GearHead

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GearHead last won the day on March 22

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84 Jedi Grand Master

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About GearHead

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  1. It's a Holopatcher bug, nothing i can do about it. The problem with the K2 version is that the Holopatcher is using the K1 version of nwscript.nss, which is missing a bunch of variables and function prototypes needed for a K2 code to compile succesfully.
  2. You are right there is a typo, but it did not cause a problem when i compiled the code. I even compared the compiled files with Total Commander. The "original" and the "fixed" versions are byte-by-byte same. What compiler were you using?
  3. It is the same as the Ultima-pearl just weaker.
  4. There is a compatibility patch for the "Jedi from the Start 4.0.0" mod now. It is strongly recommend to read the README.txt though.
  5. GearHead

    K2 - Animation Fix

    Mainly weird hand movements. 2 cast animations were playing at the same time. But i don't recommend installing this mod, because after thorough testing, i found that removing the double animations can cause the AI to go crazy and start spamming forcepowers insanely fast. (50 Force Screams / second = instant team wipe)
  6. View File More Jedi Companions This mod allow you to turn Carth and Mission into Jedi, once you became a Jedi yourself. Known Bugs: - Clicking on the Powers tab of the jedi companion at jedi level 0 will crush the game. - Clicking on the Powers tab of other jedi companions, then switching to the jedi level 0 one, will also result in a game crush. - When they become jedi the amount of XP they get to level up to jedi level 1, actually goes to the player instead of the the new jedi, resulting in not enough xp to level them up, since companions get ~85% of player XP. - A solution to all these problems is to save a levelup for Carth and Mission before turning them into Jedi. Or turn them into Jedi at the same time, this will almost certainly guarantee enough XP to level them up. Submitter GearHead Submitted 04/07/2025 Category Mods K1R Compatible Yes  
  7. Version 1.0.0b

    40 downloads

    This mod allow you to turn Carth and Mission into Jedi, once you became a Jedi yourself. Known Bugs: - Clicking on the Powers tab of the jedi companion at jedi level 0 will crush the game. - Clicking on the Powers tab of other jedi companions, then switching to the jedi level 0 one, will also result in a game crush. - When they become jedi the amount of XP they get to level up to jedi level 1, actually goes to the player instead of the the new jedi, resulting in not enough xp to level them up, since companions get ~85% of player XP. - A solution to all these problems is to save a levelup for Carth and Mission before turning them into Jedi. Or turn them into Jedi at the same time, this will almost certainly guarantee enough XP to level them up.
  8. No, my AI is a single file 'k_ai_master.ncs', if you overwrite it with anything then it is not installed. So you have to install my mod second. Or just use mine by itself it is really good.
  9. Technically you can install Stoffe's Improved AI first, then replace the k_ai_master.ncs file with the one from my mod. But i have no idea what will be the endresult. Make sure you backup the k_ai_master.ncs file from Stoffe's mod. Yes, the AI ignored powers like Force Fury, but not anymore. 😀
  10. View File K2 - Less Alignment Penalty Less force point cost penalty for using opposite alignment powers, but you still get the full force point cost reduction if you use force powers that correspond with your alignment. Aka you can Force Lightning with a full lightside character without runing out of forcepoints. Submitter GearHead Submitted 04/01/2025 Category Mods TSLRCM Compatible Yes  
  11. Version 1.0.0

    30 downloads

    Less force point cost penalty for using opposite alignment powers, but you still get the full force point cost reduction if you use force powers that correspond with your alignment. Aka you can Force Lightning with a full lightside character without runing out of forcepoints.
  12. The one on Tatooine under the Ebon Hawk is fixed already, and the only other blaster on the ground that i know of is on Taris inside the Sith Base, but i have no idea how to fix that one. Also check this out: JC's Merchant Inventory Fix for K1
  13. View File Impaled Rakata instead of a Pillar I replaced the Pillar on the Rakatan World - Temple Exterior with an impaled Rakata. Why? Because why the heck not. The mod only works if you haven't visited the Temple Exterior yet. Submitter GearHead Submitted 03/16/2025 Category Mods K1R Compatible Yes  
  14. Version 1.0.0

    14 downloads

    I replaced the Pillar on the Rakatan World - Temple Exterior with an impaled Rakata. Why? Because why the heck not. The mod only works if you haven't visited the Temple Exterior yet.