jc2

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Everything posted by jc2

  1. jc2

    Train The Disciple

    Had to find some reason for why the player would have to trigger a uti to have a conversation. So... yeah.
  2. jc2

    Modding Checkup (Sept 2019)

    Never read the TLK section, but I have read that PDF many times over, even yesterday just to be sure. Yeah, I can see your logic on translating, I'll have to consider that if I make any larger mods.
  3. jc2

    Modding Checkup (Sept 2019)

    Wow, I had never thought about either of those things. I just assumed TLK editing was for major projects or whatever; I don't even know how to do it... What a gap in my modding knowledge!
  4. Since JCarter426 made a blog about it, I'm going to do it. Cannot let my freeloading identity of jc2 go to waste! With further ado, much further. I offer you a warm welcome to what my colleague calls a "mod round up," which actually is a decent title, albeit a bit boring. *shot fired* Here is my equally as mediocre attempt at informing whatever public audience I might have about the status of my mods. Welcome to jc2's Modding CHECKUP - EXTRAVAGANZA ! Alright, it's been nine months since I've released LME and I've heard of no bugs, only a few spelling errors. The dlg editor eats all of your apostrophes if you copy and paste text into that, I learned this way later, and, as it turns out, I use a fair amount of them in my content. But, still, I'm glad to know that my testing and my testers were able to find all of the major bugs. So for those who care greatly about grammar, well, there are a few lines that might hurt your eyes, my apologies. LME remains at version 1.00. until someone reports some bug or I get around to playing through it and find the bugs/typos myself. Shanilia was updated to 1.7 version. There were several dialogue options that would get locked because of poor scripting, just resulting in less immersive content. I went to all the effort of adding them in, only for them to be bugged, so that's been fixed. Minor overall, but still important to the added content for Shanilia to speak about Jolee, Korriban, Manaan, Leviathan, etc... Not sure if my portrayal of Revan in that mod was as good as it could have been, but it was nice to have someone who actually knew Revan still care. The Sith betray you and the only one that actually admires what you did as Revan is Canderous, so Shanilia is meant to off-balance that and reveal a bit more about the Mandalorian Wars. And thanks to this update more of that content can be explored. Train the Disciple was released, which allows the PC to train the Disciple in the ways of the force, just like Atton and other companions can be. It was designed to be compatible with any Disciple mod, for it uses its own jc2_disciple.dlg file. It's sister mod, Train the Handmaiden, was updated to 2.00 to match the genius of Train the Disciple and also be compatible with other Handmaiden mods, in the same way. Save Mission 1.5a is the current version. It was updated slightly, reworked some of the lines to better match responses/replies and fixed a typo. I now understand why modders do not want their files scattered across the four corners of the internet, because they'd have to update all of them, which is tedious! Just deadlystream and nexusmods alone cause me a headache to update. Not that either site are not modder friendly, far from it, just tedious to document all the changes, update readme, update description, screenshots, files, etc... According to Deadlystream: Improved Grenades 3,848 downloads Revenge on Sassy Sith Lady 3,664 downloads While on nexusmods: Save Mission 4.2k downloads, 3.1 unique downloads Train the Handmaiden 4.3k downloads, 3.4 unique downloads Very strange to me that these different communities would value different mods, but as someone said, being on /r kotor's mod build list affects the download count, which is the case for the deadlystream mods. However, the nexusmod mods do not have the blessing of /r kotor but stand quite tall on their own. *Cough cough* maybe Train the disciple & handmaiden might be included some day *cough cough*
  5. View File Train The Disciple Train the Disciple By jc2 Atton can be trained to use the force forms and lightsaber techniques that the PC learns on his/her journey, however, the Disciple cannot. At a loss for why this would not be, jc2 has undertaken an effort to rebalance this issue. Keeping in mind the sister mod, Train the Handmaiden, which set out in 2017, nearly 2 years prior to address the same issue for the Handmaiden, jc2 has come full circle. Therefore, it is the entire effort of this mod to allow the PC to train the Disciple in all 7 of the lightsaber forms, four force forms, and three force techniques. Lightsaber techniques: Ataru Form -Juyo Form - Shii Cho Form - Soresu Form - Makashi Form - Niman Form - Shien Form Force forms: Force Potency Form- Force Mastery Form -Force Focus Form - Force Affinity Force techniques: Breath Control - Beast Trick -- Force Sight The PC must have learned these techniques in order to train the Disciple on them. Incompatibilities: None so far. Compatible with Party Swap & any mod that edits disciple.dlg, because Train the Disciple does not edit disciple.dlg in any way. Files used: jc2_coms.uti, deadmerc_cont.utp (Dantooine corpses within Enclave next to Statue), jc2_disciple.dlg, spells.2da & globalcat.2da (correctly patched with tslpatcher). Installation: Run Tslpatcher See Readme for further details and information, before installing. Credits: Sith Holocron for VO splicing Deadlystream for hosting & Tyvokka for hosting deadlystream! ZYBL2 for quick explanation of lips files stoffe for the tslpatcher Jesus the Christ Feedback is always appreciated, regardless of its nature. I hope you enjoy! Submitter jc2 Submitted 08/31/2019 Category Mods TSLRCM Compatible Yes  
  6. jc2

    Train The Disciple

    Version 1.0.0

    2,029 downloads

    Train the Disciple By jc2 Atton can be trained to use the force forms and lightsaber techniques that the PC learns on his/her journey, however, the Disciple cannot. At a loss for why this would not be, jc2 has undertaken an effort to rebalance this issue. Keeping in mind the sister mod, Train the Handmaiden, which set out in 2017, nearly 2 years prior to address the same issue for the Handmaiden, jc2 has come full circle. Therefore, it is the entire effort of this mod to allow the PC to train the Disciple in all 7 of the lightsaber forms, four force forms, and three force techniques. Lightsaber techniques: Ataru Form -Juyo Form - Shii Cho Form - Soresu Form - Makashi Form - Niman Form - Shien Form Force forms: Force Potency Form- Force Mastery Form -Force Focus Form - Force Affinity Force techniques: Breath Control - Beast Trick -- Force Sight The PC must have learned these techniques in order to train the Disciple on them. Incompatibilities: None so far. Compatible with Party Swap & any mod that edits disciple.dlg, because Train the Disciple does not edit disciple.dlg in any way. Files used: jc2_coms.uti, deadmerc_cont.utp (Dantooine corpses within Enclave next to Statue), jc2_disciple.dlg, spells.2da & globalcat.2da (correctly patched with tslpatcher). Installation: Run Tslpatcher See Readme for further details and information, before installing. Credits: Sith Holocron for VO splicing Deadlystream for hosting & Tyvokka for hosting deadlystream! ZYBL2 for quick explanation of lips files stoffe for the tslpatcher Jesus the Christ Feedback is always appreciated, regardless of its nature. I hope you enjoy!
  7. Minor Panic with Train the Handmaiden, turns out I required a globalcat.2da file to be in the override for it to install correctly, and, to make matters worse,  working on Train the Disciple installer led me to wrongly guess Handmaiden mod was to blame. Two hours later, it turns out I had the globalcat.2da & spells.2da set to replace instead of copy in the Disciple installer. No need to redownload Train the handmaiden, extremely minor update.

    1. jc2

      jc2

      On that note, I should consider revisiting Train the Handmaiden to make it more compatible with other mods out there.... perhaps treat it the same way as Train the Disciple, would certainly fix the current incompatibility issues...

    2. jc2

      jc2

      15 hours later, I managed to update Train the Handmaiden to do precisely that. Now Train the Handmaiden is compatible with almost any handmaiden mod, including party swap & fem handmaiden romance by @Leilukin.

  8. Welcome to DS! Good luck with this, but here's where you can find your answer. Note the game actually has t3-m4 as t3m3, there was a change to the name during development, so the tag for your party member t3m4 is actually t3m3 sometimes. That's the case here. Kotor Tool > BIFs > Models.bif > Aurora Model > (go to p_t3m3.mdl) > p_t3m3.mdx. And there you have it, though it is important to note that it is in alphabetic order so the p is a little ways down. Edit: as for if it effects other astromechs, I really don't know.
  9. I would caution you from making them "max level." IIRC k2 has a max level of 50, which would make the fights very tedious and long if all the opponents are designed to match that high level. But that aside, the real reason I would not recommend this course of action, is that it denies the player a journey, an experience, a way to grow and react to situations. If you start off as a fully leveled player, you will not be able to edit your stats to accommodate a new threat, and the action will become repetitive because it will all be at a certain level of difficulty. For instance, if I, do not put any points in security or computer use, at the start of the game, I will never have a chance to change that. This would force me to restart the game, if there was content I was curious about locked behind or in something, whereas, if I was able to level up that skill, I could return later or load to a previous save to upgrade that skill. Therefore, my proposition is to not have the PC start at max level, but instead place them at level 20 or level 25, allowing some player flexibility as they progress. Just my feedback, seems like a neat idea you have there, good luck! "We will watch your career with great interest."
  10. Mission control, we have lift off! Just got something to work with my upcoming Train Disciple mod.

    1. Mellowtron11

      Mellowtron11

      As I haven't played a female exile yet, I didn't know that the Disciple had the same issue as the handmaiden. 

       

    2. jc2

      jc2

      Sounds as though somebody needs to replay the game ^^

    3. Mellowtron11

      Mellowtron11

      Maybe.... but I kind of like Handmaiden's story and character.  That being said, I will admit that I like how Disciple considers himself a researcher and historian, especially as a history buff myself.

    4. Show next comments  18 more
  11. In that case, then I would not recommend swapping them out, I had never tried that mod. @VarsityPuppet any thoughts on this matter?
  12. The workbench.dlg file is probably from TSLRCM or some mod, I actually had the same conflict when I did some major modding. I used the Workbench crystal attunement file, because the one prior to it only removed the tutorial or something like that, and I did not have any issues. My recommendation is to install it anyways, the workbench crystal mod is well done and won't cause crashes, so even if you did replace it and it canceled whatever was done before, it would not cause a crash. Edit: Also Mira looks awesome in that beskar'gam!
  13. Absolutely amazing, it's great to see IG-88 get some much needed screen time, doing justice to the character from Legends. I'm very hyped. Cannot wait for a bounty hunter Mandalorian, though I'm wondering how much Mandalorian culture we'll see and how closely they will follow Legends material.
  14. These are great! My favorite one by far "my weapon isn’t doing anything!" @UnusualCharacters Well done!
  15. This seems very interesting! I'll have to check it out, is there any way to hear the lines without installing them or did you compress them so only the game (Miles Studio software) can access them?
  16. About to update Shanilia (after I found out it had issues idk 6 months or so ago...)feels good to finally fix these issues, but annoying nonetheless.

  17. Wow, Improved Grenades mod has 3.7k downloads on deadlystream... It's a nice mod, just didn't expect it to by the most popular mod. The second most downloaded mod I made is Revenge on the Sith Lady, this perplexes me and amuses me.

    1. jc2

      jc2

      @JCarter426 Haha, I had forgotten that my mod made the "List," that would certainly explain its popularity. 

    2. Salk

      Salk

      I like the idea behind it but I was wondering if it might be possible to make the damage be different depending on how far from the center of the explosion the affected targets are?

    3. jc2

      jc2

      @Salk Idk... I have no idea, that might be out of my league to pull off.

    4. Show next comments  18 more
  18. I'm getting excited about K1CP, just reading all the changes/fixes/patches etc... It looks like they've really stepped up the quality and quantity!

  19. My only comment would be that several mods use the tslpatcher to modify the Modules, Streamwaves, Sounds, VoiceOvers folders as well as the override folder, such as BOS:SR, K1R, LME, etc... Those mods (u have shown installing with KMI) are just override folder mods that are fairly easy to install, either unzip +copy and paste into override or unzip + run tslpatcher. Unzipping might be helpful, but other than that I'm not sure what the usefulness of your KMI installer will be, especially if the user is less involved in the process, which in my experience has lead to many user errors. (I could explain this point further if needed. ) I don't mean to rain on your parade, and I am not familiar with modding those games, nor am I familiar with those tools, so maybe I don't have the full picture of what that installer can do. Just to clarify, besides unzipping and sending to the override folder, do you plan on implementing anything else?
  20. I'd say about 30 or 40 FP, since its quite powerful (transforming people to mindless beasts). Nice forethought to test on droids and bosses. I recall looking at rakghouls some time ago and trying to modify their claws to do more dmg, no idea how it turned out since it was so long ago and it was just a rabbit hole.
  21. Just to add to my position further, and I understand if you don't make these changes, just my feedback that's all, having the PC or PM use the dark force talisman and not lose FP seems wrong. On top of that, using it only once in a fight is completely wrong, as seen in the video the very first fight, the PC uses it twice. Also, I'd have to play it to know if the balance of losing their weapons countered by increasing their str and con, so making them "stronger" may not actually result in making them "harder to fight." Take it is as you will, simply my thoughts on the matter. Another thing you may have tested is if the talisman works on droids, if you haven't tested that out, I would recommend testing it.
  22. I noticed it did not take up any force points to cast. I would recommend for balance/continuity sake that you include a force deduction for casting that spell. If it doesn't take any force, does that mean I could also equip it to non-force users? Another question, is there a darkside requirement or jedi feat for equipping the item? Big fan of this mod though, seems like a fun addon.
  23. Gotta admit that Trandoshan Tailor mod sounds like fun.
  24. I'm with Mellowtron11 on this, very neat idea. Haven't seen it done before. From the screenshots, there is not a red and green variant; any chance you could help my Christmas kotor mod build out?