K2 Armor Nitpicks 1.1

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About This File

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A bundle of my personal nitpicks to the armory of TSL. This compilation aims to rectify duplicates among other miscellaneous stuff. All the new textures are supposed to fit in, look like they belong. Hopefully they're up to standard.

~ M'uhk'gfa uses a new texture. No longer a duplicate.

~ Mandalorian Combat Suit uses a new texture. No longer a duplicate.

~ Heavy Battle Armor uses the unused PBH01 texture. No longer a duplicate and consistent with K1.

~ Echani Shield Suit uses the unused PBD07 texture. No longer a duplicate.

~ New fixed icon for Echani Heavy Armor. Let's just ignore the fact that it's obviously Mandalorian in design.

~ Reinforced Fiber Armor touched up item description. Since I'm not changing the texture, this is the least I can do because this armor most definitely isn't made of tree fibers like in the first game.

~ Jal Shey Neophyte Armor uses the unused PBM04 texture. No longer a duplicate.

~ New icon for Mandalore's Armor.

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Bonus restorations/others:

Spoiler

~ Restored Mission's armband. New icon.

~ Partially restored the Beast-Rider suit.

~ Khoonda Militia Armor is now obtainable. New fixed icon.

~ Restored the +/- 1/2 Pazaak Card.

~ Restored icons for D-Package type implants. Other implants use alternative icons.



What's New in Version 1.1   See changelog

Released

  • Mando combat suit new icon and slight retexture for the male variant.
  • Added fix for value swap between a_light_12 and a_light_13.
  • Corrected oversight where items had no cost.
  • Like 6



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I do like a lot of the content presented here, I especially love that M'uhk'gfa though there are a few things worth mentioning here:

 

Spoiler

 

Quote

Restored Mission's armband. New icon.

 

If this is what I think it is this item was technically restored through this mod:

 

Where does your mod restore the Vao armband?

 

Quote

~ Partially restored the Beast-Rider suit.

Don't meant to flex, but I "fully" restored the Beast-Rider suit in a mod I made a few years ago:

 

Obviously, the word "restored" may not be the right word I should be using when talking about my mod. But how does your mod "partially" restore the Beast-Rider suit and how does it differ from my own?

 

Quote

~ Restored icons for D-Package type implants. Other implants use alternative icons.

Are these "restored icons for D-packaes" the same as the image down below?
20200623185207_1.jpg.09cbf5a34035ed725eb

 

Because I restored those implants as part of this mod:

 

 

In addition to those, where did you restore the Khoonda Militia Armor and the +/- 1/2 Pazaak Card?

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Hey thanks for the feedback! I was aware of most of those mods, there are some differences in how they are implemented however:

Hassat Hunter restored the armband as-is and placed it in the Telos academy while I gave it a new vanilla-like icon and placed it on the Hawk hidden compartment. Both your mod and mine provide a partial restoration to the beast-rider suit as in appearance and descriptions were come up by ourselves and not Obsidian (And stats in my case). Besides the difference in where the suit is obtained, your mod also restores other items which I don't intend to and alters the Beast-Rider on the docking bay.

Our choices for the d-package implant variations are different and I also restore and modify icons for other implant categories, and fix the cardio package and pheromone packages being swapped in usefulness (and price) as far as the loot and crafting systems are concerned.

5 hours ago, N-DReW25 said:

In addition to those, where did you restore the Khoonda Militia Armor and the +/- 1/2 Pazaak Card?

The militia armor can be found inside a new box in the Khoonda building garage and the pazaak card can be bought from Dendis Dobo on Telos. I originally wanted for it to be bought on Onderon (missable), but I couldn't find a way to place it that satisfied me without going into too much work just because of it, so I gave up on that for now. Might change it again later though...

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23 hours ago, TK-664 said:

Hey thanks for the feedback! I was aware of most of those mods, there are some differences in how they are implemented however:

That's good to hear! You wouldn't believe how many times I've restored something, and years later another guy restores the same thing in the EXACT same manner as I do. At least your restorations here are original!

 

23 hours ago, TK-664 said:

Hassat Hunter restored the armband as-is and placed it in the Telos academy while I gave it a new vanilla-like icon and placed it on the Hawk hidden compartment.

I actually like your choice here a lot more than Hassat's mod not going to lie.

 

You seem to do something that modders who seek to create "pure restoration" mods would *never* want to do (And would only do so in dire circumstances), use custom content. In this case, you've diversified the original items which had repeated textures and tried to give them a unique spin with vanilla appearing reskins.

 

Even though I'd consider myself a "die hard restoration perfectionist" your mod here is still a very tempting pick for my restored content playthroughs.

 

23 hours ago, TK-664 said:

Both your mod and mine provide a partial restoration to the beast-rider suit as in appearance and descriptions were come up by ourselves and not Obsidian (And stats in my case). Besides the difference in where the suit is obtained, your mod also restores other items which I don't intend to and alters the Beast-Rider on the docking bay.

I noticed 502OND.mod inside the mod folder, my best guess is that Geg the merchant sells yours? But if you modified Geg's merchant utm file, why have a .mod to begin with when you could inject the .utm directly into the .mod (Which should be present as most users should be using TSLRCM).

 

Here I am calling myself a "die hard restoration perfectionist" in my other reply, in my Onderon Item mod I remember replacing all of the Beast Rider NPC armor with the flight suit with an optional install to replace the Sith Beast Handler in the palace (the one zapping the Drexl) with a Beast Rider wearing the armor.

 

23 hours ago, TK-664 said:

Our choices for the d-package implant variations are different and I also restore and modify icons for other implant categories, and fix the cardio package and pheromone packages being swapped in usefulness (and price) as far as the loot and crafting systems are concerned.

Ohhhh. 

So while my mod simply restores the unused icons for the D-Packages only, you've created unique D-Package icons for each and every implant whilst also implementing fixes to other implants. Very good!

 

23 hours ago, TK-664 said:

The militia armor can be found inside a new box in the Khoonda building garage and the pazaak card can be bought from Dendis Dobo on Telos. I originally wanted for it to be bought on Onderon (missable), but I couldn't find a way to place it that satisfied me without going into too much work just because of it, so I gave up on that for now. Might change it again later though...

I would've made the Militia Armor something you'd be given once you agree to help the Militia, but I see no fault in your option.

 

If the armour is given to you, the player could overlook the item being given and defeat the mercs and play the game without realizing a Militia outfit was added to the inventory. Plus, if you had a script to forcibly equip the armour on the player, you'd have to ensure the script doesn't delete the armor item being worn before and no doubt you'd have players complaining about being forced to wear Medium Armor (Plus, I think Consular's don't get medium armor feat).

 

Zherron could drop the armor on his loot, but then that's Dark Side restricted. Maybe the Administrator gives you the Armor as a reward for saving Khoonda, but if you fought for the Mercs or betrayed the Militia mid-way you wouldn't get the armor.

 

Having the Pazaak Card restored for Dendis Dobo is a good idea I must say! I never knew it was even cut to begin with.

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I always differentiate when I'm doing something another modder has done before me, otherwise it would be redundant (not to mention sleazy on my behalf).

 

3 hours ago, N-DReW25 said:

I actually like your choice here a lot more than Hassat's mod not going to lie.

 

You seem to do something that modders who seek to create "pure restoration" mods would *never* want to do (And would only do so in dire circumstances), use custom content. In this case, you've diversified the original items which had repeated textures and tried to give them a unique spin with vanilla appearing reskins.

 

Even though I'd consider myself a "die hard restoration perfectionist" your mod here is still a very tempting pick for my restored content playthroughs.

I try to refrain from changing stuff too much, but the Yusanis shield icon was a tad overused. And the Beast-Rider flight armor, as you know, was just a lousy combat suit so I couldn't help it.

 

3 hours ago, N-DReW25 said:

I noticed 502OND.mod inside the mod folder, my best guess is that Geg the merchant sells yours? But if you modified Geg's merchant utm file, why have a .mod to begin with when you could inject the .utm directly into the .mod (Which should be present as most users should be using TSLRCM).

 

Here I am calling myself a "die hard restoration perfectionist" in my other reply, in my Onderon Item mod I remember replacing all of the Beast Rider NPC armor with the flight suit with an optional install to replace the Sith Beast Handler in the palace (the one zapping the Drexl) with a Beast Rider wearing the armor.

You would be right. The .mod inclusion was just to be on the safe side, bandwidth not being too much of an issue these days I figured it was worth the trade off to have a bigger file size but being able to provide to users who don't use TSLRCM. Also, you *did* make those replacements (you would know after all), it was me that did a quick glance at it and just saw the docking bay guy.

Interesting decision to involve the beast-riders into the Onderon conflict by the way, the beast handler change was the most tasteful one could possibly do to integrate them in. I think it would be pretty cool to have a mod to feature them more heavily, I really appreciated their faction in the ToJ comics. Perhaps have some inner conflict between them, some Beast-Riders taking the loyalist side since they're not particularly fans of the Sith.

 

3 hours ago, N-DReW25 said:

So while my mod simply restores the unused icons for the D-Packages only, you've created unique D-Package icons for each and every implant whilst also implementing fixes to other implants. Very good!

Well, they're not D-package like, I just restored two unused icons from CON 12 and 14 classes while also giving some much needed variety to others with leftover k1 icons.

As for the militia armor I just went with the most hassle-free route to be honest. Oh there is one thing I forgot to change also, the Reinforced Fiber Armor and Echani Shield Suit are swapped in value, I'll leave that for the next update.

 

 

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Love this! Especially the Neophyte Armor and new icon for the Gammorean one who's name I couldn't hope to pronounce. Just two questions, is the Khoonda armor obtainable in multiple places, and is the new Mandalorian armor texture redrobs?

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51 minutes ago, StellarExile said:

Love this! Especially the Neophyte Armor and new icon for the Gammorean one who's name I couldn't hope to pronounce. Just two questions, is the Khoonda armor obtainable in multiple places, and is the new Mandalorian armor texture redrobs?

Many thanks StellarExile! Two sets of militia armor are currently obtainable when you gain access to the Khoonda building garage. The mando armor is a mix: the marine colored leather/mesh underlay is a heavily edited redrob's while the front light cyan pieces are purely his (edit: also the side purse). The rest was just me.

I'm not sure I'm certain how it's pronounced either, my best bet is a series of *oinks*.

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