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Everything posted by Hassat Hunter
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Version v0.9
527 downloads
Demonstration of mod in action; http://www.moddb.com/mods/the-sith-lords-restored-content-mod-tslrcm/videos/alternative-goto-yacht-opening-mod-vid ======================================================== A KNIGHTS OF THE OLD REPUBLIC II: (THE SITH LORDS) MODIFICATION Alternative Goto's Yacht Opening ======================================================== Author: Hassat Hunter PM: Contact me at the Deadly Stream Forums Name: Alternative Goto's Yacht Opening Filename: Alternative Goto Yacht Opening v0.9.rar Date Released: 12 July 2012 1. Description: ---------- Added some gameplay designer instructions to the cutscene. Due to being slightly confusing it become this mod instead of part of 1.8 2. Install: ---------- (It is highly recommended that you update your game to version 2.10 (the 1.0b update) before installing this mod.) YOU ARE REQUIRED TO USE TSLRCM, since vanilla TSL has no 351NAR.mod file. Extract the "Alternative Goto's Yacht Opening" mod, taking care to insure that both the "TSLPatcher.exe" file and "tslpatchdata" folder are extracted to the same folder (these files can be extracted to any folder on your hard drive EXCEPT those within the SWKotOR2 folder hierarchy). Also note that simply copying the files within "tslpatchdata" to your "Override" folder will not properly install the mod. Note: a new folder named "backup" will be created during insanitation within the folder the installer was run from. If you plan on uninstalling this mod this folder and the files therein must not be deleted as they are used during the uninstall process. 3. Uninstall: ---------- The files listed below may have been modified during the installation of this mod: Within "C:\Program Files\LucasArts\SWKotOR2\Modules" 351NAR.Mod Backups of any file that was altered were made during insanitation and placed in a folder called "backup" within the folder the installer was run from. To uninstall; 1) Open the "backup" folder that was created during installation and replace the files listed above under each heading with the files contained within. 4. Bugs: ---------- There are no known issues that will develop as a result of installing this mod properly. Putting all files in override will however give many issues on goto's yacht. 6. Distribution Notes: ---------- This mod may not be modified or distributed without the explicit permission of the author. This is just so I know what is being done with it. If you have questions contact me at deadlystream.com/forum/ 7. Thanks: ---------- My thanks go out to: The TSLRCM team... whom whichout I wouldn't become interested in modding TSL, and thus wasting so much on my time on frivilous mods... THIS MODIFICATION IS PROVIDED AS-IS AND IS NOT SUPPORTED BY BIOWARE/OBSIDIAN ENTERTAINMENT OR LUCASARTS OR ANY LICENSERS/SPONSORS OF THE MENTIONED COMPANIES. USE OF THIS FILE IS AT YOUR OWN RISK AND THE ABOVE MENTIONED COMPANIES OR THE AUTHOR IS NOT RESPONSIBLE FOR ANY DAMAGE CAUSED TO YOUR COMPUTER FOR THE USAGE OF THIS FILE. -
It's 0,0,0. The penalty is somewhere, don't know where though. The mercs outside the cave have the same (since they are pretty much the same)... :/
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Yup. (You should have known that from the fixlist since it mentions adding Goto being the only one still left out)
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It should work fine. Considering how macs work, I'm not surprised the launcher wouldn't change. But yes, that was one changed line. Keep looking around for clues, like no more music each time you click Atton's cell or the door tho the level below, or the ability to just leave Atton in his cage. If it's all there, you should be good to go.
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The khoonda battle mercs have -20 to their saves... somehow. So yeah, using Force Powers on them is very effective. Wish I knew how to delete it, but I don't...
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If only they spend all that wasted time on the actual game.. or getting more awesome HK-Factory lines for us to re-implent...
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How about Telos? And no work to be done for 1,5 weeks now... so don't expect amazingly fast progress. No. Not really. As noticed by Michele it has an issue. But I rather focus on 1.8 now rather than fix it, it can be released post. Much easier that way anyways, no more install instructions not to do this or to do that... No, and no. Nope... no way to estimate that...
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Bugs and minor inconveniences with TSLRCM 1.7
Hassat Hunter replied to gangster1337's topic in TSLRCM
Then you must have a bad memory... They try to sabotage the fuel reserves of Telos. If completed, they cannot maintain orbit since not enough fuel. I don't see how that does NOT have anything to do with Fuel... -
Download:Unknown World Alternative Hammerhead
Hassat Hunter replied to InSidious's topic in Mod Releases
I have to agree, from the screens, it does look like it... -
Pretty sure they've all been in already in 1.4... :/
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That's why I asked about the AZERTY keyboard. Considering Vista's weird security system, the original *might* still be there, replacing the new version. All at once. Nope. With QWERTY keyboard; Press ~ Enter warp 003ebo Enter You will be moved Shouldn't be an issue. Once the console is active, they wont work (easily tested by just trying to walk with WASD... you won't move... Ingame. Menu's wont work...
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That's no bug... so no. Not going to 'unfix' stuff, really.
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Then you probably got a problem with it preventing from adding the line to the .ini. Is it in there when you open it now?
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Bugs and minor inconveniences with TSLRCM 1.7
Hassat Hunter replied to gangster1337's topic in TSLRCM
I'll see what I can do with adding the fixed looks to the camera's. As for the turrets, you did use the console inside Khoonda, right? (and if you did, did you disable them) By default they attack both parties though... -
Well, started thinking I was crazy with everyone suddenly talking about the music and fixing it without me seeing anything wrong with it. Good to see that's atleast not the case. I do notice PastramiX mistitle "mus_s_kreiaevil" as "mus_kreiaevil", but that should have no effect here since the used track is "mus_traya"... EDIT: And "mus_a_900alt" for the background music... Did make some modifications to the scene (for 1.8) for the animations to be a little bit better, but nothing with music or transparent robes IIRC. Was over a year ago so the details are a bit sketchy, besides the crouch fix of a few days ago...
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Nope, just press once. Do you have Vista or an AZERTY keyboard?
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Add it. No matter where, as long as it's under [Game Options] and before the next []. ~ opens the console (it's invisible though), that's where you type in the cheat...
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There, too, it makes more sense for the music to just fade away after the Atris theme... so it goes in Academy background music, and continues that way into what triggers next (Handmaiden scene or the PC being next to hawk)... IMO Every cutscene ingame works like that. Except for the .biks, but well, they were made .bik's (and have no soundtrack for their ingame version, those needed to be re-created)...
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What added lines? I'm so confused... It's nothing 'new' or anything... it's just the scene as it is... wondering... WHAT THE HELL IS WRONG WITH IT PEOPLE? (Especially music wise that it requires so many people offering to extend the Kreia music, which I think would make the scene worse...) Yeah, still confused...
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Bugs and minor inconveniences with TSLRCM 1.7
Hassat Hunter replied to gangster1337's topic in TSLRCM
Not sure what you mean with "your turret models". If you mean the ones used in Khoonda's Battle, it are the exact same turrets, with fixed camera positions (the one also seen in the .bik to be exact)... Or not what you meant? -
In the swkotor2.ini, under [Game Options] add EnableCheats=1 Then ingame use ~ and (without quotes) type "warp 003ebo"
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No time to work anymore on 1.8... do have some time to update the vid, using VP's fix and the kneel fix... Again, "skips" are due to fraps 30 sec limit and having to re-start recording, which can be a pain some times.
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Bugs and minor inconveniences with TSLRCM 1.7
Hassat Hunter replied to gangster1337's topic in TSLRCM
Can happen, can not. The camera's have no "fixed" camera position, so how they look depends on where you stand when interacting with them. Giving them fixed camera positions can be hard, since they all use the same .dlg file... so they would have to be modified to use 3 different ones instead...