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maltron66 last won the day on December 10 2016
maltron66 had the most liked content!
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9 NeutralAbout maltron66
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Jedi Apprentice
- Birthday 01/27/1997
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I do not understand why you think that what you said (that you were proud of me) sounded weird and had to apologise for saying it. I mean, I can only be proud that senpai has noticed me (I thing I'm actually starting to get the hang of this modding business). xD And besides, you've provided help everytime I desperately needed it. There's nothing to apologise for. Also... I just extracted and put the "k_def_user_heal.ncs" script in the override. Now the maintenance droids heal other bots AND blow up when they die. These little buggers work flawlessly now. Everything's as it should be... except for the HK-50s, of course, but like I said, this has nothing to do with me or my mod, and even if I was to try and fix it, I'd have to know what's wrong. And if someone like you says they have no idea what's causing it, my chances of fixing this myself are pretty low. I've got an idea though. I'll try to replace the templates of the 3 "faulty" HK-50s with templates of other HK-50 units, do some editing and then see if this changes anything (most likely not, but it's worth a shot). Maybe I'll make a thread (yep, another one, again) on the TSLRCM bug report section like Kex pointed out to report this problem if I don't figure it out myself. Maybe Hassat Hunter or Varsity Puppet know what causes this bug to occur.
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Fair Strides: Before I tell you, let me give you all a little update on the situation: I got the drones to work. The reason they wouldn't work before is the following: after examining the template of the maintenance drones (it's the g_assassindrd009.utc file found in the 102per and 103per modules) and cross examining it with other character templates, I gathered that the maintenance drones use a different OnSpawn script than most characters do: I think it's called k_def_spawn_heal. This is the script that actually makes the drones heal other bots when they take damage. The reason why it wouldn't work is because that script is included in the 102per and 103per modules, but NOT in the override, which explains why the maintenance drones I placed in the 298tel module wouldn't work: the game couldn't load and run the drones' most important script because it was neither in the override nor in the 298.tel module! But after I extracted that script and placed it in the override, bingo-the drones would now work properly! There's still that minor issue of the drones not playing their proper death animation when they die (ie blow up). They will still fade away after all enemies are dead instead of blowing up like they should. Maybe you can help me with this one, FS? And of course, there's always the issue of the "friendly" HK-50s. I double checked their template files: all of them are set to neutral faction. I don't know what's causing them to attack enemy droids. But that's for the TSLRCM team to find out, not me. ;( ... Maybe they should just leave it be. While it makes no sense, I gotta admit it makes for some hilarious gameplay when you see the HK-50s destroy their own combat droids. I did another test run yesterday: the 50s got so worked up, they actually started running around the facility, opening the force fields and destroyed every hostile in the module. I destroyed the enemies in the munitions room and the HK-50s stormed the communications room and the reactor room and destroyed everything there. And after that, it got even more funny when I started talking to them. The conversation was more like a parody: 2 of the HK-50s were in the communications room, the other one was near the reactor and sometimes the camera would be fixed on the area where they originally were, which was now empty. Stuff got messed up. xD
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Kex, I forgot to mention this, but I actually checked all the HK-50 templates for the 298tel module and they were all set to neutral. When I first experienced this bug, I thought the exact same thing yoi did, but after checking the faction they've been set to (neutral), I'm at loss. I'll check again to see if there's something I'm missing.
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After releasing the first part of my Enhanced Enemies project (which enhances the enemies you fight in Peragus), I immediately started working on the second part of this project: This time, I'm trying to enhance the enemies you face as 47 during the attack on the HK factory on Telos. Apart from the Telos Military Droids, the Sentry Droids and the Probe Droids that already exist in the 298tel module (the military base sub-level), I decided to throw in some new turrets, some Mark I and Mark IV Assault Droids... and some stupid maintenance drones (you know, the ones you encounter on Peragus, the ones that heal enemy mining droids). So after everything is complete, I test that part and everything is looking great, except for one thing. The maintenance drones are not doing what they're supposed to, ie heal the enemy droids when they take damage. Instead, they just come right at my face and just float there, doing nothing. Why is this happening? Aren't the maintenance drones supposed to heal any kind of droids? Or are they supposed to heal only the mining droids you fight at Peragus? One more thing that I noticed is that, when I destroy the maintenance drones, they do not blow up like they do at Peragus. Instead, they just stay there until they fade away after I destroy all nearby enemies and end combat mode. I don't know if this has to do anything with the drones not healing the enemy bots, but I think I should mention that cuz it's a little weird. Speaking of weird... As I was playing through the HK factory, I noticed 2 things that are weirding me out: Remember the HK-50s near the munitions room, the ones that gun down 3 protocol droids? I found some kind of bug that I'm pretty sure it has nothing to do with my mod (I don't see how it can be related to that, since I haven't made any changes to the HK-50s yet). The bug is the following: If you lure the 2 Probe droids that are located in the munitions room near the aforementioned group of HK-50s, the HK-50s will open fire at the probe droids and will even spread out to destroy any enemy droids you might have left alive in this area. Now, although I love the feeling of having 3 HK-50s and HK-47 dominate some poor combat and sentry droids, I'm afraid it doesn't make any sense, since the enemy here is 47 (aka YOU) so the HK-50s shouldn't have to fight FOR you. I also tried to lure some enemies near the HK-50s located near the communications console, right in front of the entrance to the HK manufacturing plamt (don't ask me how I did that-I had to use cheats to open doors that normally can't be unlocked before shutting down the reactor in order to reach those 3 HK-50s). These HK-50s would NOT help me out against the enemy combat droids at all. Which is really weird becauss: if these HK-50s do not do anything to help you out against the enemy bots (which makes sense), then why are the other 3 HK-50s fighting for you? And finally, one quick note: it appears that one of the HK-50 templates has a false soundset: Instead of the HK47_K2 soundset that all HK-50s have, there's one HK-50 that has a Kath Hound soundset (can't remember which one at the moment-I'll get back to you on that). What gives?
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@GNihilus2: Umm... Actually, I don't remember why this mod needs the TSLRCM to work. I know, it sounds ridiculous, but I made this mod 3 years ago, even though I decided to release it just now. @Domino5555 The Disciple sucks. I'd choose Brie over him anytime. But why are you asking about him? (Love your username, btw. I see what you did there, Fives. )
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I'm planning on continuing this mod for more enemies in other areas. I'm currently working on an area that very few people experiment on: the HK factory. I'm determined to make this part the most epic part in the entire game. And yes, a veteran player can still play through Peragus with my mod and not have much trouble defeating the enhanced enemies, but it's sure not a walk in the park anymore.
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View File Enhanced Enemies - Peragus After having finished this game a dozen times, I realized that some parts of it were ridiculously easy, so I decided to create a major mod that will modify almost every enemy character template file to make the enemies you face much stronger and therefore harder to beat. If you intent to install this mod, I strongly suggest that you also download and install my “Ultimate Party” mod too. These 2 are meant to work perfectly together. This is the first part of my project, which aims to enhance the enemies you face at the Peragus Mining Facility. Submitter maltron66 Submitted 12/10/2016 Category Mods TSLRCM Compatible
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File Name: Ultimate Party Mod File Submitter: maltron66 File Submitted: 10 Dec 2016 File Category: Mods TSLRCM Compatible: Yes What this mod does is take your companions to the next level by modifying their original attributes, skills, feats, force powers, force points and health (by modifying each character's .utc file), as well as the vitality and force points they earn per level up (by modifying the classes.2da file). Almost each character has received a major buff to their original health. Only a few retain their original health amount and only 2 party members will see their original vitality points decrease (T3 and the Remote, to be exact). You will also see that some characters might have some unique feats that they don't have in the actual game. For example, Atton now has the "Echani Strike I" feat, a feat that's restricted to the Handmaiden only. Why's that? If you recall at one point, we learn from the Handmaiden sisters that Atton has received basic training in Echani fighting, and we also see this cutscene with Atton and Brianna play out, where Brie questions Atton about his Echani training. Another example would be the fact that Bao-Dur now has the "Droid Trick" and "Scramble Droid" feats that were previously restricted to G0-T0 only (I thought that Bao-Dur, being the awesome engineer that he is, would have constructed some sort of device that can mess with hosile droids' behavior, just like G0-T0 can). Another example is the fact that Canderous can now wield a lightsaber (because he is a badass), thanks to the "Weapons Proficiency: Lightsaber" feat I've added to his template. You want more? Mira can now equip Implants, just like Canderous (she's a bounty hunter, I bet she is familiar with implants and stuff). One last example? HK can now use stealth mode, thanks to the "Personal Cloaking Shield" feat that is restricted to G0-T0 in the actual game (it's high time someone took care of that-the only characters that cannot enter stealth mode in the original game are the Remote, T3 and HK, and while it makes sense for T3 and the Remote, since they're utility droids, it's a mystery why HK cannot use stealth, since he's a goddamn ASSASSIN DROID!). If you want to find out more about the changes I've made to each character, you can view them in detail by checking the readme's located in the "readme's" folder. Click here to download this file
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File Name: HK and Mira Relocated File Submitter: maltron66 File Submitted: 10 Dec 2016 File Category: Mods TSLRCM Compatible: Yes This is my first mod. Nothing too special. Basically, what this mod does is move HK-47 to the engine room and Mira to the lab station room in the Ebon Hawk, as indicated in the screenshots found inside the "screenshots" folder. I believe there were many areas in the ship that felt empty and others that were too crowded, so I decided to rearrange some of the characters' whereabouts. This mod requires TSLRCM 1.8 to work. Click here to download this file
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File Name: Bye Bye Goto File Submitter: maltron66 File Submitted: 10 Dec 2016 File Category: Mods TSLRCM Compatible: Yes A little mod I created out of boredom, mainly for consistency reasons. Remember the last part of the game, where you play as Bao-Dur's Remote and your objective is to power up the mass shadow generator in order to destroy Malachor, but then that douchebag G0-T0 appears and prevents you from completing your mission, only for HK-47 to arrive and ultimately decide the fate of Malachor? If you do remember that part, then you also remember that there are 3 alternative ways the particular scene could play out: 1) G0-T0 scrambles HK's systems and tricks him into destroying the Remote, 2) A bunch of HK-51s arrive to assist G0-T0 against 47 OR 3) The 51s assist 47 instead and help their predecessor destroy G0-T0. Now, I don't know about you, but I always get the third ending, since I always reactivate the 51s when I'm raiding the HK factory as 47 (I might be a hardcore light-sided player, but reactivating the 51s instead of shutting them down completely, along with the 50s, that's my guilty dark-sided pleasure ). SO, imagine my confusion when I witness 47 and the 51s destroy G0-T0 but then return to my PC, go to the party selection screen and realise that G0-T0 is still a member of my party, even though he's dead. This is exactly what this mod fixes: if you get the third ending, G0-T0 is automatically removed from your party once he's killed, as indicated in the screenshot found in the "screenshots" folder. I have no idea why anyone would be interested in a screenshot, but since there are many people out there who constantly ask for screenshots of everything, I wasted 5 minutes of my life to make one (not a big loss for me, I was bored anyway ). Again, nothing big, but it serves to add a tiny amount of consistency to the game. This mod requires TSLRCM 1.8 to work. Click here to download this file
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Need help on the populate function
maltron66 replied to maltron66's topic in General Kotor/TSL Modding
Okay, removed the TRUE parameter aaand it works! Once again, thank you Fair Strides! Hmm... you say that this TRUE parameter is nowhere in the example.nss script? That doesn't seem to be the case for me: there actually is a TRUE parameter in my example.nss file. Maybe I added it there myself back when I first started messing around with the populate function and then I forgot to delete it and I kept this TRUE parameter there the whole time. But I highly doubt that I would edit the original file, let alone throw a random parameter in there whose parameter's purpose beats me (dunno what that TRUE parameter is supposed to do). But then again, if you say that there ISN'T a TRUE parameter in timbob12's example.nss script and that's final... it's probably my doing. Anyway, thanks again! And sorry for taking me this long to reply! -
449 downloads
After having finished this game a dozen times, I realized that some parts of it were ridiculously easy, so I decided to create a major mod that will modify almost every enemy character template file to make the enemies you face much stronger and therefore harder to beat. If you intent to install this mod, I strongly suggest that you also download and install my “Ultimate Party” mod too. These 2 are meant to work perfectly together. This is the first part of my project, which aims to enhance the enemies you face at the Peragus Mining Facility. -
1,368 downloads
What this mod does is take your companions to the next level by modifying their original attributes, skills, feats, force powers, force points and health (by modifying each character's .utc file), as well as the vitality and force points they earn per level up (by modifying the classes.2da file). Almost each character has received a major buff to their original health. Only a few retain their original health amount and only 2 party members will see their original vitality points decrease (T3 and the Remote, to be exact). You will also see that some characters might have some unique feats that they don't have in the actual game. For example, Atton now has the "Echani Strike I" feat, a feat that's restricted to the Handmaiden only. Why's that? If you recall at one point, we learn from the Handmaiden sisters that Atton has received basic training in Echani fighting, and we also see this cutscene with Atton and Brianna play out, where Brie questions Atton about his Echani training. Another example would be the fact that Bao-Dur now has the "Droid Trick" and "Scramble Droid" feats that were previously restricted to G0-T0 only (I thought that Bao-Dur, being the awesome engineer that he is, would have constructed some sort of device that can mess with hosile droids' behavior, just like G0-T0 can). Another example is the fact that Canderous can now wield a lightsaber (because he is a badass), thanks to the "Weapons Proficiency: Lightsaber" feat I've added to his template. You want more? Mira can now equip Implants, just like Canderous (she's a bounty hunter, I bet she is familiar with implants and stuff). One last example? HK can now use stealth mode, thanks to the "Personal Cloaking Shield" feat that is restricted to G0-T0 in the actual game (it's high time someone took care of that-the only characters that cannot enter stealth mode in the original game are the Remote, T3 and HK, and while it makes sense for T3 and the Remote, since they're utility droids, it's a mystery why HK cannot use stealth, since he's a goddamn ASSASSIN DROID!). If you want to find out more about the changes I've made to each character, you can view them in detail by checking the readme's located in the "readme's" folder. -
486 downloads
A little mod I created out of boredom, mainly for consistency reasons. Remember the last part of the game, where you play as Bao-Dur's Remote and your objective is to power up the mass shadow generator in order to destroy Malachor, but then that douchebag G0-T0 appears and prevents you from completing your mission, only for HK-47 to arrive and ultimately decide the fate of Malachor? If you do remember that part, then you also remember that there are 3 alternative ways the particular scene could play out: 1) G0-T0 scrambles HK's systems and tricks him into destroying the Remote, 2) A bunch of HK-51s arrive to assist G0-T0 against 47 OR 3) The 51s assist 47 instead and help their predecessor destroy G0-T0. Now, I don't know about you, but I always get the third ending, since I always reactivate the 51s when I'm raiding the HK factory as 47 (I might be a hardcore light-sided player, but reactivating the 51s instead of shutting them down completely, along with the 50s, that's my guilty dark-sided pleasure ). SO, imagine my confusion when I witness 47 and the 51s destroy G0-T0 but then return to my PC, go to the party selection screen and realise that G0-T0 is still a member of my party, even though he's dead. This is exactly what this mod fixes: if you get the third ending, G0-T0 is automatically removed from your party once he's killed, as indicated in the screenshot found in the "screenshots" folder. I have no idea why anyone would be interested in a screenshot, but since there are many people out there who constantly ask for screenshots of everything, I wasted 5 minutes of my life to make one (not a big loss for me, I was bored anyway ). Again, nothing big, but it serves to add a tiny amount of consistency to the game. This mod requires TSLRCM 1.8 to work.