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Showing content with the highest reputation on 11/20/2018 in all areas
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2 points
Version 1.2.3
15,969 downloads
This mod allows the player to access a full map of the Ebon Hawk in KOTOR II. If you're annoyed at blocked off corners within the ship that prevent you from filling the map on your own, then this is the mod for you! Installing this will add an option to the ship's security system that allows you do download it in full. I've also added background stars to the Ebon Hawk's interior maps to make them look less bland. Installation To install this mod, run Installer.exe and proceed with the installation. To uninstall this mod, run the installer again and click Tools -> Uninstall Mod / Restore Backup. Compatibility & Known Issues TSLRCM must be installed prior to installing this mod. This mod is compatible with the Reveal Map Armband mod. I've tried adding compatibility for versions of the game that aren't in English, but please let me know if this doesn't work! Credits Fred Tetra, Kotor Tool tk102, DLG Editor & K-GFF Editor NickHugi, HoloPatcher The GIMP Team, GIMP Disclaimer This mod is not supported by LucasArts, BioWare, or Obsidian Entertainment. It is for personal usage only and intends no copyright infringement. Questions, etc.? Contact me on Deadly Stream or via the unofficial KOTOR Discord if you have any questions, comments, suggestions, or the like. If you want to use this mod as a part of an external work, you must receive my permission. This mod should only be found on Deadly Stream or Nexus Mods. No user may upload it to another modding site. -
2 points
Version 1.4
33,966 downloads
This mod makes some alterations to the arena in the Taris Upper City cantina. The primary change is the removal of the original low quality crowd sprites. In the vanilla game these are VFX nodes. It appears that Bioware's original intention was for these to be animated, but that was likely disabled due to performance issues on the Xbox. Subsequently, most of the sprites are lacking arms. Another issue is the scaling. The sprites are completely out of scale with the rest of the game world, appearing to be about half the height of an average human. This was possibly an attempt to skew the perspective, an attempt to make the arena look bigger than it actually is. The original sprites have been completely removed in favour of better quality crowd sprites ported from The Old Republic. Additionally, the bays housing the crowd have been resized in order to fit proper human-sized figures. To comply with recent local ordinance changes, transparisteel safety screens have been fitted for the crowd’s protection. Other minor changes include some texture swaps on the roof section and a dummy door model to hide some unsightly fog on the original. Additionally, players participating in duels should now correctly face their opponent, and give an alignment-specific emote when they are announced. Opponents will now politely wait until their name is announced before giving their little fist pump. After some complaints by their union about a lack of proper medical services, defeated opponents are now healed back to full health post-match rather than being left to limp around. The view screens in the cantina have been upgraded to have a dynamic display of the current arena rankings. These will change as the player progresses up the ranks. The placeable computer screens have all had their positions adjusted so that they properly contact the walls they are supposed to be mounted to, and to align them with one another. Ajuur the Hutt’s dialogue has also had some minor surgery performed on it, to better deal with player and party positioning. Carth should now properly face Ajuur and the player during his relevant interjections, and won't be replying from across the room. N.B. - Because alterations are made to the module's GIT file, the mod requires a save before entering the Upper City cantina for the first time. It is thus best suited for a new game. If you load a save after having entered, none of the screens will line up properly with the computer placeables. Known Issues: If you initiate a conversation with Ajuur while the party is standing in the corner with the medpac bin, you will likely see them jump out of frame as they are moved to their now scripted fixed positions directly in front of the Hutt. That's an unfortunate consequence of the way it was handled, but the camera angle should mask the transition from pretty much anywhere else. Acknowledgements Thanks to @bead-v for MDLEdit Thanks to @ndix UR for TGA2TPC Special thanks to @JCarter426 for helping with some scripting, particularly extended troubleshooting of the Ajuur party positioning script Thanks to @Salk for alerting me to the TSLPatcher problem with v1.0 Thanks to @A Future Pilot for pointing me to the fixed version of TSLPatcher Thanks to @Publicola for informing me about the ability to click through announcement animations Some screenshots feature @Sithspecter's High Quality Blasters The video features @ndix UR's KOTOR High Resolution Menus Crowd and glass textures ported from The Old Republic MMO -
2 pointsYes, I have fixed it in v1.2, along with some other minor tweaks. I am in the process of testing it now. Will probably release it tomorrow, all things being well.
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2 pointsWell, publication of my first mod is a success. Many thanks to this community for all the fantastic work that's inspired me to take my first steps into modding for this game.
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2 pointsNot only that, it also affects enemies, so those with repeaters will pack quite an additional punch! It sounds weird but I was pretty glad to see all those additional red numbers over my party when running circles around heavy sith troopers for testing.
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1 point
Version 2.0
32,079 downloads
Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.) Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging. -
1 pointView File Repeating blaster attacks restoration Short story: Repeating blasters were originally intended to give the user an additional attack in every round of combat (like twin-blade melee weapons do). This mod implements that effect. I.e. a character without force speed would normally do 1 attack when using a repeater, 2 when using rapid shot as well. Now, 2 attacks will be done when using the default attack and 3 when using rapid shot. Long story: After investigating in 2015 what could be the reason for repeaters costing more (500 vs 300) credits while having a worse crit range (5% vs 10%) than blaster rifles while having no advantage whatsoever, I found out that repeaters were originally intended to give the user an additional attack per round, sort of making them the double-blades of the blasters. Sadly, this was never implemented, as one internal item comment even comments on. I didn't know enough about scripting back then and quickly lost interest in fixing this. But now, more than 3 years later, it's finally fixed via scripting, placing the required code in the k_ai_master script. Known issues: Due to hardcoded mechanics, power blast can never do more than 1 attack, and sniper shot never more than 2. Normal attack appears to usually only do 2, but may rarely do 3 when using force speed as well. Sadly, these cannot be changed without access to the game code. This information turned out to be incorrect, and the user Darg727 made a fix for this. However, this has a downside: It works by making power blast and sniper shot always shoot 4 shots regardless of how many attacks are available, which looks very strange because all shots that don't have a corresponding attack round are auto-misses. For example, using a sniper shot with a blaster rifle or single pistol will cause 4 shots to be fired simultaneously, like a shotgun blast, with 3 of the 4 automatically hitting the floor/ceiling/wall. Using knight speed would allow 2 of those 4 to hit and only 2 would be an auto-miss, etc.... As per Darg727's upload permissions, I have included the responsible file (weapondischarge.2da) as an optional mod in the download for additional visibility for those people that might want to use the feature but would not come across his modification otherwise. Compatible with any mod that does not edit the k_ai_master.ncs file, and incompatible with any that does. (However, it is easy for any modder to add the compatibility, source is included.) Note that this fix works for both the player and enemies! This can make some fights of the game slightly more challenging. Submitter R2-X2 Submitted 11/20/2018 Category Mods K1R Compatible Yes
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1 pointGood job on this, R2-X2! Too bad about the hard-coded limitations but this is already quite the improvement!
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1 pointSweet! Finally gives some purpose to the repeaters and will make gunslinger builds more interesting.
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1 pointJust to leave here for future Googlers: the TSLPatcher included in the K1CP has the fix for + in filenames
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1 pointThis is something that I'd love to fix in the K1CP. I've also noticed that saving the game while disguised causes the bug when you reload: your disguise doesn't work till you take it off and put it back on. In general I think taking it off and putting it back on will workaround the issue, but I'd love to get to the bottom of it :)
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1 point
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1 point
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1 pointUnfortunately, I noticed how the repackaging of the .mod has issues. I could easily do it by comparing the number of files inside the .mod before and after. Rather than finding 3 more files (your custom scripts), the total was actually a smaller number. I used WInmerge to compare after extraction and these are the additional files found in the modified .mod: - DP_ArenaScreenA.ncs - DP_ArenaScreenH.ncs - DP_ArenaScreenJ.ncs - k_ptar_duela01.ncs - k_ptar_duela02.ncs - k_ptar_duela03.ncs - k_ptar_duela04.ncs These instead are the files that were originally there but are now missing: - k_ptar_duel01+.ncs - k_ptar_duel02+.ncs - k_ptar_duel03+.ncs - k_ptar_duel04+.ncs - k_ptar_duel05+.ncs - k_ptar_duela01+.ncs - k_ptar_duela02+.ncs - k_ptar_duela03+.ncs - k_ptar_duela04+.ncs I believe that the repackaging removed the "+" from the repackaged files so that the original k_ptar_duel0(1-5)+.ncs files will be overwriting the game's k_ptar_duel0(1-5).ncs files. Two files were replaced: - k_ptar_a02ae_en.ncs - k_ptar_duelend.ncs And three were modified: - m02ae.git - tar02_duelann022.dlg - tar02_duelorg021.dlg
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1 pointInformation update: Three characters remained unvoiced. Though all three characters have voice actors/actresses, but there have been delays. Recently, someone has offered to voice the last character who had remained unclaimed and I'm very excited about that! I've got a working beta now. It is past the demo stage! I've managed to play through it once without crashes or problems. Could not have been more wrong (in regards to my previous post) there have been so many bugs and problems and scripts that needed to be fxed. I cannot believe how many hours I've put into this mod, more time making this mod, then I've ever spent playing both games... The only thing really holding this back is the voice overs and a few minor bug fixes that will arise, currently every bug I've experienced has been patched! If someone wants to get ahold of the beta, I would love to send you a copy to test out. Thanks for being interested in my mod!
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1 pointThank you for not abandoning it. Can't wait to see the new Mandalorian Reskins.
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1 pointBeen really busy this summer, but I'm waiting on the voice overs to come in. I tried to keep the dialogue as direct and fluid as possible. However, I might have made a few characters a little large in terms of volunteer voice acting. So whenever I can get those lines, then I have to finish the installer. Other than that, it's pretty much finished. I'm sure there are a few bugs and mabye even some feedback I might need (but idk how open I will be to it). So yeah. I'm burning to finish this mod, but idk when I can get all the pieces I need. Thanks for asking though ^^ I appreciate the interest!
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1 pointGood news! I have a completely incompatible beta version of my mod! Almost* I'll need another hour or two to fix a dozen bugs, and then I can send it out to anyone who wants to beta test it. Then we can find more bugs! I will PM the beta to those who have commented that they would be willing to beta test it. It will be incompatible with just about everything, since it has no tslpatcher, specifically because of the 2da files.
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1 pointI thought about this idea, long and hard, a few months back. It was a difficult choice, but I didn't want to touch that character. (Yes, I did notice the Surname). I ended up going with a different route for a few reasons, Fett is well known and over used in Star Wars (as awesome as that clan is), I am not sure I could do the Mandalorian justice and portray him accurately, I had other specific clans in mind, I wanted to be able to create characters from scratch and not have to deal with pre-conceived notions of characters, eventually the story wrote himself out of it. And it would be too late now to add him back in, the story is developed, the characters are created, their relationships and status among themselves, and I'm dying to finish this mod. TLDR: Great idea, too late to do it.
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1 pointI spend some time there! But thanks. Just a simple update. Quest logs are a go. Fairstrides was able to help me out with that. What that means in terms of production. I will have to account for several variables (possible outcomes) with each of the four quests. Three of which are sidequests. So this will take some time to write, script, and organize. To do list includes: 1: Adding an alternate battle to the Star Forge. 2: Quest logs. 3: Placeables.2da editing and insertion of three new models 4: dlg editing adding in VO's, script, etc... 5:TSLpatcher installer And of course the usual debugging and minor fixes that arise. Screenshots? I don't really have any good ones.. just coordinates to place things on. Once I begin testing out different things, I will take some screenshots I suppose. The plan was to finish this by May 30th, but we shall see how this develops! The tslpatcher alone could take a few days, because of all the 2da modifications.
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1 pointYou would be very wrong indeed. The proper pronunciation does exist, has been spoken, and is spoken. If you are into the latest Disney abomination of star wars, there is actually spoken Mando'a in it when some Mandalorian guy speaks to the main character mandalorian lady. I don't know the characters because I do not like the show > http://starwarsrebels.wikia.com/wiki/Mando%27a Nevertheless, Karen Travis created the Mando'a tongue and there are pronunciation rules, as well as other elements of language that would be boring to elaborate on. Regardless, I have not asked him, and since every other Mandalorian on the base is speaking in their native tongue. It would disrupt the flow of the mod, mess with the feel. I am curious on why you seem so interested in having his voice in the mod? Do you like his voice and, or trust his voice to sound well?