Blade & Sorcery

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VividLX

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ShadowSev

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367 comments

  1. ShadowSev
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    GOOD NEWS ALL!

    The mod has finally been updated to U12.

    I have had to make it into 2 separate mod folders, as for some reason when I combine them together, the blasters stop working. So, for now, this will have to do.

    This may be the last update this mod ever gets, as there are other things I want to work on, but that isn't for certain yet.

    So enjoy! (Hopefully!)
  2. slade6six6
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    Would u consider porting the “KCP Melee Pack “ to nomad? It’s a cool pack on its own in my opinion 
    1. ShadowSev
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      I had no plans for making it for Nomad, but I will have a look into how it's done, as I have never made a mod for Nomad before.
    2. slade6six6
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      in yr own time, no rush or anything, but thank u all the same! ^.^
    3. BPAGames
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      if you get a DECENT pc you can play the real game, even on my 2070 it runs really smoothly. id invest because nomad is HORRIBLE compared to the regular version
    4. FalloutPowerArmorGaming
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      ok but like... nobody asked for hardware recommendations.
  3. FalloutPowerArmorGaming
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    how the f*#@ are there 179 new kyber crystals!?!?!??!?!??!?!?!?!??!?!??!?!?!?!?!???!?!?!??!?!??!?!??!
  4. EventfullMars
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    Does this still work?
  5. CodeFluet
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    Is there a way to increase the damage the blaster do? Even with the enemy's at 100hp It still take about 6 or 7 shots with Sabines blaster to kill them and it kind of breaks the immersion. No hate on you or the mod, I think its great.
    1. ShadowSev
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      This mod uses the damagers that are in The Outer Rim mod, but there is a couple of ways I can think of that might help.

      Here is 2 options:

      1. You can open the JSON file for the blasters you want to increase the damage of. Then go to the line that says "overrideBoltDamager": "", and change it to "overrideBoltDamager": "BlasterBoltHeavy",

      This will change the damager that the blaster uses to the heavy version which has double the damage.

      or,

      2. Go into the damagers themselves in The Outer Rim mod and change them. Open up the JSON file "Damager_BlasterBolt", go to the line that says "damageMultiplier": 25.0, and change the 25.0 to what ever you want. There is about 5 of them to change. This should increase the damage the blasters do, but only the ones that use that damager.

      Hope this helps solve the issue.
    2. CodeFluet
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      Thanks! That fixed it
  6. jeffydude54
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    Hey is there a max limit to the flicker setting and can I add it to any kyber crystal?
    1. ShadowSev
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      I'm not sure if there is a max setting as I have never tested above what it's currently set at.

      Yes, you should be able to add it to any kyber crystal.
    2. jeffydude54
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      Aight thx, but how do I add the flicker? Do I just copy the crystal modules in notepad?
    3. ShadowSev
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      You can do that, or you can add the text line below into the JSON file of the kyber crystal you wish to add the flicker to.

      "flicker": 0.85,

      Simple add that under the "outerGlow" line in the module section of the JSON file.
  7. supergamerx144
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    AYYYYYY NICE TO SEE THIS MOD GOT UPDATED!!!!
  8. OhGeezScoob
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    Does this work with TOR v4.7 that was uploaded Aug 7?
    1. ShadowSev
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      Not sure, as it was released after I released my mod update and I haven't downloaded it yet to test it.
    2. slayter97
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      Can confirm that it's working with TOR v4.7. I think some of the lightsaber beams look a bit off (it looks like some rectangles or something in the beam texture itself), but others like Viridian unstable look dope. Not sure if what I'm seeing is intentional for the mod or a Unity quirk.

      Regardless, excellent work.
    3. ShadowSev
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      Thank you for confirming that it works and also for spotting a possible issue.

      I'll look into it.

      Edit*

      Some of them did have a slight unsual texture to them, which I thought gave them somewhat of a unique look and I thought someone might like them, so I left them in the mod.

      After taking a look though, it appears that Kingo may have improved the overall look of the blades, which may have altered the look of the kyber crystals in question slightly.

      It only really appears like that because of how I changed the colours in the JSON files.

      Feel free to mess around with them if you like.
  9. Thorman12345
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    looks like the blasters archive is corrupted... I tried manually downloading and testing in winrar and 7zip as well as through vortex and all 3 said the archive is corrupt. it only seems to be the blasters file though...
    1. CJP2077
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      Yeah, ran into that too, I really liked the 88s and the big blasters.
    2. ShadowSev
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      *It has now been reuploaded.

      Let me know if you still get the same issue.
  10. JustHarveyLTU124
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    LETS GO!!! all we need to complete the puzzle is the outer rim!!!!
    1. Iucxss
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      this is for 12.2
    2. JustHarveyLTU124
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      they dont specify. it just says for u12 NOT 12.2
    3. ShadowSev
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      It is for the latest version of the game.
    4. JustHarveyLTU124
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      yeah so we have to wait until the outer rim update to use it. 
  11. KennyyyP
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    For those of you as impatient as me, just change the version in the mod manifest to U12. Items won't show up in the book, but you can spawn them in using the console. Inconvenient, but scratches the KCP itch
    Edit: It's also broken my cursor every time I do it, so I can't use any of the books or the map. Best to spawn your item in at home, holster it, then restart your game so you spawn in with it already. NPCs also can spawn in with the items so you can wait for them to get your favorite.
    1. Pluplo
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      how do i find the id of the item i want to spawn in with the console
    2. KennyyyP
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      Items folder > Category > JSON File > "id":
    3. Pluplo
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      ty my man