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  1. Today
  2. "Mission is given a Vibroblade when she joins your party and after rescuing Zaalbar, you can find his bowcaster in a locked footlocker, but Mission is optimized for ranged weapons and Zalbaar for melee weapons. I'd like it if you increased Mission's strength and Zaalbar's dexterity so they can effectively use their respective weapons." I know this original comment is prettty old now but, I wanted to comment on this also... because I wondered the same thing about the way these two characters were specced out. So, Zalbaar 'has' a range weapon even though he is better suited for melee weapons and (vice versa) Mission has a melee wpn even though she is better suited for ranged wpns. You have to look at this from an RPG view... they have these weapons but, that doesn't mean they have to use them. In fact, these two are a team when you get them and it would be fair to assume they share each others weapons. So, sure... give Zaalbar the sword and Mission the bowcaster since that's what would be 'ideal' for them to use based on their stats. At least, that's what I always do. I don't feel like their stats should be changed in that regard cuz, the devs built them how you would expect those races to be built. A Sasquatch / Bigfoot type creature 'should' be really strong and a petite alien girl 'theoretically' would be weaker and more agile. Going by this philosophy... the game is already designed correctly in regards to these two imo. However, I'm not sure I agree with changing Mission's Wisdom either... she's young and doesn't 'seem' too bright when it comes to the nature of people--going off her dialogue's. I guess that's debatable though. And, any of these changes could be made using a save editor--theoretically.
    Use them! These are brilliant, thanks for sharing.
  3. You can have a look at how they do it TSL for the Academy and Dxun sparring. At a guess, someone's OnHeartbeat is probably listening for the PC using powers. In either the opponent's OUD or maybe another NPC or an invisible placeable. Potentially even in the module's OnHeartbeat, but I'm not sure if that's necessary. Edit: Ah, Obsidian added a dedicated function for it in TSL, SetForfeitConditions. Makes sense, but obviously that doesn't exist in K1. You'll have to try and manually catch the PC casting. You can probably just do a check in the OnHeartbeat for the PC casting at either the opponent or themselves.
  4. Could you post the errors you received? It looks to be compatible with both games as it's only adding lines to both classes.2da & skills.2da Also please make sure you selected your kotor install folder & not the override folder
  5. This can easily be done by editing the script "k_align_movie" I had to edit it so that it didn't randomly show up while playing the port of KotOR I have been working on. Here is a version that should only play once you have completed one planet or rather, found one Jedi. k_align_movie.ncs k_align_movie.nss NOTE : I haven't tested it and put it together quickly but it should work. PLUS : I realise that this isn't precisely what you asked for but, it's close as all three of your points describe different potential points at which to place it, regardless the functions and variables you should need to figure out to make it work the way you want it to work are contained in this script.
  6. My KotOR 1 Twi'lek Male NPC Diversity does not modify any nameless Twi'lek NPCs, so my mod shouldn't cause your game to crash when you enter that level of Vulkar's base where that nameless Twi'lek NPC is at for the first time. The Vulkar base does have an NPC affected by my mod, but when you enter the Vulkar base for the first time, he is not at the same level as that nameless Twi'lek NPC. Are you saying your game doesn't crash at the Vulkar base any more with my mod installed? At what point did you install my mod, and other mods you mentioned? Installation order matters a lot when you are using a lot of mods with the KotOR games, which is why the KOTOR Community Portal mod builds have carefully structured the order to install mods. Also, Snigaroo, the creator of the mod builds, had been testing my KotOR 1 Twi'lek Male NPC Diversity with the mod builds, and he never reported anything about the game crashing with my mod installed either. Did you start a new game after installing the mods?
  7. Yesterday
  8. @TrappedDean the relevant logs from your post (not fully complete) [2024-09-14 20:40:26] [Error] Name: Movie-Style Rakatan Holograms Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\[K1]_Movie-Style_Rakatan_Holograms_v*.7z] [2024-09-14 20:40:26] [Error] Name: Dark-Side Ending Cutscene Enhancement Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\[K1]_Dark_Side_Ending_Cutscene_Enhancement_v*.7z] [2024-09-14 20:40:26] [Error] Name: Elder Droid Unique VO Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\[K1]_Legends_-_Elder_Droids_Unique_VO_v*.7z] [2024-09-14 20:40:26] [Error] Name: Ajunta Pall's Swords Revamped Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\Ajunta*s Swords.7z] [2024-09-14 20:40:26] [Error] Name: Ajunta Pall's Blade Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\[K1]_Legends_Ajunta_Pall's_Blade_v*.7z] [2024-09-14 20:40:26] [Error] Name: JC's Mandalorian Armor Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\JC's Mandalorian Armor for K1 v*.zip] [2024-09-14 20:40:26] [Error] Name: Weapon Base Stats Rebalance Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\Weapon Base Stats Re-balance K1.rar] [2024-09-14 20:40:26] [Error] Name: Gaffi Stick Improvement Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\Gaffi Stick Improvement.zip] [2024-09-14 20:40:26] [Error] Name: Quarterstaff Replacement Pack Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\QSRPK1.7z] [2024-09-14 20:40:26] [Error] Name: Dantooine Training Lightsabers Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\DantTrainingLS*.zip] [2024-09-14 20:40:26] [Error] Name: Logical Datapads Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\Logical Datapads.7z] [2024-09-14 20:40:26] [Error] Name: Realistic Visual Effects Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\visual_effects_k1.7z] [2024-09-14 20:40:26] [Error] Name: NPC Alignment Fix Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\NPC_Alignment_Fix*.rar] [2024-09-14 20:40:26] [Error] Name: Carth Onasi and Male PC Romance Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\Carth Onasi and Male PC Romance.7z] [2024-09-14 20:40:26] [Error] Name: JC's Romance Enhancement: Pan-Galactic Flirting for K1 Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\JC's Romance Enhancement - Pan-Galactic Flirting for K1 v*.zip] [2024-09-14 20:40:26] [Error] Name: JC's Romance Enhancement: Biromantic Bastila for K1 Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\JC's Romance Enhancement - Biromantic Bastila v*.zip] [2024-09-14 20:40:26] [Error] Name: Ultimate Character Overhaul Patches Instruction #1: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\JC's Minor Fixes - Compatibility Patch*.rar] [2024-09-14 20:40:26] [Error] Name: Ultimate Character Overhaul Patches Instruction #3: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\KOTOR 1 Community Patch - Compatibility Patch*.rar] [2024-09-14 20:40:26] [Error] Name: Ultimate Character Overhaul Patches Instruction #5: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\Republic Soldier's New Shade - Compatibility Patch*.rar] [2024-09-14 20:40:26] [Error] Name: Ultimate Character Overhaul Patches Instruction #7: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\Miscellaneous Compatibility Patches*.rar] [2024-09-14 20:40:26] [Error] Name: Ultimate Character Overhaul Patches Instruction #11: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\Better Twi'lek Male Heads - Compatibility Patch*.rar] [2024-09-14 20:40:26] [Error] Name: Ultimate Character Overhaul Patches Instruction #13: 'Extract' Issue: Missing Required Archives: [<<modDirectory>>\JC's Mandalorian Armor - Compatibility Patch*.rar] [2024-09-14 20:40:26] [Error] Some components failed to validate. Check the output/console window for details. If you are seeing this as an end user you most likely need to whitelist KOTORModSync and HoloPatcher in your antivirus, or download the missing mods. you are simply missing some archives. ensure you downloaded everything and you set the Mod Directory correctly. It seems a lot of your missing archives are compatibility-patch-related. Those are usually part of Ultimate Character Overhaul. Check that download page again and ensure you have the compatibility patches you need downloaded. If you aren't sure, just literally download anything and everything you see on these mod pages and let ModSync figure it out. Broadly, when you are using ModSync, you should start by unchecking everything. Check one thing at a time only after verifying manually that you have the archive downloaded with the correct name. You can do a few at a time and press 'validate' so it'll be obvious which mods are having the issue. Generally, it is not recommended to blindly install everything, while modsync makes it easier it is still important to determine if you actually want the functionality a certain mod is offering... in many cases you may not need/want it. ModSync fully supports picking and choosing the mods you want to install within the list, providing full modularity.
  9. I have a great many mods installed but this is the only one that has anything to do with Twileks. I searched my Downloads folder for mods that had that file, and this was the only one that came up. It's weird that'd be at the vulkar base, I had no problems going to javyars cantina, I know there's a nameless Twilek in the vulkar base .. The game also won't make anymore error reports since it first happened . Most of the mods I downloaded are from the neocities page, this one in particular Mod Builds: KOTOR 1 Full (neocities.org) . I do have KP prequel robes along with the movie robes by N-Drew, also Heart Of Beskar by him, k1cp and all it's patches, Parametric's diversified jedi captives ..
  10. We should all know the problem I am referring to. You're playing Kotor 2 with the TSLRCM mod installed and you are in the middle of Telos playing through the game, you finish a dialogue and then suddenly... the screen goes black, followed by this thing entering the frame. After seeing that this thing is is a ship, you are then greeted with an unskippable cutscene. This is triggered when you gain a set number (20-30 maybe?) of LS or DS points, this means the cutscene will play at a different point in the game during each playthrough. The problem with this is that it often times comes out of nowhere, you're talking to Chodo Habat and once the scene ends you're suddenly greeted by the space ship cutscene followed by a two minute unskippable cutscene or you gain Dark Side points after saying you're going to murder someone but the moment you enter combat... BAM, space ship cutscene followed by two minute unskippable cutscene. And the second problem is that, once you get off Telos, all you need to do is travel to a planet and then immediately board the Ebon Hawk and Visas will already be inside the Ebon Hawk even though you've just left Telos. So this mod request has several parts to fix the issues I have listed: 1) Remove the alignment=cutscene mechanic and instead have the cutscene play after the Jedi Council hologram cutscene. My reasoning for having it done here is because the Jedi Council cutscene takes place in the module 950MAL instead of 003EBO (the main Ebon Hawk module), even though 950MAL lacks a load screen most players would assume they're in the Ebon Hawk and not an Ebon Hawk clone. As of right now, the game goes from Telos Academy > Ebon Hawk (Jedi Council Cutscene) > Ebon Hawk. If the Visas cutscene takes place after the Jedi Council cutscene, the game will instead go Telos Academy > Ebon Hawk (Jedi Council Cutscene) > Ravager (Visas Cutscene) > Ebon Hawk. Just give 950MAL the 003EBO load screen and it'll give off the illusion that you're warping from and back to the Ebon Hawk. As it is now with the alignment system, the "disturbance" Visas refers to is the player growing stronger in either the Light or Dark Side though it looks stupid when that "disturbance" is the player committing tax fraud on Telos or some other lowly action. If the scene takes place after the Jedi Council scene, this "disturbance" can now be interpreted as the Exile not only getting stronger but also making plans to find/hunt down the Jedi Masters. 2) Instead of Visas spawning on the Ebon Hawk after the Ravager scene takes place, it should take place after you complete one planet. So instead of leaving Telos, landing on Nar Shaddaa, immediately turning around and finding Visas, you instead have to complete Nar Shaddaa, deal with Zez-Kai Ell, return to the Ebon Hawk and only then you find Visas. 3) This part isn't really necessary, but when you enter the Hawk the party you had outside will be part of your party whilst the other party members are unconscious in Kreia's room. When the encounter with Visas begins, she'll use Force Stasis/Stun to incapacitate these party members so that it's just you alone fighting Visas. This was apparently Obsidian's original intention as there is a dev note that says "{[After a second, she gets to her feet, and she advances toward the player, she will cast a Force Stun at the other party members - like Bastilla in the first game.]}". Again, this problem isn't nearly as bad as the first two problems so it shouldn't really be a priority I feel.
  11. I've read that the increased skills and attributes mod by Shem is compatible with the first game, but when I tried to install it, I got 22 error messages and the game would crash after character creation.
  12. This doesn't work with the first game. I try to make a new character, and the game crashes.
  13. Thank you for the info! I'll try it out in the coming days and post a quick update (Sorry for the super late response, I was just gathering info at the time, was super busy in the recent weeks, finally getting some time to focus on this!)
  14. It's just an incorrect OdysseyBase name in a model (i.e. someone renamed a vanilla model). It has been an issue in TSLRCM for years with the Jedi Master robes model, for example, although maybe they have fixed that by now (K2CP should fix it if not). It's not ideal, but it shouldn't cause a crash.
  15. This was the first time I ever heard of a "Names Differ" error with any KotOR game or mods, let alone with my mod. I just tested my mod again, and I have no issue with entering the Vulkar base with my mod installed. Uriah is the name of the Twi'lek Pazaak card seller in Javyar's Cantina, and I had no problem entering Javyar's Cantina either. I have also tested my mod with version 1.10 of KOTOR 1 Community Patch and no issues found with entering these two locations as well. Are you using any other mods? If so, list all of them.
  16. Not sure how active this mod is, but having an issue with the installer, stays stuck at installation started and doesnt change Edit: was able to get it fixed
  17. Last week
  18. Hi, Where can I find the Coruscant Knight Schematic? I finally found the Honoured Duellist Emitter
  19. I'm getting an error! Every time I go into the black vulkar base, the game crashes and it says in error log "Names Differ: Twilek_M llk_uriah" .
  20. View File Rebalanced Force Powers Star Wars: Knights of the Old Republic - Rebalanced Force Powers [K1] v1.0.0 By Timbo Overview The Force has undergone some dramatic changes in this mod. In the Vanilla game, Force powers are relatively inexpensive regardless of your Force alignment. Rebalanced Force Powers addresses this problem by introducing FP costs that increase as you upgrade the powers and a simplified alignment system that’s specifically designed to complement these scaling changes. Another major change is that Skills have incorporated into some of the force powers. Awareness now extends the duration of buff spells and Treat Injury increases the potency of healing powers. This mod, alongside it’s companion mod Rebalanced Grenades, should bring some much-needed attention to Kotor 1’s underdeveloped skills system. The powers themselves have had some important shakeups as well. Many powers had the descriptions corrected, and had their bugs fixed. However, the biggest changes come in the form of nerfing many of the game’s buffs. Please note that Rebalanced Force Powers is a standalone version of Balance in the Force’s changes to the Force Power system. It contains updated changes that will appear in v2.0 of that mod as well. List of Changes Neutral Alignment now covers alignment scores of 40-59 with regards to Force powers. Alignments between 0 and 39 and give a 50% FP cost discount with dark side aligned powers and 50% FP cost increase with light side aligned powers. Alignments between 60 and 100 and give a 50% FP cost discount with light side aligned powers and 50% FP cost increase with dark side aligned powers. Heal, formerly known as Cure, costs 30 FP. It heals 5 + CHA + Treat Injury + level/2. Improved Heal, formerly known as Heal, costs 40 FP. It heals 15 + CHA + Treat Injury + level/2 and removes poison. Force Enhance, formerly known as Force Aura, costs 20 FP. It adds +2 physical attributes. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Knight Enhance, formerly known as Force Shield, costs 30 FP. It adds +4 to physical attributes and Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Master Enhance, formerly known as Force Armor, costs 30 FP. It adds +6 physical attributes and adds Immunity: Critical Hits. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Force mind, formerly known as Force Valor, costs 20 FP, adds +2 to mental attributes. It affects all party members. It lasts 20 + Awareness seconds. Knight Mind, formerly known as Knight Valor, costs 30 FP. It adds +4 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Master Mind, formerly known as Master Valor, costs 40 FP. It adds +6 mental attributes and Immunity: Poison. It affects all party members. It lasts 20 + Awareness seconds. Stun costs 20 FP. Stasis costs 30 FP. Stasis Field costs 40 FP. Stun Droid costs 10 FP. Disable Droid costs 20 FP and it now requires a Fortitude Save as stated in its description. Destroy Droid costs 30 FP, adds 1d6(Level) and it now requires a Fortitude Save as stated in its description. Force Speed, formerly known as Burst of Speed, costs 20 FP, it doubles movement speed, and it adds +2 to Defense. It lasts 20 + Awareness seconds. It can be used with armor. Knight Speed costs 30 FP. It doubles movement speed and adds +5 to Defense. It lasts 20 + Awareness seconds. It no longer stacks with Stimulants. Its prerequisite level has been reduced to 6. It cannot be used with armor. Master Speed costs 40 FP, doubles movement speed and adds +5 to Defense. It adds 1 bonus attack per round and a -2 penalty on all attacks. It lasts 20 + Awareness seconds. Its prerequisite level has been reduced to 12. It cannot be used with armor. Energy Resistance costs 30 FP. It reduces fire, cold, electrical, and sonic damage by 6. it reduces energy damage by 3. It lasts for 20 + Awareness seconds. It no longer stacks with Energy Shields. Improved Energy Resistance costs 40 FP. It reduces fire, cold, electrical, and sonic damage by 12. It reduces energy damage by 6. It affects all party members. It lasts for 20 + Awareness seconds. It no longer provides poison immunity. It no longer stacks with Energy Shields. Force Push has had its stun duration fixed. It now actually lasts 3 seconds. Force Whirlwind is 20 FP, requires a Fortitude Save, and its description has been corrected to reflect its actual damage and duration. Force Wave is 30 FP. Force Resistance costs 20 and has a DC of 5 + Defender Level. Force Immunity costs 30 FP and has a DC of 10 + Defender Level. Force Suppression is 20 FP. Force Breach costs 30 FP. Lightsaber Throw costs 10 FP. Drain Life costs 30 FP. Death Field costs 40. Fear costs 20 FP. Horror costs 30 FP. Insanity costs 40 FP. Shock costs 20 FP. Force Lightning cost 30 FP. Force Storm costs 40 FP. Slow costs 10 FP. Affliction costs 20 FP and its description has been corrected to reflect its actual effects and duration. Plague costs 30 FP and its description has been corrected to reflect its actual effects and duration. Wound costs 10 FP. Choke costs 20 FP. Kill costs 30 FP. Acknowledgements offthegridmorty’s Treat Injury Affects Force Healing is the forebear to this mod. As far as I know, offthegridmorty is the first person to add skills to Force powers. Not only that, offthegridmorty himself provided feedback and taught me some critical things needed for this mod. Thank you offthegridmorty. Thor110 has taught me so much regarding KotOR mods that he pretty much gets a permanent spot in all of my acknowledgements. Thank you Thor110. Compatibility Rebalanced Force Powers is expressly not compatible with any mods that change the scripting of Force Powers, combat shots, or energy shields. It’s also not compatible with Balance of the Force. It will be included in the next major update of that mod but at the time of this writing, there’s still much work to be done before that happens. Frequently Asked Questions Why do some of these changes feel like nerfs? That’s because they. Rebalanced Force Powers is actually a piece of a major gameplay overhaul mod called Balance in the Force that rebalances every aspect of the game to make all player options viable and add some challenge to the game. I’ve released it as a standalone mod because even on its own it adds several neat ideas to the game and reduces the overpowered nature of the force power system a little bit. Balance in the Force will actually nerf things a little bit more. What did you do to Aura? Force Aura, while also ridiculously powerful, was so redundant that no one used it. So, I tossed it. Fun fact: I added Immunity: Critical Hit so that I could justify keeping those shield icons the same the tier 2 and 3 versions of the power. What did you do to Valor? Force Valor is tied for most overpowered force power in the game. Providing +5 to all six attributes and Saving Thows is bonkers. So, I split it into two powers called Force Mind and Force Enhance that split the mental and physical attributes between them. I did increase the buffs to +6 as consolation for making them no longer stack with stims. The Balance in the Force version will cap at +4. What did you do to Speed? Force Speed is the other power tied for most overpowered Force power in the game. Now, at level 1 it only provides double movement speed with no defense bonus. This is a quality-of-life change for armor wearing Jedi who still want to navigate the map quickly. Tier 2 opens up 3 levels earlier at level 6 and adds a bonus defense of 5. This functionally allows it to fully replace force Aura line of spells. Tier 3 opens up 3 levels earlier at level 12 however, instead of getting two extra attacks you only get 1. What did you do to Energy Resistance? Improved Energy Resistance was an incredibly strong power that served as one of the many ways of making players functionally immortal. In past mods I probably nerfed it too aggressively so in this version. I scaled it to K2’s damage resistance values for cold, electric, fire, and sonic and I reintroduced blaster resistance but at half the value of the other resistances. Submitter Timbo Submitted 09/15/2024 Category Mods K1R Compatible Yes  
  21. View File Kinrath Egg Fix In the first version of the game on Dantooine in the Crystal Cave, if you destroyed the Kinrath Eggs, you gained dark side points, which was stupid, so in a patch they changed it, and now you gain red lightsaber crystals instead of dark side points, which is equally stupid. So i changed it to 25xp and a small chance to get poisoned. Submitter GearHead Submitted 09/26/2024 Category Mods K1R Compatible Yes  
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