MrPhil

Premium Member
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Everything posted by MrPhil

  1. Well, HaVoKeR, I'll have to say I did get a lightsaber from this container at least a couple of time. Could-it be that you still haven't got through your problem with the ltsbr?
  2. If you fail finding what the boolean is... ask yourself how many part you still need, choose as much number random from 1 to 3. Afterwards, open this spoiler tag
  3. Snif snif, hum, it smells like desire of possible modder involvment, doesn't it? He he, anyway gotta get back on topic so, awaiting for the next progress report. Phil out.
  4. If you want to see all of these robes, there is a mod that IS fully compatible with TSL RCM. It's the Jedi Temple mod on Coruscant.
  5. This bug is quite interresting though... The only downsde is that I think the Exile's dialog is something along the lines of "Lorso, stop them...". B4-D4 would say something like "Mistress Lorso, I suggest you hide under your desk and call the TSF for help, these aliens are criminals that may be threatening you."
  6. This particular version of VP's mod was deemed RCM unfriendly: http://knightsoftheoldrepublic.filefront.com/file/VP_Modules_Tweak_Pack_1;108867 However, this one is fully compatible with both TSL RCM 1.7 and your mod: http://deadlystream.com/forum/files/file/8-peragus-tweak/
  7. Which robes are these, for starter?
  8. MrPhil

    New features?

    Though it's an old feature, I could not manage change the message under my avatar. The one that reads "Junior member" and the such. Where in my profile/settings can I find this?
  9. The mods are compatible (tested 'em myself) for sure: TSL Improved Loading Screens Darth Nihilus - Lord of Hunger Darth Revan - Dark Lord of the Sith HK-50 & HK-51 Reskin Vurt's Protocol Droids Retexture Ebon Hawk HD retextures 90SK's G0-T0 Reskin
  10. Maybe, but look at how his trailer is conceived. With most trailers, if you reach an angle superior to 90°, you'll roll over or through-it.
  11. Non merci, je suis capable de me corriger moi-même. Here's what ttlan had in mind: FRENCH [Vous ne pouvez pas vous rendre à la fabrique d'HK à votre gré; ce sera éventuellement possible quand l'histoire aura suffisamment progressé.] * Non, Mandalore. J'ai besoin de votre connaissance de Malachor pour escorter mon équipe hors d'ici. * Non, Mandalore. J'ai besoin de votre connaissance de Malachor pour aider mes amis à partir de ces lieux. * Alors, n'êtes-vous jamais venu ici auparavant? * Vous êtes ici maintenant. Et j'ai besoin de vous pour aider chacun à se mettre en sécurité. * Vous êtes ici maintenant. Mais je dois affronter Kreia seul, alors j'ai besoin que chacun d'entre vous quitte les lieux. Est-ce que ce sera un problème?
  12. Yes it use the installer. And no, haven't tried yet. Well, the only thing my mod does is to change forbiditemmask or something alike to 0x0000. But I always wondered if I could make it compatible to mods that also modifies spells.2da without basing mine on those specifically...
  13. I've downloaded KSE 3.3.3 just about 4 times due to system updates, backup, and new computers. It's not very long to download...
  14. Hah, I'd offer the translation of another language (spanish), but frankly, no spanish player would like to play a version I'd translate. And you welcome.
  15. Why the 3.3.2 and not the 3.3.3?
  16. FRENCH [Vous ne pouvez pas vous rendre à la fabrique d'HK à votre gré; ce sera éventuellement possible quand l'histoire aura suffisamment progressé.] * Non, Mandalore. J'ai besoin de ta connaissance de Malachor pour escorter mon équipe hors d'ici. * Non, Mandalore. J'ai besoin de ta connaissance de Malachor pour aider mes amis à partir de ces lieux. (Since I have no reference who "you"'s reffering to, I write the frist one in case it adresses to one person and the second for the instance it is adressed to a group of person) * Alors, n'es-tu jamais venu ici auparavant? * Alors, n'êtes-vous jamais venu ici auparavant? * Tu es ici maintenant. Et j'ai besoin de toi pour aider chacun à se mettre en sécurité. * Tu es ici maintenant. Mais je dois affronter Kreia seul, alors j'ai besoin que chacun d'entre vous quitte les lieux. Est-ce que ce sera un problème?
  17. Do you think my mod would be compatible with yours, if mine was installed afterwards?
  18. I've tested this mod you mention. Shem's mod, if it is the one your'e speaking about, is a compatible mod. There has to be another issue.
  19. View File Remove Restrictions for Force Powers by Armors Who likes Kotor more than TSL? Loads of people prefer K1 to K2 with the argument that the story s better. However, as K2 is getting a major rehauling by DStoney, Zbyl2, VarsityPuppet, Hassat Hunter... well K2 has gotten a lot of attention. This is mostly why MrPhil did this mod for K2. However, someone asked him that the mod might be done for K1. So here s what you have today: a mod that aims to bring to you the true power of the force... This is no force unleashed and does not add any force powers to your game, but take a second to remember a detail in the game: whenever you d put an armor (medium/heavy), you would not be able to use force powers. As this goes against the canonicity of the Force, MrPhil decided to set things right. This mod has not been tested and the author would love to get constructive criticism. Please do not post if your sole goal is to comment about the mod unbalancing the game, unless you think there might be a better way to do so... Last and not least: this mod's secondary objective is to remove the restriction even when you install a mod that adds force powers to the game. Just make sure that you install this one after and it should work. NB: that's the same "review" I gave to kfiles, hence why I am speaking of myself at the 3rd person. So no, my ego hasn't grown... Submitter MrPhil Submitted 12/28/2010 Category Mods  
  20. 13,933 downloads

    Who likes Kotor more than TSL? Loads of people prefer K1 to K2 with the argument that the story s better. However, as K2 is getting a major rehauling by DStoney, Zbyl2, VarsityPuppet, Hassat Hunter... well K2 has gotten a lot of attention. This is mostly why MrPhil did this mod for K2. However, someone asked him that the mod might be done for K1. So here s what you have today: a mod that aims to bring to you the true power of the force... This is no force unleashed and does not add any force powers to your game, but take a second to remember a detail in the game: whenever you d put an armor (medium/heavy), you would not be able to use force powers. As this goes against the canonicity of the Force, MrPhil decided to set things right. This mod has not been tested and the author would love to get constructive criticism. Please do not post if your sole goal is to comment about the mod unbalancing the game, unless you think there might be a better way to do so... Last and not least: this mod's secondary objective is to remove the restriction even when you install a mod that adds force powers to the game. Just make sure that you install this one after and it should work. NB: that's the same "review" I gave to kfiles, hence why I am speaking of myself at the 3rd person. So no, my ego hasn't grown...
  21. View File Remove Restrictions for Force Powers by Armors This mod modifies spells .2da in order to let you use all force powers with heavy armors and the such. It is designed to be usable with force power mods such as TSLFFM and HLFP 2.0, altough its focus is on permitting vanilla force powers to work with armor, not any others. Submitter MrPhil Submitted 12/26/2010 Category Mods TSLRCM Compatible  
  22. Version 1.0

    20,428 downloads

    This mod modifies spells .2da in order to let you use all force powers with heavy armors and the such. It is designed to be usable with force power mods such as TSLFFM and HLFP 2.0, altough its focus is on permitting vanilla force powers to work with armor, not any others.
  23. You may want to set these: Width=640 Height=480 to something the likes of Width=800 Height=600