All Activity
- Past hour
-
[WIP] TATOOINE - THE LOST TEMPLE EXPANDED
Mephiles550 replied to JuniorModder's topic in Work In Progress
I love this mod, I have a few rough ideas I brainstormed after replaying it a few times. While I would prefer the Star Map be inside the temple, the vision shows it clearly in the cave where you find it in-game. All of the other visions are 100% accurate with their locations so this would break consistency. Plus moving the star map could break a few triggers I think, best to just leave it as is. Maybe what could be done is have the player be required to activate some mechanism/terminal inside the temple to grant access to the Star Map in the cave in the first place? That would still remain consistent with the story, triggers and vision. I think all the important stuff only happens once you activate the Star Map in that module, such as Calo/Bandon spawning or the game acknowledging you got another map in the first place. Dantooine and Kashyyyk make the player go through a bunch of (easy) puzzles/trials to have the player activate the map. Maybe instead of the terminals just immediatlely allowing you to lower the barriers, you have to solve a lore-question about the the history of the Rakatan and/or the Tuskens and you have to get it correct. The Tusken Storyteller you give the Krayt Pearl to can help you get the info you need to solve these questions. If you get the questions wrong, you'll have to fight constatnly self-repairing Rakatan Droids just like the Dantooine temple. The one Rakatan droid who you can't understand could have an expanded role to help explain all this to you. Rakatan lore is one of the coolest things of Kotors story. I really like the story in the mod, but also again think consistency with the main story and established EU lore should be considered. The temple has the same exact decals as the temple on Dantooine and Lehon so there should be an explanation for why. Maybe along with saying that the Rakata took the temple from the Sand People as their own, have the archeologist records say that the Builders added their own designs or murals and overhauled/expanded the temple through slave labor of the Tuskens. I think your mod kind of implies this is already the case, but maybe it could go in more detail about the process of how this was done, such as how the Rakatan forced the Tuskens to remove their old designs in favor of new ones that show the Rakatan subjugating the Tuskens. The Tusken lore should also be expanded on here to refer back what the Tusken storyteller would tell the player, how the planet was once green and lush. The builders came, make the Tusken/Jawa predecessor species slaves and forces them to build machines, but the storyteller also references the Rakatan plague, saying that the natives sabotaged Rakatan machines to fight back to seize the opportunity. As a result, the Rakatan glassed the planet. Really the temple's lore and records should both compliment or expand what the storyteller describes, but from Rakatan perspective. I think the barrier system progression is a great idea, the only change I would recommend is removing the barrier currently in place for the central chamber and placing it directly at the entrance of the cave area where the Rakata enemy is so the player is allowed to go through that little shortcut between the room with the Jawa and the area right infront of the Sarlaac chamber. There's a lot of backtracking throughout the entire module that could be prevented with that shortcut. The Rakatan also should probably be a ghost of some kind, similar to how Ajunta Pall with his shield effect (or translucency with the right mods). The lightsaber is a good idea, but in lore they used giant Force Sabers that definitely look a little different from modern sabers. If this saber pike mod from TSL could be ported to K1, it would be a near perfect fit for a type of Force Saber as an non-upgradable weapon. IDK if we should be able to understand the Rakatan language he speaks at this point, neither. I mean, we can't understand it from the droid on Dantooine and we can't understand the same droid on Tatooine here. On Kashyyyk the Rakatan hologram had to speak basic after it's "primary neuro-recognition" was done. The Rakatan might have to speak another language for lore consistency, I think the story implication was that Revan only suddenly understood the Rakatan language after he got his memories back. I know the player can understand the Rakatan in the Mysterious Box, that quite frankly that makes no sense considering you can get that right after Dantooine and I always attributed that to the box kinda being a wonky "world" where thoughts were likely transmitted in different ways. I like the dialogue you gave to the Rakatan, a lot of neat ideas to interpret here. I think he's referring to how the Rakatan would get the plague and ruin each other and he and a love interest were caught in the crossfire. But hey that's just my interpretation, it's well written and can be interpreted one way or another. If I had one think I would change, him referencing the "Dune" Sea might be problematic, as back in his time it wouldn't have been a dune but still an oceanic/green world. But I guess maybe he could've been around to see the glassing of the planet and maybe he is the one who coined the original term "Dune Sea"? Again, really cool dialogue, lots of implications. Only other thing I would do with him besides changing his appearance and maybe language would be placing him directly in the central chamber and not the entrance in front of it, especially if you move the barrier like I suggested earlier. That way you won't be able to see him before lowering the barrier. That just leaves the Jawa and the Tusken NPCs. Maybe the Tusken can give you a reward for fixing her bike? Maybe something that you use to either fix or activate a hypothetical terminal activating the Star Map? That way you will have to do multiple quests within the module to get your ultimate goal. The bike could also need multiple parts to fix it scattered throughout the temple, not just one and the Jawa could provide one of them. Maybe 3-4 parts scattered throughout? Maybe the Tusken could also have hints dropped that she is here to pay homage to the temple's Sarlacc or something and it wants you to find a way to lower the barrier so she can go to the main chamber to do so. Maybe this could include a reference to the cut Sand People Messiah quest but heavily revised, something like how the Tusken legends speak of an evil spirit guarding the Sarlacc and only the Sand People's messiah can defeat it to grant the tuskens acess to the pit. Once you fulfill this quest, the Tusken here will refer to you as their messiah. It's nowhere near what the original quest was like but I think it's a neat reference. Speaking of the Sarlaac, I don't think it should be the Great pit of Carkoon. The Rakatan ruins are already at least 10k years old, an additional 3500 years wouldn't completely get rid of literally everything around the pit and change the setting to the point it looks like in Return of the Jedi's Carkoon. Tatooine probably has multiple Sarlaacs. Maybe call it the "Great Pit of the Rak" in reference to the Rakata, idk. This mod is the start of something really fantastic, these are all rough ideas and I'm looking forward to seeing where it all goes. I'd love to help contribute to elements of a revised story if you'd like, I love the lore of the Infinite Empire. For stuff like the walkmeshes and party members being stuck, that's beyond my scope. It only was in issue with me once in multiple playthroughs thankfully so I don't think it's a real big deal. Only thing I could think of is either placing a lot of Rakatan ruin placeables in the rough areas like in the open cave areas so the player can't walk there anyway, or have the player only be able to enter the cave by themself without party members in a manner similar to the TSL Korriban cave. -
JasonRyder started following K1 Appearance Restoration Pack
- Today
-
TaterTot1-1 joined the community
-
daytime joined the community
-
I am working with a couple of other members of this community to expand the scope of this project. We are currently discussing several new ideas for the main quest, along with changes to the story, characters, and gameplay, and I am interested in hearing what is most important to you. My personal philosophy for the mod is this: 1. Authenticity (feeling as close to the original game as possible) 2. Fun / Player Experience 3. Lore Accuracy and Fan Expectations There are currently two different concepts for the main quest. Both are compelling, but they differ in several key areas. The goal is to combine the best ideas from each both into one, cohesive experience that is satisfying to KotOR veterans. These are the 2 questions we are trying to come to a conclusion about: Should the Lost Temple remain an optional side adventure, or become a mandatory part of the Star Map quest? Should the story primarily focus on the history of the Rakata ("The Builders"), or expand the role of the Sand People as the driving force behind the quest? Keep in mind that this isn't entirely an "either-or" situation. The story will involve both the Sand People and the Rakata. But we are trying to decide which one should be prioritized. So, I created a poll to help guide the direction of the story. Like a choose your own adventure game, lol Also, if there are any other ideas you have for the mod that you'd like to share, we would love to hear it! JM
- Yesterday
-
swagdul joined the community
-
-
ThomasHind joined the community
-
fartfacereven417 joined the community
-
BillPosters joined the community
-
gambino joined the community
-
fantzy joined the community
-
Grrrigory joined the community
-
All333 joined the community
-
Natural Law started following Bastila HD Head and HD Meetra Surik
-
boredoutmind started following JCarter426
- Last week
-
spencerdiaz started following 90SK's HyperPixel ReShade
-
Darth Wreckage started following Effix
-
-
-
View File 90SK's HyperPixel ReShade 90SK's HyperPixel ReShade This reshade preset has been tuned to drastically enhance TSL's native visual quality. Please note it will tax your system. TSL must be installed, then Install ReShade (With full add-on support), then install this directory into your TSL directory (where Override is, not inside Override itself). The preset is called 90SK's HyperPixel ReShade. You can edit the settings, they have been calibrated to show significantly enhanced reflections and reflective detail. All credit is to the ReShade community, the KotOR and TSL Community, and to me as well. Submitter 90SK Submitted 07/12/2026 Category Modder's Resources
-
I'm obviously not RedRob, though I'd assume no as Kotor II didn't have Party Underwear models whereas Kotor I did hence why he made his own models and textures for Kotor II and for Kotor I we instead get his upscale work as part of the AI Upscale pack.
-
-
-
90SK started following 90SK's HyperPixel ReShade
-
Version 1.01
6 downloads
90SK's HyperPixel ReShade This reshade preset has been tuned to drastically enhance TSL's native visual quality. Please note it will tax your system. TSL must be installed, then Install ReShade (With full add-on support), then install this directory into your TSL directory (where Override is, not inside Override itself). The preset is called 90SK's HyperPixel ReShade. You can edit the settings, they have been calibrated to show significantly enhanced reflections and reflective detail. All credit is to the ReShade community, the KotOR and TSL Community, and to me as well. -
-
-
- 16 comments
-
- sith soldier
- hd
-
(and 1 more)
Tagged with:
-
-
-
oliveraelius changed their profile photo
-
-
-
-