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Everything posted by Mellowtron11

  1. Interesting... well, keep us posted then!
  2. I was looking through the KOTOR2 files with kotor 2 and even though I only saw the four main Korriban modules (Valley, Academy, Shyrack caves and dark side cave), I'm curious- did the Dreshdae module ever make its way into the KOTOR2 game files during the game's development? I'm not hoping for much, at least in terms of answers. And even if the module exists, I doubt there would be much in the module. Korriban seems like it was rushed into the game at the last second to replace the unfinished M4-78. That, and the settlement was basically abandoned during the Sith Civil War on Korriban, according to the wiki.
  3. Are you planning to make a K2 Korriban mod?
  4. Mellowtron11

    May the 4th be with you. (Contest Inside)

    (facepalm) I feel silly now....
  5. Mellowtron11

    May the 4th be with you. (Contest Inside)

    When will the deadline be for this contest then?
  6. True, but since there's a five year gap between KOTOR 1 and 2, there would probably only be skeletons and droid remains left over by the time the Exile comes to Korriban. However, there are in-game models of skeletons and broken up protocol droids, so we're covered there too. Throw a few datapads or broken terminals nearby with some accounts of what happened after Revan ripped through the academy and left the remaining Sith to duke it out between each other to add to the story. There was also that little Czerka office and the Drunk side cantina, so perhaps there could be mentions of those places too. There's also a couple NPCs that could be mentioned.
  7. Very, very valid point. Thank you for pointing that out. However, I think it would be cool to have the Exile find a damaged droid hiding outside the Academy that witnessed the Sith Civil War unfold on Korriban. That would make for some interesting exposition and it wouldn't be too difficult to voice over. Of course, a script, story and character(s) would have to be written first.....
  8. Well you do find those dead scavengers in the academy with thorium charges in their bags. I know. Doing something like this is a little above me at the moment. I'm just brainstorming and tossing some ideas around. It's interesting to hear what others have to say.
  9. Well, you could always place a dead body with demolition charges in a bag nearby and use those to blow up the rocks in order to make it out to the spaceport. Or is it possible to have the exile levitate the rocks out of the way? Is there a script command out there to have the rocks lift up and flow out of the way?
  10. Mellowtron11

    lightsaber forms

    I love these lightsaber combat topics.... Anyway, curved lightsabers are used since most form II duelists will use mostly one handed moves in a duel and the curved hilt fits a person's hand better if you're pointing a blade directly at your target with the blade parallel to the ground. As for double bladed sabers, as far as I know, it is not specific to just form VI. Yes, Exar Kun used one as a Form VI master, but so did Asajj Ventress (a form II master) and Darth Maul (a Form VII beast). Perhaps Niman opens up the door for other techniques and styles not taught by the other forms, since there's such a heavy focus on improvisation. From Wookiepedia: "The curved-hilt lightsaber is perhaps the least radical of all variants. Its extended handle accommodates a slight bend seldom exceeding thirty degrees. This style is common among practitioners of Form II lightsaber combat, who prefer its balanced weight and precise handling for saber-to-saber dueling." ―Skarch Vaunk in The Jedi Path: A Manual for Students of the Force[src] Due to Form II's emphasis on blade manipulation, and its many fluid one-handed moves, Makashi practitioners often wielded lightsabers that were specialized for such use. The most prominent weapon for this purpose was the curved-hilt lightsaber. These weapons were used because the curved hilt fit better into the palm, granting better blade control and allowing for greater precision and strength.[20] In addition to this, wielders often created highly decorated weapons, and occasionally included blade-guards, as shown with Dooku's lightsaber.[
  11. What the title says above. Even though I am no expert at all when it comes to modding, and I don't plan on doing this, I'm curious. Can a new area module on any of the planets be made from scratch with the respective game's assets and files? Or is that not possible at all?
  12. Mellowtron11

    Can a custom module be made from scratch?

    So what tools do you need to make modules then?
  13. Mellowtron11

    Better late than never

    Thank you very much for all the work you've put into this video series, Xuul and Sith Holocron! Thank you very much for the heads-ups!
  14. Mellowtron11

    Bao Dur's Extended Intro [Help Wanted]

    Why can't you use lip sync in Windows 10?
  15. Mellowtron11

    Improved Dueling Feat

    Couldn't you also place an NPC merchant into one of the modules with this item, or pop this item into one of the existing merchants' inventory?
  16. Mellowtron11

    Improved Dueling Feat

    ....... I never thought of that. Of course, someone would have to add some scripting to get the items to appear in-game. Maybe make them as a vendor purchase or have them appear around the time of the player's prestige class choice. I wouldn't want to have those armbands drop at the tail end of the game, though. You could do something like this implant did in the screenshot below.
  17. Mellowtron11

    Improved Dueling Feat

    I wish there was a mod to add these in since I use the dueling feats for my own characters. Unfortunately, the game's feats are a hardcoded element of the game. These threads explain some things better.
  18. Mellowtron11

    Save file backup?

    I'm looking to do some work with KSE and I went to go to my programs/x86 Lucasarts folder to find my saves, only to find an empty folder. I'm using the 4CD version of KOTOR2 on WIndows 10. BTW, I did read this post, but it didn't really answer much. So what am I doing wrong? How can I make a save file backup?
  19. Mellowtron11

    GenoHaradan Legacy

    For those of you who don't know, the mask the masked Duros is wearing is called the Stabilizer mask. With that being used, are you going to use that Sith Style mask in KOTOR1/2 (that flat looking mask)? It was also reused in KOTOR2 as the Das'Skar Hunting Mask. It does have the following description that kind of ties into bounty hunter lore: Nikto bounty hunters often employ these masks to help them track down prey. Das'skar Hunting Masks were created by Hutts to improve the performance of their minions.
  20. Mellowtron11

    Bao-Dur's Fate: A TSLRCM Add-On

    Just liked the video, just you said above!!!
  21. Well, I totally fell for the Bao-Dur's fate mod as being a real mod. You fooled me!
  22. Mellowtron11

    KOTOR2 Computer Use and Repair Skill Swap

    And for those who were curious about getting feats to show up or disappear, here's a small list of what I had to do. For those you don't know about the abbreviations, bead-v's character stat guide is posted below with the proper info. For the record, the Jedi Consular (jcn) and Jedi Sentinel (jsn) postings also apply to their corresponding prestige classes. Computer use feat Jcn list 4 Jcn granted 1 (This removes the feat from the feats list) Jsn list 1 Jsn granted -1 (This adds the feat into the feats list) Scd list 4 Scd granted 1 Sct list 1 Sct granted -1 Repair use feat Jcn list 1 Jcn granted -1 Jsn list 4 Jsn granted 1 Scd list 1 Scd granted -1 Sct list 4 Sct granted 1 As for skills.2da, 0=cross class skill, 1=class skill
  23. File Name: KOTOR2 Computer Use and Repair Skill Swap File Submitter: Mellowtron11 File Submitted: 01 Nov 2017 File Category: Mods TSLRCM Compatible: Yes Mod Title: KOTOR2 Computer Use and Repair Skill Swap 1.1 Author: Mellowtron11 Description- Something that always bothered me from a lore perspective was the fact that the Consular got the repair skill and the Sentinel got computer use as part of their respective class skill sets. This is all fine from a balancing perspective, but I was always confused how a class that dedicates itself to research, diplomacy, and Force usage has a more practical worldly skill. In the same vein, Sentinels are considered to be slicers, but why aren’t they adept at repairing things as the lore suggests? On that note, I also thought that a Jedi career that includes researchers and historians within its ranks would probably be better handling computers than machinery. So, to keep everything balanced skill-wise, the Consular and its corresponding Prestige Classes (Master and Lord) now have Computer Use. The Sentinel and its corresponding Prestige classes (Watchman and Assassin) now have Repair as a class skill. I also made computer use a class skill for the Scoundrel and removed it from the scout’s skill list, similar to the Scoundrel and Scout classes from the Wizards of the Coast Star Wars RPG Core Rulebook. All classes mentioned in the changelog below will be affected for both your player character and your respective NPCs. E.g. Kreia and Atton will have Computer use, Visas will have repair, etc. Installation- Copy and paste or drag and drop the skills.2da and feat.2da files into your override folder. Uninstallation- Delete the associated skills.2da and feat.2da files from your override folder. Incompatibilities- Anything that also modifies the skills.2da and feat.2da files will probably not work. Known Bugs- None, but if you find any, please message me at Deadly Stream. Permissions- Please do not claim credit for this mod or redistribute it without the author’s explicit permission. Thanks- Bioware, Obsidian and Lucasarts for an amazing pair of RPG games. Fred Tetra for the Kotor Tool. Darthbdamen for answering my many questions on the skills.2da file. His own mod Consular Sentinel Skill Swap for KOTOR1 was the main inspiration for my mod. You can find out more here: KYuTH for his kind email and inspiring me to get back to work on this mod. Everyone who downloads and uses the mod. bead-v for his Character Stat Guide. You can find it here: Wizards of the Coast’s Star Wars Roleplaying Game Core Rule Book and Power of the Jedi Sourcebook for additional info and ideas LEGAL NOTICE- THIS MODIFICATION IS NOT SUPPORTED BY LUCASARTS, OBISIDIAN, BIOWARE, DISNEY OR ANY SPONSORS OF THE PREVIOUSLY MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK, AND THIS MOD AUTHOR OR THE DEADLY STREAM WEBSITE IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER BY THE USAGE OF THIS FILE. Click here to download this file
  24. Mellowtron11

    KOTOR2 Computer Use and Repair Skill Swap

    Alright folks! Sorry for posting this several months later, but I finally fixed this mod up to what it was originally supposed to be. Sorry for the very long delay. Things have leveled out for me right now so I've been able to devote some time to modding again. Here's the new changelog. Changelog V1.1 Fixed the recommended skill point allocations for the following classes: Scout, Scoundrel, Jedi Consular, Jedi Master, Jedi Watchman, Jedi Sentinel, Sith Assassin, and Sith Lord Updated the feats list to properly show or hide the bonus skill feats. The Consular, Jedi Master, and Sith Lord now have the Class Skill: Repair available as a selectable feat and Class Skill: Computer Use has been removed from the feats list The Sentinel, Jedi Watchman, and Sith Assassin now have the Class Skill: Computer Use available as a selectable feat and Class Skill: Repair has been removed from the feats list The Scout now has the Class Skill: Computer Use available as a selectable feat
  25. Mellowtron11

    Teachable Feats/Powers List

    So this option was only available to Bao-Dur? Sorry for asking a redundant question.