Mandalore

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Everything posted by Mandalore

  1. Updated to be Improved AI-compatible.
  2. Reading through my blogs whilst listening to the new Green Day album Amazing as F**k.

    1. catagurin

      catagurin

      HAHA.....same here!!! \m/

  3. Mandalore

    Requests

    I'm starting work on getting the exp. from the turret, but don't get your hopes up. I'll do what I can, but I'm not quite good enough to be completely reliable.
  4. If I extract files from KT then open in the GFF editor, then it's fine from there, but I still can't access it from KT itself.
  5. And if you're darksided, then you'd probably want to keep feeding off the power given by their Force Bonds anyway.
  6. I've added K-GFF to hte KotOR Tool directory, renamed it to GFFEditor.exe, but it still doesn't work.
  7. Next one is done, at long last. And if you can't see it, and it just comes up with a "fatal error" message, I've PMed Doctor about it; so just have patience until it's dealt with.
  8. New blog is done.

  9. I apologise for leaving such a huge gap between posts, but anyway... Running log #005: I'd finally got used to the feeling of being listened to in the tactical command centre. It was routine now to go up to the bridge of the flagship, report in, and start arguing with people. It was actually fun now. Especially since full command of the Republic fleet was transferred over to a proper Jedi. And this guy wasn't what you would expect of a wartime Jedi Knight. When we heard he was in charge of the enemy forces, we expected it to be exactly the same as before, since everyone thought of Jedi as people who would never fight back, and simply let people whose job it was to lead the army do just that. This general was different. He was a damned exceptional leader. He was whom I now know, years later, to be Lord Revan. He just hadn't become Lord yet. Anyway, his strategies actually proved challenging to counter, and he'd been getting stronger every battle. By this time, he was very good. And it was now my official job to deal with this, since I was Deputy Assault Lieutenant General, after the previous Dep.ALG had been made full ALG, because the old ALG had become Deputy Campaign Major General, due to the old Dep.CMG becoming the full CMG. All of that happened because the old CMG was Cassus Fett, and he'd had to stay under the radar since his absolutely kandosii display at Jaga's Cluster. And the proper ALG couldn't do it because he'd got shot in the head at that same battle, and the genetic restructuring on his brain was still fresh, meaning he wasn't allowed to think too hard or he would die. Something like that, I never did advanced medical. Enough backstory. Onto the battle. The Republic assault started with a strike team of Jedi landing just outside the walls of Iziz. There's no definite explanation of why the turrets on the walls didn't blow them out of the sky as soon as they came in range, but my theory is that there was a slicer working for the Onderonians that managed to neutralise them. It doesn't matter though, because the turrets weren't working, and that's the important part, seeing as the only way of invading the planet is through the only undefended access point due to the malfunction. The strike team then proceeded to use the Force to get themselves onto the walls, where they faced heavy resistance from our shock troopers. This was when Revan ordered one of his absolutely fantastic tactical manoeuvres that would work perfectly against anyone except the Mandalorians, as we were quite clearly stronger than the average military force. The manoeuvre in question I shall try to explain using as little strategic terminology as possible. It involved a series of carefully timed distractive troop deployments, with the continuous fighting between the Mandalorian Wall Guard and the original Jedi team being crucial to its success. While this fighting was going on, the Republic sent down additional reinforcements to the wall, creating the illusion that the invasion would start from the walls inward. However, while that was going on and we were expected to reinforce likewise, Revan would send a huge force right into the centre of Iziz, intending to take us at our weakest, yet most valuable, point. This didn't work. We did indeed send additional forces to the wall, but the fact that we had executive control over the Onderon Military was not included in the calculations of Republic Fleet Command. We ordered General Vaklu to lead his troops in dealing with the Republic forces in the centre, and he took a large part of his forces to the landing site of the invaders. It turns out that Revan was fine in not having included General Vaklu in his plans, because he betrayed the Mandalorian command, contacted the Iziz Royal Guard, took control of them as well, and they both became known as the Onderon Resistance. It really didn't make me look good having sent a large number of traitors off to the position of most enemy soldiers, as the Republic and the Resistance promptly joined up and started fighting us in the centre of Iziz as well as having Jedi still trying to take the wall. The Jedi kept coming. Whenever we dealt with a significant number out on the walls, more arrived. In the end, we abandoned the walls and focused on ridding the city itself of hostiles. Fighting retreats are terrible tactics when the people you're retreating from can sense the future, and move to cut you off before you've decided where you're going. So I gave the order to begin evacuation of our warriors, then start orbital strikes against Iziz. Just as I did that, Revan's forces moved into tight-blockade formation around the planet. That meant I couldn't get the Mandalorians out of the planet, and I couldn't bombard the city from above. It was the final nail in the coffin of a Mandalorian Onderon. Tactically beautiful, but deadly. Certainly the most fun I'd had in months, but we'd lost the battle on my watch. And it finally showed me exactly what Revan was capable of. Not that I'm one of those short-sighted Mandalorians who worship Revan for beating us. We were outnumbered, and he led an army of Force-Sensitives, and we still made the Republic tremble. I'm going to stop now. END OF LOG #005 Was it worth the wait?
  10. If I don't get a new blog out this weekend, you have the right to be VERY angry with me.

  11. What script is that? It would really have made the process much quicker. And I'm just making it compatible with Improved AI, hopefully that will work.
  12. I've done some things.....
  13. What's the compatibility issue? I'll see what I can do.
  14. File Name: Kill Disciple Mod by Mandalore File Submitter: Mandalore File Submitted: 12 Mar 2011 File Updated: 20 Mar 2011 File Category: Mods TSLRCM Compatible: Yes ==========Kill Disciple Mod by Mandalore V2============ A mod for Star Wars Knights of the Old Republic II: The Sith Lords Description: This mod allows male Exiles to kill Disciple after he reports your location to Carth in Khoonda. For a hefty sum of Dark Side points, of course... Installation: Put the files in the Override folder that came with this mod into the Override folder in your KotOR2 directory. If you use Improved AI mod, then only use the files in the Improved AI sub-folder. It works with existing saves, so you can use this mod without having to restart. Uninstallation: Delete the files from your Override folder. Compatibility: This will not work with anything that messes with Disciple for male Exiles after he reports to Carth, I don't think. Bugs: I haven't encountered any. Contact: PM me (Mandalore) at deadlystream.com Changelog: - Made it compatible with Improved AI mod. Credits: Thanks to Obsidian for making such a great game, thanks to Fred Tetra for making KotOR Tool, thanks to tk102 for making the DLGEditor, and thanks to the people of Deadly Forums for giving me somewhere to host this, for giving me the incentive to try modding, and all of that stuff. Oh, and bead-v tested it. I think that should be recognised. Hassat Hunter tested the Improved AI compatibility. And ancient46 suggested making this mod. Legal Stuff: All materials and copyrights belong to LucasArts, BioWare Corp. and Obsidian Entertainment Inc. This mod is provided as-is with no guarantees of any kind. The author is not responsible for any harmful effects of using this mod. You cannot distribute or reproduce this mod without the prior confirmation of the author, and if permission is given give credit where due. Click here to download this file
  15. Kill Disciple Mod is submitted. I hope that if you use it, then it works without bugs. And that you enjoy it.

  16. Version V2

    2,126 downloads

    ==========Kill Disciple Mod by Mandalore V2============ A mod for Star Wars Knights of the Old Republic II: The Sith Lords Description: This mod allows male Exiles to kill Disciple after he reports your location to Carth in Khoonda. For a hefty sum of Dark Side points, of course... Installation: Put the files in the Override folder that came with this mod into the Override folder in your KotOR2 directory. If you use Improved AI mod, then only use the files in the Improved AI sub-folder. It works with existing saves, so you can use this mod without having to restart. Uninstallation: Delete the files from your Override folder. Compatibility: This will not work with anything that messes with Disciple for male Exiles after he reports to Carth, I don't think. Bugs: I haven't encountered any. Contact: PM me (Mandalore) at deadlystream.com Changelog: - Made it compatible with Improved AI mod. Credits: Thanks to Obsidian for making such a great game, thanks to Fred Tetra for making KotOR Tool, thanks to tk102 for making the DLGEditor, and thanks to the people of Deadly Forums for giving me somewhere to host this, for giving me the incentive to try modding, and all of that stuff. Oh, and bead-v tested it. I think that should be recognised. Hassat Hunter tested the Improved AI compatibility. And ancient46 suggested making this mod. Legal Stuff: All materials and copyrights belong to LucasArts, BioWare Corp. and Obsidian Entertainment Inc. This mod is provided as-is with no guarantees of any kind. The author is not responsible for any harmful effects of using this mod. You cannot distribute or reproduce this mod without the prior confirmation of the author, and if permission is given give credit where due.
  17. Oh yeah. I should really think before complaining, shouldn't I...
  18. Problem with my Kill Disciple Mod. The hostility script doesn't turn Disciple hostile.

    1. Mandalore

      Mandalore

      Ha. Well, I managed to persuade him to give into my scripting eventually. The problem wasn't as complicated as I thought, as all I had to do was make the script name a bit shorter.

    2. bead-v

      bead-v

      what an idiotic comment, havoker..

    3. Mandalore

      Mandalore

      It's nearly done, I've just (hopefully) fixed another problem.