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  2. 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.
  3. Today
  4. 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.
  5. Yesterday
  6. 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.
  7. 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.
  8. May I get these Lightsaber hilts as well? I would really appreciate it!
  9. JediJonJ

    🖕

    Account To Be Permanently Terminated And Exiled From The Jedi Order.
  10. Last week
  11. 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.
  12. Well you can't skip the prologue with this patch and keep the items as you could with original.. kinda salty on that one.
  13. 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.
  14. 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)?
  15. Loving the mod so far! But I was wondering if it would be possible to keep the original dancers outfit somehow?
  16. 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.
  17. 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.
  18. My lord, I too have stumbled and fell... 000378 - Game377.zip
  19. 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.
  20. It would not be compatible. This mod would replace the saber models.
  21. Hello there, and hope you are well. Have a small question about this, since I would love to use this and fix the lightsaber hilts in-game: Does this work with Kaidon Jorn's Default Hilt replacement mod ( 2024 version )? I have a heavily modded sith lords game and the one mentioned above is one of the mods installed ( the only one, for lightsabers ) and I would like to know if I can install your lightsaber hilts glitch fix over it. Thanks in advance!
    This is great work. It really was a great idea and it's executed flawlessly. The textures are sharp, and the trim was added to all the right spots to be accentuated as the character moves. 5/5 for sure. And something else. I (and I assume many others) already had the envmap for my PC and companions set to CM_Baremetal due to other armor mods. One downside to this however is that standard jedi robes look sort of weird, at least the dark jedi robes do, they reflect in an ugly way. These robes, in addition to what I said above about how great they look, offer a perfect alternative. They are a perfect replacement for the dark jedi robes, and with the stats tweaked a bit, they are a perfect middle ground between common robes, and better ones like Qel-Droma's or some custom ones I put together. This mod more than deserves the 5/5 I gave it, as although there are tons of armor and robe mods, only a small number of these truly stand out in their beauty and design, and these are some of the best.
  22. The Weapons w_melee_23 & w_melee_14 have the same texture glitch. Maybe you can fix them too.
    It is Working perfectly, it is very useful and fits very well with the game. Using on a 1920x1080. For anyone having trouble, i had some too, what worked for me is using UniWS, then following the Readme, that states to Execute the hires_patcher.bat on the game folder, then i copied the archives that matched my screen resolution and all worker perfectly. It is worth the struggle.
  23. OK. let's let the cat out of the bag. I'm the one doing the texture mod that N-DReW25 is referring to. In fact, I had done a version of this before. However, now that I've had more time using the Topaz Gigapixel, I thought I could make improvements on what I had already released to @N-DReW25 and Makr0n. I've sent them the results of my upscaling and I would like to get their input (and perhaps some screenshots for the download page?) before releasing the textures to the general public. With that said, it's best to temper your expectations first. Here's what my upscale package won't include from the textures included in the ROR package itself. Characters, creatures, portraits, droids, or outfits: The reasoning for this is that RedRob41 originally did the ROR textures for this category. It seems very likely that in the process of working on his own upscale package for TSL that he'll tackle the ROR textures for these categories as well. Though it seems that N-DReW25 has been in discussions with RedRob41 about this from what he posted above, I personally have not. So I can't even make an educated guess when RedRob41's work on that would be done. So keep your eyes open for updates to the Dev Diary section. Skyboxes: Skybox textures tend to be huge! Leaving that aside, a few of the ROR skyboxes were done by Kexikus. They are fine as they are! They would not benefit from upscaling - and even if I were encouraged to do by all involved on the ROR team and Kexikus - they would be at the size that would impede proper playing of the game. Load Screens: In order to redo these, you'd have to recreate the poses in the mod as presented in the load screens themselves. You'd probably want to use my upscaled textures and the ones that RedRob41 (likely) will be doing down the line. We don't have those upscaled textures in the first category (yet) so that holds things back. And with the passage of time, who's to say that the team would want to use the current set up for each of the individual load screens? Even if all of those things were dealt with, I honestly don't want to go through the entire mod in order to set up those poses. And all of the above doesn't cover all of the textures that aren't included in the Revenge of Revan mod. I'm now talking about the vanilla TSL textures. I imagine that's something you'd have to use another HD / Upscale package for. Several are being worked on that moment but until they are done, you might want to keep your eyes peeled on the ROR section for recommendations of what the team suggests to use alongside ROR for the rest of TSL textures.
  24. @darthbdaman since you asked about this last year: It's not perfect, but it's a good start/proof-of-concept I have plans to allow for even more columns than this, was mostly just checking if possible
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