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Everything posted by Snigaroo
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I've just approved it, thanks Thor! I've also marked that request as fulfilled in the OP.
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Yes, testing is completed for the current build so mods completed as part of these requests won't be tested for implementation until the next build iteration, which will probably begin testing work sometime around November of this year. So 10 months roughly before I am going to be pulling new testing material.
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Sure, all that sounds good to me. I look forward to playing the mod!
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As shocking as it is for me to believe this myself, I just put up by my count north of 115 mod requests. Blame Obsidian for making a flawed masterpiece--emphasis on the flawed.
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Interesting--I don't have anything against this, except it seems like something that Janice Nall wouldn't do if she knew what was going on. Getting on the whole Republic's bad side seems like a bit too much for a cautious shopkeeper, after all. If her dialogue were edited to indicate that she received the memory core from Davik's people and didn't know where it was from but the rest of the droid was built custom by her, I think that would work fine. I'd also want the player to not be able to discover that there was a partition until after they arrive on Dantooine (and there should probably be some event or interjection made by T3 that causes players who are used to him being useless realize that something new is happening with him and they should speak to him). Finally, it would need to be compatible with Recruit T3-M4 Early. Aside from that I don't have any specific things that I would be on the lookout for, aside from the general: well-written dialogue that has reasonably good player choice in terms of how they react to the revelations, and T3's changing personality.
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Hmm, good to know. I think I would still prefer to have a reversion, though, and leave it up to the players as to whether or not they want to risk experiencing the bug based upon their preferences. It seems uncommon enough--whereas the Star Map sequences themselves are grandiose enough--that I think many players would be willing to take the risk of a buggy sequence to be able to have full freedom of movement during it. I will list any such mod as Optional, however, and make it clear that it is technically reverting a bugfix.
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What exactly was causing that, and how did it manifest? I don't recall ever seeing anything, but perhaps I just got lucky, or perhaps the bug is rare.
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wip 4x Upscale+ Character Textures & Model Fixes for KotOR & TSL
Snigaroo replied to redrob41's topic in Work In Progress
I am incredibly enthusiastic about this project--it's something I know I have been hoping for for quite some time, as others have said, and I'm thrilled that you're personally looking over every output for quality checking. It's more than I'd ever hoped to see, and I'm eagerly awaiting it. With that said, however, I do want to sound a potential word of caution since this is intended to be a 4x package. I have a great deal of experience troubleshooting setups with an overabundance of texture data, whether that be from upscale mods or just a ton of handmade textures, and I can say definitively that the larger the file load, the quicker both games' native memory leaks are exacerbated, leading to save corruption if the game isn't restarted frequently. Indeed, for some of the existing 4x textures on the Nexus, the problem is so bad that they can cause save corruption just by a user trying to save the game in a particularly heavily-affected module, even if the game was only just restarted. In the worst-case, modules with too much texture data can be impossible to load in; I'm not sure of the precise reason behind this, but I suspect there's some sort of backend texture throughput budget which, if breached, causes the save load to fail. Now, most of the problems that lead to these behaviors are rooted in using only .tga textures, and lighter-weight .tpc textures can greatly reduce the strain--but still, there are limits to how much reduction can be expected, and any amount of texture load per-module which is in excess of 50mb, I would say, is likely to at least slightly reduce the amount of time it takes to begin experiencing memory overflow. With that in mind, it might not be a bad idea to make different texture sizes, if at all feasible: 4x for users who are willing to restart their game a little more frequently or who have access to large address aware packages that can allow the executable to use more RAM (and thus ameliorate the memory overflow), and a 2x package for other users (such as those who have the game on Steam, where the encrypted executable leads 4GB patches to fail on the original game's .exe). I think having options for both would be very helpful, as long as it wouldn't require you to redo every texture from scratch. -
I have edited the OP for a bit of extra clarity, adding mod request categories rather than just ordering the whole list by presumed difficulty. I've also added six new requests: Being Revan is Kinda a Big Deal under Companions; Mod Build-Aligned Comprehensive AI Upscale & Dynamic Player Head Use under Models, Textures & Visuals; K1CP: Star Maps under Patches & Submods; Sneak Into the Sith Base under Quests & New Zones; and More Skill Checks under Scripting & Features.
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View File Thematic Jedi Masters Thematic Jedi Masters Premise A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary. When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are. Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation. Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people. For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download. Why Use Thematic Jedi Masters? As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight 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 Jedi Masters is likely for you. Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest. This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing. Compatibility This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits. Installation 1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. 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 myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me. Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image. Submitter Snigaroo Submitted 01/03/2025 Category Mods TSLRCM Compatible Yes
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Version 1.0.0
1,600 downloads
Thematic Jedi Masters Premise A little while after I released Thematic Sith Lords, this mod’s companion, I was approached by the user Starwarsnerd with a request for the same treatment for the Jedi Masters. I told him I would consider it but I believed the Masters were well-balanced and, at the time, didn’t think it necessary. When I started working on the 2.0 release of Thematic Sith Lords I decided to check on the Masters just to confirm everything was well, and I was instead floored by what I saw. All the Masters were the same class; their attributes were wildly out of proportion to their natures; their feats and powers seemed ill-thought-out—hell, in Zez-Kai Ell’s fight he doesn’t even have Force points at all! I expected a garden and found a desert, and so here we are. Just like its elder sibling Thematic Sith Lords, Thematic Jedi Masters is not a conventional difficulty mod. The objective isn’t to make each fight difficult, but unique; to, as best as I’m able, reflect each Master’s personality, philosophy and capability in the stats they’re given. Because of this, unlike Thematic Sith Lords this mod does not have any elements of a “rock-paper-scissors” fight design; unlike the Sith, none of the Jedi Masters are so abhorrently one-dimensional that they could be only capable of one thing and vulnerable to all others, such as Sion is. Rather, this mod takes the approach that each Master’s obvious specialty should be highlighted, and their other abilities treated as realistically as possible given their age, temperament, class and so on. This is where Thematic Jedi Masters focuses: differentiation. Unlike the basegame fights against the Sith Lords, which can at least be said to have enemies designed around certain archetypes, all the Jedi Masters (except Atris) are set up as Guardians with very little differentiation. Thematic Jedi Masters starts by making Zez-Kai Ell a Sentinel and Vrook a Consular—both, I think, with justification—to ensure the Masters themselves represent the Jedi well. From there their stats are designed both around these new classes and their behaviors as Jedi: whether they take risks like Kavar or are furtive like Zez-Kai Ell. In the end, what results are Masters that all feel very different, and much more true to who they are as people. For those who’d like to see exactly what was done and an explanation of the rationale for why, a full list of changes made is available in the download. Why Use Thematic Jedi Masters? As noted, Thematic Jedi Masters isn’t a difficulty mod, as most mods that touch on the Masters would be. The goal is to make each Master a realistic reflection of their natures; to make them fight 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 Jedi Masters is likely for you. Thematic Jedi Masters also has several features which other difficulty mods often lack: it consistently adjusts both the Master’s first encounter on their planet of choice (including Vrook’s initial fight in the Dantooine crystal cave) and their appearance in the Restored Enclave; it includes changes to Atris; and it uses the TSLPatcher to inject .utc edit data directly into module files for maximum compatibility. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies may justifiably be concerned about difficulty and balance. I’d like to disclose how these fights were tested to hopefully put some of those concerns to rest. This mod was tested with two DS characters, one Sentinel/Marauder and one Sentinel/Lord (although only DS characters were used in the test, none of the fights were won with unique powers or abilities which would make them viable on DS but not on LS builds). Both test characters were built well but not min-maxed, and for each battle the use of items (consumables or shield charges) was forbidden: I had to be able to beat each opponent with only melee and Force abilities. Some of the fights were still very difficult, but each could be won without needing to resort to cheesy tactics. For any player with an average or above grasp of D20 mechanics, I believe you can use this mod without concern. Beginners to d20 systems may need to turn the difficulty down for these encounters in some cases, but should still be able to beat them even with sub-par builds with a bit of clever positioning and pre-buffing. Compatibility This mod should be compatible with anything and everything else that doesn’t edit the Masters’ .utc files. Even mods that do so shouldn’t break this, they might just edit some of the same data. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Jedi Masters’s module-based edits. Installation 1. Download the file and unzip it to any folder of your choice (except for the game directory) using a program like 7zip or Winrar. 2. Run the TSLPatcher.exe, click “install mod” and, when prompted, choose your install folder and confirm. 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 myself credit for the idea and the balance settings (if you choose to retain most of these edits) & JCarter426 credit for the mod’s development, go for it. You don’t even need to ask me. Premier thanks goes as usual to @JCarter426, who built this entire mod at my request, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. This mod is much more his than my own and I am tremendously grateful for his help. Thanks also to @doctoramanda from the KOTOR Discord for her help making the "preview" image. -
I don't know why I don't get notifications when replies are made here, I'm sorry for missing this. No, without knowing what other mods you're using I'm not sure what could have happened. If you were an extremely high level Nihilus's vitality bonus could have gone crazy, but that would require you to have been using mods that allow you to go far past the basegame's effective level cap. The 2.0 version of the mod, just released, should make such things less of a problem, albeit not entirely absent. This mod is designed assuming basegame level progression, even though it is broadly compatible with everything else from a difficulty standpoint.
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Coruscant Landing and Takeoff Videos (for Jedi Temple Mod)
Snigaroo replied to Sith Holocron's topic in Mod Requests
Your feelings on the matter aside, this is a thread in the mod request section reflecting a specific mod request which your project doesn't adhere to. This is the kind of project you should show off and discuss in a WIP thread of your own, rather than in a related but ultimately incompatible mod request. -
Thanks for this Salk, I'll work on getting it integrated as soon as the next build revision comes 'round.
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Well, I definitely wouldn't like to see Vitiate. I was thinking that it would be visions which were confused and inconsistent, such that you wouldn't even understand what you were seeing without the context of K2. In other words, it wouldn't be obvious that the tomb was even supposed to be showing you your past, present and future--it would seem like it was only showing strange relevatory visions, at least to those without knowledge that you are Revan. A battle scene from the Mandalorian Wars, a dialogue between a phantom figure and Malak, two mirror NPCs using your face, one LS and one DS, arguing wordlessly with one another; vague visions which don't mean anything on their own, but which imply something isn't quite right. Reiterating, though, that this is still a thought experiment. If somebody made this I'd test it, but I still think Kressh's tomb is best-served as a K2 exclusive.
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The underlying concept sounds of interest to me (though obviously I'd need to see how it appeared ingame), but with no intent to insult I don't like many of the ancillary ideas--I prefer the Sith students in the robes used from JC's Back in Black and I especially don't like the idea of the cameos, both of the more commonplace NPCs but especially of Kreia. One of those (Lorso, given that she was after all Czerka) would be fine, but all of them together stretches coincidence past the breaking point and shatters the suspension of disbelief, in my view. Modders don't (and shouldn't) make mods for me, outside the times when a modder deliberately takes on a request here to do so--that's both expected and how I prefer it, so I'm not asking you to change your vision in any way. This is just to let you know that it sounds like the kind of project I probably wouldn't include in the builds. Well, that is indeed the problem as I mentioned in the original sting for the use of the Tomb. I'm in no way attached to using the tomb specifically, but at the same time I don't think that just because it still has loot in it in KOTOR 2 there's no way to use it in the original. If the PC enters the tomb and it's established that his visions are much stronger than the ones the Exile experienced because of Revan's much stronger connection to the Force, the entry to the tomb could be treated like a sort of bad trip where the PC is almost completely out of it through the entire tomb, and only regains sense when they leave, never taking anything significant with them. Though I reiterate, this is mainly just a thought exercise on my part to argue that even seemingly-unusable modules can probably have the gap bridged with some creative concept for their use. I think not using Kressh's tomb would probably be better.
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I don't know why I didn't get a notification about this, sorry about that Salk--no worries on the timetable. We are looking at next build release for integration anyway, so there is plenty of time.
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I Can't Travel Away from Dantooine!
Snigaroo replied to CrashBandiTeam's topic in General Kotor/TSL Modding
And I'm quite sure that "no good reason" doesn't amount to you willfully violating the rules of those sites and then, when informed of the violation, saying "oh your rules aren't real and shouldn't affect me." If you had been actually apologetic and provided proof of purchase, there would have been no issues. Instead, you chose to state that you refuse to adhere to the rule and find it foolish. Well, you can add another forum that's banned you to your cap--though I'm sure you won't learn a thing from it. -
I don't think you need to worry, I've just learned not to test content outside of a full build revision. Last couple times I tried things went... badly.
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I see it was uploaded, I've approved it and marked that request fulfilled. I'll leave it in the list until I'm able to test it next revision, but I don't expect any problems with integration. Thanks Salk!
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Aha! That was what I was thinking of--I'm glad I'm not quite as out of my mind as I thought.
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Wow, 0/2 eh? I must have really been spacing out when I was listening to their dialogue.
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Ah, I just remember him talking about swoop stuff and misremembered him saying he had items in stock. If that's the case, I think only the Czerka clerk on Tatooine explicitly mentions owning parts, but I am much less expert in K1 than K2, so even having just replayed it I might not know about edge case dialogue where other merchants might mention swoop items.
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I don't know how I missed this in my initial notes, but I have added one additional request that I forgot (Make T3 An Actual Character).
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See that's what had me incredulous, differentiation of texture is definitely important but I also very much wanted his off-hand weapon to be shorter to make it visually clear that both weapons weren't tailor-made for him in the same set and were instead scavenged, and that's why I thought it wouldn't work as easily, because at best they'd need to be kept as vibrosword models to retain BioWare's edited statline. Part of me is glad that I had the right impression of what was possible in KOTOR terms, even if this now makes it more annoying to decide what to do.