jc2

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File Comments posted by jc2

  1. Lehon Mandalorian Expansion

       1,341    9

    On 6/14/2023 at 3:57 AM, EmperorArt said:

    This mod breaks the vanilla script dialogue when the Jedi meets you as you get off the Ebon Hawk for the first time on the star forge. 

     

    Edit: I tried it on an vanilla (no mods other than this one) had the exact same issue. Hopefully this get fixed soon. Would love to add this to my collection.

     

    What do you mean by breaks? Could you elaborate on when the dialogue breaks? Does it hard lock the player from opening the door and continuing with the game? 

  2. Party Leveler K1

       1,683    10

    On 4/30/2022 at 6:18 PM, PoopaPapaPalpatine said:

    Any chance on fixing the "Bastilla002.utc" file that causes the cut-start bug after Unknown World?

    It causes this? I did not know that, or had forgotten. I hope to look into this issue, could you elaborate on it a bit more? 


  3. On 3/19/2022 at 10:52 PM, Cooljedi said:

    Really cool design and honestly looks amazing. Seriusly, tales of the jedi is my favorite comic series and I hope that in the remake they make the qel droma robes look more "Unique" due to the lore that surronds it. Also, I want to check something with you. I can't see the robes and I was wondering what I am doing wrong. I unzip it in my override folder but I don't see any changes. Does anyone or do you know a way to fix this or am I doing it wrong?

    You installed it correctly, you can either find the item in game, or cheat using the following cheat code "giveitem g_a_jedirobe06" (no quotations) to get the item. Make sure you installed it into the correct game, that can be a common user error. 

  4. Party Leveler K1

       1,683    10

    14 hours ago, Masamune753 said:

    Great mod! I love the idea. 

    One callout on compatibility. If you have a mod that increases the number of Force powers, all the extra levels plus the preset powers can cause issues. 

    I used this mod by Shem for a modest increase (since I added powers). But with the powers given at lvl 1,  I had to choose every power available to Juhani when she joined. I haven't added Jolee yet. I suspect I will run into an issue where I won't be able to select any powers since I won't have the prerequisites, but will be locked out of continuing since I have to select something.

    That is unfortunate. 

    To solve your issue, I recommend seeking out other force power mods so that you have extra force powers to select to prevent being softlocked. 

    Here are a few suggestions: 

    https://deadlystream.com/files/file/1483-k1-force-enlightenment-power/ adds 1

    https://www.gamefront.com/games/knights-of-the-old-republic/file/four-force-powers adds 4 but you can upgrade them, so it actually adds 12.

    If these force mods are not to your liking, then until further notice, consider this mod incompatible with ShemL's Force Power Gain mod.

    • Like 1
  5. Train The Disciple

       2,090    5

    Just now, StellarExile said:

    I have a question. Do you need the broken comlink to have the conversation or will it trigger once you obtain it and initiate normal dialogue with Disciple and he's already trained as a Jedi?

    Use it to trigger conversation, conversation won't trigger unless he's a jedi. Feel free to send me a direct message, as that is more likely to get my attention, despite following my mods I am not always notified of comments. 

    • Like 1
  6. Train The Handmaiden

       7,822    24

    On 3/30/2021 at 12:17 PM, Bagram said:

    Yes I do have it installed through workshop, I used the directions Javi13 provided whis is steamapps ► workshop ► content ► 208580 ► 485537937, are they wrong? I installed the mod after Telos (went on Nar Shadaa after Telos and then installed the mod) which I guess explains why I don't have the comling and Bao doesn't want to give me one when I talk to him now. I installed the mod before I turned Handmaiden into a jedi but after she became one there is still no dialogue option to teach her anything. I also remembered that I have the master armband mod installed but neither me or Handmaiden are using said armband, I dunno if this could be the source of the problem.

    Just double checked the workshop modding guide on steam, yes that's where you should install it to. We can rule out installing it incorrectly, however,  you have passed the moment when the mod gives you the "broken comlink" item required for this mod to function; therefore, you will have to cheat the item into the game. To enable cheats follow this Steam guide > https://steamcommunity.com/sharedfiles/filedetails/?id=149123471. Then press tilde or the ` symbol and then type into the game (it will be invisible product of an unfinished game) giveitem jc2_comlhm . And that should give you the item, now to activate the item do the following: 1, you do not need to equip the item; 2, the item will show up in the HUD where you'd go to activate your energy shields; 3, the Handmaiden has to be either in your party or next to the player (like the Ebon Hawk). I will add a photo to this mod to show where the broken comlink will show up. Please remember the activating the broken comlink will initiate a special conversation that is independent of the normal dialogue, because it has its own dialogue file.

    Let me know if you have any more issues, I'd be happy to help. On a side note, the master armband mod, is that by any chance my Mentor Band mod? If so, that is certainly not the issue, as I tested them out and made this mod with the intention of being compatible with it. To answer your other question about Bao'dur, it is the unique conversation where he regrets going unconscious after crash landing on the TElos Academy surface, which grants the item, thus preventing the player from repeatedly gaining the object and making it compatible with any Bao'dur mod that edits his main .dlg file by not utilizing it. 

  7. Train The Handmaiden

       7,822    24

    On 3/28/2021 at 5:24 PM, Bagram said:

    Hmm, this mod doesn't seem to be working for me. I installed it and there are no dialogue options which allows me to teach Handmaieden anything. Tried on the ship and on two different planets. I have only  TSLRCM mod instaled from steam workshop, I've tried to do what Javi13 suggested and instal the mod where the  TSLRCM got installed and still nothing. Do I still need to get the busted comlink somehow or was it supposed to just work by talking to her?

    Hey Bagram, I'd like to help if you are still having issues. Just a few clarifying questions. Do you have TSLRCM installed through Steam WOrkshop? When you say tried to install the mod where TSLRCM was installed, were you successful in tracking down that folder and installing it? Did you install this mod before going to the Telos Academy for the first time? The busted comlink is the method of initiating conversation with the Handmaiden, trigger it standing next to her and you will access a unique conversation (this was done for mod compatibility which is why it is a bit weird) that will allow you to train force feats and powers to the Handmaiden. This requires, of course, you to fulfill the vanilla requirements to first make her force sensitive. You do need the broken comlink, if installed correctly, you would have recieved the broken comlink during a conversation with bao'dur right after your first conversation with Atris at Telos Academy. The broken comlink should be found where the "energy shields" are kept in your User Interface (UI), or HUD, so try cycling through your "energy shields" and see if you find a broken comlink. If you've already passed this point in the game and you still don't have it in your inventory try using the cheat code, which requires enabling cheats, " giveitem jc2_comlhm " (without quotes though). Let me know if you have any more questions or need any more assistance. 

  8. Improved Grenades

       34,655    11

    1 hour ago, StellarExile said:

    I'm wondering, do we move both the ncs and nss scripts to override or just one?

    Just move both the .nss and the .ncs into the override it won't cause any issues.

    • Thanks 1
  9. Improved Grenades

       34,655    11

    26 minutes ago, Reshki said:

    HI I only just now came back to play through 1 again after finishing 2... again (IDK why I always play them in reverse). I just now noticed you responded to me linking a kotor 2 version of this kind of mod. That link seems to be broken now, does that mod still exist?? Thanks for responding at all though! Hate I missed it though.

    My mod above is strictly a kotor 1 mod. The previous mod I had linked was on jumpstationz, which shut down several months ago, and was in fact for TSL. It may still exist, but I do not know where to find it.

  10. Visas Unmasked!

       6,727    27

    2 hours ago, IshojRomandy said:

    Hello i hope someone help me: i installed the mod but i didn't like the appearance, but for some reason i lost the backup folder and i cannot restore it :( Please if someone has the original appearance of Visas i will really appreciate it 

     

    Unless I am mistaken you should be able to re-equip her face covering. The cheat code is "giveitem visasshroud" this will allow you to swap between the vanilla Visas with face covering and the modded uncovered face. This might save some hassle of trying to uninstall, alternatively, you could try deleting p_visas.utc & visasbed.utc from the override, thereby the game will return to utilizing the vanila appearance. I think.

    • Thanks 1

  11. 17 minutes ago, IshojRomandy said:

    Nice mod, everything works fine except the hood :( How can i fix that so the hood looks like the one in your images?

    What seems to be the matter with the current hood?

    Edit: Please take into account RedHawke's words on the matter. "I say again, if you want the mod like the screenshots you will have to have My Revan The White/Star Forge Booster Pack or Mono-Giganto's Hooded Revan Robes mod installed when you use the Crimson Sith Templar Robes or they won't look like this."

    • Light Side Points 1
  12. Force Zeal

       1,093    10

    8 hours ago, FurryD1K said:

    Well, I definitely installed it in the right game folder, because the icon DID show up in the game, and it messed up all my other force power mods. I think I'm just gonna have to call the quits with this one. I really appreciate you reaching out and trying to help me with advice, though! Means a lot.

    Yeah, you did. I was wrong, too tired when I wrote that I guess. Well, its your call, but the solution could be as easy as just sending you the .nss script file itself that the installer seems to not find.

  13. Force Zeal

       1,093    10

    7 hours ago, FurryD1K said:

    Okay, so I've re-downloaded the mod and I think the files already come unzipped. The type of folder is a "File folder"; not a zipped folder. What comes up in the installer is the screenshot below. Also! How exactly do you go about using the Kotor Tool to compile the source script? Every time I try it gets aborted because of errors, as per the second screenshot below.

    This is a Kotor 2: The Sith Lords mod. This particular mod (perhaps this version of it) is TSL only. You've installed it to the wrong game, which is why everything has gone wrong. 

     

  14. Force Zeal

       1,093    10

    4 hours ago, FurryD1K said:

    When I tried installing the mod, the .exe installer was unable to "locate the compressed version of forcezeal.nss file". In the game, the power showed up and everything, but the animation and damage didn't work. Anyone know what to do? Thanks!

    Did you unzip the folder first? I just unzipped and installed without running into that issue and it works. The "forcezeal.nss" is the script that causes the animation to trigger and the damage to be done. Try unzipping the folder and then installing it, you may have to redownload the folder. If that still doesn't work, then you could use the Kotor Tool to compile the source script, but that's much more tedious and you'd have to be very certain that the rest of the installer worked, especially the spells.2da being patched correctly; otherwise you could have issues.

  15. Improved Grenades

       34,655    11

    2 hours ago, Threepkiller said:

    The new version doesn't include a compiled script and the readme now says to put the .nss file in override. I don't understand this, I thought the game could only read .ncs files and putting sources in override did nothing. What I am missing?

    Very much a mistake on my part, there are files that can be read as .nss I was under the false impression that this was such a file. I may have gotten this game confused with TSL, though now I'm questioning if I misunderstood something instead of miss-attributed. Nevertheless, thanks for posting this comment otherwise, it could have been broken for a great deal longer. To clarify for future readers, k_sup_grenade.ncs is the correct file to put in the override, the .nss version of it will have no effect. This has now been fixed in the readme and on the mod's description page above. 

  16. Saber&Melee Weapon Sound Mod

       3,836    20

    15 hours ago, Threepkiller said:

    @DeadMan You're supposed to put the original UNMODIFIED 2da files inside tslpatchdata. Anyone installing this mod who doesn't already have those in their override will end up with a broken game.

    I just double checked the files, all three 2da files are the UNMODIFIED original files within this tslpatchdata. Therefore, the cause of your issue is not stemming from the tslpatchdata folder, nor the installer's handling of the 2da files. It is possible that other mods are conflicting with this, or you may have not installed another mod correctly that did a similar thing (modified the same files). I'd suggest trying to get some help with a forum post, /r kotor post, or /r kotor discord channel, to find out what went wrong. 

    • Light Side Points 1

  17. On 2/3/2020 at 1:20 AM, Nooblord123 said:

    Hey, great mod! However I'm having a little trouble changing the sounds after installation. The default sounds work, however when I overwrite them in "streamsounds" with files from below, none of the sounds play. I'd appreciate any help! (Public Steam version TSLRCM 1.8.5)

    8 hours ago, JCarter426 said:

    I can't say since it was SH who exported those audio files, not me; and I talked to him and he says he doesn't know either, because there have been no reported problems for the mod in K1.
    It's possible the audio formats are different, but I won't have time to look into it for a while.

     

    If I recall correctly Steam version Kotor 2 doesn't allow .WAV files to play, so changing the format should fix the issue. I know this sounds extremely strange considering how the vanilla files are set, but this has been my experience and is my advice to getting these audio files to work.