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Showing content with the highest reputation on 09/12/2024 in all areas

  1. 3 points
    Thought I’d check in on hearing the news of James Earl Jones’ death. Good to see community still going.
  2. 1 point

    Version 1.2.1

    1,454 downloads

    Improves the AI of KotOR 1. Changes: - Companions and most other NPCs use blaster feats (except droids their animations are buggy) - Enemy forceusers now use Force Breach and Lightsaber Throw (previously the AI ignored these force powers completely) - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...) - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target - Enemys reactivate shields after 200s - Some minor bug fixes - Jedi Support AI reworked - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack - NPCs use the highest level of feats and force powers available to them - The AI now uses feats granted by items - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete - Companions now heal every team member properly not just the one controlled by the player (injury check fix)
  3. 1 point
    I tried to install your files into the Turret module but it didnt fix anything. So the 2 mods seem incompatible, maybe there is something here : - Your mod works just as Vanilla, there is the Bastila dialogue before landing to Dantooine. - With the banter mod, the cutscene displays first, and then the dialog occurs. I don't really know if it's fixable ^^
  4. 1 point
    Well thank you for your insights. Im gonna experiment myself and tell you about the results. I think this is the mod im talking about. EDIT = I tried your mod on a fresh install of the game, it worked perfectly. So i tried with both Banter mod and your mod, and the bug occured. This is due to the fact that the banter dialog occurs instead of the dialog that plays before arriving to Dantooine.
  5. 1 point

    Version 1.1.8

    603 downloads

    Improves the AI of KotOR 2. I know there are other Improved AI mods out there, but here is my version. Hope you guys are gonna like it. Changes: - Enemy forceusers now use Saber Styles and Force Forms if they have one (unfortunately by default most NPCs don't have one) - Enemy forceusers now use all force powers that they have (previously the AI ignored some force powers completely) - Enemy forceusers now use force buffs more often (Force Speed, Force Armor ect...) - NPCs with the Force Jump feat actually do force jumps if they are further than 10m from the target - Enemys reactivate shields after 200s - Some minor bug fixes - Jedi Support AI reworked - NPCs use Master Rapid Shot or Master Flurry if available instead of the default attack - NPCs use the highest level of feats and force powers available to them - Bao-Dur now uses his Shield Breaker during combat - The AI now uses feats granted by items - Once the player reaches a high enough level, the Jedi Support AI no longer uses low level force buffs, because they became obsolete - T3-M4 now automatically uses his Shock Arm and Renewable Shield - Companions now heal every team member properly not just the one controlled by the player (injury check fix)