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Showing content with the highest reputation on 10/10/2021 in Posts

  1. 1 point
    Hello to all who might take interest in this, I was recently testing out some textures for another user who made some textures for Nar Shaddaa. During playtesting, I noticed what appeared to be a minor, yet visibly obvious, a bug that appears to be present in one of the 303NAR module models. I removed the texture mod and as expected these bugs were visible even with the original textures as you can see here below: Exhibit A: Notice how the terminal on the left is brightly lit up, whilst the terminal on the right is dark. Exhibit B: This terminal is in the exact same room as exhibit A, this terminal and the other terminal might be part of the same room model. Both of these light and dark terminals are found in the droid control room inside Vogga's warehouse, where T3 acquires the ID signature. But these aren't the only locations in the same module where these terminals occur, in the image below you can see the same dark terminal texture in the cut dock rooms but this time the dark terminal on the left is lit up like the terminal on the right: I theorize that this is some sort of lighting issue with the model, this isn't urgently in need of a fix; though it would be good if it was fixed as this issue was *really* noticeable when playing with Nar Shaddaa texture packs. In addition to the lighting issue, there is also this massive crack in the wall outside the Docks which can X-Ray into the apartments as you can see here:
  2. 1 point
    If you just set the base type to lightsaber then it would be a lightsaber in all respects. Theoretically you could repurpose one of the slots. Remove either shortsabers or doublesabers from the game, and change their old slot to have vibroblade appearance, sounds, damage type, feats etc. Never tried it but in theory that would work.
  3. 1 point
    View File Classes, Feats, Powers, and Skills Tweak Thank you to all who have taken the time to view my content. I give permission to use my mods in any future projects with the appropriate credit. This mod alters classes.2da, classpowergain.2da, feat.2da, featgain.2da, and skills.2da using the TSL Patcher. Changes 1. Soldier’s Base Skill Points increased from 2 to 4. 2. Jedi Consular’s Base Skill Points increased from 2 to 6. 3. Jedi Guardian’s Base Skill Points increased from 2 to 4. 4. Jedi Sentinel’s Base Skill Points increased from 4 to 8. 5. Jedi Consulars can now select up to 19 Powers by Level 12 & up to 32 by Level 20. 6. Jedi Guardians can now select up to 15 Powers by Level 12 & up to 26 by Level 20. 7. Jedi Sentinels can now select up to 16 Powers by Level 12 & up to 28 by Level 20. 8. Scoundrels can now select up to 6 Feats by Level 8 & up to 14 by Level 20. 9. Scouts can now select up to 6 Feats by Level 8 & up to 15 by Level 20. 10. Jedi Consulars can now select up to 6 Feats by Level 12 & up to 10 by Level 20. 11. Jedi Guardians can now select up to 10 Feats by Level 12 & up to 16 by Level 20. 12. Jedi Sentinels can now select up to 9 Feats by Level 12 & up to 15 by Level 20. 13. HK-47 (Combat Droid Class) granted the same Feat Progression as the Soldier Class. 14. T3-M4 (Expert Droid Class) granted 2 extra feats. 15. Scoundrels gain Treat Injury as a Class Skill. 16. Protagonist Soldier & Scout gain Persuade as a Class Skill. 17. T3-M4 (Expert Droid Class) can now select Master Two-Weapon Fighting when leveling up. 18. Fixed Weapon Proficiency/Focus Icons (Credit to Kainzorus Prime). Submitter MVacc224 Submitted 09/16/2014 Category Mods K1R Compatible Yes  
  4. 1 point
    Hi. Sorry for the delay, I still get notifications to my email. This is the K1 Version of the mod. Installing it on TSL is probably what caused your issues. The TSL Version is called Feats Tweak.