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Showing content with the highest reputation on 11/19/2021 in all areas

  1. 1 point
    I actually did make him a party member, but he's still refusing to follow me? Is there a script that forces party members to follow you, and if so, which script is it? And maybe I could edit it? I've made sooooooooooo much progress in the past few hours, I went from not wanting to learn, to actually learning. Problem is, he's still not following me despite being a bonafide party member, with his own portrait and obtained through dialogue options too. I am planning on just deciding to make a full-on Deadeye Duncan party member mod, it replaces T3-M4 and I have wayyy more dialogue to add, but he's already kinda fleshed out, I can talk to him on the spot. The fool just won't follow me, lol. I got rid of a bunch of Janice's dialogue involving T3-M4, you can ask about the droids, and she'll tell you about them, but you don't get to buy T3 anymore, instead she suggests Duncan as an alternative to help you get into the base, with it being humorous. "I actually have a guy instead for that." "Do tell?" Even has actions that go along with his responses, like laughing, or being angry, or pleading. I have his background as him being a farmer from Camooine (a planet in the Dantooine system), glad I didn't make up some random planet that wasn't lore-accurate. Also he has an ex-wife that lives there, lol. I tried to make Deadeye Duncan (the main one) disappear from the game by using this script: byebyeduncan.nss But it's not working, lol. If I could even use just the main game's script or a brand new script to make him follow me and get rid of the original Duncan, I'd be happy. Edit: oh and the spawn armband is no longer required, removed it from my files completely as it was more of a hassle. Still getting occasional crashes every now and then, but meh. @TamerBill
  2. 1 point
    Just having him follow you around is a dead-end, you'll need to properly add him as a party member to make it work. This already makes you smarter than the more common first-timers who come in dreaming of fully-voiced main-story-changing new party members as their introduction to modding, hah. I'll write up a tutorial on the basics, since this is a common request.
  3. 1 point
    If you reenabled them as is, they would not do anything. Control, Sense, and Alter was a way of categorising force powers used in the old Star Wars RPG. Bioware was obviously considering it for KotOR at one point, but didn't go with it. Force powers are mostly scripted, so there's no reason why you couldn't make 'force focus but only for some powers'. But you could do that regardless.
  4. 1 point

    1,944 downloads

    Original Review on Filefront: Ah, Kreia. Wise teacher or corroded hag? Hate to love her or love to hate her, she is one of the most memorable parts of K2. And, as some of you have seen in the KOTOR2 Restoration project teaser, she is capable of removing her concealing hood and revealing herself. Shem's mod allows Kreia to take off that hood when she speaks to Exile, allowing her face to be seen. This will benefit fan writers and artists greatly as we can now get a solid look at her face and hair from various angles. As you can see, Atton may have been right - she is still rather striking. Once again, I do ask that you give feedback for this mod. It's the only payment a fan artist gets, and the more detailed it is, the better the mods we can make in the future. Review by Allronix
  5. 1 point
    To anyone wanting to use this, use any of the fonts besides the "dialogue description" font; anything beyond the default of this and the inventory quantity disappears. Use the other font sizes (Menu and Name) and you're golden. This works great with the HD Menu mods otherwise.
  6. 1 point
    As an update to this, work on the project has shifted to K1 first in coordination with @EAF97and their NPC Overhaul project. The module has successfuly been ported into K1 thanks to Thor110s tutorials. As work carries on and various scripts and quests get created next, the project will enter a workable state that can be released in a beta format before the end of the year (2021). The goal would be a full release but that depends on my schedule. Here's what got messed with today: Using @InSidiousmodding resource for holocron models, the Jedi Academy sublevel on Dantooine now has actual holocrons! Jedi Initiates have been added to the Academy where the player can witness some of their training. @EAF97has worked hard to get Atris and her Handmaiden's ported over and we are thinking of what quests can be associated with them and the holocrons. Our buddies Rickard and Handon from the murder investigation quest are not happy about their arrangements.
  7. 1 point
    Not gonna lie, when I see a mod put all the description in the readme it just seems like they're trying to inflate their download count. At least summarize it.
  8. 0 points

    Version 1.0.1

    170 downloads

    DESCRIPTION Moves the HK factory segment a little later and allows the player to skip it. Remote comes to inform the Exile about the departure of Bao-Dur and HK-47 at the Citadel station. There is however no info given what happened to Bao-Dur. Meaning this mod just tells the player that Bao-Dur has disappeared somewhere without telling where and why. DETAILED EXPLANATION You no longer go straight to the factory (if located) after dealing with Atris. Instead you skip to the conversation with Grenn in Citadel station. Atton is now healed for this conversation. When Grenn asks about Bao-Dur (moved earlier) and Atton wonders where he and possibly HK-47 went, Remote comes with news about him/them. After asking Remote some questions, you decide if you want to play the factory section or skip it. If you skip it, the game randomly decides if the droids that G0-T0 summons at Malachor V are HK-50 or HK-51 units. Otherwise you play the factory section like you normally would. After shutting down the factory, skipping it or if you haven't located it’s location, you resume the conversation with Grenn, when the Sith attack the station. The cutscene showing the Sith assassins was improved. There are no more changes after the conversation with Grenn ends. INSTALL INSTRUCTIONS - Extract archive - Run "TSLPatcher.exe" - Click "Install Mod" - Select Install directory - Done! UNINSTALL - Copy files from the backup folder to the game's "Modules" folder - Overwrite when asked
  9. 0 points
    I also didn't find that mod, so I created new one. It uses free model by Anthony Yanez licensed under CCA. The original texture has been changed to look better in game and I hope to improve it further in the future, hence "beta" status. DC-17 TCW (beta).7z