JCarter426

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About JCarter426

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  1. TSLPatcher comes with a program called ChangeEdit which can difference two files (in this case, GFF files) and generate instructions for TSLPatcher to apply those changes during installation. This isn't advisable because many mods edit this file, and that would only guarantee it to work for someone using the current version of TSLRCM. If an update to TSLRCM were to make additional changes, your version which lacks those changes might then result in issues. It would also be incompatible other mods which take this approach, unless you were to make a patched version of every combination.
  2. Bowcasters and disruptors have different ammunition types. You can see an example of this in the video. Disruptors have been depicted firing ammunition of various colors: white in this game, green in Star Wars Galaxies, yellow in The Mandalorian, among others.
  3. That seems kind of niche to me. The existing restriction for the tomb is [level 10 and a strong alignment]. The restriction for a prestige class is [level 15 and a strong alignment]. So if you plan to get a prestige class and then go for a neutral alignment, you can already access the tomb. Making the restriction be [have a prestige class] would make it less restrictive for neutral players who had a strong alignment earlier in the game and visit Korriban later in the game but more restrictive for all other players who visit Korriban earlier. I suppose making the restriction be [(level 10 and a strong alignment) or (have a prestige class)] would make things less restrictive for neutral players later in the game, but [(level 10 and a strong alignment) or (level 15)] would as well while preventing anyone from being permanently locked out. Of course it's not.
  4. I think Tienn's droid should randomly trip over a mine, killing Bao-Dur. Apart from that, I do recall a cut journal entry which explains that Tienn confessed to Bao-Dur about sabotaging his own droids because he didn't trust them. I don't remember Tienn dying, but nearly dying from his droid blowing itself up. I plan to fix this with a KOTOR 2 version of my Dense Aliens mod and add the new texture as an option for the K1 version at some point. I had a few ideas for this before. As mentioned above, I would like to use this opportunity to salvage the original design for Korriban in KOTOR 1, which is described in this Q&A with David Gaider. The main blocker would be the creation of a new module which contains the rooms of the four original areas plus a network of tunnels connecting them. I have some 3D modeling experience, but this would be quite an undertaking and would require learning some things about creating areas which I do not know and few people do, so I haven't been able to commit to tackling this project on my own. However, I would be willing to collaborate. I had thought that the tombs would be accessible from the valley. You could complete them in any order, either one by one and then returning to the valley, by exploring the tunnels connecting them, or some mix of both. I think this would be interesting as it would give you two ways of solving them, and I don't think it would be too difficult to design with this in mind as they are fairly small areas. The content of the tomb would be similar that in the first game, but with a twist. Of course, the player of the first game would have solved all of the puzzles and collected all of the rewards, and five years have passed since then. I have a few ideas for the Tower of Hanoi puzzle in particular which I feel would be in the spirit of the sequel. Also, there might be new traps set up by Sith who encamped in the tombs during the Sith Civil War. As for the story, I think this would be a good opportunity to restore another piece of content: Dvakvar Grahrk, a character who was used as a stand-in for the Disciple during development. I'm skeptical of how much of this was ever intended to make it into the game, but the DVD which came with the Prima strategy guide described him as a Devaronian who hunted Sith. I think there's a lot of room to explore with such a character, as you might have reasons to cooperate with him or antagonize him regardless of your player's alignment. Perhaps he was a Jedi who abandoned the Order following the Jedi Civil War and made a career out of killing Sith and selling their artifacts. A dark-sided character might want to kill Grahrk to keep all of the treasure, while a light-sided character might not approve of Grahrk's career choices and try to stop him. My vague idea for this is that you would gain access to Dreshdae after fleeing from your encounter with Darth Sion—out the other door. You would then have to complete some task in Dresdhae to allow the Ebon Hawk to land and rendezvous with the rest of the party. The cut Czerka warehouse could be useful here, although I recall it being in an annoying state with missing walkmeshes and half-finished art. Dvakvar Grahrk could play a role here as well. If you explored the tombs earlier, you might find signs of his presence on Korriban but not meet him in person until escaping from the Sith Academy. Perhaps you would need his help to finish exploring the tombs, giving you a reason to return to Korriban later. The shuttle wasn't meant to be in a separate module; that is an implementation detail of TSLRCM. The shuttle exists as its own room in 231TEL and 261TEL, although it is not accessible in the shipped game. I don't understand the point of this one since gaining a prestige class is in itself gated by the same alignment check as the tomb. Of course, your alignment can change after you take a prestige class, but players who never gain a strong alignment (50% light or dark) in the first place would still be barred from entering the tomb. I would suggest gating it by PC level alone. Incidentally, I've also considered making a mod to remove the alignment restriction on prestige classes, possibly with the option to allow a neutral character to select from any Jedi or Sith prestige class, but it's something I never got around to.
  5. View File JC's Spice of Life for K2 This mod adds spice, a class of narcotic found in the Star Wars galaxy, as a new consumable item type to the game Star Wars: Knights of the Old Republic II - the Sith Lords. Spice may be consumed by any non-droid member of the party, activated as a medical item. Each variety of spice has different effects. Similar to stimulants, the effects of spice do not stack, so only one dose of spice may be used at a time; however, a dose of spice may be used in addition to stimulants and other effects. The effects of spice last for 120 seconds per dose. Use of certain spice leads to withdrawal, which lasts for 30 seconds after the dose wears out. A high Constitution score will reduce the length of withdrawal. Spice item drops have been placed throughout the game where thematically appropriate. Spice may also be crafted at any lab station. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). TSLPatcher may warn that .mod files already existed and were skipped during installation. This is normal and means that this mod's installer patched the files you already had from another mod rather than installing a new one. This mod only supports the English language version of the game at this time. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one. Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in to your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Delete all other files installed by this mod from your game's Override folder. Compatibility This mod uses combat shot item variations 101 through 112. Known Issues Some effects of spice will stop functioning after you transition areas. It did not seem possible to resolve this without editing the party AI, which would introduce the possibility of compatibility issues with other mods. While testing, I had an occasional issue with hallucinations being visible after they were supposed to disappear. They will disappear properly after loading the area again. Consider this a symptom of psychosis. Credits KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides ERFEdit—stoffe & Fair Strides K-GFF—tk102 NWNSSCOMP—Torlack, stoffe, & tk102 xoreos tools—xoreos team https://xoreos.org/ License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited. Submitter JCarter426 Submitted 12/25/2024 Category Mods TSLRCM Compatible Yes  
  6. Version 1.0.2

    19 downloads

    This mod adds spice, a class of narcotic found in the Star Wars galaxy, as a new consumable item type to the game Star Wars: Knights of the Old Republic II - the Sith Lords. Spice may be consumed by any non-droid member of the party, activated as a medical item. Each variety of spice has different effects. Similar to stimulants, the effects of spice do not stack, so only one dose of spice may be used at a time; however, a dose of spice may be used in addition to stimulants and other effects. The effects of spice last for 120 seconds per dose. Use of certain spice leads to withdrawal, which lasts for 30 seconds after the dose wears out. A high Constitution score will reduce the length of withdrawal. Spice item drops have been placed throughout the game where thematically appropriate. Spice may also be crafted at any lab station. Installation You must start a new game to experience the full effects of this mod. Extract files from the downloaded archive. Run Install.exe. Click "Install Mod" and select your game directory (default name SWKotOR2). TSLPatcher may warn that .mod files already existed and were skipped during installation. This is normal and means that this mod's installer patched the files you already had from another mod rather than installing a new one. This mod only supports the English language version of the game at this time. Uninstallation During installation, TSLPatcher generates a backup folder and a log recording which files were affected. Restore dialog.tlk by copying the file from the backup folder to your game directory, replacing the existing one. Restore or delete all all module files affected by this mod. For each module, copy the corresponding .mod file from the backup folder to replace the one in to your game's Modules folder if a backup was created, otherwise delete the .mod file from your game's Modules folder. Delete all other files installed by this mod from your game's Override folder. Compatibility This mod uses combat shot item variations 101 through 112. Known Issues Some effects of spice will stop functioning after you transition areas. It did not seem possible to resolve this without editing the party AI, which would introduce the possibility of compatibility issues with other mods. While testing, I had an occasional issue with hallucinations being visible after they were supposed to disappear. They will disappear properly after loading the area again. Consider this a symptom of psychosis. Credits KOTOR Tool—Fred Tetra TSLPatcher—stoffe & Fair Strides ERFEdit—stoffe & Fair Strides K-GFF—tk102 NWNSSCOMP—Torlack, stoffe, & tk102 xoreos tools—xoreos team https://xoreos.org/ License This work is licensed under a Creative Commons Attribution-NonCommercial 4.0 International License. Donations If you enjoy my mods and would like to show your support in a monetary manner, you may do so via PayPal at https://www.paypal.me/carterunited.
  7. M4-78 is not compatible with the KOTOR Community Portal mod build and M4-78 generally needs to be installed before other mods and requires starting a new game.You will need to reinstall the game and install only TSLRCM, M4-78, and mods which are confirmed to be compatible with them, then start a new game.
  8. A manual installation is not possible as this mod needs to patch appearance.2da in order to be compatible with other mods. It sounds like you overwrote the changes to that file.
  9. It would be possible to use my cloaked party robes for the clothing slot (B) and another mod for the robe slot (I) with some adjustments. If you find and replace all instances of modeli and texi with modelb and texb in the .ini files for my cloaked party robes, that will make the installer change which appearance slot it writes to. Then you should be able to install both mods normally. I might consider adding that as a standalone option in a future release.
  10. Installing the KOTOR 1 Community Patch to KOTOR 2 might be your problem.
  11. No, there is only one slot for robes, so it is not possible to use both models on the same character. That mod likely could be made compatible with my Cloaked Hybrid Robes, though.
  12. It's not possible to create new feats that do much of anything. Most feat mechanics are hard-coded in the engine, and the feat itself is just a signal to the engine that whether a character has the feat. There is a script function to grant the player permanent bonus Force Points in KOTOR 2, but not KOTOR 1. There is no script which is fired whenever a character levels up, but there are scripts that run every few seconds (e.g. the player's heartbeat script) which could be edited to replicate such an effect. There would be compatibility issues with other mods, though.
  13. Good catch. I will see about adding those in the next version. Thanks.
  14. It should be possible to get around that restriction by checking if the NPC has perceived the player through their perception event. I don't know if there is an existing function to check if arbitrary creature x has perceived arbitrary creature y, but it could be tracked with local variables if necessary.
  15. Nice catch. Initially I had him still drop the original swords and when Sniggles asked to have those removed I went and removed too much. It'll be fixed soon.