LoneWanderer

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LoneWanderer last won the day on May 30 2022

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81 Jedi Grand Master

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About LoneWanderer

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  1. @The Slick Obi Have you heard about "Imperial Knight" mod by Prime for TSL? Link: https://www.gamefront.com/games/knights-of-the-old-republic-ii/file/imperial-knight
  2. There is one thing with Revan in the Secret Tomb: the player can choose Revan's gender in the beginning of TSL, but Revan in the tomb will always use male model and animations. Since there are distinctive feminine Darth Revan's / Star Forge robes, it would make sense for feminine female masked Revan model to exist ( ). Long ago Kristy Kistic made such feminine model as part of "Revan Cutscene Forcepower Fix K2" mod. Combining it with mask into full body model (to avoid desynchronization between the head and the hood as seen in this Handmaiden model: https://www.youtube.com/watch?v=EJNulfxNWBQ) will result in this: and this . Unfortunately, the Readme file doesn't have any info about permissions and I was unable to contact Kristy Kistic about modifying her model, therefore I couldn't release feminine masked model with my "Revan unmasked" mod. There is model named "female Revan" in the game's files, but it's just male model with female animations. I tried to attach the masked head and cape to the unmasked female Revan's robe myself, but there were always some problems with bones, so the project was postponed. Perhaps, you will be able to create feminine version of masked Revan's armor?
    Way better than original! I rarely use shields, partly because of how terrible they look, but with these new visuals, I really want to activate them more often.
  3. Amazing! This mod really gives the feeling of the next gen! Way better than the original vfx. One note about Energy Shield: it looks great and could become my favorite, but I would have preferred the animation speed and brightness to be slightly lower to make it easier on the eyes. This can probably be adjusted in the .txi file.
  4. Because Mass Effect is such a popular series, many of the weapons have been recreated from scratch and are available under CCA or similar licenses from sites like Sketchfab. Sometimes they are called differently, but the descriptions say 'inspired by ME'. Porting from there should be fine.
  5. Yes, but moddb has only newer 2012, 2013 series and few from 2011 (not Malachor V and Nar-Shaddaa).
  6. I'm looking for MALACHORE V 2011 retexture (link to video), Nar-Shaddaa 2011 and any of the Enhanced Graphics, Visual Enhancement 2009 and 2010 series for TSL by XediiXarwarz (even screenshots have not been preserved, but I read that creatures were also retextured in the 2009 series).
  7. View File Force Affinity Form Fix + Overhaul mod 1.Description The Jedi Consular, Jedi Master and Sith Lord classes learn 3 Force Forms not available to other classes. One of them, Force Affinity, is generally considered useless because it has only one effect: +500% Force Point regeneration in combat. Force Channel Form (available to all classes) gives the same bonus (not mentioned in the description of the Form) in addition to several other effects. So, the real problem here is not that Force Affinity is "useless", but that Force Channel is (unintentionally) overpowered. This mod offers 2 solutions: fixing overpowered Force Channel Form or replacing the original Force Affinity Form bonus with new one (recommended). Don't install them both at the same time. 1) The "Force Channel Fix" option will change the undocumented "+500% FP regeneration in combat" bonus of Force Channel Form to a more balanced +100%, making Force Affinity more viable. New bonus of Force Channel: FP Regeneration: +50% (non-combat), +100% (in combat) Force Power Damage: +3 Saves vs Force Powers: +2 2) The "Force Amplification" option will replace the FP Regen bonus of Force Affinity with an increased range for mass Force Powers (based on the cut Force Amplification form). New Bonus of Force Affinity: Force Power Range: +100% Opponents' Saves vs Force Powers: +3 Note: the minimum required distance between the caster and the target to cast Force Power won't change, only the radius of the mass Force Power's effect. The increased range will be useful for such Powers as MASS STASIS, FORCE WHIRLWIND, FORCE STORM, FORCE SCREAM, INSANITY, CRUSH OPPOSITION, FORCE HEAL and some others. ---------------------- 2.Installation For "Force Channel Fix". Open the mod's "Force Channel fix" folder and copy file "k_hen_heartbt01.ncs" to your Override folder. For "Force Amplification" the instruction is more complicated. WARNING: Install this mod as soon as possible, ideally right after TSLRCM (if you use it) or at least before any other mod that edit "dialog.tlk" file! Since the current version of TSLPatcher can't change existing entries in dialog.tlk, this mod must be installed manually. 1.Open the mod's "Force Amplification" folder and copy files (not folders!) to your Override folder. 2.Copy file "dialog.tlk" from "tlk for vanilla" or "tlk for TSLRCM 1.8.6" folder (depending on whether you installed TSLRCM 1.8.6) to your game's folder, replacing existing file. Before that, copy "dialog.tlk" from your game's folder to somewhere just in case. -------------------------- 3.Uninstallation Delete installed files of the mod from Override folder. Additionally For "Force Amplification": If you are absolutely sure that you didn't install other mods that edit "dialog.tlk" after this one, then you can return your original "dialog.tlk" (that you saved somewhere during installation) to your game's folder. If you installed other mods that edit "dialog.tlk" after this one, then you have to either leave the description from this mod for Force Affinity Form (recommended) or reinstall the game. ----------------------------- 4.Compatibilty "Force Channel Fix" will be compatible with anything that doesn't change "k_hen_heartbt01.ncs". "Force Amplification" isn't compatible with mods that change "k_hen_heartbt01.ncs", "k_sup_grenade.ncs", "k_sp1_generic.ncs", "k_sup_healing.ncs" and "k_inc_force.nss" (some of the Force Powers mods change it). ---------------------------- 5.Permissions This mod may not be modified or distributed without the explicit permission of the author. This mod may be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months. ------------------------- 6.Credits Fred Tetra - KOTOR Tool Blue - KotOR Scripting Tool Stoffe and HIGH LEVEL FORCE POWERS MOD V2.1 mod - for inspiration TamerBill and Content Pack: Feats and Powers - for inspiration --------------------------- 7.Contact PM me on DeadlyStream or Nexus. Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND 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 LoneWanderer Submitted 10/12/2022 Category Mods TSLRCM Compatible Yes  
  8. Version 1.0.0

    92 downloads

    1.Description The Jedi Consular, Jedi Master and Sith Lord classes learn 3 Force Forms not available to other classes. One of them, Force Affinity, is generally considered useless because it has only one effect: +500% Force Point regeneration in combat. Force Channel Form (available to all classes) gives the same bonus (not mentioned in the description of the Form) in addition to several other effects. So, the real problem here is not that Force Affinity is "useless", but that Force Channel is (unintentionally) overpowered. This mod offers 2 solutions: fixing overpowered Force Channel Form or replacing the original Force Affinity Form bonus with new one (recommended). Don't install them both at the same time. 1) The "Force Channel Fix" option will change the undocumented "+500% FP regeneration in combat" bonus of Force Channel Form to a more balanced +100%, making Force Affinity more viable. New bonus of Force Channel: FP Regeneration: +50% (non-combat), +100% (in combat) Force Power Damage: +3 Saves vs Force Powers: +2 2) The "Force Amplification" option will replace the FP Regen bonus of Force Affinity with an increased range for mass Force Powers (based on the cut Force Amplification form). New Bonus of Force Affinity: Force Power Range: +100% Opponents' Saves vs Force Powers: +3 Note: the minimum required distance between the caster and the target to cast Force Power won't change, only the radius of the mass Force Power's effect. The increased range will be useful for such Powers as MASS STASIS, FORCE WHIRLWIND, FORCE STORM, FORCE SCREAM, INSANITY, CRUSH OPPOSITION, FORCE HEAL and some others. ---------------------- 2.Installation For "Force Channel Fix". Open the mod's "Force Channel fix" folder and copy file "k_hen_heartbt01.ncs" to your Override folder. For "Force Amplification" the instruction is more complicated. WARNING: Install this mod as soon as possible, ideally right after TSLRCM (if you use it) or at least before any other mod that edit "dialog.tlk" file! Since the current version of TSLPatcher can't change existing entries in dialog.tlk, this mod must be installed manually. 1.Open the mod's "Force Amplification" folder and copy files (not folders!) to your Override folder. 2.Copy file "dialog.tlk" from "tlk for vanilla" or "tlk for TSLRCM 1.8.6" folder (depending on whether you installed TSLRCM 1.8.6) to your game's folder, replacing existing file. Before that, copy "dialog.tlk" from your game's folder to somewhere just in case. -------------------------- 3.Uninstallation Delete installed files of the mod from Override folder. Additionally For "Force Amplification": If you are absolutely sure that you didn't install other mods that edit "dialog.tlk" after this one, then you can return your original "dialog.tlk" (that you saved somewhere during installation) to your game's folder. If you installed other mods that edit "dialog.tlk" after this one, then you have to either leave the description from this mod for Force Affinity Form (recommended) or reinstall the game. ----------------------------- 4.Compatibilty "Force Channel Fix" will be compatible with anything that doesn't change "k_hen_heartbt01.ncs". "Force Amplification" isn't compatible with mods that change "k_hen_heartbt01.ncs", "k_sup_grenade.ncs", "k_sp1_generic.ncs", "k_sup_healing.ncs" and "k_inc_force.nss" (some of the Force Powers mods change it). ---------------------------- 5.Permissions This mod may not be modified or distributed without the explicit permission of the author. This mod may be reuploaded / posted on other sites only if it is unavailable both on DeadlyStream, and on Nexus, and there is no contact with the author for at least 3 months. ------------------------- 6.Credits Fred Tetra - KOTOR Tool Blue - KotOR Scripting Tool Stoffe and HIGH LEVEL FORCE POWERS MOD V2.1 mod - for inspiration TamerBill and Content Pack: Feats and Powers - for inspiration --------------------------- 7.Contact PM me on DeadlyStream or Nexus. Disclaimer THIS MODIFICATION IS PROVIDED AS-IS AND 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. From the Wookieepedia descriptions and images (https://starwars.fandom.com/wiki/Force_pike) I got the impression that Force Pike is something similar to this: or the model like TFU Lightsaber pike, but with electrical blade instead of lightsaber one. (like the blade of Darksaber ).
  10. This is a clever idea and might've worked with some adjustments (strong shield absorbs all damage, then we apply part of the damage to PC), but looks like there is no function available to modders, that can get info about how much damage shield has already absorbed or how much shield HP left? The idea was that new Force Power would be able to block/absorb a dynamic amount of damage (for example, 50% of received damage), otherwise it would be too similar to Force Barrier and Energy Resistance. With all scripting limitations, I'm thinking about just reading current player's HP and comparing it with the one from previous round in onHeartbeat(), but that'll require to take into consideration healing items and Force Heal.
  11. Thanks for the clarification! From this topic I got the impression that it was possible to use onDamaged() script for the player's party. So, I had an idea about creating new Force Power "Force Shell", that would absorb (technically, immediately regenerate) part of the received damage in onDamaged() script. There is a function GetTotalDamageDealt(), which returns received damage, but the problem is, the function returns correct value only when is called inside onDamaged() event (according to NWN Script wiki). Guess, the idea should be reconsidered.
  12. Has anyone tried working with the onDamaged() event in TSL? I overwrote onDamaged scripts for party members and PC, placed them in Override and noticed a problem. Party members have k_hen_damage01 script attached to their onDamaged() events. It appears that the script for party members only fires when they are controlled by the AI. For some reason the PC has k_def_damage01 script instead (checked this in pc.utc file, which is available during the game) and it doesn't trigger at all. For enemies and NPCs the script works just fine. I wonder if this is a problem on my end only, a bug made by Obsidian or if KOTOR 1 had that behavior too? Also, how to work with onUserDefine() event? If I write function SendMessageToPC() inside the script for onAttacked() event, then it works. But similar code inside k_def_userdef01 doesn't trigger. Example of code: