TK-664

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Everything posted by TK-664

    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 👍
  1. 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!
  2. 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
  3. 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 👍
  4. I just downloaded the file and can confirm there is a readme inside the archive.
  5. 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.
  6. 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.
  7. 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: Star Forge: Others: 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: , But sometimes it isn't:
  8. That's quite impossible unless you messed up something. This mod which i linked in a post above is for KOTOR 2. Did you follow the install instructions on the readme correctly?
  9. Once again, what is your game language for kotor 2?
  10. Call of Aid is a kotor 1 mod. And the warpband definitely can conjure up npcs: 1. 2. 3. 4. 5.
  11. Wish I could help. Just to be 100% sure you can change the language on Steam to English and try the mod to see if it works.
  12. If you followed the install instructions correctly then I believe the language is the problem. It's not unheard of for certain mods to clash with non-English versions.
  13. What are your mods? Additionaly, there is the possibility that your game language is the issue.
  14. https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/tsl-warp-cheat-band just from googling
  15. There are a couple of "armband" mods out there that allow you spawn some npcs, for example this one: https://www.moddb.com/mods/call-of-aid I myself am using a custom armband for testing purposes based on the one given to me by fellow deadlystream member @ebmar, though it's not what you're probably looking for as it spawns a single npc only and for what you wanna do, you would have to exit the game constantly and edit the utc everytime you wanted something different, which implies that in your "sandbox battles" npcs would start engaging before you could get everything set up. There is no simple 'spawn npc' command I'm afraid.
  16. It's supposed to be on Malachor (at the epilogue?) though I don't remember ever seeing it, only Atton.
  17. Hey JC it appears that "ready" stances are fixed But idle stances aren't I have no other mods that mess with mdls or mdx or nothing except for tslrcm, and yet I think it must be from my end otherwise you would have noticed this right away.
  18. So as it would appear, disruptors were bugged(?) and didn't perform their job properly in combat. Previously they dealt all the physical dmg types simultaneously (Slashing,Piercing,Bludgeoning) which made them even weaker than if it were just one single type. Using them was completely counter-intuitive too since they're not supposed to be countered by shields. As it stands they can no longer be blocked by mandalorian melee shields since they deal universal damage now. Could've been acid type too, i don't think either of those is resisted by anything that exists in the game, though it would be more awkward infering that a disruptor rifle shoots acid 😐
  19. For testing dialogues battles n such
  20. Top notch work, kudos in making this truly feel like it belongs in vanilla.