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Showing content with the highest reputation since 01/13/2026 in Posts

  1. 1 point
    "Jedi Watchmen and Sith Assassins have both had their Sneak Attack progression reduced, to avoid Sentinel becoming redundant due to getting all 10 Sneak Attack ranks from one class." I don't understand the rationale behind this whatsoever. Level 30 is where most players finish the game, which means you already couldn't get all 10 sneak attack levels even from being an Assassin because you'd need level 19 (character level 34!), making it impossible. And Watchman topped out at VII at the same level. It NEVER even had the capacity to make Sentinel redundant... The whole point of this mod should be that Sentinel can be used to facilitate maxing out sneak attack at all. If the Vanilla splits are kept for Watchman/Assassin you'd get SA X at level, 31 and 26 respectively. 31 is still high but it's possible to reach with great effort for a particularly adept Watchman. The more aggressive Assassin maxes it out at 26. Scoundrels get it already at 19, being fair because of being a weaker class. Vanilla you're usually ending the game at 5 and 8 respectively. With your changes, it's functionally trading Watchman/Assassin's utility to Sentinel, and making a Sentinel>Watchman even weaker... If you're coming from Guardian or Consular it's now only possible to get SA 4 instead of potentially 6, in exchange for Sentinel being able to grant 4 levels of SA to the other 2 prestige classes, which is basically useless... That all being said, I just don't understand where you think the Sentinel would somehow become redundant without this change. This mod would be better with the vanilla splits.
  2. 1 point
    Nah I'm good but thanks anyway.
  3. 1 point
    Thanks for that, i'll look into it
  4. 1 point
    If you're planning that for K2, you can look at how the modder has done it for K1 here : https://www.nexusmods.com/kotor/mods/1422
  5. 1 point
    Well - in the context of area reskins there are no plans within the mod like there are with NPC reskins with RedRob41. Nar Shaddaa will have Kexikus' High Quality Skyboxes but the terms of using Kexikus' work in ROR is that we can only use planets that appear in Kotor I or II in ROR - we can't take M4-78's skybox for a planet and use it for a planet that is not M4-78 for example. My biggest concern for HD textures in ROR is that the HD textures will bloat the already large file size. Why should ROR be 10 Gigabytes when it could be 4 Gigabytes? RedRob41's NPC HD Overhaul, if he doesn't publish it as a separate mod, would be downloaded from the main ROR page like this example here: You'd download the main mod on the top and the HD NPC Overhaul would be separate and optional, the above example shows five downloads but ROR would probably have two (though more may be needed if the file sizes are too big). But as of right now, any major HD texture work in regards to areas would most likely be a ROR Addon - a mod you install after ROR. And I can hint that such a mod will be a thing in the future
  6. 1 point
    I know this, I know what I'm looking at here. This isn't TSLRCM, this is the bootleg Malachor VI mod that a Russian modder made. Where did you download your mods from? You're playing a Russian mod that has not been translated for English users and is practically unknown to us. If you are using the mod that I am thinking of, then there are problems with it that prevents any translation work into English from being done. 1) It contains Visas audio files from the Ravager for Malachor of her dying. I suspect it's for if Visas dies on Malachor, but since the Russian modder named these files something like "907visassex.mp3" the other prominent modders I have shown this mod to assume the Russian modder added a sex scene to the mod and so refuse to probe into the mod any further. 2) The Russian modder I speak of has been missing since the start of the Russo-Ukrainian War in 2022, it is very much possible that the maker of this mod perished during the initial invasion of Ukraine and thus he can neither help us or give us permission to modify his mod.
  7. 1 point
    hey, ya'll. I just wanted to pop in and say i'm still alive and still planning on finishing my companion complexions mod. the holidays had some unforseen stuff but, we ball. update should be out in the next week or two. i'm still cooking just bear with me. Visas cooking preview also, working on a new player head mod - 2/10000 heads done so far. wish me luck T-T and thanks for all the support so far
  8. 1 point
    This is it ! Absolutely stunning. I'm sure I can use some for my expansion but that Tulak Hord one is going straight in the game ! Great work and thanks a lot for sharing.
  9. 1 point
    It's entirely possible. Especially because Obsidian already made provision for it. There's an animation to hide the roof tile and there's a fake sky behind it: It just needs to be triggered via a script. I'm surprised TSLRCM doesn't already do it. Edit: Ah, I see what it is. The roof tile mesh isn't under the A node in the room model, so the animation doesn't apply. It's actually already scripted and seemingly unchanged in TSLRCM: https://github.com/KOTORCommunityPatches/Vanilla_KOTOR_Script_Source/blob/master/TSL/Vanilla/Modules/232TEL_Telos_Underground_Base/a_shuttle.nss Extract this into your Override folder. Should fix the issue, although note you'll have to load a save before the above script fires. 232tel14.zip
  10. 0 points
    A year later, but -- I happened to be prepping for another playthrough and saw your post. The readme does not specify anything about redistribution, so I think it's safe to share. Carth_Ages.rar