djh269

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Everything posted by djh269

  1. Does anybody want to test two mods I'm going to release to see if there's any bugs I've missed? It's massive updates to my TSL Inspired Crystals and Crystal Cave redux and upgradeable crystal mods. 

    1. jc2

      jc2

      Yeah, send it over.

    2. djh269

      djh269

      Absolute legend! I'll send it over when I get back from work 😀

  2. I love that they've added the Neo Crusader Mandalorians into Galactic Conquest in SWGOH!!

  3. May the fourth be with you all!!

  4. https://steamcommunity.com/sharedfiles/filedetails/?id=2258002015 Maybe?
  5. Could be a conflict with the placeable.2da file, is there any mods that have additional rows for the placeable.2da?
  6. You're very welcome 😀 If you're thinking of making a recruitment mod I'd suggest to look into this mod: It's the most complete recruitment mod that edits most (if not all) the vanilla DLG to encompass the new Voice Over lines to ensure complete immersion. If you take a look at which DLG lines were amended you won't come across any crossovers with the edited vanilla party dialogue interjections 😀
  7. For K1: https://deadlystream.com/files/file/231-carths-republic-uniform-and-flight-suit/ https://deadlystream.com/files/file/236-sith-armour-pack/ https://deadlystream.com/files/file/235-master-vandar-revisited/ For K2: https://deadlystream.com/files/file/239-atris-to-jocasta-nu/ The above mods are permanent fixtures. I always liked the added littles bits in Carths inventory when you get him especially!
  8. It's great to see you back, your reskins and models have been a permanent fixture in my override folder for years 😀
  9. I tested it by adding attribute properties with a vanilla upgrade.2da file to a standard g_w_lghtsbr01.uti and the results were the same, so it seems it's unavoidable which is annoying. The only workaround I'm doing is to only have 1 lightsaber crystal apply an attribute bonus and replaced other stats to the attribute bonuses as that seems the only way.
  10. Hey guys, I was making a fix to one of my mods and I've encountered an annoyance. If you install a crystal with an attribute property e.g. Intelligence +1 and a separate crystal that applies an intelligence attribute it doesn't stack, and the property is displayed separately. And the only bonus is from one of the crystals. I've tested it without a upgrade.2da file by placing properties into vanilla lightsaber uti's so it's not a row limit error just and ingame one: So frustrating!
  11. That's some great advice mate, I'll try and inject the script into the vanilla OnEnter. I've seen the NWN Lexicon before and reading some stuff on there at the moment, it's a great resource. Funnily enough I saw the DIRECTION_EAST line in the nwscript.nss file haha. Yeah I leave comments in some scripts
  12. I did notice that part within the text above, funnily enough there's another time when I called an OnEnter script and it didn't fire at all! I'll add the 16 character limitation to my list of notes haha. There's so many helpful members here, it's great to see they've helped you become as proficient as you are in scripting. There's so many resources to look out for, even Lucasforums has mostly been archived and there's tons there! Do you have any other educational resources you use? I'm trying to get through these: https://neverwintervault.org/project/nwn1/other/nwn-university-document-help-pdf-reference-guide-tutorial-xls-collection
  13. Wow thanks for your help buddy! That's some great scripting knowledge you have mate!
  14. Hey guys, I'm looking to see if anyone could help me create two conditionals within a script that will spawn an NPC if two quest requirements are met. Here is the script below: Unfortunately the above won't compile, I've researched this and I know it must have something to do with the && function within a script.
  15. Can someone advise me how to add a hidden spoilers text to my PMs and posts on here? Literally forgot how to, can't remember if it's via quoting or adding a code etc. 

    1. N-DReW25

      N-DReW25

      Guy.PNG.87a8fba682ce21f3b68a965be2533ae7.PNG

       

      It's the highlighted lines icon, the 5th one from the left. Hope this helps!

    2. djh269

      djh269

      Perfect, thanks buddy! Shouldn't have missed that haha! 

  16. Hey guys, I've been trying to edit a UTP file to have an alternate name, when I edit the file with Kotor Tool and place the file within the Override and test the Placeables name within the game it shows the correct name. I then use the configuration tool for the TSLPatcher to compare and modify the file with the vanilla file and then run the TSLPatcher exe file, when the UTP file has been edited the name of the UTP file becomes blank. So strange, this is the changes.ini info: [invisible001.utp] LocName(strref)=-1 LocName(lang0)=Mandalorian Warrior Remains In all fairness I could go down the route of bonding the new name with the dialog.tlk via the below lines within changes.ini: LocName(strref)=43093 But I was wondering if there's a work around. To not have to go through the route of either just replacing the UTP file without having to compare and add modifiers to the file via TSLPatcher just literally replacing the file, or to have to attach the new name through the dialog.tlk file. I'm wondering if there's some magic to edit the changes.ini file Thanks all!
    A great way to start the year! Thanks for this! 10/10
  17. A great way to start the year! Thanks for this! 10/10
  18. Happy new year!! 😇🥳

  19. Merry Christmas everyone!!

  20. KOTOR1 Gameplay and Immersion Rebalancing By: NecroAvalon Installation: Simple - everything from my mod's Override folder needs to be copied into the game's Override folder. Everything from MODULES folder into the game's Modules folder. And the Dialog.tlk file into the base game folder, to replace the unmodded one. Premise of the mod: Let's start by asking a few questions. 1) Have you ever wanted to arrive at Korriban, and not come across a bunch of Sith students and apprentices cosplaying as Sith military officers? All the way up the ladder to Uthar and Yuthura, who for some reason that eludes me completely, decide to wear military uniforms instead of Sith robes? Not to even mention "Czerka Officers" who for some unknown reason also dress as Sith military? 2) Why can a lone player character murder both Uthar and Yuthura 2 on 1 so easily, in the final trial in the tomb? I mean, they ARE supposed to be Sith Lords, right? RIGHT?! 2) Were you ever underwhelmed by the first "Dark Jedi" encounter, three masked emo-types who turned out to be easier to kill then most regular hostile NPCs you fight on said planet? 3) Why is Juhani such a pushover when you face her in the Grove? Especially for being your "final test"? 3) Speaking of "Dark Jedi", why are all of them clones of the same skinny emo guy, dressed in exact same unibody f***** pajamas? Especially since Dark Jedi Robes are in the game, and they look way cooler. 4) Why are Terentateks, the most hyped-up, overblown "Jedi devouring" threat foreshadowed in the game, so pathetically easy to kill, once you finally get to them? 6) What is the point of all those super-duper high-quality expensive pieces of gear you can buy later in the game, when combat stays so unbelievably easy? So you can hack through the trash in 1.5 seconds with Master Speed, instead of 2 seconds? 7) Has anyone ever felt the need to use stims to buff up before a tough fight? 😎 On that note, is there any fight in the game that can be classified as "tough", other then the final boss? All questions I think most of us know the answers to, so I'll just address the very last one I posed: NO. No, there is not. So I've decided to do something about it. I have modified and buffed every single NPC in every single area of the game, that you get to fight. Buffed health, more items to use, meds, stims, more accurate, better armor, etc. They are now a credible threat to the player. And facing ANY Dark Jedi is now a daunting challenge. They get innate buffs, regeneration, more Force powers, better stats, more Defense, innate bonus energy damage dealt, buffed attack bonus, the works. And when it comes to Masters, you'll be in for an epic struggle for survival, needing to use everything at your disposal. Second, immersion. No more Sith Military Cosplay Club on Korriban. That was my No1 gripe, when I first played through it. It was so immersion-breaking for me, to walk around the Sith Academy, and see military officers duel with lightsabers and shoot lightning. No more. Now, all Sith at Korriban wear dark robes of one kind or another, guards are dressed in Sith Armor, and only proper officers are still in uniform. And yes, Czerka guys are in - you guessed it - Czerka UNIFORMSSS! And third - cheese elimination. Party-wide 15 points energy damage resistance, costing only TEN FORCE POINTS for 2 minutes?!?! What the actual f***?! So basically, you just pop that, and you and your buddies can walk through a firing squad of blasters, without taking any damage. What's the point of personal shields? What's the point of buffing anything else? What's the point of having high Defense? No more. Now, Improved Energy Resistance is a 1 person only buff, nerfed to only grant 10 points resist, and increased in Force cost to 25 points. Same with basic one, except basic Energy Resistance only stops 5 points. Also, spell descriptions fixed, since they incorrectly stated that it doesn't protect from blaster fire, which it does. Next - weapon rebalancing. Blaster weapons in vanilla game are so underpowered it's not even funny. Not only do they do less base damage then swords and blades, they also don't benefit from any attribute bonuses to damage, and every energy shield in the universe can block energy damage, while physical damage goes through most defenses. And let's not even mention Energy Resistance force power tree. All ranged weapon damage buffed. Massively. Min and max. Now those 10 points Energy Resistance, while helpful, aren't an I Win button. You will take damage, even with it. You will need to use forearm shields, you'll need to broaden your defensive arsenal. Also, a lot more NPCs use Disruptors, too (which are also more powerful then before). Just to break the mold a bit, and give you a headache in picking which shield to pop when. And speaking of shields. No more charges. No more constant popping, and keeping yourself shielded indefinitely. All forearm shields now have 1 charge (replenishable), and a massive cooldown on it. No more cheese-popping a shield every 2 combat turns. Now, if you pop a shield, you have to wait 3-5 minutes before you can pop it again (depending on the specific shield). And it can't be switched for a fresh one until recharged. Droid shields work the same way. HK47, our favorite assassin droid. He was shafted badly in vanilla. That ends here. Stats changed. Higher Dexterity, lower Strength, a good deal of Con, to fit his fighting style more accurately. Classes rebalanced. Now there are 3 attack-bonus progressions, instead of two. Scouts, Consulars and Expert droids gain attack bonus the slowest. Soldiers are unchanged. Sentinels now gain AB at the same rate as Guardians. And Scoundrels, Guardians and Combat Droids now use a new AB progression line, even better then that of Soldiers. Oh and Consular health gain is now the same as Sentinels. You may think that would make Scoundrels OPd, with their Sneak Attacks and now with improved accuracy? No. Certain belts, implants and masks now grant immunity to Sneak Attacks. All Class 9 heavy armors (Heavy Battle Armor line) do so as well. Most Dark Jedi are immune, too. These are just the broadstrokes. Plenty of other surprises too, waiting to be found as you play. In conclusion, my goal was to make the game more challenging, more immersive, and ultimately, more fun to play, in my considered opinion. This mod may not be for everyone, but if you like your KOTOR with a touch of masochism in it, give it a shot! Disclaimer: This is a Beta. No TSLpatcher installer, some bugs may not be ironed out yet. Expect updates as I figure out how to make it TSLpatcher compatible. Incompatibility: K1 Restoration mod. Unfortunately, K1R basically overrides a number of .rim module files which my mod modifies, so at present the two don't play nicely together. K1R will override most of my mod. I've tested it with a number of other content mods, and it works fine. Basically as long as module files don't override my own, there shouldn't be a problem. Just to be on the safe side, I recommed you set up my mod first, in a clean game, then install other mods, so they can patch-into it. And make sure module files aren't overriden. Permissions: No parts of this mod may be modified and reuploaded without my express permission. That said, I welcome suggestions on how to improve the mod, and especially help in making it more TSLpatcher compatible. I am relatively new to KOTOR modding. That's about it. Enjoy
  21. I equipped this on HK-47 and I wasn't able to get him to go into stealth mode.
  22. Also, does anyone have any advice on setting a triggers coordinates? Literally never got how people create fresh triggers. Can you use any tools to work out placing them? 

    1. DarthParametric

      DarthParametric

      I create mine in Max, with the module layout loaded. You could do the same in Blender. You need to calculate the offset of each vertex to the pivot, going in (I believe) a clockwise direction. The way I go about it is to create a simple plane primitive, then give it the minimum number of subdivisions to get enough vertices to do the job. If you can get away with four, that's ideal, and will do the job most of the time, but sometimes you have to create a more complex shape. For example, here are some I created for the scene when Mission joins in the Taris Undercity:

      Mission_Undercity_Triggers.thumb.jpg.16e664e54cda5872d20a6f6dec73de35.jpg

      The grey one is the vanilla trigger, an inverted U shape that catches you whichever way you go. I wanted to jump the party so I had more control over where Mission spawns and runs to, so I split that into two separate triggers. Now it knows whether you go left or right and sets up the scene accordingly (red waypoints are the party jump destinations, pink is Mission's run-to destination).

    2. djh269

      djh269

      I never thought about using those programs! I love the tiered setup of your Taris trigger, that's smart! 

      Have you used the Kotor Level Editor yet? That might also have the function to add triggers. I saw that others are using it for the Revenge of Revan mod.