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Showing content with the highest reputation since 06/20/2025 in File Comments
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1 pointI hear you. It’s why I feel like the only way to make it work is if you have a level requirement if possible otherwise like you said with Disciple he’d be way too overpowered. He’s the only one I’d say you could leave him as he is and it would still work. If I had to make it where all characters get a unique class, I’d say the following: Visas: Sith Assassin. As we’ve said, she’s this in all but Class. I’d just give her the class right off the bat but nerf her initial build so it’s balanced. I think there’s another mod that does that tho & wouldn’t want rip someone else’s mod off. Atton: Jedi Watchmen (The Jedi Gunmen) Mira: Jedi Sentinel (fits with her pacifism & work for someone’s benefit mentality) Handmaiden: Jedi Guardian (Fits the Warrior mentality) Bao Dur: Weapon Master (He’s a literal Weapons Master so why not fuse that with a Jedi mentality) Disciple: Jedi Councilor (Master/Lord would be too overpowered unless you nerf his Influence Bar so it doesn’t happen immediately) Kreia: Councilor since that Class of hers is more like a but then anything. That being said, I won’t deny that Master is more fitting for her since she takes on a Master role throughout the entire game and once was a Jedi Master herself, not to mention it would be funny to treat the endgame as her unlocking her second class of Sith Lord. If anything, change her original class to Master since that is her role (Master Manipulator) in the Squad & we go with the headcanon that her Prestige unlock of Sith Lord is gained when you meet with the Council. Hanhar: Stays as Scout. No Force Wookie for you…tho Marauder would be fun. Funny how in the mapping I made here, Marauder is the only one not used. Mandalore: Stays as a Soldier but I’d use that Lightsaber Mod since it’d would be fun & is a fun tie in to The Mandalorian & The Disney Era lore. The Droids: Stays Same because they are a bunch of Clan…*gets shot by a Perfect Snipe* Declaration: “Language, Meatbag!!”. Overall, there would definitely have to be some kind of balance and I feel like the best way is to make it where everyone has a unique First/Final class. Some stay the same while others get a new class, but only if it best fits them.
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1 pointI can understand the hesitation of making them go from Non Jedi to Prestige Class, then again; Visas never felt like someone who should have been a Sentinel in the first place (if anything a Dark Sentinel). She’s introduced as an Sith Assassin yet her class isn’t made as such despite actually being one and the class actually existing. Maybe for the companions that aren’t Jedi, make it where they need to be a higher level before giving them the Prestige Class. For them, I’d say they need to be at least Level 18-20 (definitely something they shouldn’t get in early levels for sure). Someone that strong along with their years of experience could handle the training needed to become as powerful as a Weapons Master (Handmaiden & Bao-Dur) or a Watchman (Atton & Mira for sure) or even a Master in The Disciples case. Even their Dark Side Prestige Classes work well for them. Atton actually has some experience as an assassin and a corrupted Mira would be a perfect one as well. Handmaiden and Bao corrupted would be ultra angry edge lords that would perfectly fit in the role of Sith Marauders. As for The Disciple…it’s funny how his Dark Side form looks so much like Palpatine to the point where making him a Sith Lord feels almost too fitting. If I recall, his Dark Side ending is very similar to that of his as well. A Corrupt politician. Heck, if we really wanted to include some anomalies somehow like Mandalore (more hesitant & am more inclined to just say train him to wield a Saber) & Hanharr (less hesitant as a Sith Marauder perfectly fits him) they would be perfect Sith Marauders. It’s funny how the prestige’s would be a perfect combination of their initial skills along with the powers of the Jedi. Even The Disciple (who fits the role of Councilor) also works as a Master given their strong ties to the Force and strong desire to seek knowledge and understanding for the betterment of the many, much like the great Masters of the Force.
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1 pointThank you very much for this !!! I just tried BOSSR for the first time some days ago, bad timing unfortunately... Worse thing is I really wanted to wear the new robes with JC's mod... So much that I did, even if the textures didn't fit ! 😅 Anyway, as I'm working on a compatibility patch between BOSSR and K1CP these days, this will give me another reason to test the mod again !
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1 point@PoopaPapaPalpatine Yes, this is the one I thought it was. Just install the Tournament after that VO mod. Then, when you're done with NPC diversity pack + Aliens VO + Pazaak Tournament, install the compatibility patch I added some hours ago. In general, when you're adding mods to your game, do it in a "decreasing" order (meaning from more general to more precise). For example, my Manaan Pazaak Tournament has to be installed in the last ones while K1CP and RC-K1CP must be installed first.
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1 pointMaybe link that mod so that The_Chaser_One knows what's you're talking about. I am willing to bet that the NPC Diversity Pack is probably doing this. Since Jolan the Nikto uses Rodian VO and doesn't explicitly say that he is a Nikto I turned him into a Rodian. This is a conflict between the Diversity Pack and whatever ported alien VO mod you're using. Whilst I do think Bioware intended for Hulas to be a Duros at some point, he is indeed a Rodian: https://starwars.fandom.com/wiki/Hulas His game file is "n_duros001.utc" and his soundset in the vanilla game when you fight him is also the Duros soundset. Canonically, Hulas is a Rodian from Duro the same way Barrack Obama is from Hawaii - he might've been born in Hawaii but that doesn't mean he is a Hawaiian. The same applies to Queedle, he is an Ithorian from Ando though since a voiced NPC directly refers to him as an Aqualish that needed to be fixed in K1CP. I think Bioware changed Queedle and Hulas because of game limitations with the original Xbox. Having diverse NPCs on the original Xbox would make the game lag so Queedle was made identical to the Ithorian Droid Merchant and Hulas was made identical to the Shady Pazaak Merchant to make the game run smoother.
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1 pointDid he say that ? In the vanilla game he's definitely a Rodian. I completely remember it. But it's interesting that he'd be a Duros. Duros just don't have many voice lines, so I guess they changed it. I'll have a look at this "Ported Alien VO mod", sounds good for a new update or even for a new mod. At least, to fix this issue. Everyone and @PoopaPapaPalpatine, you can now find new instructions in the Compatibility section.
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1 pointIf you want to have it, remove the file N-Drew told you to, and put mine in your Override. You'll get a non glitched version of the restoration. To be fair, @N-DReW25, I think you should just rename your dlg file "tar02_carth022.dlg" and it should be fine. To get an idea, you can always use my restoration, you have my permission. It didnt take me long at all.
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1 pointI'm going to temporarily remove that restoration until a work around to the problem and be achieved. As for @PoopaPapaPalpatine and @The_Chaser_One, you do not need to delete your entire mod build over this bug - simply go into your Override folder and delete "cut00_convers.dlg". This will remove the restoration and thus allow you to bypass the post-Taris vision sequences. As "compensation" for this bug, I'm adding Shuma in version 0.11 which shall be added to the site shortly.
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1 point@cwacker @WildKarrde Yeah, I forgot about the Atton in the end component in Unofficial TSLRCM Tweak Pack. That said, the mod build recommend installing the components of TSLRCM Tweak Pack individually rather than the all-in-one installation, so as long as you do not install the "Atton at the End" component, and you install TSL Expanded Ending after PartySwap, TSL Expanded Ending should be compatible with the mod builds.
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1 pointI appreciate the feedback! I did intend for it to be pretty punitive to make your alignment a more important part of your build, and I think there are still natural incentives to learn opposite alignment powers since LS powers don’t deal damage while DS powers don’t give buffs. But I do get you and I’ll definitely consider a lite version or at least further reducing or removing the FP cost penalty. Edit: @CapitaineSpoque I decided to make it so every point in your WIS modifier reduces the maximum penalty by 5%. With a Wisdom of 20, the maximum penalty for opposite alignment goes to only -25%. Not as light as you suggested but I think a decent compromise and I'll consider more tweaks in future updates. Thanks!
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1 pointVery interesting idea and provides way more cohesion to the game. The mod, as is, is pretty interesting if you're looking for a harder and more restricted walkthrough. I think it'd be interesting to have a lighter version with a bit less penalty (maybe from -50 to -25% efficiency?) and remove entirely the additional force point cost. I feel it might be "too" punitive/restrictive as is (at least for my taste) and prevent most of the build variety with a very linear progression (as i don't see why you would invest any point into an opposite side force power). But that's only my personal take on it, it makes much more sense regarding the lore Once again, very interesting idea!
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1 point@HraithPlease read the whole post before answering. As I said, K1R has a main goal which is to restore content. K1CP fixes way more things, but it doesn't add everything K1R adds, obviously. Is K1R done ? Is it not ? Depends on the definition. You have no idea exactly what Bioware cut and what they didnt. K1R only restores what its team knew the existence of. Anyway, I'm pretty sure you didn't look at all of my links because I sent you to the Restored content project for K1CP which is in development right now. It already adds quite a lot of things actually, including this : You should take a look at it. I linked it to you in my first post. So no, it doesn't restore everything. But yes, K1CP+RC-K1CP is a better idea than K1R. "I can only assume you didn't link to the "other things that can be added to K1CP" because you couldn't find them either". Again, depends what we're talking about. I linked to the Iriaz restoration, because for me it's one of the best things, makes Dantooine way more alive, but I'm pretty sure there are other things out there, I'm just too lazy to look for them, however you can do it yourself. I feel like I'm providing enough here. You're not even looking at everything I link to anyway. K1CP is also way better because of compatibility. It's basically compatible with everything. Not K1R. I'm making the Pazaak tournament come back with a better quality and compatibility, so yes, there is restored content for K1CP, already existing and coming out regularly. If you really want the beer contest stuff, you can directly ask @N-DReW25 who's currently working on the RC-K1CP and he might include it. Perhaps I can make it myself, and include it as an option to the Pazaak Tournament. I just need permission to use the files. K1CP is a work in progress to make the game better, in bug and other issues fixing for K1CP as well as in content restoring for RC-K1CP, and it does that perfectly. Edit : The Manaan Pazaak Tournament restoration is done. You can take it and put it in your K1CP installation. It is compatible with RC-K1CP. Again, you can play the game with K1R, it's fine. It's actually what I'm doing on my phone. But do your computer a favour, make your PC installation K1CP / RC-K1CP. And bro, please tell me you're not the kind of guy who's saying this seriously : "Bastilla's bright blue eyes and slightly see thru lingerie"...
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1 point@Hraith I'm afraid you're wrong. K1R is the one that's obsolete. K1CP still gets updates while no one's been working on K1R for several years. K1CP is also way more vanilla friendly than K1R as its intent is not to add content but to fix glitches, bugs and other issues within the game. You can see the whole list of changes here. Also, you might want to take a look at this if you like restored content. Come in the DeadlyStream Discord server for more information (PM me if you want the link to join). @luj1 The K1CP is by far the most important KOTOR mod in 2025. It fixes a tremendous amount of glitches, bugs and other issues, while K1R only adds some (some good, some not very vanilla friendly) content. Its main goal is to restore content. The K1CP is not only newer and a better companion for your game, but it has this if your thing is restored content. Then you can add as many mods (restored and added content included) as you want, since most of the mods here and on NexusMods are compatible with the K1CP but not K1R. K1R is in fact incompatible with quite a lot of things, which is why I'm restoring the Manaan Pazaak tournament as a standalone mod in order to give the possibility to players to have it in their K1CP installation. Furthermore, there are already things the K1R restores that can be restored independently, which means on a K1CP installation. For example, this one. For the best game experience, follow this guide for Widescreen and high resolution (if you have any issue, you might want to look at this), then download the K1CP and the RC-K1CP then you can get back to this guide for the textures, skyboxes and everything else. You should also download this amazing and underrated cinematics overhaul. Edit : I just finished my Manaan Pazaak Tournament restoration. You can take it and put it in your K1CP installation. It is compatible with RC-K1CP. May the Force be with you both, and if you need more help, I'm here.
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1 pointI'm not 100%, but I think there's an issue where I'm getting a penalty when using lightsaber finesse equal to the difference between my strength and my dexterity modifiers, effectively nullifying the whole thing. This is the only thing I can think of that would be causing this, and I know that it's definitely related to it since when my character's strength was raised but not my dexterity, the penalty was reduced.
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1 pointHello there! Quick question - I noticed that the loadscreens.2da file in this pack is a slightly different size compared to the same file in your other replacement loading screen packs. If I am using all of the packs, does it matter which loadscreens.2da file I'm putting in my override folder? Thanks in advance for your reply!
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1 pointdude, Kexikus i meant .... lol what did u do within the 003atton dlg?? cos i already have that dlg in my Override. And how about 222TEL15 models mdl/mdx?? i also have a 222TEL15 mdx but a 758 kb one in comparison to your 148 kb model. cheers. Just checked the files and i "know" this is gonna be an awesome improvement to my install
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