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Posts posted by Pavijan357
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Balance Tweak Pack
BALANCE TWEAK PACK
version 1.1
Author: Pavijan357
1. Description:
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This is just a small compilation of minor fixes to some "Knights Of The Old Republic 2" game balance issues and oversights.
I originally made this for my personal use, but I decided to share it anyway at the end.All these tweaks/fixes are made to be used with TSLRCM and assume that you have TSLRCM 1.8.6 (or eventual later version) installed.
Usage of these components without TSLRCM is not tested.2. Component list:
---------------------This pack consists of four main components and one small extra:
Component 1 - Discple and Handmaiden Grant Both Bonuses
Bonus feat that Handmaiden grants to Exile after their sparring match on Ebon Hawk ("Battle Precognition" - adds Wisdom bonus to defense) is much better reward than Disciple’s measly increase of 10 force points to the Exile's maximum amount after their first meditation session, and is just one of the points why some people prefer having first one as a companion that the second.
This mod remedies that by having both of them grant both Battle Precognition and Maximum Force Points increase at those respective dialogue points (I even added a few lines for justifying it, sorry if you don't like them
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I have also fixed an oversight where if you take the DS path in dialog about meditation with Disciple you don’t get a FP bonus even though in-dialogue info said that you did.Until someone restores Disciple’s cut Holocron quest (which is highly unlikely) this will serve to bridge that only slight advantage male Exile had in combat over than the female one (not that it really matters because of extremely low general difficulty of the game, but here it is anyway...).
Component 2 - Force Crush Balance
As many of you already know, KOTOR 2 in not a challenging game, but even taking that in account, there is one Force Power that really breaks its every potential for real boss fights for the Dark Side player...
Of course I’m speaking of Force Crush, the ultimate cheese tool.There were many mods that tried to improve KOTOR 2 boss fights, and for Light Side player they might succeed to increase the challenge, but for Dark Side one, if the boss fights you solo (Nihilus and Sion for example), it ultimately doesn’t doesn’t matter how much you buff the stats of the bosses when you have the power that, as long as you have enough Force Points and FP regeneration, makes you able to get them to helplessly jump and down and take damage without hitting you even once!
What is the root of a problem here?It is the fact that when opponent fails the save against the power he/she suffers the full damage amount and gets lifted and dropped down on the ground helplessly, which is cool, but even if opponent succeeds on save, he/she suffers the half of damage, but STILL gets lifted and dropped, after which you can simply cast the power again and proceed to repeat the process until the opponent is dead.
If the opponent has more Hit Points fight will only last longer and be more tedious, but not really harder in any way.
My solution for this is simple: keep the effect the same if the save fails, but in the case that save succeeds opponent still suffer the half of the full damage BUT they do not get lifted and dropped, and can therefore continue to attack you, in that round at least, and actually pose some real danger.Component 3 - Sith Lords Improvements
Yes, I know that there are already several mods that make the Sith lord bosses tougher to beat, but some of them did not hit the right spot for me, and some of them do not even work properly for all bosses, or can create the game breaking bugs when used with TSLRCM or some other mods.
So I created this component to both get them to the challenge level worthy of the true boss status, and make it as compatible with as many other mods that I can.I play-tested this mod with:
a) unoptimized LS melee character made by fist-time novice player from the save I found on the net – on the "Normal" game difficulty,
b) optimized DS force-focused character of mine – on the "Difficult" game difficulty.
In both cases fights were winnable but were hard and lengthy enough, and required a fair amount of usable items to be spent (stims, medipacks and shields).
Be warned, with this mod installed, you should save those consumables for these boss fights, ESPECIALLY your best shields, since you can easily get one-shotted on higher difficulty without these, but that should not be any problem to accomplish anyway since, because of the general low difficulty of the regular fights, you don't really need to use those at any non-boss fight in the game, so you should always have enough by the time you get to the final 3 bosses.Component 4 - Disable "Droid Interface" Feat
Combat droid class (only HK-47 of all party members belongs to that class) is able to take "Droid Interface" feat on level-up, which, in both vanilla TSL and TSLRCM, does absolutely nothing.
That was most likely to be used in some cut content out of many that were planned to be at the game but were never completed by the game developers.
All you can do with this feat now is to completely waste one HK-47's feat point by taking this if you are a new player and you do not know what each feat does (or in this case - doesn't).Because of that, this mod serves to disable this feat, so you will not be offered to take it in on HK-47's level-up screen.
M4-78EP mod, which restores the droid planet to the game, actually uses "Droid Interface" feat at some points, so you should not install this component with along with that mod if you intend to use this feat.
Extra component - Maximum Level Sith AC Bonus Fix
This is just one small bug fix for the oversight in acbonus.2da file where a lvl 50 Sith Lord and lvl 50 Sith Marauder had swapped AC values.
While it is true that no player or non-player character should reach those levels in the unmodded game without cheating, this can happen when some difficulty or experience mods are used. So I'm supplying that fix here.
3. Installation:
---------------------Install components from this patch AFTER TSLRM is installed.
Use TSL Patcher to install each component individually.
4. Uninstallation
---------------------Copy appropriate files from the "backup" folder to their original places.
5. Mod Compatibility:---------------------
Detailed individual compatibility notes are listed in each component's "tslpatchdata/info.rtf" file.
Apart from that, any mod that is compatible with TSLRCM should be compatible with this Tweak Pack.
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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.
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Submitter
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Submitted11/29/2020
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Category
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TSLRCM CompatibleYes
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On 2/26/2018 at 3:05 PM, SalaciousCrumb said:
If you recruit Suulru and talk to him after the battle for Khoonda, he starts complaining again about his moisture vaporators even if you have already completed his quest. However, if you cancel the conversation and try speaking to him again, he simply responds that he'll be returning to his farm shortly, as he should. Can you please fix this?
Ok, I checked this, and it is indeed caused by reverting of Suulru's dialog.
Fix is uploaded in the new version in 1.2.4. -
I forgot to mention it, Pavijan. Because TSLPatcher patches the global.jrl file, there's nothing that needs to be done for compatibility with M4-78EP. Just the installer as it was sent should be fine.
For your TSL Patcher (Individual component installer) version yes, patch isn't needed, but since I'm providing a complete .exe installer version also for those who want it, that still needs the patch because it is just copying the files. I will update the description to mention that.
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I don't see those old versions anymore. Everything seems to be fine.
Its possible that it was something on my side.
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Deleted both from yesterday and the one back on the 23rd. Reupload the correct version when you are ready.
Correct version of 1.2.2 (latest) is already uploaded, and in place. But there are still two versions of 1.2.1. from 2015. Older one should be removed.
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I have mistakenly uploaded old version of M4-78EP compatibility patch in the package last night, but have corrected it right now.
Can admins please remove duplicated entries from "Previous versions" list (versions 1.2.1 from 23.aug.2015 and 1.2.1 and 1.2.2 from yesterday)? Thank you in advance.
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I second this.
Done.
Updated files to TSLRCM 1.8.5 version and changed modular installer to new one improved by Fair Strides.
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I really don't see this as a plot hole of any kind. Why would a Sith be at Korriban? Well, why not? Through the SW history powerful Sith have visited Korriban in search of the powerful artifacts or to meditate using dark side nexus there.
Sion does not just sit in one room on Malachor , waiting for some Jedi to show up all the time, he probably has something else to do in life (training in dark side, increasing his power, etc.) .
It's not like he needs has to have any plot related issue to go everywhere, but that's specially true for that planet. Maybe he even uses academy ruins as a a base of sorts, and travels there regularly... Not everything in universe is is tied to your character.And Vash has gone to Korriban to find some clues about Sith attack and found Sion there, who imprisoned and killed her, as she said in her datapad (clearly without M4-78). No inconsistency whatsoever.
Late response but since Tweak Pack was mentioned here it is.

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Wow those look really cool!
Can you maybe make it so that when you turn them into Jedi, you automatically get the appropriate robe in your inventory?
Would make more sense than for Adum Larp to hold the robe made for one person whom he doesn't know.

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Thank FS, he's the one who uploaded all that stuff. But I'm glad I could help

Of course, Fair Strides, if you're reading this : Thank you, this was helpful beyond measure!

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This thread has a link to a big collecion of modding tools, including the DLGEditor:
http://deadlystream.com/forum/topic/3003-starwarsknightscom-down/
Damn, that is an awesome collection! Thank you a lot!

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As the title says:
My old hard rive is gone, and I can't find tk102's DLGEditor anywhere, and KOTOR Tool's one is crashing when I try to save dlg file.
Can some good soul give me the working link to tk102's DLGEditor, or send it to me via PM. I would be very grateful.
Thanks in advance.

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I completely support idea behind this.
Yes, he is weakened by Exile, but the point is that he was weakened enough just to be BEATABLE, not to be a pushover like he is right now.
Without weakening Nihilus Exile wouldn't have a slightest chance of opposing him, with that is he is forced into "traditional" combat, but even then he should present an epic challenge.
I get the feeling that first idea was that you should face him alone and later they added companions into the fight, but forgot to update him to this new situation (and therefore lack of meaning for sacrifice of Visas), or that this Nihilus was just a placeholder and in the all hurry to finish a game they forgot tho replace him with real one.
(Those are just my crazy theories, but seriously there is something really not done right here..)
Anyway, he should be buffed seriously, but please stay clear of bringing zombies in to the fight, it just wouldn't look right. They serve their purpose to look spooky and bring atmosphere on the bridge, making them fight you - would just look ridiculous.
They do not even seem good for draining, after all they look like a dead husks without meaningful life force left in them.
Also, did you consider making Nihilus drop Mandalore out of the fight?
A convenient way to do this could be that after Nihilus Force Crushes them all, he falls to the ground and remains laying until the end of the fight, while other Exile and Visas remain standing.
He just seemed out of the place there, and frankly story-wise wouldn't be of much help while fighting Nihilus, and he can wake up and join Exile and Visas after those two finish him. Apart of making the fight a bit more challenging , it would be cool alternative place for starting that Visas / Mandalore convo when he gets up.
So my ideas are:
1) Buff his stats (of course)
2) Drop Mandalore before the fight by Nihilus
3) Make him stun Visas and use Death Field at you two at some some phases of the fight
So, what do you think? -
No game ever is.If only the game was as good as the cinematics
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Hey everyone i was wandering has anyone else had the glitch of when visas is sent out to capture the exile after the cutscene ends you get teleported on to the ravager and there is nothing there? Is it only me who is having this problem??
That never happened to me. Maybe it's connected to some other mod...?
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Updated for TSLRCM 1.8.3 and M4-78 1.1 .
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Sorry for late reply, haven't been around computer a lot in recent time. Nice to see someone who agrees. Thank you both for kind words.

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Unofficial TSLRCM Tweak Pack
UNOFFICIAL TSLRCM (THE SITH LORDS RESTORATION MODIFICATION) TWEAK PACK
version 1.3
Author: Pavijan357
1. Description:
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As you all know, SW-KOTOR 2 : The Sith Lords is a brilliant game. Unfortunately, at the time of release, it was definitely a flawed game, because it was published in unfinished state.Then came the people behind TSLRCM project and did what seemed impossible. After years hard work by all people involved in it, final result is here: TSLRCM 1.8.5 . KOTOR 2 is closer to its finished state and Obsidian's vision than ever before.
So, what is this than actually for? Well, the way I see it, instead of the broken, dirty gem TSL was before, now with TSLRCM, it's the large shinning diamond, just a little rough on the few edges. This is made to polish it around a little...
It's seems to me that in their vision to restore as much cut content, TSLRCM crew got a little carried away and restored even things that seem that weren't left out because of short development time, but actually CUT from game, because authors had some other and better ideas, or simple they didn't thought that those fit in the game in general way.
Now, I don't claim to know what was Obsidian's original vision better than anybody else, especially TSLRCM guys, but there are some things that bothered me during the playthrough and which seamed jarring and out of place to me, so I have made this Tweak Pack for my personal usage, and also for everyone else who feels the same way about those particular things.Of course, this is ultimately thing of personal preference, so I have made this pack modular so you can install only things that you want and leave others as they are (modular parts are installed with TSL Patcher), but have also provided all-in-one setup for those that want it all.
2. Component list:
---------------------This pack consists of five main components and three small extras:
Component 1 - Jorran the extortionist instead of Kaeve the thiefAs you probably know, TSLRCM returned cut character of padawan Kaeve, whose laigreks stole the farming equipment from farmer Suulru on Dantoine, instead of scavenger Jorran who insisted that Suulru should give him extra money for his vaporator, which was the case in the published version of the game.
I like the general idea behind Kaeve, and voice-over done for her by Usagi was fine, but the main problem with her is that her dialogue seams, well... not well written in the first place, it feels incomplete and not well thought through. It seems to me that she was abandoned in earlier part of production and wholly discarded as an idea, and that's why Obsidian eventually recorded voice-over for Jorran's and Suulru's new lines instead of making some for Keave. Don't get me wrong, TSLRCM crew did a good job of restoring what was in the files, but it seems that there wasn't a lot of quality material to restore in the first place...
So this component returns whole Jorran/Suulru situation to what it was in published version of TSL and removes Keave from game altogether. This also returns lightsaber part to Jorran which he had originally, instead of Keave as in TSLRCM.
Component 2 - Saedhe's original headIf you played the game, you would remember Seadhe, Khoonda Militia investigator in Khoonda plains, Dantooine. In TSLRCM he is given cut unique head which was planned for him earlier, but my opinion, based on his voice in game, is that unique head was intentionally scrapped and in the published version he got that of an old black guy to fit better with that voice.
So install this component if you would like to see his originally assigned head again.
Component 3 - No Mandalore falling on Ravager bridgeIn old TSLRCM versions, after you defeat Darth Nihilus and your party is leaving Ravager's command bridge, Mandalore inexplicably stood on some invisible mine and fell on the ground. This has been done to make excuse for starting Mandalore/Visas conversation. Version 1.8.3 replaced mine with much more sensible Dark Side backslash from the disappearing corpse of Nihilus, which actually looks fitting to a point, and could satisfy some people, but in case that you still want that whole part removed, like I do - this component is here.
There is also spliced part on first Mandalore/Visas conversation upon boarding Ravager ("I know what it meant for you to accompany me here...") that should also, like the post-fight conversation between them, be left for some other mod which restores Ravager part to its original concept (Mandalore and Visas go to Ravager alone, Exile joins them later) like Zbyl2's excellent "Ravager Rewrite" mod, which will, I hope, be eventually updated for TSLRCM compatibility if he finds time and still has some desire for modding after his work on M4-78EP.
So, this component removes spliced part on first Mandalore/Visas conversation and whole bridge collapse/second conversation situation after Nihilus fight, so you can wait nicely until some future version "Ravager Rewrite", or some other mod, restores those lines more fittingly.
Component 4 - Atton’s ending dialogueAfter you defeat final boss, in TSLRCM you (depending on your choices) get a few final conversations with some of your crew mates. Atton is one of them, and his conversations (in both possible versions) are great and emotionally satisfying. But they seem written only for light-side character and don't fit at all for the cold-blooded bastard that you may have turned your Exile into!
Because of that, this component inserts extra requirements for this dialogs to happen: Exile must be light-side, neutral, or mildly dark-side with high influence with Atton (high requirement for influence is only for slightly dark-side chars to reflect the situation when player is not entirely insensitive to suffering of those close to him and he got along with Atton nicely). So if your Exile matches any of those requirements you will get the dialogue as it has been until now, and if he/she doesn't - you will not be bothered with it.
Component 5 - Kreia-Atris dialogue tweakDuring Kreia's visit to Atis on Telos, dialogue between those two is one of the more important ones in the whole game because it gives lots of exposition on Kreia's motivation. TSLRCM added a few restored lines of dialogue to that scene that do not seem to fit the story in it's final form.
Those are the lines that reference that Kreia was there during Exile's trial, and more important, that she was the one who asked for her/him to be exiled. Which doesn't fit at all, because she was presumed dead since Mandalorian Wars by the Jedi Order at that time, and because of that she couldn't have asked that of the Jedi Council when (as we see in dialogue between them near the end) they weren't even aware that she survived! This seems to be a remnant of some old plot version that was abandoned during the production.
Thus, this component removes that group of added lines from that dialogue (but keeps other ones that are not related to this issue).
Thanks to Markus Ramikin who has noticed this issue and informed me of it.
Component 6 - Tweak for Exile-Mandalore dialogue in Trayus academyFrom the first time I saw it, I was not fond at all of the Player responses in the Exile-Mandalore conversation that happens in the Trays academy if you save your party. They consist of pairs of almost identical responses with just several words changed and do not seem like anything that would normally be found anywhere in the game and therefore they really stick out as "modded content".
This component of TSLRCM Tweak Pack will alter the player responses to something that (at least in my opinion) fits better with the rest of the dialogue found in the game. Mandalore's lines are not altered.
Extra components:
These small tweaks are separated as extras because they are not based on restorations or anything other than some thoughts of mine, or are probably insignificant to majority of players and made mostly for extra nit-picky crazies like myself.
Extra 1 - Trayus Sith Lords unifiedThis takes care of the small thing that caught my eye - that Sith Lords in the left part of Trayus Academy have their masks on, but those in the right part don't. This was probably done intentionally, possibly to provide more diversity, but what bothered me is that those without masks share the same head with Sith apprentices which are at few places found at the very same room (Yes, it bothers me, I'm that kind of guy [:p] ).
So, this only gives those few Sith Lords in Trays Ac. the same masks that their "colleagues" in the other part have. Simply as that.
Extra 2 - Lower Awareness requirement for "Gand Warrior" questThis lowers required Awareness skill level for solving the quest given by Suulustan in Jekk Jekk Tarr cantina, on Nar Shadaa, to 4 instead of 16. Why so low? Because I think that 16 is really too much for such a trivial quest, and by making it as low as 4 it can be solved even by players who didn't focus on developing their Exile's Awareness, simply by equipping a few of skill boosting items, and maybe also casting Valor if needed.
3. Installation:
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To install this Tweak Pack, TSLRCM 1.8.3 or newer version, MUST be installed. It is made for TSLRCM and without it, it has no point.1) If you're planning to install the complete installer version, just run its URCMTP.exe and follow instructions. It's advisable to do it IMMEDIATELY after TSLRCM installation. In that case if you plan to install some other mods after TSLRCM they won't be overwritten, and maximum compatibility is assured.
2) If you're planning to install any of modular parts just run U_TSLRCM_TP_IND.exe and follow instructions. You need to run U_TSLRCM_TP_IND.exe once for each component you have to install.
For Component 1 (Kaeve removal) BOTH parts must be installed for it to work properly.
Any component can be installed any time after TSLRCM installation.4. Uninstallation
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Copy appropriate files from the "backup" folder to their original places.5. Mod Compatibility:
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Any mod that is compatible with TSLRCM is compatible with this Tweak Pack.For full compatibility with "Fixed Hologram Models and Admiralty Redux for TSLRCM" by DarthParametric and M4-78EP, use the the Individual component installer for this pack, and install it AFTER those mods.
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Thanks to Fair Strides for creating and updating the TSL Patcher version of the installer.Special thanks to Zbyl2, DarthStoney, VarsityPuppet, Hassat Hunter, and everybody else who was involved with TSLCRM during its long years of making, for all that they have given us...
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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.
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Submitter
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Submitted03/08/2013
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Category
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TSLRCM CompatibleYes
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1
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So it's not skipping anything... who are you? can never be asked...
I didn't mean "who are you" literally, just put it there as example of general question, because I forgot what exact dialog options are.
Anyway, just looked at dialog file and as you said everything is fine there. But when I played I never got an option to ask her anything (play Pazaak, "Do you have cards to sell?", etc.) just skipped right to Atton's line, for as it seams no apparent reason at all. Let's forget this, it seams that this game likes to play tricks on me.
For patience with debugging a game with quirky engine like this, you sir deserve a medal. Keep up the good job.
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I've had it happen ONCE (out of god-knows how many time I ran through TSL).
Exactly the same here. Only one time out of x playthroughs (x = shitload). Ah well, it seams that people will have to hope not to get too unlucky.
Seems intentional.
Not exactly : It seams that intention was for Atton to jump instead of you when you want to play with her. Not to skip entire conversation and go straight to Pazaak, like it is now. When it happened I was puzzled for a second, because it didn't give me an option to ask her anything at all ("Who are you?" for example).
Looking at the .dlg did find a convobreak (male-only line having female-only requirement... break), so thanks for, although not intentional, making me fix that...
At least something nice of it.

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Well, now when 1.8.2 is been worked on I have to ask about one issue... I had finished my 1.8 playthrough some weeks ago, with female LS Exile, and I'm must say that I haven't encountered a single notifiable bug , which was delightful, except ONE, which seems to be an old vanilla problem. Black screen after exiting Ebon Hawk during a last visit to Dantooine.
When transiting from Hawk to Khoonda plain screen just goes black and I can't do anything. I had to warp to Jedi Courtyard to continue... All I had installed was TSLRCM 1.8 and a few small texture replacements.
I goggled it and from some older forum topics it seems that it's vanilla issue that some people encountered before (they said that it most likely happens when Dantooine is the first planet you choose to visit) and it was very strange, since I have never encountered such bug before and I usually visit Dantooine first (because of crystal cave).
So, what do you think? Can it bee reproduced by somebody else and possibly fixed if it's inside scope of modding possibilities?
(There is also a VERY miniscule bug in which Atton intercepts Nar Shadaa cantina Twi'lek Pazaak player when you want just to talk to her instead when you want to play, like it should be. But I doubt that anyone else really noticed that
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Both use a different skin, yes. Not a bug.
Oh. OK then. I had thought that it was after-sight, because that skin shares the same head with Sith apprentices which are in the same room. And being attacked by two copies of exactly the same person at the same time looks a little bit silly...

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^If that's the only problem you're having with that mod, consider yourself lucky.
Not really a problem at all, just seams like a small oversight.
Nothing really important, but if there are still enough of some bigger bugs to warrant 1.8.2, minor fix for this could also be tossed in.
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Minor issue, but I had to report it - Sith Lords on left path on Trayus academy have their masks on, but the ones on right path don't. Very strange.
Mods installed: TSLRCM 1.8.1 and Ultimate Appearance Mod 3.0 by 90SK.
I returned old appearance.2da file (backed up before UAM installation), and reloaded earlier save before entering the academy, but the same happened.
MOD:Unofficial TSLRCM Tweak Pack
in Mod Releases
Posted
All archives that I attach are created with WInRAR, I did not expect that anyone would have problems extracting those.
In any case, thank you for supplying the workaround for those that those that can not do so.
Not since version 1.2.4. (uploaded last year).