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Showing content with the highest reputation on 05/13/2022 in all areas

  1. 4 points
    The way to do it in K1 is to call SuppressStatusSummaryEntry before the creation or destruction. // 763. SuppressStatusSummaryEntry // This will prevent the next n entries that should have shown up in the status summary // from being added // This will not add on to any existing summary suppressions, but rather replace it. So // to clear the supression system pass 0 as the entry value void SuppressStatusSummaryEntry(int nNumEntries = 1); For example: SuppressStatusSummaryEntry(); CreateItemOnObject("g_w_lghtsbr01");
  2. 3 points
    @Masamune753 Yes, it was caused by the attempt to limit the forms to melee wielders. I'm about to upload an update that should fix it. UPDATE: v1.6: -Fixed bug which was causing stats to stack unpredictably (NB: restriction of the lightsaber form to melee wielders is now only checked when the form is first applied); -Corrected inconsistent spelling in the description of Makashi; -Corrected Makashi description to reflect actual bonuses; -Corrected Makashi to give +2 to Will saves.
  3. 2 points
    The remake is in UE4. There won't be any NWScript in it. It doesn't even use UnrealScript any more, just Blueprints. If you are giving up, then please at least make the current source code available. DS now has its own Github repo for various tool projects. If you'd like to create a repo for it there, jump on the DS Discord - https://discord.gg/h68Z9Ds2 - or send me a PM.
  4. 2 points
    I'd say treat a mod trailer like a videogame teaser rather than a (now defunct) E3 trailer. Show the best examples of what you've added and really use the opportunity to introduce the viewer to some of your characters or themes. Don't hype the viewer up with amazing music and pre-rendered videos when the final product won't look or sound anything like either. Don't show how you wish the mod will look, just show what it actually is.
  5. 1 point

    Version 1.2

    15,063 downloads

    Thematic Sith Lords Premise Anyone who’s played TSL knows that the eponymous Sith Lords are pretty disappointing. The most hyped fight of the entire game, against Nihilus, is almost always trivial. Sion can be dangerous but rarely is, and Kreia’s floating lightsabers are almost always more of a threat than the woman herself. Thematic Sith Lords’s purpose is not to directly address these issues, but to push back against some of the underlying problems with these fights that results in them being so boring. While examining the .utc files for Sion, Kreia and Nihilus associated with their respective fights, I found that there was surprisingly little differentiation between them, especially in attributes, and very little specialization per Lord. Worse still, many feats and powers which the Lords should realistically have had were also missing: Sion, for example, lacked Ignore Pain despite his ability to fight through and even utilize his constant pain being the core of his character! Thematic Sith Lords, as you may have gathered, is not a difficulty mod as such. Rather, it’s a realism mod the goal of which is to increase the overall difficulty of the Lord fights as a natural result of restructuring the stats, feats and powers of the Lords to more accurately fit their physical and mental conditions, as well as their experiences and training, without making every fight harder for all characters. The goal is to make each fight with a Lord feel different, with each Lord having their own specialties, strengths and weaknesses, such that some character builds will do better against some Lords and struggle against others. In Thematic Sith Lords, Sion, for example, has extreme STR and CON, but poor CHA and INT, and abysmal DEX and WIS. His archetype is as a bruiser, who trades taking hits for being able to dish out extremely powerful strikes with no fear of his close-range style resulting in his death—because Sion doesn’t need to worry about dying in a fight, and his combat style should reflect that. This overconfidence results in him being somewhat vulnerable to Force abilities, however, and a Consular might run circles around him while a Guardian struggles to bring him down. The goal is that the opposite will also be true—Consulars who had no trouble with Sion might find themselves in a pickle when their abilities bounce off Nihilus, who now has even higher WIS and Will saves than he did before, and the DEX to frequently dodge the lightsabers of most Jedi not built explicitly for melee combat. Why use Thematic Sith Lords? As noted above, Thematic Sith Lords isn’t a difficulty mod, as most rebalances of the Lords are. The goal is to make each Lord’s attributes, stats, feats and powers a realistic reflection of their condition, and how they would actually fight. If you want pure difficulty, other mods might be for you; if you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Sith Lords is likely for you. Thematic Sith Lords also has two features which other difficulty mods for the Lords often don’t: it also modifies the Sion fight on Korriban and Sion's fight with Atton on Malachor (both of which are frequently left out of other mods), and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Compatibility This mod requires TSLRCM to be installed first, and NOT to be installed via the Steam Workshop, in order to install properly & function. The Workshop is very poor for mod compatibility, so if you have it installed via the Workshop, it’s best you install it via the installer version anyway. This mod should be compatible with anything and everything else that doesn’t edit the Lords’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. Installation 1. Ensure TSLRCM is downloaded and installed, NOT through the Steam Workshop! 2. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 3. Run the TSLPatcher .exe and, when prompted, select your game directory (the one with the .exe file in it). 4. Click “Patch” and you’re done! Permissions & Thanks As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give me credit for the idea and for the balance settings if you choose to retain most of mine, go for it. You don’t even need to ask me. Special thanks to @DarthParametric for his help with putting this together. It was my first time making significant edits with KOTORTool and creating a TSLPatcher install, and this mod quite probably wouldn’t exist without his help. Thanks to @Pavijan357 for identifying the missing changes to Sion in 906MAL.mod, and @DarthTyren for his assistance in helping me clean up my changes.ini and apply the changes properly to 909MAL. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.
  6. 1 point
    You have no idea how completely hyped I am to hear this! I adore this mod! Thank you! @InSidious Hey is it possible updating on an existing Save may cause issues? Soresu actually decreases my defense by 5 and increases Reflex by 2, Shi-Cho now increases def by 4 and Reflex by 2, Harmony Form does nothing, same with Persistence.
  7. 1 point
    Agreed. I come from the FLOSS side of things, for me it's natural to release sources. And while in the FLOSS space, we disagree on different licenses, we agree that source releases, with a proper license attached to allow for re-use, is important. And "release early, release often" is also a common mantra: things might happen, so while we wait for a drop of perfectly finished and cleaned up sources, maybe you get hit by a bus. Or, less crass, your HDD dies and you don't have any backups. Or something else catches your interest or your RL gets bogged down or a global panini hits and your headspace is just weird as all f. It happens, that's okay. Don't get me wrong, good documentation and detailed documented specs of file format is also important. Ideally, there's both docs and code. With code, though, if you can get it to run, you can immediately see if it's correct. This isn't meant as an attack or rant or anything, just for an explanation of where I'm coming from here.
  8. 1 point
    I'd disagree. The proof is in the pudddingcode. But sure, do also release proper, structured documentation, please.
  9. 1 point

    Version 1.0.0

    461 downloads

    This mod will add upscaled textures for the Manaan part of the game. Except the skies, see note below. All textures are now 4x their original size. Example a 128x128 becomes 512x512, etc... I've not gone up to the 4096x4096 sizes as I don't see what that would add to this older game. A few textures do get to this size, example is the Ebon Hawk. Normal maps have also been redone, rerendered not just upscaled. It's still a 400% improvement on the older files. Have a peek at the screenshots and: Enjoy! Minor note: No the Sith base is not included, this is a separate texture set within the game, it gets used on various other locations to. So it'll be a pack on its own. Sky textures are made by the awesome Kexikus get them here: => https://deadlystream.com/files/file/723-high-quality-skyboxes-ii/ => https://www.nexusmods.com/kotor/mods/69 For the best looking Cantina signs, pick up this mod by SithHolocron: => https://deadlystream.com/files/file/1135-animated-manaan-cantina-sign-for-kotor1/
  10. 1 point
    I would assume so, given that they should use the same model and the textures look the same. You'd just have to manually look through the TPC files in JC's mod to find the right files to replace.
  11. 1 point
    That would depend on exactly what the mod does. A trailer is kind of like advertisement, your trailer should pitch the mod to the audience and should make them want to download your mod. The key to making a good Kotor mod trailer is to get things like the music, footage and other special effects to work with what you're presenting. A common error I see Kotor mod trailer's make is that they record their mod footage with either the game's background music, background ambient noises or NPC chatter when these sounds would be best left out of the trailer. If you wanted to show an NPC talking, go into the sound menu of K1 or K2 and turn down the music and background noises to 0 whilst keeping the NPC dialogue up, in-game, you will only hear the NPC speak and the rest of the game will be silent. This would be useful if you wanted to have GLIntercept flyby shots of an area and the scene faded into another scene, you wouldn't want to have a soft flyby of Manaan hearing the loud crashing of the ocean's wave only to fade into Tatooine and unnaturally go from ocean waves to dust winds with no transition. Or you wouldn't want to loudly hear a ship take off in the background when an NPC is talking. If needed, you could use the vanilla game's/mod's sound effect files and add them in your video editor so you, the trailer maker, can choose when these sound effects play to complement the trailer instead of them being an annoyance in the background (A spooky Korriban mod trailer for example would do great with some Sith whispers and background screams which we hear in-game). In addition to the in-game audio, you'll want to make sure whatever music you picked isn't 'too loud'. I remember one of TSLRCM's old trailers having a part with Kreia narrating something and all I can hear is the Sith theme screeching over the top of her... the lesson we can learn from that trailer is: make sure the music isn't loud enough to overshadow the narrator and/or mod footage you are trying to showcase. When it comes to things like music, your pick should 'work' with the 'theme' of your mod. Is your mod an action packed custom content mod? You probably wouldn't want the K2's Rebuilt Enclave music playing for that. Many Kotor trailer's have music and features which work with their video theme, but sometimes these video features don't work whether it be with the video itself or with the mod you're showcasing. I could use various Kotor mod trailers as examples but I wouldn't want to draw criticism on the mods or their authors (Even if their trailers aren't good, most of the times the mods are amazing!). I would like to reiterate what Malkior has stated: I think that a trailer should only be made when the mod is essentially complete (You can discuss and plan it privately before hand, but that's it). You wouldn't want to have a trailer with half finished/poorly made content or, as Malkior put it, have a trailer which shows pre-rendered content which isn't even in the mod (If that was to be done, it'll only leave a bad impression on both your "mod" and yourself as a modder). If it's a teaser, it can be as short as 20 seconds or as long as a 1:30 depending on what exactly you want to show. The teaser should only 'tease' the mod whereas the trailer hence why it should be on the shorter end of the stick, whereas a trailer you'd go all out and do a 1 minute or 3 minute trailer, of course the timing of your trailer will be different depending on what the mod does: Does it rely heavily on combat? Is it voiced? Is it custom content? Is the mod big? etc. Trailers shouldn't really go for longer than 4 minutes I would say.
  12. 1 point
    It should definitely contain a release date a year before the current date. More seriously, it should probably be made late enough in the project to actually show off something worth seeing, and that tells the viewer what the mod is actually about, rather than melodramatic music, still frames and some running about, for instance. For length, I'd probably say about 3 minutes is about as long as you want to go.
  13. 1 point
    2022 OutsideXbox - May 12th, 2022 OutsideXbox's video: 7 Times Fans Had to Fix the Game There are more than a few errors in the video for the TSLRCM section of the video. Feel free to let them know what they are in their video's comments!
  14. 1 point
    Here below are the collected press coverage and reviews of TSLRCM on major websites. Listed in chronological order. 2009 Hooked Gamers - October 20, 2009 KOTOR 2 RESTORATION PROJECT: When gamers set out to complete what a developer started you know you're in for a treat. Lord of Hunger sits down with us to talk about the recently completed Knights of the Old Republic 2 Restored Content Mod. 2010 VentureBeat - July 1, 2010 The KOTOR 2 Restoration: Why You Should Still Care 2012 GameInformer - July 12, 2012 The Best Mods for Knights of the Old Republic PCGamer - July 25, 2012 Community heroes: modders debug and restore cut content in Knights of the Old Republic II Escapist Magazine - July 26, 2012 Modders Restore Knights of the Old Republic II Content Rock Paper Shotgun - July 27, 2012 Grey Skies Are Gonna Kreia Up: KOTOR 2 Is Done Eurogamer.net - July 31, 2012 Chris Avellone: Knights of the Old Republic 2 restoration team "should be given a lot of kudos" Prima Games - July 31, 2012 Chris Avellone Dishes Out Respect to KOTOR2 Restoration Crew Rock Paper Shotgun - August 24, 2012 Get These: KOTOR 2 And Its Restored Content Mod Forbes - October 10, 2012 13 Classic Games Made Awesome with Mods, part 2 GameRant - sometime in 2012 Massive Content-Expanding ‘KOTOR 2’ Mod Finished 2014 Kotaku - May 30, 2014 Why Star Wars: Knights of the Old Republic 2 Is Better Than The Original 2015 PC Gamer - July 21, 2015 Knights of the Old Republic II gets controller support and more Ars Technica - July 21, 2015 Star Wars: KOTOR 2’s first patch in 10 years adds Linux, OS X, 5K, Steam mods Kotaku - July 21, 2015 Ten Years Later, Star Wars KOTOR II Gets An Official Update GameInformer - July 25, 2015 Star Wars: Knights Of The Old Republic II Is Out On Mac And Linux With Some Fantastic Updates Game Banshee - July 29, 2015 How Fans Fleshed Out KOTOR II and Why It's Worth Revisiting IGN - August 5, 2015 The Star Wars Game That Fans Saved - IGN Plays (Video) Paste - September 18, 2015 Modding the Sith Lords: How Fans Salvaged KOTOR 2 2016 Den of Geek! - April 21, 2016 Star Wars: How Knights of the Old Republic II Became Gaming's Great Unfinished Symphony A.V. Club: Gameological - April 27, 2016 In games, you can’t—and shouldn’t—win them all 2017 PC Gamer - Issue 287 (January 2017 Issue) Article: Make Your Old Games New Again Did I miss any? PM me with a link. 2019 Ars Technica - 12/5/2019 Ars Technica: The modders who spent 15 years fixing Knights of the Old Republic 2
  15. 1 point
  16. 1 point
    I just played through the game for the first time in years with this mod (along with TSLRCM) and it was a blast. I did encounter one bug, though, which was that at some point my Exile's current HP became higher than their maximum HP amount. I noticed this because my character would take damage without the health bar ever decreasing. When I finally checked the character record screen, I noticed that my HP was somewhere around 400/150. Not sure what could have caused this, but it defeated the purpose of increasing the difficulty. Once the excess HP was taken down by enemies, however, the issue resolved itself. Also, at times it seemed like enemy NPCs were not doing much harm to my party members such as during the party only missions on Narshadaa. It was not clear if this was due to the enemies being designed to be easy to handle, or if it was something similar to the previous issue. Besides that, the only issue I had were the level requirements for some of the game's quests, such as sparring with the Handmaiden and Kreia's training being too high to ever be unlocked. I could easily go without those things, though, because the gameplay was so much more enjoyable. Having said that, this is exactly the type of mod I was looking for, and it definitely made the game satisfying and challenging. Thank you so much for taking the time to work on this, and being gracious enough to share it. If you ever decide whether to update it in any way please do not be discouraged in doing so by the low number of downloads or comments, as I can assure you that I enjoyed using it very much. Thanks again! P.S. I forgot to mention that I finished the game at level 12, rather than 20. This was one of the few mods I had installed so I'm fairly sure it was due to this. Not that I'm complaining, though, because that was easily one of my favorite parts.
  17. 0 points

    Version 1.0

    12,686 downloads

    Anyone else out there like me, who was always annoyed that even when going after Bendak for the right reasons with a LS character, there was no way to finish the quest without getting DS points? Especially when you could go and kill Selven for the bounty without netting any? Well, be annoyed no more! This is a small mod that gives you a second approach to the duel. Your character can either be proceeding with the attitude of will happily kill for credits, would have done the death match anyway and the bounty is just some extra cash, which will still net you DS points, or they can proceed with a more LS attitude, of knowing the government put a bounty on Bendak for a good reason, knowing he needs to be stopped, and although they're not thrilled going into an illegal death match that got him his bounty in the first place is the only way to do it, Bendak's leaving them no other choice. The latter approach will not net you LS points, as like with Selven in vanilla, I still didn't think going for a kill for a bounty was quite LS point material, but that approach will not net you DS points either, allowing you to finish the quest without being forced into a DS shift. The dialogue with Bendak hasn't been changed at all, as that dialogue was always more functional than story anyway, and your character has the chance to express their attitude toward the situation in dialogue with Ajuur. The key line is the one that is the point of no return for starting the duel, the options being not ready, the original ready option expanded with a slightly more killing for credit happy attitude which will trigger a DS gain, and the new option which states there being no other choice, which will not get DS points. There is another opportunity both before the fight earlier in the dialogue and after the fight to express how your character feels about the situation. These were more quickly thought up, spur of the moment kind of lines, so if anyone has any suggestions about specific dialogue that would sound better, or for changing Bendak's dialogue too, I'm taking them Fully K1R compatible, afaik this dlg file was never modified, on the offchance it was, that was the version used as a base, so like always, install after K1R. To install just shove the dlg file into Override, to uninstall just take it out again.
  18. 0 points
    Life's been hectic, it's been a while since I've worked on this. This is on hold indefinitely unless I get some free time. Also, I'm waiting for the KoTOR remake. It would be silly to find out the remake either includes a reverse compiler or replaces NCS scripts with something else.