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Everything posted by Damned
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This is a rough idea of a plot I thought up at work, going with DarkParametric's idea as a base. The scavengers you meet are secretly Jedi that are trying to survive day by day. When you first meet them, they act (Personality and mannerisms) in a way that Jedi would not normally act, to help mask their identity. They say they are scavengers that make a living scavenging for relics of the past, precious minerals, and valuable everyday resources and then selling them. There would be a total of four of these scavengers. The leader, a human male, is a real mysterious man. He doesn't want to talk about his past and seems to have a rather aggressive and assertive personality. Another is a human male who speaks in Hutt, since he grew up primarily on the planet Sleheyron and his parents died when he was very young. He does not remember them, and he spent most of his time as a slave to Hutts before he joined up with the leader of the group. The third is a male Rodian who primarily deals with selling goods and fixing up any problems with the scavengers spaceship. He sells the valuables they come across in a search across the galaxy to help provide the crew with living essentials. The fourth is female human. She mentions how she used to be in the Republic army, but due to an incident caused by her hothead personality, she was dishonorably discharged. She met the leader and joined his ragtag group as she had no where else to go. On the second or third visit to the space station, the four end up disturbing a nest of creatures in their scavenging and you have to help fight them off. The four of them would fight alongside your own party, and after a few waves, a "boss" creature would come out to fight. As the Jedi are trying to fight with conventional weaponry to fool others, they will use blasters and non lightsaber weaponry. On the last visit, you find out the Rodian is actually a shape shifting bounty hunter (A Bothan perhaps?) who is paid to hunt down any remaining Jedi. He was able to figure out from stalking the real Rodian back to the Space Station via active camo the truth about the group, as well as the valuable treasure being scavenged, after which, he killed the real Jedi Rodian and emulated his mannerisms and personality to not appear suspicious. He waited as long as he did so the three Jedi would finish their scavenge, so he could sell the valuables and get the bounty on killing Jedi. He also mentions he knows how valuable of a bounty The Exile would be and mentions how lucky he has become. A bunch of bounty hunters uncloak themselves from active camoflauge and a fight breaks out, this time with the Jedi using their lightsabers and force powers. The bounty hunters would be especially equipped to fight Jedi, with armor that mitigates lightsaber damage and and headgear that makes them immune to metal force powers and mitigates damage from damage based force powers. After the fight, the leader would reveal himself as a Jedi Master, and the other two as Jedi Padawans. They reveal that just about everything they mentioned about their lives was a lie, and they were really trying to survive day to day and throw off any potential Sith Assassins or bounty hunters from their trail by (Somehow, I don't know if there is some sort of Star Wars canon way to do this.) suppressing their abilities to use the force to try and prevent others from finding out that they are force sensitive. The group has been trying to slowly gather an arsenal for when Revan returns, as they believe he will bring the Jedi back from the brink of extinction and eventually triumph over the Sith, just has he did the Mandolorians during the Great Mandolorian War. They thank you for helping them and the leader asks you to join their group (But you explain you can't as you have your own personal demons to fight). The leader parts with some of the valuables they scavenged from Coruscant and Korriban (All force user related items of course.) as thanks for helping them out and leave the space station permanently, as their location had been compromised and they wanted to leave before more bounty hunters or Sith Assassins show up. As far as gameplay ideas go... The amount of times you would have to visit the space station to trigger new events and finish it would be four. The first instance could only be triggered once you build your first lightsaber, the next three would be all be triggered each time you find an additional Jedi Master. The Rodian would sell you a total of 20 brand new items (In the style that I laid out in my first post). At first, he would only sell five items, then after the first three events, he would add a total of five new items each. The Hutt speaking human would play Pazaak with you. The female ex-Republic soldier would give you a quest to make her three components (A Targeting Scope Mark 3, an Environment Underlay Mark 5, and a Quadranium Edge). As a reward, she would teach you a specific feat depending on which of your skills has the most amount of points paid into it that caters to that skill. If any are tied, then one would chosen at random. These feats would be rather unique in how they function and not just something generic like "Increase x stat by y amount". There would be three areas initially. One area would be the connecting module from the Ebon Hawk to the space station. The second would be the inside of the space station itself, and the third would be the area they are mining / scavenging for goods. On each visit (Only if the requirements to trigger the next event are met), a new module, similar in style to the third, opens up as they have discovered more caverns when they finished scavenging / mining enough junk. There would be one final module that can only be opened up once the entire story of the Peragus Space Station has finished (It would be located as a doorway in the final "newly created after each event" module). It would take a ridiculously high security skill to open but a holocron would be found inside. Said holocron would provide a particularly powerful (But not broken.) reward for opening the door granted by the PC's prestige class. A Jedi Master / Sith Lord would get a universal force power just like the "Floating Lightsabers" contained in this mod... http://deadlystream.com/forum/files/file/373-four-force-powers/ A Jedi Weapon Master / Sith Marauder would get a lightsaber crystal that focuses on improving Master Power Attack / Master Flurry and turns a lightsaber Onyx colored. A Jedi Watchman / Sith Assassin would get a new lightsaber form that focuses on defense and immunity, as well as improving Master Critical Attacks various aspects.
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Ask the Developer of Revenge of Revan....a Question.
Damned replied to Logan23's topic in Revenge of Revan
1. Will this mod feature new feats / force powers / items / equipment? 2. How difficult do you plan on making it? -
Difficulty mod that mirrors "Impossible" difficulty from K1R.
Damned replied to Damned's topic in Mod Requests
Indeed you did. My apologies. My mind has seemingly been out to lunch in the past 48 hours. -
I would like to request a mod that is similar in design to the Yavin IV Space Station DLC from KOTOR 1 for KOTOR 2. Key points to focus on would be the following... -Travel to the level is from a location the player selects from the Galaxy Map. -There should be a few quests tied to the location. Nothing too extravagant, but something meaningful at the same time with worthwhile rewards (Read, not blatantly unbalanced crap that makes an already easy game even easier). - New items that are obtainable by some means (Be it buying from merchants, killing enemies, completing quests, or found from containers). Said items should be a variety of content, anything from equip items, to upgrade items, to consumable items, etc. -To follow up on the above point, said items should be balanced for when they are obtained in the game. Any items that could be deemed overly powerful should be difficult to obtain, be it a very high price from a merchant, a high skill / attribute check, or defeating a very difficult opponent. EDIT: Of course, this mod should be compatible with TSLRCM and M4-78EP.
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I would like to request a mod that possibly adds a new difficulty (or modifies the hardest one, if adding a new one is not possible) to KOTOR 2. Basically, this mod should be identical to the "Impossible" difficulty from K1R.
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From what I understand about the original mod, one of the biggest complaints is how the mod gives far too many powerful items, far too easily, and far too early on in the game. Is that true? If it is the case, this "expansion" should either make those items much harder / farther in the story to get, or tone them down in use.
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Erm, are you saying what I suggested would work exactly as I thought it would?
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Well I was interested in using the mod in that link I posted in my previous post. My biggest issue with this change is that it makes the mod in the link incompatible with this one. Could I possibly just delete that greande file from this mod so it doesn't conflict with the new feat + force powers one? I would honestly rather the core mechanics of the game be left untouched, so I don't exactly want this alteration to the grenades.
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Well, in case you haven't contacted him yet, I found out about another quirk in this mod from another thread. http://deadlystream.com/forum/topic/3685-new-gameplay-mechanics-via-feats/ just checked. i do have one k_sup_grenade.ncs from Modified Combat AI For High Level Force Powers. Forgot about it, but the only thing that says it changes with grenades is that Mira launches them in ranged AI...surly that wouldn't change the core functions of grenades buy adding a conditional modifier to them, would it? Yup, that's the culprit. He's added in checks for the wrist launcher to add her Demolitions rank straight onto the damage and DC. Probably a modification made for personal use that he forgot was present when he made the AI bits.
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Anyone try these? Four Force Powers Content Pack 1
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As for just mirroring the K1R difficulty option I meant in a figurative sense, as I have a new way to make KOTOR 1 more difficult (Via the new Impossible difficulty.) I wanted something similar for KOTOR 2 (Via improved enemy AI). I like to pretend that my modded games are official "expansion packs", and that the developers were addressing concerns with the games being too easy. Then, after they released KOTOR 1's expansion pack, they found a way to improve how they made the game more difficult for the sequel's expansion pack . EDIT: Anywho, I know how busy you are Fair Strides with everything else (Sleheyron, K1R 1.2, and who knows what else lol). You don't need to do this right away or at all, so I hope you didn't get the impression that I was ordering you specifically to cater to my requests (I may actually use the High Level Force Powers mod as is after all, I'm still deciding).
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Would it be possible for the enemy AI to have access to the force powers in the High Level Force Powers mod (Also created by Stoffe.), but not have those powers accessible to your own party? I really want to ramp up the difficulty of the AI in this game, sort of as a "mirror" to the added difficulty of the "Impossible" difficulty added by K1R. EDIT: To give a more clear explanation of my request, Stoffe has already given the AI the ability to use those added force powers of his in this specific mod, but it requires the High Level Force Powers mod to be installed as well. This gives your own party access to these powers as well, and I would like for that access to be completely removed. It would also be swell if the potential incompatibility with TSLRCM could be looked into.
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I found this post about a possible bug over at LucasForums. I noticed a problem with this mod where party members sometimes select ranged feats when they're equipped with a melee weapon, or melee feats when equipped with a blaster. Anyone else noticed this?
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I would like to request a mod that increases the exp requirements per level by 50%. I know there is already a mod similar to this, but it increases the requirement by 100%, which I feel is a little too high. EDIT: Just to clarify, I mean for all party members, not just the main one created at the beginning of the game.
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A quick question. Is there anyway you could make a version that just improves the enemy AI and leaves the party AI alone? Also, I'm not entirely sure if this mod has the incompatibility listed in the download section. I remember reading a post on Reddit that mentioned one guy and a few of his friends had this mod and TSLRCM installed; they did not encounter the issue posted. Perhaps that issue only occurs when the High Level Force Powers mod is installed alongside this one?
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I'm also referring to other unvoiced lines in the game, like the Kashyyk (Yeah, I probably spelled that wrong, sorry.) Carth line mentioned in the first post of this thread.
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If Sithspecter is indeed going to be hiring professional VAs for his Sleheyron mod, perhaps you could get those guys to also record lines for the unvoiced content in this mod? Unless the actors would get paid by the line, then I wouldn't want Sithspecter to have to pay more money out of his pocket for a project he isn't involved in. I know the two of you have worked together on Sleheyron, so I thought that could be a possible solution, as the two of you are (I'm guessing) on good terms.
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I'm fine with your option Fair Strides.
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Download:Brotherhood of Shadow: Solomon's Revenge
Damned replied to Fair Strides's topic in Mod Releases
Could you guys possibly fix an issue with Revan's cape for the 2.0 release? The cape in the mod currently has no animation whatsoever, and causes the player's feet to constantly clip through the cape pretty badly. I also remember an issue with going the Dark Side route on the original Brotherhood of Shadow part of the mod, more specifically at 11:07 in this video... If you choose to kill the crew for lying to you, two of the crew members who turn hostile just stand there completely still. When you kill them, they have no death animation either if I'm remembering correctly. I wish I could show you a video of it, but all I can find are light side playthroughs. -
I know that vanilla KOTOR 1 has a few of those as well. I always thought it would've been better to put [impossible] in front of the resulting text, rather than the usual [Failure], to indicate as such. Some security locks that cannot be opened no matter what have *Impossible* as the resulting text when the player tries to open them. It's odd the same was not done for impossible persuades.
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K1R 1.1 has officially been released! Oh Fair Strides, I thought you might do something cool like this on Christmas! Thanks for the great present!
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Well, more is to come at an yet-undefined date, so This mod may very well have the most dedicated developers ever in terms of gaming software.