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Everything posted by offthegridmorty
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Thanks for checking it out! I decided against adding any Prestige class powers since I wanted it to be a more vaniila+ type of mod and those classes aren't in K1. Also to make things easier on myself. I'd consider making an option or separate mod to add it, maybe as a higher level power. Scripting the stat bonuses should be straightforward but I'd need to learn more about models and animations to get the visuals right. Force Scream is supposed to use the same "fury" casting animation but I couldn't figure that out so I just left it default for now. I read somewhere you can't put custom casting animations in spells.2da.
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View File K2 Force Powers for K1 Integrates Force powers from KOTOR II into KOTOR I. DETAILS This mod adds 6 Light side and 6 Dark side Force powers from KOTOR II to KOTOR I. Added powers: • Master Heal • Force Barrier • Improved Force Barrier • Master Force Barrier • Revitalize • Improved Revitalize • Drain Force • Improved Drain Force • Master Drain Force • Force Scream • Improved Force Scream • Master Force Scream I wanted any added powers to feel like they fit naturally in K1 while keeping faithful to their design in K2. For this and other reasons the following powers are excluded: • Powers restricted to prestige classes - Check out Prestige Powers • Powers granted to the Exile through the story • Powers with hardcoded effects / that would take more involved scripting to implement (Mind Trick, Force Body, Force Deflection) • Battle Meditation - Try my mod Bastila Has TSL Battle Meditation to give this to Bastila as a unique starting power. • Master Energy Resistance - The Energy Resistance tree was rebalanced in KOTOR II so this power isn’t much better than Improved Energy Resistance in K1, at least not enough to justify it taking its own slot. • Master Revitalize - Level 21 power in K2, level capped at 20 in K1 This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to. The Force Scream VFX/sound, Revitalize VFX, and Force power icons are ported from KOTOR II. INSTALLATION To install, run TSLPatcher.exe (Required) Unaltered copies of any modified files will be placed in the “backup” folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: • spells.2da • visualeffects.2da • effecticon.2da • k_fp_barrier1.ncs • k_fp_barrier2.ncs • k_fp_barrier3.ncs • k_fp_masterheal.ncs • k_fp_revitalize1.ncs • k_fp_revitalize2.ncs • k_fp_scream1.ncs • k_fp_scream2.ncs • k_fp_scream3.ncs • k_fp_drainforce1.ncs • k_fp_drainforce2.ncs • k_fp_drainforce3.ncs • ip_frcbarrier01.tga • ip_frcbarrier02.tga • fp_frcebarrier03.tga • ip_frcscream01.tga • ip_frcscream02.tga • ip_frcscream03.tga • ip_masterheal.tga • ip_revital01.tga • ip_revital02.tga • ip_drainforce01.tga • ip_drainforce02.tga • ip_drainforce03.tga • v_frcscrm1.mdl & .mdx • v_frcscrm2.mdl & .mdx • v_frcscrm3.mdl & .mdx • v_revite.mdl & .mdx • v_pro_scream.wav • fx_slash04.tpc 2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder. 3. Move any remaining files in the backup folder to override. COMPATIBILITY AND NOTES Should be compatible with most other mods provided they use TSLPatcher or you install this mod after. I recommend installing after any others mods that add Force powers. Must be installed after uwadmin12's Force Enlightenment. While technically compatible, the mod Four Force Powers adds a similar Revitalize power, so you will have two versions of this power if you install both mods. From k_inc_force it seems that some of the powers in KOTOR II don’t function exactly like they’re described. For example the Revitalize powers heal a flat amount instead of a percentage as stated in the description. Drain Force steals a maximum of 20 FP from an enemy, not 10, and Improved Drain Force affects multiple enemies in a range, instead of a single enemy. Some of these seem to be intentional changes that were just never updated in the Force power description. I decided to implement the powers the same way they function in TSL and correct the descriptions. I’m not sure it’s possible to add custom casting animations so Force Scream uses the regular “hand out” animation instead of the “fury” animation it uses in KOTOR II. PERMISSIONS Please don’t reupload this without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL Submitter offthegridmorty Submitted 12/19/2023 Category Mods K1R Compatible Yes
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Version 1.0.0
638 downloads
Integrates Force powers from KOTOR II into KOTOR I. DETAILS This mod adds 6 Light side and 6 Dark side Force powers from KOTOR II to KOTOR I. Added powers: • Master Heal • Force Barrier • Improved Force Barrier • Master Force Barrier • Revitalize • Improved Revitalize • Drain Force • Improved Drain Force • Master Drain Force • Force Scream • Improved Force Scream • Master Force Scream I wanted any added powers to feel like they fit naturally in K1 while keeping faithful to their design in K2. For this and other reasons the following powers are excluded: • Powers restricted to prestige classes - Check out Prestige Powers • Powers granted to the Exile through the story • Powers with hardcoded effects / that would take more involved scripting to implement (Mind Trick, Force Body, Force Deflection) • Battle Meditation - Try my mod Bastila Has TSL Battle Meditation to give this to Bastila as a unique starting power. • Master Energy Resistance - The Energy Resistance tree was rebalanced in KOTOR II so this power isn’t much better than Improved Energy Resistance in K1, at least not enough to justify it taking its own slot. • Master Revitalize - Level 21 power in K2, level capped at 20 in K1 This mod doesn’t give powers to NPCs and doesn’t touch AI scripts. This means enemies will not use the powers and party members will only use them if commanded to. The Force Scream VFX/sound, Revitalize VFX, and Force power icons are ported from KOTOR II. INSTALLATION To install, run TSLPatcher.exe (Required) Unaltered copies of any modified files will be placed in the “backup” folder in the location of TSLPatcher.exe. UNINSTALLATION 1. Remove the following files from override: • spells.2da • visualeffects.2da • effecticon.2da • k_fp_barrier1.ncs • k_fp_barrier2.ncs • k_fp_barrier3.ncs • k_fp_masterheal.ncs • k_fp_revitalize1.ncs • k_fp_revitalize2.ncs • k_fp_scream1.ncs • k_fp_scream2.ncs • k_fp_scream3.ncs • k_fp_drainforce1.ncs • k_fp_drainforce2.ncs • k_fp_drainforce3.ncs • ip_frcbarrier01.tga • ip_frcbarrier02.tga • fp_frcebarrier03.tga • ip_frcscream01.tga • ip_frcscream02.tga • ip_frcscream03.tga • ip_masterheal.tga • ip_revital01.tga • ip_revital02.tga • ip_drainforce01.tga • ip_drainforce02.tga • ip_drainforce03.tga • v_frcscrm1.mdl & .mdx • v_frcscrm2.mdl & .mdx • v_frcscrm3.mdl & .mdx • v_revite.mdl & .mdx • v_pro_scream.wav • fx_slash04.tpc 2. Replace dialog.tlk in the main game folder with the unaltered version in the backup folder. 3. Move any remaining files in the backup folder to override. COMPATIBILITY AND NOTES Should be compatible with most other mods provided they use TSLPatcher or you install this mod after. I recommend installing after any others mods that add Force powers. Must be installed after uwadmin12's Force Enlightenment. While technically compatible, the mod Four Force Powers adds a similar Revitalize power, so you will have two versions of this power if you install both mods. From k_inc_force it seems that some of the powers in KOTOR II don’t function exactly like they’re described. For example the Revitalize powers heal a flat amount instead of a percentage as stated in the description. Drain Force steals a maximum of 20 FP from an enemy, not 10, and Improved Drain Force affects multiple enemies in a range, instead of a single enemy. Some of these seem to be intentional changes that were just never updated in the Force power description. I decided to implement the powers the same way they function in TSL and correct the descriptions. I’m not sure it’s possible to add custom casting animations so Force Scream uses the regular “hand out” animation instead of the “fury” animation it uses in KOTOR II. PERMISSIONS Please don’t reupload this without my permission. CREDITS offthegridmorty KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL- 2 comments
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View File Bastila Has TSL Battle Meditation Gives Bastila a unique Force power based on the Battle Meditation power from TSL. *NOTE: This mod will only work properly on saves from before Bastila has joined your party.* DETAILS This mod essentially ports the "Improved Battle Meditation" Force power from KOTOR II and gives it to Bastila as a starting power instead of Force Aura. Like in TSL, the power adds +2 to attack rolls, damage, and will saves for all party members and -2 for enemies within a 10m radius for 20 seconds at a cost of 35 FP. It also increases vitality regeneration for the duration. The power is not selectable at level-up by the PC or party members and is only added as one of Bastille’s starting powers. The VFX and Force power icon are ported from TSL. In KOTOR II, Improved Battle Meditation is a level 12 power while this mod gives it to Bastila at level 3, so it's possible there's an effect on balance in the early game. I don't think it's too OP of a power but let me know if you have feedback. INSTALLATION To install, run TSLPatcher.exe. This is required. Don't try to copy the files over manually. NOTE: If you install on a save from after Bastila has already joined your party, she won't have the power and won’t be able to select it on level-up. You can use save editor to give her the power. If any files are modified, a backup folder of unmodified files will be created inside the mod folder. UNINSTALLATION To uninstall, remove spells.2da, visualeffects.2da, effecticon.2da, p_bastila.utc, fp_bmed.ncs, v_bmedit2_imp.mdl, v_bmedit2_imp.mdx, v_bmedit2r_imp.mdl , v_bmedit2r_imp.mdx, and ip_battlemed02.tga from the override folder. Replace unk_m44ac.mod in the modules folder with the version in the backup folder. Replace dialog.tlk in the main game folder with the version in the backup folder. Then move any remaining files in the backup folder to override. COMPATIBILITY Should be compatible with most other mods as long as they use TSLPatcher or you install this mod afterward. Could potentially conflict with other mods that edit Bastila's starting Force powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty djh269 - endgame Bastila support, icon upscale & other tweaks - thanks! KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL Submitter offthegridmorty Submitted 11/23/2023 Category Mods K1R Compatible Yes
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Version 1.1.0
810 downloads
Gives Bastila a unique Force power based on the Battle Meditation power from TSL. *NOTE: This mod will only work properly on saves from before Bastila has joined your party.* DETAILS This mod essentially ports the "Improved Battle Meditation" Force power from KOTOR II and gives it to Bastila as a starting power instead of Force Aura. Like in TSL, the power adds +2 to attack rolls, damage, and will saves for all party members and -2 for enemies within a 10m radius for 20 seconds at a cost of 35 FP. It also increases vitality regeneration for the duration. The power is not selectable at level-up by the PC or party members and is only added as one of Bastille’s starting powers. The VFX and Force power icon are ported from TSL. In KOTOR II, Improved Battle Meditation is a level 12 power while this mod gives it to Bastila at level 3, so it's possible there's an effect on balance in the early game. I don't think it's too OP of a power but let me know if you have feedback. INSTALLATION To install, run TSLPatcher.exe. This is required. Don't try to copy the files over manually. NOTE: If you install on a save from after Bastila has already joined your party, she won't have the power and won’t be able to select it on level-up. You can use save editor to give her the power. If any files are modified, a backup folder of unmodified files will be created inside the mod folder. UNINSTALLATION To uninstall, remove spells.2da, visualeffects.2da, effecticon.2da, p_bastila.utc, fp_bmed.ncs, v_bmedit2_imp.mdl, v_bmedit2_imp.mdx, v_bmedit2r_imp.mdl , v_bmedit2r_imp.mdx, and ip_battlemed02.tga from the override folder. Replace unk_m44ac.mod in the modules folder with the version in the backup folder. Replace dialog.tlk in the main game folder with the version in the backup folder. Then move any remaining files in the backup folder to override. COMPATIBILITY Should be compatible with most other mods as long as they use TSLPatcher or you install this mod afterward. Could potentially conflict with other mods that edit Bastila's starting Force powers. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty djh269 - endgame Bastila support, icon upscale & other tweaks - thanks! KOTOR Tool - Fred Tetra TSLPatcher, TalkEd - stoffe, Fair Strides This mod contains assets from SW: KOTOR II TSL -
Ok, I’ll see if that’s possible. Thanks. The TSLPatcher mods are not a problem. I can install those into the App Store version using wine. I do own the game on Steam but it is also the Mac version unfortunately so I can’t try that. It’s only a small issue so no big deal I’m just confused why it’s happening.
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I did not know that. If anything I have had more graphical issues with K1 (frame buffer effects working sporadically) than TSL, aside from this bump map issue. But why would the app running in wine cause this problem? Many if not all of the other bump maps render fine. It seems to only be the water textures. Maybe it has something to do with the textures being animated?
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I'm not extremely knowledgeable about this stuff and haven't seen anyone talk about it but I was hoping someone here knows something. The bump maps for the water textures are not showing up in vanilla TSL for Mac (from the App store). The texture is there and transparent but there is no "bumpyshinytexture" effect. I've attached a picture of this. The pictured texture is DAN_water03N, but it seems to be a problem with all water in the game. Also, I can override the texture file but I tried putting a new .txi with different effects or values to see if I could change anything like the transparency but it didn't seem to do anything. AFAIK this isn't just a problem with my computer; you can see it in this Youtube video at 20:26. It looks like he is using the Aspyr version, though I don't know if it is on Mac. I'm running macOS Mojave with Intel graphics. I know KOTOR is notoriously weird with these Intel cards but the water bump maps work fine in KOTOR 1 on the same computer so I'm hesitant to blame it on that. I was just wondering if anyone had insight into why this is happening? I doubt it would be a problem if there was an easy fix, but I'm just interested if anybody knows anything, or can confirm whether they've ever seen this with the Aspyr version on either Mac or Windows.
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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?
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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!