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Everything posted by jc2
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I really enjoyed this mod. Being able to self tune my crystal meant that I didn't have to add Kreia to the party, or even talk to her! Win, win, right there! Also, on Malachor I could continue to tune it, which was a fun change of pace and I was a little more attached to my crystal when I knew I could tinker with it almost any time. 10/10
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Blog #70 - What did SH actually do as an Admin?
jc2 commented on Sith Holocron's blog entry in Sith Holocron's Blog
I feel suddenly compelled to *hit* that like button! But yeah, I have to agree with your last 4 points. I often shy away from providing feedback, which is hypocritical of me, since I really enjoy/appreciate/want, but it would be neat to see the community react more to modders' content. On a side note, I was reading an article about the stress and harassment, forum and other internet Admins go through as they deal with various people and the toll that can have on them. Some quit, or in a few cases get banned because of how fed up they've become with people. So thanks for sticking around so long, I know we haven't seen eye-to-eye on several things, but I appreciate your presence/role in the community. -
Some specifics would really help here. What item? When and where in the game? Are you just looking for the basic script function?
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Yeah, I know right. In other news EA just lost 3.1 billion in stocks, might be linked to the outrage...
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- Battlefront 2
- Galaxy in Turmoil
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M4-78EP 1.3 released (ONLY AVAILABLE on Steam Workshop)
jc2 replied to Hassat Hunter's topic in M4-78 Enhancement Project
I feel like this is a troll, but um you go to the steam Workshop, then you click the green SUBSCRIBE button and it will download/install it for you. -
I've been following Galaxy In Turmoil for awhile now.. It's going to be an amazing game, thanks for the interview/info Xuul.
- 24 replies
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- Battlefront 2
- Galaxy in Turmoil
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Anyone see the Kotor Line Removal mod/modder''s resource? https://www.nexusmods.com/kotor/mods/1187/?
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I cannot which is which, but one is for the Male Slave, and the other is for the Female Slave. If you only used one of the dlg files, then only 1 of the slaves would react differently than vanilla. However, you could only install the dlg that corresponds with same gender slave and have no need to install the other, I'm curious though, which mod uses that file?
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Since they are UTC files tslpatcher can do nothing, it's nothing a tslpatcher could help... You could try (reading the readme) following the instructions there for modifying your existing party member .utc's. Or you could send me the utcs in question and I'll do it for you. Edit: I take that back, you can use the tslpatcher to modify existing utc files in the override. My apologies. Cannot believe I forgot that.
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Just updated, to include option to fully upgrade Evil Bastila from level 1. Check out readme for disclosure about incompatiblities and how it works. Will not allow you to retain previous skills you gave to Bastila, since I do not think that is possible.
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View File Party Leveler TSL Requested by LucyTheAlien. JC2 Presents: The Party Leveler TSL. ``````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````` About: Identical in concept to it's k1 counterpart, the PC can now fully upgrade their party members from level 1, once they join the party. Benefits: Potentially, you could have Atton as a level 2 Jedi Sentinel, or simply have more customization of feats/skills/powers than usual. Installation: Unzip and run the tslpatcher, should be compatible with every mod out there. Installation order should be whatever mod that may have the same files, then my mod letting the tslpatcher patch the files for compatibility. As always, I hope you enjoy! Feedback is always appreciated, regardless of its nature. -JC2 Special thanks to LucyTheAlien for reminding me about the TSLpatcher. Submitter jc2 Submitted 11/11/2017 Category Mods TSLRCM Compatible
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First TSL mod! Thought it would be something bigger...
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Interesting, I had not thought of that about Bastila rejoining. I think I will look into that. I had forgotten about the spell removal. I wonder if K1 fixed that. .. Might be imba only because you have a bit more control, so not really, but I highly recommend Darth Shan's K1 and TSL difficulty mod >http://deadlystream.com/forum/files/file/874-k1-and-tsl-difficulty-options/ Max settings if you can handle it! You'll probably need a few mods though. Just uploaded for submission!
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Version 2.00
1,411 downloads
Requested by LucyTheAlien. JC2 Presents: The Party Leveler TSL. ``````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````````` About: Identical in concept to it's k1 counterpart, the PC can now fully upgrade their party members from level 1, once they join the party. Benefits: Potentially, you could have Atton as a level 2 Jedi Sentinel, or simply have more customization of feats/skills/powers than usual. Installation: Unzip and run the tslpatcher, should be compatible with every mod out there. Installation order should be whatever mod that may have the same files, then my mod letting the tslpatcher patch the files for compatibility. As always, I hope you enjoy! Feedback is always appreciated, regardless of its nature. -JC2 Special thanks to LucyTheAlien for reminding me about the TSLpatcher. -
I removed a few of the jedi character's force powers, to keep it balanced, but only like 2 for Bastila (joins level 4), and 3 for jolee and juhani (joins lvl 6). So yes, they do have a 2-4 force powers already when you get them. Sure! Just got KT working for TSL a few days ago.
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View File Party Leveler K1 By Request of an anonymous /r kotor discord user, seconded by 134340Goat. JC2 Presents: Party Leveler K1 Allows the player to fully upgrade each companion from level one, keeping their original class intact as well. If you auto level up your companions, then this might not be the mod for you. However, if you enjoy strategically improving each companion to their full potential, then this is your mod. Jolee and Juhani join the party at level one, letting the PC have more control over their force power progression by five levels (default for both is level 6). Note: Does not affect Juhani in the Grove, nor Jolee before he becomes party member on Kashyyyk. Installation: Unzip and run TSLPATCHER. Uses tslpatcher, should be compatible with nearly everything, be sure to install your mods in the correct order. Any mod you think might use the same files, install that mod, then install mine using the tslpatcher everything should be compatible. Otherwise, you risk incompatibility issues. Incompatible with Shem's Force Power Gain, without removing some of the Force Powers Juhani and Jolee have at the start to prevent level up soft locking. This can be done with the KSE. The reason this is incompatible is that Shem's mod allows classes to gain more force powers per level up, which causes the player to run out of selectable powers soft locking during leveling up. I hope you enjoy! As always, any feedback regardless of its nature is appreciated. Submitter jc2 Submitted 11/08/2017 Category Mods K1R Compatible Yes
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Version 2.00b
1,634 downloads
By Request of an anonymous /r kotor discord user, seconded by 134340Goat. JC2 Presents: Party Leveler K1 Allows the player to fully upgrade each companion from level one, keeping their original class intact as well. If you auto level up your companions, then this might not be the mod for you. However, if you enjoy strategically improving each companion to their full potential, then this is your mod. Jolee and Juhani join the party at level one, letting the PC have more control over their force power progression by five levels (default for both is level 6). Note: Does not affect Juhani in the Grove, nor Jolee before he becomes party member on Kashyyyk. Installation: Unzip and run TSLPATCHER. Uses tslpatcher, should be compatible with nearly everything, be sure to install your mods in the correct order. Any mod you think might use the same files, install that mod, then install mine using the tslpatcher everything should be compatible. Otherwise, you risk incompatibility issues. Incompatible with Shem's Force Power Gain, without removing some of the Force Powers Juhani and Jolee have at the start to prevent level up soft locking. This can be done with the KSE. The reason this is incompatible is that Shem's mod allows classes to gain more force powers per level up, which causes the player to run out of selectable powers soft locking during leveling up. I hope you enjoy! As always, any feedback regardless of its nature is appreciated. -
Just to start you have the modded/added item inside the override folder right? You'll want to find whatever .utm file in Telos by going into the KT and extracting it. You've probably already done so. So I'll skip how to do that. Now you'll want to use the K-GFF editor (found here in modding tools) to open the .utm file and scroll down to ItemList. Copy and paste an existing struct into the ItemList, then modify that by putting in your custom item's ResRef into Inventory ResRef. Make sure you rename the _PosX to whatever it should be, I.e. if the item is the 54th on the list, it should be labeled as such. You don't want two _PosX as 54th. As always click on something else before saving, when using the K-GFF editor. You might find this tutorial by RealRece to be helpful > > starting at 15 minutes explains exactly what you want to do.
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Is TSLRCM compatible with any mods that alter appearance.2da?
jc2 replied to thetruerevan75's topic in TSLRCM
TLDR: Yes, of course. Not really a bad question, it can be a little complicated to answer. Any mod that uses/modifies appearance.2da that does not have a tslpatcher will be incompatible. There can only be (1) appearance.2da in the override. Any mod that correctly uses the tslpatcher to modify the appearance.2da can be compatible. Note: that this is only under the guise of comparing mods strictly based on appearance.2da and there are plenty of other things that can cause incompatibility. If you install mods with the Steam Workshop, then you can run into issues where this question/answer becomes confusing. Workshop installs mods into subfolders, so if you install (2) different mods that use app.2da, they will each get their own subfolder causing an issue, since only 1 app.2da can be in the override. Therefore, Steam WOrkshop says things like... you can't have any other app.2da mods installed because of "incompatibility." On principle, you should really not use Steam Workshop for TSL mods, that system unnecessarily complicates mod builds. -
Or you can add a whisper FX to her a female voice making it almost incoherent, then add subtitles as if the PC can understand her. Or have the whisper effect but Alien voice overs, maybe her native tongue isn't Basic? Hypothetically, I think having Vash show up as a Jedi spirit would be awesome, but I don't think anyone is going in that direction.
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A example.uti or any .uti is an item for kotor, what you want is the UTC. I'm not sure what UT stands for but I've always assumed uti *i* for item, utc *c* for creature. Justa bout every NPC is a utc. You need to go to each module (map) that has these NPCs (UTCs) and open them up, then modify the feats they have (this part should be actually fairly easy to understand once you've opened the .utc file. It's an easy system to add feats, as long as you opened a utc file, you should'nt have any problem adding the feats. Then extract file to any folder, or directly to your override. Since you are a beginner, I suggest you only edit the files with the Kotor Tool (KT) and only edit them once with it, if you want to re-edit the file, then you should just open the vanilla file from KT again and change it again. This isn't too hard to do, but it's a bit tedious and may cause mod incompatibilities if a mod uses that same utc file. I'm happy to help if you need any additional help.
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You could always make original characters and keep the story, maintain the alien identity and voice overs. You might have an issue with voice overs when it comes to Sith and Czerka NPCs, as many of them are human. I very much enjoyed the story and the options you've written, I think it would make a good mod. As for BoS:SR, so what, use the area anyways.