Durendal

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Everything posted by Durendal

  1. I think the smoke looks really good in that still shot, but if it's static, it would stand out if you looked at it too long.
  2. I just finished a LS Female playthrough, and I can confirm that this mod works with the 1.5 version of M4-78, at least as a LS Female character. Dark Side, Male and Easter Egg endings might be a different story but other than M4-78 and Extended Enclave both using the same cut dialog, there weren't any issues whatsoever.
  3. With something like a .2da, you can just append the files and merge them. With scripts, an entirely new one would need to be written, or the TSLRCM manually one modified to include the changes.
  4. Force Pull is kind of janky and busted, and as good as HLFP is, that power could use some retooling. Specifically, you're able to pull things that should be stationary like turrets, and pull enemies without triggering the rest of their group.
  5. Oh, I didn't know that weapon size was hardcoded. Still, I think that making the new types special "crystals" would be easier, if other properties can be altered per-crystal.
  6. Slight model variation is fun for weapons, but it shouldn't be a priority. Giving the unique/high end crystals a unique hilt model or texture does help sell that they're more special, though. Aside from that, If longsabers need to replace the short lightsabers, I don't think it's worth the tradeoff. More options are always good, especially in K1 where it's far more limited than TSL. However, might it be easier, if less exciting, to make the "unique"/new types of sabers their own, special crystal types like Sithspecter did for his Crossguard saber mod? Like, a crossguard saber crystal/hilt is two-handed, but deals noticeably more damage or has some other benefit to compensate, while the curved hilt counts as a finesse weapon? EDIT: This was the method that SLM 2.0 used, and other than some issues (Don't put dual-blade crystals in a single blade saber, etc) it worked fairly well. The biggest limitation would be the 256 entry limit, but K1 already has less saber types than TSL, so it might be harder to run into that limit.
  7. This explains why my game started getting goofy looking after installing so many mods. Interesting find! Without some sort of outside .dll or modification, I'm not sure how this could be circumvented. This is very troubling though, since it means that Sleheyron(sp?) has very little room to work with and could be incompatible with a lot of things right out of the gate.
  8. It's not even just if you don't want to use Steam, although the Steam version of TSL is far and away the best currently. Using the Workshop makes it significantly harder to use multiple mods at once, especially if they're not all manual or Workshop. IIRC there's a larger update that's being done, and that's part of what's taking so long.
  9. It wouldn't be too difficult to convert the audio files to the right format, but they couldn't be uploaded without newbiemodder's permission.
  10. At the basest level, something that restores content that was cut for whatever reason. Whether the content was cut due to time restrictions, or the developers thought that it wasn't up to par or didn't fit doesn't come into play. The line becomes blurry when it adds content that's made specifically for the mod, either to fill in gaps or simply expand on what was there. I consider M4-78 a restoration despite being mostly original, since it was necessary to even complete the concept. The optional expansion for the Dustil Restoration, is entirely unrelated and I don't consider it an actual restoration (though I always opt to use it over the baseline restoration), because the added content is unnecessary to implement the idea. TL;DR: If it requires custom content to complete, it's still a restoration. If it goes beyond that to expand on the idea, it becomes a mod.
  11. While I can't say for certain regarding KoTOR's version of the engine, I know that Neverwinter Nights, which I do have a bit of experience with and uses an older version of the Aurora Engine had a similar issue where you could add in what you wanted to through the .2das but you cannot create custom names or descriptions for feats/classes/abilities without adding entries to the Dialog.tlk IIRC, from there it's a matter of making sure the custom feat in the .2da points to whatever the IDs are for the new description and name, but actually modifying the .tlk file is beyond what I know.
  12. If the forums do come back up, perhaps an effort should be made to archive what mods and tutorials haven't already been reuploaded here?
  13. It couldn't be Steam, since that's what I was using when I played.
  14. I played through as a female exile using the english version of TSLRCM, and it worked fine. I'm afraid it's likely some incompatibility with the french version that would need someone to specially fix. EDIT: To clarify, possibly some certain scripts are labeled differently in the french version and it's causing an issue. That wouldn't explain why your other mods work, but I've always assumed PartySwap to be rather sensitive considering what it does. You specifically mentioned a female character, does it work fine with a male? Does Disciple mess up in certain scenes he should be a part of?
  15. For those that have asked, this still seems compatible with the latest version of TSLRCM and I recently finished a run using it. I remember posting before that I had problems with it, but I'm fairly certain that was a fluke or the result of me using a number of incompatible and unfinished mods that playthrough.
  16. I used one of the first TSLpatcher versions back when you released it, but I've done a full reinstall of Kotor2 since then so it couldn't be that. It could very well be the game just messing up somehow, the engine is held together with duct tape and chewing gum.
  17. I'm indeed using M4-78. It's reassuring to know that there's a reason instead of it just having spontaneously broke. It's easy enough to work around for now by adding a bunch to my inventory, however. Edit: While an armband isn't added to the character's inventory, sometimes the adrenal shows up in that slot during gameplay if a usable shield isn't equipped.
  18. Going through it again for the first time in years (Has it really been that long? Yikes.) and I have to echo the complaints about overpowered items. While it makes sense to have a few things lying around, copies of all the best robes and crystals isn't very good. I think at most having a robe or two and a lightsaber, maybe some lesser crystals might be best if anything comes of all this. Another option might be to make it equivalent to the Yavin Station from the first game, where there's a lot of good/unique stuff, but it comes in 'tiers', I.E. people might unearth more relics each time you come back after finishing a planet, or you find a place to meditate on what you're learned during your journey.
  19. Everything seems to work fine, I was able to recruit both Handmaiden and Disciple as a female character, however the stim item seems to be one use only. Bad judgement got the better of me and I used it on the hawk and was greeted by a message saying "Party selection is disabled here." and lost the item. I used KSE to replace it, but this seems like something that might've slipped by you, since infinite use stims were possible in K1 at least. Edit: Using the item properly still causes it to be consumed and lost, I had assumed I messed something up and under normal circumstances it would replace itself. This does not seem to be the case.
  20. The mod installed without a hitch beyond the same warning about the Uther .dlg file that Ezyrlybe got, and the forms themselves seem to work for the most part, with minor issues regarding Force Harmony and the Jedi Holocron on Dantoone. I haven't gotten off Dantoone yet, so I'm not sure if there are other problems. 1: Force Harmony doesn't have an icon. According to the changelog, this should have been fixed, and I'm positive I'm using 1.1. 2: Force Harmony -massively- boosts my available FP while active. Playing a Consular and only leveling up during the tutorial means my character already has an absurd amount of FP to the tune of 157, but with Harmony active it jumps to 382/157. At least, I'm pretty sure 10% shouldn't lead to that. 3: Sometimes when I switch out of Harmony, my FP underflows to crazy negative values until I reactive Harmony and then switch to whatever Form I wanted to use. 4: If I'm not allowed to learn a form from the Jedi Holocron, it doesn't properly close the dialog, leaving me stuck at a blank dialog screen until I force-quit the game. Exiting via normal dialog options works fine. There's a non-zero chance these are caused by my mods, though I would expect them to cause the content to simply not work. Beyond the admittedly minor issues this is a great addition, thought it leads to the main character becoming even more powerful than their companions than usual.
  21. The Atton/Exile romance for a lot of the reasons already stated. I wouldn't call it subtle, but they never really confront each other about it, and the closest thing to a resolution is one of the TSLRCM endings - As much as Atton wants otherwise, he knows that in the end the end he wouldn't be good for her, but is content to stay around and try to help her. (That's what I took away from that scene anyway). It probably helps that Atton is just about my favorite Star Wars character in general, and he's, at least in my opinion, a fairly deep (or at least interesting) character with an interesting view of things.
  22. A few things. Whenever I try to deconstruct a Green Consular Battle Saber, the game crashes. I'm not sure if any other color crashes it, but I could check if needed. My understanding is that this mod is compatible with the Dustil Restoration and the NPC Overhaul with a few caveats (They need to be installed in a certain order, one or two of the schematics can't be gotten), but do you know if this mod is compatible with Party Swap?
  23. I know it's months later, but the best way to handle things if you must use this mod is to install the TSLRCM version and play through the game up until you leave the Ravanger. Once go to leave the Ravanager and right before the talk with him, install the Vanilla version over it - The rest of the game can be played with no real problems. That said, I played a female Exile, and the bug the vanilla version of this mod has involved the Handmaiden sisters, so I'm not sure what'll happen if you play a male character.