Marauder

Members
  • Content Count

    46
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Marauder

  1. View File Marauder Strict Fix Pack K2 Marauder Strict Fix Pack for KotOR II: TSL Notice that this is NOT the same as Marauder Fix Pack. Version 1.0.0 -Description- A collection of my fixes for items that had wrong descriptions or properties. This differs from my previous Marauder Fix Pack, by not including consistency fixes. New here is that Droid Anatomy Fix is now included and installed by default after it was updated. -Installation- Uses TSLPatcher. Double-click StrictFixPackK2.exe, confirm your choice and tell the installer where the game path is. -Compatibility- If there is something that would conflict, the installer will not overwrite it. Don’t use it with K2CP because they already include most (if not all) of my fixes. Marauder Fix Pack already has these fixes. There’s no need to combine the two. -Permissions- You have permission to alter this mod and redistribute your modified versions. I'm happy for you to repackage it, include it in your own mods, or upload it anywhere you like. I only ask to be mentioned as the original author of the mod. -Credits- Made with Fred Tetra's Kotor Tool Uses TSL Patcher for installing the mod Submitter Marauder Submitted 09/20/2020 Category Mods TSLRCM Compatible Yes  
  2. View File Bavakar Implant Fix K2 Bavakar Implant Fix for K2 by Marauder -Description- The Bavakar Strength System does not use the icon it logically should. Strength implants normally use a "standard" icon, so this mod fixes that issue by making the Bavakar Strength System do the same. The screenshots show what's changed, with the grey icon being the new one. -Install- Drop the file from the Override folder into your game Override folder. -Compatibility- Won't work with anything that modifies this file. You will have to choose which mod you want. -Bugs- There shouldn't be any. Let me know if there are. -Permissions- If you want to use this mod as part of your own mod, or distribute it then go ahead. You can also change it however you like and then distribute the resulting mod, and give others whatever permissions you feel appropriate (if any). -Credits- Made with Fred Tetras Kotor Tool. Submitter Marauder Submitted 09/20/2020 Category Mods TSLRCM Compatible Yes  
  3. View File Mining Laser Consistency Fix -Description- Some of the mining lasers on Peragus do one less damage than the others, are missing part of their description or use different grammar. One thing that annoys me about Peragus is that blasters have different stats, with some of them doing one less damage than standard blasters. Based on the storyline, they should probably all do one less damage. This mod fixes that consistency problem by giving all of the mining lasers a damage penalty of 1, instead of just some of them. So now single handed mining lasers do 1-7 damage, advanced mining lasers does 1-11 damage, and heavy mining laser does 1-15 damage. It also fixes: Some of the blasters/rifles do not show that they can't be upgraded Inconsistent appunctuation in the "Not Upgradeable" lines -Install- Drop all files from the Override folder into your game Override folder. -Compatibility- The Heavy Mining Laser was changed so that you'll get the same consistency with TSLRCM as well. I don't know of any mods using the same files but if there is then it won't work together with that mod. You'll have to choose which mod you want. -Bugs- There shouldn't be any. Let me know if there are. -Permissions- If you want to use it in your own mod, go ahead. You can also change anything else about it you like, distribute it, and give others permission to distribute it. But do give me credit. -Credits- Made with Fred Tetras Kotor Tool. Submitter Marauder Submitted 09/19/2020 Category Mods TSLRCM Compatible Yes  
  4. Version 1.0.0

    134 downloads

    Marauder Strict Fix Pack for KotOR II: TSL Notice that this is NOT the same as Marauder Fix Pack. Version 1.0.0 -Description- A collection of my fixes for items that had wrong descriptions or properties. This differs from my previous Marauder Fix Pack, by not including consistency fixes. New here is that Droid Anatomy Fix is now included and installed by default after it was updated. -Installation- Uses TSLPatcher. Double-click StrictFixPackK2.exe, confirm your choice and tell the installer where the game path is. -Compatibility- If there is something that would conflict, the installer will not overwrite it. Don’t use it with K2CP because they already include most (if not all) of my fixes. Marauder Fix Pack already has these fixes. There’s no need to combine the two. -Permissions- You have permission to alter this mod and redistribute your modified versions. I'm happy for you to repackage it, include it in your own mods, or upload it anywhere you like. I only ask to be mentioned as the original author of the mod. -Credits- Made with Fred Tetra's Kotor Tool Uses TSL Patcher for installing the mod
  5. Marauder

    Marauder Fix Pack

    This should be getting an update soon, I have some new mods incoming and some or all of it will be added to this mod.
  6. Version 1.0.0

    192 downloads

    Bavakar Implant Fix for K2 by Marauder -Description- The Bavakar Strength System does not use the icon it logically should. Strength implants normally use a "standard" icon, so this mod fixes that issue by making the Bavakar Strength System do the same. The screenshots show what's changed, with the grey icon being the new one. -Install- Drop the file from the Override folder into your game Override folder. -Compatibility- Won't work with anything that modifies this file. You will have to choose which mod you want. -Bugs- There shouldn't be any. Let me know if there are. -Permissions- If you want to use this mod as part of your own mod, or distribute it then go ahead. You can also change it however you like and then distribute the resulting mod, and give others whatever permissions you feel appropriate (if any). -Credits- Made with Fred Tetras Kotor Tool.
  7. Version 1.0.0

    2,584 downloads

    -Description- Some of the mining lasers on Peragus do one less damage than the others, are missing part of their description or use different grammar. One thing that annoys me about Peragus is that blasters have different stats, with some of them doing one less damage than standard blasters. Based on the storyline, they should probably all do one less damage. This mod fixes that consistency problem by giving all of the mining lasers a damage penalty of 1, instead of just some of them. So now single handed mining lasers do 1-7 damage, advanced mining lasers does 1-11 damage, and heavy mining laser does 1-15 damage. It also fixes: Some of the blasters/rifles do not show that they can't be upgraded Inconsistent appunctuation in the "Not Upgradeable" lines -Install- Drop all files from the Override folder into your game Override folder. -Compatibility- The Heavy Mining Laser was changed so that you'll get the same consistency with TSLRCM as well. I don't know of any mods using the same files but if there is then it won't work together with that mod. You'll have to choose which mod you want. -Bugs- There shouldn't be any. Let me know if there are. -Permissions- If you want to use it in your own mod, go ahead. You can also change anything else about it you like, distribute it, and give others permission to distribute it. But do give me credit. -Credits- Made with Fred Tetras Kotor Tool.
  8. Yeah I remember being able to open the door on the xbox, but if I remember there wasn't much going on in there. I'm wondering if there's more hidden in the module relating to this. Anyway, great mod. It's always frustrating not being able to open a door, because you know the content is missing.
  9. Thanks! From the looks of it the game has more than one version of it and some with different properties, so I'll have to test it to see what they're doing. For now just going to remove it from the install and archive it when I update it (soon).
  10. I'm way late replying to this but.. Droid utility items weren't consistent because they would say things like "Advanced" or "Adv." in the description depending which item it was, spacing issues etc but you should get a (almost?) full account of that during install. For consistency issues this is like an aesthetic improvement - everything looks a bit tidier when you view it in the inventory. It will not overwrite or patch against other mods at all, so those files would be skipped and left untouched. Later I will see about patching utis that are already being used.
  11. View File Item Description Fix Pack K1 Item Description Fix Pack For KotOR 1 -Description- This mod is an attempt to fix as many issues with item descriptions in the game as possible including mistakes such as typos, grammar problems, spacing, issues with paragraphs, and consistency problems. There has been no attempt to fix intentional things that might be considered a quirk of the game. This just fixes the above problems and tries to make things more consistent. -Summary- * All headgear items now show that they can’t be used by Wookies. * Grenades look consistent with each other. * Mines look consistent with each other. * Droid utility items look consistent with each other. * Fixes to obvious mistakes with spaces and return carriages. * Basic grammar and punctuation issues are fixed, but awkward wording is not. * Spelling mistakes are fixed, except for items where alternative meanings are acceptable. -Installation- TSLPatcher is used as the installer but universal compatibility is not guaranteed yet. This will be done in a later revision of this mod and for now it will not overwrite your other mods. To start installation just extract the DescFixesK1 folder and run DescriptionFixesK1.exe from inside that folder.. follow the instructions from there. -Copying- You have permission to alter this mod and redistribute your modified versions. I'm happy for you to repackage it, include it in your own mods, or upload it anywhere you like. I only ask to be mentioned as the original author of the mod. -Credits- · Made with Fred Tetra's Kotor Tool · Uses TSL Patcher for installing the mod · KSE Save Game Editor was very helpful in creating this mod · JCarter426 for clarifying a question about editing placed item properties Submitter Marauder Submitted 05/28/2019 Category Mods K1R Compatible Yes  
  12. Fair enough. I thought this was just a well known problem. The grass appears to float above the surface of the plains by a foot or so. Sadly I have a different version of the game now or a proper screenshot would do it. I'll have a try at reproducing this some time though, as I had the issue only on older versions of the game and I may have one of them lying around. Anyway, thanks, I updated the description
  13. Ah. How about placement, can items just be dropped in .utm files for stores and others or is it more involved? Assuming conflicts are avoided I mean.
  14. Version 1.0.1

    1,245 downloads

    Item Description Fix Pack For KotOR 1 -Description- This mod is an attempt to fix as many issues with item descriptions in the game as possible including mistakes such as typos, grammar problems, spacing, issues with paragraphs, and consistency problems. There has been no attempt to fix intentional things that might be considered a quirk of the game. This just fixes the above problems and tries to make things more consistent. -Summary- * All headgear items now show that they can’t be used by Wookies. * Grenades look consistent with each other. * Mines look consistent with each other. * Droid utility items look consistent with each other. * Fixes to obvious mistakes with spaces and return carriages. * Basic grammar and punctuation issues are fixed, but awkward wording is not. * Spelling mistakes are fixed, except for items where alternative meanings are acceptable. -Installation- TSLPatcher is used as the installer but universal compatibility is not guaranteed yet. This will be done in a later revision of this mod and for now it will not overwrite your other mods. To start installation just extract the DescFixesK1 folder and run DescriptionFixesK1.exe from inside that folder.. follow the instructions from there. -Copying- You have permission to alter this mod and redistribute your modified versions. I'm happy for you to repackage it, include it in your own mods, or upload it anywhere you like. I only ask to be mentioned as the original author of the mod. -Credits- · Made with Fred Tetra's Kotor Tool · Uses TSL Patcher for installing the mod · KSE Save Game Editor was very helpful in creating this mod · JCarter426 for clarifying a question about editing placed item properties
  15. I just want to edit the UTI properties, but for some reason I thought this might cause problems if it's placed multiple times. Thanks for clarifying that, should be good now
  16. I want to modify an item from Suvams store on the Yavin station. The trouble is it exists in both suvam02a.utm and suvam03a.utm (because he sells the same item again later). If I understand right modifying an item from one of these stores will usually cause problems in the game because it's been placed more than once. Maybe someone could clarify that situation for me. My current thinking is just to make a copy of the item under a different name and ResRef so it can replace the current one in suvam03a.utm. Also this item is listed in m50aa.git. I'm not sure why that's needed. Will I need to modify this? Tia
  17. Ah thanks for clarifying that, I did wonder because it looked like both games were planned for 2004 from what I found.
  18. I had another try with this and confirmed that it doesn't work with TSL. I've had a good search around but nobody seems to have an answer to the refresh rate 'cap'. You can try to use a refresh rate locker.. but TSL doesn't like you overriding anything. K1 and TSL engines are based on the Neverwinter Nights engine (probably NWN2 for TSL), and I had a look to see if any nwn.ini and nwn2.ini tweaks were around that would work. Nothing so far. Anyway if anyone has any ideas about getting rid of this refresh rate cap in TSL it would be great to hear about it.
  19. Apologies for the lack of screenshots. I don't have a reliable way to show the grass glitch, but I can verify it's a reliable way to fix the issue as I've had this problem before and this was how I fixed it. I will show the difference between normal and 'fast' grass when I get a moment though.
    Option B has been working perfectly for me with no more security spikes throughout the whole game. To me option B makes more sense due to some problems with the level cap stopping you getting the full benefit from using skills. It's a very good solution to consistency problems in the game, and you can always go with option A to use your security spikes if you want to. No more annoyances about items you can't use and reminders of this being broken whilst you play the game. I found this to be a better playing experience because of that. Nice one!
  20. View File Dantooine Grass Fix This mod provides a work-around for those experiencing a problem with the grass on Dantooine where it looks as though the grass is floating from the surface of the plains, and becomes glitchy. I believe you shouldn't have this problem with the latest versions of the game, but I'm making this available anyway. I had suffered from this issue myself and managed to find this 'fix' to the problem. Actually it's not a real fix as only the game developers can do that but you can try this mod to work around the issue. If you suffer from this problem then you can try this mod as an alternative to disabling grass completely whilst you play through Dantooine. What it does is make sure 'fast grass' is turned on for the 'high' graphical preset. The other presets are unaffected because that option is already enabled for them, but many of you will of course want to be able to switch to the 'high' graphics preset. Screenshots have now been included as of revision 1.01. I want to draw your attention to the fact I don't have screenshots of the original issue, but I'm showing how the fast grass setting looks here (just looks slightly shorter to me, if anything). For now here is the mod though and you should only try this fix if you know and have the issue with the grass on Dantooine. You can test if this mod will help you by enabling cheats and then warping to the area in the screenshots: 1. In swkotor.ini under [Game Options] add the line EnableCheats=1 2. Start a new game or load an old save you don't care about 3. Open the cheat console using the ` or ~ key depending on your layout. 4. Type warp danm14aa and hit enter --Compatibility-- As far as I'm aware I'm the only one who uses this file so far and that was with Kotor 2 for my Reduced Graphics Mod. If you're ever asked to overwrite, say no and abort installation for now. --Installation-- Drop videoquality.2da into your Override folder. At minimum do this just before leaving the Jedi Enclave or just before entering the Taris Undercity. Preferably install when starting a new game. Submitter Marauder Submitted 05/12/2019 Category Mods K1R Compatible Yes  
  21. Version 1.0.1

    930 downloads

    This mod provides a work-around for those experiencing a problem with the grass on Dantooine where it looks as though the grass is floating from the surface of the plains, and becomes glitchy. I believe you shouldn't have this problem with the latest versions of the game, but I'm making this available anyway. I had suffered from this issue myself and managed to find this 'fix' to the problem. Actually it's not a real fix as only the game developers can do that but you can try this mod to work around the issue. If you suffer from this problem then you can try this mod as an alternative to disabling grass completely whilst you play through Dantooine. What it does is make sure 'fast grass' is turned on for the 'high' graphical preset. The other presets are unaffected because that option is already enabled for them, but many of you will of course want to be able to switch to the 'high' graphics preset. Screenshots have now been included as of revision 1.01. I want to draw your attention to the fact I don't have screenshots of the original issue, but I'm showing how the fast grass setting looks here (just looks slightly shorter to me, if anything). For now here is the mod though and you should only try this fix if you know and have the issue with the grass on Dantooine. You can test if this mod will help you by enabling cheats and then warping to the area in the screenshots: 1. In swkotor.ini under [Game Options] add the line EnableCheats=1 2. Start a new game or load an old save you don't care about 3. Open the cheat console using the ` or ~ key depending on your layout. 4. Type warp danm14aa and hit enter --Compatibility-- As far as I'm aware I'm the only one who uses this file so far and that was with Kotor 2 for my Reduced Graphics Mod. If you're ever asked to overwrite, say no and abort installation for now. --Installation-- Drop videoquality.2da into your Override folder. At minimum do this just before leaving the Jedi Enclave or just before entering the Taris Undercity. Preferably install when starting a new game.
  22. I did give it a try but unfortunately it doesn't work with TSL. I think it's just not available there.. unless someone can find a way to "make" it work or there's a different entry. Just something interesting to add. You might get hit with the player stuck bug at a higher frequency even with V-Sync on. Normally you need to have a 85Hz, 75Hz, or lower refresh rate and V-Sync on to stop that bug. A way round the problem is to use a frame rate capper The way around that is to get a frame rate capper for your graphics driver. Under Linux I use libstrangle to achieve this but you can get frame rate cappers on Windows too, Nvidia Inspector does it for example. Then you can set a frame rate cap up to 85 FPS or lower frame rate with a 100Hz+ refresh rate . No more player stuck bug and smoother playback for me.
  23. I discovered this a while ago when modding my swkotor.exe file for widescreen resolution. There is an easy way to make more modes for your monitor to appear, particularly to get around the 75Hz frame rate limit, and without setting the frequency manually. These options will appear to you from the in-game menus. As far as I know it does not give you widescreen resolutions, just the option to change frequency. All you have to do is edit your swkotor.ini file and add the line "AllowHighMonitorFrequency=1" under [Graphics Options] and you will then be able to use other frequencies like 120Hz or 144Hz if your panel supports it. [Graphics Options] RefreshRate=75 Height=1080 Width=1920 AllowHighMonitorFrequency=1 Then start the game and go your graphics options to change your refresh rate. My reason for posting this is I'm not aware of this being mentioned anywhere before and it's not on pcgamingwiki. Hopefully this will help others who have monitors with frequencies higher than 75Hz. This might also be somewhat helpful combined with V-Sync in some cases if you need that option.