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Everything posted by Mellowtron11
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Correct me if I'm wrong, but I thought you said in another topic that you've done some acting in the past. Is that true? ....Yeah, that's an understatement. Not to mention the pile of all the dialogues mp3s that would have to be recorded and sorted into the game.
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EA shuts down Visceral. Their Star Wars game to be revamped.
Mellowtron11 replied to dg1995's topic in Star Wars
And we all know how well Free Radical's poor management and incompetence dug Battlefront 3 into an early grave. -
EA shuts down Visceral. Their Star Wars game to be revamped.
Mellowtron11 replied to dg1995's topic in Star Wars
Yeah, the Force Unleashed 1/2 was one of the first events where things started going downhill for Lucasarts. I think the point I was trying to make earlier was that the mid-2000's Lucasarts games were great. But yeah, considering they cancelled KOTOR3, Republic Commando 2 and the original Battlefront 3, they royally screwed themselves over. As you said, the players got crappy games like TFU and Kinect. KOTOR3 actually existed in pre-production at Obsidian for a time before it got pulled, as the article states below. http://www.eurogamer.net/articles/2013-07-31-fear-is-the-path-to-the-dark-side Never got to play Galaxies either, but there's a guy on Youtube who explored most of the planets' surfaces before the wipe occurred. Needless to say it looked interesting. -
Has anyone ever run Handmaiden with only unarmed attacks? Usually I let her use her staff and then give her a saberstaff once she becomes a Guardian. But while she has the first couple of two weapon fighting feats, she also has unarmed feats. I'm sure it can be done since TSL is a little easy, but does anyone have any thoughts or experiences?
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EA shuts down Visceral. Their Star Wars game to be revamped.
Mellowtron11 replied to dg1995's topic in Star Wars
A lot of great games came out of that era. Lucasarts in particular had some great Star Wars games- the KOTOR series, the original Battlefront 1 and 2, Republic Commando, Rogue Squadron 2 and 3- were fantastic. Then things started to slow down for Lucasarts. -
I was watching one of your mod highlight videos yesterday, and the latest M4-78 video appeared in the suggestions column. Very glad I clicked on the link. I'm also very impressed on how well you've dove into the history of this subject. Beforehand, I thought the only M4 mod that came out before the current M4 EP mod was Stoney's older mod. Didn't know that there were other iterations of the dorid world, like DarthShan's mod.
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Wouldn't you also have to add lip snyc animations to the player character's model too?
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Weird Graphical Limitations/glitches
Mellowtron11 replied to Mellowtron11's topic in Knights of the Old Republic General
I know this is a silly question, but is CM_baremetal referring to the bare metal textures? -
I was wondering if it was possible to adjust the autobalance feature in TSL. Doesn't the autobalance.2da only go up to level 20 (I'm getting that's something from KOTOR1)? Can't it be changed to level 30? Or is this a hardcoded feature.
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I had to mess around with the properties tab a bit, but I got it working to run as an admin. Thanks for your help!
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Download:Consular Sentinel Class Skill Swap
Mellowtron11 replied to darthbdaman's topic in Mod Releases
For K1? He's right, it's pretty simple. You just need KOTOR TOOL. All you have to do is go to your 2da array and then open up your skills.2da file. Cross class skills are marked with a 0, class skills are marked with a 1. The classes are marked in shorthand as follows. bead-v's character guide is below, and is pretty helpful. http://deadlystream.com/forum/topic/5540-character-stat-guide/ Non-Jedi - soldier – SLD - scout – SCT - scoundrel – SND - tech specialist – TEC - minion – MIN, not available for players Droid - expert droid – XPD - combat droid – CBD Jedi - jedi guardian – JGD - jedi sentinel – JSN - jedi consular – JCS - jedi weapon master – JWM - jedi watchman – JWA - jedi master – JMA Sith - sith marauder – SMA - sith assassin – SAS - sith lord – SLD -
I will admit this video answered the questions above that I was confused about https://www.youtube.com/watch?v=4m_ZPCgwnEc
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How do I change the feats used by NPCs?
Mellowtron11 replied to Te5la's topic in General Kotor/TSL Modding
I'd also recommend typing or writing a list of changes so you don't forget what you end up changing. Here's a helpful article that I helped me get started. https://www.reddit.com/r/kotor/comments/6alr2c/is_there_an_idiots_guide_to_kotor_tool/ -
Okay, that did the trick. Do I have to run it as an admin from this point on then? Thanks for the assist.
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Sorry for bringing this old topic back, but the same thing just happened to me yesterday night. I've tried reinstalling the tool, but have had no luck. I'm using the US 4 CD version. Would these registry key work the same for the 4 CD version (except for the location destination, which would obviously be changed)? Should this be the first step in trying to troubleshoot this problem?
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Well, that makes sense that you can find only some of the planets' modules in the erf files. So should I keep pulling utcs from the .rim files then?
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Open up KOTOR Tool and open the .rim files are in the rims- module. All the rim files will be there. If you want to get to the .mod files, go to the ERF tab, open it and then open the modules tab.
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Well thank you for telling me that. Fortunately, I've only made three utc changes from the rim files, but that can easily be recreated by pulling the proper utcs from the mod files. Yay for writing down what you end up editing!
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Maybe it was intentional Should you avoid using .rim files entirely then? I've done a few edits with .utc files taken from .rim files and they've worked fine.
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What's considered to be the original file then- the .mod files or the .rim files?
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What's hardcoded in the game?
Mellowtron11 replied to Mellowtron11's topic in General Kotor/TSL Modding
ah okay. That makes sense then. I was only thinking of possibly modifying the feat progression for the existing Jedi classes. I wasn't planning on making new ones. -
What's hardcoded in the game?
Mellowtron11 replied to Mellowtron11's topic in General Kotor/TSL Modding
When you say that the Jedi Classes are hardcoded, what are you talking about? I know there's a mod adjusting saving throws for some of the prestige classes in K2, but what else is hardcoded about the Jedi classes? Feat gain/progression for instance? And if I wanted to customize powers, would I do so in the spells.2da area with KOTOR tool? Say, for instance, if I wanted to switch the will saving throw of Force Lightning to a Fortitude save, would that work? -
If you wanted to edit NPC edits of a particular module, you want to stick to the mod files, not the rim files, right?
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What's hardcoded in the game?
Mellowtron11 replied to Mellowtron11's topic in General Kotor/TSL Modding
What year did Lucasforums go down? -
Isn't that the Stabilizer mask with some additional bonuses and penalties? Really liking that armor skin you've got in the screenshot. Was that the armor used by the Aqualish thugs in K1? http://www.gamebanshee.com/cgi-bin/search/banshee_search.pl?_layout=KotOR2_Items_Page&_cgifunction=search&kotor_items.game=KOTOR2&kotor_items.id=1291