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darthbdaman last won the day on December 23 2017

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About darthbdaman

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  • Birthday February 8

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  1. If it's programmed properly according to the DnD rules, reduction would happen first, then resistance. So subtraction, then division.
  2. darthbdaman

    MOD:JC's Security Spikes for K1

  3. darthbdaman

    MOD:JC's Feat Fixes for K2

    That lightsaber thing.... I've used blasters at the start so many times. Could have been using swords
  4. darthbdaman

    JC's WIP (Now taking requests)

    I would probably make the Norris unique and place it somewhere like the ossus keeper robes, then replace the norris robes in the loot tables with the baran do advisor robes
  5. darthbdaman

    JC's WIP (Now taking requests)

    I went looking through the tlk after seeing this and found some interesting other stuff. The Zeison Sha and Jal Shey Armors were originally described as heavy robes. I wonder if the original intention was for them to use the master robe model instead. The Jal Shey Advisor armor was originally the Jaly Shey Student Robe. Master Arca's robes are named in the middle of a bunch of entries about Dxun and Mandalore's Armor. What became Arca Jeth's robe was originally called the Sunrider Robe, which is distinct from Nomi's Robe, which was mentioned in the same spot. The Baran Do Novice robe oddly occupied both the {4} and {10} robe spot in the earliest entries (the description entry below {10} talks about advisors, so I assume that was a mistake). {10} was then replaced with (corrected to be) the Baran Do Advisor Robe, before much later being replaced with the Norris Robe. There's a reference to Jedi Armor and Dark Jedi Armor, with the description that Jedi would wear armor under robes, and that mobility would be sacrificed. This seems to be the early version of the Jedi Armors.
  6. darthbdaman

    Carth's warning of the Katarn DEBUNKED

    I think WAYTOP is the bald republic soldier you can see in some of the really old screenshots on Dantooine
  7. in other obsidian-ish news, we just released TTW v3.2, for Fallout 3 and New Vegas https://taleoftwowastelands.com/download_ttw

    1. Malkior


      Wow. That is indeed excellent news! I've been following your mod and checking the TTW site almost daily.


      Of course, now I have to reinstall my game....... 😐 


      I kid. It's great to see your literal years of work come to fruition.

  8. This landing zone in old screen shots doesn't look familiar to me. Is it an older version of one of the planets?




    1. Show previous comments  5 more
    2. darthbdaman


      Yep I know about the demo stuff and this does seem to fit with dantooine architecture. The demo stuff didn't seem to invlove the ebon hawk from what I found though, most of it took place in the courtyard after the sith attack (there's scree shots of that), and then in the taris sith base I believe

    3. Mutilator57


      You can find pictures of the hangar, along with other E3 stuff here too: 


    4. ebmar



      You can find pictures of the hangar, along with other E3 stuff here too:

      Even with 240p the awesomeness is still there- undetached.

  9. Realistically, having players choices from previous games actually matter is impossible for practical reasons. I think KotOR 2 does a good job of referencing the choices without wasting resources accommodating all the different options. Having said that, if we are going to continue on as the exile, as I think they should have, you would have to implement some sort of time skip to give time for all your companions to disperse, and have the sith invasion occur without it feeling contrived that it happens exactly as K2 ends. You can have the exile ditch everyone and go off with T3, HK, and maybe Atton (he can't die without restored content, so he can be included). Mandalore has Mandalore stuff to do. Disciple/Handmaiden, Visas, Mira have Jedi/Sith training to do. You can then say the exile was screwing around looking for Revan for a few years (good excuse to lower the players level and alignment scores). I think that's a decent enough setup that lets old companions show up, but be easily replaceable, sort of like how mass effect worked. I think the sith invasion does need to occur at some point, for the story to have any stakes, but I'm not sure if it should be at the beginning or the end (for some K4 setup). The story really starts to just turn into mass effect/new Jedi order at this point so I'll stop.
  10. darthbdaman

    MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1

    The twi'lek master that is watching the fight outside the ebon hawk has a custom I model set in the 2da file. This model is based of off the k1 robe model, so when the k2 texture is applied to it, it looks wrong as the texture isn't designed for that model. I can post a screenshot tommorow.
  11. darthbdaman

    MOD:JC's Fashion Line I: Cloaked Jedi Robes for K1

    I found that the male Caucasian hands were a little too dark, they don't seem to match most of the heads. I also found a small conflict with DarthParametrics diversified Jedi captives on the star forge mod. The mod adds an npc to dantooine which uses a modified old robe model to change the standing animation.
  12. darthbdaman

    MOD:Fixed Hologram Models and Admiralty Redux for TSLRCM

    What compatibility option should M4-78 v1.5 use? The 1.2 or 1.3 (steam version? Or will it need a new option? I believe it should be the same as 1.3, since the 703Kor module does get added by m4-78 1.5
  13. darthbdaman

    [KotOR] Jedi Starting Feats

    For clarification; 0, 1, and 3 are identical. 3 is supposed to represent bonus feats, but they don't exist in the game, you can always select all the feats available to your class. I'm not sure what the difference between 0 and 1 is supposed to be, but I don't think they are functionally different. 2 isn't used anywhere so idk what it would do. 4 isn't available to the class, and isn't able to be selected while leveling up. So a Soldier/Guardian cannot select any specialization feat except lightsaber, although they do keep any specialization feats they took while leveling as a Soldier.
  14. These are just some ideas that I wanted to write down after going through the end game sequences again. I was using the Extended Enclave mod as well as TSLRCM, and overall I think it is better than normal TSLRCM, there is still some things that I think could work better. First thing, I would have the Nihilus/Tobin cutscene trigger during your next space flight after completing Onderon, instead of when entering the enclave. It disrupts the flow of the sequence a bit where it is now. Handmaiden confronting Kriea and finding out she is Sith before the trial is awesome, and makes the whole scene way better. The scene where Visas confronts Kriea seems redundant though. I imagine it would be good if the player was female, but with Handmaiden already there it is sort of odd. Everything else with the masters is awesome, and I really like having the Genharadan explosion stuff here. It fits pretty well, but it could use some more editing. The Sion/Nihilus fight is perfect, and I love having it here. The conversation with the party on the Ebon Hawk could use some retooling though. Handmaiden's "come with me" line added by Extended Enclave is totally out of place. It can just be removed, she doesn't need to say anything and they can cut straight to the ship. I'm fine with having Handmaiden not immediately trying to take Kreia to Atris. She seems pretty OK with her being a Sith in the first conversation, and doesn't stop her from killing the Jedi masters. The only thing that bothered me was Visas being here after confronting Kreia. If the earlier scene with Visas confronting Kreia was removed this would be fine. I think the order of events could use some adjustments. There really should be a scene of Kreia knocking out the Handmaiden if she's the one that took her to Atris, so there is a reason why the fight with the sisters occurs after Kreia gets to Atris. Once Atris is dealt with all the attack space battle cutscenes should play out and we can have our conversation with Grenn, where he brings up Bao-Dur and HK-47 being missing. After this line is when the HK factory stuff should start. It doesn't work nearly as well right now, occurring after the factory is already over. You could then have the shuttle flying cutscene, come up with some excuse for Bao-Dur to die (shuttle crash maybe :), and have HK do the factory as normal. I'm not sure how you could fix the weirdness that goes on with the Ravager. The shuttle boarding on the station is written so that Mandalore, Visas, and the Player are all together, and makes perfect sense. But the second they get on the Ravager, the player clearly shouldn't be there until after all of the proton cores are placed. I'm not sure if there is a satisfactory solution to this. Restoring the Citadel Station destruction ending would be cool, and I don't think it would be that much of a stretch to just show the shuttle leaving the Ravager, and then cut to the Ebon Hawk leaving from the polar cap instead of the station.