Mellowtron11

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Posts posted by Mellowtron11


  1. So the original 2004 Battlefront finally got released on Steam a few weeks ago. And I have to ask you fellow forum users- which was your favorite old Battlefront? 

    While the 2005 Battlefront 2 seems to be regarded as the best game in the series by the fans because of heroes mode, space battles and more planets like the Episode III planets, I actually am a little more fond of the original 2004 game. I was introduced to that game at a friend's house in junior high. Both he and I would play LAN games over many of the maps.  We were always fond of the big maps with the vehicles, as those maps were usually bigger and had more room for flying and zipping around the battlefield. 

    And there were other little quirks that I liked about this game. The colors were more vibrant and less washed out than Battlefront 2's palette of muted KOTOR 2 -like colors. There were pilot classes on the ground, which I liked as I grew up with the Rogue Squadron novels, comics, and games. (Sadly, the pilot classes were replaced by the engineer class on the ground maps in the next game Which makes sense, but still...). Places that we only saw glimpses of in the movies were expanded on, like Cloud city, the Dune sea, and Endor. Even places we hadn't seen in the movies like Kashyyk (at the time) or Rhen Var were given good treatment and design. You could even go prone, which helped as a sniper class. Heck, as a fan of the R-series droids, I liked the little red and white R4 units that sat around the battlefield ready to fix vehicles. 

    Of course, there were aggravating parts in the game, like droidiekas that took ridiculous amounts of damage with their shields. Dark troopers and jet troopers could jump around the battlefield at will. Sniper NPCS would camp and pick people off if you dallied about too long. And certain map points were prone to bottlenecking enemies into your scope. (Cough, cough, the connecting bridge on the Bespin platforms.).

    So go ahead and vote. I'm looking forward to hearing your thoughts.


  2. On 12/31/2018 at 9:17 AM, DarthVarkor said:

    Well, according to Wookieepedia, Sion was a Sith lord. I mainly say Sith Lord as the class for it because it seems like a very complex and advanced power. Marauders mostly focus on lightsaber combat over a higher proficiency with the Force itself. Again from Wookieepedia: "The class corresponds to the Light Side class Jedi Weapon Master, as both do not focus so much on philosophy and Force powers as they do on battle." To me, that'd be like assigning it to a Jedi Guardian over a Jedi Consular. But maybe I'm just being too pedantic :P 

     

    On 12/31/2018 at 10:59 AM, MoldyCrow said:

    Maybe I just associated him with the Marauders because all you really see of Sion is his aggression and lust for revenge, you never really see him displaying a particularly amazing command of the Force like Nihilus or even Kreia. 

    Sorry to bump an old thread, folks....

    Like what you said Moldy Crow, Sion is definitely more of a Guardian/Maurauder type Sith that uses the force for defense rather than offense. Like light side Jedi Guardians, he primarily uses the Force to buff and heal himself. But overall his command of the Force pales in comparison to Darths Nihlus and Traya. In fact, if you look at KOTOR2's game files, his assigned class is a Jedi guardian for multiple modules.

    • Like 1

  3. 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.


  4. 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.


     


  5. 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


     


  6. 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


  7. 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!


  8. 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!


  9. 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

  10. 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. 


  11. 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


  12. 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.