JustABitAgroed

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Everything posted by JustABitAgroed

  1. Would appreciate if you could fix the action line "Walk away ominiously." Otherwise, really love it so far.
  2. Do you know if there would be a way to assure that only Bastila gets the 'Bastila Disguise' feat? Having the PC get it (especially at the beginning of the game) is even more immersion-breaking than the problem this mod tries to fix. Or if that's not possible, do you know how I would need to go about removing the disguise from the mod altogether? Edit: Figured it out. Only other problem I can find is that the guards attack you in a sort of sequential fashion. Which would be fine but sometimes you'll have the guard of one patrol aggro without the other one, and then you have to kill the other guard patrol before the second guard from the first patrol will aggro. It seems like they have some sort of "wait in line" script for their prompt to kill Bastila. Thoughts anyone?
    Easily the best looking and sounding mod that I've seen for Ajunta. Excellent work. May it stay in my override forevermore. Mod is now fully armed and operational, as long as you delete the utc file (kor37_freedon.utc) from the tslpatchdata folder.
  3. That did the trick. I tested it with every option (spawning before I'd entered the area of course). Even choosing the wrong sword. Removing that file also solves another mod's conflict so, bonus points. ๐Ÿ˜Thanks a bunch, VP. Curious, how did the utc file stop it from working?
  4. If it helps, it appears to be something to do with the actual appearance, because I took the audio files out to see if at least the appearance could be salvaged but it still locked me in the tomb.
  5. Basically what happened was I didn't realize the files I had were incomplete/I had a bad install order for them. Plus the weapons are unique and don't use a vanilla item type, so I think it should be fine.
  6. I'm trying to change the stats of some ryyk blades that were added into the game. One of which spawns in the same locker as Zaalbar's Bowcaster, the other on Chuundar's person. (Sorry for the very late reply BTW, I've been working on other projects.) Edit: I may have found the problem actually. If baseitems isn't changed and just the uti files are, will it crash the game? Double edit: Yes! That did the trick. Thanks for your help guys. I really didn't want to give up on these.
  7. Yeah, I realized that as I started on it. Thanks for the heads up though. ๐Ÿ˜
  8. Hey guys. Is there any way to switch a weapon's appearance to that of something else in the game? Make a blaster look like a vibroblade for example? Specifically, I want to switch Mission's vibroblade so that it no longer uses the vbroshort_002 textures. (Reason being I'd like to differentiate her vibroblade from the prototype.)
  9. 'Ello everyone. I'm having an issue with an invincible enemy. If I pick the third option (the one that gives dark side points) and let the rakghoul kill Hendar in the Undercity, when I leave the village, said rakghoul is invulnerable. 1) During the game, when did the problem begin to occur? At the rakghoul that kills Hendar. 2) Did you install the latest version of the mod? (1.2) Yes. 3) What version of the game do you have? (Steam, GOG, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? Steam 4) Did you update your game as required by your game's region? (4-CD version ONLY) N/A 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the K1R's read-me file? Fresh install. 6) What other mods have you installed? Please give an accurate list and provide links to each of these mods - even if they are found on this site. (We don't actually know them all!.) I uninstalled all other mods to pinpoint this as the issue. 7) Can you be more specific about the error? At what point did it happen? If I pick the third option (the one that gives dark side points) and let the rakghoul kill Hendar in the Undercity, when I leave the village, said rakghoul is invulnerable. 8.) Have you tried re-downloading/re-installing the mod? Yes. Both. 9) Have you tried using a different save game? Yes. 10) Have you tried starting a new game? Yes. 11) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 10, OS Build: 17134.228 12) IF USING THE GOG OR 4CD VERSION: Can you confirm that you see the K1R Launcher when you launch the game? N/A Update: Apparently the rakghoul is only invincible 'temporarily' (a good 5 seconds or so). So not as game-breaking at least, just annoying. Update: Scratch that. Apparently, I just got lucky that time. Most of the time, the rakghoul is still invincible. Update: Haven't been able to pin anything down with this. It seems to just be luck of the draw. Even if I don't skip through any conversations (or vice versa), take different paths, talk to different people in different orders, nothing seems to affect it. Sometimes he'll be invincible, sometimes not. Sometimes he'll only be invincible for a little while. My frustration's mounting so I'm giving up on it for now but I'll let you know if I find any kind of pattern in future playthroughs that might help fix it.
  10. "I have always been a fan of your Review since what you did with Selven "Legends" / And now I have wowed again." I don't think I deserve all that, but thank you. ๐Ÿ˜…I try to give my full opinion while still remaining a positive voice, which can be a rough balance depending on whom you're talking to. Thank you for being such a great sport about it. That's a rare quality. "Mmm, wasn't it finished already? ๐Ÿค”" Unfortunately, there's still an issue where you get locked inside of the tomb and can't progress if you kill Ajunta's ghost, but Puppet's aware of it so hopefully, it will be fixed shortly. ๐Ÿคž "Actually, back then there was a plan to have the new textures show up along with the acquired notched steel sword, and it was for immersion reason. But it seems the decision to make it not was the right one." While it makes sense on the surface, it breaks the game for a first-time player that doesn't know which sword is Ajunta's. However, having the textures show up afterward logically follows, since once the sword is identified as Ajunta's, not only its name but its description and stats change as well. So it makes sense that, especially with the stat change, the sword's appearance would change along with it. It helps to view it through the lens that the sword has been entombed for who knows how long. It's old, rusted, and broken; a shell of its former self (kind of like Ajunta himself, sans the rusted bit). But upon recognition, it has renewed purpose and restores itself (or Ajunta restores it if you'd prefer, though if I remember correctly, the sword is thought of as having a pseudo-will of its own) to its original glory, ready to spill the blood of the weak once more. "I found a white glow suits better with the Spectral Ajunta, particularly with his glowy white eyes." That was an aesthetic choice that I found rather odd. While originally looking quite intimidating, upon speaking with him, you can tell that Ajunta is in a very weak state. He seems as though he's in a daze, barely aware of his surroundings, and his spirit is struggling to hold on to its final moments of life, such as it is (which is BTW, why I really like your modified voice files for him (review incoming soon hopefully, I've got to work my way back to that point in the game)). Having his eyes a bit more grayed-out would have suited his character better I think, rather than having him look like he's a vessel of un-li-mi-ted pow-ah. "Perhaps, with the v2.0 I can accommodate this fantastic idea as an alternative for the v1.0." That would be really cool to see. "Again, many thanks for the amazing feedback. These brilliant thoughts are very much appreciated." Thank you for all the amazing work. As long as you keep making 'em I'll keep trying them out and letting you know what I think. ๐Ÿ˜
    Excellent work as always, ebmar. Her new look perfectly encapsulates a rising young star with a touch more ego than talent. If there's anything that could be improved it's the resolution of her body, as it juxtaposes poorly with the excellent detail of her head. Though, if I remember correctly, upscaling those textures may not actually be possible in the current build of the game (*looks dreamily at Apeiron*).
  11. I've noticed there always seems to be a Vulkar Enforcer that spawns behind the door to Selven's apartment. Is there any way to fix that, or is it an issue with K1R? Edit: Never mind. It's not an issue with either. Just something with my personal build.
  12. Thanks a bunch, ebmar. Had a rough go of it (learning PS especially) but I finally got it implemented properly. While the image did scale in-game, it didn't do it in the way I expected, so I had to put some extra pixels around it for it to be sized properly and not go outside of the UI. Really appreciate the help.
  13. My apologies for my ignorance in advance. I'm very new to this whole business. I'm trying to create a proper item icon for Fenharel's Mission's Vibroblade retexture since he didn't add one, but I can't figure out how to make it compatible with the game's menus. The image just shows up with the background that's in the base image, and covers a larger area than it should. Any help would be appreciated. I know I'm doing something seriously wrong here.
    Hey, ebmar. I really like this mod and I'm glad to report that it conflicts with nothing, especially the (in my opinion all-important) Ajunta mod by VarsityPuppet (hopefully it gets finished soon ๐Ÿ˜), and I'm always glad to see new or improved unique weapons, as that's something that KotOR (1 especially) severely lacks. I'm also thankful that the new textures don't show up before the notched steel sword is revealed to be Ajunta's blade. I do however, have one critique, and it is a major one: "hearkens night and silences the light." That's not how a poet would describe a sword with a gleaming white blade, especially when the blade itself is what "silences the light." In my view, the blade should be black. So black that it's devoid of light. I'd suggest talking to JCarter426 and seeing if you can find a way to integrate part of his Darksaber into the blade of Ajunta's sword (or perhaps you could construct something similar without too much trouble, I have no experience with this type of thing so, just trying to give you options). The way that the Darksaber looks as though the light is being swallowed up by the dark is a flawless fit for Ajunta's sword.
  14. I haven't levied some praise your way in a minute so I'd like to say that I love the touch of Selven's lowered voice. The implication that Selven did hormone therapy to make her stronger and faster to be an even more dangerous assassin adds another great level to her characterization. I just found your Ajunta Pall and Lyn Sekla mods as well so I'll tell you what I think of those when I get the chance (and hopefully I can get Pall's mod working with the 3-ish others I have running for him ๐Ÿ˜…). Keep up the great work, bud.
  15. Doesn't work with a dark side playthrough. If you press him on the Star Forge/kill his ghost in any fashion it locks you in the room and says that he's still keeping you there and there's no way to progress. Please fix. Love it other than that though.
  16. Interesting. All right then, point withdrawn. Definitely keep it where it is.
  17. Okay, no prob. You would honestly have to be in full HD to notice the difference anyway. The only other change that I can suggest is the placement. Given that it's such a legendary weapon among the Mandalorians (and such a cool weapon in-and-of itself) I'd vastly prefer it to be picked up on the Unknown Planet, when you fight the Mandalorians there. It's a much harder fight, much later in the game, and it's a much larger group of Mandalorians (suggesting that they're a more official offshoot than the hunters on Kashyyyk). It just seems off to have the weapon on a random group on Mandos when there's a larger, more organized group that you meet later down the line. In my view, such a prize should be saved for beating them and it makes more sense for them to have it. Also, since it's so much later in the game, if you do decide to do that, a small stat upgrade would be wise.
    The lightsabers themselves, are fantastic. Couldn't ask for more (aside from what Obisoln said). The spawn locations, however, completely and utterly destroy this mod. You put a lightsaber, on Taris. Not only that, you put it in an area where we can get it, before we even have Bastila in the party. Just put it on the body of the Jedi on the Endar Spire why don't ya? (Just because I don't doubt that you might, that was a joke. Don't take it seriously.) Dantooine is nearly as bad. You JUST received the ability to even use a lightsaber, and oops, here's a lightsaber that's way better than the lightsaber that you just built that's supposed to be yours for life, AND it's before you even have access to crystals. The others aren't that horrific, but they're still awful. The back of the landing pad. Are you serious? I shouldn't have to explain this one. Kashyyyk's isn't half bad, but it's not even in the Lower Shadowlands. Sorry if this is coming off as harsh, but dude, this is not good. If I was going to place the sabers somewhere, the Lily goes in the Terentatek's belly on Kashyyyk. The Evenstar goes in the footlocker of the Sith Master on Manaan. The Sceptre goes either in the inventory of the Storyteller or the back of the Krayt Dragon's lair on Tatooine. And of course the Righteous Hand goes on Duron Qel-Droma's body in the back of the Shyrack cave on Korriban. As it stands now, as far as anyone that cares about balance or theme (basically anyone that isn't modding MP5s in the game) is concerned, this mod is unusable. Which is deeply sad and frustrating at the same time.
  18. If you have the time (and this is nit-picky as hell, so don't feel like you have to), but the blade is presented as though it were only 'bladed' (even though it's a lightsaber) on one side (the foible comes to a point on the back of the blade with no curve on the back, making the end of the 'bladed' edge curved). Basically, cutting off the lead edge of the foible so that it arcs into a point at the back would be in-line with canon (as the saber is much more of a sword than a lightsaber by design). For reference images you can also look at Pre Vizsla and Darth Maul using it (as they're much more accomplished swordsmen). As for the guard, judging by the design, it looks as though its intended to give the user the ability to break blades. Like a parrying dagger, but implemented into the sword hilt. Granted, this is only inference, and wouldn't make much sense since Tarre Vizsla was alive during the time of the Jedi-Sith War (Darth Bane's era), so use of vibroblades wouldn't be nearly as widespread as it is in KotOR and the primary enemy at the time would be Sith so, I absolutely have no idea.
    Everything about this mod is perfect. The look, the balance, the placement of the spawn. Awesome. Except for one thing: you hold it sideways. Is there any way you can fix that? Update: Fixed. Thanks JCarter!
  19. Regarding HK I know exactly what you mean, and once I get to a point where I can I wanted to grab another photo of T3 where he's on a slope above me (only one I can think of at the moment is the one at the Korriban academy entrance, lemme know if you can think of a different one) so that he's more centered.