Snigaroo

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Snigaroo last won the day on August 20 2019

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85 Jedi Grand Master

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About Snigaroo

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    A long-awaited and much-needed standalone restoration for this scene. I know a lot of folks who really love this ending who are going to be ecstatic.
    As before, thanks a lot for taking my input into account, it's never required but highly appreciated and I'm glad to put this in the mod builds.
    Criminal that this hasn't been rated before.
  1. This would be classified as abandonware if there was no other site on which the original mod author had an account which they could be contacted through. If the email has already been attempted, we would just need to know that due diligence has been done to confirm there's no other site where the mod author might still be active, and if not it could be uploaded--with all credit to the original author for the mod's base contents--as abandonware. EDIT: SH provided me the name of the mod author and a link to the original download, and I am comfortable confirming its status as abandonware--we found no site where the user had been active any more recently than 2008. The base mod can be uploaded, with all credit given specifically to Darth Leomar/Darth Betrayal. Your patch to the mod will need to be uploaded as an entirely separate mod, so both the original mod and your patch will be required to download.
    Thanks again for doing this Leilukin, I appreciate you taking the time and I think it's a cool addition.
  2. Snigaroo

    Thematic Sith Lords

    I'm sorry it's taken me so long to respond to this, I didn't get a notification of a comment here for whatever reason. It's possible, but overall Kreia is also the one of them which I modified the least. Sion and Nihilus received the bulk of the changes, and Kreia's base stats before the lightsabers came out just got a little buff. I personally hold the opinion that, thematically, Atris should be easy; one of the conceits of the game, after all, is that struggle and conflict strengthens, and Atris, as far back as the Mandalorian Wars, was only skilled in running and hiding. If anything I almost think that Atris should be weakened so that she's basically a guaranteed one-shot with even the trashiest build, but while that might be thematic it's not very... satisfying. With that in mind I tend to think it's fine to leave her as the wet noodle roughly two-shot kill she is presently. I wish there was dialogue we could use from Atris to further contextualize why she's so easy to beat in that sequence, but alas. I'm not inherently opposed to that but I see less need of it with the Masters, though it would be worth it to alter Zez's fight. I think Kavar and Vrook are in a relatively good place, but Zez could benefit from a fighting style that takes into account his furtive nature, and how he is the Master who is most used to moving cautiously and hiding. I will consider a mod like this for the future.
  3. BoS:SR has a LOT of data in it, as does the Lehon expansion, though less so in the latter case. Your install order is the best you could do for compatibility, but you're simply trying to throw a whole lot in there, more probably than can rationally be expected to work together. BoS:SR and the K1CP already are, I believe, fundamentally incompatible. Tack onto that other mods like the Lehon expansion and a bunch of Force mods and you're playing with fire. I'm not surprised you're running into issues.
  4. SH's plan and "order of operations," if you want, seems logical to me. @jc2 has informed me that Chainz previously gave him permissions to modify those mods that need it to be TSLPatcher-based installs, and so if anybody wants to do that as part of the uploading process from our perspective that's fine (although you wouldn't need to do so; they can always be uploaded first and then, if there's demand, modified to be TSLPatchers later). Just upload the mods here on your accounts and I'll shift them over to a sockpuppet archive account as they come. As he's said, jc2 has kindly volunteered to take on all of Redhawke's mods. If anyone else could volunteer to take some of the extra load off of SH he and I would both appreciate it. I'd honestly do this myself if I didn't have a new job and a lot less free time at present, so I do apologize about fobbing this off on other people to handle, but at present I just don't have a choice of it.
  5. For the sake of weighing in from an admin's perspective, our existing upload regulations account for this. Since Chainz was the archivist and he's given permission for the content to be rehosted, nothing special needs to be done; anybody can upload them, with the standard caveats that they need to provide credit to the original authors and that uploading the files does not equate to the right to modify the files (that needs to have been provided for in the readme, or blanket permissions to that effect need to have been given by the author at a prior point). @ChAiNz.2da, it might be wise with that in mind for you to state here that you give such blanket permission, if for no other reason than that it would facilitate users modifying your mods into more compatible TSLPatcher formats. As for the archiving process, I am extremely busy at present so I can't handle the reuploading or I would do so myself; one of the other staff is free to take over the job if they want to do so in a systemic way, however. @Sith Holocron might be a good pick for that, if he has the time.
  6. I edited them a bit, but Feats and attributes were my primary focus. Kreia got the most changes to what she had available (more overall FP and a few additional powers for CC on the player mostly) and Nihilus got a bit beefier there as well, although I gave him fewer new powers as I determined my focus there should mostly be on making him resistant to the player's powers rather than giving him a tendency to sling around a bunch of powers himself, since the Exile is resistant to his abilities. Sion got the smallest amount as I recall, mostly just a little bump on FP and some stat-reducing abilities (I believe I might've given him Plague).
  7. Version 1.2

    9,923 downloads

    Thematic Sith Lords Premise Anyone who’s played TSL knows that the eponymous Sith Lords are pretty disappointing. The most hyped fight of the entire game, against Nihilus, is almost always trivial. Sion can be dangerous but rarely is, and Kreia’s floating lightsabers are almost always more of a threat than the woman herself. Thematic Sith Lords’s purpose is not to directly address these issues, but to push back against some of the underlying problems with these fights that results in them being so boring. While examining the .utc files for Sion, Kreia and Nihilus associated with their respective fights, I found that there was surprisingly little differentiation between them, especially in attributes, and very little specialization per Lord. Worse still, many feats and powers which the Lords should realistically have had were also missing: Sion, for example, lacked Ignore Pain despite his ability to fight through and even utilize his constant pain being the core of his character! Thematic Sith Lords, as you may have gathered, is not a difficulty mod as such. Rather, it’s a realism mod the goal of which is to increase the overall difficulty of the Lord fights as a natural result of restructuring the stats, feats and powers of the Lords to more accurately fit their physical and mental conditions, as well as their experiences and training, without making every fight harder for all characters. The goal is to make each fight with a Lord feel different, with each Lord having their own specialties, strengths and weaknesses, such that some character builds will do better against some Lords and struggle against others. In Thematic Sith Lords, Sion, for example, has extreme STR and CON, but poor CHA and INT, and abysmal DEX and WIS. His archetype is as a bruiser, who trades taking hits for being able to dish out extremely powerful strikes with no fear of his close-range style resulting in his death—because Sion doesn’t need to worry about dying in a fight, and his combat style should reflect that. This overconfidence results in him being somewhat vulnerable to Force abilities, however, and a Consular might run circles around him while a Guardian struggles to bring him down. The goal is that the opposite will also be true—Consulars who had no trouble with Sion might find themselves in a pickle when their abilities bounce off Nihilus, who now has even higher WIS and Will saves than he did before, and the DEX to frequently dodge the lightsabers of most Jedi not built explicitly for melee combat. Why use Thematic Sith Lords? As noted above, Thematic Sith Lords isn’t a difficulty mod, as most rebalances of the Lords are. The goal is to make each Lord’s attributes, stats, feats and powers a realistic reflection of their condition, and how they would actually fight. If you want pure difficulty, other mods might be for you; if you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Sith Lords is likely for you. Thematic Sith Lords also has two features which other difficulty mods for the Lords often don’t: it also modifies the Sion fight on Korriban and Sion's fight with Atton on Malachor (both of which are frequently left out of other mods), and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Compatibility This mod requires TSLRCM to be installed first, and NOT to be installed via the Steam Workshop, in order to install properly & function. The Workshop is very poor for mod compatibility, so if you have it installed via the Workshop, it’s best you install it via the installer version anyway. This mod should be compatible with anything and everything else that doesn’t edit the Lords’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. Installation 1. Ensure TSLRCM is downloaded and installed, NOT through the Steam Workshop! 2. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 3. Run the TSLPatcher .exe and, when prompted, select your game directory (the one with the .exe file in it). 4. Click “Patch” and you’re done! Permissions & Thanks As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give me credit for the idea and for the balance settings if you choose to retain most of mine, go for it. You don’t even need to ask me. Special thanks to @DarthParametric for his help with putting this together. It was my first time making significant edits with KOTORTool and creating a TSLPatcher install, and this mod quite probably wouldn’t exist without his help. Thanks to @Pavijan357 for identifying the missing changes to Sion in 906MAL.mod, and @DarthTyren for his assistance in helping me clean up my changes.ini and apply the changes properly to 909MAL. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image.
  8. View File Thematic Sith Lords Thematic Sith Lords Premise Anyone who’s played TSL knows that the eponymous Sith Lords are pretty disappointing. The most hyped fight of the entire game, against Nihilus, is almost always trivial. Sion can be dangerous but rarely is, and Kreia’s floating lightsabers are almost always more of a threat than the woman herself. Thematic Sith Lords’s purpose is not to directly address these issues, but to push back against some of the underlying problems with these fights that results in them being so boring. While examining the .utc files for Sion, Kreia and Nihilus associated with their respective fights, I found that there was surprisingly little differentiation between them, especially in attributes, and very little specialization per Lord. Worse still, many feats and powers which the Lords should realistically have had were also missing: Sion, for example, lacked Ignore Pain despite his ability to fight through and even utilize his constant pain being the core of his character! Thematic Sith Lords, as you may have gathered, is not a difficulty mod as such. Rather, it’s a realism mod the goal of which is to increase the overall difficulty of the Lord fights as a natural result of restructuring the stats, feats and powers of the Lords to more accurately fit their physical and mental conditions, as well as their experiences and training, without making every fight harder for all characters. The goal is to make each fight with a Lord feel different, with each Lord having their own specialties, strengths and weaknesses, such that some character builds will do better against some Lords and struggle against others. In Thematic Sith Lords, Sion, for example, has extreme STR and CON, but poor CHA and INT, and abysmal DEX and WIS. His archetype is as a bruiser, who trades taking hits for being able to dish out extremely powerful strikes with no fear of his close-range style resulting in his death—because Sion doesn’t need to worry about dying in a fight, and his combat style should reflect that. This overconfidence results in him being somewhat vulnerable to Force abilities, however, and a Consular might run circles around him while a Guardian struggles to bring him down. The goal is that the opposite will also be true—Consulars who had no trouble with Sion might find themselves in a pickle when their abilities bounce off Nihilus, who now has even higher WIS and Will saves than he did before, and the DEX to frequently dodge the lightsabers of most Jedi not built explicitly for melee combat. Why use Thematic Sith Lords? As noted above, Thematic Sith Lords isn’t a difficulty mod, as most rebalances of the Lords are. The goal is to make each Lord’s attributes, stats, feats and powers a realistic reflection of their condition, and how they would actually fight. If you want pure difficulty, other mods might be for you; if you want to experience differentiated fights that are harder on average than what TSLRCM has to offer, however, Thematic Sith Lords is likely for you. Thematic Sith Lords also has two features which other difficulty mods for the Lords often don’t: it also modifies the Sion fight on Korriban and Sion's fight with Atton on Malachor (both of which are frequently left out of other mods), and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Compatibility This mod requires TSLRCM to be installed first, and NOT to be installed via the Steam Workshop, in order to install properly & function. The Workshop is very poor for mod compatibility, so if you have it installed via the Workshop, it’s best you install it via the installer version anyway. This mod should be compatible with anything and everything else that doesn’t edit the Lords’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. Installation 1. Ensure TSLRCM is downloaded and installed, NOT through the Steam Workshop! 2. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 3. Run the TSLPatcher .exe and, when prompted, select your game directory (the one with the .exe file in it). 4. Click “Patch” and you’re done! Permissions & Thanks As with any mod I have made or will make in the future, this mod has completely open permissions: modify it, redistribute it, reupload it, do whatever. So long as you give me credit for the idea and for the balance settings if you choose to retain most of mine, go for it. You don’t even need to ask me. Special thanks to @DarthParametric for his help with putting this together. It was my first time making significant edits with KOTORTool and creating a TSLPatcher install, and this mod quite probably wouldn’t exist without his help. Thanks to @Pavijan357 for identifying the missing changes to Sion in 906MAL.mod, and @DarthTyren for his assistance in helping me clean up my changes.ini and apply the changes properly to 909MAL. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image. Submitter Snigaroo Submitted 12/16/2019 Category Mods TSLRCM Compatible Yes  
  9. Snigaroo

    New Rules!

    Personal details shouldn't be visible through Ko-Fi or Paypal so long as a Paypal business account is used, which I don't think has any tax implications in itself, and based on what @JCarter426 said Paypal doesn't take a higher cut for that type of account, either. Your tax note is valid, but how would we regulate Steam gift codes? We shouldn't have anyone asking for specific games (that's setting the amount in a way, the same way the regulations currently ban) and I believe straight gift cards across regions are also blocked by Steam in at least a few circumstances (and I believe also have a minimum amount).
  10. Snigaroo

    New Rules!

    I'm not opposed to doing such, as long as that doesn't lead to giving the impression that DS profits from this in some way. Ultimately that's @Tyvokka's decision, though, and will be forthcoming if it's a change we'd like to have.
  11. Snigaroo

    New Rules!

    Hello streamers! Your friendly staff here. We'd like to let you know about the new site rules we've just whipped up. These are a modification of the old site rules to remove some outdated rules, add a few new ones (and some extra categories on old rules), and just generally reformat everything and make it easier to read, especially by organizing them in a better way that flows from the most important rules for users to see to those that are least-important. For most of you, if you follow the cardinal rule of "don't be stupid," this won't mean much to you. It's meant to be more of a clarification, both for us as moderation and for you as users, so the rules are more readable and more up-to-date. There are some major caveats to that, though, which we should point out here. A few massively important changes have been made: FIRST: Bumping. As you can see, bumping is no longer under a blanket ban, but instead has some common-sense regulations about when it should or shouldn't be employed. Since de facto bumping was used from time to time anyway under these circumstances, we thought it made sense to codify those exceptions. SECOND: Spoilers. We're never going to remove something for spoilers, but as the new rule #11 points out: This is just a courtesy regulation for new players. It's not a rule we're enforcing through warnings or bans, but it is absolutely something we'd like everyone to remain mindful of. Many of the mods here are of tremendous help to all varieties of players, including brand-new ones; insofar as it is possible, their experiences should be respected and protected by being mindful of what you're saying, and where you're saying it. THIRD: Tipjars. This is the big one, and there's a lot of regulations on it, as we want to protect both our modders and users. But it's a huge change and a long time coming, so I'd like to talk about it in a bit more detail, and explain our rationale. Our stance has always been, and will always be, that the sale of modifications (that is, taking money for making, releasing, supporting or troubleshooting a mod, as well as accepting money with any expectation of reciprocity, for either party) is strictly prohibited. It's not just because that's not the kind of community we want to be, it's also because we determine that this is strongly against the EULA for the games, and would ultimately be tremendously detrimental to the community in all respects: to modders, to users, and to the sites that support both. We will never permit this, ever. With that said, many communities have recently become more tolerant of allowing modders to be voluntarily thanked for their content, and we think this is a positive trend. Most of those who mod the games don't do it with any expectation of reciprocation (and nor should they), but if they make something which truly improves a user's experience to the extent that the user wants to thank them for their contributions in a tangible way, we see no reason why they should be prevented from doing so. Most modders spend hours of their days doing their work, after all, and so long as the system is voluntary on both sides we don't see a reason why those modders who choose to shouldn't be able to state that they accept tips, and users who are interested shouldn't be able to provide them. The full regulations for the tipjar system are in the second post of the rules thread, and we expect (and welcome!) a lot of feedback here. It's obviously a very new thing for DS, and while we think we've covered all the necessary bases there can always be more said, and if needed adaptations and additions to the current regulations. But I want to emphasize here finally that we aren't making this site-integrated. DS isn't taking money off the top, or handling these tips through its own integrated system, or making it mandatory. MODDERS choose if they want to use it, and where they want to advertise it (within the extremely strict bounds of the regulations; we don't want these links to be spammed). This is meant to be a system that modders have the greatest control over, so if you dislike it or think your mods shouldn't be the subject of any donation talk, you can make the decision to not participate without ever having the system shoved in your face. It's opt-in on both sides, by design. Needless to say, we expect a lot of feedback here, and will be listening closely. But we hope that, on the whole, everyone thinks that these new rules are an improvement over the previous iteration. Thanks!