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#58478 [WIP] Recruit Dark Side Juhani

Posted by Kexikus on 14 August 2017 - 10:24 PM

An onEnter script can also be specified in the module.ifo – ebo_m40ad has, under Mod_OnModLoad, the script k_pebn_pophawk that spawns the NPCs.


Ah, that's good to know. I thought they have to be specified in the .are. Thank you :)

#58473 [WIP] Recruit Dark Side Juhani

Posted by Kexikus on 14 August 2017 - 08:16 PM

I just fixed a small vanilla bug that prevents Juhani from appearing in the post-Leviathan Ebon Hawk scene where the group discusses the Revan revelation. It was due to a spelling error in the tag of Juhani's waypoint.


However, I have a problem with that scene: I just don't get how the characters are actually spawned. The module is ebo_m40ad and I know that waypoints are used to spawn them as the wrong tag prevented Juhani's spawn. But I just can't find the script that's actually doing this. From what I can tell, there's no OnEnter script and while there is a trigger, it is only used to start the conversation and not to spawn the characters. If anyone has any ideas, I'd love to hear them as I need to check something in the spawn script.

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#58465 Portrait needed :(

Posted by Kexikus on 14 August 2017 - 03:57 PM

I'm not sure if you have to but it certainly won't hurt. You still have the .tga and .txi in the Override, right? That would be necessary for the portrait to appear of course.

#58459 Portrait needed :(

Posted by Kexikus on 14 August 2017 - 01:16 PM

No, you need to add the new portrait to portraits.2da. You can open .2da files with KotOR Tool to add a new row with your new portrait. Then save the edited file to your Override folder. For more details on the portraits.2da file, have a look here.

#58440 Bao Dur's Sacrifice Idea

Posted by Kexikus on 13 August 2017 - 09:33 PM

I really like the idea! Great job. And I'd love it if someone were to actually do this (I won't at this point since I'm already busy with other mods, see below for more).


Some thoughts: Why not just use the Ebon Hawk for the player? I know you wrote that it's because the EH is not allowed on Telos but I doubt anyone would care at this point and it's always nicer to use your own ship instead of a generic shuttle.

I love the part where Bao-dur sacrifices himself to destroy the Ravager. That's always what I had in mind when it comes to his fate. One thing I'd add here is the option to leave the Ravager intact and falling into Citadel station as seen in a cut cutscene. That could be a dark side choice that Bao-dur supports if he himself is DS as well (no idea what to do with him in that case), or if he's not dark sided, the player could try to persuade him but he refuses to leave the Citadel station to die and so the player either has to kill Bao-dur himself or Bao-dur stays and blows up the Ravager.


And maybe the gameplay could be streamlined a little bit as the endgame already consists of many random battle encounters and your idea seems to add even more. The merc camp for example is a nice idea but could maybe work as a puzzle instead to change up the gameplay some more. Also having Mandalore face Nihilus alone seems not really important, so maybe he and the Exile could regroup earlier. One possibility would be that once Mandalore gets to the locked elevator, the game cuts back to the Exiles part, which is taking place at the same time and then the Exile and Mandalore meet shortly afterwards.


I had this crazy idea for a mod that restores Bao Dur's sacrifice into the game giving a much-needed ending and resolution for Bao Dur's character. I know there is a mod called Bao Dur's Endgame Enchantment in development but it's been a long time without any updates and I am positive the lead modder has quit. This idea isn't a mod I am working on right now this is simply my idea for a mod someone else may want to make.


As I am/was part of that mod team, I'm afraid you're correct. This mod really is dead or at least very close to it. Or to be more precise, it never really lived at all. This is due to bad communication among our small group (which at least partially is also my fault) and now Cirosan seems to have left this site, Fair Strides seems to be busy with other projects / real-life as well and the same holds true for me.


And to be honest: I prefer your story outline for Bao-dur's sacrifice :)

#58316 [WIP] Recruit Dark Side Juhani

Posted by Kexikus on 10 August 2017 - 08:53 AM

Yes, I am. It's just going slowly partially due to some missing testing reports but mostly due to the fact that bug fixing isn't really that fun so I usually prefer doing something else^^

And on top of that is that the exam phase for this summer has started and won't end until the next semester starts in October, which leaves me with less time to work on mods.


The good news is that the thing I did instead of working on this mod is to work on my skybox mods which has been my primary focus for the last weeks (not that I have anything to show for it, but I did make some progress there).


Anyway, the mod is still in progress and even though it's going slowly it's at least going (somewhat) steady :D

#58237 GenoHaradan Legacy

Posted by Kexikus on 08 August 2017 - 08:48 AM

I think it'd work better as a player line with some alternate custom lines, just to get some interactivity into the scene.

#58191 GenoHaradan Legacy

Posted by Kexikus on 06 August 2017 - 09:39 AM

Very well done :)


If you raise the volume on those custom lines so that they match the vanilla lines and then add lipsync, it's going to be really hard to tell them from the original lines.

#58099 Wrong audio file for Trandoshan

Posted by Kexikus on 31 July 2017 - 12:07 PM

Or it could just be included in the reupload with the new credits music...

#58002 New here.. Help please

Posted by Kexikus on 25 July 2017 - 10:28 AM

Here you go.


I was on my phone when I originally replied to this thread, so I couldn't link properly.

#57999 New here.. Help please

Posted by Kexikus on 25 July 2017 - 07:25 AM

Welcome to the forums :D

BoS:SR Can be found in The download section of This site.

For mod builds, I'd go with Snigaroo's lists from the KotOR subreddit.

#57983 Download:TSL Backdrop Improvements

Posted by Kexikus on 23 July 2017 - 03:38 PM

But that's what I was telling you in my first post, you can :lol:


Oh... I thought you were referring to a new texture...


Thank you very much for the explanation. I always thought that it's impossible to hex edit this way.

I'll do that and upload the new version as soon as possible, either today or tomorrow.

#57925 [WIP] High quality skyboxes

Posted by Kexikus on 20 July 2017 - 03:39 PM

Time for some news: I updated the first post of this thread with some information on the current state of this WIP and an image to show my current progress for both the TSL mod and version 2 for KotOR.


But I've also made some progress:


The clouds for the TSL Dantooine skybox didn't work out the way I wanted them to, so instead of getting stuck there, I decided to do something else and remade the Dantooine K1 clouds. Those together with the Korriban clouds are what I'm least happy about in the current release so I figured that's a good start for now. You can see the result below (ignore the crappy render quality and missing AA, that's to reduce render time for tests):




These clouds are much closer to the vanilla look and they simply look better compared to the old ones:




The comparison also shows the enhanced terrain variation for v2 and TSL, but for some reason the lake seems to be much closer now even though it's in exact same position as before. I assume that's due to the fact that the horizon is higher (IIRC I lowered the horizon in Photoshop for v1) but I still have to test that. But I might go with a change in the model's position this time as the perspective should be perfect if the skybox model is properly aligned to the player.


And while working on this, I got some ideas on how to do the TSL clouds for Dantooine and also for some other skyboxes. Not sure what I'll do next, but I'll keep you updated :D

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#57910 Question/Advice about Skill Modding (and other stuff)

Posted by Kexikus on 19 July 2017 - 09:16 AM

That's good to hear. But just to make sure: DON'T place files in .rim files. Use .mod files instead so that the vanilla files are not replaced.

#57727 Download:TSL Backdrop Improvements

Posted by Kexikus on 12 July 2017 - 11:32 AM

The latest version is now uploaded. All reported issues are fixed.


Thanks for reporting them Guibaesa, thanks for the savegame Mutilator57 and thanks for fixing them DarthParametric and bead-v :)