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Showing content with the highest reputation on 02/03/2019 in all areas
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2 points
Version 1.1
29,536 downloads
Security spikes are disposable items that give the player a temporary boost to their Security skill when activated, helping them pick more difficult locks. At least, that's how it's supposed to be. That's how they work on the Xbox version, and in KOTOR 2, but security spikes don't actually do anything at all on the PC version of KOTOR 1. The cause seems to be some sort of bug in the GUI that prevents security spikes from ever appearing in their intended slot. So when interacting with a door, there isn't an option to scroll from the Security skill to security spikes, as there is in KOTOR 2. The GUI was changed for the port from Xbox to PC, and security spikes probably got left out due to oversight. I couldn't find any way to resolve the issue, though, so I came up with two alternative options. Option A Option A replicates the security spikes' intended function as best as I could manage. They’ve been given an activate item property and appear in the non-medical item slot (along with stimulants and shields). When a character activates a security spike, they receive a temporary boost to their Security skill and proceed to unlock the nearest door or container. Apart from the boost, the skill check for the lock is the same as usual: 1d20 + Security vs. the lock’s DC. Security spikes are single-use and discarded whether the character succeeds in picking the lock or not; however, they are not used up if the attempt was impossible – if there wasn’t anything in range or the lock required a special keycard, for example. Regular security tunnelers grant a +5 bonus and security spike tunnelers grant a +10 bonus. Option B Option B removes security spikes from the game, replacing them with credits. The value is equivalent to the most you could get from selling the original security spike items to a merchant. Mission’s ability to create security spikes on the Ebon Hawk is removed. -
1 point
Version 1.0.0
783 downloads
AUTHOR: Sith Holocron ORIGINAL RELEASE: 03 FEB 2019 GAMES: Star Wars Knights of the Old Republic 1. [This mod will not work in Star Wars Knights of the Old Republic 2. See Description for more details.] Description: Now your PC character in KotOR1 can sound like the female Smuggler from SWTOR! Hopefully, I've found suitable lines for the PC various scenarios. You'll have to let me know in the review section below. (Details are better than just leaving stars, you see.) Feel free to link videos of the lines in use if your review. I would've done it myself but my computer has not been brought to repair shop yet. This mod is only for Knights of the Old Republic 1. Knights of the Old Republic 2 - although it has the voice files for the male and female PC - that game doesn't have them activated, rendering the Exile mute. In order to use this mod in Knights of the Old Republic 2, you must install JC's Player Soundset Restoration for K2 in KotOR2 before this mod. That being said: As this mod is strictly designed for KotOR1 and not for KotOR2, any sounds that do not end of playing what you expected should not be reported to me. Installation: ----------------- You'll not be dropping these into your Override like my usual mods. This time you have new steps to follow. 1) Move the original KotOR1 files that share the file names in this mod to a place you can find them. (I recommend a folder on your desktop but you do you!) Those files will be located in the "Streamsounds" folder. 2) Extract the files from the 7z folder. Grab the new files from that extracted folder and put them in Streamsounds folder. Uninstall: -------------- Remove my files from the Streamsounds folder. Put the original files that you saved elsewhere back in the Streamsounds folder. Legal Disclaimer: ------------------------- All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc. I own none of the materials, and I'm not making any money out of this mod. It is to be distributed as-is without alteration, unless notified in writing of permission granted by me. This mod is not to be distributed for profit, either. I hereby state that I specifically do NOT wish this mod to be uploaded to Steam Workshop. I may release this on NexusMods at a later date but I don't wish others to do so. Usage in other mods must be requested and approved by me in writing before your use. -
1 point
Version 1.0.0
1,655 downloads
This mod adds the head model of a Pureblood Sith from The Old Republic MMO as a selectable player head for male characters. A few notes: While aligned as closely as possible, the neckline probably won't match perfectly. Expect some visible gaps on body models that don't hide the join. The TOR head models use separate textures for the face, eyes, and hair. In order to allow for DS transitions, these had to be merged together (and the UVs adjusted to match). The eyes are the big loser in this. They went from having their own dedicated 256x256 texture to being shrunk down to a corner where they could be squeezed in. An additional consequence of the texture merge is no normal maps, due to the hair requiring alpha masking. TOR heavily relies on tint mapping textures for variation - skin tone, hair colour, eye colour, etc. Unfortunately, while the tint colours are available in the material files, the specifics of their shaders are currently unknown to me, so the best I can do is experiment with various blend modes to approximate the look. It may require some further experimentation and kludging. Not even having specularity, much less the advanced (by comparison) graphical features of TOR, expect textures to look pretty flat by comparison to the originals. KOTOR has a maximum bone limit per mesh of 16. This creates a problem for TOR meshes, as adding the eyelids to the face bone array pushes that to 18. I had to drop 2 bones to make it work. I chose the two nose corner bones, as they seemed the least important. I don't know what effect this may have on various facial animations though. Dark Side transitions are included, but they are relatively mild. I'm not a big fan of the zombie look. A unique underwear model is included, but the join line between the body and head is very apparent. I gather TOR is doing something to blend the join seamlessly, but I’m not able to replicate it. Installation: If you are using TSLRCM or the hybrid TSLRCM + M4-78 from the Steam Workshop, make sure to choose its Workshop folder as the installation location, not the main game folder. Acknowledgements: Original models and textures ported from The Old Republic MMO Thanks to @bead-v for KOTORMax and MDLEdit Thanks to @ndix UR for TGA2TPC and normal map normalizer tool Thanks to zaramot on the Xentax forums for the TOR GR2 Max import script -
1 pointHello! I seem to remember that TSL changes the name of empty container so that the Player does not have to bother opening them to check the content. In NWN script there is an easy function called SetName() which seems to be missing from KotOR. Is there any workaround available that someone knows of? If so, I may be interested in introducing this functionality for KotOR containers as well. Cheers!
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1 pointNot really a "hate"-hate, but I find some of the voice acting is rather uneven. Starting with robtic filtering that is way too strong, so much it warps the character's voice when they speak, having no filtering at all for some lines, like IS-43's system overload warning for example. Some of the lines are way too quiet, such as the Escort Droid's. Other times it's simply the writing, making them speak in a fashion that is way too humanized, or not using the proper words. I've seen too few instances of "organics" or "sentients", but that might just be me. Speaking of Escort Droid, it seems he can only take you forward to the manufacturing part of the industrial zone, but won't take you back to his initial post in that zone, only to the Archon, Back to Central, or the Enviro Zone's locations. Also, it would be prudent to also add him to the maintenance area of the Industrial Zone, as currently the fastest way to get there is to warp to manufacturing and go back into maintenance from there, as the alternative is to leg it all the way through the long reactor corridor. A glitch can also occur when multiple copies of I1-02 will spawn in the small diagnostic shed in the industrial zone, and play the same diagnostic cutscene with the droid there, way past the point of the plot when it was supposed to happen. The doors leading further into the Industrial Zone, and in the Environmental Zone cannot be crossed until their canned animation finishes. It seems the script keeps the invisible wall and the interaction reticle in place until that is done. The infamous crash when entering the Enviro Zone with party members is still present, so many years after the initial report, and can only be circumvented by going in solo and re-adding the party once there. Some of the droids later on still have their wallhack abilities and can shoot you through the walls, without any way to fight back until the door opens. Some quests like the Fixing Droids or Deadly Upgrade seem to be unable to be completed, either due to glitches in the script because the player skips a step in the quest log chain, such as not informing the droid in the Central Zone that they found the War Droid with the illegal upgrade installed and simply went on to destroy him and bring back the part, which in theory should complete the quest, but the journal entry is stuck on "inform the droid" entry, or because the item necessary to fix a droid, namely the Central Droid Processor, doesn't spawn at all, apparently because the main plot progressed too far. That's what I spotted during my latest run through the place, at least.
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1 pointThe first bug is confirmed, and a fix will be in the next K1CP. Neither JC nor DarthParametric could reproduce the second one though.
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1 pointDecided to go along with DP's advice of injecting files via the updated patcher, rather than wholesale .mod replacements. Making the .utc list in changes.ini alone will take me five thousand years, but I feel it'll be worth it. This will also allow the installation to be simplified considerably, as the main bulk will only require one run for all the changes to be applied, with two optional patches that can be run after. One for M4-78, other for Extended Enclave.
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