Revanator

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Everything posted by Revanator

  1. How would I go about editing the items HK comes with (in the first KotOR game) when you by him on Tatooine?

  2. The level scaling would be necessary if you raised/removed the level cap, IF you did the new game+ idea.
  3. Anyone know what the name of the script that adds HK (and his gear) to the party? And where I would find it?

    1. Hassat Hunter

      Hassat Hunter

      Probably 003EBO. Can't recall name at the moment though

  4. Any (relatively simple) mod requests/recommendations for me to work on? I've got a couple bigger projects in the works and I need a break, but I'd still like to work on something I can finish and put out.

    1. aneeryrlue

      aneeryrlue

      I have. Some easy uti editing. Write me a message if you are interested about that.

  5. My original idea was to require feats for the various upgrades that were automatically gained by the character as the leveled up (like Scoundrel's Luck for Mission, Implants for Zaalbar, etc.) But not all characters have them and it's not foolproof.
  6. Hey guys, I'm working on a some item mods and I was wondering if there was a way to lock weapon and armor upgrades for KOTOR by level. Optimally, I'd like to be able to set certain upgrades to be available for said item as the character levels up so that a weapon or armor can be balanced throughout the entire game while being optimized for each part. Any ideas are welcome.
  7. I'll work on the mod to liven up the regular cantina. The Jekk'Jekk Tarr is where the aliens hang out, so I'd think that the humans would band together a bit in the other one. Might be worth moving the Trandoshans you can sneak up on to the other cantina. I can put some drunk patrons by the bar and maybe some laughing or otherwise entertained patrons by wherever Jorak intends to put his Twi'lek holos. If this works I could do a full TSL cantina revamp.
  8. I think I can work on a mod that changes the stock behavior of the NPCs. You're talking about the regular Nar Shaddaa cantina, right?
  9. Anybody here do much with Battlefront 2 mods?

  10. Yes! So excited for more of your TSL Overhaul. I'll be installing this right away.
  11. View File Leviathan Differentiated Dialogue A KNIGHTS OF THE OLD REPUBLIC MODIFICATION Leviathan Differentiated Dialogue by Revanator (ethan.wookie@gmail.com or contact me at DeadlyStream) Description: The Leviathan was always one of my favorite parts of the original KotOR game. I always liked running around as one of my favorite party members, having a mini-adventure before taking control of my PC again. However, it always bothered me that the dialogue you had with the Rodian prisoner was the same for all possible party members (save T3). This mod fixes that. You will now have different options for all party members that fit with their unique personalities, temperaments, and manners of speaking. I left T3's untouched. Installation: Simply copy the lev40_rodpris2.dlg file into your override folder. Uninstallation: Delete lev40_rodpris2.dlg from your override folder. Compatibility: Should be compatibile with any mod that does not touch lev40_rodpris2.dlg. This IS compatibile with K1R, but K1R is not necessary! Credits: jc2 for some heavy testing and bug-finding (and the screenshot). Fred Tetra for KotOR Tool tk102 for DLGEditor Usage: Please do not upload this anywhere without my permission, and contact me if you use this in any of your mods, so that I may approve you. Submitter Revanator Submitted 07/13/2016 Category Mods K1R Compatible  
  12. Version 1.2

    29,776 downloads

    A KNIGHTS OF THE OLD REPUBLIC MODIFICATION Leviathan Differentiated Dialogue by Revanator (ethan.wookie@gmail.com or contact me at DeadlyStream) Description: The Leviathan was always one of my favorite parts of the original KotOR game. I always liked running around as one of my favorite party members, having a mini-adventure before taking control of my PC again. However, it always bothered me that the dialogue you had with the Rodian prisoner was the same for all possible party members (save T3). This mod fixes that. You will now have different options for all party members that fit with their unique personalities, temperaments, and manners of speaking. I left T3's untouched. Installation: Simply copy the lev40_rodpris2.dlg file into your override folder. Uninstallation: Delete lev40_rodpris2.dlg from your override folder. Compatibility: Should be compatibile with any mod that does not touch lev40_rodpris2.dlg. This IS compatibile with K1R, but K1R is not necessary! Credits: jc2 for some heavy testing and bug-finding (and the screenshot). Fred Tetra for KotOR Tool tk102 for DLGEditor Usage: Please do not upload this anywhere without my permission, and contact me if you use this in any of your mods, so that I may approve you.
  13. Should a mod that is simply one dlg file (that needs to be copied into override) be a TSLPatcher mod?

    1. Kexikus

      Kexikus

      Probably not. Unless you expect it to be a dlg that is edited by many other mods.

  14. Ah, thank you. I just might use those saves and see what happens myself. As I said, I did not touch T3's lines, they were already fine. I'll fix those bugs. Question: did you run into any broken soundsets (any times the Rodian was speaking and no sound was playing?)
  15. I can probably find you someone to voice Belaya, if you still need a VA for her. For Juhani, it seems you still haven't found a VA for her. I know someone who would be willing to rerecord all of Juhani's lines, making everything seamless with your mod, but she doesn't sound all that much like the original VA, so it would be a bit jarring. It might work if you get stuck, though.
  16. If anyone's interested in helping to test a fairly simple Leviathan mod, check this thread out: http://deadlystream.com/forum/topic/4560-wip-leviathan-differentiated-dialogue-testers-needed/

  17. This mod is designed to give some variety to your conversation with the captured Rodian onboard the Leviathan (the one that gives you the ICE Breaker) based on the party member you chose to spring your PC, Carth, and Bastila. All the new lines were written by me. I attempted to keep all the lines as close to what the characters would actually say in that situation. The mod is pretty much finished, I just need some testers to go through the conversation with each possible character (I left T3's untouched, and many of the original lines were incorporated into Mission's dialogue). Right now it's just an override drop, but it will be a TSLPatcher mod by the time it's done (for ease of use and to avoid conflicts). It would be best to have it tested with K1R (current, v1.2) as I made it K1R compatible. Just make sure that there aren't any broken soundsets, and that there are no hanging pieces or overlaps (the original "Who are you?" should be for Mission ONLY). Also, if you have opinions on the dialogue I wrote, I'd be happy to hear it. I'd test it myself, but I don't have a save at that point (I lost all my saves when I had to reinstall KotOR for K1R v1.2). The file is attached (it's just the dlg file atm). Any help would be appreciated. lev40_rodpris2.dlg
  18. Wouldn't you see Malak? Does the screen go black, or does the game close? I know how to fix the former, it happened to me.
  19. True, but if we're not making it available to play, it could just have some of the creatures move in patterns similar to what they do onboard the Falcon.
  20. The no turret minigames mod seems perfect for you....
  21. I still have that Leviathan Differentiated dialogue WIP sitting around. I have to fix a few rodian soundsets but other than that it's done...would anyone be interested in me uploading it?

    1. Sith Holocron

      Sith Holocron

      Not sure why you're asking. Upload it already! ;)

    2. Revanator

      Revanator

      Still have to fix those soundsets, which as tedious as osik (heh). I have some time tonight though, so I'll work on that and look at the duel room.

    3. Revanator
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  22. Very true. All right, here goes. I've said before that I'm not a fan of the modders who try and (for lack of a better term) hoard the rights to their mods and I didn't get why people were so sensitive about their rights in the first place. Perhaps this was simply a bit of an overreaction to the number of people in this thread getting very uptight about it. Regardless, I want everyone to understand that I do see where you all are coming from and that I do care about modder's rights. To an extent. A lot of us put months or even years of consistent hard to work into making a mod that truly enhances the game experience or provides alternate choices and paths to further diversify the games. We should be able to choose where to upload and how to spread the mod around the community. However, to say we have FULL rights to our mods is a bit of a stretch, I think. We are using assets, textures, models, scripts, sometimes even entire file formats that were created for this game specifically. We are simply blending them in a new way while injecting our own modified versions of these (oftentimes entirely new ones, yes, but we're still inserting them) into the game in a new way. The code, the method, the structure, wasn't created by us. In fact, sometimes we're pushing the limits of the fair use policy by spreading these files around. BioWare and Obsidian are kind enough to let us do this, but don't forget that we are modifying THEIR intellectual property, first and foremost. In the case of Nexus, it's not an easy problem. I'm as baffled by their hypocrisy as much as the rest of you. But seeing that they are very cooperative and do seem genuinely interested in returning all the mods to their rightful owners, I don't see this as a huge issue. If you are an active member of the modding world, you can go, request your mods, and have them returned to you. For those who aren't...I know it's an unpopular opinion, but I think they gave up their rights when they left the community, gave up modding, and still left their mods up online for others to use. If they're no longer contactable by modders and mod users alike, then they no longer have the rights to those mods. If they wanted to retain them, they'd remove the mods, OR remain contactable, even if they're not active in the community. That came off a little harsher than I intended it, but I don't have the time right now to fix it. Anyway, that's my 2 cents.