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Showing content with the highest reputation on 11/20/2018 in Posts

  1. 2 points
    Yes, 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.
  2. 2 points
    Not 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.
  3. 1 point
    View 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  
  4. 1 point
    Good job on this, R2-X2! Too bad about the hard-coded limitations but this is already quite the improvement!
  5. 1 point
    Sweet! Finally gives some purpose to the repeaters and will make gunslinger builds more interesting.
  6. 1 point
    Just to leave here for future Googlers: the TSLPatcher included in the K1CP has the fix for + in filenames
  7. 1 point
    This 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 :)
  8. 1 point
  9. 1 point
    Unfortunately, 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
  10. 1 point
    Information 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!
  11. 1 point
    Thank you for not abandoning it. Can't wait to see the new Mandalorian Reskins.
  12. 1 point
    Been 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!
  13. 1 point
    Good 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.
  14. 1 point
    I 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.
  15. 1 point
    I 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.
  16. 1 point
    You 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?