barachiel

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barachiel last won the day on February 12

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14 Jedi Padawan

About barachiel

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    Jedi Apprentice
  • Birthday 10/22/1976

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  1. The data saves to the file, but they dont' appear as upgradable items at the Workbench.
  2. I am. Making the clothing part was super easy, barely an inconvenience. I cannot get the modifications part to work for the robes though. My guess it has something to do with item type.
  3. I can't get this work with either intall method. If I use version one, the cutscenes play all warped and the wrong resolution (i'm using upscaled cutscenes to 1440p). The main menu *looks* right, but the mouse course is confined to a rectangle in the middle of the screen and is slightly off-center. So I tried method 2, using UniWS and HRMM. That got the cutscenes to play properly, but the mouse cursor is still "fenced in" and mis-aligned. Not sure what else I can do. EDIT: Oh, and yes, I made the ini edits. Just re-opened it and confirmed the fields are set to 3440 and 1440. EDIT 2: Leaving this for anyone else dumb enough to have this issue. Go into the setup tool and Enable Hardware Mouse again. - _ - Now that I've fixed my screw-up, back to my original question? Do you have an install order or notes on what files to leave out of the 3 mods you mentioned above? I really like the look of HD UI Menus and Assets, but I don't want to screw up your mod in the process. ^ - ^
  4. It's not a terribly unique first mod idea. I've seen 2 other mods just like it. But one was OP AF, as the kids say, and the other was just okay. I want to make Upgradable Clothing and Robes, both to keep the starting outfit viable for Taris and Dantooine, and so Robes don't feel quite so gipped. But I'm also not the world's greatest numbers guy, so I wanted to float my initial idea and get feedback from people who've gone into the guts of the game's balance far deeper than I ever will. As for Robes, there are only a handful of upgradable armors in the game, and Jedi are just cut of the system entirely. This lets Robes feel a bit less obligatory (you want your Force Buffs right?) and moves them into a Force User-themed desirable alternative to armor. (And honestly, the two reinforcements go thematically with the Jedi Armor that appears in SWTOR and later entries) So here's my initial idea: Upgradeable Clothing Defense: 1 (same as Jedi Robes, which I consider to be the same as Clothing) Skill Focus: Persuade (clothes make the sentient; its a useful buff for a useful skill early game since its restricted to one class without penalty, unless you've modded it; but not so useful that you'd ignore armor with better defense for it) Armor Reinforcement: Defense +2 (or Defense 3, depends on if this replaces the old value or stacks; yes I'm that new at this, Brings it up to equivalent of Jedi Master Robes) Mesh Overlay: Charisma +2 (goes thematically with the base bonus; gives a minor buff to Persuade; I keep going back and forth if I should swap these around) OR Universal Save Bonus +1 (again nice generic bonus for any build, but not so good that you'd start turning away higher level gear) Jedi Robes Defense: 1 Regenerate Force Points: 1 (taken blatantly from TSL, makes them feel a little more unique and useful to Force users beyond just not restricting Force Powers) Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +1 (Charisma +1 for DS version) (a pivotal stat for Jedi, so nice to get a bonus, but hardly game-breaking) Jedi Knight Robes Defense: 2 Regenerate Force Points: 1 Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +2 (Charisma +2 for DS version), Immunity: Poison (Jedi are reputed for being to shrug off most poisons; using Heal does this, so its usefulness is limited) Jedi Master Robes Defense: 3 Regenerate Force Points: 1 Armor Reinforcement: Defense +2 Mesh Overlay: Wisdom +3 (Charisma +3 for DS version), Immunity: Mind-Affecting (Can you see a Jedi/Sith Master getting confused or mind-tricked?) Qel-Droma Robes Restricted to Light Side Defense: 4 (down -1 from base to flow better with the upgradable scaling) Wisdom +2 Regenerate Force Points: 2 (Base robes all have it 1 now, so felt like the unique ones should have a slightly better version) Armor Reinforcement: Defense +2 Mesh Overlay: Immunity to Fear and Mind-affecting (just improved Master Robes in many way, plus a nod to Cay Qel-Droma's suicidal levels of overconfidence/naivete.) Darth Revan's Robes (These two can't be upgraded because there's no upgrade bench to use at this point in the game, so I just gave them a little buff to keep up with the other improvements) Restricted to Dark Side Defense: 7 Strength +5 (up +1 from vanilla, just to keep bonuses uniform) Regeneration: 1 Regenerate Force Points: 2 Immunity: Sneak Attacks (honestly, probably not very useful at this point, but I like it as a nod to the idea that he survived getting shot in the back by a SHIP) Star Forge Robes (These two can't be upgraded because there's no upgrade bench to use at this point in the game, so I just gave them a little buff to keep up with the other improvements) Restricted to Light Side Defense: 7 Wisdom +5 Improved Saving Throws (Universal): +2 Regenerate Force Points: 2 Immunity: Critical Hits (its the end of the game, might be a bit OP but honestly shouldn't matter) On a secondary note: I've never liked the odd numbered stat bonuses. Every version of D&D after the OG 3rd/SWRPG ditched them because it amounted to new gear having a 50% of being useless if you didn't have an odd numbered stat. That just doesn't feel good. How badly do you think a mod that redoes all Attribute bonuses to Even-Numbered break the game. Maybe some of the ones that already have even numbered stat buffs could get a small secondary effect to help differentiate. But that's a different project. Just an idea to address something that's always bugged me, and much more ambitious.
  5. Oh? Now I'm curious as to what base texture package might be replacing the "Ultimate" line... I"ll hop on the Discord then. I'm curious about trying to add it myself. I think i've got a functional build working, but I'm not a modding expert. I'm intermediate at best.
  6. Forgive me for asking, but I'm curious as to how hard it would be to replace the Ultimate textures packs with Vurt's Visual Resurgence?
  7. barachiel

    Belt icons

    I found it going through the files section, but thank you. I'll bookmark it for the future.
  8. barachiel

    Belt icons

    What menu mod are you using for your in-game menus? I love the look.
  9. Trying this mod out. Carth starts in his underwear, and when i check "Carth's Flight Suit", it won't let him wear it because it requires "Sneak Attack +1d6". Something I'm pretty sure Carth never gets because he's a Soldier. Um, what?
  10. barachiel

    KSR 2022

    I got some feedback on this on the kotor subreddit, and one possible theory tossed out by JC, was that the tslpatcher executable is outdated and known for not doing something with modules correctly. We tried swapping it out with the one from the K1CP install and the at least one of the issues disappeared.
  11. barachiel

    KSR 2022

    This is a fantastic mod, but since installing it, I've had a couple quest bugs I've never experienced before. I don't know for certain this mod is the culprit, but the only other changes to my mod installation were some NPC reskins and ones that replace some item stats. This is the only one that actually touches the origina in-game content, so it makes sense it would be this. Both bugs have been the same: dialogue is not advancing with the appropriate quest stage. The first one was Rickard on Dantooine. I couldn't get the option to ask him about his relationshp with Calder Netter during the investigation quest. Next, I was on Tatooine, and I couldn't get the option to ask the Czerka Rep about Griff (and yes, Mission is asking me to talk to her, the journal has the appropriate update, and I've not been to the Sand People Enclave yet, so I've not trigged the OG Griff bug). This mod has a file called "tat_17_10czerk_01.dlg" which further reinforces my suspicion its the culprit. To get past the glitches, I had to temporarily revert to a module file from K1CP for Dantooine and Tatooine. There may be other quest glitches, as I go. Just want to keep the author udpated, as this is a fantastic mod, and I hope any kinks can be worked out because I want this to be a staple of my future playthroughs. EDIT: The modules that had to be temporarily swapped out were "dan14aa.mod" and "tat_m17aa.mod"
  12. barachiel

    KSR 2022

    This is probably a stupid question, but do i need to install Crazy34's new replacement blades mod separately, or is it included with this one?
  13. I can't get this to work. Or rather, it worked for one game sitting. I quit the game, came back, and it no longer works. I've re-installed it, and still the same. I have no idea WTF happened.