AOD333

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About AOD333

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    Jedi Apprentice
    I really wish I could write a positive review, and in my defense I really tried hard to like this mod, and have played through it twice in it's entirety. To begin, the story, quests, action, etc are not bad, which is why I gave it 2 stars. Although some of the content can be confusing at first, like the door in Exar Kun's tomb. Now the reasons why it's 2 stars instead of 5. This mod is a mess. It alters things that it has no reason to, creating conflicts where there shouldn't be any. It adds placeables that add to the overall limit when it doesn't need to (there are alternatives that don't affect the limit). But the biggest problems are the items and textures. For one the items that it adds are incredibly overpowered. Every one of them might as well be called "God's Robes", "God's Lightsaber Crystal", etc. Next, it replaces items and textures without any disclaimer or warning that it does so. It also edits items, once again without any warning that it does so. For example in order to have the new lightsaber crystals work with the vanilla sabers, the authors of course had to include edited uti's for these files, but they added a +2 to attack to the double saber, effectively nullifying any penalty when combined with TWF. Again this change is made without making the end user aware of it. So for your entire playthrough you have a +2 to attack if you use double sabers. It adds a set of Revan's Robes into the module, and edits the existing set, for the existing set it replaces the vanilla textures with new (ugly) ones. For the new set it does add a new uti that uses a new texture variation, but it changes a bunch of lines in appearance.2da to use this new model/texture, which messes with other Revan Robe mods. And there was no reason to do this, the mod already has new robes and didn't need to recycle (and change) Revan's. Next, it changes republic armor. I don't mean that it adds a new set for the player to wear, I mean that it changes the model/texture of the existing armor the republic soldiers uses to an ugly dark blue version and edits appearance.2da to have all republicsoldiers use the new version. Again, it just does this with no disclaimer. The creator of this mod clearly loves the color blue, because they added it into everything. It also adds armor which overwrites vanilla models and textures, using new ones instead (even more blue). Some of the items it adds are cool, but as I said above they are extremely overpowered and are more or less cheat tier items. Just to make these items usable I had to edit every single one of them. I also had to do an absolute ton of editing to undo all the texture and model changes. After all the work I did just to undo all of the unnecessary changes this mod makes, and to rebalance the items (I don't like playing on god mode), I replayed it. And after replaying it, I decided it simply wasn't worth the hassle and re-installed my entire modpack (it's massive) without this mod. I wish I had more positive things to say, but I don't, this mod is extremely shoddy work. I highly recommend that people avoid this mod, unless you are ok with all of the problems I outlined above.
  1. I'm necroing this thread even though it's a faux pas in case anyone else (like me) is desperately trying to figure out why in the hell there are three entries for hp. So, here's for posterity: I hope one of the greats will correct me if I'm wrong about any of this. I believe (99% sure) that the max hp actually is the constitution modifier, and that feats are also accounted for by the Max HP value. I'll explain why. Examples from vanilla utc files: Bastila is a Jedi Sentinel, she is at level 3 and gets 8 vitality points per level. She also has 12 Constitution, so a modifier of +1 per lvl. Her Base HP and Current HP are both 24 (3×8) and her Max HP is 27 (+3 from CON). Carth is a Soldier, he is at level 4 and gets 10 vitality points per level. He has 12 Constitution, so a modifier of +1 per lvl. His Base HP and Current HP are both 40 (4×10) and his Max HP is 44 (+4 from CON). Mission is a Scoundrel, she is at level 3 and gets 6 vitality points per level. She has 12 Constitution, so a modifier of +1 per lvl. Her Base HP and Current HP are both 18 (3×6), and her Max HP is 21 (+3 from CON). It seems clear that the Max HP value is accounting for the Constitution modifier. Now let's look at Canderous since he has the Toughness Feat. Canderous is a Soldier, he is at level 5 and gets 10 vitality points per level. He has a Constitution of 14, so a modifier of +2 per lvl. His Base HP and Current HP are both 50 (5×10), however his Max HP is 65. His +2 Constitution modifier make his Max HP 60, so it seems logical that the extra 5 is coming from the Toughness feat, which is +1 per level. The only thing that casts any doubt on this is HK-47. As a combat Droid he should get 12 vitality points per level. He joins the party at level 6, so he should have at least 72hp. But in his utc he only has 60 Base/Current HP and he has 66 Max HP. He has 10 Constitution. So these numbers line up perfectly with a level 6 Soldier with a Constitution of 10 (no modifier), but who has the Toughness feat. If I'm correct then HK-47 should have a Base HP and Current HP value of 72 (6×12), and a Max HP value of 78 (+6 from Toughness). I'm not sure what to make of that, as I checked the classes.2da file and the combat Droid does indeed get 12 vitality points per level, so it would seem that there was a mistake made in his utc file. Or that at some point Bioware changed the Combat Droid hitdie value in classes.2da from 10 to 12 for balance reasons, but forgot to update his utc file. HK-47 has a Strength value of 16, so our poor and innocent assassination Droid was clearly overlooked quite a bit. The game SHOULD give him the correct HP value, as it does calculate what an NPC's health should be based on stats and modifiers and assigns that value, regardless of what is in the files (I believe) but I don't have a save with him present to confirm this. But if this irks anyone else, and even if the game does correct it, HK-47 should have Base HP/Current HP 72 and Max HP 78, and it's very easy to change with Kotor Tool or the Holocron toolset. I think I'm right that Base HP and Current HP are what the character should have based on their class/level, and that Max HP is the Base HP + Attribute and Feat modifiers. Again, if anyone can confirm what I've said, that would be good, if not I'll update this comment when I have definitive answers. Sorry to necro an old thread, but I found this thread while searching for an answer to why there are 3 HP values in the utc files, and what they all meant. I couldn't find a definitive answer to this and figured all of this out myself. I thought I should share this information as a service to the community, in case anyone was trying to edit companion stats but was hesitant to do so out of fear of messing something up. I chose to post this here instead of creating a new thread because it answers the OP's question. I hope this information is helpful to someone. EDIT: Just a small update to confirm that the information I posted above is indeed correct. Base HP and Current HP is the character's total hitpoints from the class hitdie value (in classes.2da) multiplied by the character's level. And both of these values should be the same, unless for some reason you want the character to start with less health. And most importantly, the Max HP value is the Base HP with all modifiers from Constitution and Feats added to it.
    This toolset is incredible and makes modding Kotor so easy. For example, in order to make mods compatible with the community patch, modules had to be edited. With the Holocron Toolset I was able easily edit the files in question, then open the modules, remove the offending files and replace them with the edited ones, with a few clicks of the mouse. When I was editing the level gains for feats, skills, hitpoints, force points and force powers, I was able to quickly and easily extract the vanilla 2da tables for comparison. Click on core, 2d array, and everything you need is right there. And not only that, but this amazing toolset even reads your override and module folders flawlessly. An example, I really hate spawning custom gear from mods with the console or finding it for free. The stuff is usually quite a bit better than the vanilla items and makes them irrelevant. I've always wanted to add the custom items from mods to the inventory of merchants. This toolset made that process (previously quite difficult) an absolute breeze. I was able to add them directly from my override folder into the merchant's inventory with a few clicks. I still use Kotor Tool for simple changes. For example making changes to or adding item properties as the user interface is simpler and quicker. But for anything beyond simple item properties, it's Holocron Toolset all the way. The creator of the Holocron Toolset did a legendary service to the Kotor modding community by making this, and there's really not much that it can't do. 5/5 of course. I'd also like to personally thank the creator of this Toolset, it has saved me so much time, and has allowed me to finally create a massive (in my opinion definitive) modpack which I will use for all of my future playthroughs. Some of the things required to create this modpack and make so many previously incompatible mods work together without issue were beyond my skill. But with this toolset these things were not only made possible for me to accomplish, but extraordinarily easy to do. So thank you a hundred times over for your time and effort in creating this truly amazing modding utility.
    This is definitely THE male underwear mod, there really isn't a lot of options in this regard. In the past I just left the males with default underwear and changed the females, but now everyone will be wearing those awesome purple jumpsuits, regardless of force alignment. Great work. 5/5.
    These are fantastic. Especially the purple ones. There aren't many great underwear mods out there for the player character, and using ones designed for companions doesn't always look great. This however is perfect, it's just underwear and you barely ever see it but it does look really nice. And a jumpsuit makes more sense than skimpy lingerie, especially in space, even if it lacks the "eye candy factor", but hey, this is Kotor, not Dragon Age. Definitely a 5/5.
  2. Fair point about necroing, but I'm glad I did since you shared those great resources. Not everyone knows about these resources, I didn't know to check github for that sort of stuff. Anyways thanks a lot for posting those, I've downloaded both the scripts and the DeNCS alternative, very helpful.
  3. I know that this is an old thread but I just want to offer an alternative suggestion in case you or anyone else is still looking. I'm currently having similar troubles with trying to decompile scripts. However, for the merchants, could you not just edit the cost of each item in Kotor Tool? Obviously it would be preferable to edit the merchants and their markups, but if it's proving to be insurmountable then perhaps what I suggested could work for you. Different merchants have different markups and all that, but increasing the base price of each item in Kotor Tool would increase the cost of the item in the game. You could load the game, check the merchants inventory for the item in question and make note of the price, then open that item in KT and check the base price, and the difference between the two will tell you what the markup is for that merchant. This would be a tedious process to be sure, would probably be easiest to use multiple monitors or you main PC + a laptop, have the game open on the main and KT open on the laptop. I'm currently building a big modpack, one that I hope is definitive so that in the future I can just unzip and play. A part of that is to add custom items from mods to merchant inventories, since I hate getting top tier items for free. While I'm at it I will probably rebalance things as well in the same way that you were trying to in order to make the game tougher. I plan to edit the prices of many items in the way I described above. It might be tedious but modding is a labor of love.
  4. Fair enough (@DarthParametric), nor would I expect you to. It's really not a big deal anyways. If at some point in the future I get knowledgeable enough to do it myself then I will, but otherwise it's all good. I haven't seen any other posts about this either so clearly this is bottom of the priority list.
  5. I actually have a couple follow up questions. I doubt that the lip sync files will cause any real problems for me. The main conflict here is the Mission as Jedi mod, it uses some of the same lip sync files as the Sleyheron Story Mode mod. My solution to this is to simply not use the lip sync files from the Mission as Jedi mod. My thinking is that all this will do is make it so that the conversations added by that mod don't actually have lip syncing, so the audio will play and the text will show, but the NPC's mouth won't move. Am I correct about that? If so it's a small sacrifice and I can certainly live with it. The more important question however concerns dlg compatibility. The creator of the Sleyheron Story Mode mod was kind enough to create me a unk41_mission.dlg to make the Spare Mission and Zaalbar mod compatible with theirs, which was very kind and saved me a lot of trouble. However, the community patch has 2 module files that conflict with both the Mission as Jedi mod and the Spare Mission and Zaalbar mod. The files in question are danm14aa.mod which has dan14_jon.dlg packaged with it and unk_m41aa.mod which has unk41_mission.dlg packaged with it. I know that I could simply delete these modules, but then I would miss out on all the other changes these files make. My proposed solution is to simply open these module files with the Holocron Toolset, remove the dlg files in question, and replace them. So I would replace dan14_jon.dlg with the one from the Mission as Jedi mod, and unk41_mission.dlg would be replaced with the one that SAO1138 made for me. It's an easy change to make, and I think it would work just fine, but I'm no expert. So all I'm wondering is whether or not packaging these modded dlg files into the modules from the community patch would cause any issues with the module itself, or if it would work completely fine. If it would work completely fine, would I still need these dlg files in the override folder or would having them packaged into the modules be enough? Of course all the other relevant files would be in the override and obviously this setup would only work with this particular mod build. But if my solution is good, then others could use this information to make these mods compatible with their own builds. Thanks in advance for any assistance provided. EDIT: For anyone reading this who is wondering the same thing, I think I may have found the answer to my question from something DarthParameric said in another thread: DarthParametric: "The problem is not the changes it is making to the DLGs, it's the fact that it lazily dumps a module DLG in the Override folder. This is not just bad from a mod compatibility standpoint, it's bad from a general game compatibility standpoint. There are three separate modules that have a lev40_carth.dlg file. Dumping one in the Override will replace all of them. Finding out which module it is supposed to be editing and merging the changes into the version in that module's MOD file is the appropriate solution." So I think my idea of merging the dlg files into the relevant module files is the correct way to go in my case. As I said above though I'm no expert, so if one of the more experienced users on here could confirm this for future readers (and for me) that would still be great.
  6. Ok so there may be compatibility problems. I'll just have to see what happens, and if there's a problem then I'll have to remove a couple of mods. I can live with lip sync issues, but if the dialog files cause any progression issues I'll definitely have to remove a couple of mods, mainly the Mission as Jedi and Save Mission and Zaalbar mods 😟. This is the first time I'm using the Sleheyron Story Mode and Manaan Pazaak Tournament mods, which are the main source of the conflicts. Hopefully all will be well but if not it is what it is. I had just never seen that warning in the past and was wondering what it was. Thanks for the replies. As for DarthParametric's question I generally install games to my desktop if it won't create an issue, for Kotor 1&2 I have the GOG versions.
  7. Just a quick question. I've encountered this warning from TSL Patcher / Holo Patcher: A resource located at 'C:\Users\Name\Star Wars - KotOR\Override\file name' is shadowing this mod's changes in modules\filename The files in question are dialog and lipsync files. Some of the files in question come from the Mission Jedi Mod but files from other mods have given this same warning. Shadowing implies making similar or identical changes, so I'm just wondering if it's safe to ignore these warnings or if this will cause an issue. Thanks in advance to anyone who can answer this.
  8. That's a shame, I didn't know that those utilities weren't capable of this. On my latest reinstall I decided to use the no fighters mod but noticed a conflict between Bastila On Korriban and also with the Sleheyron Story Mode Mod. Oh well, there's an old mod by Darth333 that makes the mini game easier (and thus quicker), I'm using that on the current build. Maybe an admin can delete this thread since what I've suggested can't be done.
  9. Hello wonderful Kotor modding community. I recently went to install the two mods that remove the turret minigame and noticed that one is incompatible with the Bastila on Korriban mod, as both modify the k_sup_galaxymap.ncs file. I am going to try to merge these files myself for my own personal use (a new learning experience). That said however, I think it would a great service to the community if someone was to make a TSL patcher (or Holopatcher) version of the No Random Fighter Battles mod. https://deadlystream.com/files/file/807-no-random-fighter-battles/ I don't yet know how to write TSL Patcher instruction scripts or I would do it myself, I just got back into modding these games after more than a decade long hiatus. I do intend to learn how to do this as I have some ideas for mods, but I have plenty of other things to work on and learn at the moment. I suspect that merging the two files will be a bit of a pain, so if someone wants to save the community the trouble, and also make this mod compatible with other mods that modify that file by creating a TSL patcher version I think it would be a great idea. It's a very old mod (posted here in 2016) so I can't imagine the author would care if someone created an updated patcher version as long as they were credited for the original work (perhaps the original author is still lurking here and would like to give permission?).
    You did a great job on this, these portrait variations were definitely a minor annoyance, but no longer thanks to you.
  10. Thank you so much. This is exactly the information needed to get this done, and you responded the same day. Using your mod as a reference is also a great idea and I will certainly do so. I will work on this over the next couple of weeks (busy with work). Who knows it may even turn into a mod of it's own in time (I won't post anyone's assets without permission of course). Again thank you very much, take care. Just a quick update to say that the icon problem is fixed and it only took 10 minutes. Couldn't have done it without you, thank you.