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Everything posted by Kainzorus Prime
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Wonder if the new mining gear would work with VP's Peragus tweak, since it's just a .uti and texture change.
- 531 replies
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- high resolution
- remastered
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(and 3 more)
Tagged with:
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You can open the changes.ini with notepad. Also never had that sort of bug happpen in Khoonda, and yes it is TSLRCM compatible. I wouldn't just stack multiple folders in Override, as TSL can read the subfolders unlike KotOR 1, but still won't be able to differentiate which same-named utc goes to which module.
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The installer is divided in a way so that you -have- to select each module to be patched. Part benefit of customizing an installation, part limitation of TSLPatcher. If you know how, you can modify the changes.ini files in the modules where Carth appears to exclude his utc's, and the appearance.2da changes. Or you could install this first, and then install the admirality mod. I specifically went with patching the .mod files, since Obsidian got lazy and many NPCs across multiple modules share the same utc names, leading to conflicts.
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Question - with Kotor Save Editor, you can see "Yima's Suspicion" quest on the list, but it never appears in the game. Yima's a TSF Lieutenant Grenn mentions right after the whole Batu Rem incident. I assume it's like the Holocron and Genoharadan, there's not enough material to attempt restoration, rather than it being overlooked, right?
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Bugs and minor inconveniences with TSLRCM 1.8
Kainzorus Prime replied to Hassat Hunter's topic in TSLRCM
The widescreen resolution sort of warps camera to have a tunnel-vision effect, as in things get stretched towards the center of the screen. Obviously it also has a much wider angle than 5:4 screen. -
Bugs and minor inconveniences with TSLRCM 1.8
Kainzorus Prime replied to Hassat Hunter's topic in TSLRCM
He means the same that I've mentioned, Atton's lower body being inside the pilot's chair, in the Telos shuttle cockpit mini-module. -
Qui-Don's sabers. I use the 4.1 version though, not a fan of one-hilt-all-blades 5.0 version pulled.
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NPC Overhaul for K1 is now entering the testing phase.
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Bugs and minor inconveniences with TSLRCM 1.8
Kainzorus Prime replied to Hassat Hunter's topic in TSLRCM
Another minor glitch - during the arrival on Nar Shaddaa, when everyone is gathered around the holographic display in the main hold, Bao Dur is hellbent on using the repair/use computer panel animation on thin air, rather than stand normally like everyone else. Also if the scene happens during one of T3's ship repair animation, T3 stands normally, but smoke emanates from the spanner thingy on his chest. Not sure if that one can be fixed though, I saw it happen in plenty of the mini-cutscenes when entering the Hawk. Edit: Found a hilarious glitch during the bit where Visas arrives on the Hawk - if you run to the opposite side of the ship and interact with the unconscious party members, their bodies will rotate on the floor to face you. Additionally, Bao Dur's body actually speaks to you. "Yet this time there were no reinforcements on either side (...)". Edit 2: In Visquis' Stronghold, after he's killed and Goto zaps the exile with lightning from the floor, the lightsaber humming sounds persists into the following cutscene with Kreia and Hanharr. Also, as that cutscene starts, Visquis can be seen collapsing again. Edit 3: On Goto's Yacht, when accessing any command console and Droid Control menu, there are two lines saying Run Basic Diagnostic. One is the actual diagnostic, other sets the droids to defend organics. Note that the line is different from the Overload command. The second diagnostic says "Droids set to protect. All guests on board when the order was issued will be defended." -
It should, I've built this mod with 1.8.2 installed. I've simply forgotten to uncheck the 'droppable' flag from the new items I gave to NPCs. In case where there are several cloned ones like in Czerka offices, you would get stupidly large amount of good quality armor and weapons, since they dropped everything they had.
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A little update to the K2 version, invloving the Telos military base and Goto's yacht. Also loot drop corrections will be included, so that enemies won't drop all of their carried gear, making the player stupidly over-equipped. Military base - The good old quadruped droids are making a return, instead of unending clones of the same Mark I droids attacking over and over. Goto's Yacht - Apart from Goto hologram having armor, like Davik used to have, the droids have been differentiated among many combat models. Since G0-T0 was supposed to have obtained an unique new body after escaping Citadel Station, it stands to reason he wouldn't have billions of his clones populating the yacht.
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Bugs and minor inconveniences with TSLRCM 1.8
Kainzorus Prime replied to Hassat Hunter's topic in TSLRCM
Well, before you 'talk' to it, it appears deactivated. Once dialogue fires up, it looks at the player and assumes default idle position for a protocol droid. Basically, it appears as active again. Another thing, during the mini-cutscenes on the Telos shuttle, Atton's lower half is inside the chair he's sitting on. Edit: I've noticed the screenshot of that scene is featured on TSLRCM mod page here. That screenshot seems to have been taken at 5:4 resolution, whereas I play at 16:9. It might be a matter of adjusting the camera fov for that scene. -
File Name: Sion's arrival at Peragus - High Resolution Movies File Submitter: Kainzorus Prime File Submitted: 10 Oct 2013 File Category: Mods TSLRCM Compatible: Yes Author: Kainzorus Prime Mod Name: Sion's Arrival at Peragus - High Resolution Movies ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod replaces the low-res pre-rendered scenes of Harbinger arriving at Peragus found in Zbyl2's 'Sion's arrival at Peragus Fix' mod and TSLRCM. The new scenes were made using Obsidian's High Quality Movie Patch files. 2. Installation: ========= Place the two files in the Movies folder, in the game's directory. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. Click here to download this file
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Version 1.0
8,186 downloads
Author: Kainzorus Prime Mod Name: Sion's Arrival at Peragus - High Resolution Movies ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod replaces the low-res pre-rendered scenes of Harbinger arriving at Peragus found in Zbyl2's 'Sion's arrival at Peragus Fix' mod and TSLRCM. The new scenes were made using Obsidian's High Quality Movie Patch files. 2. Installation: ========= Place the two files in the Movies folder, in the game's directory. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. -
Bugs and minor inconveniences with TSLRCM 1.8
Kainzorus Prime replied to Hassat Hunter's topic in TSLRCM
Tell me what can I use to split them, and I'll see what I can do. Found a tutorial. Also found another glitch - the droid storage in Harbinger crew quarters. When examining the protocol droid, a typical dialogue scenes appears and the droid starts moving, rather than having a pop-up informing that it's been sabotaged. -
Bugs and minor inconveniences with TSLRCM 1.8
Kainzorus Prime replied to Hassat Hunter's topic in TSLRCM
I've checked Zbyl's separate mod, it also uses the original low-res bik. If he were to update it, we'd be set. -
Bugs and minor inconveniences with TSLRCM 1.8
Kainzorus Prime replied to Hassat Hunter's topic in TSLRCM
Again, not sure if it's a bug or deliberate design choice, but since the Visas/Nihilus dialogue was made to be played in-game, is Kreia's fall cutscene supposed to work the same way, or was it left as a .bik on purpose? Also, the Sion's arrival on Peragus uses the original low-res bik movies between his meditation scenes. If these could be redone using the version provided in Obsidian's HQ movies patch, it would be nice. -
File Name: [TSL] NPC Overhaul Mod File Submitter: Kainzorus Prime File Submitted: 10 Oct 2013 File Category: Mods TSLRCM Compatible: Yes Author: Kainzorus Prime Mod Name: NPC Overhaul Mod ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod attempts to fix the ‘clone effect’ which TSL is notorious for, across multiple locations. It differentiates the NPCs in an attempt to eliminate several of them looking identical in one location, due to the way it was set up by Obsidian. It also provides a different clothing for each starting Jedi class, rather than conform to a single texture across all of them. Several shaders across multiple characters are also restored, such as the Mandalorians, Hutts, droids, etc. 2. Installation: ========= Run the patcher for each listed location and let it do its magic. I apologize for the need to run it several times, but it’s the only viable way. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. More Screenshots: Click here to download this file
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Version 1.22
23,697 downloads
Author: Kainzorus Prime Mod Name: NPC Overhaul Mod ************************* Under NO circumstances is this, or any of my other, mod(s) to be posted on ANY site other than by myself. ************************* 1. Info =========== This mod attempts to fix the ‘clone effect’ which TSL is notorious for, across multiple locations. It differentiates the NPCs in an attempt to eliminate several of them looking identical in one location, due to the way it was set up by Obsidian. It also provides a different clothing for each starting Jedi class, rather than conform to a single texture across all of them. Several shaders across multiple characters are also restored, such as the Mandalorians, Hutts, droids, etc. 2. Installation: ========= Run the patcher for each listed location and let it do its magic. I apologize for the need to run it several times, but it’s the only viable way. 3. Credits: =========== Special thanks to: Holowan Laboratories - For all the great resources. 4. DISCLAIMER: =============== This Mod is not supported by LucasArts, Bioware or Obsidian. Please do not contact them for support of this mod. Copyright: Star Wars: Knights of the Old Republic, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Star Wars: Knights of the Old Republic: The Sith Lords, characters, items, etc. are trademarks and copyrights owned by their respective trademark and copyright holders. Bioware and the Odyssey Engine are trademarks of Bioware Corp. Obsidian are trademarks of Obsidian Entertainment. All trademarks and copyrights contained in this document are owned by their respective trademark and copyright holders. More Screenshots: -
Please revamp other weapon models like this as well.
- 10 replies
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- improved weapons
- weapons
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Apart from the duplicates, I've also fixed soundsets where applicable. No more kinrath swoop droid on nar shaddaa, tank droid female sith and female commoner male sith on Ravager. Also, I've separated the starting class clothing as they should be, though with different textures than the default ones. No more brown sacks for everyone. There's also crapton of restored shaders, including Mandalorians, Hutts, droids, and so on.
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Might be, but I just retconned Obsidian's model reuse altogether. Also moar stuff. Telos Czerka Site - Differentiated mercs. Unfortunately, some clones remain, due to the lazy way Obsidian set them up, and I'm not knowledgeable enough with scripts to set new people up. Dxun Tomb - Different gendered Sith Warriors practicing with sabers, plus a glimpse of one of the new sith uniforms. Nar Shaddaa Entertainment Promenade - Twi'lek attendant, now having clothes fitting for someone attending to people, rather than a random dancer outfit. Twi'lek auditioning for Domo has a dancer outfit, fitting for the current action. Two other potential females waiting their turn, are clothed normally.
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Provide a link.
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This thread will contain all of my WIP mods as they come. For now, have a look at the few places featured in the TSL version of the NPC Overhaul mod. Dantooine Battle Mercs - No more 50 billion of 3rd Caucasian Male clones with shielding visor and prop weapons. Now they wield actual arms. Militia health was upped accordingly so they don't drop dead too early. Dantooine Salvagers - Never understood the concept of having them in rags. Sure, they're scavengers, but even scavs have money for some basic equipment. They had to get to Dantooine somehow after all. Telos Cantina - Trask, Gendar and Gadon return from the dead to work as Exchange enforcers. Commoners no longer wear the same 11th variant of clothing. Telos Exchange Offices - Consistent with Cantina appearances, plus giving the Black Vulkar Nikto characters more screentime again. Korriban Tomb - Always felt TSL robes are meant to be a design retcon, since they're shown in the Exile's trial, taking place before Jedi Civil War. So, the visions wear different master robes. Note that these may differ across games, as I have Deadman's Movie Robes installed. Nebelish is no longer a randomly dead Dustil. Nar Shadda Refugee Quad - Always bothered me that the refugees scraping the bottom of the barrel could still afford clean clothes. Especially when there are two variants of dirty ones in the game. Moar to follow.