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Showing content with the highest reputation on 02/02/2025 in Files
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2 points
Version 1.1.0
32 downloads
Mod Description When meeting Vaklu on Iziz Marketplace during the civil war (assuming you made an alliance with him and not with Queen Talia), he will make a display of his very poor short term memory by repeating himself, saying the same sentence twice in a row during your conversation. This simple mod attemps to fix this issue (and give the general more credibility) by removing one of the occurences of the sentence. Installation Prerequesite: TSLRCM needs to be installed - and not through the Workshop for Steam users - for this mod to apply correctly 1. Run the TSLPatcher.exe and point your game directory when requested, 2. Click 'Ok' and let the patcher do its magic, 3. You're done ! Unless an error message appears the mod should be installed correctly Compatibility This mod should be compatible with any mod that does not replace tobin.dlg in the game files Special Thanks to Snigaroo for the idea of this mod TSLRCM team for the amazing work on the game JC Carter426 for his SithCodec toolset Cortisol for the Holocron Toolset stoffe and Fair Strides for the TSLPatcher Permissions Please do not reupload this mod and its files without my written permission. -
1 point
Version 1.0.0
10 downloads
Description: This mod makes the Plasma Torch be it's own unique type of weapon. This allows the player to dual wield the Plasma Torch, or use it alongside another weapon. (the exception being blasters and stun batons.) Additionally, the animations played in combat will be the melee animations instead of the little "jabby" animation that plays for every type of attack. I haven't tested all animations, but so far the basic Critical Strike animation is the only one that looks off, in my opinion. Installation: Extract the "viable_plasma_torches.zip" archive to your desktop. Run the TSLPatcher within the folders, press install and locate your TSL Directory. (The folder with the game executable, not the override.) Uninstallation: Take the files from the "backup" folder, copy them to the override folder in your game and overwrite when prompted. Compatbility: Not everything has been tested with this mod and I am uncertain of any other items in game using the "Torch" column in baseitems.2da. Let me know of any incompatibilites with any other mods if you find any or if any items look off. (i.e. able to use a non weapon item as a weapon) -> Is at least compatible with TSLRCM. Tools used: Holocron Toolset by Cortisol TSLPatcher by Stoffe Permissions: Use this mod however you like as long as it isn't a direct reupload somewhere and credit is given. DO NOT upload this mod to the Steam Workshop. Bugs: Not Necessarily a "bug," but the plasmatorch will have a 20-20 x1 crit multipler. From my testing, this doesn't effect much. -
1 point
Version 1.0.0
38 downloads
New Force Sight mechanics, including stat bonuses and a higher-tier Force Sight power. Also turns Force Sight on permanently when controlling Visas. SUMMARY: In the game, Visas can teach you Force Sight which allows you to see the alignment of characters around you, occasionally through some obstacles. It's a cool RP thing but not really something you use often. This mod aims to improve Force Sight by giving it new bonuses and mechanics, including the addition of a higher-tier Improved Force Sight power which can boost your defense, making it useful in combat. In the spirit of my "skills affect Force Power" mods, the effects of Force Sight are linked to your Awareness skill. High awareness Jedi Seer build? In addition to the usual effects, Force Sight now grants a bonus to Awareness. While in vanilla this is only useful for detecting mines (through the Force?) and maybe skill checks if you time it right, this mod is intended to synergize with my other mod True Sith Assassins & Awareness Restoration which makes the Awareness skill necessary for detecting Sith Assassins and avoiding sneak attacks. When using that mod, the Awareness bonus becomes very useful in areas with Sith Assassins, especially on the final planet. After learning Force Sight from Visas, you can upgrade the power to Improved Force Sight, which gives a higher Awareness bonus and also boosts your Defense depending on your base Awareness rank. My thought is that an advanced Jedi could take advantage of this power in battle, using Force Sight to better perceive their enemies' movements. The degree to which they can do this is tied to their inherent skill in perceiving the world. Think of it like an alternative, temporary kind of Battle Precognition that you can get through Visas if you don't have Handmaiden (or fall out of her graces). This mod will also make it so that Force Sight is on permanently while controlling Visas. In vanilla, it's only turned on in first-person view. She will come with the Improved Force Sight power and can spend FP to temporarily get the stat bonuses. In order for the changes to Visas to take place, this mod must be installed before your first encounter with her. DETAILS: In addition to the normal effects, Force Sight now grants a +4 bonus to Awareness. The power still costs 15 FPs. Improved Force Sight grants a +8 bonus to Awareness and +1 Defense for every 3 points in the base Awareness skll rank (not including bonuses from items, attributes, or effects, including from this power). This power costs 20 FPs. This means that with 18 points in Awareness, you'll gain a +6 Defense bonus, equivalent to Force Armor. By the end-game it's feasible to have 30 points spent in Awareness, translating to a +10 Defense bonus. The duration of both powers are extended by 1 second for every 2 points in your base Awareness rank. Due to how the mod works, Force Sight will be visible when leveling up, but you won’t be able to select it and still must learn it from Visas. Improved Force Sight will be selectable after you learn Force Sight as long as you’re level 12 or higher. INSTALLATION: To install, run TSLPatcher.exe. If an edited file already exists in your override folder, an unaltered copy will be placed in the "backup" folder in the location of TSLPatcher.exe, along with a backup of dialog.tlk. UNINSTALLATION: To uninstall, remove the following files from override: - spells.2da - effecticon.2da - p_visas.utc - m_imp_forcesight.ncs - m_spn_visas.ncs - ip_forcesight2.tga Replace dialog.tlk in the main game folder (outside override) with the unaltered versiion in the backup folder. If any other files were created inside the backup folder, move them to override. COMPATIBILITY: Compatible with Visas Marr: Sith Assassin. May conflict with mods that edit Visas. Compatible with and intended to compliment True Sith Assassins & Awareness Restoration. Should be compatible with anything else as long as it uses a patcher and doesn't edit the Force Sight script. PERMISSIONS: Please don’t reupload without my permission. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides Holocron Toolset - Cortisol -
1 point
Version 1.0.3
38 downloads
Adds sneak attacks and PC Awareness checks to Sith Assassins. SUMMARY: From the in-game description of the Awareness skill: “Awareness governs the ability of a character to spot objects or enemies hidden by Stealth…” If you're like me, with all the Sith Assassins in the game you might have assumed your Awareness played some role in detecting them. Well, I'm here to tell you that Sith Assassins never actually use Stealth, and you've probably never rolled an Awareness check against an enemy in either games. It's all a lie, and you're entitled to compensation. In reality, NPC stealth is an illusion scripted by the game, and your stats play no role in detecting hidden NPCs. Sith Assassins don't have any points in Stealth, and on top of that, they can't even perform sneak attacks. Some assassins! This mod does the following things: - Restores PC Awareness vs Stealth checks on Sith Assassins - Gives all Sith Assassins the ability to perform sneak attacks - Adds stealth behavior to the Sith Assassins on Malachor (in vanilla they just wait around uncloaked) This will not only make Awareness a more useful skill but also turn Sith Assassins into more deadly enemies. You will not see them at all until you make a successful Awareness check or until after they've already hit you with a sneak attack. Remember that sneak attacks can happen outside of stealth too, so don't let them flank you! This mod may make some parts of the game significantly more challenging, but hopefully also more dynamic and interesting. All stats and feats are granted based on PC level so it should be fairly balanced, but I welcome any feedback. DETAILS: This mod is accomplished through custom scripts which take advantage of the unused Invisibility effect and emulate the engine-level PC Stealth vs NPC Awareness checks. NPC Stealth was never fully implemented so it is pretty broken and just putting the NPCs in actual Stealth Mode gives erratic and unwanted results. While in line of sight of a stealthed Sith Assassin, each of your party members will periodically make an Awareness check against the NPC's Stealth. This is made to be as close as possible to the game’s calculation, accounting for distance, field of view, and whether you're running or in combat. However, the checks occur more frequently than with NPC Awareness (every 6s vs every 20s). If a check succeeds, the enemy will become visible/targetable and will not get to perform a sneak attack (unless they're behind you or you’re stunned). All Sith Assassins in the game are given points into the Stealth skill and a Sneak Attack feat. For balance these are granted on spawn according to the scaled level of the NPC and the Sith Assassin class progression. Sith Assassins are given a Stealth skill equal to their level (with a minimum of 5). INSTALLATION: Please read compatibility notes before installing. To install, run TSLPatcher.exe. Unaltered copies of any edited files will be placed in the "backup" folder in the location of TSLPatcher.exe. UNINSTALLATION: 1. Remove the following files from override: - sith_ass.utc - sith_ass_403.utc - sith_ass_404.utc - sith_ass_405.utc - sith_ass_406.utc - sithassassin.utc - m_dmg_sithass.ncs - m_htb_sithass.ncs - m_spn_sithass.ncs - m_spn_sithass2.ncs - m_spn_sithass3.ncs - m_spn_sithass4.ncs - m_sithspwn_152.ncs - m_sith_user.ncs 2. Remove 151HAR.mod, 152HAR.mod, 903MAL.mod, 905MAL.mod, and 906MAL.mod from the Modules folder. 3. Move any .mod files from the backup folder into the Modules folder. 4. If any other files were created inside the backup folder, move them to override. COMPATIBILITY & OTHER NOTES: Technically compatible with Peragus Sith Troops to Sith Assassins by Hassat Hunter, but the Sith Assassins added by that mod will not be affected by my mod. Might make a patch in the future. Fully compatible with Sith Assassins -- With Lightsabers by Shem. However, my mod must be installed AFTER Sith Assassins with Lightsabers by Lewok2007, which combines the previous two mods. Be aware that this mod already increases the damage output of Sith Assassins by giving them sneak attacks, so giving them lightsabers on top of it might make for a tough time. Up to you. Should be fully compatible with mods that edit the default creature scripts, like Improved AI by Stoffe. Partially compatible with Trayus Rank Reform, but my mod must be installed after and will overwrite most of the female Sith Assassins added by that mod. The Sith Assassins on Dxun retain vanilla stealth behavior to avoid breaking cutscenes but are still granted Sneak Attack. CREDITS: offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher - stoffe, Fair Strides Holocron Toolset - Cortisol -
1 point