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Everything posted by darthbdaman
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I'm not sure how the option was implemented originally, but ideally, I'd like to see some sort of persuade and/or threaten option to to take him (probably through lying). That would allow the current version of the setup to remain in the game, but give the player both options. That might be better as a separate mod though, depending on how the cut version actually looks Starting at tlk entry 23674, canderous has tons of dialogue related to already having T3, having t3 with you, already having the codes, etc.. Canderous also has weird dialogue for both the Upper and Lower City cantina's such as the possibility of meeting him for the first time in the Lower City, or returning to meet him in the upper city. Canderous' DLG files in both the upper and lower cities are identical (as far as I can tell), and both contain provisions for you having T3 in your party or already having the codes before you talk to Canderous. The Lower City dlg also contains a totally seperate branch for talking to Canderous again as well (this is the only one you can normally hear in the lower city cantina) Janice doesn't have any dialogue that I can find though unfortunately. It might be there though
- 91 replies
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- K1R Whats Restored
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As far as cut feats go there are a few different ones. There are the 2 proficency feats, for Simple Weapons and Grenades, which can be restored fairly easily (aside from the aforementioned crashing). The proficiency, focus, and specialization feats for each weapon are defined in the baseitems.2da, and grenades already have focus and specialization linked up, they just need to have the requirements added. I think one of the weird melee weapons (gaffi stick or wookie blade) is actually setup to use the focus and specialization feats for Simple weapons, not melee, so it doesn't get any benefits from melee feats in the vanilla game. The Skill Feats can be divided up into a few categories. The earliest iteration, the focus feats, give +2 to a specific skill and nothing else. These were replaced by 4 feats. Caution (Demolitions, Security), Empathy (Persuade, Treat Injury), Gear Head (Computer, Repair), and Perceptive (Awareness, Stealth) and gave +2 to both skills. Perceptive was then removed, and the skills were shuffled around to different feats, and given 3 ranks, for +1, +2, and +3. The Conditioning Feat also has a history, as it is a combination of 3 separate feats. Iron Will, Lightning Reflexes, and Great Fortitude (this is why the icons for the conditioning ranks are unrelated, they represent the 3 different saving throws). This is a d&d carryover. They each gave +2 to their respective throw. Much like the skill feats, these where merged into a +1, +2, and +3 feat line. The guard stance feats aren't implemented in the game and don't do anything (from what I've read anyways), but their descriptions can be read from the tlk or if they are put back in the game.
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When I go to korriban and begin the initial conversation with Bastila, everything works fine, until I suggest that the sith will recognize Bastila, or that she must stay on the ship. When I select that option, Bastila says one more line, before the dialogue cuts off and a get a message box that says conversation error, conversation has an end or continue node, contact designer.
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You would need to add 1 more feat (to get to 11) so restoring grenades will crash it
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It would also be interesting to get T3 early on. You could get a second companion way earlier than mission, if you could get the money (or just take him for dark side points). People might actually use T3
- 91 replies
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I don't see how it's not immersive. Your players goals on Taris are: 1. Find Bastila 2. Find a way off the planet When talking to NPCs you find out about the codes and also about Davik's ship as ways off the planet. I see no reason why you couldn't take the initiative and go get the codes, and hope you can steal daviks ship or get another one at some point. I'd don't really see how this diminishes davik, considering half the NPCs on Taris apparently work for him
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Just thought I'd note that restoring both the grenade and simple weapons feats will cause the game to crash when making a soldier. If you add more than 10 feats at chargen in K1, the game will crash. I couldn't find anyway around this
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I want to add some Force Persuade options to Taris for Jedi from the Start. I know Bastila opens up 1, persuading Holdan to drop the bounty (I don't know about any others). VO is obviously an issue, so aliens are preferable, though some humans might have the right lines. If anyone has any suggestions that would be awesome. Here's some that I was thinking about: - Affect Mind, Get Gorton Colu to stop (Light Side) (No VO) (deathsticks joke obviously) - Affect Mind, get T3 for free (Dark Side) - Affect Mind, convince Zelka republic troops are friends - Affect Mind, get more info from Bek Spy with uniforms - Affect Mind, get more info from Coward Vulkar - Affect Mind, convince lab gammorean you are a lab tech (K1R only) - Affect Mind, more info from sith patrol in the undercity (not enough dialogue for this I think) - Dominate Mind, Get Selven to turn herself in (Light Side) (No VO) - Dominate Mind, get T3 without permission (this might cause issues) - Dominate Mind, Get access card from old mechanic (K1R only) (No VO) (Dark Side) - Dominate Mind, get Sith Base receptionist to leave - Dominate Mind, more info from sith patrol in the sewers (not enough dialogue for this I think) (K1R only) - Always Fails, ask either Hutt for more money
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I see that there was an option to buy T3 and enter the military base without having canderous' permission. Is they're any reason this wasn't restored? Going to the military base early would be challenging, but it doesn't seem like it would break the plot at all. You still need to free bastila to get Canderous' to show. The only problem would be whether Canderous' could acknowledge that you already have the codes in the upper city cantina, before telling you to meet him in the lower city when you want to go
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They're the same as the vanilla game? You have to start as a Solider, Scout, or Scoundrel, it's not possible to change this (nor desirable, it would create quite a few issues). You then chose your Jedi class after. I didn't change any of the actual class starting stats, those are the same That videos also quite outdated. I'll make a new one at some point
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Yes I figured that one out already haha. Thanks, I'll try messing around with it some more I got it working finally. I'm pretty sure it was an error with my nwnscript. Anyways thank you guys. And thanks for the humming tip. Holy ---- is the humming annoying
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It's for Jedi from the Start, so the player already has Lightsaber proficiency. It's a class check (as the player already has a Jedi class and matching Lightsaber). The Bastila stuff was not working, which was really confusing me. I'm going to try some more basic swapping and see if that works. Thanks for the help.
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I would like to have different colored lightsabers based on class. Otherwise I would definitely do it that way
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I was wondering if anyone could help me with this. I am trying to replace the sword used in the Dantooine Training sequences with a Lightsaber, with use in Jedi from the Start. Because the player will already have Lightsaber proficiency, this shouldn't be a problem, but I cannot get the Player or Bastila to equip Lightsabers. They both fight with Invisible weapons. I'm not sure if this is just an error with DeNCS decompiling things or what. The 3 scripts that I edited are here, here, and here.
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Download:Consular Sentinel Class Skill Swap
darthbdaman replied to darthbdaman's topic in Mod Releases
There are a few possible reasons for this mistake basically. If you look at how the classes are usually laid out in the files, it is Soldier, Scout, Scoundrel, Guardian, Consular, Sentinel. It's entirely possible that someone assumed that the middle entry would be the Sentinel, because it is the compromise option in the final game, without seeing that it was actually the Consular. If I had to take a guess though, I would say that the consular and sentinel originally filled different roles. If you think about it, it makes no sense that Bastila is Sentinel and Jolee is Consular. Bastila has now practical skills, and her entire shtick is how powerful she is. Jolee on the other hand, was a smuggler at one point, and clearly isn't a super force user. The descriptions in game for the classes are also bizarre. The consular refers to mental disciplines and augmenting the force all the time, while the Sentinel is dedicated to rooting out evil and striking balance. If I had to guess, I would say that the consular originally got 3 skill points (compared to the guardians 1 and sentinels 2) and used lots of skills but sucked at combat (using skills to augment the force). This is entirely speculation, but I think it makes a lot sense. At some point they realized this was stupid probably, and took away the consulars skills because no one wanted to play a sentinel under those conditions. This meant that the sentinel was originally a literal hybrid like the scout, instead of the more bard-like class in the game now. -
This is now updated to match the Nexusmods version. The old version here was extremely old.
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Download:Consular Sentinel Class Skill Swap
darthbdaman replied to darthbdaman's topic in Mod Releases
You would have to edit the changes.ini for it to work with the patcher. If you just copy the file you edited into the override it should work -
Download:Consular Sentinel Class Skill Swap
darthbdaman replied to darthbdaman's topic in Mod Releases
xx_class is a 1 for class skills, 0 for non. xx_reco is the order that skills are added for auto level up (starting at 1, ending at 8) -
Download:Consular Sentinel Class Skill Swap
darthbdaman replied to darthbdaman's topic in Mod Releases
The skills.2da has all the settings that control this stuff. I didn't do KotOR 2 as it isn't outright broken. I am working on a much larger overhaul based around making the class balance make sense. -
I guess I just assumed they were the same cause they look identical
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What happens if you kill Vek with Guldar?
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When you first arrive on Dantooine, if you have a lightsaber, you have the option of persuading or force persuading Dillan, the women who approaches you. If you use a regular persuade, you still do the hand motion for the force persuade. I didn't even have the power this time, so i shouldn't be doing the hand motion
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Holy sh!t, i've wanted something like this for so long, this is awesome. What might be cool is making the different robe levels look different. So padawan robes look like the dark jedi robes, knight like blue, master like red, and qel-drama like brown.
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Bugs and minor inconveniences with TSLRCM 1.8.4
darthbdaman replied to Hassat Hunter's topic in TSLRCM
I didn't find this fight hard at all, especially compared to some of the early game sections, and the various companion sections (Atton getting attacked, rescuing the exile from GOTO, the HK Factory, Atton fighting Sion) are way, way harder by comparison. A decent character should get through no problem.