Mellowtron11

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Posts posted by Mellowtron11


  1. 6 hours ago, ebmar said:

    Hi, Mellowtron11!

    Just a friendly reminder -- you may want to revisit the compatibility issue for p_jolee001.utc as it's not compatible with KotOR 1 Restoration setup.

    K1R had k1r_jolee_diag script fired on its OnDialogue, whilst yours using k_hen_dialogue01 which is by default.

    Nevertheless - an interesting release to improve the gameplay aspects one way and another! Many thanks for considering this. :cheers:

    Whoops, I did not know that at all. As far as my modding goes, I haven't  gotten into scripting yet. For this mod, I only modified the UTC files and that was it. 

    Of course, users can also select what UTC files they want to drop into the override folder too.

    3 hours ago, 134340Goat said:

    I might very well be mistaken, but I think the particular part of K1R that modifies that is an optional component not part of the main install, so this should be compatible with the rest of K1R

    I haven't used or downloaded the K1R restoration mod, so your guess is as good as mine.


  2. KOTOR NPC Stat Fixes Mod


    KOTOR 1 NPC Fixes 1.0

    A Mod for Knights of the Old Republic

    Author- Mellowtron11

    Release Date-3/16/2019

     

    Description-

    This mod is intended to fix some of the inconsistencies found with your party members’ stats and feats in KOTOR1 as listed below. This mod intends to fix these little oversights.

    Installation-

    Copy and paste or drag and drop the UTC files into your override folder.

    Installation Notes-

    To have the mod take effect, load a save game before your party members join your team or start a new game. It is best to start fresh with a new game as to not conflict with the current .utc files from your party’s NPCs. If you install this mod after party members have joined your group, the intended changes will not take effect for the party members already joined and will instead continue to show the original stats. Alternatively, load the .utc files that you want to change before you enter the module where you first meet that NPC.

    Uninstallation-

    Delete the proper .utc files from your override folder.

    Known Bugs-

    None, but if there are any, please message me at Deadly Stream. All of these characters have been tested by me.

    Permissions-

    Please do not claim credit for this mod or redistribute it without the author’s explicit permission.

    Changelog Version 1.0

    Carth

    ·        Removed Blaster Pistol Specialization feat, as Carth had two level 4 feats for some reason.

    ·        Added Rapid shot feat.

    Mission

    ·        Set Wisdom to 12 for a small boost to her security and treat injury skill.

    Zaalbar

    ·        Removed improved power attack as scouts did not get to select feats at level 4.

    ·        Added critical strike feat.

    ·        Set Awareness to 5 and treat injury to 6.

    T3-M4

    ·        Set Vitality to 24 points.

    Canderous

    ·        Set Constitution to 16, as Canderous was 4 attribute points short, bringing his HP total to 70 at level 5. (More HP fits his tough guy personality).

    Juhani

    ·        Removed conditioning feat since Juhani’s saves are already very high.

    ·        Added Flurry feat.

    ·        Set Strength to 14, charisma to 12 and Intelligence to 10.

    ·        Set Awareness at 2 and treat injury to 7.

    ·        Removed Juhani’s red Jedi robe and set her clothing as her default outfit.

    ·        Removed Affect mind power.

     

    HK-47

    ·        Added Rapid shot feat to properly add 1 more feat to the combat droid class’s feat progression.

    ·        Set Strength at 12, Dexterity at 16 and Constitution at 14, bringing HK’s total HP up to 78.

    Jolee

    ·        Removed robe and added default clothing to Jolee’s inventory for p_jolee.utc and p_jolee001.utc.

    ·        Set Wisdom and Charisma to 14.

    ·        Set awareness to 2 and treat injury to 8.

     

    Thanks

    ·        Bioware, Obsidian and Lucasarts for an amazing pair of RPG games.

    ·        Fred Tetra for the Kotor Tool.

    ·        TK102 for the K-GFF Tool.

    ·        N-DReW25 for helping me get started with KOTOR modding.

    ·        Everyone who downloads and uses the mod.

    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.


     


  3. Juhani Lightsaber Fix


    Juhani Lightsaber Fix 1.0

    A Mod for Knights of the Old Republic

    Author- Mellowtron11

    Release Date-3/4/2019

     

    Why does Juhani have a red lightsaber in the Dantooine Grove? Going off the older EU canon from back in the day, most red lightsaber crystals were made through the use of making synthetic crystals. So how did Juhani make her lightsaber red, especially in a hostile environment filled with Kath Hounds and Mandalorians?? Since this game was made before the idea of making a lightsaber crystal bleed was canon, this mod aims to fix that.

     

    Installation Notes-

    Drop the Folder’s dan14_juhani.utc file into the override folder. To have the mod take effect, load a save game before entering the Dantooine grove. If you install this mod after entering the Grove, the intended changes will not take effect and this NPC will have its usual loot.

     

    Uninstallation-

    Delete dan14_juhani.utc file from your override folder

     

    Changelog 1.0

    ·        Removed the two red lightsabers in her dropable inventory and added a single blue one

    ·        Set force points to 60 so Juhani can use her powers more often

    ·        Set strength to 14 for a little extra damage

    ·        Set Challenge Rating to 5, bringing total XP for killing her to 100 XP at level 9

    ·        Removed all armor proficiencies and guard stance feats from her feats list

     

    Known Bugs-

    This UTC has been tested by myself several times before release. There have been no bugs so far. If you find any, please PM me.

    Occasionally, Juhani has dropped additional loot like credits and repair kits for some reason.

     

    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.

    ·        TK102 for the K-GFF Tool.

    ·        Everyone who downloads and uses the mod.

    ·        N-DReW25 for the mod name suggestion.

    ·        JCarter426 for pointing out the use of K-GFF Tool to edit inventories instead of KOTOR Tool.

    ·        Strategy Wiki and Gamebanshee for stats and items info on the KOTOR series

     

    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.

     

    Juhani Lightsaber Fix Mod.zip


     


  4. While testing out my Juhani Lightsaber fix several times yesterday, there were two instances were I got some loot that wasn't explicitly put in by myself in K-GFF. It was just some small loot like extra credits and a repair kit. Why did this loot show up? Does KOTOR 1 do random drops for small items like these? It seems like this happens in some containers and some  generically named enemy NPCs.

    Screenshot (273).png

    Screenshot (297).png


  5. 7 hours ago, N-DReW25 said:

    *Cough* Nearby Crystal Cave filled to the brim with Red Crystals *cough*

     

    I'm thinking something along the lines of "Juhani Lightsaber Fix" as, whilst it is non-canon, having Juhani use a Blue Lightsaber instead of Red is the most logical weapon she'd use after fleeing the Jedi.

    Shhhhhhhh........  😁 Eventually I might make a mod that removes the red lightsaber crystals from the crystal cave. Having Kinrath inadvertently make red crystals in their eggs never made any sense to me, even when I first played this game back in high school.

    But yeah, Juhani just using her default saber in a hostile environment seems the most likely of scenarios.

    I like the name suggestion by the way! I'll be sure to credit you in the mod description!

    5 hours ago, JDub96 said:

    If you do this, let me know. Might try my hand at a compatibility thing between SotOR and your mod.

    Well, with the suggestions above, I'm almost ready to release this mod. Thank you everyone!


  6. I made a small mod that changes Juhani's red lightsaber to blue in the Dantooine grove. However, I have no idea what to name it. 

    Here is the readme description-

    "Why does Juhani have a red lightsaber in the Dantooine Grove? Going off the older EU canon from back in the day, most red lightsaber crystals were made through the use of making synthetic crystals. So how did Juhani make her lightsaber red?? Since this game was made before the idea of making a lightsaber crystal bleed was canon, this mod aims to fix that."

    Ideas, anyone? Thanks!


  7. It seems that G0-T0 is the forgotten squadmate in KOTOR2. I guess that a big chunk of the dislike for him is how redundant he is as a Squadmate when compared to HK-47 or T3. Scorchy pretty much sums it up in his LP.

    https://lparchive.org/Knights-of-the-Old-Republic-II/Update 31/

    https://lparchive.org/Knights-of-the-Old-Republic-II/Update 32/

    "The problem with Goto in combat situations is that he's horribly designed in the context of the game. He's less combat oriented than HK-47, and has less skills than T3-M4, so the min/max streak in people would cause them to take either one of the other droids. His main strength is his ability to dominate other droids into fighting for the other side, which is a great ability. Unfortunately about 90% of the droids in the game are on Nar Shaddaa, and we get Goto after that planet is finished, so that ability is totally useless. He's also the only droid who can stealth and he can't trip off mines (seeing as he floats), but... neither stealth or demolitions are class skills for him. All in all he's quite frustrating to use. Still, give him some good pistols and a plasma thrower like this and he'll kick as much ass as anyone else.

    The other problem with Goto is that he's a huge fatass and it's hard to see around him when you're controlling. There's also a couple of size jokes in the game as well. HK-47 calls him 'fat one' all the time, and - I don't know why I'm mentioning this - you know those interactions Goto has with Bao-Dur's Remote? According to the voice directions for Remote, he's making fun of Goto for being so big and fat; that's what all the beeping is about."

    What else do people not like about him? His personality perhaps, or his backstory?

     

    • Like 1

  8. On 12/5/2018 at 2:02 AM, DarthParametric said:

       

    I also decided to address one of the long time minor annoyances I've had. In the Grove, in the cutscene where Juhani freezes your party members the grass planes get extremely stretched. This is exacerbated when you replace the grass plane textures with something a little taller. So I decided the best solution was to extend the stone slabs out a little further and remove the grass from that section.

    Before:

    K1_Dantooine_Jedi_Enclave_Landscaping_11         

             

    Honestly, the first time I saw that stretch happening,  I genuinely thought it was an intended effect to show that there was a dark power concentrated on your character. After all, we hear the Jedi Masters tell us that the ancient grove has been perverted and tainted from the dark side.

     

    Really loving how green Dantooine looks now, Darth Parametric! Keep up the good work. While I still like the vanilla autumn textures of the base game for nostalgic purposes, these greener textures look way better. 


  9. When you talk to Ratrin Vhek on Nar Shaadaa, he mentions that there were 2 smuggling compartments. There's one in the starboard dormintory and one in the cargo hold. The cargo hold compartment is the one with the Jedi Robe, few credits, a weapon or two, and some pazaak cards. In the vanilla version of KOTOR2,  the starboard side compartment that was accessible after talking to Vhek,.  But I don't recall seeing the other compartment in the vanilla game.

    Was this restoration of the cargo hold compartment something that was meant to be restored from the game files, or was this something the TSLRCM crew added in for continuity's sake?

    xdbhtx.png


  10. On 9/25/2018 at 11:57 PM, DarthParametric said:

    That's because that scene uses a stunt module, not the regular Hawk module. That would definitely point to there being some sort of mod issue with the Hawk module. See if you have a ebo_m12aa.mod file in your Modules folder and, if so, attach it.

    So that's what the stunt modules meant in KOTOR tool....interesting.


  11. On 9/14/2018 at 1:37 AM, ebmar said:

    I had only known QGJ from Ep I, and looking from his approach to OWK in their first mission and on his duel with Darth Maul I believe he's a Guardian by heart, but his build-up/training is a Consular.

    And this is why it is hard to tell what he is. He's seems like he takes ideas from both schools of thought.


  12. Wookieepedia says that he was a Jedi Guardian according to the Legends article. After all, he was considered one of the Jedi Order's best duelists by many masters of the Jedi Order.  However, Jinn also had strong skills with mind tricks, telekinetics and diplomacy, as well as being able to come back as a Force Ghost. Those last few items seem to be strong trademarks of a Jedi Consular. 

    I'd like to hear what you folks think and have to say. 


  13. On 9/8/2018 at 2:05 AM, JCarter426 said:

    In this case, that's a problem for two reasons.

    1. KOTOR Tool has a bug that causes all items in a creature's inventory to be droppable even if they were set to not drop before. K-GFF is the preferred method for this sort of editing.
    2. If you don't loot Brejik's corpse, the game will script in a yellow lightsaber for Bastila no matter what changes you've made to Brejik's inventory. So you'll have to edit that script as well.

    1. Yeah, a while back, I tried adding force pikes to the Sith Assassins on the Harbinger with KT, and every one kept dropping force pikes. If I want to make changes to Brejik's inventory, do I take his UTC file and open it in K-GFF then?

    2. How would I be able to write/edit that script then? I've never written script for this game before, so that's why I am asking.