-
Content Count
37 -
Joined
-
Last visited
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by EmperorArt
-
-
Thanks for the quick response, I managed to solved the issue. It wasn't so much "User error" as it was mod incompatibility. You were right it wasn't K1CP, but still tested it for myself, took about 5 mins to check. The mod in question was a minor mod called "Kill Starforge Jedi" it allowed you to kill the jedi on the star forge and gain some DS points. Deleting all UTC files that came with "Kill Starforge Jedi" resolved the issue. Edit: Nvm just removing UTC made them unkillable, I will have to try to edit it myself. I did read it, but I wanted a clarification as mod compatibility may change for different reasons and some don't edit the description to reflect that. ------ Addendum ----- Finally managed to get both working together, I only had to edit the TSLPatchData change.ini file to include "Min1HP= 0". Tried a few other things before that didn't stick properly. Now the Jedi can fall if you let them fight/fend off the Dark Jedi on your arrival on the Star Forge. I'm not used to these modding programs so it took me a while to correctly edit and correctly apply the changes I wanted. The only files needed from "Kill StarForge Jedi" mod for DS players kill the Jedi team that meet them as they exit the Ebon Hawk is "k_JedAttack.ncs", "k_JedAttack.nss" and "k_sta_jedifem.dlg" changes.ini
-
-
MOD:Diversified Jedi Captives on the Star Forge
EmperorArt replied to DarthParametric's topic in Mod Releases
This mod seems to well work without any other mods, but unfortunately it's not compatible with some mods I already have installed... I can make a list of mods that I have already if necessary or upload the Install log for this mod. I'm not sure what is conflicting either It making the Jedi captives invisible except for the Main (first one) which became a holo singer... I did not get any error when installing with TSLPatcher everything seemed to have finished properly. Edit: I can confirm none of the mods installed touch "STA_M45AD" Final Edit: Turns out it was placeable.2da limitation, darn! -
Works very nicely and is a great modern alternative to the old mod from 2008 on Gamefront that attempted to do the same thing but now doesn't work. This mod works very well with JC's Hybrid Robes and helps make Korriban more impressive and closer to a Sith World, instead of an Imperial Officer world. I installed this mod before JC's Hybrid Robes and it's working very nicely, I'm not sure if any order is really necessary for this though.
-
From the TSL Settings ini I've gathered that this changes the following Heal, Force Jump (advanced), Choke, Cure, Force Push, Force Wave, Speed (3 levels), Force Wave, Power Attack (level 2 and 3), Critical Strike (level 2 and 3), Whirlwind Strike, and Flurry (level 2 and 3) ChangeRow0=visualeffects_mod_vfx_imp_healing_small_0 ChangeRow1=visualeffects_mod_vfx_imp_force_jump_advanced_0 ChangeRow2=visualeffects_mod_vfx_imp_choke_0 ChangeRow3=visualeffects_mod_vfx_imp_cure_0 ChangeRow4=visualeffects_mod_vfx_imp_force_push_0 ChangeRow5=visualeffects_mod_vfx_imp_force_wave_0 ChangeRow6=visualeffects_mod_vfx_imp_heal_0 ChangeRow7=visualeffects_mod_vfx_imp_speed_knight_0 ChangeRow8=visualeffects_mod_vfx_imp_speed_mastery_0 ChangeRow9=visualeffects_mod_vfx_dur_speed_0 ChangeRow10=visualeffects_mod_vfx_fnf_force_wave_0 ChangeRow11=visualeffects_mod_vfx_com_power_attack_improved_staff_0 ChangeRow12=visualeffects_mod_vfx_com_critical_strike_improved_staff_0 ChangeRow13=visualeffects_mod_vfx_com_whirlwind_strike_staff_0 ChangeRow14=visualeffects_mod_vfx_com_critical_strike_mastery_staff_0 ChangeRow15=visualeffects_mod_vfx_com_power_attack_mastery_staff_0 ChangeRow16=visualeffects_mod_vfx_com_flurry_improved_staff_0 ChangeRow17=visualeffects_mod_vfx_com_critical_strike_improved_saber_0 ChangeRow18=visualeffects_mod_vfx_com_critical_strike_mastery_saber_0 ChangeRow19=visualeffects_mod_vfx_com_power_attack_improved_saber_0 ChangeRow20=visualeffects_mod_vfx_com_power_attack_mastery_saber_0 ChangeRow21=visualeffects_mod_vfx_com_flurry_improved_saber_0 ChangeRow22=visualeffects_mod_vfx_com_whirlwind_strike_saber_0
-
-
Looks amazing, my only criticism would be to change the colors for the "Sith base" on Taris. As it's known that it was a Republic Base that was taken over by the sith when they conquered the planet. So it would be really cool it's possible to recolor the taris base to have some republic (ish) colors at least partially.
-
- 9 comments
-
- unknownworld
- lehon
-
(and 5 more)
Tagged with:
-
-
- 11 comments
-
- 11 comments