TK-664

Members
  • Content Count

    138
  • Joined

  • Last visited

  • Days Won

    4

Everything posted by TK-664

  1. Hehe no, i was more concerned if it was going to screw up my save or something like that. I know that in the xbox version you get the galaxy droid
  2. ..to Dantooine before getting caught by the Leviathan in the PC version of the game?
  3. Forget about the Carrie Fisher part, she was obviously joking but watch the first part where Ruin Johnson takes pleasure in ruining the character of Luke Skywalker in what he called a "beautiful scene".
  4. I pm'd you a link that might work for you.
  5. Watch this to the end, please, please and please.
  6. View File Weapon Base Stats Re-balance (K1) In KotOR 1 there is an obvious balancing issue concerning weapons that is especially noticeable in the early game, ie: Taris. What is it? Ranged Weapons are utterly outclassed by melee weapons. Yes, i know a stun stick isn't more powerful than a heavy repeater but I'm addressing the general problem here - In almost all situations you'll be better off charging at an enemy using your vibroblade instead of firing a blaster rifle, even when it seems like using a blaster would be the best option. The developers at Obsidian noticed this and in KotOR 2 blasters are now a viable option as well. So this mod changes the base stats of ranged weapons (damage, criticals etc.) to be like the ones on K2. But that's not all - I've also modified the lightsabers as well. Basically, ranged weapons and lightsabers will be statistically equal to their K2 counterparts; except for some weaponry damage values that i've kept unaltered purposely - It doesn't make sense that, for example, a disruptor and an ion pistol would do the same damage against an organic target. So following that: Blaster Pistols now do 1-8 damage instead of 1-6; Disruptors' critical threat range is now 18-20x2 instead of 20-20x2; Ion blasters' critical multiplier is now x3 instead of x2; Regular lightsabers now deal 2-20 damage instead of 2-16 etc... ____________________________________________ Submitter TK-664 Submitted 04/11/2018 Category Mods K1R Compatible Yes  
  7. Pure Pazaak

    1. VarsityPuppet

      VarsityPuppet

      Sounds encouraging! Working on a sweet mod?

    2. TK-664

      TK-664

      Sum little thangs nothing too flashy

  8. Doesn't g-sync mess with your monitor refresh rates? Maybe try disabling that and enabling v-sync
  9. Version 2.2a

    39,747 downloads

    In KotOR 1 there is an obvious balancing issue concerning weapons that is especially noticeable in the early game, ie: Taris. What is it? Ranged Weapons are utterly outclassed by melee weapons. Yes, i know a stun stick isn't more powerful than a heavy repeater but I'm addressing the general problem here - In almost all situations you'll be better off charging at an enemy using your vibroblade instead of firing a blaster rifle, even when it seems like using a blaster would be the best option. The developers at Obsidian noticed this and in KotOR 2 blasters are now a viable option as well. So this mod changes the base stats of ranged weapons (damage, criticals etc.) to be like the ones on K2. But that's not all - I've also modified the lightsabers as well. Basically, ranged weapons and lightsabers will be statistically equal to their K2 counterparts; except for some weaponry damage values that i've kept unaltered purposely - It doesn't make sense that, for example, a disruptor and an ion pistol would do the same damage against an organic target. So following that: Blaster Pistols now do 1-8 damage instead of 1-6; Disruptors' critical threat range is now 18-20x2 instead of 20-20x2; Ion blasters' critical multiplier is now x3 instead of x2; Regular lightsabers now deal 2-20 damage instead of 2-16 etc... ____________________________________________
  10. That is odd, i had that same issue and turning v-sync on did fix it. Only had that problem in kotor 2 as well.
  11. I've been trying but I'm a little bit clueless as to how to place them 'naturally' in the game as you progress but i think i will just leave it like this, less hassle not to mention less compatibility issues. When i have more free time from uni i'll throw in a couple more crystals.
  12. I've seen instances as far as when he was a Jedi Knight
  13. View File Additional Power Crystals for TSL This modification adds extra power crystals to KotOR 2 with new icons and descriptions that follow the style of the KotOR games. Some crystals are taken from the EU and others are my own creation, so if you know your star wars lore well you will probably recognize some names while others will be novelty to you. As of version 1.3 there are +15 crystals plus some vanilla crystal description fixes: Color Bronze; Hurrikaine Crystal; Barab Ore Ingot. The Luxum crystal also made a return from K1, it's stats have been modified so it's no longer a lesser version of Firkrann. _____________________________ I did not implement the crystals at any point in the game and as such they're only obtainable through the console. Check the readme for all the codes. Elwood288 took the liberty of placing them if you're interested https://deadlystream.com/files/file/1721-additional-power-crystals-for-tsl-distributed/ Submitter TK-664 Submitted 04/05/2018 Category Mods TSLRCM Compatible  
  14. Version 1.3

    2,546 downloads

    This modification adds extra power crystals to KotOR 2 with new icons and descriptions that follow the style of the KotOR games. Some crystals are taken from the EU and others are my own creation, so if you know your star wars lore well you will probably recognize some names while others will be novelty to you. As of version 1.3 there are +15 crystals plus some vanilla crystal description fixes: Color Bronze; Hurrikaine Crystal; Barab Ore Ingot. The Luxum crystal also made a return from K1, it's stats have been modified so it's no longer a lesser version of Firkrann. _____________________________ I did not implement the crystals at any point in the game and as such they're only obtainable through the console. Check the readme for all the codes. Elwood288 took the liberty of placing them if you're interested https://deadlystream.com/files/file/1721-additional-power-crystals-for-tsl-distributed/
  15. Haha, I actually didn't believe that someone could catch the reference. I hope you liked the mod
  16. File Name: Dragon Scale Robe (Nasota Dyrel's Robe) File Submitter: TK-664 File Submitted: 14 Aug 2015 File Category: Skins K1R Compatible: Yes Hello there, this is my first published mod on the site (It was on Filefront before but we all know what happened there :\) and it brings you a new robe. Although it is only a small addition to the game, I hope you download it and enjoy! To obtain the item in-game, open your console and write "giveitem jedirobe_15" without the quotes. (By the way, if you don't want to get a "Cheat Used" stamped on your save game screen, there is an optional folder inside the Zip file which will let you grab the robe in the Krayt Dragon's Cave in Tatooine). Click here to download this file
  17. "Rebel Scum"

    1. HK-47

      HK-47

      Retort: Incompetent meatbag soldiers.

    2. TK-664

      TK-664

      Excelent description Hk unit.

  18. Version 1.0a

    478 downloads

    Hello there, this is my first published mod on the site (It was on Filefront before but we all know what happened there :\) and it brings you a new robe. Although it is only a small addition to the game, I hope you download it and enjoy! To obtain the item in-game, open your console and write "giveitem jedirobe_15" without the quotes. (By the way, if you don't want to get a "Cheat Used" stamped on your save game screen, there is an optional folder inside the Zip file which will let you grab the robe in the Krayt Dragon's Cave in Tatooine).