Prince of Pomp

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About Prince of Pomp

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    Jedi Apprentice

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  1. My apologies for asking, then.
  2. I'm gonna be brutally honest: I am completely lost on how to use K-GFF to get this working. Can anyone point me towards a tutorial on how to do this, because, from my perspective, DLG editor seems to make more sense in this situation. Like, can anyone explain the benefits of using K-GFF over DLG Editor?
  3. In your opinion, which stat bonuses/attributes on each saber should be deleted/edited for ideal balancing? There are quite a few, and I want to keep these mechanically distinct and useful, seeing as they aren't upgradeable
  4. Is there a simple way to use DLGeditor to merge two versions of a .dlg file to create a "patched" version for compatibility, or do I have to do it manually?
  5. Have you considered producing a patched version of tar02_duelorg021.dlg for compatibility with the official r/kotor mod build? That mod uses it's own version of the file to allow a light-side ending. I've seen the bounty rework one, but I do prefer the official build's version.
    Execution-wise, very well done. The textures and model work great, but I do have a bit of an issue with this 'saber: Balancing. While I applaud the additional stat bonuses for this unique lightsaber, my biggest issue is that you've effectively made a better Heart of the Guardian that can be purchased as soon as you reach Tatooine, and for cheaper. There is literally no reason to use the actual HotG unless you prefer the colors aesthetically, as this is strictly better. I would suggest restatting this to the level of a standard lightsaber plus the base bonuses you added. to keep this relatively fair. Additionally, I would also propose making a revised version as an optional download, that removes the references to the Sequel Trilogy, as that breaks immersion for the more roleplay-inclined players. For example, renaming the crystal to something like "Tatooine/Dune Sea Desert Glass" if you want to keep the yellow color, as Libyan Desert Glass is a real-world material that has a unique yellow coloration, and perhaps renaming the lightsaber to something like "The Scavenger's Lightsaber". I am aware immersion isn't everyone's priority, but making these changes does expand the possible audience for your mod, and they are rather simple enough to implement. An alternate, possibly more satisfying option, if you feel so inclined, would to make the crystal a quest reward recieved from giving the Sand People your Krayt Dragon Pearl, so as to lessen the blow from giving up the best upgrade crystal in the game. Just food for thought. I will increase my review to 5 stars when and if the balancing issue is addressed. Good first effort, and keep up the good work.
  6. @DarthParametric, are you planning on releasing the modified Jedi Strike Team and/or Nautolan Bolook publicly? I'm in the middle of doing a complete overhaul of my Override, and I wouldn't mind making those additions if they're available.
  7. I'm aware that this topic was already broached two years ago, but I feel that necroing a single comment thread is in bad taste. Instead, i'd like to request parity between the genders of player characters and request a female Pureblood Sith player head. I've Identified 3 potential heads that I feel are the best options, namely Samara Breesh (the merchant on Corellia), Sathel (the Korriban Academy instructor), and Ladra (the Revanite on Dromund Kaas). My personal preference leans towards Ladra, but feel free to port whichever you feel most comfortable with/prefer.
  8. Like I said, you get even closer using JC's Cloaked Robes supermodel, which I'm 99% everyone uses on account of how ugly the default robes are. And since he made it a publicly available modder's resource, it could even be released publicly.
  9. That's completely understandable. I personally don't feel that a new model is actually required, as there are two quite workable ones I mentioned: The ported TSL robe models that are used in JC's Robe mod, which (I assume) considering it's position in the recommended mod build on r/KOTOR are ubiquitous enough that a disclaimer would likely be all it needs. The Model J robes likely would work as well, although I foresee the need to use a modified one that still displays the player head. I was trying to aim for maximum compatibility, but if you feel a new model is needed, that's completely fine.
  10. One thing that has always bugged me about KotOR as a long-time fan of Star Wars is, despite the fact that the game includes all sorts of callbacks to Tales of the Jedi, they rarely end up looking the way they should. For example, the Qel-Droma Robe, otherwise known as the best robe available until you reach the Star Forge. Being the only example of a unique robe for the majority of the game, and the only unique standard robe, it stands to reason that it should have, at the very least, a unique color scheme, if not a unique texture. However, in the base game, it merely is the same brown color of the default Jedi robes. For reference, this is how the robes appear canonically, as worn by their original owner, Cay Qel-Droma: Note the red cloak and golden tunic, as well as the bandolier and shoulder pauldron. Of course, the prosthetic can and should be ignored, but compared to the in-game item, there is a marked difference. Now, I would correct this myself if I could texture worth a damn. However, I cannot. My graphical skills end with basic recoloration, and whole textures are beyond me. That being said, I am currently using the resources provided by JC to make my own improvised texture for the robe that is compatible with his Cloaked Jedi Robes mod. However, if anyone wants to go ahead and make a more accurate rendition, I can see either the use of that model or perhaps the Revan/Star Forge robes as a base.
  11. I'm sorry for the necro, but is this still being worked on? Replaying K1 again, and I've been struck by how much I miss the Ebon Hawk banter from TSL.
  12. Trying to convert these over to K1 to use in conjunction with Crixler's Crystals. Any advice would be appreciated.
  13. Rather self-explanantory. I'm aware that, barring some exceptions, custom upgradeable lightsabers do not work with Force Jump and do not deflect blaster bolts. What would have to be done to allow them to function as intended?
  14. I've seen three different implementations of the Lightsaber Forms from TSL into the original game, and I am curious as to which is considered the "best" implementation in terms of balance and gameplay. StarAdmiral, in their K1 Force Pack, implemented them as force powers, while Darth InSidious opted for the use of a non-consumable item instead, and has, in my honest opinion, the best integration of them into the game, with holocrons that teach you new forms at different levels. Finally, deathdisco used the oft-forgotten armband slot to allow the player to apply the form bonuses continuously, as well as give them to your party members. My question is, overall, which mod implements them the best according to the community, and, more importantly, which mod should i use in place of the others?