Marauder

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Posts posted by Marauder


  1. 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
    • Submitted
      09/20/2020
    • Category
    • TSLRCM Compatible
      Yes

     


  2. 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
    • Submitted
      09/20/2020
    • Category
    • TSLRCM Compatible
      Yes

     


  3. 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
    • Submitted
      09/19/2020
    • Category
    • TSLRCM Compatible
      Yes

     


  4. 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
    • Submitted
      05/28/2019
    • Category
    • K1R Compatible
      Yes

     


  5. 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 :)


  6. On 5/27/2019 at 5:58 AM, JCarter426 said:

    That's more of an issue with UTP, UTC, and some other types than UTI. If the item came from templates.bif, it should be fine.

    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.


  7. 37 minutes ago, JCarter426 said:

    What exactly are you trying to do?

    If you want to change what the item is, like change its stats or description or appearance or whatever, you only have to edit the UTI file for it. It doesn't matter how many stores carry the item; the edits will to the UTI file affect all instances of the item, so long as you load up a save from before the item was created in the game world.

    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 :)


  8. 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 :)


  9. 1 minute ago, DarthParametric said:

    No. TSL uses Odyssey the same as K1. Obsidian only made minor changes to the engine itself. NWN 2 used Electron, a far more radical evolution of Aurora (NWN's engine), but that came after TSL at any rate.

    Ah thanks for clarifying that, I did wonder because it looked like both games were planned for 2004 from what I found.


  10. On 5/12/2019 at 5:03 PM, Kainzorus Prime said:

    Interesting. Can it also be applied to TSL?

    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.


  11. 7 hours ago, Sith Holocron said:

    No screenshot?

    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.

    • Like 1

  12. 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
    • Submitted
      05/12/2019
    • Category
    • K1R Compatible
      Yes

     


  13. On 5/12/2019 at 5:03 PM, Kainzorus Prime said:

    Interesting. Can it also be applied to TSL?

    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.


  14. 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.

    • Like 1

  15. Is it compatible with TSL Loot & Immersion Upgrade 2.0.7b

     

    Some files look to be already used by that mod, so it's not fully compatible.

     

    Try to install this mod over the top of TSL Loot & Immersion Upgrade 2.0.7b and if it asks you to overwrite it's incompatible if it doesn't it's compatible

     

    Yeah, anything it would overwrite won't be compatible. But you could use some of them if you wanted by choosing not to overwrite anything.

     

    I'll try to improve this later, but for now I'll update the description.


  16. Robe Description Fixes


    Fixes all robes that weren't marked as upgradeable in their description. This should work universally with TSLRCM, M478-EP and Vanilla TSL, but does not yet work with 90SK's TSL Loot & Immersion Upgrade or anything else it would overwrite.

    Use it however you want, as usual just throw a mention my way.


    • Submitter
    • Submitted
      06/05/2017
    • Category
    • TSLRCM Compatible
      Yes

     


  17. Droid Anatomy Library Description Fix


    Droid Anatomy Library Fix 1.0.1 for K2 by Marauder

    Corrects the Droid Anatomy Library not showing it's +1-10 Energy Damage vs Humans.

    All the bonuses from this utility item only apply when unarmed.

    This should be interesting for seeing HK-47 rough up some gland-driven meatbags.

    -Install-

    Drop d_interface_12.uti into your Override folder.

    -Copying-

    Use it however you want, just throw a mention my way.


    • Submitter
    • Submitted
      06/05/2017
    • Category
    • TSLRCM Compatible

     


  18. Droid Energized Armor Balance Fix


    This mod changes the requirements for droids to equip the Energized Armor set.

     

    You can find and equip these high level armors before you've levelled your droids, so this changes that so they need the Droid Upgrade Class 3 feat (level 13).

     

    Use it however you like, just mention me when doing so.


    • Submitter
    • Submitted
      06/05/2017
    • Category
    • TSLRCM Compatible

     


  19. Zabrak Vibroblade Reversion for TSLRCM


    Zabrak Vibroblade Reversion for TSLRCM.

     

    Although it's not particularly unbalanced, in TSLRCM the Zabrak Vibroblade now does +2 unstoppable damage vs the old +2 Piercing damage.

     

    This is a small mod to revert to the previous +2 Piercing damage.

     

    This is an original unmodified TSL file extracted by kotor tool, so feel free to use it in any way you want.


    • Submitter
    • Submitted
      06/06/2017
    • Category
    • TSLRCM Compatible
      Yes

     


  20. Marauder Fix Pack


    Marauder Fix Pack for KotOR II: TSL

    There is a new version 1.0.5, make sure to grab the 1.0.5 version of the zip.

    -Description-

    A collection of my fixes to upgrade items that had wrong descriptions or properties. It combines all the fixes I have done for TSL.

    -Fixes (incomplete list)-

    • Fixed the Mandalorian Chamber Mark III doing 3-17 damage instead of 2-16 as in the description.

    • Barab Ore Ingot now correctly shows 2-12 fire damage in the description instead of 2-16.

    • Targetting Scope Mark I was changed to show that it in fact has a slow effect like the others and not a stun effect.

    • Corrected Ion Cell Mark II to show that it does Ion damage like the others instead of Bludgeoning damage.

    • Birestorative underlay Mark III (u_a_unde_14) was missing the word "upgradeable." at the end of it's description.

    • Hurrikaine Crystal description changed to mention the property On Hit: Knockdown DC 18 which was missing before.

    • Firkrann Crystal changed to show that it does Ion damage vs droids instead of regular Ion damage which was missing before.

    • Various whitespace fixes.

    • Various missing colons after "Massive Criticals".

    • Fix for Ostrine edge not showing the requirements to use it.

    • Added missing return carriage for Solari crystal.

    • Many robes were missing part of their descriptions that mark them as upgradeable.

    • Droid Anatomy Description Fix is now included in main install

    -Installation-

    Just double-click MarauderFixPackK2.exe, confirm your choice then tell the installer where the game path is.

    -Compatibility-

    For now this is still not compatible with 90SK's TSL Loot & Immersion Upgrade, but this will probably happen in the next point release.

    This mod will not overwrite anything however, meaning you can safely use it and still get some of the fixes whilst using other mods.

    -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

     


    • Submitter
    • Submitted
      11/16/2016
    • Category
    • TSLRCM Compatible
      Yes

     


  21. I think I understand. "Fast" is "Off", then low good and best are low medium and high. The mod then tells the .ini to not activate things to the degree they would be even when set to off. Correct?

     

    You still get the same texture quality but with some of the effects reduced.

     

    If you look in the graphics options under advanced you have the 'low', 'medium' and 'high' graphics level - they correspond to the low, medium and best columns in the screenshots fair strides posted. Overall quality isn't really hurt much but the game is smoother.

     

    High graphics doesn't change much, you get a bit of everything but it's still less than the original. Nothing you'll really miss.

    Medium graphics is the bare minimum effects you'd want, nothing is ugly but the game should be smoother.

    Low graphics turns everything off for people who are struggling. 

     

    A lot of lag in TSL seems to be caused by dynamic lights and shadows - blaster shots, force powers, grenades, shadows caused by creatures, smoke, etc. This mod just reduces that without compromising too much on details.