Popular Content

Showing content with the highest reputation since 05/16/2020 in Blog Comments

  1. 1 point
    Thanks for that, LDR. Let me state that I was not planning on making such a mod. This post wasn't made to put out feelers to gauge interest. I just think that someone is eventually going to make a mod using this technology. It may or may not be for KOTOR but it seems inevitable that a mod using a deepfake is going to happen. With this in mind, it seems prudent to calmly discuss the matter before something like this shows up on our doorstep.
  2. 1 point
    Someone that uses Twitter send a Tweet to Cat Taber and see what she says about a deepfake Mission romance mod.
  3. 1 point
    Apparently rapper Jay Z is in a legal battle over something very similar, though it seems Youtube didn't see it as copyright back in April https://www.theverge.com/2020/4/28/21240488/jay-z-deepfakes-roc-nation-youtube-removed-ai-copyright-impersonation LDR is right, this issue is something to consider the legal ramifications of if only to find a possible way to prevent problems later on.
  4. 1 point
    I feel like using an AI to recreate somebody's voice is legally dubious.
  5. 1 point
  6. 1 point
    They may have different geometry – we had one example from Manaan where one vertex had different coords in the WOK, but this was lost on recompilation because MDLedit took the MDL AABB data by default (operating from the same assumption that they're always the same). As a result, the PC would get stuck trying to walk over that part of the walkmesh. It's possible that this was a manual fix only to the WOK, while the AABB node retained the original value. But yes, generally, they're the same. According to ndix UR, this is probably a remnant of a client–server setup. Nope, the "root node" is not a node in the same sense as its children, it doesn't have the same structure in the file format. The structure it has does not support controllers.
  7. 1 point
    Are you kidding me? It will be stretching on for months. I doubt he's even off Peragus yet.
  8. 1 point
    This will be very useful in module building in the future. While I can guess this won't let me place placeables or NPCs inside the module by simply dragging and dropping them where I want but would it be possible to use this tool to reskin the rooms/modules to be unique (Reskinning a new module with the Ahto City room/module to use the textures of the rusty Taris sewer whilst leaving Ahto and Taris alone)
  9. 1 point
    Seems like you are catching on!
  10. 1 point
    1. I'd love for there to be a way for at least Kaah to survive the sith assassins. 2. The ending was kind of abrupt and unfulfilling and I actually thought something was broken for a moment. 3. Black market droid worked fine for me, perhaps because I didn't interact with it until after fixing the radiation leak? 4. 'Deadly Upgrade' could not be completed on my own, I had to fetch CS-28 for it to complete. 5. Found the sound mixing to be quite annoying with some voices quite loud and some whisper quiet. 6. Found the Industrial Sector much less laggy but still had a strange bug where it would freeze for a moment then fast forward for a few seconds. 7. Some of the Sith assassins don't become aggressive and remain standing around after the fight. 8. Atton acts like he isn't a Jedi in the intro(Provided you made him one). 9. I get Bao-Dur's shield breaking allowing you to sequence break into the environment zone, But why not your Lightsaber? 10. Never had a problem entering the Enviro-Zone with party memners. 11. Never got the fixing droid quest, perhaps because I progressed too far? On a similar note, I never returned to Telos right after the academy; Instead doing so before/after completing M4-78 and now Telos is messed up with Grenn missing and me being told to wait for Grenn to arrest me again among other things. 12. Found the teleporting to get thru the radiation leak stuff to be kind of jarring but understand the limits. Shame the 'teleport-via-map' from K1 was never implemented... 13. Lip flaps for Kaah and Vash are broken. 14. Part of me wishes I could take all 3 droids to deal with the radiation.
  11. 1 point
    Well, I've played 1.2 several times, and I think I liked that version better than 1.5. 1. I didn't like bringing the Sith Assassins in. Though not great, I liked Vash dying better in 1.2 than in 1.5. 2. Didn't like Kaah's death all that much either compared to 1.2. I would rather he and Vash live somehow (re casting the voice may be the way to do this like you said). 3. Not sure if I missed it, but I didn't like removing that quest with the droid who gives you a mission when you play as Hk, T3 or GO-TO. 4. The droid that gives the mission to find out where the true colonists come from appears to be have been removed sadly. 5. Not sure if it just me, but the black market droid crashes every time I click on it. 6. I liked the original opening scene better and this one didn't seem as good IMO. 7. I didn't like the police droids being removed either. 8. This version felt a lot more buggy over all (one quest I completed (rogue assassin part quest I think) opened back up in the Research and Development center after it was already closed.). 9. Not sure why the recent events mission was removed. I liked that one. 10. I would also just get rid of the new sequence on the landing pad at the end. Felt weird and out of place imo.
  12. 1 point
    While being a good mod, unfortunately it is not quite as tested and polished as one would like. This is especially evident in version 1.5, which introduces a large number of regressions (mostly cosmetic, but some of them quite serious; see https://deadlystream.com/topic/4979-bugs-errors-reporting-with-m4-78ep/) compared to version 1.3. In addition, the ending from version 1.3 was replaced by a more awkward, less elaborate, and less believable one, with no gameplay courses to trigger the original ending (despite the voice-overs and dialogues still included in the game). And to add insult to injury, version 1.3 (which appears to be the most stable released version of the mod at the time of this writing) was never released for non-Steam users; neither on DeadlyStream, nor on ModDB. All things considered, version 1.5 is a formidable case of "newer is not always better" both story-wise and quality-wise. Version 1.3 is recommended to play at this point. As of version 1.5.1, the 1.5 release is not recommended until/unless the regressions are fixed and the original ending is made available as an option.
  13. 1 point
    Well, as this is 1.5 we're talking about and I did Beta test 1.5 and know about the previous versions I think it'd be best to leave my opinion on M4-78. First of all, Zybl revamped the intro to Korriban on the Hangar platform to use cut Atton lines from the E3 Demo instead of the spliced lines of 1.2 and before. While most of those splices where pretty bad *cough* HK-47 *cough* I felt some lines where remarkably good such as the one with Kreia where she says "Droids gather while we wait here" was absolutely well done it sounded completely natural, the only way someone could guess it was a splice was because the line "Our enemies gather while we wait here" is so iconic. Most of them have been removed except for, you guessed it, the HK splices I hate. The Atton lines are alright though they do sound a bit awkward and Atton does say "you should keep your Lightsaber up or do whatever you Jedi do in these situations" despite the fact you may not have a Lightsaber. In previous versions, the player would have to play as either Goto, T3 or HK through the radiation sometimes walking long distances to get to a location. To make the walking less like torture an optional sidequest was added in and was odd in the fact you got the quest from one foreman droid but depending on who your character was whether it be T3, HK or Goto this one Foreman droid would have an entirely different purpose, personality and sidequest with a different plot but same overall pacing. For HK this foreman droid was an off-world assassin droid hunting down a specific droid, for T3 it was a droid tracking down a computer virus intent on destroying the archon M4-78 and for Goto is was some sort of package retrieval mission. At some point, you'd be stopped by three police droids who question your droid over the deaths of recent droids (2 droids or more depending if you did the optional sidequest) and they'd put your droids arrest on hold until they fixed the radiation leak. Once the Exile arrives on the planet the Exile can destroy the police droids once they threaten to arrest him/her for refusing to hand over the droids. All of this was removed in favour of a teleportation transport system to make the radiation section quick, the teleportation is, in my opinion, would be better if it showed your droid move away and then teleport to give that immersion that your droid did move away instead of being teleported. While that filler sidequest is good for being removed I felt those Police droids should have stayed, Zybl2 actually forgot to remove the police droids 100% last time I played the mod which may have been the late Beta/first release of 1.5. Just before you fix the radiation backtrack a bit and you should be able to find the Police droids and approach them from behind. On top of turning the industrial zone into 2 sections to reduce lag the actual research centre part has been severely downgraded lacking lots of the droids and placeables from the earlier version making it feel empty and incomplete, while I can understand they are the cause of the lag I felt that downgrading the level severely was somewhat uncalled for, cutting down was inevitable though I felt they went a bit too far. Not that I'm complaining about my less laggy experience though. The new ending is kinda weird, and by weird, I feel it is bugged. You can go to the environmental zone first, fight the droids and convince Kaah to help you get to industrial archon to reach M4-78. I'm loving the freedom of choice with that though of course, this method is somewhat hidden (You need to use Bao Dur's shield breaker to break into the environmental zone). What I don't like is how Darth Sion on Korriban is tracking the Exile as he does on Malachor in cut content with the meditation and the hologram (Which is broken for females). On Malachor he says 'prepare my ship, I'll attend to this myself' but here he instead sends the Sith Assassins. The Sith Assassins, with basic attack and no force powers, kill Kaah and Vash in an ambush and once this ambushed has happened I fell that is where M4-78 ends. I much preferred the original ending as it felt more... like an actual ending and it had an actual resolution with M4-78 and the droids as well as Kaah and Vash in a believable way. Not that the new ending can't be bug fixed and enhanced, however. For 1.5 that's all I can think of. For M4-78, in general, I dislike the infinite medical equipment droid merchant and the inconsistencies with the environmental zone droids.
  14. 1 point
    Not really a "hate"-hate, but I find some of the voice acting is rather uneven. Starting with robtic filtering that is way too strong, so much it warps the character's voice when they speak, having no filtering at all for some lines, like IS-43's system overload warning for example. Some of the lines are way too quiet, such as the Escort Droid's. Other times it's simply the writing, making them speak in a fashion that is way too humanized, or not using the proper words. I've seen too few instances of "organics" or "sentients", but that might just be me. Speaking of Escort Droid, it seems he can only take you forward to the manufacturing part of the industrial zone, but won't take you back to his initial post in that zone, only to the Archon, Back to Central, or the Enviro Zone's locations. Also, it would be prudent to also add him to the maintenance area of the Industrial Zone, as currently the fastest way to get there is to warp to manufacturing and go back into maintenance from there, as the alternative is to leg it all the way through the long reactor corridor. A glitch can also occur when multiple copies of I1-02 will spawn in the small diagnostic shed in the industrial zone, and play the same diagnostic cutscene with the droid there, way past the point of the plot when it was supposed to happen. The doors leading further into the Industrial Zone, and in the Environmental Zone cannot be crossed until their canned animation finishes. It seems the script keeps the invisible wall and the interaction reticle in place until that is done. The infamous crash when entering the Enviro Zone with party members is still present, so many years after the initial report, and can only be circumvented by going in solo and re-adding the party once there. Some of the droids later on still have their wallhack abilities and can shoot you through the walls, without any way to fight back until the door opens. Some quests like the Fixing Droids or Deadly Upgrade seem to be unable to be completed, either due to glitches in the script because the player skips a step in the quest log chain, such as not informing the droid in the Central Zone that they found the War Droid with the illegal upgrade installed and simply went on to destroy him and bring back the part, which in theory should complete the quest, but the journal entry is stuck on "inform the droid" entry, or because the item necessary to fix a droid, namely the Central Droid Processor, doesn't spawn at all, apparently because the main plot progressed too far. That's what I spotted during my latest run through the place, at least.
  15. 1 point
  16. 1 point
    Notepad. Yeah. What DP said is the right process, but because 3ds Max is unreliable with KOTOR models that can cause some serious annoyances - one of the big problems is when you get a difference between what the game thinks is the pivot point and what your modeling program thinks is the pivot point, which skins are especially susceptible to. One particular failure of mine resulted in an eternally sad Malak. Rather than mess about with that, I find it easier to edit the ASCII file directly so you get a model that imports with most things working properly. That minimizes all the fussing around in the hierarchy too. Here is my procedure: Open your head from Game A ASCII in Notepad. Copy all the visible geometry from it (head and tongue skins, eye and teeth meshes, plus any extras like hair dangly meshes). Get a similar head from Game B. Remove all the visible geometry (same stuff as above). Export an ASCII file. Copy the geometry from step 2 to the ASCII from step 3 in Notepad. Use find and replace to make sure everything is parented to the right stuff (replacing the first model's name with the second's). Import into 3ds Max. Using the original head as a reference, make sure all the geometry is in the correct position. It seems that anything without a skin modifier won't necessarily go in place; for example, Malaks's eyes and teeth had to be moved. I usually look at the XYZ values and enter them, but if you want to mess around with the hierarchy you could delete them, import them from the original game ASCII, and put them back in place. Rename your model how you want it for the final time. Export. Convert to binary.
  17. 1 point
    If you want to minimise issues, you'd import the TSL head, save out the skin weights, delete the rig, then load in the K1 rig, load the skin weights back in. The eyes/eyelids/teeth are all effectively visible bones, so you'd need to add those back to their proper place in the hierarchy.
  18. 1 point
    Ha! Great obvservations. At least they're not accepting donations until they have something to show, right?
  19. 0 points
    Don't listen to Yoda. Try. Try again. Only then will you do. Always remember that Yoda was the wisest and most powerful Jedi, in a group of arrogant asses. He tried and failed, and still spouted that crap years after the fact to Luke... like, look in the mirror little Green Meanie. You will get nowhere with my help alone. I am not making anyone's mod for them, so you must do as much of the lifting as you can and then people will be much more willing to help. MTFBWYA
  20. 0 points
    Well, it seems like Qui-Gon is helping you. As he pointed out, this isn't the most active modding community at the moment so much of what you'll accomplish will be both self taught and mostly done on your own. Try following his advice and review those tutorials and see how far you can get with those. When you reach a wall, then ask questions when they crop up. Take it one step at a time.
  21. 0 points
    When did you ask about this originally? Porting between TSL and KOTOR (and vice versa) has been allowed on this site since 2018. If you need to know the minutia, read JCarter426's blog on this specific subject. You really need to look into those tutorials that @Qui-Gon Glennhas kindly pointed you towards.
  22. 0 points
    I don't imagine DS would host a mod that would allow you romance a 14 year old.
  23. 0 points
  24. 0 points
    No placing of placeables or NPCs just simply creating area files for it BUT don't worry ill be developing something separate designed for editing modules with options to modify every aspect of it (placeables/doors/nps/dialog/cameras/ect) with 3D + 2D views included.