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Everything posted by LoneWanderer
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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.
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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
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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).
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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.
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K2 STEAM Graphics DOWNGRADED??
LoneWanderer replied to Jorak Uln's topic in General Kotor/TSL Modding
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 -
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.
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- kainzorus prime
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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
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In particular, I’m interested in: Xcom: Modified Grenade and Rocket Damage (file “xc_grenades.zip”) TheSource: TelosPrtI.zip, TelosPrtII.zip, TelsBilSetIII10.zip
- 36 replies
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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?
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MOD:Content Pack: Feats and Powers (TSL ver)
LoneWanderer replied to TamerBill's topic in Mod Releases
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! -
Star Forge/Darth Revan's Robes
LoneWanderer replied to Salk's topic in Knights of the Old Republic General
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. -
It worked. Thank you.
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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.
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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.
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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.
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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)?
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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).
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Revan Robes glitch
LoneWanderer replied to sevenbillionjedi@yah's topic in General Kotor/TSL Modding
Hope the answers from this thread will help you: https://deadlystream.com/topic/8009-revan-the-flasher/ -
You raised important questions about the problems of game mechanics. Some time ago I got interested in 2 particular problems and what was done to solve them: level ups after a while became a routine and boring fights. Both problems get worse by the end of the game. Below I will express my thoughts on this matter. I think it is not such a big issue by itself, rather it reveals shortcomings in Feats and Force Powers Systems. New feats, force powers should add new opportunities, new tactics, new ways of interacting with the game world, the player should look forward to them. The level cap has been raised to 50; by the end of the game, the player can be over level 30. But there are not enough unique, interesting, useful feats and force powers that can change the game flow or be effectively used in new combat tactics. The Feats: There is not enough useful/interesting feats for player to acquire. Feats should add new opportunities, game experiences for the player. Instead, player can easily get all important feats by level 20 or so, and then just waste points on random, mostly useless stuff. Some of the new feats in TSL are okay, but most of them player acquire automatically. At the same time, the developers removed Heavy Weapons Feat and Implant Feat. Making implants dependent on Constitution attribute is a cool decision as it gives importance to this attribute that it lacked before, and Heavy Weapons Feat was redundant, but those feats had a significant impact on the gameplay in K1, so at least Heavy Weapons Feat deserve restoration. I think that in an ideal situation, new feats should allow the player to receive new gameplay experience or at least be meaningful for player while not overpowered. There should be no situations when player acquired all good feats long before the end of the game. As an example of “New gameplay experience”, the grenades aren’t that useful after beginning of the game. However, there is a mod called “Fumble! Grenades” that allow anyone who ever uses a grenade to have a chance at fumbling the throw. In addition, it restores Weapon Proficiency feat chain for grenades (makes them more powerful) and modifies it for fumbling. There was also a mod “xc_grenades” by Xcom (if anyone have it, please, post a link or PM me edit: found it) that made the Demolition skill to increase the damage of rockets and grenades. Together, these mods can change the way players view grenades, create new tactics based on grenades, be used in new builds. The solution could be: adding a new feat chain to Feats which give 1 additional skill point to the player every second level and then every level after the feat is upgraded. In addition, TSL already has feats that make cross-class skills cost 1 skill point. The Jedi Guardian has more than enough feat points, so trading a few of them for skills can be an interesting alternative option. This idea may be contrary to D&D rules. The Force Powers: Some force powers are fundamentally broken. Heal, Speed, Force Storm – A player with any two of these force powers can become nearly unstoppable. And every player can use them without drawbacks: LS or DS, class, lightsaber/force form are not important, the cost of power is usually acceptable. Others are weak or rarely can be used effectively. It makes no sense to use most of the force powers, when it is easier and faster to spam Force Storm. Again, by level 20, the player has all good/interesting powers and is not motivated to try new ones. There is also lack of high-level force powers (even if they unnecessarily they can at least provide SOME motivation to level up in the late game). Almost all force powers become accessible by level 18. Boring fights: All new feats, force powers, new tactics, improvements in mechanics won’t find usage in the game if every battle can be won by spamming Master Flurry or, even worse, a standard attack. There are several high difficulty mods that make enemies tougher and more dangerous, but I think that this is not enough to make the fights interesting. Aside from the AI issues you mentioned, most fights are too similar to each other. There are not enough force users in the game and even they rarely use force powers (and again, most of the time they only use Life Drain), so some force powers/tactics are almost useless. The tactics of the enemies in the middle and the end of the game are the same. The most noticeable change between mid-level battles and level 50 battles is that enemies have more hp and can survive 1-2 Master Flurry. The bosses are indistinguishable from each other, the sith are bland and uninspired (most of them even don't have lightsabers), the various factions and groups of enemies differ only slightly from each other. There are not enough memorable situations (I can remember many more interesting fights in K1). There are many types of damage in TSL, enemies could use different weapons types in various regions, parts of the game, then the player will be motivated to try certain armor and upgrades. But fire-based weapons mostly restricted to droids and cold and electrical damage is clearly underused. I thought about mitigating these problems by using existing mods: 1) Feats: Heavy Weapons Feat Restoration JC's Feat Fixes for K2 Fumble! Grenades + xc_grenades Content Pack: Feats And Powers BY TamerBill 2) Force Powers High-Level Force Powers Force Zeal Force Power Lightsaber Floating by Darth333 3) Boring fights Thematic Sith Lords - interesting mod that adds much-needed differentiation to fights against Sith Lords. I would like something similar to be done with other bosses and entire factions, sections of the game. These mods are good at what they do (improve certain aspects), but I feel that a more complex solution focused on addressing all aspects of the problem, could potentially achieve more. Is the problem that serious? As I recall high-tier upgrades cost several hundred components, and merchants can have crappy droid items in their inventory, so which upgrade T3 can do and when is partly a matter of luck. The point is, if T3 loses his status as a ‘skill master’ in the party, he‘ll become something like G0-T0, a character who has no gameplay purpose. As for the merchants: the stocks of the merchants are random (from their lists of possible available items) and are generated only once when the player visits them, right? As a result, merchants often have poor inventory. Moreover, it makes no sense to buy equipment: standard items can be easily found in loot, and high-level items are in any case not available from merchants. So, the obvious choice is to allow merchants to sell non-unique high-tier items and update their inventory in similar manner to Suvam in K1 OR to add new end-game merchant with high-tier items to the game. I can continue with other issues, but think that is big enough text for now. Thanks for reading!
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On one side, sith troopers will probably have a better chance of defeating and capturing Bastila if they attack her on sight. On the other side, a single patrol won’t have much chances against a skilled Jedi Knight and her escort anyway. So, it’ll make sense for Sith Superiors to give orders to patrols such as: a) report about finding Bastila b) Attempt to persuade her to surrender. For example, to say something like “The planet is occupied. You cannot hide. We will execute civilians in the area if you escape; etc”. Then if the patrol is wiped, Sith Superiors can dispatch dark Jedi to the location where Bastila was spotted. From a technical point of view, there are many enemies in the game who first start a conversation when they have clear order to kill player (dark Jedi trio on Tatooine/Kashyyyk, Calo Nord, Darth Bandon, Malak’s apprentices on Star Forge). Therefore, it wouldn’t be out of place if at least one/first patrol that recognize Bastila will start conversation before the attack. Then the player can have a chance to trick patrol in style of ep. 4. Well, this may be beyond your plans, but it may be an interesting idea for the future. Why not just assume that there are Sith Masters on Korriban who can recognize (feel, see, smell, idk how it works) Bastila’s unique signature through the Force no matter what clothes she wears? And on Taris the patrols consist of simple soldiers.
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I prefer Style 1. You can view both skyboxes at the same time and compare them. Style 3 is cool, but the constant change (flickering) of the image prevents me from looking closely at small details. The flickering of bright colors on the towers quickly tires the eyes. And when I imagine a Download page with a bunch of these flickering images ... ugh… Style 2 would be the best, but only if you could manually move the slider left and right. So, that leaves Style 1. Anyways, awesome skyboxes!
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