uwadmin12

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Everything posted by uwadmin12

  1. To quote you can click + Quote, or select text and click "quote selection" I believe the site had some backend issue ~1 hour ago, every file downloaded shows 0 kB (including other mods). They've fixed the issue and you should be able to download it now.
  2. Does it show that the file is 0kB?
  3. Is it possible to change creature soundset through script without destroying the creature and create a different creature with the same appearance?
  4. View File [K1] Bounty Hunters Description Warning: advanced player only! This mod is designed to enhance certain encounter with the most famous bounty hunter. You must go to Tatooine first to experience a quick and gruesome death. Learn more in readme.txt. Disclaimer: I have personally tested the scenario without cheat/KSE editing. It is totally survivable, but you really need to know what you're doing. Installation Drop everything from the override folder to the game override folder, can't be simpler! Uninstallation Just remove the files. Permission Do not claim credit for this mod and do not use assets from this mod without my permission Special Thanks @DarthParametric for helping me out with DeNCS, otherwise this mod will have some serious defect Fred Tetra for Kotor Tool JDNoa for DeNCS Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter uwadmin12 Submitted 08/09/2019 Category Mods K1R Compatible No  
  5. Hi Salk, really appreciate the issue report! I am very intrigued by this behavior and was able to reproduce the issue with Horned Kath Hound, Katarrn, and droids in Marka Ragnos' tomb. However, when I tested it on other combat scenarios, the target only waits until the current round ends and proceeds to charge toward my party regardless of distance. I'm convinced it's some hidden engine issue, when EffectForcePushed is used as a standalone effect, it does not signal the events properly, (shamelessly blame the engine for everything that's gone wrong🤣). Unfortunately, nwscript.nss' source code isn't available and there is no way I could pin down the very source of this issue. Nonetheless, if I append a very short stun effect after the knockdown, the issue went away (I retested all 3 scenarios to make sure). It becomes clear that when the stun effect is over, it resets/clears the object's state and signals events properly. Since the failure to resume attack only occurs on Human-Subrace-Beast and Droid, I added condition checks in the original script and applied a very short stun/droid-stun effect after the knockdown. Dropping the attached ncs to your override should now fix the issue, I'll make an update shortly. Let me know if the issue persists, or if there are any other weird behaviors, thanks again! fp_saberthrow.ncs
  6. Not a fan of sequel content, but this mod is awesome.
  7. Thanks for reporting the weird behavior! I'll see if I can reproduce the issue when I get a chance. For now I've got some questions: Is this issue persistent, or is it a one-time glitch? If it's the latter, I'm inclined to believe that game engine is to blame 🤣 What happens when the power is activated, are you instantly relieved of paralyzation, or are you still in paralyzed state? The ability to activate powers while debilitated is certainly not something that can be done on script. I mean any queued actions, including medpacs, should be instantly cleared by the engine. If anything, it's probably a bad 2da entry. Could you attach the spells.2da by any chance? PS: I have a vague memory of a supposedly-debilitated dark jedi life draining my NPC, it's probably a game engine glitch.
  8. Version 1.0.0

    843 downloads

    Description Warning: advanced player only! This mod is designed to enhance certain encounter with the most famous bounty hunter. You must go to Tatooine first to experience a quick and gruesome death. Learn more in readme.txt. Disclaimer: I have personally tested the scenario without cheat/KSE editing. It is totally survivable, but you really need to know what you're doing. Installation Drop everything from the override folder to the game override folder, can't be simpler! Uninstallation Just remove the files. Permission Do not claim credit for this mod and do not use assets from this mod without my permission Special Thanks @DarthParametric for helping me out with DeNCS, otherwise this mod will have some serious defect Fred Tetra for Kotor Tool JDNoa for DeNCS Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.
  9. Pretty sure it's hard-coded into the game engine and that the script is not available to public. The feat is just a flag that the engine checks while performs a regular attack. Some functions related to force jump are exposed in K1 nonetheless, VFX_IMP_FORCE_JUMP_ADVANCED, EFFECT_TYPE_FORCEJUMP, and effect EffectForceJump(object oTarget, int nAdvanced = 0); for visual effect. I'm currently investigating their use in scripts. Not sure it will go anywhere though given that little information is available.
  10. Reddit and some other decade-old forums? I see them from time to time. Most of 'em are inquiries like "why can't I wear this!" (complain is probably the wrong word, don't worry about it)
  11. I've seen many people complain about this, that Nihilus' Mask isn't wearable. Has anyone done a mod that makes a wearable version of the mask and replace the unwearable one in the loot drop?
  12. Happens to me too with an earlier version.
    The design of original Sith Assassin is terrible, they look more like droids than humans. Sith stalker model actually fits the title "Sith Assassin" so much better. Thank you for this mod!
    Some portions of Peragus are bit too dark, basically pitch black, and stuffs like containers sometimes have regular lighting that makes them stand out more than they should. Nonetheless it's amazing work and certainly adds to the immersion.
  13. @Constar This mod seems to have soft compatibility issue with @Hassat Hunter's Peragus Sith Troops To Sith Assassins 1.0: when the turrets fire on the sith troops, none of them take any damage. I had to repel 25 sith assassins from Ebon Hawk in the end. Of course, it doesn't break the game and I was able to proceed after repelling all of them. Installation order that causes this compatibility issue: Peragus Sith Troops To Sith Assassins 1.0 Sith Stalker (prerequisite for this mod) This mod Is there an easy way to fix this?
  14. @ebmar dragging the new fp_enlightenment.ncs into override should enable the blur effects. (I also made some tweaks about effect clearing and effect re-application, and did a more thorough testing) fp_enlightenment.ncs
  15. Thanks ebmar for the color-readjusted icon, it does match K1's color scheme better. I'll be sure to include it and credit you in the next update. And yeah I could certainly make an optional version that enables the speed blur effects in the next update. I didn't realize this becaues I totally disabled the blur thing (frame buffer effect?) in my game. I am currently trying to figure out a way to make this power only selectable by PC (like Dominate Mind, which is probably hard-coded đź’€). I'll probably make an update next week when I get a chance.
  16. Thanks for the suggestion! And yeah additional targets won't be affected. My excuse: the momentum of a saber throw should diminish after the first hit to an extent that it can't knock down a target anymore. The main reason, however, is that `EffectForcePushed()` seems to only knock down targets away from the PC, which makes sense for the first target but not for the additional ones (in most situations). Should there be a way to control the direction that a target is knocked down, I would certainly consider implementing the what you mentioned. Best.
  17. Probably off topic, but if you use either bald dudes with a re-breathable mask, it should look somewhat like Malgus. It does the trick for me . (preferably the dude on the right since the head shape and eye positions seem more accurate)
  18. View File [K1] Saber Throw Knockdown Effect Description This mod adds a climactic Knock Down effect to a lightsaber throw (DC 5 + character level + WIS/CHA modifier against reflex save). Only Adv. Lightsaber Throw can knockdown its primary target; Normal lightsaber throw will NOT have this effect. (Which makes sense, “Advanced” implies more fancy effects) Installation Make sure override folder exists at game root directory Run TSLPatcher to install (Not recommended: if you really want to install manually, I’m sure you could figure out the procedure by looking at tslpatchdata/changes.ini file) Compatibility This mod shouldn’t cause any conflict. (It adds completely new function and modifies an existing line of spells.2da that no normal mod would touch.) Permissions Do not claim credit for this mod and do not use assets from this mod without my permission Special Thanks Fred Tetra for Kotor Tool Stoffe for TSLPatcher Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter uwadmin12 Submitted 08/02/2019 Category Mods K1R Compatible No  
  19. View File [K1] Force Enlightenment Power This mod adds a faithful adaptation of Force Enlightenment power from TSL to K1: where the best of the Jedi's Speed, Armor and Valor powers are instantly activated at a reduced cost (30). This power is useful to quickly become ready for difficult battles. Compatibility Since this mod only adds new content and doesn’t modify existing content, it shouldn’t conflict with other mods. It works with Snigaroo’s KOTOR I Full Build Mods from reddit. Installation 1. Make sure override folder exists at game root directory 2. Run TSLPatcher to automatically install Uninstallation 1. Copy spells.2da in backup and move it to override folder. Overwrite existing spells.2da if any, otherwise remove spells.2da from override folder. Only overwrite existing spells.2da if you don't have any mod installed after this mod that touches spells.2da, otherwise this will accidentally erase any later modifications made to spells.2da. 2. Remove ip_frenlight.tga, fp_enlightenment.ncs from override folder. 3. Copy dialog.tlk from TSLPatcher backup to the main game folder (not the override folder). Overwrite the existing dialog.tlk. Known Bugs 1. Saving throw bonuses from Valor and Shield don't stack, only the highest has effect (not script issue, more of a game-engine bug). 2. Activation of Speed, Valor, and Shield on top of Enlightenment will result in additional bonuses. Fixing the problem will require massive change to the generic force power script, which is beyond the scope of this mod, but may be added for future updates. Permissions Do not claim credit for this mod and do not use assets from this mod without my permission Special Thanks - @ebmar for the awesome color-readjusted force power icon - Fred Tetra for Kotor Tool - Stoffe for TSLPatcher Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. Submitter uwadmin12 Submitted 07/30/2019 Category Mods K1R Compatible No  
  20. Hi all, This may have been asked a thousand times before. Like the title says, how does mod approval work, and how long does it usually take? I'm not talking about ambitious overhaul project, restoration projection, or massive new content mod. Just simple mod like skin changes, script changes and/or 2da changes.
  21. Version 1.0.1

    27,564 downloads

    Description This mod adds a climactic Knock Down effect to a lightsaber throw (DC 5 + character level + WIS/CHA modifier against reflex save). Only Adv. Lightsaber Throw can knockdown its primary target; Normal lightsaber throw will NOT have this effect. (Which makes sense, “Advanced” implies more fancy effects) Installation Make sure override folder exists at game root directory Run TSLPatcher to install (Not recommended: if you really want to install manually, I’m sure you could figure out the procedure by looking at tslpatchdata/changes.ini file) Compatibility This mod shouldn’t cause any conflict. (It adds completely new function and modifies an existing line of spells.2da that no normal mod would touch.) Permissions Do not claim credit for this mod and do not use assets from this mod without my permission Special Thanks Fred Tetra for Kotor Tool Stoffe for TSLPatcher Legal THIS MODIFICATION IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT, LUCASARTS, DISNEY OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE.