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HDR1

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  1. N-Drew's EE Tweaks mod puts the 650jedi.dlg file into the override folder, but your compatibility patch puts it in the module itself, so it doesn't work, EE Tweaks overwrites it and breaks the scene. You'll have to change it so it goes into the override folder. Or alternatively the user can delete the 650jedi.dlg from EE Tweaks in the override folder. This is assuming the installation didn't go wrong for me specifically, but I looked at the changes.ini for EE Tweaks and it is set up to put the dlg file into the override directory, so I don't think it's just me.
  2. View File Auto-Pazaak (Simulate Pazaak without playing) Auto-Pazaak mod for KotOR 1 by HDR1 Pazaak in KotOR 1 is a frustrating exercise for a few reasons. However, the biggest problem with Pazaak is the sheer amount you have to play if you want all possible credits from playing cards. By my calculations - not including infinite Pazaak players - you can earn 17050 credits in the Xbox version and 15950 credits on PC along with some cards and a Vibration Cell, plus a discount in Suvam Tan's shop on Yavin. Sounds good overall - except you have to win a total of 64 matches in Pazaak to get all this. This is ridiculous, especially compared to KotOR 2, where there's only 15 or so matches to win. Even with save-scumming, it's enough to drive a person mad. This mod is intended for completionist players like myself, who are crazy enough to play 64 matches of Pazaak every time they replay KotOR while hating every second of it. The mod allows you to simulate playing Pazaak, instead of actually playing Pazaak. However, my intention was not to make a cheat mod but to make a quality of life mod, so this is only for NPCs that have limited rewards. As such, Gelrood on Taris and Toll Apkar on Korriban are not affected, and while Kudos can be played indefinitely, you will not be able to skip his Pazaak matches after you've gotten the Vibration Cell from him - if you want to grind infinite Pazaak matches with him, you have to do it manually. List of the NPCs this mod affects and their rewards: Taris: Niklos - 200 credits Dantooine: Sol'aa - 600 credits + Pazaak cards Tatooine: Kudos - 2300 credits + Vibration Cell (see notes) Tatooine: Furko Nellis - 750 credits Kashyyyk: Fodo Medo - 1700 credits + Pazaak cards Manaan: Jolan Aphett - 2000 credits + Pazaak cards Manaan: Gonto Yas - 2000 credits Yavin: Suvam Tan - 7500 credits + store discount Installation: copy the files to your Override folder. Compatibility: the mod should be compatible with any mod that doesn't alter the included .dlg and .ncs files. I don't think there are many mods that do anything with the Pazaak players, so it should be mostly fine. I think some mods may make alterations to Suvam Tan's dialogue, if you have a mod like that, don't install yav47_suvam.dlg or simpaz_suv.ncs. Usage: After installing the mod, when you talk to a Pazaak-playing NPC, you will come across an option to [Simulate Pazaak.] - as long as you have a Pazaak deck. When you choose this option, you will gain all the credits you would normally be able to win from the NPC. Afterwards, you need to talk to the NPC again to get their final Pazaak dialogue and potential extra rewards. For example, after you use Simulate on Sol'aa, you should talk to him again and he will give you the extra cards you get for beating him. Same with every other character who gives you a special reward for beating them enough times. I deliberately made the simulation scripts this way, to avoid potentially breaking dialogue trees and to make sure you couldn't simulate Pazaak multiple times. Notes: In the vanilla PC version, Kudos on Tatooine bets only 50 credits in his final two matches, while on Xbox he bets 600. The K1 community patch tried fixing this, but for some reason it sets his wager to 500 instead of 600. All sources I could find mention 600 credits, so I included a fix for this as well, and Kudos now bets 600 credits as he does on Xbox. The total reward you get for simming is thus 2300 credits, and he also bets 600 credits if you decide to play him manually afterwards. Warnings: It's worth saving before you talk to a Pazaak player, just in case something is broken. ALWAYS talk to the Pazaak players after you beat them. This way you will get their closing dialogue properly which triggers scripts and prevents any potential bugs. I don't know what problems may happen by not talking to them, so just talk to them to be safe. If you play a real game of Pazaak with an opponent, you will NOT be able to sim afterwards. This is to ensure you can't get more credits than intended. Avoid playing for real if you want to simulate. I tried to make sure that you can't lose the option to simulate Pazaak while exploring the dialogue trees, but I may have overlooked something. If you want to be 100% sure, choose the simulate option immediately when it pops up. Be careful with Suvam Tan on Yavin. Due to the way his dialogue is structured, I went with the safe route and made it so you can only sim him when you first ask if he plays Pazaak. If you want to play him, you have to choose that option when it pops up, otherwise, you'll have to play him manually. Bugs: I could not make Suvam's dialog function properly like the rest. After you beat him, he will not mention giving you a discount, instead, he just says it was a good match. However, if you check his shop, you will see that you do in fact have the discount. He will also no longer play for money. So Suvam works properly, his dialogue is just bugged. I couldn't figure out how to fix it, so I don't intend to fix this anytime soon. However I included the source script for him, in case anyone wants to take a shot at it. Not a bug, but obviously if you simulate Pazaak, you will not get to see the progressing dialogue as you will skip ahead to the end. As such, some unique dialogue will not be available with the Pazaak players. This is mainly just them increasingly praising you or complaining about losing. Some of it is a bit funny, but none of it is relevant. Submitter HDR1 Submitted 05/12/2026 Category Mods K1R Compatible No  
  3. Version 1.0.0

    51 downloads

    Auto-Pazaak mod for KotOR 1 by HDR1 Pazaak in KotOR 1 is a frustrating exercise for a few reasons. However, the biggest problem with Pazaak is the sheer amount you have to play if you want all possible credits from playing cards. By my calculations - not including infinite Pazaak players - you can earn 17050 credits in the Xbox version and 15950 credits on PC along with some cards and a Vibration Cell, plus a discount in Suvam Tan's shop on Yavin. Sounds good overall - except you have to win a total of 64 matches in Pazaak to get all this. This is ridiculous, especially compared to KotOR 2, where there's only 15 or so matches to win. Even with save-scumming, it's enough to drive a person mad. This mod is intended for completionist players like myself, who are crazy enough to play 64 matches of Pazaak every time they replay KotOR while hating every second of it. The mod allows you to simulate playing Pazaak, instead of actually playing Pazaak. However, my intention was not to make a cheat mod but to make a quality of life mod, so this is only for NPCs that have limited rewards. As such, Gelrood on Taris and Toll Apkar on Korriban are not affected, and while Kudos can be played indefinitely, you will not be able to skip his Pazaak matches after you've gotten the Vibration Cell from him - if you want to grind infinite Pazaak matches with him, you have to do it manually. List of the NPCs this mod affects and their rewards: Taris: Niklos - 200 credits Dantooine: Sol'aa - 600 credits + Pazaak cards Tatooine: Kudos - 2300 credits + Vibration Cell (see notes) Tatooine: Furko Nellis - 750 credits Kashyyyk: Fodo Medo - 1700 credits + Pazaak cards Manaan: Jolan Aphett - 2000 credits + Pazaak cards Manaan: Gonto Yas - 2000 credits Yavin: Suvam Tan - 7500 credits + store discount Installation: copy the files to your Override folder. Compatibility: the mod should be compatible with any mod that doesn't alter the included .dlg and .ncs files. I don't think there are many mods that do anything with the Pazaak players, so it should be mostly fine. I think some mods may make alterations to Suvam Tan's dialogue, if you have a mod like that, don't install yav47_suvam.dlg or simpaz_suv.ncs. Usage: After installing the mod, when you talk to a Pazaak-playing NPC, you will come across an option to [Simulate Pazaak.] - as long as you have a Pazaak deck. When you choose this option, you will gain all the credits you would normally be able to win from the NPC. Afterwards, you need to talk to the NPC again to get their final Pazaak dialogue and potential extra rewards. For example, after you use Simulate on Sol'aa, you should talk to him again and he will give you the extra cards you get for beating him. Same with every other character who gives you a special reward for beating them enough times. I deliberately made the simulation scripts this way, to avoid potentially breaking dialogue trees and to make sure you couldn't simulate Pazaak multiple times. Notes: In the vanilla PC version, Kudos on Tatooine bets only 50 credits in his final two matches, while on Xbox he bets 600. The K1 community patch tried fixing this, but for some reason it sets his wager to 500 instead of 600. All sources I could find mention 600 credits, so I included a fix for this as well, and Kudos now bets 600 credits as he does on Xbox. The total reward you get for simming is thus 2300 credits, and he also bets 600 credits if you decide to play him manually afterwards. Warnings: It's worth saving before you talk to a Pazaak player, just in case something is broken. ALWAYS talk to the Pazaak players after you beat them. This way you will get their closing dialogue properly which triggers scripts and prevents any potential bugs. I don't know what problems may happen by not talking to them, so just talk to them to be safe. If you play a real game of Pazaak with an opponent, you will NOT be able to sim afterwards. This is to ensure you can't get more credits than intended. Avoid playing for real if you want to simulate. I tried to make sure that you can't lose the option to simulate Pazaak while exploring the dialogue trees, but I may have overlooked something. If you want to be 100% sure, choose the simulate option immediately when it pops up. Be careful with Suvam Tan on Yavin. Due to the way his dialogue is structured, I went with the safe route and made it so you can only sim him when you first ask if he plays Pazaak. If you want to play him, you have to choose that option when it pops up, otherwise, you'll have to play him manually. Bugs: I could not make Suvam's dialog function properly like the rest. After you beat him, he will not mention giving you a discount, instead, he just says it was a good match. However, if you check his shop, you will see that you do in fact have the discount. He will also no longer play for money. So Suvam works properly, his dialogue is just bugged. I couldn't figure out how to fix it, so I don't intend to fix this anytime soon. However I included the source script for him, in case anyone wants to take a shot at it. Not a bug, but obviously if you simulate Pazaak, you will not get to see the progressing dialogue as you will skip ahead to the end. As such, some unique dialogue will not be available with the Pazaak players. This is mainly just them increasingly praising you or complaining about losing. Some of it is a bit funny, but none of it is relevant.
  4. @Leilukin Thank you, I'll see about removing the item or making it destroyable and see how it goes. Also a question, I'm planning to use the community patch and some other mods (extended enclave, etc.). I generally know what the install order should be, except for the community patch. Should I install that before or after Partyswap? I assume it should be before Partyswap.
  5. Hello there, I've recently discovered the KotOR Patch Manager on Github and one surprising feature I found in it for K2 was the ability to have the party screen include all 12 party members (one space would always be empty due to Mira/Hanharr though). It doesn't work on non-Aspyr versions as of now, but it seems perfect for Partyswap, so for the first time ever, I installed the GOG Aspyr version and tried it out. It does seem to work, as you can see in the below screenshot, I have both Handmaiden and Disciple on my party screen. I'm unsure if there could be issues, but with KPM it seems like the Partyswap item is redundant. I'm planning to do a run like this sometime in the future, just to see how it goes. I never actually used Partyswap before so I don't know if getting rid of the partyswap item via a save editor could cause issues? Is it used for anything other than putting the Handmaiden in the party? If not, it seems to me like the item workaround could be removed if Partyswap is used together with KPM.
  6. View File Ramana/Red Eclipse slaver prestige class fix Ramana/Red Eclipse slaver prestige class fix by HDR1 This mod fixes the money you get from Ramana, the dancer girl on Telos and the Red Eclipse slaver on Nar Shaddaa. Normally, you get money based on your level, however if you take your prestige class, you can no longer get any money from them. With this fix you will keep getting money even after you have a prestige class. There are two versions: Option 1 is just the basic fix. If you want to keep the game's balance, you should probably use this. Option 2 is for people looking to maximize their profits and not miss out on credits. Normally, Ramana and the slaver only give you money based on your current level. So if you talk to them at level 6, they give you 600 credits. If you then come back at level 10, they will give you 1000. However if you were to come back at levels 7, 8, 9, you'd get 700, 800, 900 respectively as well. This version of the mod makes it so that Ramana and the slaver start giving you money from level 1, and will give you money for every single level up, even if you don't talk to them every level. In other words, if you talk to them at level 6 for the first time, instead of getting 600 credits you will get 100, 200, 300, 400, 500, and 600 credits if you keep talking to them. Then if you come back at level 10 and ask for credits, you will get 700, 800, 900 and 1000 credits if you keep talking to them. The game will remember what level you stopped at. You can get quite a bit of extra money this way. Installation: just copy the .NCS files from either the Option 1 or Option 2 folders into your override folder. The NSS files in the source folder are not necessary. Compatibility: Should be compatible with pretty much any mod that doesn't use these three specific files. Known issues: None, based on my testing. I played through the whole game with these and never noticed any problems. Unless c_global_lt_lev.ncs is used for something else in the game that I don't know about, there shouldn't be any issues. Permissions: I grant permission to everyone who'd like to use this mod in their own mods/modpacks, community patches, whatever - just please credit me as HDR1. Submitter HDR1 Submitted 05/01/2026 Category Mods TSLRCM Compatible Yes  
  7. Version 1.0.0

    48 downloads

    Ramana/Red Eclipse slaver prestige class fix by HDR1 This mod fixes the money you get from Ramana, the dancer girl on Telos and the Red Eclipse slaver on Nar Shaddaa. Normally, you get money based on your level, however if you take your prestige class, you can no longer get any money from them. With this fix you will keep getting money even after you have a prestige class. There are two versions: Option 1 is just the basic fix. If you want to keep the game's balance, you should probably use this. Option 2 is for people looking to maximize their profits and not miss out on credits. Normally, Ramana and the slaver only give you money based on your current level. So if you talk to them at level 6, they give you 600 credits. If you then come back at level 10, they will give you 1000. However if you were to come back at levels 7, 8, 9, you'd get 700, 800, 900 respectively as well. This version of the mod makes it so that Ramana and the slaver start giving you money from level 1, and will give you money for every single level up, even if you don't talk to them every level. In other words, if you talk to them at level 6 for the first time, instead of getting 600 credits you will get 100, 200, 300, 400, 500, and 600 credits if you keep talking to them. Then if you come back at level 10 and ask for credits, you will get 700, 800, 900 and 1000 credits if you keep talking to them. The game will remember what level you stopped at. You can get quite a bit of extra money this way. Installation: just copy the .NCS files from either the Option 1 or Option 2 folders into your override folder. The NSS files in the source folder are not necessary. Compatibility: Should be compatible with pretty much any mod that doesn't use these three specific files. Known issues: None, based on my testing. I played through the whole game with these and never noticed any problems. Unless c_global_lt_lev.ncs is used for something else in the game that I don't know about, there shouldn't be any issues. Permissions: I grant permission to everyone who'd like to use this mod in their own mods/modpacks, community patches, whatever - just please credit me as HDR1.
  8. I had this very same issue. It only appears if I use the K1 style running files, so something with those must be wrong. Hopefully it will get fixed one day.
  9. I'm pretty sure that this will cause all the characters you train as Jedi to get extra feats when they gain their first Jedi level, giving them a lot more feats than intended. Just a heads up to anyone who may want to use this.
  10. In my most recent playthrough using the Kaevee removal, I noticed that Dopak in the mercenary camp still has lines related to the thief catching quest. You must have missed that.
  11. Hello, This isn't exactly a bug but I've noticed something that doesn't seem right in one of the scripts that I think is from TSLRCM. However it may just be me not knowing better, so I wanted to ask about it. There's the a_makejedi script (used to turn party members into Jedi), which looks like this: This looks fine to me. However, there are conditional scripts that seem to be connected to the Jedi classes, one for each teachable character: c_att_jedi, c_bao_jedi, c_disc_jedi, c_hand_jedi and c_mira_jedi. I opened these up with DeNCS while trying to understand how it all worked. And what I noticed is that they are in line with a_makejedi, except for c_disc_jedi. For example, this is how c_att_jedi looks: This is in line with the a_makejedi script. Atton's second class is 5, the Jedi Sentinel. Then you have c_bao_jedi: Again, this looks right. Bao-Dur's second class is Jedi Guardian, which is 3. The rest also look good, except for c_disc_jedi, which looks like this: This doesn't seem right. From my understanding, this is looking for a non-existent fourth class, and wants it to be a Jedi Guardian, or 3. Also disciple should start with a capital letter, but I'm not sure if that affects anything. Unless I'm misunderstanding something (which is possible, I've only recently started scripting) the right script would be: Am I correct here, or is the script fine as it is? Does anyone know where c_disc_jedi.ncs gets used and if this could cause any issues?
  12. Hi everyone, This is probably my first topic here about a WIP, so I'm gonna get to it. During my most recent Kotor 2 installation, I remembered that if you enslave Ramana she only gives you money until you get your prestige class, same for the Red Eclipse slavers in TSLRCM. You get 100 credits for each level, so at level 15 you get 1500, but then once you get a prestige class, you no longer get any money because the script keeps checking your base class level, not your total character level. So a level 16 character with a level 1 prestige class gets 0 credits instead of 1600. I've always wanted a mod to change this but I never found one so today I just went for it and tried to do it myself, and I did it. I made two versions: Option 1 makes it so that you keep getting money after your prestige class. I changed the scripts so it checks for both your base class level and prestige class level, adds them together, and uses that number to calculate the amount of credits you get. Normally, the script only checks for base class level. Option 2 is a bit of a cheat, made for people who want to maximize their profits. If you want to get the most money out of Ramana, you need to check back every level because the game doesn't keep track of levels you missed. So if you don't collect your reward at level 10, and level up to 11, you will lose the 1000 credits you would get from level 10. I'm not good enough to rewrite the script to make it keep track of levels missed, so I came up with a workaround. With Option 2, Ramana will give you money based on T3M4's level and the Red Eclipse will give you money based on HK47's level. In other words, you can freely level up the Exile as much as you want and not have to worry about missing out on credits - as long you keep holding levels for T3 and HK. This also has another advantage, since the two scripts use different characters, you don't need to go back and forth between Nar Shaddaa and Telos every time you level up to maximize profits, you can collect all the money for all of T3's levels on Telos, then move to Nar Shaddaa and do the same for HK. T3 and HK were perfect because as droids they don't get second classes, and you get them both early... and I rarely use them to begin with, so holding their levels for maximum profit is not a problem. Only downside is that you need them in your party to collect the credits, so you won't get any money until you have them. I have one problem though, I have no idea how to use the TSLPatcher and Option 2 won't work without it because the "c_global_lt_lev.ncs" script needed to be changed to accomodate both HK and T3. So the only way Option 2 works is if you inject the files into the 207TEL and 306NAR modules directly. I can use ErfEdit for this easily but an installer would be nice. I was hoping someone could make one for the files for me. I've attached a zip file with everything, including the source files and instructions on what goes where. I've tested the files with Ramana and they work but I haven't had the chance to test them with the Red Eclipse or HK yet. However, given how similar the scripts are, there shouldn't be any issues but if you do find something, let me know. If anyone could help with this, I'd appreciate it and also, feel free to use what I made in your own mod if you want to. Ramana Red Eclipse money fix.zip
  13. I see, so currently it's not known how the party screen placements are determined. I figured if it had been as easy as switching some values (Handmaiden go to party button X instead of button Y) it would have been done. Still, a decade ago having both Disciple and Handmaiden seemed like it would never be possible, but you pulled it off. Maybe someday someone will discover more about the party GUI. I also understand how unfeasible replacing Goto would be, that's way more trouble than its worth. Thanks for the quick reply and once again, fantastic work on this mod! It's a dream come true for a lot of us who have been playing this game for years.
  14. I can't believe I didn't know about this mod until now. I played through the game with this and you did a fantastic job! I do have one question, is the party selection screen hard-coded? I ask because it is a bit of a hassle to switch the Handmaiden in/out of the party and it would be great if she was on the party screen. So I was wondering if it is possible to make Handmaiden or Disciple take someone else's place on the party screen? Goto would be the obvious choice since he is by far the least used party member by everyone. Because of this, putting Goto as the character you need to swap via the Partyswap item would be more convienent and it would also make the Handmaiden feel like a "true" party member instead of a droid that is.... well, useless. Unfortunately I assume this is hard-coded and your workaround is the only way to have both Disciple and Handmaiden, but I'm too curious not to ask.
  15. I've wanted a mod like this for a long time, so thank you for this! I have a couple notes/suggestions though: 1. I didn't get a journal update notification after I was teleported outside the cave. The journal did update to say that Vash sacrificed herself, but there wasn't a notification. Not a big deal, but it is noticeable. 2. If you choose to fight Vash, she seems very weak. I don't know if it's just because I left Korriban for last and was a very high level at that point, but I killed her in maybe one or two attacks. I don't know if she is weaker than the other Jedi masters but if she is, could you tweak her so she gives a similar challenge to the other masters? 3. At the end of the tomb, Sion and Vash ignite their lightsabers and then the screen fades to black. I think this feels a bit inconclusive. Obviously we know she dies and the journal confirms it but the scene is ambiguous, you could easily imagine that Sion just cuts her hand off like Kreia and captures her alive or something similar. I think the scene would work better if you added in a fight scene where Vash is killed. Nothing too complicated, but you could have Sion do a basic attack on Vash, then Vash do the same to Sion, then Sion would finish her off with a power attack. It would be short enough so it wouldn't drag on, and it would add some finality to Vash's character. I think it would help to see her get killed because the Jedi in the story are all afraid of the Sith who are hunting them down. Showing one of them dying at the hands of Sion would reinforce how dangerous Sion and the other Sith are to the remaining Jedi, tying into the plot point I mentioned. I always liked that Vash was already dead on Korriban (even though she was cut for time) because it showed that the Jedi masters were right to fear the Sith Triumvirate, and I think adding a proper death scene to Vash would help keep this feeling intact.
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