Muur Talisman 1.0.0

   (1 review)

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About This File

Description

Designed by Karness Muur, the Talisman is a dark side artifact that is capable of turning other beings into mindless rakghouls.

A few things to note:

  • This item is going to spawn somewhere on Korriban and is hard to miss (in case you do miss it, the cheat code is g_i_frarmbnds25).
  • It does not work on other Force sensitive beings (as stated in the lore).
  • Transformed rakghouls receives bonus to their STR, CON, and receives significant penalties to their WIS, CHA, INT. Their tough hide grants resistance to physical and ion attacks.

The rest is for you to discover. Welcome to the dark side, my children... your one chance at true greatness lies here.

Demo

Installation

  • Make sure override folder exists at game root directory
  • Run TSLPatcher to automatically install

Compatibility

Most definitely compatible with other mods.

 

Permissions

Do not claim credit for this mod and do not use assets from this mod without my permission

Special Thanks

  • Fred Tetra for Kotor Tool
  • Stoffe for TSLPatcher

Legal

THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.




User Feedback

Recommended Comments

*Starts cracking up laughing* ohh my goodness, yes! Can you make one that gives you darkside points for everytime you use this though? :D and will this work with the Calo Nord bounty hunter mod one?

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Hey thanks for the comment!

On 12/11/2019 at 8:25 PM, NikaAlexandrov said:

will this work with the Calo Nord bounty hunter mod one?

Yes.

As for DS point, the "DS point earned" prompt after each spell might get annoying real quick.

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This doesn't work for me. When I use it, instead of turning foes into Rakghouls it just puts an energy shield around my character like any bog standard energy shield.

I'm using K1R if that makes any difference.

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I installed this mod after K1R.

 

EDIT: After a mishap with mods I had to reinstall my game entirely. I skipped K1R and went for the K1 Community Patch instead. Just installed this and the item is ingame but when I equip it, I can't actually -do- anything with it. It doesn't show up in the slot on my bar where the stims and whatnot usually are.

Edited by AxtasisN7

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A couple more questions if you don't mind my asking:

  • How did you install this mod, did you drag/drop to override or did you use TSLPatcher.exe?
  • Did you install anything with steam workshop?

If you drag/drop all the content into override instead of running the patcher, I can see how the item is available in game but can't be activated.

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On 6/1/2020 at 4:21 PM, uwadmin12 said:

A couple more questions if you don't mind my asking:

  • How did you install this mod, did you drag/drop to override or did you use TSLPatcher.exe?
  • Did you install anything with steam workshop?

If you drag/drop all the content into override instead of running the patcher, I can see how the item is available in game but can't be activated.

I installed with TSL Patcher.

KOTOR 1 doesn't have a Steam workshop so no, no steam workshop mods here.

I can attach a file of my mods list if you want, see if anything there stands out to you as incompatible.

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There should be a log generated after you ran TSL patcher. The log will be in the same folder as the mod.

If you haven't deleted that folder, could you copy and paste the log text to the thread linked below?

 

If you already deleted the mod folder, you can troubleshoot by checking the following two things:

  • Could you find "k_talisman.ncs" in your override folder?
  • Find the "spells.2da" in your override folder. Open it with 2da editor and check the row "RowLabel=99" to see if the "impact_script" column is "k_talisman"

If both checks passed, then afaik you shouldn't encounter any issue with power activation.

@AxtasisN7 By the way, you can open the 2da file with this tool, I find it much more user-friendly than KotorTool. Just make very sure you do not save the file, because if you mess up anything, all the mods that changes spells.2da will be ruined.

 

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Gotcha. I actually checked my spells 2da before and the item ability for the Talisman is in my spells.2da but the label is wrong. At 99 is item_ability_energy_shield with the impact label k_sup_bands.

There are two instances of the Talisman ability in the spells 2da, both identical info aside from the labels (190 and 193).

I have posted my mod list, installlog and spells2da on the forum thread if any of that info is useful to you.

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