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Showing content with the highest reputation on 04/16/2025 in Posts

  1. 1 point
    Please feel free to do anything you like with HK48 (that goes for all of my mods too - just mentioning because coincidentally i just got asked this about my other mod). I haven't used discord very much but I did join the Holocron Toolset discord, is that a general KOTOR modding one? (yeah LOL I'm really not a gamer besides the kotors). I'd be happy to talk about it though. I've been looking forward to playing Expanded Galaxy for so long btw! It's one of the only mods I've ended up hearing about about during my hiatus from this site If I do get time to finally fix this I'm also gonna need to turn my head to my mandalorian mod that's had a game breaking bug in it ever since release.
  2. 1 point
    Ah, so I was confused then. Here's how it is fixed in my mod, which is evidentially not what you're asking for. What you consider this problem fixed if the second Quarren was replaced with another species? The other tables have different species sharing the same table so if someone were to replace the low-poly Quarren with a Duro (using a Duros texture not used in that room to make him unique) with matching dialogue would this fix your issue? If this fix would be suitable, I could roll it in with the NPC Overhaul request to make a two for one deal. For K1, I do plan a sort of "Alien pack" which would include Quarrens. I'm currently focusing on the aliens already available in K1 like Duros and Aqualish as, in my experience, going about and adding new alien NPCs to the game resulted in me almost removing most of the vanilla aliens as they kept being replaced with new aliens in my planning. For Quarrens, I planned to add four new Quarren textures to the game. What I could do is make these Quarren textures and release a K2 mod using these skins which would give unique Quarren appearances to Loppak Slusk, Visquis, Saquesh, Qimtiq, and the three Quarren in the Nar Shaddaa Cantina. Didn't Thor already make this? An old, pre-TSLRCM mod (by Zbyl2 ironically enough) did just this. The Ravager Rewrite mod had it so that the Ravager quest would begin at the beginning of the Battle for Citadel Station and not after, it'd be just Mandalore and Visas doing the Proton Core mission (Which worked as Zuka referred to the player as "Mandalore") and at the end when you reached the Bridge there'd be a small cutscene of Mandalore leaving Visas at the door. The player would arrive, run up to the Bridge, meet up with Visas, and fight Nihilus together. This mod also restored the TSLRCM Mandalore/Visas scene in a very weird way, so if someone were to redo the Ravager Rewrite they'd have to add a scene where Mandalore returns to the Bridge post-fight to get hit with the blast or the entire scene would have to be moved to Malachor which could be done utilizing the Malachor VI modder's resource. I suspect Obsidian's intention might've been for Mandalore to fight him hand to hand as Esok has the complex unarmed animations feat, though since doing that isn't restorable just giving him a weapon would be better. Would you consider this fixed if I added it to my Bug Fix Collection? At some point, I intend to convert my Beta Peragus Miner Pack into a general "Peragus Miner Improvement" mod with Beta Peragus Miners being only an optional feature. This mod is going to be mentioned for another one of your requests down the line, but since my Beta Peragus Miner Pack already covers items (Restoring the vanilla Miner Uniform that can be used alongside Kainzorus Prime's Peragus Mining Gear mod) would you consider this request fulfilled if the Vibrocutter was added to a corpse/that locked locker in the security room as an optional install (meaning you don't have to install the rest)? I think AI would be your only option here, Zuka has the cutscene with the exploding wires and the Sith Assassin ambush where he is currently so moving him to the Hangar will only be a pain in the ass to make. The TSF fighting the Mercenaries was added by TSLRCM, in vanilla the TSF simply ignored all forms of combat around. I'm not sure if the TSF AI is dumb enough to fight the Sullustan alongside you if you go that route, though I'm positive they'll ignore TSLRCM's Masked Duros Attacker. I do agree with your idea of having the Sullustan run away instead of fighting him, though I'd go a step further... make the Mercenaries unarmed. Think about it, the Mercenaries are in the Cantina trying to have a drink. A Blaster Pistol makes sense as they'd have a holster for it, but why is one of them carrying a rifle? I'd say remove the blasters and have one of them unarmed with the complex unarmed animation feat whilst the other uses a Stun Baton. When they'd attack the Sullustan, they wouldn't be shooting him, they'd quite literally be beating the shit out of him just as they were threatening to do. And since the player has the option of not crafting Long Swords at a workbench or buying weapons from the Dobo brothers, having one Mercenary unarmed and the other armed with a Stun Baton would be fairly balanced and would more realistic in comparison to the Merc with a pistol and the Merc with an entire rifle getting beaten to death by the player, a guy and an old woman with one hand. It's not a fan voice over, it's genuine cut-content. A reason why the line sounds so bad is that the scene it appears in might've been cut early on, leaving us with this shitty take that should've been reshot but wasn't. This line was spoken by a Sith Soldier, if his UTC character file was left unused in the game files then it's possible Obsidian intended to have this line be filtered but it wasn't. It might be a good idea to have this line filtered with a Sith Soldier/Storm Trooper filter and see for yourself if it's an improvement. If you'd like to avoid the filter route, a mod that fixes this could also change the Sith Soldier into an Officer so that the filter isn't needed. Alternatively, I'd like to bring your attention to the K2 Alternative Voice Overs mod. How this mod was made is that I took lines from the vanilla game, feed it into ElevenLabs' Voice Changer feature and it'd take the lines and replaced the voice with an AI voice model of my choosing. I could experiment with this line and see if I can create a better sounding version of it, and better yet... I could have a filter applied to the AI recreation to enhance the results. If Kreia is in the party, are her lines Lip Synced or do her lips not move? I expect that her lips don't move as it's an "in your head" conversation, and if they don't move Lip Sync files would have to be made for her lines in addition to the removal of the echo filter. If her lips do move, then that's even weirder still. Could this "banking" system you speak of be added to the Ebon Hawk's security terminal? You go to this otherwise useless terminal to collect your digital debt money from Ramana/Red Eclispe from time to time. The Jekk'Jekk Tarr is a complete mess lore wise. Whilst it'd make sense to have the Jekk'Jekk Tarr locked so that you don't enter it until once you've been invited by Visquis, doing so would cut all the unique dialogue where the aliens refer to you as not wearing a Space Suit. I think it might be easier to have the aliens distinguish through dialogue that the Jekk'Jekk Tarr air is just freighter exhaust/Nagnol gas, meaning you need a Breath Mask/Poison Implant/Antidote Kits to survive breathing that stuff, but once Visquis invites you he'll lock you in the entrance and flood you with Cyanogen which Visquis will make clear that the Cyanogen is deadlier than the normal Nagnol gas which fills the Jekk'Jekk Tarr. Doing it like this will also explain why the player doesn't start choking again if the Force Breath ability runs out, as by that point they'd be breathing Nagnol and not toxic Cyanogen. The Holocron Toolset makes moving NPCs like this a breeze (assuming that they're pre-spawned in the module). I could add this to my Bug Fix Collection or Thor could add it to his Czerka Site Cleanup mod. Just wanted to point out that exactly what you want is already present for the Onderon Palace so it'd just be a Mandalorian parody of that. Just looked it up in the dialog.tlk, the slip-up appears to be even worse. AI or a splice can easily fix this. How about a splice along the lines of this? It keeps the general gist of what he's saying, he now doesn't repeat himself, it doesn't require cutting an entire line, and cutting it like this gives the "It won't take long for the Sith to realize" a whole new context - that they'd learn about the attack on Dxun and then only after would they realize Vaklu double crossed them. So I have a mod idea I'm calling the "K2 Restored Content Plus" mod, it's similar to the Unofficial TSLRCM Tweak Pack in that our mods are modular but my mod adds minor restored content back to the game. I've actually gone through the hk47.dlg for the K2CR+ mod and I've done extensive bug fixing, dialogue rearrangements, restored missing lines, so much so that I've actually kept a list of all the changes I've made to the file. I've actually just added this fix to the K2CR+ hk47.dlg, I could send you my list in private so you can judge what I've other fixes I've done for yourself. It would really depend on how the "making party member unusable" feature works, but if it's something that can be flicked on and have T3 unusable for all modules then that could work. I don't think it'd be easy to stop T3 from moving around the ship and repairing it in his "broken state", but perhaps we can keep that and have T3 express that he's broken through dialogue. You try to speak to him and the dialogue box goes "[T3-M4 appears to be broken in several areas]" to which the player has to fix him through dialogue with either a Repair Part or a Repair Kit to get him out of that broken state and to reenable him for party selection. I would like to say that having him reduced to 0 HP would kill T3, if this happens on the Ebon Hawk when T3 is outside the party that'll result in either the "I am broken, so very very broken" glitch or T3 will be restored to 1 HP and either he'll regen naturally on his own or the unique +3 Regen upgrade he gets from Peragus will regen him back to full health anyway. Now there's something we aren't considering here - would it be possible to break T3, make him unselectable in the party menu but then do Nar Shaddaa? T3 is required to get the Codes from Vogga's warehouse, most likely the game will force you to use T3 despite any "T3 actually breaks" feature we may add. That was Obsidian's intention according to their dev notes in the dialogue, it's the only thing TSLRCM didn't restore from Obsidian's Visas ambush notes. I think the reason it wasn't restored is that the game removes your party whenever you board the Ebon Hawk, so you can board the Ebon Hawk with Bao-Dur and Atton in the party, the game removes your party members as you are entering the Ebon Hawk, the Visas ambush cutscene scripts dictate that all party members who aren't in your party be dumped in Kreia's room, Bao-Dur and Atton technically aren't in your party as the game auto-removed them so they get added to Kreia's room too. This doesn't apply to the Red Eclipse fight scene as that scene doesn't take place on the Ebon Hawk. The "Ebon Hawk" in-game is the module 003EBO, entering this module will auto-remove your party members, whereas the Red Eclipse fight on the Ebon Hawk takes place in the module 004EBO which doesn't have the auto-remove feature. You could create a stunt Ebon Hawk module just like how Obsidian did for the Red Eclipse scene, but then you'd have to remove the Visas ambush content from 003EBO, move all of the Visas ambush content from 003EBO into the new stunt module, and be willing to accept the fact that, after you walk out of the medbay with Handmaiden you'll warp from the "Ebon Hawk" to the "Ebon Hawk/003EBO" and you won't be in the same hallway where you were in the stunt module as you'd have to watch a bunch of party member banter as per the usual when entering the Ebon Hawk/003EBO. I agree with this, just goes to show that the Jekk'Jekk Tarr is a complete mess lore wise. These lines are actually part of an incomplete cut sidequest, it went along the lines of having Bao-Dur temporarily leave the party to stay at the shop to help Tienn as you went to the Dock Pylons to do some quest. Once that quest was done, Tienn's protocol droid would explode and possibly kill Tienn (The killing Tienn part might've been scrapped before the quest itself got scrapped, do recall how Nar Shaddaa was completed two weeks before K2 was released). JCarter might know more about it, or could fetch the side quest lines from the tlk to discuss it with you. My response to "Jek'Jek'Tarr and Suits" would cover this one. I'm looking at the lines and they're even more confusing. The player didn't even mention its destruction, if she isn't familiar with Peragus how would she have known it was destroyed? It might be good to swap the second lines it around so that it instead goes. And once you ask her once both dialogue options become locked so you can't just keep re-asking her different questions that have the same answer over and over again. Though otherwise cutting one of the dialogues would make sense and I do agree this entire dialogue design is terrible. I believe the "Fallen" bark plays when she succeeds with a Critical Strike, or at least that's what the SSF file is telling me. Adding more barks isn't possible, there are six battle cry barks but the game only uses 5 or 4 of those whilst two barks remain unusued. You ever hear Kreia shout "Battle calls" in the middle of a fight? You haven't because it can't be played in-game. Random fun fact: The tlk line for "Fallen" is actually "Fall!" so Kreia shouting "Fallen!" might've been a mistake on Sara Kestelman's part. Could this be something like BOSSR where the player warps to stunt versions of these locations for these vision scenes to take place? Perhaps you, or anyone else, can provide a screenshot of this? Could this be a problem with the texture, an easy fix, or could this be a similar issue to Master Vandar in the vanilla game where the inside of his mouth is blue just like his robe, a model fix. So the shuttle module only ever existed in the game files as a model, it was less complete than the HK Factory and M4-78 on Xbox as at least those areas had module files, everything about the shuttle scenes is modder made hence the quality. What options do we have to work with here? The skybox outside the shuttle is the Polar Region hence why the first shuttle scene has the camera pointing away from the window and inside the shuttle. There might be some seat placeables that won't look too out of place inside the shuttle, the cutscene will have to start with a second or two of black screen so that Kreia and the Exile can sit down without the player being able to see them sit down. If not seats, maybe Kreia could meditate on the floor? And when the ship gets shot, Kreia and the Exile could use the unconscious, kneeling, or horror animations during these parts. 1) That's fair. 2) I think that would require an edit to the on-enter script which undresses the party, puts all the items in the lockers, and puts default clothing on them, this point is possible. 3) I think this here might be impossible to fix. I suspect this is being determined by the Baseitem.2da file where in these companion armor's "base item" types are set to default clothing. 4) If permission was granted from Leilukin for the icons of her TSL Improved Party Outfits or 90SK for the icons of his K2 Armor Fix Metastasis mod, would these suffice? Perhaps you, or anyone else, can provide a screenshot of the first one? That way it'll be easy for someone with just TSLRCM to warp to the HK Factory and check if the bug is present there. And I agree whole heartedly with the second one. Perhaps you, or anyone else, can provide a screenshot of this? I trust you are aware that TSLRCM added the ability to get the Lightsaber back from Atris after you kill her on Telos, and if you are I take it that this request is about getting your Lightsaber on Telos during the first visit? I'd like just to mention that there is actually cut dialogue that indicates that, should the player piss her off enough, that Atris would outright attack you with the Lightsaber. I wonder if it's possible to somehow restore the ability to kill Atris and the Handmaidens on the first visit without ruining the lore.
  3. 1 point
    As shocking as it is for me to believe this myself, I just put up by my count north of 115 mod requests. Blame Obsidian for making a flawed masterpiece--emphasis on the flawed.
  4. 1 point
    Textures that match the colors and structures of the character's clothing would be enough for me, to be honest. I didn't expect a complete model or anything like that.
  5. 1 point
    The original version of the mod released 14 years ago today on KotORFiles. I was originally angry about the unvoiced dialogue present in the existing Padawan mods, and set out to fix that. It was incredibly different from what exists today, but I am eternally grateful that I started working on it. I've released a new major update, which reworks the mod substantially. It replaces Tutorial Remover as well, as you now have the option to not be a Jedi, so I no longer need to maintain separate mods with the same functionality. It should be much cleaner and more compatible, and uses a more modern installer, that has version for linux and mac if needed. Thanks to everyone who has downloaded the mod over the years. I've gotten a lot of good feedback (and bad obviously), but I only really remember the good stuff. Thank you!
  6. 1 point
    I'd need to play it myself to see, of course, but conceptually this sounds excellent. KOTOR 2's higher level cap and scaling make the game easier than it should be at basically any point after Telos, and lowered BAB on certain classes, plus reduced scaling AC, should help restore at least some of that difficulty. I'd be excited to try it, and even in the event I didn't like all changes it should--I hope--not be too difficult to create an install variant that contains just the changes desired for the builds.
  7. 1 point
    For the BaB mod, this is possibly related (though goes a lot further than you wanted); This is the changelog for a feat mod I'm working on. It's for both K1 and K2, but fulfills the same function. There are a lot of changes in there, but most of them are minor consistency tweaks between the games, restorations, or small fixes, similar to JC's Feat Fixes. There is also a ton of QoL edits and description changes to make the games more new player friendly (and also old player friendly because the game does a really bad job explaining itself). For K2, the major changes are restoring BaB and restoring the K1 style AC bonus feats. Instead of scaling forever, you just get the bonuses up to +6 at level 12. I've also stripped the bonuses from the Soldier and Jedi Prestige Classes (only Scoundrel, Droids, and Starting Jedi Classes get AC bonuses). This reduces player AC by 4-8 at level 30, without affecting the early game, but I'd like discussion on it. I've made the Superior Weapon Focus and TwF feats generic. Now that BaB is restored, the Weapon Master and Marauder don't need them to stand out. I've also tweaked the Saving Throws for most classes. Starting Jedi Classes are now in-between the Jedi and Sith prestige classes in terms of Saving Throws. I kept the Sith having slightly worse saves as I like it thematically, while making sure the Jedi Prestige classes get better saves than their base classes
  8. 0 points
    Well, technically, it's completely useless to spam Repair since there's no chance involved at all, so if it doesn't work the first time, it won't randomly work later. But I get that players wouldn't know that and might think that they could get it to work eventually. Now, fixing this issue would be quite annoying actually, since it's hard to track if it's the first time you try to repair HK at this "repair state". Of course, I could make it so that you only loose influence the very first time you fail any repair but that seems weird as well. And finally, to me it actually makes thematic sense that if you keep trying to repair HK unsuccesfully over and over again that at some point he would refuse to be repaired again and have a lower and lower opinion of you, i.e., lower influence. With all of that in mind, this does not seem like something worth fixing to me.
  9. 0 points
    Agreed. You DO NOT post a public list of mods you say you have permission to use when you never asked. That's an outright falsehood, whatever terms you want to wrap it in. I'm not sure what your plan was, "working hard for years" on a project bundling other people's mods without asking first. Maybe you thought it more likely to succeed if you asked for forgiveness rather than permission. Maybe you thought permission for one mod applied in perpetuity to everything else a modder created. But pretty much all of my mods in that list I would never have given permission for in the first place, if you had actually bothered to ask. And the ones I did give permission for was nearly three years ago for a project I thought was long dead. Maybe that part was crossed wires. But so that it is clear to you, I will be unequivocal now. Any former permissions from me, real or imagined, are hereby withdrawn. You do not have permission to use any of my mods in this or any other project. Remove my mods and my name from any public list/material immediately. This is non-negotiable, so don't bother PMing me about it. I would suggest that you take the entire list down and contact all the other authors involved for their permission before proceeding any further. Maybe some of them will let you off the hook.