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Everything posted by Thrak Farelle
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It's great to see things working out here so positively! Looking forward to giving it a try my next playthrough (which will probably be after the summer, no way can I fit a proper KotOR playthrough in my life before then!) A Future Pilot has my happy permission to include my Droid Feat Gain Fix in the K1 Unofficial Patch
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Have to say, that's always bugged me, though I think whether it's considered a bug, oversight, or just part of the game will vary depending on opinion, so if it was me, I'd do it as a separate mod, but that's just my two cents! With regards to the mod, currently discussing with A Future Pilot over PM, will update this thread with my permission once that point has been reached!
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Taris Dueling Ring
Thrak Farelle replied to JCarter426's topic in Knights of the Old Republic General
T3-H8 vs B-4D4 -
Oh wow, just came back on to see this. I know it was only a small mod but I'm humbled to get even a nomination/vote, nevermind a BIC award. Thank you so much to everyone for making this such an amazing community, and I'm sorry my activity is so intermittent, these are turning out to be some very unpredictable, all over the place years irl. I do try my best! Also completely forgot to mention (brain fart), congrats to everyone, there have indeed been some amazing mods this year! My most recent playthroughs (still not finished) had both of Sithspecter's and Kexikus' mods on the list, and I've been very impressed with them. I haven't experienced the others personally, but they're certainly now on my list for the next playthroughs! Edit: This is probably me being blind (I never had the best sense of direction for navigating deadlystream), but is there somewhere we can see nominations and votes? I'd be very interested to take a look at mods on the list.
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Download:Bendak Bounty Non Dark Side Option
Thrak Farelle replied to Thrak Farelle's topic in Mod Releases
Sorry, been very busy lately, had a Birthday then was at Star Wars Celebration last weekend, I'm still excited now after that!!! Yeah,to expand a bit to you guys, that's exactly where I was trying to approach it from, the original mod creator did a fantastic job, just that dialogue inside the match wasn't really for me, I felt it broke up the momentum of the duel, like for me once you're in the ring you leave the debating with yourself about morality behind, at that point it's kill or be killed, so I wanted to offer up another option for those who would prefer it like I did, though like I say, the original mod was a great piece of work, not criticizing it, just saying it wasn't for me and I thought it might not have been for some other people, you know P.S. As a lifetime Sonic fan, I have to say I love that profile pic! -
To be perfectly honest, I found the other user quite harsh from my position, but everyone has their own opinion. I will say after going over both posts again and realizing how tired, hot and agitated I was at the time, I admit I went overboard in my post, and will be editing it accordingly, but I still stand by how I found the other user's post. I've now edited the original post to be hopefully more polite and restrained while still standing by how I found the other user's post from my posision.
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T3-M4 has far less feats to choose from than HK-47, HK's supposed to be like the Soldier class, high feats, low skills, while T3 is the opposite, personally I think that's made quite clear in the game, though everyone will interpret things differently. It's also an issue that I have seen posts about for some time on KotOR communities online as a whole. Besides, if you don't like the change, don't download it, but personally I find your post more along the lines of complaining about my mod being made rather than constructive criticism to improve it. My original post before editing was overly harsh, but respectfully, I don't think I'm the only one that needs to edit in the interest of politeness with how personally I find your post to come across. Constructive criticism is more than welcome, but to me, yours does not come across in a constructive way.
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File Name: Bendak Bounty Non Dark Side Option File Submitter: Thrak Farelle File Submitted: 09 Jun 2016 File Category: Mods K1R Compatible: Yes Anyone else out there like me, who was always annoyed that even when going after Bendak for the right reasons with a LS character, there was no way to finish the quest without getting DS points? Especially when you could go and kill Selven for the bounty without netting any? Well, be annoyed no more! This is a small mod that gives you a second approach to the duel. Your character can either be proceeding with the attitude of will happily kill for credits, would have done the death match anyway and the bounty is just some extra cash, which will still net you DS points, or they can proceed with a more LS attitude, of knowing the government put a bounty on Bendak for a good reason, knowing he needs to be stopped, and although they're not thrilled going into an illegal death match that got him his bounty in the first place is the only way to do it, Bendak's leaving them no other choice. The latter approach will not net you LS points, as like with Selven in vanilla, I still didn't think going for a kill for a bounty was quite LS point material, but that approach will not net you DS points either, allowing you to finish the quest without being forced into a DS shift. The dialogue with Bendak hasn't been changed at all, as that dialogue was always more functional than story anyway, and your character has the chance to express their attitude toward the situation in dialogue with Ajuur. The key line is the one that is the point of no return for starting the duel, the options being not ready, the original ready option expanded with a slightly more killing for credit happy attitude which will trigger a DS gain, and the new option which states there being no other choice, which will not get DS points. There is another opportunity both before the fight earlier in the dialogue and after the fight to express how your character feels about the situation. These were more quickly thought up, spur of the moment kind of lines, so if anyone has any suggestions about specific dialogue that would sound better, or for changing Bendak's dialogue too, I'm taking them Fully K1R compatible, afaik this dlg file was never modified, on the offchance it was, that was the version used as a base, so like always, install after K1R. To install just shove the dlg file into Override, to uninstall just take it out again. Click here to download this file
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Version 1.0
12,686 downloads
Anyone else out there like me, who was always annoyed that even when going after Bendak for the right reasons with a LS character, there was no way to finish the quest without getting DS points? Especially when you could go and kill Selven for the bounty without netting any? Well, be annoyed no more! This is a small mod that gives you a second approach to the duel. Your character can either be proceeding with the attitude of will happily kill for credits, would have done the death match anyway and the bounty is just some extra cash, which will still net you DS points, or they can proceed with a more LS attitude, of knowing the government put a bounty on Bendak for a good reason, knowing he needs to be stopped, and although they're not thrilled going into an illegal death match that got him his bounty in the first place is the only way to do it, Bendak's leaving them no other choice. The latter approach will not net you LS points, as like with Selven in vanilla, I still didn't think going for a kill for a bounty was quite LS point material, but that approach will not net you DS points either, allowing you to finish the quest without being forced into a DS shift. The dialogue with Bendak hasn't been changed at all, as that dialogue was always more functional than story anyway, and your character has the chance to express their attitude toward the situation in dialogue with Ajuur. The key line is the one that is the point of no return for starting the duel, the options being not ready, the original ready option expanded with a slightly more killing for credit happy attitude which will trigger a DS gain, and the new option which states there being no other choice, which will not get DS points. There is another opportunity both before the fight earlier in the dialogue and after the fight to express how your character feels about the situation. These were more quickly thought up, spur of the moment kind of lines, so if anyone has any suggestions about specific dialogue that would sound better, or for changing Bendak's dialogue too, I'm taking them Fully K1R compatible, afaik this dlg file was never modified, on the offchance it was, that was the version used as a base, so like always, install after K1R. To install just shove the dlg file into Override, to uninstall just take it out again. -
View File Hassat Hunter's Kreia to Dxun Tomb & Atton to Onderon Light Side Modified and Rereleased With Permission This is a modified and reuploaded mod, made by Hassat Hunter and changed slightly and uploaded the changed version with his permission. I take no credit for the original mod, and have left the rest of it fully intact including his original info files, so the full mod still works as intended. All I've done is made one change. Any sort of mod feedback or questions should be directed to him or the original mod page/thread, though I will of course be happy to answer any questions regarding the changes I've made. Further, please see his page for info on the original mod. As mentioned, the original mod is fully intact here. What I have changed and why, is this. I always hated the fact that we were forced to take Kreia to Onderon, and while I very much liked the original mod, it still annoyed me that Obsidian made Light Side playthroughs take Kreia for one simple and hardly critical line. While I could perhaps offer several options for what people would prefer, e.g. no Kreia spawning on Onderon for said line if she's not in the party, or not being forced to take her in the party but still not being able to send her to the tomb if that makes more sense to you, what I've done for now is this. I've removed the dark side conditionals from allowing Kreia to be sent to the tomb, and from having a free party selection without being forced to take her to Iziz. I would imagine that she could have shuttled it there quite easily at some point after you and the party have gone, perhaps even after the battle's end, and to me that makes sense even if she's been sent to the tomb, as when you arrive back the tomb party has returned to your ship and say they've been waiting for quite a while, so I don't imagine hopping to the camp and grabbing a shuttle would be too much of a stretch with the mandalorians as allies and the fact our previous shuttle was never used in favour of a basilisk, especially as Kreia seems to wander around and go wherever she pleases and do whatever she pleases without being questioned by anyone in the rest of the game anyway. Screens coming soon, and I didn't bother with a separate readme since Hassat Hunter's original ones are still there, and the small amount of info needed about the change would be exactly the same as I've just typed here. Thanks HH for letting me upload this version, and for helping me change it in the first place! Submitter Thrak Farelle Submitted 06/08/2016 Category Mods TSLRCM Compatible
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Version 1.0
271 downloads
This is a modified and reuploaded mod, made by Hassat Hunter and changed slightly and uploaded the changed version with his permission. I take no credit for the original mod, and have left the rest of it fully intact including his original info files, so the full mod still works as intended. All I've done is made one change. Any sort of mod feedback or questions should be directed to him or the original mod page/thread, though I will of course be happy to answer any questions regarding the changes I've made. Further, please see his page for info on the original mod. As mentioned, the original mod is fully intact here. What I have changed and why, is this. I always hated the fact that we were forced to take Kreia to Onderon, and while I very much liked the original mod, it still annoyed me that Obsidian made Light Side playthroughs take Kreia for one simple and hardly critical line. While I could perhaps offer several options for what people would prefer, e.g. no Kreia spawning on Onderon for said line if she's not in the party, or not being forced to take her in the party but still not being able to send her to the tomb if that makes more sense to you, what I've done for now is this. I've removed the dark side conditionals from allowing Kreia to be sent to the tomb, and from having a free party selection without being forced to take her to Iziz. I would imagine that she could have shuttled it there quite easily at some point after you and the party have gone, perhaps even after the battle's end, and to me that makes sense even if she's been sent to the tomb, as when you arrive back the tomb party has returned to your ship and say they've been waiting for quite a while, so I don't imagine hopping to the camp and grabbing a shuttle would be too much of a stretch with the mandalorians as allies and the fact our previous shuttle was never used in favour of a basilisk, especially as Kreia seems to wander around and go wherever she pleases and do whatever she pleases without being questioned by anyone in the rest of the game anyway. Screens coming soon, and I didn't bother with a separate readme since Hassat Hunter's original ones are still there, and the small amount of info needed about the change would be exactly the same as I've just typed here. Thanks HH for letting me upload this version, and for helping me change it in the first place! -
View File KotOR Droid Feat Gain Fix The separate Droid Feat Gain Fix originally found in my Skills Rebalancing mod, meant to put this up separately for a while as surprisingly it doesn't seem to have been done as a separate mod already, finally got round to it. The feats of the 2 droid classes were the wrong way round in vanilla, with combat droids gaining less than expert droids, rather than more as was supposed to happen, this is now fixed. Please note, this is definitely a fix, I know the original way round wasn't intended because in the files, the droids were using each other's feat tables, which was the cause of the Expert droid incorrectly gaining the number of feats the Combat droid was supposed to have, and vice versa. P.S. Not really sure how to upload a screenshot for this mod, as things like droids gaining feats happens in the base game....... Submitter Thrak Farelle Submitted 05/21/2016 Category Mods K1R Compatible
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File Name: KotOR Bonus Jedi Class Items File Submitter: Thrak Farelle File Submitted: 21 May 2016 File Category: Mods K1R Compatible: Yes These items were originally found in my skills rebalancing mod, an expansion of the original idea I had to give sentinels their own stealth belts when giving them stealth as a class skill along the lines of K2 Watchman, as otherwise they wouldn't gain the stealth feats the Watchman did, plus there seems no way to give K1 characters force camouflage, and making sentinels a viable stealth class, feats and all similar to K2, was a big part of rebalancing skills with the intention of balancing Sentinel with the other 2 classes by doing so. I'm uploading them separately for people who like new stuff in KotOR, but aren't fussed about rebalancing. There are 2 items for each class, the first and weaker version given by Zhar on completion of Jedi training, the second and stronger version found on the Unknown World, in the lower level of the Temple. They are all class restricted, and you will only get the 2 for your class in a single playthrough. Sentinels get the stealth belts, Consulars get armbands, and Guardians get power crystal boosting colour crystals, similar to and based on HotG and MotF. Please note, this installed on it's own means the Sentinel can still have Stealth as a cross-class skill, although the belts are still perfectly usable once a single point is invested in stealth and will still make a Sentinel decent with stealth even as a cross-class skill, they were designed with Stealth being a class skill in mind. To reflect this, as a purely optional.........well, option, I'm including the file that will make Sentinels have Stealth as a class skill in a separate folder, that's all it will do, it contains no other changes from the rebalancing mod. Also, with the purpose they were designed for, they're intended to boost the sentinel by making Stealth an effective option by granting it the bonus stealth feats from the K2 Watchman, whereas the Guardian and Consular items are purely stat boosts. Click here to download this file
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Version 1.0
1,196 downloads
These items were originally found in my skills rebalancing mod, an expansion of the original idea I had to give sentinels their own stealth belts when giving them stealth as a class skill along the lines of K2 Watchman, as otherwise they wouldn't gain the stealth feats the Watchman did, plus there seems no way to give K1 characters force camouflage, and making sentinels a viable stealth class, feats and all similar to K2, was a big part of rebalancing skills with the intention of balancing Sentinel with the other 2 classes by doing so. I'm uploading them separately for people who like new stuff in KotOR, but aren't fussed about rebalancing. There are 2 items for each class, the first and weaker version given by Zhar on completion of Jedi training, the second and stronger version found on the Unknown World, in the lower level of the Temple. They are all class restricted, and you will only get the 2 for your class in a single playthrough. Sentinels get the stealth belts, Consulars get armbands, and Guardians get power crystal boosting colour crystals, similar to and based on HotG and MotF. Please note, this installed on it's own means the Sentinel can still have Stealth as a cross-class skill, although the belts are still perfectly usable once a single point is invested in stealth and will still make a Sentinel decent with stealth even as a cross-class skill, they were designed with Stealth being a class skill in mind. To reflect this, as a purely optional.........well, option, I'm including the file that will make Sentinels have Stealth as a class skill in a separate folder, that's all it will do, it contains no other changes from the rebalancing mod. Also, with the purpose they were designed for, they're intended to boost the sentinel by making Stealth an effective option by granting it the bonus stealth feats from the K2 Watchman, whereas the Guardian and Consular items are purely stat boosts. -
Version 1.0
6,840 downloads
The separate Droid Feat Gain Fix originally found in my Skills Rebalancing mod, meant to put this up separately for a while as surprisingly it doesn't seem to have been done as a separate mod already, finally got round to it. The feats of the 2 droid classes were the wrong way round in vanilla, with combat droids gaining less than expert droids, rather than more as was supposed to happen, this is now fixed. Please note, this is definitely a fix, I know the original way round wasn't intended because in the files, the droids were using each other's feat tables, which was the cause of the Expert droid incorrectly gaining the number of feats the Combat droid was supposed to have, and vice versa. P.S. Not really sure how to upload a screenshot for this mod, as things like droids gaining feats happens in the base game....... -
FIrst of all, I recommend keeping to yourself if all you're going to do is criticize the idea of a mod you haven't even played. Your post is not at all constructive. All you do is complain about the idea behind the mod and suggest I shouldn't have made it, or that I should make a completely different one, and border on telling me what to do at points if you read how you've phrased your post at points. If you don't like the idea behind the mod, tough, it is what it is, some people like it, some people don't, if you simply don't like the idea of the mod, then don't download it or play it, but don't just come onto it's thread to do nothing but criticize the idea. I'm completely open to constructive criticism, which yours isn't, but at the end of the day I'll make my mod however I want to, I'm not going to change it and make a completely different mod just because someone doesn't like it. I'd also point out that part of what you're criticizing is how skill points are in K2, which is what I've changed a lot of it to, if you don't like that, take it up with Obsidian, not me. If all you're going to do is say how you think doing it differently would have been better, then make your own mod, don't just come here and criticize mine beacuse you don't like how I've done it, as to be blunt, that's your problem. You haven't even played it, which makes this even worse. To put it simply, if you want a different mod, make it yourself, but please don't come here and without even playing it, do nothing but criticize how I've made mine and suggest I should have made it differently. In the interest of keeping this a mod thread, if you are going to argue this further, which I don't see as at all needed, then please stick to PMs, thank you.
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Hey. Sorry both, the last while for me has been all over the place, so I've not really had time to be part of the KotOR community, hoping to change that now. As to K1R, now I'm back and that's out, that's one of the first things I'll be looking into, if it's not compatible from the get go, I'll certainly endeavour to make it so. As for updates on that, watch this space Archangel, thanks for pointing those out, I wasn't aware it could even affect how it loads the saber, I'll definitely look into that, and as for the repair skill, either that didn't come out as intended or that was a stupid oversight on my part forgetting he was still a droid and should have repair, either way, I'll fix that. Currently I have a new machine so need to reinstall the games and modding programs, then I'll definitely fix that. Out of interest, how was the mod for you playing as a guardian, did class skills and skill points feel right for your non-jedi/guardian combo, and how were the crystals other than the loading issue? Balanced enough? Now I'm back, hoping to take this out of beta soon and work on it more, give me a bit of time to reinstall games and modding programs then I'll be back to work. Feedback would be much appreciated, positive and negative as long as consructive, and anu issues found too
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Hey, not been very active for a while, these last couple of years or so have been all over the place for me, but I'm hoping to once again be a more active part of the KotOR community now. There are a couple of other mod ideas I've had that I'm planning to work on, but as far as this mod goes, I think it's finally time to get it out of beta. So, any feedback would be appreciated, positive and negative as long as it's constructive.
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Ok, this has been in Beta for ages, I could really really use some feedback from anyone who's used it.