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Showing content with the highest reputation since 05/26/2026 in File Comments
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Hey there. You know those are actually some really good points. I admit I haven’t thought enough about Nomi’s Battle Meditation in the story here… I guess I always just assumed Bastila’s was more powerful. I forgot that Bastila was mentioned as the only one with the art at the time. Chaser mentioned he has his own expansion mod, which I’m helping a bit with. Between him and I, we can probably come up with an explanation about Nomi’s absence to be mentioned in his mod (and possibly mine in the future). Regarding Yuthura and Kantarra: Well, I suppose I didn’t exactly say that they were *lovers*, just that they were close. But you do make a good point that there should be some way to ask Yuthura if she met Kantarra. Maybe I can repurpose some other voice lines of Yuthura to get her to say something somewhat relevant. For what it’s worth, though; Vima does comment to Yuthura that she’s been to Sleheyron if you bring her with you to the Sith Academy. Thanks for the good points. These are issues worth resolving. I have a patch planned soon (accidentally deleted it last weekend, now I need to remake it), and I’ll see if I can address at least a little of the Yuthura issue before then.1 point
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That’s completely fair honestly. But just to clarify: this portrait was not fully AI generated. I manually edited and reworked the texture myself in GIMP because I wanted a more realistic look while keeping the RPG painted style I like. I’m not an artist capable of creating faces or fully original portraits from scratch. My real job is cooking, not digital art ahah. But adding a scar and blue eyes by hand didn’t seem impossible to try, so I spent around two days working on it and learning as I went. I’m honestly proud of the result, even if it’s far from perfect. Also, everyone is free to create the kind of mods they want. I personally wanted a blue-eyed version with a scar for my own playthrough, and nothing exactly like that existed, so I made one for myself. If other people happen to like it too, I just wanted to share it freely. 🙂1 point
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I love these tweaks that you've put together. While the TSLRCM is still great overall, I do agree that it occasionally takes a few too many liberties here and there. I'm not sure if you're still updating the Tweak Pack or not, but if you are then there's a potential tweak that I would like to suggest. When the Handmaiden returns to Telos she is confronted by her sisters and forced to fight them. In the original version, the game would simply cut to black with the Handmaiden having defeated her sisters and their bodies being aligned in a preset triangle-like arrangement. TSLRCM adds in a couple lines from Atris before the battle begins and makes it into a fully playable segment. You're also given the option to either kill or incapacitate them which results in them either falling where you killed them or awkwardly standing around in a daze as the following scene plays. However, the problem with this is that it can potentially conflict with how Kreia calls the Handmaiden "a slayer of her own kin" when confronted by the Exile's companions on Malacore in TSLRCM. Kreia's restored dialogue seems to indicate that the Handmaiden killed her sisters, but this statement won't make any sense if the player chose to spare them. Thus, I would like to recommend a tweak which reverts the scene back to the way it was originally presented so that it can be consistent with what Kreia says later on.1 point
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Unfortunately, this mod doesn't seem to be compatible with Community Patch... It just shows a black screen with dialogue options at the bottom: https://www.imagebam.com/view/MERQ6E4 Does anyone know what tweaks/edits can make this mod work with K1CP? *** Update *** The issue was caused by unk_m41aa.mod (from "modules" folder) that had been added by Community Patch. The cutscene played normally after I deleted it.1 point
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I like this mod. I thought the same about empty chairs when I first played TSL. I watched it in-game, the scene became better. I also noticed a few things: 1. The camera mainly uses either shots from long distance or close-ups of main council members (Vrook & Co) that prevents taking a good look at the additional masters. Only rare shots from a medium distance allow to see in detail jedi on the left and right of speaker. 2. Added jedi-statists give off a feeling like they unconcerned about the meeting (or aren't allowed to talk). I understand that they play no role in the story, and you probably didn't want to add anything that may break the impression of such important moment, but still it turned out to be a little weird to me. I think both issues can be solved, while only slightly affecting the scene: Have a council member with an alien VO say one short neutral line, for example, "Is anyone want to add something?" and then zoom in camera on every added jedi-statist for a second when they stay silent, blink or shake their head (if they have such an animation). Vandar can use some very short one-liner like "Hmm...". The scene can then continue as usual. I hope you 'll address these issues to make the scene even more immersive if you decide to release v3.0 of this mod.1 point
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Ugh. The idea of making master robes suck less visually is great. But what are Anakin Skywalker's robes doing in a game set long before Anakin Skywalker existed? Completely breaks immersion. Please make these optional. Is there an easy way to remove these "future" robes and keep improved master robes without breaking anything? Suppose I edit them out of Daralaa's store, will they randomly spawn in loot anyway or something?1 point
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It would've been sadder had these problems never have been fixed. Thank you! If it doesn't I'll be sure to one day add the fixes for the things you have reported here. Are you referring to the part where you're testing I1-02 but he's spawned in deactivated in the loading area? If so, are you saying multiple copies of the same NPC spawn every time you enter the Industrial Zone, thus creating clones? Or are you saying they spawn inside one another, meaning you can't see them as they're merged with one another but doing this over and over again lags the game? I would recommend, if you are to ever play this mod, to test that out when you reach that point in the mod. M4-78EP 1.5 split the Industrial Zone into 3 and Thor110 reduced that split to 2 so it's possible it might've gotten fix but I can say for sure that I wasn't the one who fixed, or even noticed, this problem. The Environmental Zone had lag???? Can you tell me where and when you experience lag in the Environmental Zone? Does it only occur after you speak with ES-05 and the friendly Environmental Zone droids respawn or is there something else that triggers it? I say this because I haven't really experienced lag in the Environmental Zone, ever. If you are thinking of the Industrial Zone lag, then yes - 100%! And not only did we fix the lag, but we brought back most of the NPCs which were cut so that the second half of the Industrial Zone where the lag was once situated is still heavily populated but without the lag. The 1.2 ending has been restored so this should be fixed. If you play through it and it doesn't play, please let me know. These Sith Assassins have been fully removed as the 1.2 ending was restored. I did restore Kaah's dialogue in regards to this quest, however, it may not be fully fixed. I will again require someone to test it in-game and see where exactly it breaks down so that I may fix it.0 points
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@Kätzchen Regarding Nomi's issue, that is indeed quite interesting, not only for @SAO1138's mod but also for my expansion, which will feature Nomi herself. What do you think would be the best in that case ? you mentioned several examples but I'd be interested in your take on it. For Yuthura though, I don't remember that Aratech worker girl being sexually related in any way to Yuthura ? Is she not just a friend of hers ? Anyway, still interesting, maybe the twilek girl could be afraid of Yuthura after she becomes a Sith so she believes it's better if they dont meet again.0 points
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N-Drew's EE Tweaks mod puts the 650jedi.dlg file into the override folder, but your compatibility patch puts it in the module itself, so it doesn't work, EE Tweaks overwrites it and breaks the scene. You'll have to change it so it goes into the override folder. Or alternatively the user can delete the 650jedi.dlg from EE Tweaks in the override folder. This is assuming the installation didn't go wrong for me specifically, but I looked at the changes.ini for EE Tweaks and it is set up to put the dlg file into the override directory, so I don't think it's just me.0 points
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