-
Content Count
1,508 -
Joined
-
Last visited
-
Days Won
127
JCarter426 last won the day on December 26 2024
JCarter426 had the most liked content!
Community Reputation
1,223 The Chosen OneAbout JCarter426
-
Rank
Famous Spelunker
Contact Methods
-
Website URL
https://github.com/JCarter426/
Profile Information
-
Gender
Not Telling
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
JCarter426 started following MOD:JC's Spice of Life for K2
-
JCarter426 started following JC's Spice of Life for K2
-
X30N started following JCarter426
-
Version 1.0.1
9 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. -
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
-
JCarter426 changed their profile photo
-
Bugs / Errors Reporting with M4-78EP
JCarter426 replied to Sith Holocron's topic in M4-78 Enhancement Project
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. -
jedirevan_222 started following JCarter426
-
-
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.
-
- 31 comments
-
Ethan d w Young started following JCarter426
-
-
SAO started following JCarter426
-
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.
-
JC's Romance Enhancement: Biromantic Bastila for K1
JCarter426 commented on JCarter426's file in Mods
-
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.
-
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.
-
Sometimes the Best Solution Is the Simplest: KotOR Modding Edition
JCarter426 commented on Leilukin's blog entry in Leilukin's Blog
For one of my mods, I removed an item property by making it require an upgrade part that doesn't exist. I hope that one day we can have an installer with the ability to delete GFF structs in a way that is safe for mod compatibility, but for now, this works... -
There's nothing in this mod that would cause such a problem.
-
-