darthbdaman

M478_Staff
  • Content Count

    355
  • Joined

  • Last visited

  • Days Won

    16

Everything posted by darthbdaman

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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
  7. 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
  8. 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.
  9. I would like to have different colored lightsabers based on class. Otherwise I would definitely do it that way
  10. 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.
  11. 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.
  12. This is now updated to match the Nexusmods version.
  13. This is now updated to match the Nexusmods version. The old version here was extremely old.
  14. 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
  15. 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)
  16. 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.
  17. I guess I just assumed they were the same cause they look identical
  18. What happens if you kill Vek with Guldar?
  19. 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
  20. 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.
  21. 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.
  22. File Name: Consular Sentinel Class Skill Swap File Submitter: darthbdaman File Submitted: 30 Apr 2016 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 swaps the class skills for the Jedi Sentinel and Jedi Consular, giving the Sentinel the Computer Use, Demolitions and Repair Class skills, and removing them from the Consular. It always bothered me that the Jedi Consular had 6 class skills, more than the Scoundrel or the Scout, while the Jedi Sentinel had 3, the same number as the Jedi Guardian. It was also highly inconsistent with the other design decisions made towards the Jedi classes, and inconsistent with KotOR 2. It always felt like a mistake. Every other progression decision is based around the idea that the Guardian is the melee class, the Consular is the Force class, and the Sentinel is the Skill class. Feat gain, Skill gain, and Power Gain are all based around this. Guardians get more feats, while Consulars and Sentinels get the same number. Consulars get more powers, while Guardians and Sentinels get the same number. Sentinels get more skills, while Consulars and Guardians get the same number. While I wouldn't classify this mod as a bugfix, it does fix an inconsistency within the game, that left the Sentinel as the least viable Jedi class, considering that skill progression is substantially less useful, especially in KotOR 1, than base attack, force saves, feat gain, and power gain, all of which it lags behind both other classes in. This makes the Sentinel somewhat more viable as a class, especially for skill focused runs, and makes the Jedi Consular slightly less effective, considering it already has a lot going for it, due to the increased number of force power and better saving throws. Features Swaps the Class Skills of the Jedi Consular and Sentinel Requirements & Compatibility To install, run the Installer.exe file. It will automatically install the mod for you Recommended Mods Jedi from the Start 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
  23. Personally I don't like the changes to Juhani and Jolee's clothes. I don't think they belong in a restoration mod. It always made sense, especially for Juhani, to be wearing robes when she went with you. You could make the argument that Jolee should be wearing his hermit clothes on Kashyyyk, but even then, I still don't think changes like this belong in a restoration mod.
  24. Nice to see this being updated. I would echo the earlier posts about replacing the seperate Revan mask and robes with a disguise version. I think this would be for the best, especially if using the fixed model. The seperate mask looks really odd most of the time, and the lack of any cape fixing mods makes it look really terrible. You would lose the female model if you used the disguise version, but considering that Revan has the standard model in all the pre rendered cutscenes, I don't think it is that big of a problem. I also had a weird issue when starting up the mod and going to the Orion for the first time. I had the opening credit sequence play, and my companions weren't removed from me. It was like the start script for the Endar Spire had been triggered. I had to go talk to Kelwix for him to start talking to me. It was really weird. This is probably just because I was using the included test save game, but I wanted to point it out just in case. I will see if it occurs on an actual save game and report back.
  25. Version 1.0.0

    938 downloads

    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 swaps the class skills for the Jedi Sentinel and Jedi Consular, giving the Sentinel the Computer Use, Demolitions and Repair Class skills, and removing them from the Consular. It always bothered me that the Jedi Consular had 6 class skills, more than the Scoundrel or the Scout, while the Jedi Sentinel had 3, the same number as the Jedi Guardian. It was also highly inconsistent with the other design decisions made towards the Jedi classes, and inconsistent with KotOR 2. It always felt like a mistake. Every other progression decision is based around the idea that the Guardian is the melee class, the Consular is the Force class, and the Sentinel is the Skill class. Feat gain, Skill gain, and Power Gain are all based around this. Guardians get more feats, while Consulars and Sentinels get the same number. Consulars get more powers, while Guardians and Sentinels get the same number. Sentinels get more skills, while Consulars and Guardians get the same number. While I wouldn't classify this mod as a bugfix, it does fix an inconsistency within the game, that left the Sentinel as the least viable Jedi class, considering that skill progression is substantially less useful, especially in KotOR 1, than base attack, force saves, feat gain, and power gain, all of which it lags behind both other classes in. This makes the Sentinel somewhat more viable as a class, especially for skill focused runs, and makes the Jedi Consular slightly less effective, considering it already has a lot going for it, due to the increased number of force power and better saving throws. Features Swaps the Class Skills of the Jedi Consular and Sentinel Requirements & Compatibility To install, run the Installer.exe file. It will automatically install the mod for you Recommended Mods Jedi from the Start 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!