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Member Since 16 May 2012
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#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?

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.


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)


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.
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.

#55291 Combining Two Mods Into One?

Posted by Malkior on 03 April 2017 - 05:37 PM

What i wanted mate is this....

I have 2 mods right? I want to use the exterior from one and the interiors from another and do one.
Cant get any more clearer... ;)

To make them work together in your game, you take whichever texture files you want and put them in your Override folder. In this case, those would be the exterior Ebon Hawk files from black ebon hawk, and the interior files from the others. To determine if a file is the exterior, open it in Photoshop and look to verify. The Ebon Hawk Exterior only has a few (3-5) textures, so finding them should be easy. If you can't find them all for whatever reason, the KotorTool has a feature that lets you run through the list of every texture in the game with image previews when you Double-Click them. If you need to learn more about the Kotor tool, there is a fairly in-depth tutorial online, but it's generally not necessary.

If your question was how to upload the new combined files yourself to DeadlyStream, well, as Sith Holocron and Kexikus said, you're going to have to get permission from the authors of every mod you used before you altered them. Once you get permissions, I'm sure someone can help you make your download meet the file upload size limit this site has in place.

#55247 New Planet: Ilum

Posted by Malkior on 02 April 2017 - 04:41 AM

I have a confession to make


#55225 New Planet: Ilum

Posted by Malkior on 01 April 2017 - 09:26 PM

I would just wonder if some monitors could handle all of the 0000FF... I mean, brilliance, of a mod similar to C[text redacted]n.

(Although, the concept of a "Mother Crystal" sounds like it came from the Yuuzan Vong timeline as Coruscant had something similar. ;) )

#55043 Blasters Reloaded

Posted by Malkior on 19 March 2017 - 08:40 PM

Djh269 already asked for it in the comments, but are you going to do the same mod for melee weapons, too? Long Swords could have Critical Strike, Shorts Swords could have Flurry and Double-bladed Swords could have Power Attack. Also, lightsaber upgrades could give them combat feats, so they could be less useless in game, as now they give only minimal stay bonuses.

I've also got one more question - do blaster upgrades give new feats or improve the current ones? Or do they still only give better stats?

Originally, I felt that adding feats to the melee weapons interfered with the logic behind the mod.

Essentially, the notion that "you can learn sword techniques, but no matter how hard you try, no level of discipline will make your gun shoot faster, more accurately, or with more power" is the reasoning behind that decision.

In fact, in the mod as it stands, the melee feats were completely untouched, so you can still learn all three levels of Critical Strike, Power Attack, and Flurry, for every melee weapon.

However, I see there is interest to add some sort of bonus to the various swords and sabers, so now it is in the works to add another option or separate mod entirely to add them.

Regarding your second question, the mod only adds feats, but it also grants a few unique bonuses as well.

For some unique weapons, there are damage specific feats (for example, the anti-droid guns have bonuses against droids), and for the one-of-a-kind weapons like Luxa's Disruptor, there are truly unique bonuses and feats to keep things interesting. :)

Since TSL has the often unused Precision and Targeting feats in its list, I added them to basically every ranged weapon with ranks going up as you get to bigger guns, so that there is a distinct difference in power between a blaster pistol or rifle.

For Kotor 1, Precision and Targeting feats don't exist, so the plan is to just add better bonuses to increase as the weapons get bigger..

#55025 Ask the Developer of Revenge of Revan....a Question.

Posted by Malkior on 19 March 2017 - 07:08 AM

I first saw Revenge of Revan mod 6 years ago in development at ModDB.com.

He explained earlier on this very thread that he's continuing development but has been slowed significantly by Real Life problems. In the mean time, we shall have to be patient and wait for his updates, here.

#54928 What do you like about the K1 Mandalorians?

Posted by Malkior on 15 March 2017 - 06:26 AM

Interesting, I always assumed the Neo-Crusader armor was built for the human species that joined Mandalore, while the Crusader armor was given largely to the Taung Warriors. I might have read this somewhere.


It would be neat if some modder made the Crusader armor thought. ^^

Btw, what's the one on the right?


I just looked it up, and it turns out the one on the right is a Deathwatch trooper. http://starwars.wiki..._Watch/Legends 



Also there are a few decent examples of Crusader armor in concept art and cosplay online, if anyone was planning on making a character model of them.



..Although the cosplay ones look a bit goofy... :|