Jump to content


Member Since 01 Aug 2010
Offline Last Active Today, 11:36 AM

#55017 Ask the Developer of Revenge of Revan....a Question.

Posted by VarsityPuppet on 19 March 2017 - 12:54 AM

He'll never get it done.

Says the guy who has contributed 0 things to Revenge of Revan

#54944 What do you like about the K1 Mandalorians?

Posted by VarsityPuppet on 15 March 2017 - 04:37 PM

I personally think the Neo-Crusader armor is fine.


We maybe need to consolidate some of the reskins to generate a little more variance in the armors though. Shiny, dirty, faded, jungle camo, etc.


But what we might actually need is more variation in the armor. The Mandos are presumably all over the place, and one would think they have put effort into customizing their armor, be it painting on Neo-Crusader armor or starting to evolve the armor a bit. Maybe the Neo-Crusader purists like to keep their armor in its vanilla state, as a way of remembering the glory days.


And it would certainly be cool to see the Dxun camp start to evolve the amor a bit. Separating the helmet from the armor (similar to SWTOR-style mandalorians), armor that is much more cobbled, but still very "mandalorian" in design

#54792 Taris Dueling Ring

Posted by VarsityPuppet on 09 March 2017 - 11:54 PM

Starkiller Battle Royale:


Galen Marek Starkiller


Bendak Starkiller


Luke Starkiller




Starkiller Base

#54783 Taris Dueling Ring

Posted by VarsityPuppet on 09 March 2017 - 05:00 PM

The Jedi Nemo vs The Jedi Kaevee

#54693 [K1 & TSL] Fix Ebon Hawk shader and UVW issues

Posted by VarsityPuppet on 04 March 2017 - 03:53 PM

ndix-UR for the win!

#54641 How to fade to black?

Posted by VarsityPuppet on 01 March 2017 - 06:23 PM

Or try this:


#54417 A giant Rancor on the Unknown World

Posted by VarsityPuppet on 24 February 2017 - 06:28 PM

There is a random Selkath on the cover so I don't think they worried too much about what was actually in the game, just making it look cool.

Cut Selkath party member confirmed

#54358 TSL Textures Remastered

Posted by VarsityPuppet on 23 February 2017 - 08:18 PM

Per your method of hex editing :D We talked about this, but I thought you never made it. Now that I know more about programming and stuff I could do it myself :D


Ah good work, my friend!

#54228 A giant Rancor on the Unknown World

Posted by VarsityPuppet on 21 February 2017 - 05:53 PM

Maybe the Rancor is normal sized and Zaalbar is just really small instead

#54226 Response to Claims that Peragus' Purpose is Confusing

Posted by VarsityPuppet on 21 February 2017 - 05:35 PM

Counter Point: Move it all to Telos.


Move the whole game to Telos. There's too much story spread out across different planets, it would be better to have one planet with a good story than several with half stories

#54174 TSLRCM's take on Bao-Dur's endgame fate?

Posted by VarsityPuppet on 21 February 2017 - 12:42 AM

Nah, I think we've answered the question. TSLRCM's take on Bao-Dur's fate is that it's Varsity Puppet's problem. :D

Is it now?

Excellent, I've decided that he will be killed by walking over an awkwardly placed landmine on the Ravager after defeating Nihilus.

You know, the same one that Canderous survives :P

#54134 TSLRCM's take on Bao-Dur's endgame fate?

Posted by VarsityPuppet on 20 February 2017 - 07:38 PM

I mean the game is almost completely different from the original Xbox version, and fixing the endgame is the next big step for the game.

Are we using the same mod? TSLRCM restores many things but saying that it makes the game "almost completely different" is an exaggeration.

I get the idea of trying to patch up the end-game as much as possible, but it'd be a real stretch to be able to fill in all those gaps with useful content.

A better idea would be to cut most of the Malachor end-game content and move it all to Telos instead. Idk, I've kind of just accepted it can't really be finished. I'm onto other projects

#54115 TSLRCM's take on Bao-Dur's endgame fate?

Posted by VarsityPuppet on 20 February 2017 - 04:10 PM

I don't like the thought of my favorite Zabarak dying isn't the game depressing enough in places? I don't mind conflict and a certain amount of angst, however all Doom and Gloom is hardly my idea of escapism.

As opposed to just dying off-screen, which is currently the case?

#53706 Hello everyone!

Posted by VarsityPuppet on 10 February 2017 - 06:21 PM

Good stuff

#53659 Download:KotOR Dialogue Fixes

Posted by VarsityPuppet on 09 February 2017 - 09:08 PM

This mod's usefulness is subject to opinion and not everyone would be using Kainzorus' mod.
Because Stoffe didn't program it that way.
If you add an entry, you only need to update the StringEntriesOffset in the TLK header and splice your new entry into the end of the StringData cluster before adding the actual text of the entry to the very end of the StringEntries cluster.
If you edit an existing entry, you need to update the StringEntriesOffset in the TLK header, the Offset in the StringEntries cluster for the edited entry and every entry thereafter, and then edit the text of the entry in the StringEntries cluster, which (depending on how you did it) may or may not involve adding or removing bytes if the entry contains more or less text respectively...
Just going by number of processes, adding is definitely easier than editing.

Well, if that was the easier way to do it at the time, then so be it, but that's also a pretty fundamental flaw and seems like a pretty common use case for modding.