SovereignXII

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Everything posted by SovereignXII

  1. Does anyone know of a mod that replace KOTOR's blue saber hilt for Anakin's? I found a nice hilt by oldflash but it replaces the Mantle of the Force hilt, and with my limited knowledge on modding simply renaming the hilt's files to also replace Blue causes them all of have the MOTF colour, when really I want to maintain the game's default blue.
  2. I don't know why but this doesn't appear to be working for me, still looks like the weapons (especially sabers) are being held though the male's fingers.
  3. Just watched your Soldier's Destiny Full, great work. Also I'm glad you liked the mod, I think it was my only real mod besides a couple of 'disguise' item packs. Maybe one day I'll go back and see if I can improve things a bit. I'm still really happy with how his eyes turned out though.
  4. Thank you, but one of the gamefront staff sent me a link to the mod. Gamefront has a really wonky search feature. I literally tried Glow Rod Restoration, Glow, Rod, Restoration etc. and nothing. But it is there *sigh*
  5. Don't know if this is the right forum for this post, but does anyone have a copy of the Glow Rod Restoration mod that used to be hosted on Gamefront / Nexus mods? I know K1R restores it too but I've done a playthrough with that mod and I have...opinions about it, so I'm just getting mods that restore individual elements that I did like and I can't seem to find this mod anywhere anymore now that Nexus has set them all to Hidden.
  6. I know this is old, but I just searched google using my old gamefront name starforge1 looking for my reskin pack and found this link. Hope you enjoyed the Malak reskin my guy 😘
  7. SovereignXII

    Iriaz on Dantooine

    I know this mod is a little old now, but if I may ask. Does this differ from how the K1R mod restores the Iriaz or is it identical? I only ask because I remember people complaining about hostile Iriaz ruining certain cutscene by attacking NPCs like the Mandalorians. People were also mentioning the Iriaz have an annoying soundset.
  8. There appears to be an issue with the default textures folder, causes the hilt to become untextured/white. Apart from that this is a beauty of a mod, fingers crossed for a TSL version.
  9. I'm actually curious, because I can't find an answer online. Is there ever a (lightside) time where Persuade will never work but Dominate Mind does?
  10. That last part of my post was directed at Talyn82 but speaking of Soldier/Guardian. Since the 'Kotor 2 - K1 re-balance' mod makes each class have the same BAB I'm wondering if Scout might be a little better. Since they start with Implant Level 1, as well as a free +1 CON implant, it would mean I could start with a 15/10/15/8/14/14 and use the implant to get 16 CON at the start for 'free'. Since my skills.2da edit allows call classes to get Persuade as a class-skill, and the Scout already have Repair, Computer Use and Demolitions as a Class Skill, and they get far more skill points (3 vs. 1 per level for the soldier). Things like being able to fully repair HK and freeding the captured Mando on Korriban are important for me, since once I finish the game I intend to switch over to K2 and probably won't pick up either game for a while afterwards, so I want to do as much as possible in this one playthrough.
  11. I'm trying to avoid any overtly cheaty mods, the main mod I have that affects characters is the 'KOTOR 2 style rebalance for KOTOR' which makes all Jedi Classes match their K2 counterparts (feats, class skills, force power gains etc.). It also makes each class has the same Base Attack Bonus and lastly adds the out-of-combat Health Regen. I've personally modified the mods Skill.2da so Persuade is a Class Skill for each non-jedi class too, since it starts off as a Class Skill for each Player class in K2, and it can only be made use of by the PC anyway. I'm trying to avoid any overtly cheaty mods, the main mod I have that affects characters is the 'KOTOR 2 style rebalance for KOTOR' which makes all Jedi Classes match their K2 counterparts (feats, class skills, force power gains etc.). It also makes each class has the same Base Attack Bonus and lastly adds the out-of-combat Health Regen. I've personally modified the mods Skill.2da so Persuade is a Class Skill for each non-jedi class too, since it starts off as a Class Skill for each Player class in K2, and it can only be made use of by the PC anyway. I'm planning on going Lightside for this playthrough, it's my first with the K1 Restoration mod so I wanted it to be as close to 'canon' as possible this time around. I few things about the stats: I think 12 INT is useless? Since the game round down your INT score by /2, so you'd need 14 INT to get just 1 extra skill point per level up. That's what I've read online, and people seem to suggest either going 8 or 14. As for DEX, everything I've read online suggests that DEX isn't that useful because Armour/Robes, and other forms of defense outstip the DEX AC bonus in terms of protecting the player, and that's better to have a high CON instead. I know DEX will increase your chance to hit with a lightsaber if it's higher than your STR score, but I'm mostly concerned about Taris and worried that a low strength will gimp my ability to hit/kill enemies with melee weapons. Of course this is in the context of a 'generally' vanilla KOTOR, I'm not sure how much the mods you suggested change the game so stat considerations would likely be different. Also, considering the mod makes each class have the same Base Attack Bonus, does that affect your recommendation of starting class at all?
  12. Thanks, that worked for some reason. I'm so confused xD
  13. I've been trying to edit the Skill.2da file to make Persuade a Class Skill for the Soldier and Scout, but despite changing the 0 to a 1, when I go to character creation it remains a Cross-Class Skill, I don't know what I'm missing so I'm hoping someone might be able to shed some light on this? Cheers.
  14. Sure, I like to see other people's builds. Something I forgot to ask, is the reason you pick Soldier because of their high health gain, or something else? The build I was thinking of was 15/10/16/8/12/14 at CC. Then 1 in STR at level 4 to make it 16, then the rest in WIS, so by level 20 it'd be 16/10/16/8/16/16 before any items.
  15. Would a Soldier/Consular get enough skill points to reach that 17 Repair, as well has have enough Persuade to get past the Hard checks? Because outside of CC wouldn't they only get 1 skill point per level? I know INT gives more points, but apparently you need to have at least 14 INT just to get +1 skill point per level. So most people recommend either 8 or 14 with no in between. If only KOTOR had a level cap of 25 or 30 instead xD Edit: Just realised I have KOTOR Jedi rebalace mod that makes the Jedi classes the same as their KOTOR2 counterparts, so the Consular would have 2 points per level instead of 1, meaning they'd have 37 points at level 20 instead of 20. So they should have plenty to get both the Repair and Persuade Never played Soldier before, so I guess I'll go Soldier/Consular xD
  16. I see, to be fair the only reason I picked Scout is because it has Repair has a Class Skill and I didn't quite feel like playing Consular this time since I play that a lot. Mainly just concerned about fully repairing HK-47
  17. Thank you, I tried googling for something like that but I found nothing but this seems perfect :D
  18. My go to for years has been to save all my levels for Dantooine, when I become a Jedi, as such I've always played the game on Easy. However I'm playing on Normal and I'm curious about how easy that is at level 2? I have a monster case of Restart-Itis and I keep going back to the Character Creator because I'm not sure if I've built my character right. I'm planning on doing a Scout/Sentinel, probably level 4/16 (Although I'm open to other class combos), I'm also playing with the K1 Restoration Mod, and wondering if 4 levels as a Scout if enough to complete *literally* everything on Taris, kill every enemy (bar the Rancor), beat the dueling arena, including Starkiller and whatever else the restored content has in store for me. And if there are any general tips when going through Taris, the Arena etc. As well as that, what stats should I go for? I ask because I was planning on a Soldier/Guardian using a build I found and I died on the Endar Spire... I was thinking 14/14/14/12/10/14? Cheers :3
  19. Hi everyone, been a lurker on this site for years but now I'm coming out of the woodwork So I found mods which added Force Enlightenment and passive Health Regen from TSL into KOTOR 1, but that got me wondering, could someone make a mod which alters the Jedi classes to match their TSL counterparts? For example, Guardians, Sentinels' (and I think even Consulars') get more Feats in KOTOR 2 than they do in KOTOR 1 (by level 20 a K1 Guardian would have 9 feats vs. 11 in K2. Sentinel would have 7 in K1 vs 10 in K2). Then there's the fact that K1 Sentinels get more skill points, (2+INT) * 4 skill points @ Level 1 and 2 + [INT/2] per level up vs. K2 where they get (3+INT) * 4 @ Character Creation and 3 + INT per level up. On top of that, K2 Sentinel's having every skill bar Demolition and Repair as a Class Skill where in KOTOR 1 they only have Awareness, Persuade and Treat Injury. In the same vein, since Persuade is so useful, even on Taris, if someone took this request up, could they make Persuade a Class Skill for all the non-Jedi classes, rather than just the Scoundrel? Since only the PC can make use of that skill anyway. Lastly, although by no means strictly necessary, could feats from K2 be recreated in K1? Such as the Cross-Class skill feats and the increased passive Health&Force Regen feats etc? Thanks for checking this out, and thank in advance to anyone who picks this request up. Hope everyone enjoyed their Christmas.