jc2

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Everything posted by jc2

  1. jc2

    Rebels Finale

    ..... SPOILER There's a fan theory of Rex on Endor as the old bearded rebel, you guys should check that out. Grand Admiral Thrawn living is good news. Askhoka is still breaking continuity with her not being dead....
  2. The first few minutes were down right hilarious! I agree with his final judgement of K1. But, he could have looked a bit more into the combat system, I think as a game review he should have taken the time to understand the rolling(dice) mechanics for different damage/attack/attributes benefits and cons. The feats and force powers could have used a better highlight, regardless of his personal judgement on it. Don't get me wrong, I don't feel the need to nitpick or criticize him or even have the desire to do so. I'm merely mentioning my opinion, in an offhand way, so please don't take this as an argumentative post, though I would welcome your rebuttal if you have any. To reiterate, I did enjoy his video.
  3. I'm losing motivation, on just about everything, and it sucks!

    1. Canderis

      Canderis

      Dude, I can relate so much.

    2. LDR
  4. Maybe... But actually the mods he used came from nexusmods.com particularly this new guy FENS, who did the Carth, Juhani, Canderous, and Mission, re-skins shown. I think it is only proper to give credit to Fens. I'm fairly certain he used K1R too, since he was able to Juhani's quest to work, and, correct me if I'm wrong, but I think he used a deadlystream mod that turned Xor into a human, which is a mod by Leilukin. http://deadlystream.com/forum/files/file/1091-human-xor-restoration/
  5. That was a good review! I think he could have bothered to mention the mods that he used and acknowledged that mods existed to improve the graphic quality. Even the description doesn't give any credit to the modder's who made the mods seen in the video. At 39 minutes, he incorrectly state that Revan reveal scene was on Korriban, when it was clearly on Lehon (Unknown World) due to the Rakata Statues seen behind Revan. Other than those two points, his video was well put together.
  6. If you've played the K1R, Kotor Restored mod, then you'd know that was the restored lower vulkar gang section. It was originally cut by Bioware, but as you can see the files still remain. I'm guessing you haven't, no offense meant, but you may want to check it out because it restores that module. Therefore, I'd suggest you look at the K1R version of it, even playing through it would give you a decent concept of what it is, and that should satisfy your question. I'm curious about your intentions as a 3D modeler, are you considering working on a module for a mod, or simply curious about the game's files?
  7. Yeah if I recall, that was your Script Shack right? He was trying to get a door to open at a specific time. From what I remember in Glenn's Script Shack was that he was trying to do a TC mod, just thought you'd find that interesting to know.
  8. I certainly support this idea, but lack the know-how to do it.
  9. jc2

    Train The Handmaiden

    If you have the steam version, do you also have any mods you are subscribed to in Steam workshop? It might be that you have a mod conflict you are unaware of. Or it could be something else, but I've test this out and was able to get it to work when I had the handmaiden on a planet, didn't try the ebon hawk though. So try talking to her on a planet and see if you can get it to work. Additionally, I updated the file so you may want to either a) reinstall, or copy and paste only Handmaiden.DLG file into your override. The update should* allow you to speak to her on the Ebon Hawk as well as on any planet.
  10. jc2

    Train The Handmaiden

    Did you speak to her on the Ebon Hawk or when she was a current party member on any planet? I put the option as "Your training must continue, and I have much to teach." This option should appear after she says "Yes?" Try changing locations before speaking to her and/or Ebon Hawk and any planet. I will update this so that it shows up under the reply options to "You may ask" thus making it any option in almost every dialogue branch she has.
  11. jc2

    Train The Handmaiden

    Just a few questions first: Do you have the Handmaiden as a party member? Have you maxed out her influence and converted her to be a jedi like the Vanilla game allows you to do (my mod doesn't add the option to train her to be a jedi). My mod allows you to teach some elements of the force to her IF she's already a Jedi, such as Force Focus form, or Juyo Form, or Beast Control (force power). Therefore, unless you have her as a jedi, then my mod won't take effect until she becomes a jedi.
  12. Embarrassing truth about me: I never cared nor noticed the absence of Bao-dur....

    1. Mellowtron11

      Mellowtron11

      He was also weak and fragile in a fight. Another problem is that it seems the writer(s) stopped writing for his character after his introduction and his Jedi Conversion.

    2. valas991

      valas991

      hah

      Finally, i am not alone with this.

    3. jc2

      jc2

      @valas991 ahah nice to know you feel the same! @Mellowtron11 yeah, though there is that encounter with Mandalore (TSLRCM) that shows them fighting about the Mandalorian Wars, which gives him some characterization. Mira is even worse tbh, like GO-TO has more content than Mira.

    4. Show next comments  57 more
  13. Wait really? I'm gonna have to check those out, what's the full file name for those VOs? Do you know if Disciple has any lines in regards to training? Additionally, if someone wants to remake/restore this in a potential TSLRCM update, then I'm all for that. Don't get me wrong, I'd love to update it to fit a potential TSLRCM update, but I'd understand if it wasn't done quite like TSLRCM crew would want it done.
  14. Even those personally, I won't have any use for this, I will still look forward to its release! Best of luck finishing it!
  15. By all means, let me know if you would like some help setting up the tslpatcher for that.
  16. yes, it would be as simple as that. Though I would recommend installing them into the override and then editing them in case you mess up. Also you'd find their feats under the "feats list" as numbers. These numbers are referencing the names found in feats.2da, which you'll want to open up using the Kotor tool to extract and open, then you'll know which you are removing. In case you accidently remove one of those unique to class feats, or want more control over what you are removing. Unless you want to remove everything, then by all means remove everything and don't bother checking the feats.2da file. Same goes for force powers, check the spells.2da and the "spells list" struct. As for the Skills editing, I'm not 100% sure, but I believe you can edit them as well under Skills List, though I have 0 experience myself with editing that.
  17. Add a global boolean, often global numbers are better, into the globalcat2da, add row "insert tag here" Setting script for global number below, also set it to fire somewhere. Void main() { SetGlobalNumber("insert tag here", 1); } /// THEN int StartingConditional() { if(GetGlobalNumber("tag") == 1) { return TRUE; } return FALSE; } place the above in the Conditional section on the first line of the desired "unlocked dialogue option" See FS Script shack for more information on this.
  18. Here you go. Canderis' Files 4.7z
  19. Yeah, when it comes to PlaySound I think it has to be within the Sounds Folder, I remember this giving me issues. So you'll want to go inside the Sound folder and replace those sound files directly. The Tach sounds are super annoying, you can turn adjust the volume via the choices provided, that helps. I think if you bring down the sound efffects and increase the voices, that would help. Also, I believe you might also find that the Tach sound is listed within the Module under sounds played in specific areas at random locations and/or specific intervals.
  20. jc2

    April Fools Modding

    It's more of a joke mod than a fool you mod, so the nature is not to deceive but to entertain. Otherwise, you'd have a very strong point.
  21. I think this would be a welcomed addition! Best of luck finishing it! Personally, I won't use it because I love being able to solo HK factory, but still it looks like a great idea, and I've heard plenty of people express that the factory was too hard. More power to you!
  22. I think you might enjoy checking this mod out by Curtis1973 : https://www.nexusmods.com/kotor/mods/1145 It is strictly reskins of several NPCs and shouldn't cause any conflicts, unless you already have reskins of those people. Not, entirely sure if you are looking for this from what you wrote, but I think you'd be interested in this for all of those random NPCs that don't look very good.
  23. Welcome to DS btw! 1) those files have to do with the Interrogation scene, so no effect. 2) you'll have to resume a save before entering that module, otherwise removing the module from the Modules folder won't have any affect. It's the kotor rule of load a save prior to entering a module or the game won't recognize what you've done or removed. 3) Nothing with the lips folder should be messed with, that controls lip movement, which has nothign to do with this issue. Good test run though by loading a save prior to that module. I'm going to have to do some research to figure this out but if it's not a UTC issue. Then it has to be either a trap (UTT) or a script (NCS) mabye the heartbeat script was edited... or somethign else. Might be a k1r issue by itself, might be k1r with something... I'm going to look through the files of a few of those, non-reskin mods and see if there's something that shouldn'tt be there. Edit: This is a dumb question, did you try walking up to Saul Karath and talking to him?
  24. None of those mods, from my limited understanding, would cause an issue like that, other than K1R. But here's my advice check your override for any of the following files > lev40_saul402.dlg (for that matter any lev40 files), lev40_brdgcs.utt, lev40_bridgedoor.dlg, lev40_talk.utc, lev40_saulbridge.utc, lev40_brdgcs.utt, bdgunlock.utt. Also, did you manage to kill all of the NPCs on the bridge? Did you manage to kil Saul Karath? Additionally, you have to load a save prior to entering that module for your mod changes to be accepted by the game. The game remembers modules via saved games, so if you used a modded save where you had previously entered that module (area) then the game would recall the changes from those mods. Hope this helps!