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HoboKingNiklz

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About HoboKingNiklz

  • Birthday November 3

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  1. Mission is a child btw
  2. Does this need to be installed before landing on Dantooine? I installed it and these rooms are still unaccessible even with the security keycard.
  3. I was curious if anyone has thought of a mod to change the swords and vibroblades in the games from being single-edged swords into double-edged longswords/broadswords? I was never a fan of every sword in the game being basically a katana lol
  4. Well sure, lol but kinda the point of the mod is to hijack appearances. Other than the bug that is relatively simple to avoid and/or fix, what problems does it cause?
  5. Yeah, that was the original plan, but my hope was for users to be able to remove them on the fly if they find an armor they actually like the look of. Theoretically, if I revise the mod to no longer give the items automatically, and the user knows how to avoid or fix the bug, is there any other reason not to use the Disguise method? What other trouble could they cause? The mod is fairly simple in execution, I was just sloppy and didn't know how editing their .utc to have them start with the item would affect the process.
  6. Roger that. Would you reckon it was a problem to give them the Disguises as part of their default equipment so they start with them equipped? That sounds like it would cause their appearances to never be set, lol. Guess I need to workshop a new way to give the player those items.
  7. Yeah, sadly the problem I'm having relates to the way my own mod works. It basically doesn't do its job without Disguise. So if a user doesn't mind the characters always being in their default outfits, that's fine, but ideally they'd be able to remove the Disguise if they find an armor they actually like the look of. I can't recall being forced into another disguise on this run yet, I just finished Dantooine. It happened to everyone except my player character. I was able to fix Juhani and Carth by going into KSE, changing their current appearance to something else, then back to what it should be, but the same method didn't work for Bastila, Canderous, or Mission. GLOBALVARS.res PARTYTABLE.res SAVEGAME.sav savenfo.res Screen.tga
  8. I've encountered an issue where characters remain in a Disguised appearance even after the item that applies the disguise is removed. I was able to fix it for two of my companions by changing their appearance to something else in KSE and then changing it back to normal, but the same process did not fix the issue for the other companions. Any advice?
  9. View File No Cross Class Skills by Eudalus - HoloPatcher Version No Cross-Class Skills - Compatible Version Just a simple restructuring of Eudalus' "No Cross-Class Skills" mod that uses HoloPatcher for maximum compatibility with other mods Original Mod: No Cross Class Skills Install: Just run the HoloPatcher, but make sure to do so after any other mods that alter skills.2da Uninstall: Copy the skills.2da from the mod's backup folder to your Override Credit: Eudalus on NexusMods for original mod Thanks: - JC, Thor110, 91.90'sK, and everyone else in the Discord - All the wonderful people who developed and honed these amazing modding tools - BioWare for creating peak Star Wars - Obsidian for somehow improving on peak Star Wars - The communities at twitch.tv/rizarjay and twitch.tv/flyinghawkbutt for hyping me up and always being supportive of my mod projects Changelog: - 1.0.0 - 3/26/2025 - Release. Very simple mod, not anticipating any issues Submitter HoboKingNiklz Submitted 03/26/2025 Category Mods K1R Compatible No  
  10. Version 1.0.0

    180 downloads

    No Cross-Class Skills - Compatible Version Just a simple restructuring of Eudalus' "No Cross-Class Skills" mod that uses HoloPatcher for maximum compatibility with other mods Original Mod: No Cross Class Skills Install: Just run the HoloPatcher, but make sure to do so after any other mods that alter skills.2da Uninstall: Copy the skills.2da from the mod's backup folder to your Override Credit: Eudalus on NexusMods for original mod Thanks: - JC, Thor110, 91.90'sK, and everyone else in the Discord - All the wonderful people who developed and honed these amazing modding tools - BioWare for creating peak Star Wars - Obsidian for somehow improving on peak Star Wars - The communities at twitch.tv/rizarjay and twitch.tv/flyinghawkbutt for hyping me up and always being supportive of my mod projects Changelog: - 1.0.0 - 3/26/2025 - Release. Very simple mod, not anticipating any issues
  11. Shot in the dark, but is there a fix available for the wacky issue with fullscreen? I'm not messing with widescreen, my question has nothing to do with widescreen lol Basically, if I play in fullscreen, it's crazy dark. And the brightness slider does nothing. Also, if I click outside the window to my second monitor to do something, the game minimizes (with a few seconds of choppy awkward blackness and sometimes this causes it to crash. I've been playing in Windowed mode, becasuse that eliminates this problem, but I'd rather play in fullscreen because if I do, the UI elements scale properly and it's easier to click things. I'd rather play in 800x600 stretched to fill my display than in 3840x2160 with itty-bitty UI. Any ideas? My primary display is 3840x2160, second monitor is 1080x1920 (portrait, though that probably doesn't matter)
    Does exactly what it says on the tin. Very intuitive and simple. If you know what you're doing (there are guides online for making lightsaber mods that might need this) you'll have no trouble at all.
  12. Lol thanks! Glad you like it
  13. Glad I could fill a need! You can follow the mod if you wanna get notified of the updated versions, I've been cooking up some improvements.
  14. I'm basically gonna have to do a full playthrough of the game (or at least recruit everyone) to test 2.0. So it might be a couple days before it releases. Which is fine by me, because I'm in need of a few days just playing.
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