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Showing content with the highest reputation on 01/03/2020 in all areas
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2 points
Version 1.0.0
14,227 downloads
[K1] Temple Main Floor - Missing Lamps Fix Lights are always nice in a dark places. Though it'd be nicer to know where it came from... What Happened? Inside the Temple Main Floor, there are rooms with source of lights that comes from nowhere. I was terrified... thought at first they're missing the GIT reference for the placeables, appears they're not, as they're not placeables. With second thought, perhaps they're missing their render flag? Again, no lamp meshes with the room model as pointed by DarthParametric. Apparently, they are missing their lamps which caused by missing references for the objects. In essence, the lamp is not part of the room model nor a placeable, instead a reference model called by the room's. What Does This Mod Do? This mod adds the missing reference for the lamps to four of the rooms inside the Temple Main Floor module. Optionally, it can also readjust the facing point of two Rune Covered Pillars inside one of the room, which I think could improve the aesthetics and immersion that's missing from the original setup. Here's a before-and-after screenshots of what this mod mainly does - And the optional that readjust the pillars' facing point - What Can You Do? There's always room for improvements; reviews, critiques, comments, suggestions, questions and feedbacks are much appreciated. PM, write them on my feed or leave any on the mod's page as you please. And thank you! for downloading, and using this mod. What You Should Do? For best experience with the game itself, I suggest you to have KOTOR 1 Community Patch installed. Hope you enjoy the mod as much as I do! Installation: run the installer and choose INSTALL option, then hit the [Install Mod ->] button! Uninstallation: remove these files from the Override folder - m44aa_04a.mdl m44aa_04a.mdx m44aa_05a.mdl m44aa_05a.mdx m44aa_15a.mdl m44aa_15a.mdx m44aa_17a.mdl m44aa_17a.mdx Compatibility: will not be compatible with mods that edits and/or replace the relevant models, also mods that possibly changes the module layouts/LYT The mod can be installed anytime - anywhere as the game's progress, and will have direct effect instantly It is play-tested with the latest version of KotOR 1 Restoration/K1R and is compatible with it. At the other hand, it was only by far tested with K1:Community Patch/K1CP v1.7, though assets-wise, there's nothing to be conflicted with the 1.8 version Redistribution: you can redistribute this mod or re-release it on any websites, just don't claim it as your own. Though I'd love to provide direct support to my work, which wouldn't be possible if they're scattered in the Unknown Regions. Be advised then, most likely I will not provide ones if I don't know where it re-hosted. If you are to re-use an assets to a project you will be releasing, you don't have to ask for permission - but your generous intention is very much welcome. Inside this mod are resources which can be repurposed for your likings in one condition; please include the unmodified-original sources along with the release of the project. I'd love to know what others are up too, particularly if my work are included. Said and done, give credits to BioWare & LucasArts with the release - as without them this enjoyment would be non-existent. A bit of appreciation to this peasant here is also a very warm welcome, welcome. Credits: The Almighty Force which gave me chance to finish the mod BioWare & LucasArts for developing one of the best RPG I've ever played DarthParametric for helpful insights, troubleshooting, and information regarding the model name in the first place, also for past-present knowledge which allows me to create mods and all his outstanding creation that I am a fan of JCarter426 and Inyri Forge for all their awesome work that I look up to - I learned a lot from their mods and been practicing a lot using their method ROTNR for Creating Module Files in KotOR tutorial which opened the gate for me to packaging a custom MOD/module Fred Tetra for the amazing KotOR Tool bead-v for MDLedit and KOTORmax stoffe for the magnificent TSL Patcher and ERFEdit Fair Strides for improving TSL Patcher functionality and the very helpful KotOR Toolset tk102 for K-GFF Notepad++team for Notepad++ All the Tool Makers wasn't mentioned - can't make it without y'all! All the inspiring streamers on DeadlyStream All the inspiring modders either active or inactive DeadlyStream for being a home; a place to hangout, to discuss and hosting my work DeadlyStream staffs for tirelessly improving and maintaining the site Snigaroo/Sniggles for hosting #mod_development on /r/kotor -eb -
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1 pointI wouldn't say it's easier to complete side quests as much as it is much more beneficial to have high persuade when dealing with side quests. Why would you want 300 credits for a bounty when with persuade you get 400 credits, with all of the bounties available by getting 300 credits each bounty you get 1500 credits but by getting 400 with persuade for each bounty you get 2000 credits, multiply that with every other opportunity you can persuade for more credits you got yourself a heck tone of credits to later spend at Suvam Tam's Yavin Station. In K1, considering Stealth, Demolitions and Awareness are useless I'd recommend pumping it all into Persuade and Repair and sparingly give some points to Computer Use and Treat Injury. In theory, what with all the other hacks in K2 persuading for money credits isn't really that useful in the second game so one may get away with ignoring it but I'd still suggest you pump it all into your persuasion skill.
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1 pointI haven't a specific problem I am just curious why to use persuade that make it too easy to complete a quest when you can figure out and find a different smarter way. This is the point of side quest to search about solutions. So even if supposed that is the must skill for your exile character I feel that is not that important Thx for reply
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1 pointWow @Kexikus these are looking so nice, I can't wait til they're available !!!
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1 pointIf you're using a mod that makes the Scout/Sentinel class better. Than by all means play as one. I only tried the Scout class long time ago on Xbox. That build I posted is the same build I used when I first played the game on the original Xbox and I had no trouble. Of course at that time I was strictly Soldier/Guardian so I leveled both STR and DEX. I'm not gonna lie I'm not an expert in D&D which the KOTOR games are loosely based upon. All I do know as a Consular and with 12 in INT I get plenty of points to rapidly increase Repair. As a lightsider I only play Soldier/Guardian cause the lightside powers are better as buffs. One power you should immediately get is Burst of Speed, and whenever given the chance upgrade it. A feat that is good to invest in is Flurry, with Master Speed and Master Flurry you will take down foes quickly. Force Valor is another good buff. Heal is good for healing and curing poison. Also since I go by Kreia's teachings in the sequel, I try not to use Force Persuasion as much as possible. I try to use my natural persuasion. But that's only as a lightsider as a darksider I don't give a damn and use Force Persuasion especially when dealing with the Sandral's and Matale's.
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1 pointThat last part of my post was directed at Talyn82 but speaking of Soldier/Guardian. Since the 'Kotor 2 - K1 re-balance' mod makes each class have the same BAB I'm wondering if Scout might be a little better. Since they start with Implant Level 1, as well as a free +1 CON implant, it would mean I could start with a 15/10/15/8/14/14 and use the implant to get 16 CON at the start for 'free'. Since my skills.2da edit allows call classes to get Persuade as a class-skill, and the Scout already have Repair, Computer Use and Demolitions as a Class Skill, and they get far more skill points (3 vs. 1 per level for the soldier). Things like being able to fully repair HK and freeding the captured Mando on Korriban are important for me, since once I finish the game I intend to switch over to K2 and probably won't pick up either game for a while afterwards, so I want to do as much as possible in this one playthrough.
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1 pointThanks for reporting that! It's because those scenes use the same scripts (and so do Sion's scenes at least on Malachor and possibly elsewhere, it would have broken them to). I was supposed to use the TSLPatcher to install them but I wasn't thinking, sorry! Anyway, this will happen with both versions of the mod. If anyone else is experiencing this, your options are: put the files into the override folder only after Sion's kolto tank scene and remove them after you escape the Harbinger OR remove the files and install v1.1 that will use the TSLPatcher and be up very soon! EDIT: The mod is updated! Sorry for the inconvenience!
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1 pointUnless you want extra skill points or to repair HK-47, I wouldn't worry about intelligence. Also, when I played on console, I usually played soldier/guardian and I didn't worry about charisma, left it at 10, but always put a point in persuade in level up. Made most of the persuade checks, especially later in the game. I had always wanted to take full advantage of soldier and guardian, specialized in melee and lightsaber, and having that Force Jump. And I wanted to repair HK-47. And have a couple more Force powers so I could get Throw Lightsaber in addition to the others I like. That means having Repair as a class skill, too, as I always found the need to max out Persuade and Awareness. And a relatively high intelligence. So I've been doing my tweaking. Trying those cheat mods had been unintentionally hilarious, My lightside Guardian casting Force Lightning when I am controlling another character. Had to pick something on level up! Then go into KSE to delete anything I don't want him to have. 😄 So yeah, some individual tweaking might be in order, simply due to the hard level cap of 20. I don't see why Repair couldn't be a class skill for soldier/Guardian. They have to repair their own weapons and armor, right? And we have the example of Anakin Skywalker, the perfect example of a Jedi Guardian and could repair anything.
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1 pointI'm trying to avoid any overtly cheaty mods, the main mod I have that affects characters is the 'KOTOR 2 style rebalance for KOTOR' which makes all Jedi Classes match their K2 counterparts (feats, class skills, force power gains etc.). It also makes each class has the same Base Attack Bonus and lastly adds the out-of-combat Health Regen. I've personally modified the mods Skill.2da so Persuade is a Class Skill for each non-jedi class too, since it starts off as a Class Skill for each Player class in K2, and it can only be made use of by the PC anyway. I'm trying to avoid any overtly cheaty mods, the main mod I have that affects characters is the 'KOTOR 2 style rebalance for KOTOR' which makes all Jedi Classes match their K2 counterparts (feats, class skills, force power gains etc.). It also makes each class has the same Base Attack Bonus and lastly adds the out-of-combat Health Regen. I've personally modified the mods Skill.2da so Persuade is a Class Skill for each non-jedi class too, since it starts off as a Class Skill for each Player class in K2, and it can only be made use of by the PC anyway. I'm planning on going Lightside for this playthrough, it's my first with the K1 Restoration mod so I wanted it to be as close to 'canon' as possible this time around. I few things about the stats: I think 12 INT is useless? Since the game round down your INT score by /2, so you'd need 14 INT to get just 1 extra skill point per level up. That's what I've read online, and people seem to suggest either going 8 or 14. As for DEX, everything I've read online suggests that DEX isn't that useful because Armour/Robes, and other forms of defense outstip the DEX AC bonus in terms of protecting the player, and that's better to have a high CON instead. I know DEX will increase your chance to hit with a lightsaber if it's higher than your STR score, but I'm mostly concerned about Taris and worried that a low strength will gimp my ability to hit/kill enemies with melee weapons. Of course this is in the context of a 'generally' vanilla KOTOR, I'm not sure how much the mods you suggested change the game so stat considerations would likely be different. Also, considering the mod makes each class have the same Base Attack Bonus, does that affect your recommendation of starting class at all?
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1 pointYour mod throws a generic UTP into the Override. That will replace all instances throughout the game. There are likely dozens, if not more. You need to create your own new custom container, or find an existing unique container to spawn your items into, or use various scripting options to do a one-time spawn into a generic container in the desired module.
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1 pointIf anyone doesn't mind a more cheaty mod to get more feats and powers, try this 3 powers, 3 cheats. https://www.moddb.com/mods/3-feats-3-powers-per-level It affects the entire party, too. And you don't have to worry about holding back on leveling before training to become a Jedi, and you will get the most of both classes. And, at least to me, it feels like getting some of the benefits of K2 in gaining more powers and feats. A second mod- with the warning that it is OP- you'll want to up the difficulty of the game and it won't be every one's cup of tea. All skills are class skills, even for your companions. But you'll start with what we used to call in Dungeons and Dragons flat stats- all 18s. But you'll be able to repair HK-47 to the max.
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1 pointSure, I like to see other people's builds. Something I forgot to ask, is the reason you pick Soldier because of their high health gain, or something else? The build I was thinking of was 15/10/16/8/12/14 at CC. Then 1 in STR at level 4 to make it 16, then the rest in WIS, so by level 20 it'd be 16/10/16/8/16/16 before any items.
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1 pointWould a Soldier/Consular get enough skill points to reach that 17 Repair, as well has have enough Persuade to get past the Hard checks? Because outside of CC wouldn't they only get 1 skill point per level? I know INT gives more points, but apparently you need to have at least 14 INT just to get +1 skill point per level. So most people recommend either 8 or 14 with no in between. If only KOTOR had a level cap of 25 or 30 instead xD Edit: Just realised I have KOTOR Jedi rebalace mod that makes the Jedi classes the same as their KOTOR2 counterparts, so the Consular would have 2 points per level instead of 1, meaning they'd have 37 points at level 20 instead of 20. So they should have plenty to get both the Repair and Persuade Never played Soldier before, so I guess I'll go Soldier/Consular xD
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1 pointProbably odd jobs and the such. Maybe a merc depending on the character. An enforcer. Ran a backwater world bar. Be a tour guide to core world denizens on wild planets. A miner. A travelling chef. A field worker or farm laborer - which eventually leads to the destination of Telos. This is the kind of thing I like to fill in myself, instead of having it defined for me. I don't like it when everything has to be filled in. Next thing we know we'll have some novel or comic about Meetra Surik (or whatever the name is) the day laborer who volunteered to go to Telos to grow muja fruit. The one defining point, though, is that whatever it was the Exile did during that time, it had absolutely noting to do with the Jedi/Sith, or the Force. My Exile probably kicked back in some back water world and read everything in whatever library. Sometimes went fishing. Hunting. Maybe some skilled labor. Moved on when he got bored. Finally signed on for a job on Telos just to see how much Malak screwed up that world.
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