Shem Posted September 10, 2006 Author Share Posted September 10, 2006 In the lightsabers, I changed the names and I made their value go up, something I don't think the baseitems.2da file would modify. Also I changed their names by identifying it by color. This is really useful for TSL. By default, you would be told what type of lightsaber you would get (double, short, and standard), but you were not told it's color. With my mod, it does. You would know what color you received. You have to edit the .uti file to do that. Link to comment Share on other sites More sharing options...
Fjope Posted September 10, 2006 Share Posted September 10, 2006 Heh, sorry for the questions. I should have read the readme before posting. : Link to comment Share on other sites More sharing options...
Dark_lord_Cheez Posted September 10, 2006 Share Posted September 10, 2006 Hey Shem, great job Can't wait to try this mod out, looks like you put a lot of effort into this. I just have one question though, you said you modified the lightsabers and blasters to do more damage... did you also make a small boost to vibroblades and such? I agree that they shouldn't be anywhere near a lightsaber's strength, however, it seems that they would be completely useless in both games if you left them at their original values. Personally, I enjoy vibroblades earlier on as opposed to blasters, however if what you say is true about how powerful you made the blasters in the game, then is there really any reason to have the vibroblades in the game at all? Or did you make a small edit to them so a skilled swordsman can stand against a pistol jockey? Link to comment Share on other sites More sharing options...
Davinq Posted September 10, 2006 Share Posted September 10, 2006 Whoa. Excellent job mate! Can't wait to download this! ...Once I get my new computer hardware that is. Looks great though! DQK out Link to comment Share on other sites More sharing options...
Shem Posted September 10, 2006 Author Share Posted September 10, 2006 I just have one question though, you said you modified the lightsabers and blasters to do more damage... did you also make a small boost to vibroblades and such? I agree that they shouldn't be anywhere near a lightsaber's strength, however, it seems that they would be completely useless in both games if you left them at their original values.I didn't do much work on the swords in this mod. Some have been modified, but not many of them. My personal belief is that a pistol should be more threating than a sword. Ask yourself this... If you saw a man in real life with a sword and another with a gun, which person would you fear the most? Link to comment Share on other sites More sharing options...
SITHSLAYER133 Posted September 11, 2006 Share Posted September 11, 2006 Nice mod but one prob i started a new game as a consular and i cannot go beyond the first droids i dont even see it coming its like a giant sniper rifle with 1 shot one kill ok i even cheated my self a saber and im sorry but the blaster are way to powerfull i can make a move with out getting blasted Link to comment Share on other sites More sharing options...
Skywalker3248 Posted September 11, 2006 Share Posted September 11, 2006 Great job Shem, I've enjoyed playing through this mod so far, the lightsabers are great, just have to be wary of those blaster-wielding droids just outside the Taris apartment at the beginning, and take them out quickly. They almost killed off my character right at the beginning, but it balances out the game more given the damage lightsabres do. Just have to make sure you take out the blaster-wielding opponents quickly, and it's definitely allot of fun to see battle droids taken out with the deflected fire. Anyway, great mod, thanks for creating it. Oh, do the +2 blaster bolt deflections from most crystals add silently to to the lightsabers once the crystals have been put in the lightsaber, as the extra deflection does not appear on the lightsabre's information itself (i.e. the +10 deflection does appear to go up to +12), or is this because +10 is the maximum blaster deflection possible? (This is for K1 by the way) Link to comment Share on other sites More sharing options...
Shem Posted September 11, 2006 Author Share Posted September 11, 2006 Nice mod but one prob i started a new game as a consular and i cannot go beyond the first droids i dont even see it coming its like a giant sniper rifle with 1 shot one killDraw the droids to you, like around a corner and take them on one at a time. You can't expect to run out in the middle of blaster fire and expect to live. That is one of the realistic points of this mod. You'll see that more evident as you go through the game, but your chances of survival increase as you get more powerful. ok i even cheated my self a saber and im sorry but the blaster are way to powerfull i can make a move with out getting blastedCheat yourself a shield, a minor blaster (renamed Enhanced Blaster)... it has all blaster fire feats. You can get six of those in a locker once you get past the beginning point. Even try "turbo". Maybe if you run fast enough, you can kill the droid before it gets you. Learn to use your stealth skill (as you move on), plant mines before big groups of enemies attack you. Set them up. This is more of a need in this mod for both games. You're going to have to change the way you play if you're going to survive. Remember in the readme, I said this recomended for advanced users only. There are others who have gotten past this point because of their experience. Great job Shem, I've enjoyed playing through this mod so far, the lightsabers are great, just have to be wary of those blaster-wielding droids just outside the Taris apartment at the beginning, and take them out quickly. They almost killed off my character right at the beginning, but it balances out the game more given the damage lightsabres do. Just have to make sure you take out the blaster-wielding opponents quickly, and it's definitely allot of fun to see battle droids taken out with the deflected fire.GREAT, I'm glad you see the point of this mod now! And you're a testimony that you can get past these points if you really know what you're doing. Running in the middle of blaster fire is going to get you killed in this mod, but I love the realistic part of the lightsabers deflecting the blaster bolts and killing off opponents. Anyway, great mod, thanks for creating it.Oh, you're very welcome. Oh, do the +2 blaster bolt deflections from most crystals add silently to to the lightsabers once the crystals have been put in the lightsaber, as the extra deflection does not appear on the lightsabre's information itself (i.e. the +10 deflection does appear to go up to +13), or is this because +10 is the maximum blaster deflection possible? (This is for K1 by the way)I actually don't know since I never really testing it in battle, etc. All I did is make sure that the increase was just +2 to blaster bolt deflection. Link to comment Share on other sites More sharing options...
stoffe Posted September 11, 2006 Share Posted September 11, 2006 Oh, do the +2 blaster bolt deflections from most crystals add silently to to the lightsabers once the crystals have been put in the lightsaber, as the extra deflection does not appear on the lightsabre's information itself or is this because +10 is the maximum blaster deflection possible? As far as I know there is a cap at a +10 bonus for blaster bolt deflection gained from item properties. Anything over that would not have any effect. Many other item properties have similar max value caps. Keep in mind though that Attack also is used for calculating blaster bolt deflection, so if you have a weapon granting +10 BBD and +4 Attack bonus it would give you an effective +14 to Blaster bolt deflection. Link to comment Share on other sites More sharing options...
SITHSLAYER133 Posted September 12, 2006 Share Posted September 12, 2006 sorry for that but i found i did a shiet job of creating a pc i put nothing in dex lolz normal its the thing i major in great mod dude sorry but it was late and i was real tired so i didnt check that Link to comment Share on other sites More sharing options...
Shem Posted September 12, 2006 Author Share Posted September 12, 2006 sorry for that but i found i did a shiet job of creating a pc i put nothing in dex lolz normal its the thing i major in great mod dude sorry but it was late and i was real tired so i didnt check thatNot a problem. I'm sure you'll see that if you play it smart, you will live. It should be exciting playing this way. You're not comfortable anymore. You have to be on your toes like you were when you first played it. You have to use more realistic strategies to get past difficult parts. Running out going toe to toe when you're really outnumbered will get you killed in this mod, especially TSL. In K1, you will have your trials early on, but it gets much easier as time goes on because of some limitations on how high damage can go. But in TSL, trust me there will be points even as you get more powerful, it still will be difficult in certain areas. That is why I made allowed it so you can get PC enhancements put into your lightsaber, unlike I did with K1 since you won't need it. See, in TSL you will have moments when you're attacked and you're outnumbered like 5 to 1, 10 to 1 at times. And when they're all shooting at you, it gets difficult. The worst thing you can do is allow some of our opponents get behind you. That is when they can shoot you in the back and you won't be deflecting their blaster fire with your lightsaber since you're not facing that particular enemy and that may get you killed. I know all this because I've been playing like this for about a year. The big thing was making this mod free from any other authors it was connected to with my personal game play. I basically had to go back and make it like I would if I didn't play with anybody else's mod. The first time testing this mod at times was interesting because I was learning if can be done. I even gave my party instant death lightsabers during game play of testing and at times I had my party limping out of huge battles with that feature on their lightsabers. I eventually learned that I didn't have to instant death lightsabers to come out alive. It just took some time and practice and getting some experience. What makes this mod easier than normal is when you play single opponents, one on one average Joe's who has a blaster and you have a lightsaber, you will kill them quicker than you normally would with this mod than you would with this game by default. It's when it's a team of enemies when the real challenges come. I believe that is more realistic. An average Joe with a blaster has no chance in hell against a Jedi with a lightsaber. But say like 7 average Joe's with blasters against one Jedi has a chance as we saw in the Star Wars movies. So making the mod the way I did really worked out with my design of it. Lots of realism in it that I'm sure people only dreamed they could play with and are finally seeing. I hesitated to release this type of mod for awhile because I thought that many people would complain how difficult it is, but I then decided, they are downloaded at their own risk. Either they're going to love the new challenge, or hate it because they can't get past it. Link to comment Share on other sites More sharing options...
Skywalker3248 Posted September 12, 2006 Share Posted September 12, 2006 Thanks for the info, stoffe - mkb -, and I guess the same would apply to attack, that it has an attack cap of +10. Also, I didn't know that the game used attack bonus's also to calculate blaster bolt deflection rolls, which just goes to show that you learn something new every day . Link to comment Share on other sites More sharing options...
Shem Posted September 15, 2006 Author Share Posted September 15, 2006 I am working on an add to this mod for both games. I've been testing new stuff I thought of to add to this mod that will twist everybody's minds that will make for some new suprises. It will be a seperate download to add new files. Got more stuff to do and test before I release it. Link to comment Share on other sites More sharing options...
mongerman Posted September 16, 2006 Share Posted September 16, 2006 Is this compatible with USM, holowan plugin and archilles rebalanced mod? I'm starting a new game but dont want to run into any mod conflicts. And what would be the installation order? Link to comment Share on other sites More sharing options...
SithAnnihilator Posted September 16, 2006 Share Posted September 16, 2006 mongerman, I can tell you it is compatible with USM and Halowan (mostly...there may be a minor conflict here and there but I havent run into any yet.) Not sure about the other one. Do what shem said, compare the files in each mod and play it out to find out for sure. ''Experience Reveals All'' Link to comment Share on other sites More sharing options...
SITHSLAYER133 Posted September 16, 2006 Share Posted September 16, 2006 this is much cooler than Vanilla Link to comment Share on other sites More sharing options...
oscarksp74 Posted September 19, 2006 Share Posted September 19, 2006 Started a new game of TSL with this tonight. I really enjoy the movie feel type gameplay. So far all is working well in game, however I noticed that for the first time KSE_333 will not execute, it simply pops up the send/don't send windows msg box and forces me to close. Anyone else experiencing this problem with this mod? The only other mods running are USM, Ultimate Sound Mod, Achilles Robe Mod 1.3, and svosh collar fix. Thanks in advance. Link to comment Share on other sites More sharing options...
RichardCQ Posted September 19, 2006 Share Posted September 19, 2006 Started a new game of TSL with this tonight. I really enjoy the movie feel type gameplay. So far all is working well in game, however I noticed that for the first time KSE_333 will not execute, it simply pops up the send/don't send windows msg box and forces me to close. Anyone else experiencing this problem with this mod? The only other mods running are USM, Ultimate Sound Mod, Achilles Robe Mod 1.3, and svosh collar fix. Thanks in advance. I was using KSE with it, and besides some perl errors (it happens alot with the holowan plugin) kse works fine Link to comment Share on other sites More sharing options...
Shem Posted September 19, 2006 Author Share Posted September 19, 2006 The KSE333 works fine with this mod. I can still make changes to stuff with it. Don't forget to check out the add on part of this mod... http://www.lucasforums.com/showthread.php?t=170631 I really would love some feedback there with the new features! Link to comment Share on other sites More sharing options...
oscarksp74 Posted September 19, 2006 Share Posted September 19, 2006 Thanks for the feedback. I have no clue what is going on now. Wonder if a save file is corrupted? Guess I will try a reinstall of the game and see what happens with a fresh start. Btw I have the Add in there too. Link to comment Share on other sites More sharing options...
Skywalker3248 Posted September 19, 2006 Share Posted September 19, 2006 I've really enjoyed the first version of this mod playing K1, the battle with Bastilla (I played the light side path) was very good, she suddenly became turbo-charged! Anyway, I've just started again with the add-on's in place, and one big suprise were the Sith enhancement bands you've put in the game, I was really suprised when I attempted to Force push a Vulkar gang boss and he resisted (I play the game as a Jedi from the start with the Rollplay Padawan Mod). Anyway, I think this is better than the first, well done. Link to comment Share on other sites More sharing options...
Shem Posted September 19, 2006 Author Share Posted September 19, 2006 I've really enjoyed the first version of this mod playing K1, the battle with Bastilla (I played the light side path) was very good, she suddenly became turbo-charged! Anyway, I've just started again with the add-on's in place, and one big suprise were the Sith enhancement bands you've put in the game, I was really suprised when I attempted to Force push a Vulkar gang boss and he resisted (I play the game as a Jedi from the start with the Rollplay Padawan Mod). Anyway, I think this is better than the first, well done. Great, but I was hoping you would give that feedback in the add on thread since nobody has said a word in that thread. Anyway, I'm glad you like the new stuff. I can't wait till you try out the Unknown World and the Star Forge. Again if you have something to say about the add on, take it to the other thread because I may reveal a suprise with a picture I've taken of the new enhancements. That's only if you give feedback there. Link to comment Share on other sites More sharing options...
Nema_Suneimi Posted September 19, 2006 Share Posted September 19, 2006 I was very much looking forward to playing these mods -- with combat being so easy I ended up getting more kicks with exploring the character / story elements rather than fighting (or I'd force myself to use crap items, but that's not so fun -- I want the shiny uber stuff!). Getting past the first two droids on Peragus is killing me, though. I know you're half-naked, but gimme a flesh-wound already! I've died about a dozen times already -- it's not easy getting them to follow you around the corner, you have to keep running back into fire and one shot takes you out. I'd prefer not to cheat an item so early on, I already put a bunch of mod items into some footlockers by Atton's force cage, it's like trying to reach the promised land... Maybe you could put a decent energy shield somewhere near the med bay just to help us over that first hurdle? It should be an exciting play-through if I survive Peragus, lol, and I'm glad you made the mods. I just have to boost my other mod weapons so they aren't obsolete... Link to comment Share on other sites More sharing options...
RedHawke Posted September 20, 2006 Share Posted September 20, 2006 Great, but I was hoping you would give that feedback in the add on thread since nobody has said a word in that thread. Anyway, I'm glad you like the new stuff. I can't wait till you try out the Unknown World and the Star Forge. Again if you have something to say about the add on, take it to the other thread because I may reveal a suprise with a picture I've taken of the new enhancements. That's only if you give feedback there. Actually Shem, we would prefer that you keep things to 1 mod per thread, boosters or add-on's for a mod should be announced in the main mods thread, adding it to the first post. Just an FYI. If it is a seperate mod then I'll ask you all to please ignore the silly man behind the curtain. Link to comment Share on other sites More sharing options...
Shem Posted September 20, 2006 Author Share Posted September 20, 2006 Actually Shem, we would prefer that you keep things to 1 mod per thread, boosters or add-on's for a mod should be announced in the main mods thread, adding it to the first post. Just an FYI. Oh, really? I thought since it was a seperate release I had to make a new thread. I'll go to work on making this right. ! EDIT: Done! In fact, this is what I wanted in the first place, but I thought I would break the rules if I did, so I made a separate thread. Thank you RedHawke for letting me know. Other thread has vanished... You are welcome! -RH BTW, I will spoil a surprise on the Unknown World for the add on mod to hopefully entice people to want to check it out. Link to comment Share on other sites More sharing options...
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