LoneWanderer

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Everything posted by LoneWanderer

  1. What tools did you use to extract and edit dialogs? I'm not sure what your problem is, but did you try to use other tools? For example, if you used only Kotor Tool, then try to open existing .dlg file or to create new dialogue in DLGEditor (https://deadlystream.com/files/file/750-dlg-editor/) to see whether it'll also bugged for you or not.
  2. I confirm bugs that Alex Star mentioned. My theory, this happened because you, @N-DReW25, placed scripts with common names in Override instead of module injection. FindRefs found DIFFERENT versions of several files in various RIMs. For Telos Academy bug: you overwrote a_load262.ncs script from 261TEL module by placing the version of this script intended for 650DAN in Override, I guess? As for "Harbinger arrives" scene, I guess it is either a_sion_cs.ncs or sion_cut.dlg.
  3. If you have added “EnableCheats=1” correctly, then maybe the locale of your keyboard is not set to ‘En’ in-game. Try pressing “Alt+Shift” (or whatever combination changes keyboard’s language in your system) in the game before opening console. Because there are no mentions about console not working on the Steam topic: https://steamcommunity.com/sharedfiles/filedetails/?id=149122961
  4. View File Droid special weapons fix for TSL Description This mod fixes damage and effects, descriptions, restores droid special weapons, icons and switches icons for some existing droid weapons. New in v2.0: The mod now uses TSLPatcher. Reworked poison weapons rebalance fix to make it more compatible with other mods (such as improved AI mod). Thus, it became part of main install. Restored two droid weapons: Droid Gravity Generator Type 2 (can be purchased from Opo Chano on Telos and Kodin on Nar-Shaddaa) and Advanced Fire Suppression System (droids on Goto's Yacht will use it instead of obsolete by that point Fire Suppression System). Restored two unused icons and made some changes to reduce the number of shared ones. In addition, droid weapons with different effect types will no longer have the same icon. Icons were switched for Droid Neural Pacifier, Droid Neural Scrambler, Droid Plasma Thrower, Droid Toxin Emitter. The descriptions were fixed for the following special weapons: Fire Suppression System now correctly shows “Damage: Cold, 5pts. Save: DC10 for half damage and ignore paralyze effect” instead of “Damage: Cold, 10pts. Save: DC15 for half damage and ignore paralyze effect”. Droid Flame Thrower incorrectly showed in the description: “Special: Targets 7th level and up ignore horror effect”. Droid Molten Cannon incorrectly showed in the description: “Special: Targets 7th level and up ignore horror effect”. Droid Plasma Thrower now correctly shows “Damage: Ion 60pts” instead of “Damage: Fire, Ion 60pts”. Droid Multi-spectral Emitter now correctly shows “DC= 24 + Level for half damage.” instead of “DC= 24+Level of target for half-damage”. Fixed damage, effects and descriptions for Droid Toxin Emitter. Fixed damage, effects and descriptions for Droid Bio-Assault. Installation Run "TSLPatcher.exe" installer and select your TSL folder. Note: starting a new game is not required. Just get rid of the affected special weapons from your droids’ inventories, then find/buy new ones, and they will have correct descriptions. Also, the descriptions of special weapons in the inventories of already visited merchants won’t change. Uninstallation Delete installed files of the mod from Override folder. Copy the files (except 351nar.mod) within the generated "backup" folder of the mod and place them in the Override folder. 351nar.mod should be placed in modules, but only if you have not installed other mods that change 351nar.mod after this one. Otherwise, you should uninstall those mods first. Compatibility This mod is compatible with TSLRCM. This mod is incompatible with mods that change droid special weapons or install files d_device_16.uti and g_d_firesupres02.uti (but I haven’t seen such mods). Distribution Notes This mod may not be modified or distributed without the explicit permission of the author. 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. Credits Tools used: KotOR Tool by Fred Tetra KotOR Scripting Tool by Blue K-GFF by tk102 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 03/30/2021 Category Mods TSLRCM Compatible Yes  
  5. Version 2.0.0

    13,424 downloads

    Description This mod fixes damage and effects, descriptions, restores droid special weapons, icons and switches icons for some existing droid weapons. New in v2.0: The mod now uses TSLPatcher. Reworked poison weapons rebalance fix to make it more compatible with other mods (such as improved AI mod). Thus, it became part of main install. Restored two droid weapons: Droid Gravity Generator Type 2 (can be purchased from Opo Chano on Telos and Kodin on Nar-Shaddaa) and Advanced Fire Suppression System (droids on Goto's Yacht will use it instead of obsolete by that point Fire Suppression System). Restored two unused icons and made some changes to reduce the number of shared ones. In addition, droid weapons with different effect types will no longer have the same icon. Icons were switched for Droid Neural Pacifier, Droid Neural Scrambler, Droid Plasma Thrower, Droid Toxin Emitter. The descriptions were fixed for the following special weapons: Fire Suppression System now correctly shows “Damage: Cold, 5pts. Save: DC10 for half damage and ignore paralyze effect” instead of “Damage: Cold, 10pts. Save: DC15 for half damage and ignore paralyze effect”. Droid Flame Thrower incorrectly showed in the description: “Special: Targets 7th level and up ignore horror effect”. Droid Molten Cannon incorrectly showed in the description: “Special: Targets 7th level and up ignore horror effect”. Droid Plasma Thrower now correctly shows “Damage: Ion 60pts” instead of “Damage: Fire, Ion 60pts”. Droid Multi-spectral Emitter now correctly shows “DC= 24 + Level for half damage.” instead of “DC= 24+Level of target for half-damage”. Fixed damage, effects and descriptions for Droid Toxin Emitter. Fixed damage, effects and descriptions for Droid Bio-Assault. Installation Run "TSLPatcher.exe" installer and select your TSL folder. Note: starting a new game is not required. Just get rid of the affected special weapons from your droids’ inventories, then find/buy new ones, and they will have correct descriptions. Also, the descriptions of special weapons in the inventories of already visited merchants won’t change. Uninstallation Delete installed files of the mod from Override folder. Copy the files (except 351nar.mod) within the generated "backup" folder of the mod and place them in the Override folder. 351nar.mod should be placed in modules, but only if you have not installed other mods that change 351nar.mod after this one. Otherwise, you should uninstall those mods first. Compatibility This mod is compatible with TSLRCM. This mod is incompatible with mods that change droid special weapons or install files d_device_16.uti and g_d_firesupres02.uti (but I haven’t seen such mods). Distribution Notes This mod may not be modified or distributed without the explicit permission of the author. 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. Credits Tools used: KotOR Tool by Fred Tetra KotOR Scripting Tool by Blue K-GFF by tk102 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.
  6. Looks like you are using High Quality Skyboxes II 1.0.1. Kexikus and others mentioned about similiar problems with cutscenes here and in the comment section of the mod page. High Quality Skyboxes II 1.1 and above fix them.
  7. I also encountered this bug. Have you seen Disciple on the Ebon Hawk when Kreia knocks everyone out? I think the scene breaks, because Disciple does not spawn properly there. This bug appeared after installation of PartySwap and Extended Enclave Compatibility Patch.
  8. Yes, in this case, the fewer files you replace, the better. Still, replacing only head files shouldn’t break anything. I renamed maintenance officer’s head to PMHH01 (Hispanic mullet man) and placed head, portrait files (without new body, clothes, .2da files for compatibility) in the archive. Check your override, if it doesn’t contain files with names from archive, you can safely put them in the override. Of course, nothing can be done if you don’t like what Winzum93 did to the head. Maintenance_officer_tsl.zip
  9. Actually, a mod adding maintenance officer as PC already exists (with DS transitions and custom clothes). Sadly, it contains .2da files and does not use TSL Patcher. However, you can try Installing this mod BEFORE any other mod that modifies these .2da files, even before TSLRCM. Or replace existing head by changing the name in filenames to the name of the existing head and do not copy .2da files from the mod to your override folder. For example, try changing symbol ‘t’ in pmht01, pmbbt01, etc. to ‘c’, thus replacing pmhc01 head with pmht01 (maintenance officer in this mod).
  10. Success? Can conversion of robe into Bao-Dur’s robe fail? Will the player loose the robe or ‘component’ in this case? if there is luck involved, then players just abuse save/load out of fear of losing rare jedi robes. Was the cut “Craft” feat exclusive to Bao-Dur? Maybe, characters with this feat could craft additional types of weapons, armors at the workbench, since the base selection of creatable items is limited. So, Bao-Dur will get 6 or 7 new selectable feats. Keep in mind that Tech Specialist does not gain many feats on level ups: 8 by level 20. Jedi Guardian class partially compensate for this with 11 feats by level 20 (but Bao-Dur, probably won't be much higher than level 30 overall the last time he is available). Also, Bao-Dur isn’t a powerful character to begin with, thus limiting his access to robes (which are available to other jedi without prerequisites) behind a 3-tier feat still puts him at a disadvantage compared with other party members. Perhaps, Mastercraft Armor 1 should be granted to Bao-Dur automatically after he becomes a Jedi. In addition, Mastercraft Armor tree can be reduced to two levels: one that Bao-Dur gains automatically and one selectable that is for top tier robes. Of course, these are small details that can be thought about later in development. Overall your idea is interesting.
  11. Could there be the same root of the problems with textures and lightsaber models hilts? If I remember correctly, the steam version crashes if the vertex buffer line in the .ini file looks like "Disable Vertex Buffer Objects=1". So, in steam version, there are no spaces between the words: "DisableVertexBufferObjects=1", but this leads to problems with some textures. Or maybe this is related to fog bug introduced in Aspyr patch? Fog and Speed Blur Fix for the 2016 TSL patch
  12. The archive is fine. However, you need a modern version of WinRar to extract the files. It certainly works with WinRar 5.71, but should also work with versions 5.40 (or 5.50 ?) and higher. Don't let this small obsticle stop you from using these excellent robes. P.s. If you can't open some .rar files, they might need WinRar 5.40 or higher.
    New billboards (most of them are posters from various old mods, some with animation) might be fun to look at to those who are tired of standard billboards. Several posters have noticeably lower resolutions than others. May look pixelated on large monitors.
  13. Here are screenshots for the MacLeodCorp's Billboards I and II. Feel free to add them to Download pages, if they are of acceptable quality. No screenshots for "Xcom's Grenades Mod" as it just script that change damage. Thanks for the fast upload of the requested mods. MacLeodCorp's Billboards I-II.7z
  14. In particular, I’m interested in: Xcom: Modified Grenade and Rocket Damage (file “xc_grenades.zip”) TheSource: TelosPrtI.zip, TelosPrtII.zip, TelsBilSetIII10.zip
  15. I’m interested in some of the mods that were available on JumpStationZ, but don't seem to be on DS, at least not yet. Can anyone with ModsArchive.zip send it to me? If necessary, via PM. @Sith Holocron, since you were in charge of uploading the mods here, do you still have that mod archive from JumStationZ?
  16. I thought v1.11 from 2015 was the last version of this mod, but it looks like the release of the mobile version of TSL has awakened nostalgia in many modders. 😉 Only recently I mentioned “Content Pack: Feats And Powers” mod as one of the few cool mods that add useful/interesting feats that allow the player to receive new gameplay experience and make level-ups more meaningful. Very glad that you have returned to this mod, @TamerBill!
  17. The Star Forge is a factory, so there is technically nothing wrong with producing multiple items of the same design. Moreover, it would be strange if a factory could not produce several products of a known design from the same parts. What may seem wrong is the name of Darth Revan's Robe. The one unique Star Forge robe that Revan once wore and may have modified for himself, was destroyed by Jedi Council. The new ones are just similar mass-produced darkside Star Forge Robes. But since the description of lightside Star Forge Robe mentions that “these robes were customised using an analysis of the Jedi they were created for”, I suppose that means, all robes created for Revan, would not be the same if they were created for other people. Hence, “the Darth Revan's Robe” will simply mean clothing designed with the physiology of Darth Revan in mind.
  18. Yes. Important to know: I used saves from the site and started to play right before entering Rebuilt Enclave. Rebuilt Enclave.7z Yes, that's what happened. If it really is a bug of TSLRCM, someone should add it to "ToDo" list of KOTOR 2 Community Patch. That is likely to be the reason, because, If I enter the Enclave as 3rd character, but switch to the Exile after Tobin/Nihilus cutscene or enter the Enclave as Exile or Kreia, then the game works fine.
  19. 1) When did the problem begin to occur? When the player enters Rebuilt Enclave and the scene with Kreia should start (where she walks to the center of courtyard and sits there). 2) Did you install the latest version of the mod? Yes 3) What version of the game do you have? (Steam, 4CD, KotOR Collection?) What region is the game designed for if it's the 4 CD version? 4 CD, Eng 4) Did you update your game as required by your game's region? Yes 5) Did you install this over the previous version(s), or did you perform a fresh installation as required by the TSLRCM's read-me file? Fresh install 😎 What other mods did you have 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!.) None. 9) Can you be more specific about the error? At what point did it happen? When player enters the Enclave to meet the Council, if Kreia in active party and the player controls 3rd character (not Exile or Kreia), then the cutscene breaks at the very beginning (where camera flies in a circle before Kreia sits at the center of courtyard). 10) Have you tried re-downloading the mod? No 11) Have you tried using a different save game? Yes, I have savegames with and without RCM. 12) Have you tried starting a new game? No 13) What Operating System do you use? (List Virtual Machines as well if you are using them.) Windows 7. Vanilla TSL has some troubles with this scene too. If Kreia in active party and the player controls 3rd character (not the Exile or Kreia), the Exile doesn’t walk with Kreia to the center of the courtyard, nor later to the Council, he just stands at the entrance of courtyard. After Kreia's speech ("It has been some time..., etc"), the game just teleports the Exile to the masters and scene continues to play as usual. The game struggles, but still manages to function without breaking, so the problem is hardly noticeable. TSLRCM somehow aggravates the problem, so that cutscene breaks and the player becomes stuck inside cutscene. Camera moves to the Exile, but cutscene doesn’t start (Kreia should go and sit in the courtyard and start talking, etc). See screenshot. I can avoid this bug if I walk into cutscene controlling the Exile or Kreia. So nothing too serious, just want to know if the problem is on my side or not.
  20. I meant these gray stains (which I thought were smoke) in the sky on the vanilla skybox, but I just checked ingame and they also appear in the sky when player is in the Restoration Zone (231tel), so they are not related to the Shuttle crash site. I don’t know what these stains are, but I guess it doesn't matter then.
  21. Finally, Iziz begins to resemble the huge city described in the Lore, and this is a welcome improvement. I have to say that I had high hopes for this mod, but I didn't even expect skyboxes to be so great! This mod is one of the most exciting things to happen to TSL in recent years! 👍 The only small question I have is what happened to the smoke from the (presumably) Shuttle crash site seen in the skybox of the Czerka Site (233TEL)?
  22. I think it is actually a clever decision: you either use the upgrade mechanic (improve skills or use specific gear, buy parts or equipment for breakdown, break items, craft upgrades) or don’t bother with it and use the already predefined (adjusted) equipment. If high quality equipment could be upgraded, said equipment could become too powerful and further break game balance. And it is not like the upgrades are limited only to standard weapons: Zabrak vibroblade, Ryyk Blade, Echani Vibrosword, Verpine Droid Disruptor and more are upgradable. However, more of the not overpowered weapons could have at least 1 slot available for upgrade (some axes, staffs) because some weapons types aren’t strong and cannot be upgraded for no apparent reason. From a logical point of view, droids should be able to better understand technical issues (computers, security, mines) than humans, so it makes sense for T3 to have highest technical skills in the party. If you rebalance droid items to equalize them with human gear, it may deprive droids of their important advantage, as they can’t use force, they are unaffected by LS auras and have less available skills than humans. In theory, humans have even more chances than droids to become “skill master” as they can equip 4 items of importance beside the armor: implant, head gear, belt and gloves. Droid have only 3 item slots: 2 utilities, 1 sensor. Therefore, it makes sense for droid items to be stronger. The human characters have bigger pool of items and more possible types of bonuses, so chances of finding different types of equipment with the same bonus and equipping them on one character are smaller. Ideally, droid equipment should have more possible types of bonuses, this way you won’t have a situation where shortly after Telos T3 have several items of every types that give him the same kind of bonus. As a workaround, I suppose some droid equipment (mostly from “Utilities” category as you can equip 2 of these items) can be slightly toned down. For example, Droid Memory Upgrade and Droid Optimized Interface, Droid Lockout Bypass, Droid Exchange Interface can each give 1 bonus point less of “Computer Use”. This way, combination of Droid Memory Upgrade + Droid Optimized Interface will give 6 “Computer Use” points instead of 8, Droid Memory Upgrade + Droid Lockout Bypass will give 7 “Computer Use” points instead of 9. Or Droid Memory Upgrade can be weakened to +3 “Computer Use” instead of 5. Droid Remote Interface can be weakened to +8 “Security” instead of +10 and so on. To prevent T3 from creating best upgrades too early, you can theoretically take the following measures: 1. Slightly increasing the cost of best/highest tier upgrades. 2. Make best/highest tier upgrades available starting from certain level (for example, level 18). As an alternative, you can tie availability of best upgrades to the count of completing planets. I don’t like this idea because it reduces the advantage of tech specialist and tech droid classes over other fighting, jedi classes in that field, but, perhaps, it might work as extreme measures if it ‘ll affect only very small number of really powerful endgame upgrades. 3. Increasing levels at which droids gain Droid Upgrade II and especially Droid Upgrade III (items from tier III are very powerful). May require moving some droid armor and, maybe, some equipment from Droid Upgrade III section to Droid Upgrade II. Actually, the whole Droid Upgrade system is its own thing that need to be revised. 1) Droid Upgrade III is granted too early. After completing Telos T3 level is 11-12. In the middle of the first non-Telos planet T3 will get level 13 and will be able to equip very powerful items of tier III. Thus, the usefulness of Droid Advanced Upgrade Slot (grants Droid Upgrade Class 3) and some other items of tier I, II is very limited. The player just doesn’t need to hunt for rare items of lower tiers. I think Droid Upgrade III can be moved to level 15-17. 2) Droid Upgrade feats are granted automatically. This depreciate the value of lower tier armor when you can use armor of Droid Upgrade III in all cases without disadvantage. There are some cool high-end tier 1 and 2 armors (Droid Agrinium Armor, Droid Quadranium Armor), but by that time the player can get them, the droids will have next level of Droid Upgrade feat already, so what the point of lower requirements of these armors? There is no advantage in using lower tier armor over higher tier armor. There is no disadvantage in using higher tier armor over similar lower tier armor. The same question can be asked regarding droid utilities. It may be appropriate to make Droid Upgrade Feat system more similar to Armor system for humans, where the player decide when to acquire armor feats and if he want them at all. This will require moving some gear to Droid Upgrade II tier, so that droids that choose to not invest in Droid Upgrade III won’t feel outclassed. 3) Some droid armors have strange costs. The good armor of lower tier (Droid Modular Plating Mark I costs 130 credits) should cost more than similar starting armor of higher tier (Droid Impact Armor Mark II costs 400 credits). Otherwise, there is no point in buying it (there is no point in it anyways, as T3 automatically acquires Droid Upgrade II before Telos).