darthbdaman

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Everything posted by darthbdaman

  1. A lot of force power descriptions are incorrect
  2. More than 1000 other people have downloaded it, and no one else has reported this problem. It is probably some sort of windows permissions issue on your end, like N-DReW said.
  3. A bunch of them probably are, but I'm not sure I would recommend reusing them
  4. Pretty sure the manaan Ithorian should sell swoop parts Sith Soldier: You got any armor plating for my swoop bike? Yortal Ixlis: Yes, I have a fine piece right here. A little dented, but still serviceable. And a real bargain at that price.
  5. 14 years ago today, Jedi from the start released on KotORFiles... 👴

    1. Sith Holocron

      Sith Holocron

      That was yours? Congratulations!

  6. The original version of the mod released 14 years ago today on KotORFiles. I was originally angry about the unvoiced dialogue present in the existing Padawan mods, and set out to fix that. It was incredibly different from what exists today, but I am eternally grateful that I started working on it. I've released a new major update, which reworks the mod substantially. It replaces Tutorial Remover as well, as you now have the option to not be a Jedi, so I no longer need to maintain separate mods with the same functionality. It should be much cleaner and more compatible, and uses a more modern installer, that has version for linux and mac if needed. Thanks to everyone who has downloaded the mod over the years. I've gotten a lot of good feedback (and bad obviously), but I only really remember the good stuff. Thank you!
  7. I forgot those were found. So 29 through 32 were almost certainly all Sleheyron
  8. You can't add attributes, feats, or spells in K1. You can use hide items to simulate it, but it's not a perfect solution. It's not clear what the lower shadowlands level had. There isn't anything left except the actual area itself. If you look through the list of K1 Modules, you can see plenty of missing letters and numbers though. These are the ones that are visibly missing based on numbering, but there are very likely others we will never know about. tar_m03ac (something in Taris Lower City, b and d are both present, so this very likely actually existed at some point) tar_m06 and tar_m07 (who knows, both numbers are completely skipped) tar_m10 (cut vulkar base level, this is the only basically finished cut level) tat_m19 (tatooine temple, in lost modules pack) m21aa (tatooine or korriban czerka depot, in lost modules pack) kas_m25ab (cut shadowlands level, only reason we know this exists is the models as it isn't obvious its missing, as there is no m25ac) m29-32 (who knows, between Manaan and Korriban numbering) For the Great Hunt, I think having Deesra as a potential starter works fine. You talk to him, and get the great hunt meta quest, but if you find either of the journals first, it just skips that journal entry and immediately starts you on the Yavin part. I think structurally how you would get to Yavin is interesting here. I assume you still start by going to the station first? Would the planet then unlock on the galaxy map, or would you shuttle down from the station. I think either would be interesting. In the old days before new modules the shuttle would have worked quite well, as you could retexture the top of the Unknown World temple which has Bastila's shuttle there, but I can see how retextured modules are not desirable anymore.
  9. I was confused when I saw the author
  10. I strongly disagree with this. I was looking at making this compatible with my mod, because I'm editing the k_player_dialog in the module file, so any changes that I make, are just overwritten by files you put in the override, even though they could be gff patched. Now I could change my mod to also put stuff in the override, but that is just kicking the can down the road. Anything else that gff edits modules will then be incompatible with my mod. Similarly I have no idea if this is overwriting stuff from the community patch, as all of that is module injected. It's very likely overwriting something. I really think most of the edits should be moved to module injection, that's simply more compatible with how most mods are currently being made.
  11. Legendary is less than 10 bucks on steam right now... If you want to stick with the originals there were unofficial patches for those, but they mostly got abandoned for LE
  12. Absolutely awesome, thank you so much. I'll give it a test and report back Edit: I can verify that Achilles robe textures work fine with the new models. Thank you again
  13. Two disguises wasn't necessarily the original intention. The party was originally the method to acquire the sith passcard to get into the military base (all the VO for this is in the game). You could also pay the same gender party goer to let you come (originally to get the passcard, later the disguise).
  14. I really enjoyed that. I think your videos are better when you are doing voice commentary. Even simple hack and slash mods like this are really quite impressive considering the tools that they were made with. Anyone who tried to do module editing with KotOR tool will know what I mean. Hopefully we will get more new content mods now that we have really excellent tools like Holocron Toolset. The lack of them has always been one of the more unfortunate parts of KotOR modding. One of the projects I've done a bit of work on is a mini TC that would act as a module starter hub for other mods, so people could make modules like they do for Neverwinter Nights or Dragon Age. I think little TC mods like this would benefit from having something like that as a framework.
  15. The feats can be controlled in feat.2da, but I'm pretty sure the powers are hardcoded
  16. For the BaB mod, this is possibly related (though goes a lot further than you wanted); This is the changelog for a feat mod I'm working on. It's for both K1 and K2, but fulfills the same function. There are a lot of changes in there, but most of them are minor consistency tweaks between the games, restorations, or small fixes, similar to JC's Feat Fixes. There is also a ton of QoL edits and description changes to make the games more new player friendly (and also old player friendly because the game does a really bad job explaining itself). For K2, the major changes are restoring BaB and restoring the K1 style AC bonus feats. Instead of scaling forever, you just get the bonuses up to +6 at level 12. I've also stripped the bonuses from the Soldier and Jedi Prestige Classes (only Scoundrel, Droids, and Starting Jedi Classes get AC bonuses). This reduces player AC by 4-8 at level 30, without affecting the early game, but I'd like discussion on it. I've made the Superior Weapon Focus and TwF feats generic. Now that BaB is restored, the Weapon Master and Marauder don't need them to stand out. I've also tweaked the Saving Throws for most classes. Starting Jedi Classes are now in-between the Jedi and Sith prestige classes in terms of Saving Throws. I kept the Sith having slightly worse saves as I like it thematically, while making sure the Jedi Prestige classes get better saves than their base classes
  17. Yes it requires it. I don't find the melee weapon model changes that drastic, they match the aesthetic quite well, maybe give it a try (but make sure to install HQ Blasters after
  18. Personally I really like Weapon Model Overhaul Texture Rework for the melee weapons (while letting HQ Blasters overwrite it), why doesn't it work?
  19. Not really no. They probably all use the same model slot, and there are a very limited number of those. You have to choose 1, or do some very complicated modding (as in mod making not installing) to get around it
  20. To me that seems like a series of stills would fulfill the same function, according to the dev note, and would better fit the quality of the rest of the game. The custcene was a little jarring and never really fit into the game right imo
  21. It would be very nice if it replicated the K2 behavior. Vanilla is completely obnoxious
  22. darthbdaman

    KSR 2022

    Probably not. Making it compatible would be a pain, and it would probably conflict with Extra Saber Colors which I prefer and recommend
  23. darthbdaman

    KSR 2022

    Why would they not be compatible? Not sure what he's talking about