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Everything posted by ZeldaTheSwordsman
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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.
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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
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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.
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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/
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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.
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ZTS_K2_00034_thatshouldntbetherelol.jpg
ZeldaTheSwordsman commented on ZeldaTheSwordsman's gallery image in Screen of The Week
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ZTS_K2_00033_thatshouldntbetherelol.jpg
ZeldaTheSwordsman commented on ZeldaTheSwordsman's gallery image in Screen of The Week
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ZTS_K2_00034_thatshouldntbetherelol.jpg
ZeldaTheSwordsman posted a gallery image in Screen of The Week
From the album: TSL Silliness, and maybe some cool moments
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ZTS_K2_00033_thatshouldntbetherelol.jpg
ZeldaTheSwordsman posted a gallery image in Screen of The Week
From the album: TSL Silliness, and maybe some cool moments
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[K2] Star Forge Robes in Ebon Hawk container
ZeldaTheSwordsman commented on OneofthemRangers's file in Mods
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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.
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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.
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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.
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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?
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Medpacs not healing while poisoned (TSL)
ZeldaTheSwordsman replied to ZeldaTheSwordsman's topic in General Kotor/TSL Modding
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. -
Medpacs not healing while poisoned (TSL)
ZeldaTheSwordsman replied to ZeldaTheSwordsman's topic in General Kotor/TSL Modding
I do not. -
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So, I ran into a BIG problem. I got poisoned while fighting the first batch of droids that the Exile can run into at the Peragus' Fuel Depot. The first time I used a medpac (initiated from the inventory because that's normally a freebie) it seemed to work. Subsequent attempts to use medpacs, however, refused to restore health. I canceled out of combat and ran to safety to use one, no dice. I helplessly died because of that. The problem persisted after I loaded my saved game. I suspect Peragus Tweak is the culprit but don't know for sure. ThisMedpacs not healing you while poisoned (even though they're supposed to), before you have access to Antidote kits? That's a major problem. Does anyone know what's wrong? 1) When did the problem begin to occur? Shortly after reaching Peragus' Fuel Depot as the Exile. 2) Did you install the latest version of the mod? Yes, latest versions of TSLRCM and M4-78EP both 3) What version of the game do you have? (Steam, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? GOG 4) Did you update your game as required by your game's region? N/A 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the TSLRCM's read-me file? Fresh install 6) What other mods did you have installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) 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/ 7) Can you be more specific about the error? At what point did it happen? See top of post. 8 ) Have you tried re-downloading the mod? Not sure which is causing the problem. 9) Have you tried using a different save game? Not yet. 10) Have you tried starting a new game? Not yet. I'm tempted to just get cheat-happy at this point. 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 7 64-bit.
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You certainly have added a lot of detail and no mistake, and it's very well-made. But it unfortunately has continuity issues compared to the pre-rendered footage of the Ravager seen when Darth Nihilus is introduced and when it attacks Telos. The most notable is that it doesn't seem to have the REEEALLY huge gash just aft midships with completely exposed rib members, which can be plainly seen on both the vanilla backdrop and the cutscene model:
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Thank you for that. So, I have a bit of a concern. I saw that someone using this had had the "return Suulru's vaporator" quest fail to yield a saber as it should. Is this still a problem?
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I'm sure we've all noticed that there are some blatant cases in TSL where the "to hit" chance is entirely too low for what you're trying to hit. For example, missing at all when bashing a door you're standing right in front of. Then there's the unbelievably significant chance of missing the Tank Droid in the Telos base even when you're using melee weapons - no, Obsidian, my sword swing did not miss the giant ambulatory box RIGHT IN FRONT OF ME. Cases like those where your attack would practically have to phase through the target to not connect. So, how hard would it be to alter those "to hit" chances? Because those misses are just plain dumb.
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There's a lot of good work done here, these look awesome overall! But I'm sorry to say that from looking at the screenshots... the Telos backdrop where the Ravager is seen from a distance while you're on Citadel Station has problems. The Ravager isn't as damaged as it's supposed to be, and the damage it has doesn't match up to its appearance in the pre-rendered cutscenes (for example, where there should be a huge gash on the port side just aft of midship with exposed frame ribs visible... the Ravager in the new backdrop just has some comparatively minor chunks out of the outer hull). That seems an odd oversight given the goal of improving continuity.
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So, I discovered that holograms in TSL still work with Frame Buffer Effects disabled - that was a surprise. But they don't look normal - the horizontal banding seems a lot more intense, and instead of the flickering light level normally seen they have an energy shimmer similar to what Stealth Fields look like without frame buffer effects. This shimmer has a habit of lighting up the eyeballs, which looks... off. EDIT: It occurs to me that there's a phenomenon in TSL that might be an overlooked bug: If you skip the prologue you get to keep everything you found in it, but you lose it if you properly finish the prologue. That... feels like it should be the other way around.
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