InSidious

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File Comments posted by InSidious

  1. TSL Rapid Transit System

       360    5

    On 7/19/2023 at 4:45 AM, Thor110 said:

    I noticed there are three, possibly more mods that do something like this now! It was interesting to take a look at the source and see how differently each modder has achieved this.

     

    ... There are?

  2. TSL MP3 Player

       50    5

    6 hours ago, Lewok2007 said:

    Would there need to be 25 songs slots taken up for it to work or could you put any amount of songs as long as it's under or at 25 for it to work?

    No, you can put anywhere up to 25 songs in. But if you put one, there are still 24 other options in the menu which have no track to play.

     

    6 hours ago, Mephiles550 said:

    Very cool idea and I'm definitely gonna use this, but I'm curious about something. Is there a particular reason for the 25 slot limit? Was it just out of personal preference or was there an actual limit you had to deal with when making this mod?

    Yes - I didn't want to make more than 25 versions of the same script. Plus with more than that, the menu dialogue would have started to get very long.

  3. Gameplay Rework

       349    4

    On 1/9/2022 at 6:11 PM, Starwarsnerd said:

    I just played through the game for the first time in years with this mod (along with TSLRCM) and it was a blast.

    I did encounter one bug, though, which was that  at some point my Exile's current HP became  higher than their maximum HP amount. I noticed this because my character would take damage without the health bar ever decreasing. When I finally checked the character record screen, I noticed that my HP was somewhere around 400/150. Not sure what could have caused this, but it defeated the purpose of increasing the difficulty. Once the excess HP was taken down by enemies, however, the issue resolved itself.

    Also, at times it seemed like enemy NPCs were not doing much harm to my party members such as during the party only missions on Narshadaa. It was not clear if this was due to the enemies being designed to be easy to handle, or if it was something similar to the previous issue.

    Besides that, the only issue I had were the level requirements for some of the game's quests, such as sparring with the Handmaiden and Kreia's training being too high to ever be unlocked. I could easily go without those things, though, because the gameplay was so much more enjoyable.

    Having said that, this is exactly the type of mod I was looking for, and it definitely made the game satisfying and challenging. Thank you so much for taking the time to work on this, and being gracious enough to share it. If you ever decide whether to update it in any way please do not be discouraged in doing so by the low number of downloads or comments, as I can assure you that I enjoyed using it very much.

    Thanks again!

    P.S. I forgot to mention that I finished the game at level 12, rather than 20. This was one of the few mods I had installed so I'm fairly sure it was due to this. Not that I'm complaining, though, because that was easily one of my favorite parts. 

    Hey, thanks for the really great review and the feedback!

     

    I'm not sure what's going on with the HP situation, or with the NPCs. I'll look into it before the next update. Re: the quests, that's good to know, and I can look into adjusting the scripting for later versions.

     

    I'm really glad you enjoyed the mod!

    • Like 1
  4. Dxun Holocron

       1,041    7

    17 hours ago, Untold Prophecy said:

    I LOVE the idea for this mod, and I'm absolutely going to pick it up once I finish my Kotor 1 Playthrough. 

    Out of curiosity, would you be able to add in Djem So as a passive Saber form as well in an update to this? Would love to see it finally get recognized in the game, as Shien is kind of meh. 

    Thanks, UP!

     

    I could probably add Djem So as a separate form, but I don't really know what distinguishes it particularly; also I'm not clear what you mean by a passive saber form. However, I'm not sure I'm going to update this again for a while - it was only possible to do something over Christmas, unfortunately.

    • Like 1
  5. Dxun Holocron

       1,041    7

    Thanks! Yes, it's spawned on a new corpse. I added the script to cs_tob_1.dlg (cutscene of Colonel Tobin on board his ship), so it should be OK.

    Unfortunately, the animations for lightsaber forms are probably unrestoreable, and these don't come with any new animations, no. So far as I know, the lightsaber and force forms in TSL are entirely hard-coded.

    • Like 1
    • Thanks 1
  6. Lightsaber and Force Forms

       6,267    24

    Juyo gives BONUS to Will Saves. I thought in KOTOR 2 it was a MALUS istead. Do I remember wrongly?

     

    No, but it wasn't possible to give everything the same bonuses/maluses as in TSL, so I had to apply a different set of bonuses in this game.

     

     

    This mod is really good, but there are a few glaring, unresolved issues that prevent me from using it in, unfortunately.

    • Force Harmony icon is broken.
    • Form Ten Niman/Jar'Kai is broken, and the feat requirement indicates a BadStrRef, and is not a usable item.
    • Dialogue does not exit when the holocron on Dantooine says that I can't learn Force Harmony (I added it via KSE and saw that the icon was broken), forcing me to close the game via Task Manager and restart it.

    Other than that, this seems to be well put together; I liked the voice over as well, added a lot of polish. Hope you get time to fix this stuff soon!

     

    Thanks. These are fixed in v1.2.

     

     

    i have a little problem, when i talk to jedi holocron on dantooine it says i could learn Ataru and Soresu, but when i have to choose which one i want to learn only soresu is displayed, no ataru. I just need to return and ask holocron later or is it something with my installation?

     

    You can only access Ataru at level 11 or higher.

    • Like 1
  7. Lightsaber and Force Forms

       6,267    24

    How come this says it's compatible with K1R, but there's a file conflict that causes one file of this mod not to be installed?

    At the time it was uploaded, it was compatible with K1R v0.9. Which file doesn't install?