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Everything posted by DarthRevan101
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So my issue is that Bao's remote has turned in to a massive droid whose main purpose seems to be to give me a heart attack... Now I'm not that good with modding, but I really don't know what's causing it. I was reinstalling my mods (which all worked fine before) and this just suddenly happened. I put in all the backups of 2DA files, and it remained the same. I looked for any files that might have affected the remote and found nothing. I even deleted my Override folder and it still looks like that huge droid. The only option I can see is to re-install the game, but I'm just wondering what on Earth caused it; seeing as deleting the Override didn't stop it.
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So I reinstalled some mods, walked in to the Ebon Hawk and Bao-Dur's Remote was suddenly one of those massive Mover Droids - scared the life out of me.
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Though it wouldn't really affect anything, it would be cool if you could put an end to the leaks about the Exile while on Coruscant. (I believe HK says that information about the Exile is on public terminals on Coruscant.) Actually, it could affect stuff if you really wanted it to. For example, if you stop the information about the Exile spreading then maybe some of the people looking to collect the bounty on them (Like the ones on Onderon) wouldn't appear.
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Shame that this won't ever be released, but I enjoyed the video.
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Something that puzzled me in KotOR II is the scene on Malachor where you control Mira to fight Hanharr: if you die it just cuts to the Exile and we don't see anything else. Is there or has there ever been (presumably cut) a scene where the Exile sees/acknowledges her death? IIRC Traya even says she lives regardless of the fight's outcome.
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Mega-mod attempt advice needed
DarthRevan101 replied to Platypuslord's topic in Knights of the Old Republic General
Seeing things like this makes me realise how lax I've been about using mods on my game, I used to download tons of mods all at once and don't worry about compatibility until I boot up the game. Obviously this has caused a lot of problems for me playing Good luck with these mods, I hope your game runs smoothly. -
Thanks!
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I don't really remember where, but I once heard of a mod being made that allows you to play after the end of one of the games (K1 I think). Does such a mod exist or is it being made at all? Has anyone heard of this before? Am I just crazy? Important questions.
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If you really, really want to use two incompatible mods, I suggest getting JC's Toolbox if you're on K2 (I don't know if it's on this site, but it is on Lucasforums). It's helped me get out of bad situations involving mod conflicts. For example, the G0-T0 Overhaul: (I'm assuming the incompatibility with TSLRCM is during the scene on Malachor, as that's where it wasn't working for me), you can use the "Address Book" to change the PC from Remote to the Exile, and then warp to where you're supposed to be. I wouldn't really recommend this though.
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This sounds like a very interesting project. There's nothing I can offer in terms of modding, but I have some ideas I think would be fun: HK-47 mentions in KotOR I that he used to kill political opponents for his master, and maybe you could take up something similar. Work out who to join to make the most credits, and influence the outcome of whatever political battle is taking place. Similar to Onderon, you could have news terminals talking about the events you took part in. There would be very mixed reactions to there being a Jedi back on Coruscant; and seeing as the reward for capturing a Jedi is apparently enough to afford a planet, it wouldn't be a safe place for the Exile and his/her companions. Getting in to the Jedi Temple should be saved for last, maybe it could be under some kind of lockdown and by helping the right politician, they can find a way to get you in there. The plot with the Senate/politicians would really just be leading up to the main event: the Jedi Temple. There's not too many options for an original "boss" fight at the end of the Temple. Maybe instead of a standard fight there could be some kind of mystery to solve or item to find. KotOR II has always been more dialogue-centred than the first game. Obviously there'd be enemies in and around the place. One idea I had was that you can find a Force Ghost of an old Jedi Master whose apprentice went missing in some sort of accident or battle, and couldn't rest until they were sure of the apprentice's safety. You could examine Temple records and get information from datapads in corpses to determine the fate of the apprentice and other Jedi in the temple. You'd end up finding evidence that the apprentice survived the incident that killed the Master and return it to him. The Dark Side option would be to tamper with or destroy the evidence and leave the Master either thinking his apprentice was dead or that there is no evidence, leaving him to suffer as a restless spirit forever. It'd be a fun adventure and getting around the temple could make use of various skills and party members. Also KotOR II lacks some good puzzles (which aren't given away by having high intelligence) so it would be an ideal place to put some in. I don't know if what I'm asking for is possible, but I thought I'd share my ideas.
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Judging by the thunder and the red and black look of the temple, it probably is Malachor. I'm wanting to think that they're alluding to KotOR being complete canon, and I'm becoming more convinced of that after the discussion about Rakata Prime and now Malachor here. However, the temple doesn't look anything like Trayus Acadamy. Although it's definitely possible they've just redesigned it, or maybe it's just another way in similar to Marka Ragnos' tomb in Jedi Academy.
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Maybe we'll get some information on what the Great Scourge of Malachor was and whether it had something to do with a certain General ordering the planet to be crushed.
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Before I joined I always played KotOR on XBOX, and when I first came to this site I had just bought the K1 and K2 collection and wanted to download more mods, I had no idea that the community for my favourite game of all time was as active as it is.
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Star Wars Episode VII Discussion (MASSIVE SPOILERS)
DarthRevan101 replied to VarsityPuppet's topic in Star Wars
Well if that's the only problem you've thought of up to now I think the film's doing quite well. -
Star Wars Episode VII Discussion (MASSIVE SPOILERS)
DarthRevan101 replied to VarsityPuppet's topic in Star Wars
I think it's the Rakata Prime world, the film said Luke went looking for the first Jedi temple, and while it wasn't a Jedi world it was the site of an ancient empire and probably a place to start looking. It's also an unknown region of space and the only map there seems to come in pieces. -
I'm slowly but surely (kind of) working my way through making a recruitment mod, which has honestly not been too difficult with the tutorials available. I have a few questions though: - About the conditional script for the NPC my character replaces being in the party, I'm assuming I'd have to change it a bit because the character will speak the original characters lines since they've got the same tag. One way I thought of doing this was editing the script to check for the class of the NPC as well, but I'm wondering if there's another way of doing this. - My character replaces T3-M4, who (when it's finished) you will be able to buy back. It's not a massive problem, I'd just like to know if I should make a new utc. for the T3 which will be in the module where you buy/sell it. - Lastly, the portrait I'm temporarily using for my character often becomes distorted and turns black and white: what causes this?
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Any Alien Head mods for KOTOR TSL?
DarthRevan101 replied to DarthCmoney's topic in General Kotor/TSL Modding
Twi'leks & Devaronians can be changed with the KSE and you can change the armour etc. There's probably more but I can't think right now. -
How would I go about doing this?:
DarthRevan101 replied to DarthRevan101's topic in General Kotor/TSL Modding
In DeNCS I get this message; error cannot open actions file C:/windows/system32/nwsscript.nss Nevermind, according to the readme DeNCS only works for TSL.. -
For a mod I'm working on, I need to make a situation where once the PC enters a certain planet, with a certain party member, during a certain part of a quest an NPC will appear when the module loads. Like when you here about Bastila's mother or Mission's brother. Where would I even start going about this?
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I'll try that out, thanks!
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Well in any case, I've fixed it to the point where he'll at least let you in... I'll take a look for that other Yavin mod.
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Unfortunately that only edits the dialog with the door.
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I've extracted Suvam Tan's dialog from the KotOR Tool, and frankly it's a bit broken. Most of the PC's replies end the dialog completely, which means that I can't even get in the main part of the station. Is this problem for everyone? Is there a copy of his dialog that works I can find? The glitch is only for the dlg file extracted for KotOR tool, when I take it out of the Override then everything's fine. I'm just wondering because I don't know if it can be fixed in the dlg editor, and if it can it'll take a long time since this glitch happens with almost all of his dialog.
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Name your favorite game that isn't Star Wars!
DarthRevan101 replied to TheDarkChocolateJedi's topic in Other Games
Either of the Portal games. -
New Sidequests and Merchants for K1
DarthRevan101 replied to DarthRevan101's topic in Work In Progress
I like both of those ideas. I'll make the two NPCs bounty hunter/exchange rivals.