LoneWanderer

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Everything posted by LoneWanderer

  1. The amount of detail is fantastic! It's hard to believe that armor in KOTOR can look so good! So, were these textures created using AI? How does neural network generation work: do you just provide the original .tga texture file as input to the AI, or do you have to first edit the model and tweak the UV map (e.g. merge the torso and sleeves) to make it understandable to the AI?
  2. Not long ago I found old Movie Saber Mod by J3d1W4rr10R (http://web.archive.org/web/20061225145237/http://pcgamemods.com/mod/17055.html). In addition to the usual Vader's, Luke's, Qui-Gon Jinn's and Obi-Wan's hilts, this mod features rarer lightsabers such as Darth Maul's Damaged Saber, Kdi-Adi Mundi, Barris Offee, Shaak Ti, Quinlan Vos, Saesee Tiin and Dooku's Jedi Lightsabers among others. Message me if anyone wants to have it in their collection.
  3. Done. In K2, crystals were added to the inventories of Daraala, Geeda and Kex. K2 version is compatible with Movie-style Jedi Master robes, Movie Robes 2.2 and Jedi Journeyman Robes (Luke ROTJ Outfit). In K1, crystals were added to the inventories of Orgultoovak (Two-head) on Tatooine, Eli Gand on Kashyyyk and Tyvark on Manaan. For the items to appear, you need to have a save before the first conversation with the merchants. The mod adds scripts to merchant dialogues, so compatibility with non-English versions hasn't been confirmed. Haven't tested TSLPatcher installation setup. This and updating the Readme file is up to you. ROTJ Luke Pack by Evasto 2023 beta.7z
  4. Yes, I saw your request to update Evasto's ROTJ Luke Pack. It's worth a try. However, it won't be fast, because combining Leia's saber with Crazy34's blade took some time and turned out to be unexpectedly more difficult than adjusting standard blades. Hopefully things will go smoothly now that I know what to do As for other lightsabers, it all depends on finding the right 3d models and permissions (I don't create models, only port them): often models that look good on renders are 'butchered' by the Odyssey Engine or have some small 'features', which make porting problematic. Currently I have a list of lightsabers to port, but mostly custom or prequel-era styles.
  5. View File Leia's lightsaber (Ep.IX) "Leia's lightsaber (Ep.IX)" mod for Star Wars: Knights of the Old Republic II: The Sith Lords ------------- 1.Description ------------- This mod adds a custom crystal that allows to build Leia's lightsaber from Episode IX. Available in 2 versions: with Crazy34's new glowing blade and with vanilla blade. The container with Leia's crystal will appear in the room after finding and talking with T3-M4 in the Polar Academy. You'll need a save before the first entrance to the Polar Academy for the container to spawn. Alternatvely, you can place the items in your inventory via KSE or console command 'giveitem'. The hilt is leia_lghtsbr40 and the crystal is leia_crstl_40. The hilt model was created by gabriel.roig. -------------- 2.Installation -------------- Extract the archive and run TSLPatcher.exe. Follow the program's instructions to install the mod. The hilt with Crazy34's glowing blade is installed by default. If you want to use the vanilla blade model, then after installation, copy the files from the "model with vanilla blade" folder to your game's override folder, replacing the installed ones. ---------------- 3.Uninstallation ---------------- Delete installed files of the mod from Override folder. Copy the files from the generated "backup" folder and place them in the Override folder. ----------------- 4.Known issues ----------------- Don't put Leia's crystal in short or double-bladed lightsabers or you will lose the item. -------------- 5.Compatibilty -------------- This mod uses slot #40 for Leia's lightsaber and icon, so it will conflict with other lightsaber mods that have w_lghtsbr_040.mdl, w_lghtsbr_040.mdx and iw_lghtsbr_040.tga (or tpc) files. ------------- 6.Permissions ------------- This mod can 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. The content of this mod, however, may be modified and uploaded/incorporated into other mods. Just be sure to include the legal info: "Leia's Lighstaber" (https://skfb.ly/oquDN) by gabriel.roig is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). --------- 7.Credits --------- "Leia's Lighstaber" (https://skfb.ly/oquDN) by gabriel.roig is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Crazy34 - New_Lightsaber_Blades_Modder's_Res Fred Tetra - KOTOR Tool Stoffe and Fair Strides - TSLPatcher Blue - KotOR Scripting Tool VarsityPuppet - 2DA Editor Alpha --------- 8.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 07/09/2023 Category Mods TSLRCM Compatible Yes  
  6. Version 1.0.1

    120 downloads

    "Leia's lightsaber (Ep.IX)" mod for Star Wars: Knights of the Old Republic II: The Sith Lords ------------- 1.Description ------------- This mod adds a custom crystal that allows to build Leia's lightsaber from Episode IX. Available in 2 versions: with Crazy34's new glowing blade and with vanilla blade. The container with Leia's crystal will appear in the room after finding and talking with T3-M4 in the Polar Academy. You'll need a save before the first entrance to the Polar Academy for the container to spawn. Alternatvely, you can place the items in your inventory via KSE or console command 'giveitem'. The hilt is leia_lghtsbr40 and the crystal is leia_crstl_40. The hilt model was created by gabriel.roig. -------------- 2.Installation -------------- Extract the archive and run TSLPatcher.exe. Follow the program's instructions to install the mod. The hilt with Crazy34's glowing blade is installed by default. If you want to use the vanilla blade model, then after installation, copy the files from the "model with vanilla blade" folder to your game's override folder, replacing the installed ones. ---------------- 3.Uninstallation ---------------- Delete installed files of the mod from Override folder. Copy the files from the generated "backup" folder and place them in the Override folder. ----------------- 4.Known issues ----------------- Don't put Leia's crystal in short or double-bladed lightsabers or you will lose the item. -------------- 5.Compatibilty -------------- This mod uses slot #40 for Leia's lightsaber and icon, so it will conflict with other lightsaber mods that have w_lghtsbr_040.mdl, w_lghtsbr_040.mdx and iw_lghtsbr_040.tga (or tpc) files. ------------- 6.Permissions ------------- This mod can 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. The content of this mod, however, may be modified and uploaded/incorporated into other mods. Just be sure to include the legal info: "Leia's Lighstaber" (https://skfb.ly/oquDN) by gabriel.roig is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). --------- 7.Credits --------- "Leia's Lighstaber" (https://skfb.ly/oquDN) by gabriel.roig is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/). Crazy34 - New_Lightsaber_Blades_Modder's_Res Fred Tetra - KOTOR Tool Stoffe and Fair Strides - TSLPatcher Blue - KotOR Scripting Tool VarsityPuppet - 2DA Editor Alpha --------- 8.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.
  7. May I request 'Satele double bladed from the swtor cinematics' and 'the temple guard double bladed' hilts if you still have them? And not to be off topic, here is a freshly ported TPM-inspired hilt: lsbr_141.7z
  8. View File Animated Vibrodagger Adds Vibrodagger with animated texture as a new item (in a hidden stash in the Peragus Dormitories) or as a new skin for Vibrocutter. While porting "Stun knife" model created by Rodesqa, I became interested in the various texture effects specific to KOTOR. The end result uses animated textures inspired by IRobert's "Vibroweapons replacement pack retexture". Initially, this ported model was used by me for learning and testing purposes, so some of the texturing desicions were not optimal and texture space was not always used efficiently, but it should not be too noticeable. CHEATS: 'giveitem vibrodagger_01' - for vibrodagger 'giveitem vibrocutter' - for vibrocutter. Vibrocutter can be found at the beginning of Peragus, but only if you are playing with Restored Content Modification (TSLRCM). Installation Copy the contents of the Vibrodagger folder (if you want it to be a new item) or the Vibrocutter folder (if you want to replace vibrocutter) to your game's Override folder. Uninstallation Delete the installed files from Override folder. Compatibility Should be compatible with anything that doesn't change vibrocutter model or add w_vbroshort_060 model and a_hiddenmake.ncs script (this script creates a hidden stash in the Peragus Dormitories). Permissions This mod can 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. The content of this mod, however, may be modified and uploaded/incorporated into other mods. Just be sure to include the legal info: the model "Stun knife" (https://skfb.ly/PIqs) by Rodesqa is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/) License. And the original model, textures were modified by LoneWanderer. Credits Vibrodagger uses model "Stun knife" (https://skfb.ly/PIqs) by Rodesqa that is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/) as a basis. KOTOR Tool - Fred Tetra DeNCS - JdNoa and Dashus KotOR Scripting Tool - Blue 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 02/21/2023 Category Mods TSLRCM Compatible Yes  
  9. Version 1.0.0

    224 downloads

    Adds Vibrodagger with animated texture as a new item (in a hidden stash in the Peragus Dormitories) or as a new skin for Vibrocutter. While porting "Stun knife" model created by Rodesqa, I became interested in the various texture effects specific to KOTOR. The end result uses animated textures inspired by IRobert's "Vibroweapons replacement pack retexture". Initially, this ported model was used by me for learning and testing purposes, so some of the texturing desicions were not optimal and texture space was not always used efficiently, but it should not be too noticeable. CHEATS: 'giveitem vibrodagger_01' - for vibrodagger 'giveitem vibrocutter' - for vibrocutter. Vibrocutter can be found at the beginning of Peragus, but only if you are playing with Restored Content Modification (TSLRCM). Installation Copy the contents of the Vibrodagger folder (if you want it to be a new item) or the Vibrocutter folder (if you want to replace vibrocutter) to your game's Override folder. Uninstallation Delete the installed files from Override folder. Compatibility Should be compatible with anything that doesn't change vibrocutter model or add w_vbroshort_060 model and a_hiddenmake.ncs script (this script creates a hidden stash in the Peragus Dormitories). Permissions This mod can 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. The content of this mod, however, may be modified and uploaded/incorporated into other mods. Just be sure to include the legal info: the model "Stun knife" (https://skfb.ly/PIqs) by Rodesqa is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/) License. And the original model, textures were modified by LoneWanderer. Credits Vibrodagger uses model "Stun knife" (https://skfb.ly/PIqs) by Rodesqa that is licensed under Creative Commons Attribution (http://creativecommons.org/licenses/by/4.0/) as a basis. KOTOR Tool - Fred Tetra DeNCS - JdNoa and Dashus KotOR Scripting Tool - Blue 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.
  10. @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
  11. 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.
  12. 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.
  13. 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.
  14. Yes, but moddb has only newer 2012, 2013 series and few from 2011 (not Malachor V and Nar-Shaddaa).
  15. 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).
  16. View File Force Affinity Form Fix + Overhaul mod The mod now uses HoloPatcher as installer. 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 3 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 max 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 WAVE, FORCE STORM, FORCE SCREAM chain, INSANITY, CRUSH OPPOSITION, HEAL chain, IMPROVED/MASTER FORCE DRAIN, IMPROVED/MASTER BATTLE MEDITATION and some others. 3) "Force Shell" option will allow to use the Force to absorb part of damage received (technically, to automatically restore HP depending on the amount of damage received). New Bonus for Force Affinity: Restores 50% of HP from damage received at the expense of an equivalent amount of FP ------------------------------------------- 2.Installation This mod uses HoloPatcher installer. The installer for Windows comes with the mod; installers for Linux and Mac should be downloaded from the HoloPatcher mod page (https://deadlystream.com/files/file/2243-holopatcher). Warning: TSLPatcher won't work because this mod uses specific features of HoloPatcher. 1.Launch "HoloPatcher.exe". 2.Choose one of "Force Channel Fix", "Force Amplification", "Force Shell" options from dropdown menu. 3.Select your game's folder (where "swkotor2.exe" is located) and click Install. ------------------------------------------- 3.Uninstallation Uninstallation is possible as long as you didn't install other mods after this one, otherwise you must first uninstall those mods. Either manually delete the mod files and copy back unaltered files located at the backup/{date} path in the mod folder, or use uninstall Shell (Bash), PowerShell scripts provided by HoloPatcher. ------------------------------------------- 4.Known issues "Force Shell" option: if the player is attacked by several enemies, health recovery may not occur immediately, but after several or all attacks in the current round. ------------------------------------------- 5.Compatibilty The mod is incompatible with mods that modify "k_hen_heartbt01.ncs" script. Additionally, "Force Amplification" option is incompatible with mods that modify "k_sp1_generic.ncs", "k_hen_heartbt01.ncs","k_sup_healing.ncs" and "k_inc_force.nss" (some mods that add and edit Force Powers use them). ------------------------------------------ 6.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. ------------------------- 7.Credits Fred Tetra - KOTOR Tool Blue - KotOR Scripting Tool Cortisol and th3w1zard1 - For HoloPatcher/PyKotor Stoffe and HIGH LEVEL FORCE POWERS MOD V2.1 mod - for inspiration TamerBill and Content Pack: Feats and Powers - for inspiration Special Thanks to JCarter426 --------------------------- 8.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 10/13/2022 Category Mods TSLRCM Compatible Yes  
  17. Version 1.1.0

    415 downloads

    The mod now uses HoloPatcher as installer. 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 3 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 max 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 WAVE, FORCE STORM, FORCE SCREAM chain, INSANITY, CRUSH OPPOSITION, HEAL chain, IMPROVED/MASTER FORCE DRAIN, IMPROVED/MASTER BATTLE MEDITATION and some others. 3) "Force Shell" option will allow to use the Force to absorb part of damage received (technically, to automatically restore HP depending on the amount of damage received). New Bonus for Force Affinity: Restores 50% of HP from damage received at the expense of an equivalent amount of FP ------------------------------------------- 2.Installation This mod uses HoloPatcher installer. The installer for Windows comes with the mod; installers for Linux and Mac should be downloaded from the HoloPatcher mod page (https://deadlystream.com/files/file/2243-holopatcher). Warning: TSLPatcher won't work because this mod uses specific features of HoloPatcher. 1.Launch "HoloPatcher.exe". 2.Choose one of "Force Channel Fix", "Force Amplification", "Force Shell" options from dropdown menu. 3.Select your game's folder (where "swkotor2.exe" is located) and click Install. ------------------------------------------- 3.Uninstallation Uninstallation is possible as long as you didn't install other mods after this one, otherwise you must first uninstall those mods. Either manually delete the mod files and copy back unaltered files located at the backup/{date} path in the mod folder, or use uninstall Shell (Bash), PowerShell scripts provided by HoloPatcher. ------------------------------------------- 4.Known issues "Force Shell" option: if the player is attacked by several enemies, health recovery may not occur immediately, but after several or all attacks in the current round. ------------------------------------------- 5.Compatibilty The mod is incompatible with mods that modify "k_hen_heartbt01.ncs" script. Additionally, "Force Amplification" option is incompatible with mods that modify "k_sp1_generic.ncs", "k_hen_heartbt01.ncs","k_sup_healing.ncs" and "k_inc_force.nss" (some mods that add and edit Force Powers use them). ------------------------------------------ 6.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. ------------------------- 7.Credits Fred Tetra - KOTOR Tool Blue - KotOR Scripting Tool Cortisol and th3w1zard1 - For HoloPatcher/PyKotor Stoffe and HIGH LEVEL FORCE POWERS MOD V2.1 mod - for inspiration TamerBill and Content Pack: Feats and Powers - for inspiration Special Thanks to JCarter426 --------------------------- 8.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.
  18. 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 ).
  19. 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.
  20. 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.
  21. 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:
  22. @bbnice If you mean THIS ISSUE (your images are not loaded correctly), then ajdrenter made a fix: https://deadlystream.com/topic/4680-modhigh-quality-blasters/?do=findComment&comment=80533