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Everything posted by LoneWanderer
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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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From the album: Screenshots from mods
Armored robes designs: from a plate under а tunic to an armor with а cape. -
[KotOR] Cheap shots with VOs
LoneWanderer replied to Salk's topic in Knights of the Old Republic General
The sound is clearer after @ebmar edit. In your cut, @Salk, the sibilance on the mic can be heard in the first half of the line, for example, in "whatever", "Sith". I agree that the tone of the voice changes slightly after editing, but I think this is a reasonable price for a cleaner sound. Maybe some tweaking in sound editing software will achieve an intermediate option, but it is alright as it is now for me. -
[KotOR] Cheap shots with VOs
LoneWanderer replied to Salk's topic in Knights of the Old Republic General
I don't have KoToR installed at the moment, so can't tell how these VO will work ingame with ambient music. It isn't simple choice as both lines have their own flavor. I would choose Actor's VO purely because of 'cleaner' audio quality. -
The computer panel from this mod (version 2.0.0) is a vast improvement upon vanilla version. The author paid great attention to details: beautiful animated screen, new panel with animated buttons, nice color palette. And the transparent version is awesome! In comparison, vanilla panel is so bleak and ugly. I highly recommend this mod!
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Good. What are you going to do with camera positions? I saw the CameraList inside 950COR.git. You can probably add new camera positions there via K-GFF and then pack it back to .mod file? I'm just not sure how to work with .mod files.
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I modified script and Kexikus dialog to mention Vima's fate. But I suppose new camera positions are needed for every new Council Member. Dropped a_holorec.ncs and holorec.dlg in Override and they worked (didn't check if other modules have files with the same names). a_holorec.nss holorec.dlg a_holorec.ncs
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I suppose you can use DLGEditor to add lines to holorec.dlg in 950COR.mod. You also need to add new Jedi Masters to a_holorec.ncs script. I would add that it would be better if some of the masters could be listed as "Location unknown (presumably dead)" for authenticity, because while Atris could probably sense the death of the masters through the Force, I'm not so sure about her ability to determine the exact planet of death of each Council Member (is this even possible for a Jedi Master?) The problem is that we don't know all the members of the High Council in 3960-3951 BBY, so listing the masters added by this mod will require creating fictitional names and places of death for them. Updated: something like that (camera position need fixing)
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I've seen comments that "Restored equipment-TSL" is causing the HK-50 units to become non-hostile. That is, if by "Restored equipment-TSL" you meant "Restored equipment for HK-47 / GO-TO - TSL 1.1.0" by todevuch. And please, if you don't have links, at least post the full names and authors of the mods you installed (the name and author are in the readme file, which is usually found inside the mod archive). How are people supposed to know what 650jedi, Merchant or The Sith Mask-999-1-0 is?
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I think the pictures from Artbreeder might work for portraits. They resemble in-game characters and that’s what’s important. Remember Neverwinter Nights and similar RPGs? They had beautiful portraits and simple blocky in-game models. Then players used imaginations to ‘enhance’ the models in their minds. The same thing here.
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It’s good to have new heads, especially if it’s of famous character and well made. Great job! Unfortunately, there is a bug: her head tail is clipping through some standard robes. It happens with Jedi robe models, JS armor (but not with Jedi Master robe models). The very first costume on the left also looks interesting. Reminds Rey’s costume a little. It will probably suit a martial art character focused on hand-to-hand combat or a Jedi with single blade.
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I highly doubt the author is still waiting for an answer, you know. But, for history's sake, Dak's Big Skin Pack 2.0 has "an armored undershirt" skin for Mira (a new head is optional).
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Very ambitious project and impressive results so far, @Thor110! I’m curious how K2 Expanded Galaxy are going to handle the planets from K1? Will visiting these planets be mandatory or optional? About quests/side quests for K1 planets: Are you planning on creating entirely new side quests or reusing the majority of the side quests from K1?
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I like this mod. I thought the same about empty chairs when I first played TSL. I watched it in-game, the scene became better. I also noticed a few things: 1. The camera mainly uses either shots from long distance or close-ups of main council members (Vrook & Co) that prevents taking a good look at the additional masters. Only rare shots from a medium distance allow to see in detail jedi on the left and right of speaker. 2. Added jedi-statists give off a feeling like they unconcerned about the meeting (or aren't allowed to talk). I understand that they play no role in the story, and you probably didn't want to add anything that may break the impression of such important moment, but still it turned out to be a little weird to me. I think both issues can be solved, while only slightly affecting the scene: Have a council member with an alien VO say one short neutral line, for example, "Is anyone want to add something?" and then zoom in camera on every added jedi-statist for a second when they stay silent, blink or shake their head (if they have such an animation). Vandar can use some very short one-liner like "Hmm...". The scene can then continue as usual. I hope you 'll address these issues to make the scene even more immersive if you decide to release v3.0 of this mod.