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Malkior

Member Since 16 May 2012
Offline Last Active Today, 07:48 AM
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#57770 Why Don't Sith Assassins use Force Powers in KOTOR 2?

Posted by Malkior on 14 July 2017 - 03:35 AM

I assume it's to avoid a balancing issue, since you fight them primarily on the first level in the game, and their vibrostaves already do a fair amount of damage.

Honestly, it makes no sense to buff their attack to match the player's, as it's not like someone with more force power suddenly hits harder.

If you want to match the description they should hit with roughly the same damage as two vibroblades and carry an equivalent amount of Force power with Force Drain Life or Death Field to match the player. (maybe throw in Slow or Cripple to give variety)


#57768 Finally reading the classics and I need a list of em

Posted by Malkior on 14 July 2017 - 02:46 AM

The Thrawn Duology is indeed the direct sequel to the Trilogy, but if you are interested in how Luke and Mara get along after their marriage, then the novel Survivors Quest with its own prequel mini story, Fools Bargain might be worth looking into.

That said, most of the characters and locations from Survivors Quest are introduced and expounded upon in Zahn's Prequel Era novel, Outbound Flight. (Zahn also uses many characters you may recognize are from the Thrawn Trilogy and many of his other Star Wars books, like Talon Karrde and Jorus C'Baoth)

Lastly, his novels Allegiance and Choices of One reveal Mara's past and further expound on how the Empire first started. Additionally, they also provide a very decent look at Luke right after A New Hope when he was trying to come to terms with Obi Wan's death and also become the rebel soldier he has to be in Empire Strikes Back. (personally, I highly recommend it as a bridge between the two movies :) )

Zahn has since published a standalone heist story starring Han Solo and Lando Calrissian (Scoundrels) that also manages to weave the weirder parts of the EU like Winter the eidetic silver haired handmaiden and childhood friend of Princess Leia.

-As an aside I have been a longtime fan of the Expanded Universe and I was legitimately having the greatest time guessing who each character was or which location would end in the story, so this ended up being quite a treat, especially how it all fits perfectly into the final heist-


In regards to his non-Star Wars books,

If you enjoy Zahn's creative science fiction writing, I would suggest the Quadrail series as a fun mixture of both Flash Gordon-esce alien weirdness and high tension noir mystery. I read it a few years back and had a great time learning about its universe and following the twists and turns of the mystery component.


I haven't read them aside from excerpts, but Zahn also wrote a series of young adult fiction about a child who has a living tattoo of a dragon which touches on morality, slavery, and mortality known as Dragonback.

Another which I've been trying to get into is the Blackcollar or Cobra series. These are hard sci-fi, so it isn't for everyone, but if you like all of the technical details of a fictional universe told from the perspective of government funded supersoldiers or how a government could even feasibly create such a thing, then this is a very fun one to read.


Also, Zahn wrote two phenomenal Terminator books set in the Terminator Salvation timeline that both make Skynet a literal force of nature in that you can only outsmart it enough to survive, and also keep the terminators themselves true to their names with a body count higher than any novel I've ever read of Zahn's. There are also no "mcguffins" that give the main characters a way to destroy the T500s other than superior firepower or many explosives. So, basically, it is in my opinion the best movie-based novel ever made. (especially amazing considering how mediocre to horrible the movie, Terminator Salvation ended up as ;) )


Lastly, within the past few years, he also co-wrote a novel set in the Starcraft game universe. I have only just purchased it, but I will let you know how that is once I get to reading it.


#57132 Compiling Module Textures vs Putting Them in Override

Posted by Malkior on 12 June 2017 - 07:19 AM

 

 

On the plus side, having textures in a module allows you to use different retextures of the same texture across different modules without having to hex edit models, simply because those from a .mod file are only loaded in that one module.

 

Since TSL is notorious for reusing random textures in equally random places, this sounds like an amazing opportunity to me. We could, say change the Telos vidscreen without affecting the Mandalorian Compound monitors, or possibly we could even to have unique textures for each level instead of Peragus and Ebon Hawk textures strewn throughout the game.




#57045 DP's Droid Foundry v2.0

Posted by Malkior on 08 June 2017 - 04:45 AM

I'd love to see some of these new droid designs in M4-78 EP but I've lost my avenue of suggestion when I removed the mod from the site. That'll have to be someone else that does that.

Update: Apparently, I'm being too subtle. (That might be a first.) Replace the lined out portion above with "Because I removed their mods, they're not going to listen to me" and see if it makes more sense.

If anything, people might listen to you more since you were even willing to disable the biggest mod on this site (and in fact the original purpose for it) to uphold our standards. ;)

-If I speak for no one else, then I at least do for myself in this matter. -


Also, Darth Parametric, if someone can point me toward a droid skinning turorial (Blender or GMax only unfortunately, as I don't have access to 3DS Max) then I'd be happy to add these little guys to my itinerary of textures to make.


#56929 End Credit Music: An Plea to Those Hoping to Resolve the Recent Issue

Posted by Malkior on 03 June 2017 - 10:51 PM

I don't have the appropriate sound mixing technology with me, so I will list the tracks out by the names in the files.

To start, I would suggest a faster and more upbeat track like Nihilis's Theme, Peragus Battle, or maybe just cliche John Williams Star Wars (this happens to be in the files)

Afterward, either Kreia's Theme, Sion's Theme, or Valley of the Dark Lords for a somber vibe.

(this is generally how Star Wars music is structured and I think they encompass the Exile's journey as well)


Nar Shadaa could also be strewn into the mix as it also has a dark tone and symbolizes the intrigue throughout the story.


#56835 Best way to go about re-sizing and enhancing quality of textures?

Posted by Malkior on 01 June 2017 - 05:03 AM

Well, the first thing is, there are many different ways to work with a texture after you hit the image-resize button.


What's worked for me is to basically find parts I like about the original texture and then redraw the rest.
For me, at least, that requires finding a lot of reference photos (5-10 generally and the higher the resolution the better)

Once I have the photos, I try to replicate patterns and shapes of the parts I want onto new layers and blend it all as the final texture.

If my goal is to retain the look of the original texture, I compare my new one with the original and ensure they resemble each other.

I've been learning recently to make sure I actually capture the parts of my reference photos properly instead of running noise for a fake material and putting a bunch of filters over it, but I am still experimenting.


One thing very important to avoid is keeping parts of the Vanilla texture, especially if they make your final texture look blurry or just flat-out messy. Kotor is made to be seen from a lower resolution, and its smallest flaws will become much more prevalent when you increase the size.


Second is to make sure you actually change things after increasing the resolution.

One of the first mistakes I made was to run a bunch of filters and add little things at a low opacity, but due to how the textures already looked fine in the game, I assumed my changes were responsible for its looking good.

My biggest rule of thumb is, if you need to zoom in really close for a comparison shot on your mod upload page, then chances are you haven't changed enough.
I am amazingly guilty of this in my earliest projects (Seriously most of my mods had this problem), and it's one thing I'm working to remedy this time around.


#56480 Nar Shaddaa Expansion

Posted by Malkior on 17 May 2017 - 03:24 AM

Wait, wait.
I think you are on to something.
I mean why are there no toilets in kotor?
WHY DON'T you add TOILETS!
#Brilliance

Edit: This sarcasm was not intended against you Malkior, or against Hunter Qyzen.


You have a point. ;)

I agree that in-depth thought about realism in a theoretical scenario surrounding a fully artificial game level seems superfluous at first, but please bear in mind that toiletries would add little to nothing for gameplay opportunities. (other than a toilet cleaning minigame, but who wants that? :P)

However, I feel this is a bit different than finding "problems" with the realism.
My personal belief is that fleshing out a viable economy other than the cliche' Cantinas and Swoopracing seen everywhere on other worlds could make for unique quest opportunities and possible ways to connect the gameplay to its grossly underutilized setting.

Needless to say, I also believe this is the case for Onderon as well, but that is a topic for a different thread.


#56476 Nar Shaddaa Expansion

Posted by Malkior on 17 May 2017 - 02:19 AM

Interesting idea... We all know we can't have Grocery Shops/Restaurants in Star Wars. Cantinas and merchant quarters will have to do. Anyways, the quest is amazing, and the cantina in the Landing Pad SHOULD have the bartender complain about 'not finding resources' at one point. Nice idea :D


How did I miss this topic?!

Expanding on Nar Shadaa's economy would do so much for my own personal view of the world. :) Since the average civilian isn't capable of purchasing food monetarily, I think a marketplace of various goods directed toward off-world travelers or entertainment centers (virtual speeder bike racing/ something equally meaningless) could possibly work as well.

To be fair though, most of the economy for somewhere like Nar Shadaa would more likely than not be of the nefarious kind, (slavery, illicit substances, black-market weapons, etc..) but it could also export some sort of chemical or substance found in its infamous core. (Nar Shadaa must have had a decent economy before all of the criminal empires arrived and took over, right?) It could also have some sort of holo-performance industry not unlike the Twisted Rancor Trio from Taris to keep offworlders coming to line its numerous proprietors' pockets.

Is there already a build in the works? I am quite intrigued by this mod idea, and would love to see what you're thinking of.


#56453 KOTOR Remake : "Apeiron"

Posted by Malkior on 16 May 2017 - 09:25 AM

Would you also put a comma between 'core' and 'Apeiron' in the last sentence?

I wasn't aware that the basic rule for the conjunction 'and' between independent clauses is to put the comma in front of it. Interesting... :) My language wouldn't ever put a comma in such a case, and I don't *think* any of the other languages I know would. Will have to check.


You could put a comma between "core" and Apeiron" in the last sentence, but that would be a matter of sentence flow rather than the reason I chose.

In English, a comma before the conjunction (in this case, "and") is also generally used to separate two statements that are being used as one sentence.

Example: Kotor is pretty old yet it still holds a classic appeal for me.
(the comma would be before "yet" in this example sentence)

It is fascinating that this isn't a universal rule for some other languages, though.


#56442 KOTOR Remake : "Apeiron"

Posted by Malkior on 16 May 2017 - 12:57 AM

Apeiron: the gift that keeps on giving.

It seems their page still hasn't corrected the spelling errors.

Apeiron1_zpsz6rho2er.png

These errors have only been on their site for 15 months or so. I even messaged them when I first spotted this because - perhaps I'm anal-retentive?

If we're going to play that game, there are also a slew of grammar errors in that screenshot as well.

In the second sentence, "Engine refresh" should be "Engine refreshes". That same sentence is also missing a comma after 80's, as it is composed of two statements.

The next sentence is also two statements yet has no comma after "Half Life". (technically the word "Half-Life" should also be hyphenated, but that's getting into pedantry)

The next sentence would either need a semicolon instead of a comma after "refresh", or it could be separated into two sentences. The next portion of the sentence would then have a comma between "Aperion" and "since".

Lastly, "it's" should be "its". (the most egregious offence in my opinion)


EDIT-

Hm... It seems I missed one. The phrase "in the Unreal Engine 3" is technically wrong, and should either be "in the Unreal engine" or "in Unreal Engine 3". This is because "Unreal Engine 3" is technically a proper noun.


#56220 Mandalorian Lehon Expansion

Posted by Malkior on 09 May 2017 - 02:16 AM

I meant rather the Basic part. Mandalorians don't speak Mando'a all the time.

But it can't be that hard, considering that, as far as I know, it's just reading, as we have never heard the proper pronounciation of Mandalorian language.

The only place I found that pronounces Mandoa audibly was the Republic Commando game in which the characters themselves would say some random words, and at least three of its soundtrack songs are sung in full Mandalorian. In order to find them, the words found in character dialogue can be identified in the subtitles, and the full lyrics for its songs are available and translated online.


#55921 Download:Zaalbar HD

Posted by Malkior on 27 April 2017 - 10:04 PM

I'll have to see how ambitious I get :D His model uses a completely different texture so sadly I can't take the easy way out and just recolor Zaalbar's texture haha

I think your choice of just redoing the entire texture was the best part of your reskin, so it'd be unfortunate if you did a pallete-swap for Hanharr ;)

 

Also, not to rush you into doing a bunch of textures, but the rest of the Wookies in Kotor are in sore need of a similar treatment.

 

Either way, I'm definitely looking forward to your future texture endeavors. :thumbsup:


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#55800 [WIP] Caalin Ette (K1R Addon)

Posted by Malkior on 24 April 2017 - 01:54 AM

Not as of now! There are bugs with the Sub Level I am 90% sure are in K1R 1.2 and not my mod. It appears K1R has put their written info into the Dialogue.tlk and not in the files. The easiest example of this is .dlg files which are the in-game dialogue files, most modders would simply type what they wanted into the dialogue file itself. However, K1R has the written dialogues for the .dlg files into the Dialogue.tlk and then place the value for the new written info and place the value into the dialogue instead. (I bet that made no sense so if you’re a pro modder, you can explain this with much more sense.)

The problem starts when I believe the new optional dialogue tlk that now comes with 1.2 doesn't exactly work with K1R so certain values now display the wrong text which means all the dialogues and other things are incorrect. For example, if you remember the spice room where you speak to the Gamorrean Guard his dialogue is now like a computer console and not the spice guard he is supposed to be. There are a few bugs where Vrei Yindaru in the Sublevel updates a sidequest which does nothing. And Caalin Ette doesn't currently have his intended head K1R made for him instead he has a close look alike - as at the time of releasing this I couldn't do 2da's.

Those are the issues I came up with from the top of my head. The Caalin Ette Beta isn't all buggy and you can still get to the Garage level and finish the game and the bugs present don't break the game in anyway. If I find time I may be able to work on this some more as I kinda put it on the bottom of my to-do list as I didn't get any real community response until after 6 months.


Fair Strides worked tirelessly on K1R, for the record. I imagine there was a very good reason for the dialogue being what it is, or they were left over from the old mod, and he somehow missed them.
Spoiler
It's also possible that these many bugs were the reason FS decided to scrap Caalin in the first place, since fixing it would have needlessly extended the time it took to finish K1R for essentially a character that was never in the original story or design. (and thus went against the R in K1R)
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#55730 Knights of the Old Republic III Thread - Rumor Central

Posted by Malkior on 21 April 2017 - 06:22 AM

Not really when much of the new canon is built upon the galaxies history which seems to be odly connected to the time Kotor was set in. Even sidious was looking for ancient sources of the dark side which sounded similar to the same energy that the star forge was built upon.

I personally feel as though outside of the two movies Disney have released and ea's bf, they have done a good job with sw


Not that I want to be purely cynical, but I think Disney is using this as a way to shoehorn in their new "sith" history for Snoke and all of the more contemporary lore by using the now vacant Old Republic Era. Plus, Kotor drew such a fan base that it would spell potentially more people exposed to their new lore, and more money from a new game trilogy people are already interested in.


#55292 Download:TSL ORIGINS: Harbinger Overhaul

Posted by Malkior on 03 April 2017 - 05:41 PM

the next one(s) will be most likely the unfinished ones from K1.


I'd be very interested of your vision for Onderon or Iziz, specifically, as it feels like it has a lot of potential, but is hampered by the simple use of blues and oranges.