Leaderboard


Popular Content

Showing content with the highest reputation since 12/20/2025 in Posts

  1. 3 points
    Hello, and welcome to the third Dev Diary of the Revenge of Revan mod. For those of us who have been living under a rock for the past decade, Revenge of Revan (or ROR for short) is a total conversion mod for Star Wars Knights of the Old Republic II The Sith Lords (Kotor II) that adds a standalone original story that continues from where Kotor II left off. With the Star Wars The Old Republic MMO (often shortened as just TOR) being released not long after the original ROR Demo, and with the new and innovative modding tools released over the years since, the ROR mod has gone through some drastic changes and has never looked better! In this Dev Diary I hope to show you some of these exciting changes. In this third Dev Diary, I shall focus on the start of the first planet – Corellia and its introduction. (Please let me know if any of the links and/or images are broken) As Episode One has been released for quite some time now, this Dev Diary going forward shall showcase some of the new changes, features, and bug fixes that’ll be introduced to Episode One’s content in Episode Two’s release. Do know that I plan on releasing a ROR Addon mod that’ll allow you, the player, to install these Episode One bug fixes into Episode One before Episode Two’s release so you won’t have to wait for Episode Two just to get bug fixes. I shall make a proper announcement for when this is released to the public. As I showcased the Jedi Temple in the last dev diary before the Episode One bug fixes were put into proper development I shall quickly go over the changes to the Jedi Temple content down below: · The side quest “Drayen’s Teachings” was renamed to “Training Accident Recovery” and shall now be completed once you meet Drayen at the Jedi Council elevator. · Arkanian players are now given a pair of Arkanian Safety Shades by Kaila similar to how Miraluka players are given the Miraluka Blindfold. These Arkanian Safety Shades and the Miraluka Blindfold can now only be worn by the player character and no one else. · The Temple Security Officer, who used a generic Republic Officer appearance, is now a Jedi Temple Guard who is wearing a unique robe that has been added to the mod (more on this robe will be discussed later on in the diary) · It is now possible to completely bypass the Jedi Council cutscene. If you found the Jedi Council cutscene to be laggy (like I did), jarring because only the Quarren speaks English and everyone else is mute, or if the game crashed there (as per many bug reports), then you can now bypass the scene and go straight to Corellia from the elevator. Once you arrive on Corellia, the side quest "Investigate the Tyrena Station incident." has been renamed to "The Tyrena Investigation" which shall now take place from the time you land until you hand Bao-Dur the security recordings. The side quests “Corellian Base” and “Tyrena Station's Black Boxes” have been removed and their content has been merged into the single "The Tyrena Investigation" side quest. Corellia in the Revenge of Revan mod is a major Republic planet of the Core Worlds. The Contemplanys Hermi clause of the Galactic Constitution allows the Corellian Sector to close it borders (Space borders) and shut itself off from the Galactic Republic. As the Republic relies on Corellian Corporations and Corellian industry to build its civilian and military star fleets the Contemplanys Hermi being invoked could mean economic ruin for the Republic and much of the wider galaxy. As such, the Corellian Sector is a fairly autonomous from the Republic. This is evidenced by Corellian NPCs who react to the Republic Soldiers as if they were foreigner, this is due to the fact that the planet Corellia is not subject to the Galactic Republic's military conscription. If the planet Corellia ever needed the military for a domestic issue (like a revolt), it would instead send in the Corellian Security Force. The CorSec in the old Demo were rather strange, dialogue and item descriptions seemed to suggest that the Corellian Engineering Corperation, the CEC, owned the Corellian security forces – the CEC logo was also present on the Corellian soldiers and Uldir’s uniforms. The Corellian soldiers of the Demo were rather generic in that they were a quick and easy reskin of the Onderonian soldiers. I think Logan even once wrote a dialogue, either for Drayen or Uldir, to explain why the Corellian military copied the design of the Onderonian military in the ROR lore. I changed this in Episode One so that the Corellian military is the CorSec and not an extension of the CEC - a Corperation. The closest thing the planet Corellia has to a native Corellian army is now the CorSec Tactical Response Team. The CorSec Tactical Response Team is the same faction that appears in TOR, but since the word “Tactical Response Team” is too long for Kotor NPC names they’re instead called “CorSec TRT Commandos” in-game. TRT Commandos are seen supervising the pilot strike, are guarding the entrance of the King’s palace, and can be found in Fort Orik. TRT Commandos use the heads of the original Corellian soldiers from the old Demo with the CEC logo removed from their caps whilst their old uniforms are now used for the generic CorSec Officer, CorSec Sergeant, and CorSec Captain uniforms. The CEC logo on the uniforms was found on their wrists; these have been replaced with a green strip with each increasing rank receiving another green strip. For reference, Uldir is a sergeant and his wrists come with two green stripes. The Corellian Sector is governed under an Empire that has existed since the fall of the Infinite Empire, the early Republic’s history is marked by giving regional warlords autonomy in exchange for fealty to the Republic. These warlord states became what are known as “Allied Regions” with ceremonial ranks like “Moffs” being held by high-ranking members of these regions. The autonomy of these Allied Regions would be slowly eroded and dissolved as the centuries went on, by the time of the Clone Wars only a few of these Allied Regions remained and the rank of “Moff” was obscure to the wider galaxy until Palplatine restored it for Grand Moff Tarkin. In ROR’s lore, the Corellian Empire is one of these Allied Regions with its own autonomy. It governs the Corellian Sector like a colonial empire with all the wealth flowing from the Sector’s planets to the metropole that is Corellia. This has resulted in legal loopholes that the Corellians exploit for their own profit at the expense of both the Republic and Republic law, two of which are relevant to the plot. Only human Corellians born to human Corellians are entitled to Corellian planetary citizenship, this gives them the right to participate in the CorSec and public office. A human non-Corellian has to live on Corellia for a certain amount of time before they can be made eligible for citizenship, once they get this citizenship they get the same rights as native Corellians. The widow in the Cantina is a Telosian refugee who married a Corellian man and has not yet gained her citizenship, his last will and testament was on his CEC datapad and without that last will and testament than the Telosian Widow would not be legally entitled to her husbands assets now that he’s passed away. For non-humans, gaining Corellian citizenship is impossible and as such they cannot join the CorSec or run for public office. Non-humans can still have Republic citizenship which still gives them the rights guaranteed by the Republic’s constitution. This is why every single alien NPC is either labelled “Tourist” or “Immigrant”, some alien NPCs reveal how hard their lives are as aliens on Corellia through their dialogue. During the later Corellian crisis, you can influence the Corellian government to allow non-humans to become Corellian citizens. This choice is ultimately canon as aliens will be on the Corellian Council by the time of TOR, though this will be but one of many choices the player will be given later on in the mod. However, despite their Republic citizenship, or for those who don’t have Republic citizenship, many desperate aliens are tricked by the CEC into joining the ‘foreign labour program’ which has the CEC ship these aliens throughout the Corellian Sector to work in mines and other facilities. Again, you can find foreign labor NPCs and alien NPCs who speak of the cruelties of this unjust system. This would be illegal under Republic law, but since they’re being sent to remote planets with no ways to escape and with the Corellians being able to threaten Contemplanys Hermi the Republic is powerless to stop this. You, the player, can once again change this should you decide to push the Corellian government into stopping this practice in the later Corellian crisis, this is also canon as this practise is no longer happening by the time of the TOR MMO. Again, this will be but one of many choices the player will be given later on in the mod. Next to the landing bay you’ll find the pilots strike, King Bardok enacted a flight restriction supposedly to protect pilots from falling debris but in reality he enacted it to prevent smugglers from reaching the Tyrena Crash Site. Whilst this fact is kept secret from the public and the excuse of “protecting pilots” is kept public, the grounded pilots who make a living flying are not happy by this development and have started a peaceful protest against the government for their decision. Elrond the pilot merchant shall be given a brand-new merchant inventory, he shall be given new items based on the brand-new item rework. For the sake of testing, his inventory has been replaced with many of the vanilla items that have been changed in this update. All of the armor, gloves, belts, and implant items have been given new icons to differentiate each of the items from one another. Another major change is the replacement of certain items with different items. Starting with the implants, almost all of the implants have been reworked using a Google Spreadsheet written up by ZobiZob/@CapitaineSpoque on Discord (you have like three Discord accounts all with different usernames so if you aren't ZobiZob I do apologize for the Ping). Due note that these only replace the existing implants and so not all of his suggested implants are in ROR, but to summarize – all of the level one implants are now seriously weak whilst the level two, three, and four implants become stronger and stronger with each tier increase. The level four implants, the D-Implants, are a hit of miss in the base game. Some D-Implants are notoriously weak despite requiring 18 Constitution to use whilst others are ludicrously overpowered, and despite D-Implant icons being made by Obsidian they were left unused and they resemble level three implants in-game. Here are some examples of implants in Kotor I: Level 1 implant: Response Package – +1 Dexterity Level 3 implant: Bavakar Reflex Enhancement – +2 Dexterity Level 3 implant: Cyber Reaction System – +3 Dexterity Level 3 implant: Gordulan Reaction System – +4 Dexterity And n the ROR mod, the implants now go like this: Level 1 implant: Alacrity Package – +1 Dexterity Level 2 implant: Alacrity System – +2 Dexterity Level 3 implant: Alacrity Implant – +3 Dexterity Level 4 implant: Alacrity D-Implant – +4 Dexterity These implants still use the Kotor II attribute system, so level one needs 12 constitution, level two needs 14, level three needs 16, and a level four D-Implant needs 18. Implants, masks, gauntlets, and belts have all been nerfed to fix Kotor II’s horrible balancing system. All you need to do in Kotor II is use Force Valor on Bao-Dur, give him a tech belt, give him a skills implant, give him a skill boosting mask, and give him a skill boosting gauntlet and suddenly you have +20 attack damage blaster and lightsaber upgrades that you shouldn’t even have until the end game due to the crafting system. Now, the overpowered Tech Specialist Belt now requires the Improved Gear Head feat for the wearer to be able to properly use it and its stats are now on par with something you’d find in Kotor I. The Skills D-Package only gives a two-point increase to your skills instead of six. Upgrades are planned to be changed in the ROR mod, but due to the sheer amount of them I think this can wait for the time being. One change I had in mind was to nerf the 2-20 energy damage blaster upgrades by reducing the damage output to 5 energy whilst throwing on a Caution feat requirement. The idea behind the Caution feat requirement is that only a trained marksman will be cautious enough to not overheat the upgrade and cause the blaster to explode due to the sheer energy inside said upgrade. All of the overpowered upgrades would be nerfed in this regard, make them weak but still make them powerful and give them something to make it difficult for a low-level player to use should they somehow cheese the game to get these items early. Many of the mask items have been removed and replaced with masks from the first game. For example, the Rakatan Band is now the Motion Detection Goggles, the Interface Band is now the Verpine Headband, the Targeting Visor is now the Aural Amplifier, the Spacer's Sensor is now the Advanced Aural Amplifier, and the Consciousness Helm is now the Light-Scan Visor. Many of the “named items” have now been removed, this is because you could get the Circlet of Saresh multiple times in a single playthrough and could obtain them from weird locations. These items have all been replaced with different items, for example the Circlet of Saresh is now the Demolitions Sensor, however, these items can be reintroduced as standalone items you can obtain and only obtain once. Some of these items include the Circlet of Saresh, Bindo’s Band, Ossluk's Gloves, Freyyr's Warblade, Onasi Blaster, Freedon Nadd's Blaster, Ulic Qel Droma's Mesh Suit, Exar Kun's Light Battle Suit, and Jamoh Hogra's Battle Armor. Whilst some of these items have been replaced with new items, items like Exar Kun's Light Battle Suit has been renamed to the Massassi Battle Suit with a new description whilst maintaining the exact same stats as the Exar Kun version. Jedi Robes have also received the stat rework as proposed in the first Dev Diary, they have now been divided into four categories: Jedi Robes: Low stats but with no dexterity restriction (same as vanilla robes). Jedi Knight Robes: Medium stats but with 5 dexterity restriction (same as the Combat Suit). Jedi Master Robes: High Stats but with 3 dexterity restriction (same as the Military Suit). Jedi Armor Robes: Stats comparable to Armor but with 1 dexterity restriction (Same as the Battle Armor). Jedi Armor Robes replace the Zeison Sha Armor found in Kotor II, however, it only replaces the items - the Zeison Sha body model still remains in-tact in the appearance.2da file meaning we can undo this change should Logan and/or the player base wants to revert this change. Like with the armors, the named Jedi Robes have also been removed and replaced with new robe items with different stats. The stats of these new robes are still powerful but they shouldn’t become the player’s permanent set of robes should you acquire them as they don’t offer ridiculous bonuses like free Force Jump to non-Guardians or +6 Strength for Dark Siders. And of course for the overpowered robes there are still nerfs and limitations to balance them out. Again, all of the vanilla named Robes shall be reintroduced as new items that can only be obtained once in the game. All of the prices have also been reworked, so things that were obscenely cheap in Kotor II are now reasonably priced and overpriced items have been made significantly cheaper. Hopefully with these balances, the credits you earn through side quests can be used to give you the ability to actually shop around and give you the opportunity to buy things you’d never have bought in Kotor II. And hopefully with the price reworks, you won’t obtain a rare item, sell it for 20 thousand credits, and end up buying everything you’ve ever needed in one go. (do note that all stats and prices shown in these screenshots are subject to change ) Weapons have also been reworked, mostly giving blasters, swords, as well as armors, their correct textures from Kotor I, their stats have been improved where possible and a bunch of Kotor I items have been brought into Kotor II by replacing certain items. Things like the Echani Ritual Brand are back and now do the knockdown effect, and things like the Echani Foil are now also in ROR as they were in Kotor I. Several balancing decisions have also been made, like how Gammorrean axes now require a minimum strength to wield and how Freyr’s Warblade is now a generic Wookiee Warblade with a reasonable price, reasonable stats, and a strength restriction that makes sense in-lore as to what the item is – a Wookiee’s weapon. Leaving the Corellian Port, you shall notice that many of the background NPCs have changed – not physically, but in how they act. In the release, we had a system wherein an NPC was locked facing another NPC and would repeat an animation to imply that they were talking to one another. In my tinkering of Kotor II NPCs for a potential Kotor II Diversity Pack, I discovered a script that makes NPCs “interact” with surrounding NPCs. Now, the background NPCs who stand around will now rotate and face each other and will occasionally perform an animation before turning to another nearby NPC. This’ll be more impressive in-game than it is me describing it. The homeless camp, however, should be one of the most obvious examples of how these newly discovered scripts really improve the atmosphere of a populated area. In the first release, these homeless NPCs stood idly around their campfires doing nothing. Now, they are scavenging through the trash and kneeling down to warm their hands on the campfires. I even added a new homeless NPC who is lying down on the floor. Two NPC encounters, the Arkanian Spacers and the Echani and Sullustan duo, required the player speak with them to trigger their scenes. These scenes now have an actual trigger and will now play when you approach them. During the course of Episode One, multiple NPCs shall “leave” the Palace Square. Before, for the duration of the mod, a fat man will forever remain choosing fruit with a line waiting behind him. Before, the CEC Protocol Droid just stands there forever long after he’s given you the side quest. Now, these NPCs shall disappear after certain points are made. The fat man in the line and the CEC Protocol Droid both disappear when you enter the royal palace meaning they are gone when Uldir is in the party, the Bith merchant serving the fat man will even have his dialogue change to reflect the fat man and the Quarren already being served as he now has no customers bothering him. Light Side and Dark Side points have also been added throughout the Episode: And a new encounter involves the bouncer of the Cantina has been added which triggers if you have more then 500 credits. He will beg you for 500 credits and will give you his reason as to why he needs the money, you will be given multiple options on how to deal with him that can result in a Light Side or Dark Side shift. The HoloNet News Girl Hologram has also had bit of a makeover: The Hologram was originally intended to be “summon” via a nearby computer terminal, this functionality was in the Demo but Logan didn’t bother with it for the Episode One release. One major feedback we have consistently received is to ditch the alien VO for the HoloNet News Girl and replace it with actual voiced VO. Voiced VO, as is always mentioned in regard to ROR, is not something we can obtain easily as, since the mod is not finished, we cannot reasonably rely on actors to be around one, five, ten, or fifteen years later to voice more lines. Finding voice actors, good voice actors, for a fan project like ROR is not going to be easy. When you think of mods with bad voice acting you think of Cathalan, but that is not always the case as even the big, well-made, popular mods are also criticized for their voice acting. Two high quality and well-respected mods are TSLRCM and the M4-78EP mod. In TSLRCM, everyone hates Kaevee’s voice and need I even talk about M4-78EP in regard to voice overs – even Kaah Ohtok, voiced by Zhaboka, is disliked by certain players. Even the legendary BOSSR is sometimes criticized for its VO. Whilst the actors in BOSSR weren't necessarily bad, the lines they had to read was written as if the mod was a Shakespearian play at times and the microphone quality of most of the lines is absolutely atrocious at times due to the mod being developed between 2007 and 2009. Voice overs in general are a massive risk, especially in the context of the HoloNet News Girl Hologram who’s main functionality, being able to summon her, is completely broken. The character would have to be voiced by a woman which I feel is going to be harder to come by and the character would have to be voiced to satisfaction because if she isn’t people are probably not going to interact with the HoloNet News feature. My compromise is this here, HoloNet News Droids: These droids will recite HoloNet News articles to the player; by having them be droids this removes the need to have the summoning feature for the Holograms meaning implementing HoloNet News Droids is as simple as planting an NPC into a module and rewriting a previous planet’s dialogue with new articles. And since these are droids, should our main HoloNet News Droid actor suddenly die/disappear and/or we can’t get new VO from him then we can always just hire another actor for the next planet with the lore reason being that droids simply have different voices. A new feature for the HoloNet News Droids is HoloNet censorship, on certain planets the HoloNet News Network will be censored to the specifications of that planet. The Corellian HoloNet News Droid will tell you all of the blocked topics and some articles you hear on Coruscant are blocked on Corellia. Depending on how you do the overall Corellian Arc, you can either remove or alter these censorship laws based on what path you take. And as to be expected, ROR Episode One shall be receiving some bonus side quests to make the Episode One plotline feel less linear. I would like to spoil that, in Episode Two, the first half of the questline shall not be linear meaning you can do important plot-related side quests in any order to reach an overarching objective. But for Episode One, the two new side quests are Beedo’s debt quest and the Rancor quest. The Rancor quest involves the random Rancor you encounter in the swamps, more details on this side quest shall be shared in the next dev diary but do know that the mercenary Tan Corso in the Cantina is the one who gives you this side quest. Beedo’s side quest shall be explored upon in greater detail in the next dev diary as well, but for this dev diary I would like to showcase Tokro the Hutt’s new appearance. Tokro's appearance is a modified version of a skin from Elayerfawkes45's mod. Whilst Elayerfawkes45's original mod is a HD mod, the texture used in the ROR mod has been downsized to match the texture quality of the Kotor I Hutts. I have asked for permission from Elayerfawkes45, Vurt, and Detran to use their Hutt textures in the ROR mod. And just like with Tokro, I am not just outright reusing their work (or AI generated work if you don't view AI as real work) - instead I am using elements of their textures and mix and matching them on one another whilst downsizing them to match the Kotor I texture quality. This will be showcased more when we get to Episode Two's Nar Shaddaa and the Hutts that are introduced there. The last things of note in this dev diary are two new features that have also been added to the Cantina. The computer terminal in the dance room is now a juke box which can be accessed to change the in-game music of the module. The music selection includes the ambient Cantina music tracks from Kotor I, Kotor II, and the ROR Demo. More music tracks may be added in future updates, though as a preference I would only add the original work of musicians who either donate and/or give permission for their tracks to appear in the mod - I would not want AI generated slop or copyrighted music like the classis Cantina Band theme to avoid the hassle that'd bring. The in-game names are loosely based on their original location, for example the song "Beast Within" is the Onderon Cantina theme. And the last feature is this - PURE PAZAAK! I discovered that, by hyjacking Nikko' Pazaak scripts I could add Pazaak to the Pazaak player in the ROR mod. Just like with Nikko, you will be able to play Pazaak with this guy making Pazaak a viable mini-game in ROR. Everything I just showed you will appear in Episode Two, however, a submod shall be released sometime in 2026 (here's hoping) containing all of this updated Episode One content allowing you to install this patch into Episode One whilst Episode Two is still under development. Do note that if Logan personally does not approve of something I have added, it could be removed when Episode Two is actually released. I do not think that would be the case, especially as I can justify these creative decisions, but be warned that there is a slim chance that that could happen. And with that, the Dev Diary comes to a close. Please let us know in the comments of this thread what you think, and feel free to stick around for more updates and Dev Diaries for the ROR mod – a mod we hope will be updated in the future.
  2. 1 point
    Why does the CEC logo now have it in English rather than the Aurebesh as before? Attached is the old text merged into the new logo. The latter half of this quote made me laugh out loud.
  3. 1 point
    View File Visas Marr and Female Exile Romance =Visas Marr and Female Exile Romance= A KNIGHTS OF THE OLD REPUBLIC II: THE SITH LORDS MODIFICATION AUTHOR: Leilukin FILE NAME: Vsas Marr and Female Exile Romance.7z LATEST VERSION: 1.4 CONTACT: E-mail to contact@leilukin.com, or message to Leilukin on Deadly Stream PLEASE READ THROUGH THE MOD INFO ON THIS PAGE AND THE FAQ ARTICLE FOR MY KOTOR SAME-GENDER ROMANCE MODS BEFORE ASKING QUESTIONS! 1. DESCRIPTION: In KotOR II: TSL, certain party members can develop romantic feelings for the Exile, even though none of the romances in TSL were given much development, especially if compared to the first KotOR game. Among the possible romance options, only male Exiles can romance Visas Marr, with her romance scene (or at least, the closest thing the game has to one) occurs near the endgame (see below for details, though beware of possible spoilers). What this mod do is to make the Visas romance scene available for female Exiles as well. In vanilla TSL, after the Rebuilt Jedi Enclave sequence and you return to the Ebon Hawk, you will be approached by Visas if your Exile is male, or the Disciple if your Exile is female. In Visas' case, she can confess her love for the male Exile, and the male Exile can agree to her to "look upon" each other through the Force. This mod gets rid of the gender check for the Visas conversation post-Rebuilt Jedi Enclave, so Visas will always be the one who talks to the Exile regardless of the Exile's gender, even if the Disciple joins your party. Therefore, with this mod, female Exiles are also able to enjoy the same Visas scene as male Exiles do, including the romance. Originally, Visas mentions the Handmaiden when she confesses her feelings for the Exile. This mod also checks if the Handmaiden joins your party to that particular dialogue, so with this mod, if you never recruited Handmaiden, Visas will not mention her. This mod also provides an additional component to make Kreia reference the Exile’s interest in Visas, regardless of the Exile’s gender, during the player’s conversation with Kreia. 2. INSTALLATION: First and foremost, make sure you have The Sith Lords Restored Content Mod (TSLRCM) installed since TSLRCM is REQUIRED for this mod to work. !! ATTENTION!! STEAM USERS: If you play KotOR 2 on Steam, DO NOT USE THE STEAM WORKSHOP VERSION OF TSLRCM if you want to use this mod! Instead, use the installer (.exe) version of TSLRCM, which can be downloaded from Deadly Stream here. I recommend reading this Deadly Stream post on why Steam Workshop is NOT recommended for modding KotOR 2. Extract the Visas Marr and Female Exile Romance.7z archive you downloaded to anywhere you like, as long as it is not within the KotOR 2 directory. Run Install.exe. You will notice that this mod provides two installation options: Visas Romance Scene: This component will make Visas’ romance scene after the Rebuilt Jedi Enclave available for both male and female Exiles. Kreia’s Reference to Visas Romance: This component will make Kreia reference the Exile’s interest in Visas, regardless of the Exile’s gender, during the player’s conversation with Kreia. You may choose to install both options, or only one of them. Once you have chosen the installation option(s) you want, point the installer to your KotOR 2 directory and let the installer do its job. If you also have installed N-DReW25's Extended Enclave Tweaks, an add-on to Extended Enclave, go to the "Extended Enclave Tweaks Compatibility" folder, run Install.exe and point the installer to your KotOR 2 directory, where swkotor2.exe is located, and let the installer do its job. When you install this mod, a new folder named "backup" will be created by the installer. Do not delete the folder or any of the files within the folder if you are planning on uninstalling this mod. The "Source" folder includes the source of the scripts used by this mod for modders' reference. Ignore the "Source" folder if you only want to install and play this mod. 3. UNINSTALLATION: If you installed the “Visas Romance Scene” component, go to the "backup" folder, cut and paste 006EBO.mod into the Modules folder in your KotOR 2 directory. If you installed the “Kreia’s Reference to Visas Romance” component, go to the "backup" folder, cut and paste kreia.dlg into the Override folder in your KotOR 2 directory. If you want to uninstall the compatibility patch for Extended Enclave Tweaks, go to the "backup" folder created by the TSLPatcher from this mod, cut and paste visasend.dlg into the Override folder in your KotOR 2 directory. Note that this step does not uninstall Extended Enclave Tweaks itself. 4. KNOWN ISSUES: None currently known. If you find any other bugs or problems, please let me know. 5. MOD COMPATIBILITY: Any other mod that modifies Visas' dialogue after the Rebuilt Jedi Enclave sequence will likely conflict with this mod, especially for the following files: k_attonend.ncs a_load006end.ncs visasend.dlg The above files are used for Visas' dialogue after the Rebuilt Jedi Enclave sequence, and script that triggers Atton, Disciple or Visas' dialogue with the PC after the Rebuilt Jedi Enclave sequence. The “Kreia’s Reference to Visas Romance” component of this mod modifies the kreia.dlg file, which is for Kreia’s global dialogue. Specifically, this mod removes the gender check to Visas’ romance in Kreia’s dialogue about Visas. In order to improve compatibility with other mods that also modify kreia.dlg, I have set up TSLPatcher to patch the DLG file instead of hard replacing it in the Override folder. If you are using any other mod that involves putting the kreia.dlg file in the Override folder, you must install my mod after the other mod. This mod is fully compatible with danil-ch and Darth Hayze’s Extended Enclave. If you use N-DReW25's Extended Enclave Tweaks, an add-on to Extended Enclave, I have provided a compatibility patch, as noted in the “INSTALLATION” section above. If you want to use DarthTyren's PartySwap mod, you need to install PartySwap first before installing this mod. My Handmaiden and Female Exile - Disciple and Male Exile Romance mod also makes the Visas romance scene available for female Exiles, though Disciple will replace Visas in said scene if you play a male Exile. Unless you want the Visas romance scene available for both male and female Exiles, you do not need to install the “Visas Romance Scene” component of this mod if you want to use my Handmaiden and Female Exile - Disciple and Male Exile Romance mod. The “Kreia’s Reference to Visas Romance” component of this mod is compatible with Handmaiden and Female Exile - Disciple and Male Exile Romance. 6. PERMISSION: You may modify this mod for personal use or show this mod in screenshots. However, do not release your mods containing assets from my mod without my permission. I do not use nor support Steam Workshop, so I do not wish any of my mods to be uploaded to Steam Workshop. 7. CREDITS: Fair Strides and DarthTyren for helping with my issues with triggering the scene of Disciple reporting to Carth/Cede after Visas’ romance scene N-DReW25 for giving me permission to make my mod compatible with his Extended Enclave Patch Fred Tetra for the KotOR Tool KobaltBlu for KotOR Scripting Tool tk102 for DLG Editor Stoffe for TSLPatcher; Fair Strides for the updated version THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE THIS FILE AT YOUR OWN RISK AND NEITHER THE ABOVE MENTIONED COMPANIES NOR THE AUTHOR IS RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter Leilukin Submitted 12/15/2016 Category Mods TSLRCM Compatible Yes  
  4. 1 point
    You should set it to DEFAULT or ****, not CM_Baremetal.
  5. 1 point
    Most of the combat stuff is probably hardcoded to some degree. It could be possible to edit that via the exe hacking project. Perhaps @Lane could offer some insight as to the practicality. Aside from that, you can pipe messages to the feedback window via script. If you wanted to add additional information, that might be one route, editing the AI scripts.
  6. 1 point
  7. 1 point
    @Salk This ended up being super quick and easy:
  8. 1 point
    Please see the official GitHub repo to get support and find updates: https://github.com/OldRepublicDevs/NCSDecomp NCSDecomp - Turn Your Compiled KOTOR Scripts Back Into Readable Code! Ever wanted to see what's inside those compiled .ncs script files from KOTOR? Or maybe you found a mod with scripts you want to understand or modify? NCSDecomp can take those compiled script files and turn them back into readable source code that you can actually understand and edit! What does it do? Simply put, NCSDecomp converts compiled KOTOR scripts (.ncs files) back into source code (.nss files). It's like having a translator that converts the game's internal script format back into human-readable code. Works with both KOTOR 1 and KOTOR 2! How to use: There are two ways to use NCSDecomp - a simple graphical program (GUI) or command-line tools. Most users will want the GUI version! Option 1: The Easy Way (GUI - Recommended!) 1. Download the NCSDecomp folder 2. Double-click NCSDecomp.exe (Windows) or NCSDecomp.app (Mac) 3. That's it! No Java installation needed - everything is included! Once it opens: Drag and drop any .ncs file onto the window to decompile it Or use File → Open to browse for files The decompiled code will appear with syntax highlighting (color-coded keywords, functions, etc.) You can edit the code right there if you want Press Ctrl+S (or Cmd+S on Mac) to save your changes Open multiple files at once - each gets its own tab The program supports both KOTOR 1 and 2 (configurable in the settings) and attempts to unify most nwnnsscomp.exe variants, but has mainly been tested with kotorscript and ktool's variants. Option 2: Command Line (For Advanced Users) If you prefer using the command line or want to automate tasks: Windows: .\NCSDecompCLI.exe -i "script.ncs" -o "script.nss" --k2 Mac/Linux: ./NCSDecompCLI -i "script.ncs" -o "script.nss" --k2 This reads script.ncs and creates script.nss with the decompiled code. Use --k1 for KOTOR 1 scripts, or --k2 for KOTOR 2 scripts. Decompile an entire folder: .\NCSDecompCLI.exe -i "scripts_folder" -r --k2 -O "output_folder" This processes all .ncs files in the folder (including subfolders) and saves the results to your output folder. Features: Works with both KOTOR 1 and KOTOR 2/TSL scripts Beautiful graphical interface with syntax highlighting Edit decompiled scripts and compile them back Round-trip verification - see if your edited code compiles correctly Batch process entire folders of scripts at once View bytecode if you're curious about the low-level details Self-contained - no Java installation needed! Cross-platform - works on Windows, Mac, and Linux What can you do with it? Decompile .ncs files to see the original source code Understand how game scripts work Edit scripts and recompile them for mods Analyze scripts from your favorite mods Batch process entire script folders quickly Troubleshooting: "Error: nwscript file not found" Make sure you haven't deleted or moved the tools folder that came with the download The program should find everything automatically, but if you get this error, check that the tools folder is in the same directory as the executable "Program won't start" (Windows) Windows might be blocking it. Right-click NCSDecomp.exe → Properties → Check "Unblock" → Apply Try running as Administrator if you get permission errors "Program won't start" (Mac) You may need to allow the app in System Preferences → Security & Privacy Right-click the app and select "Open" the first time "Program won't start" (Linux) Make sure the executable has permission to run: Make sure the executable has permission to run: chmod +x NCSDecompCLI/NCSDecompCLI For more help: Run .\NCSDecompCLI.exe --help (Windows) or ./NCSDecompCLI --help (Mac/Linux) to see all available options Check the included README files for detailed documentation Source code and more info: https://github.com/bolabaden https://bolabaden.org Credits: Original Developers (The Foundation): JdNoa - Created the original script decompiler engine Dashus - Created the original GUI These developers did the hard foundational work that made this tool possible. The original DeNCS was an internal tool used by TSLRP (The Sith Lords Restoration Project) and was released to the public "as is" with no warranty. Current Maintainer: th3w1zard1 - Complete rewrite and modernization This version represents a near-complete rewrite and modernization of the original DeNCS tool. While based on the original developers' foundational work, the current version has been extensively revamped with a new GUI, modernized codebase, cross-platform support, and many new features. The core decompilation concepts from the original work remain, but the implementation has been significantly rewritten for modern development practices. License: This software is provided under the Business Source License 1.1 (BSL 1.1). See LICENSE.txt in the download for full license information. Enjoy decompiling! 🎮✨ NCSDecomp-v1.0.2-Windows.zip
  9. 1 point
    Hello, Lane. One thing I would like to see happen, if possible at all, is to extend the numerical display for replies in dialogue files. The way it is now if you have more than 9 alternatives to choose among, the next ones have a "-" rather than the next number. It does not look good. Perhaps something can be done about it? There are not many such situations. The replies are very often limited to a number that is lower than 10, but it does happen in few cases. Example: in the Temple of the Ancient on Lehon. The file unk_comp.dlg contains an entry node with 11 replies. Cheers!
  10. 1 point
    Oh and one thing I'd personally love to see fixed at the engine level would be to introduce alternate start in the Pazaak mini game! That has always bothered me immensely and it's actually fixed in K2. In the original game the AI has an unfair advantage as the Player starts each new round, making it statistically more difficult to avoid the so called "bust". I have produced a small mod that aims to make the mini game better overall but the best improvement would Indeed be this, if you could pull it off.
  11. 1 point
    Hi again, @Lane! Yes, I strongly suspect that anything messing with timers is going to cause problems for the two different kinds of game loading processes that I was talking about. I'm not sure I would say I noticed anything particularly different between loading from autosave and loading from a quick save or from the main menu. Perhaps I was not very clear with what I was trying to say but where I did notice a difference is between loading a saved game (of any kind) the first time after running the game (running the game's exe) and loading the same saved game again. As DP suggested, I think the OnHeartbeat and possibly the OnSpawn functions are affected, meaning that they don't really happen in the same sequence in the two different scenarios. I also give you a very interesting (and possible to reproduce) situation that I investigated recently: for some reason, the game makes the headgear worn by some NPCs invisible in certain specific conditions. The outcome is somehow linked to loading the area. To reproduce this, you can take a look at the Sith Governor on Taris at the Sith Base (tar09_darkjedi001) that should be waring a neurasl amplifier mask (g_i_mask10). The area module is tar_m09ab. What makes it invisible is if you are controlling the Player PC character when you enter the module for the first time. If you are controlling the Player PC character (which is the normal thing to do) when you take the elevator to reach the second floor of the Sith Base where the Governor is or if you are using the console to warp there then the mask will be invisible UNLESS there are no other party members with you. In that case, it will show. It will also show if there are other party members and you warp there or access the area via elevator controlling one of the party members (it does not matter if it is one or ther other or if there are two party members or only one with you). Cheers!
  12. 1 point
    If it messes with timers, then I imagine anything related to OnHeartbeat events for placeables/modules/user defines would experience the sort of issues described.
  13. 1 point
    Hi @Salk I know what your talking about! The load behavior of a main menu load, a hard load (load game menu in game), an autosave load, and a quick load all have subtle but important differences. This has actually come up in the speedrun world a few times. For example, the effect duration glitch (in which they last a long time) only happens if you have previously loaded a hard save in this session (as that messes up the global timers). There's a variety of other small differences, between these functions; most of which I haven't dug too deeply into. But I'm unsurprised you've run into this before. If you could provide an example of a specific script related issue that performs differently for different loads (to use as a reference point), I'd be happy to mount a bit of an investigation into it when I get the time. As mentioned above, it's a busy time of year so this may be backlogged a bit. I'd also be happy to field any other questions! Thanks, Lane
  14. 1 point
    These are all 3D models, 1000'ish trees has been placed on the various room meshes, though many of them are simplistic 2D plane trees in a "X" shape (to look like trees from all angles). the big pine-like(?) tree is a full 3D model though. I have like 6 full 3D trees, various plants and bushes which are also full 3D models, then i have these which i can use in the backgrounds, usually quite far away from the player so he can't get too close to them, often placed on top of hills and cliffs:
  15. 1 point
    As a starting point, I would recommend Holocron Toolset: https://deadlystream.com/files/file/1982-holocron-toolset/ to get an idea of how the modules are set up and to be able to view models + areas of the game. This is incredibly useful for seeing how placeables, cameras, models, scripts, creatures are laid out. This can be used to pull assets out of the game for modification. You can also use KOTOR Tool: https://deadlystream.com/files/file/280-kotor-tool/ to pull the same game resources out for modification. If you're looking to modify the particle effects of the game models, you can't go wrong with MDLEdit: https://deadlystream.com/files/file/1150-mdledit/ . This converts game models MDL+MDX into readable ASCII and back into MDL after you save the changes to the ASCII file. It really comes down to what the goal of your first mod is. If you're looking into making changes to scripts, that definitely is not my area of expertise. It would be helpful if you share a specific goal for your first mod idea, or at least an idea of something you'd like to achieve.
  16. 0 points
    She's probably going to release them at some point. I assume, from an artists perspective, that she probably sees "flaws" in her work that we non-artists don't see and she simply won't release something unless she knows for sure that it's as good as it can possibly be.
  17. 0 points
    The king himself. Thank you for the input!