be working for everyone else...
  6. 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
  7. 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.
  8. @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.
  9. I am little confused at how you install this. the exe does not work for me.
  10. AOD333

    Golden HK-47

    I love this HK-47 texture. Sure there are other nice ones out there, but not only does this one look great, it adds some class and charm to our favorite droid (not that he's lacking in either one!). 5/5, this has been in my override for every playthrough since this texture was released.
  11. 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.
  12. Yesterday
  13. 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.
  14. 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.
  15. May I get these Lightsaber hilts as well? I would really appreciate it!
  16. JediJonJ

    🖕

    Account To Be Permanently Terminated And Exiled From The Jedi Order.
  17. Last week
  18. 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.
  19. Well you can't skip the prologue with this patch and keep the items as you could with original.. kinda salty on that one.
  20. 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.
  21. 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)?
  22. Loving the mod so far! But I was wondering if it would be possible to keep the original dancers outfit somehow?
  23. Good idea! And a 'Canonical Colors' option that gives Juhani a blue lightsaber and Jolee a green one. Or simply allow for multiple color variations for their lightsabers.
  24. 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.
  25. My lord, I too have stumbled and fell... 000378 - Game377.zip
  26. I love this reskin/remesh. It really fits with the character. Great work. EDIT: Just noticed the bumpiness problem, but the face texture is still great even with the original mesh.
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