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TSLRCM Animation and Immersion Modification

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http://deadlystream.com/forum/files/file/891-kotor-2-unofficial-patch-v11/

 

What I'm essentially asking for is someone to integrate this, or as much of this as possible into a modification for TSLRCM. 

 

Of particular interest to me is some of the bug fixes and exploits. (Which I'm not sure TSLRCM cover.)

But more than anything the things the above modification adds are excellent for immersive play. 

 

http://deadlystream.com/forum/topic/4554-kotor-2-unofficial-patch-v11/

 

I'd advise if anyone wants to do this to take a look at the topic above as well, there's certain things listed that people would like. 

I'd also personally request it be compatible with Leilukin's Romance mods and Kainzorous' NPC overhaul PLEASE. 

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Hmmm... what I'd personally like for it to be split into some separate smaller mods:

  • one for dialogues, as I heard they add much more immersion to Peragus
  • one for default clothing always on the Ebon Hawk for party members, which I wouldn't be really interested at, as it makes armor feel like an unnecessary game mechanic which matters nothing when we're in safe, warm Ebon Hawk. Also, some mods like Force Fashion II add special robes for party members and it would be a shame for me not to see them on such an important place like the Ebon Hawk. Also, it's a shame that personalized, specially designed clothing for party members has to be swapped for six types of armors so quickly, but I'd rather go with a solution which Force Fashion II suggested - give party members default clothing with personalized stats and icon when they join your party, so you could make them use it at least until they become Jedi.
  • one for restricted mode on the Ebon Hawk, including headgear only (TSLRCM uses weapons in some cutscenes, but headgear is quite a good idea if it's reequipping properly and works for full party except Visas, which is very important for Visas Unmasked mod users).one for "tired state" of Kreia resetting only after travelling to a different planet or re-entering the Ebon Hawk (for some more skilled modders, it would be pretty funny if she was laying like she's dead in a bed on her quarters and when we try to speak to her, she could get up like on Peragus, say that she's tired and return to bed.
  • one for Bao-Dur using his "Shield Breaker" animation when he's breaking a Force Field - a little neat mod that I'd definitely use.
I found some other modifications and bug fixes in this mod, but they're mostly included in TSLRCM. Also, there's a body armor slot lock for Visas there, but although I understand that Visas looks awfully in these heavy armors, but Jedi robes look like default clothing on her and they give far better stats than default clothing, I don't know the reason to make Visas weaker or to stick default clothing to her. Visas Unmasked merged with Force Fashion II gives Visas a stronger default clothing, but also not only guves us a possibility to change this clothing, makes Jedi robes visible on Visas and not appearing as default clothing and gives us a possibility to remove Visas' veil from her, transforming it into disguise headgear.
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I'd like all of that too. I'd also love (call me insane I won't be hurt) to be able to make custom robes on a workbench. Like the SSM mod.

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Still not listing any specifics. Some fixes??? Changes to immersive play?

 

As said, I think a lot of these "immersive fixes" are horrible ideas as outlined by SuperSzym. Do inform me of changes for the positive, and as said before best with video if applicable.

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Do inform me of changes for the positive, and as said before best with video if applicable.

 

Immersion:

- Missing planet hologram, hyperdrive, and damaged HK-47 in some stunt versions of the Ebon Hawk. -Not sure if this has been fixed in TSLRCM or not.

- Added Some Pazaak players on Citadel Station cantina.

- Czerka utility droid will now weld instead of just being there.

- Bao Dur is using his 'shield breaker' animation when breaking force fields.

- Player will now actually shut down force cages on Peragus and Telos Academy.

- Speaking on comlink cutscenes changed.

- Atton and T3 playing pazaak cutscenes available. - I'm almost 100% sure this is already in TSLRCM.

- Visas, Nihilus cutscene is executed on engine now and is triggered by Ebon Hawk galaxy map script.

- Tobin, Nihilus cutscene is now available.

- Added Hangar doors to G-wing hangar on Dxun with map note.

- Added Caged beasts on Onderon.

- Added Kath hounds on Dantooine.

- Ratrin Vhek on Ebon Hawk. - Not quite sure what this entails.

- Opo Chano on Nar Shaddaa;

- B4D4, T1N1 on Nar Shaddaa;

G0T0 will not be able to enter Vogga's chambers. -Just makes sense to me.

 

Bugfix:

- Cycled dialogues (HK50, T3M4, Atris). -I know for a fact this wasn't fixed in TSLRCM, particularly if you use "Wisdom" or anything like that in conversation with Atris parts of her dialogue would cycle.

(Wookiee Rage/Force Scream/Fury) spells does not use force cast animation any more. - Not sure if this was changed by TSLRCM, but I think it should be.

 

Things we'd need a list for:

Minor fixes to party members dialogs.

Changes to cutscene animations. -For this one we'd need someone to play through the game with the mod installed, if DReW has his input could be useful.

 

These things and Member: @N-DReW25 has played through part of it whilst I have not; so hopefully he could answer some queries. 

 

As far as I'm concerned the rest of the stuff, nearly all of which TSLRCM changes itself or fixes can be dismissed. 

& the other features  @superSzym mentioned can be separated into smaller mods

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Immersion:

- Missing planet hologram, hyperdrive, and damaged HK-47 in some stunt versions of the Ebon Hawk. -Not sure if this has been fixed in TSLRCM or not.

- Added Some Pazaak players on Citadel Station cantina.

- Czerka utility droid will now weld instead of just being there.

- Bao Dur is using his 'shield breaker' animation when breaking force fields.

- Player will now actually shut down force cages on Peragus and Telos Academy.

- Speaking on comlink cutscenes changed.

- Atton and T3 playing pazaak cutscenes available. - I'm almost 100% sure this is already in TSLRCM.

- Visas, Nihilus cutscene is executed on engine now and is triggered by Ebon Hawk galaxy map script.

- Tobin, Nihilus cutscene is now available.

- Added Hangar doors to G-wing hangar on Dxun with map note.

- Added Caged beasts on Onderon.

- Added Kath hounds on Dantooine.

- Ratrin Vhek on Ebon Hawk. - Not quite sure what this entails.

- Opo Chano on Nar Shaddaa;

- B4D4, T1N1 on Nar Shaddaa;

G0T0 will not be able to enter Vogga's chambers. -Just makes sense to me.

 

Bugfix:

- Cycled dialogues (HK50, T3M4, Atris). -I know for a fact this wasn't fixed in TSLRCM, particularly if you use "Wisdom" or anything like that in conversation with Atris parts of her dialogue would cycle.

(Wookiee Rage/Force Scream/Fury) spells does not use force cast animation any more. - Not sure if this was changed by TSLRCM, but I think it should be.

 

Things we'd need a list for:

Minor fixes to party members dialogs.

Changes to cutscene animations. -For this one we'd need someone to play through the game with the mod installed, if DReW has his input could be useful.

 

These things and Member: @N-DReW25 has played through part of it whilst I have not; so hopefully he could answer some queries. 

 

As far as I'm concerned the rest of the stuff, nearly all of which TSLRCM changes itself or fixes can be dismissed. 

& the other features  @superSzym mentioned can be separated into smaller mods

Agreed, Lucy.

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Because I know HH will hammer you about it (as I'm mentally doing so reading over the list):
 

- Speaking on comlink cutscenes changed.



Okay... How were they changed, which scenes, all scenes?

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Immersion:[/size]

- Missing planet hologram, hyperdrive, and damaged HK-47 in some stunt versions of the Ebon Hawk. -Not sure if this has been fixed in TSLRCM or not.[/size]

- Added Some Pazaak players on Citadel Station cantina.[/size]

- Czerka utility droid will now weld instead of just being there.[/size]- Bao Dur is using his 'shield breaker' animation when breaking force fields.[/size]- Player will now actually shut down force cages on Peragus and Telos Academy.[/size]- Speaking on comlink cutscenes changed.[/size]- Atton and T3 playing pazaak cutscenes available. - I'm almost 100% sure this is already in TSLRCM.[/size]- Visas, Nihilus cutscene is executed on engine now and is triggered by Ebon Hawk galaxy map script.- Tobin, Nihilus cutscene is now available.[/size]- Added Hangar doors to G-wing hangar on Dxun with map note.[/size]- Added Caged beasts on Onderon.[/size]- Added Kath hounds on Dantooine.[/size]- Ratrin Vhek on Ebon Hawk. - Not quite sure what this entails.[/size]- Opo Chano on Nar Shaddaa;[/size]- B4D4, T1N1 on Nar Shaddaa;[/size]

- [/size]G0T0 will not be able to enter Vogga's chambers. -Just makes sense to me.[/size]

 

Bugfix:[/size]

- Cycled dialogues (HK50, T3M4, Atris). -I know for a fact this wasn't fixed in TSLRCM, particularly if you use "Wisdom" or anything like that in conversation with Atris parts of her dialogue would cycle.[/size]

- [/size](Wookiee Rage/Force Scream/Fury) spells does not use force cast animation any more. - Not sure if this was changed by TSLRCM, but I think it should be.[/size]

 

Things we'd need a list for:[/size]

- [/size]Minor fixes to party members dialogs.[/size]

- [/size]Cha[/size]nges to cutscene animations. -For this one we'd need someone to play through the game with the mod installed, if DReW has his input could be useful.[/size]

 

These things and Member: @N-DReW25 has played through part of it whilst I have not; so hopefully he could answer some queries.

 

As far as I'm concerned the rest of the stuff, nearly all of which TSLRCM changes itself or fixes can be dismissed.

& the other features @superSzym mentioned can be separated into smaller mods

  • "Tobin, Nihilus cutscene is now available." - included in TSLRCM.
  • "Ratrin Vhek on Ebon Hawk." - from what I remember, in vanilla game, Ratrin Vhek didn't appear onboard the Ebon Hawk during the Red Eclipse battle. This is already included in TSLRCM.
  • "Opo Chano on Nar Shaddaa" - included in TSLRCM, if I recall correctly.
  • "B4-D4, T1-N1 on Nar Shaddaa" - included in TSLRCM.
  • "G0-T0 will not be able to Enter Vogga's chambers" - makes sense, maybe should be included in TSLRCM.
The rest of the aforementioned changes from Lucy's list are pretty optional and don't add much to the game (like Kath Hounds, Caged Beasts and Pazaak players), other maybe could go with discussed Animation and Immersion Modification or I already mentioned them in my little mods suggestions.

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Because I know HH will hammer you about it (as I'm mentally doing so reading over the list):

 

 

Okay... How were they changed, which scenes, all scenes?

 

Nobody should hammer me over a mod, anyways-

 

I stated input from Drew would be helpful because I don't know the full details. 

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Honest question; Lucy, did you actually play TSLRCM? Since like 90% of your list of improvements is already in TSLRCM. Thanks for noticing.

(Same question for Domino)

P

Only I really think would be worth it is Bao's fist-attack.

 

Edit;

"G0-T0 will not be able to Enter Vogga's chambers" - makes sense, maybe should be included in TSLRCM

Like... it already is??? Edited by Hassat Hunter
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TSLRCM is too big to remember everything. But yes, I agree that Bao's shield breaker animation for breaking a force field should be included in TSLRCM. Kreia's tired state is a good idea for a little mod, and one for changes to dialogues included in this patch if it's really as awesome as Drew claims.

 

Now we have a clearer image of how should this all look like.

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Honest question; Lucy, did you actually play TSLRCM? Since like 90% of your list of improvements are already in TSLRCM.

 

 

I did, I included this list in my second post; in case I missed anything out that could be useful from the mod we're discussing.

 

For what I absolutely believe to not be in TSLRCM:

 

- Added Some Pazaak players on Citadel Station cantina. - I think this just means adding more non-interactable NPCs to the bars.

- Czerka utility droid will now weld instead of just being there. - I honestly don't remember, but who remembers whether something this minor was fixed or not- although if it wasn't it should be.

- Bao Dur is using his 'shield breaker' animation when breaking force fields. -I think this needs added.

- Player will now actually shut down force cages on Peragus and Telos Academy. -One of the few things I have observed, it's essentially the player walks over to a console and is seen deactivating the cages.

- Added Hangar doors to G-wing hangar on Dxun with map note. - I just think this is neat, not necessary.

- Added Caged beasts on Onderon. - Would be great for ambience.

- Added Kath hounds on Dantooine. - Would be great for ambience, but I wouldn't add as many as K1.

- Cycled dialogues (HK50, T3M4, Atris). -I know for a fact this wasn't fixed in TSLRCM, particularly if you use "Wisdom" or anything like that in conversation with Atris parts of her dialogue would cycle.

(Wookiee Rage/Force Scream/Fury) spells does not use force cast animation any more. - Not sure if this was changed by TSLRCM, but I think it should be.

Changes to cutscene animations. -For this one we'd need someone to play through the game with the mod installed, if DReW has his input could be useful.

 

I've looked a bit more at the "cutscene animations" and it's just little tweaks here and there- camera positions and different animations from what I can tell from the screenshots; I haven't the time to install and play the mod myself but I'm willing to bet that's what the rest amount to- as for Comlink scenes, I have no idea. 

 

I would propose expanding upon the "Caged Beasts" Idea, like- adding Ithorians visibly importing plants and things on Telos and maybe more ambient people walking around on Nar Shaddaa. 

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Nobody should hammer me over a mod, anyways-

 

I stated input from Drew would be helpful because I don't know the full details. 

Not quite what I meant, so I apologize: "hammer" as in "badger" or "interrogate"; hunting for details to clarify a vague statement.

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- Added Caged beasts on Onderon. - Would be great for ambience.

- Added Kath hounds on Dantooine. - Would be great for ambience, but I wouldn't add as many as K1.

 

Its hard to believe you can play TSLRCM and NOT notice these.

Also, yes, Atris looping is fixed.

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Not quite what I meant, so I apologize: "hammer" as in "badger" or "interrogate"; hunting for details to clarify a vague statement.

 

No harm, done and I apologise for being vague. I love KOTOR 2 a great deal and I'm just always looking for ways to improve it; even if the bulk of the ideas from this "TSLRCM Competitor" (as someone once referred to it)-
are thrown out I think the general idea of improving cutscene fluidity, environmental details like doors, the ambience of people and animals is a good one; as such should be developed.

 

& Other little things like Bao-Dur's shield breaking animation and cycling dialogue fixed along the way.

 

 

- Added Caged beasts on Onderon. - Would be great for ambience.
- Added Kath hounds on Dantooine. - Would be great for ambience, but I wouldn't add as many as K1.

 

Its hard to believe you can play TSLRCM and NOT notice these.
Also, yes, Atris looping is fixed.

 

The only Kath Hounds I encountered were by the entrance to the Enclave as I remember, and I didn't notice many more caged beasts except a few around the one that always attacks you- I must be blind.

 

Atris looping is fixed? Was this a recent update thing? I last played 1.8.2.

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I last played 1.8.2.

Therein lies your problem. You might want to check the current version of TSLRCM before making suggestions on what to alter in it.

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Therein lies your problem. You might want to check the current version of TSLRCM before making suggestions on what to alter in it.

 

I suppose this is true, I apologise- haven't had time to play through it in a while. 

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Might be worth it.  At the very least, you'll be speaking from experience!  ;)

 

Personally to me K2 is a masterpiece up there with Planetscape Torment, DAO and Baldur's Gate II. So it's always worth it.

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Therein lies your problem. You might want to check the current version of TSLRCM before making suggestions on what to alter in it.

That 90% in I mentioned. In there since launch (1.4). So playing 1.8.2 is no excuse.

Fairly I dont recall when I fixed Atris though.

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Things we'd need a list for:

Minor fixes to party members dialogs.

Changes to cutscene animations. -For this one we'd need someone to play through the game with the mod installed, if DReW has his input could be useful.

 

These things and Member: @N-DReW25 has played through part of it whilst I have not; so hopefully he could answer some queries. 

Alright, well it's better to put my 2 cents in late than never. I have played the mod up to Citadel Station and I have seen some really good features in this! The following list is the list of things I have seen within the game during my playthrough a while back so some of them may not be 100% accurate

 

*In nearly all conversation there is noticeable changes including camera angle and animations

*The cutscenes on Peragus instead of Hologram Miners talking are now actual Miners talking with a Hologram Overlay over the screen to make it look like a Holo Video

*The Corta  cutscene scene in the mining tunnels has the same treatment as above but has been adjusted so that the Camera doesn't show the debris as like in TSLRCM

*The "Destroy Terminal" option is now gone which means you have to do the mini sidequest regardless to whether or not you actually want to

*When going onto the space catwalk your character switched into the space suit before actually going onto the walk

*The Harbinger cutscenes are even better than the ones on Peragus. They are no longer Holograms but I cannot remember if they had the Hologram overlay or not. One specific scene I liked the most from the mod was the Carth/Admiral scene

*The random loot seems to be 90% disabled

*You get a lot less money on Peragus so by Citadel 250 credits from Lorso is a good deal

*You no longer get a HK piece from HK-50

*The Dead Miners now actually have the unique appearance of Dead Miners instead of being Generic Corpses

*The Vibrocutter can be obtained in the security locker instead of a miners corpse

*The Mining Blaster can be obtained from the dead Mining Droid instead of the remains of a living one

*Your character has to release Atton by operating a Terminal (Cutscene)

*TSF will patrol ALL modules

*The Appartments that Harra is in looks like it's a Czerka Exclusive Apartment judging from all the Czerka guys in it

*The Thugs who ambush you in the hangar have a unique new armor

 

Those are the features I can remember from the top of my head. Judging from how the modder has changed the files it may be impossible to combine it with TSLRCM. To be honest part the reason I would use TSLRCM over this is because TSLRCM gives are nearly complete list of things that it does, It's been heavily beta tested for years, all the good mods like M4-78, Goto overhaul and TSL NPC Overhaul work for TSLRCM only and most of the Dialogue is skippable in TSLRCM.

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Sadly, as stated before I really dont have the time to check this out so comparisson vids are welcome.

 

Although no random loot, no HK part or new armor models obviously wont be included.

Always wanted to update VPs Peragus overhaul to use .git but never got around to do so.

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Alright, well it's better to put my 2 cents in late than never. I have played the mod up to Citadel Station and I have seen some really good features in this! The following list is the list of things I have seen within the game during my playthrough a while back so some of them may not be 100% accurate

 

*In nearly all conversation there is noticeable changes including camera angle and animations

*The cutscenes on Peragus instead of Hologram Miners talking are now actual Miners talking with a Hologram Overlay over the screen to make it look like a Holo Video

*The Corta  cutscene scene in the mining tunnels has the same treatment as above but has been adjusted so that the Camera doesn't show the debris as like in TSLRCM

*The "Destroy Terminal" option is now gone which means you have to do the mini sidequest regardless to whether or not you actually want to

*When going onto the space catwalk your character switched into the space suit before actually going onto the walk

*The Harbinger cutscenes are even better than the ones on Peragus. They are no longer Holograms but I cannot remember if they had the Hologram overlay or not. One specific scene I liked the most from the mod was the Carth/Admiral scene

*The random loot seems to be 90% disabled

*You get a lot less money on Peragus so by Citadel 250 credits from Lorso is a good deal

*You no longer get a HK piece from HK-50

*The Dead Miners now actually have the unique appearance of Dead Miners instead of being Generic Corpses

*The Vibrocutter can be obtained in the security locker instead of a miners corpse

*The Mining Blaster can be obtained from the dead Mining Droid instead of the remains of a living one

*Your character has to release Atton by operating a Terminal (Cutscene)

*TSF will patrol ALL modules

*The Appartments that Harra is in looks like it's a Czerka Exclusive Apartment judging from all the Czerka guys in it

*The Thugs who ambush you in the hanger have a unique new armor

 

Those are the features I can remember from the top of my head. Judging from how the modder has changed the files it may be impossible to combine it with TSLRCM. To be honest part the reason I would use TSLRCM over this is because TSLRCM gives are nearly complete list of things that it does, It's been heavily beta tested for years, all the good mods like M4-78, Goto overhaul and TSL NPC Overhaul work for TSLRCM only and most of the Dialogue is skippable in TSLRCM.

 

Thanks so much for the info, this is really useful! 

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Harbringer cutscenes don't make very much sense as a video with overlay. From what I remember, Carth was never present on the Harbringer and he contacted with the Harbringer via holo.

 

EDIT: Checked, these are called Briefing Logs. As a foreigner, I'm not sure how to interprete it, but it I'm more keen on the vanilla way. There is also the aesthetic part, so a video could be helpful.

 

For Peragus, changing from usual holo to camera log could work well in most opportunities, for example Coorta argument scene. This sounded pretty much like something which wasn't intentionally recorded, so as a camera log like one one of these we see in rest of the game. Not sure about the maintenance officer speaking about the voiceprints.

 

Puzzles? I didn't know they existed on Peragus, I always destroyed terminals. This could be fun! It will also make the second game harder and more interesting, as I always missed the obligatory brain task K1 has when I played TSL. I remember that I needed to use an internet guide to pass through light side kolto puzzle when I played K1 for the first time in my native language. Actually, if I don't use a guide, I spend two hours at doing this puzzle. Spending so much time on TSL in a language that is not my native has to be fun!

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