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File Comments posted by Masamune753
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Oh wow, I came here to suggest a color change to black only to find that the issue has been thoroughly explored. Not sure if it would be any easier now vs. a few years ago, so I'll 2nd the request anyway.
My other comment was whether you'd consider something similar for Bacca's Ceremonial Blade? Both are considered ancient during the events of K1, so I'd buy that they share some visual elements (the model), but from a gameplay perspective it would highlight both as the higher-level melee weapons they are meant to be.
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I love seeing a unique robe! Is this fully compatible with all of JC's other robe mods? Specifically:
JC's Fashion Line I: Cloaked Jedi Robes
JC's Fashion Line I: Cloaked Hybrid Robes
JC's Fashion Line I: Cloaked Party Robes
If so, is there a recommended install order?
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All your robe mods are awesome! Would you be open to partnering with constantinople33 on integrating their Qel-Droma Robes HD texture with this mod? Or a patch that would allow that mod to work with this one without a cloak?
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Is there a way to let Canderous equip the darksaber? I see that the item is coded as a lightsaber.
I added lightsaber profiency with a modded item (I did this with Kotor Tool), which does let him equip it, but then it unequips anytime you move to a new area.
With all the recent examples of Mandalorian non-jedis using the darksaber, it could be a cool update to patch in that capability.
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9 hours ago, jc2 said:I recommend seeking out other force power mods so that you have extra force powers to select to prevent being softlocked.
Here are a few suggestions:
https://deadlystream.com/files/file/1483-k1-force-enlightenment-power/ adds 1
https://www.gamefront.com/games/knights-of-the-old-republic/file/four-force-powers adds 4 but you can upgrade them, so it actually adds 12.
Not sure if you saw my message, but unfortunately those mods won't solve the problem. They were already a part of my build when I noticed the incompatibility.
Both mods are amazing, but add force powers at lvl 8 or much later. Any soft lock would happen in the first 1-4 levels when many powers are blocked.
I solved the issue by deleting the preset lvl 1 powers in .utc files for Jolee and Juhani in Kotor Tool and loading a previous save. Not a great solution, but worth it to make all this awesome stuff work together.
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For anyone interested in this mod the extra power points per class are as follows (if starting from lvl 1):
- Consular +6 (25 → 31)
- Sentinel +6 (21 → 27)
- Guardian +4 (21 → 25)
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Great mod! I love the idea.
One callout on compatibility. If you have a mod that increases the number of Force powers, all the extra levels plus the preset powers can cause issues.
I used this mod by Shem for a modest increase (since I added powers). But with the powers given at lvl 1, I had to choose every power available to Juhani when she joined. I haven't added Jolee yet. I suspect I will run into an issue where I won't be able to select any powers since I won't have the prerequisites, but will be locked out of continuing since I have to select something.
K1 NPC Immersive Feats
in Mods
Posted
@Sdub This is amazing! Just to confirm this mod's status as a resource... is it okay to include this mod within another mod or do you prefer that players download both separately (crediting you either way)?
I want to make sure to know the right way to use something as useful as this!