ZeldaTheSwordsman

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Everything posted by ZeldaTheSwordsman

  1. Anyone know if this has been sorted in the five months that have passed? I'd love to install that mod, it's one of the best Nar Shaddaa graphical enhancements I've seen yet.
  2. 1. Okay, so the Vibroblade is in vanilla in both the Xbox and PC versions then. Why was it replaced by TSLRCM? 2a. Might have to set up the Xbox 360 again to double-check, because I'm pretty sure that short swords and long swords are flat non-upgradeable in the Xbox version. 2b. Something's definitely gone weird with short swords in my install then, because it lets me try to insert a cell without greying out the slot. 3. Well, I'm at least fairly sure I've always found a Zabrak Grip and a cell inside the dorm when playing on the Xbox (including my unfinished TSL playthrough earlier this year), and I found them again this playthrough... So unless those were forced by VarsityPuppet's Peragus Tweak ( ) they would seem to be constant.. 4. Was it TSLRCM that added the Heavy Mining Laser?
  3. WinRAR. I had to use a different extractor, WinRAR read it as a damaged archive.
  4. PSA to people: This is one of those mods where you're likely to end up needing an alternate RAR extractor. Also, you will need a save from before speaking to Dendis for the mod to have effect. I'm guessing the same goes for uninstalling it.
  5. The lack of such a mod is probably because most people who want to have it both ways either use the cheat console to just get a new one... or if they don't want to cheat, they place a save before presenting the pearl so they can reload after learning the history and then hold onto it instead. It would be a nice touch though. A clever idea. I wonder, does it have to be done before resolving the Wookiee-Czerka conflict?
  6. A couple questions. 1. How badly Monty Haul'd is his store in TSLRCM? 2. Does this require a save before first visit to Entertainment Module 081, or just before talking to him? Answered through testing. 1. Very badly - stuff like Zheison Sha Advisor Armor, advanced Exchange toolbelts, Dashade's Sonic Blaster one time, a chance of a Lightsaber Crystal... 2. Just before talking to him.
  7. The full files. The shortcuts were a misclick, I just didn't clean them up at the time because I didn't think the game would even notice they were in there. But as we have seen, I was wrong.
  8. Nicely done! Good on you. Any interest in doing similar work on Calo Nord's armor (and also doing away with the boobsockets)?
  9. No, this was installed after all the mods listed in the post. I did have a misclick during installation where the first time I tried copying some of the files into the override I accidentally hit "Copy shortcut". Could the shortcuts sitting in the override have done that? EDIT: They indeed seem to have been the culprit. Tried a reinstall of the mod without making that mistake, loaded a pre-departure save again, and this time things worked right (instead of what looks to have been "walls of an asteroid clipping through parts of the Ebon Hawk and blocking the view out transparisteel"). So I guess let this be a warning: If you accidentally hit "Copy shortcut" when copying stuff into your Override folder.. clean up the shortcuts. If you don't, weirdness will result.
  10. You're welcome, and it certainly does look good. You or someone might want to check the thread for the mod. I, uh, ran into a bit of an issue after installing (everything in the main part but TEL_Rav.tga and HAR_Stars.tga, the latter because it conflicted with Jorak Uln's TSL Origins Harbinger Overhaul). Pics reposted here
    Playing through Peragus with this was refreshing, having individual corpses for the unique characters and having the dead miners be in uniform was a nice touch overall. Added a lovely bit of flavor. There are just a couple things I would suggest as improvements. 1. Making a trashed version of the mining outfit (even if it's just a cheap colorswap of the generic corpse rags) to apply to the corpses on the Administration level. This is a consistency thing - the story demands that nobody on the Administration level had salvageable clothing. Might also be good for the bodies down in the mine tunnels. 2. A TSLRCM-specific option that reverts the vibrocutters to the vibroblades (and smaller quantity thereof) found on Peragus in the vanilla version of TSL. About people hating Peragus... I think a lot of it's just saltiness over the delay on getting to hit things with a lightsaber (hence also resentment of Telos - and resentment of Taris in K1). Others might be frustrated at the forced running-around-in-undies, or the denial of a party until the confrontation with HK-50.
  11. So, after seeing how the vanilla hyperspace cockpit backdrop looked, I decided I wanted the benefits of these, so I quit and installed most of them. I skipped TEL_Rav.tga (because of continuity issues) and HAR_Stars.tga (because it conflicted with JorakUln's TSL Origins Harbinger). I reloaded a save before boarding the Ebon Hawk, yet results were... not as expected. Mods aside from TSLRCM and M478EP: https://deadlystream.com/files/file/1004-alternate-revan-romances-updated/?tab=comments https://deadlystream.com/files/file/428-extended-enclave-tslrcm-add-on/ https://deadlystream.com/files/file/416-tsl-clone-wars-armors/ https://deadlystream.com/files/file/1374-harbinger-hull-fixes/ https://deadlystream.com/files/file/1275-peragus-administration-level-room-model-fixes/ https://deadlystream.com/files/file/1773-k2-star-forge-robes-in-ebon-hawk-container/ (Initially incorrectly) https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/revan-s-robes-star-forge-robes-for-tsl https://deadlystream.com/files/file/8-peragus-tweak/?tab=comments https://deadlystream.com/files/file/202-hi-resolution-skin-for-ebon-hawk-tsl/?tab=comments https://deadlystream.com/files/file/514-darth-sapiens-presents-t3m4-hd-2k/?tab=comments https://deadlystream.com/files/file/971-refurbished-astromech-droids/?tab=comments https://deadlystream.com/files/file/759-tsl-origins-telos-overhaul/page/3/?tab=comments https://deadlystream.com/files/file/296-unofficial-tslrcm-tweak-pack/ Saedhe original head component, Kreia-Atris reversion component https://deadlystream.com/files/file/897-tsl-origins-harbinger-overhaul/ https://deadlystream.com/files/file/1515-hd-hk-upscale/
  12. Okay, there seriously needs to be an easy-to-find list of the changes between the XBOX and PC versions of TSL. 😠 Trying Google the results are choked with stuff about mods.. I admit to some level of ignorance, because all my experience with vanilla TSL has been on the Xbox version. 1. I'm fairly certain that in the Xbox version of TSL, the short swords are completely non-upgradeable. Likewise, I'm fairly certain that on Peragus you found Vibroblades (and fewer of them), not Vibrocutters. As such, when I encountered these things I assumed them to be changes wrought by TSLRCM because they deviated from what I remembered finding in vanilla (or is my memory playing tricks on me? <.>) and none of my other mods when I first encountered the Vibrocutter seem like they could have possibly affected Peragus loot. EDIT: Looking at a thread of someone trying to get TSLRCM working on XBOX confirmed that yes, you find Vibroblades in that version. 2. If the short sword is supposed to be upgradeable at the edge and grip only, why does it even let you try to add a cell? That much is just plain weird. 3. I was misremembering about the miner's uniform accepting the Heat Shielding, I was thinking of the Bio-restorative Underlay. 4. You are completely wrong about all upgrades found at Peragus being random, unless that's something that changed on PC. Maybe some upgrades are random, but several - such as the Heat Shielding, the Zabrak Grip, the Basic Ionite Edge, the Improved Energy Cell, and the Bio-restorative underlay - are definitely constant. I have found those every single time I've played through Peragus. And it's constantly finding that energy cell - about the same time you have access to the Dormitory workbench, no less - that makes me think you're meant to have an upgradeable vibroweapon at Peragus.
  13. The amazing backless cabinet! Get yours today!
  14. Y'know, somehow I don't think this should be there lol
  15. Might want to bundle in a readme file with that info included, just saying. By conflicts I take it you mean this silliness?
  16. Hm... IMO the early placement doesn't work as well in TSL as it did in K1, because this requires Heavy Armor proficiency. In K1, the armor was useful immediately because even if you didn't make the PC a Soldier you had a Soldier party member to start. And I feel like a non-soldier PC had more reason to grab the heavier armor proficiency feats in K1's early game than TSL PCs have going through Peragus; In TSL, it's unlikely for a non-Guardian PC to have the requisite armor feats by the Harbinger and it feels like all three classes would be going out of their way. Maybe buried somewhere in the restoration zone would be a better spot? Idk. I'll probably have more to say when I can actually try the armors out. EDIT: Well, the armors function correctly for me, although they do end up looking more metallic than expected (possibly due to another mod ). The guns are overpowered as ever, but that proves a useful compensation for how stupid the AI can be when you forget to switch them off of Aggressive.
    It was very lovely to play through a crisper and more detailed Harbinger, you did excellent work on this overall. There are three things keeping me from giving it a full five stars, however. In order of severity: 1. The Harbinger now has the Endar Spire's red interior livery instead of its proper blue. A bit jarring, especially given the loadscreens. 2. Some of the containers are overly dark for the room they're in, which I at least don't think is a vanilla problem 3. The reflective gunmetal deckplate texture is well-made and looks excellent on the bridge, but doesn't 100% match with the corridor appearance and comes at the cost of the floor markings. There was also some weirdness with the cutscene of Scion on the bridge as the Harbinger docked. Dunno if that was due to this mod or not.
  17. Seems to maybe be a vanilla issue. You know what would be a great addition to this? An "Xbox Restoration" version that undoes the PC port's... questionable choice of replacing the upgradeable vibroblades that are supposed to be there with non-upgradeable vibrocutters.😡 Something odd that happened that I do think might have to do with this mod is weirdness of one of the fire suppressors migrating from the edge of the room where it's supposed to be, to the middle.
  18. Posting this here because a search of "vibrocutter" points to TSLRCM being responsible for that change. This seems more like an oddity/set of oddities in terms of design decisions than a bug, so Idk if I should fill out the questionnaire. Something I soon noticed on Peragus was that instead of the vibroblades/swords (I forget which it specifically was) you find there in the vanilla game you instead find "vibrocutters". I did not think much of it at the time, thinking it was just a name change. But now I know different. Eventually, I got to a workbench and noticed something odd. In vanilla TSL, the short sword - specifically described to be the plainest of the plain as far as weapons go - is non-upgradable. This makes perfect sense. it's too simplistic of a weapon to be able to take upgrades. Whereas the more sophisticated vibroweapons are upgradable. Yet now, the crappy short sword is what you can upgrade while the new vibrocutter is non-upgradable. That seems like a rather bizarre change, and I'd like to know why (as well as why neither this nor the change from vibroblades/swords to vibrocutters is noted in the "what's restored" list) - it doesn't seem like it would be more in line with authorial intent, because A. it's less in line with what was upgradable in K1 and B. the upgrades you acquire at Peragus include an energy cell (something that has no business being in anything other than a vibroweapon). Also weird is that the short sword has a slot for an energy cell upgrade even though it's not a powered weapon at all. The other upgrade oddity is with the miner's uniform. In vanilla, while it can't accept nearly the same variety of upgrades as actual armor it can accept at least some - including IIRC the heat shielding (which makes sense). Now, while it still has slots... the game isn't allowing me to put any of the upgrades in them, not even the heat shielding. What gives there?
  19. Unfortunately I can't, because with the poison unstoppably depleting my health multiple times... I got too frustrated to make a save while poisoned. That being said, the medpacs were definitely doing nothing - they heal for 16 points (at my current Treat Injury) normally, far outstripping the poison loss. Yet each time I used one the poison loss was the only change in my health bar - including when I was no longer in combat and thus able to use medpacs freely. I think you might be right about it being a base-game issue, that would explain the inconsistency. When trying with one of my backup save files I seemed to have it at first, but after I bailed from combat I was able to actually heal. When I reloaded to try the fight again I wound up not getting poisoned at all, so there's also randomness with the droids' attacks to complicate testing... Speaking of save files though, I had the "all save files have the same image" glitch pop up. Well programmed, Obsidian! *applause* I returned to my main save for now, after the tests on the backup - those gave me hope that maybe the game would behave now. The dormitory has some poison traps in it - much more consistent than fighting the mining droids - so I'll be sure to do further testing on the main save there.
  20. So... I'm having the lovely issue of medpacs not working when I'm poisoned and I don't know if this mod is to blame or not.