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Everything posted by VarsityPuppet
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Okay ttlan, look. Let's look at this step by step why the two inventories is INDEED a bug. 1 - Daraala is NOT supposed to disappear under any circumstances. There are dialog lines for her for each of the 3 endings to the will quest. I'm not sure why she's being removed from the module, but it doesn't seem like she should be. That happening alone is causing this to occur. I hate to repost this script as it takes up a lot of room, but the conditional to prevent the double stocking is already in place: Note the commands in bold. If you look at the dialog, this script, a_stock_dara is set up to occur EVERY time that you access her store. Does this mean that she gets new stuff every time that you check in? No. Because, none of this will even fire if: if ((GetLocalBoolean(OBJECT_SELF, 58) == 0)) { SetLocalBoolean(OBJECT_SELF, 58, 1); If boolean 58 is already set to true (think of it like a switch), then there's no need to do anything in the script a second time. If Obsidian intended Daraala's store to be stocked a second time, they wouldn't have used a local boolean, but probably the Global variable itself (the one that keeps track of what ending you chose for the quest). In conclusion, HH, I'm not sure why Daraala's disappearing, but it seems that she need not be deleted from the module - this will solve everything. As for Obsidian's 'intentional bugs'.... really? I understand that Obsidian was pressed for time, but I seriously doubt that they would just intentionally leave bugs in their game as it's very unprofessional. They more likely ran out of time to thoroughly seek them all out and fixed the most obvious ones first.
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I don't think the issue is so much with the lines themselves, but with the interpretation of the voice actress herself. "All dead - all of them. Blown apart by the Sith, tortured by the Sith, just dead by the Sith. Only Kaevee is left. Just me." Now from reading this particular line, each one of us would probably read it differently, and certainly with a different internal voice. We'd accent different words for sure and that's just a normal intricacy of our speaking.
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
Hey guys, it's been awhile since I left you guys with any updates. It's been a pretty busy holiday season, and along with finishing up classes, working for money and... just other miscellaneous things, it's been hard to get some real solid progress done. I know how much you guys hate waiting for mods and are scared that they might not be finished, but I can assure you, we are still working. I don't have any screenshots or anything but I CAN say that: - We've figured out how the Atton/Handmaiden vs. Visas/Disciple scenes are going to play out - We've figured out how the Trayus Crescent area (as a whole) will play out. - We've figured out how the party will be saved. It's just a matter of intense scripting and dialog making to finish up the Trays Crescent module. What that leaves next though is the Trayus Proving Grounds - which, I'm going to be honest, neither Bead and I have thought about with great depth. Once we get to it, the ideas will come to us, but since we always like community input, here's your chance to participate. What sort of challenge would you like to see in the Trayus Proving Grounds? Try to think in terms of puzzles - or at least not all just killing enemies here, there and everywhere. Share your ideas - we can't use all of them, but even if you're just throwing ideas out, you never know when you'll spark that inspiration in someone. Man, this was too optimistic of a message. Depressing news - this mod has been in development for around a year now and it's still not done. That's better -
The Kaevee dialog could use a bit of refining, I think. Also, much thanks to the original voice actress to do her lines, but I think someone whose voice fits the face more closely would... well, it would be a lot better.
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GenoHaradan Revisioning Mod
VarsityPuppet replied to Lord of Hunger's topic in General Kotor/TSL Modding
The main one being that it just plain SUCKED! -
I'm thinking that's a woman. No man has boobs that round....
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View File Trayus Rank Reform This here is a mod that will change the appearances of the Sith at the Trayus Academy. The original purpose of this mod was to make a Trayus Clothing Fix mod that was compatible with TSLRCM... and it still is. It also has a number of cool features such as randomizing enemy appearances and saber weapons, slightly more difficult enemies, female Sith Assassins, Sith Marauder Armor and some other stuff. ======================================================================================= The Lord is my shepherd; I shall not want. He makes me to lie down in green pastures; He leads me beside the still waters. He restores my soul; He leads me in the paths of righteousness For His name’s sake. Though I walk through the valley of the shadow of death, I will fear no evil; For You are with me; Your rod and Your staff, they comfort me. You prepare a table before me in the presence of my enemies; You anoint my head with oil; My cup runs over. Surely goodness and mercy shall follow me All the days of my life; And I will dwell in the house of the Lord forever. Psalm 23 ======================================================================================= TRAYUS RANK REFORM 1.2 DESCRIPTION: This mod changes the appearances of the various Sith enemies in the Trayus Academy. -Characters won't show up with the same heads anymore. Occasionally, you'll get clones but not everyone enemy will look the same -Sith Marauders dual-wield red sabers. They have now have their own custom armor, a reskinned Sith Apprentice Armor -Sith Lords once again wear the Trayus High Robes. -Sith Apprentices carry around single red blades and wear the Trayus Mid Robes. -Dark Jedi and Dark Jedi Apprentices will spawn with Dark Jedi Robes and either Single, double or double bladed sabers. -The Elite Sith Assassin underwent another makeover. He now wields a red lightsaber. -All above stated characters have been given more Force Powers and Force Points. - Dark Jedi and Dark Jedi Apprentices will be equipped with red sabers and have either single, double-bladed or two blades. - There will now be Female Sith Assassins. They will generally spawn throughout the entire game. INSTALLATION: - Use the TSLPatcher to install UNINSTALLATION: - There's never been a real good way to uninstall TSLPatcher CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved. Submitter VarsityPuppet Submitted 12/26/2010 Category Mods TSLRCM Compatible
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View File Peragus Tweak Even though I walk through the valley of the shadow of death, I fear no evil, for You are with me. Your rod and Your staff, they comfort me. You prepare a table before me in the presence of my enemies; You have anointed my head with oil My cup overflows Psalm 23: 4-5 Peragus Tweak 1.4 DESCRIPTION: I was playing through Peragus and wondering why so many people want to skip through it and forget it. It's really a nice place, and it's too bad that some consider it to be quite a chore. I set out to make a mod that would remedy this problem. I don't know if I've succeeded quite yet at this point, but I think ultimately this is a good start This mod adds a bit of content to the collection of modules you currently know as Peragus. The changes are as follows: - Random tan corpses have been replaced with actual dead miners. + Non important characters have randomized appearances. + Security, Administrator, Med, Dock officers have individual corpses. + Coorta and thugs have individual corpses + Miners in the dormitories now match their appearances in the holorecords. INSTALLATION: Use the TSLPatcher. I'm sorry for the awkward installation procedure, but it's the best way I could figure out to make it work without... you know, redoing EVERYTHING. That will come for the next version of course. As it turns out, it'd just be easier to patch the .git... sigh. UNINSTALLATION: navigate to the backup folder and place the contents into the Modules folder. This should overwrite the modded .rims with the originals CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved. Submitter VarsityPuppet Submitted 12/26/2010 Category Mods TSLRCM Compatible
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Version 1.2
5,718 downloads
This here is a mod that will change the appearances of the Sith at the Trayus Academy. The original purpose of this mod was to make a Trayus Clothing Fix mod that was compatible with TSLRCM... and it still is. It also has a number of cool features such as randomizing enemy appearances and saber weapons, slightly more difficult enemies, female Sith Assassins, Sith Marauder Armor and some other stuff. ======================================================================================= The Lord is my shepherd; I shall not want. He makes me to lie down in green pastures; He leads me beside the still waters. He restores my soul; He leads me in the paths of righteousness For His name’s sake. Though I walk through the valley of the shadow of death, I will fear no evil; For You are with me; Your rod and Your staff, they comfort me. You prepare a table before me in the presence of my enemies; You anoint my head with oil; My cup runs over. Surely goodness and mercy shall follow me All the days of my life; And I will dwell in the house of the Lord forever. Psalm 23 ======================================================================================= TRAYUS RANK REFORM 1.2 DESCRIPTION: This mod changes the appearances of the various Sith enemies in the Trayus Academy. -Characters won't show up with the same heads anymore. Occasionally, you'll get clones but not everyone enemy will look the same -Sith Marauders dual-wield red sabers. They have now have their own custom armor, a reskinned Sith Apprentice Armor -Sith Lords once again wear the Trayus High Robes. -Sith Apprentices carry around single red blades and wear the Trayus Mid Robes. -Dark Jedi and Dark Jedi Apprentices will spawn with Dark Jedi Robes and either Single, double or double bladed sabers. -The Elite Sith Assassin underwent another makeover. He now wields a red lightsaber. -All above stated characters have been given more Force Powers and Force Points. - Dark Jedi and Dark Jedi Apprentices will be equipped with red sabers and have either single, double-bladed or two blades. - There will now be Female Sith Assassins. They will generally spawn throughout the entire game. INSTALLATION: - Use the TSLPatcher to install UNINSTALLATION: - There's never been a real good way to uninstall TSLPatcher CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved. -
Version 1.4
11,462 downloads
Even though I walk through the valley of the shadow of death, I fear no evil, for You are with me. Your rod and Your staff, they comfort me. You prepare a table before me in the presence of my enemies; You have anointed my head with oil My cup overflows Psalm 23: 4-5 Peragus Tweak 1.4 DESCRIPTION: I was playing through Peragus and wondering why so many people want to skip through it and forget it. It's really a nice place, and it's too bad that some consider it to be quite a chore. I set out to make a mod that would remedy this problem. I don't know if I've succeeded quite yet at this point, but I think ultimately this is a good start This mod adds a bit of content to the collection of modules you currently know as Peragus. The changes are as follows: - Random tan corpses have been replaced with actual dead miners. + Non important characters have randomized appearances. + Security, Administrator, Med, Dock officers have individual corpses. + Coorta and thugs have individual corpses + Miners in the dormitories now match their appearances in the holorecords. INSTALLATION: Use the TSLPatcher. I'm sorry for the awkward installation procedure, but it's the best way I could figure out to make it work without... you know, redoing EVERYTHING. That will come for the next version of course. As it turns out, it'd just be easier to patch the .git... sigh. UNINSTALLATION: navigate to the backup folder and place the contents into the Modules folder. This should overwrite the modded .rims with the originals CREDITS: - Bead-V and ndix-ur for their work on mdledit/mdlops - Fred Tetra + KOTOR TOOL - Obsidian, Bioware and the Odyssey Engine - The DeadlyStream Community who has been around all of these years - Jesus Christ, My Lord and Savior. For everyone who calls on the name of the Lord will be saved. -
Ah, I was not aware about the issues with the Handisister Fix.... I will look into it and see what I can do about fixing it. I know there is a way, but the main issue is keeping them separate but compatible. As far as The Trayus Rank, I upping the Sith Lords would be a decent idea. I kind of just gave them force powers and assumed that the AI would make use of it. Silly me ; Glad you like the mods
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It'll be even better with the few suggestions Markus Ramikin had proposed. I just have yet to get to them... lol
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They should be compatible. Just looking at what the mod does, I'm almost certain that they should be able to work in unison. Try loading from an earlier gamesave, and if it doesn't change.. I'll have to investigate.
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A few quick questions for you: Which version have you installed? Trayus Rank Reformation 1.2 or ... a previous version? Do you have TSLRCM installed? If so, did you use the correct installation method? If there are eitehr 903mal.mod, 905mal.mod or 906mal.mod installed by TSLRCM or this mod, and you used the wrong installation method, it's not going to work. Lastly, have you used a gamesave before you went to Malachor? The mod isn't going to fully work unless you use a gamesave
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Malachor VI: An Ending Mod
VarsityPuppet replied to VarsityPuppet's topic in General Kotor/TSL Modding
That reminds me. We're probably going to need you for some voice overs... if you're interested, that is -
Ideas, improvements and news on kotor 2
VarsityPuppet replied to a topic in Knights of the Old Republic General
Incorrect. There is enough data for it to be restored. It has more content than the Genoharadan quest, percentage-wise. Geno: 33% Holocron Quest: 72% -
There is one in the making. It will put Achilles' Rebalance to shame. It won't be out for awhile though, so have at 'er.
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Different from power gaming, I assume? Why would you want to rush through the game? Ah well. Not quite. You wouldn't be able to use some of the more fancy armors and weapons which make the game exponentially easier. You get a lot of bonuses that are based on your character's level, so if you stayed level 1 the whole game, you wouldn't get any of those bonuses. You'd eventually run across a boss-like enemy with stats that are impossible to counter. This is the closest. Enemy level is based on the max level of the player character that first enters the module. Generally it's the Exile, but while you're at the Dxun tomb or on Goto's Yacht, you can have another character as the player character. So, say you were a level 16 Atton on Goto's Yacht - the enemies would scale according to Atton's experience level (we'll assume he's levelled up all the way.) Once you switch back to the Exile though, let's say he's... level 20. The enemies will still be based off of Atton's level experience because he was the first one to enter the level.
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QFT ^^^^ It depends on what class your exile is, but if you jedify Bao-Dur and Handmaiden and equip 'em with good stuff, you can be pretty much invincible with 2 Jedi Guardians, even moreso if your Jedi Exile is a Consular. Hell, Exile alone as a Consular can pretty much kill everything.
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Stoney's M4-78 and the M4-78EP are not one and the same. The EP is... like version 2, if you want to think of it like that. So your question is a valid one. Even being a part of the inner circle of ultra super modders (yey), I don't even really know what's going on with the M478EP, though I have heard that it's being started up again.
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But you did edit spells.2da, right? I'd bet it has something to do with that. When messing with 2da files, the results are, for a lack of better terms, unpredictable.
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But you did edit spells.2da, right? I'd bet it has something to do with that. When messing with 2da files, the results are, for a lack of better terms, unpredictable.
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He basically wants some lines switched around. It does make more sense his way, I will admit.