jc2

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Everything posted by jc2

  1. 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?
  2. 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.
  3. 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.
  4. 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.
  5. Gotta admit that Trandoshan Tailor mod sounds like fun.
  6. 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?
  7. ShemL still doing good work, trolling people...

      https://www.reddit.com/r/kotor/comments/cmfpkt/operation_save_trask/

     

     

  8. jc2

    hey all

    Welcome! Are you a k1 guy or TSL guy?
  9. The source code is right there, enter that into Kotor Tool (which can be found on this website) and compile the script given, then place it in the override. Modding does exist within the grey area of the internet, and even on more filtered sites like nexusmods.com, there is always a threat of malware. You can find Kotor Tool on deadlystream, kotorfiles.com, nexusmods.com, and several other places (even the recently resurrected gamefront.) Edited*
  10. Option one looks boring by comparison to option 2. Option 2 is better in my opinion.
  11. jc2

    K2_00605

    One of my favorite scenes, really like that you can actually fight them, only did that once, and felt so badly I instantly loaded back to cancel that action.
  12. Also, after installing and playing this, it would not let me access the holocron for the third time, and learn the last power. I believe I was past level 17, and decided to only learn one of the two remaining force forms on my second attempt at opening it. I probably should have just learned them both, but I wanted to learn the third lightsaber form later, once I understood what the other 2 did. However, I thought you might want to know that there is a glitch, I'm guessing scripting error. Something along the lines of, if you are level 17 or greater and acess this, it will be closed permanently after you end the conversation, assuming that the player had accessed it at each possible level (13, then 15, then 17). *Edit* Enjoyed the two lightsaber forms that did work! @InSidious
  13. jc2

    endar1.34.jpg

    Woah, very neat!
  14. jc2

    East Central

    Wow, this looks very different!
  15. There's a decent mod for Star Wars Empire at War that adds a basilisk War Droid more in line with the comics.
  16. So I'm working on a reflection for LME, should I make it a blog post? Or should I record footage of LME and talk about things?

    If you are not interested in LME at all, would you still give imput on which format you think would be better?

     

    Originally, I thought of doing a video and I started righting a script for it, but it's quickly devolved into a blog-like written article, so now I'm reconsidering what to do.

    1. ebmar

      ebmar

      Quote

      ...I'm working on a reflection for LME, should I make it a blog post? Or should I record footage of LME and talk about things?

      I like the idea for a record footage; I'm guessing it'd work better with the narration [easier to catch the emotion of the caster], I think. 🤔

      Though both is very much welcome. 😬

  17. jc2

    Blog #100

    From there all the way to the East Coast? That's going to be quite a trip!
    Combining this mod with Playable Echani and Playable Wookiees grants a lot of options, and I would certainly recommend installing these.
    These are incredible and I still enjoy installing this mod for the added options!
    This mod very much improves the capabilities of your companions, for example, HK-47, who is blaster dependent. This certainly helps balance things out, but it does increase difficulty, as your opponenets will also be utilizing these weapons. Some of the Sith troopers use a special NPC gun that is relatively weak, which is not touched by this mod creating some relative imbalance, but with any difficulty mod installed, or set on higher difficulty this problem is nullified. Overall brought back some of the fun of blasting things in post Dantooine gameplay.
  18. jc2

    Iriaz on Dantooine

    Hadn't had Iraaz on Dantooine before, changed the experience for me, in a pleasantly different direction, if you haven't tried this mod or K1R, I would certainly recommend that you give it a try. The added wildlife makes the planet and the modules more immersive and alive.
  19. jc2

    Blog #100

    Where are you now? Safe travels so far?
  20. Mmm it might be in here. http://web.archive.org/web/20160608180417/http://www.jumpstationz.com/ModsArchive/Achilles/ But I couldn't locate it on nexus or gamefront, despite it being removed from nexus to be claimed back by gamefront last year (IIRC). Mod Edit - 05-20-24: Link changed to use Wayback Machine, as the domain has been re-purposed by a 3rd-party owning it.
  21. jc2

    Y-hello-W! :D

    Welcome Asi! Stick around, and feel free to blog or write about your JKA modding experience and progress in the forums. I'm sure people would be interested in following what you are doing! Good luck with finishing your project!