InSidious

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Everything posted by InSidious

  1. Version 2.0

    8,549 downloads

    This mod adds a new tomb to the Valley of the Dark Lords - the tomb of Azgath N'Dul. You will find it between the tombs of Ajunta Pall and Tulak Hord. A couple of robes will come out funny if you are using oldflash's Final Touch - The Chatos Robes, the Sith Lord Robes and the Robes of Azgath N'Dul. This is because of a model change that mod introduces. They won't crash your game, but they will look a bit odd. This mod adds: ten new robes, three new armours, four new weapons, two weapons I've released separately before, a new belt, a new pair of gloves and a new Force Power, not to mention many other items that can be created by the Force Transmutation Device. I've tried to keep the stats fairly balanced, but that's by my judgment. N.B.: Robes included in this mod may not be compatible with robe mods which you have installed. Please be sure to download kyrie's changes.ini fix before installing this mod (click here), and then the 2.2 patch.
  2. You may be able to use ForceHeartbeat() to interrupt the six second delay between heartbeats if you combine it with DelayCommand, though the notes for the function say it only works with creatures. IIRC, stoffe used it in her Combat Simulation Arena, and was the one who first mentioned it to me.
  3. I've reinstalled using the new version of the mod, to avoid the crash-to-desktop isue with the J armours, but I've encountered a new issue, after reinstalling with svosh's robe models: the Zeison Sha/Jal Shey armour model has been replaced with the Jedi Master armour model (PMBNM), but the textures have not.
  4. You can add lines in KT, yes, but as far as I know, you can't add columns, which is what TSLPatcher can do. Modifying the necessary files to test this would mean a great deal of very boring work, which leads me to suspect no-one has tried and as such the received wisdom on this is probably not all that reliable. Until Sithspectre tried it a while back, we thought the types of model you could use for ammo were hard-coded, too.
  5. You can add columns to existing .2da files using TSLPatcher. I haven't tried it, but would it not be possible to add the necessary extra columns to appearance.2da that way, as well as altering the necessary information in baseitems.2da, etc.?
  6. This looks... amazing. Please, keep up the fantastic work.
  7. InSidious

    Gameplay Rework

    Shouldn't be too unbalanced - keep in mind that the game scales enemies to your level. But it will require a more considered approach to gaining force powers, particularly if employed with other mods, and makes multiclassing more important.
  8. View File Gameplay Rework The short version: this mod changes gameplay in TSL by changing the level cap to 20 and thinning out the force and skill points that each class gets. It also alters primary abilities, hit die, force die, and attack bonuses for each class (which used to all be the same). Health regen is switched off, and FP regen starts from a lower base (0.6 instead of 1.0). Details below: classes.2da: Skill points readjusted: Soldiers get 1 base Skill Point Scouts get 2 Scoundrels get 2 Guardians get 1 Consulars get 1 Sentinels get 2 Combat droids get 1 Expert droids get 3 Minions get 1 Tech Specialists get 4 Weapon Masters get 1 Jedi Masters get 1 Jedi Watchmen get 2 Sith Marauders get 1 Sith Lords get 1 Sith Assassins get 2 Class hit die readjusted: Soldier: 9 Scout: 6 Scoundrel: 4 Guardian: 10 Consular: 5 Sentinel: 7 Combat Droid: 10 Expert Droid: 6 Minion: 6 Tech Specialist: 4 Weapon-master: 12 Master: 6 Watchman: 8 Marauder: 12 Sith Lord: 6 Sith Assassin: 8 Force Die readjusted: Guardian: 4 Consular: 8 Sentinel: 5 Weapon-Master: 5 Master: 10 Watchman: 7 Sith Marauder: 5 Sith Lord: 10 Sith Assassin: 7 Primary Abilities altered: Soldier: Strength Scout: Dexterity Scoundrel: Intelligence Guardian: STR Consular: WIS Sentinel: INT Combat Droid: CON Expert Droid: INT Minion: STR Tech Specialist: INT Weapon-master: STR Master: WIS Watchman: INT Marauder: STR Lord: WIS Assassin: DEX Class attack bonus tables adjusted: Soldier: Attack bonus table 1 Scout: Attack bonus table 2 Scoundrel: Attack bonus table 3 Guardian: Attack bonus table 1 Consular: Attack bonus table 3 Sentinel: Attack bonus table 2 Combat Droid: Attack bonus table 1 Expert Droid: Attack bonus table 2 Minion: Attack bonus table 2 Tech Specialist: Attack bonus table 3 Weapon-master: Attack bonus table 1 Master: Attack bonus table 3 Watchman: Attack bonus table 2 Sith Marauder: Attack bonus table 1 Sith Lord: Attack bonus table 3 Sith Assassin: Attack bonus table 2 classpowergain.2da Only Consulars, Sith Lords and Jedi Masters get 2 starting Force Powers; Guardians get no new force powers every third level; exptable.2da Capped level gain at 20; smoothed out XP gain to compensate, so that player may only just hit 20 before game end. baseitems.2da Lightsaber power reduced: die-to-roll reduced to 8 for Lightsabers, 10 for Double-sabers, 6 for Short lightsabers. Submitter InSidious Submitted 06/26/2013 Category Mods TSLRCM Compatible  
  9. InSidious

    Gameplay Rework

    Version 0.6

    351 downloads

    The short version: this mod changes gameplay in TSL by changing the level cap to 20 and thinning out the force and skill points that each class gets. It also alters primary abilities, hit die, force die, and attack bonuses for each class (which used to all be the same). Health regen is switched off, and FP regen starts from a lower base (0.6 instead of 1.0). Details below: classes.2da: Skill points readjusted: Soldiers get 1 base Skill Point Scouts get 2 Scoundrels get 2 Guardians get 1 Consulars get 1 Sentinels get 2 Combat droids get 1 Expert droids get 3 Minions get 1 Tech Specialists get 4 Weapon Masters get 1 Jedi Masters get 1 Jedi Watchmen get 2 Sith Marauders get 1 Sith Lords get 1 Sith Assassins get 2 Class hit die readjusted: Soldier: 9 Scout: 6 Scoundrel: 4 Guardian: 10 Consular: 5 Sentinel: 7 Combat Droid: 10 Expert Droid: 6 Minion: 6 Tech Specialist: 4 Weapon-master: 12 Master: 6 Watchman: 8 Marauder: 12 Sith Lord: 6 Sith Assassin: 8 Force Die readjusted: Guardian: 4 Consular: 8 Sentinel: 5 Weapon-Master: 5 Master: 10 Watchman: 7 Sith Marauder: 5 Sith Lord: 10 Sith Assassin: 7 Primary Abilities altered: Soldier: Strength Scout: Dexterity Scoundrel: Intelligence Guardian: STR Consular: WIS Sentinel: INT Combat Droid: CON Expert Droid: INT Minion: STR Tech Specialist: INT Weapon-master: STR Master: WIS Watchman: INT Marauder: STR Lord: WIS Assassin: DEX Class attack bonus tables adjusted: Soldier: Attack bonus table 1 Scout: Attack bonus table 2 Scoundrel: Attack bonus table 3 Guardian: Attack bonus table 1 Consular: Attack bonus table 3 Sentinel: Attack bonus table 2 Combat Droid: Attack bonus table 1 Expert Droid: Attack bonus table 2 Minion: Attack bonus table 2 Tech Specialist: Attack bonus table 3 Weapon-master: Attack bonus table 1 Master: Attack bonus table 3 Watchman: Attack bonus table 2 Sith Marauder: Attack bonus table 1 Sith Lord: Attack bonus table 3 Sith Assassin: Attack bonus table 2 classpowergain.2da Only Consulars, Sith Lords and Jedi Masters get 2 starting Force Powers; Guardians get no new force powers every third level; exptable.2da Capped level gain at 20; smoothed out XP gain to compensate, so that player may only just hit 20 before game end. baseitems.2da Lightsaber power reduced: die-to-roll reduced to 8 for Lightsabers, 10 for Double-sabers, 6 for Short lightsabers.
  10. The reason that people don't sign it is because it's completely pointles. It will achieve absolutely nothing. BioWare, by the way, refuse to even acknowledge KotOR modding, and won't allow it to be discussed on their forums. And they certainly aren't going to give away their IP for nothing. If they haven't released the source code to the Infinity engine, why would they for Odyssey? They gain nothing and lose potential future licensing money.
  11. HK-50s have red eyes, HK-51s still have blue eyes. I do have some screenshots of the HK-50s, but for some reason only one screenshot ever shows up out of the ones I upload here. The others are visible (or should be) in the Holowan thread: http://www.lucasforums.com/showthread.php?p=2830627#post2830627 Yes I probably did mean LOKI; I haven't played ME2 in a while...
  12. File Name: Mass Effect HK Droids File Submitter: InSidious File Submitted: 05 Apr 2013 File Category: Skins A.M.D.G. [TSL] Mass Effect-Style HK-50s =============================== by Darth InSidious ------------------ Description ----------- This mod reskins the HK-50s to look more like the defence droids in Mass Effect, in particular the FENRIS bots, etc. Installation ------------ Put the three .tga files and the two .txi files into your Override folder. Uninstallation -------------- Take them out again. Permissions ----------- This mod 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 me first. Thanks to: ---------- Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this . L.D.S. Click here to download this file
  13. 690 downloads

    A.M.D.G. [TSL] Mass Effect-Style HK-50s =============================== by Darth InSidious ------------------ Description ----------- This mod reskins the HK-50s to look more like the defence droids in Mass Effect, in particular the FENRIS bots, etc. Installation ------------ Put the three .tga files and the two .txi files into your Override folder. Uninstallation -------------- Take them out again. Permissions ----------- This mod 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 me first. Thanks to: ---------- Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this . L.D.S.
  14. This tutorial at Holowan may be of use.
  15. Looking good, VP! Would love to see more.
  16. File Name: Holopanels File Submitter: InSidious File Submitted: 31 Mar 2013 File Category: Skins This mod replaces the standard, large computer panels with 'holographic' versions, inspired by the Mass Effect games. The textures are slightly animated, to create a 'static' effect. This mod does not affect the smaller computer panels, wall-mounted computer panels or the Rakatan computer model. Installation ------------ Put the two .tga files and two .txi files into your Override folder. Uninstallation -------------- Take them out again. Permissions ----------- This mod 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 me first. Thanks to: ---------- Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this . Click here to download this file
  17. InSidious

    Holopanels

    770 downloads

    This mod replaces the standard, large computer panels with 'holographic' versions, inspired by the Mass Effect games. The textures are slightly animated, to create a 'static' effect. This mod does not affect the smaller computer panels, wall-mounted computer panels or the Rakatan computer model. Installation ------------ Put the two .tga files and two .txi files into your Override folder. Uninstallation -------------- Take them out again. Permissions ----------- This mod 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 me first. Thanks to: ---------- Fred Tetra for the truly awesome KotOR tool and his nwnsscomp conversion; Holowan in general for being helpful, friendly and all the rest of the good stuff it is ; KotORFiles, for being simply the best website in the history of the internet...Propaganda? What's that? ; Lucasarts and Bioware for KotOR, and Obsidian, too, for TSL, without which, I couldn't have made this .
  18. That would fit. IIRC there was a "Sikon" around at that time who may or may not have been the same person as "S" (of the early Vash restoration mod). But TBH, it's all a bit garbled from those days...
  19. I think this might be an even earlier version - I found a copy on my computer with a date modified of 2005, and which contains the line "I have never needed you", includes other responses from Nihilus (including one where he falls to the ground momentarily, on hearing that Traya lives), has different shots of Nihilus' attack on Sion (no close-up of Nihilus, and a head-on shot of the beams), among other things. Unfortunately, I've only got the file itself, and no indication of who made it.
  20. Does that include the version someone (can't remember who - S, who made the original Vash restoration mod, maybe?) released on the TSLRP boards in about 2006ish?
  21. One idea you might like to consider is editing the current content so that it branches a bit more, specifically re: Atris and Nihilus. In the cut content, What I was toying with a while back was the idea of using this to split the plot even further, so that you either have the Handmaiden and issues with Atris, or Visas, and issues with Nihilus, but not both. It presents some problems with the plot for Telos, but not as many for the end-game as it might, funnily enough. Just an idea I thought was interesting, and might be of use.
  22. Several points of advice which are worth knowing: - Planning now means less time revising, fiddling, dawdling, and wasting time later; - Reading tutorials is never time wasted; - If you don't know how, read the tutorial, test the result, and then go and ask - it's the only way to learn; - 90% of the work goes into 90% of the mod; the other 10% of the mod requires another 90% of the work; - If you can't find the bug, it's probably very, very simple, and very, very obvious; - Label unique files with a unique modder identifier (e.g.: I start most files with "di_"); this saves you time, eases compatibility, and makes it easier to tell which mod (and by whom) any file is. Which is a huge help to people working on stuff. That's all for now.
  23. First of all, welcome! The work you've posted so far is beautiful. Some TSL textures are from K1 - the ones for Dantooine and Korriban in part, of course - but there are a lot of new ones. On modding - it was a lot more active until c. 2010. And the fact that the Filefront network has been paralysed since 2011 has rather put a damper on things. On tools - to be honest, there were never more than a handful who actually knew how the game engine(s) worked in any way, and most of them have long gone by now, unfortunately. On the snow texture in 262TEL - you can swap that one specific one by hex-editing the relevant module .mdl file - though which one is the one used for the hangar bay, I'm not sure. There's some instructions on doing this in this tutorial at Holowan, if you're interested/need information on the topic. I'm very out-of-date on modelling for these games, but as I recall, editing existing module models doesn't work, and just tends to crash the game, unfortunately.
  24. By "jittery droids", do you mean the problem with the scout droid used on the surface of Telos? I'm not sure why, but I generally find it develops an animation fault after a while to do with the way it bobs up and down.
  25. Sorry, forgot to add that you need to make the same changes to the height and width fields under [Graphics Options], too. I've added it to the original post, now.