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Showing content with the highest reputation on 02/22/2019 in Posts

  1. 2 points
    Ok. Officially - anyone can do whatever they want with my mods - any of them, from here on Deadlystream or anywhere else. That now officially includes SotOR as well. (SH, I think I originally told you to remove it because I intended to fix and change it, then reupload it, but never got around to it.) More importantly, I think though, is that anyone can do whatever they need to do with my mods. Which would have more to do with scripting since there might be a compatibility issue or even a simple mistake on my part. Now that I think back on it, I never really got the original saber quest in KotOR scripted correctly (not for a lack of trying), or maybe I did. I really don't remember now. So if someone had the will and the knowledge to fix that and reupload that'd be cool too. Also, would anyone be interested in the original source code for many of my mods? I got a big folder with your name on it. Alright, I'm off to play TOR,...toodles. -KJ
  2. 1 point
    Hello! I am in Manaan and while playing the Swoop Racing minigame, I am reminded of how useful it would be to have a chance of tweaking a little the record times (especially here in Manaan) to give more meaning to the "amateur", "semipro", "professional" racing class by making the time difference more prominent. I noticed how in the file k_inc_man there is this: int QUEEDLE_TIME = 3012; int CASSANDRA_TIME = 2702; int JAX_TIME = 2548; int CHAMP_TIME = 2348; Does anyone know whether or not this is what needs modifying? Is there something else I should be looking for? Thanks!
  3. 1 point
    So... this request may not be possible, but I figured I'd ask anyway. I was wondering if it would be possible to have the vanilla Mandalorian armors, as found by the player in shops or as loot, match the model of the Mandalorian NPCs? Specifically: Mandalorian Armor and the Mandalorian Battle Armor as the blue armor. The Mandalorian Heavy Armor as the red armor. Cassus Fett's Armor as the yellow armor. And maybe something similar for TSL that's compatible with TSLRCM? I'm not gonna be too demanding, and I'm not certain it's feasible. I just figured I'd ask. Thanks for your time.
  4. 1 point
    This is how I recolored the original unused texture for Ulic Qel Droma's Mesh Suit.I am still a bit uncertain about using a dark blue as opposed to black, which was my initial preference. Only, there are already too many black armors in the game. The Armor will give +10 bonus to resist vs Force Powers (which, from what I understand, means it raises the DC for the attacker of 10 points) and has a malus of -2 to saving throws against Dark Side (the armor, as the description says, is "a powerful, if tainted, item").
  5. 1 point
    Thanks for your input, Ragnarök. I have decided that I will want only one bonus (since the fact that this particular Armor won't restrict Force Powers is already a big bonus in itself) and I am leaning towards Force Resistance although I still need to figure out how it works. I like it because it is a more original Armor bonus than the common immunity or regeneration, which are very fine but a bit overused in the game. About the penalty, I am not sure a Dex malus would cut it. Mainly because Armors already limit the max Dex bonus of the wearer. This is a light armor, it is not supposed to hinder movements too much. Cheers!
  6. 1 point
    It's a d20 thing. Damage Reduction is subtracted from the damage roll. Damage Resistance is multiplied to the damage roll. Let's say you get a hit that deals 50 points of energy. If you have Damage Reduction 10/- Energy, the amount of damage negated is 10. The total damage you face is 50 - 10 = 40. If you have Damage Resistance 10% Energy, the amount of damage negated is 10% of 50 = 5. The total damage you face is 50 - 5 = 45. I'm not sure about Force resistance, but it sounds like it would be either Damage Resistance vs any damage from a Force power, or a bonus to save roll to resist the Force power. I'm also not sure whether Damage Reduction or Damage Resistance is calculated first, but you could probably check the combat log for that.
  7. 1 point
    I was looking for a centralized list of all of the parameters for .txis and what they do, but I wasn't able to locate anything. Here's what I've discovered so far, looking through various KOTOR files. blending Various blending options using the alpha channels of the .tga. (Think Photoshop blending options.) blending additive Used for translucency. Equivalent to Add or Linear Dodge, the color is added to whatever is underneath. blending punchthrough Used for transparency. e.g. grass, hair, etc. bumpmapscaling Increases the intensity of the bump map, i.e. increases the height of the bump map. bumpmapscaling 1 bumpmaptexture Defines the bump map for the texture. bumpmaptexture C_Hutt01b bumpyshinytexture Used with a bump map on a texture that uses an environment map. e.g. If you're using cm_baremetal on a metal texture, you'll want to use bumpshinytexture instead of envmap. bumpyshinytexture C_Hutt01b cube Defines that the associated texture is a cubemap. cube 1 decal Renders the texture on top of anything it's flush with. Black areas of texture will be translucent. decal 1 defaultheight The height of 1 frame for an animation. defaultheight 128 defaultwidth The width of 1 frame for an animation. defaultwidth 128 envmaptexture Defines the environment map for the texture. envmaptexture CM_Bright fps The speed at which frames will cycle when animated. fps 24 isbumpmap Defines the texture is a bump map. isbumpmap 1 mipmap Multiple copies of the same texture in different sizes to be rendered based on distance from PC. With this command, you can force the game to always show the highest mip. mipmap 1 numx The number of horizontal frames for an animation. numx 4 numy The number of vertical frames for an animation. numy 4 proceduretype Followed by cycle, initiates the cycling of frames for animations. proceduretype cycle Here's a more specific example for how an animation would work: proceduretype cycle defaultwidth 256 defaultheight 256 numx 3 numy 2 fps 12 By all means let me know if anything is inaccurate or if you can provide any more information. Thanks!
  8. 0 points
    Which is a great sentiment. I guess we'll see if he drops a note in this thread or to me what his actual wishes are. Until then, there's a number of other mods from him folks can check out in the mean time.