Leaderboard


Popular Content

Showing content with the highest reputation on 04/17/2023 in all areas

  1. 3 points
    Verison 1.4 has been released. I have made several minor edits, but there are two significant changes. The first is that I have created a new texture for the airlock doors so that they look less like knockoffs of the Sith base doors: Thanks to Thor110 for encouraging me to try creating a more unique door texture back when I originally released the mod. If you prefer the old door appearance, I have still included it as an alternate option. The other major change is that I have added actual geometry behind the permanently locked doors, which gives them more depth than the fuzzy 2D vanilla backdrops: If you have already installed one of the previous versions, you can upgrade by installing version 1.4 directly over it. However, you may then need to reinstall any other mods that also edit m50aa.git. I also recommend using a new save from before visiting Yavin Station for the first time to avoid graphical glitches with the new airlock doors.
  2. 2 points
    True, that could eliminate the problem altogether, yeah. Regarding pronunciation though, the games themselves aren't even consistent with how they pronounce worlds like Taris or Nar Shadaa. (Nar Shadda, anyone?) so it could be a non issue. However, if you're certain you absolutely want that specific version of the speech, you could try something like Mah-Non which I believe most computer voices can pronounce properly.
  3. 2 points
    Counterpoint: The conversation takes place on Manaan so isn't saying "on Manaan" putting a fine point on it when it clearly isn't needed? Just remove the words "on Manaan" from the quote and you have it made!
  4. 1 point

    Version 1.2

    15,078 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.
  5. 1 point
    You could even go so far as to eliminate "here on Manaan", and it still would be proper grammar.
  6. 1 point
    Thank you for the suggestions, but I'm afraid both suggestions did not yield significant results. I'm fine with leaving the botched VO as it is for the moment as, even though it does clearly mispronounce "Manaan" the mispronunciation, in my opinion, sounds very natural which is not what I'd expect out of an AI (whereas everyone's suggestions didn't sound natural upon hearing it). But if anyone wants to have a shot of producing a more natural sounding "Manaan", the Eleven Labs website is free for anyone to use. Just click the imbedded link I attached in my above post and anyone reading this thread will be able to make their own AI VO (with a 10,000 word limit for free users). The mispronounced quote can be found here: Now that that's out of the way, I have a few things to announce: 1) My April Fools mod! I uploaded a "joke" mod on April 1st for April Fools Day and as of April 17th that mod still isn't approved, I guess the Admins know better than to approve one of my April Fools mod after the 2022 April Fool's Return to Tach mod! 😎 My 2023 April Fool's mod was called "Saving Private Ulgo", a parody of the movie title "Saving Private Ryan". If you haven't watched Star Wars Rebels (and I don't blame you if you haven't) then the mod's title image might not make much sense, but trust me it's a reference to a major plot point from Star Wars Rebels as found here: https://starwars.fandom.com/wiki/World_Between_Worlds What does the mod do?: It swaps the head models of Carth and Trask so that, from a certain point of view, Carth is the one who dies on the Endar Spire whilst Trask goes on to take Carth's place as your companion. It's really just a stupid joke mod, I updated the readme to say as such so that if it gets approved it should be known that it's just a joke mod. 2) NPC Diversity Pack bugs! Development into the next update goes well, but I've discovered some bugs in the latest version. The bugs are as follows: * Selven's Powered Battle Armor replaces her mask item instead of her Battle Armor, since Selven drops the mask Item it is possible that she might instead drop overpowered armor instead with this bug. * The Taris Cantina Bounty Hunters had weapons equipped but didn't have the proficiency to actually hold them, the K1CP mod fixes this but the NPC Diversity Pack replaces their equipped weapons with their intended armor and since armor cannot be equipped in the hand slot it just deletes their weapons instead. * One of Canderous' Undercity Mercs had a mask item equipped, the same bug with Selven is replicated here where their mask is replaced by their new armor. * Davik Kang is supposed to wear default clothing when you first meet him and Battle Armor in the Hangar, in the most recent version he is wearing Outcast clothing so that needs to be swapped over for regular commoner clothing. Any bugs reported by users or bugs that I discover shall be fixed as soon as I'm able to, I would like to remind any potential players that this mod is still considered a "Beta" mod so it's best to be vigilant for any possible bugs.
  7. 1 point
    So I’ve been playing around with adding some actual geometry behind the permanently locked doors on Yavin Station: Would there be interest in having that added to my Yavin Station Hangar mod? Or does it change the look too radically? Vanilla backdrop for comparison:
  8. 1 point
    It won't work for players without creating a disguise item. I have no plans or interest in making one.
  9. 0 points
    I personally suspect Bioware only added the Lite NPCs because regular NPCs made the old Xbox lag. Since the Lite of my Life component swaps all the Lite NPCs for regular NPCs, the lag would be inevitable for the Xbox versions, and I've heard the 360 version in particular is infamously bad when it comes to performance.
  10. 0 points
    I've been working on something and talking about it in private channels. I thought I'd ramble about it a bit more publicly now. As you've guessed from the blog's title, I'll be chatting about the Ebon Hawk light fixture. (Exciting, I know.) You most likely know which texture that I'm referring to but for clarity's sake, it's this one: BioWare back in day seemed to like to source their designs from real world things and I think I've figured out where they got this design from. I think it was from this: It's an un-produced design for a Luxfer Prism designed by Frank Lloyd Wright.. Those that follow this blog probably remember that I made a mod that replaced the BioWare texture with another (produced) glass tile design. But since I didn't have a real world object to take a snapshot of or Google for an image, I had to start from scratch. And this is what I came up with. Granted, I took some liberties with the design. Those hooks on the corners of the central sqaure aren't here. But I think I came pretty close to the design. Luckily, I have saved the individual parts separately as well, so I can easily change out colors if needed. And here's what you get if you tile the texture... Thanks for reading my rambling.
  11. 0 points
    You might want to check the rules regarding porting first....
  12. 0 points
    May the force be with you always ✨️ 🙏