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Showing content with the highest reputation since 08/27/2010 in File Comments
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5 pointsI have to say that I like the idea of the mod, but it just destroys the vanilla atmosphere in my opinion. I don't want to buy 2 mantles of the force of the force from a fish seller on Manaan and there are certainly not 20 battle armors of Cassus Fett. Other traders become useless with this mod, for example the one on Korriban with the exclusive stuff. Why should I buy that +5 glove from him if I can get it cheaper from a pazaak player on Tatooine. I ended up removing this mod, even though I really like the concept, if it only was better balanced.
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4 pointsI like the idea of this mod, because it fits my head canon for one of my player characters. She's a light side Jedi Guardian, but she started out as a Scoundrel. Her story is that she didn't like the idea of becoming a Jedi, which normally means giving up all her freedom for the rest of her life. She agreed to do the Jedi training on Dantooine only because the Jedi Masters told her that Malak would hunt her down and kill her anyway if she didn't. So, she decided that she would be a Jedi only as long as Malak was still alive, and then she would quit the Jedi Order and go back to being a Scoundrel. Therefore, right after killing Malak, she takes the Ebon Hawk and does a runner! Bastila, Juhani and Carth aren't impressed, but don't dare to try and stop her as she's way too powerful. Jolee, Canderous and Mission just think it's funny!
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4 pointsTo fix the saber workbench issue, a crystal UTI needs to be added to the mod. The resref for this is the "template" referred to in upcrystals.2da. Additionally, the longmdlvar therein needs to point to the hilt UTI, which is j_juhsaber01 in this case. For future users, @Stormie97 will need to rectify this with an update to the mod. Fortunately, thanks to a handy tool by @VarsityPuppet, it's possible to fix this for anyone that has already installed the mod (at least for those on Windows). Grab the ZIP below and extract it somewhere. Copy the upcrystals.2da file from your Override folder, paste it into the extracted PATCHER folder. Run the BAT file and follow the prompts and it will patch your 2DA with the corrected values. Copy and paste upcrystals.2da back into your Override folder. Also make sure you grab the UTI and TGA from the FOR OVERRIDE folder and paste those into your Override as well. Stormie97_Juhani_Saber_Patch.zip
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4 points
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4 pointsIn an attempt to save this mod... here are some REAL instructions It's actually very easy so don't freak out Let me start by saying, the file that he calls "Part 10" is actually named "TELOS Extract Manually". Yes, the one without all caps is part 10 1) First up, you will need a program that the author clearly believes everyone should know about for some reason... I certainly hadn't heard about it until now Called XnView. Download it from here https://www.xnview.com/en/ We won't use it 'til the later steps, we're just getting this out of the way now. Don't worry, it's less steps now than the initial instructions make it seem. I assume thats for an older version 2) Download all RARs from here 3) Extract the two RARs called "EXTRACT MANUALLY" and "TELOS Extract Manually" (this second one is "part10") and manually copy or move all their contents into KotOR II's "Override" folder Yes, we're doing part 10 out of order. It's easier for us this way as these are the only two folders out of the bunch that we can handle like this. This is only because the author obviously forgot to add it in the initial upload 4) Now, Extract the contents of parts 1 through to part 11 (with part 10 missing obviously as we've already done that) INTO A SINGLE FOLDER! What I mean by that is, don't just make a folder with the folders inside for "TELOS Part 1", "TELOS Part 2" etc. All the contents from each RAR need to be in the same single folder. Note: For some reason, when doing this, there was a file or two that needed to be overwritten. I'm assuming this due to some sort of update the author made 5) Now we're moving on to the XnView stuff. Open any one of the extracted files i this new folder we've made with XnView For me, it opened full screen for some reason so if that happens for you, just press escape. You should now see all the files in the folder in a viewing window within XnView 6) Select all the files by pressing Ctrl+A 7) With all files selected, go to Tools > Batch Convert 8 ) Set the output folder to KotOR II's "Override" folder and press "Convert" on the bottom right of the window DONE. Enjoy! Avs
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4 pointsCould we potentially get a version with a static background maybe? I love the background that the portrait has at the moment, but it doesn't quite match the typical pastel colored scheme that allot of other portrait mods/reskin mods have is all... not that it takes away from the mod at all or anything
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4 pointsA vast improvement over the vanilla KOTOR skyboxes, Kexikus. This collection of KOTOR skyboxes felt vibrant and more alive. Manaan's underwater research facility's sunlight through the water was a subtle and interesting touch. Korriban felt like an old, dusty place of extreme evil belied by the calming twilight of its sun and the expansiveness of its mountain ranges that impress a beautifully desolate world. There were what looked like recycled rudimentary cloud designs between Dantooine and Korriban which I thought seemed statical amid the rest of their environments. I admire your work - and something I think could make you even better is observing how detail and pattern can create dynamic skyboxes from static textures like in Xarwarz's Dantooine 2012 (illusion of movement) and Vurt's Exterior Textures part 2 mod (depth through pattern), respectively. You're giving me another reason to do another tour through KOTOR! Keep on keepin' on!
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4 pointsPeople may say this ruins the balance of the game, but I say who cares?! And really, that only works in a non-SW sense. If armor actually restricted one's ability to use the Force, how is Darth Vader, who's so much machine, able to do all that he does? Or in KotOR 1, you battle Darth Bandon who uses all these supposedly restricted by armor Force powers, then when you defeat him and take his armor, you somehow aren't able to use the exact same powers he was using not a minute earlier! This mod was AWESOME!!! There are only so many times you can wear the unrestricting Jedi robes or the Jal Shey armor before it get's boring. How nice it was to be able to use the Force while wearing awesome looking armor!
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3 pointsI, as other have said, understand your viewpoint as regards restored content and how you would like to have as much of it as possible. There's no issue with that, or with recommending such content to other users. However, with that being said, saying something specifically like this does not do your viewpoint any favors, because realistically what you're suggesting is almost certainly false. To my knowledge--and I have had many, many years to look--no KOTOR developer has ever come forth and stated that any content cut from the basegame was removed due to time constraints. There is reasonable indication that SOME of the content was cut due to technical limitations (be they engine or enduser hardware) or persistent bugs/unintended consequences with attempts to implement them (such as the Iriaz), but the amount of content to which that does--or even could--apply is miniscule as compared to the volume of restorations that K1R makes. As @N-DReW25 pointed out, fundamentally there are several parts of K1R which simply cannot be "intended" because there was not enough in the game files to even restore and most of the content as implemented is fanmade. But for the sake of making a good-faith argument I'll ignore those cases and focus solely on fully developer-produced content that K1R restores. Unlike in the case of KOTOR 2's development, KOTOR was not rushed. Indeed, far beyond not being rushed, BioWare actually deliberately took an additional six months of development time before the game's release to iron out bugs, polish content and ensure that the game released in a completed state. And I am not talking about the six-month delay after the Xbox release of the game before it was ported to PC, I am referring to a very well-documented six-month delay prior to the game's initial release, which BioWare employees specifically said was undertaken in order to deliver a fully polished and well-made product, even though the game was already A-Z playable at the time of the original intended release date. With this in mind, why would all this cut content exist? Sure, perhaps there would be some here or there that BioWare couldn't have gotten around to in the six months of extra time they had, but not the amount left lying around that K1R has available to restore, and as Drew notes K1R doesn't even restore everything there is! Why might this be? The most probable answer is quite simply that most of that content was cut entirely purposefully. This happens in game development literally all the time--if a sequence doesn't flow well (such as dragging on, or having an impact on the game's balance due to its existence); if a particular item is nonsensical or overbalanced; if a character is seen as superfluous or distracting. Game developers are not gods. Often they design things that they believe will be impactful and well-received at the point they design it only to discover in live testing that the implementation is simply poor, or functioning unintentionally. And game developers (especially game developers in the early 2000s, driven by a razor-thin profit margin) do not operate under the same philosophy of "any content is good content" that some modern players do. They have the entire scope of the playerbase to bear in mind, many of whom would prefer a trimmer, leaner and more coherent experience than one with more content but less direction. So what do they do in those cases? They cut anything they can which they believe doesn't work and would leave behind an ultimately more balanced, coherent and enjoyable experience. Given that no BioWare dev I have ever seen has discussed any content cut from the game due to time constraints; the simple fact that the game lacked any meaningful time constraints at all, and even had an additional half-year of development time; and the reality that many of the things which K1R restores are sequences which one can easily see a dev viewing as disruptive (the third level of the Vulkar base would drag on to a casual player; the pillar reward on Lehon was overpowered; Major Hurka allows the player to bypass most of the Leviathan, which trivializes the game's design in that area, just to name a few), it is overwhelmingly likely that at least 50% of K1R's restorations, and likely much more than that, were cut fully deliberately. This is not to say that that content is bad, that you are wrong for wanting to use it, or that others should not use it if they have a mind. Users should always play with what they want to. However, it is unreasonable to cite developer intent when wanting to use K1R where parts of K1R are entirely fanmade and at least half of it was quite probably restored in spite of the developer's intent, not in line with it. I say again: there is NOTHING wrong with wanting to use that content. The developers are not infallible, and the game they designed was, at the end of the day, the game they believed would be best-received by the widest audience. For those who view any amount of new content as a blessing, K1R is wonderful. But saying that it's all as the developers wanted is simply an unreasonable claim, unless you can dig up an example of a BioWare dev actually arguing that there were significant cuts made to the game that they didn't intend for.
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3 pointsNot really. When AFP first started it and it was just a collection of pre-existing fixes, there was no issue because the scope was pretty limited. It wasn't until JC and I got involved and the project changed from a collection of other people's mods to custom fixes that encompassed every facet of the game that incompatibilities started to creep in. It was just an inevitability when faced with two mods both trying to make fundamental changes to the same crucial components like OnEnters, plot-critical DLGs, and so forth. Add to that, once JC and AFP went AWOL and control of the project was ceded to me, there was never going to be any effort to try and address the incompatibilities simply because I have zero interest in K1R and what it does.
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3 pointsTry the attached. Fixed the lazy left eye, increased the pupil size, switched the head texture to TPC (with added vanilla clamp TXI data), and swapped the body texture fix to the one K1CP uses (i.e. adds the envmap TXI data). Also edited the readme accordingly. Darth_Tempust_Improved_Bastila_Head_Edited.7z
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3 points"No longer do I look at Juhani's face, shiver in disgust, and select the dialogue option to kill her as soon as possible!" Devon's the disgusting one. That remark boils down to "I don't find this character who isn't a human's nonhumanness sexually attractive, so I'm just going to kill her!" The very concept of this change is stupid as well as squicky, and makes me not want to touch any of Shem's mods.
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3 pointsOk, finished I'll tell you how I did with success (You must have the 3 archives): a) The original mod archive "Azgath N'Dul's Tonb 2.0" mod -->> http://deadlystream.com/forum/files/file/370-azgath-nduls-tomb/ "Fixed changes.ini for DI's Tom of Azgath" -->> http://deadlystream.com/forum/files/file/254-fixed-changesini-for-dis-tomb-of-azgath/ c) "Azgath N'Dul's Tomb Patch 2.2" -->> http://deadlystream.com/forum/files/file/371-azgath-nduls-tomb-patch/ Now: 1- Unzip all archives (a, b, c) in their own folder 2- Take the unzipped "b" archive (changes.ini) and put it in the "tslpatchdata" folder of the unzipped "a" overwriting the original "changes.ini" 3- Install the mod (Azgath N'Dul's Tonb 2.0) normally 4- Install now "Azgath N'Dul's Tomb Patch 2.2" normally 5- Enjoy this great mod 6- Don't forget the very important point 5 I hope has been helpful
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3 pointsI need some help I tried installing 001EB0 and it seemed to work but I got this message • Modifying file "appearance.2da" found in Override folder... • Saving unaltered backup copy of appearance.2da in C:\Users\James\Downloads\OverhaulTSL\Overhaul TSL\backup\appearance.2da • Updated 2DA file D:\Steam\steamapps\common\Knights of the Old Republic II\override\appearance.2da. • Done. Some changes may have been applied, but 1 errors were encountered! I have no idea what the error is.
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