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Everything posted by Obi Wan Pere
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- 8 comments
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- head
- tales of the jedi
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(and 2 more)
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For me has worked fine. Answering the -old- post of Voxdog, with K1 Restoration, when you arrive for the first time at Jedi Council, in the training room are presents a Master and an apprentice training with simple swords and precisely the student complains his master about it instead use Light Sabers. The master says him that is not prepared yet. Using normal swords make sense like any other training story (the gladiators didn't begin their training with metal swords but wood swords). In KotOR without Restoration there are not presents these Master and apprentice so this MOD would be less contradictory that with the restored version. Well, just an opinion. Anyway nice MOD, perfect scene and brilliant work.
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- 7 comments
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- upgradable
- davik
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Revan's Hoodless/Maskless Flowing Robes For K1
Obi Wan Pere commented on DarthParametric's file in Mods
for DarthParametric Very nice MOD and very good work!!!!! As you suggest I've downloaded/installed http://deadlystream.com/forum/files/file/709-revans-flowing-cape-and-belt-fix/ and I've found a weird but interesting thing. I have installed https://deadlystream.com/files/file/85-revan-items by ChAiNz.2da (with its own graphic glitch wich shows the feet crossing through the cape when PC moves, and NO FLOATING CAPE) before to install your MOD. Arrived to Dantooine I was wearing these robes from that MOD and... SURPRISE!!!!!!! the cape is floating nice when moving (no more crossing feet). After get the Starforge robes from the fabricator, obviuslly, I dress it ...and the crossing feet glitch is there again with the new robes. If I change to Revan's Items robes again, the glitch disappears. Thinking that I was dressed with these robes when I''ve installed the flowing cape fix, just to check I've dressed with Starforge robes, Saved the game and re-installed the floating fix but has not worked. Revan's Items Robes looks floating cape but Starforge Robes no. Anyway, congrats for the job. -
I've been making some experiments and, most generally has worked. At least I'm not stuck already and I'm on my way to Vulkar Garage: I was almost sure the problem comes with "dialog.tlk" file, I've made a backup of the file placed in the main directory of KotOR and I've replaced it with the "dialog.tlk" file from TSLPatchdata folder of the K1Restoration, that means that the game will use dialog.tlk K1R version. Here are the results in game using a Save just before take the elevator down and reach Second Level (changing game modules reasons): 1- Aqualish Lab Tech: In the automatic talk, voice but no text. After that the answerings options were shown and could finish conversation. 2- Main Control Panel: Now I can interact with the panel but when I choose any option (except log out, that means choosing cameras or commands), exits the panel screen and appears the balloon text saying "Conversation error: last conversation node contains either an END NODE or CONTINUE NODE. Please contact a designer!". 3- Old Mechanic Conversation working fine but when I ask about heat problem (answer option) the talks ends, appears on screen the message "Journal entry added" ...and appears a balloon text saying "Conversation error: last conversation node contains either an END NODE or CONTINUE NODE. Please contact a designer!". (In my journal I CAN'T SEE what has been added). (btw, I was able to steal his Access Card from his locker without turn in combat). 4- Heating Control Panel I can interact normally now, introducing the Energy Cell. Works correct. 5A- Duros Bartender: Now voice but no text shown. 5B- Vulkar/s Mechanic/s (3 of them): Usual balloon answer from NPC's. Working fine. 5C- Vulkar Mechanic (about Spice deal) Normal conversation. Working fine. (I've got his Access Card in exchange for Spice) 5D- Vulkar Mechanic (Pazaak gamer): Normal conversation. Working (and playing Pazaak) fine. Well, a lot of problems for get out this mess and now I have two Access Cards... I almost forget to say that I've replaced again "dialog.tlk" with the backup I had made before, so the game comes back to its original way before Vulcar's Base Second Level. I hope all that "bible" be useful for you.
- 102 comments
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Vulkar Base - Second Level || many spoilers
Obi Wan Pere replied to ZeDurwin's topic in KotOR1 Restoration (K1R)
Hey there!! I need HELP!!!!! A lot of troubles in the Second Level of Vulkar Base with conversations and interacting with both Control Panels. I'm completaly stucked: 1- Aqualish Tech (automatic talk opening the door): "Huh, who are you? Only Lab Tech... (BLA, BLA, BLA...)" I can hear his voice and text is shown (in upper part of the screen, as usually) but after that there are no answering options, neither invisible answer options cause clicking in the possible places, just in case, do nothing. No possibility of get out and I just can CTRL-ALT-DEL and kill KotOR. 2- Main Control Pannel / 4- Calefaction Control Pannel: No interaction with the pannel. When I try appears a Balloon text saying "Conversation error: last conversation node contains either an END NODE or CONTINUE NODE. Please contact a designer!" 3- Human Old Mechanic (automatic talk opening the door): I hear his voice but there is not ANY text shown on screen. After that, same as 1, no answering options shown and I just can kill KotOR. 5A- Duros Bartender: Normal conversation working fine. 5B- Vulkar/s Mechanic/s (2 of them): Usual balloon answer but with the balloon very narrow and no text shown. 5C- Vulkar Mechanic (about Spice deal) / 5D- Vulkar Mechanic (Pazaak gamer): After I initiate the conversation same as 3. HEEEEEEEEEEEEEEEEEELP PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! These are the MODs I have installed at this moment: 1- Brotherhood of Shadow Solomon's Revenge 1.5 2- KotOR 1 Restoration 1.2 3- KOTOR 1 Community Patch 1.7 4- Jedi From The Start 2.2.0 5- Sith Stalker 0.9 6- Character Start Up Change 1 7- Health Regeneration 8- Carth's Republic Uniform and Flight Suit 9- Enhanced Merchants 10- Recruitable Maxis 1.5 11- Rece's Upgradeable Vanilla Robes 1.0 12- Weapon Base Stats Re-balance (K1) 13- Effixian's T3-M4 Blue & Red 14- Animated Cantina Sign for KotOR 1 1.0 15- Revan Items 1.1 16- Zaalbar's Items -
Hey there!! I need HELP!!!!! A lot of troubles in the Second Level of Vulkar Base with conversations and interacting with both Control Panels. I'm completaly stucked: 1- Aqualish Tech (automatic talk opening the door): "Huh, who are you? Only Lab Tech... (BLA, BLA, BLA...)" I can hear his voice and text is shown (in upper part of the screen, as usually) but after that there are no answering options, neither invisible answer options cause clicking in the possible places, just in case, do nothing. No possibility of get out and I just can CTRL-ALT-DEL and kill KotOR. 2- Main Control Pannel / 4- Heating Control Pannel: No interaction with the pannel. When I try appears a Balloon text saying "Conversation error: last conversation node contains either an END NODE or CONTINUE NODE. Please contact a designer!" 3- Human Old Mechanic (automatic talk opening the door): I hear his voice but there is not ANY text shown on screen. After that, same as 1, no answering options shown and I just can kill KotOR. 5A- Duros Bartender: Normal conversation working fine. 5B- Vulkar/s Mechanic/s (3 of them): Usual balloon answer but with the balloon very narrow and no text shown. 5C- Vulkar Mechanic (about Spice deal) / 5D- Vulkar Mechanic (Pazaak gamer): After I initiate the conversation same as 3. HEEEEEEEEEEEEEEEEEELP PLEASE!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! These are the MODs I have installed at this moment: 1- Brotherhood of Shadow Solomon's Revenge 1.5 2- KotOR 1 Restoration 1.2 3- KOTOR 1 Community Patch 1.7 4- Jedi From The Start 2.2.0 5- Sith Stalker 0.9 6- Character Start Up Change 1 7- Health Regeneration 8- Carth's Republic Uniform and Flight Suit 9- Enhanced Merchants 10- Recruitable Maxis 1.5 11- Rece's Upgradeable Vanilla Robes 1.0 12- Weapon Base Stats Re-balance (K1) 13- Effixian's T3-M4 Blue & Red 14- Animated Cantina Sign for KotOR 1 1.0 15- Revan Items 1.1 16- Zaalbar's Items
- 102 comments
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In game looks nice, very nice. You could'nt resist make the items upgradeable... and I could'nt resist no upgrade the robes (I have no crystals yet...). When the character moves, the layer diminishes part of the charm as the feet pass through it. I hope it don't make him kiss the ground. Anyway I like it.
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I agree. I say "it makes sense with the story" not becoming a Jedi from the start. I'd never recommand this MOD to anyone that hasn't played KotOR yet. But if you already know the game and can overpass the story a little this MOD is a new way to affront the challenges of the early part of the game, nothing else. Well... not empirical tested yet but I suposse a most powerful Jedi too at the later part of the game...
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Begin the game not as a Jedi is something that always bothered me (it makes sense with the story, but...) moreover loosing that precius levels -and powers- just as a simple fighter. Maybe, even at lower levels, the PC is a lttle OP. With the PC at level 3(!!!) and the game at Normal difficulty, the only little problem that I have encountered has been the combat in Taris Cantina with Bendak Starkiller. Anyway a fine and useful MOD that give new ways and new life to KotOR1. Congrats!!
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- 11 comments
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- Progression
- Feats
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Well, a bit of info. Answering to myself, I've tried this funny MOD with BoS SR and K1R installed and finished Endar's Spiral with no problems. I hope do not find problems with BoS later on. I've loved this MOD because is a nice introduction to KotOR experience and what will find your PC along the game. Why don't do it a little more immersive? Under my point of view the dialogs, regardless be shorts, lacks a little of... more trascendence, maybe? and the voice do not sound too scary nor threatening as is expected from a dangerous Dark Jedi... (although that is forgivable). Another thing, despite you can't use a Light Saber yet, why no equip him with one? if he uses Force Powers, why not a LS that you can conserve and use later? Now a weird issue. If I wear the clothes found in the body... my PC's head appears with the Dark Jedi's head!!!! (with his beard and -I think- in Light Side style), if I undress the clothes, turns back to his/her original appearance. Another thing I just realize is that comparing with the picture in this page, my Stalker doesn't wears mask (??). Anyway, a nice -and funny- work. Good job. WIth the prey at my feet. You can observe the PC icon at the left down corner.
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- 15 comments
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I'd like to try with this more than attractive MOD. I see in the list posted by JasonRyder that is working with K1Restoration but is not reflected as compatible in the info/description of the MOD, neither in the list of compatible with K1R MODS https://deadlystream.com/topic/3348-list-of-k1r-compatible-mods/ Someone can asure that is full compatible with K1R? Thanks in advance
- 17 comments
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- toddhellid
- k1
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The posts and info at the page of BoS:SR says that they're compatible ALWAYS that you install FIRST BoS:SR and AFTER K1R (in fact, I did the same process mentioned in my previus post before install the Community Patch). I agree with the comment about the save, I had in my mind, but I wanted to try it.
- 260 comments
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- patch
- compilation
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When I've installed it (after BoS SR and after K1R) I've got 43 warnings, Most of them: • Warning: A file named k35_vic_torture5.ncs already exists in the Override folder. Skipping file... Others like: • Warning: A file named ebo_m40ad.mod already exists in the Modules folder. Skipping file... Others like: • Warning: A Field with the label "CameraID" already exists at "ReplyList\43\", skipping it... And others like: • Warning: No changes could be applied to GFF file man26_enter6.dlg. Well, I've started a new playthrough and almost complete the Spiral of Endar without problems. After that I used a Savegame included with BoS SR (saved Inside the Ebon Hawk in Korriban, which permits initiate the main quest of the BoS SR in very little time) and has worked with no problems the few minuts I've been playing following the quest (including changing planets twice, talks and combats). I hope it runs so well with a real and complete playthrough of K1 Absolutely is not a deep testing work but, at least, now I know that it "could" work...
- 260 comments
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- patch
- compilation
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