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Showing content with the highest reputation on 05/03/2021 in all areas
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1 point
Version 1.0.0
236 downloads
Hello! This is my first very first, and very basic, mod. Nothing in here that anyone else couldn't do with Kotor Tool, but I thought I would share it all the same. I am releasing this as a modder's resource because I am actually planning on including it in a larger mod I have planned later on. As such, to access this you will need to use the cheat "~giveitem dualstun_mas". Installation: Drop the files into your override folder and use the giveitem cheat to acquire them in game. Background: I always liked the idea of stun batons in KOTOR 1. They seem custom fit for scoundrels and should line up really nice opportunities for sneak attack. However, in the course of KOTOR's development it seems like the original combat devs could not get a handle on how to implement them. Opportunities for sneak attack are great, but you rarely fight alone with a non-jedi in KOTOR... With two turns of stun, if you land a stun effect the enemy is massacred. Lower the rate the stun can occur, you almost never see it happen. Dual wield stun batons and suddenly a jedi character can land 5 hits in a turn and the stun effect still hits too often. Only allow one stun baton at a time? With the other tweaks, it no longer makes sense to equip it on anyone. This all feels like a solvable problem that just wasn't worth the developer's time...the perfect opportunity for modders. This mod attempts to rectify the problem of stun batons by tweaking their stats and allowing for the much cooler implementation of dual wielding (I am thinking about you Nightwing). To do this, I reskinned a shortsword and added a bevy of stats and effects. These tweaks should make these stun batons useful for most of the game by allowing your scoundrel character to rely on their sneak attack to deal most of the damage. Since sneak attacks scale with you as you level, these should always be useful. Description: These stun batons are meant to be dual-wielded. They deal very little damage on their own and only have a 25% chance of even attempting to stun. They deal electrical damage, deal extra against droids to compensate for stun immunity, and have a small chance to deal some extra critical damage. Fully upgraded, these stun batons will pale in comparison to even mid-game weapons on their own. The DC is set to 18 so that there is a chance, however small, that even boss level enemies could fail their saves and provide an opening. These "Diatium-Charged Escrima" are meant to set up sneak attack. As such, I have restricted these to scoundrels by requiring the Scoundrel's luck feat. As this is a modder's resource, it is your choice how you'd want to implement them. In an unmodded game, these batons will primarily get use from Mission. Potentially some early use from the PC, but they will quickly be outpaced by lightsabers. A fully specced out Misson could dominate with these weapons, but she would need several different feats and/or use stealth to make full use. Future updates/Requests: Reskinning! The current texture/model is from the Bothan Stun Stick. I would love to recolor these black, but I have no knowledge/tools needed to change textures. Stretching out the model. Right now these are the stock model for stun batons, to fit as escrima they should be longer. Same as above, I have none of the tools or experience to make that happen right now. Permissions: Anyone can feel free to use this for anything you'd like! It is meant to be a very self contained way of implementing dual Stun Batons, so it should work with anything else. Credits/Thanks: Fred Tetra for their amazing KOTOR Tool @Thor110 for their general help and modding tutorials! -
1 point
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0 points1) During the game, when did the problem begin to occur? (List a general description of the issue.) A number of quest-related and cosmetic issues occurring after entering M4-78. Some of these have been reported in other threads here. Saved Game (after all problems triggered): http://pa3pyx.dnsalias.org/stuff/m478ep_save1.7z 2) Did you install the latest version of the mod? (We are only covering issues concerning version 1.3 - the latest edition.) Yes (version 1.5.1) 3) What version of the game do you have? (Steam, GOG, 4CD, or the KotOR Collection?) What region is the game designed for if it's the 4 CD version? Steam (exe version 1.0.2 private build 427) 4) Did you update your game as required by your game's region? (Update is required for 4-CD version only. If using a Steam, KOTOR Collection, or GOG version, put down "N/A") N/A 5) Did you use the TSLPatcher, if provided? Yes (to install HQ graphics mod, merging appearance.2da) -- source below 6) Were there any errors in the TSLPatcher installation? No 7) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) HQ graphics mod (based on Xenon's unofficial 1.0c patch). Uses only graphical components from the unofficial patch -- .mdl, .mdx, .tga, .txi overrides and appearance.2da changes to textures and envmaps, but no other files or changes (to avoid conflicts). http://pa3pyx.dnsalias.org/stuff/tslrcm_hq_10c_20190104.7z Extra mod is therefore very unlikely to cause the issues described. 😎 Can you be more specific about the error? At what point did it happen? (List a detailed description of the issue.) How I got there: 8a) (Gameplay) The quest "Re-activate M4-78" is not completable if Environmental Zone is completed before Industrial Zone, but the player chooses *not* to skip the quests to get past the lockdowns in Industrial Zone. (Saved game above can be used to examine variable state.) In my particular case Kaah opened the door to R&D section, then I solved both rebuilding I1-01 and CS-45 quests to get audience with IS-24. Moreover, this led to indefinitely repeated I1-02 commissioning scene in Manufacturing (any time the player revisits this area) and indefinitely gaining 1000 experience each time it plays. 8b) (Gameplay, minor) If the Environmental Zone is visited first (as above), ES-05 can be questioned about events that the player doesn't know about yet. For example, the player can ask whether ES-05 destroyed I1-01, but the player doesn't have any quests related to I1-01 yet. (Though, arguably, player's droid may have already interrogated IS-02 about it.) 8c) (Gameplay, minor) If the Environmental Zone is visited first (as above), while returning from ES-05 to the Central Zone, the player comes across an area locked down, supposedly, on M4-78's orders. However, M4-78 has not been activated yet. 8d) (Gameplay) The "Fixing Droids" quest is not completable because one of the parts required to repair the droid in Central Zone is missing. "Main Droid Processing Unit" is nowhere to be found. According to walkthroughs, it was supposed to be in a junk heap in an outdoor storage area just before the entrance into the testing section of Industrial Zone, behind the line of inactive combat droids. However, in version 1.5 (where Industrial Zone was split into multiple areas) there is no longer a set of droids in this area, nor a junk heap behind them. Possibly I just overlooked the item and it's in a different place now, or I missed a quest reward at some point. But more likely this is a regression introduced in 1.5. 8e) (Gameplay) In the scene just before M4-78 room, one of the Sith Assassins remains alive, but friendly (?) after the attack scene. (Load the attached savegame, then go down to M4-78 room.) 8f) (Cosmetic) The L5-65 droid in the Central Zone (and any other droids sharing his model, such as Loading Droid in manufacturing) has "bleeding" in its shadow. (See attached screenshot.) Screenshots made by other people confirm the problem. Probably the model needs some minor corrections. 8g) (Cosmetic) Before clearing the radiation in the Central Zone, the "pollution haze" fog is not applied consistently to all surfaces. (See attached screenshot.) In particular, walls and floors don't show any fog at all, whereas most objects do (but not all). Also, skybox texture is missing in the Central Zone (but not in Industrial Zone) although the fog is present in both. If this is a game engine problem and cannot be fixed with content changes, it's probably better not to use the fog effect altogether (colorful exhaust from vents should be enough). After all, radiation is supposed to be invisible. 8h) (Cosmetic) In a number of places, the subtitle text shown does not match the voice-overs spoken. One example is IS-24 where the player is directed to Environmental Zone (where he may have already been), another is CS-36 (confusing the first and second assistant Archons). 8i) (Cosmetic) Voice-over volume varies widely and is inconsistent with the rest of the game. It's probably a good idea to use a program such as WaveGain or MP3Gain (in No-undo mode) to normalize the all voice-over volumes to a value consistent with the rest of the game. 9) Have you tried re-downloading the mod? No 10) Have you tried using a different save game? No 11) Have you tried starting a new game? Yes (new game was started after installing all mods, with no other mods installed after) 12) What Operating System do you use? (List Virtual Machines as well if you are using them.) If you're a Mac user, please note that here as well. Windows 7 Enterprise 64-bit, Intel HD Graphics 440 (driver version 10.18.14.4578) 13) Can you confirm that you see the TSLRCM logo on the the main menu screen? Yes (version 1.8.5) 14) What language is your game set for? English 15) Which language of TSLRCM are you using? English 16) Are you playing this on a laptop or a desktop computer? Laptop