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Everything posted by Snigaroo
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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.
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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.
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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.
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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.
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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: The mod requests below are split into several categories based on the type of each request, such as Bugfixes and Quest Mods. Within each of these categories, requests are ordered based upon the assumed difficulty-to-complete of each request. 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: Balance: No Class Skills, Only Cross-Class Feats Room Alignment Sanity Patch Artillery Kreia Ravager Difficulty Increase Czerka Mercenary Placement Tweaks Kressh's Tomb Gated by Prestige, Not Alignment Improved Throw Lightsaber Canderous Doesn't Face Nihilus Nerf T3's Shock Arm & Infinite Shield Buffed "True Lesson of Strength" Fury Foils Force Malachor is Toxic Consular-Sentinel Skill Sanity Remove Poison Immunity from Valor Batu Rem Only Attacks the PC Bugs, Oversights & Immersion: Zuka Swap The Exile's Impassioned Defense HK-50 is Clearly Guilty Lightsaber Rarity and Construction Manning Turrets Isn't Useless - Fulfilled by @offthegridmorty here, pending inclusion Ritual, What Ritual? Telos Mercenaries & Sullustan Poorly-Acted Sith Soldier I'm Right Here Kreia Handmaiden Fight Buff Resetting Ramana & Red Eclipse Debt Reset Jailed Lorso Bao-Dur's Peaceful Beach Conversation Delayed Story Cutscenes Move Meditation Envy Bostuco is Invisible? Fast-Travel from Ravager Bridge Trayus "Kneeling Sith" Sense Check Pato Ado Short-Term Memory Fix Exile-Nihilus Dialogue Adjustment I Didn't Mean to Kill Them, I Swear! Berun Blight DS Points Miscellaneous Minor Dialogue Adjustments Properly Gating HK's HK-50 Dialogue - Fulfilled by @N-DReW25 in "Kotor II Restored Content Plus," not yet tested for implementation. Companions & Influence Mechanics: Recast Mira Negative Influence, Negative Consequences Influence that Actually Influences Expanded Jedi Training Exile Influencing Influence More Companion Activities During Endgame Delayed Companion Dialogue Atton the Savior Handmaiden/Visas Lockout Warning Another Mandalorian Squad How Does Canderous Know Dhagon? T3 Actually Breaks Speedy Bao-Dur Visas is Quick, but not That Quick Hanharr Recruited in the Tunnels Old War Buddies Delayed Companion Alignment Dialogues Kreia is a Historian Kreia Wants to be Forgiven Handmaiden Sister Showdown Knockdown Remove Visas's Superfluous Peragus Dialogue Yes, I Know Others May Come With Time, With Experience. Thanks. Immersive Ingame Influence Kreia Doesn't Crush Combat Bark Sanity Patch Equipment: Wearable Nihilus Mask Unique Gear Usable by Jedi Classes Proper Jedi Master Sabers Miscellaneous: Choppy Malachor Scene Transitions Corpse Misalignment Models, Textures & Visuals: Mod Build-Aligned Comprehensive AI Upscale - PARTIALLY fulfilled by @redrob41's Character Textures and Model Fixes, though there are plenty more textures to address Repair the Ebon Hawk Comprehensive Lightsaber Mod NPC Overhaul Ludo Kressh's Tomb Unique Zones Damaged Ebon Hawk Retexture Onderon Uniform Reformation - Fulfilled by @Sith Holocron, mod not yet released. Differentiated Mandalorian Gear Comprehensive Melee Model/Texture Improvement Fixed Post-Telos Ebon Hawk Lightmaps Different Peragus Doors Hole in the Floor of G0-T0's Yacht & Nar Shaddaa Entertainment Module AD Towers Need Bore Holes Carbon Scoring on Tienn Tubb's Walls Dhagon Ghent's Pale Mouth Low-Poly Quarren Fix Damaged Starboard Engine Improved Texture Overhauls & New Planets: Restored Mentor Atris Malachor V Redux Rebalance of Inflated Stats & Gear Assault on Khoonda Rework Patches & Submods: NOTE: Just because I list a mod here for a patch request does not mean that open modification permissions have been given by the author! Some 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! To the authors of the mods that I am requesting patches for, the presence of any of your mods here is not a snub, please don't take it that way! I request patches in this way because I don't want to ask you to spend your time to make fixes to bugs that might not exist without interference from the mod builds, or changes you might not agree with. If you'd like to personally make these changes by all means I welcome it, but I place these requests here so as not to seem like I'm demanding you make adjustments personally on my behalf. Finally, please also bear in mind that, though I'm requesting patches, 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 setup from the ground up in a new mod, go for it! TSLRCM Shuttle Enhancement @Ol' Cappy's Companion Starting Armors Endgame Integration with @Kexikus's Visually Repair HK Dialogue Delay Integrated with @Kexikus's Visually Repair HK Unknown Incompatibilities with 222TEL Sojourn Cutscene @DeadMan's Quarterstaff Replacement Pack TSLRCM HK Factory Patches TSLRCM Visas Fight: Invisible Saber @Pavijan357's TSLRCM Tweak Pack @Hassat Hunter's Kinrath Egg Bash Crystal Drop @danil-ch's Extended Enclave Dialogue Rearrange TSLRCM Companion Training Revert Quests & New Zones: The Great Polar Academy Heist Korriban Tomb Access Tunnels Shut Down the HK Factory Before Endgame Restore Dreshdae Czerka Sucks Abandoned Ithorians Sion the Apprentice Give Me Back My Goddamn Lightsaber Ruined Enclave Landing Pad Fake Holocron Salesman Local Mandalorians Unhappy About Murder Saedhe's Misdirection Three Captains Impact Kiph the Slicer's Blocked-Off Room Helping Gormo Batono Double-Deal Restored Content: Tightened-Up Endgame Restore the Ravager's Crash into Citadel Station Scripting & Features: Improved Improved AI Balanced & Stabilized Assault on Dxun Mandalorian Base Expanded Bashing Uncertain Friends Gammoreans are Dumb, but not that Dumb Unskippable Tutorial Sith Assassin Suffering Don't Steal from the Handmaidens Expanded Text for Enlightenment & Crush Unlocks Party Using Shields on Ebon Hawk Gather Your Party Before Venturing Forth
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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.
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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). I have always felt that there was something more for me to do on the backend, but with Revision 10 I 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 across many platforms. 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. 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: The mod requests below are split into several categories based on the type of each request, such as Bugfixes and Quest Mods. Within each of these categories, requests are ordered based upon the assumed difficulty-to-complete of each request. 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: Balance: Believable Selkath Takeover Swoop Overhaul Leviathan Command Deck Difficulty Increase Krayt Dragons are Hard to Kill CHA Items for DS Players Leviathan Bridge Difficulty Increase Star Forge Spawn Sanity Module Buffed Dueling Twitch is Hard Sentinels With Skills Bugs, Oversights & Immersion: Bastila Needs to Hide - Fulfilled by @Salk, pending a retest after the initial version. Mission Needs to Pay Attention I'm Within Milliseconds of Winning Screw You Sith Armor Allows Force Abilities Party at Davik's - Fulfilled by @Salk here, not yet tested for integration. Carth and the Player Both Require Sith Uniforms Vorn Has a Pearl - Fulfilled by @Raven-Fal here, to be tested for inclusion Twi'lek Don't Disappear Why Are We Fighting? Tarentatek-Be-Gone Tusken Aren't Blind Less Ridiculous Rakata Temple Entrance Animation Going into Shock is Good for You Geno'Haradan DS Sanity Patch Yuthura Opens Up Companions: Yuthura as a Companion Dyanmic Juhani Alignment Make T3 An Actual Character Zaalbar and Chuundar Being Revan is Kinda a Big Deal Miscellaneous: Sewer Consolidation Geometry Problems Enemy Diversity Models, Textures & Visuals: Mod Build-Aligned Comprehensive AI Upscale - PARTIALLY fulfilled by @redrob41's Character Textures and Model Fixes, though there are plenty more textures to address Dynamic Player Head Use - @N-DReW25's NPC Diversity mod contains this feature, but is not yet tested with the builds Comprehensive Lightsaber Mod The Endar Spire is Actually Blowing Up Comprehensive Melee Model/Texture Improvement Visually Distinct The One Unique Player Clothing Swoop Racing GUI Fix Overhauls & New Planets: Yavin and The Great Hunt Return to Dantooine Patches & Submods: NOTE: Just because I list a mod here for a patch request does not mean that open modification permissions have been given by the author! Some 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! To the authors of the mods that I am requesting patches for, the presence of any of your mods here is not a snub, please don't take it that way! I request patches in this way because I don't want to ask you to spend your time to make fixes to bugs that might not exist without interference from the mod builds, or changes you might not agree with. If you'd like to personally make these changes by all means I welcome it, but I place these requests here so as not to seem like I'm demanding you make adjustments personally on my behalf. Finally, please also bear in mind that, though I'm requesting patches, 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 setup from the ground up in a new mod, go for it! K1CP: Star Maps Quests & New Zones: The Hutt of Dantooine Additional Crystal Cave(s) Peace on Lehon Back-Porting of TSL Areas to K1 Sneak Into the Sith Base Saving the Infected Republic Soldier Kill/Capture Marlena Force-Sensitive Slaves? Restored Content: Tatooine Temple Restoration Scripting & Features: Stealing is Bad, M'kay? More Skill Checks K2 Loot Bashing Back-Port Actually Hard-to-Navigate Shadowlands No, I Don't Want to Gather My Party Before Venturing Forth Malak Knows What's Coming Uthar's Room is Off-Limits Hukta Jax's Threat When I Say Leave, Leave Ajuur Medical Supplies Respawn - Fulfilled by @Salk here, not yet tested for integration Deep Dune Sea Gaffi Drops
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Hello all! Some of you may know that on the subreddit we have a tradition of doing a May the 4th survey, to poll our users on subjects including their opinions on the KOTOR games; mod preferences; and subreddit feedback, just to name a few. In the past I've shared these surveys on an individual basis with a few DS users I knew went to the sub often, but held off sharing them more broadly since they were meant to be for frequent users of the subreddit only. That ends this May 4th! Myself and the other subreddit staff pulled overtime and heavily restructured the survey, setting it up to dynamically redirect respondents past any section which doesn't apply to them so that we're now able to collect data from both subreddit regulars and the broader KOTOR community, then later split that data back apart if we so wish. That means the subreddit surveys are now accessible to everyone, and nobody will see sections that don't apply to them. I'm happy to now be able to share them here on Deadlystream! You can fill the survey out here. It will be open until at least June 4th, and probably at least a few days after. When we close the survey we expect to need about 2-4 weeks to sift through the data and get it presentable, and will then share the results on the subreddit, in the /r/kotor Discord, and in this thread as well. Please feel free to ask any questions you may have, and thank you if you decide to participate!
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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.
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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.
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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.
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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.
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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.
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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).
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Version 2.0
20,049 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 has the potential to 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 class & attributes, with 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. For example, in Thematic Sith Lords, Sion has extreme STR and CON, but poor WIS and INT, and abysmal DEX and CHA. 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 where 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. Additionally, for the 2.0 release of this mod the entire mod was reworked from the ground up with even more comprehensive alterations, as well as including the Visas ambush fight in the list of edits. The 2.0 changes were extensively tested for realism, balance & difficulty, and a full list of all the alterations made to each Lord is included in the file download for those who would like to see exactly what I did, as well as a brief explanation for why. 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 three features which other difficulty mods for the Lords often don’t: it makes adjustment to Visas’s ambush of the party on the Ebon Hawk; it modifies the Sion fight on Korriban as well as 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. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies, or who used the 1.0 version of Thematic Sith Lords, 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. I will note as an aside that there is one fight that is abnormally difficult: Atton vs. Sion. But I view this as being realistic, and designed it this way purposefully: Atton is an above-average Jedi at best going against a Sith Lord, and there should be a real chance of him losing there. It should be a major triumph if you can evade Sion. 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. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Sith Lords’s module-based edits. 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, choose which of the two main modules you would like: Standard (base changes only) or No Force Rating (removes the saving throw bonuses to DS characters in the Korriban Sith Academy, which can make the Sion fight there more difficult). Once you have chosen your preferred module, select your game directory (the one with the .exe file in it), click “install mod” and you’re done! 4. Optionally, if you would like Visas to appear as a Sith Assassin during her ambush, re-run the installer after installing your chosen base module and select the “Sith Assassin Visas (Optional)” install option, then install that module also. 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. Special thanks to @DarthParametric for his help with putting the 1.0 release 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 cleaning up my changes.ini and applying the changes properly. Credit to @offthegridmorty for his “Visas Marr: Sith Assassin” mod, which inspired this mod’s optional module to change Visas’s class to Sith Assassin during her ambush on the Ebon Hawk. Premier thanks goes as usual to @JCarter426, who rebuilt this entire mod at my request for the 2.0 release, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. As of the 2.0 release, 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. -
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 has the potential to 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 class & attributes, with 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. For example, in Thematic Sith Lords, Sion has extreme STR and CON, but poor WIS and INT, and abysmal DEX and CHA. 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 where 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. Additionally, for the 2.0 release of this mod the entire mod was reworked from the ground up with even more comprehensive alterations, as well as including the Visas ambush fight in the list of edits. The 2.0 changes were extensively tested for realism, balance & difficulty, and a full list of all the alterations made to each Lord is included in the file download for those who would like to see exactly what I did, as well as a brief explanation for why. 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 three features which other difficulty mods for the Lords often don’t: it makes adjustment to Visas’s ambush of the party on the Ebon Hawk; it modifies the Sion fight on Korriban as well as 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. Difficulty, Balance & Testing Methodology Users who have tried other mods which make serious alterations to boss enemies, or who used the 1.0 version of Thematic Sith Lords, 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. I will note as an aside that there is one fight that is abnormally difficult: Atton vs. Sion. But I view this as being realistic, and designed it this way purposefully: Atton is an above-average Jedi at best going against a Sith Lord, and there should be a real chance of him losing there. It should be a major triumph if you can evade Sion. 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. The only exception is if another mod drops a relevant .utc file directly to the override, which will fully overwrite Thematic Sith Lords’s module-based edits. 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, choose which of the two main modules you would like: Standard (base changes only) or No Force Rating (removes the saving throw bonuses to DS characters in the Korriban Sith Academy, which can make the Sion fight there more difficult). Once you have chosen your preferred module, select your game directory (the one with the .exe file in it), click “install mod” and you’re done! 4. Optionally, if you would like Visas to appear as a Sith Assassin during her ambush, re-run the installer after installing your chosen base module and select the “Sith Assassin Visas (Optional)” install option, then install that module also. 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. Special thanks to @DarthParametric for his help with putting the 1.0 release 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 cleaning up my changes.ini and applying the changes properly. Credit to @offthegridmorty for his “Visas Marr: Sith Assassin” mod, which inspired this mod’s optional module to change Visas’s class to Sith Assassin during her ambush on the Ebon Hawk. Premier thanks goes as usual to @JCarter426, who rebuilt this entire mod at my request for the 2.0 release, and tirelessly put up with literally dozens of revisions of the mod as we fine-tuned the balancing. As of the 2.0 release, 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 12/16/2019 Category Mods TSLRCM Compatible Yes
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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).
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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.
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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!
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Guidelines for Reuploading Abandonware Mods For the purposes of the KOTOR modding community, ABANDONWARE will be defined specifically as mods which are no longer publicly available, whose authors have been entirely inactive on all known accounts or other methods of contact for over two years, and whose content was uploaded and readme written under the presupposition that their content would always be available for download on the official venue(s) of their choosing. For the purposes of this community, at the time of writing this definition also entirely disregards all mods which have ever been uploaded to DeadlyStream by the author or an agent of the author. When reuploading abandonware content, certain mandatory guidelines must be followed. If all the above is true and the readme for the mod in question (if present) contains no indication that reuploading the mod is against the wishes of the author, the following steps must be taken (and can only be taken by a DS admin): 1. Contact the modder on any platforms where extant accounts of theirs may still be present and informing them of the imminent content reupload, with instructions for requesting the content be removed if their stance on reuploading has changed from the stance taken at the point of writing their readme. 2. Create a DeadlyStream account with the name of said original modder. 3. Upload the modder’s mod under the new account, with all the original files and readme present, unaltered, and packaged in the original format. 4. Add a note to the bottom of the readme as displayed on deadlystream clarifying that the mod is an abandonware reupload of a mod created under the author’s name, and unequivocally stating that the mod will not be actively supported, nor is any user authorized to engage with the mod in any way which is impermissible by the mod’s readme. In the eventuality that a mod matches the definition of abandonware but does include wording which indicates the author would not approve of their mod being reuploaded, the potential reuploader must first ascertain whether or not the mod was uploaded to a site which would cause the user to believe the mod would be available for download on this preferred method in perpetuity. If there is reason to believe that the mod author wrote their readme with the knowledge that their content might not be available after a certain date (ex: utilizing an upload service on some sort of timer or temporary basis which would see the mod lost after a certain date), then the only way to see the mod reuploaded is to gain contact with and permission from the author; if there is reason to believe the author was active and aware that their mod had become undownloadable at the point at which its last official download went down and did nothing to correct it or actively refused requests to have their mod reuploaded and has only become inactive since this date, then the only way to see the mod reuploaded is to gain contact with and permission from the author. Only in circumstances where the mod author is thought to have become absent or inactive within the community before their mod first became unavailable; that the mod author made no statement or other indication that they would specifically deny the right to reupload their mods even in the eventuality that they specifically became unavailable on all official venues; and that the mod author had every reason to believe that their mod would always be available to download on the official venue of their choosing (or that they would be present to reupload it themselves) at the point of their disappearance is it acceptable to violate the readme in this one, specific instance. The steps for reuploading mods of this variety are as follows: 1. All due diligence must be made to contact the modder on all known or potential avenues of communication to inform them about the status of their mod and request instructions, including requesting permission for a reupload. If a reupload is permitted, steps can proceed from step 2 above; if refusal, the matter of reuploading the mod is to be dropped in perpetuity. If, however, there is no communication for a period of over 1 month, an admin may move to step 2. 2. Send a second message to all known modder accounts made contact with in step 1 informing the original author of intent to reupload, and steps to confirm the move or request the mods removed. 3. Create a DeadlyStream account with the name of said original modder. 4. Upload the modder’s mod under the new account, with all the original files and readme present, unaltered, and packaged in the original format. 5. Add a note to the bottom of the readme as displayed on deadlystream clarifying that the mod is an abandonware reupload of a mod created under the author’s name, and unequivocally stating that the mod will not be actively supported, nor is any user authorized to engage with the mod in any way which is impermissible by the mod’s readme.
