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Showing content with the highest reputation on 07/01/2021 in all areas
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1 point
Version 1.0.5
366 downloads
NOTE : This is included with the Expanded Galaxy Project already. WARNING : Using this in close proximity to an NPC can cause them to disappear when returning from the Ebon Hawk. This armband acts like the Return to Hideout / Ebon Hawk Button on the map from the first game allowing you to return to the Ebon Hawk then quickly return to where you were, just wear it and use it like you would any shield or armband item. For now you must cheat this item into the game using “giveitem ebon_armband" To enable cheats add the following line "EnableCheats=1" anywhere under "[Game Options]" so like below. "[Game Options] EnableCheats=1" Let me know how everybody gets on with it and where you all think I should place it in game. Thor110 -
1 pointBy request, here's how I make portraits and how I make them relatively quickly without having you use GIMP, NWMax, or other 3D programs. Of course, if you're making portraits for a Recruit mod, you wouldn't be doing such this until you had your model working in game, had the writing finalized, made new textures for your character if needed, and if it was essential - had your new voice lines finished with appropriate lip syncing. Because making portraits before then would be really dumb, right? Right? Anyway, on to the instructions. 1. In the game, engage the person you want a portrait of in a conversation. That'll give you a close up of the face to work with without having to adjust the position of the player character. 2. Take a bunch of screenshots when the camera is focused on the character that isn't your PC. If you have FRAPS, have it set to take snapshots every second and have it saved to BMP format. Otherwise, use the traditional screenshot function in the game. 3. Choose the best picture (or pictures) of your choice. Let's say it's Dustil Onasi, for example. 4. Crop the background out of the picture. 5. If necessary, crop the area left in the picture to what you want in your portrait. You may find that having it as a perfect square may help you gauge things. I recommend leaving enough that what you have will fit on a 1024 by 1024 background. This is larger than the standard portrait size which is why they tend to look a bit crisper than the vanilla portraits you find in game. Note that the Dustil pictures are not for a 1024 background but merely for illustrative purposes. 6. Place the cropped image on to one of three backgrounds (LS, DS1, or DS2). Make sure you don't leave any space between the bottom of the background free picture you copped and your new background or your portrait will look like it's floating. I have three templates background templates - one for LS, DS1, and DS2. I only have three backgrounds as I tend not to make PC portraits for K1. (If you want to see someone else's take on the background, I believe DarthParametric may have made some as well.) If you want mine instead of hassling DarthParametric, then just grab these examples that I’ve archived on Dropbox. 7. Optional step: Personally, I blur the edges of the cropped character you placed on the background. This is barely noticeable when you see it in game but it seems to make a world of difference to some people. YMMV, of course. 8. Save file to name needed. Repeat as needed for the other portraits. 9. Profit.
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1 pointTime for me to see if this works if installed after boarding the Hawk at the Polar Academy. SCIENCE! Update: Yes, yes it does. A few of things to note. 1. The instructions could be better-worded, and need to make note of an important step. Perhaps something along the lines of "Before starting, back up globalcat.2da and spells.2da from your Override folder if they exist there. After backing them up, start the install by running the TSLPatcher first. Then depending on whether you're running TSLRCM alone, TSLRCM + M4-78EP, or TSL vanilla, copy over the globalcat.2da from the appropriate folder to your Override folder." 2. You forgot to update the info.rtf; it's still based on your Reveal Map armband. 3. This doesn't replicate the "Return to Ebon Hawk" feature from K1 exactly; that feature warped you to the module the Hawk was parked on and spawned you a short distance from the boarding ramp instead of directly aboard the ship. Would it be possible to achieve this in a future version? In any case, this difference might bear noting in the mod info.
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1 pointJust a few moments ago, I posted a long quote from Quanon that he left on my previous blog. It's useful but without the picture links (that are now broken), it's not nearly as useful as it could be. I have reached out to Quanon to see if he could provide either the pictures (or recreate them) or do the "more noob friendly tutorial" that once indicated he might be willing to do. Feel free to work on your concept until Quanon responds, @Thor110. And if you want to see the quote in it's current state that I referred to, see this blog and scroll down until you see Quanon's entry.
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1 point
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1 pointFor me it's a matter of narrative as well as gameplay. If I reload to a previous save or slaughter the Sand People it changes what Revan has "accomplished" in my playthrough. I want to let the Sand People live, hear the history, and keep the pearl without having to fire up the save editor or use the cheat console.
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1 point
Version 2.2
4,851 downloads
Authors: Kainzorus Prime, Darth DeadMan, Fair Strides Mod Name: [TSL] Clone Wars Armor Pack ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod will add variety of clone armors and two variants of DC-15 rifle to your game. You can either get them from the corpse of a Republic Trooper corpse aboard the Harbinger, or use the console commands. 2. Installation: ========= Run the TSL Patcher and sit back, the installer will handle everything, including compatibility with other mods. 3. Usage ========= All armors, ten DC-15A and ten DC-15S rifles can be found on a Republic Trooper corpse aboard the Harbinger, marked “Republic Quartermaster Corpse”, found in the Crew Quarters. Item codes are as follows: clone_clean - Clean Episode III Armor clone_dirty - Weathered Episode III Armor clone_blue - 501st Legion Armor clone_red - Shocktrooper Armor clone_green - 442nd Siege Battalion Armor clone_yellow - 212th Attack Battalion Armor clone_grey - 41st Elite Legion Armor clone_star - 327th Star Corps Armor clone_neyo - 91st Reconnaissance Corps Armor clone_shadow - Shadowtrooper Armor clone_para - Paratrooper Armor clone_marine - Galactic Marine Armor clone_gree - Commander Gree’s Armor clone_cody - Commander Cody’s Armor clone_bacara - Commander Bacara’s Armor clone_bly - Commander Bly’s Armor clone_deviss - Captain Deviss’s Armor clone_commando - Commando Armor clone_boss - Delta-38’s Armor clone_sev - Delta 07’s Armor clone_fixer - Delta 40’s Armor clone_scorch - Delta 62’s Armor clone_classic - Clean Episode II Armor clone_captain - Clone Captain Armor clone_commander - Clone Commander Armor clone_sergeant - Clone Sergeant Armor clone_lieutenant - Clone Lieutenant Armor arc_basic - ARC Trooper Armor arc_red - ARC Captain Armor arc_blue - ARC Lieutenant Armor arc_yellow - ARC Commander Armor dc_15a - DC-15A Blaster Rifle dc_15s - DC-15S Blaster Carbine 4. Credits: =========== Special thanks to: MarcusLeCoy - Original 501st Legion texture. Dark_Cuillere - Original Commander Cody texture. Ruku - Most of original Episode III Clone textures. Pahricida - Original DC-15A model and textures. SoM3 - Original DC-15s model and textures. Holowan Laboratories - For all the great resources. 5. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. -
1 pointYou know the one thing that stood out about Vrook and I really didn't like? When you see him in Dantooine in K2, he's all friendly with that lady governor- forget her name. But he's always so harsh to you. And apparently anyone else who is junior in the Jedi.
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1 pointI agree with you the Jedi like Zez are fine during the game expect for the end game and I'll quote Scorchy on that (with necessary censors, of course 😜) https://lparchive.org/Knights-of-the-Old-Republic-II/Update 47/ "Once again, the Jedi Council proves they can’t learn from their past mistakes and start blaming the Exile for everything. What happened to the Master Zez we talked to on Nar Shaddaa, who regretted sending the Exile away? And the amiable Kavar on Onderon, who was starting to admit they f***ed up? They did a complete 180 here." In the droid planet mod at least, Vash gets her cut dialogue which I think implies she was was wiser than what she ended up being in vanilla.
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1 pointVash and Zez seemed to be the most underwritten masters of the entire game. Vrook had been in K1 and the KOTOR comics, and Kavar had some exposition given to him by characters like Canderous, so at least they had some background info to go off of. And both Kavar and Vrook actually assist the player on Onderon and Dantooine if they take the light side path.
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1 pointI agree with you Korriban feels crammed in. It would have been cool to revisit Dreshdae and explore it. Also, I find it very sad the only decent Jedi master (Vash) that wasn't a sheep like Zez and Kavar is just killed off without getting a conversation on it. I'd rather she had lived (as in not going to Dantooine) and be the first of the old Jedi to realize how flawed and screwed up they were, but alas. I also wish you could back and explore Onderon again after the civil war to see it back to normal. Speaking of that, I feel like Canderous was affected by the rush released date. It would have been nice to see him talk about Revan more and explain why he's apparently not on speaking terms with Carth. Like maybe have them all meet up again during or after the Battle of Telos would have been cool imo.
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1 pointTaris- love the sky and skyline. Interesting stuff. Takes me a good evening to do all the quests there. Dantooine- in K1 It's beautiful and serene. Lothal in Rebels remind me of Dantooine. Tatooine. Because Star Wars- it is deep in lore and history as well as different and interesting people. And it's desert. Manaan- because of the interesting story line and how beautiful it is. For K2 Onderon because of the feel of the old Tales of the Jedi comics. Telos because it is fun. Above all, Korriban in K1. What a feel that place has. Exploring the tombs. The bleak majesty of the planet. I hate it in K2. The only interesting point is Kreia's lessons about the great Sith Lords of the Golden Age. Otherwise, it's depressing, abandoned. And there is the Unknown World. The ancient mystery of it.
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1 pointI think the problem with Nar Shaddaa in KOTOR 2 is that you don't get a sense of tallness and height like you in other Star Wars games like Jedi Outcast. In KOTOR 2 Nar Shaddaa is all level and flat. Whereas in Jedi Knight and Jedi Outcast, you're running up and down buildings and platforms, and you definitely feel that this world is huge. I always felt that was a missed opportunity in KOTOR 2, but that's probably due to the limitations of the Aurora game engine. For K2 Dantooine, the Khoonda siege kind of reminded me of the Ghost Town Gunfight quest from Fallout New Vegas. Help out a small town in the middle of nowhere in a mostly lawless desert. But I got that same feeling from Dantooine that I got from New Vegas-you're on your own, the entire area is heavily downtrodden and there's little rule of law around. https://fallout.fandom.com/wiki/Ghost_Town_Gunfight As another side note, I really liked the green color of Dantooine that we got in KOTOR 2 as opposed to the Autumn colored environment Dantooine got in KOTOR 1.
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1 pointThere's also the Sonic Screwdriver -
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1 pointTSL came out at the end of 2004 (on the Xbox). NWN2 only started development in mid-2004 (came out at the end of 2006). And even then I suspect it was only pre-production, concept art and the like, as it would have been all hands on deck to get TSL out the door in those last few months (and do the PC port).
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1 pointNo. TSL uses Odyssey the same as K1. Obsidian only made minor changes to the engine itself. NWN 2 used Electron, a far more radical evolution of Aurora (NWN's engine), but that came after TSL at any rate.
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1 pointSounds like you're referring to "Unseen, Unheard" - which was written by Chris Avellone. Here it is.
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1 pointIt's never really addressed outright. It could've just been luck (or unluckiness, depending on your opinion) on Visas's part. Or it could be that Nihilus intentionally chose to spare one to take as an apprentice/slave simply because he wanted a Force bond as a master has with an apprentice, for whatever benefit that might give him - though I don't find that theory particularly valid, since I don't think his level of control when he's consuming the whole planet is that precise
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0 pointsFunny you should ask that I did indeed do so. Hence my changing the thread title again and editing the first post again. About the KSE globals.. I did some looking into that myself. The one for the Restoration zone would seem to be 231_Killers_Spawn. 202TEL_Killers_Spawn is the control for their spawn in Lorso's office (even though that's actually in 209TEL; modules were evidently relocated and sectioned more, but Obsidian never relabeled the globals to match).. I couldn't find a Boolean for the docks encounter, so either it's either controlled by the numeric version of 202TEL_Killers_Spawn or my memory really has been playing tricks on me this entire time <.> I'll keep older saves around to try sciencing with.
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0 pointsUnderstood. There is no comprehensive change list of what was done to TSLRCM from what I remember seeing said somewhere around here, I think maybe it was on the KotOR modding discord. Have you just made your way to the Restoration Zone to check they aren't spawning there? Also there is a tad more information on the Obsidian forums : https://forums.obsidian.net/topic/42189-tsf-bounty-escaped-criminals/ Though still not all that much. Again I can understand that, perhaps I was a tad hot-heated earlier but I was essentially more than happy to sit and walk through the problem with you and probably even locate the variable for you to alter in KSE, but then I decided to go play some games instead and then get back to working on my own project. I believe these are the globals you need to alter, most likely the 200TEL_Killers_Dead, but you could try checking the other variables as well. Thor110
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0 pointsIt's a trivial mod to do if you want it. Literally just delete one line of code (ActionTakeItem) from k_ptat_sandtakep.