Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. Today
  3. Something like this? There's a smaller extrusion on the bottom where the neck is supposed to be that doesn't overlap the collar but it's not visible from the angle I took the picture.
  4. Hello all. I am a new modder compared to most of the community, who has ambitious ideas and projects in mind for the KOTOR games, specifically KOTOR II given its rushed development and lots of cut content. We thankfully got the Sith Lords Restored Content Mod that restores or adapts many cut content into a playable platform for the game, and most of the time the cut content in the Restored Content mod is spot on. However, there are a few things in TSLRCM that are kind of put in a way that makes it look incomplete, rushed, or forcibly put in. The extra content between Mandalore the Preserver, (Canderous Ordo), and Visas Marr is one of them, (other than the inclusion of Kaeve of course). I will argue this: The whole Ravager level itself is pretty weird. I am not just saying this for TSLRCM, but the vanilla game as well. Let us explore the problems with the Ravager level near the endgame of KOTOR II. Let us start with the first thing we need to address: Mandalore and Visas’s dialogue. In the original game dialogues, we have a dialogue called “852mand.dlg”. The dialogue, as written by one of the original game devs, has a note saying that Canderous/Mandalore is lying injured on the ground, and Visas Marr walks up to him and heals him with the Force. As Visas says these words, it reminds Mandalore of Revan, and he goes up to his feet to explain the hidden war and threat Revan learned of in the Unknown Regions that Mandalore knows of. The dialogue is kind of different depending on whether the player decides for the story Revan was male or female, light or dark, but overall, the context is the same. In TSLRCM, Mandalore the Preserver, (Canderous Ordo) steps on a random invisible mine that injures him right as he, alongside Visas Marr and the Exile, leave the bridge. That is how his injury is portrayed in TSRLCM initially, and then Visas walks over and heals him through the Force, and they exchange dialogue about Revan. In later revisions, and in the latest revision of TSLRCM, Mandalore stepping on a mine was revised in favor of something that makes more sense. The mine made no sense whatsoever, so later on it was changed to this: When the trio try to run out of the bridge, Darth Nihilus’s body erupts into dark side energies and fades away in it, (just like in the vanilla game and in earlier TSLRCM versions when Canderous gets injured), only except this time, the dark energies emit lightning at the trio, and zaps them all and seems to have hurt Mandalore the most, causing him to be injured and the whole scenario plays out the same again. I would like to state my problems here. Though the newest revised version of the Mandalore and Visas scene on the Ravager makes hundreds of times more sense than some random invisible mine, it still feels forced for many reasons. The first one is perhaps this: If Visas is still alive and wants to look at the fallen Nihilus, Mandalore says: "What the hell are you doing up there? WE NEED TO GET OFF THIS SHIP. NOW." Mandalore suddenly having a conversation with Visas right afterwards seem out of place to me. Now, I could be wrong: But isn't it stated that the Ravager is held by Nihilus's will? If Nihilus is dead, then either the ship will fall apart, (a thing that for a curious reason doesn't even happen in the vanilla game), or it will be disabled and then crash into Citadel Station. Even if none of that is true, they still need to blow up the Ravager in order for the Sith invasion of Telos to be over. Of course, I can be looking too much into small details like these, but it is worth noting. Plus, the lightning attack, while making some sense, seems to be like an active deliberate entity that injured Canderous, and that can mistake players and make them wonder if Nihilus somehow transferred into the trio or that Nihilus still exists in some form elsewhere and that is certainly not the case. We also have to consider that in the dark side alternate path where you choose to sacrifice Visas, Nihilus combusts into dark side energy but there is no “lightning side-effect attack” happening, which would make this even more out of place. Also, how would the lightning wound Mandalore and not the player and Visas? One could say it is because Mandalore is not Force-sensitive, but…I don't know, it still sounds weird to me. Most of all though....the whole scene looks a little forced. I appreciate the effort into trying to make sense of and trying to adapt it into TSLRCM, but personally it is one of those few things that don't fit well with me. It looks kind of out of place and is just...there. There is also the fact that the context is weird too. Not only is the player, the Jedi Exile, just standing there while Mandalore and Visas talk as if there is just the two of them, but the whole scene, (and the original dialogue files that were cut off the game that the scene was loosely based off of), imply that the Exile isn't there at all. Probably the weirdest thing surrounding the conversation is the lack of the Exile/player’s involvement. They are just standing there and Visas and Mandalore’s dialogue, based on the situation and wording, makes it seem like there are just two of them. This leads me to the next big problem, not just for TSLRCM, but the vanilla game as well: The player’s weird role in the Ravager level. Back at the Battle for Citadel Station, Mandalore tells you that he will have to leave for some time to gather the Mandalorian clans and forces to help him and you infiltrate the Ravager ship, and he even says he will rejoin you on the way to the Ravager or something like that. When you go to the place where a shuttle will take you to the Ravager, Mandalore and his forces appear and say they will join with you on the Ravager, and Visas Marr says she will come with the Exile. The shuttle then goes to the Ravager, and then the three of the characters are on the Ravager. I went to an old message discussion on the DeadlyStream Discord and according to memory, the shuttle's very flight and how the trio got onto the Ravager seems a little off, but let's put that aside for now, as it is the least of my concerns right now. What is perhaps really weird is that sometimes, the Exile seems to be actually legit with Mandalore and Visas, while other times, it just seems to be Visas and Mandalore or maybe even just Mandalore. For example, when the Mandalorians first attack the Sith troopers in a way that is similar to the Stormtrooper attack at the beginning of A New Hope, the Mandalorians, (was it Zuka or Kelborn? Can’t remember) talk to Mandalore about the ship and all but it seems like Mandalore is the only one there. They talk about how the Ravager is from Malachor and all, and Mandalore seems to imply based off of his dialogue with that he wants to remind the galaxy or the Republic of Malachor by blowing up the Ravager and he even doesn’t want the Republic fleet to detect or know of the proton cores that he and the Mandalorians have shipped aboard. This implies that Mandalore came to the Ravager for a different reason. Now, I again could be looking too much into this, but this is something worth noting in my opinion as well. Then there is the fact that Visas Marr, (who apparently pops out of nowhere and the player/Exile is nowhere present), asks Mandalore what he was talking about, in which he replies, “Nothing you need to worry about Sith” and in TSLRCM, they threaten to kill each other if they pose a threat to each other, (I don’t know if the dialogue and how it is presented in the restored content is chronological or something else, I swear I heard somewhere that the dialogue was meshed together). The 851NIH module in the Ravager in general seems to be about just Mandalore and perhaps Visas Marr with him. Whenever the player plants a proton core bomb in certain sections of the Ravager, Zuka always addresses the player as "Mandalore" and the responses the player gives to the Mandalorian is akin to something Mandalore would say and command. Despite them calling for Mandalore, it is the Exile that is talking back to them. Strange. This is evident in the part where Zuka adresses the player as Mandalore and says that Sith troops are coming in, and the player responds back to them, but Zuka is supposed to be talking to Mandalore! Again, I am kind of repeating myself, but there are some legit scenes that cannot make sense without the Exile, (such as Colonel Tobin's scene or Visas Marr's mdeitation chamber scene). And again, there is a lot that just is off in the Ravager, mostly TSLRCM but still obvious in vanilla too. There are even more problems that I notice, but let's leave it there for now and focus on the core problems for now. I know there is the Unofficial TSLRCM Tweak Pack that makes it behave like the vanilla game and omits the "out of place" elements, but I want to make the cut content implemented and most likely adapted in some way, shape, or form that makes the Ravager level feel more “complete” and feel like the situations in them are logical and rational. I know there is a mod by Zbyl2 called “Ravager Rewrite” that makes much more sense, but honestly, I want to make my own version where these core things are kept: 1: Mandalore gets injured by someone or something, and Visas Marr heals him and they have their talk. I want this scene to happen BEFORE the bridge confronting Nihilus, whether it is 852NIH or 851NIH, (maybe it could differ depending on your choices?) and the player is not present for this. I would like to even propose that perhaps this whole scene and conversation is not even a mandatory event to happen in the level/story, and that this could be a result of one of the alternate paths the player could choose. 2: I want the placing of the proton cores quest just be for Mandalore and perhaps even Visas Marr with him, but no Exile/player. How this works and all is unknown to me. 3: Mandalore and Visas Marr and the Exile could be involved in these possible ways: Either Mandalore and Visas go to the Ravager first and the Exile joins later, (perhaps as a result of the circumstance or choice the Exile/player goes through), or the three go there, but something splits them, or maybe a hybrid combination of elements from both, (again, could be because of the player's choices and alternate paths). 4: I want all three to be in the Darth Nihilus fight, hence why Mandalore could say: “What the hell are you doing up there? We need to get off this ship now!” At some point in the Ravager level, I want all three people to be in the fight on the bridge of 852NIH. 5: If it is possible, I want to make this mod compatible with TSLRCM, not as a true update to TSLRCM itself of course, but as a mod that can be compatible with TSLRCM, (maybe even make TSLRCM required for the mod to work). How to make that work is a difficult question, (at least for me, haha. I am bad of a modder when it comes to compatibility). Maybe I can make it that the “Unofficial Tweak Pack” that removes the Mandalore and Visas changes from TSLRCM are required for this mod to work? I don't know. So, with all that said: This mod is definetly greenlit. I havn't begun official development and production yet because the one thing that is holding me back is how The Ravager: Expanded Edition mod will even work story-wise. That is why I wanted to bring it up here, (if it is alright to), and open to brainstorming and discusion on how to make this mod work, (and if anyone is up for it, perhaps maybe collaborate with me on this project.) (MPORTANT NOTE: This story expanded mod for the Ravager plot is very most likely going to be fan-written, and fanon driven in terms of story. In other words, it is not going to be true restored content that is trying to be faithful to the original intention. The reason why is because just like the GenoHaradan sub-plot, there is little to no information we can get off of to make a cohesive faithful recreation of whatever slightly expanded role The Ravager is or was going to get, hence why this greenlit mod will take creative liberties and custom ideas. The core motive here is to not restore faithful cut content, but rather adapt elements of the cut content and make it logically and rationally make more sense with the game we got.)
  5. I got back to Kotor and Kotor 2 modding and texturing after many years and just want to share some of my work. All those years, I didn't realize the "hoversled" PLC had the wrong textures applied. Screenshots from the K1 Official Game Guide book I thought looked interesting. I also fixed the Gammorean's axe model/UVs. KotOR0002a.tga
  6. sort by file size, theres like 40+ textures that are larger than 2MB
  7. Which file exactly is that?
  8. Everything except the large background file would be compatible. If you are looking for the menus to stretch to the width of the screen, this patch does not do that. It maintains the original menu aspect ratio, without stretching any ui elements, and fills in the extra space with extended backgrounds.
  9. Would you consider making it compatible or adding support for @JackInTheBox’s HD Menus and UI? The widescreen is great but the vanilla menus still look dated and the mod was designed for widescreen specifically and this mod is a replacement for UniWS.
  10. Yesterday
  11. Oh, that's something I forgot to mention. For any model where you need a seamless neck join (like underwear or anything exposing the base of the neck/shoulders), you'll need to adjust the TOR mesh to fit KOTOR's low poly neck stump. It's literally a case of hexagonal stump in a round hole.
  12. No it won’t be possible, the dev console for JKA won’t be running within the kotor 2 process and getting JKA’s dev console working in kotor 2 isn’t currently in my design scope. After I get all the items done I’m currently working on I can give it a shot
  13. I also ran into this issue. Running KMRP, K1CP and K1CP Starmap Hotfix, even. I had the issue, reloaded saved before I opened the door, still had the issue. Loaded save entering the ruins and did it all again, still had the issue. That time I saved in the main room before opening the door before the door that triggers the cutscene, still had the issue. Reloaded multiple times, issue every time. Then I quit out and restarted the game. It worked from that quicksave without doing anything differently.
  14. Thanks for the report! Turns out I missed some conditional scripts, but I’ve now re-added them to the archive. I’ve uploaded an updated version, and the changes are retroactive, even if you’ve already trained your companions. Just pulled an update based on your reports. The issue has been fixed, please download the new version.
  15. Yep. Made Atton a guardian to try it out and the dialogue options to teach him force powers, feats and lightsaber forms never appeared. I left Mira as her default Sentinel class and there was no issue there.
  16. Thanks for the tip. I'm not going to mess with the heads, just going to stick with the vanilla KOTOR heads for now. At most, I'm only working on the parts from the neck down (depending on the armor model). I was only planning to do like a test run for something like adding/replacing custom armors. See how it would look like in the game, if the KOTOR animations mesh well, etc. Then, see where it goes from there.
  17. Can I use cheats of Jedi Academy in KOTOR? Is it possible?
  18. SMORIZ

    KOTOR High FPS Fixes

    Do you know if this works on Mac (Steam)? would be the absolute best thing if it did. thank you!
  19. Hi! Will this work for Mac? It would be the biggest help if it did! The Mac steam route goes through Knights of the Old Republic.app, rather than swkotor.exe
  20. I forgot to mention that I also plan to make Revan's lightsaber upgradeable
  21. Menu backgrounds won't be compatible but you can replace any of the icons. The HD UI mod would be redundant because I have made new hd textures.
  22. I haven't watched it, but judging from the thumbnail, probably. In specific regards to TOR models, expanding on what I said above you'll need to scale them by around 8 to 9x, depending on the target you're trying to match and rotate 180°. But the two big things are reposing the legs and arms, and adjusting the limb (specifically forearm) lengths. I usually found it was easier to just lop off the TOR hands/gloves and utilise vanilla KOTOR hands rather than try and reposition them. But that will probably vary a bit depending on the specifics of the source model and what rig you're targeting it to. As far as remapping skin weights goes, TOR heads use a lot more face bones, so those need to be condensed down to the nearest KOTOR equivalents.
  23. Oh, cool. You actually replied. I was hoping to ask if you have a Discord server. You're referring to something like this but for human scale?
  24. It’s something I still need to test, so I’ll update this post at a later point when I’ve done that and worked with the modders to make sure it works perfectly with Sleheyron. If you found it and installed it now, you’d just end up still with T3 being removed from the party.
  25. I think the TSLRCM cutscene already accounted for that, but regardless, yes--Handmaiden will not appear on the Hawk if she already left with Kreia.
  26. It seems that if a companion is a Jedi class other than their default, the dialogue scripts fail to recognize them as being Jedi, which means the dialogue options to teach them Force powers and fighting styles do not appear.
  27. Is it incompatible as well with HD UI and Menu Art?
  28. Last week
  29. Does this also modify it for the Handmaiden traveling to Malachor with Kreia because jealousy over Visas?
  1. Load more activity
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines.