offthegridmorty

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File Comments posted by offthegridmorty


  1. 21 minutes ago, PoopaPapaPalpatine said:

    I originally installed all the mods you offered and when I noticed the issue, I whittled it down the to the "Alignment" one and it resolved the matter.

    Do you mean you installed all of my mods, or you ran all of the install options of this mod? I'm trying to determine which option you selected when you ran the patcher. 

    23 minutes ago, PoopaPapaPalpatine said:

    I have a list of mods, mostly cosmetic and few that alter gameplay (beyond K1CP) like "Dialogue Fixes", "Improved AI", "Thematic Party Abilities", and "Repeating Blaster Bonus". I install the Community Patch first, then the HD mods, then further gameplay and cosmetic mods like that afterwards. I have an ordered list to install all the important ones first and in what order so none conflict.

    Well Dialogue Fixes should be the very first thing you install, not K1CP, since it hard overwrites dialog.tlk. That could potentially be the issue if you happened to install Dialogue Fixes after my mod, or any other mod that overwrites dialog.tlk. That would likely cause issues of the sort you described that would be resolved by uninstalling my mod and restoring the original dialog.tlk. If that's the case, you could try reinstalling this mod and see if the issue is still there.

    Otherwise without details of exactly what mods were installed and in what order relative to my mod, it will be hard to say the cause. I wasn't able to replicate the issue but I will keep an eye out.


  2. 9 hours ago, PoopaPapaPalpatine said:

    I don't know why but this caused a minor bug in that it conflicted with something on my HD HUD and menu mods. "Awareness" was replaced with a partial description of the feat itself. It was only when I removed this mod that it went back to normal. It was a very strange thing.

    Thanks for letting me know. It sounds like an issue with dialog.tlk. If there's a conflict I'll note it in the description, but so I can confirm, can you share more info:

    • Is this with the base version or the combined version with Treat Injury Affects Force Healing?
    • Are you using K2 FPs for K1 and the included patch?
    • Specifically what other mods you were using, at least the ones you suspect are conflicting
    • What was the install order of the mods
  3. Prestige Powers

       358    2

    @The_Chaser_One I’ve considered it but the mod heavily relies on TSL-only script function so it would take significant rewriting, if it’s even possible. For sure you can activate stealth w/o solo mode in K1 but making everything function smoothly and without bugs like in TSL is a different story. I will look into it.

    • Light Side Points 1

  4. On 6/25/2025 at 1:57 AM, CapitaineSpoque said:

    I think it'd be interesting to have a lighter version with a bit less penalty (maybe from -50 to -25% efficiency?) and remove entirely the additional force point cost. I feel it might be "too" punitive/restrictive as is (at least for my taste) and prevent most of the build variety with a very linear progression (as i don't see why you would invest any point into an opposite side force power).

    I appreciate the feedback! I did intend for it to be pretty punitive to make your alignment a more important part of your build, and I think there are still natural incentives to learn opposite alignment powers since LS powers don’t deal damage while DS powers don’t give buffs. But I do get you and I’ll definitely consider a lite version or at least further reducing or removing the FP cost penalty.

    Edit: @CapitaineSpoque I decided to make it so every point in your WIS modifier reduces the maximum penalty by 5%. With a Wisdom of 20, the maximum penalty for opposite alignment goes to only -25%. Not as light as you suggested but I think a decent compromise and I'll consider more tweaks in future updates. Thanks!

    • Like 1

  5. 1 hour ago, jc2 said:

    An outstandingly creative idea, I absolutely wonder just how impactful this will be on fights against Sith Lords and Jedi Masters, and how much it will effect force power choice with player consideration to alignment decisions. 

    As do I 😆 Unfortunately in vanilla K1 many NPCs were left with neutral alignment which is why I recommend NPC Alignment Fix. But it should definitely make certain fights a bit tougher!

    19 minutes ago, Vanguard2023 said:

    So Stasis would last longer depending on the user's alignment?

    Longer if you're LS, shorter if DS.

    • Like 1
  6. Improved Force Sight

       174    8

    4 hours ago, Vanguard2023 said:

    Could you teach Jedi companions this power?

    You can teach them regular Force Sight then they can select the new power when they level up.

  7. Mines Overhaul [TSL]

       48    4

    4 hours ago, N-DReW25 said:

    Another awesome banger by offthegridmorty! Will there be a K1 version?

    Thanks N-DReW! I do hope to make one for K1, but some features may need a little re-working since they take advantage of TSL-only features or script functions.

    4 hours ago, N-DReW25 said:

    Also, I'm a little curious by the idea of the "NPCs Use Mines" bit. Does that mean certain enemies have been given land mines in their inventories that they'll literally place down in front of them to be used against the player?

    In effect, yes, though it's all handled via script so that they don't actually have anything in their inventory (using SpawnMine, TSL-only function). But in effect, if an enemy NPC can see the player (or any hostile creature) they'll have a chance to place a hostile mine down directly in front of them and between you. They'll then move back a bit so they can't get hurt by their own mine. The chance of placing it depends on whether the potential blast area is clear of creatures or other mines, how far the nearest hostile is (they won't just place one at your feet), and a little RNG. Their "inventory" so to speak is handled in the script, so that different enemies have different lists of mine types they can randomly choose from. The number of mines each NPC can place is stored in an unused local number, though I just capped it at 1 for everyone. There's not really much need or opportunity to have them place more than one. 

    I will admit it's a wee bit hacky since it's handled outside the standard combat AI routines, though this allows for compatibility with mods like Improved AI or others which edit the default creature scripts, and it seems to work well from my testing!

    • Thanks 3
  8. Mines Overhaul [TSL]

       48    4

    24 minutes ago, Vanguard2023 said:

    So it should be fine with the KOTOR 2 mod build. When should this be installed? Replacing the "No Mines on Malachor"?

    Should be fine but I've only tested with a previous version of the build. I'd say install it last to be safe. Should be OK to install on top of No Mines on Malachor if you already have it.

  9. Unique Jedi Master Robes

       121    2

    On 6/3/2025 at 11:55 AM, Vanguard2023 said:

    Would this be compatible with Extended Enclave?

    Yes it should be.

    EDIT: Compatible but must be installed after Extended Enclave.


  10. On 2/12/2025 at 9:04 PM, ZeldaTheSwordsman said:

    I had thought this was vanilla behavior.

    It is not, technically. You might be thinking of your Wisdom modifier which is in the vanilla heal and also added to your Treat Injury.

    On 2/12/2025 at 9:04 PM, ZeldaTheSwordsman said:

    I will however say that medpacs - especially Life Support Packs - are not entirely obsolete for Force users. They come in handy if FP is low, plus you can use a single medpac for free from the inventory in the middle of combat.

    That's fair, but skills in this game can always use a little more usefulness.

    • Like 1

  11. @JustARookie The way the mod calculates healing, how much more or less than normal depends on how your level and Treat Injury score compare. 20 Treat Injury at level 10 will heal you more, while 20 Treat Injury at level 30 will heal less. The effect is not super big (around +30% and -50% differences at most) which is intentional to not throw off the game's balance too much. I have been thinking about tweaking the equation to weight the skill more for bigger boosts, similar to how the damage is calculated in Repair Affects Stun Droid.

  12. Improved Force Sight

       174    8

    8 hours ago, ShayOrdo said:

    Great mod addition, though, shouldn't Kreia also have permanent Force Sight? She is blind after all, meaning that she could also be a helpfull provider of deffence against assassin's on Harbinger. 

    Yeah I went back and forth on this, and I decided not to give her perma Force Sight because according to her dialogue she is not 100% blind like Visas, Force Sight is more like a pair of glasses which she can use but not all she relies on, whereas Visas has no regular sight at all. I also didn’t want to take the steam out of meeting Visas where you are really introduced to this new power. But you may be right, and she probably at least should have the power available to cast. I’ll likely make an optional patch for either perma Sight/castable Sight on Kreia. Thanks for the feedback.

  13. K2 Force Powers for K1

       961    2

    Hey thanks for the comment. I checked out that mod and it looks like the issue comes from it explicitly entering the value of the next line down from the last vanilla power, instead of using a token in TSLPatcher to calculate the next highest value. Essentially it installs assuming no other FPs have been added before it. If you installed my mod first, it would calculate line 12 for Barrier since that's the first power it adds and the next line down, then later that mod would explicitly put Force Enlightenment on line 12. Probably since Barrier was added first it gets priority and overwrites. But if you install my mod last there shouldn't be any conflict.

    In fact this conflict could happen with any other FP mod. I recommend installing the Enlightenment mod first before any other FP mods to avoid it.


  14. @ConansHair Thanks for the suggestion! Good point about Affect Mind not being used, but since the power is relatively strong for it being given to Bastila at level 3, replacing Force Aura was just my attempt at balancing things a little. She can still get Force Aura and the rest of the tiers as she levels up so she's not really cut off, but yeah I recognize that this effectively reduces the number of vanilla powers you can give her by 1. I haven't played much through the story with the mod yet but I'll do that to get a sense of the balance and will keep your feedback in mind if I update things later.

    • Like 1
    • Thanks 1
  15. Visually Repair HK-47

       17,983    22

    Hey, really cool idea. I just want to make sure I understand: The first cosmetic change is applied after installing the chassis, then the remaining changes occur after performing the repairs that you have added to the game? So installing the vocabulator and other parts from the HKs besides the chassis makes no cosmetic changes?

  16. Force Powers Unchained

       1,650    3

    Great idea and the mod works as intended. One thought though: I feel like shock and lightning should stay unchained, since they're basically a weaker and stronger version of the same power. I'm pretty sure they even cost the same number of FP, so there's not really a point to use shock when you have lightning. The rest make sense however since push, whirlwind, wave, and storm are all functionally and visually different.

    Also, you should consider making a TSL version!