InSidious

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Posts posted by InSidious


  1. Iziz Workbench


    Iziz Workbench by Darth InSidious
    This mod adds a workbench to Iziz on Onderon, which previously didn't have one.

    There are two options for installing the mod:
    Option 1 adds the workbench to the landing bay you arrive in;
    Option 2 addsthe workbench to Dhagon's office.


    Installation
    Run 'Install Iziz Workbench.exe', select an option, hit select, and run the installer.

    Uninstallation
    Take either di_spnwb_501.ncs or di_spnwb_512.ncs out of your Override folder,
    and then copy the backup of either 501OND.mod or 512OND.mod in the 'backup' folder
    that the installer generated when it installed the mod, and copy it into your modules folder.

     


    • Submitter
    • Submitted
      12/30/2023
    • Category
    • TSLRCM Compatible
      Yes

     


  2. HK Stats Rework


    Description
    By default, HK-47 has 16 points in Strength, and only 10 in Constitution.
    This strength stat is almost completely useless, since HK is unable to
    wield melee weapons. So I have swapped his Constitution and Strength base stats,
    which should (hopefully) make him a bit more viable as a companion.

    Installation
    Double-click 'Install [K1] HK Stats Rework' and use the installer as intended.

    Uninstallation
    Remove p_hk47.utc from your Override folder.
    If TSLPatcher saved a previous version of this file to the backup folder,
    copy the version in the backup folder into your Override folder.

     


    • Submitter
    • Submitted
      02/23/2023
    • Category
    • K1R Compatible
      Yes

     


  3. K1 MP3 Player


    Description
    This mod is based on a K1 mod released by HouseOfAmon in about 2006, and now largely forgotten.
    It allows you to play your own music in-game, through a device called Music Player.
    Activating this device allows you to play one of 25 tracks of your own,
    or to return to playing the game's default music. It will do this via a dialogue menu.

    I've made a couple of improvements over the original:
    1) This mod allows you to use 25 tracks, instead of 20;
    2) This mod allows you to reset to the game's default music whenever you want,
    using the 'Play local radio' option (n.b.: 'Known Bugs', below).

    You can cheat the item into the game using the code 'giveitem di_mp3' without the quotation marks,
    or you can get it in game from your footlocker on the Endar Spire.

    Installation
    Installation of this mod comes in two parts.
    1) Use the TSLPatcher .exe included to install the base mod
    (i.e., double click 'Install TSL MP3 Player', then click 'install mod', etc.)

    2) Adding your tracks to the game:

    i. Select up to 25 tracks that you have on your computer.
       These *must* be in MP3 format.
    ii. Copy the tracks to a new folder.
    iii. Rename these copies Track1.mp3, Track2.mp3 ... etc., up to Track25.mp3
    iv. Copy the renamed files to your StreamMusic folder inside the base game folder.

    Uninstallation
    1. Delete the new tracks you added to your StreamMusic folder.
    2. Delete the following files from your Override folder:
    di_mp3.ncs
    di_mp3.uti
    di_mp3p.dlg
    di_mp3p_1.ncs
    di_mp3p_2.ncs
    di_mp3p_3.ncs
    di_mp3p_4.ncs
    di_mp3p_5.ncs
    di_mp3p_6.ncs
    di_mp3p_7.ncs
    di_mp3p_8.ncs
    di_mp3p_9.ncs
    di_mp3p_10.ncs
    di_mp3p_11.ncs
    di_mp3p_12.ncs
    di_mp3p_13.ncs
    di_mp3p_14.ncs
    di_mp3p_15.ncs
    di_mp3p_16.ncs
    di_mp3p_17.ncs
    di_mp3p_18.ncs
    di_mp3p_19.ncs
    di_mp3p_20.ncs
    di_mp3p_21.ncs
    di_mp3p_22.ncs
    di_mp3p_23.ncs
    di_mp3p_24.ncs
    di_mp3p_25.ncs
    di_mp3r.ncs
    k_pend_traskdl40.ncs
    k_petd40_o.ncs

    3. If TSLPatcher created a backup folder during install in the same folder as the tslpatchdata folder,
    you can copy the following files backed up there, and use them to overwrite the copies in the Override folder:
    ambientmusic.2da
    globalcat.2da
    spells.2da

    However, it is advised that you do NOT do this unless absolutely necessary,
    as these files are used in a lot of other mods.

    Known Bugs and Incompatibilities
    Pressing the 'Play local radio' button may cause the game to play the default area battle music when you're not in combat.
    It should return to the normal mode area music once this finishes playing, though.

    This mod alters a (very small) part of the introductory dialogue with Trask on the Endar Spire,
    so it may not work with mods which do the same (such as mods allowing you to play as a Jedi from the start).

    Credits and Thanks
    HouseOfAmon for the original mod this is based off - it was a great idea!

     


    • Submitter
    • Submitted
      02/22/2023
    • Category
    • K1R Compatible
      Yes

     


  4. TSL MP3 Player


    Description
    This mod is based on a K1 mod released by HouseOfAmon in about 2006, and now largely forgotten.
    It allows you to play your own music in-game, through a device called <FullName>'s Music Player,
    (where FullName is your character's name). Activating this device allows you to play one of 25 tracks of your own,
    or to return to playing the game's default music. It will do this via a dialogue menu.

    I've made a couple of improvements over the original:
    1) This mod allows you to use 25 tracks, instead of 20;
    2) This mod allows you to reset to the game's default music whenever you want,
    using the 'Play local radio' option (n.b.: 'Known Bugs', below).

    You can cheat the item into the game using the code 'giveitem di_mp3' without the quotation marks,
    or you can make it at the workbench.

    Installation
    Installation of this mod comes in two parts.
    1) Use the TSLPatcher .exe included to install the base mod
    (i.e., double click 'Install TSL MP3 Player', then click 'install mod', etc.)

    2) Adding your tracks to the game:

    i. Select up to 25 tracks that you have on your computer.
       These *must* be in MP3 format.
    ii. Copy the tracks to a new folder.
    iii. Rename these copies Track1.mp3, Track2.mp3 ... etc., up to Track25.mp3
    iv. Copy the renamed files to your StreamMusic folder inside the base game folder.

    Uninstallation
    1. Delete the new tracks you added to your StreamMusic folder.
    2. Delete the following files from your Override folder:
    di_mp3.ncs
    di_mp3.uti
    di_mp3p.dlg
    di_mp3p_1.ncs
    di_mp3p_2.ncs
    di_mp3p_3.ncs
    di_mp3p_4.ncs
    di_mp3p_5.ncs
    di_mp3p_6.ncs
    di_mp3p_7.ncs
    di_mp3p_8.ncs
    di_mp3p_9.ncs
    di_mp3p_10.ncs
    di_mp3p_11.ncs
    di_mp3p_12.ncs
    di_mp3p_13.ncs
    di_mp3p_14.ncs
    di_mp3p_15.ncs
    di_mp3p_16.ncs
    di_mp3p_17.ncs
    di_mp3p_18.ncs
    di_mp3p_19.ncs
    di_mp3p_20.ncs
    di_mp3p_21.ncs
    di_mp3p_22.ncs
    di_mp3p_23.ncs
    di_mp3p_24.ncs
    di_mp3p_25.ncs
    di_mp3r.ncs

    3. If TSLPatcher created a backup folder during install in the same folder as the tslpatchdata folder,
    you can copy the following files backed up there, and use them to overwrite the copies in the Override folder:
    ambientmusic.2da
    globalcat.2da
    spells.2da

    However, it is advised that you do NOT do this unless absolutely necessary,
    as these files are used in a lot of other mods.

    Known Bugs
    Pressing the 'Play local radio' button may cause the game to play the default area battle music when you're not in combat.
    It should return to the normal mode area music once this finishes playing, though.

     


    • Submitter
    • Submitted
      02/20/2023
    • Category
    • TSLRCM Compatible
      Yes

     


  5. HK Stats Rework


    Description
    By default, HK-47 has 16 points in Strength, and only 10 in Constitution.
    This strength stat is almost completely useless, since HK is unable to
    wield melee weapons. So I have swapped his Constitution and Strength base stats,
    which should (hopefully) make him a bit more viable as a companion.

    Installation

    Double-click 'Install [TSL] HK Stats Rework' and use the installer as intended.

    Uninstallation

    Remove p_hk47.utc from your Override folder.
    If TSLPatcher saved a previous version of this file to the backup folder,
    copy the version in the backup folder into your Override folder.

     


    • Submitter
    • Submitted
      02/19/2023
    • Category
    • TSLRCM Compatible
      Yes

     


  6. TSL Rapid Transit System


    Description
    This mod is designed to work like the "Return to Ebon Hawk" button in KotOR I.
    It consists of a new useable item, called "Rapid Transit System". It appears
    in the shields menu. Clicking it will transport the player from their current location
    to their base (usually the Ebon Hawk, but the apartment on Telos if you're on Telos).
    Clicking the item again while at the base will return the player and their party to
    their previous location.

    The item is given to you on Telos, after you are moved to the apartment in Residential 082.
    Otherwise you can give yourself the item by typing "giveitem di_rts_01" into the console and hitting
    return.

    Installation
    Double click on "Install TSL Rapid Transit System", and hit the "install mod" button.


    Uninstallation
    Remove the following files from your Override folder:
    di_g_rts.ncs
    di_last_loc.utw
    di_rts.ncs
    di_rts_01.uti


    Credits and Thanks
    Thanks to DarthParametric for allowing me to bounce ideas off him,
    and particular thanks to JCarter for fixing my wonky scripting.

     

    Acknowledgements
    All materials and copyrights belong to LucasArts, and Bioware.

    Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.

    I own none of the materials, and I'm not making any money out of this mod. It is to be distributed

    as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.

    Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must

    ask for my permission first.

     


    • Submitter
    • Submitted
      02/12/2023
    • Category
    • TSLRCM Compatible
      Yes

     


  7. Ahto Transit Timetable



    Description

    This mod adds a small utility item to the game, the Ahto Transit Timetable.
    Basically, this allows the player to warp rapidly between the different modules in Ahto City.
    It's been given an in-world excuse to exist via a little dialogue and item description.

    The item is given to the player after the first cutscene on Manaan, or can be
    cheated into the game by typing "giveitem di_att" into the console.

    It will appear in the player's inventory, and can be activated from the same place
    you activate a stim or a shield.


    Installation

    Double click on "Install Ahto Transit Timetable", and hit the "install mod" button.

     

    Uninstallation

    Remove the following files from your Override folder:

    di_att.dlg
    di_att.uti
    di_att_01.ncs
    di_g_att.ncs
    di_man26aa.ncs
    di_man26ab.ncs
    di_man26ac.ncs
    di_man26ad.ncs
    di_man26ae.ncs

    You may additionally remove man26_sitharg.dlg, but only if you have installed no other mods affecting this file.


    Credits and Thanks

    Thanks to Sdub for the idea/request.


    • Submitter
    • Submitted
      11/13/2022
    • Category
    • K1R Compatible
      Yes

     


  8. [K1] Environment Map Restoration


    [K1] Defaultenvmap Restoration
    By Darth InSidious

    Description
    Both KotOR games were designed to have environment mapping, i.e., reflections on armours and weapons that
    looked like the area the player character was in, rather than generic shinyness.

    In the default game, this is switched off, perhaps for performance reasons. This mod partially restores this
    feature, using the environment maps for the game which Obsidian included in the default game files.
    As a result, not every area has environment maps, but I have been able to enable the feature in about 80 areas,
    listed below. This includes the Ebon Hawk and parts of every planet (and large ship, and space station) in the game, except the
    Yavin space station.

    This mod is intended as much as a proof-of-concept as a restoration in itself. A full restoration would likely
    require cube-mapping all the areas in the game, which I don't have the time or resources to do. If someone
    feels like doing that, and knows how, let me know.

    The full list of areas included in this mod is:
    m01aa
    m01ab
    m02aa
    m02ab
    m02ac
    m02ad
    m02af
    m03aa
    m03ab
    m03ad
    m03ae
    m03af
    m04aa
    m09aa
    m09ab
    m10aa
    m10ab
    m10ac
    m11aa
    m11ab
    m12aa
    m13aa
    m14aa
    m14ab
    m14ac
    m14ad
    m14ae
    m15aa
    m16aa
    m17aa
    m17ab
    m17ac
    m17ad
    m17ae
    m17af
    m18aa
    m18ab
    m18ac
    m20aa
    m22aa
    m22ab
    m23aa
    m24aa
    m25aa
    m26aa
    m26ab
    m26ac
    m26ad
    m26mg
    m27aa
    m28aa
    m28ab
    m28ac
    m28ad
    m33aa
    m34aa
    m35aa
    m37aa
    m38aa
    m39aa
    m40aa
    m40ab
    m40ac
    m40ad
    m41aa
    m41ab
    m41ac
    m41ad
    m42aa
    m43aa
    m44aa
    m44ab
    m44ac
    m45aa
    m45ab
    m45ac
    m45ad


    Known bugs and compatibility issues
    Because each area has only one environment map, sometimes the reflections will be wrong for a given part of an area
    which looks different. Also, because of the limited number of environment maps included in the game, I have
    reused several of them in different places. Hopefully this isn't too obvious, but it may mean that the environment
    mapping isn't always exact.

    The mod currently installs as a series of .are files directly into your Override. This is because it's
    difficult otherwise to take account of .mod files with the same filename as the game's default .rim area files,
    so it was difficult to make the mod work with, e.g., K1R modules.

    This mod hasn't been tested for compatibility with K1R, but I don't anticipate issues for the most part,
    since the .are file isn't used for much that can be modded.

    *Nevertheless, this mod *may* cause some compatibility issues in some areas with K1R.*

    Installation

    Double click on "[K1] Install Defaultenvmap restoration", and hit the "install mod" button.

    Uninstallation
    Delete the .are files from your Override folder, and restore the baseitems.2da file
    backup made by TSLPatcher on install, and placed in the "backup" folder.

    If no such baseitems.2da backup exists (i.e., you haven't used any other mods that modify this file)
    simply delete baseitems.2da from your override folder.

     

    Credits and thanks
    Thanks to JC, DarthParametric, and Cortisol, for their feedback and help during development of this mod.


    Disclaimer
    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,
    Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.
    I own none of the materials, and I'm not making any money out of this mod. It is to be distributed
    as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.
    Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
    ask for my permission first.


    • Submitter
    • Submitted
      10/23/2022
    • Category
    • K1R Compatible
      No

     


  9. Environment Map Restoration


    [TSL] Defaultenvmap Restoration

    By Darth InSidious

     

    Description

    Both KotOR games were designed to have environment mapping, i.e., reflections on armours and weapons that

    looked like the area the player character was in, rather than generic shinyness.

     

    In the default game, this is switched off, perhaps for performance reasons. This mod partially restores this

    feature, using the environment maps for the game which Obsidian included in the default game files.

    As a result, not every area has environment maps, but I have been able to enable the feature in about 50 areas (out of c. 95),

    listed below. This includes numerous Ebon Hawk cutscene areas, parts of Peragus and Telos, a large part of Dxun,

    parts of Onderon, large parts of Dantooine, parts of Korriban and M478, and most of Malachor V.

    In addition to reflections on armour, this mod also adds back in reflections on most melee and ranged weapon types.

     

    This mod is intended as much as a proof-of-concept as a restoration in itself. A full restoration would likely

    require cube-mapping all the areas in the game, which I don't have the time or resources to do. If someone

    feels like doing that, and knows how, let me know.

     

    The full list of areas included in this mod is:

    003EBO

    004EBO

    005EBO

    006EBO

    007EBO

    102PER

    104PER

    201TEL

    202TEL

    203TEL

    204TEL

    205TEL

    209TEL

    231TEL

    261TEL

    351NAR

    352NAR

    401DXN

    402DXN

    410DXN

    411DXN

    421DXN

    501OND

    502OND

    504OND

    505OND

    506OND

    510OND

    511OND

    512OND

    601DAN

    602DAN

    604DAN

    605DAN

    610DAN

    701KOR

    702KOR

    710KOR

    711KOR

    801DRO

    802DRO

    803DRO

    804DRO

    901MAL

    902MAL

    903MAL

    904MAL

    905MAL

    906MAL

    907MAL

    950COR

     

     

    Known bugs and compatibility issues

    Because each area has only one environment map, sometimes the reflections will be wrong for a given part of an area

    which looks different. Also, because of the limited number of environment maps included in the game, I have

    reused several of them in different places. Hopefully this isn't too obvious, but it may mean that the environment

    mapping isn't always exact.

    You may experience performance issues with this mod; I have not tested for this.

     

    The mod currently installs as a series of .are files directly into your Override. This is because it's

    difficult otherwise to take account of .mod files with the same filename as the game's default .rim area files,

    so it was difficult to make the mod work with, e.g., TSLRCM modules.

     

    This mod hasn't been tested for compatibility with TSLRCM, but I don't anticipate issues for the most part,

    since the .are file isn't used for much that can be modded.

     

    *Nevertheless, this mod *may* cause some compatibility issues in some areas with TSLRCM.*

     

    Installation

    Double click on "Install Defaultenvmap restoration", and hit the "install mod" button.

     

    Uninstallation

    Delete the .are files from your Override folder, and restore the baseitems.2da file

    backup made by TSLPatcher on install, and placed in the "backup" folder.

     

    If no such baseitems.2da backup exists (i.e., you haven't used any other mods that modify this file)

    simply delete baseitems.2da from your override folder.

     

     

     

    Credits and thanks

    Thanks to JC, DarthParametric, and Cortisol, for their feedback and help during development of this mod.

     

     

    Disclaimer

    All materials and copyrights belong to LucasArts, Bioware and Obsidian Entertainment Inc.,

    Kotor Tool belongs to Fred Tetra, NWNSSCOMP belongs to Edward T. Smith.

    I own none of the materials, and I'm not making any money out of this mod. It is to be distributed

    as-is without alteration, unless by permission of the mod author. This mod is not to be distributed for profit, either.

    Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must

    ask for my permission first.


    • Submitter
    • Submitted
      10/22/2022
    • Category
    • TSLRCM Compatible
      No

     

    • Like 1

  10. On 9/2/2022 at 1:57 AM, ConansHair said:

    Any chance of getting an updated install of this Mod for greater compatibility with other Mods?? (i.e. switching to Module injection rather than "straight to Override", WAV files to Streamwaves, LIP files to Lips folder, etc...)

    Module injection is less compatible, not more; WAV files are already setup to go to streamwaves and lip files have to go in Override to work for K1, IIRC.

     

    5 hours ago, ConansHair said:

    Let me rephrase...Has anyone tested compatibility with running this Mod and @DarthParametric's https://deadlystream.com/files/file/1411-dark-jedi-wear-robes-for-jcs-cloaked-jedi-robes-mod/, concurrently?? 

     

    Looking quickly at the files I can't see anything that should be incompatible per se; the modules affected by DP's mod mostly aren't the same as the ones affected by this one. If I'm reading the files right for DP's mod though (without installing), it creates a whole new range of Dark Jedi for the Star Forge, who won't be equipped with lightsaber forms from this mod. Most things in my mod are set up to modify, rather than replace, existing Override files though, so unless DP has changed some very specific dialogue files (dan13_belaya ; k_player_dialog ; kor35_utharwynn ; kor39_utharwynn ; unk44_sparty) there shouldn't be any major incompatibilities.

    • Like 1
    • Thanks 1

  11. Think I started playing in late 2019. Currently have three class stories complete, and another four midway through (Started doing Jedi class stories and the Sith Warrior story, got bored with all three, came back and completed Warrior and Agent). Legacy name is N'Dul, server is Darth Malgus.

    20220607180455_12.jpg

     Name: Gurzan
    Class: Sith Inquisitor
    Level: 75
    Specialty: Sorcerer
    Alignment: Dark Side

     

    20220607180511_1.jpg

    Name: Urthanc
    Class: Warrior
    Level: 51
    Specialty: Marauder
    Alignment: Dark Side

     

    20220607180516_1.jpg

    Name: Maraloth
    Class: Agent
    Level: 49
    Specialty: Operative
    Alignment: Dark Side

     

    20220607180536_1.jpg

    Name: Borzus
    Class: Consular
    Level: 19
    Specialty: Shadow
    Alignment: Light Side

    20220607180541_1.jpg

    Name: Nagolg
    Class: Knight
    Level: 13
    Specialty: Sentinel
    Alignment: Light Side

     

    20220607180528_1.jpg

    Name: Vessteth
    Class: Bounty Hunter
    Level: 13
    Specialty: Operative
    Alignment: Dark Side

    • Like 1

  12. 1 minute ago, Masamune753 said:

    @InSidious When you have a chance, can you update the description to include the number of placeables added?

    Per the issue found by @DarthParametric and their Jedi Captive Diversity mod, there is a hard limit that will impact compatibility (in particular, these two together, but really any that add to that placeables.2da file).

    From memory, there are two new placeable types - one sith holocron and one jedi holocron - which appear a total of three times.

    • Thanks 2

  13. On 5/9/2022 at 10:55 PM, The Entity said:

    Hey I have the same issue you have with this Saber Forms mod, and the only thing in common we have is the Full Mod List. Did you ever figure out what the issue was?

    @Masamune753

    Yes, it was caused by the attempt to limit the forms to melee wielders. I'm about to upload an update that should fix it.

     

    UPDATE:

    v1.6:
    -Fixed bug which was causing stats to stack unpredictably (NB: restriction of the lightsaber form to melee wielders is now only checked when the form is first applied);
    -Corrected inconsistent spelling in the description of Makashi;
    -Corrected Makashi description to reflect actual bonuses;
    -Corrected Makashi to give +2 to Will saves.

    • Like 3

  14. It should definitely contain a release date a year before the current date.

     

    More seriously, it should probably be made late enough in the project to actually show off something worth seeing, and that tells the viewer what the mod is actually about, rather than melodramatic music, still frames and some running about, for instance. For length, I'd probably say about 3 minutes is about as long as you want to go.

    • Haha 1

  15. Robes of Darth Sex the M;an)d'a(lo+r


    Description

    This mod gives you the robes of Darth Sex the M;an)d'a(lo+r. They are not in game, you will have to cheat them in by using the cheat console. The code is "a_robe_55" without the quotes.

    The Fabulous Robe of Darth Sex The M;an)d'a(lo+r is a robe that has been coveted for millennia by the Mandalorians as the pinnacle of their cultural achievement. Darth Sex was the only Mandalorian ever to become a Sith, leading the Sith in the brief but devastating war on  the planet Restraint, in the Sense-sphere.

    Defense Bonus 5,
    Strength Bonus 10
    Dexterity Bonus 10
    Constitution Bonus 10
    Intelligence Bonus 10
    Wisdom Bonus 10
    Charisma Bonus 10

    On Hit Instant Death DC 100

    Bonus feats:
    Advanced Jedi Defense
    Advanced Guard Stance
    Two-Weapon Fighting
    Armor Proficiency: Heavy
    Armor Proficiency: Light
    Armor Proficiency: Medium
    Caution
    Critical Strike
    Improved Two-Weapon Fighting
    Empathy
    Flurry
    Gear Head
    Conditioning
    Implants I
    Implants II
    Implants III
    Improved Power Attack
    Improved Power Blast
    Improved Critical Strike
    Improved Sniper Shot
    Improved Conditioning
    Master Conditioning
    Master Jedi  Defense
    Master Guard Stance
    Master Rapid Shot
    Perceptive
    Weapon Specialization: Blaster Pistol
    Weapon Specialization: Blaster Rifle
    Weapon Specialization: Grenade
    Weapon Specialization: Heavy Weapons
    Weapon Specialization: Lightsaber
    Weapon Specialization: Melee Weapons
    Weapon Specialization: Simple Weapon
    Master Flurry
    Sneak Attack X
    Master Critical Strike


    Installation
    Put all the files in your Override folder

    Uninstallation
    Take them out again.

     


    • Submitter
    • Submitted
      04/01/2022
    • Category
    • TSLRCM Compatible
      Yes

     


  16. 1) The mod you have uploaded is already available on DeadlyStream here;

    2) Please do not upload items without permission (see rule #18);

    3)  Please read and abide by the site rules in future;

    4) If you intend to upload mods here, please use the mod uploader (go to "downloads" at the top of the page, then click "submit a file");

    5)  This section is, generally speaking, for announcing your own mods, and usually contains threads relating to mods uploaded through the file uploader.

     

    Welcome to DeadlyStream.

    • Light Side Points 5

  17. I've attempted to address a couple of the points raised here (specifically, the XP overload and the overpowered lightsabers) in my Gameplay Rework mod. I'd certainly be interested in adding some more features to it to diversify the play experience a bit/ make the game more challenging, and hearing suggestions.

    I'm not especially thrilled at the idea of removing features, but I have been considering altering/reducing the number of startup feats, introducing some stat prerequisites for some feats (e.g., minimum strength for power attack), and possibly locking skills or feats out for certain classes or altering which skills are class skills, etc.


  18. Changes in v0.6:

    -Poisons now do double the HP damage done in the standard game. Ability damage poisons now do a small amount of HP damage, too: 1 HP for mild and average, 2 HP for virulent.
    - Autobalance adjusted to make higher levels slightly more challenging, but hopefully not unmanageable;
    - Fixed a bug that borked skills;
    - Fixed a bug with regeneration;
    - Restored Alter/Sense/Control powers as prerequisites for starting powers in different combinations.
        Guardians receive Control at level 1, Sense at level 5, and Alter at level 10.
        Consulars receive Sense at level 1, Alter at level 5, and Control at level 10.
        Sentinels receive Alter at level 1, Control at level 5, and Sense at level 10.

    To accommodate the new prerequisite, class power gains have been adjusted so that the three base Jedi classes receive an extra Force Power at levels 1, 5, and 10.

    Prerequisites for starting level powers are as follows:
    Affect Mind: Alter, Control, Sense
    Speed Burst: Control
    Cure: Control, Sense
    Drain Life: Control, Sense
    Fear: Sense
    Aura: Control
    Jump: Control
    Valor: Control, Sense
    Push: Alter
    Resist Force: Control
    Resist Energy: Alter, Sense
    Shock: Alter, Sense
    Slow: Alter, Control, Sense
    Stun: Alter, Sense
    Stun Droid: Alter, Sense
    Suppress Force: Alter, Control
    Saber Throw: Alter
    Wound: Alter
    Barrier: Alter, Control
    Battle Meditation: Control, Sense
    Force Body: Control
    Drain Force: Control, Sense
    Force Scream: Alter
    Repulsion: Alter
    Redirection: Alter
    Revitalize: Alter, Control, Sense
    Mind Trick: Alter, Sense


  19. On 12/28/2020 at 7:07 PM, Salk said:

    Hello, DI!

    I have not acted with any nefarious intent and I swear I was just going through the permission list and I messaged you today BEFORE reading this message of yours. I was not about to release publicly anything without getting confirmation first. The list you read was only meant to be a WIP list as reminder of which mod are currently included. I have not uploaded or distributed anything yet.

    I am sorry to have disappointed you but I can honestly guarantee you that I was/am about to contact every author that gave me permission in the past for confirmation of old permissions and new permission for new material.

    I have worked hard on this project for years and it would be a real shame to kill it over what is nothing but a misunderstanding.

    I can absolutely guarantee you and any other contributor that I have never intended to take advantage of anyone's good will. Everyone has been properly credited for each modification.

    If you really are denying permission for the other modifications I included I will not release anything to the public because I believe in providing the best quality modification possible to the community and that won't be possible anymore.

    I will of course respect your final decision, DI.

    Hi Salk,

    Thank you for the response. Apologies for not replying sooner, but real life (as it tends to) has kept me tied up for the last few days, unfortunately.

    I accept that you hadn't read this thread before PMing me. I realise you hadn't uploaded anything of the mod yet, but you have announced you were releasing a mod-pack including work you didn't have permission for. Your intention to credit is of course welcome and salutary, but you gave the impression you were presuming permission when you didn't have it. I'm sure you can appreciate why that left a rather sour taste.

    I really don't see why not including three of my mods means you can't release the compilation at all. You are more than welcome to use the one mod you have permission for, and to release a smaller compilation.  That is, of course, up to you.

    • Like 1

  20. Hi Salk,

    Thanks for raising this mod again here. I notice you're currently planning to include four of my mods in your compilation, namely:

    - Korriban Academy Workbench 2.0

    - Holocron Icon Replacement

    - Hi-Res Beam Effects 2.0

    - [KotOR] Mandalorian Battle Blades 2.0

     

    Thanks to the recent reappearance of the Lucasforums archive, I've been able to check through my old LF inbox. So I can now happily confirm that I gave you permission to use the Korriban Academy Workbench mod. However, you appear to have only ever asked for permission for this one mod, and not for any of my other mods. The other three mods of mine you mention there also make an explicit requirement for permission to be asked before you can upload them or publish a mod deriving from them. For the Holocron Icon Replacement and Hi-Res Beam Effects, this part of the disclaimer section of the readme reads:

    Use it how you like, but if you're going to post it up somewhere, or make a derivate mod, or use it in another mod, you must
    ask me first.

    For the Mandalorian Battles Blades, it reads:

    This mod, or any derivate or part thereof, may not be uploaded to any website, ftp, server,
    or as part of a torrent, except with the expressed permission of the author.

     

    I'm rather disappointed that you appear to have taken advantage of my good will like this. I think, at the least, you should remove my mods from the collection in this mod, and any other you've assumed you had permission for under a similar premise.

    • Like 1
    • Light Side Points 1
    • Dark Side Points 1