TK-664

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20 Jedi Padawan

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About TK-664

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    Jedi Padawan

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    Male
  • Interests
    KotOR 1 & 2, Playing Guitar & Drums, Calisthenics

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  1. I won't ever *not* do the military base last, but I appreciate the fact that you offer that option with your mod! A cool add-on that also works with K1R for all restored content enthusiasts.
  2. Hey, thanks for the feedback! I considered Taris first things first but then I didn't do it for the reason you mentioned, of course it occured to me afterwards that you might use mods like "Jedi from the start" and KSE but at that point I was pretty much done with it. This mod was quite literally a handful because I had to check everything by hand and make sure there were no typos, misplacings and other sorts of issues so I kinda forgot Taris in the end 😛 I do intend on going back and including it if for no other reason than the Hidden Beks being a much needed "vs. Light Side" opportunity since they're so scarce. Not that it would make a difference for most players though. There's also some utcs still missing and others that don't need to be included (cutscenes, cut content), I tried to be as thorough as I could but those aren't immediatly obvious to spot. About the party members, they're accounted for in vanilla except for Bastila at the Star Forge which I ignored on purpose because she's so easy to beat already.
  3. View File NPC Alignment Fix This modification alters the alignment of various npcs to match their allegiance and characteristics, since in vanilla KotOR BioWare left everything neutrally aligned with few exceptions. Through this, "vs. alignment group" properties now have more opportunities to take effect as they should. Unlike in the sequel, here's no Force Sight so I didn't get too fancy - it's mostly just set values all across the board to ensure everyone is firmly sitting in their respective sides. No longer will the game regard Darth Bandon as this misunderstood Grey individual, but instead as the smug good-for-nothing slimebag we all know him to be. _____________________________ What will this change, really? It will mainly spice things up in terms of combat, the Solari crystal will work fully against every Dark Jedi (and more) you come across. Of course they now have a reduced fp cost so it more or less balances itself out. What if I'm Dark-Sided? The Mantle of the Force crystal can remove your lightsaber's light-side restrictions. Also don't forget, mods that add items with bonuses versus alignments will benefit from these changes too, so you don't need to limit yourself only to what exists in the base game! Compatibility... As long as you install this mod last there really shouldn't be any issues other than different mods hard overwriting my changes, in which case they will take no effect, but nothing too serious. Due to the number of files this mod entails, it is very likely that any other mods that edit .utc files via override will coincide with the ones my modification references. _____________________________ Credits: Fred Tetra for Kotor Tool. stoffe for TSLPatcher and ERFEdit, updated by Fair Strides. The Deadlystream community for being an all-around helpful bunch. Submitter TK-664 Submitted 04/05/2021 Category Mods K1R Compatible Yes  
  4. TK-664

    NPC Alignment Fix

    Version 1.0

    44 downloads

    This modification alters the alignment of various npcs to match their allegiance and characteristics, since in vanilla KotOR BioWare left everything neutrally aligned with few exceptions. Through this, "vs. alignment group" properties now have more opportunities to take effect as they should. Unlike in the sequel, here's no Force Sight so I didn't get too fancy - it's mostly just set values all across the board to ensure everyone is firmly sitting in their respective sides. No longer will the game regard Darth Bandon as this misunderstood Grey individual, but instead as the smug good-for-nothing slimebag we all know him to be. _____________________________ What will this change, really? It will mainly spice things up in terms of combat, the Solari crystal will work fully against every Dark Jedi (and more) you come across. Of course they now have a reduced fp cost so it more or less balances itself out. What if I'm Dark-Sided? The Mantle of the Force crystal can remove your lightsaber's light-side restrictions. Also don't forget, mods that add items with bonuses versus alignments will benefit from these changes too, so you don't need to limit yourself only to what exists in the base game! Compatibility... As long as you install this mod last there really shouldn't be any issues other than different mods hard overwriting my changes, in which case they will take no effect, but nothing too serious. Due to the number of files this mod entails, it is very likely that any other mods that edit .utc files via override will coincide with the ones my modification references. _____________________________ Credits: Fred Tetra for Kotor Tool. stoffe for TSLPatcher and ERFEdit, updated by Fair Strides. The Deadlystream community for being an all-around helpful bunch.
    This one flew under the radar for 16 years huh? Well spotted & works as intended.
    Can't unnotice now that I saw the pictures! Well spotted, one less thing to trigger my ocd 👍
  5. Saul Karath's pistol is obviously a module npc-only weapon that drops by mistake (much like The One's vibroswords and Darth Bandon's saber), it's a beefed up version of g_w_hldoblstr003 with all the labels being the same and the price too. I was considering re-purposing it into the game's best utility pistol as to leave Fett's blaster as the best raw power pistol, but I ultimately left it alone because I doubt anyone was even aware it was an exploit, and so it's an appreciated little oversight that's been here ever since kotor's release. At this point it changing it would be almost blasphemy!
  6. Mhm there's the problem. Your upgrade.2da didn't accomodate the new entries because the patcher takes care of that. Use this: upgrade.2da Keep in mind using this file will make my mod incompatible with whatever else uses upgrade.2da
  7. How were you able to install the mod on an iPad exactly? I imagine you didn't run the tslpatcher and moved the files to override?
    Absolutely fantasic work, friend. Not only are the skies themselves obviously improved upon, but the addition of faraway details like the extension of the grassy plains, extra buildings and mountains really go a long way to make these worlds feel alive and real 👍
  8. I just downloaded the file and can confirm there is a readme inside the archive.
  9. In my k1 testing the idle animations only go wonky when the ready stance goes too. In k2 it's always wrong. On the other hand k1 ready stances are problematic sometimes while in k2 they were always correct. Turns out the issue isn't so random, after a bit more trying around in k1 it seems if you flourish your weapon while running everything's fine, but if you start your flourishing from an idle position it clips through the hand. Also, I didn't mention it but the clipping issues aren't just in the melee weapons... The blaster rifle thing I know it's outside the scope of your mod and It's also k1 only, where the only guns players use are heavy repeaters and dual blasters so no biggie.
  10. 100% Though it might be worth it to address the k2 supermodels mod over k1 if time's short for you since that one's issue (If true for everyone) is always present.