TK-664

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Posts posted by TK-664


  1. If it's a different take on a concept someone else already made a mod for I guess you've got the green light if you do it all from scratch. For example I was thinking of applying a transparent mask to Ajunta Pall's vanilla appearance for those who want him to look more ghostly but still retain the original dark jedi model, and I would have never thought of it if silveredge and VP hadn't done it before. On this mod alone there have been others before this that changed Ajunta Pall's blades and N-Drew has fixes for the red and sapith crystals. 

    2 hours ago, Salk said:

    Oh okay, got it. Your reason for making them undroppable was...? I'm curious...

    I'm confident I can say those weren't supposed to drop just by taking a look at the labels, tags, properties and all other specific utis present in the same module and how they're used. You also get a feel for BioWare's naming conventions when you've inspected every single .uti in the files :P


  2. Hey Salk thanks, I'm glad you appreciate it! I have more coming along, nearly finished, for a second there I thought they would never see the light of day after a scare I got yesterday with some faulty RAM. Why not release your stuff by the way?

    20 hours ago, Salk said:

    Just one question: could you elaborate the "NPC items no longer drop" change? 

    The One and Saul Karath don't drop their module specific weapons anymore, the latter being replaced by the general assassin pistol. Bandon's saber only drops in the Xbox version so I didn't need to do anything there.

    • Like 1

  3. Honest Merchant (TSLRCM)


    Brothers Dendis and Samhan Dobo decided to set up shop on the Telos citadel station. While Samhan opted to aquire his merchandise from dubious channels, Dendis kept himself, his inventory, and his prices, modest and ethical. This is why after TSLRCM I find it hard to believe that Dendis Dobo runs an honest but struggling business when I check his wares and see top-of-the-line gear and belongings of famous Jedi on sale.

    This mod was quickly whipped up to revert his store to it's original state. It goes without saying you should install this only if you're using TSLRCM.

    _________________________________________________________________________________________________

    KTool..........................................................Fred Tetra
    TSLPatcher.....................................................stoffe & Fair Strides
    DeNCS..........................................................JdNoa & Dashus


    • Submitter
    • Submitted
      06/13/2021
    • Category
    • TSLRCM Compatible
      Yes

     

    • Like 1

  4. Misc. Nitpicks


    Individual preferences and stuff that annoys me that I've not seen tackled anywhere else, or at least without being scattered around in different mods or not having been done quite how I would myself. Compatible with K1CP.

    • Navardan Regenerator becomes a Level 2 implant because it costs more than another implant that does the exact same thing. Even if not for the cost, it's standing existence is reduntant.
    • Bothan Sensory Visor switches price with Bothan Perception Visor. They're clearly mispriced.
    • Security Decryption Interface is now appropriately priced.
    • Two Carbonite Projectors were added to Mika Dorin's inventory. A matter of availability.
    • Fixed descriptions of droid special weapons.
    • Fixed/altered icon of several crystals.
    • Brejik's Arm Band renamed to Brejik's Armband.
    • Baragwin Ion-X Weapon now uses the unused w_IonRfl04.tpc texture. No longer a duplicate.
    • NPC items no longer drop (Boohoo).
    • All swords inside Ajunta Pall's sarcophagus have been revised according to description.
    • Ajunta Pall's Blade renamed to Ajunta Pall's Sword. It shares it's texture with the Notched Steel Sword and the old texture is now used by Echani Ritual Brand.
    • The ancient Vibrosword no longer floats besides the hands when wielded.
    • The spirit of Ajunta Pall is deadlier if you walk the Light Side.
    • Fixed plasma mines to deal Fire damage (Previously dealt Energy damage).
    • A Wookiee Warblade can be found on the village of Rwookrrorro.

    If you have any kind of weapon model overhaul installed, please choose the appropriate option during patching.

    This mod does not fix the many pricing inconsistencies present on almost all item categories nor does it adress the duplicate (even triplicate) instances of reused textures on weapons.

    _______________________________________________________________________________________________________________________________________________________________________________

    KTool..........................................................Fred Tetra
    TSLPatcher.....................................................stoffe & Fair Strides
    ERFEdit........................................................stoffe & Fair Strides
    K-GFF..........................................................TK102


    • Submitter
    • Submitted
      06/12/2021
    • Category
    • K1R Compatible
      Yes

     

    • Like 1

  5. 7 hours ago, Tyvokka said:

    Unfortunately due to some medical issues I have not been able to focus on the site as I had hoped, and there is a lack of active staff as well to pick up anything else.

    Sorry to hear that Tyvokka. Obviously don't prioritize the website over your health, but at the risk of sounding a bit callous, I think you should reach out to your admins though I'm not sure how much leeway they have to do some upkeep here.


  6. I've noticed community engagement events kinda stopped dead two years ago now, the site's missing some little features, the featured on the dl section has been showcasing the same ol' rotation for long long time... Adds to the stale feeling. But no one is oblivious here, I'm sure you all noticed this. Kotor is having a spike in relevancy lately due to the new rumors and maybe you're holding off on the new site update to give it a kick, fingers crossed?


  7. We do what we can right. I'll just hold off on that until modifying existing strrefs is doable, at least without a custom executable. Anyways glad that's cleared up, I was hoping these weren't hardcoded and that it was just me that didn't search well enough but c'est la vie.


  8. Can't enter as in the game crashes and you have to warp? Anyways the duros thing is an appearance.2da conflict and at a glance the mods that seem to use it are playable Dopak, Dopak head, tsl loot n imersion upgrade and maybe TOR hks. You can send me your appearance.2da if you want but depending on what else your mods do, my fixes might not be enough, in which case I advise you to reinstall your mods orderly and see what's the culprit.

    It seems the TSLRCM appearances got overwritten by a mod called Full Jedi Council

     

    You didn't list it so I'm assuming you uninstalled it incorrectly at some point.

    appearance.2da


  9. 10 hours ago, TamerBill said:

    The simple answer is you can't. How item properties work is hardcoded, the most you can do with those 2das is tweak the numbers and change the names.

    Good to know, I was planning on scripting in a bunch of those from TSL to add it as a sort of modder's resource. Not wasting any more time then.

    18 minutes ago, N-DReW25 said:

    You can do just this, but it is not done via properties but rather you can create a new Baseitem 2da line with a modified max dexterity. So you would copy one of the vanilla armor lines thus "cloning" it and giving your clone a brand new max dexterity number.

     

    I thought about this first things first, but I believe the armor will lose restriction on force power usage.

    Lastly, do any of you have any idea where the file that governs what StrRef is used for showing damage type in descriptions is located? I thought it was iprp_damagetype for the longest time but now that I've went ahead and messed with it, guess not. Changing the string directly in dialog.tlk works but that's not ideal at all.


  10. Excuse my novice logic: since the disguise property isn't referenced in k1 in nwscript.nss and seems to work by having an entry in itemprops.2da and itempropdef.2da, I thought I could do the same with max dex bonus (not defined in kotor 1) since in tsl it's not in nwscript.nss unlike all the other new properties. So I copied the new rows from tsl to k1 for those two 2da files, applied the new property to a test item but (of course) it had no effect. How does it even work in tsl? it doesnt have a subtyperesref and all I can make of it is that it references some cost table to apply values from random to 5.


  11. 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.

     


  12. NPC Alignment Fix


    This modification alters the alignment of various npcs to match their allegiance and characteristics, since in 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 there'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?

    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 different fp usage dynamic as you would expect 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
    • Submitted
      04/05/2021
    • Category
    • K1R Compatible
      Yes

     

    • Like 1

  13. 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!


  14. On 5/28/2020 at 9:15 PM, jessemathews1982 said:

    I found no readme file after downloading, therefore I have no clue how to add any crystals through the console or if even tell if the mod is working

    I just downloaded the file and can confirm there is a readme inside the archive.


  15. 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...

    b.PNG.deddb6c852ff7a28dfceea34008dbaf9.PNG

    r.PNG.8962526b1da752d7c9cdd5d6e5f64b2b.PNG

    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.


  16. 6 hours ago, JCarter426 said:

    That might be a problem with the individual models - since you say it's "sometimes" the only way I'd know for sure if it's "sometimes" for every model and not never for certain ones.

    But it's similar enough to some other reports I've gotten - and also the original problem this mod was meant to fix - to make me suspect maybe the fix wasn't enough.

    Could you confirm if you're using only the Supermodel Fix for K1 and not the ported K2 version version (through mods like Cloaked Jedi Robes or Slave Bastila)?

    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.


  17. Hey jc, first of all apologize for the bad screenies (Couldn't get widescreen to work so I got stuck with some crappy res) but I found some issues with the mod. Once again, I have no other mods that alter body models or anything related to your files whatsoever.

    The star forge robes type body model has clipping issues:

    sf0.PNG.ca3b1aee5948aded37335e302458450c.PNG

     

    Star Forge: sf1.PNG.ca1453d70932223113e810fb807fde63.PNG               Others: sf2.PNG.e1565f61bc524f3fc204a1f55e39ccba.PNG

     

    Also, and this is a tricky one, sometimes the clipping issues happen no matter what. When changing attire and flourishing your weapon the results are always random.

     

    Sometimes it's okay: s2.PNG.b614979e4a38f37d58a6692adc283dbd.PNG ,  But sometimes it isn't: 1s.PNG.c62f5418f5d93ffdaf85d51697bfb1d4.PNG


  18. 12 hours ago, Karma said:

    Ok so i change language it's work for warperhand mod ( but we can't spawn npc ) we just can add items and change look. so i try " call of aid " mod and i do this when i activate the shield : http://prntscr.com/rolgjv

    ATM on my kotor1 all mod work ( and my game is in French ) and on my kotor 2 just one mod work ( and i don't care cuz we can't spawn npc x) ) Argggggggg why is so hard to found a npc spawner mod :(

    Call of Aid is a kotor 1 mod.

    And the warpband definitely can conjure up npcs:

    1.

    1aa.PNG.73c96813b806312067c868eb9597ba36.PNG

    2.

    2zz.PNG.28ce6395006b61f21eb8871cc47f46d3.PNG

    3.

    3z.PNG.4dfcea61c9c2e923ee3fad0d9c572643.PNG

    4.

    4z.PNG.5be69a9956c315c56c6d2a29bad82249.PNG

    5.

    6z.PNG.a66319f2f71a2cf4ca516592edab30e0.PNG