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Showing content with the highest reputation since 03/19/2023 in File Comments

  1. 4 points
    I was just about to mention how I requested this years ago, and then I read the mod page and see the link to my old thread. Here is my live reaction to seeing my old idea brought to life!
  2. 3 points
    This is a big Wynn for Uthar.
  3. 2 points
    Well well, look who decided to upload more mods!
  4. 2 points
    Nice mod once again...though...the shape of stun baton is questionable XD
  5. 2 points
    There's nothing for the Community Patch to fix. Don't change the resolution in-game. Leave it at its base setting and use the widescreen patch to edit the resolution.
  6. 2 points
    How convenient that you commented here! This is the perfect opportunity to announce that I do plan on making a compatibility patch for your Crashed Ship mod, with this patch the Mandalorian NPCs in your mod will have some of the new appearances from this mod (and maybe a few HOB items will be placed on the Ship as loot). This might not come for a while but it definitely on the agenda! I actually didn't make the female Mandalorian models, it's from Inyri Forge's Female Mandalorians mod from all the way back in 2008. As I don't make models, I won't be able to make a realistic replacement for Inyri's old model... but if anyone else is interesting is making a realistic female Mandalorian model based on the comic Dark Hope linked I'm more than happy to integrate it into the mod.
  7. 2 points
    @Leilukin I have developed an optional patch which should undo my own changes, this will allow players to install your Twi'lek NPC Diversity mod without any trouble with Bolook.
  8. 2 points
    One corner of the mouthbox is clipping through the cheek during jaw extension.
  9. 2 points
    Nice! I might have some time soon, I'll see what I can do and DM you if I get anywhere. Even if I could get it working myself, getting it set up for other people to install is beyond me so that sounds great. Anyway, I'll see how it goes.
  10. 2 points
    Because your AV is garbage. Check out a comparison on Virus Total. A heuristic detection is basically a wild guess that an executable might be malicious due to the way it works. False positives are common for low-end AV shovelware. The red flag that caused the detection here is likely due to wrapping the program as a single exe. This is apparently a problem for Holocron Toolset as well. It's a downside of using Python.
  11. 1 point
    Are you using any other mods? List all of them and the order you installed the mods.
  12. 1 point
  13. 1 point
    Effix, you are a DELIGHT! Thank you so much! Got the file names working (figured out that the issue was that the .mdl/.mdx files included in the PFHC01 K1 retexture I'm using were not compatible in K2 and causing a CTD in character creator), and now the retextures are loading beautifully, DS transitions included! Thanks so much again for your help! <3
  14. 1 point
    Hmmm, so there is hugging (yay, those are rare in RPGs), kissing and sex in Kharaelle romance but focused on the corruption factor only (mainly?) with Ymille, do I get it right? Is there at least a love declaration with Yimille or its mostly on the platonic side? Not even cuddling? Maybe in a future update? The Star Wars games were IMO a bit too prude, even the kiss with Bastila was given a fade to black and the girls in KOTR2 mostly keep their feelings hidden as if embarassed by them.
  15. 1 point
    Yes. The romance with Yimille, the yellow twi'lek companion, is encouraged and possible. Also you can hug Kharaellle on the Ebon Hawk, no other KOTOR character can. Outside the Hawk, Kharaelle has alternate dialog options. She is recruited upon completing Zeltros. In the future I'll add more quests, expand on old quests, and add LS/DS. For the time being, it is all in the dialog and how you read the dialog. You'll be able to get an idea for what's going on if you understand the character IS somebody with free will in the game that you're directing and under the guise of. In lieu of other options, there is in fact a secret alternative party member included in the build. Please follow this next direction carefully: To Access the secret companion, Do Not Talk to "Aeon" the albino character aboard the Ebon Hawk. Go to Raxus Prime, and complete the planet. The secret character will be added upon completion of the quest. You can talk to Aeon after that.
  16. 1 point
    Sooo, It seems that this mod effects voice lines. ie: Nothing is heard when you switch between pc and party members. No, 'Yea, what? What do you need? How can I help? Huh? etc. None of those trigger. Dark Jedi and Jedi don't have a death sound. Sith Troopers do, but Rebel Soldiers don't. No line is heard when using security on a door. This is a fresh install, and your mod is the one i put in first before i ran tslpatchers. And when I put the original tlk file back in that came with the game, all those lines came back. You're mod is the biggest and most extensive that i've found of mods that do this. I would really like to use this mod, however, those few nitpicky things bother me. Is there a way that this can be fixed? Or tell me where to find the lines and I can do it myself?
  17. 1 point
    Hi! It's been years since I've touched this mod, but if I remember correctly, I've added banter for all party members (except Zaalbar, because he gets replaced).
  18. 1 point
    Installing the glove option will not uninstall the gloveless option. It's not especially difficult to undo by editing appearance.2da, but it's not something which I could provide with TSLPatcher because the changes depend on what other mods you have installed and TSLPatcher has no way of accounting for that.
  19. 1 point
    I took the copies of the earlier versions you uploaded, downres'd then to 1920 wide, letterboxed to 1080 high, and upped the framerate to 60fps. My older 29.97fps videos that I had upscaled myself several years ago were running super choppy with the game running at 60fps on a 120hz monitor. It's working well so far, 19-odd hours into my current playthrough. So I'd suggest offering a 60fps version might be useful to people. Although I discovered that the game would crash when mixing videos of different framerates, so it's an all or nothing thing. Is that still the same version as the one you uploaded before? I noticed the crawl pops in suddenly in the version I have rather than scrolling in from the bottom of the frame. I'm curious how you did that btw. Did you just grab the few frames of empty space after the original crawl faded out and duplicate them to give you a clean background to create the new crawl on? That's appreciated. I can add new subs to the letterboxing in my local version. Edit: Ah, I see you included letterboxed versions. Nice.
  20. 1 point
    i had always considered making something like this! Very cool to see it made!
  21. 1 point
    I apologize in advance for the ton of text. I have studied the mechanics of KotOR thoroughly, as I have been involved in translating this game into another language. As a consequence, I had to spend hundreds of hours reading strategy wiki, saves, buffs, enemy skills, and so on. So now I can tell with closed eyes which enemy has how much hp, and what he is immune to. Naturally, since I am also a fan of the game with 15 years of experience, it became too easy for me. I came across this mod and thought - this is it, what I wanted! Not a mindless increase in damage, but a competent approach to the matter, enemies smarter and more useful. But I was disappointed. Having tested the final level of the viewing platform, I entered the battle with Malak. The first surprise was that he suddenly became immune to Plague, which gives only two implant and headgear, which - and I know this for a fact - Malak does not have. But the bigger surprise for me was that he cast Master Speed and Imp Energy Resistance on himself. Which, according to the game stats, he shouldn't have. Naturally, I got knocked out in one hit. Specially put the mod on vanilla, after which I can draw conclusions: this mod does NOT make enemies smarter, allowing them to use their skills more competently; it rewards them with absurd abilities, which they should not have in principle. The description does not correspond to the true work of the mod.
  22. 1 point
    If you intend to use my Onderon Fashion mod you should install this mod AFTER the Onderon Fashion mod. The reasoning is that Onderon Fashion gives Davik the Onderon Commoner outfit so if you wish to use both mods you'll need to install that mod before Davik's Noble Vestment. I'm fairly certain you can just remove the medals from the texture to fix this issue.
  23. 1 point
    Nice mod. It would be great to see the same thing on Tatooine in a Tusken settlement. It's kind of weird to wear clothes from corpses not on top of your own clothes and negotiate with the chieftain while standing in your underwear.
  24. 1 point
    Let the woman speak. I do not understand why it was necessary to make bulges. The female breast is not a bone, it is a soft tissue. The chest is pressed against the standard male armour. This is at least not practical, at the most dangerous.
  25. 1 point
    could we get some comparisons uploaded?
  26. 1 point
    There is yours : TSL Rapid Transit System There is this one by HangoutHermit : TSL Ebon Hawk Armband - Star Wars: KotOR II: The Sith Lords - GameFront And there is my own version : Ebon Hawk Armband - Mods - Deadly Stream Don't know if there are any more lying around!
  27. 1 point
    Thanks. I've just added Kashyyyk Revisited to Deadlystream and I'm polishing my Dantooine textures pack for a release in the coming days.
  28. 1 point
    So she starts fighting him with no lightsaber? It disappears into thin air? No idea. Does Bandon have a lightsaber or does it disappear? Might be a mod conflict. Need more info. You can only use them in a standard saber, not short or double. Need more info.
  29. 1 point
    Yeah, the reason I took down my script is because it wasn't resolving all issues that I was encountering, but it did resolve some of the issues that come from just dumping the files only in the override folder. Main issue remaining: I can't seem to figure out how to get the Switch to recognize some texture files. For example, dropping michaelfung2000's Canonical Jedi Exile 1.2 mod (which only consists of four loose texture files) into any of these folders in the Switch romFS doesn't work — the textures never appear in-game: ./override ./override/textures ./Localized/English/override ./Localized/English/override/textures The fact that these aren't appearing correctly leads me to believe there may be other fundamental issues that could occur with Switch mods. I'm probably being overly cautious, but wanted to figure that out before re-publishing my script. Hopefully that makes sense.
  30. 1 point
    I appreciate you taking the time to respond. I've gotten it to work and even made my own script based off of the one posted. Currently trying to figure out why this breaks some tooltips/button prompts, I suspect it's because TSLRCM does not edit dialog.tk but outright replaces it, and now a bunch of popup windows ingame reference PC controls instead. If/when I figure that out, I will share it here.
  31. 1 point
    You say "naked" but I think you mean "scantily clad"
  32. 1 point
    Actually, got it working! Screenshots attached — one with the first sign that TSLRCM is working in the character creation menu (the "Mobility" feat is added), and one with the first in-game sign that it's working (the first dead body has a Vibrocutter instead of a Vibrosword). However, I had to take a modified approach to this, details below. Background: I'm sure you've noticed already, but there's no real pattern to which files live in the romfs's override folder vs. the Localized override folder. So, I dumped it all from the Switch and mapped out where each override file is supposed to be (along with other folders split between romfs and Localized, like romfs/StreamSounds/). Resolution: I've attached a modified version of your original framework. I've flattened the directory structure to get rid of the Localized folder, so all mods are installed into romfs/ (instead of installing to romfs/Localized/English/ and moving things around afterwards). Once the mods are all installed, run the finalize.sh script to restructure everything into what the game expects on the Switch, then copy the Title ID folder (i.e. 0100B2C016252000) to the SD card under /atmosphere/contents/. NOTE: the script I wrote will only work on macOS or Linux (or on Windows with WSL2 or Cygwin, if you're feeling adventurous). It can be easily adapted to Windows batch or PowerShell, but I don't currently have the inclination or motivation to do so. Feel free to incorporate this into this framework, if you wouldn't mind adding an attribution (to DrSnuggly, I’m in the process of changing my username here lol), if you feel it's appropriate. UPDATE: WIth jacqylfrost's blessing, I've spun my work into it's own framework that can be found here (along with a GitHub project to create issues and the like). Now with the TSLRCM main screen working!
  33. 1 point
    No, but the Czerka Rodian model will not have the updated texture from the Rodians in the other mod. I didn't change the texture mapping much though, so it shouldn't be too difficult to make an updated texture that includes both. The Rodian part is on the left and the Czerka part is on the right.
  34. 1 point
    Many thanks for this, the first time I launched the game with your mod I was shocked seeing full screen menu after countless hours in the game with tiny ones! Now i have to get some Hi res icons
  35. 1 point
    Thanks for the tip. Unfortunately, that reverses the problem and makes it so that the glass isn't drawn over the Star Map. With "blending additive": Without "blending additive" (published version): I also tried changing the alpha blending in the TPC, with no success. In my opinion, the disappearing Star Map is less obvious than the disappearing glass, so I'll keep it as-is for now. Interestingly, the Star Map is the only placeable on the sea floor that this happens to, and I think it's also the only one that uses mesh alpha. My guess is that the game always renders a character model with mesh alpha before a placeable with mesh alpha. If you're using that player head, the merc will instead have the "mullet man" head. I didn't convert any of the commoner heads to work with the suit, so to use one of them, you would need to process it with the included instructions for adding heads. Changing to a different player head would be much easier, since you would only need to change the normalhead/backuphead entries for "WK_WaterSuit_NPC_M" in appearance.2da. I didn't add anything special for his facial expression, but (a) the zoom-in is pretty fast and (b) the bottom of the helmet covers up his mouth, so his lack of reaction isn't very noticeable in-game. Sure, that logic makes sense to me. I have updated the mod with an installation option for just the diving suits.
  36. 1 point
    Thanks for pointing this out. That was my bad for updating a screenshot without using the thigh-high boots. I updated the screenshot, but I also recolored the relevant areas in the texture file so that the areas you pointed still work without the thigh-high boots mod.
  37. 1 point
    Thanks for this. Despite it being 2023, I'm newish to this game and on my second playthrough. Surprising to see how much content I missed, but this mod is making up for it. Cheers.
  38. 1 point
    You should point the installer to the main KotOR 2 directory, not the Override folder. This applies to all KotOR mods that use the TSLPatcher.
  39. 1 point
    Hi, R2-X2 here, I will get to this soon hopefully. Was pretty busy the last years and had the mind elsewhere (though it was always in the back of my head). But I think it can be fixed by coding it more crudely, merely using the OnHeartbeat and probably less than half the code, which would have the negative effect of allowing for weapon switches to malfunction for a few seconds (granting an extra attack still or not granting one for a moment), but I guess unless you actively try to game the system, that shouldn't be an issue.
  40. 1 point
    Does this get rid of the RED texture altogether or is this just a supplement to the existing setup??
  41. 1 point
    I just noticed that the Community Patch adds a lightmap file in TPC format -- which would take precedence over your tga (I'm 99% sure that's how it works). 104pera_lm0 So I removed that tpc and also added a txi for your tga version of it (just in case, but I'm not sure if its needed) -- the same txi I extracted from the community patch's TPC file: ALSO, the community patch adds 104pera .mdl and .mtx files to my override. I think it'll be fine for me to continue using those files.
  42. 1 point
    I can't help but be amused by the armor, because of what I know about its basis (the armor worn by the K1 Iridonian merc): it's actually the swoop pilot flight suit - the Bink movie of the swoop exploding on Taris shows this, as does anything that lets you look at a swoop mid-ride from such an angle that you can see the rider. Nevertheless, interesting idea for a new encounter.
  43. 1 point
    I had to move the file k34_trg_passage.dlg from the tslpatch folder to the override folder to get it to work.
  44. 1 point
    5/5. Another fine saber mod. Never enough of them!
  45. 1 point
  46. 1 point
    You forgot my boy Zhar! Haha in all seriousness I like this. It's a nice touch.
  47. 1 point
    not that i am aware of ..... all manual tweaking ...
  48. 1 point
    Where'd you get the photo of Mission and Bastila playing video games?
  49. 1 point
    I have to say that I like the idea of the mod, but it just destroys the vanilla atmosphere in my opinion. I don't want to buy 2 mantles of the force of the force from a fish seller on Manaan and there are certainly not 20 battle armors of Cassus Fett. Other traders become useless with this mod, for example the one on Korriban with the exclusive stuff. Why should I buy that +5 glove from him if I can get it cheaper from a pazaak player on Tatooine. I ended up removing this mod, even though I really like the concept, if it only was better balanced.
  50. 1 point
    T3 and 3C didn't repair it. All they do is fix the hyperdrive to reach the station. The mining droids are the ones that fix the major issues, which is more feasible than what you claim. Still, good idea.