-
Content Count
493 -
Joined
-
Last visited
-
Days Won
21
Content Type
Profiles
Forums
Blogs
Forum & Tracker Requests
Downloads
Gallery
Store
Calendar
Everything posted by InSidious
-
1,595 downloads
NB: May require 7Zip to unzip this archive. This mod adds some robes to the game, called Jedi General Robes. They can be bought from Mika Dorin's store on Korriban. They have the following properties: Defense Bonus 3 Charisma bous +1 Will bonus +2 Reflex bonus +1 The robes can be bought from Mika Dorin on Korriban after the Leviathan, or cheated into the game by typing "giveitem di_jgr" into the console (without the quote marks). -
There is no .dlg file. So far as I remember, all the lines and player responses are in dialog.tlk (though I don't remember where), and there's some VO files somewhere in the unknown world folders.
-
'Fraid not. Never found much for TSL outside of what's already well-known.
-
Thanks! It's a bit old, but for a long time I was planning a restoration of my own. Unfortunately, time, and the lack of otehrs who were able and willing, killed that fairly dead.
-
OK, so first of all: congratulations to you guys on the release of your demo! On more important matters, I wanted to apprise you of some cut content you apparently weren't aware of. So I went rummaging in my old files to find what I've got. Most of it is (really) old information I gleaned from looking through dialogue comments and voiceover files from what I remember, and most also deals with Dantooine: Burial Mound - Crystals and computers (see bastila.dlg in the same RIM again) Extract of the notes relevant to this subject: The fourth dialog is when the player enters the Rakata ruins for the first time. The fifth dialog is when the player approaches the huge circular door in the Rakata ruins for the first time. If Carth is present he will also say his line, but Bastila will initiate the conversation. The sixth dialog is linked in the fifth dialog and is Bastila's line after Carth has said his. The seventh dialog is if the player tries to activate one of the computers controlling the huge circular door. The eighth dialog is when the player tries to open the huge circular door. The ninth dialog is when the player manages to activate a single computer by placing a crystal in it. The tenth dialog is when the player has placed a crystal in each computer (and the huge circular door subsequently opens). ... Exit stream 4: Bastila opens, the scene cuts to a cutscene, then back for questions, which both follow the same path and the conversation ends. Exit stream 5: Carth says his line and DAN_DONE_DOOR is changed to true to show that the door has been commented upon. The conversation goes to Bastila's line (exit stream 6) if she is present, or exits otherwise. Exit stream 6: The line is said and DAN_DONE_DOOR is changed to true to show that the door has been commented upon. Exit stream 7: The line is said and the conversation ends. Exit stream 8: The line is said and the player can either choose to accept the vision, in which case the cutscene repeats and the conversation ends, or end the conversation outright. Exit stream 9: The line is said when only a single crystal has been placed in one of the computers. Exit stream 10: The line is said when both crystals have been placed the the door opens. From what I can piece together, the plan was for the player to have to find a pair of crystals, and insert one into each computer, powering it up, and allowing the player access to the mound. I suspect what is now the puzzle inside with the two computers was originally outside with these two – and perhaps the crystals functioning where your datapad does now. Or maybe not. I suggest we leave the puzzles as-is, and I'm unsure about the nature of the computers. It seems that once that was done, you would have to do some kind of meditation before the front door or something. We can put that together using the existing scene the first time you approach the mound, but make it so that it's after you CAN enter the mound that you fire the scene, instead of just the first time you approach it. Some assembly may be required, with interpolating the comments. I believe what is listed as the tenth dialogue in the comments is actually the 11th. Burial Mound – Alternate Lines about the Star Map There seems to have been a previous version of the dialogue about the Star Maps and the Star Forge, which pretty well reveal what the Star Forge is right at the start. . Consider adding back in as an alternative to the current ones – maybe as depending on DS/LS or M/F playthrough. (see: bastila.dlg in danm13_s.rim_) Bastila/Carth Comments – Matale Grounds It seems that Bastila and/or Carth were intended at one point to comment on some stuff inside the Matale Grounds- Carth in fact on the fact that the Matales use combat droids...we'll restore that dialogue if its possible. Bastila seems to have been meant to comment on your meeting with Ahlan Matale. I seem to recall she says this in the Council scene anyway, but best to check, I think. Something about being the model of diplomacy. This ref. may be a duplication of the one above. (see: bastila.dlg in danm13_s.rim ) // SCRIPTED // When the player is about to enter the matale estate for the first time ... The third dialog is when the player approaches Ahlan Matale in his home for the first time. (see: carth.dlg in danm13_s.rim) The second dialog is when the player first encounters patrol droids in the plains around the Sandral estate. Exit stream 2: The line is said and the conversation ends. DAN_DONE_DROIDS is changed to true to show that the line has been said. I'm not sure if the Sandral ref. Should refer to the Matale – or which is which, come to think of it. Probably best to use with the family that already has the combat droids, I think. Maybe just restore immediately outside the appropriate house. Bastila Comments: Kath Hounds {see: bastila.dlg in dan13_s.rim} // SCRIPTED // when the player crosses the bridge out of the jedi enclave for the first time ... The first dialog is when the player first crosses the bridge from the Jedi Enclave to the plains. It seems that this is where Bastila's line about “Dantooine seems peaceful enough” was originally situated, rather than in her “What do you know about this world?” lines. I'd suggest placing for repetition, anyway, possibly with a check against the player having already spoken to Bastila about the subject – though we should check that the two lines are identical in that case. This dialogue option also appears for Carth on the bridge in his dialogue in dan13_s.rim: Dialog Mission Statement These lines are interjections by Carth during the course of the Dantooine plot. The first dialog is when the player first crosses the bridge from the Jedi Enclave to the plains. ... Exit stream 1: The line is said and the conversation ends. DAN_DONE_PLAINS is changed to true to show that the line has been said. Droids --> Kath Hounds There appear to have originally been some droids in the Enclave Courtyard module, on or by the bridge, who would warn your about Kath Hounds if spoken to. Their dialogue is something like “sec.dlg”, or something. Ahlan Complains Once You're A Padawan See the title, really. Look for this in Ahlan's dialogue in danm13 RIM files. I'm not sure how worthy of restoration this is. These dialogs are the conversation files for Ahlan Matale in the Jedi Enclave. Before the player becomes a Padawan, Ahlan is sitting in a waiting room in the Enclave. Once the player does become a Padawan (see zhar13 for more details) Ahlan is moved fromthe waiting room to the council chambers. The next time the player enters the Council chambers, Ahlan, Vandar and Vrook will be there and the first dialog will initiate. Dorak Runs Up In the Enclave, it seems that unless you asked Dorak about the history of the Jedi before a certain point, he would have run up and bored your ear off about Exar Kun and Ulic Qel-Droma. (See: dorak's dialogue file in danm13_s.rim for the line “Padawan, I must speak with you”, in particular.) must run up and init dialog with the player if Juhani plot is done and the player has not yet spoken to Dorak. Discovering The Star Map Prematurely There's a line in vandar's dialogue – or there was – for if the player discovered the star map before the council assigned the quest. I advise against its restoration, or that possibility. It would play merry hell with the current setup of Dantooine. The fourth dialog is his response to the player having discovered the Star Map before the Council assigned the quest. The Quest For The Lightsabre Crystal It seems fetching a crystal was more of a mission before – involving killing a kinrath. I think this was what the cut rooms in danm13 were for. Don't quote me on that, though. In theory, could be restored (Q? Please confirm on possibility of adding rooms into the .lyt file. I'm not sanguine about this possibility, but it'd be nice to hear your input on this.) I'm going to subdivide the restorations for this into segments. The information in each one is broadly interlinked, however, hence the setup. Fetching Crystals It seems you originally would have had to kill a kinrath and fetch your lightsabre crystal from a room in the Enclave. Our source for this bit is Zhar's dialogue: The seventh dialog is subsequent times before the player returns with a crystal. The eighth dialog is when the player returns with a crystal. ... Exit stream 6: The lines are spoken and the conversation ends. If the player accepts, DAN_ZHARL_DONE is set to TRUE to show that the player has been told to find the lightsaber crystals. How much of this is restorable is questionable- Zhar's VOs lack the bits you'd need to restore this properly as far as I can tell. Crattis Yurkal On Crystals While on this quest, Crattis Yurkal would ask you to grab him some crystals...our source is his dialogue: Dialog Mission Statement These are the dialogs for Crattis Yurkal, one of the merchants in the Jedi Enclave. He comments on the results of plots and offers to buy lightsaber crystals from the player, but otherwise does nothing other than be a store. The fourth dialog is Crattis asking the player to get him lightsaber crystals. This happens after the player has been told to find a crystal, but before returning to Zhar with one. Exit stream 4: This conversation always has Crattis ask the player to bring him some crystals. DAN_DONE_CRATISL is set to true to show that the offer has been made. The end points of this conversation both link to stream 10. This part may already be in the playable game- of this I am uncertain. Bastila Comments On The Crystals From her dialogue: // SCRIPTED // after the player has defeated the kinrath and approaches the crystals The second dialog is when the player approaches the pile of lightsaber crystals. Exit stream 2: The line is said and DAN_DONE_CRYSTAL is changed to true to show that Bastila has commented on the crystals. I suggest moving this bit to the crystal caves. Bastila's comment is generic enough that it will stand without the rest of the plot about fetching crystals, and this avoids the uncomfortable issue of fiddling with the .lyt file. Nurse With Zhar...erm, I mean... It seems you were meant to sparr with Zhar and prove your ability with a lightsabre. You seem to first have had to show proficiency with the lightsabre, then fought a shielded droid, then sparred with Zhar himself. How much is restorable is highly questionable, given what we have of his VOs. From his dialogue: The tenth dialog is once the player has shown basic proficiency with the lightsaber. The eleventh dialog is after the player has defeated the shielded droid. The twelfth dialog is if the player failed to defeat Zhar. The thirteenth dialog is once the player has defeated Zhar. ... Exit stream 10: The lines are said and the player can either initiate combat or leave. DAN_ZHARH_DONE is set to TRUE to show that the player has shown basic proficiency. ... Exit stream 13: The lines are said and the conversation ends. DAN_JEDI_PLOT is set to 7 to show that the player has become a Padawan. It seems to indicate that the Juhani plot was originally not the final test to become a Padawan. I would suggest if possible we restore the testing of your ability with a lightsabre, and the trials, but leave the third test to being the business with Juhani. As far as I recall, there are one or two other bits and pieces of restorable content. There's a wounded Sith in the temple on the unknown world, which I do remember. I don't remember if there's much else.
-
From what I recall, no-one has managed to get bump-mapping to work properly for either KotOR game. The game's own textures often have it, but it won't work when we try it. On-topic, the mod looks great! Hope it isn't dead.
-
Certainly, they can be set with the .are settings. Perhaps they only set the likelihood they will occur, while environment.2da affects the precise details? I had thought environment.2da was a dummy file, but maybe not. ETA: Just tried changing the environment.2da settings for that line - Dxun showed no change. I think it's just a left-over bit of NWN.
-
Don't know specifically about Crado's Robe, but generally it's luck of the draw a to what you get from the game, since loot is randomised.
-
View File Holocron Icon Replacement This is a really small and slightly pedantic fix, which changes the icons for the two holocrons you find in KotOR, so that one (on Tatooine) looks like a Jedi Holocron, and the other, found on Korriban, looks like a Sith Holocron. Previously, th two had a generic icon which looked nothing at all like a holocron, and as I was working on a mod which needed a holocron for it, I decided to alter the two items while I was at it. At some point, I may make a similar mod for KotOR II. Please note that this mod doesn't use the TSLPatcher, so any mod which alters either holocron will be incompatible. To fix this, open the .uti file for the holocron using KotOR Tool, change the "model variation" to the number of the holocron model (i.e., 087 for the Jedi holocron, 088 for the Sith one), and save. Also, the mod uses plot useable item icon slots 87 and 88 for the Jedi and Sith holocrons respectively, so any mod which uses these icon slots for a different purpose will be incompatible. To fix this, simply rename the icons to a high enough number that they don't conflict with the other mod any more (e.g., to ip_pltuseitm_090), and then open the .uti file using KotOR Tool, change the "model variation" to that number, and save. Submitter InSidious Submitted 04/09/2012 Category Skins
-
Version 2.0
2,687 downloads
This is a really small and slightly pedantic fix, which changes the icons for the two holocrons you find in KotOR, so that one (on Tatooine) looks like a Jedi Holocron, and the other, found on Korriban, looks like a Sith Holocron. Previously, th two had a generic icon which looked nothing at all like a holocron, and as I was working on a mod which needed a holocron for it, I decided to alter the two items while I was at it. At some point, I may make a similar mod for KotOR II. Please note that this mod doesn't use the TSLPatcher, so any mod which alters either holocron will be incompatible. To fix this, open the .uti file for the holocron using KotOR Tool, change the "model variation" to the number of the holocron model (i.e., 087 for the Jedi holocron, 088 for the Sith one), and save. Also, the mod uses plot useable item icon slots 87 and 88 for the Jedi and Sith holocrons respectively, so any mod which uses these icon slots for a different purpose will be incompatible. To fix this, simply rename the icons to a high enough number that they don't conflict with the other mod any more (e.g., to ip_pltuseitm_090), and then open the .uti file using KotOR Tool, change the "model variation" to that number, and save. -
File Name: Darksword File Submitter: InSidious File Submitted: 09 Apr 2012 File Category: Mods TSLRCM Compatible: Yes This adds a new weapon, called a darksword, to the game. It is slightly less powerful than a lightsaber (base damage 2-14 [2d7], +1-4 electrical damage), and is what was used before the lightsaber was invented, particularly by the Sith. You will find the weapon (if you look hard enough) on the Harbinger. I’m not going to say where, so if you want it, be sure to check all over and not miss any compartments if possible. The mod is inspired by ChAiNz.2da’s Darksword mod for KotOR II, which he released back in 2005. While it’s a cool mod, I was never satisfied with the way the electrified blade looked in that mod, so I made this mod to rectify that. Click here to download this file
-
From the Readme: Screenshot: Download @ the ModWorks KotORFiles link forthcoming Download @ DeadlyStream
-
886 downloads
This adds a new weapon, called a darksword, to the game. It is slightly less powerful than a lightsaber (base damage 2-14 [2d7], +1-4 electrical damage), and is what was used before the lightsaber was invented, particularly by the Sith. You will find the weapon (if you look hard enough) on the Harbinger. I’m not going to say where, so if you want it, be sure to check all over and not miss any compartments if possible. The mod is inspired by ChAiNz.2da’s Darksword mod for KotOR II, which he released back in 2005. While it’s a cool mod, I was never satisfied with the way the electrified blade looked in that mod, so I made this mod to rectify that.