Snigaroo

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Everything posted by Snigaroo

  1. No, far from it. I'll just remove that request; functionally there's no seamless way to implement it to the standards I would want. I think shuttle works best, because that way you have to go to the station first and encounter Suvam. For new players it would let them get the lore dump about Exar Kun before actually going down to the surface.
  2. Shocking as it is, Thematic Sith Lords was at least 40% my own work. I did sort of make that one for real! I only had Parametric hold my hand on how to set up the TSLPatcher, and Tyren hold my hand with updating it.
  3. I don't have a problem with tying Deesra into the quest, but I do think that it shouldn't be available immediately after Dantooine and should be restricted until at least one Tarentatek had been fought. This would let Yavin be balanced more effectively, I feel, with less possible differences in player level to account for. Reasonably, the designer could assume that the player would likely be at minimum level 12 by the time they arrived there in that case, whereas, if available immediately after Dantooine, the player could be as low as level 9. Most mod users would probably not have issue with it, no, however for build inclusion reused modules aren't sufficiently seamless. Even though I adore LDR's Crashed Republic Cruiser, I only use it as-is because Hammerheads are all of the same vessel class, and thus it's believable that the one on Lehon looks broadly identical to the Endar Spire and Harbinger. Even then, I have issues with his reuse of the Manaan module for the underwater section, sufficient enough to bump the mod down from Essential to Recommended on my tier breakdown. In some other mod cases--such as back-porting the Enclave sublevel to KOTOR--"reusing" those modules would also be fine, because KOTOR 2 establishes that those areas exist, and all the mod would be doing is introducing them to a game where they are otherwise inaccessible. But for a mod like Yavin which is an entirely new planet, there's no wiggle room for identical layouts: the content would need to be novel. Which is why it's at the top, because I know that's a huge ask and would absolutely take a team to accomplish. I do think there's a little bit of room to maneuver here; there's a lot of skills yet-untapped outside of the mod community, and I continue to think that 3d modelers in particular are probably to be found in relative abundance on reddit. Finding ones passionate enough to learn the KOTOR-specific tools they need and remain dedicated to the project over the long-term would likely be the biggest challenge, I think, but it's again worth remembering that I'm not demanding these mods be made. They're things that I'd like to see, and ultimately I'm hoping to inspire interest in, but I understand that many--Yavin especially--are huge asks. If it's found that the tools, modelers or interest just isn't there, that's entirely understandable. I don't think it's particularly interesting to use Deesra, in the sense that he's basically your Tarentatek nerd, not really with the same clout or gravitas as one of the Masters. I think, personally, that it would probably be more poignant to see a Master or two struggling to assist in the aftermath of the assault, frantic and fearful, rather than some random dork. It's canon that all the Masters survive also (they're in the LS ending), so it wouldn't be out of place for any of them to be present, though again I think Vandar should be missing so his survival is only discovered during the Dodonna cutscene at endgame. I do agree with Parametric here that Deesra should be moved off-planet though, regardless of his status in any other quest/request, and I don't think Tatooine is a bad choice. JC's Trandoshan Tailor moves him to Tatooine after Dantooine's destruction and the builds also utilize that, so there could even be some level of interaction between the two mods, indicating that those that could fled the planet before the Sith assault on a ship that was bound for Tatooine. I don't think that the populace's hatred is incompatible with the Jedi trying to help them, nor even really unfounded. The Council did know that Dantooine's location had been compromised from the very start of the Jedi Civil War and did exactly nothing about it, and the Sith did only show up because the Jedi--knowingly--remained. One could argue that even a single Jedi convert to the Sith could've given up the location of any new hidden Academy the Jedi tried to found, and that's true enough, but it doesn't change human nature; it's more-or-less entirely reasonable, from a human perspective, for the settlers to blame the Jedi about what happened, even if the Jedi struggled to help in the aftermath. Indeed, I could even see a scene about that being included as part of the mod, with the player ungratefully chased off the planet by a mob of angry citizens even after doing all they could to help them. Now, there should definitely be options for the player to return to Dantooine in a self-serving way, to try to loot as much as possible and take advantage of the chaos for their own benefit. But I think railroading even an LS player into entirely ignoring the suffering of civilians and focusing only on the Jedi is incongruous. While doing everything you can to help and still being reviled for it isn't exactly fitting with KOTOR's tone, I don't think it's actually incompatible with it either, at least at the point of the game that this would be coming. The destruction of Dantooine, the death of so many Jedi and the capture of Bastila is the game's thematic low point, its most despondent time. I think having a rather bleak look at Dantooine and a bitter conclusion to your best efforts to help would tie into that productively. Very much the latter, yes. I think him being a Sith collaborator would be an excellent way to tie in why he was there on Dantooine, and what he was using his money (and ostensible influence over the local economy) for. I wouldn't be inherently opposed to any of this except for altering the music track--I might situationally be okay with using K2 tracks in K1, but even that is a definitive "maybe" from me. Everything else, if it can be added and function seamlessly, I would be fine with seeing how it turns out ingame. I agree that the level can never be truly scary, but making it clear that the Selkath are actually dangerous is the main goal. I wasn't aware there was a cut Shadowlands module, though I'm not terribly surprised to hear it. What was its original purpose, do we know? And what state is it in--how much work would it take to put together in a functional capacity? I do think Kashyyyk is quite short and another module would be helpful, especially if it could be used in conjunction with the lower shadowlands module, but what would be put there is another question. The stealthed Mandalorians from the lower Shadowlands could be moved there, maybe, but there would likely need to be something else. As to the error message, yes I think that would work fine, as long as it was practicable to implement and looked decently okay ingame, including how it appears when the player is "traversing" the map on the minimap at the top-left. I would still want turrets and minefields at a minimum, but I'm not necessarily opposed to a new marine class, though in my opinion it would only make sense for them to occupy the barracks and not to be on the bridge. They would be shock troops, if we're using semi-modern marine cognates, not area defense. I tested that mod at release so you'll have to forgive a slightly spotty memory, but I recall that I definitely felt that the text description of the hood Bastila used wasn't well-written and seamless, and that its implementation was not necessarily instantly clear to the player. I would want something that would be sufficiently clear to any player, new and old: that means something that's totally seamless and easily-understood even if this is someone's first time playing the game. I recall thinking at the time that describing Bastila's need to hide herself in a descriptive text popup (like the ones KOTOR 2 uses, with explanations of mechanics put [in bracketing like this]) might be for the best. I also don't remember what actually happens if you removed her hood (or if you even could), but I recall thinking that the hood should either be impossible to remove on Taris, or if you did remove it prior to Davik's estate and in view of any NPC it should be an instant game-over. I know that's probably hard as hell to implement in that manner, but something to that effect; it shouldn't just make visible Sith hostile to you. The moment they see her at all and radio it in, it's over. Finally, I think I was also not crazy about the appearance of the hood and how it fit her body model necessarily, though again it's been some time. Oh that would be good I think: two small turrets (the thin variety you see in the Sith Military Base on Taris, guarding the armory) next to Karath; guard droids outside the door; and a ramp leading down to the work stations of the officers, with the officers joining in the fight against you. Indeed, however I think it actually suffers from too much of a 1:1. I think the colors used are jarring when in higher resolution, and that's why I say I think it's probably for the best not to use upscales or to try to borrow from the base textures precisely, because some of them are truly nonsense when you see them at higher resolution. Similar in concept yes, though for that particular mod the clothing is much too strong (and @Leilukin even agrees with me, based on the mod description). She's made it clear it's not designed with balance in mind, and I didn't want to impose by requesting she retool it to fit my balance demands, since that's not the objective of the mod. Well, that's annoying. If it can't be done it can't be done, but I'll leave it up in case someone thinks of a way. Yeah, that would be perfect.
  4. View File Thematic The One Thematic The One Premise The One: warlord; conqueror; latent Force-Sensitive. A charismatic leader of the Rakata and a near-supernatural anomaly among their people. As an added bonus, he also dies in about two combat rounds! In fairness, with a good character build there’s very little that doesn’t go down in two rounds or less in the lategame. But The One in particular irks me—he’s presented as special, a natural leader in Revan’s own mold, a warrior-prince leading both armies and the political structure of his people. Yet despite having all the resources of the hundreds of islands he has conquered and dozens of crashed vessels he has looted, indeed despite having a Sith Tremor Sword in a bin literally RIGHT BEHIND HIM, he uses two regular vibroblades; despite being so charismatic he convinced his own former chieftain to willingly sacrifice himself and allow his tribe to cannibalize him while being so brick-headed he’s sat on a single island for half a decade, his WIS is 18 while his CHA is only 12; and despite being latently Force-Sensitive, his Will saves are abysmal. This was a ripe field for a Thematic project. Like my similar mod for KOTOR 2, Thematic The One’s goal is not to make the fight against The One actually challenging—this is not a difficulty mod. The fight will be slightly harder than in vanilla, yes, but for some builds this change will not even be noticeable; indeed, I took him out in two combat rounds just like normal. Instead, the goal is to present The One as the game insists he is: a charismatic warrior with vast resources and the—albeit unconscious—power of the Force behind him. Changes The One’s WIS and CHA stats have been nearly inverted, from 18/12 to 14/18; he has been given a Sith Tremor Sword in his main hand and an Echani Vibroblade in his off-hand (neither droppable); his Will saves have been bumped up to 15, to make him about as difficult as an average Dark Jedi to land Force abilities against; his alignment has been moved from Neutral to moderately DS, so that the Solari crystal will work against him; and, most significantly, he has been scripted to use Force Valor at the start of the fight with him. I felt this was important to represent exactly how close The One is to true Force Sensitivity, and how it’s clear that the Force has been supporting his meteoric rise from the start. Compatibility As is the objective with all Thematic-series mods, this mod should be compatible with every other mod out there. Even mods that edit The One should be compatible, as long as they edit his data in the module rather than with a direct .utc file drop to the override; at worst, such a mod would only replace some of my changes with its own. 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. Particular thanks to JCarter426, who made this entire mod at my request but then told me it would be funnier if I uploaded it like it was my own. Ok. Submitter Snigaroo Submitted 05/21/2024 Category Mods K1R Compatible Yes  
  5. Snigaroo

    Thematic The One

    Version 1.0.2

    113 downloads

    Thematic The One Premise The One: warlord; conqueror; latent Force-Sensitive. A charismatic leader of the Rakata and a near-supernatural anomaly among their people. As an added bonus, he also dies in about two combat rounds! In fairness, with a good character build there’s very little that doesn’t go down in two rounds or less in the lategame. But The One in particular irks me—he’s presented as special, a natural leader in Revan’s own mold, a warrior-prince leading both armies and the political structure of his people. Yet despite having all the resources of the hundreds of islands he has conquered and dozens of crashed vessels he has looted, indeed despite having a Sith Tremor Sword in a bin literally RIGHT BEHIND HIM, he uses two regular vibroblades; despite being so charismatic he convinced his own former chieftain to willingly sacrifice himself and allow his tribe to cannibalize him while being so brick-headed he’s sat on a single island for half a decade, his WIS is 18 while his CHA is only 12; and despite being latently Force-Sensitive, his Will saves are abysmal. This was a ripe field for a Thematic project. Like my similar mod for KOTOR 2, Thematic The One’s goal is not to make the fight against The One actually challenging—this is not a difficulty mod. The fight will be slightly harder than in vanilla, yes, but for some builds this change will not even be noticeable; indeed, I took him out in two combat rounds just like normal. Instead, the goal is to present The One as the game insists he is: a charismatic warrior with vast resources and the—albeit unconscious—power of the Force behind him. Changes The One’s WIS and CHA stats have been nearly inverted, from 18/12 to 14/18; he has been given a Sith Tremor Sword in his main hand and an Echani Vibroblade in his off-hand (neither droppable); his Will saves have been bumped up to 15, to make him about as difficult as an average Dark Jedi to land Force abilities against; his alignment has been moved from Neutral to moderately DS, so that the Solari crystal will work against him; and, most significantly, he has been scripted to use Force Valor at the start of the fight with him. I felt this was important to represent exactly how close The One is to true Force Sensitivity, and how it’s clear that the Force has been supporting his meteoric rise from the start. Compatibility As is the objective with all Thematic-series mods, this mod should be compatible with every other mod out there. Even mods that edit The One should be compatible, as long as they edit his data in the module rather than with a direct .utc file drop to the override; at worst, such a mod would only replace some of my changes with its own. 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. Particular thanks to JCarter426, who made this entire mod at my request but then told me it would be funnier if I uploaded it like it was my own. Ok.
  6. I have just added what I believe are almost forty mod requests. Quite a lot. I took notes during my most recent replay, which just finished, and put up everything I could think of which I'd like to see altered. Of course this is not an exhaustive list, but it is at least a list of things I know for sure I'd like. There are quite a few relatively simple mods I think would be easy enough to make, but also quite a few big projects I'm mostly listing my interest in in the hopes that it might inspire some ideas in others. Revision 11 of the mod builds is currently in testing and I expect to begin the K2 test in days, which means that the K2 request thread will probably see a similar explosion of requests soon. Bear in mind: I don't add mods to the builds outside of Revisions, so any requests that were just put up here, or will be put up shortly for K2, will not be tested for inclusion until the next Revision period. There's plenty of time to complete any of these if anybody's got a mind to, but also bear in mind that if you complete a mod request, I might not be firsthand reviewing it for a year or more.
  7. That's great, I'm glad it's out before the next version of the K2CP is finalized, I'm hoping JC might want to integrate it. It's such a small thing but it's always bugged me.
  8. Did you read the details of the request in the thread OP? The name of the request definitely makes it sound like I wanted a wholesale change and I could've picked a much better shorthand, but the OP description talks about the specifics in the case of each request. I try to do it that way to keep the thread from being cluttered with a bunch of details within the comments. Thanks very much for the work, I appreciate it.
  9. That would change every appearance of Traya in the game to Kreia, correct? I don't want her appearance on Malachor changed--much as I think it's likely an artifact of LucasArts mandating there be a big bad at the end, it would be much too significant a thematic alteration for mod build inclusion. If the description of the request wasn't clear enough I apologize, but I only wanted the change for the vision appearance in the tomb.
  10. To change her appearance on Korriban? The Malachor appearance and the Ludo Kressh vision share the same .utc file?
  11. I've added a new request (Traya-to-Kreia). This one is pretty easy, I think.
  12. @Mesmitos, reach out on Discord to troubleshoot. It's not an issue with the mod builds, your install is either broken in some way or you're just noticing the few imperfections which are still present.
  13. That isn't anything that I would want to include in the mod builds.
  14. I'd need to play it myself to see, of course, but conceptually this sounds excellent. KOTOR 2's higher level cap and scaling make the game easier than it should be at basically any point after Telos, and lowered BAB on certain classes, plus reduced scaling AC, should help restore at least some of that difficulty. I'd be excited to try it, and even in the event I didn't like all changes it should--I hope--not be too difficult to create an install variant that contains just the changes desired for the builds.
  15. I would welcome it, and if it came about it could maybe even be a wedge in the door for @EpicStoffer's Mission project. If the ability to harden her was intended and could be restored, it would make the Sith route in his mod a little more justifiable, although I do still have some reservations about Mission being a Force Sensitive to begin with.
  16. We've talked about a lot of these ideas before and I generally agree with your ideas (or at least giving a shot to your concepts), except this: This one's not for me, chief. There are probably users out there that would love that, and that means there's going to be demand for it and if anyone wants to make it I'm sure it'll get used, but for me personally, I'm firmly of the opinion that Taris is already too long. The idea of making it longer frightens me on a primal level. Nixing half of the sewers is just the closest thing I can think of to a 0-content cost way of making the planet shorter, and thereby a little bit more bearable.
  17. I'll give it a shot, it's possible I'm thinking of a different mod. Lord knows I've tried a lot of them over the years, they blur together sometimes.
  18. Doesn't that require WMO? I seem to remember there was a project to do texture enhancements without model change requirements, but if it does require WMO I recall that I was not super fond of WMO's changes.
  19. I could be misremembering, but I spoke to JC about this a few months ago and from what I recall the consensus was that it could be done without AI VO, but it would be janky and imperfect. A lot of the VO was recorded, but not all of it and some of what's missing would require splicing, or lead to bumpy dialogue transitions or nonsensical sequences. JC can correct me if I'm thinking about a different project.
  20. I think the restoration of those rooms would be great, but I'm not sure about using the library to learn the Code, necessarily, because Yuthura is already there for that. Perhaps rather than learning the Code, the terminals in the library could give historical examples of it. Like, for instance, the deeds of the ancient Sith and how they correspond to the ideologies of the Code. So rather than just teaching you the words or the basic principles, they could provide historical examples of the Code in practice. I think it has potential as a mod, but I don't think that I would personally be interested in including something like that. I've spoken before about the "illusion of urgency" and its importance to KOTOR's plot, keeping the player feeling like they have a galaxy to save and that any waste of time is abhorrent. BioWare kind of spoils this themselves at times with things like Yavin, or cross-planetary quests like the Rakata puzzle box and, especially, the Geno'Haradan, but I don't want to further contribute to the problem through the inclusion of any completely new planets without there being a rationale tied directly to the core plot of the game for their inclusion; new areas on existing planets are fine, but it's harder to justify a days- or weeks-long hyperspace journey which isn't mandatory. Sleheyron would probably be the only one I would consider, once @Sithspecter gets it all finished up, simply because it would be mandatory to complete due to the Star Map there. That would be great, yeah.
  21. Well that's not exactly how I envisioned it, but I did say that ideally the change would result in the force field door opening and leading straight down that ramp to the Rancor room, ideally cutting the entire lower sewer area except for the Rancor encounter. That would remove the better part of a full module, for time savings of probably closer to 10-15 minutes for those who are completionists. Still probably not worth the work to do it, but better than 10 seconds.
  22. A companion to the KOTOR Mod Build Request Thread for requesting specific content for potential integration into the mod builds. Please see the KOTOR 1 thread for a (very) detailed breakdown about what the purpose of these requests are, and why I'm choosing to do them now. There is one part I would like to renewedly stress: completion of any of the below does not guarantee inclusion in the mod builds. Which is a bit of a pain in the ass, I know, but if I requested a lightsaber mod and you made one but each lightsaber had +10 STR and +20 ATK, that might be a bit imbalanced. That's an extreme example, but I hope you all follow what I mean: the more complex the mod is the more scrutiny I'll have to put it under to ensure it meets the builds' content standards. That means it might be of benefit to you to communicate with me during the development process, either here or on the Discord, to make sure that the mod as you're producing it fits the build standard, OR that we can setup an alternate install option with a different setup that does. - - - A Brief Breakdown: Mod requests are split into two broad categories: New Mods and Patches to existing mods. Generally speaking Patch requests will be easier, but I will also attempt to place requests in order of what I think the assumed difficulty of each request is. I will probably regularly be very wrong. Many of these requests will be discussed in the comments, and I recommend reading through the thread if you're just stumbling on it to get an idea of my discussions with other modders, as there are usually some good ideas circulating around how to implement some of these. As I mentioned previously, this list is never going to be exhaustive. If you have an idea for a mod that you think would fit into the builds well, feel free to reach out to me and discuss it, as long as you're comfortable with me giving you pre-release feedback. I'm happy to do so, but as I said I don't want to presume and initiate such a conversation on my own. Whenever a mod request is completed and I have tested and confirmed I would like to use it in the builds, I will remove it from this list. Whenever I come up with a new idea I will edit it into this OP as well as posting a comment talking about the new request. - - - Mod Requests: Malachor V Redux Recast Mira Negative Influence, Negative Consequences Influence that Actually Influences Restored Disciple Holocron Quest Expanded Jedi Training Exile Influencing Influence Tightened-Up Endgame Comprehensive Lightsaber Mod Comprehensive Melee Model/Texture Improvement Restored Bao-Dur Death Give Me Back My Goddamn Lightsaber Base Attack Bonus Alterations Uncertain Friends Ritual, What Ritual? Immersive Ingame Influence Patches/Alterations NOTE: Just because I list a mod here for patching does not mean that open modification permissions have been given by the author! Some of these patches can be achieved through standalone patches that require the original mod to function, but some of them might require receiving permission from the original author to proceed! Also bear in mind that, though I'm requesting patches for the below mods, there's nothing that mandates that the requested features have to be accomplished in the form of a patch. If you'd rather rework the entire mod (or multiple mods!) from the ground up in a different format, go for it, and let's see which is a better implementation! Peragus Sith Troops to Sith Assassins / Sith Assassins with Lightsabers Compatch Sith Assassins with Lightsabers Lightsaber Sanity Patch
  23. I figured there was and I just missed it, thanks. I'll take that one out of the list. I was very much not a fan of the implementation of SOTOR, which I believe this mod was based off of, so I haven't tried KSR. If it's solely a texture replacement without the additional features of SOTOR it might be worth taking a look at.
  24. I am lucky enough that I believe most modders are aware of what the mod builds are, and are broadly supportive of them and their objectives. I want to lead with saying I'm extremely grateful for the support that the mod community has consistently shown me; the builds wouldn't be where they are now without the cooperation of so many modders. But I think the builds can be better still, and it's time to start working towards that. In past updates to the builds, my focus has broadly been on reaching certain quality and feature thresholds. While I would include any new mods which caught my eye, I would focus on, say, textures for one revision, or features for another (like mobile support for Revision 9, or non-English support for Revision 10). I have--generally--felt that there was always something more for me to do on the backend, but with Revision 10, I have hit my sweet spot. That's not to say that further improvements aren't possible, but the builds finally reached a level of quality and breadth where I felt comfortable sharing them offsite. Most of the features that I can add on my own are done, and the builds are about as stable, modular, and user-friendly as I can make them without a whole team of volunteers to help. Which is, of course, where the mod community can come in. I have been hesitant to directly request mods before, or intervene to offer my opinions in the case of mods which are actively in development. The mod builds have exacting content standards, and I have been brutally cognizant of the dangers of making it seem like I am mandating the creation of content that fits my outlook and smothering content which doesn't. It's never been my intent to try to pidgeonhole modders into making the kinds of things I want, and so I have remained virtually entirely hands-off. But, as mentioned above, the time where I could improve the mod builds solely through spit and polish is beginning to draw to a close. The builds, just by nature of their existing feature base, are beginning to move from a point of refinement to a point of expansion, and I will be the first to admit modding is not something I can do. I need help. What I have settled on is this thread, and companion thread for KOTOR 2. Listed in these threads are an expansive--but by no means exhaustive--series of mods and patches that I would love to have available for the builds, but which I also think would simply benefit the KOTOR community more broadly. I intend to update these threads over time as new ideas for improvements strike me. If something catches your eye you can jump on it, and if nothing does you can move along and not be bothered. I think it's the best compromise state I can reach which will let interested modders know what kinds of things I would like to see without unfairly inserting myself into the development process. I should, however, stress the annoying part: completion of any of the below does not guarantee inclusion in the mod builds. Which is a bit of a pain in the ass, I know, but if I requested a lightsaber mod and you made one but each lightsaber had +10 STR and +20 ATK, that might be a bit imbalanced. That's an extreme example, but I hope you all follow what I mean: the more complex the mod is the more scrutiny I'll have to put it under to ensure it meets the builds' content standards. That means it might be of benefit to you to communicate with me during the development process, either here or on the Discord, to make sure that the mod as you're producing it fits the build standard, OR that we can setup an alternate install option with a different setup that does. - - - A Brief Breakdown: Mod requests are split into two broad categories: New Mods and Patches to existing mods. Generally speaking Patch requests will be easier, but I will also attempt to place requests in order of what I think the assumed difficulty of each request is. I will probably regularly be very wrong. Many of these requests will be discussed in the comments, and I recommend reading through the thread if you're just stumbling on it to get an idea of my discussions with other modders, as there are usually some good ideas circulating around how to implement some of these. As I mentioned previously, this list is never going to be exhaustive. If you have an idea for a mod that you think would fit into the builds well, feel free to reach out to me and discuss it, as long as you're comfortable with me giving you pre-release feedback. I'm happy to do so, but as I said I don't want to presume and initiate such a conversation on my own. Whenever a mod request is completed and I have tested and confirmed I would like to use it in the builds, I will remove it from this list. Whenever I come up with a new idea I will edit it into this OP as well as posting a comment talking about the new request. - - - Mod Requests: Yavin and The Great Hunt Yuthura as a Companion Return to Dantooine Dyanmic Juhani Alignment Stealing is Bad, M'kay? The Hutt of Dantooine K2 Loot Bashing Back-Port Saving the Infected Republic Soldier Make T3 An Actual Character Tatooine Temple Restoration Additional Crystal Cave(s) Believable Selkath Takeover Actually Hard-to-Navigate Shadowlands Leviathan Command Deck Difficulty Increase Peace on Lehon Restored Swoop Upgrade Functionality (Fulfilled by Salk here, not yet tested for integration) Sewer Consolidation Back-Porting of TSL Areas to K1 Bastila Needs to Hide - Fulfilled by @Salk, pending testing. Krayt Dragons are Hard to Kill Hulas Has No Reason to Fight (fulfilled by @N-DReW25 here, new version not yet tested for integration) The Endar Spire is Actually Blowing Up Leviathan Bridge Difficulty Increase Kill/Capture Marlena Malak Knows What's Coming Force-Sensitive Slaves? Uthar's Room is Off-Limits Vorn Has a Pearl Mission Needs to Pay Attention Comprehensive Lightsaber Mod Comprehensive Melee Model/Texture Improvement Visually Distinct The One Unique Player Clothing Twi'lek Don't Disappear Star Forge Spawn Sanity Module Swoop Racing GUI Fix Why Are We Fighting? Hukta Jax's Threat Tarentatek-Be-Gone Less Ridiculous Rakata Temple Entrance Animation Going into Shock is Good for You When I Say Leave, Leave Ajuur Medical Supplies Respawn Geno'Haradan DS Sanity Patch Canderous Has Implants Deep Dune Sea Gaffi Drops
  25. Snigaroo

    Zoomed Out Minimap

    Extremely blessed content, I'll be trying this out to see if it works on Legacy during my next build test.