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offthegridmorty

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Everything posted by offthegridmorty

  1. Version 1.2.0

    13,135 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 the party's 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 Bastila’s starting powers. The VFX and Force power icon are ported from TSL. This mod also makes it so the game uses the TSL VFX to represent Battle Meditation in cutscenes where it previously reused Force Shield VFX. 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. Unaltered copies of any modified files will be placed in the “backup” folder in the location of TSLPatcher.exe. Don’t worry if you get warnings during installation. 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. 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 and sta_m45ac.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. Install after K1CP. Potentially incompatible with mods that edit Bastila’s starting powers. Install this mod afterward to be safe. This mod edits a handful of vanilla scripts (see inside tslpatchdata) and will conflict with other mods that do so, though I don’t know of any. PERMISSIONS Please don’t reupload without my permission. CREDITS offthegridmorty djh269 - endgame Bastila support, icon upscale & other tweaks - thanks! Darth Parametric & K1CP - source script for k_psta_ud_bastil.ncs TSLPatcher, TalkEd - stoffe, Fair Strides KOTOR Tool - Fred Tetra DeNCS - JdNoa, Dashus This mod contains assets from SW KOTOR II TSL
  2. 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.
  3. 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?
  4. 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.
  5. 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?
  6. 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!
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