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Everything posted by darthbdaman
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I think it's a pretty spot in analogy. KotOR is a big collection of Star Wars tropes assembled into video game format. The Revan twist is a great example of this. It is so good because it wouldn't be nearly as effective in a movie. It really benefits from the way video games, specifically RPGs, are setup, and actually ends up saying something about how hollow your normal Bioware RPG protagonist is. The Vader reveal wouldn't work in the same way in a game as it does on film. KotOR is the video game version of Star Wars. KotOR 2 does exactly what TLJ does, and totally overwrites everything that happened in the first one. Your choices? Really didn't matter. Revan just came back and overwrote your players memory, and is their own character now. Their might be a couple of differences, but the end result is the same. The major difference is that KotOR 2 actually reinvents what happened in the previous installment in a more interesting way. I actually care about what KotOR 2 has to say. It isn't trying to be edgy and deceptive for shock value and cheap political points. It actually has something new and unique to say, that isn't a super disneyfied moral. It casts KotOR in a new light, but that just makes it more interesting. TLJ on the other hand makes TFA way less interesting, and doesn't add anything new to it. It honestly just makes it worse, when you know that the questions that are brought up don't have interesting answers.
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- 3 comments
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File Name: Mandalorian Armor Fixes File Submitter: darthbdaman File Submitted: 09 Nov 2017 File Category: Mods K1R Compatible: Yes This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there. Summary This mod modifies the Mandalorian Armors found in KotOR, and fixes a few of the issues present. Most of these items were cut from the game, and this mod makes no attempt to restore them, however any mod that does will benefit from these fixes. There are 3 files in this mod, and each fixes a seperate issue. First, the icon for Mandalorian Armor (cut from the game), doesn't resemble the armor at all. It looks like a modified version of Cassus Fett's armor, but the armor doesn't look like Cassus Fett's. It is also a Class 9 style armor icon (i.e. 9 defense, 0 dex bonus), but the Mandalorian Armor is a Class 8 armor (i.e. 8 defense, 1 dex bonus). Class 8 armor icons lack the large shoulders of Class 9 icons. The icon for Mandalorian Battle Armor (found in various parts of the game) is fine, and resembles the armor, however it is in the style of Class 8 armor, and features very limited shoulders. I have moved this icon to the Class 8 Mandalorian Armor, and made a new icon for the Class 9 Mandalorian Battle Armor. This new icon is a merged and color matched version of the old Mandalorian Battle Armor icon, and the yellow Mandalorian Heavy Armor icon. Lastly, the Mandalorian Assault Armor (found on the unknown world) now uses its intended appearance (which it also uses in KotOR 2). Normally in the game it is a disguise item, which makes the player into a standard blue Mandalorian. This doesn't make any sense considering it is supposed to be reserved for elite troopers. Features Mandalorian Assault Armor now uses its intended appearance, as seen in KotOR 2 Mandalorian Armor now uses the icon of Mandalorian Battle Armor, as it shared the design of the Class 8 armor icon Mandalorian Battle Armor has a new icon, composited from the Mandalorian Heavy Armor icon, and the old Mandalorian Battle Armor icon Requirements & Compatibility Put the 3 files in the Override This should be compatible with everything Recommended Mods Armor Accurate Mandalorians makes all the NPC Mandalorians use textures similar to the armors obtainable by the player Mandalorian Assault Armor Restoration is not compatible (this mod implements a similar change to the Assault Armor) Other Links If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile. If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com. Thank you for reading, enjoy! Click here to download this file
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Version 1.0.0
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This is a mirror. The main file can be found on Nexusmods. Updates will be found, and feedback should be directed, there. Summary This mod modifies the Mandalorian Armors found in KotOR, and fixes a few of the issues present. Most of these items were cut from the game, and this mod makes no attempt to restore them, however any mod that does will benefit from these fixes. There are 3 files in this mod, and each fixes a seperate issue. First, the icon for Mandalorian Armor (cut from the game), doesn't resemble the armor at all. It looks like a modified version of Cassus Fett's armor, but the armor doesn't look like Cassus Fett's. It is also a Class 9 style armor icon (i.e. 9 defense, 0 dex bonus), but the Mandalorian Armor is a Class 8 armor (i.e. 8 defense, 1 dex bonus). Class 8 armor icons lack the large shoulders of Class 9 icons. The icon for Mandalorian Battle Armor (found in various parts of the game) is fine, and resembles the armor, however it is in the style of Class 8 armor, and features very limited shoulders. I have moved this icon to the Class 8 Mandalorian Armor, and made a new icon for the Class 9 Mandalorian Battle Armor. This new icon is a merged and color matched version of the old Mandalorian Battle Armor icon, and the yellow Mandalorian Heavy Armor icon. Lastly, the Mandalorian Assault Armor (found on the unknown world) now uses its intended appearance (which it also uses in KotOR 2). Normally in the game it is a disguise item, which makes the player into a standard blue Mandalorian. This doesn't make any sense considering it is supposed to be reserved for elite troopers. Features Mandalorian Assault Armor now uses its intended appearance, as seen in KotOR 2 Mandalorian Armor now uses the icon of Mandalorian Battle Armor, as it shared the design of the Class 8 armor icon Mandalorian Battle Armor has a new icon, composited from the Mandalorian Heavy Armor icon, and the old Mandalorian Battle Armor icon Requirements & Compatibility Put the 3 files in the Override This should be compatible with everything Recommended Mods Armor Accurate Mandalorians makes all the NPC Mandalorians use textures similar to the armors obtainable by the player Mandalorian Assault Armor Restoration is not compatible (this mod implements a similar change to the Assault Armor) Other Links If you would like to know what else I am working on, you can follow me on my Twitter. If you want to see more of my mods, you can view all of them on my Nexus profile. If you would like to see more, you can subscribe to my YouTube channel, or follow me on Twitch, where I play a variety of games and showcase a variety of mods. If you want to discuss any of my work, or just want to hang out, you can join my Discord. If you want to directly contact me, my email address is darth@darthbdaman.com. Thank you for reading, enjoy!- 3 comments
- 1 review
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Only the med bay patients had toxins administered. The rest of the miners were driven into the dormitories by the mining droids and the lockdowns, and then the dormitories were flooded. No where else was. I doubt HK had the resources to concentrate the gas leak into the whole facility, hence the dormitory trap. Atton's probably trained to resist poison too anyways though.
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I think the whisper fx idea is pretty good. Maybe make her subtitles be very basic concepts instead of full sentences. It would be difficult, but it could be interesting if she showed up immediately after the player gets up, and sort of spurs them on the go after her
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Download:Consular Sentinel Class Skill Swap
darthbdaman replied to darthbdaman's topic in Mod Releases
It's pretty easy to change yourself. Just look at the skills.2da -
Yes. Always get your files from the .rim file, and then install them into the Override or into a .mod file that your create yourself. You can probably find a tutorial here somewhere on how to make .mod files.
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I think it could go a bit to the right as well. I think the sides might be a bit dark. You can't see the metal at all (that might just be the video though). There shouldn't be total blackness on the menu
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The modules that you find in the erf section are all actually from mods you have installed btw. If you don't have any mods installed that add them, they wouldn't be there
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I don't think you understand. You should always pull the utc files from the rim files. Those are the files in the vanilla game. What you should never do is install files back into the rim files. The TSL Patcher will allow you to do that, but it is better to create a mod file out of the 2 rim files, and put your new files in there.
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Any Chance to Fix These "Plot Holes" in the next versions of TSLRCM?
darthbdaman replied to dg1995's topic in TSLRCM
Ya they aren't plot holes. Kreia not having a ship is closer to a plot hole than Bao-Dur disappearing. Still doesn't mean that not having information improves the story. It might, if there is a purpose, but it has nothing to do with people lacking patience. Where Bao-Dur went isn't a question that's supposed to add tension, or give you something to think about (at least not once the story's over). It's a page that fell out of the script. -
Any Chance to Fix These "Plot Holes" in the next versions of TSLRCM?
darthbdaman replied to dg1995's topic in TSLRCM
It's only interesting if there is a point to it. Their isn't any point to Bao-dur being missing, currently, because it wasn't finished and we are never going to find out the answer. -
Any Chance to Fix These "Plot Holes" in the next versions of TSLRCM?
darthbdaman replied to dg1995's topic in TSLRCM
I think kills is a massive exaggeration. -
Cut Modules Quest Mod Idea
darthbdaman commented on darthbdaman's blog entry in darthbdaman's Holocron
Idk I don't use BoS. They are restored by K1R, this is just new stuff to expand on that -
I have been messing around with the excellent Lost Modules resource, and would like to do something with the 2 most complete maps. The Czerka base on Korriban is pretty complete, and can be seen in some early screenshots. The cut shadowlands level is also usable, though there isn't any indication of what it was for. It is probable that content from the shadowlands was moved out of this module to reduce its size (this is obviously entirely speculative). I thought about NPCs that were underused, and immediately went to Garrum and Tar'eelok, the cut NPCs that duel with Vibroblades in the Jedi temple. They have basically no role except to offer Jedi Code exposition. They also use alien voice overs which is the most important consideration. The Czerka base is set up like a hallway, with a shield emitter at the far end, and the obvious plot involving a master and apprentice is to have the master get captured and the apprentice freak out. The Kashyyyk Shadowlands is also an excellent place to have Czerka dealing with the Sith outside of Korriban, as the Sith aren't really present on Kashyyyk, and it provides some interesting combat situations and potential conversation paths to turn less dedicated Czerka employees. Considering all that, I came up with this general story outline: 1. The Shadowlands lift Wookiees mentions that some heavily armed Czerka employees recently went into the Shadowlands after a ship crashed. 2. Entering into the cut Shadowlands level (either inserted in between the existing levels, or as a separate area entered from another entrance), you are attacked by Czerka guards. After fighting through them (or convincing some to run away), you meet Garrum. 3. Garrum has killed a lot of Czerka Employees and a Dark Jedi. You find out that Tar'eelok was captured. You deduce that the Czerka would take them to Korriban, as that is were Czerka and the Sith do business. 4. You then have 4 paths to follow with Garrum: 4. a. Persuade him to go to Dantooine (Light Side) 4. b. Let him go to Korriban Looking for Tar'eelok (Neutral) 4. c. Persuade him to seek Revenge on Korriban (Dark Side) 4. d. Kill him for being (or because you're) evil and giving in to anger (Dark Side) 5. You then go to Korriban and enter the Czerka facility (with identification you found in the Shadowlands). 6. You fight through Czerka Employees and Combat Droids. If Garrum is on Korriban, you have to rescue him from a holding cell while making your way through the base. You then have another conversation. Garrum always stays back to recuperate and catch up to you later. You can push him towards the Light or Dark side in this conversation. 7. Upon shutting down the shield guarding the main room, you find a Dark Jedi and a Czerka Boss, with Tar'eelok in a force cage. Garrum catches up to you at this point. If you pushed Garrum to the Dark Side he electrocutes the Czerka Boss. Either way you fight the Dark Jedi (and the Czerka Boss if alive). 8. Tar'eelok's cage opens once they are both dead. If Garrum is Dark Side, Tar'eelok will be displeased, and piss off Garrum. There are multiple results for this scene depending on what happens: 8. a. If Garrum isn't there, you can let Tar'eelok go to Dantooine or kill her. She will be sad if Garrum is already dead, and may attack you if you say the wrong things. 8. b. If Garrum is Light Side or Dark Side and talked down, she will be happy he is controlling his anger, and they will both go Dantooine 8. c. If Garrum is Dark Side and not talked down, he can be allowed (or encouraged) to kill Tar'eelok. He then runs off 9. The player may return to Dantooine at this point. If either Garrum or Tar'eelok is alive they will appear. A few different ending permutations can happen: 9. a. Garrum and Tar'eelok are alive. They appear in the courtyard outside. Tar'eelok thanks you for helping Garrum control his anger, and he is now a Padawan (regardless of when you did it) 9. b. Tar'eelok appears in the courtyard outside. She is sad and doesn't think she'll take another Apprentice. She thanks you for saving her, but wishes you could have saved Garrum. 9. c. Light Side Garrum can be found in the courtyard outside. He will inquire about Tar'eelok. The player must lie, but he can say she died in the fighting, or was executed before the player arrived. He will be upset he didn't go to Korriban. 9. d. Dark Side Garrum can be found in a bar on Tatooine working to destroy Czerka for turning his master against him. He will run off to disrupt Czerka mining operations. I think this is a fair amount of reactivity, but isn't actually that complicated in terms of setting up dialogues and events. It also gives the player a lot of potential results without feeling too contrived obviously. This is totally conceptual, but I think it makes a good use of these areas, and adds another mulitple planet spanning side quest, which are my favourite parts of the game.
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Ya, I was just hoping for something more concrete. If T3 remains Davik's droid, but you can still get him somehow, everyone's dialogue will make sense. You just need to add a new dialogue branch to Janice for buying T3 without talking to Canderous. Canderous' dialogue will then adapt appropriately. He won't acknowledge that T3 is Davik's droid, but that's not that big a deal.
- 91 replies
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- K1R Whats Restored
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Their starting feats are basically just Jedi stuff. There aren't any corresponding classes. Let me reiterate. You pick your basic class as normal and get there feats and skills and everything. You then pick a Jedi class in the exact same manner as the vanilla game, except at level 1 (advancing to level 2). Your feats aren't any different from the vanilla game.
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Download:Consular Sentinel Class Skill Swap
darthbdaman replied to darthbdaman's topic in Mod Releases
I didn't change it -
Also the force focus feats (the consulars bonus) were originally different. They gave you +2 bonuses to saving throws for the Altar, Control, and Sense powers at different levels. Powers were originally divided up like that, much like in the old star wars rpg. Force Jump also worked differently, and was an activated action like power attack that gave you more hit chance, defense, and critical range, but could only be performed without armor. I'm also fairly sure combat droids had armor proficiences and melee weapons, and expert droids couldn't choose their weapon, it was pre installed. No armor proficiency at all for scoundrels, only simple weapons, pistols, and rifles. Only simple weapons and pistols for all jedis (im assuming lightsabers too, but they arent mentioned), d8 force die for guardians, d10 force die for sentinels and consulars, same hit dice for all. Bizarre stuff. This comes from old class descriptions. I'm going to assume that guard stances worked like stealth mode (their entries for enable and disable are beside each other in the tlk), and they would have had a similar button. There was also something called detect mode, which I'm assuming is an activated awareness mode, for better awareness (or perhaps the only way to make awareness work). Solo mode isn't mentioned at all in the section Some of this might be nwn leftovers (level requirements for item messages, and damage types only working on certain enemies are mentioned, but I think those are legacy content). Messages for containers being full, suggests carry capacity might have been a thing (again legacy content possibly). Also the original e3 demo (which I don't think there is a video or screenshots of, or if it was even finished and shown) involved the attack on dantooine and a base of some sort (the one on Taris I think, no idea how this transition would have worked), and Carth and Bastila's droid T3-M3 (yes M3) joined you to save her. You would have had to fight Katarns (the Kashyyyk things), kinrath, and would have had to disable a droids shield to kill it (which is why I think this was the Taris base). A republic uniform exists near these entries. And I think there was a turret sequence.
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I'm imagining convincing Gorton that the sith are actually Wookiees in disguise
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The save feats in the game are the original ones. Only the effects and names were changed. If you look at their internal code names, they are still called Iron will, etc. They have just been moved around.